Oct 23 2009
Where is StoneLoops? Or how to get rid of your competition in the Apple AppStore?
I know that lately I haven’t been blogging a lot, but recently something very notable happened that I feel everybody should learn about. As you know our marble popping game StoneLoops! of Jurassica has been ported to the iPhone platform and proved to be a huge success. It stayed in the global US app top 10 for almost two months and never dropped out of top 100. Until now that is, because today StoneLoops! has been removed from the App Store by Apple on the request of… MumboJumbo.
If you don’t know Mumbo Jumbo, this is the company that creates Luxor marble popping games. In fact Luxor is one of the biggest marble popper franchises in the entire casual games market. When StoneLoops! was released on the PC and MAC it was over 3 years after the first Luxor game and the marble popping genre was almost dead. In result StoneLoops! never reached any serious top-tens and has stayed in the shadow of the giants - Luxor and Zuma. But on the iPhone it was the other way round.
Together with an external company Playcreek we managed to prepare a very solid port of StoneLoops! to the iPhone platform. It was a great success for us that we managed to launch the game sooner than MumboJumbo managed to complete their iPhone port of Luxor. In result the roles for StoneLoops! and Luxor have reversed in the AppStore. Due to an excellent port and good timing our game became the genre leader receiving hundreds of positive user reviews. In the meanwhile Luxor for the iPhone received very little attention and quickly dropped out of the various top100’s. I can imagine that MumboJumbo wasn’t entirely satisfied with this result, but hey – what can you do about it? It seems you can do quite a lot…
Continue reading “Where is StoneLoops? Or how to get rid of your competition in the Apple AppStore?”

I recently answered a question on a polish gamedev message board about how game sales vary by Country and I thought that it would be a good idea to post it here as well. As far as I know this kind of stats are very difficult to find.
If you haven’t been watching the downloadable casual game market lately you will be surprised to learn that 19.95 is no longer a standard price. For some time the market has seen loyalty programs (such as giving discounts to customers who sign up to buy more than one game) but now it seems that the 19.95 USD price point for casually buying a single game is going away.
As you might know we are already working on a new, unannounced game. Everything is going all right so far, but the progress seems slow as we have just begun and we are still in early preproduction. During the last couple of weeks we’ve been defining the minimal feature set for the game, designing prototypes and experimenting with various ideas trying to see what elements will make it to the final game. We also had an interesting discussion about whether we should hype the new game or keep a low profile during the development.
Localizing games – or basically translating them into different languages, if you’re not familiar with the term – is now a common thing on the task list of a game developer, and casual games are no exception. Unfortunately the more complex a game is, the more difficult and costly it is to make localized versions of it. What’s more, if you don’t plan ahead for future localization right from the start it is possible then later localizing a poorly coded game will not be plausible at all! I know something about it as our first casual game
Don’t worry, this won’t be another rant about Big Fish games. Rather than that I would like to tell you about a some nice match-3 games that should be very interesting for both players and developers.
Saqqarah
I hope that you don’t mind that recently every blog post on Casual Games Harmony is about
Yes, it’s true – 