By admin Jul.24.2014
In: Design
Comments Off on If Flappy Birds made sweet, sweet love to Dark Souls you’d have: “Never Let Go”

If Flappy Birds made sweet, sweet love to Dark Souls you'd have: "Never Let Go"


I’ve been working on “Keynect” forever. Aside from the years I spent designing and trying to work with a developer to finish it, I’ve spent most nights after work since September ’13 working on it. I’m friggin’ burnt out on that game. I mean I love it, but we need some time apart.

So I decided to make a game I had an idea for that isn’t as risky. Something that would take only 1 month to complete (on the 2nd month now, but almost done) so I’m not feeling like FML if it goes down in flames as a horrible piece of crap that people can point and laugh at. It’s a quick projector the sake of making something fast and fun.

So here is “Never Let Go.” The strange birth child of my desire to merge a hardcore game with the most casual friendly game. The look, the sound, the music: all inviting. The game: super easy to pick up and play. The gameplay: brutally, unforgivingly, throw-your-phone-at-the-dog difficult.

It’s an endless runner that ends. My obsession for Dark Souls (1+2) made me put in the ability to retrieve your score at the point of your last death or lose it forever if you don’t make it that far. I’m tired of all these meaningless, free games with no depth. So I am attempting to add depth to a meaningless genre.

More media and info to come. Hopefully not much more, I want to release this ASAP.


By admin Oct.14.2012
In: Design, Marketing
1 comment

Designing a Casual Game that Sells

So my first App was a great experience. I lost money making it but it did fairly well for an App that no one asked for (an alarm clock App in a flooded market of alarm clock Apps). That proved to me that if I create a polished App that people are actually intrigued to use, I might have a shot of doing well.

So, as a life-long “gamer”, I decided my next App would be a game because it fulfilled my childhood dreams of making one and also the game market has the most potential for large scale success. Potential if you can possibly compete with the big name studios like Disney, Rovio, Gameloft, Halfbrick, etc. So my thinking is, I can make a game that’s just as fun, polished, and easily accessible for mass markets as anything else out there, so why am I making alarm clocks? I’m going to write a whole lot about my thought process on this in future posts but want to focus here on designing that “hit” and how I came to decide on the final design itself. I’ll talk marketing and how to best approach finding a partner to help you in a later post but for now, let’s dive in and look closely at what it is that makes a hit mobile game and how I intend to create one myself.

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