02/9

365 Puzzlejuice Emails [pt. 3] 

Continued from Part 2

Table of Contents

Part One

Part Two

Part Three

Fri, Jan 6, 2012 at 10:12 AM
yo, just pulled down the build, it’s downloading now. from what i gather the next couple of days are going to be a hellride?

i think it might be useful to re-evaluate the audit as there are probably some more important things we could focus on than a lot of what’s in there. for instance, per the icon colors vibrating, i changed the secondary colors (bottom shading) to avoid that. also, i noticed that when i lost (maybe it was a quirk) that there didn’t seem to be an explosion or a core meltdown of some kind like i was expecting.

also, and maybe this is like the fifth time you’ve told me, but what about the options menu?

playing now, looking really great! love the button transition, the shadow change, everything!

i’d say priority from what i’ve seen (and most of these are probably “no duh greg”):

i saw you mentioned you added the juice effects but i’m having trouble picking them out
the freeze seems to be the old freeze effect
old icons replaced with new
options menu? (let me know what you want in it and i’ll mock it up)
switching those secondary block colors
replacing my orange arrows from the original glowey orange ones
an explodey/CHOMPCHOMPy transition when losing
word list spacing on game over/pause screen :)

let me know if there’s anything i can do to ease your workload on this stuff. i’m happy to do it and it seems like to hit our deadline it might be necessary.

Greg

Fri, Jan 6, 2012 at 12:59 PM
Yup yup yup today/tomorrow is going to be fun.

THINGS:

1) I accidentally left “game-over” effect off my list. Thanks for reminding me. It’s going to be a simple bomb-like effect that blows up the blocks from top to bottom. Also chompsters is on my list

2) The juice was on my to-do list today. SPEAKING OF: I had a lot of trouble getting the drops to look good and it’ll take a lot of care+affection to get right. Do you think you could open up Unity and get a version of the particle effect looking right? Or is that too unfamiliar of a system to hop on today? I can set up a project everything set up for you and then all you would have to do is tweak numbers.

3) Yeah I was holding off on the options menu til I knew what we were going to have in there, but at this point it’s pretty settled:

SFX Volume 0-10 (Plus/minus buttons. A slider would take too long to program right now)
Music Volume 0-10
Picture-In-Picture checkbox
Objective Notifications checkbox
Clear Progress + simple “Are You Sure?” menu

And this is a good place for the credits! I think it’d be nice if it had our twitters. What do you think? Also lemme know if this billing is okay:

Game by Asher Vollmer @clckwrk
Art by Greg Wohlwend @aeiowu
Music by Jimmy Hinson @bigGIANTcircles

4) I’m going to be doing a lot of jamming today. Favoring speed over code-niceness. Hopefully you should be getting 1-4 builds today. I think it’s a good idea for you to wait on a second audit until I fix the stuff from earlier. Y’know unless you’re just waiting around :P

Asher

Fri, Jan 6, 2012 at 2:44 PM
Oh yeah small thing:

Can I get an iPad version of the transition screen?

Asher

Fri, Jan 6, 2012 at 3:17 PM
ok, i gave it a go, but there’s not really any good ways to do rotation on the particles like i want. it’s still mostly there though. the shading is bunked though since i can’t remember how unity does alpha masking from .psds argh!

here’s dat screen too. are we just centering the iPhone retina sized stage and then expanding out from there? it seems like that’s how things are on the iPad, just want to double check. it might not exactly line up… let me know.

Greg

Fri, Jan 6, 2012 at 7:31 PM
I put in the drops and I think I’m going to make an executive decision to take out the drops. It’s too much visual stimulation. I can send you a build if you’d like to see it, but they’re just pretty distracting, as cool as they look =/

Asher

Fri, Jan 6, 2012 at 9:57 PM
cool, i hear ya. you are the POTUS! btw, just played a huge co-op session with my gf and we killed it. badass. :) if you have stuff for me to sound off on or do, i am planning on getting up early tomorrow and doing whatever you’ve got. keep me posted.

Greg

Fri, Jan 6, 2012 at 10:01 PM
awww yess.

That’s pretty perfect because I’ve got polycans of energy drink here and I’m going to stay up late until this thing is polished to heck. Then you can audit it in the morning and tear it to pieces :D

Asher

Fri, Jan 6, 2012 at 10:51 PM
The juice is not going to waste :D

Asher

Sat, Jan 7, 2012 at 2:08 PM
Options Stuff (I said it a little ways up):

SFX Volume 0-10 (Plus/minus buttons. A slider would take too long to program right now)
Music Volume 0-10
Picture-In-Picture toggle
Objective Notifications toggle
Clear Your Current Progress
Simple “Are You Sure?” menu
And then if there’s room, I’d like the credits to go on the page. (If there’s not room….?) Lemme know if you’re cool with this billing:
Game by Asher Vollmer @clckwrk
Art by Greg Wohlwend @aeiowu
Music by Jimmy Hinson @bigGIANTcircles

I’m going to sprint towards Twitter integration before noon my time and if that works I’ll send out a build to everyone possible for bugs+feedback.

Asher

Sat, Jan 7, 2012 at 4:02 PM
I just scored 999,999,999 points on Hard Mode in #Puzzlejuice! My best word was “BONERVILLE” bit.ly/PJGame

Any capitalization preferences?

Asher

Sat, Jan 7, 2012 at 5:39 PM
I dig the caps how it is. cool :)

sry about missing the previous options bullet list. here’s the options how i see ‘er. also threw in a twitter button on the game over screen (showing score and such). the colors are a bit swapped too. the notification “are you sure” thing i figured could be just a simple overlay bg and the button. these are also in the ai on dbo.

Greg

Sat, Jan 7, 2012 at 5:45 PM
Awesome. Dig it all. I’m uploading a build right now so you can see the horrific place I decided to put the twitter button.

Asher

Sat, Jan 7, 2012 at 5:53 PM
cool, do you want an audit? i need to finalize all the icons as well but just wondering if an audit is useful at this point. happy to do it as the icons won’t take a ton of time anyhow just a couple hours (have to hand pixel them to get the best look).

Greg

Sat, Jan 7, 2012 at 5:56 PM
Oh yeah now’s a great time– you should be getting the email in like two seconds.

Asher

Sat, Jan 7, 2012 at 8:08 PM
ok, i’m goin’ in! i’m not gonna hold anything back, but i’ll bold and make text bigger for those that are most important.

INTRO
“Drag to Spell” and “Slam the block downwards” should be all caps (for all instances of that) and the same size as the type on the orange buttons.

MAIN MENU
The dots on the blocks between words seem to be less anti-aliased than the type. You could use bullets from the typeface itself (opt + 8 on mac).
The orange triangles are jaggy and don’t seem to be perfect 45degree angles, not anti-aliased/smooth looking.
The jiggle animation when a word makes the cubes jaggy, another AA problem.
The glow when you fully spell a word (in game as well), I dunno. It’s probably too late but see my mockup.

CORE MODE SELECTOR MENU
The orange arrow should be thicker, i cheated a bit and put like a 5px rounded outline on it in the .ai
The way the diagonal lines are rendered should be a bit different ideally. instead of a masked texture, they are sort of on a grid in the .ai and terminate on their own. pretty picky.
Even more picky, but if it’s more of a systemic thing that can be fixed across the board… the text rendering on the “MODE SELECTOR” letters seems a bit fuzzy compared to the smaller type in the same menu. I’m guessing this is just the deal we make with the Unity devil, but if possible, then yea.
That said, the small text “choose wisely” and the hint, are too crisp, while the text on teh orange buttons is goldilocks good. is it down and upsampling that core type size and that’s why there’s such a difference there with the font rendering?
The text on all the orange buttons should probably be nudged down by about 2 pixels.
The hint text line should probably be moved up a couple pixels.

OBJECTIVES MENU
The checkmark and X icons seem to be stretched wide by about 150%. see attached
The block behind the back arrow seems to be too far right by about 3 pixels, maybe 5.
Some descriptions of the objectives are not fully capitalized. Two line descriptions should the same size as the hint text to allow for the text to breathe more.

