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Showing posts with label Mika Mobile. Show all posts
Showing posts with label Mika Mobile. Show all posts

Latest news from Mika Mobile

Sunday, November 10, 2013


Since its been an astounding while, I figured I'd invest a little time discussing how things are going and what we've been dependent upon with Battleheart's pseudo-spin-off.

When all is said in done, Mika Mobile is finishing great.  We migrated our home and business as of late, which was a pretty huge diversion, yet we're getting go into our solace zone once more.  We as of late discharged iphone 5 determination upgrades for our two most mainstream amusements (Zv2 and Battleheart) and Apple gave both diversions some delightful emphasizing back in October therefore, which is dependably welcome and aides fortify downloads.  It astonishes us how individuals are even now discovering/downloading our diversions, frequently years after their introductory discharge, and it unmistakably helps keep our spirits up between discharges.  indeed, as of this posting Zv2 is back in the top 100 applications again in the Us, which is just insane.

Battleheart "2" is our most aggressive extend by a long shot, so its advancement has regularly been taking more drawn out than any of our past recreations.  We've been on it near a year now pretty much, and its clearly beginning to feel like eternity since we discharged something!  Much like Battleheart before it, this is a huge venture, so we knew there might be a pretty extensive hole between discharges this time - some of you may review that Omg Pirates! also Battleheart were differentiated by more than a year as well.  There's still bounty left to do, yet I'm exceptionally certain about where its going.

Because of the way that our diversions are regular focuses of cloning, I'm still not ready to give a ton of fine insight about the configuration, and how it varies from the first ever Battleheart, yet I can impart a few things.  As I specified in a former web journal, we're attempting to center increasingly on investigation, as opposed to the diversion basically being an arrangement of static enclosures.  Towards this end, we chose at an opportune time to assemble the amusement in 3d, with a greater amount of an isometric Polaroid viewpoint (Think Diablo, any Rts, or old Zelda amusements), and make this our first diversion which utilizes 3d polygonal art/animation with the intention that we can have incredible mixed bag in characters/animation without needing to make a trillion sprites.  This doesn't mean our specialty style has been deserted - indeed, we've repeated the sum of the baddies from Battleheart in sublime 3d and their enchanting outlines made the move fantastically.  The tasteful is doubtlessly distinctive, however I suppose its still very engaging.

Something else we're really stoked about is the new class framework.  I suppose one of the things that gave Battleheart a great deal of replayability was the possibility to attempt distinctive classes, see what their spells/abilities were like and play with diverse party mixtures.  This time around, we needed to permit more customization past basically picking between two totally unrelated aptitudes all over there.  The present plan (dependably subject to change, however its working in this way) is to permit you to kinda make your own particular classes by drawing from a pool of dynamic and aloof abilities that are intended to supplement one another.  There will be a few requirements/restrictions for either, yet there's a great deal of potential for blending and matching, guaranteeing that very nearly no two players will construct their unit precisely the same (surely).  Hypothetically, you could have a wizard who swings a claymore, or a maverick who can whip out a bow to do some went strike when enemies are out of blade extent.

Surely we'll have the ability to impart increasingly to you folks soon.  In the interim, revel in the occasions!

Two person development team made six figures in their first six months on android

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Pretty amazing right? I haven't even let you know the astounding part yet, they are halting improvement for Android.

You may have found out about this story somewhere else with a fate and melancholy turn about how it is difficult to ever profit on Android and that designers might as well escape from the sinking ship sooner instead of later. You'll be amazed to uncover that even the engineer that composed the blog entry that made this whirlwind of outrageous scope doesn't feel that is correct. I contacted them in the wake of perusing dreadfully numerous posts from individuals that appeared to have skipped what was really said energetic about the story that they felt like composing.

The designer being referred to is Mika Mobile, a two individual improvement group that used something like two and half years making recreations on ios before porting a few their titles to Android.

They started their first diversion, Zombieville Usa, on ios in February of 2009. This was in the ballpark of 6 months after the launch of the App Store and around then there were give or take 20,000 applications accessible for the then current iphone 3g. The amusement was cleaned and offered adapted visuals that surpassed a great deal of what was out there around then and thus was noticeably emphasized in the App Store. In the second month it was accessible in the App Store they saw 150,000 downloads of the free and $2 adaptation. While I couldn't get an accurate part they did demonstrate that the greater part were paid so ballpark gauge they made more or less $140,000 from it that month.

