Capcom’s Monster Hunter Going Mobile on GREE

Capcom is bringing its popular Monster Hunter series to GREE’s mobile platform as a social game. According to Andriasang, the game will be titled Monhan Tankenki: Maboroshi no Shima (Monster Hunter Exploration Journal: Phantom Island).

The move seems to be a natural one for Capcom. In its third quarter earnings call, the company reported that teaming with GREE to create social games based on its existing IP had proved successful, with the company’s Resident Evil social game garnering more than a million users after premiering on the GREE Network. Capcom has also been expanding the footprint of its juggernaut series, announcing that the game would be available on Nintendo’s 3DS system in September.

Read the rest on our sister site, Inside Mobile Apps.

The Pokerist Club, Galaxia Online II Top This Week’s List of Emerging Facebook Games

Texas Hold ‘Em poker game,The Pokerist Club, tops our list of emerging Facebook games this week with a Spanish-language version of Galaxia Online II and Wasteland Empires just behind.

Toward the bottom of the list is where we see more of our newcomers, such as Woodland Heroes from new social game developer Row Sham Bow, MindJolt’s Bubble Atlantis, and puzzle game Picturiffic from developer Large Animal Games with publishing help from iWin. We’ll be keeping an eye on these titles in the coming month, seeing if the holiday season has any impact on the growth of newly-launched games.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1.  The Pokerist club — Texas Poker 870,000 +310,000 +55%
2.  Galaxía Online II, Mejor Juego de Ciencia Ficción 360,000 +100,000 +38%
3.  Wasteland Empires 520,000 +100,000 +25%
4.  Gol Mania 850,000 +90,000 +12%
5.  Megacity 930,000 +90,000 +11%
6.  Bizim Çiftlik 800,000 +70,000 +10%
7.  Lucky Space 240,000 +60,000 +35%
8.  Okey Plus 820,000 +60,000 +8%
9.  Simply Hospital 510,000 +60,000 +13%
10.  德州撲克(中文版) 970,000 +60,000 +7%
11.  Fortune Creek Poker 140,000 +50,000 +56%
12.  Mynet Çanak 101 Okey 860,000 +50,000 +6%
13.  Slots Farm – Slot Machines 420,000 +50,000 +14%
14.  Snake 530,000 +50,000 +10%
15.  TubeHero 410,000 +50,000 +14%
16.  Woodland Heroes 110,000 +50,000 +83%
17.  Bubble Atlantis 930,000 +40,000 +4%
18.  Guitar Flash 970,000 +40,000 +4%
19.  Picturiffic 170,000 +40,000 +31%
20.  PlayKoala 200,000 +40,000 +25%

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.

Social-Meets-Pokémon MinoMonsters Headed to iOS With $1M in Seed Funding

San Francisco-based MinoMonsters has received $1 million in seed funding to develop its eponymous iOS game. The funding was lead by Andreessen Horowitz, the same firm that invested in TinyCo, Boku and Tiny Speck.

MinoMonsters isn’t the first company to try and bring a Pokémon styled game to iOS. Gaia Online has had difficulty converting the popularity of its Facebook game Monster Galaxy into mobile success. In just one month, Monster Galaxy: The Zodiac Islands has seen a steady decline in both revenue and popularity, dropping from the #91 spot on the top grossing apps chart down to #320 according to AppData. However, MinoMonsters is betting that its deep social integration will set it apart from other Pokémon styled games on the platform and give Buckley and Murphy the kind hit they’re looking for.

Read the rest on our sister site, Inside Mobile Apps.

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

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 6waves LolappsGames CafeLiquid EntertainmentWarner Bros. Entertainment Inc.Natural Motion GamesElectronic ArtsJelliAcquinity Interactive and King.com.

 

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.

New Hires in Social Gaming: Funzio, Peak and PopCap

Hiring this week in the social gaming industry picked up slightly over last week’s numbers, with 11 companies hiring 12 new employees. According to data from LinkedIn and other sources, only Zynga bucked the single trend hire with a pair of new faces. Funzio’s acquisition of Jamil Moledina as its vice president of business development was by far the week’s biggest hire. Moledina was formerly the director of business development at EA Partners.

If your company is hiring new people or making a notable promotion, please get in touch with us. Email us at: mail (at) insidesocialgames (dot) com, and we’ll get your news into an upcoming post.

If you want to know who else is hiring, the Inside Network Job Board showcases current openings with the industry’s leading companies.

Crowdstar

  • Samson Ma, Sr. It Administrator – First up is Crowdstar, which brings on one new team member this week. Ma was previously the Sr. Windows virtualization systems administrator at the University of San Francisco.

