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		<title>Team Phobic: 2011 In Review</title>
		<link>http://jonaswills.com/2011-in-review/</link>
		<comments>http://jonaswills.com/2011-in-review/#comments</comments>
		<pubDate>Tue, 03 Jan 2012 23:35:03 +0000</pubDate>
		<dc:creator>jonaswills</dc:creator>
				<category><![CDATA[Team Phobic]]></category>

		<guid isPermaLink="false">http://jonaswills.com/?p=262</guid>
		<description><![CDATA[<p>I wrote a blog entry <a title="2010 In Review" href="http://jonaswills.com/2010-in-review/" target="_blank">last year</a> which I&#8217;ve since enjoyed reading for sentimental reasons. I&#8217;d like to make it a tradition to post such a thing every year, so here I am now, thinking about what to write.</p> <p>2011 was a great year for Team Phobic. We celebrated our [...]]]></description>
			<content:encoded><![CDATA[<p>I wrote a blog entry <a title="2010 In Review" href="http://jonaswills.com/2010-in-review/" target="_blank">last year</a> which I&#8217;ve since enjoyed reading for sentimental reasons. I&#8217;d like to make it a tradition to post such a thing every year, so here I am now, thinking about what to write.</p>
<p>2011 was a great year for Team Phobic. We celebrated our company&#8217;s four year anniversary recently, and I can hardly believe it has been that long. As a growing company, there are many things to worry about, especially the need to be able to reproduce success. It&#8217;s sinking in that doing this has become sustainable, and that this year, our company has become <em>secure</em>. The economy has been rough this year, so to be able to create something that provides jobs to those who want to express their creativity is something for which I&#8217;m very thankful.</p>
<p>Like last year, we&#8217;ve had both successes and failures, so let&#8217;s get to it and talk about each one!</p>
<h2><strong>Undead <del>Island</del> Ocean</strong></h2>
<p><img class="alignleft size-full wp-image-306" title="Icon114" src="http://jonaswills.com/wp-content/uploads/2012/01/Icon1141.png" alt="" width="114" height="114" />Undead Ocean was our attempt to create a new platformer IP, and make a game we really wanted to make. It&#8217;s a pretty silly game with a ninja who fights zombies. We were originally going to give the player the choice between a ninja and a pirate, but for simplicity, we launched with just the ninja.</p>
<div id="attachment_279" class="wp-caption alignright" style="width: 490px"><a href="http://jonaswills.com/wp-content/uploads/2012/01/dialog.png"><img class="size-full wp-image-279" title="Ninja Pirate!" src="http://jonaswills.com/wp-content/uploads/2012/01/dialog.png" alt="" width="480" height="320" /></a><p class="wp-caption-text">Original concept art for the ninja and pirate!</p></div>
<p>We are always very ambitious at the start of all our projects. We cut a lot of our desired features very early on and focused on the gameplay. We figured if the game hit the app store, well, we could go back and add all the features later as we did with Bounce On and Bounce On 2. Unfortunately, the launch wasn&#8217;t as good as we were hoping.</p>
<p>The game launched during GDC. We always have fun launching during conventions because we get to celebrate with a bunch of other developers. The downside to this is that A LOT of stuff gets released around the same time, so it&#8217;s easy to get drowned out. We got some <a title="great reviews" href="http://toucharcade.com/2011/03/03/first-impressions-of-undead-island-from-team-phobic/">great reviews</a> of the game, but with the limited content and niche target it didn&#8217;t get very high in the charts. We were a little discouraged, but already had plans for a free prequel of the game. I think we got the idea to call it a &#8220;freequel&#8221; from <a title="@arnoldkim" href="http://twitter.com/#!/arnoldkim" target="_blank">@arnoldkim</a>.</p>
<p>Right after the launch of the game, we got an unfortunate e-mail threatening that our name of &#8220;Undead Island&#8221; was infringing on their trademark. We had some talks with our lawyers, and while we think we had a case against it, the price of getting into a lawsuite just wasn&#8217;t worth it. We figured we could use the name change and the launch of the freequel to get a little more publicity towards it, and launched the freequal along with the name change in early April.</p>
<p>Undead Ocean Dojo was a lot more then just a &#8216;lite&#8217; version of the game. We created a whole intro story with unique art, boss fights and levels separate from the full version of the game. Bounce On Lite is one of our most popular games and we wanted to put a lot more effort into the free version to make it feel more like a complete game than just a cut down version of the full version.</p>
<div id="attachment_286" class="wp-caption aligncenter" style="width: 786px"><a href="http://www.appannie.com/undead-ocean-dojo/ranking/history/#start_date=2011-04-07&amp;end_date=2011-04-30"><img class="size-full wp-image-286" title="Screen Shot 2012-01-02 at 4.13.39 PM" src="http://jonaswills.com/wp-content/uploads/2012/01/Screen-Shot-2012-01-02-at-4.13.39-PM.png" alt="" width="776" height="305" /></a><p class="wp-caption-text">Undead Ocean Dojo app store ranks</p></div>
<p>As you can see, it didn&#8217;t do all that well. There&#8217;s a few things we could have done to make it a bit more successful.</p>
<ul>
<li>Better cross promotion &#8211; I should have reached out to more developers for ad exchanges. We got a ton of impressions from Bounce On Lite, and we don&#8217;t use enough of them.</li>
<li>Paid Advertising &#8211; We did this with Bounce On 2 Lite, and it worked pretty well for the launch. We had too much hope on the game growing organically, on its own.</li>
<li>No Updates &#8211; We moved to our next project too quickly. When we released Bounce On we started working on the first update the day after we shipped it. The biggest problem with Undead Ocean was its lack of content, and we should have shown our customers we were dedicated to update it.</li>
