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    <title>Kieffer Bros.</title>
    <link>http://kiefferbros.posterous.com</link>
    <description>exploring game, life, and studio design</description>
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      <pubDate>Wed, 15 Feb 2012 13:51:32 -0800</pubDate>
      <title>Blockwick Soundtrack Now Available for Download</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/UiYIPx7IhWI/blockwick-soundtrack-now-available-for-downlo</link>
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&lt;img alt="28_blockwick_soundtrack" height="200" src="http://getfile9.posterous.com/getfile/files.posterous.com/temp-2012-02-15/eujHhsgmBIGcwekCCmqrGlkClJFhvBEeazDanBBqoJdEGDCFxJpqozhIAbFg/28_Blockwick_Soundtrack.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;Ho, Ho, Ho, Happy February! Need something to help you get through these remaining weeks of winter? Check it out&amp;mdash;now you can listen to Blockwick's soundtrack whenever/wherever you want, not just when you're scratching your head over a puzzle.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Keep in mind, this is for personal use only. (We didn't need to tell you that, right?) Spread the word, tell your friends, spread the joy!&lt;/p&gt;
&lt;p&gt;Kudos to &lt;a href="http://twitter.com/d_kieffer" target="_blank"&gt;David Kieffer&lt;/a&gt; for composing these awesome tunes!&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Click on the following link to download the soundtrack [there's some snazzy album art in this folder along with the MP3s (33.2 MB)]: &lt;a href="http://kiefferbros.com/blockwick/blockwick_soundtrack.zip"&gt;Download Blockwick Soundtrack&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
&lt;p&gt;- Los Kieffer Bros.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://commons.wikimedia.org/wiki/File:France_in_XXI_Century._Phonograph.jpg" target="_blank"&gt;&lt;span style="font-size: xx-small;"&gt;image source: expositions bnf&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

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        <posterous:firstName>Kieffer Bros.</posterous:firstName>
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        <posterous:nickName>kiefferbros</posterous:nickName>
        <posterous:displayName>Kieffer Bros.</posterous:displayName>
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      <pubDate>Wed, 14 Dec 2011 12:39:19 -0800</pubDate>
      <title>Introducing Blockwick</title>
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&lt;img alt="Blog_banner" height="263" src="http://getfile2.posterous.com/getfile/files.posterous.com/temp-2011-12-14/yeqqxjhJqnyfguqrtyjmGdBemtlsgoebCdjbmBnaIcmHgBuufAHxEtrgyJGI/blog_banner.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
After our first (successful) beta test, we finally released our puzzle game, Blockwick. The game's objective is simple: match up colored blocks. Solving a puzzle, however, is not as easy as it sounds. And with every new chapter we introduce another color and shape. Check it out on the &lt;a href="http://itunes.apple.com/us/app/blockwick/id471335098?mt=8" title="Blockwick on App Store"&gt;App Store&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;As far as pricing goes, this time we are trying something a little different. Users can download the app for free and play through the first three chapters &amp;ndash; that&amp;rsquo;s 60 puzzles. After that you can buy subsequent sections of 60 puzzles each for 99 cents. Right now there are a total of 240 puzzles, but we'd consider adding more puzzles if there&amp;rsquo;s enough demand.&lt;/p&gt;
&lt;p&gt;So far the release is going well. We got a great review from &lt;a href="http://enoda.co.uk/2011/12/14/blockwick/" title="Blockwick review from Enoda"&gt;Enoda&lt;/a&gt;,&amp;nbsp;and the feedback from users has been very positive. Check it out &amp;ndash; it&amp;rsquo;s free after all &amp;ndash; and tell your friends.&lt;/p&gt;
&lt;p&gt;&lt;iframe allowfullscreen="true" src="http://player.vimeo.com/video/33293217" frameborder="0" height="281" width="500"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;Happy Holidays from the&amp;nbsp;Kieffer Bros!&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Mon, 29 Aug 2011 13:14:53 -0700</pubDate>
      <title>The Importance of Being Curious</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/RfEhZQnFf8w/the-importance-of-being-curious</link>
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&lt;img alt="26_important_of_curiousness" height="200" src="http://posterous.com/getfile/files.posterous.com/temp-2011-08-29/zFlfbACxjBIBwDGBGBdBDekjbcjFnjnfGvpsDghikbEgDnxiDcwABnAoBJIb/26_Important_of_Curiousness.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;When you stop asking questions, looking for answers, and applying what you've learned, you cease to grow. It's easy to get frustrated with a lack of progress in your life, career, or craft. But any stagnation is directly correlated to the idleness of your curiosity. If you're stuck, you have stopped learning. Education is a lifelong process &amp;ndash; stay thirsty.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size: xx-small;"&gt;&lt;a href="http://commons.wikimedia.org/wiki/File:Jan_Davidsz._de_Heem_-_Still-Life_of_Books_-_WGA11266.jpg"&gt;image source: jan davidsz. de hem&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