Funzio

  • Jamil Moledina, Vice President of Business Development – Funzio wins this week’s contest for highest profile hire with the acquisition of Moledina as VP of business development. Moledina was previously the director of business development at EA Partners.

GSN

  • Cheryl Gibson, Finance and Production Account - GSN shows up for the second week in a row on our roundup by bringing on Gibson, who was formerly an accountant at Hoosick Falls Productions.

IGG

  • Nongmo Cai, UI Design Intern – IGG makes our list by bringing on Cai for an internship.

Kabam

  • Travell McEntyre, Senior 3D Artist - Kabam grabs McEntryre from his position as a senior environment artist at Sledgehammer Games.

Natural Motion

  • James Clutterbuck, QA Tester – UK firm Natural Motion add Clutterbuck to the team. Clutterbuck was an animation wrangler at Frontier Developments.

Nordeus

  • Marina Plakalović, Software Development Engineer in Test - Plakalović was previously a software development engineer at CROZ d.o.o.

Peak Games

  • Ebru Yildiz, Product Manager – Peak Games also adds one person. Yildiz was formerly the product and business development specialist at Trendyol.com.

PopCap Games

  • Paolo Maninetti, Game Programmer – PopCap is yet another company reporting a single hire. Maninetti was previously a game programmer at Milestone s.r.l.

Work4 Labs - 

  • Erica Call, Office Coordinator - Social recruiter Work4 Labs recruits Call from her former job as at personal assistant at Travelex.

Zynga

  • Leah Quesada, Procurement Specialist – And finally we have Zynga, which breaks the trend this week with a pair of new faces. Quesada was previously a product paralegal at Adobe Systems.
  • Tamar Cohen, Nutrition Consultant – Also joining is Cohen, who comes aboard as a nutrition consultant.

Triviador is a Facebook Strategy Game That Asks Who Will Rule the World?

Developed by Hungarian studio THX Games PLC, Triviador is a unique mix of strategy and trivia game presented like the classic board game Risk. It supports up to three simultaneous players in real-time matches.

According to our traffic tracking service AppData, Triviador currently has 110,000 monthly active users and 20,000 daily active users.

In Triviador, three live players compete to take over the world, one country at a time. It begins with a conquest phase, for which the game asks all three players a series of four trivia questions. These are used to divide up the four soldiers available for that round. The questions are based around amounts and years, allowing players to enter their own answers. Once time’s up, all three players’ answers are shown, and the soldiers up for grabs are divided based on who’s answer was closest to the correct one.

Once the soldiers are assigned, players are given the opportunity to place theirs on the map, one per country, until all have been used. At this point, war mode begins. In this mode, players are asked to choose the soldier or castle belonging to an opponent in a space adjacent to their own soldiers or castle. When a target is selected, a battle begins. The fighting takes the form of a multiple choice trivia question. The player with the correct answer wins the country. If both players answer correctly, another question is asked. Players not involved in battle are allowed to rate the quality of the questions. If a player chooses to attack another’s castle, the defender has three chances to answer correctly. If they should fail, they’re counted out of the game and can watch as the two other players finish. A real-time chat feature is present during gameplay but can be disabled.

A variety of power-ups, which eliminate a certain number of incorrect answers, and so on, are available for use in the war mode. These must be unlocked via leveling up. Players level up by winning, and by completing missions, the more basic of which involve simply using the requested power-up once, or winning a certain number of games. Players also receive achievements for performing well, along with gold, the game’s soft currency.

Players can add their friends and play with them in private matches. Other social features include a global leaderboard, friend leaderboard, and a scoreboard displaying the current point total for all participating countries. Players are able to set their home country from the game’s menu in order to participate in this ranking. Bragging about wins via viral channels is also supported.

Triviador is monetized through the purchase of soft currency, which players can spend on power-ups. More adventures (plays of the game) can also be purchased, although they are automatically regenerated every day.

THX Games PLC has discussed a number of planned improvements to the game on its Wall, including a feature that will allow players to submit their own trivia questions for consideration and more detailed player statistics. The developer has also pledged to regularly add its own new trivia to a database which currently includes more than 10,000 questions.

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

Kontagent Nets $12M Second Round of Funding, Targets Mobile and Open Web Applications

Analytics service Kontagent has closed a $12 million second round of funding led by Battery Ventures, with participation from existing investors Maverick Capital and Altos Ventures.

