From Jay is Games
by Lori.h on February 28, 2015 02:00 PM
by Lori.h on February 28, 2015 02:00 PM
by Ferret on February 27, 2015 10:56 PM
AFG+ Members are now able to beta test the sequel to one of the most challenging games on our site, Give Up. In Give Up 2 you’re back, trapped for Tasselfoot’s amusement once again. Will you survive this time or will you GIVE UP?
For non-AFG+ members, don’t worry – this game will soon be out of beta with Quests!
by LDora on February 27, 2015 09:00 PM
by LDora on February 27, 2015 07:00 PM
by LDora on February 27, 2015 03:00 PM
by LDora on February 27, 2015 01:00 PM
by pozirk on February 26, 2015 11:30 PM
Match Jong game is now available online at Pozirk Games website.
You can play it here: Match Jong
by LDora on February 26, 2015 08:00 PM
by Lori.h on February 26, 2015 03:00 PM
by pozirk on February 25, 2015 10:36 PM
As I moved from Flash (Adobe Air) to OpenFL, the same I’m doing with extensions.
First extension, Admob OpenFL Extension could be installed with haxelib:
haxelib install admob-openfl
Full source code and usage instructions could be found on GitHub:
Admob OpenFL Extension
Unfortunately, extension supports only Android, so if anyone wants to add iOS support, please let me know!
з.ы.: Amazon Ads extension is coming soon…
by Colm on February 25, 2015 04:41 PM
At the start of February I flew into Amsterdam to attend Casual Connect as an Indie Prize finalist. At the time I was happy to spend a few days with our composer Steve who was living in Amsterdam and to meet some of the other devs showcasing their games. I didn't expect to get anything else from the rest of the show, in all honesty. However we got a very nice surprise when Guild of Dungeoneering scooped up the 'Most Promising In Development' award! Oh yeah!
This is our first time winning any kind of award so it was super exciting for us. Here's myself and Steve up on stage accepting the award.
Casual Connect sounds more like a speed dating event than a games show. The name comes from the casual gaming genre which blew up in the 2000s. Nowadays those games have essentially moved to mobile, but the name lives on. The show itself is very business oriented, with most exhibitors and talks focused on monetisation strategies for F2P games and the like; ie not exactly a match for my kind of game development. However a couple of years ago they started the Indie Prize showcase which is really cool. They selected 120 game devs to be able to showcase their games in a prominent spot in the middle of the show floor, and on the final day they handed out about 10 prizes.
That's a whole LOAD of games in the indie prize zone so as you can see you only get about half a table of space each. We just turned up with my laptop showing the game (that's a far cry from the heavily branded setup we had at PAX). There's no space for anything more than that, which is a shame, but on the other hand it means there is an absolute butt load of games on display. It took me all three days to get around and try and chat to most of the devs, but it was very worthwhile for that alone. There's some really great games out there that you have never heard of!
by Johnny123 on February 25, 2015 04:00 PM
by LDora on February 25, 2015 02:00 PM
by elle on February 25, 2015 05:00 AM
by Ferret on February 24, 2015 10:46 PM
by LDora on February 24, 2015 04:00 PM
by LDora on February 24, 2015 01:00 PM
by LDora on February 23, 2015 02:00 PM
by Rich on February 23, 2015 01:25 AM
by Satori on February 22, 2015 07:00 PM
by kimberlyfelix on February 22, 2015 01:00 PM
by Tricky on February 21, 2015 09:00 PM
by freezairmsilvereye on February 21, 2015 05:00 PM
by LDora on February 21, 2015 01:00 PM
by Chris on February 20, 2015 11:55 PM
Q4 of 2014 was yet another good quarter for developers and publishers working with FGL. Though, we were so busy focusing on making everyone so much more money that we did a horrible job of letting everyone know about it. We didn’t update our blog as much as we had hoped even though we helped several more games reach top ten spots on Google Play, and even had a game make the number 1 spot in the “Top New Free” category, since the last update. We will work on getting an updated post about that in the near future.
Below I’ll break down the earnings graph.
Native Mobile: As it did in Q3, revenue from native mobile games lead the way in growth in the 4th quarter. The misleading rise, then fall, in revenue from the 1st quarter was explained in our last developer earnings update, but in short: Some of the earnings in the 1st quarter came from a few large one-off licensing deals we secured for developers. Even with that factored in, though, developers working with FGL had a record quarter for Mobile revenue. Our biggest hurdle right now is a bottleneck for onboarding new games. It pains us every time we have to turn away a developer due to the backlog of games we have. We’re working on tools to lessen the manual load we have right now to onboard a game so that we can work with more games and developers in the future.