Quick advance to today and they have what added up to four paid applications in the App Store and benefits are essentially consistent at a comparative level to what they were seeing two and half years prior, yet from four applications as opposed to only one. So yes provided that you are doing the math at home that implies that this two individual advancement group is taking in over $1.5 million a year from the App Store. Provided that you are under the feeling that is a typical little designer experience in the App Store, then I have some flawless sea front property in Arizona to offer you.

This huge and not liable to be duplicated triumph in the App Store is the true excuse for why they are leaving Android advancement and it has nothing to do with challenges in producing for Android. To deduce overall is overlooking everything that Mika Mobile needed to say in their online journal incorporating the way that they invested just 20% of their opportunity on the Android side of things but were processing what most individuals might think about a solid living from it.

In the 9 months since they initially started their two Android diversions, Zombieville Usa and Battleheart are both in the 50,000-100,000 downloads range keeping in mind again I couldn't get a precise figure from them that places their income from the Play Store at least $140,000 and conceivably a considerable amount higher. This was without any major advertising endeavors that I could find depending essentially on expressions of mouth, in spite of the fact that Battleheart did show up as an emphasized tablet application in the Market in mid-June. It's likely that with a purposeful advertising exertion they might have improved even, yet again they are a two individual group with a limited measure of time.

Returning quickly to what consumed the greater part of that 20% of their opportunity committed to Android advancement, it was not identified with discontinuity as some have affirmed. The two exercises that needed the most time were the introductory porting process (not stunning) and straightforward client administration (download and installment issues). The last appeared to be a specific persistent issue for them and obviously is made all the additionally angering by the way that those are actually territories in Google's control and not so much something an engineer ought to be managing whatsoever. It's scarcely the first occasion when I've heard that dissention from a designer and it is a subject deserving of exchange on its own sometime or another.

Were it not for the sheer volume of erroneous scope this story got I might have allowed it to sit unbothered as I might trust that most individuals would sensibly presume that attempting to make wide generalizations with respect to the Play Store, or the App Store so far as that is concerned, in light of the encounters of one engineer isn't useful.

The true takeaways from this story is that assuming that you are a two individual group making around 2 million a year on ios then by all means run ahead and remain faithful to ios and more power to you. Provided that then again you are another designer or you have the assets to produce for various stages then by all means examine Android as there's more than enough cash to be made.

Mika mobile Reveal 'BattleHeart' Sequel,'BattleHeart Legacy"


The definitive Battleheart [$2.99] is a diversion that since its discharge in 2011 has been frequently imitated yet never doubled. As we detail in our survey, its tap and drag interface permits you to handle some pretty complex fights, finish with various party parts, all without feeling bulky. It's an extraordinary amusement that you may as well truly look at, yet it generally accompanied the proviso of, "I wish this diversion was just somewhat more fleshed out." Well, that is the place the spin-off comes in. It's called Battleheart Legacy and its in 3d this time around, as well as appears to be an essentially more characteristic complete RPG.

Battleheart Legacy has been in the works for two years now, keeping in mind Mika Mobile isn't primed to get that particular on discharge dates, it resembles they're taking a gander at promptly one year from now.

The intersection of accessibility and fun


As we approach the last extend on the handling of Battleheart Legacy, we're getting into tuning all the numbers - harm and health, how rapidly you pick up levels and cash, and so forth  We're additionally investing a great deal of time rubbing the beginning couple of minutes of the amusement to guarantee that the controls and components of the Ui are effectively comprehended.  It's all about verifying the diversion is promptly receptive to somebody who has never seen it previously, which might be a test when you've been taking a gander at the amusement and testing it for just about 2 years. 

That said, there's doubtlessly such an incredible concept as being Too approachable.  There's a pattern in amusement improvement towards center bunching the poop out of your item until you're certain you're not distancing anybody.  This can lead a diversion in the future of great hand-holding all around the whole experience.  In numerous up to date diversions, disappointment is extraordinary or nonexistent since numerous players rapidly get exhausted or baffled provided that they aren't always compensated for their movements (and accomplishments have further strengthened that desire). 

