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	<title>MochiLand &#187; Game Showcase</title>
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		<title>Flash Game Friday Winner: Catnarok 2: Longcat Rampage</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-catnarok-2-longcat-rampage</link>
		<comments>http://mochiland.com/articles/flash-game-friday-winner-catnarok-2-longcat-rampage#comments</comments>
		<pubDate>Sat, 04 Feb 2012 01:30:24 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
				<category><![CDATA[Developer Feed]]></category>
		<category><![CDATA[Developer Spotlight]]></category>
		<category><![CDATA[Flash Game Friday]]></category>
		<category><![CDATA[Game Showcase]]></category>
		<category><![CDATA[MochiLand Topics]]></category>
		<category><![CDATA[Publisher Feed]]></category>
		<category><![CDATA[Antoine Litzler]]></category>
		<category><![CDATA[Catnarok 2: Longcat Rampage]]></category>
		<category><![CDATA[developer]]></category>
		<category><![CDATA[winner]]></category>

		<guid isPermaLink="false">http://mochiland.com/?p=6174</guid>
		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Catnarok 2: Longcat Rampage by Antoine Litzler! If you are an internet geek, you&#8217;ll love this game. Memes and parody abound as Antoine manages to pull in countless familiar characters into one hilarious game! You are the longcat, and you are definitely on a rampage. You [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is <a href="http://www.mochimedia.com/games/play/catnarok-2-longcat-rampage">Catnarok 2: Longcat Rampage</a> by <a href="https://www.mochimedia.com/community/profile/Hyakkidouran">Antoine Litzler</a>!</p>
<p><a href="http://www.mochimedia.com/games/play/catnarok-2-longcat-rampage"><img class="alignleft size-full wp-image-6185" style="border: 0px;" title="Catnarok 2" src="http://mochiland.com/wp-content/uploads/2012/01/Catnarok-2.jpg" alt="" width="560" height="280" /></a><br />
If you are an internet geek, you&#8217;ll love this game. Memes and parody abound as Antoine manages to pull in countless familiar characters into one hilarious game!</p>
<p>You are the longcat, and you are definitely on a rampage. You shoot fire and even lasers from your eyes at incoming enemies. As you progress, more and more familiar memes are revealed. Antoine added a directory of the characters he used in his games, and their origins (giving proper credit).</p>
<p>Catnarok 2: Longcat Rampage, in movie terms, would be referred to as &#8220;An irreverent good time&#8221;- congratulations on winning Flash Game Friday, Antoine!</p>
<h2>Get to Know Antoine Litzler</h2>
<h4>Tell me about yourself- how many people are on your team? Where are you based?</h4>
<p>My name is Antoine Litzler, but you might know me as my fancy online name &#8220;Hyakkidouran&#8221;, which is probably the only thing close to cool I will ever get. I am a froggie and am based in Frogland (some call it France).</p>
<p>This might be dissapointing to some people, but I am not much more than a bedroom programmer working alone. I wish I could say I have a dynamic and great team I am working with, but life has not put other crazies like me on my way yet (or a pile of gold to hire crazies), so I have to make do with my own hands.</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>I think I started about 5 years ago with (what else?) a dress up game. But, even though my games got more complex, this always has been amateur or semi-pro (if that word even has a meaning) work, as I could not make enough money to consider quitting a regular job. Even today, I still have my day job as a computer developer/administrator for a huge cultural association.</p>
<p>I am probably not being original by saying that being able to live from making what I do on my own would be awesome. But I still have to thank my day job for providing me with food and licenses for Photoshop and Flash CS until now. Without this food and software, I would not be making games..</p>
<h4>What was your inspiration for &#8220;Catnarok 2: Longcat Rampage&#8221;?</h4>
<p>Wasn&#8217;t it obvious? Memes.</p>
<p>Internet memes are very diverse and range from being really funny to being pure crap. I really like the older memes in particular, like &#8220;Longcat&#8221; or &#8220;All your base are belong to us&#8221;, which spawned pretty funny and interesting content.</p>
<p>But now it seems that young teenagers attempt to artificially create memes for the sake of &#8220;internet fame&#8221;, which usually results in crap. The good memes were usually born from a natural selection process of something that is actually funny, and that was how it worked in the early 2000&#8242;s.</p>
<p>The idea of the game was to adapt the &#8220;internet legend&#8221; of Longcat, while giving the opportunity to kill some bad memes.</p>
<p>The first Catnarok was kind of a prototype for that idea. When I saw that the prototype did fairly well despite its simplicity, I decided it was worth it to invest the time to get closer to my original vision.</p>
<h4>Any major challenges or hurdles during development?</h4>
<p>&#8230;Everything?</p>
<p>Joke aside, I think the hardest was that I had to stop the project for extended periods of time as my job or other IRL things pulled my leg. Coming back to the code after 1 month of not writing anything was a nightmare.</p>
<p>I also was pretty scared of the potential copyright issues.</p>
<p>Since there are sites out there which make money from referencing memes, I figured that, if I traced/redrew over the meme pictures, I would probably be fine (and I probably am since mochi approved the game), but I admit this worried me through all the development. I was scared that all that work would go for naught if some guy came and said &#8220;sorry, this parody, that is like the over 9000 there already are, is copyright infringement because it is more visible than the others&#8221;. ?_-</p>
<p>I also can&#8217;t do music, meaning I have to rely on the generosity of people online for it (usually throught people on Newgrounds audio portal or classic public domain music). All this creates kind of a legal mess that I am pretty scared of and it might be the greatest obstacle there is to moving to actual commercial game development.</p>
<p>Fair use is a blurry line, and it seems I did not cross it on that particular project, at least to the eyes of the users&#8230;this is quite a relief.</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>Being a bedroom programmer, I have to create games I can grasp entirely on my own.</p>
<p>This is why I create usually shoot-them-ups or puzzle games. Those are simple enough for my monkey brain.</p>
<p>I have little interest in studying 3D because I think it is out of my reach (for now?), plus I am actually quite the japanese anime fan, and I really love the way 2D looks and feels.</p>
<p>Considering this, you will not be surprised to hear that I am a great fan of Japanese 2D fighters like Guilty Gear, Blazblue or Arcana Heart. In general, I can enjoy anything with good 2D graphics, unless the gameplay really sucks.</p>
<p>I am also quite the fan of Starcraft and Deus Ex. And I also have some very obscure games that I have been loving since 20 years and still play sometimes, like &#8220;Ristar&#8221; or &#8220;Zoom!&#8221; .</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>I am that kind of person who usually has 20 funny and unrealistic ideas per minute, so the main part of the process is to filter those ideas by wondering &#8220;what can I, with my skill and time currently at hand, actually do?&#8221;. Once I can envision an idea that is simple enough to code, but still feels like it will be fun despite my limited ressources, I start working on it.</p>
