Wave Up

HyperCasual game

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April 26, 2019 Your apps won't die

We thought it was a failure at first but it is surprisingly going well for us now. I don't really know why (still trying to learn how is this possible) but people are playing our game! This reminded me of one game which we made $5k in revenue. Perhaps I should tell the story of that game someday.

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March 25, 2019 Building the game to another platform!

When we finished this game it was only built for the mobile platform. Then I realize we could build this game on other platforms. Pc platform has always been a dream of mine. The difference between building for PC and mobile is huge because you have boundaries in the mobile platform. You have to be careful about optimization more than ever. UI UX design is really important. You have standards for mobile devices, you have to think about all the different resolutions. Some of these things still exist in the PC platform but the difference is the size between these boundaries. Anyway, when we built this game for the PC, the first problem happened with the resolution. We had to build it in a different resolution for PC. Because the screen size is changing there should be a lot of differences in the UI. While building it for the mobile platform we only thought about smartphone users and because of that either we keep the resolution same or we should make another UI for the PC platform. In the end, we kept the resolution and worked on the gameplay for this first version of our mobile game's PC version. Everything was great and we had our game built on Kongregate. What do you think was the first comment? Someone said we should have had a different resolution than this. We love getting feedbacks because sometimes you think like a developer either than the user. Here is the link to our game on Kongregate: https://www.kongregate.com/games/swift_panda/wave-up You can play it on the browser. Also, we have the game on itchio too. Here is the link to itchio: https://swift-panda.itch.io/wave-up Please don't forgot to follow us on both platforms. We are ordinary indie developers but in the end, we will build one of the greatest game studios don't you want to be a part of it?

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October 10, 2018 Publishing the game!

We had done something we have never done before and we had a test launch with one of the biggest publishers (In mobile version of the game). Unfortunately game had low retention according to test results and we had to let go of the game. We had like 1000 downloads in the test and it was with high CPI and low retention. Which means it is pretty hard to make money out of this game. Our publisher was asking one new game every week!! That is not harsh by the way, many of the mobile game devs working with the same effort. It kept us working with freedom but also helped us working with a discipline.

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September 13, 2018 What was it like in early version?

In the early version of the game. There were lots of bugs and optimization problems because we were generating the lines procedurally. Then we realize we could do this better with a little twist. (It took 2 days to solve the problem though)

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September 11, 2018 Why we made this game?

We have made lots of games before but this game has a special place in our portfolio because this is our first game which we can call this belongs to the hyper casual genre. We wanted to test ourselves to the limits. Whether we can make a hyper casual game from beginning to end or not.

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About

We have always wanted to learn more about hypercasual games. Best way to learn it, is doing it. Hypercasual games has a huge potential in the market because you can reach to millions of users in a really short time.