</ul>
<p>I think the last issue is the biggest problem. We spent a lot of time on the game, and we kind of just let it die. We did have an update planned, and finally got it out 8 months later, right before Christmas, but by then it was too late.</p>
<p>Overall, the game did not cover its development costs, which is always frustrating, but I like to think positively about all our projects, and think we learned from it. What did we learn? Stop targeting niche demographics and go for a more casual appeal. We had two strikes with GravBot and now Undead Ocean, so we needed to do a safer project.</p>
<h2><strong>New Office</strong></h2>
<p>I&#8217;m going to keep this pretty short, because I&#8217;ve already <a title="Our First Office" href="http://jonaswills.com/our_first_office/" target="_blank">written about it</a>. We moved out of our house and into a real office, which was great! It&#8217;s almost been a year now, and it&#8217;s starting to get a little cramped since we added a few more employees(I&#8217;ll get into that later). I think we made the move at the right time, and it set us up in an excellent position for our company&#8217;s growth.</p>
<h2><strong>DragonVale</strong></h2>
<p><img class="alignleft size-full wp-image-304" title="Icon114" src="http://jonaswills.com/wp-content/uploads/2012/01/Icon114.png" alt="" width="114" height="114" />Oh DragonVale! I&#8217;d been wanting to get into the freemium model for quite some time but we knew it would be a pretty large project and we weren&#8217;t sure we would have the distribution to pull it off. Luckily for us, we had a great relationship with <a href="http://www.backflipstudios.com/" target="_blank">Backflip Studios</a>, another game developer in Boulder with great developers and a very large distribution network. They wanted to do a project with us so we pitched them a game and we collaborated and refined it and 6 months later they released the game with <del datetime="2012-01-02T22:50:47+00:00">huge</del> ginormous success.</p>
<div id="attachment_302" class="wp-caption aligncenter" style="width: 803px"><a href="http://www.appannie.com/dragonvale/ranking/history/#view=grossing-ranks&amp;start_date=2011-09-14&amp;end_date=2012-01-01"><img class="size-full wp-image-302" title="Screen Shot 2012-01-02 at 4.54.29 PM" src="http://jonaswills.com/wp-content/uploads/2012/01/Screen-Shot-2012-01-02-at-4.54.29-PM.png" alt="" width="793" height="312" /></a><p class="wp-caption-text">DragonVale has been in the top 10 grossing apps since launch</p></div>
<p>It was quite a different experience to work so closely on a project with another team, and it was a larger team than we were used to, as well. I&#8217;m privileged to be working with this team, and will be continuing to do so on future projects. One of the best aspects of working with Backflip Studios has been their understanding of our team remaining independent.</p>
<p>Only about half our team &#8211; our programers &#8211; worked on DragonVale. All of the DragonVale art was made by Backflip, so this meant our artists needed something to do. Our artists started with an Undead Ocean update, but only got so far before programmers were needed.  We didn&#8217;t have the time to take developers off of DragonVale, so we hired a contractor to work on a game with our artists.</p>
<h2><strong><del datetime="2012-01-02T22:50:47+00:00">MissileChase</del> Unannounced Game</strong></h2>
<p><a href="http://jonaswills.com/wp-content/uploads/2012/01/Icon1142.png"><img class="alignleft size-full wp-image-325" title="Icon114" src="http://jonaswills.com/wp-content/uploads/2012/01/Icon1142.png" alt="" width="114" height="114" /></a>We always have code names for our projects that end up not being used. Missile Chase was a game our contractor pitched to us and that we moved forward on. It was originally supposed to take two months to develop, and now we are on month six, and the game has changed so many times I can&#8217;t even count. We realized how crucial it is to have developers in house rather than contracting, especially if they are using our own engine. All that said, the game is looking great and we&#8217;ve taken the time to make it everything we want it to be.</p>
<p style="text-align: center;">MissileChase theme song: <a id='wpaudio-4f2e62e006c4b' class='wpaudio wpaudio-readid3' href='http://jonaswills.com/wp-content/uploads/2012/01/song1.m4a'>song1.m4a</a> Isn&#8217;t it catchy?</p>
<h2><strong>Future PC Game</strong></h2>
<p style="text-align: left;">When we started Team Phobic it was all about making some pretty big, ambitious projects. In high school, we were working on a project called <a href="http://capturetf.sourceforge.net/" target="_blank">Capture The Flag(CTF)</a>, which was really the start of the Phobic Engine. We still use some of this code in our projects, today!</p>
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<p>After high school, when we were in college, we got a little more realistic, and came out with <a href="http://www.electropy.com">Electropy</a>. It was a much smaller project, and we saw it the whole way through. It didn&#8217;t really make any money, but we were proud to have finished something. So, we were pretty disappointed to not even get an IGF nomination in the student competition. We were in a great position to get into iOS games at the time and had a lot of early success on the store, but it&#8217;s still always been our passion to make some bigger games.</p>
<div id="attachment_358" class="wp-caption alignright" style="width: 284px"><a href="http://jonaswills.com/wp-content/uploads/2012/01/pcgame.png"><img class="size-full wp-image-358" title="pcgame" src="http://jonaswills.com/wp-content/uploads/2012/01/pcgame.png" alt="" width="274" height="400" /></a><p class="wp-caption-text">Early concept art for PCGame</p></div>
