6 months into the business
The challenge of making a game go viral with a trail of failures to try and dampen your drive is what makes this artform/business interesting for me. I feel the misses sharpen your senses and open you to more experiment to test the waters. Doing this with casual games which only take a few days to program once the idea and artwork are finished is a good way to see if a new approach can bring in a better result. To date we put out over 30 games and are working on 5 new games as I write. So far the best result comes from making remakes of old favorites with a new twist to it. For example 2048 (our version 2048v2) adding 2 new features, a diagonal swipe and multi joining of tiles with one swipe and StickHero (our version StickHero Stickman Saga) by making the figure play a real role by carrying the stick as it is extending while walking towards the edge, the sweet spot on the opposite rock is a moving target. I personal think that Sumdoit, our own creation is one of our best and a puzzle that puzzle lovers would find interesting, but yet to be discovered. The next game which I believe is our own creation will launch will have 3 or 4 mini games in it. I still believe in critical mass being the key to success even if that critical mass is obtained by a previous game and not be editors choice.