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MagNets: A Game By A Family Indie Team

January 25, 2016 — by Industry Contributions

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Total Monkery started in the back bedroom of a terraced house towards the end of 2012 by industry veteran coder, Richard Weeks. Richard had worked on every console from the CD32 and Playstation, to the Xbox 360 and Kinect, but had never made a game for himself.

So he roped in his girlfriend, her daughter, and her daughter’s boyfriend, and together they started a company. It was a good thing that the initial team were related or in relationships as the ‘office’ really was a small room. As Richard was the only one with industry experience, they spent the first year developing systems and training everyone up. At the end of 2013, and with the support of a Creative England grant, they were ready to embark on their first project: MagNets. Total Monkery’s managing director Andrea Chandler shares the story. 


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Flutterfly: One Mechanic At A Time. And care for screenshots!

January 13, 2016 — by Industry Contributions

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“Hi! I’m Sebastian and I developed Flutterfly — a side-scrolling color matching game currently available for iOS. Guide colored butterflies as they migrate and match colored blocks. I’m thrilled to have brought Flutterfly to Casual Connect USA, and as part of that process the folks at CC asked me to say a few words about the app’s backstory”, said an indie dev Sebastian Conley in 2014 after Casual Connect, as he shed more light on the app’s creation.


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Astral Breakers: Inspired By Disagreement of Two Gamers

December 22, 2015 — by Industry Contributions

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Intropy Games is a two person game studio based in Minneapolis, Minnesota. Founded in 2012 by lifelong gamers Lisa Walkosz-Migliacio and Michael Migliacio, the studio originally focused on “bringing the cute” to the iOS AppStore - finding some success with their first mobile title, the recipe-crafting, saccharine-sweet Usagi-chan Bunny Treats. Now, the dynamic duo has console gaming in its sights, blasting off for the Wii U eShop with their multiplayer action puzzle game, Astral Breakers. Lisa shares the story. 


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Hue: an experienced team and showcasing your creation as a way to success

December 2, 2015 — by Industry Contributions

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Fiddlesticks was formed in late-2014 by Dan Da Rocha and Henry Hoffman. Da Rocha previously worked on the award-winning indie game Q.U.B.E, whilst Hoffman worked on the BAFTA-winning Windows Phone game Mush. After this Da Rocha and Hoffman tagged up to form Mudvark and create Mortar Melon, which has had over a million downloads to date. Now under a new banner, Fiddlesticks, the duo is working on multi-award winning game, Hue.

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Let The Cat In: From a Casual Game to a Social Action Project

October 7, 2015 — by Industry Contributions

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Eforb was founded almost two years ago and started as a small team… Today there are around 50 people on board including freelancers.
Everyone recalls the time when Eforb just appeared in the world with smiles on their faces. What made them a self-sufficient startup with a clear vision of the roadmap and the products that they’re proud of? The team’s product manager Nika Paramonova shares the story of their new and cute game Let The Cat In, that turned into a social action project.

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Upopa Games and Mutation Mash: Growing, But Staying Indie

June 2, 2015 — by Industry Contributions

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Upopa Games started out as a small indie games company. Following the success of their first game, Hopeless: The Dark Cave, they were acquired by ironSource, and now form ironSource’s in-house game development studio. The team consists of Niv Touboul, art director and head of the games studio, lead developer Or Avrahamy, and game designer and analyst Gideon Rimmer, Their fresh creation named Mutation Mash is a crazy puzzle game where you need to match radioactive animals to make new mutants.

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Amphora: Engaging Players As Much As They Want It

April 16, 2015 — by Industry Contributions

Moondrop is a small indie game studio located in Hamar, Norway, focused on making games that are interesting, beautiful and respectful towards players. Two full-time developers, Stig-Owe Sandvik (designer/artist) and Andreas Fuglesang (CEO/programmer), determination, experimental methods and compulsive behavior are key ingredients when Moondrop makes games. 

“What should have been a short project with combat mechanics and no story ended up as an atmospheric story-based puzzle game that took a bit more than 4 years to make”, the developers recall as they share the story of their game Amphora. 

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Circuits: The Electricity Puzzle

November 27, 2014 — by Industry Contributions

Blugri is an indie game studio based in the heart of Europe, Brussels. Tom Janssens, who founded the studio in 2012 shares the story of its latest game Circuits. He started off developing games by coincidence: after the launch of WP8 and following an XNA course he created his first game called Boxes, just for fun. After the first success Tom decided to become a full-time game developer and started establishing the blugri team. Blugri’s mission is to create casual games with an innovative touch, with smart and high-quality graphics and sound, Tom explains. And the most important point for his team is to create games that everyone (including themselves) loves to play! The blugri team has already created the games of Sudoku, Solitaire, Boxes, Jungle Mamba and Air Hockey.