OBJECTIVES MENU AVOIDED
The banned banner is cool, but it’s jaggy as all get out on the edges.

POWERUP MENU
The depressed powerups (unlocked but unused) should be the lighter black (top coat) as opposed to the darker black that it turns into now.
The shadows on all the equipped powerups except the left-most powerup need to connect to the left edge of the cube.
I think the color of the three powerups that you’ve equipped should be the blue/cyan color. keep the yellow for “EMPTY” like you have it now.
Arrow looks good, slight hay pixel on the right edge of where the stem of the arrow meets the line.
Seems to be a slight line of hay pixels on the left edge of the dark part of the orange button. doesn’t exist in the other menus (on average).
The thickness of the white outline varies when selecting different equipped powerups. The drill has a rounded top left corner while the freeze outline corners are all perfectly square. Also, all four sides of the outline are not the same thickness.

ZEN MODE MENU
Same light colored hay pixel problem with the orange button as in the powerup menu (i think it’s the powerup menu).

LEADERBOARDS
Same light colored hay pixel problem with the orange button as in the zen menu.
The rounded corners on the tabs are pretty squished and aliased.
The 45degree lines in the header are squished and should be consistent with the rest of the menu headers.

GAME
If the only thing in the bottom left is the score, it should be moved over to the right by about 5-10 pixels to make the spacing even.
The multiplier finish text is really pixelated and over-expanded.
The black outlines on the 2x and smaller things seems to be misaligned or not covering everything, they also don’t seem to be completely round.

PAUSE MENU
The orange button is a little under-wide. The bottom right corner should reach the right most grid dot’s center.
Under “score breakdown” the Sweetest Word should be more vertically spaced.
The hint line should be moved down 3-5 pixels to vertically center.
Tap for further explanation on the objectives doesn’t work, which is fine, they are pretty clear, so just take out that text or replace it with something more flavory perhaps.
The “RAGE QUIT” text should probably be moved down 2 pixels or so and the whole “RAGE QUIT X” object should be moved down around 5 pixels.
Use the magenta text color for long words instead of the cyan (hard to read).

GAME OVER MENU
The hint text line should be moved down about 5 pixels.
Twitter button looks good actually. let’s go with it if you want. just make it square, it seems like it’s a little thin and should fill out to the middle of that bottom left grid dot. 60px wide i believe.
Use the magenta text color for long words instead of the cyan (hard to read).
The “MAIN MENU” text should probably be moved down 2 pixels or so and the whole “MAIN MENU X” object should be moved down around 5 pixels.

—BUG REPORTS–
When I go to the objectives menu (core mode) then back to the powerup menu, the objectives menu is superimposed over the powerups menu, sammiched on top of the other. i’ll email a screenshot from my iPad.

I get hard crashes of the game quite often when quitting from a core game to the main menu.

Got a less typical crash on just going to play a euro game (after much switching between menus, going back to main menu, looking at it and so on, then playing).

ok! i think that’s pretty much what i’ve got now. it was about 2 hours of intense examination/scrutinization. know that i was as detailed as I could be, pulling no punches and given the deadline and the dozens of fish that are much larger that are in desperate need of frying, do whatcha gotta do.

Greg

Sat, Jan 7, 2012 at 8:39 PM
Also, I just played in the iPhone (was using the iPad before) and it’s a heck of a lot less noticeable (just about everything) on the retina, things look great there. I think that perhaps some of the type rendering issues I brought up were due to maybe iPhone assets -> iPad? or something…

Though, that shouldn’t change the audit itself, I did play with the PIP (obv, on the iPhone) and it looks good. also, in general, the iPhone4 makes this thing sing. The performance on my iPad isn’t nearly as crisp, though I wasn’t really noticing it before, just playing it on the iPhone4 makes me realize the difference. Annnnyway… since the only difference really is the res and the PIP feature…

PIP Audit:
Change the purple block to the same orange we use for the arrows/buttons.
The right side of the window’s black stroke needs an extra row of pixels. it’s too thin.

okey doke.

just totally almost spelled delicatessen. serious. i’ve been playing where i try to engineer letters by making them fall and so on. pretty cool, just discovered that strategy, sure it’s old news to the old masters, but yea. :)

Greg

Sat, Jan 7, 2012 at 9:00 PM
Delicawhatnow– that’s absurd! The longest recorded word (according to flurry) is “TONALITIES” I haven’t actually tried building a word like that… sounds fun :D

Thanks again for taking the time to do this. This is exactly what I was looking for. And the bigness:importance thing really helps.

So I turned on anti-aliasing (oh huh 3d engines can do that) and it solve every single one of your jaggy problems without even slowing down the game, but I’m pretty sure it’s draining the battery a little faster. Are the jaggies a problem on the iPhone? Because I’m all for lessening the battery drain on the mobile device.

So that valid word arrangement looks pretty doable. I’ll see how much of a hassle it is.

OKAY the night ahead of me involves a lot of bug fixing. I’ll let you know if there’s anything I need but damn I think you might be set.

Hopefully you’ll hear from me with a finishedesque build soon :D

Asher

Sat, Jan 7, 2012 at 9:09 PM
cool! I love me some AA. I think it’s passable on the iPhone but would definitely be a big help on the iPad. :) i will get you those icons as soon as i can. and i can take some screenshots (both iphone and ipad) and pack those together since i’m pretty sure that needs to be uploaded along with the app itself (at least that’s how it was with solipskier). i’ll try to give you a bunch so you have options.

Greg

Sat, Jan 7, 2012 at 9:12 PM
Oh yeah– did you try the: explain the game with the screenshots approach? I think the less people are confused about our game the better :D

Asher

Sat, Jan 7, 2012 at 9:13 PM
i’m on it! :)

Greg

Sat, Jan 7, 2012 at 11:31 PM
alright, whadya think of this setup? i can put these in a psd and you can edit the text as you see fit. probably just use the same screenshots taken from the iPhone and set them on a different res with that kind of background flavor. also, all the icon sizes (not sure of all the filenames being correct) are in the dbox in the Icons folder.

Greg

Sat, Jan 7, 2012 at 11:38 PM
Yeah! That looks awesome! Super slick. That’ll totally work.

Are you going to make a version for both iPad and iPhone? Like you were saying we can use the same screenshots and just switch out the size of the border.

Can you think of anything else we’ll need or are we set? o.o

Asher

Sat, Jan 7, 2012 at 11:45 PM
i think that’ll about do it. i’m sure something else will come up, it always does, just let me know! :)

Greg

Sun, Jan 8, 2012 at 12:16 AM
alright! weeeee, all the screenshots are in .pngs (also the somewhat organized .psd is in there too so you can edit the text) in the dbox. here’s a sampling of the 5 iphone ones, attached. i’m gonna decompress for a bit, have been on defcon 5 for the night (as i’m sure you’re on like 7 atm, but if ya need me, @reply me on twitter and i’ll get chimed at).

later gator,

Greg

Sun, Jan 8, 2012 at 8:23 PM
What da status?

Greg

Sun, Jan 8, 2012 at 11:43 PM
The game is totally done ( the music makes it feel so real! ) except for some pretty horrible bugs. The worst one is that iCloud keeps deleting the leaderboards. I worked all through last night and had to stop today because of plans, but I’m back on the horse. This is absolutely the final push, though. School starts tomorrow and I will cut iCloud if I have to to ensure that apple has a build by tomorrow morning.

Asher

Sun, Jan 8, 2012 at 11:45 PM
I’m setting up a mindmeld with the clouds in hopes of reaching The One True iCloud for a parlay. He owes me.

Greg

Mon, Jan 9, 2012 at 12:17 AM
Don’t read this until you’re fully submitted and all that, not something to think about until shit is in the mail.

So… promo stuff:

I just played about a 20 minute game to 70 million with Amy. Shit it was fun, we finally delegated tasks perfectly and ended up getting 1000+x multi twice. The letter nuke/nado helped a ton, of course, but I was thinking a video of us playing would possibly get people interested. It wouldn’t be a trailer, just a “let’s play” to sort of help people _get_ the game as far as co-op is concerned.