<p>With the success of DragonVale we now have the opportunity to follow our passion. I&#8217;m delighted to announce that we have begun working on a Windows/Mac/Linux game. We&#8217;ve been growing the team, designing and prototyping for the past month or two, and are getting ready to make a more formal announcement.</p>
<p>We&#8217;ll be at GDC this year, and would love to meet up with any developers who&#8217;ve been on Steam, The Humble Indie Bundle, XBLA, etc. If you&#8217;d like to meet up please <a href="mailto:jonas@teamphobic.com">e-mail me</a>!</p>
<h2><strong>Conclusion</strong></h2>
<p>2011 was even better than 2010, and I can&#8217;t wait to see what happens in 2012! We&#8217;ve brought our company up to 10 people, and have had another huge success in the app store. We moved from a cramped office in our home to a new office which we&#8217;re already starting to outgrow. Starting this year, we can finally offer our employees health insurance(yay!). It&#8217;s a much different feeling than a year ago. We aren&#8217;t a startup any more, and there is much more certainty that we&#8217;ll be making games for a long time to come!</p>
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		<title>Our First Office</title>
		<link>http://jonaswills.com/our_first_office/</link>
		<comments>http://jonaswills.com/our_first_office/#comments</comments>
		<pubDate>Thu, 21 Apr 2011 00:35:12 +0000</pubDate>
		<dc:creator>jonaswills</dc:creator>
				<category><![CDATA[Office]]></category>
		<category><![CDATA[Productivity]]></category>
		<category><![CDATA[Team Phobic]]></category>

		<guid isPermaLink="false">http://jonaswills.com/?p=203</guid>
		<description><![CDATA[<p>I mentioned briefly in my last <a title="2010 In Review" href="http://jonaswills.com/2010-in-review/">post</a> that we would be getting an office this year. Well, it&#8217;s now mid-April and we&#8217;ve been here for 4 months now.  It&#8217;s been quite a big shift in how we do things.</p> <p>Team Phobic currently sits at seven people. Before this year, we would [...]]]></description>
			<content:encoded><![CDATA[<p>I mentioned briefly in my last <a title="2010 In Review" href="http://jonaswills.com/2010-in-review/">post</a> that we would be getting an office this year. Well, it&#8217;s now mid-April and we&#8217;ve been here for 4 months now.  It&#8217;s been quite a big shift in how we do things.</p>
<p>Team Phobic currently sits at seven people. Before this year, we would all work from a big house which four of us lived in.  As you can imagine, it got a bit crowded and quite crazy at times. Our hours were usually 1PM &#8211; 9PM or later. Often, a few people would stay up to the late late hours of the night, working.  There came a point when we realized we needed a bigger distinction from our work life and our &#8220;real&#8221; lives. It&#8217;s hard to see that distinction when your company IS your life. As an owner, I&#8217;m always thinking about work&#8230; so much that it doesn&#8217;t even feel like work at times. I love my job and wouldn&#8217;t want to do anything else but it can consume every minute of your life if you let it. Having a home office makes it very difficult to create barriers for your work life and everything else.</p>
<p>For a small startup like Team Phobic, the effort you put in can make the biggest difference. Time is the biggest investment needed to get things off the ground. After two years of success we&#8217;ve put in so much time that it&#8217;s gotten us to a comfortable place that doesn&#8217;t require working long days and weekends any more. Getting a new office has allowed us to take that shift down, but the question that needs to be answered is: has our new office increased productivity?</p>
<div id="attachment_207" class="wp-caption aligncenter" style="width: 310px"><img class="size-medium wp-image-207" title="Calendar" src="http://jonaswills.com/wp-content/uploads/2011/04/Screen-shot-2011-04-20-at-5.38.42-PM-300x144.png" alt="" width="300" height="144" /><p class="wp-caption-text">We use Google Calendar to track hours, each color is a different person.</p></div>
<p style="text-align: left;">Above is a screenshot from last week&#8217;s recorded hours. At the end of the week we run a ruby script that totals it all up and e-mails us to let us know.  We don&#8217;t have any set requirements, but we try and get everyone to roughly forty hours a week.  There&#8217;s still some work done on the weekends; last week was a bit crazy with taxes going on, but the hours are pretty normal.  We used this same method before we got the office, but people were much lazier about tracking their hours, and would often guess and fill them out less accurately.</p>
<div id="attachment_215" class="wp-caption alignright" style="width: 210px"><img class="size-full wp-image-215 " title="1295441_poland_warsaw_sky-scrapers" src="http://jonaswills.com/wp-content/uploads/2011/04/1295441_poland_warsaw_sky-scrapers.jpg" alt="" width="200" height="300" /><p class="wp-caption-text">Random image of an office building!</p></div>
<p style="text-align: left;">It&#8217;s much easier to focus on WORK when you are in an office, rather than getting distracted by other things.  When we worked from home there was never anything stopping anyone from starting to do something else. We had to start making rules like people couldn&#8217;t play video games during certain hours because it would be distracting for other people trying to work. At the new office, it doesn&#8217;t really matter because people don&#8217;t have the temptation (as much) to do other things. It&#8217;s also hard to explain to friends and family that just because you are working from home, it doesn&#8217;t mean you are free to have them come over and hang out, or can help them out with errands any time they want.</p>
<p style="text-align: left;">If there was a way to measure productivity it would be great to see, but instead we have to stand back, look at it all and make our best judgements. I would say that we are being equally or more productive then when we were working from home, but we&#8217;ve been able to work less hours and relax more when we leave the office.</p>