<p>After that, it usually becomes pretty chaotic, since I am forced to code and draw when I can, with sometimes huge periods during which I can&#8217;t do anything on the game. Talking about a &#8220;process&#8221; would be complimenting this mess really.</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>Daisuke Ishiwatari, who is litterally a developer AND a rock star.</p>
<p>I am also quite a fan of the early work of Peter Molyneux on the PC, before he started doing this Fable-RPG thing. Even though I don&#8217;t play his games as regularily as the ones I quoted earlier, all of them are really good, intriguing games that qualify as &#8220;unique experiences&#8221;.</p>
<p>I also admire all indie developers. Period. I realized how much it takes balls to do games, and everyone taking this risk without stable financing deserves respect.</p>
<h4>What is it about making a new game that you enjoy most?</h4>
<p>Hard to tell. What is certain is that the moment your prototype runs well enough, allowing you to play the game from start to finish, do feel really special. The polishing and balancing that comes after that is actually way more tedious (but unfortunately necessary).</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>Do I! I virtually have a pile of projects waiting that I can&#8217;t wait to recede.</p>
<p>I think that the hottest news is that I have been working on creating a completely original license, based on my love for anime. I took a few clues from Mochi&#8217;s very own Mr. Shen, and thought it would be a great idea to have a cross-media character that I could use for games, comics, or virtually anything I want.</p>
<p>This character is &#8220;Serina, the star guardian&#8221;, a character heavily influenced by the magical girl genre, but with a bunch of personnal twists that hopefully will make her unique. Besides expressing my anime love, I am also creating this character for the sake of all the kids in my family, which makes this project even more stimulating and interesting.</p>
<p>Overall, I have great hopes for the future, and maybe this feature of Catnarok 2 will contribute to that extra boost I need to start my own thing into full steam. And if it&#8217;s not&#8230; well, I am ready to keep doing my dirty things in my bedroom at night. :)</p>
<p>&nbsp;</p>
<p><em><strong>Thanks Antoine, and congratulations again on winning Flash Game Friday!</strong></em></p>
 <div class='series_toc'></div>	<p></p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2012. |
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		<title>Flash Game Friday Winner: Greens Survive Only When Reds Die</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-greens-survive-only-when-reds-die</link>
		<comments>http://mochiland.com/articles/flash-game-friday-winner-greens-survive-only-when-reds-die#comments</comments>
		<pubDate>Sat, 28 Jan 2012 00:24:08 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
				<category><![CDATA[Developer Feed]]></category>
		<category><![CDATA[Developer Spotlight]]></category>
		<category><![CDATA[Flash Game Friday]]></category>
		<category><![CDATA[Game Showcase]]></category>
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		<category><![CDATA[Greens Survive Only When Reds Die]]></category>
		<category><![CDATA[Mochi Media]]></category>
		<category><![CDATA[Oleksii Zagorodnii]]></category>
		<category><![CDATA[winner]]></category>

		<guid isPermaLink="false">http://mochiland.com/?p=6176</guid>
		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Greens Survive Only When Reds Die by Oleksii Zagorodnii! You have to love a game with instructions in the title, and this title pretty much says it all- Greens Survive Only When Reds Die! The object is to get the green guy through the door. Problem [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is <a href="http://www.mochimedia.com/games/play/greens-survive-only-when-reds-die">Greens Survive Only When Reds Die</a> by <a href="http://www.friedpixel.com/">Oleksii Zagorodnii</a>!<br />
<a href="http://www.mochimedia.com/games/play/greens-survive-only-when-reds-die"><img class="alignleft size-full wp-image-6178" style="border: 0px;" title="Greens Survive Only When Reds Die" src="http://mochiland.com/wp-content/uploads/2012/01/Greens-Survive-Only-When-Reds-Die.png" alt="" width="560" height="280" /></a><br />
You have to love a game with instructions in the title, and this title pretty much says it all- Greens Survive Only When Reds Die!</p>
<p>The object is to get the green guy through the door. Problem is, you have to make sure to kill the red guys in order to get the door open&#8230;without killing the green guy, of course!</p>
<p>Greens Survive Only When Reds Die is a great platformer witha unique gameplay twist- congratulations Oleksii!</p>
<h2>Get To Know Oleksii Zagorodnii</h2>
<h4>Tell me about yourself- how many people are on your team? Where are you based?</h4>
<p>There is one person in my team, this is me :). I live in Kyiv, Ukraine. I do programming and art by myself, but I know nothing about writing music, so the music for most of my games is created by Alexander Ahura. He is a really great composer and I&#8217;m happy to work with him.</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>I&#8217;ve been making (actually, trying to make) games since I was in school. Back in those days I used Game Maker and then BlitzMax, but never actually finishing anything. I completed my first Flash game in the summer of 2010, and since then I have created six more games, all of which can be found at my site: <a href="http://www.friedpixel.com/">friedpixel.com</a>.</p>
<h4>What was your inspiration for &#8220;Greens Survive Only When Reds Die&#8221;?</h4>
<p>I really love platform games and wanted to create something original and fun in this genre. The idea of playing with lots of characters at the same time looked promising. However, I saw a few released games where players controlled several characters simultaneously, so I decided to add a twist, and make some of these controlled characters &#8216;bad&#8217;, setting a task for players to kill them.</p>
<h4>Any major challenges or hurdles during development?</h4>
<p>The main challenge for me is my laziness. I&#8217;m not a full-time game developer. I have a dayjob and sometimes it&#8217;s very difficult to start working on a game, especially when the prototype and all of the experiments are done and there are lots of things and polishing to be done to complete the final version.</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>I love to create different arcade and platform games. I also enjoy playing platform games in Flash and on mobile devices the most. Sometimes I also play some big AAA games on XBox, the last were Gears of War and Skyrim.</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>Usually it takes 2-3 months to finish a game. There is not so much work in the type of games I create, but I can&#8217;t spend a lot of time on them. There is no particular process; I just do the things that need to be done to create the game.</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>I really admire indie developers who create original and fun games, especially those who share their experience and help less experienced game creators. I would name Adam Atomic (Canabalt and Flixel, my favorite Flash engine) and Johnny-K (Cover Orange, Ragdoll Cannon).</p>
<h4>What is it about making a new game that you enjoy most?</h4>
<p>At the first stages of development it&#8217;s really fun to try new things and see how game mechanic starts working. Later, when the game is released, I like to read reviews from players on different sites. It&#8217;s really great to know that some people from the different corners of the Earth like your creation.</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>Everyone is making mobile games now. I thought that I also may try to create something in this field and started new arcade shooter for iPhone with my friend. Unfortunately, we didn&#8217;t make it as quickly as we would have liked, and it&#8217;s still a little too early to draw any conclusions about the success of the game.</p>