I suppose this is the reason Dark Souls got such a warm gathering from a ton of the gaming press, and numerous deep rooted gamers like myself.  It's unapologetically accurate to its tone - one of peril and questionable matter.  It helped numerous to remember us of a period when recreations didn't generally instruct you past "this bind makes you hop", and you needed to study the rest through experience.  And yes, experience methods coming up short.  A ton.  But there's enjoyable to be had in falling flat and acclimating your technique, which directly I favor over being given fake triumphs without any exertion. 

So in short, I suppose there's more than enough stuff on the application store that engages those searching for 30 seconds of fun all over there, Zombieville being around the parcel.  But I suppose there's a ravenousness for something with a little more profundity, intricacy, and yes, the potential for disappointment.  So we're approaching Battleheart Legacy with the surmise that our demographic has played an amusement or two, and doesn't essentially require every last thing spelled out.  We'll demonstrate to you how the controls function, yet past that we'll stay out of your way.  We're not set to prevent you from assaulting town protects and getting yourself butchered.  We're not set to prevent you from building your character in a truly irregular manner.  I don't propose the diversion to be forcefully troublesome, however for the sum of the 150-ish aptitudes you can figure out how to actuallymatter, the planet you're set detached in will set up a battle. 

Development News


It's been a while since we posted anything, so I figured we should give you guys a brief update so you know we're still alive.

I appreciate the patience of anyone who's been watching and waiting for details regarding out next game since we first started talking about it - this has been a pretty slow and excruciating development cycle for various reasons, but chief among them is that the project is just really ambitious and huge.

That said, we've made some really great strides lately.  Our overworld map is now operational, and functions a lot like the map screen in the old 2D fallout games as far as how you navigate the world and find new places.  Where Battleheart was basically a linear string of arenas, it's successor is intended to be very non-linear, allowing you to explore a big map and discover villages, quests, merchants, dungeons and so on.  There will be various independent storylines to unearth, factions to align yourself with, and hazardous places to delve into - the hope is that most people who play it forge their own unique path, and that you can play it from the beginning many times and find new things, or make different choices.  We're in the process of populating that map with lots of stuff for you to find!

We've also been busily creating tons of unique art for armor and weapons, as your equipment is now visually represented on your character.  This has proven to be a pretty huge time sink, but we're already pretty invested in the idea, so there's no turning back now.

One other thing which has recently hit the 100% mark is our skills/equipment menu system.  Players of Battleheart will be happy to know that we've streamlined the process of equipping items and skills on a character over the somewhat clumsy, segmented system of Battleheart.  Instead of separating items and abilities across an "armory" and "academy" page, everything has been brought under one neatly designed roof, so customizing a character is much quicker and involves far less tapping and fishing through sub-menus.  Further, this character sheet includes an insane amount of data that used to be under the hood.  We frequently got e-mails before asking us if the effects of similar trinkets stacked in Battleheart (fyi, they do) since none of that was really visible in the UI.  Now, things like critical hit chance, movement speed modifiers, cooldown reduction and other mechanics are all exposed to the player, so they aren't left guessing whether their build does what they think it does.

One last thing that's been wrapping up is our music.  Once again, our composer who did some awesome stuff for Battleheart is returning with a new original score, the last of which is expected to be wrapped up in the next couple weeks.  It's always inspiring to get some of the finished music in our hands, and it's great to be able to check one more thing off the endless to-do list!

Lessons from Diablo 3


I've played an entire bundle of Diablo 3 since its discharge, which I in part legitimize as "examination".  There's a decent lot of gameplay cover between what they're doing with Diablo, and what I'm planning to force off with Battleheart 2.

As the first ever Battleheart, our next amusement is set to include selecting from a pool of accessible powers to help you supervise the front line.  We're at present meaning to have almost 100 distinctive dynamic capabilities in Battleheart 2 (up from Battleheart's 50), a large portion of which are impending over from the first diversion, with an entire slew of new ones as well.  These all give diverse profits like mending, single target harm, sprinkle harm, safeguard, versatility, control, and so forth  Choosing your tool stash, and utilizing that unit to stay full of vibrancy is the heart of what makes Battleheart fun, and its about the same notion controlling Diablo 3 too.  Across Diablo's five player classes exist a crazy mixed bag of forces and "runes" which change those forces, frequently into wholly diverse capacities.  As you level up, you pick up access to a broader and broader toolbox, and its pretty enjoyable to try different things with distinctive syntheses of hostile and protective forces.

