Zynga announced the closure of its life simulation game YoVille in January 2014, triggering an instant reaction from players, who begged Zynga to reconsider its decision. When closure announcements are made, they’re traditionally final. However, Zynga has listened to its fans, and has reversed its decision to close the game on March 31, as was originally planned.
How well do you remember the 90’s? That’s the question posed by RLG’s Guess the 90’s on Facebook, as players are shown images of popular bands, clothing items, toys and other items from the 1990’s, and are asked to identify them.
When Kiwi CEO Omar Siddiqui first started the company, he knew right away that Android was the way to go.
“We saw the potential for growth that Android offered us at the time, and it was also the earlier days of Android, so it was less crowded,” said Siddiqui in a recent interview with Inside Mobile Apps. “Another factor that became more significant over time is the pace at which you can release games on Android. It’s a huge advantage in terms of tuning your game, fine-tuning it, and making it the best you can for consumers. That really attracted us as a way of rolling out our products and making them compelling. We’re also releasing our top products on iOS, so we’re not planning on being an Android-only shop, but we found Android to be a great place to launch our products and then rapidly iterate them as we try to make them more compelling for consumers.”
See what else Siddiqui had to say as he breaks down the challenges of developing for Android, how gaming companies can stand out in the crowded marketplace, and what a new dev can do to get their game noticed.
Core social and mobile game developer Plarium has announced the addition of a major modification to its Facebook game Stormfall: Age of War. The developer has listened to the game’s fan base and has introduced one of the most widely requested feature additions: the ability to delete redundant buildings, freeing room within castles to allow for easier expansion.
Zynga released its second action strategy game, Dojo Mojo, on Facebook in July, challenging players to recover lost treasures from the Evil Shogun and his minions in both single-player and multiplayer combat modes. By October, the game had seemingly already hit its peak at 380,000 monthly active users, according to our app tracking service AppData.
However, rather than giving up on the game, Zynga took a step back, implemented advice from the game’s players, and rebranded the entire package as Ninja Kingdom.
Social and casual game developer PurpleKiwii has a lofty goal with its match-three Facebook game Monster Busters: to be the most advanced match-three puzzle game available. Its players apparently appreciate the effort, as the game has reached over 1.4 million monthly active players and climbing, according to our app tracking service AppData.
Monster Busters challenges players to complete match-three stages to rescue Gingerbread characters that have been trapped in a tower by evil monsters. Players make matches with colorful monsters, climbing the tower as they complete each floor’s levels.
Casual game developer King has announced the first true expansion for Candy Crush Saga (our review), bringing a new Dreamworld location to match-three fans on Facebook. The new game mode takes players to a parallel world of dream levels, and offers twists on the traditional Candy Crush Saga gameplay.
A free-to-play action game where players collect demons while battling in hell, and it’s created by legendary designer American McGee?
Count us in (even if it makes our virtual feet burn).
“Our studio has a background making console and larger-scale PC games, so we’ve been trying to bring a bit of the quality and style and the 3D assets to the mobile and multi-player space,” says McGee. “This is actually our fourth title in the mobile/online space, and it’s taking everything we’ve learned, combined with the knowledge that DeNA has brought to the table, specifically with games within this genre, and we’ve wrapped it inside a story where the player is going into hell. I’ve been jokingly describing it as Pokemon in hell because you’re fighting against demons, then collecting these same demons and then doing the usual card collecting and upgrading of and skill-expansion of those units.
“We’ve also presented the fight mechanic in a pretty interesting way, as it’s much closer to a traditional RTS or RPG-style interface, so the player can engage with, in real time, the battles between the units as those things play out.”
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