Spa Life From FreshPlanet Pampers Players on Facebook

In its previous Facebook game, Dreamland, FreshPlanet took players into the world of dreams. Now with Spa Life the developer explores the world of spas, where customers pay money to be whisked away into a dream-like world of pampering.

According to our traffic tracking service AppData, Spa Life currently has 350,000 monthly active users and 40,000 daily active users.

Spa Life is similar to other industry simulation games (Cafe Life, Perfect Getaway, etc.), where players are tasked with managing a business and building a cash flow in order to expand it, buy better items, and reach higher levels. In this case, the business is a spa where players can set up stations for performing manicures, pedicures, facials, and other such services for customers. Only a small selection of stations are available from the outset, and each must be staffed before it can be put into service. This means that players either need to pay to hire a virtual employee, or can invite friends to fill the spot. Once a station is up-and-running, players manage the flow of customers to it. They enter the spa, take a seat if the station they want is occupied, then must be clicked on and moved to the appropriate station when the time comes. Customers have icons above their heads indicating the type of service they’re looking for.

Much like casual PC franchise Diner Dash, the goal with customers is to keep them happy. This is rated in hearts, which appear above their heads. Hearts decrease whenever customers are made to wait too long and increase when the customer is served or when the player uses a special item, such as hand sanitizer, at the station. Players can also boost waiting customers’ moods with special objects like teapots. The happier the customer, the more money and experience they’ll reward players with after they’re finished with their service. The better the spa’s reputation, the more business it gets. Decor can also raise the spa’s style level, which in turn enables players to charge more for their services.

In addition to a friend leaderboard and invite system, the game’s social features include sending gifts to friends and visiting friends’ salons daily in order to earn bonus cash and XP. As mentioned earlier, friends can also be recruited to run stations in the player’s spa.

Spa Life is monetized mainly through the sale of premium items and customer mood-boosters with Facebook Credits. Players can also purchase the game’s soft currency, cash, which is used on normal decoration items and spa stations.

It’ll be interesting to see if FreshPlanet can succeed with Spa Life where Diner Dash ultimately failed. The developer is relatively new to the Facebook platform and doesn’t have a very large audience among its other titles from which to leverage cross-promotion. As far as growth plans go for the short term, the developer continues to add new functionality to Spa Life and also recently expanded the game’s localization to include 16 languages.

You can follow Spa Life’s progress using AppData, our traffic tracking service for social games and developers.

Spry Fox Targets Facebook, Google+ With Compelling Kindle Game

Casual games developer Spry Fox takes its Kindle puzzle game to social networks with Triple Town for Facebook and Google+. The game is playable on both social networks as of this month.

According to our traffic tracking service, AppData, Triple Puzzle currently has 150,000 monthly active users and 30,000 daily active users on Facebook.

Triple Town is a puzzle game where players try to match three or more of an object type by placing them in tiles on a grid to create a new object type that fills a single tile. For example, three tiles of grass will combine into a bush object that takes up one tile. Combining three bushes creates a tree, three trees create a house, and so on. An additional challenge comes from giant bear creatures that move around unfilled tiles each time the player places another object. The player can convert the bears to tombstones by trapping them in a single tile with no available adjacent tile. Three tombstones convert into a castle for a higher scoring bonus. The game ends when all tiles within the map grid are filled.

With each map completed, players earn a certain number of coins — the game’s only currency — depending on what they’ve achieved with the map (e.g. building a certain number of cathedrals). These coins can be spent on objects available in a storefront that immediately replace whatever tile the game has currently offered the player. Players can also purchase additional moves for the move counter that depletes during a level with each move the player makes.

Triple Town is monetized for social networks through the sale coins via Facebook Credits or Google Checkout (on Kindle, the game is a $3.99 one-time download). Social features are currently limited to a leaderboard that tracks friends’ scores. The game is available in both Spanish and English from within the same app.

David Edery, CEO and co-founder of Spry Fox, tells us that the developer plans to add new social features and new game modes to Triple Town on Facebook and Google+. This is the company’s first social game, and so they wanted to experiment with a simple title that carried few risks. As the company is entirely self-funded, they’re careful with where and how they distribute their games.