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        <posterous:displayName>Kieffer Bros.</posterous:displayName>
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      <pubDate>Mon, 18 Jul 2011 13:45:50 -0700</pubDate>
      <title>Planning Makes Perfect</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/j0xCS2axTpU/planning-makes-perfect</link>
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      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="Planning" height="200" src="http://posterous.com/getfile/files.posterous.com/temp-2011-07-18/zulkgJpbsJotyzgfgxibygyAIqhxIjEamrHpgyCstehGDFvqavlpGfvboyhD/planning.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;Over the past three years, we've been slowly refining how we approach the planning phase. When we began making games, we would simply start working on an idea&amp;mdash;no prototypes, menu flow charts, or to do lists. Although it was exciting to jump head first into projects like this, it caused more trouble than the initial thrill was worth.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Seemingly small issues&amp;mdash; oversights that are easily avoided with careful planning&amp;mdash; would pile up. Before we&amp;rsquo;d get halfway through an app, these tiny problems would become major obstacles, creating complications in other areas of the project.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Soon, we&amp;rsquo;d be spending more time putting out fires and fixing newly created bugs than making actual progress. This was immensely damaging to our morale. To feel satisfied and energized by a project, it&amp;rsquo;s important to consistently hit your milestones. But if you don&amp;rsquo;t set any, you have only a very vague sense that you are moving forward or anywhere at all.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;A good plan lays everything out. Someone who knows nothing about your vision should be able to look over your documents, concept art, and prototypes and have a clear idea of what the final product will look like.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Everything should be written down, illustrated, or prototyped. You must capture as many details as possible&amp;mdash;down to the menu transitions and the font of the copyright notice.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Here are the basic components of a good plan (for a mobile game at least):&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Synopsis&lt;/strong&gt;&amp;nbsp;- Describe the objective, rules, gameplay, and strategy. Explain why it's compelling and what makes it fun. This is also a good place to explore what kind of emotions you want to evoke in the user, and if applicable, what the story is and who the characters are.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Prototype&lt;/strong&gt;&amp;nbsp;- A prototype proves that the game is technically possible on your target device and platform. This is also a good place to really test how fun the core gameplay is. It's not necessary to include a menu in the prototype unless you're attempting to craft something totally different than what you're used to building.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Concept Art&lt;/strong&gt;&amp;nbsp;- This part of the plan demonstrates the graphical style of the game and more effectively communicates the desired vibe.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Layouts &amp;amp; Menu Flowchart&lt;/strong&gt;&amp;nbsp;- Here everything gets drawn out&amp;mdash;the main and sub menus, all of the gameplay elements, the heads-up display, the leader boards, the info screen, etc. The uninitiated should be able to the &lt;em&gt;see&lt;/em&gt; the game. Menu transitions and loading screens may need to be storyboarded here too. Don't wait to argue about major design decisions in the middle of the project.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Master To Do List&lt;/strong&gt;&amp;nbsp;-&amp;nbsp;Step-by-step, no detail spared, list everything that needs to be done. Organize it into phases and assign team responsibilities. It doesn't need to be perfect, but try to be as thorough as possible.&lt;/p&gt;
&lt;p&gt;If you know everything basically works from the outset and that all the details will fit together nicely in the end, you have little to worry about. You can simply put your nose to the grindstone and watch the pieces come together.&amp;nbsp;Of course, you will come across some hiccups, you will overlook a handful of details, and you may want to add features mid-project. No worries. Step back, fit it into the plan, and carry on.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;It's extraordinary how easy planning makes a project. Let your brain do the heavy lifting. Grab a pencil and sketch pad, start drawing and writing, and you'll save yourself from a lot of grief.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size: xx-small;"&gt;&lt;a href="http://commons.wikimedia.org/wiki/File:Joy_Oil_gas_station_blueprints.jpg"&gt;image source: city of toronto archives&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

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        <posterous:firstName>Kieffer Bros.</posterous:firstName>
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      <pubDate>Fri, 24 Jun 2011 12:53:37 -0700</pubDate>
      <title>5 More Tips for Monster Soup: Play Like a Champion!</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/8Gc_a11OwM0/5-more-tips-for-monster-soup-play-like-a-cham</link>
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      <description>&lt;p&gt;
	&lt;p&gt;&lt;strong&gt;1. Use the two-finger drag to speed things up.&lt;/strong&gt; This has two benefits. One, you can speed through the earlier, easy levels. Two, you can make longer chains with more monsters on screen. Big chains equal big points.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="1_two_finger" height="300" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-24/IskytBEfgzllsBcqEozthInmlyCurzHDFCGfhxAuAveueiHDGqDJaJvcjwlz/1_two_finger.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2. Be tactical with your Rescue Bombs.&amp;nbsp;&lt;/strong&gt;Every time you create a power up, it appears under the last monster of that chain. For items like the Warp Clock and the Bonus Coin, this is unimportant. With the Beach Ball and the Rescue Bomb, however, knowing this can be the difference between life and death. Often your screen will be unevenly filled with ice. When this happens dropping a Bomb in the right place is paramount. This advanced maneuver requires quick, critical thinking as to where you'll start &lt;em&gt;and&lt;/em&gt; end your chains&amp;mdash;it will be crucial for high-level survival.&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="2_drop_bomb" height="300" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-24/IzppzIAtkEkmAAgtyIuwIcIhgiHuuEAhkeroszzjeJxcydhEEcjIIiyBCcaD/2_drop_bomb.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;3. Stay in slo-mo as much as possible.&lt;/strong&gt; Keep things moving at a manageable pace. An easy way to do this is by creating Warp Clocks one after the other. First, a bit about how these time-shifters work. A regular Warp Clock lasts for five seconds and halves the speed of the monsters. A Mega Warp Clock lasts for ten seconds and also slows things down by half the rate. Clocks do not affect each other. Two clocks don't last twice as long or make things twice as slow. Your best bet is to let Warp Clocks get close to expiring before crafting another one.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="3_stay_slow" height="300" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-24/xjyryjoolyCviaHGhAJhDEGIztrscnhrJqJaxwdiHfejorwDbjEeszwhBaBx/3_stay_slow.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;4. Rack up the power-up bonuses.&lt;/strong&gt; As we mentioned in our first Monster Soup tips blog post, power-ups are your best friends. Beyond their obvious in-game advantages, power-ups also give you extra points after you complete the level. Regular power-ups give you three extra points. Mega power-ups give you six extra points. Doesn't seem like much, but over the course of a game, it all adds up.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="4_bonus_points" height="165" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-24/qulohImintoGqqGbyxbDtJsiazEkrDDnGnGwIlAtlBvohvdpqxtHjfcagtdA/4_bonus_points.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;5. It's not over until the fireworks stop.&lt;/strong&gt; Once the happy level-up music starts playing and the fireworks commence, the level isn't completely over. The monsters stop floating upwards, but you can still make chains. Points still get tacked onto your score and make a difference in the long run. You also have an opportunity to use Rescue Bombs and Starshines to melt away ice (this can make a huge difference in the next level). Once you float down to the bottom of the soup sea, you can take a breather.&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="5_not_over" height="327" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-24/rBffvFaCHlAdCiDrDioGEJzIchjCGxwydyDHlmerpImsqGiAIseawawsrocB/5_not_over.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;Check out &lt;a href="http://kiefferbros.posterous.com/5-tips-for-monster-soup-play-like-a-pro" title="part one" target="_blank"&gt;part one&lt;/a&gt; to see more tips.&lt;/p&gt;
	
