Games

Legend Of Fat Ninja: Best of 2012

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LOFN wins best of 2012 award from jayisgames.com, gains 50,000 new users and offers new characters!

Jayisgames.com does a “Best Of” awards post every year, and in 2012 Legend Of Fat Ninja won first place in the Mobile Physics category! This came as a complete, but welcomed, surprise to our team. We had serious competition which included big names such as Disney’s “Where’s My Perry?” (5th); Rovio’s latest Angry Birds addition “Bad Piggies” (4th); Bart Bonte’s “Sugar, Sugar” (3rd) and Reese Millidge’s port of Damp Gnat’s “Wonderputt” (2nd).

Receiving this award is a great honor, not only for us, but for the supporters and fans of Fat Ninja as well. Considering the fact this game has its roots in a Kickstarter campaign, and that it could not have reached these heights without those supporters, each and every one of you ( them ) should feel proud and and take pride in this award. We did this together, and I want to personally thank you all for your help!

Appoday

We recently teamed up with Appoday for a free promotion of Legend Of Fat Ninja. Appoday ran the promotion for 3 days and we gained nearly 50,000 new users during that span! We also got a little write up from Mac Life during the promotion which I’m sure helped to add to our fan base. The full effects of the promotion remain to be seen, but for this initial look into the results, I would recommend Appoday to anyone looking for another way to promote their app.

New characters

Some of you might have noticed that there are some new characters available for purchase in the game. We wanted to get them in sooner, but didn’t want to rush it. These characters each bring something new to the game. The Sous Chef is now playable, and there are also 3 new characters: Lady Fortuna, Senor Nuts and Speedy Anchovy.

The Sous Chef is the fastest character available. Lady Fortuna has a special automatic trampoline move. Senor Nuts can hang glide and Speedy Anchovy uses the 9 Lives Burst to take out his enemies. These new characters are fun to play and make Legend Of Fat Ninja even more fun to enjoy. You can find out more about them in-game, or by visiting the Facebook fan page.

If you haven’t already, download Legend Of Fat Ninja today! If you want to try before you buy, you can download the lite version which is the first 2 levels of the game and it’s FREE!

Legend of Fat Ninja: Available on iTunes

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WGCNY + Zephyr Games, Inc. have launched “Legend of Fat Ninja” on iTunes. Kindle Fire version to follow.

It’s finally here! Legend of Fat Ninja is now available for download on iTunes. Priced at $1.99, Fat Ninja provides hours of gameplay at the tap of your fingers! We are really excited about this game, and we have a lot of plans in store for it. I’m going to run down highlights from it’s conception through launch, note a few updates we have planned, as well as say a bit more about the game as it is. Before I do I need to say Thanks to those fans who were there from the start, and to all you new fans, welcome aboard!

Legend of Fat ninja combines the skill based gameplay of physics games such as Angry Birds, with the arcade scoring and chaining mechanics of Pinball and point based arcade games. Every time you launch Fat Ninja into a level, you are able to direct his movements by simply tapping in the direction for him to attack. With every object you hit you build up power that allows you to continue. Attempt to build up the highest score possible while keeping enemy ninjas from reaching your noodle stand, and then defeat the resident chef to liberate the famous ingredient he has been

It’s been a wild ride from concept to product. The initial idea was rejected by one group of gamers before it was brought to Kenny Johnson of Zephyr-Games, Inc. Can you believe that! We’ll it’s ture. Fat Ninja almost never made it past the idea phase. Thanks to Kenny, not only did fat Ninja make it past the idea phase, it made it to the alpha phase. Once we had an idea of what Fay Ninja could be, we reached out to potential fans via Kickstarter. Thanks to our fans, Fat Ninja made it to the product phase in a much better condition than it would have otherwise. We’ve gotten a lot of really good feed back from our supporters which we’ve been putting to use. We already have some plans for future updates that will not only extend the games experience, but improve upon the current gameplay as well.

Right now we are asking those who purchase ( and like ) the game to rate and review it on iTunes. This is an important factor as it lets Apple, and other people know about the game. Plus it gives us good feed back in once place. So far we’ve taken a lot of your feedback and put that into the game, and we want to keep on doing so.

Past that, we’ve gotten some really good press! The word is spreading and people are enjoying it. We’ll have more updates as time passes, but I’ll leave you with the a few links to some write ups / interviews worth checking out:

Reviews

1) PadVance.com / slidetoplay.com – “Best new games for your iPad this week” – We were right in there with Rovio’s “Bad Piggies”!