“We try to be everywhere. We’re already on mobile with Steambirds and we’re bringing other titles there as well. We weren’t on Facebook or Google+ yet; this seemed like a fine first title to try there,” Edery says. “Our understanding was that most Facebook games suffer from pretty low retention. Our experience on the Kindle led us to believe that Triple Town might be the kind of game that could buck the trend and have a much better long-term retention rate.”

You can follow Triple Town’s progress on Facebook with AppData, our traffic tracking service for social games and developers.

Ravenskye City Takes Flight on Facebook Before Ravenshire Castle is Built

6waves Lolapps follows up Ravenwood Fair not with Ravenshire Castle as originally planned, but with Ravenskye City, a sequel packaged as a franchise expansion to its 2010 Facebook hit. The game officially launched October 7 and is built with the newest version of the Fliso Flash-based social game engine.

According to our traffic tracking service, AppData, Ravensky City currently enjoys 470,000 monthly active users and 350,000 daily active users.

The core gameplay in Ravenskye City is almost identical to Ravenwood Fair — players arrive in a location overrun with trees, vines, and other clutter and must clear the land to gain resources used to build structures that support a local population of anthropomorphic animals. The more land a player clears and the more structures they build increases the rating of the location. As the rating increases, new animal characters arrive, bringing sets of quests the player can complete to earn additional resources. Player actions are restricted both by an energy gauge and by resources available for building (wood, rope, etc.). There is also a need to build certain protection structures that keep the area safe from attacks by creatures that appear randomly as the player is clearing land.

Where Ravenskye City differs from its parent game is in its style and overall polish. Right away, players will notice a theme difference with the main cast of characters being entirely made up of bird creatures and a driving central plot around a city in the sky that fell to some mysterious ruin. There’s also a slight steampunk element to the setting with characters arriving via airship and building structures that contain both crude and advanced technologies (wood beams versus metal lanterns). The visual design of the characters is striking, with elongated angular points of articulation that make the bird creatures seems like they’re constantly moving even when standing in one place. All of this combined with a gentle, soothing soundtrack make for a coherent sky-and-wind theme.

As of press time, there is no cross-game integration between Ravenskye City and Ravenwood Fair. According to statements made by 6waves Lolapps Vice President of Content Constantine Hantzopoulos and Design Director Glen Dahlgren during an early look at Ravenshire Castle, this was a goal 6waves Lolapps hoped to ultimately achieve with its Raven franchise. In the meantime, however, there is a pop-up window within Ravenwood Fair that drives users to Ravenshire Castle. Given the games’ similarities, it’s not hard to imagine that users might abandon one game for the other over time. Readers might in fact notice a drop in MAU for Ravenwood Fair begun October 14, but that’s likely due to changes in Facebook’s user-counting formula and not to migrating users.

At present, Ravenskye City’s social features are limited to visiting friends to perform several free actions within their city or sending giftable items. The game monetizes primarily through the sale of building items, energy refills, and premium decorations.

You can follow the game’s progress on AppData, our traffic tracking service for social games and developers.

My Fishbowl Developer Happy Elements Nets $30M in Funding, Targets Mobile Market

開心水族箱 developer Happy Elements announced a second round of funding today totaling $30 million. The Beijing-based social game developer plans to put the funds toward expanding more aggressively in the mobile market.

Happy Elements has a number of games out on various platforms and devices across the globe, including social networks Facebook, Tencent, Renren, Kaixin, Mixi, Hangames, Cyworld, Daum, Netlog, Hyves, StudiVZ and Orkut. Its largest game on Facebook to date is 開心水族箱 (My Fishbowl), an aquarium simulation available in several major languages. At one point its Chinese language version of the Boss Vegas casino-builder game was a close second, but that title has sharply declined in overall traffic since July.

According to the press release announcing the funding round, Happy Elements has only three mobile games currently available in Japan. The latest of these appears to be iOS title Happy Fish Dream Aquarium, released this month. The developer says that with this round of funding, it will push mobile development further with the release of new games for various mobile devices in 2012.

