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Monthly Archives: October 2011
JUMP! But why?
The purpose of developing MotionMaze and Pop & Dodge within such rapid production cycles (2-3 weeks each) was to learn as much as possible as quickly as possible. And boy, have we learned some valuable lessons. Lesson 1: This is … Continue reading
Out on the App Store. Now what?
We released Pop & Dodge on the App Store about a week ago. No marketing, no launch parties, just put it out there. The result? Pretty much as expected, Pop & Dodge is nowhere to be found on any featured … Continue reading
MotionMaze: Trick or Treat!
If you liked MotionMaze, you’re going to love MotionMaze: Trick or Treat. This time, you play as Boo the Ghost, picking up candy corn treats as you make your way through graveyard mazes. This Halloween version of MotionMaze includes new graphics, 96 … Continue reading
Posted in Game Design
Tagged Halloween, iOS game, iPhone game, MotionMaze Trick or Treat, physical activity game
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Penguins + Dodgeball = Awesome
I’m going to take a wild guess that you like penguins. I know, it’s a bit presumptuous of me, but really. How can you not love flightless waddlers perpetually dressed in tuxes? And while I’m at it, I’m also going … Continue reading
Posted in Game Design
Tagged dodgeball, exercise game, Game Design, iOS, kids games, penguins, physical activity game
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Kid-Friendly Playtesting
All game designers know how to play their own games. The true test is taking those games to the masses for “fresh eyes” testing, a chance to see if your game will sink or float when it’s out in open … Continue reading
Posted in Game Design
Tagged focus groups, Game Design, kids, playtesting, target audience
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Live, Learn, Repeat.
It’s been 5 days since our first game, MotionMaze, made it out onto the App Store. And within those few days, we’ve already learned so much about our audience, our capabilities, and ourselves. Clarity vs. Simplicity It’s important to make … Continue reading
Posted in Game Design
Tagged Game Design, lessons learned, minimum viable product, MotionMaze
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