Pipe Mania With A Modern Twist And Electricity

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Simply Twisted: Hand-Crafted, Engaging Puzzles

September 10, 2014 — by Mariia Lototska

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After finishing his Word Crush Mania game, Tom Kier, the founder of Endless Wave Software, wanted to create a simple casual puzzle game. Being a solo indie developer with no budget meant that the project had to be simple enough for one person to do all the work, yet he wanted the game to be challenging and entertaining, Tom recalls.


Puzzles with Multiple Solutions that Keep Players Engaged

The original idea was to create a simple casual game about untangling lines. The gameplay would be twisting and turning a set of tiles so that a path gets connected between two dots on the game board. Each tile would contain path segments, and once all the tiles are rotated in to the proper position, the path through the tiles connecting the dots would reveal itself.

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A game about untangling lines

Inspired by other popular puzzle games like Flow, Strata, and Lyne, I wanted my game to be easy to pick up and learn, yet provide challenging puzzles. It had to be casual enough that most puzzles could be solved in a couple of minutes or less, yet be challenging enough to keep users coming back for more. Most importantly, I wanted each puzzle to generate that “aha! moment” when the pieces finally rotate into place and the solution reveals itself. This meant each puzzle’s solution needed to be unique and challenging. I did not want to have dozens of similar puzzles that have little variation.

Another important design goal was that I didn’t want users to feel stuck and get frustrated if they were having a hard time solving a particular puzzle. I wanted to make sure it was enjoyable for players of all different skill levels. So I decided that each puzzle would have multiple solutions, with some easier than others. I settled on the typical three-star scoring system. Solving the puzzle with a simple solution would only be awarded one star, two stars for more difficult solutions, and three stars for the most difficult and challenging solutions.

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Original concept art with square tiles

Balancing Complexity and Simplicity for Casual Players

The original prototype used square tiles, with four path segments running through each tile. I built a puzzle generator tool that allowed me to create custom board layouts for the tiles, and then the program itself randomly made the path segments for them. The first playtest showed a couple of problems.

First of all, generating random tiles was not working as desired. Sometimes the puzzle had too many solutions and was too easy or, on the contrary, only a single one or very few that were overly difficult and challenging for some casual gamers. I understood that in order to get that “aha!” effect for each puzzle, and also enable multiple solutions, I’d better craft the puzzles by hand and tune each to make sure it has a unique and challenging set of solutions. So I modified the tool to allow more manual control over the tile generation.

In order to get that “aha!” effect for each puzzle I’d better craft them by hand.

The other problem was with the tiles themselves. A square tile had two path connectors on each side, which meant there were four path segments on one tile. This produced lots of interesting and varied path designs, but again, made the puzzles too complicated and overwhelming. I experimented with using only one path connector per side, which meant only two path segments per tile. That did reduce the complexity, but also made the puzzles too simplistic. I needed a way to get three path segments on a tile. Using a hexagon tile with one path connector per side solved the problem.

If the game catches on and there’s demand for more puzzles, I may do a puzzle pack with square tiles for those looking for more challenge.

Design Makes Players Sleepy, Gameplay Keeps Them Awake

Once the switch to hexagon tiles was completed and the updated puzzle generator started working, it was time for several weeks of long evenings building the 120 different puzzles in the game. Turns out that creating puzzles with multiple solutions is harder than I originally anticipated, so it took longer than planned.

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Example of solved puzzles

Along the way, I introduced new elements such as path teleporters, which transport your path to another tile, and puzzles with multiple dots to connect. This allowed for increasing challenge and variety for the higher levels.

Once the puzzles were done and tested, the whole thing became a matter of completing and polishing the visual design. This is where I made my biggest mistake. Being a solo indie developer with no budget to hire external helpers, I have to wear numerous hats: game designer, developer, graphic artist, and sound designer. I am a much better developer than graphic artist. I wanted to go with a minimalist look, inspired by the new iOS 7 visual design and the style of games such as Letterpress and Dots. But unfortunately, this didn’t work. As Jordan Minor at 148apps.com wrote, “Simply Twisted‘s looks could probably put a player to sleep. Fortunately, its smart gameplay will keep them engaged and alert.”

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Original design vs new updated design

An updated version of Simply Twisted  has recently hit the Apple AppStore. It includes a new updated visual design that hopefully won’t put people to sleep, the developer says.

“I thoroughly enjoyed creating Simply Twisted,” he recalls. “Each new game I create comes with its own unique challenges. Simply Twisted was no exception. Even with my missteps, I believe it is one the best games I have created to date. I am currently exploring different ideas for my next game.”