The round was led by Legend Capital with participation from existing investor DCM. This brings Happy Elements’ total funding to $35 million.

This Week’s Headlines from Across Inside Network

A roundup of all the news Inside Network brought you between October 10th and 16th.

Inside Mobile Apps

Tracking the convergence of mobile apps, social platforms and virtual goods. 

Monday, October 10th:

Tuesday, October 11th:

Wednesday, October 12th:

Thursday, October 13th:

Friday, October 14th:

Saturday, October 15th:

Inside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, October 10th:

Tuesday, October 11th:

Wednesday, October 12th:

Thursday, October 13th:

Friday, October 14th:

Saturday, October 15th:

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, October 10th:

Tuesday, October 11th:

Wednesday, October 12th:

Thursday, October 13th:

Friday, October 14th:

Saturday, October 15th:

New This Week on the Inside Network Job Board: Lolapps, TinyCo, Games Cafe and More

The Inside Network Job Board is dedicated to providing you with the best job opportunities across social and mobile application platforms.

Here are this week’s highlights from the Inside Network Job Board, including positions at Liquid EntertainmentGames Cafe Inc.LolappsKing.comMidasplayer AB,  Warner Bros. Entertainment Inc., OpenFeintStorm8TinyCo and CrowdStar.

Listings on the Inside Network Job Board are distributed to readers of Inside Social Games, Inside Facebook and Inside Mobile Apps through regular posts and widgets on the sites. Your open positions are being seen by the leading developers, product managers, marketers, designers, and executives in the Facebook Platform and social gaming industry today.

Social Gaming News Roundup: Playdom, Zynga, PayPal, Wooga and Kabam

Kabam: Games Targeted to Males Can Be Lucrative - In an interview with Gamasutra, Kabam’s chief product officer has revealed that while its audience may be smaller than competitors, the company’s strategy of targeting hardcore gamers has paid off with higher engagement, longer playtimes and more in-game purchases. On average, the audience for Kabam’s social games is 72% male and the majority are under 40.

Sims Social Cannibalizing Zynga, Other EA Games - According to a report from gaming based social network Raptr, the popularity of the The Sims Social has come at the expense of both Zynga and EA. While Zynga games like FarmVille and CityVille have seen their playtime drop between 10% and 25%, EA’s own franchises are suffering much bigger losses. Bejeweled Blitz has seen playtime drop 20% and Playfish’s Pet Society has seen a 50% drop. EA marketed The Sim Social aggressively to their existing users, converting over 60% of Pet Society players and more than 30% of Bejeweled Blitz Players.

Playdom Lines up a Dozen New Releases – In an interview with All Things D, Playdom’s COO Brad Serwin has revealed the company intends to release 12 new games in the next fiscal year. After a delay that Serwin attributed to transitioning into the Disney organization, Playdom will release two games this month, with a further 10 forthcoming, three of which will use existing Disney brands.

Domain Registration Points to Expansion of Zynga Casino – Fusible has found another host of domains registered by Zynga on the day they announced their new game lineup. The purchase of domains like zyngacraps.com, zyngadice.com, zyngakeno.com and zyngaroulette.com points to expansion plans for the Zynga Casino franchise beyond poker and bingo. The full list of domains can be found here.

PayPal Adding HTML5 API’s - In an announcement at the X.commerce Conference, online payment giant PayPal revealed it will soon be launching API’s for HTML5 that will enable developers to integrate in-context, in-app payments into their products. While details are slim so far, the PayPal blog indicates that many developers have asked for the feature, which would theoretically allow content providers to bypass the payment systems set up by Apple, Facebook and Google.

FarmVille Coming to the Big Screen? – Toy Story writers Alec Sokolow and Joel Cohen have revealed they are negotiating with Zynga to bring one of the developer’s brands to the big screen. In an interview with IGN, the pair was quoted as saying “can’t really say too much on that front yet, but ‘Old MacDonald’ didn’t have a factory.”