<p>&nbsp;</p>
<p><em><strong>Thanks Oleksii, and congratulations again on winning Flash Game Friday!</strong></em></p>
 <div class='series_toc'></div>	<p></p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2012. |
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		<title>Flash Game Friday Winner: Orbits</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-orbits</link>
		<comments>http://mochiland.com/articles/flash-game-friday-winner-orbits#comments</comments>
		<pubDate>Mon, 23 Jan 2012 22:17:48 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
				<category><![CDATA[Developer Feed]]></category>
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		<category><![CDATA[Andy Brown]]></category>
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		<category><![CDATA[Orbits]]></category>
		<category><![CDATA[winner]]></category>

		<guid isPermaLink="false">http://mochiland.com/?p=6162</guid>
		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Orbits by Andy Brown! Orbits is a really well-made physics-based puzzler. You are a ship, and you have to propel yourself to the target on the planet. As you complete this task, you advance to the next level. You start in Autumn, and work your way [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is <a href="http://www.mochimedia.com/games/play/orbits_v858584">Orbits</a> by <a href="https://www.mochimedia.com/community/profile/AndyBrown">Andy Brown</a>!</p>
<p><a href="http://www.mochimedia.com/games/play/orbits_v858584"><img class="alignleft size-full wp-image-6164" style="border: 0px;" title="Orbits" src="http://mochiland.com/wp-content/uploads/2012/01/Orbits.png" alt="" width="560" height="280" /></a></p>
<p>Orbits is a really well-made physics-based puzzler. You are a ship, and you have to propel yourself to the target on the planet. As you complete this task, you advance to the next level. You start in Autumn, and work your way through Spring, Summer, and Winter, each with their own design and music.</p>
<p>So, just aim for the target right? Well, it isn&#8217;t <em>that</em> easy. There are a certain amount of moves it should take you to complete each level, and you gain points for coming in at or under &#8220;par&#8221;, so keep an eye on your click level. If you go over your click level it is very bad for your score!</p>
<p>Obstacles also get in your way, where you need to go around them just to get close to the target. Coins are available throughout the game, which you can collect. You can use these coins to upgrade your ship. There are also 20 different achievements waiting to be unlocked!</p>
<p>Orbits is a well-made game with great artwork and fun game mechanics. Congratulations Andy Brown!</p>
<h2>Get To Know Andy Brown</h2>
<h4>Tell me about yourself- how many people are on your team? Where are you based?</h4>
<p>We have three people on our team right now, Sam, Chris, and myself. Sam does artwork and design, Chris does the music, and I do the programming and whatever else is needed. I currently live in Northern Idaho, USA.</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>My first released Flash game was in 2006, but I started making games a few years before that, and designing them long before that just drawing out concepts on paper. I didn&#8217;t do anything before making games, I was making them while I was still in high school.</p>
<h4>What was your inspiration for &#8220;Orbits&#8221;?</h4>
<p>This was actually the first game that I&#8217;ve made where I did not come up with the original concept. I asked the designer / artist of the game and he said: &#8220;It just.. came to me *adjusts sunglasses*&#8221;.</p>
<h4>Any major challenges or hurdles during development?</h4>
<p>There were a few new concepts in this game for me that took me awhile to get working how I wanted. The gravity mechanics and the bouncing mechanics took me the longest to get right without over complicating the whole process.</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>This is a really hard question for me, as I like playing and making almost all genres of games. I think I have the most fun making games with randomly generated content, because then I get excited when seeing something new every time I playtest it. Lately I&#8217;ve been playing a lot of Skyrim, so I will just leave it at that for what I play the most.</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>My game creation cycles vary for every game, and gets shorter as I master more techniques. Orbits took us nearly six months to make and polish. My process usually consists of coming up with a game idea,  brainstorming with my co-workers and friends, writing down the best ideas and then just start making the game, adding in new ideas and crossing out others as the game continues development.</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>There are actually quite a few! Shigeru Miyamoto, John Carmack, Gabe Newell, and Tim Schafer would be the ones I admire the most. What is it about making a new game that you enjoy most? My favorite moment is when I&#8217;m struggling with a new idea and I finally get the idea working in the game. It&#8217;s a very rewarding feeling to see your ideas come to life.</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>Yes, I do! I&#8217;m currently working on a couple projects.</p>
<p>The first one is a platformer where you play as a ninja and is planned to play like a distance game where you must keep running to the right with randomly generated obstacles, collect coins, and purchase upgrades.</p>
<p>The second project is a RPG where you are stranded on an island and need to survive by foraging, crafting, and killing wild animals. This one started as a Ludum Dare 22 project and I had so much fun with the idea that I decided I would flesh it out and make a full game out of it.</p>
<p>&nbsp;</p>
<p><em><strong>Thanks Andy, best of luck to you and the team on your upcoming projects!</strong></em></p>
 <div class='series_toc'></div>	<p></p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2012. |
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		<title>Flash Game Friday Winner: Fling A Thing</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-fling-a-thing</link>
		<comments>http://mochiland.com/articles/flash-game-friday-winner-fling-a-thing#comments</comments>
		<pubDate>Fri, 09 Dec 2011 23:26:27 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
				<category><![CDATA[Developer Feed]]></category>
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		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Fling A Thing by Big Blue Bubble! The creators of the smash hit mobile game Burn the Rope created a Flash version of Fling a Thing (also available for iOS and Android). Fling a Thing is a great example of creating a high quality game for [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is <a href="http://www.mochimedia.com/games/play/fling-a-thing/">Fling A Thing</a> by <a href="http://bigbluebubble.com/">Big Blue Bubble</a>!</p>
<p><a href="http://www.mochimedia.com/games/play/fling-a-thing/"><img class="alignleft size-full wp-image-6064" style="border: 0px;" title="Fling a thing_560x280" src="http://mochiland.com/wp-content/uploads/2011/12/Fling-a-thing_560x280.png" alt="" width="560" height="280" /></a><br />
The creators of the smash hit mobile game Burn the Rope created a Flash version of Fling a Thing (also available for iOS and Android). Fling a Thing is a great example of creating a high quality game for multiple platforms.</p>
<p>In this game, your job is to catch the bubbles with your insect by &#8220;flinging&#8221; it up. You only get a specific allotment of flings per level, so you have to use them wisely. You collect stars as your in-game currency, which you can exchange for new characters, worlds, and even powerups. If collecting stars takes too long, you can always purchase them in bundles from the store.</p>