In the trailer, I think it would really really good to show off co-op. I think it’s a badass way to play and it has its quirks like having a rhythm with your partner and delegation but people might not consider it? It’s times like this where I wish I had a 5d mark II and could shoot nice HD video of people playing, instead of doing the whole “show the screen with the finger”.

I have some other ideas: You do a super-quick-talking 50s trailer cutting and showing the game off while playing it. Maybe it’s just straight screen-cap of the game itself and cutting it up into exciting bits.

Also, press. I’ve got a few contacts and could drop them a line with the fresh build if we can get them UDIDs, but I think we should have the site with the trailer ready at that time so we can give them something to chew out the gate.

My personal site, I’ve got a feature graphic set up to go. I was thinking of putting it up now, talking about the game and how it’s gonna drop on the 26th, stoking the fires a bit. I wanna get clearance about when that’d be cool with you.

Basically, I think the trailer is kind of the missing piece in the marketing push and I feel like we should try to get started as soon as possible. I can work with you on it or I could even completely cut it, but you know your game and how you want to sell it. I really need to get to ridiculous fishing work tomorrow but I think i can pull off a trailer with a solid day’s work at some point in the week. That all said, the public hasn’t even seen screenshots at this point, so maybe releasing a few of those along with twitter scores would be enough reason to post something and hopefully get people excited. I think people that play the game, that are of a slightly higher gamer IQ are really gonna dig this and be the evangelists. A twitter search for PJ doesn’t reap a lot but, it does seem like with more exposure we could get more responses like this (aside from our tweets): https://twitter.com/#!/search/puzzlejuice

So I’m sure you’ve been thinking about this for months and it’s all in your head, but really just wanted you to know I’m thinking about it too and will help however I can. Let me know, cap’n. :)

Greg

Mon, Jan 9, 2012 at 9:38 AM
SUBMITTED. YES.

All of that sounds good and incredibly awesome. I’ll respond more thoroughly and send you the new build once I get some sleep. Three all nighters in a row can be pretty draining apparently.

and daymn that banner looks good :D It reminds me that I need to make my website a real thing… >_>

Asher

Mon, Jan 9, 2012 at 7:33 PM
Okay I’m less of a zombie now. Pretty burnt out, but that happens. This email will be probably be pretty mellow as a result.

Absolutely feel free to put the header up on your website. It looks absolutely badass and I feel kinda honored :D I’m really happy to hear that you’re still enjoying the game. (Personally I’m going to need a couple of days of not playing it before I start loving it again.)

Let’s Play: That sounds like an awesome idea. I think it’d be really cool and semi-viral to show you guys enjoying yourselves and showing very clearly how the game works. Obviously we’d have to cut it down to the most exciting/informative bits to make it consumable, but I really like how simple and effective it could be !

For the trailer: to be honest I’ve only had a few ideas, and most of them involve making something very similar to Powerthirst. I don’t have much time this week to work on a trailer and I agree that we should get one as soon as humanly possible for the press. If you feel comfortable making one, then I absolutely trust your judgement/visual style/sense of humor on the matter. Between the placeholder text you write, your handling of the website, and the description of PJ on your portfolio you have totally mastered the… “earnest” tone of the game. (btw I totally stole the Glengarry reference for the very end of the app store description. It was too good not to.) Let me know what you think.

UDIDs/Reviewers: So apparently I was a little distro-happy in the development process. As a result I only have 12 devices left to distribute with. I can totally give one to Mike, but that’s just one less for reviewers. It’s your call. I have zero press contacts so… any help would be appreciated :D

Game bugs: Yeah I saw those, but like you said they’re not game-breaking and I just didn’t have the time/energy to figure what the hell was causing them. I wonder if I can release a bug fix update before we release. I’ll ask [app store representative]— oh shoot I have to email her.

I’m all for starting the trickle of information ASAP, but want to make sure that reviews don’t come out until the game is released. People be able to read a review and then go get the game right away.

Thanks again for offering all of this help– it’s taking PJ above and beyond and I don’t have the words or energy to express how much I appreciate it.

okay back to sleep.

Asher

Mon, Jan 9, 2012 at 8:44 PM
RE: 12 slots: one thing we could do (which is something we did with Hundreds since adam/eric ran out of their 100 slots) is put you as an admin on my aeiowu dev account and you could forget about the stress of wondering if adding a device is worth it or not. let me know if this is something you’re into. if not, the last dozen are completely up to you, they should definitely go to press, though a couple key devs that could get different parts of the community excited would be pretty important as well. for solipskier, we emailed and contacted dozens of journos but none got back to us until we released and saw the crazy amount of tweets about solipskier.

apple’s 100 limit is one of the dumbest things amongst a sea of questionable rules. by no means should we have to feel like we can’t test with more people. that feeling will only hurt us and the quality of our app.

if we can get that separate ad hoc with whatever UDIDs we want, we can go out and contact reviewers and so on.

RE: trailer. I’m probably going to take a stab at it.

RE: let’s play. Gonna do it thursday.

RE: post/feature-on-my-site. cool!

RE: everything else. get some rest, you deserve a few days in some decompression chamber in japan with high oxygen levels, sushi and a limitless supply of strawberry gushers. hopefully by the end of the week things are a little more normalized and we can reload and fire away.

:)

Greg

Tue, Jan 10, 2012 at 12:55 AM
I have taken a break from my sushi chamber to confirm that yes, I want to show the game to as many people as possible– so more slots would be appreciated so I don’t have to act like a crazy person and cherry pick reviewers. Also that means I can add Mike now! Doin it.

Asher

Tue, Jan 10, 2012 at 1:16 AM
Ok great! invitation sent, just know that “darrel johnson”, actually eric from semisecret, is also doing a simliar thing and taking up like 20 slots or so, but that’s all through for now anyway. I’m just throwing the warning out because i have no idea how any of this magic works and don’t want that to screw with whatever foo you have to pull. let me know if there’s anything else or whatever arises with the dev account. :) also, as far as i know, eric didn’t use my account for any testflight stuff, so hopefully that also makes things easier (in case it’s not app specific or something…).

Greg

Tue, Jan 10, 2012 at 3:53 PM
Hey so it looks like I need eric to export some keys or something because he originally created the development certificate?

This should help clarify what I mean: http://stackoverflow.com/questions/5525436/xcode-could-not-find-a-valid-private-certificate-valid-key-pair-for-this-profile

Asher

Tue, Jan 10, 2012 at 4:01 PM
ok, i sent that over to him with an explanation, i’ll let you know ASAP with what’s going on.

Greg

Tue, Jan 10, 2012 at 4:38 PM
[truncated the email]

ok, so i followed eric’s directions, and added a developerProfile file to the dropbox (aeiowuProfile)

the password is “juicethepuzzle”

i thiiiiink that’s going to work for us? i just always feel like this xCode shit is some kind of sorcery. mikengreg stuff is in there as well for some reason so make sure not to active the mikengreg profile stuff? i think?

Her life is in your hands dude,
Brandt

Greg

Tue, Jan 10, 2012 at 4:50 PM
YES we have tag team conquered the the X Beast. PJ is now distributable as all heck.

Asher

Tue, Jan 10, 2012 at 5:19 PM
Oh and of course: Congratu-freaking-lations on Ridiculous Fishing! (And also the Hundreds mention) Amazing work :D

Asher

Tue, Jan 10, 2012 at 5:21 PM
thanks dude! :) gonna go celebrate a bit riiiight now.

Greg

Wed, Jan 11, 2012 at 4:14 AM
colaboratory, right?

Greg

Wed, Jan 11, 2012 at 4:25 AM
Hey man I don’t know how to tell you this but I really don’t think a naked macarena fisherman is really the company branding that I’m looking for. There’s just not enough trixelated genitalia. I won’t settle for less than a conga line.