Where I suppose Diablo misses the point is in its trouble bend, and the way it constrains the player to utilize certain capabilities and rigging as a part of a particular way.  Around level 30 is the diversion's sweet spot - you have the vast majority of your tool compartment accessible to you by then, and you can openly utilize the vast majority of it without feeling committed to play in any particular way.  But subsequently, it consistently comes to be more disciplining as you approach its hardest challenge setting, "inferno" mode.  Combat comes to be so quick paced and fierce that you are compelled to utilize numerous of your restricted ability choices on protective catches and detached buffs.  As a savage, for instance, you essentially have no trust of survival without depending on particular plans - you Must utilize a shield, you Must utilize an opposing fight yell to raise your details, and you Must provide to the extent that and guard raising supplies as you can find, any other way you'll be splattered as a fly on a windshield when you run over your first adversary.

To me, this completely pisses on what the entire diversion was building towards.  I have a feeling that I have almost no opportunity by they way I fabricate my character, in light of the fact that the foes basically hit too hard and move excessively quick for whatever viable strategic alternatives to be accessible.  It's truly pitiful too, on the grounds that prior in the amusement the entire framework is in full sprout, and you could openly explore different avenues regarding diverse capabilities and feel like you were refining your own particular remarkable playstyle.  It works incredible, and afterward gets softened up a completely avoidable way.

These perceptions haven't generally changed how I'm approaching Battleheart 2, recently reaffirmed what I've as of recently been doing.  Our battle is much slower than Diablo's, and you're never battling immense cumbersome assemblies of 20+.  This gives the player the opportunity to parse what's really incident and settle on choices, as opposed to each engagement being over in barely a second.  We additionally don't have a silly detail bend  in Diablo 3, you may begin the diversion striking foes for 10 harm, and be hitting for 100,000 harm by the finish.  A bend that steep will inescapably prompt harsh patches where a little awful fortunes with plunder drops will put you pitiably far behind, or on the other hand, a tad bit of good fortunes will trivialize hours of diversion play since you're doing double the harm should.

By and large, Diablo 3 has gleams of enormity, where your rigging level and the beasts trouble meet at a perfect level, and your strategic alternatives are at their top, permitting you to feel capable, tested, and somewhat clever/creative with your character's assemble.  I trust my next amusement catches some of that as well.  It only appears to me that Diablo is covered by a couple of bizarre choices, and held back a spot from its potential accordingly.

Battleheart Legacy




Assuming that you've heard me discuss Battleheart "2" whatsoever, you've seen that I'm hesitant to really stick a "2" on it.  The excuse for why being, its truly diverse in a mess of courses, since we're never truly substance to simply make the same amusement over again.  It conveys Battleheart's Dna, yet it isn't simply Battleheart revived with several tweaks and some new illustrations.  It's another amusement with new outline objectives.  With Battleheart, the objective was to refine gathering based battle advanced by Mmo's (specifically Warcraft) down to its substance.  With our next amusement, I needed to make my own interpretation of the unfathomable, non-straight Rpg's that have given me the fondest remembrances and most stupendous impulses as a gamer.  In arrangement's, for example Fallout or The Elder Scrolls, you are investigating a planet and composing your own story through the spots you visit and decisions you make.  This is center of what we're attempting to do with what we're titling Battleheart Legacy. 

When we began advancement in promptly 2012, the amusement wasn't planned to be a Battleheart spin-off.  The diversion was really concieved as a sci-fi endeavor at the outset, however we rapidly changed riggings when we acknowledged what amount of the gameplay covered with Battleheart.  And as we finalized it further, it came to be clear that it was basically the posterity of Battleheart and our top choice western Rpg's all around the last few decades. 

As I've said some time recently, there are some huge flights in Legacy.  The amusement is 3d (however still in our enthusiastic style), and is a non-straight experience, more concentrated on investigation and narrating than basically leveling up for the sole purpose of leveling up.  The controls have been upgraded, from line attracting to straightforward taps which are substantially more exact and simple to use in the hotness existing apart from everything else, particularly recognizing that the levels are presently expansive, scrolling 3d front lines as opposed to basic, static stadiums saw from the side.  It's sort of a cross between Diablo/torchlight, and Rts or "moba" diversions like League of Legends.  Basic strike are still performed immediately in the wake of "bolting on" to a target, while influential capabilities with cooldowns are initiated by means of on-screen catches. 