<p>Fling a Thing is a well-executed game with a lot of polish. The store really complements the gameplay, and the mechanics are simple. Congratulations Big Blue Bubble!</p>
<h2>Get to Know Big Blue Bubble</h2>
<h4>Tell me about yourself- how many people are on your team? Where are you based?</h4>
<p>The Flash Fling a Thing team consisted of three people, a programmer, an artist and myself.  I mainly worked on the design. We all work for Big Blue Bubble which employs around 40 people and we are located in London, Ontario, Canada.</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>I personally have been making games for almost 12 years now, yet Fling a Thing was my first Flash game. I was one of those lucky people who managed to get into the industry right out of school.</p>
<p>Big Blue Bubble has been around for 7 years. Recently, we have mainly been working on smartphone mobile games such as Thumpies and Burn the Rope.</p>
<h4>What was your inspiration for &#8220;Fling a Thing&#8221;?</h4>
<p>Fling a Thing came about in a weird way. Our artist was doodling up some concepts for another game which to me looked like characters with suction cups for mouths (I think they were actually characters spitting or something). We then got the idea to have creatures stick to panes of glass where you stretch them back and fling them in the air.  I then went home and made up a flash prototype for the game. Everyone really liked it and we decided to make it for the iPhone. In the end, the Flash prototype was sitting there so we thought we&#8217;d finish it off and see what happened if we released it.</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>My favorite types of games are casual puzzle games. I don&#8217;t really have the time for the AAA console games and I&#8217;m tired of all the violent games out there.</p>
<p>I like making those kinds of games the most as well because you can rapidly prototype a game in a couple days to see if your idea works. I also like the smaller teams where I can get more personally involved.</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>I would say anywhere from 3 to 6 months, but that is mostly for smartphone titles.</p>
<p>Our process is pretty simple. Come up with a concept, pitch it to my boss and if we get the green light, we start working on it.</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>Not really. I don&#8217;t really follow developers and what they make. I tend to like games that seem to come from nowhere.</p>
<h4>What is it about making a new game that you enjoy most?</h4>
<p>My favorite thing is to think of a concept and see it come to life. Most of the magic seems to happen for me at the beginning when the mechanics are being implemented.</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>Yes. But I can&#8217;t tell you about them yet.</p>
<p>For more information about the development of Fling a Thing, <a href="http://blog.bbbarcade.com/2011/10/25/the-origins-of-fling-a-thing/">visit the artist&#8217;s blog</a>.</p>
<p>&nbsp;</p>
<p><em><strong>Thanks Big Blue Bubble, and good luck on your top secret upcoming projects!</strong></em></p>
 <div class='series_toc'></div>	<p></p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2011. |
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		<title>Flash Game Friday Winner: Monsters in Bunnyland</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-monsters-in-bunnyland</link>
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		<pubDate>Fri, 02 Dec 2011 22:37:22 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
				<category><![CDATA[Developer Feed]]></category>
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		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Monsters in Bunnyland by Limex Games! Monsters in Bunnyland is a fresh new look at puzzle games&#8230;and monsters! Your task is simple in this puzzle platformer- solve the puzzle of each level in order to move on (and unlock) the next one. You have two monster [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is <a href="http://www.mochimedia.com/games/play/monsters-in-bunnyland/">Monsters in Bunnyland</a> by <a href="http://www.limexgames.com">Limex Games</a>!</p>
<p><a href="http://www.mochimedia.com/games/play/monsters-in-bunnyland/"><img class="alignleft size-full wp-image-6003" style="border: 0px;" title="monsters_560x280" src="http://mochiland.com/wp-content/uploads/2011/11/monsters_560x280.png" alt="" width="560" height="280" /></a></p>
<p>Monsters in Bunnyland is a fresh new look at puzzle games&#8230;and monsters! Your task is simple in this puzzle platformer- solve the puzzle of each level in order to move on (and unlock) the next one. You have two monster characters that you can alternate to tackle tasks, with certain tasks suiting to the strengths of one or the other. Along the way, you need to collect stars to boost your score.</p>
<p>In case you didn&#8217;t notice, this game has irony. The monsters are afraid of the bunnies in bunnyland. The pink bunnies are not all cuddly and cute, but will in fact devour your monster characters and force you to re-start your level!</p>
<p>What makes this game &#8220;FGF-worthy&#8221; is the entertaining combination of great artwork, high-quality game/level design, the character-switching game mechanic, and the addition of pink bunnies that eat monsters. Congratulations Limex Games!</p>
<h2>Get to Know Limex Games</h2>
<h4>Tell me about yourself- how many people are on your team? Where are you based?</h4>
<p>Limex are two guys that code casual games in our free time. We are located in Krakow, Poland.</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>We have been developing for two and half years. During this time we have released eight games.</p>
<h4>What was your inspiration for &#8220;Monsters in Bunnyland&#8221;?</h4>
<p>Monsters appears in many games but usually they play a role of bad guys. What we wanted to do is to show them from another side. As everybody, monsters also must have their own fears and phobias. What they are afraid of? Of course, something totally opposite to them: bunnies. As you will find out in the game, those little and furry creatures turns out to be not so sweet after a closer look.</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>We do not want to limit ourselves to any one particular type of games. We are open for any genre of games when we are coding or playing.</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>The process takes a few months and depends on the game and the amount of free time we have (games are not our full-time job). During the development we like to play with the game, then make changes to see what makes it more fun.</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>There are lots of people who make really good games that we admire. A few that come to mind are: 2D boy for World of Goo, Brad Borne for Fancy Pants and Pyrozen for Sift Heads World series.</p>
<h4>What is it about making a new game that you enjoy most?</h4>
<p>I love to see how something is created from nothing. You begin from empty Main class and bunch of ideas in your head. After a few months you see how those ideas become real. Another thing that gives lots of joy is to see game play statistics and millions of player world wide that are playing your game. That is a really fantastic feeling.</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>We have a bunch of ideas for next projects. Usually we come up with a few topics for very different games. After a few prototypes we select something and begin the development. I don&#8217;t want to reveal anything specific right now, but you will hear from us about new games soon.</p>
<p><em><strong>Thanks Limex Games, can&#8217;t wait to see what you cook up next!</strong></em></p>
 <div class='series_toc'></div>	<p></p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2011. |