Oh shoot you actually made something even more awesome than that. That looks fantastic!! But ahh sorry I didn’t respond sooner but I can’t really use that name because it’s the company that my friend Sam Farmer and I made together. (And he would prefer I not use Colaboratory)

I was thinking JuiceCo. It’s nice and ambiguous and has a nice connection to my first project.

I’m going to try mocking something simple up because you’re probably tired (It’s super early over there!) but this logo is awesome and I’ll definitely show it to Sam :P

Party on garth.

Asher

Wed, Jan 11, 2012 at 4:32 AM
Oh shit I just had an idea!

Do you think you can repurpose that logo and just have bright colors (mayhaps the PJ colors) flowing through the hoses? (And have it say JUICECO on the bottom, of course)

That’d be awesome! And then we can ship everything off to Apple :D

Asher

Wed, Jan 11, 2012 at 2:35 PM
haha :) glad that got a laugh, she’ll be

ok, cool! here’s a shot of the materials. these are in a folder in dbox, along with a zip by the same title.

you’ll notice the feature image has changed composition wise. with the revised proportions 820×300 the title was really getting lost and the whole thing felt very busy and cramped. this orientation is still fun and interesting but also has a clear visual hierarchy with the title anchoring the image.

take a quick peek at the .psds and let me know if the smart objects are showing up (layers above the Rasterized folder) as i’m just a bit neurotic and want to make sure they’ll have both vector/raster options for any resizing they may want to do.

Greg

Wed, Jan 11, 2012 at 2:47 PM
also, trailer wise. the problem/sticking point is the footage… the simulator isn’t going to do it justice and screencapping while that hog is churning makes matters worse.

res should be 350×520 to fit perfectly into the site’s box: aeiowu.com/puzzlejuice

i don’t think i can swing getting footage of the game, i could probably swing cutting the trailer, given the right length song but i just want to be up front with you sooner rather than later… the IGF nomination was unexpected and i’ve had to do a bunch more work than i was intending to do this week for emergency websites/announcements and etc. etc. which has set back progress on RF.

Greg

Wed, Jan 11, 2012 at 3:19 PM
Oh man that logo is actually awesome! Thanks for doing that– you totally continue to go above and beyond :D

All the PSDs looked good and I just shipped them off.

Man congratulations again on the IGF… I don’t want to take away too much of your time and I know you didn’t account for working on PJ or IGF stuff this week. I can capture the footage (PJ already runs on the computer and I can just swap out the cursor with a hand icon) and get Jimmy to do the music. I really would appreciate if you could cut something together because I know you would nail the style, but if you can’t I totally understand. You can lemme know after I have all the assets.

Few Qs:
- Do you know of any good mac screen capture software?
- How long do you think the trailer should be to a) do the game justice and b) not be too much work?

Asher

Wed, Jan 11, 2012 at 3:42 PM
cool! :)

no worries, this stuff happens and all that, i just don’t want to over promise and put us in a situation where we surface without a trailer.

a) I used to use this: http://www.ambrosiasw.com/utilities/snapzprox/ but now i use this: http://screenyapp.com/ (because it’s cheaper and the UI is much less in your face/antiquated. though snapz pro records really really smooth almost lossless video and audio.
b) I’d say the trailer should be no longer than 1 minute, no less than 30 seconds. i know that seems really short but a 2 minute trailer is almost annoyingly long. i firmly believe a trailer should first make someone curious and hopefully hungry for more, as opposed to well informed. they’ll get well informed when they buy the game and tell their friends and so on. If jimmy puts together sort of a score for the trailer with a nice beginning, driving middle, and a cool, dramatic ending, between 30-60s then i can just use the track as a template for cutting it, and it’ll be a lot easier for me.

Greg

Fri, Jan 13, 2012 at 4:11 PM
Update: Jimmy should have the track done by Monday night. I’ll make sure you have gameplay video by then as well.

Just saw the Hundreds site! Looks great and mysterious. Can’t wait until I can put laurel leaves around an award like that :D

Asher

Sat, Jan 14, 2012 at 3:47 AM
Update #2: [App store representative] just contacted me and asked if I would consider releasing this Thursday as opposed to next thursday. I told him that I would rather wait so that the press can have time to play/review the game– but if it means getting featured/a-superior-feature then I’d be willing to consider taking the plunge.

I’ll keep you informed,

Asher

Sat, Jan 14, 2012 at 3:58 AM
Also the comments on this made me laugh aloud: http://toucharcade.com/2012/01/13/canabalt-creator-teases-new-ipad-game/

“Seems like they are being, dare I say it, semi-secret about the new game.”
“I’m sure they’re just busy with the Wohlwend of activity that comes before a new release.”

Asher

Sat, Jan 14, 2012 at 12:53 PM
yea, i mean, i would say go with [app store representative]. like, no matter what if it gives us a better chance of being featured. being featured, in my experience, is nearly everything in terms of sales. the rest will follow.

my two cents,

Greg

Sat, Jan 14, 2012 at 1:00 PM
haha, that’s pretty great. we need to add those terrible puns to the hundreds site as reviews. :)

again with the rescheduled release, i’m guessing they have something set up for the thursday we’re releasing and it’s less likely they can fit us in but more (and maybe much more?) likely that releasing this thursday will net us a feature. ok now that’s four cents, but yea, certainly talking about it with him is a good move, regardless, let me know ASAP when you have the footage so i can cut it and get this trailer out. also, i should probably contact press very very soon? i’m going to get that ball rolling today, hopefully we get some response.

Greg

Sun, Jan 15, 2012 at 10:19 AM
Alright, yep — we’re definitely releasing this Thursday!

Unfortunately I can’t make the music show up any sooner than tomorrow because Jimmy had to actually rebuild his entire computer. But as soon as he has something I’ll throw everything in the dropbox.

Asher

Sun, Jan 15, 2012 at 1:20 PM
alright, i’m announcing it everywhere!

Greg

Sun, Jan 15, 2012 at 1:32 PM
Sick! Also I can get promo codes now instead of testflight. If you need some let me know.

Asher

Sun, Jan 15, 2012 at 1:35 PM
badass. way easier and i think journos are more used to it. i’m hoping by tonight sometime, or early tomorrow, i can have this co-op video shot and cut and scored. then we’ll get the trailer out monday night/tuesday morning.

Greg

Sun, Jan 15, 2012 at 1:36 PM
yea, throw me some promo codes, just got a journo who wants one. a chunk of 5 would probably be a good idea so i don’t have to keep bugging you.

Greg

Sun, Jan 15, 2012 at 2:07 PM
4MF6T4T4KX36
RH6YY3NYEETA
LHFP9N3AJ4T7
RNNAFW4FFX4A
A7MT3A6L9X4F

Wham bam

Asher

Sun, Jan 15, 2012 at 2:19 PM
awesome, just used the first one. CCed you on the email. :)

Greg

Mon, Jan 16, 2012 at 2:10 AM
heyo, should i put the website together on puzzlejuicegame.com? i’m not sure how appengine works, but that zip should just unpack as a wwebsite. we do need new screenshots, just replace them with the ones we submitted to the app store.

this “let’s play” session is 17 minutes long, but i did a timewarped version, gonna take half a day to render (not really an option) so i’m thinking about cutting one up really quick with some title cards in between to break up a bit of the monotony, hopefully we can show the 17m version but pass around the 2-3m cut session to give people a quick idea of co-op.

Greg

Mon, Jan 16, 2012 at 4:16 AM
http://youtu.be/ezpFkdQUGEo

Greg

Mon, Jan 16, 2012 at 11:09 AM
alright, so…. co-op play session-wise we’ve got:

sped-up version on youtube: http://www.youtube.com/watch?v=ezpFkdQUGEo
full version on youtube: http://www.youtube.com/watch?v=ze-ONzrmO2o&feature=youtu.be
and sped-up version on vimeo: http://vimeo.com/35128282
which i embedded on the test site: http://aeiowu.com/puzzlejuice/

looks like it’s all gonna work out with putting the trailer there, but i figure since bandwidth can sometimes be an issue with vimeo, if you want to upload the final trailer (hopefully done by tonight) to a pro account (probably should get one so we can have more bandwidth), then we’ll be good to go. I wish there was a better way to do this than use vimeo, as they tend to be pretty hateful towards game videos, which is why i was really non-descript with uploading this playthrough.

we’ll iron all that out later, but just let me know when i can tweet ’bout these vidyas.

