Sunday, November 13, 2011

The Joystiq Indie Pitch: Pot Smash

Pot Smash is a gathering of elementary minigames that all engage enormous and outstanding pots. Basically it piggybacks on the essential human fact that you all admire outstanding stuff. It's rational and fun - a timewaster that now has 3 diversion modes: A "match three" game, a typing diversion and a word game. We're now formulating extra diversion modes to be updated to future updates.

What's it similar to building with family?

Working together as a hermit group is great. We've grown up personification games together so there's a bit of ESP going on when it comes to decisions about diversion design. Our initial network was a Sega chief system. Seeing how rapidly you became obsessed, the uncle jigged it up so that it would usually fool around for a hour any day. That was always the preferred hour of the day. We were hooked, and have never stopped playing.

We're both really ample on the same page with the ideas and type so decision-making is easy and you are nonetheless to have leading disagreement. We're really fortunate to be able to work together similar to this.

Why rise independently, rsther than than work for an determined company?

We initial proposed building games whilst working at MC SAATCHI, an promotion agency in Sydney. The experience gave us a great working expertise of the promotion and gaming industries, but you were always interested to work independently. Since you were small kids we've been creation games together. Sounds cheesy but it really is a lifelong mental condition of ours to do this, so when the chance presented itself you jumped at the chance.

Working exclusively means we're able to make fast-thinking decisions. As a small team, the style, prophesy and ambience are uncompromised - you can make decisions and hang to them. Larger companies have more stakeholders that can infrequently make it hard to keep things single-minded. We're able to "trim the fat" and keep precisely what you want. It allows us to rise more rapidly and moreover to be more adjustable with the growth schedule. We had always longed for to make a diversion for mobile. We really just indispensable the time to do it.

We desirous any other with this one. Ben was before an art executive and I worked in a growth role. So the two halves were there and you longed for to see how far you could go as a team, using the areas of expertise to create something original.

We've always been about fun - the target was to create a diversion that you ourselves would wish to collect up and fool around (hopefully time and time again!).

Social gaming is other large fascination of ours - bringing a group together to fool around and vie with any other rsther than than having removed gamers personification solo. Our friends and family have been a massive motivation - the support we've received from them and others in the games attention has been really moving and done the routine even more exciting.

What's the coolest aspect of Pot Smash ?

There's something about outstanding things that everyone seems to gets a flog out of - it's roughly similar to a concept impulse. It's great to be able to interpret that tactility and drop in to a mobile game.

We similar to that it's not just witless destruction; users are compulsory to regard and be challenged at the same time. The multiple of smooth-flowing considered processes related with typing and word games is reinforced with that gratifying feeling of outstanding stuff.

People have mentioned it's great highlight relief. But really the coolest part, for us, is the fact that you done it. It's still a bit surreal saying it sitting there on the app store.

Why did you confirm to use pots, instead of glass, plates, teddy bears or anything else?

There's something innately gratifying about outstanding pots in particular. Probably years of personification Zelda affected the decision.

If there were a fighting between mobile word games and shooter games, that side would you free-for-all on?

Shooting words.

Anything you'd do differently?

Of course, but the great thing about being agile is that you can do things otherwise when you want. We can inquire the audiences what they regard and let go an refurbish - building for mobile platforms is so singly adjustable and adaptive; it's great.

Do you see yourself as segment of a incomparable indie movement?

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