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  • Daily iPhone App: Nimble Quest arrives on the App Store

    by 
    Mike Schramm
    Mike Schramm
    03.29.2013

    You may already know that the great NimbleBit has released a new game this week, given that I spoke with them earlier here at GDC. Nimble Quest (free) is unlike the company's previous hits, Tiny Tower and Pocket Planes, but it's just as fun and well-implemented. The core mechanic is borrowed from Snake, the old mobile game where you send a long snake around in four directions while eating bits of food and growing longer. In Nimble Quest, you guide around a train of fantasy-based adventurers by swiping on the screen, earning XP and gems as you go. The gameplay is simple, but it can be tough. Running into a wall kills your whole party in one hit, and the adventurers you pick up during play (which are unlocked at a rate of about one per stage) are relatively fragile. You'll probably lose just about as many as you gain over the course of a level or game. Just like in Pocket Planes and Tiny Tower, NimbleBit keeps the rewards flowing. Powerups boost your strength or give you a gem magnet, and clearing out an entire level is a very rewarding feat by itself. The game is freemium, but NimbleBit knows how to keep a freemium game fun even for those who don't want to spend money, so the in-app purchases are always there and ready if you'd like a hand, but never required or annoying. The one misstep is that NimbleBit has borrowed the idea of "boosts." It's a concept that's ascribed to Bejeweled Blitz and has been showing up in several games lately. I don't like boosts at all. The idea is that you can spend some money on unlocking an extra ability or some extra power for a certain stage, essentially gambling that you'll earn just as much or more back with that extra power. In my experience, buying the boosts is never worth it, so I just don't use them at all, and that seems like a less-than-ideal mechanic in a game that's otherwise so polished. That quibble aside, Nimble Quest is another gem in NimbleBit's crown. It'll be interesting to see what kind of audience it finds, as it's a very different game from the others the Marsh brothers are known for. But it's definitely a must-play, and if you're anything like me, this game will snake its way right into your free time for quite a while.

  • NimbleBit readies Nimble Quest, and then plans a return to Pocket Trains

    by 
    Mike Schramm
    Mike Schramm
    03.26.2013

    I've met with David Marsh here in San Francisco a few times before, and somehow it always turns out that I meet with him right before his big releases. The last time was right before he and his brother Ian, the founders of NimbleBit, released Pocket Planes, the company's follow-up to Tiny Tower. And this week here at GDC, we met a few days before Nimble Quest was finally due out for release. So it's tough to ask questions about how the release of Nimble Quest is going when the game hasn't actually come out yet. But Marsh and I did chat about what they expect to see with this latest release. It's not a simulation game at all, unlike Tiny Tower or Pocket Planes, and Marsh says he hopes this game will demonstrate that the company can make a successful game that is a little more action-oriented than what they've made in the past. The two brothers were very struck by the gameplay of a game called Call of Snakes, and Marsh says Nimble Quest is essentially an exploration of that gameplay into a little wider fantasy realm. I've been playing the game for quite a while now and it is very fun, though Marsh agrees that "compared to our last three games, it is less casual." Pocket Planes and Tiny Tower basically both ran their course no matter what you did, but Nimble Quest requires some finger agility and can be lost pretty quickly. At the same time, however, Marsh says that while the game might not appeal to a casual audience, he hopes it will be very engaging with the audience it finds. The game includes a boost system (which Marsh says was inspired by PopCap's Bejeweled Blitz), and there's a certain bit of strategy there to choosing which boosts you use regularly and which boosts you put into play when you're on a hot streak in the game. I asked Marsh about the game's name, and he said that putting the company's name in the title was more about making sure it was something that could be theirs rather than something generic. "Pocket" and "Tiny" are both words that are hard to trademark well, he said -- "we couldn't really own that." When the brothers sat down to try and name this title, "Nimble Quest" is just what came to mind, so it'll be interesting to see if the game's release drives a little more interest in the company for people who may not know their story. Nimble Quest was developed in Unity (using Matt Rix's Futile framework), and Marsh says that engine worked very well for them. Unity allows the company to port its games more easily, and so Nimble Quest is the first title that will become available on PC, Mac and iOS all in the same day (NimbleBit even released a browser version already thanks to Unity's portability). Marsh does say that getting the game on Steam is a goal, though he hasn't started talking to Valve yet about how that would happen. Finally, Marsh says that while NimbleBit is currently focused on Nimble Quest (and will likely provide more content and support after released), the team's next title is actually a step backwards. When Pocket Planes was being developed, it originally started out as Pocket Trains, before David and Ian decided that having to stick to rail routes was a little too limiting and that they should take to the air instead. "But we still had all that art from Pocket Trains," he told me, so the company has an artist working on recombining that art into a "completely new game." That release is still a ways away, but we may see Pocket Trains return in some form in the future. Nimble Quest is coming out this Thursday -- NimbleBit continues to impress (the company is still just three developers and one support employee), and Nimble Quest should continue the brothers' streak of freemium hits.