&lt;/p&gt;

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&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/KiefferBros/~4/8Gc_a11OwM0" height="1" width="1"/&gt;</description>
      <posterous:author>
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        <posterous:firstName>Kieffer Bros.</posterous:firstName>
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        <posterous:displayName>Kieffer Bros.</posterous:displayName>
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    <item>
      <pubDate>Fri, 17 Jun 2011 13:18:00 -0700</pubDate>
      <title>5 Tips for Monster Soup: Play Like a Pro</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/bNLHixKYf30/5-tips-for-monster-soup-play-like-a-pro</link>
      <guid isPermaLink="false">http://kiefferbros.posterous.com/5-tips-for-monster-soup-play-like-a-pro</guid>
      <description>&lt;p&gt;
	&lt;p&gt;&lt;strong&gt;1. Don't sweat the small stuff.&amp;nbsp;&lt;/strong&gt;We've seen a lot of people play the game and get caught up on catching every little monster. Don't worry about letting some slip by. Focus on getting longer chains and power-ups. Having a little ice on the screen doesn't hurt. If you're focusing on long chains, you're going to be clearing it away with Starshine and Rescue Bombs anyway.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="23a_dont_sweat" height="302" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-17/EzbDnpDGhxArwqFEEpftBmkysepechJvullBvsjnuCAemqFgnFJisvdmadHH/23a_dont_sweat.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2. Power-ups, power-ups, power-ups!&amp;nbsp;&lt;/strong&gt;The only way to survive later levels is to have a constant stream of power-ups helping you along. This is probably the most important thing to remember. The pink monster's Bonus Coin will help you get through levels faster. The green monster's Beach Ball will give you more opportunities for longer chains and help you get out of tight spots. But the two most important power-ups to go for are the blue monster's Warp Clock and the yellow monster's Starshine. When you keep the monsters moving slowly and the ice continually melting, you're a monster-saving force to be reckoned with!&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="23b_power_ups" height="250" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-17/avstgIulGmvfGyCntajtdrzHDbJpfxsqclEozHbCEFynHkfvnqnFCtxtDknm/23b_power_ups.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;3. Take small steps for the set-up. &lt;/strong&gt;When things get really frantic, it helps to clear a bunch of smaller chains out of the way to cash in on a mega power-up. If it doesn't look like you'll be able to make a 5+ chain with a certain cluster of monsters, there's no point in keeping them around. A screen with a majority of one color makes it super easy to craft a mega chain. The mega Starshine power-up melts two layers of ice and can quickly turn the tides in a dire situation.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="23c_set-up" height="350" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-17/xfHFBJElwJzhEhwjvjmDostDzkJzDjeEdEgvJvpgCJovJkJmJlbzndFuHcCa/23c_set-up.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;4. Start your chain in the right spot.&amp;nbsp;&lt;/strong&gt;Thinking ahead and starting your chain in the right spot can make all the difference. (Below is a diagram of a bad start and a good start.) In many ways, Monster Soup is a constantly shifting puzzle game. You need to clear as many monsters as possible with each chain&amp;mdash;this can result in some crazy, criss-crossing chains.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="23d_start" height="351" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-17/jCEBsCFhHGceCJBqrxvkAIglnCjJvdIBafengCewhxoDIGFbnxnibtoiJyBD/23d_start.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;5. Don't over think it.&amp;nbsp;&lt;/strong&gt;Yes, there's a lot of strategy involved in Monster Soup, but at the end of the day, speed is your best friend. Once you're comfortable with a few basic strategies, you don't want to get paralyzed by indecision. Long chains are nice, but sometimes waiting to add one more monster is just not a good idea. Jack be nimble, jack be quick.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="23e_overthink" height="250" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-17/waudersFFyJBEGbBwwfmtmIzcHlpifyGhDIjrBkpndcrzcHhJpGhIiqzsEuw/23e_overthink.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;Check out &lt;a href="http://kiefferbros.posterous.com/5-more-tips-for-monster-soup-play-like-a-cham" title="part two" target="_blank"&gt;part two&lt;/a&gt; to see more tips.&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