HTML5: We were disappointed with HTML5 performance in the 4th quarter. We had high hopes in September as cpms were high and we saw over 2,000 HTML5 games come in through our new distribution service. The main issue was that many of our large partners stopped focusing on HTML5 in the last few months of the year, so even though we were able to monetize the games well, we didn’t see the game play numbers we were hoping to see. Licensing also leveled off. We don’t expect much change here for the first half of 2015, at least, unless something drastic happens. FGL has everything needed to monetize HTML5 successfully, so as soon as adoption from publishers and gamers grows we’ll be ready. But, until that happens we expect to see most growth continuing to come out of native mobile.
Web: Revenue from web (mainly Flash and Unity games) remains stable. We’re still seeing decent cpms on the web through our adsorb service. This is an area we plan to grow in the next few months. If you have a game or website and you’re hoping to increase revenue from ads, please contact us (email@example.com).
by LDora on February 20, 2015 09:00 PM
by LDora on February 20, 2015 06:00 PM
by LDora on February 20, 2015 04:00 PM
by LDora on February 20, 2015 01:00 PM
by LDora on February 19, 2015 01:46 PM
by Ferret on February 18, 2015 10:46 PM
Like in part one of Don’t Escape, instead of breaking free you must lock yourself in. This time you’re not alone – people are around that might help. Explore locations and find things to secure your hideout. Just be aware… the undead horde is approaching.
Six Quests are now available!
by Rich on February 18, 2015 08:48 PM
by LDora on February 18, 2015 07:00 PM
by Brian on February 18, 2015 04:01 PM
The Community Spotlight returns this week, and we’ve got a very special guest. We caught up with Patrick Goncalvez from Rolltower Studios to discuss their recent success in the mobile space
Q: Welcome to the Spotlight, Patrick! Let’s start with a quick introduction for those who may not know about you or your studio yet
Patrick at Rolltower: I’m Patrick and I run Rolltower Studios, a development studio primarily creating “freemium” Hidden Object games. I’m currently the only full-time employee and contract out certain other parts of the business ( like artwork ) as needed.
Q: What made you decide to become a full-time game developer? Did you start with mobile gaming or other formats?
Rolltower: Long ago when I was in grade school I got into programming because I like video games and wanted to make them on my own. I decided to study programming and work in the field later on, but didn’t really expect to end up working in the industry. But my first job out of college ended up being at a social gaming startup called Playdom, which made Facebook games. They were later acquired by Disney and I continued to work there for another year or two.
I always wanted to run my own business and felt I had a good understanding of the gaming industry and knew how the business worked, so I took a shot at running a small development studio and it’s worked out! This was about two years ago now, and the primary focus has always been mobile gaming as I see that as a huge, growing field.
Q: That’s great. So how did you wind up working with Tamalaki for your most recent projects like Hidden Object Blackstone?
Rolltower: Blackstone was about a six month-long project of mine that I eventually released to several markets including Android. As its success started to pick up on some smaller markets like BlackBerry 10 and Windows Phone 8, i noticed the Google and Amazon versions were just sitting there, pretty stagnant. Android is of course a huge market and I decided it made a lot of sense to find a publisher who could help me distribute a game that had been proven to be a success on other markets. I looked around at similar games in the Google Play store for publishers and came across Tamalaki that way around June or so of last year.
I introduced myself over email to Martine Spaans over at Tamalaki and explained my situation and it really seemed like a perfect publisher/developer fit. We met up in person at Casual Connect and moved forward with publishing plans from there, making some tweaks to the gameplay model for the Amazon and Google markets. Blackstone released through Tamalaki soon after that and has done quite well, and it’s been great working with Tamalaki. Since Blackstone did so well, I doubled down on the Hidden Objects genre with Mystery Society, also with Tamalaki and FGL on the android platforms.
Q: Like you said, it has done really well! What was the original montization plan for Blackstone, and how did you have to adjust it to reach this level of success?
Rolltower: Blackstone’s original monetization plan revolved around selling in-game coins and gems through in app purchases. Those coins and gems could then be used to purchase hints, collection items, access to more levels, etc. that could otherwise also be earned by playing the game and collecting them over time.
That worked okay, but FGL and Tamalaki had a lot of success with the ad-based revenue model, around which users view and interact with advertisements to earn in game rewards. Since Blackstone has a flexible economy, these offers could be easily added to the existing game as an additional way for users to acquire coins and gems faster than grinding and without making an in app purchase.