<p style="text-align: left;">If you are currently working at home 60+ hours a week and having trouble creating those barriers I would suggest getting an office. You will be more efficient in your time there and when you leave it will be easier to keep the work away from home. If you are working from home and can manage to make those barriers without an office then keep on doing what you&#8217;re doing, it&#8217;s certainly a bit cheaper, but be wary if you decide to grow.</p>
<p style="text-align: left;">Now I&#8217;d like to ask: What are your experiences of moving from a home office and into a &#8220;real&#8221; office?</p>
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		<title>2010 In Review</title>
		<link>http://jonaswills.com/2010-in-review/</link>
		<comments>http://jonaswills.com/2010-in-review/#comments</comments>
		<pubDate>Tue, 04 Jan 2011 23:42:30 +0000</pubDate>
		<dc:creator>jonaswills</dc:creator>
				<category><![CDATA[Bounce On]]></category>
		<category><![CDATA[GravBot]]></category>
		<category><![CDATA[iTD]]></category>
		<category><![CDATA[Team Phobic]]></category>
		<category><![CDATA[Tunnel Shoot]]></category>

		<guid isPermaLink="false">http://jonaswills.com/?p=153</guid>
		<description><![CDATA[Wow!  I can&#8217;t believe it&#8217;s already 2011!  It&#8217;s amazing how fast time goes by when you&#8217;re busy making games all the time.  2010 was a great year for Team Phobic and I&#8217;m really looking forward to where it goes in 2011. <p></p> We released four games last year and I thought I&#8217;d write up a [...]]]></description>
			<content:encoded><![CDATA[<div>Wow!  I can&#8217;t believe it&#8217;s already 2011!  It&#8217;s amazing how fast time goes by when you&#8217;re busy making games all the time.  2010 was a great year for Team Phobic and I&#8217;m really looking forward to where it goes in 2011.</div>
<p></p>
<div>We released four games last year and I thought I&#8217;d write up a bit about how each project (along with one that we scrapped) went.  If you are unfamiliar with <a href="http://ww2.teamphobic.com/about" target="_blank">Team Phobic</a>, we are a small group of developers based out of Boulder Colorado currently making games for iOS devices.  Our first game on the iPhone came out in November of 2008, shortly after the App Store launched.  Since then we&#8217;ve had over 6,000,000 unique downloads across all of our games.</div>
<p>
<h2><strong>Bounce On 2</strong></h2>
<div>Bounce On 2 is the largest project we have ever done.  We began development for this project after we returned from a vacation in Japan, in June of 2009, and the final game was released in March of 2010, right around GDC.  During this time we hired two new employees, bringing the size of our team up to seven.  This was a pretty big transition for us, and that added to the time we needed to develop Bounce On 2.</div>
<div>
<div id="attachment_155" class="wp-caption aligncenter" style="width: 490px"><a href="http://jonaswills.com/wp-content/uploads/2011/01/ss021.png"><img class="size-full wp-image-155" title="ss02" src="http://jonaswills.com/wp-content/uploads/2011/01/ss021.png" alt="" width="480" height="320" /></a><p class="wp-caption-text">Screenshot from early stage of Bounce On 2 when we wanted to make everything 3d</p></div>
</div>
<div>When we first started we wanted to go 100% 3D.  I loved the way the look was going, but we realized it would have taken MUCH MUCH longer to do.  After about 3 months of work, we scrapped almost everything and started over with the 2D/3D combo that we released with the game.  We learned a valuable lesson to make sure we can accomplish the goals we set in a reasonable amount of time.</div>
<p></p>
<div>The marketing strategy for Bounce On 2 was pretty simple.  We knew we would have a bunch of users who would buy the game right away because they loved the first one, and so we wanted to make sure they knew when it was coming out.  We pushed out an update to the original Bounce On and the Lite version with the ability to pull a message from our servers and display it when the new game launched.  We launched the lite version of Bounce On 2 first.  We put a countdown timer in the main menu to show the user when the full game would be launched.  We also had the ability to display messages on launch as well, which is something we now have in all of our games.</div>
<div>
<div id="attachment_156" class="wp-caption aligncenter" style="width: 310px"><a href="http://jonaswills.com/wp-content/uploads/2011/01/Screen-shot-2011-01-03-at-6.32.15-PM.png"><img class="size-medium wp-image-156" title="Screen shot 2011-01-03 at 6.32.15 PM" src="http://jonaswills.com/wp-content/uploads/2011/01/Screen-shot-2011-01-03-at-6.32.15-PM-300x159.png" alt="" width="300" height="159" /></a><p class="wp-caption-text">Bounce On 2 Lite peaked at 82 in free games on launch.</p></div>
</div>
<div>We held off on doing too much promotion on the free version until the full version came out.  One of our goals was to make sure everything went smoothly, because we had written an entire new engine for Bounce On 2.  We had to submit a fast update because we forgot to set the minimum version correctly and some users were getting crashes on startup.</div>
<p></p>
<div>When we released the full version on March 26th we started an advertising campaign for Bounce On 2 Lite through AdMob.  We spent around $6,000 and it boosted the Lite version up to #33 in games and #60 overall.  The result was a pretty strong launch of Bounce On 2.  It took a while to recover all the costs of development, but eventually it did and now we are making good profit off of a fairly stable game.</div>
<div>