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		<title>Flash Game Friday Winner: Stunt Crazy</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-stunt-crazy</link>
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		<pubDate>Sat, 19 Nov 2011 00:21:53 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
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		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Stunt Crazy by thePodge! You are a stuntman (or stuntperson?), and you are looking for work to build up your reputation in the film industry and make a lot of money! You take jobs to drive through movie scenes. As you progress, you build fortune and [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is <a href="http://www.mochimedia.com/games/play/stunt-crazy_v499725/">Stunt Crazy</a> by <a href="http://www.thepodge.co.uk/">thePodge</a>!</p>
<p><a href="http://www.mochimedia.com/games/play/stunt-crazy_v499725/"><img class="size-full wp-image-5896 alignleft" style="border: 0px;" title="Stunt Crazy" src="http://mochiland.com/wp-content/uploads/2011/11/Stunt-Crazy_560x280.png" alt="" width="560" height="280" /></a></p>
<p>You are a stuntman (or stunt<em>person</em>?), and you are looking for work to build up your reputation in the film industry and make a lot of money! You take jobs to drive through movie scenes. As you progress, you build fortune and fame. You even get to upgrade your car.</p>
<p>There are two modes: career and multiplayer. In career mode, you start working for the lower-tier studios to build up your reputation. You select scenes, and then drive your stunt car through buildings, knocking everything down, while collecting special movie reels. You overall performance is based on the amount of reels you capture combined with total destruction done.</p>
<p>Stunt Crazy is a really fun game of destruction with a cool storyline. The game mechanics, design, artwork, and subtle details are what make it this week&#8217;s Flash Game Friday winner. Congratulations thePodge!</p>
<h2>Get To Know thePodge</h2>
<h4>Tell me about yourself- how many people are on your team? Where are you based?</h4>
<p>We have 3 people in our team, Jim, Sarah and Me.  Jim and Sarah do graphics and design between them (Sarah also deals with sourcing our music) and I do the code.  We are in the Midlands, UK.</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>I&#8217;ve been making games for a long time (since I was a kid), me and Jim also made some games about 10 years ago using Java.  Before thePodge we had a variety of &#8220;proper&#8221; jobs between us and also all worked on freelance projects, mainly web site design.</p>
<h4>What was your inspiration for &#8220;Stunt Crazy&#8221;?</h4>
<p>We had the engine from City Siege which allows us to construct buildings and knock them down using Box2D physics- actually, we first used that engine in Empire Island.  We were looking for something new to do with it and came up with the idea of driving cars into buildings as a stuntman. I think the main inspiration for that was Burnout&#8217;s crashmode on the Xbox.</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>We like making and playing strategy games mostly, although we generally enjoy making something that is original and funny.</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>We normally spend about a month or so on each game.  We generally have an idea and develop it, usually using or modifying an existing engine.  We like to do something different every time, we&#8217;re not that into churning out the same old thing over and over. Although having said all that, we have just been finishing off the 3rd version of City Siege which this time is set in the jungle and we think it&#8217;s the best yet!</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>We like the Ninjadoodle stuff and the Monkey Go Happy series by Pencilkids &#8211; Monkey Goes Happy really makes us smile!  Jim really likes Mountain Maniacs by Pixeljam/Adultswim.</p>
<h4>What is it about making a new game that you enjoy most?</h4>
<p>Getting started on a new, innovative idea!</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>We&#8217;re working on finishing off Firebug (quite literally a &#8220;hot project&#8221;) and Space Factory and we just finished City Siege 3 which hopefully will be released soon.  Our next project is a follow-up to Dibbles: for the greater good.</p>
<p><em><strong>Thanks thePodge, congratulations again on winning Flash Game Friday!</strong></em></p>
 <div class='series_toc'></div>	<p></p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2011. |
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		<title>Flash Game Friday Winner: Prizma Puzzle Challenges</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-prizma-puzzle-challenges</link>
		<comments>http://mochiland.com/articles/flash-game-friday-winner-prizma-puzzle-challenges#comments</comments>
		<pubDate>Fri, 11 Nov 2011 23:28:53 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
				<category><![CDATA[Developer Feed]]></category>
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		<category><![CDATA[Prizma Puzzle Challenges]]></category>
		<category><![CDATA[Silen Games]]></category>
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		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Prizma Puzzle Challenge by Silen Games! Silen Games strikes again with another fantastic installment in the Prizma Puzzle series. It has been a while since we have had a puzzle as our Flash Game Friday winner, and this game definitely fits the bill as a high-quality [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is<a href="http://www.mochimedia.com/games/play/prizma-puzzle-challenges_v889168/"> Prizma Puzzle Challenge</a> by <a href="http://www.silengames.com/">Silen Games</a>!<br />
<a href="http://www.mochimedia.com/games/play/prizma-puzzle-challenges_v889168/"><img class="alignleft size-full wp-image-5821" style="border: 0px;" title="Prizma Puzzle Challenges" src="http://mochiland.com/wp-content/uploads/2011/11/Prizma-Puzzle-Challenges-560x280.png" alt="" width="560" height="280" /></a><br />
Silen Games strikes again with another fantastic installment in the Prizma Puzzle series.</p>
<p>It has been a while since we have had a puzzle as our Flash Game Friday winner, and this game definitely fits the bill as a high-quality puzzler. There are zones. Within each zone are stages. The goal in each stage is to get to the &#8220;finish&#8221; via a route that nets you the most stars and breaks all the crystals. As you can imagine, the stages get more complicated and challenging as you advance from one level to the next, and from one stage to the next. Silen Games also added achievements to game, giving it an extra layer of interest.</p>
<p>Prizma Puzzle Challenges is a great puzzle game with really nice polish, game mechanics, and achievements that make a great game even better. Congratulations Silen Games!</p>
<h2>Get To Know Silen Games</h2>
<h4>Tell me about yourself-how many people are on your team? Where are you based?</h4>
<p>My name is Vitaliy Sidorov of Silen Games, and I&#8217;m an indie developer. Most of my games were created by me alone, but there are exceptions. Granny Strikes Back is such an exception. This particular game was a collaboration with my friend Ivan Morozov. We are both from Russia, living in remote and cold of Siberia. :)</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>I am actually a lawyer. At first the creation of games was a hobby, but now it&#8217;s my main job. I created my first game 4 years ago, called &#8220;Safe Breaker&#8221;, which I created using the GameMaker engine. I learned Flash a year later and still use it to create games.</p>
<h4>Q: What was your inspiration for &#8220;Prizma Puzzle Challenge&#8221;? How is this one different from your other &#8220;Prizma&#8221; puzzlers?</h4>