Greg

Mon, Jan 16, 2012 at 12:03 PM
Sick! These look awesome. Feel free to tell the world. I’m going to work on getting the website up and running on puzzlejuicegame.com and get the pro Vimeo account. So then all we have to do is plug in the trailer.

I dropped some gameplay footage into dropbox, as well as some notes for where interesting stuff happens. Hopefully jimmy will deliver something today.

Asher

Mon, Jan 16, 2012 at 12:37 PM
Oh hey, slight hitch…

When I test uploaded the site to http://asherv.com/puzzlejuice it looks like the dimensions got sort of screwed up. You can tell by tabbing between your version and my version. Also the footer at the bottom is pretty screwed up. Did I get a slightly older version?

Also how hard would it be to make it say AEIOWU & ASHER & JIMMY at the bottom?

Thanks!

Asher

Mon, Jan 16, 2012 at 12:42 PM
no problem, i can change the footer to that. to me, the site looks good. i’m in chrome, might be a browser issue? just tried it in firefox as well, seems to be good… hmmm

Greg

Mon, Jan 16, 2012 at 12:44 PM
Oh shoot it looks good nevermind. I was zoomed out on asherv.com for some reason. Facepalm.

Asher

Mon, Jan 16, 2012 at 12:44 PM
i just uploaded the latest version (added good screenshots, a slight change to the style sheet and the vimeo embed). i’m working on the footer thing now…

Greg

Mon, Jan 16, 2012 at 12:52 PM
ok, cool! :) so replace these files and put the .png in the images folder and we’re good to gooooooo

Greg

Mon, Jan 16, 2012 at 12:57 PM
no, actually, use this index.php (missed a leading bracket in the title tag)

Greg

Mon, Jan 16, 2012 at 1:25 PM
ok, wow. too many versions. i just uploaded puzzlejuice3.zip into dbox. that’s my last and final testament. the bgFooter.png was out of date or something. honestly, i don’t know what went where at this point, but that zip should have all the fixes. ok, on to the trailer! definitely let me know ASAP when jimmy has the tunes, it’s really important since that’ll be most of the work (timing it to the track).

Greg

Mon, Jan 16, 2012 at 5:05 PM
i’ve got all the footage setup, any word from jimmy? i’ve got a like a three hour window left to work on it today…

Greg

Mon, Jan 16, 2012 at 8:18 PM
i think rami is going to hook us up with someone at touch arcade, so we’ll probably need some more promo codes (i used all 5 already)

Greg

Mon, Jan 16, 2012 at 8:49 PM
Gahh that’s awesome. I’ve got a call with [App Store Representative] tomorrow. He wants to talk about “marketing”??? I’ll keep you informed.

TXL37NHWKRNW
EPW9K7N677TN
T644EX4RANMT
JMR37P9Y9NN6
9T9RWMMHRM6Y

Asher

Mon, Jan 16, 2012 at 9:28 PM
Gahhh this was totally worth the wait. (Though I’ll try to set tighter deadlines next time)

There’s two versions: one with a juice sound at the end and one without. I really like the juice sound, but we might not have a visual to match so use your best judgement.

Asher

Tue, Jan 17, 2012 at 1:14 AM
alright cool! glad to get it, i think i can have it cut by the time i go to sleep. :)

just listened, fuck yea. this is great. :) :) :)

oh yea, and unannounced, andy wrote this glowy glowing glow review up: http://www.andymoore.ca/2012/01/puzzlejuice-review/ will tweet about it tomorrow when more people are awake.

Greg

Tue, Jan 17, 2012 at 2:37 PM
ok welp, i’ve got a pretty good first draft done. i had to export a .mov because h.264 is not cooperating music-timing wise. i think you can upload a .mov to vimeo, but i’m going to keep trying. since it’s 400MB, i’m uploading it to my webspace (i’m at a perpetual 95% on dbox, gmail too). I went ahead and put the .mp4 in the dbox, it might work out and quicktime player just hates .mp4 format, i don’t know. since it’s only 14MB, it’s worth a shot.

meanwhile, the lossless trailer will be at http://aeiowu.com/puzzlejuice/files/trailer.zip

again, watching that 14MB thing in quicktime won’t hammer home the timing, which a lot of the trailers coolness sort of rests on. but you can get the gist hopefully.

hey! the zip is only 160MB, that’s good. should up uploading in 5-10 minutes from the time this email is sent.

Greg

Tue, Jan 17, 2012 at 3:00 PM
Oh wow oh wow.

I’m speechless. This is fantastic! I know you called it a first draft, but I think this is absolutely excellent. I’m blown away.

I’m happy you were able to pick the best parts of the gameplay — I’m totally sold.

Think I should upload the lossless version now? (I uh only get one shot because of the upload limit)

Asher

Tue, Jan 17, 2012 at 3:05 PM
sweet! any changes at all, be super critical on the text and whatever else you want to add/take away. the closing card is simple, we could add more info like puzzlejuicegame.com and whatever. just let me know, now’s not the time to pull punches/ideas. :)

no, don’t upload it, i want to give it another pass on a full stomach. but the lossless version has the perfect timing. i’m actually uploading that version to my Mikengreg vimeo account just to get an idea of how it’ll look embedded. once that’s in, then i’ll know enough to produce a final version. That won’t be done for another 30 minutes (due to vimeo’s “wait in the digital, non-existent line…”)

Greg

Tue, Jan 17, 2012 at 3:57 PM
Okay alright, I’m putting my critical cap on. I can be shock n’ awed later:

ORIG: OH AND LETTERS? THAT’S CUTE.
REVIS: OH AND LETTERS? I GET IT.

Yeah, make sure to add puzzlejuicegame.com to the end slide. In fact I would swap it with “THAT’S THURSDAY” I really like the punchiness of that line, but it’s going to get outdated… on Thursday.

And that’s kind of it. I’ve watched it like twenty times already and it’s still awesome. Rock on.

Asher

Tue, Jan 17, 2012 at 4:17 PM
sweet! done and done. plus i made some improvements to the text, colored it up a bit.

i put it up here: [REDACTED] i think it’s good to go. though… vimeo is sucking and is telling me “We are experiencing technical difficulties at the moment and have temporarily turned off uploading and converting while we explore the issues. We are very sorry for the inconvenience and will keep you updated.”

so i can’t fully confirm how it’ll look like on the site and so on just yet, but i’m pretty sure it’s gonna be good. :)

yay!

Greg

Tue, Jan 17, 2012 at 5:19 PM
also, can i get 5 more promos? i have a couple journos on the line.

Greg

Tue, Jan 17, 2012 at 5:37 PM
ok, it finally uploaded (the first draft) http://aeiowu.com/puzzlejuice/

the audio timing is not perfect like i want it to be. probably something with the compression. whatever, it’s better than what i had outputted earlier from AE and i’m probably the one of very few that would notice.

ps. also, forgot to ask, how did the meeting with [app store representative] go? i hear [app store representative]s are good people.

Greg

Tue, Jan 17, 2012 at 8:46 PM
Ack sorry– been out all day. Have some promo codes:

YLJPKKK7X949
9NATYL9FMTHP
4WXRJ4J9LFFH
HA7HMEEWARMP
F4Y6FPREFRPR

Sick sick! The site looks awesome. On that note: puzzlejuicegame.com SHOULD be forwarding to asherv.com/puzzlejuice, but it’s still going to that annoying google site on my end. It says it can take up to 48 hours to take effect, but I’m impatient. Does it work for you?