<div id="attachment_157" class="wp-caption aligncenter" style="width: 310px"><a href="http://jonaswills.com/wp-content/uploads/2011/01/Screen-shot-2011-01-03-at-6.43.00-PM.png"><img class="size-medium wp-image-157" title="Screen shot 2011-01-03 at 6.43.00 PM" src="http://jonaswills.com/wp-content/uploads/2011/01/Screen-shot-2011-01-03-at-6.43.00-PM-300x163.png" alt="" width="300" height="163" /></a><p class="wp-caption-text">Bounce On 2 quickly reached the top 100, even at a $3.99 price point.</p></div>
<p>The biggest issue we faced with Bounce On 2 was learning how to work with a team our size and stay focused and organized.  We also wanted to make a game that exceeded the expectations that people had.  We put a LOT of work into Bounce On 1 and we wanted to continue that effort in the sequel.<br />
<br />
<h2><strong>Tunnel Shoot</strong></h2>
<p>Tunnel Shoot is a game we made with the help of <a href="http://www.backflipstudios.com/" target="_blank">Backflip Studios</a>.  Backflip is another developer here in Boulder and they&#8217;ve repeatedly made some of the top games on the App Store, most notably Paper Toss and Ragdoll Blaster.  They are a great bunch of people, and we were thrilled to get the chance to work on this project with them.  They approached us in the early stages of development and wanted to get their hands dirty as an iOS publisher.</p>
<div id="attachment_159" class="wp-caption aligncenter" style="width: 490px"><a href="http://jonaswills.com/wp-content/uploads/2011/01/IMG_0076.png"><img class="size-full wp-image-159" title="IMG_0076" src="http://jonaswills.com/wp-content/uploads/2011/01/IMG_0076.png" alt="" width="480" height="320" /></a><p class="wp-caption-text">An early screenshot of Tunnel Shoot</p></div>
<div>The development of the game was pretty quick.  We used the same engine as Bounce On 2 which has since grown to be a pretty robust engine.  We split our team in two and were working on two projects simultaneously.  It took about three months to develop Tunnel Shoot, and we spent two more weeks after launch with a pretty big update.</div>
<p></p>
<div>I can&#8217;t get into too many details about the marketing of the game because that was all handled by Backflip.  They did a great job promoting it, and it turned out to be a moderate success for us.  We released a free ad supported version in mid November, but unfortunately it never seemed to really take off.  We both loved the game and put in all we could, but it never turned into the big hit either of us were hoping.</div>
<p>
<h2><strong>Blast Runner</strong></h2>
<div>Blast Runner was the second project half the team was working on while Tunnel Shoot was in development.  Basically, it was Canabalt with guns.  We spent quite a while trying to get the gameplay just right.  You could jump by tapping on the left side of the screen and aim to shoot by tapping on the right site.</div>
<div id="attachment_160" class="wp-caption aligncenter" style="width: 310px"><a href="http://jonaswills.com/wp-content/uploads/2011/01/screenshot.png"><img class="size-medium wp-image-160" title="screenshot" src="http://jonaswills.com/wp-content/uploads/2011/01/screenshot-300x190.png" alt="" width="300" height="190" /></a><p class="wp-caption-text">A development screenshot of Blast Runner</p></div>
<div>We made this really cool skeletal animation system that we are now using in our next project.  The problem was it was very difficult to make the game fun&#8230; it just seemed like something was off and we couldn&#8217;t quite get it.  When Halfbrick Studios released Monster Dash (great game!) we realized one of our biggest mistakes was letting the player aim, if we had just made the player shoot forward we might have had something a little better.</div>
<p></p>
<div>We canceled the development of Blast Runner for two reasons.  First, the part of the team that was working on it was also busy with Bounce On updates as well as helping with small tasks in Tunnel Shoot.  The second reason we canceled the project was explained above.  We just had so many problem getting the gameplay right.  We didn&#8217;t want to release something we wouldn&#8217;t play ourselves, and we hadn&#8217;t invested too much time into the project.  We cut our losses and moved on to the next project.</div>
<p>
<h2><strong>GravBot</strong></h2>
<div>GravBot was a very fun game to make!  It actually started out a LONG time ago, before our first iOS game iTD we were thinking of making a game like <a href="http://www.albinoblacksheep.com/games/falldown" target="_blank">Falldown</a>, but with a twist.  We called it Plummet at the time and it was this little ninja who would have to fall down, but every once in awhile the gravity would change and the player would have to tilt the device to change gravity. For some reason or another, we abandoned Plummet and set to work on iTD, but we didn&#8217;t forget it.</div>
<p></p>
<div>We realized we wanted to make another platformer and we remembered the gravity changing mechanism we had originally made for Plummet so we started off trying to use that.  We quickly found it became too awkward to have the user turning their device as often as they would need to.  We then shifted the game into a puzzle platformer with the objective to collect batteries throughout the level.</div>
<p></p>
<div>One of the biggest difficulties of GravBot was getting the difficulty just right.  If we made the game too easy, it would be boring, but if we made it too hard players would get confused and give up.  I think we made the beginning of the game a bit too slow but those who made it through the tutorials and on to the later parts of the game have loved it.</div>
<p></p>
<div>We decided to take our chances and try out the in app purchase model for GravBot.  Unfortunately, this was probably the wrong decision to make.  We were extremely lucky to get featured by Apple TWICE.  When the game first came out we released under &#8220;New And Noteworthy&#8221; on the first spot in iTunes.  We had a strong launch but quickly realized that the conversions to IAPs was much lower then we had hoped.  We decided to add a new Halloween level pack for free to generate more revenue through the advertising in the game.</div>