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&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/KiefferBros/~4/bNLHixKYf30" height="1" width="1"/&gt;</description>
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    <item>
      <pubDate>Tue, 14 Jun 2011 12:42:00 -0700</pubDate>
      <title>App Store Release Date: How It Works Globally</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/yF2Cp8IV4fs/app-store-release-date-how-it-works-globally</link>
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      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="Release" height="317" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-14/wisFfcJeIiEuoHifdffdCaJtybbeGcjgvEnBxmEEdEFggJhiADmDafGlrmvI/release.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
Monster Soup was set to be released June 15th. On planet Earth, June 15th begins at midnight in New Zealand (as well as in other countries along the International Date Line). It then moves westward across the globe to Hong Kong, then Zanzibar, Moscow, London, and finally North America. At the time of writing this, Monster Soup has just become available in Tokyo.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Here in Wisconsin (home of the Kieffer Bros. studio), we will have to wait until "tomorrow" or about 9 hours from now.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

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&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/KiefferBros/~4/yF2Cp8IV4fs" height="1" width="1"/&gt;</description>
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    <item>
      <pubDate>Thu, 09 Jun 2011 12:41:22 -0700</pubDate>
      <title>Monster Soup Coming June 15th!</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/cc7BWBWaqcg/monster-soup-coming-june-15th</link>
      <guid isPermaLink="false">http://kiefferbros.posterous.com/monster-soup-coming-june-15th</guid>
      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="20_monster_soup_announce" height="350" src="http://posterous.com/getfile/files.posterous.com/temp-2011-06-09/niswgDrpGoIIlBlpzEnxeluxfxqlFgJgdCccfckqrbhvAcsFevevgGkeIgns/20_Monster_Soup_Announce.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;A menacing, moon-sized maniac, Plubert, threatens the burgeoning monster-civilization of Soup System. It's your job to unite these helpless critters and rescue them from the approaching Ice Age.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Drag your finger over the screen to connect same-colored monsters. Create longer chains for more points and special power-ups. But act fast before they get caught in the icy snares of the fiendish planet-freezer, Plubert!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Available on the App Store next Wednesday, June 15th!&amp;nbsp;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/23264126?title=0&amp;amp;byline=0&amp;amp;portrait=0" frameborder="0" height="281" width="500"&gt;&lt;/iframe&gt;&lt;/p&gt;
	
&lt;/p&gt;

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    <item>
      <pubDate>Wed, 25 May 2011 13:31:16 -0700</pubDate>
      <title>A New Addition to Our Alpha Testing Regimen</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/tarcMDv32K8/how-we-make-alpha-testing-tolerable</link>
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      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;a href="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/FCicEorbGtleslFnejuqlHowqBzfErbFmlbsskArDCBajtxGwFvJgJeswvfn/castle1.JPG.scaled1000.jpg"&gt;&lt;img alt="Castle1" height="333" src="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/FCicEorbGtleslFnejuqlHowqBzfErbFmlbsskArDCBajtxGwFvJgJeswvfn/castle1.JPG.scaled500.jpg" width="500" /&gt;&lt;/a&gt;
&lt;a href="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/kydswtsoHuJjchkbxGgFDIlmAmHjBhhgftboCHzekzorfuDIfFDpsknyHdBv/castle2.jpg.scaled1000.jpg"&gt;&lt;img alt="Castle2" height="750" src="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/kydswtsoHuJjchkbxGgFDIlmAmHjBhhgftboCHzekzorfuDIfFDpsknyHdBv/castle2.jpg.scaled500.jpg" width="500" /&gt;&lt;/a&gt;
&lt;a href="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/xkBvyFokFfdiCdEBeyyqtmzczsHbmjkpvEHAhGbkgCoeEwixIwhssGJwmziG/castle3.jpg.scaled1000.jpg"&gt;&lt;img alt="Castle3" height="750" src="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/xkBvyFokFfdiCdEBeyyqtmzczsHbmjkpvEHAhGbkgCoeEwixIwhssGJwmziG/castle3.jpg.scaled500.jpg" width="500" /&gt;&lt;/a&gt;
&lt;a href="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/ppxjzsaDjhHwstuIfgwoIrugilfIqjivEfvtbmokpisensGvmdICgGCBfvua/castle4.jpg.scaled1000.jpg"&gt;&lt;img alt="Castle4" height="750" src="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/ppxjzsaDjhHwstuIfgwoIrugilfIqjivEfvtbmokpisensGvmdICgGCBfvua/castle4.jpg.scaled500.jpg" width="500" /&gt;&lt;/a&gt;
&lt;a href="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/tAHqekaoypkorgsuJFsGiHJsioyqgDEJEfwjrbbkebGetBwBGzkCsdroocBH/castle5.jpg.scaled1000.jpg"&gt;&lt;img alt="Castle5" height="750" src="http://posterous.com/getfile/files.posterous.com/temp-2011-05-25/tAHqekaoypkorgsuJFsGiHJsioyqgDEJEfwjrbbkebGetBwBGzkCsdroocBH/castle5.jpg.scaled500.jpg" width="500" /&gt;&lt;/a&gt;
&lt;div class='p_see_full_gallery'&gt;&lt;a href="http://kiefferbros.posterous.com/how-we-make-alpha-testing-tolerable"&gt;See the full gallery on Posterous&lt;/a&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;Staring at a screen all day testing every single facet of your app isn't the funnest work on the planet. Trying every possible combination of gestures and app-interruptions on each Apple device is one of the most draining parts of developing games.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;To ameliorate this two-dimensional grind, we added a new element to our alpha testing regimen&amp;mdash;Lego building. It's a great way to release tension and exercise our spatial-temporal reasoning. Good for the eyes, hands, and brain.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