Asher

Tue, Jan 17, 2012 at 8:48 PM

Asher

Tue, Jan 17, 2012 at 8:49 PM
DOUBLE SEND X2 COMBO

Asher

Tue, Jan 17, 2012 at 9:08 PM
haha. rock! i’ll send these out with you CCed. i’ll try and tap into the [app store representative] Overmind and reach his subconscious that way.

the site is working for me, and i’m passing around to trusted cohorts around the aeiowu global alliance, it seems to work so far…

also, people are scaring me by saying “whoa, $2.99, pricey”. o_O oh well. but really, i wanted to say before you release that link change the button to “coming on 1/19″ or something so people don’t get confused when the link goes nowhere, then change on release day, obv.

and let me know when you get dat trailer up, b. :)

Greg

Tue, Jan 17, 2012 at 9:27 PM
Well the secret thing about the price is that we’ll lower it to 99c on Day 2 or 3 “temporarily.”

The main reasoning behind that price point is that there’s a huuuge gap in the customer base that will spend 99c and the customer base that will spend 1.99, but the gap is much smaller between 1.99 and 2.99. And the reason that we don’t just release at 99c is that the higher price point allows us to lower the price at all. And when we lower the price– bots+people pick up the sale and that’s basically free press for us.

It’s a super businessy reason, but apparently it’s worked pretty well for a couple of my friends.

Side note: Just a taaad stressed because I just received the contract from The Odd Gents and had to do some arguing. But in the end nothing has changed on your end and you should be getting your 20% right off the get-go, just as we negotiated. Moral of the story: get a contract early, even from your friends that you trust. >_<

Asher

Tue, Jan 17, 2012 at 9:33 PM
aw shit, sorry man. :( that’s never fun.

ah interesting. i’m down with your strategy, we just never talked about anything like that so i wasn’t sure of your reasoning. sounds sound to me!

Greg

Tue, Jan 17, 2012 at 9:40 PM
gah, i’m getting the old google deadzone on puzzlejuicegame.com…

hmmm, do you have a way to edit your DNS Zone File? Lowering the TTL value should help take that 48hour window to something like 15 minutes, at least in my experience.

Greg

Tue, Jan 17, 2012 at 9:41 PM
it sends me to a strange url, maybe you’re doing dev on it though, so just ignore this if so: https://sites.google.com/a/puzzlejuicegame.com/sites/system/app/pages/meta/domainWelcome

ok, i’m sure you have enough to worry about, i’ll get outta your hair

Greg

Wed, Jan 18, 2012 at 2:43 AM
agh it worked for like a second and now it just forwards to a blank page. I’ll just be here watching Sherlock all night and checking to see if my tiny DNS changes worked every fifteen minutes…

On the bright side, the site looks great with the new trailer! http://puzzlejuice.asherv.com

Also I took a moment to make my website into a real thing: http://asherv.com. I sorta borrowed your CSS magic verbatim, is that okay?

Also I was advised to make an actual press release, so here it is:

FOR IMMEDIATE RELEASE

January 17, 2012

Indie Devs mash-up to deliver iOS puzzle mash-up game

Student game developer Asher Vollmer teamed up with Greg Wohlwend (the artist behind popular iOS game Solipskier) and Jimmy Hinson (Mass Effect 2 composer) to create Puzzlejuice, a brand new game for iPad and iPhone that will punch your brain in the face on Thursday, January 19!

Puzzlejuice is a super fun mash-up of block-sorting, match 3, and word-finding; all in one brightly colored package. It was designed to challenge both your spatial and verbal abilities and if you don’t feel overwhelmed then you might not be human. Developed with a focus on tight design and a clean, highly-polished aesthetic, this game is guaranteed to hook your brain and never let go.

Puzzlejuice was originally prototyped by Vollmer over his summer break with the backing of The Odd Gentlemen (of The Misadventures of P.B. Winterbottom fame) but he had to stop working on it in order to focus on his senior year of college. The game sat dormant on his iPad for months until he visited the game festival, Indiecade, and was inspired to start showing the prototype around. Players were so hooked and the response was so positive that he began to work on a finished version immediately after Indiecade’s closing ceremonies. Greg volunteered to replace Vollmer’s programmer art after falling in love with the prototype and together they developed the super clean art-style that will make Puzzlejuice a force to be reckoned with.

Trailer can be seen here: http://puzzlejuicegame.com
For more information, contact Asher Vollmer: asher@asherv.com

So yep! Hopefully I can get the site working at some point tonight and then we’re totally super press-ready for tomorrow.

Asher

Wed, Jan 18, 2012 at 2:48 AM
site works great for me now! perhaps the planets have aligned and everything actually WILL fall into place? :)

portfolio is cool too! i’m honored. press release is really good too, one of the less annoying i’ve read. good good good

Greg

Wed, Jan 18, 2012 at 6:18 PM
sweet! check: http://www.joystiq.com/

boom!

my number is [REDACTED] so text me if you need me. in case there is stuff. i’ll be on call for launch or anything we need. minutes can matter a ton once this guy goes live, and etc.

two things: do you wanna put analytics up on the site? might be fun to track stuff? also, the real-time shit on google analytics is… addictive and amazing. like crack on launch day.

also, would you mind if i tracked the app with my AppViz? I’d need your user/pass for your apple developer account and i can tap in that way. i totally understand if you’re not comfortable, but if you are, i’d love to watch the numbers come in on my end as well. obviously i would never ever use it for anything else but viewing the stats in a 3rd party app. ps. AppViz is probably the best way to keep tabs on your numbers…

ok, i think that covers all concerns so far. happy launch eve. revel in the stressful excitement that is your potential financial security! ;)

Greg

Wed, Jan 18, 2012 at 7:03 PM
Oh freaking sweet!!

Man I’m nervous. But I think I’ve taken care of everything?

Did you get my analytics invite?

Totally cool about my dev account. I’ll text the info to you.

Ahhh I’ve gotta get off my computer now. I’ve been staring at the godaddy site for too many hours. (Hey it actually works on my end now)

Congrats on finishing up everything! I’ll see you on the other side :D

Asher

Wed, Jan 18, 2012 at 7:07 PM
yep yep, got it!, everything’s good.

HIGH FIVE!

Greg

Wed, Jan 18, 2012 at 11:52 PM
i think the app is live now in the EST (10 minutes early), so you can switch out the buy links for this: http://itunes.apple.com/app/puzzlejuice/id457273926?mt=8

Greg

Thu, Jan 19, 2012 at 12:06 PM
it’s relatively quiet press-wise and etc. and already #134 in Games on iPhone: http://appshopper.com/bestsellers/games/paid/?device=iphone!!!

Greg

GREGREGREGREGREGREG
featured!

congrats dude! mufuckin’ congratulations!

Greg

Thu, Jan 19, 2012 at 4:29 PM
Holy crap! Congratulations, dude! Ahhhhhh!

Asher

Thu, Jan 19, 2012 at 4:33 PM
Ahhhhhh!!!!!!!!!!!!!!!!!!

pretty heavily featured in the games section as well #2 billing as well as the left-most mid-size banner a bit down the page.

now to switch from incessantly refreshing the app store to incessantly refreshing appshopper.com

Greg

Thu, Jan 19, 2012 at 4:42 PM
I think this is a good time to lower the price :D

Asher

Thu, Jan 19, 2012 at 4:44 PM
definitely!

Greg

Thu, Jan 19, 2012 at 5:02 PM
so not complaining, but noticed something weird.

before the feature went up. like RIGHT before. we were at something like #126 in all apps, #65 in all games.

then we get featured

now we’re nowhere to be seen on top 200 in all apps and we’re #145 in all games.

now i was thinking, and that seems completely bass ackwards but perhaps at the end of a feature cycle things really slow down, but the really prominently featured stuff, right when it hits, all gets shoveled to the top and we got overtaken somehow? so while we were actually creating a really good amount of buzz pre-feature, it was sort of big fish in a little pond. then we got dumped into a big lake with a bunch of other big fish. hmmm, maybe?

i just checked appshopper (where i’m getting all the above figures) against itunes and i’m getting shockingly different numbers. though, itunes can be slow on the update compared to appshopper. anyway, in itunes it’s: #117 in apps, #69 in games.

maybe appshopper is shitting us.

ok, well this has been another edition of Greg’s Neurotic Sales Figure Fantasy Island. tune in next time.

