What The Rovio Deal With Casey's Contraptions Means To Me

What The Rovio Deal With Casey's Contraptions Means To Me

I imagine everybody reading this already knows that we sold the Casey’s Contraptions game and IP to Rovio. They’ll be relaunching the game as Amazing Alex for iOS and other platforms soon, and putting all the Rovio marketing might behind it. Exciting times ahead for Casey! I’ve been receiving a lot of questions about how it happened, how’s affecting me, and what my plans for the future are. So here’s my attempt to answer some of those questions. ...

Casey's Contraptions Postmortem

Casey's Contraptions Postmortem

Casey’s Contraptions is an iOS game created by the two of us, Noel Llopis and Miguel à ngel Friginal. Noel, an industry veteran for over a decade, turned indie over four years ago and found success with microtransaction-based Flower Garden on iOS. Miguel worked as a graphic designer in the advertising industry for years before becoming a web developer. Casey’s Contraptions is his first published video game, although his first paper role-playing game came out almost 20 years ago. We met through Twitter several years ago, and then finally in person at a 360iDev conference. Even thought we didn’t plan it that way, we ended up working together during a game jam, and that set us in the path to collaborate in a future project. We knew we wanted to target iOS for our next project because we love the platform from a user and a developer point of view, and because it’s a platform where it’s possible for indies to succeed financially. Beyond that, starting a new game is never easy. Even though we have page after page of possible ideas, settling on a specific game idea is always very hard. We wanted something that met three requirements: The game had to be creative in nature as opposed to using destruction as the main gameplay element, it had to be something we were excited about, and it had to be something with the potential to sell reasonably well on the Apple App Store. Easier said than done! ...

One Price Does Not Fit All

One Price Does Not Fit All

A few days ago I gave a talk at Evolve 2011 (part of the Develop Conference in Brighton, England) titled “One Price Does Not Fit All”. The main idea of the talk was the importance of “flexible pricing”: Letting players spend as much money as they want to get more enjoyment out of the game and customize their play experience. Flexible pricing can result in revenues much higher than the traditional fixed price approach (derived from manufactured goods). It’s also orthogonal to the concepts of freemium and social games, and we’re only scratching the surface in ways to effectively implement it in games. Here’s the official conference abstract: Did the biggest fans of your game spend more money on it than someone who played it just a few times? If not, you’re leaving a huge percentage of money on the table. This session will talk about how digital distribution has made fixed prices obsolete and how you can take advantage of flexible pricing through in-app purchases in your games. We’ll also talk about the consequences (good and bad) of making a game free to play. The session will present hard data from iOS platforms, but applies to all digital distribution platforms. ...

Good Things Take Time

Good Things Take Time

If you’ve read this blog recently, you probably know that Miguel and I are busy working on the iPhone version of Casey’s Contraptions. What may be surprising is that we’ve been working on it for over three weeks and we’re still not done. After all, to make an iPhone version all we have to do is make the project Universal, recompile, and done, right? ...

The Making Of Casey's Contraptions

The Making Of Casey's Contraptions

Pocket Gamer just published an article on “The Making of Casey’s Contraptions”. It’s an in-depth interview with Miguel and I, talking about the origins and development of Casey’s Contraptions. Learn what influenced the art style in Casey’s Contraptions, how we almost went with a freemium model but pulled out at the last minute, and more.

Casey's Contraptions on the Media

Casey's Contraptions on the Media

What an incredible last few days it has been! Casey’s Contraptions launched last Thursday, and it’s now sitting at the #2 slot on the top selling iPad apps in the US and it’s in the top 10 in many other countries in the world (and would probably be #1 if it wasn’t because Infinity Blade had a major update and is on sale). Casey’s Contraptions went on sale on Thursday, and in a few hours it entered the top 100 charts all around the world. We were super-fortunate the Apple picked Casey’s Contraptions as their iPad Game of the Week worldwide and that gave it enough momentum to reach #2 on the top apps chart! ...

Making Contraptions

Making Contraptions

Casey’s Contraptions will be available in the US in a few hours! For those of you living in other parts of the world, it’s probably already available on your App Store. Go get it! For the rest of you still twiddling your thumbs, eagerly awaiting for midnight, here’s some insight on what went on in the level creation for Casey’s Contraptions. Built-in editor From the beginning of the project, the idea was to have a level editor built in to the game. The level editor was the very first thing I implemented in the game. Before there were menus, or levels, or anything else, the game was a level editor without any goals. ...

The Curious Case of Casey and The Clearly Deterministic Contraptions

The Curious Case of Casey and The Clearly Deterministic Contraptions

As we gear up for Casey’s Contraptions launch on May 19th, this is the first post in a series dealing with different aspects of the game. I’m planning on covering technical aspects like today, but also design and other parts of development. For those of you who have been living under a rock and haven’t seen the Casey’s Contraptions video, go watch it now. I’ll wait. Or even better, here it is. You don’t even have to leave this page: ...

All It Needs Is Love

All It Needs Is Love

The App Store today is a different beast from the one in early 2009, when iShoot ruled the charts. Look at the top paid games on the App Store today. Actually, don’t worry, I did all the leg work for you. Here they are: What can we tell by looking at those games? I see two clear categories: Games with a strong, established IP (Street Fighter, Sonic), or independent games with a huge amount of polish and style. ...

Casey's Contraptions Weekly Update (Jan 7)

Casey's Contraptions Weekly Update (Jan 7)

So much for “weekly” updates. Last time I wrote one was Oct 29. Oops! That’s what happens when I get really busy and then the holidays hit. But now that’s over (the holiday part at least), so I’ll write to write more frequent updates. This Week This week Miguel and I are wrapping up our current iteration with the main focus of the first five minutes of gameplay. The reason we’re doing this now is that we spent quite a bit of time on the user interaction experience and we tried to nail that before adding more items and more levels. All along, we’ve been testing the game with unsuspecting victims and we quietly watched over their shoulders as they fumbled with the game without any instructions or tutorials. ...

Casey's Contraptions Weekly Update (Oct 29)

Casey's Contraptions Weekly Update (Oct 29)

I like to be as open as possible about any project I’m working on, whether it’s giving talks, sharing technology, or discussing sales numbers. That goes for projects in progress too, although sometimes it makes sense to wait a while before announcing them. In the case of Casey’s Contraptions, we had an early announcement because of the IGF entry, so we might as well start talking about the game. At one point I was half-seriously toying with the idea of creating a Twitter account that would show our latest commits to Subversion. Apart from the 140 character limit, that falls in the TMI category. ...

Casey's Contraptions And The IGF

Casey's Contraptions And The IGF

Today is the day! We finally announced my next game: Casey’s Contraptions. This is a bit of a different project than some of my past ones. This one is a collaboration with Miguel Ángel Friginal from Mystery Coconut. I’m doing the programming, Miguel is doing all the art, and we’re both contributing equally to the design and everything else. It has been great having some awesome art to go with the game, but also to collaborate with someone really closely on the game. ...