<p>Prizma Puzzle was my very first game created with Flash 2.5 years ago. Prizma Puzzle Challenge is the fourth part of the series. When you compare it to the 3rd installment it&#8217;s pretty similar. I added a few new elements, such as Crystals and Crystal Breakers, which serve as doors and keys. I also added a new game mode, Challenges, which consists of light and fun levels that accent only one game element. The game became more simple but not less interesting.</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>I love to create a shooters that have a lot of explosions, action, drive, and coins:)<br />
I like to experiment with exploration &amp; adventure games. My favorite game from childhood is &#8220;Land Stalker&#8221; for Sega Genesis. I also love the Castlevania series of games, and Metroid.</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>I try to finish the game in a month, before it begins to get boring. Any development begins with the selection of the concept and prototype of the basic mechanics of the game. If the gameplay is interesting &#8211; I continue to develop. Next, I create a level editor, and then the schedule. The last thing I do is add levels and sounds, as well as tune the balance of the game.</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>I have great respect for the game designer Jason Kapalka of PopKapa. He creates a brilliant casual games. But I do not always follow his advice. For example, &#8220;Granny and Snowmen&#8221; is a fairly hardcore game and therefore isn&#8217;t as popular among the casual audience. But I think it would be great as a console game.</p>
<h4>What is it about making a new game that you enjoy most?</h4>
<p>I do not like to continue and create sequels. Much more interesting to create something truly new. For example the development of my last game &#8220;The Bee Way&#8221; was a lot of fun.</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>Now I am finishing work on the game Mushroom Madness 3. Part two was popular and I am sure that part three will be even better!</p>
<p><strong><em>Thanks for answering my questions Vitaliy, and good luck with Mushroom Madness 3!</em></strong></p>
 <div class='series_toc'></div>	<p></p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2011. |
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		<title>Flash Game Friday Winner: Bad Eggs Online</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-bad-eggs-online</link>
		<comments>http://mochiland.com/articles/flash-game-friday-winner-bad-eggs-online#comments</comments>
		<pubDate>Sat, 05 Nov 2011 00:57:31 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
				<category><![CDATA[Developer Feed]]></category>
		<category><![CDATA[Flash Game Friday]]></category>
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		<category><![CDATA[Bad Eggs Online]]></category>
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		<category><![CDATA[Rob Donkin]]></category>
		<category><![CDATA[winner]]></category>

		<guid isPermaLink="false">http://mochiland.com/?p=5747</guid>
		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Bad Eggs Online by Rob Donkin! You are an egg. You have weapons. Your job is to take out your enemies, which depending on the type of battle you are in could be the other team or literally every egg on the screen! Bad Eggs Online [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is <a href="http://www.mochimedia.com/games/play/bad-eggs-online/">Bad Eggs Online</a> by <a href="http://www.robdonkin.com/">Rob Donkin</a>!</p>
<p><a href="http://www.mochimedia.com/games/play/bad-eggs-online/"><img class="alignleft size-full wp-image-5748" style="border: 0px;" title="Bad Eggs Online" src="http://mochiland.com/wp-content/uploads/2011/10/BadEggsOnlineMochi580x520version2.png" alt="" width="580" height="280" /></a></p>
<p>You are an egg. You have weapons. Your job is to take out your enemies, which depending on the type of battle you are in could be the other team or literally every egg on the screen!</p>
<p>Bad Eggs Online is an awesome turn-based multiplayer shooting game that is really innovative because of the integration of some great features such as: in-game chat, achievements, level-ups, skills, custom shells, and even a terrain editor&#8230;whew, talk about a big game!</p>
<p>As you progress through the game, you are awarded new weapons and shell design options (so you can tell who has &#8220;rank&#8221; when you play them). You also acquire achievements, one-time use skills, and there is a store where you can buy things you haven&#8217;t yet earned. There are various combat scenarios for you to choose from, such as 3v3, 2v2, 1v1, or 1v1v1v1v1. As if that weren&#8217;t enough, the in-game chat that carries over from waiting room to the game and back again is a really nice addition. This allows for teams to talk about strategy and even use disinformation tactics!</p>
<p>In Bad Eggs Online, the Donkin brothers did an incredible job at making a deep and social game. The gameplay is smooth, polish is high, and the experience is great. Congratulations Donkins!</p>
<h2>Get To Know Rob Donkin</h2>
<h4>Tell me about yourself- how many people are on your team? Where are you based?</h4>
<p>I&#8217;ve recently started working with my brother and we made Bad Eggs Online together as a two man team with me as coder and him as artist. We both live in the UK.</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>I&#8217;ve been making games for just over 3 years. I dragged John on board earlier this year and since then we&#8217;ve made a few games together. Learning to make games overlapped with uni for me &#8211; I couldn&#8217;t wait to finish my course so I could forget all I&#8217;d learned and start making games full time!</p>
<h4>What was your inspiration for &#8220;Bad Eggs Online&#8221;?</h4>
<p>It&#8217;s pretty clear that Worms provided some inspiration for us but actually we enjoyed playing an artillery game that we knew simply as &#8216;Bomb&#8217; when we were kids. According to wikipedia it was in fact called Tank Wars but was also known as Bomb because that&#8217;s what the file name was. We were also very impressed by another multiplayer tank game called Shellshock Live. We were very conscious of treading in the footsteps of these great games in the same genre that had come before us so we really tried to approach it in our own unique way and come up with features and weaponry that hadn&#8217;t been done before in quite the same way.</p>
<h4>Why multi-player? Why in-game chat? How did you build it?</h4>
<p>I was at FGS earlier this year and sat in on a very inspiring talk by Chris Benjaminsen of Player.IO. His talk was all about how he made Everybody Edits using Player.IO and he included some great figures about how much people were spending in his game. I had been wanting to do a multiplayer game for a while but couldn&#8217;t see how it would work financially (nor did I want to spend ages learning how to go about making one). Player.IO was so well documented and easy to get to grips with (after a bit of a learning curve at the beginning) that I just decided to dive right. I&#8217;d actually prototyped an artillery game with eggs about a year earlier but had dropped it by the wayside.</p>
<p>In-game chat seemed like an obvious thing to include in a multiplayer game. Whilst we were building and testing the game it was clear that the trash talk was a huge part of what made the game fun. What good is smashing your opponent into oblivion if you can&#8217;t laugh in their face afterwards? We didn&#8217;t get chat right first time though. It took a bit of learning as we went to get it where it is now. We initially only had in-game chat so after a game or in the pre-game lobby you couldn&#8217;t chat to each other which was obviously a pretty silly mistake. We also then didn&#8217;t make chat persistent from lobby to game which meant that it was hard to follow a conversation. The great thing about a multiplayer game though is that if you don&#8217;t get it right first time your players will let you know and you can release an update to fix things.</p>
