18/08/2024
𝗧𝗵𝗲 𝗦𝘁𝗼𝗿𝘆 𝗼𝗳 𝗶𝗕𝗼𝗺𝗯𝗲𝗿 - 𝗣𝗮𝗿𝘁 𝗧𝗵𝗿𝗲𝗲
iBomber Attack. This was a game that looks and plays amazing, a real tour de-force of action. The core audience loved it but the wider market was now really moving to a more free-to-play model and Attack suffered from this (right product, wrong time). So, on mobile we had a tough choice, leave it be or tweak it into a free-to-play model?
We tweaked it, added a currency and a weapons system. You win currency in-game or you can buy it and go upgrade crazy. It actually worked well. In hindsight was it the best move - we’ll never know.
After Attack we took a few years off from iBomber where we made a proper free-to-play game, Pocket Garden (a real gem of a game). It played great, had a proper currency model, engaging mini-games but iBomber was still calling.
By 2014, phones and screens had got bigger, plus Metal was coming. iBomber 3 was one of the very first games to be written to show off Apple’s new Metal API. The games launch trailer doubled down on this and used Moterhead - Ace of Spades as it’s soundtrack. note, iBomber 3 looked amazing and it did well and brought in new players to the world of iBomber.
After iBomber 3 we made Let’s Go Rocket, this was what we now call a hyper-casual game. Let’s Go Rocket was amazing in its simplicity, ex*****on and addictive nature.
iBomber 3 had sold and we had wanted to make an update/iAP add-on, however once we started, we realised that because of some technical changes we wanted to make to our game engine, this update was probably more of a stand-alone game, and iBomber Winter Warfare was made.
Winter Warfare continued the stunning visual level we got to on iBomber 3 but flipped it so you could play as a Luftwaffe pilot or Russian "Night Witch", it even included missions over the UK.
And that’s how we made a lot of iBomber games. Making anymore? probably not right now. The golden era of premium games is over plus audience tastes have moved on. That’s not to say a “world of iBomber” game would not work….
iBomber Trivia
• There was a J2ME java game build for Nokia phones. This was made under license which still to this day we haven’t seen any royalties for, the J2ME version did really well on piracy websites though.
• There was a Nintendo Gameboy DS prototype of iBomber that was built and played really well, we just couldn’t find decent publishing partner.
• There was a custom version of iBomber made under license for PapayaMobile in China.
• We we’re asked if we could make a version of iBomber so you could bomb a specific Asian country, we thought this was a joke, it wasn’t, we turned it down.
• We did experiment with a pirate themed version called Pirate Bomber, it was a so-so idea, and wasn’t a good fit, demo got shelved.
• iBomber proved hugely popular on Free App A Day, it helped prove and drive FAAD’s business model and helped get iBomber in a lot more players hands.