Nexon May Purchase JCE - This is Game is reporting that Nexon, the South Korean publisher of MapleStory is in talks to purchase JCE, another South Korean developer known for its MMORPGS and online sports games. If successful, JCE would become a full subsidiary of Nexon.

Non-Facebook Social Gaming to Hit $5.6 Billion in Revenue, Growth to Come From Europe, South America - According to a study commissioned by social game distribution platform Viximo, the most lucrative market for social games is outside Facebook and outside North America. The report found that Brazil, Germany, Russia and Turkey are all fast growing markets with low acquisition costs. It also estimated that by 2014 non-Facebook platforms will generate $5.6 billion in revenue per year.

Playdom Wins Best Social Game at GDC Online Game Developer’s Choice Awards - Playdom’s Gardens of Time took home the award for Best Social Game at the second annual GDC Online awards in Austin Texas. Independent developer Grey Area took home the Innovation Award for their iOS MMO Shadow Cities.The awards are decided by the ICAN Online network, an invite-only club of 400 game developers from the online game industry. A full list of the winners can be found here.

Peanut Labs Picks Up Four New Social Gaming Partners – Social media monetization company Peanut Labs announced this week that it had signed deals with Z8 Games, Rock Hippo, Bigpoint and CyberAgent to monetize their games through its market survey and marketing service. Players of the games will be able to earn virtual currencies by completing market research surveys and offers.

[Launch] Wooga Debuts HTML5 Based Magic Land Island – German developer Wooga has taken its first steps into mobile gaming with the launch of Magic Land Island, an HTML5 based mobile version of its game Magic Land. Specifically designed for Facebook’s mobile app and site, Magic Land Island is a stand-alone social game compatible for both iOS and Android devices.

[Launch] Moblyng Debuts Social Poker Live, World Racer Live - California based Moblyng Games has launched two new, all HTML5 based games for Facebook’s mobile apps and mobile site. The games can be played entirely within the Facebook app or mobile site, and are therefore compatible with Android, iOS and mobile browsers.

Kixeye’s War Commander Demands More From Facebook Users Than Most Social Games Dare

Kixeye’s War Commander is ramping up its growth on Facebook, graduating from our list of emerging Facebook games and landing at No.12 in our fastest-growing games by monthly active user list as of this week.

According to our traffic tracking service, AppData, War Commander currently enjoys 1,100,000 monthly active users and 140,000 daily active users.

War Commander is the latest strategy-combat game from the Backyard Monsters developer. Players take the role of an army commander in charge of building up a base with special structures that produce different types of army units. These units can be organized into attack forces led against other players’ bases or ordered to defend the player’s base from attacks both while the player is online or offline. Like Kixeye’s Battle Pirates, War Commander allows players to select and control individual units and and batches of units during combat instead of letting the game’s artificial intelligence determine how units should behave in fights. War Commander, however, does not currently have real-time combat enabled — although this feature is planned for the future.

Gameplay progression takes place across both player level, which can be raised by completing structures and destroying other players’ bases, and by individual structure levels, which are restricted by building materials and the level of the player’s central Commander Center structure. The primary resources in the game used to build structures and create combat units are metal and oil, both of which require two different structures to collect: a production unit and a storage unit. To power the production units and also base defenses like guns, the player must build power plants that output a fixed amount of energy depending on the building’s level. Combat against other players and some non-playable character factions can net the player additional metal and oil, although there are diminishing returns in the amount a player gets for attacking a lower-level player.

Where the game stands out from Kixeye’s other titles and comparable titles from other combat and strategy game developers is in the aggressive, male-oriented design of the game. The non-playable computer AI character is a sexed-up female that moans suggestively when the player clicks certain responses to her in dialogue segments. Defeated enemy units collapse into bloody heaps on the battlefield and remain there until cleared by flocks of crows that eat the corpses. Specific enemy units have bits of voiced dialogue that play whenever selected, ranging from bland (“Light ‘em up!” — Rocket Launchers) to familiar Marine phrases (“This is my rifle, this is my gun…” — Heavy Gunners), to racially charged statements of extremely questionable taste (“Allahu Ackbar!” — Suicide Bombers).

