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Shotgun Free for Android Released

October 21st, 2010 by

After releasing 7 apps for iPhone and iPod Touch and 1 for iPad, Inedible Software, LLC is finally entering the Android arena. Shotgun Free for Android is an Android port of Inedible’s most successful app to date, Shotgun Free on iPhone and iPod Touch. It features the accelerometer-based gesture detection that simulates the pumping and firing of a pump-action Shotgun.

Shotgun Free for Android was released today on GetJar, an international app store. “We decided to release on GetJar because it can be accessed on almost any Android device in almost any country, “ said Inedible co-founder Eddie Marks. “Other distribution channels are more limited – often blocked from devices or countries by a carrier or manufacturer. Obviously, we want to reach the biggest audience we can.”

While a few Shotgun simulators had already been released on the Android Market, the developers at Inedible Software thought they could release a higher-quality product. “We felt that the accelerometer algorithms we developed for the original Shotgun Free provide for a much better experience than any of our competitors” said Inedible Android Lead Aaron Coleman.

Shotgun Free for Android is available now for supported Android devices, free on GetJar.

Check out Shotgun Free for Android on GetJar at http://getjar.com/Shotgun-Free

[Download press release here]


Shotgun Duel Released

October 20th, 2010 by

After over 7.5 million downloads of Shotgun Free, Inedible Software, LLC is proud to kick it up a notch with Shotgun Duel, available now free for the iPhone and iPod touch. Shotgun Free and Shotgun Pro were the first toy guns on the store with real gesture detection for cocking and firing, and Shotgun Duel brings two-player dueling over Bluetooth or Wi-Fi, brand new Retina display optimized artwork, online leaderboards, improved accelerometer based gesture detection, Facebook integration, and more.

While other virtual guns on the App Store compete on quantity and realism of guns, Shotgun Duel follows the spirit of Shotgun Free in just trying to be the most fun. The challenge for Shotgun Duel was to provide as much new functionality as possible without losing the spontaneity and accessibility of the original. “We wanted to be very careful to make sure you could still just pull out a shotgun and blast away,” noted Inedible co-founder James Anthony. “That said, shotguns are inherently social items. People love threatening their closest friends and challenging them to the death.”

In addition to the social features, Shotgun Duel has more customizability than ever thanks to a new virtual currency system where users can earn points by completing achievements and spend them on new guns, backgrounds, and extras. ”We want to really reward users who love trying to break their fastest time and competing with their friends,” said co-founder Eddie Marks. “The guns and stages we’re launching with look amazing, and we’ve got lots more on the way.”

Shotgun Duel is available now for the iPhone and iPod touch for free on the App Store.

Check out Shotgun Duel on the iTunes App Store!

[download press release here]


Android Shotgun In the Works

September 23rd, 2010 by

We recently put our awesome intern Aaron on the task of creating an Android version of Shotgun Free. This is completely an experiment for us — James and I believe that both Android and the Android Market have serious flaws and pale in comparison to their Apple counterparts (iOS and the iTunes App Store). I have no idea how this is going to go, but I’ll be sure to blog about our experience as it unfolds. Hopefully it goes well.


The Road to Duel

September 23rd, 2010 by

It was over 6 months ago when I announced that Shotgun Duel was in development, and it was about 6 days ago when I announced that Shotgun Duel was complete. That’s a long time to be working on one project. I at points struggled to rationalize why it was taking so long, and that process has made me realize a few things:

1) When I judge how long something should take to create, my instinct is to judge how long it should take to re-create. This totally ignores the design process. The design process for Shotgun Duel was significant, starting with multiple white-boarding sessions in which we decided on the essential new features, designed the internal workings of the application (object structure), determined all of the screens and how they linked to each other, and made an attempt to design all of the screens. And despite all of this planning we were constantly redesigning parts of the application.

2) Simple is difficult. Our goal was that when you use Shotgun Duel it should “just work”. Making things “just work” is incredibly difficult. Take the dueling as an example. Connecting two people in a duel turned out to be way harder than we imagined. Apple provides a framework called “GameKit” that was supposed to do this for us, but not only does it not work very well but it ended up with a major bug (causing the devices to crash) in iOS 4.0. We thus re-wrote the entire thing from scratch, with code reaching way down into the heart of iOS, touching the Unix kernel. That was quite a task. Its still not perfect, but it is much closer to “just working”. Different problems with similarly hard solutions cropped up all over.

3) Running a small business takes time. I sometimes wished I could log 8+ hrs a day of work on Shotgun Duel, but often I’m lucky to get 4 hrs, and sometimes I get none at all. For Shotgun Duel we worked with a few outside contractors to assist us with various tasks. Though all of our contractors are awesome, managing the process proved to be really difficult. When you’re not sitting in the same room as someone, being on the same page about goals is difficult, and iterating anything takes way longer. Besides that, we also have other business obligations like emails, coffee meetings, evening events, accounting, and so forth. Even though I enjoy (most) of that stuff, it all adds up.

Upon reflection I’m not upset by how long Shotgun Duel took to create. We worked until we thought the product was completed, unwilling to release a sub-standard product because of an artificial and externally imposed deadline or product cycle. I’m incredibly proud of what we have created, and I really hope you like it.


Shotgun Duel Submitted to Apple

September 15th, 2010 by

At long last we have submitted Shotgun Duel to Apple for approval. Duel has been by far our most ambitious project to date — around the modest gesture-detecting kernel that made Shotgun Free so popular we have built a large social layer, with multiplayer dueling, global leaderboards, and deep Facebook integration. Shotgun Duel also has improved gesture-detection, professional artwork, a virtual currency system, and much more. We hope you find it awesome, hilarious, ridiculous, and fun, or at least 2 of those. Apple usually takes 2 weeks to approve new applications, so stay tuned for launch.


Inedible at AppNation

September 14th, 2010 by

James and I spent yesterday and today at the AppNation conference in San Francisco, where we had a demo booth. Met a lot of cool people, had a good time. I also ended up being interviewed by diceTV. See about half way down that page.


POW V1.3 Released!

August 12th, 2010 by

Spurred to action by POW’s increase in popularity we’re proud to release V1.3 of POW. Here are the cool new things we’ve added:

- Global high score boards: see your world POW rank!
- Artwork optimized for the iPhone 4′s Retina Display
- Support for iOS 4.0′s multi-tasking and fast app switching
- 1 new achievement
- Bug fixes

I’m really looking forward to seeing quite how many punches people are throwing. I’m hoping a lot.


Apple Features POW!

July 18th, 2010 by

In light of our rise up the charts, Apple has decided to feature POW in its “New & Noteworthy” section. This is really important to us because its the first time Apple has featured one of our apps.


POW At #5!

July 16th, 2010 by

It looks like the climb of POW has reached an end. It was a great ride, and we couldn’t be more pleased. POW made it all of the way to #5 overall and #2 entertainment (darn you Talking Tom Cat for being #1!).


POW At #25!

July 13th, 2010 by

After releasing our big update V1.2, we started to promote POW a little harder. Looks like it totally worked! POW is now the #25 app on the app store! Check out the evidence below! This marks our 3rd app to hit Top 25.