<p><span style="font-weight: bold;">Can you give us any insight into your content release schedule, and how that has impacted the game?</span></p>
<p>Although we don&#8217;t have a rigid schedule that we stick to, we&#8217;re working full time on improving the game, adding new features and additional content on a regular basis. We&#8217;ve worked hard at taking on board the feedback and suggestions from our players, keeping in touch using our forum. So we kind of play it by ear when it comes to new content and such, not to say that we don&#8217;t have stuff waiting in the wings.</p>
<p>We recently launched a cool new feature which we call skills. You can earn one a day and it enables you to cast little perks such as shields or teleport in the game. Sometimes these can be a real game changer and we feel it adds an interesting extra dimension that wasn&#8217;t there previously. At Halloween we added a new map and the zombie egg. We infected one of our players with the zombie and asked them to go forth and spread the outbreak by killing other players with the zombie egg. A week later there are nearly 10,000 infected players.</p>
<p>We also have a huge range of egg shells that people can use to play as in the game. We&#8217;re adding new ones every week with plenty more to come. Did someone say Dragon Eggs?</p>
<h4>Any early trends or stats you can share about player behavior?</h4>
<p>By far and away the most played game type is 1v1 (which is understandable since it is the default selection and also will make for the shortest games). The least played game mode however happens to be my personal favourite: 4 player free for all. I like this game mode because it&#8217;s as much about diplomacy as it is about skill. You have to form alliances if you want to win but you can&#8217;t trust anyone! I&#8217;m also sure that that&#8217;s why it is the least popular game mode&#8230;</p>
<p>Also, it&#8217;s almost worrying how addicted some players get! We don&#8217;t get to track this sort of stuff usually but on a multiplayer game where you have to create an account we can see how individual players progress. When we were making challenges for the game we put some in that we thought would be crazy high for the real addicts like get 500 kills. We&#8217;re already seeing players that have over 1000 kills which is pretty mindblowing and also fantastic to see that people have enjoyed playing so much that they keep coming back for more.</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>I like making all sorts of games. I like to try and do something a bit different every time but I suppose I do always have the old fall backs of &#8216;something with box2d&#8217; or a point and click adventure. Those are definitely the kinds of games that I like playing so it&#8217;s probably not too surprising that I have made a few of them myself. John and I grew up with classic point and click adventure games such as the Discworld games and Myst series so have always been inspired by those.</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>It varies so wildly depending on the game. Bad Eggs has been the longest development time of all my games, partly because it was our most ambitious project so far, partly because I had to learn how to use Player.IO and partly because we&#8217;re still working on it adding new features! Generally we try to aim for about a month per game or less if possible. Bad Eggs has been about 3 months so far I think but after going into beta we let it rest for a week and made a quick little game in between (not yet released though).</p>
<p>We tend to plan our games as thoroughly as possible before we start making anything and use a wiki to keep track of our thoughts. Then it&#8217;s just go go go, referring back to the wiki and filling in the gaps as we go.</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>We admire a lot of developers. Independent game developers in the truest sense of the word who are making amazing games. There are a lot of talented people making flash games and we&#8217;re always impressed by the wealth of entertaining and original ideas that come out on a weekly basis. Some games that have caught our attention recently include Cyclomaniacs 2, The King&#8217;s League, BioGems (and not just because it was made by mochi! This was a really fresh spin on an exhausted genre and we were very impressed by it), Wonderputt, Last Stand: Union City, Shore Siege 2.</p>
<h4>What is it about making a new game that you enjoy most?</h4>
<p>Prototyping a new game is a really fun process. Coming up with the ideas that are going to make a game fun and then being able to very quickly translate that into something you can interact with is something I really love doing.</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>Bad Eggs Online is still taking up a good chunk of our time at the moment but I do have a sequel to a game I made with the artist RobotJAM in the works (Hambo 2) and we have started brainstorming our next game that may or may not involve a ninja teddy bear.<br />
<strong><em>Congratulations again, looking forward to Hambo 2!</em></strong></p>
 <div class='series_toc'></div>	<p></p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2011. |
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		<title>Flash Game Friday Winner: Cactus McCoy 2</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-cactus-mccoy-2</link>
		<comments>http://mochiland.com/articles/flash-game-friday-winner-cactus-mccoy-2#comments</comments>
		<pubDate>Mon, 31 Oct 2011 03:26:53 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
				<category><![CDATA[Developer Feed]]></category>
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		<category><![CDATA[Cactus McCoy 2]]></category>
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		<category><![CDATA[Flipline Studios]]></category>
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		<category><![CDATA[Not Doppler]]></category>
		<category><![CDATA[winner]]></category>

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		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Cactus McCoy 2 by Flipline Studios! You are a cowboy in the old west who has been turned into a Cactus (you&#8217;ll have to play the first Cactus McCoy to learn how that all went down). The game begins with a great intro where you discover [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is <a href="http://www.mochimedia.com/games/play/cactus-mccoy-2/">Cactus McCoy 2</a> by <a href="http://www.flipline.com/">Flipline Studios</a>!</p>
<p><a href="http://www.mochimedia.com/games/play/cactus-mccoy-2/"><img class="alignleft size-full wp-image-5735" style="border: 0px;" title="Cactus McCoy 2" src="http://mochiland.com/wp-content/uploads/2011/10/cactus-mccoy2_mochi_560x280.jpg" alt="" width="560" height="280" /></a></p>
<p>You are a cowboy in the old west who has been turned into a Cactus (you&#8217;ll have to play the first Cactus McCoy to learn how that all went down). The game begins with a great intro where you discover a map, and are rescued by a fellow treasure hunter with wings. Right after you decide to team up, your winged friend is kidnapped by bandits. Now you have to rescue her and get to the treasure first!</p>
<p>Cactus McCoy is a fun platformer with plenty of depth to keep you entertained for a long time, including a nice upgrades system and badges (achievements). This game has great artwork, animation, sound, and overall game design that along with the great story make it this week&#8217;s Flash Game Friday winner- congratulations Flipline Studios!</p>
<h2>Get To Know Flipline Studios</h2>
<h4>Tell me about yourself- how many people are on your team? Where are you based?</h4>
