Indie Prize Finalists from Brazil, Canada, Paraguay and Iran at Casual Connect Asia

April 27, 2017 — by Yuliya Moshkaryova


Developers from Brazil, Canada, Paraguay and Iran will come and showcase their games at the international Indie Prize showcase during Casual Connect Asia 2017 in Singapore!

Game Title: Lila’s Tale
Developer: Skullfish Studios
Platform: VR mobile
Country: Brazil

Immerse yourself in a fantastic and artistic experience, inside a dungeon crawler, crafted for Virtual Reality. Explore the mysteries lying beneath the dungeon, solve chain reaction puzzles and keep Lila safe to find her lost little brother.

The game was selected to Indie Pitch Arena during GMGC Beijing 2017 and will be released in 2017.

Exclusive InterviewsIndie

Planet of the Apps: Winning With a Circle Sweep

March 31, 2017 — by David Radd


Circle Sweep is a mobile puzzle game from developer Planet of the Apps. While mobile puzzle games is a popular genre, the developer feels like they have an original spin that people will enjoy.

“Planet of the Apps is a small studio and we love doing games,” said Ben Engel-Kacen, Planet of the Apps Founder and CEO. “Our strength and passion had always been innovating new gameplay mechanics. We have released over 30 different games and with each we did our best to create an original gameplay mechanic which we enjoy playing ourselves.”

“At one point, we saw that the matching puzzle genre is a very popular one but with very little innovation. Everyone just keeps copying the same mechanics, and sometimes even art style, from the leading games, making all games feel the same,” added Ben. “We felt the time is right for a fresh game mechanic, and that if we’ll manage to hit the right one, we may even win a large percentage of the players.”

Game DevelopmentPostmortem

BalanCity: Balancing Gamedev and Kids

November 22, 2016 — by Industry Contributions


BalanCity is a goofy mixture between the oldschool Sim City and Jenga. In this physical city builder you need to make a towering metropolis over a treacherous seesaw. You can build houses, offices, parks, transportation, landmarks and more. Eventually, disasters will hit your city, so you must have your emergency services ready to act. Citizen approval is also a thing you must take care of if you do not want your people to start rioting and burn the city down. There is a Free Build Mode as well as Challenges and Scenarios where you must build real life metropolis with their famous landmarks. 

Game DevelopmentPostmortem

The Rabbit and the Owl: A Personal Experience-inspired Game

September 23, 2016 — by Industry Contributions


The Rabbit and the Owl is the debut game of Formal Sheep, a game development company founded by Gary Chao in March 2016. It was greenlit at #24 on Steam in March and has been exhibited at the Sacramento Indie Arcade, iFEST, Power of Play, and Indie Prize. The game was also  shown at PAX West in the PAX Rising section and had their Kickstarter campaign funded by day 5. Gary Chao tells more about what inspired the game’s development, and how exactly.

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Blades of Revenge: Let the AI Test

August 12, 2016 — by Industry Contributions


Infinity Levels Studio, the winner of Indie Prize Best Mobile Game nomination at Casual Connect USA 2016, is a small Thai-based games studio that focuses on building differentiated gameplay and amazing artwork. Coming from a not-so well-known place to produce innovative mobile games, and due to the competitive nature of the category, Nikki Assavathorn, the head of the studio, was pretty sure they wouldn’t win anything. So she sat at the back of the room and didn’t realize her studio has won the award, and only an hour later, when she chatted with the other gamers, she found out that Blades of Revenge has won.

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Diceroll Studios: Financial Literacy Project Turns into a Game

July 4, 2016 — by Industry Contributions


Diceroll Studios was born in December 2015, founded by 5 students with barely any experience in game development. We met in May while on internship at the Game Innovation Program (previously known as GAMBIT), and we created re:color as a financial literacy game for OCBC. After the internship ended, we were persuaded to continue building the game, and the rest, as they say, was history.

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Rusty Lake on the importance of creating a community around your games

May 11, 2016 — by Industry Contributions


Rusty Lake is both the name of a studio and the eerie and surrealistic world Robin and Maarten have created. Their indie studio, based in Amsterdam, has been creating mysterious room escape and eerie adventure games since May 2015. With a total of 9 games launched on iOS, Android and web and 2 new games in development they try keep their community involved as much as possible.

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Tap The Blocks: Smash the Blocks or Tap Trying

March 21, 2016 — by Industry Contributions


Specialbit Studio is a Ukrainian indie game development company founded in 2006 by three college friends – Max Ryadchik, Dmitriy Cheglakov and Konstantin Malakhov. Almost 10 years ago they were dreaming about a new world, new opportunities and cool games. Haunted Hotel was not only an afterwork project and the first game they made, but it also brought them to success and filled with optimism to leave their current jobs and start their own studio. Dmitriy shares the story of their totally different game Tap The Blocks that they showcased at Casual Connect Tel Aviv 2015.

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Magic Flute: a beautiful child of opera and gaming

February 27, 2016 — by Industry Contributions


Let’s start by putting things in the right perspective. Both opera and games were created for entertainment. Usually, though, they didn’t mix or even come close to each other. Until they did, in Amon Miyamoto’s mind, when the renowned Japanese stage director envisioned Mozart’s masterpiece – The Magic Flute as a videogame. The studio of LabLike went even further, turning The Magic Flute into an actual videogame – their game designer and team lead Olaf Morelewski tells how.

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Bebop Puzzle Beat: From Minigame to New Game

February 5, 2016 — by Industry Contributions


Founded in 2004, Plastic Dreams is an indie game studio from the small city of San Carlos, Uruguay. The team currently has three people (programmer, artist and QA/creative) working onsite. Outside the office, a community manager takes care of all social media; she also composes the music and sound used in the studio’s games.

Plastic Dreams has been making games for more than five years and has participated in the annual National Videogame Contest, which they’ve won five times – including first prize for best game in 2010 and 2015. Three years ago, they started working on their first commercial game for iOS, Bebop Puzzle Beat – and this is where the journey begins.