Q: And from the reviews, it seems like your players really appreciate that option
Rolltower: That’s right! Since some types of players prefer to pay a premium for an ad free experience while others prefer viewing advertisements for in game rewards, Blackstone’s monetization plan now involves both options. Users do seem to enjoy this option and it also increases revenue for the developer. Our overall revenue per user increased 2-3x!
Q: So, what’s next for Rolltower? Any new projects, or are you going to continue updating Blackstone with more new content?
Rolltower: Blackstone and Mystery Society are going to continue receiving new content and features throughout the year. Mystery Society is playing a little bit of “catch-up” as a new game without as many scenes and collections, so it’s getting most of the attention right now. But the goal is to set up a regular set of content updates between the two, so long term players don’t run out of things to do.
There are definitely going to be new games this year, too. I haven’t quite decided on the next set of plans yet, but I do like to add some big improvements with each new game. There will probably be a new Hidden Object game in next few months with some new gameplay aspects that really make it stand out.
Also, we’re in the process of translating Mystery Society into a few different languages. We think its a game with fantastic potential international appeal, and we’d really like to increase the game’s audience that way.
Q: Those sound like great additions. You’re really keeping busy! We usually like to wrap up these spotlights by asking for some advice you can give new devs. Are there any tips you can give a new Mobile game developer about developing in the mobile space?
Rolltower: The main thing that really comes to mind is to take a look at what successful games are doing. You’ll find a lot of very different games are doing a lot of the same things, whether it comes to the core gameplay loops or monetization or icon design, etc. When I worked for larger companies in the game dev industry, we called a lot of these things “best practices” – game design techniques that many developers have come to realize after a lot of trial and error work better than others. Some simple examples are in-app purchase pricing points, in-game sales, gameplay session length (for games with energy or lives that come back over time) , and features like achievements and leaderboards.
I think sometimes as an indie developer there is a tendency to want to innovate on every part of the game in order to stand out. But as a newcomer to the field you have an opportunity to learn from the experience of a lot of other developers, and save yourself a lot of time and headaches.
So really take a pause and analyze what successful games are doing and try to emulate them while you add your own innovation on top of that. Your game will still stand out on its own appeal, and you wont make the same mistakes thousands of developers have already made before you.
Most of these things are usually learnt through experience and a lot of trial and error, and I did my fair share of that too. But if there’s any shortcut to learning from your own mistakes it’s to learn from other peoples’ mistakes.
We’d like to thank Patrick and Rolltower for taking the time to share their experiences with us. Be sure to follow Rolltower on Twitter at https://twitter.com/rolltower and comment below with your questions!
by Lori.h on February 18, 2015 04:00 PM
by freezairmsilvereye on February 18, 2015 01:00 PM
by elle on February 18, 2015 05:00 AM
by Satori on February 17, 2015 09:00 PM
by LDora on February 17, 2015 07:00 PM
by LDora on February 17, 2015 02:00 PM
by LDora on February 16, 2015 04:00 PM
by LDora on February 16, 2015 02:00 PM
by LDora on February 15, 2015 05:00 PM
by Lori.h on February 15, 2015 02:00 PM
by Johnny123 on February 14, 2015 05:00 PM
by LDora on February 14, 2015 01:00 PM
by Rich on February 14, 2015 01:02 AM
by Ferret on February 13, 2015 10:09 PM
Valentine’s Day is the time of year you spend with a special somebody who means the world to you, and gift them with chocolates and flowers. We just wanted to thank you in advance, we really love the caramel filled type!
We’ve gathered a few games that spoke to our hearts about kitties, zombies and even a lovelorn spike trap, let’s have a lovely evening together. <3
#4 - L.I.F.E.
#3 - Colour My Heart
#2 - Spike – A Love Story
Did we miss a good one? Share it in the comments!
by LDora on February 13, 2015 09:00 PM
by LDora on February 13, 2015 06:00 PM
by Lori.h on February 13, 2015 04:00 PM
by pozirk on February 13, 2015 03:09 PM
This time I’ve decided to order a game video from someone else, instead of making it myself.
Cause I don’t really have too much experience in making good game videos.
So, here is a result, which seems quite good to me.
by freezairmsilvereye on February 13, 2015 01:00 PM
by LDora on February 12, 2015 11:00 PM
by LDora on February 12, 2015 09:00 PM
by LDora on February 12, 2015 07:00 PM
by LDora on February 12, 2015 04:00 PM
by LDora on February 12, 2015 02:00 PM
by Ferret on February 11, 2015 09:57 PM
The purr-fect runner. Funny, addictive, and full of surprises! Gather upgrades and collect items and clothes for your kittens. Create unique outfits or wear popular costumes like the Batman or Darth Vader.
Eight Quests are now available!
by LDora on February 11, 2015 09:00 PM