Where Battleheart's Dna sparkles through is in the battle - like its ancestor, its a round of evaluating dangers and using the right ability at the right minute.  Enemy healer sitting in the again of the room?  Blow him up with a meteor, or put him to rest while you butcher his partners.  An influential cyclops surrounding you?  Raise your shield to redirect his ambush, or unleash an epic scuffle strike to thump him down.  This carries me to a takeoff from the definitive amusement which may astound you - its no more extended about micro-supervising a whole party.  Instead, for example its essential motivations (aftermath, senior scrolls, and so on.) the diversion keeps tabs on a solitary fundamental character, however they will develop to order to the extent that and adaptability as your entire party did in Battleheart.  When you start, you'll pick a sex and essential presence, and afterward be set detached into the planet to develop your character as you wish.  You might experience Npc partners on the way, or summon pets or flunkies, yet the amusement is basically about regulating a solitary champion who can ace any of the diversion's 12 classes, or blend and match capabilities around them.  Like Battleheart, striking an offset of opposing capabilities, swarm control and unadulterated harm may as well give bunches of chance to investigation and characterize your particular battle style. 

We can hardly wait to demonstrate to you the amusement in movement, and would like to at long last have the ability to uncover first media of Battleheart Legacy this fall!  We are as of now focusing on an occasion discharge, however as dependably its carried out when its carried out. 

Latest news from Mika Mobile


Since its been an astounding while, I figured I'd invest a little time discussing how things are going and what we've been dependent upon with Battleheart's pseudo-spin-off.

When all is said in done, Mika Mobile is finishing great.  We migrated our home and business as of late, which was a pretty huge diversion, yet we're getting go into our solace zone once more.  We as of late discharged iphone 5 determination upgrades for our two most mainstream amusements (Zv2 and Battleheart) and Apple gave both diversions some delightful emphasizing back in October therefore, which is dependably welcome and aides fortify downloads.  It astonishes us how individuals are even now discovering/downloading our diversions, frequently years after their introductory discharge, and it unmistakably helps keep our spirits up between discharges.  indeed, as of this posting Zv2 is back in the top 100 applications again in the Us, which is just insane.

Battleheart "2" is our most aggressive extend by a long shot, so its advancement has regularly been taking more drawn out than any of our past recreations.  We've been on it near a year now pretty much, and its clearly beginning to feel like eternity since we discharged something!  Much like Battleheart before it, this is a huge venture, so we knew there might be a pretty extensive hole between discharges this time - some of you may review that Omg Pirates! also Battleheart were differentiated by more than a year as well.  There's still bounty left to do, yet I'm exceptionally certain about where its going.

Because of the way that our diversions are regular focuses of cloning, I'm still not ready to give a ton of fine insight about the configuration, and how it varies from the first ever Battleheart, yet I can impart a few things.  As I specified in a former web journal, we're attempting to center increasingly on investigation, as opposed to the diversion basically being an arrangement of static enclosures.  Towards this end, we chose at an opportune time to assemble the amusement in 3d, with a greater amount of an isometric Polaroid viewpoint (Think Diablo, any Rts, or old Zelda amusements), and make this our first diversion which utilizes 3d polygonal art/animation with the intention that we can have incredible mixed bag in characters/animation without needing to make a trillion sprites.  This doesn't mean our specialty style has been deserted - indeed, we've repeated the sum of the baddies from Battleheart in sublime 3d and their enchanting outlines made the move fantastically.  The tasteful is doubtlessly distinctive, however I suppose its still very engaging.

Something else we're really stoked about is the new class framework.  I suppose one of the things that gave Battleheart a great deal of replayability was the possibility to attempt distinctive classes, see what their spells/abilities were like and play with diverse party mixtures.  This time around, we needed to permit more customization past basically picking between two totally unrelated aptitudes all over there.  The present plan (dependably subject to change, however its working in this way) is to permit you to kinda make your own particular classes by drawing from a pool of dynamic and aloof abilities that are intended to supplement one another.  There will be a few requirements/restrictions for either, yet there's a great deal of potential for blending and matching, guaranteeing that very nearly no two players will construct their unit precisely the same (surely).  Hypothetically, you could have a wizard who swings a claymore, or a maverick who can whip out a bow to do some went strike when enemies are out of blade extent.

Surely we'll have the ability to impart increasingly to you folks soon.  In the interim, revel in the occasions!

 

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