It seems like a long time ago now, especially when you look at the amount of hours I’ve spent playing The Golf Club, but really it was only a little over a year. We had our team ramped up and …
With the success of Overkill and Overkill 2, there was no doubt in our mind about making a third. The question, though, was what should it look (and play) like? You may have heard that Overkill 3 will be a …
Recently I saw a great letter sent from Pete Docter to a fan that really resonates with the experience of working on Supernauts at Grand Cru, in it he said: It takes a lot of work (and rework, and rework …
When we started making Verby!, one of the things that we decided was that the game needed to have a strong personality. Most of the word games on the App Store tend to all follow a similar playbook, and that leaves them all looking, and feeling, just a little bit familiar. This is something that we didn't want to repeat with Verby!. We wanted something that stood out in the crowd.
Easy to play, hard to master design is a key component for many successful games. Add friends to the recipe, and the "hard to master" part becomes even more fun. That seems to have become the unexpected key driver for the popularity of the Fireboy & Watergirl franchise. As both single and a two-person game; the dual-play aspect has driven its success.
Upon the launch of Quadropus Rampage, we are getting the occasional disappointed player who doesn't like that we went from a pay-up-front model to a free-to-play model between Towelfight 2 and Quadropus Rampage. Well, here at Butterscotch, we have undergone a transformation over the past few months in our views regarding... NOT GOING BANKRUPT.
Hello Gamezebo readers! I'm Brian, the programmer and studio head at Vellum Interactive. Vellum Interactive is a small studio with an ambitious project, and we wanted to share some of the goals and decisions we are making during the development of our mobile game Telekinesis Kyle.
We are 4 weeks into development. We have a great prototype, the core mechanics are solid and content is being created in earnest. There's one main thing that we are lacking: the name. Project Shuffle (working title) just doesn't cut it when we are getting the game out to the public and journalists for previews.