Wobbles Wiggles Its Way Onto iOS and Android!

Worcester, MA – August, 27, 2013 – Play Nimbus, a student founded game development team from colleges in New England, has released their first mobile title, Wobbles, for iOS and Android app stores worldwide.

In Wobbles, players safely guide a line of adorable creatures, called Wobbles, across a dangerous landscape by placing gadgets and technologies in their path. As you do this, progress your Wobbles through time and advance their technologies to help them advance through time.

"Wobbles is a unique blend of modern gameplay mechanics and the classic game Lemmings,” said Nick Mudry, Producer and Creative Director for Play Nimbus. “Wobbles is just the beginning of our adventures as a game development team. We can’t wait to share our next project with everyone very soon!”

Wobbles is won the “Best Entertainment Game” award in March 2013 at the Microsoft New England Research and Development Center during the Mass DiGI Game Challenge.

Wobbles is currently available on the Apple App Store, Google Play, and the Amazon Marketplace for $1.99.

iTunes App Storehttps://itunes.apple.com/us/app/wobbles/id672259662?ls=1&mt=8 

Google Playhttps://play.google.com/store/apps/details?id=com.playnimbus.wobbles 

Amazon App Storehttp://www.amazon.com/Play-Nimbus-Wobbles/dp/B00EOSDO4I

Assets for Wobbles are available on our public press page at the following URL: http://bit.ly/WobblesAssets

For press who are interested in receiving a review code of the game please contact Nick@PlayNimbus.com and we’ll get you sorted out!

About Wobbles Wobbles is an upcoming mobile game for iOS and Android. Players play as a godly figure, guiding a line of adorable creatures across a landscape that you manipulate yourself using various gadgets. As players do this, they are advancing the Wobbles’ civilization through the eras and advancing their technology, ultimately unlocking new gadgets for you to use.

Wobbles won the “Best Entertainment Game” award in March of 2013 at the Mass DiGI Game Challenge, hosted at the Microsoft New England Research and Development Center.

About Play Nimbus Play Nimbus is a mobile game development team founded by a group of students at Becker College, who are focused on creating simple, yet elegant games. Founded in early 2012 during a game jam, the team has moved forward to working hard on bringing these games to life.

Press Release: Codename Cygnus Now Available on the App Store!

Codename Cygnus, An Interactive Radio Drama, Now Available on the App Store!

Reactive Studios Releases First Title During PAX Prime Appearance

August 31st, 2013 – Boston, MA – Codename Cygnus, the interactive radio drama for iPhone/iPad by Reactive Studios, is now available for free download on the Apple App Store.

Codename Cygnus is an interactive radio drama featuring over 25 talented voice actors including Rob Wiethoff (John Marston, Red Dead Redemption), Logan Cunningham (Rucks, Bastion), Sarah Elmaleh (Skulls of the Shogun), Chris Ciulla (Fallout: New Vegas), Chris Rando (Dance Central 3), and many others.

With either a spoken word or a simple tap on the screen players can progress through the story in multiple-choice dialogue moments like those you often find in adventure or RPG games.

PAX Prime attendees can visit minibooth #676 of the Indie Megabooth to chat with creative director Jonathon Myers on launch day, Saturday August 31st.

Key Features:

  • Interactive Experience – Listen to the story unfold as the characters react to your decisions.
  • Hands-Free Gameplay – Voice recognition technology and simple UI enable tap-free gameplay that requires only spoken commands in a private setting.
  • Accessibility – Developed to be compatible with VoiceOver accessibility options for an entirely non-visual experience.
  • Episodic Content – Enjoy the story in a serial fashion the same way as audiences experienced old time radio dramas. Installments of 15-20 minute episodes are planned for post-launch release.
  • Online Saved Game – As you make decisions that impact the ongoing story, your decisions are saved securely online.
  • Character Statistics – Track your spy traits over time to understand the secret agent you have become!

Reactive Studios has also released an extended interactive launch trailer for Codename Cygnus.

Extended Interactive Cuthttp://bit.ly/CygnusExtendedTrailer
Launch Trailerhttp://bit.ly/CygnusLaunchTrailer

Codename Cygnus is available free on the Apple App Store with the Prologue episode included. Additional episodes are available for $1.99 each, or the entire set of five Mission 1 episodes is available for purchase at $7.99. Three of the five Mission 1 episodes are available for download at launch, with two sidequest missions planned for release in September.