Greg

Thu, Jan 19, 2012 at 5:12 PM
whoa, you just dropped er to 99! dayum!!!!

ok, so on the site button it says 2.99 and it also says “tomorrow” up there in the description above it. just noticed that tomorrow thing like 10 minutes ago.

:) :) :)

Greg

Thu, Jan 19, 2012 at 5:13 PM
Just updated. HARD REFRESH.

Asher

Thu, Jan 19, 2012 at 5:15 PM
fuck yea, i just held the SHIFT key like it was my infant daughter. booya! (gotta update mine now too!)

to the moon,

Greg

Thu, Jan 19, 2012 at 5:19 PM
right after that tweet, we’ve got like 60 concurrent people on puzzlejuicegame.com

god i love these realtime analytics

Greg

Thu, Jan 19, 2012 at 5:22 PM
dude says he can’t download it because it’s being modified?

https://twitter.com/#!/wesleyStuckey/status/160124573302534144

Greg

Thu, Jan 19, 2012 at 5:23 PM
That should only last for like a second. Tell him to retry!

Ouch these page hits are HOT HOT HOT

Asher

Thu, Jan 19, 2012 at 5:30 PM
i’m a burnin’ up in heeeeere! haha

seriously. i want to fly to LA, jump from the emergency hatch, skydive into your window and before i land at terminal velocity, give you the largest high five in recorded history.

Greg

Thu, Jan 19, 2012 at 5:57 PM
i logged into my mikengreg account and tried it, but to no avail.

Greg

Thu, Jan 19, 2012 at 6:54 PM
keep ya head up, nothing we can do at this point other than be vigilant when it’s back up. we are still rising in teh charts bit by bit, so it seems like _some_ people are able to buy it at least. :)

Greg

Thu, Jan 19, 2012 at 7:04 PM
also, i’m sorry about jumping the gun. :/ i should have cleared it with you first.

Greg

Thu, Jan 19, 2012 at 7:07 PM
No worries! I had no idea about the effect it would have. I thought wildly adjusting prices was standard for the app store.

People are still buying it! Our ranks are still on the up! And this all before there are any reviews out! :D

Geeze we need to high five like crazy.

Asher

Thu, Jan 19, 2012 at 7:12 PM
=D

Greg

Fri, Jan 20, 2012 at 12:15 AM
i just scored near 2 billion with amy, but mostly because the multiplier broke. it’s probably why this score is possible: http://forums.toucharcade.com/showpost.php?p=2100865&postcount=49

i have some other bugs and stuff with more detailed reports, but i don’t want to inundate you with stuff until you’re ready. i’m happy to investigate further and give you cases to reproduce them as well, but yea, just seeing what your general thoughts/plans are for a patch (if at all).

Greg

Fri, Jan 20, 2012 at 12:31 AM
shit yes we’re #35 dude! #35 overall on all iPhone apps. iPad? #23!!!

we are gaining like 10 spots every hour or so.

Greg

Fri, Jan 20, 2012 at 1:36 AM
So yes absolutely I want to work on updates and support the game! In fact I really want to be working on the bug fixes right now but I’m pretty sure my anxiety is increasing with every spot we climb and that’s making it pretty hard to code and problem-solve right now.

Okay so here’s the plan — assuming I don’t die of a heart attack tomorrow:

ASAP: v1.0.1 — Major bug fixes — tiles overlapping, powerups disappear, blocks freezing, multiplier freezing, score freezing, starting w/ powerups

This month: v1.0.2 — Better game experience — Game saves even when it’s shut down, iCloud

Next month maybe?: v1.1 — Additional features — New powerup, Impossible Mode maybe, Android version

Asher

Fri, Jan 20, 2012 at 2:05 AM
sweet! ok, yes. and that’s what i wanted to hear. don’t have a heart-attack please. do what you want for sure, but i’d recommend maybe just taking a few days off to do whatever. there’s nothing else to do other than maybe answer an email or two but that can wait anyway. you deserve it. i know the anxiety you speak of. i had chest pain last night and the sweats. a first for me. but yea, i think you should feel good about everything, the game is a fucking smash dude! we are #32 overall, i think that’s higher than solipskier ever climbed. so yea. i think if we put out an update in the next couple of weeks that would be pretty speedy, so don’t feel like it needs to happen in a few days or anything.

big ups!

Greg

Fri, Jan 20, 2012 at 12:25 PM
Okay, I’m feeling better today!

When do you think we should raise the price again? I think we should at least go up to 1.99 at some point.

Asher

Fri, Jan 20, 2012 at 12:32 PM
hmmm, i’m really going to leave that up to you, but we can avoid the lock-out if we set schedule the price 24hrs prior, right? i’d say maybe a price raise after a week? when we aren’t featured anymore?

personally, i dunno, i’m fine with 99c for awhile, i think it gets pj into as many hands as possible that way, which will spread through word-of-mouth that much more and give us a longer plateau. at least in my addled mind.

Greg

Fri, Jan 20, 2012 at 2:44 PM
my friend raigan emailed and was wondering about a steam release and at first i was like pffffbt. that makes no… but then i was like wait, it’s unity. and then i said “oh damn, WASD/SpaceSlam for tetris and mouse/click for block popping and word spelling. that could work really well actually!

anyway, just another thought in the bucket.

Greg

Fri, Jan 20, 2012 at 2:46 PM
I was thinking about that! It would actually be _SUPER HARDCORE_ ambidextrous sheeyat. Which sounds awesome.

Steam or Facebook? Hmmmmm

Asher

Fri, Jan 20, 2012 at 2:50 PM
nice! i think i might be able to recall my CS skills from long ago and command my puzzlejuice cockpit with great mastery.

ahhh, right. hmmm. steam? :P that’s my vote! because well, people pay money. if we do a downloadable we open up steam, then mac/pc on your own site, a possible humble-bundle inclusion. mac app store?

Greg

Fri, Jan 20, 2012 at 6:03 PM
top score right now is 6.7 trillion. either it’s a jailbreaker script kiddie or they tapped into the invisible multi bug and played for 18hours straight.

Greg

Fri, Jan 20, 2012 at 6:13 PM
Ah yeah, I just noticed that. This is part of the reason that I want to release the new version ASAP. It will create a new version of the gamecenter leaderboards, which I want to get out of the way as soon as possible.

Also I just got an offer from http://www.the-app-shack.com/ and they were asking if we were interested in dressing up their site with a Puzzlejuice theme. Their message:

“As you know we really dig your new game and love the art style of the game. We also think that those same slick graphics would look extremely rad on the site. So if you have a full site image to use we will put it up for free until we get another offer for that space. This is basically so developers notice that the option is available. No strings attached. We just want an awesome background for the site.”

Let me know what you think. Totally okay to disregard it if you’re too busy or just don’t want to.

Okay I think I have my head together. Diving into Unity now! gogogogo

Asher

Fri, Jan 20, 2012 at 6:18 PM
oh that’s sweet! :) sure, i mean why not, free advertising. do you wanna try giving them the .ai file and if they aren’t comfortable i can make something to a specified size, but if it’s just as simple as us sending them this and they maneuvering it, that’d be sweet.

Greg

Fri, Jan 20, 2012 at 6:20 PM
ps. not sure if it came across but i’m almost positive (though you’d probably know better) that that 6trillion score is some jailbroken bs. but maybe someone played it for that long? i’m not sure how exponential that multi can get. especially when it’s over 9000

Greg

Fri, Jan 20, 2012 at 6:26 PM
Okay that’s good to know! I found a Unity plugin with an isCracked() callback which should help stop that sort of bidness.

Asher

Fri, Jan 20, 2012 at 6:29 PM
badass.

you want my bug list? you probably know of all the bugs, but i thought i’d share (also, you got my fwd sms message from BMcC yea?)

Greg

Fri, Jan 20, 2012 at 6:31 PM
Yep got it! And yeah lay it on me! The more information the better.