&lt;p&gt;&lt;a href="http://kiefferbros.posterous.com/how-we-make-alpha-testing-tolerable"&gt;Permalink&lt;/a&gt; 

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&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/KiefferBros/~4/tarcMDv32K8" height="1" width="1"/&gt;</description>
      <posterous:author>
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    <item>
      <pubDate>Tue, 01 Mar 2011 13:23:00 -0800</pubDate>
      <title>What 7.33 Million iPads Look Like</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/NjIyqG6aWKc/what-733-million-ipads-look-like</link>
      <guid isPermaLink="false">http://kiefferbros.posterous.com/what-733-million-ipads-look-like</guid>
      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;a href="http://posterous.com/getfile/files.posterous.com/temp-2011-03-02/mjqqDuhnrgwEcwcpypJAzssrlilpdIbHiywryhzulFaomcuimfhmmIFykaqg/19_What_7_Million_iPads_Look_Like_RevB.png.scaled1000.png"&gt;&lt;img alt="19_what_7_million_ipads_look_like_revb" height="375" src="http://posterous.com/getfile/files.posterous.com/temp-2011-03-02/mjqqDuhnrgwEcwcpypJAzssrlilpdIbHiywryhzulFaomcuimfhmmIFykaqg/19_What_7_Million_iPads_Look_Like_RevB.png.scaled500.png" width="500" /&gt;&lt;/a&gt;
&lt;/div&gt;
What would you build with 7.33 million iPads?&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

&lt;p&gt;&lt;a href="http://kiefferbros.posterous.com/what-733-million-ipads-look-like"&gt;Permalink&lt;/a&gt; 

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&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/KiefferBros/~4/NjIyqG6aWKc" height="1" width="1"/&gt;</description>
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    <item>
      <pubDate>Mon, 07 Feb 2011 11:20:20 -0800</pubDate>
      <title>Link Bait: 5 Signs a Link Is About to Waste Your Time</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/OVYRzWGCKZM/link-bait-or-5-signs-a-link-is-about-to-waste</link>
      <guid isPermaLink="false">http://kiefferbros.posterous.com/link-bait-or-5-signs-a-link-is-about-to-waste</guid>
      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="18_link_bait" height="200" src="http://posterous.com/getfile/files.posterous.com/temp-2011-02-07/HlmaJrkwlHjafotsydkvkpEnyouaJAEzAijjzsaumxcBjoaFFAimcntFiJxi/18_Link_Bait.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;A preference is stated as fact.&amp;nbsp;&lt;/li&gt;
&lt;li&gt;A recent "study" is involved.&amp;nbsp;&lt;/li&gt;
&lt;li&gt;Your favorite food is killing you. (See number 2.)&lt;/li&gt;
&lt;li&gt;Your favorite gadget/software is horrible compared to this other piece of tech.&amp;nbsp;&lt;/li&gt;
&lt;li&gt;Keys, shortcuts, or steps to success are involved.&amp;nbsp;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Stay savvy, Internet.&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size: xx-small;"&gt;&lt;a href="http://commons.wikimedia.org/wiki/File:Hosemann_Angler_im_Boot_mit_Schirm.jpg" title="theodor hosemann"&gt;image source: theodor hosemann&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

&lt;p&gt;&lt;a href="http://kiefferbros.posterous.com/link-bait-or-5-signs-a-link-is-about-to-waste"&gt;Permalink&lt;/a&gt; 

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&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/KiefferBros/~4/OVYRzWGCKZM" height="1" width="1"/&gt;</description>
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    <item>
      <pubDate>Mon, 29 Nov 2010 19:25:00 -0800</pubDate>
      <title>Orba, Free for a Day!</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/Hl9XYtSY-P0/orba-free-for-a-day</link>
      <guid isPermaLink="false">http://kiefferbros.posterous.com/orba-free-for-a-day</guid>
      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="17_orba_holida_blog_announcement" height="250" src="http://getfile3.posterous.com/getfile/files.posterous.com/temp-2010-11-29/AxIyfwtuuqxnEGEmBifDiGznoeoiCbehkbibbujvjJiHFBunoCDcavsgsjAl/17_Orba_Holida_Blog_Announcement.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;To celebrate the holidays and the latest update to our beloved color smasher, &lt;a href="http://itunes.apple.com/us/app/orba/id339434383?mt=8" title="Orba on the App Store"&gt;Orba&lt;/a&gt;, we are giving it away absolutely free for a limited time&amp;mdash;starting midnight December 6th. On top of enhanced performance, the update includes a new holiday orb set along with a cheery music track. Tell your friends and have a great holiday season!&amp;nbsp;&lt;/p&gt;
&lt;p&gt;We also have a video trailer below&amp;nbsp;if you'd like a peek of what the holiday orbs look like. Happy Holidays, everyone!&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/17296528?portrait=0" frameborder="0" height="281" width="500"&gt;&lt;/iframe&gt;&lt;/p&gt;
	