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Soccer Puzzle League: A Casual Game Too Hard Turns Into a Niche Product

August 27, 2014 — by Industry Contributions

Match3Studio is a Singapore-based game studio founded in 2012 by Budhi Tantra. As the company’s name might have revealed, it was created with the ambition to develop mainly match-3 games. However, they eventually decided to diversify. Their debut game Soccer Puzzle League was meant for a mass casual audience, but due to the complexity of gameplay became successful as a niche title, Budhi recalls. 


The Team with Versatile Skills

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Budhi Tantra, the co-founder of Match3Games

Like most start-up game developing companies with no financial backing, budget has always been the utmost concern. Therefore, we wanted our team to be as small as possible, with each individual being as versatile as they can. So now I, aside from being the founder, deal with conceptualizing, level balancing, quality control, and work extra shifts to cover development costs. Kamonwit Sirithananonsakul, the developer and designer, is responsible for all technical and design aspects, and Markel Madrigal, the animator, does character modeling, animation, and motion graphics promo. We’re a team of just three people.

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Kamonwit Sirithananonsakul, the developer and designer.

Puzzle Quest+Dungeon Raid+Soccer = Dream Game

The idea of Soccer Puzzle League came around because of the lack of good match-3 battle RPG games following the great success of Puzzle Quest by D3Publisher. We were suffering from a withdrawal syndrome so much that we started to dream about playing a match-3 battle RPG game in our minds, with our own favorite themes. Shortly after, there came Dungeon Raid, which managed to temporarily quench our thirst for an enjoyable match-3 game. After playing Dungeon Raid, a light bulb turned on, and we came up with the idea of mixing the two gameplays together with soccer as the main theme (it was a no brainer to pick soccer at that time: it’s the world’s most popular sport and FIFA World Cup 2012 was looming).

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Match-3 RPGs and soccer - because it’s the most popular sport and FIFA World Cup 2012 was looming

From Beta to a Full-Fledged Game: Twice as Long as Planned

We knew we had a limited budget and very little time (due to the looming FIFA World Cup 2012) from the beginning, so as soon as we came up with the game concept, we had the “keep it simple” mentality. We did manage to keep the main game concept and graphics simple. However, we realized that a solid gameplay is necessary to make the game competitive, and this contributed to the complexity of the project.

We fit the development of the alpha version in thee months out of the total six allocated for development. Going to beta stage took us another month or so. It seemed to be smooth sailing up, and morale was high in the team. But like in most situations, just when you think everything is going to be alright, moving from beta to a released and polished game took us beyond the allocated six months and frustratingly, we missed the World Cup!

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Moving from beta to a released and polished game took us beyond the allocated 6 months.

Now, we realized that the main challenge is to get the game, well, playable. Wait, no - not only playable, but addictively playable and balanced, not too difficult and not too easy. It took us another 6 months to make all formula and level balancing match our standard (which turned out not so balanced after all). The game supposed to be released in July/August 2012 became a 2012 end-of-the-year release.

Too Hard for the Mass Market

Did we say that we have a low budget? Well, let us recap that again. We had a very low production budget. All the money used for development came from personal savings coupled with some odd jobs income. Development took twice as long as expected, so its cost ate up most, if not all, of our marketing budget.

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The main complaint about Soccer Puzzle League: too difficult

With only social media and posting at forums, we managed to quietly release the game for iPhone and iPad. Soccer Puzzle League has fans all over the world. Critics, generally, loved it. However, one thing that was complained about the most was the fact that the game is too difficult (remember, we mentioned that it was balanced up to our own standards?). A product meant for casual gamers became a niche game. We quickly released an update to enable players choose difficulty setting, but it was too little, too late. Coupled with the lack of publicity, the game lost its traction and got lost among countless other apps.

Everything Happens for a Reason

It was sad to see our brain child drown in the depth of the sea of apps. However, not all has been lost. Soccer Puzzle League caught the eyes of an investor. Match3Studio was partially bought and became a subsidiary of the main company, PixnPlay Pte Ltd, whose focus is mainly on business apps. It’s a drastic shift, from developing games to business apps. Nevertheless, Match3Studio still operates developing and publishing more games. So fa,r we’ve made Zombie Defense: Smash&Crash and Great Dice D&D, and are currently working on another match-3 game we are hoping to publish by the end of the year.

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Soccer Puzzle League 2 is likely to appear as an improved version of the game

In terms of Soccer Puzzle League, Match3Studio is now planning to make it available on Android devices. Beyond that, if there’s enough funding, the developers admit, they’d love to have the honor of developing Soccer Puzzle League 2, which would revise, improve and solidify the gameplay using the hard-earned and humbling lessons from the past to avoid pitfalls.

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