Asher

Fri, Jan 20, 2012 at 6:39 PM
this is more of a list than a proper report. but i’m just outlining them and if you have trouble tracking anything down, seriously, don’t ever hesitate to put me on the case to try and reproduce any of them. i like the challenge and if it offloads some of the stress on you, then it’s worth it ten times over.

1. Overlapping letters on certain blocks, appears to happen more often when certain power ups are firing and more often with powerup blocks themselves.
2. Overlapping menus when quickly switching between them very very quickly (while one spells out, you spell another), highly reproducible.
3. Complete freeze during game; block shadows remained on the board at first, then entropy continued and more shadows stayed, whole blocks froze in position and eventually the game stopped producing blocks. music continued.
4. Complete freeze during game; red blinking continues
5. Music hitching/stuttering on startup of game mode, highly reproducible, happens every time i think.
6. Powerups getting thrown off due to word spelling, seems to be consistent when spelling a 5 letter word where the powerup is within the blast zone.
7. Sometimes after a multiplier expires, a new one won’t be visible, but still counts up (evidenced by when i lose, the 437x comes up at the end). hard to reproduce (and exploit! ;) )
8. Twitter request token seems to be expired for some people I’ve talked to. (EDIT: this seems to be an issue with the user, not the game, or perhaps even Twitter).
9. Report on freeze/crash: Rotating a falling piece at the very bottom so it went to the -1st row (over the HUD) did it. The other major one involved a floating piece and unlimited time before the next drop, only returning to normal when I made some random movements. It wasn’t the Freeze power up, either, but almost certainly related.
10. Slammable block in rotation “step” of tutorial (blocks out and can’t continue). The player was in teh tutorial and was asked to rotate the block, but slammed it by accident instead, causing a total lock out and they needed to hard quit the game via the task manager.

Greg

Sat, Jan 21, 2012 at 7:35 PM
whoa! never saw this before o_O this must be how the trillions people are gettin’ it. :)

https://twitter.com/#!/ryanmalm/status/160882200563286016/photo/1

Greg

Sat, Jan 21, 2012 at 7:59 PM
Oh yeah I’ve gotten a couple emails about that. I love honest people!

Any ideas where to put the “sign out of twitter” button?

Asher

Sat, Jan 21, 2012 at 8:02 PM
options? hmmm… maybe it could be an option when you hit the tweet button. like next to “tweet” there could be a button that is “sign out”

Greg

Sun, Jan 22, 2012 at 2:40 PM
i consider this to be one of the higher honors a game can ever get: http://forums.tigsource.com/index.php?topic=23919.msg678600#msg678600

seriously, :)

Greg

Sun, Jan 22, 2012 at 4:28 PM
Oh geeze. That’s amazing.

I feel all warm and gooey inside.

Asher

Sun, Jan 22, 2012 at 5:27 PM
So it looks like we’re going to need some sort of loading indicator for old devices. Like a spinning gear or something similar. Think you can whip something up? It would always go over the transition screen,

Oh god it takes forever to load on my friend’s old 3G

Asher

Sun, Jan 22, 2012 at 5:31 PM
yea no problem! comin’ up. do you want it in a sprite sheet?

Greg

Sun, Jan 22, 2012 at 5:33 PM
Soitenly!

Asher

Sun, Jan 22, 2012 at 6:08 PM
ok, it’s in the dbox (not first draft, though that’s an option if you want to try it).

Greg

Sun, Jan 22, 2012 at 7:59 PM
ok, i’ve been playing for awhile, haven’t run into any bugs, have been stress testing menus and everything as well. seems to be running smoothly! is there anything specific you want me to test other than just play play play?

Greg

Sun, Jan 22, 2012 at 8:12 PM
Sweet! That’s awesome to hear :D

Can you try playing it on your iPhone and tell me what you think of the controls and if they feel like they’ve changed? Otherwise all the big bugs are late game and I have no idea what causes them so just play til you feel like stopping!

Asher

Sun, Jan 22, 2012 at 9:05 PM
ok just played a couple games on euro on the phone, feels a bit more sensitive? the diagonal word stuff seemed like i had less chance to screw up by going over to the next letter, but also more insensitive in so far as i had to go a bit deeper into the title. also, the slamming felt slight more insensitive, but the moving left and right felt more sensitive (hence my initial reaction). maybe the moving should be more sensitive? the block slamming is tough because for veteran players you just want to flick it, while newbies probably do that and then get scared because they didn’t mean to. not sure if that helped.

in bug news, i did come up with something. i played a euro mode (bombs,drill,freeze) and lost normally (i think i left some powerups on teh board, not sure really) and then went straight out to a zen mode and started with a frozen-looking and drill block hanging at the top. also had a 18x multi hanging there to start with. seems like the euro mode leaked into the zen a bit? i will try and recreate again and see if i can come up with something more concrete.

Greg

Mon, Jan 23, 2012 at 3:17 AM
Ok, so this makes for the 365th email twixt us. seems like a good place to stop. I’ve started compiling the emails into a blog post, just got about a dozen in there so far, but I’ve made an account on aeiowu.com that you can use to see the article. you have to login at that address first with this info:

[REDACTED]

let me know what you think of that format, i’m just going to chip at it and we can sit on the post until we’re ready to publish. no rush or anything on my end, but i figure it might gives us a little boost of exposure. maybe not. either way people are sure to be bored by what might be largest wall of text ever published on a blog anywhere. ;)

ok! welp. we’ll just stop here as far as what we show people so there’s a clear cut-off. maybe we’ll do a part 2 later…

Greg

Thanks for reading everything. Even if you made it this far by simply scrolling to the bottom of each post, you’ve journeyed far and I thank you. If you did read some of it, maybe you can help compile some interesting bits into the comments and I will add it to the top of the post for a summary. Right now though, I just got done copying, pasting and downloading attachments for 6 hours straight. Goodnight!

11 Responses to

365 Puzzlejuice Emails [pt. 3]

You guys are fucking incredible. The game rules, you guys rules, and breaking rules rules. I shall one day high five you both for being outstanding creators. Thanks so much for sharing this.

That was amazing and amazing! Ugh it was amazing.

Really great to see behind the curtains like this. I’d enjoy seeing side-by-side screenshots of all the graphics you sent back and forth. I think that alone tells a lot of the story of the collaboration.

dave bug

just read all of it (it’s friday and im slacking off at work, shh) and it’s amazing to see all the iterations and minute detailed adjustments that this game went through. loved the behind the scenes look.

anthony

Congratulations! This is so cool! How can this work? I really enjoyed reading, going to sleep now (late already here in Europe) and dreaming of iOS game development..

tim

Wow! I read the entire thing (found it off tuaw), and now I’m going to go buy the game, so as publicity, this worked :-)

Daniel

What a story, felt like I was watching a TV show, intense, stressful, funny, and open-minding : definitely need to find a developer to do such a co-op.
I’m not familiar with the whole process of making an app so I’ve got a question concerning the name, did you check if it was registered or did you protect it afterwards, or no need to do that ?
Thanks for sharing and best wishes for the future.

Guys, I have to say that it was an absolute blast reading through every (yes, EVERY) single word in all the emails.

Gleamed a few useful things that will come in handy later on down the track when we move into game dev ourselves.

Thanks for sharing these with us :)

p.s. Seeing every iteration of each piece of art etc. was awesome, reminds me of when we used to go back and forth late at night on a clients logo or similar for their projects, love it!

Just wanted to let you know that I came into this for the read about the development process, but it inspired me to buy a copy of the game as well. Great work guys.

Kyle

Inspirational! Thanks!

ps: if you could share the contact of the “the nicest lawyer in the world” that would be most awesome! :)
Thing is, I am, too, inspired by [a certain game] and so we are now actually deep into development of a game very much based on [a certain game], that we may think is even less similar to [a certain game] (core game mechanics-wise AND look and feel-wise), I would be happy to be as 100% as possible. :)
That could be a blog post with a long discussion of its own, I know. :)

The second best co-op team up! (first would probably be Team meat)
Good job guys.

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