<div id="attachment_161" class="wp-caption aligncenter" style="width: 730px"><a href="http://jonaswills.com/wp-content/uploads/2011/01/74838_168039353214884_140486302636856_489291_1886268_n.jpg"><img class="size-full wp-image-161" title="74838_168039353214884_140486302636856_489291_1886268_n" src="http://jonaswills.com/wp-content/uploads/2011/01/74838_168039353214884_140486302636856_489291_1886268_n.jpg" alt="" width="720" height="315" /></a><p class="wp-caption-text">GravBot was featured as iPhone Game Of The Week</p></div>
<div>After the Halloween update to GravBot we were pleasantly surprised to be featured as iPhone Game Of The Week.  We got a whole bunch of downloads and quickly rose back up in the ranks, only to hit a wall in the top 50 free.  GravBot is a game that has reviewed very well, but it never really caught on to the mass audiences.  Also, combined with the low amount of IAP conversions it&#8217;s really hard to call GravBot a financial success.</div>
<p></p>
<div>We do, however, have a lot of active users still playing GravBot.  We&#8217;ve learned from the Bounce On 2 release that active users are a VERY good way to promote your new games.  We can leverage these users with content updates to come back and play more, while telling them about our new games.  This is going to be one of our main marketing tools for 2011.</div>
<p>
<h2><strong>Bounce On Up</strong></h2>
<p>Bounce On Up is a simple game we made for the holidays to get some more users!  It took about a month to develop and was a fun game to make.  We submitted it right around Thanksgiving and were very worried if it was rejected it might not come out in time.  Fortunately, this was not the case, and it got through Apple approval without a problem.</p>
<div id="attachment_162" class="wp-caption aligncenter" style="width: 310px"><a href="http://jonaswills.com/wp-content/uploads/2011/01/Screen-shot-2011-01-03-at-7.58.08-PM.png"><img class="size-medium wp-image-162" title="Screen shot 2011-01-03 at 7.58.08 PM" src="http://jonaswills.com/wp-content/uploads/2011/01/Screen-shot-2011-01-03-at-7.58.08-PM-300x151.png" alt="" width="300" height="151" /></a><p class="wp-caption-text">Bounce On Up hit #122 free game in the US</p></div>
<div>We advertised Bounce On on FreeAppADay on Christmas, during this time we notified all the new users about Bounce On Up, this cross promotion helped a bunch and you can see the effects in the US ranks above.</div>
<p></p>
<div>What amazes me the the launch of Bounce On Up is how well it did in other countries.  We&#8217;ve gotten A LOT of downloads from other countries in the smaller app stores.</div>
<div>
<div id="attachment_163" class="wp-caption aligncenter" style="width: 301px"><a href="http://jonaswills.com/wp-content/uploads/2011/01/Screen-shot-2011-01-03-at-7.59.38-PM.png"><img class="size-full wp-image-163" title="Screen shot 2011-01-03 at 7.59.38 PM" src="http://jonaswills.com/wp-content/uploads/2011/01/Screen-shot-2011-01-03-at-7.59.38-PM.png" alt="" width="291" height="265" /></a><p class="wp-caption-text">Breakdown of Bounce On Up downloads</p></div>
</div>
<div>We make a good amount of money off Bounce On Up advertising and it had a pretty low development cost.  We have plans to update it in the future so we can leverage those users in cross promotions.</div>
<p>
<h2><strong>Next Project</strong></h2>
<p>We&#8217;ve started on our next project and it&#8217;s coming along pretty well.  It&#8217;s got ninjas, it&#8217;s got zombies, and it&#8217;s pretty freaking awesome!</p>
<p><div id="attachment_164" class="wp-caption aligncenter" style="width: 310px"><a href="http://jonaswills.com/wp-content/uploads/2011/01/preview.png"><img class="size-medium wp-image-164" title="preview" src="http://jonaswills.com/wp-content/uploads/2011/01/preview-300x200.png" alt="" width="300" height="200" /></a><p class="wp-caption-text">Early screenshot from our next game</p></div><br />
<br />
<h2><strong>Conclusion</strong></h2>
<p>Overall, we had a great year.  We managed to grow our team, expand our user base, develop tools and fortify our game engine.  We are getting ready to move into our first real office, and I can&#8217;t wait to see what we come out with this year!</p>
</div>
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		<title>iTD Update</title>
		<link>http://jonaswills.com/itd-update/</link>
		<comments>http://jonaswills.com/itd-update/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 18:25:00 +0000</pubDate>
		<dc:creator>jonaswills</dc:creator>
				<category><![CDATA[iTD]]></category>
		<category><![CDATA[legal BS]]></category>
		<category><![CDATA[Team Phobic]]></category>

		<guid isPermaLink="false">http://jonaswills.com/?p=126</guid>
		<description><![CDATA[<p>We&#8217;ve been trying to get an update out to our first iPhone game, <a href="http://itunes.apple.com/us/app/itd/id294944417?mt=8">iTD</a>, for awhile now. We added a few new levels, sound effects, some bug fixes and also high res iPad support. The problem we are having is the name. You see, iTD is a tower defense game(One of the first on [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve been trying to get an update out to our first iPhone game, <a href="http://itunes.apple.com/us/app/itd/id294944417?mt=8">iTD</a>, for awhile now.  We added a few new levels, sound effects, some bug fixes and also high res iPad support.  The problem we are having is the name.  You see, iTD is a tower defense game(One of the first on the iPhone).  iTD originally stood for &#8220;iPhone Tower Defense&#8221; but Apple made us remove &#8220;iPhone&#8221; from the name awhile ago, so we made it &#8220;iTowerDefense.&#8221;  Now a company  is claiming they have a trademark on &#8220;Tower Defense.&#8221;  I know a few other companies have run into them and had some problems, but what can you really do?  Tower Defense games have been around for a LONG time&#8230; it boggles my mind that they could get such a trademark through.</p>