<p>Flipline Studios is located in Cleveland, Ohio. We are a small team of two, Matt Neff and Tony Solary.</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>We&#8217;ve been making games for 10 years total, 6 years professionally.  We started making Flash and Shockwave games together during college. We started Flipline right out of college in 2004, initially as a web design company.</p>
<h4>What was your inspiration for &#8220;Cactus McCoy 2&#8243;?</h4>
<p>The Cactus McCoy series started with us wanting to make a platformer with a ridiculous amount of weapons. Once we figured out the core mechanics, we picked a Wild West setting which seemed like a fun theme to run with. Finally we wanted to create a main character who was visually quirky with an over-the-top Western vibe, and a fighting cactus just seemed to fit. The story evolved from there. For the sequel, our goals were to improve the game in all aspects, both technically and with gameplay. We wanted to incorporate more uses for earned money, streamline the engine, and introduce more game mechanics, bosses, weapons and enemies. We listened closely to what our fans were praising and complaining about in the first game, and tried to keep what worked and improve what wasn&#8217;t.</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>Platformers are always a favorite for us, both for creating and for playing, though we&#8217;re interested in a lot of different genres.</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>Our latest games tend to take around 2 to 3 months to develop.  We initially thought Cactus McCoy 2 would be a quicker process since we had already worked on the first game, but with packing in all of the new additions it ended up taking the same amount of time.  For all of our games, we start out with some basic ideas and sketches, and put together a rough design document for how we think the game will be structured.  For some games we work on small tests for new mechanics, and other times we just start working on a prototype and work out the mechanics in the game engine and keep adjusting our game design document as we figure out what works and what doesn&#8217;t.</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>We&#8217;re big fans of Nitrome, who consistently release high-quality and charming games.</p>
<h4>What is it about making a new game that you enjoy most?</h4>
<p>Character development and bringing the world to life are some of the most exciting parts for us.</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>As you would expect we have a delicious new Papa&#8217;s Gameria in the works, along with a secret new project that we can&#8217;t really give too many details on yet!</p>
<p>&nbsp;</p>
<p><em><strong>Thanks Flipline Studios, and congratulations!</strong></em></p>
 <div class='series_toc'></div>	<p></p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2011. |
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		<title>Flash Game Friday Winner: Bimmin 2</title>
		<link>http://mochiland.com/articles/flash-game-friday-winner-bimmin-2</link>
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		<pubDate>Sat, 22 Oct 2011 00:17:05 +0000</pubDate>
		<dc:creator>Colin Cupp</dc:creator>
				<category><![CDATA[Developer Feed]]></category>
		<category><![CDATA[Flash Game Friday]]></category>
		<category><![CDATA[Game Showcase]]></category>
		<category><![CDATA[MochiLand Topics]]></category>
		<category><![CDATA[Bimmin 2]]></category>
		<category><![CDATA[Hardcircle]]></category>
		<category><![CDATA[Mochi Media]]></category>
		<category><![CDATA[winner]]></category>

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		<description><![CDATA[Winner&#8217;s Circle This week&#8217;s Flash Game Friday winner is Bimmin 2 by Hard-Circle! Bimmin 2 is a really fun running game where the objective is to see how far you can get while avoiding, climbing, or smashing through obstacles. You have two characters with different attributes/strengths, and you switch them back and forth depending on [...]]]></description>
			<content:encoded><![CDATA[ <h1>Winner&#8217;s Circle</h1>
<p>This week&#8217;s Flash Game Friday winner is <a href="http://www.mochimedia.com/games/play/bimmin-2/">Bimmin 2</a> by <a href="http://www.hardcircle.com">Hard-Circle</a>!</p>
<p><a href="http://www.mochimedia.com/games/play/bimmin-2/"><img class="alignleft size-full wp-image-5725" style="border: 0px;" title="Bimmin 2_icon_560x280" src="http://mochiland.com/wp-content/uploads/2011/10/Bimmin-2_icon_560x280.png" alt="" width="560" height="280" /></a></p>
<p>Bimmin 2 is a really fun running game where the objective is to see how far you can get while avoiding, climbing, or smashing through obstacles.</p>
<p>You have two characters with different attributes/strengths, and you switch them back and forth depending on what your obstacle is. Timing of the switch is key, and of course the farther you get the faster the game gets!</p>
<p>Bimmin 2 is a great running game with fun game mechanics, nice artwork, and quick gameplay. Congratulations Hard-Circle!</p>
<p>&nbsp;</p>
<h2>Get to know Hard-Circle</h2>
<h4>Tell me about yourself- how many people are on your team? Where are you based?</h4>
<p>Hard-Circle is a small indie studio based out of Hamilton, Ontario, Canada. Currently the studio consists of five members (2 programmers &amp; 3 artists) and one intern.</p>
<h4>How long have you been making games? What did you do before?</h4>
<p>We are going on our fourth year of making flash games. Before starting Hard-Circle I was working on construction sites and houses while going to school for videogame design.</p>
<h4>What was your inspiration for &#8220;Bimmin 2&#8243;?</h4>
<p>When we started out to design Bimmin 2 we knew we wanted to keep the fast pace jumping fun from the original but we also wanted to add something new to our franchise and something that hasn&#8217;t been done in this genre before. So we thought of a tag/switch system which was inspired by one of our favourite franchises by Capcom &#8220;Marvel vs Capcom&#8221;</p>
<h4>What types of games do you like to create the most? What types of games do you like to play the most?</h4>
<p>Honestly I love creating all types of game genres; I think my studio&#8217;s game library has a pretty diverse mixture of genres. I personally love to play everything I can get my hands on- my favourite genres are RPGs, SIM, RTS, Platform, Fighting, FPS and, a dash of Sports.</p>
<h4>How long is your game creation cycle? What is your process?</h4>
<p>Depending on the type of game we are going to tackle we try to make a game in 30 to 45 days. Our current process is: Design Docs, Prototype, Storyboard, Art Assets, Feedback, Polish/Bug Test, and more feedback.</p>
<h4>Are there any game developers that you admire or consider &#8220;rock stars&#8221;?</h4>
<p>Hands down Shigeru Miyamoto</p>
<h4>What is it about making a new game that you enjoy most?</h4>
<p>I always love sitting down with my crew to design a new game and the whole creation process that comes along with it. I also love to see the final product of a project, when all the ideas come together and I am physically able to play what we sat down to create. That truly is a magical moment to me.</p>
<h4>Do you have any hot projects you&#8217;re working on right now?</h4>
<p>Right now my team is very hard at work putting together a few games. Currently our line up consists of a puzzle game, a farm game, a digging game and a bunch of other stuff just simmering on the back burner waiting to be brought to life. Sorry for being vague but I like to keep a tight lid on everything we do here.</p>
<p>&nbsp;</p>
<p><em><strong>Thanks Hardcircle, looking forward to seeing your upcoming super-secret games!</strong></em></p>
<p>&nbsp;</p>
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	<p>&copy; Colin Cupp for <a href="http://mochiland.com">MochiLand</a>, 2011. |
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