&lt;/p&gt;

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&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/KiefferBros/~4/Hl9XYtSY-P0" height="1" width="1"/&gt;</description>
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      <pubDate>Wed, 10 Nov 2010 08:28:00 -0800</pubDate>
      <title>Pace Yourself</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/HcIKXMUUZOk/pace-yourself</link>
      <guid isPermaLink="false">http://kiefferbros.posterous.com/pace-yourself</guid>
      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="16_pace_yourself" height="200" src="http://posterous.com/getfile/files.posterous.com/temp-2010-11-10/zzvtIJCrBylrHdEabaIDowCzbxhdfqfrxetcuEGsiiDIyCBFIsclvyblJnaj/16_Pace_Yourself.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;"Hemingway tried not to write for any more than six hours per day. After that, he became tired and the quality dropped. If he stopped while things were still going well he avoided the risk of becoming stuck. By setting aside his work until the next day, Hemingway could allow his subconscious mind to continue working without his brain becoming tired."&amp;nbsp;&lt;/p&gt;
&lt;p&gt;- &lt;a href="http://books.google.com/books?id=g7nWSs5k7V8C&amp;amp;printsec=frontcover&amp;amp;dq=cultures+of+creativity&amp;amp;hl=en&amp;amp;src=bmrr&amp;amp;ei=0MfaTKzvOIOClAfJ-uWVCQ&amp;amp;sa=X&amp;amp;oi=book_result&amp;amp;ct=result&amp;amp;resnum=1&amp;amp;ved=0CCoQ6AEwAA#v=onepage&amp;amp;q&amp;amp;f=false" title="Cultures of Creativity"&gt;Cultures of Creativity: The Centennial Exhibition of the Nobel Prize&lt;/a&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;There's a ton of wisdom packed into this quote. One, don't overwork yourself&amp;mdash;you'll just get exhausted and your output quality will drop. Two, stop on a high note. It's easier to come back to your project when you have something to look forward to instead of a big problem. Three, when you're not consciously working on a project, it doesn't mean your brain isn't. Inspiration can come anywhere, anytime&amp;mdash;despite your preferred work schedule. Keeping all of this in mind, it's easier to enjoy your time off and get more done when you are working.&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size: xx-small;"&gt;&lt;a href="http://commons.wikimedia.org/wiki/File:Haeckel_Chelonia.jpg" title="image source: ernst haeckel"&gt;image source: ernst haeckel&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

&lt;p&gt;&lt;a href="http://kiefferbros.posterous.com/pace-yourself"&gt;Permalink&lt;/a&gt; 