As attention-grabbing as the design of War Commander is, it’s the long-term development plans that will add value to both the game and the RTS genre on Facebook. The key to this genre’s success seems to be in retention and the high price players are willing to pay in Facebook Credits for protection from bullies. Along with synchronous play for a true real-time experience, Kixeye is also adding a tournaments system that will allow for massively multiplayer combat between players. All of these updates are planned for the near future, according to what the developer tells us. Just recently, a new feature was added to the game that allows players to control individual unit behavior for when the player’s base is attacked while the player if offline (e.g. instructing Flamethrowers to hold their ground and Rocket Launchers to pursue all attacking units, etc.).

Social features are currently limited to a chat function, gifting resources between friends, and attacking both friends and strangers in player versus player combat. An alliance feature launching with the tournament and synchronous play will allow players to band together for larger-scale combat operations.

War Commander is monetized through the sale of resource bundles to speed up development and repair of structures and units. Both can also be instantly upgraded or repaired for a higher sum of Credits.

You can follow War Commander’s progress using AppData, our traffic tracking service for social games and developers.

3D Slots, Spa Life Top This Week’s List of Emerging Facebook Games

3D Slots stays on top in this week’s list of emerging Facebook games, while Spa Life and Heroes of Neverwinter round out the top three.

At No.4, we see Serf Wars beginning a growth spurt as the title “officially” launches on Facebook. We got an early look at the game six months ago after the game launched in open beta.

Just a reminder that our list of emerging Facebook game is defined by growth among titles between 100,000 and 1 million monthly active users. We use this as an arbitrary set of parameters to determine the health of a game with the idea that it’s “made it” when it breaks 1 million.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1.  3D Slots 780,000 +275,521 +130%
2.  Spa Life 350,000 +223,028 +176%
3.  Heroes of Neverwinter 430,000 +190,198 +145%
4.  Serf Wars 270,000 +166,708 +161%
5.  Sin City Holdem 680,000 +120,519 +24%
6.  TrashTycoon 360,000 +92,586 +64%
7.  Castle Age: Heart of Darkness 820,000 +89,532 +15%
8.  熱血海盜王 990,000 +87,074 +10%
9.  Fruit Ninja Frenzy 850,000 +84,084 +11%
10.  City Wars 900,000 +75,916 +9%
11.  Slots Farm – Slot Machines 250,000 +60,318 +32%
12.  Jungle Jewels Flash 610,000 +58,533 +9%
13.  Superhero City 340,000 +56,657 +20%
14.  Vampire Wars 800,000 +55,296 +7%
15.  Madden NFL Superstars 800,000 +55,147 +7%
16.  亂世天下 480,000 +53,146 +11%
17.  Okey Oyna (KAMERALI) 400,000 +53,014 +15%
18.  Mamba Nation – Réseau Social 3D 110,000 +45,755 +71%
19.  夢之隊 280,000 +41,797 +18%
20.  GodsWar – Best 3D MMORPG Browser Game ★★★★★ 380,000 +40,203 +12%

All data in this post comes from our traffic tracking service, AppData. Come back next week for our top weekly gainers by monthly active users on Monday, our daily active users on Wednesday, and the top emerging apps on Friday.

Zynga to List Its Shares on Nasdaq, Breaks Out Individual Game Revenues

Zynga will list its shares on the Nasdaq under ticker symbol ZNGA, Fortune reports as new details emerge on Zynga’s upcoming initial public offering.

According to yet another amended filing document obtained by Fortune, Zynga disclosed more data on its game revenues to date. Interestingly, Zynga broke out individual game revenues making up the $271.5 million increase in revenue between the first half of 2010 and the first half of 2011:

  • FarmVille: $76.6 million
  • FrontierVille: $70.5 million
  • CityVille: $46.6 million

We’ll have more information for you once we’ve reviewed the amended filing, perhaps including details on how much the developer paid for studio acquisitions in the last year. Zynga first submitted its Form S-1 on July 1.

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