Urbain Bruno's Blog
CEO of Fishing Cactus (http://www.fishingcactus.com). I'll update this blog with recent news and thoughts about game design, game programming, management(SCRUM) inside Fishing Cactus but also with other game related news.
In January we launched Algo-Bot on Kickstarter. It was our first experience on the platform and we were pretty confident about it. Why wouldn’t it be a success? Everyone who played it liked it. Although we failed and here are some reasons why!
These days it’s a common thing to read quotes like “the game is overpriced for what it offers”, “the game should have a campaign, without it, I’m not buying it”, “really, only 50 levels?”.
As designers we are always looking for the best tool to communicate our ideas. At Fishing Cactus we always try to come up with collaborative solutions and we try to keep the following motto: "not make a 100 pages design document".
Equilibrio iPhone is out for 12 weeks now and despite good reviews (from both press and users), highlights from Apple and quite high production values for an iPhone game, our title only sold only a few thousands units. Let's try to analyze this!
After reading Damion Schubert’s excellent article on pooling ideas in May 2008's Game Developer magazine, something came immediately on our mind: the problem, with designers, is not exactly the will to get ideas from everyone but how they gather it.
Urbain Bruno's Comments
[Blog - 07/07/2014 - 12:30]
[Blog - 03/14/2014 - 10:30]
[Blog - 09/05/2013 - 11:34]
http://boardgamegeek.com/boardgame/18/roborally r n r nRoboRally ...
http://boardgamegeek.com/boardgame/18/roborally r n r nRoboRally is definitely more mature and intended as a board game rather than an educational game about programming. But with Robot Turtles I guess Dan touches a sweet spot targeting kids and he removed the complexity of RoboRally in a very clever way .
[News - 08/29/2013 - 11:30]
Fishing Cactus has been an ...
Fishing Cactus has been an early adopter of GL. We have one game that is still running inside the system but very far away from the top 100 45 far away to be precise . When I take a look at the concept pages or the games that have been ...
[News - 08/29/2011 - 01:33]
[Blog - 02/24/2011 - 04:46]
I agree with a lot ...
I agree with a lot of comments made here. However when a platform cannot guarantee volumes, it makes it very hard for a developer to go there at a very low price. This automatically makes me think that platforms which don't make huge volume will just disappear from the market ...