  • NimbleBit's Nimble Quest coming to iOS and Mac March 28

    by 
    Mike Schramm
    Mike Schramm
    03.19.2013

    NimbleBit has announced that its latest game, Nimble Quest, is due March 28, right in the middle of next week's Game Developers' Conference in San Francisco. I've been playing the game for a few weeks, and it's great. It's definitely more arcade-y than NimbleBit's other games (including Pocket Planes and Tiny Tower), but it's a lot of fun, and there's no shortage of heroes to unlock and high scores to earn as you play through the Snake-based RPG dungeons. The game is coming to iOS and to the Mac next week, which I believe is a first for NimbleBit. The team has released its games on both platforms before, but not at the same time. This is probably a result of the team using Unity to build this one. The Marsh brothers used developer Matt Rix's Futile framework in the Unity engine to make Nimble Quest, and it likely made bringing the title over to OS X easier. Finally, the game will also include Everyplay integration, which is a video-sharing service designed to record and share videos from iOS games. Nimble Quest is hardly the first title with Everyplay integration, but it may be the biggest title to release with the service included, so we'll have to see how that goes for both the game and the service. At any rate, if you've been waiting to play Nimble Quest, the wait is almost over. We'll see the game live on the App Store, for free, next week.

  • Pocket Frogs getting a big update this week

    by 
    Mike Schramm
    Mike Schramm
    10.29.2012

    NimbleBit has had two big freemium hits now with both Pocket Planes and (before that) Tiny Tower, but my favorite of the company's titles is still Pocket Frogs, where brothers and developers David and Ian Marsh first cut their teeth on the generous freemium gameplay they're now known for. And this week, they're returning to that title with a big update: Pocket Frogs is being updated for the iPhone 5 with version 2.0 on November 1. Not only will the updated app include support for the iPhone 5's taller screen, but it's getting new content as well. Over 40 new frog breeds are being added, bringing the total number of collectible amphibians up to 100. And NimbleBit is also making another big change: They're switching the game's backup and social system from ngmoco's Plus+ service into Apple's Game Center. That's a pretty significant change, but a solid one, since the official Game Center service has become much more prevalent lately. But it does have one side effect: Players will need to make sure they have at least one install (and run) of the current client before upgrading to the new client. Otherwise, the Game Center version won't be able to grab the Plus+ backup, so all of your frogs will be lost.

  • Daily iPhone App: Pocket Planes flies high

    by 
    Mike Schramm
    Mike Schramm
    06.14.2012

    Odds are that if you read our quick interview with NimbleBit, you already went to check out Pocket Planes, the new freemium title from brother David and Ian Marsh. If you were a big fan of Tiny Tower, you've probably been counting the days until it arrived, already knowing just how addictive these deliciously grindy games can be. But if you've never heard of NimbleBit or played Tiny Tower, maybe you need me to tell you: Go play Pocket Planes. The one caveat is that it is a time-based freemium title: The gameplay consists of a series of small bursts on various cycles rather than a full-fledged traditional game. But just like Tiny Tower and Pocket Frogs before it, Pocket Planes is polished to a brilliant shine. It features the Tiny Tower bitizens, and this time, they're flying planes around a real world pixel map. Using coins and bux, you can set up airports, fly passengers and cargo around the world, and slowly build up your tiny little (gigantic) airplane empire. A lot of people have noted that the game's more complicated than NimbleBit's previous titles, but only in that there are slightly more interesting choices to be made: You get to set your planes out on routes you choose, and given that fuel costs gold every time you fly, it's always possible that you'll spend more on gold than you are able to earn by delivering your cargo. Some cities are snowed in or otherwise blocked off, too, so making the right choices about where to send your planes for the most money isn't immediately apparently. Experienced gamers will probably like the extra complexity, however, and I have a feeling that even casual players will learn that making the right choices can be more fun than just tapping away for profit. And there are plenty of fun extras in the game, too. NimbleBit has clearly learned a lot from Tiny Tower and its various patches. You can take on flights to a randomly selected town every three days to earn extra money and items, and you can even join a "flight crew" with other players, which allows for some very light, very anonymous multiplayer gameplay. The "BitBook" fake social network is back from Tiny Tower, and the citizens post some hilarious updates. With tons of planes to build and collect, hundreds of airports to open and upgrade, and lots and lots of great characters and production value, Pocket Planes is a great iPhone title. It's another jewel in NimbleBit's very profitable crown, and unless freemium titles cause you to break out in hives, it's a must-play game. Download it now for free in a universal build. Oh, and join the "#schramm" flight crew -- we're #311 in the world and growing!