<p>Now we have to change the name, or spend way too much money and time on a bunch of lawyers.  The whole iPhone app store is a huge mess when it comes to copyright and trademark infringement.  Every developer I&#8217;ve talked to has some story about being threatened or being copied, the whole system is just so ridiculous.  So, we are going to change the name&#8230; it just isn&#8217;t worth it to fight this, but it really does piss me off!</p>
<p>Anyways, I&#8217;ll leave you with an iPad screenshot of one of the new levels. I hope we can get it out soon.</p>
<div id="attachment_127" class="wp-caption aligncenter" style="width: 235px"><a href="http://jonaswills.com/wp-content/uploads/2010/07/IMG_0026.png"><img class="size-medium wp-image-127" title="New iTD Level 'Yin-Yang'" src="http://jonaswills.com/wp-content/uploads/2010/07/IMG_0026-225x300.png" alt="" width="225" height="300" /></a><p class="wp-caption-text">New iTD Level &#39;Yin-Yang&#39;</p></div>
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		<title>Bounce On 2: Drallo&#8217;s Demise Wallpapers!</title>
		<link>http://jonaswills.com/bounce-on-2-drallos-demise-wallpapers/</link>
		<comments>http://jonaswills.com/bounce-on-2-drallos-demise-wallpapers/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 00:30:15 +0000</pubDate>
		<dc:creator>jonaswills</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jonaswills.com/?p=118</guid>
		<description><![CDATA[<p>Hi everybody!</p> <p>Got some Bounce On 2 wallpapers for you!</p> <p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperbounce.png"></a></p> <p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperdrallo.png"></a></p> <p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperw1.png"></a></p> <p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperw2.png"></a></p> <p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperw3.png"></a></p>]]></description>
			<content:encoded><![CDATA[<p>Hi everybody!</p>
<p>Got some Bounce On 2 wallpapers for you!</p>
<p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperbounce.png"><img src="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperbounce.png" alt="" title="wallpaperbounce" width="320" height="480" class="aligncenter size-full wp-image-119" /></a></p>
<p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperdrallo.png"><img src="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperdrallo.png" alt="" title="wallpaperdrallo" width="320" height="480" class="aligncenter size-full wp-image-120" /></a></p>
<p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperw1.png"><img src="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperw1.png" alt="" title="wallpaperw1" width="320" height="480" class="aligncenter size-full wp-image-121" /></a></p>
<p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperw2.png"><img src="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperw2.png" alt="" title="wallpaperw2" width="320" height="480" class="aligncenter size-full wp-image-122" /></a></p>
<p><a href="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperw3.png"><img src="http://jonaswills.com/wp-content/uploads/2010/03/wallpaperw3.png" alt="" title="wallpaperw3" width="320" height="480" class="aligncenter size-full wp-image-123" /></a></p>
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		<title>Bounce On 2: Worth the Wait</title>
		<link>http://jonaswills.com/bounce-on-2-worth-the-wait/</link>
		<comments>http://jonaswills.com/bounce-on-2-worth-the-wait/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 03:36:45 +0000</pubDate>
		<dc:creator>jonaswills</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jonaswills.com/?p=67</guid>
		<description><![CDATA[<p><a href="http://jonaswills.com/wp-content/uploads/2010/02/blogimage.png"></a><a href="http://jonaswills.com/wp-content/uploads/2010/02/blogimage.png"></a>Ever since Bounce On 2 was announced during E3 2009, we&#8217;ve received hundreds of e-mails, tweets and various forum messages asking when to expect the game&#8217;s release. Here at Team Phobic, we&#8217;re as excited about it as you are. We can&#8217;t wait to get it out the door, but we want to make [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://jonaswills.com/wp-content/uploads/2010/02/blogimage.png"><img class="alignleft size-full wp-image-79" title="blogimage" src="http://jonaswills.com/wp-content/uploads/2010/02/blogimage.png" alt="" width="119" height="107" /></a><a href="http://jonaswills.com/wp-content/uploads/2010/02/blogimage.png"></a>Ever since Bounce On 2 was announced during E3 2009, we&#8217;ve received hundreds of e-mails, tweets and various forum messages asking when to expect the game&#8217;s release.  Here at Team Phobic, we&#8217;re as excited about it as you are.  We can&#8217;t wait to get it out the door, but we want to make sure the final product meets our standards and your expectations.  We&#8217;re committed to making the kind of games we want to play, so if we see something that could be improved, we&#8217;re going to fix it.  When will Bounce On 2 come out?  When it&#8217;s done, simple as that, but it will be worth the wait!  Let&#8217;s take a look at some of the cool things we&#8217;re working on for Bounce on 2!</p>
<p>One of the biggest change between gameplay in Bounce On and the sequel is the level design.  In Bounce On you would try to get to the end of the level, if you collected all the gems you get a silver medal, and if you collect all the gems in a fast enough time you get a gold.  Now, in Bounce On 2, when you enter a level you can choose between multiple objectives, and with each objective you see a different version of the level.</p>