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      <pubDate>Thu, 14 Oct 2010 13:16:00 -0700</pubDate>
      <title>Three Cheers for Trainyard!</title>
      <link>http://feedproxy.google.com/~r/KiefferBros/~3/Mm_F4XHQHBM/three-cheers-for-trainyard</link>
      <guid isPermaLink="false">http://kiefferbros.posterous.com/three-cheers-for-trainyard</guid>
      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="15_trainyard" height="200" src="http://posterous.com/getfile/files.posterous.com/temp-2010-10-14/EqbxnhwBncGjptqfxHoosrJGGCCdtvnpkdyfkewGmukeorwaJhwoqalzfiaz/15_Trainyard.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;There are quite a few indie apps on the App Store's Top Paid Charts. Many seem to be ports of already-popular flash games or cheap gimmicks. Recently, a decidedly intelligent, refreshingly new puzzle game has climbed to the top. What sets this particular app apart is its originality, its quality, but most of all the story behind it.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The game of interest is &lt;a href="http://itunes.apple.com/us/app/trainyard/id348719156?mt=8" title="Trainyard"&gt;Trainyard&lt;/a&gt;, created by lone developer, Matt Rix. Matt has created something truly unique here. Besides calling it a puzzle game, it's difficult to classify. Basically, you draw tracks to corral colored train cars into their respective stations. It gets increasingly sophisticated when you're tasked with color-mixing, time-management, and a plethora of other brain-bursting tasks. It's beautiful, it's fun, it makes you think. And on sale at 99&amp;cent;, we strongly recommend you grab yourself a copy.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Now, the compelling part of this is the story behind the app. Matt has written about his experience in fascinating detail on his &lt;a href="http://struct.ca/2010/the-story-so-far/" title="The Story So Far"&gt;blog&lt;/a&gt;. It's a great read in and of itself, but if you're interested in the world of app development and success on the App Store, it's essential. What stands out most is his perseverance. In an industry filled with half-hearted attempts at striking it rich, Trainyard stands out as a labor of love that has&amp;mdash;in a cathartic course of events&amp;mdash;finally made it to the top.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The exciting lesson here is that hard work and dedication can pay off. It has for us. Perhaps not in such a material way as it has for Matt, but we're not complaining&amp;mdash;we get to do what we love everyday, all day. Ultimately, it's reassuring and inspiring to see how drive and perseverance can be rewarded.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Fri, 10 Sep 2010 11:24:00 -0700</pubDate>
      <title>Bedhead</title>
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      <description>&lt;p&gt;
	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="14_bedhead" height="320" src="http://posterous.com/getfile/files.posterous.com/temp-2010-09-10/DksJkrrvEeHgEbydoJhrorcjGsIhAqykkwgewFAulxAaikkEkpybGhHijrff/14_Bedhead.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Thu, 12 Aug 2010 13:27:00 -0700</pubDate>
      <title>It's Not Quite Done</title>
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	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="13_not_done_yet" height="200" src="http://posterous.com/getfile/files.posterous.com/temp-2010-08-12/dwIfpcwraHxshJlarJrrqlbqxHcjEcenpojjGrHisfCCuDBciGbeBdbzeEus/13_Not_Done_Yet.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
Everything is basically working. The graphics are in place, the gameplay is 10x better than the prototype, and your app seems ready to launch. Except it's not&amp;mdash;not quite.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;If you expect to get everything right in one draft, think again. It's easy to forget that the first totally working version of your game is still just the first version. You may have already gone through several graphical revisions, revamped and polished your code more times than you'd care to remember, and it would be so easy and seem so natural to let all your beta testers know they'll have something to explore in a day or two.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Recently, we realized (or more accurately, took to heart) that the first working version is never the last. Just another one of those start-up lessons we had to learn.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;It's functioning, you've squashed most of the big bugs, you're mostly pleased with the design, and the gameplay seems as addictive as you intended. Why delay the launch?&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Because this is the first time you actually get to hold your software in your hands. Looking at designs in Photoshop is totally different than seeing it on your device's screen. And even that is immensely different than interacting with it. Now that you can you play with your work, it's time to add the charm and polish that is almost impossible to plan for.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;This is something we're prepared for from the beginning. We don't get demoralized now when we have a ton of tiny little adjustments to make. We have this time set aside in the project checklist straight from the start.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Instead of seeing all these small jobs as obstacles in the way of launch day, we see them as opportunities to add that extra special something every good game possesses and what will ultimately set it apart.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size: xx-small;"&gt;&lt;a href="http://grin.hq.nasa.gov/ABSTRACTS/GPN-2002-000126.html" title="image source: great images in nasa"&gt;image source: great images in nasa&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
	
&lt;/p&gt;

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&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/KiefferBros/~4/Tz6_-4GmH3Y" height="1" width="1"/&gt;</description>
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        <posterous:firstName>Kieffer Bros.</posterous:firstName>
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      <pubDate>Tue, 06 Jul 2010 09:12:00 -0700</pubDate>
      <title>Why You Made It in the First Place</title>
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	&lt;p&gt;Make stuff you like and don't second guess your tastes. This may be obvious advice, but it's easy to forget especially if you're just getting started. &lt;/p&gt;
&lt;p&gt;Launching your work into the public eye can be nerve-racking. You may be thoroughly enamored with your newly-christened concoction, but seeing it from a consumer's perspective can gradually undermine your confidence. &lt;/p&gt;
&lt;p&gt;This isn't all bad—it's a bit of a double-edged blade. The trick is to parse the constructive criticism from the mindless troll-gibber. Separate deserved praise from excessive adulation. Don't let either side impair your judgement. &lt;/p&gt;
&lt;p&gt;Take what you can—learn from your mistakes and reinforce your strengths. But most important, remember why you made it and why you like it. &lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Tue, 29 Jun 2010 09:38:00 -0700</pubDate>
      <title>Introducing Aqueduct</title>
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	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="Aqueduct_announce_500" height="234" src="http://posterous.com/getfile/files.posterous.com/temp-2010-06-29/tdEHemlvnDpHuHEHhBrFepiyIGroqyGdEfCnltIFdnCmvquoGsGIzcBohHan/aqueduct_announce_500.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
The lines between slider and pipe-connecting puzzles are now officially blurred. Aqueduct combines both these concepts into something completely original (as far as we know anyway). The goal—rearrange the track pieces to restore the flow of water. &lt;/p&gt;
&lt;p&gt;Gates, conveyor belts, warp portals, and more stand between you and order. With over 140 hand-crafted puzzles, spanning six chapter of difficulty, we think Aqueduct will be able to keep you occupied for quite some time. :) &lt;/p&gt;
&lt;p&gt;Aqueduct is available on the App Store for $2.99. Pick it up today! Find it on the App Store &lt;a href="http://itunes.apple.com/us/app/aqueduct/id377544857?mt=8" title="here"&gt;here&lt;/a&gt;.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Mon, 14 Jun 2010 10:38:00 -0700</pubDate>
      <title>What We've Been Up To</title>
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	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="Whatwereupto" height="280" src="http://posterous.com/getfile/files.posterous.com/temp-2010-06-14/AACEJagwCIjGGheyHjhHxrttmffJrezFnfasenlvCCzltpyrftfeAarjlamr/whatwereupto.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
It has been too long since we launched a new game. We apologize. We've been busy getting our ducks in a row with our current brands—the Abca name change, adding the Quick mode to Orba, and other minor changes and updates. Although that stuff was important, we've been itching to get a new game out. &lt;/p&gt;
&lt;p&gt;These first months of 2010 haven't been all maintenance though—we've been experimenting like mad scientists. In fact, we were half way through a top-down scroller game when we decided it just wasn't fun enough. Amusingly, this was around the same time we posted our thoughts on &lt;a href="http://kiefferbros.posterous.com/mid-project-doubt" title="Mid-Project Doubt"&gt;Mid-Project Doubt&lt;/a&gt;. &lt;/p&gt;
&lt;p&gt;For the past month and a half, however, we have been working on an exciting new project. We actually developed the concept and prototype this past winter, but it seemed too ambitious at the time. We adjusted the scope a bit and are now extremely close to getting it up on the App Store. &lt;/p&gt;
&lt;p&gt;Although the name is not yet finalized, the core gameplay is set. It's a mashup of the slider-puzzle and pipe-connecting genres. As far as we know, this is something totally new. We are very, very excited to share this with everyone. &lt;/p&gt;
&lt;p&gt;We have some tutorial screenshots over on our &lt;a href="http://www.facebook.com/album.php?aid=177372&amp;amp;id=125918019785" title="Facebook Page"&gt;Facebook Page&lt;/a&gt;—check 'em out!&lt;/p&gt;
	