  • NimbleBit builds a tiny empire of quality freemium apps

    by 
    Mike Schramm
    Mike Schramm
    03.08.2012

    NimbleBit's David Marsh kindly met with me at the Game Developers Conference (GDC) this week. While he's not interested in discussing the Zynga/Tiny Tower fiasco (a game he first showed me at GDC last year), the public's interest in that story is understandable. Zynga is a social company that uses analytics and testing to make its games easy to play and monetize. However, Marsh says he and his developer brother don't bother with a lot of analytics. "Part of the thing," he admits, "is that we don't try to figure it out a lot, because that's not the most fun part of making the game for us." NimbleBit consists of the two brothers, another programmer hired last August and David's wife, who manages support. The group is happiest while making good games that monetize themselves because users enjoy them so much. That's a contrast to many of the social and freemium titles out there. NimbleBit makes its games with love, and that's why it's funny when other companies try to copy their success without that key ingredient. When I asked Marsh if NimbleBit would consider acquisition by a larger game developer, he reiterated what he told me last year. "We're making enough money." Tiny Tower has consistently been on the App Store's top grossing list since its initial push, and then again after Apple picked it as the iPhone Game of the Year. "Getting Game of the Year for iPhone was really awesome for us," said Marsh. NimbleBit's next title, Pocket Planes, looks like it will follow the same pattern of success. Marsh gave me a quick demo of the latest build. The look and feel are very similar to Tiny Tower, but the goal is to build a network of planes that around the world, as opposed to an apartment building. Originally, says Marsh, the idea was to make a game about trains, and he even showed me a screenshot with train cars that had interiors using the Tiny Tower floors layout. But they found that running trains around tracks was too limiting and slow to be fun, so the trains became planes. Marsh says taking to the air has inspired a nice "jetsetting feel, about exploring rather than being stuck on rails." The build I saw looked great. You can buy planes with bucks earned either by playing the game or with in-app purchases, and then you can build airports at various cities, "unlocking" them with in-game gold (of course, any of that might change in the final release). Once you've got a plane and some airports to travel to, you can take missions from the in-game citizens, ferrying passengers or cargo from city to city. Each plane has a range, and each trip costs a certain amount, so the game currently consists of figuring out just how money you'll make versus spend on a certain mission. If you think that sounds complicated, you're right. Pocket Planes is the most complex freemium title that NimbleBit has put together yet. That doesn't mean it's inaccessible. While the worst you can do in Pocket Frogs or Tiny Tower is leave your frogs or bitizens unattended, in Pocket Planes you could lose money by playing badly. Could NimbleBit have the same success with a title that's more complex? Marsh says he and his brother are doing what they always do: making a game they want to play. "We're aware of the fact that it might have a smaller potential audience" due to the complexity, he says, "but that's one of the things we're interested to find out." Marsh also says that because it is still early in the development, there's lots of time left to spin the game more casual or complex. One idea he and Ian have played around with is "plane parts," which users could buy, trade, or collect, and use build planes with various stats. But that system isn't quite done, and it might not be included in the final game (or might be added in with a later update). NimbleBit hopes to release Pocket Plans in "summer, hopefully." Pocket Planes looks terrific, and it's great to see NimbleBit make great games that support a solid freemium model with excellent gameplay.

