SLIM CRICKET BOOKS’ LATEST INTERACTIVE E-BOOK THE WITCH WITH NO NAME ON SALE FOR HALLOWEEN
Download This Great Halloween Tale for $0.99 Today!
Lyon, France – October 31, 2012 — Slim Cricket Books, a developer of interactive e-books, announced today its latest e-book App has received a price drop for Halloween. The Witch With No Name, previously available for $4.99, is now available for Apple® iPad™ and Apple®iPhone™ in the App Store® for $0.99, and on Google Play for $0.99.
The Witch With No Name tells the story of a witch who lost her name. After numerous attempts seeking out her real name and mysterious past, she receives a parcel containing the very last “U-See-All” crystal ball. The crystal ball includes four ingredients for a magic potion: the smell of a moldy sock, a giant nose hair, glow-worm juice, and a concerto of bottom burps. Intrigued by the crystal ball, the witch sets off with her faithful friend, Batina the bat, in search of these mysterious items.
This amazing interactive e-book utilizes the capabilities of the compass, camera, gyroscope, and microphone in an amazing and unique way. The Witch With No Name provides a wonderful mix of storytelling, animated cartoons, and adventure games through a magical interactive world where the final revelation will leave players begging for more!
Head over to the App Store® or Google Play and download The Witch With No Name for the amazing sale price of $0.99 today, and get in on the Halloween fun.
For more information on The Witch With No Name visit: www.slimcricket.com/index_en.html#.
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ABOUT SLIM CRICKET BOOKS:
Reading is child’s play. Slim Cricket Books offers expertise to publishers and authors with more than 15 years of expertise in the video game and cartoon business and more than 10 million games sold, in effort to provide more fun, more interactivity, and more reading.
Reading is child’s play. Slim Cricket Books offers expertise to publishers and authors with more than 15 years of expertise in the video game and cartoon business and more than 10 million games sold, in effort to provide more fun, more interactivity, and more reading.
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