<div id="attachment_68" class="wp-caption aligncenter" style="width: 310px"><a href="http://jonaswills.com/wp-content/uploads/2010/02/overworld2.png"><img class="size-medium wp-image-68" title="Our Level Editor" src="http://jonaswills.com/wp-content/uploads/2010/02/overworld2-300x168.png" alt="" width="300" height="168" /></a><p class="wp-caption-text">We use Tiled (http://mapeditor.org/) to make our levels.  We have made a few changes and tweaks to the open source editor to help us out, and have committed them back to the open source community.</p></div>
<p>Thanks to your feedback on the overworld in Bounce On, we&#8217;ve made some dramatic changes to how level selection works.  The overworlds are levels filled with doors.  Bounce can roll and jump around them, navigating like he would within an actual level, while he chooses which door to use leading to a new level.  Each level requires a different number of keys you get by beating level objectives, and once you get enough you can fight the world boss and get to the next world.</p>
<div id="attachment_86" class="wp-caption aligncenter" style="width: 310px"><a href="http://jonaswills.com/wp-content/uploads/2010/02/IMG_0073.png"><img class="size-medium wp-image-86" title="IMG_0073" src="http://jonaswills.com/wp-content/uploads/2010/02/IMG_0073-300x200.png" alt="" width="300" height="200" /></a><p class="wp-caption-text">Bounce On 2 uses a combination of 2d and 3d elements.  This door is an animated 3d model that opens and closes.</p></div>
<p>One of my favorite features in Bounce On 2 is the new lighting and shadow system.  We are lucky enough to have some incredibly talented programmers here who have really pushed these devices to their maximum potential.  I really wanted to show this off so I have a screenshot, but it&#8217;s hard to it justice with a still image.</p>
<div id="attachment_97" class="wp-caption aligncenter" style="width: 310px"><a href="http://jonaswills.com/wp-content/uploads/2010/02/Screenshot-2010.02.05-18.44.131.png"><img class="size-medium wp-image-97" title="World 2 lighting" src="http://jonaswills.com/wp-content/uploads/2010/02/Screenshot-2010.02.05-18.44.131-300x200.png" alt="" width="300" height="200" /></a><p class="wp-caption-text">Here&#39;s an example of the lighting in World 2.  Bounce On 2 will have 3 worlds: Floating Ruins, Orbital Platform and Drallo&#39;s Fortress.</p></div>
<p>We had a lot of fun making new powerups.  We didn&#8217;t want to just repeat the ones in Bounce On so we came up with some new ideas.   We also add some new objects in the level that affect the player.   There are boosters that can send you flying, gravity fields that rotate the whole world and all sorts of things you can interact with.</p>
<div id="attachment_98" class="wp-caption aligncenter" style="width: 310px"><a href="http://jonaswills.com/wp-content/uploads/2010/02/IMG_0085.png"><img class="size-medium wp-image-98" title="IMG_0085" src="http://jonaswills.com/wp-content/uploads/2010/02/IMG_0085-300x200.png" alt="" width="300" height="200" /></a><p class="wp-caption-text">The Fire Ball in World 3 lets you swipe your finger to burst into any direction and destroy enemies.  The extra distance you get from the burst also let us design some interesting level challenges.</p></div>
<p>Josh &#8216;<a href="http://www.myspace.com/t3kl3r">T3KL3R</a>&#8216; Cutler has gone all out with the music and sound effects for Bounce On 2.  Currently, there are over 20 unique tracks made.  If you like the music in our earlier games, it just keeps getting better and better.  I got Josh to let me post up one of the World 1 songs, so go check it out:</p>
<p style="text-align: center;"><a id='wpaudio-4f2e62e01a4d7' class='wpaudio wpaudio-readid3' href='http://jonaswills.com/wp-content/uploads/2010/02/song1-2_192kbps.mp3'>song1-2_192kbps.mp3</a></p>
<p style="text-align: left;">All these features are just a subset of everything Bounce On 2 has to offer.  I could go on for pages talking about all we&#8217;ve been working on, but it would ruin the surprises we&#8217;ve added.   We will be at Macworld2010 with a booth in the Mobile Applications Showcase for anyone wanting a hands on demo of Bounce On 2.  We are also free for meetings during the event, so please contact me if you are interested @ jonas at teamphobic dot com to schedule.</p>
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<enclosure url="http://jonaswills.com/wp-content/uploads/2010/02/song1-2_192kbps.mp3" length="4911189" type="audio/mpeg" />
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		<title>the standard first post</title>
		<link>http://jonaswills.com/the-standard-first-post/</link>
		<comments>http://jonaswills.com/the-standard-first-post/#comments</comments>
		<pubDate>Thu, 14 Jan 2010 01:17:36 +0000</pubDate>
		<dc:creator>jonaswills</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jonaswills.com/wordpress/?p=4</guid>
		<description><![CDATA[<p>Alright, starting the blog up again&#8230; not really sure what it&#8217;s going to be.  The number one problem I have with running a blog is I just don&#8217;t update it enough.  This may be because I&#8217;m not too great of a writer, haha&#8230; I tend to get ahead of myself.  Anyways, I&#8217;ll keep this first [...]]]></description>
			<content:encoded><![CDATA[<p>Alright, starting the blog up again&#8230; not really sure what it&#8217;s going to be.  The number one problem I have with running a blog is I just don&#8217;t update it enough.  This may be because I&#8217;m not too great of a writer, haha&#8230; I tend to get ahead of myself.  Anyways, I&#8217;ll keep this first post short because most likely no one is going to read it.  I still have a few changes to make to it, but I&#8217;m pretty happy with all the plugins for wordpress.  You can log in with facebook/twitter/google/openid and a few others to leave comments which is pretty neat.  I tried to get avatars showing up correctly but that didn&#8217;t seem to work so maybe I&#8217;ll try again later.</p>
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		<slash:comments>16</slash:comments>
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