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About kali

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  1. quick question about y8 - Do you add games from gamedistribution.com ?
  2. urg that sounds bad. the integration with bots as push notification systems is what makes it work. where have you read that ?
  3. Birdy Drop is a cute little arcade game I have had lying around for a while and finally got around to finishing. the concept is simple - Help the little birds land in the right nests and se how many you can land before you fail. I have some plans for a mission system with som vanity unlocks but for now it is as is enjoy Play Birdy Drop
  4. Thanks for the mails everybody - I have found the help I needed.
  5. hey - I think you have posted the wrong link - it seems to point to your publisher account
  6. Hello guys I’m currently looking for an artist to do some art assets and animations for my little upcoming game. The job is quite small - roughly 30 sprites and 3 animations – will provide full worklist – the visual style I’m going for is cute and cartoony - as for format I would prefer vector art or anything else that would let me resize and change sprites easily Send me a mail: simon(at)papio.nu or pm if you are interested and we can discuss the project and price further. - ohh and please include link to your portfolio or other previous work I will try to get back to you asap. Have a great day
  7. Ohoy good people So, I started making a new game a few days ago, and so far i sort of have a simple fun game play.... you jump around planets collecting coins and try avoid suffocating in the cold empty space (in short) - thats all very well... The problem is I can't decide which direction to take the actual game progression and that's where you guys come in. So far i see two approaches, 1: make it a level divided action/puzzler where you have to find you way across the galaxy from point A to B ... perhaps with the need to collect certain items on the way. 2: the infamous endless runner approach.... procedurally create planets, hazzards and so on - trying to visit as many planets as possible before inevitable ending up in cold oxygen depraved grave. what would you prefer??? any brilliant ideas are more than welcome game is playable on both mobile and desktop tap to jump ... tap som more for endless double jump tap( jump) + swipe to dash in swipe direction run out of 02 and die (just refresh page to go again) uhh and her's a link - > http://www.papio.nu/games/Gravity
  8. Hello guys I've just released my first game, Bubbles - Pop and Match, on google play. https://play.google.com/store/apps/details?id=nu.papio.bubbles Basically it's a simple matching game where you tap and drag lines between matching bubbles to create long chains. release to pop the bubbles and earn points. the longer chains you create the better the score plus you might earn different bonus bubbles. You need to be quick on you fingers though because if a bubble of a different colour overlap you chain before it's popped you'll start to lose energy. The game has been finished for a while and I've spent some time trying to sell licences for it to different publishers, with out much luck anyhow I had some extra time on my hand and decided I might aswell try to wrap it up and push to google play. also to get a feel for how intel xdk works. give it a spin and let me know what you think - of course any reviews or rating is greately appreciated
  9. my god - this is pure evil! - good job
  10. I think it's a great idea - especially for us developers - but I think it's very doubtful that sponsors would embrace it - they already have their own systems up and it doesn't seem like they have any problems getting more than enough new content for their sites despite this. FGL are currently trying to do somewhat the same with their new html5 game shop .. a universal API that supports most of the necessary stuff like leaderboards, branding and so forth plus a one stop shop solution for finding and testing games .. and as far as I can tell it has not at all gained the attention or amount of sales that they expected/hoped for...
  11. really cool project guys - i love stuff like this.. i think how ever that your write up on diamon digger saga kind of misses the ball a little bit... like you say in the conclusion .. the game (like other king games) are in no way revolutionary (not in gameplay structure or monetization) but still its is really succesfull both in terms of playability and earning actual money.. I think we can agree that kings highly succefull games are an absolute joy to play (at least i think so).. but when you break down the game to it's single systematic components it is really really hard to understand why. in short a simple analysis of structure and gameplay element doesn't really cut it. when I design and analyse games i tend to take a road like this -> http://www.gamasutra.com/blogs/MichailKatkoff/20131024/203142/MidCore_Success_Part_1_Core_Loops.php so instead of looking at the game components and guessing about their relevanse for the player you are more looking at the users journey through the system, paying attentien to the timing of things (how long does it take to complete a level - does this time increase when you get further along in levels ) when and how does social integration become relevant for the player and how do the utilize it - is it for bragging rights or begging for more lives like in candy crunsh ... and also the same thing for the monetization strategy - when and how does this become relevant in the overall time & structure of gameplay.. as always the devil (succes) hides in the details anyhow thats just some thoughts about the subject - thanks again for a cool initiative
  12. really good point Chg... yeah my assumption was that serving the most adds without being spammy was the best idea. In y experience that would be the best strategy in a game on google play / appstore , as far as my experiences (and what i heard from others) video adds like the vungle service might pay more pr view but in the long run it just doesn't add up to mass posting static adds... but then this is mainly a issue if you are self sponsoring..
  13. I'm i no way disagreeing with you .. though i think I would place device support as nr 1 - if the game doesn't "work" its not really desirable the things im describing would properly be listed as nr 6 or 7 on a list like that . but to sum up what you say: forget about add placement for sponsered games and design for retaining users using what ever strategy to ensure that ..