Download Codename Cygnushttps://itunes.apple.com/us/app/codename-cygnus/id687548603

Secure Login Required:
At launch, Codename Cygnus will require login to a Facebook account to purchase and download episodes. This enables the creation of an anonymous Agent Name Profile for an online saved game and quality technical support. Reactive Studios is researching alternative authorization mechanisms such as Twitter and Google+ in order to reach a broader playing audience.

Screenshots, logos and more assets are available to download from:

For more information regarding Codename Cygnus, please visit the following websites:

To arrange an interview or receive a review copy of Codename Cygnus, please send an email to press@reactivestudios.net.

About Codename Cygnus
Codename Cygnus is an interactive radio drama inspired by old time serial radio shows. Players take on the roll of a secret agent in this interactive world and with either spoken word or a simple tap on the screen you can make choices and progress through the story. Codename Cygnus features a talented voice acting cast, episodic content and statistics to see just what kind of secret agent you have become.

About Reactive Studios
Reactive Studios is an independent game developer with operations in the metro-Boston area and abroad. Our mission is to develop compelling audio games with interactive dramatic scenarios for a reflective, story-based player experience. We produce mobile games that are responsive to the player’s in-game decisions via voice input. We aspire to create bold, reactive games.


Press Contact:
Nick Mudry

Easy Street: Using Standard Industry Tools

This was a guest post for the Mass DiGI blog I wrote in July, 2013.

My game development history goes back many years from working on games during my free time in high school to helping out on various teams. Currently, I’m working with my own team, Play Nimbus, at the MassDiGI Summer Innovation Program (SIP).

When I started in SIP this past May, I knew I’d learn and expand upon my previous skills a lot. SIP brings 21 undergraduate and graduate students from across the Northeast together to work on several different game projects alongside industry mentors and advisors. Our team’s project is Wobbles. Wobbles, which won the student entertainment category at the MassDiGI Game Challenge back in March, is a game where you guide creatures across a treacherous landscape by placing various gadgets.

Since day one at SIP, we were aware that many problems arise during game production. Problems such as the trouble of managing all of our files as they pass from person to person, the difficulty of sending out new versions of our game to the rest of the program partners to test, (as well as our friends and family), and the challenge of being able to track who is playing our game. We quickly learned and adopted industry standard software tools such as PerforceTestFlight and Game Analytics for Wobbles – and for every project at SIP. Each of these software packages allows us to easily solve the problems mentioned above.

Perforce, a source control software, was something I have heard almost every time I talked with someone in the industry about keeping a project’s files managed. I attempted to use it once on an old project but never had a full production project that would allow me to fully use it. With Wobbles, we’ve utilized Perforce with our game files, allowing us to have a consistent and safe place where we can store our game’s files. When you have multiple programmers or artists who need to access the same files, issues occur. With Perforce, you are able to “check out” a file for editing, preventing mistakes or errors that happen when two people are using the same file.

When developing games, one thing you need to do is test them – and test them a lot. Testing doesn’t become easier the more familiar you become with the project, in fact it becomes harder. Once you exhaust the ability to just bring your iPad over to one of your colleague’s desk, you need to go further. Unfortunately, Apple lock’s the apps you create to a device, thus you must find a way to share it with new testers. That’s where TestFlight comes in.

TestFlight is a vital piece of software that we are using for testing. TestFlight allows us to easily distribute the latest builds of our games to everyone here within the program, our mentors, and other testers that may not be in the area. It saves us time and trouble and it gets us feedback from testers quickly.

One very important thing we knew we needed to do is analyze our players. Sure, we can stand next to players with a notepad and a pen and take notes but you’re not always standing next to them. So, when we send a build of our game to someone we can’t watch play, we use Game Analytics.

Game Analytics is probably the most important piece of software that we’ve used on Wobbles and all of the projects in SIP. Using analytics allows us to see who’s playing our game in-real time. We are able to see where people are getting stuck, how many people are coming back to play, how long people are playing, and many other really valuable statistics. Without this, we’d be unable to figure out how our testers who aren’t in the same room with us are doing. Game Analytics will also help when our game is released to track total number of downloads and how interested in the game people are.

The software we’re using in the Summer Innovation Program is not only ultimately benefiting our projects, but better positioning us to work in the industry. The tools we are using impact each and every project in SIP and allow us to have a streamlined, flexible workflow. Using industry standard software such as TestFlight, Perforce and Game Analytics allows us to learn more, improve our project and become better game developers.