According to a press release announcing the funding, Kontagent plans to put the money toward expanding further into mobile and open web markets, as well as increasing the level of depth its platform can reach in gathering and analyzing data . Currently, the bulk of the company’s business is on Facebook where its analytics platform allows developers to track general and ad traffic, retention, and monetization trends within an app, as well as a viral A/B split test platform. Its clients include EA, Warner Brothers Interactive, Ubisoft, Gaia Online, and A&E Networks Digital.

Kontagent is one of the oldest analytics tool providers for Facebook, dating all the way back to 2007. Its contemporary rival platforms have long since moved off of Facebook while newer players have emerged to horn in on the territory. The key to this segment of the market likely lies in a platform’s ability to provide analysis for cross-platform products. As social game developers look to expand onto mobile and other social networks, it makes sense for analytics service providers to offer data on all possible networks and devices.

Kontagent’s first round of funding came in at $1.25 million. Combined with today’s funding, fbFund winnings, and around $4 million in additional funding puts the company’s total funding at $17.75 million.

Fruit Ninja Frenzy Brings Hit Mobile Game to Facebook with Juicy New Gameplay

Australia’s Halfbrick Studios brought its hit iOS and Android title, Fruit Ninja, to Facebook this summer in the form of Fruit Ninja Frenzy. This ought to go a long way toward eliminating knock offs made by other developers.

According to our traffic tracking service AppData, Fruit Ninja Frenzy currently has 680,000 monthly active users and 90,000 daily active users.

Like the original iOS release — which has since spawned a spin-off, Fruit Ninja: Puss in Boots — Fruit Ninja Frenzy revolves around a slicing mechanic. Where mobile players used their device’s touchscreen for input, the Facebook title has them moving their mouse pointer in order to cut flying fruit in mid-air. The pretense for the gameplay is that players are ninja training in a dojo using fruit as targets. The game features a charming old sensei that dispenses sage knowledge (but mostly fruit facts) to hit pupils. Players earn soft currency (here called Fruit Juice) based on how well they perform.

Fruit Ninja Frenzy also adds the special bananas found in the mobile version’s arcade mode to the mix. When sliced, they activate time-limited power-ups, including a timer freeze and rapid-fire flurry of fruit. The later is especially helpful in completing combos — multiple fruit slices in a single swipe — which add up thanks to score multipliers.  Bombs in this release don’t end the game; rather, they deduct 10 points from the player’s total score for the game if accidentally sliced. At the end of the match, the number of fruit sliced is added to any special bonuses from achievements to tally the player’s final score.

In terms of social features, the game offers a real-time friend leaderboard, sharing of high scores via viral channels, and a number of achievements to unlock. Players can also choose to post messages promoting Fruit Ninja Frenzy to their Facebook Walls.

Where Fruit Ninja Frenzy really departs from its mobile parent is in the virtual goods monetization. This takes the form of Smoothie power-up items, which can be used to eliminate bombs or add extra time to the 60-second-per-round limit, and so on. Smoothies are single-use items that the player has to spend both hard and soft currency to create — first spending premium Starfruit currency on Smoothie recipes and then spending Fruit Juice to actually create the Smoothie. When first starting out, players can choose only one smoothie per game, but are able to unlock up to two additional Smoothie slots using Starfruit. Outside of gameplay, players can use Starfruit to change the dojo background and the way the actual swipe of the slicing action looks.

Speaking to Inside Social Games, Halfbrick executive producer Duncan Curtis reveals some of the company’s future plans for Fruit Ninja Frenzy on Facebook. These include connectivity with the mobile versions of the game, potentially utilizing Facebook Connect, to synchronize scores and other data. This would go along with the mobile versions adopting the new Frenzy mode features introduced in this Facebook incarnation of the game. Future versions of Frenzy will also utilize Adobe’s Flash Player 11 and hardware acceleration for smoother gameplay and improved visuals. Real-time competitive multiplayer is in the cards for the title as well, but Halfbrick will likely roll out asynchronous competitive features to encourage high score based rivalries between friends in the shorter-term. The developer also plans to launch the game in more countries for a wider audience.

You can follow Fruit Ninja Frenzy’s progress using AppData, our traffic tracking service for social games and developers.

Adobe Axes Mobile Flash in Favor of Rival HTML5

Adobe confirmed today that it is no longer adapting its Flash Player to newer mobile devices, instead guiding developers to package native apps with Adobe Air or build cross-platform applications in HTML5.

The move indicates just how badly Apple’s ban of Flash hurt Adobe in terms of getting traction with mobile developers. Apple frequently called out the inefficiency of the Flash platform on mobile devices, most recently in an April 2011 blog post from the late Steve Jobs. A ZDNet report came out last night, breaking news of Adobe’s decision.

