Game Oven's design and business person Adriaan de Jongh gives insight on Game Oven's marketing effort and sales of their debuting iPad-only game Fingle.
4gency's founder looks back at a first year of lessons as a mobile/tablet developer. Lesson one shows how hard it can be to make money in the arcade genre with in-app purchases.
In this entry I'm trying to figure out which factors immerse us to play mobile games, and how different this is from playing games on PC's or consoles.
Microtransaction-driven free-to-play games often get a bad rap because many of them make players feel nickled-and-dimed at every step. Perhaps we can avoid this by looking at the real-world purchases we make that make us feel good instead of duped.
There's a constant tug-of-war in the PR world between quantity and quality. Is a press release effective if only 30% of media actually open the email? Do we actually benefit (other than financially) from working on a not-so-great game? Read on.
I love medieval and renaissance themed entertainment. I also enjoy games developed by MunkyFun so naturally I was excited to play Knight Storm. However, my excitement fizzled rather quickly and never felt compelled to spend so let's take a look at why.
A while back I did an article on what game mechanics actually are. I was looking for a good example of how a mechanic can change a game – and then yesterday I found it.
Motivated by recent award nominations, I decided to do a postmortem of Voodoo Friends. Mostly because I want to tell how the game came to be, but also to celebrate the game's 1 year anniversary on iOS and to list some of the things that went good and bad.