  • NimbleBit comments on popularity of Tiny Tower, working on new IP

    by 
    Mike Schramm
    Mike Schramm
    12.15.2011

    Inside Mobile Apps has an interview with the winners of Apple's choice for best iPhone game of the year, David and Ian Marsh of NimbleBit. I was a huge fan of their freemium title Pocket Frogs, but it's their latest release, Tiny Tower, that has earned a lot of solid accolades (not to mention a bunch of in-app purchase money). I talked to the guys way back at GDC earlier this year before Tiny Tower came out, so it's good to get an update like this on where they're at now. Tiny Tower's been downloaded over 7 million times so far, and the brothers expect it to clear 8 million by the end of the year. And not only are people getting the game, but they're playing it, with nearly a million daily active users at peak, and around 600,000 right now. That's phenomenal for an app of this kind. Their income is also doing very well -- most companies were aiming for around 2% of the player base to be paying for in-app items, but NimbleBit says Tiny Tower is around 5% of the player base, with the average player putting about $10 in the pot. Overall, Tiny Tower has fewer "big spenders," but the bigger player population means there's more money coming in. Very interesting -- early on, the freemium market was mostly based on "whale" customers, or people who spent a lot of money to support a lot of cheaper players. But as quality goes up, we'll probably see more apps like Tiny Tower: high quality "hits" that have a large player base with a relatively high pay rate, but not as many "whales." Fascinating stuff. The Marshes also say they're working on a brand new title which will be a whole new IP, so we'll have to stay tuned and see what they're up to next.

  • NimbleBit donates 35 iPads and more to charity

    by 
    Mike Schramm
    Mike Schramm
    09.27.2011

    It's not like we needed more reasons to love brothers David and Ian Marsh of NimbleBit. First off, they make terrific free (and lucrative) games like Pocket Frogs and Tiny Tower. Second, they're super nice and very supportive in the developer community. Third, they're humble and smart, keeping their company small and focusing on just developing good games rather than growing into a megacorporation. And now there's another reason to love NimbleBit: They're darn generous. Sign on San Diego reports that the pair have gifted over $30,000 of equipment, including 35 iPad 2s, to an elementary school in their hometown. The principal of the school is the Marshes' old technology teacher, and he inspired them so much that they wanted to give a little something back, by putting this tech in the hands of elementary school students early. What a great story. The school will use the iPads to manage their own small businesses that the kids are learning to run, and even to shoot video for the school's TV station. And Ian Marsh says just having the iPads around might be inspiration enough: "When I was in school, I would have died if someone handed me an iPad. ... I definitely think that technology can be useful in education." Agreed. Kudos to the Marshes for their fine work, and applause to them for their generosity. [via TouchArcade]

  • GDC 2011: NimbleBit on Pocket Frogs and Tiny Tower

    by 
    Mike Schramm
    Mike Schramm
    03.08.2011

    I've been a fan of twin brothers Ian and David Marsh and their iOS games company NimbleBit for quite a while now, so I was glad to finally meet them in person at GDC last week. The brothers Marsh sat down to chat with me about how the company came about, what they thought of the response to Pocket Frogs, and the game they're working on next. Before NimbleBit was formed, both brothers worked for a "traditional cell phone game development company," but when the iPhone arrived, they figured it was a chance to do something for themselves. Ian started on the company first, and David eventually joined him later on. The brothers have learned a lot over their various iOS releases, and one of the biggest lessons so far is that free is almost always the way to go. "A bigger audience is always better no matter what," I was told. Scoops was one of their first big releases, originally selling for $1 to $2, but when they switched it to free with an in-app purchase, it saw "ten times more downloads than it ever did paid."

  • Pocket Frogs hits 2m downloads, adds social features, raises money for real-life frogs

    by 
    Mike Schramm
    Mike Schramm
    10.14.2010

    I continue to enjoy NimbleBit's Pocket Frogs title -- it's a free download on the App Store (supported by in-app purchases of convenience items) that has you collecting, breeding, and selling little frogs in thousands of combinations of colors, patterns, and types. I'm not the only one enjoying the game, either. NimbleBit tells TUAW that after a month of availability on the App Store, the game has 300,000 daily active users, and it has been downloaded over two million times. That's quite impressive. And NimbleBit is far from done with the game. Ian Marsh has been sharing "frogsaics" on his twitter account, and just yesterday he was apparently testing a social feature to share pictures of frogs over Twitter. David Marsh tells us that, yes, the company is working on an update to "show off your frogs on various social networks." There's one more big feature in the pipeline, too, but he couldn't tell us about that one just yet. The game has been raising money for charity as well. NimbleBit was contacted by a charity called Amphibian Rescue, and they've just recently added a little popup in the game offering a 1,000 in-game coin bonus for checking out information on how to donate to the cause. Over the week of the promotion, there were over 600 donations (totaling over $3,000), which are all going to equipment costs to keep frogs in Panama from extinction. That's awesome! Not only is NimbleBit producing a great game, but they're also using the audience that they've earned to make a change for real frogs in Panama.