After a few nights of intense ideation (putting ‘i’ in front of everything we could think of…iChair…iTable…iBed…iCeiling) we finally settled on the idea of iDrink-mobile drinking games for the college age group. We we set on the idea of creating a drinking game suite for iPhone which would include essential drinking games such as Kings, Spin the Bottle, Quarters, and a Blood Alcohol utility to make sure you didn’t have too much fun. Spin the Bottle seemed like the easiest way to jump into a new coding language, so we started right away. At the time, early August, there were no competitor applications on the AppStore.
With the steep learning curve for Cocoa, Spin the Bottle took about two weeks to complete, but the extra time allowed us to brainstorm some extra features. The final product allows different backgrounds and bottles, the ability to brag about your lucky night over email, and a cheating feature to make the bottle point wherever you want it to. The cheating feature was meant to be a completely secret feature that users would have to find once they downloaded the app. That didn’t happen.
The best way to describe Apple’s approval process for new iPhone applications is “a black box.” You put your app in, no one knows what happens inside, and your app is approved or rejected in 2 to 8 weeks. Spin the Bottle took fully 8 weeks to make it onto the AppStore, during which time 6 other Spin the Bottles had been approved. So we did what anyone would do in intense competition: insisted that our product was better than the rest, and market it as such. Our app is now called Spin the Bottle PRO, and we heavily expose the cheating feature. Check it out in the store:
Spin the Bottle PRO – $.99 :
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=289097904&mt=8
“Your night is about to get so much better”