2) JayIsGames.com – John Bardinelli did a really nice write up for Jayisgames.com. Can’t say thanks enough for his kind words!

3) IGN.com – Ign highlighted all the worth while releases on September 27th. Not only did Legend of Fat Ninja make the list, but so did Kirin Wars!

Interviews

4) APPetite PR interview: Kenny Johnson was interviewed about Legend of Fat ninja ( and Kirin Wars ) !

5) Examiner Interview: Kenny Johnson was interviewed again about Legend of Fat Ninja ( and Kirin Wars ).

Kickstarter: Legend of Fat Ninja

“Legend of Fat Ninja” Kickstarter A Success!

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WGCNY & Zephyr Games Inc’s the “Legend Of Fat Ninja” Kickstarter campaign was a success, Thanks to your help!

As some of you know, we recently ran a kickstarter campaign for the Legend Of Fat Ninja App. The plan was to raise $14,500 for us to use to polish off the game, to do a Kindle Fire port, as well market it upon release. All that means is the money would go towards making a cool game even cooler, and allowing more people to have access to it. We thought it was a good plan and, apparently, so did you! So first let me say, our hats are off to all of you who pledged, shared, liked, tweeted or helped in any other way!

Even good plans can be hard to achieve, as it took us the full 30 day period to raise the above amount, but we did it! YOU did it! And now we are in a good position to really put out something special. We’ve been working on Fat Ninja for over a year now and to get this kind of support really shows our work has been worth it. It also servers as an inspirational jump off to help finish the game. A lot of times when working on a project, you reach a “dead zone” where you’ve done a whole lot, but you still feel so far away from the end goal. In those moments it can be easy to fold, give up, and do something else. Fortunately your support quickly moved me out of the dead zone and pushed me toward the light at the end of the tunnel.

As an update, we’re getting closer to completing the first full version of Fat Ninja. There is no doubt the App will have some updates and upgrades after it’s release, but it’s awesome to see that when it does drop, it’ll be a more robust app than we originally planned on. I’m currently working on some of the story scenes and the help section. You can keep up with the latest on Facebook, as we try to post work in progress shots as often as we can.

For those who are considering starting a kickstarter project, I have a few pieces of advice:
  • This should go without saying, but I’m going to say it anyway. Believe in your product and put out the best work you can. If you don’t really believe in your product, it will show in your work, and no one else will believe in it either.
  • Prep for the campaign. Most people know there is a lot of work that goes into a fund raising campaign while it’s happening, but most don’t know there is a lot of work that happens before the campaign even begins. One important thing I would suggest is to contact those closest to you, like family and close friends ( and put out word to everyone else ), 2 weeks before the campaign launches. This way they will be expecting it, and they can pledge to your campaign on day 1. This has a lot of advantages and could get you listed on kickstarters homepage. We did not do this, but you can believe we will going forward.
  • Be ready to put in a daily effort. Unless you have a name ( celeb status ), or an product people can’t live without, you are going to have to work your campaign on a daily basis. If you are a single person launching a campaign, you have to consider no one else is going to be pushing as hard as you. You have to take the lead and be the driving force behind your campaign. If you have a team behind you that can help, as the more people pushing the campaign can help it reach a wider audience, but even still having a team is no guarantee of success. A team might mean your asking for more money to do more things, and there could be a number of other variables that make it harder or easier to promote. But it all comes down to the bottom line: it’s all on you to get the word out, and get people to pledge. You can’t let up for a minute.
  • And the last piece of advice I’m going to mention here is this: If your project does not get fully funded, reevaluate your product and campaign, then try again. I say this because regardless of the outcome, you will learn a lot about your project via comments from those that pledge and those that do not. The whole thing is a learning experience, and part of that is learning how people react to ( and what they think of ) your product. So for some of you, you will find that your product is fine, or might need a few tweaks, or that your campaign needs a different approach. Others will find their product needs more work than that thought, or might be more of a niche product than they had thought. Whatever you do learn will allow you to take one steep closer to your end goal.Even for those who find that their product doesn’t have the appeal they thought, the things you learn can be applied to a new product and a new campaign. In this way, no matter what happens you can’t lose.

Lastly, I want to give a special thanks to Kevin Loughran of Interactive Monster and Gina Zdanowicz of Serial Lab. They have both provided excellent work on this game and I’d recommend both of them without reservation.

That’s it for now. Be sure to check back here and on Facebook for the latest in Fat Ninja news!

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