There were a handful of apps (e.g. iSwifter) that could more or less convert or run Flash apps on iOS devices, but this doesn’t seem to have been a long-term solution for most game developers looking to take their Flash-based games cross-platform. This leaves Flash-loyal game developers with two options: write native apps for each mobile device, or explore alternatives that can produce a single product that runs on various devices.

With a big push from industry giants like Google and Facebook, HTML5 has emerged as an alternative to writing native applications, despite frame-rate issues that present challenges for game developers. Facebook recently launched its own mobile platform with support for HTML5 games from a test pool of established mobile and social game developers.

A handful of indie developers are currently launching HTML5-based arcade and board game titles on Facebook, iOS and Android. Though some of these titles are experiencing growing pains in their early days, they are functional on both web and mobile. Most developers have told us, however, that it’ll be at least another year before HTML5 comes into its own for game development.

Adobe says that it will now take a larger role in contributing to HTLM5 development both through investment and by working with Google, Apple, Microsoft and RIM. Hopefully this will yield better HTML5 tools more quickly than a year out from now, as Adobe’s strength has always been tools.

The rest of its mobile work will focus on native app packaging with Adobe Air and the upcoming release of Flash Player 11.1 for Android and BlackBerry PlayBook. The developer will also supply bug fixes and security updates for existing Flash mobile apps. Adobe Flash Player 11 and Air 3 launched in October with a keen emphasis on high-end gaming graphics and HD video for PCs; Adobe says it’s already at work on Flash Player 12.

GCrest’s Owlbear Garden Cultivates a Social Fantasy World

A collaboration between GCrest and developer CyberAgent, Owlbear Garden is part farming simulation and part showcase where cultivating social interaction is equal to the importance of planting and decorating. Launched on October 3, the title has a growing global audience, with many users from the developer’s home country of Japan already producing some fascinating displays.

According to our traffic tracking service AppData, Owlbear Garden currently has 20,000 monthly active users and 2,000 daily active users.

In Owlbear Garden, players grow plants and decorate their “panel,” a space that’s part farm and part blank canvas for creation. After designing their Owlbear avatar, players interact with their panel by buying seeds using coins and planting them in available plots. Five plots for growing are available at the outset, with more unlocked as players level up. Once players have planted seeds, they can purchase and use fertilizer to make them grow, buying special spray to hasting the process. If they choose, players can use the Flower Dryer on their plants, turning the resulting crops into decorations that can be used in designing the look of their panel. Harvesting plants also gives players experience points and coins. The game presents players with challenges, such as growing a specific number of a certain fruit, then rewards them for completing the task with decoration items and experience.

Beyond plants, players can purchase deco items from the in-game store, or visit a mall where they can browse themed panels and click on items they’d like to purchase right then and there. Harvested flowers and purchased items can also be combined to create new ones, or even fashioned into new clothing for the player’s avatar.

Instead of the traditional energy bar common to most social games, Owlbear Garden uses a hunger level to restrict the amount of actions a player can perform during a session. Harvesting plants increases they player’s hunger level over time and once it’s maxed out, they must visit the Treant Dining area to eat. Players locate and grab food items, then return them to a table in order to eat. Some items, when eaten, reward the player with a deco item for their panel.

The hunger mechanic is also where the game introduces social interaction, as players can chat with others in real time while they’re in Treant Dining. The socialization continues when players visit Streets: a section of the game where players can submit their panels so that others can visit them, hang out, tend to their crops, and rate them. The highest rated panels are featured on a special page in the Streets listening, and some of them can be quite popular. Multiple players can congregate on other players’ panels, text chatting in real time and using emote animations. Panels can also be bookmarked in order to quickly revisit them later.

Up to five tending actions can be performed on another player’s panel each day. In addition to visiting others’ panels in Streets, players can quickly access their friends’ panels at any time from a menu at the bottom of the screen. Accomplishments such as leveling up and completing tasks can also be shared with friends via viral channels. Mini-games, including roulette and “bottle shake,” can be played at friends’ panels as well.

Owlbear Garden is monetized through the purchase of seeds, clothes, and deco items using the soft currency, coins, and Facebook Credits for more premium items. Facebook Credits can also be used to buy new chat emotes. Coins can be used to play a game called Gacha, where they’re traded for a random capsule that contains an item from the collection of the player’s choice.

GCrest tells Inside Social Games that it plans to update Owlbear Garden at least once every two weeks with new content, gameplay updates, and events for players to participate in.

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

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