&lt;/p&gt;

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        <posterous:displayName>Kieffer Bros.</posterous:displayName>
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      <pubDate>Sat, 22 May 2010 09:12:00 -0700</pubDate>
      <title>10 Things You Should Know Before Developing for the App Store</title>
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	&lt;p&gt;&lt;div class='p_embed p_image_embed'&gt;
&lt;img alt="10_things_small" height="250" src="http://posterous.com/getfile/files.posterous.com/temp-2010-05-22/kogHthqCaeojdlgJcExveitJnaJeFDjrlIgIlGykuIpGxsnmApIzlfvwGHhC/10_Things_Small.png.scaled500.png" width="500" /&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;&lt;p&gt;We've been developing and publishing games on the App Store for almost two years now. Here are a few things we learned along the way:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;1. Getting featured by Apple is unlikely.&lt;/strong&gt; I suppose this isn't surprising anymore now that there are upwards of 200,000 apps on the Store, but back in the day, we saw a feature by Apple as our golden ticket. Our second most popular game, Abca, has never been featured on the US App Store, and we don't expect it any time soon. If your marketing plan is contingent upon the lottery that is Apple's favor, good luck. Your best bet is to pretend the front pages of the App Store don't exist. The Store is just a server where users can download your games. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2. A daily work schedule is a must.&lt;/strong&gt; If you're trying to eek out a living on the App Store and especially if you're working with a team, it's extremely helpful to have daily time set aside for just working. You'll save days of waiting if you can chat quickly with your team. Discussing pixels and code is just not fast enough over e-mail. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;3. Make stuff you like.&lt;/strong&gt; It's tempting to try to make a game that you think will sell. Don't fall into this trap. Make what you like whether you think it has a market or not. (If you like the idea, your app probably has a bigger market than you think.) If you embark upon a project that you have middling feelings for, it will only get more dreary as you progress. Crafting an experience you want for your own geeky reasons is a powerful motivator. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;4. There's money left for those not on the Top Paid list.&lt;/strong&gt; We thought we needed to land one of our apps on the Top Paid list to survive. Interestingly, not a single one of our apps has made it onto the US Top Paid list, and after almost two years, we're still alive. Most of our apps are (or were) on their categories' top paid lists, and though money is sparse down here, it can pay the bills. So don't feel bad if you don't launch a major hit. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;5. Focus on great core products.&lt;/strong&gt; Extra features add little value compared to the amount of time it takes to implement them. Most users really don't give a hoot about extra features. If the core gameplay isn't compelling enough, all the bonus content in the gameverse isn't going to sell your work. Keep it simple. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;6. A simple project management system is better than a complicated one—and certainly better than nothing.&lt;/strong&gt; We've tried several different software solutions but the best thing we've found is a giant, salvaged piece of white board (thanks, Dad) and a plethora of colored markers (thanks, Mom). No reason to get fancy, but it's essential to get organized. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;7. There will be haters—sort of.&lt;/strong&gt; This wasn't a huge surprise, but it takes some getting used to—especially if you're young. A very small, yet vocal minority of users just won't like your work. They won't give reasons, their criticism won't be constructive, and they're generally down-right mean. Our advice: if someone doesn't give you a reason for why they hate your stuff, ignore them. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;8. Press releases are old school.&lt;/strong&gt; Better to send a friendly, to-the-point e-mail with actually useful content (e.g. screenshots, gameplay videos, hi-res icons, quick description, etc.) than a stodgily or flamboyantly written announcement. If they want a quote, they'll ask. Do as much work as you can for the writers and editors of blogosphere and newsmania. Bar writing a review for them, make it as easy as possible for them to provide a graphically rich story for their subscribers. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;9. Learn to provide value to the press.&lt;/strong&gt; Offer your insight as a developer/publisher—like exclusives, interviews, promo code give-aways, etc. Make yourself available. Getting a review can be much better than paying for an ad.  Other than the work it takes to gather your info and send out a personalized e-mail, it's free. Make friends with these guys and gals—they're a friendly lot. :)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;10. Have fun.&lt;/strong&gt; You're making games after all. If you're not having fun building these worlds and contraptions, your users probably won't have fun playing them. (Okay, so maybe this isn't something you should know, but it's easy to forget.)&lt;/p&gt;
	
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