Archive for April, 2009

Equilibrio reviews

Monday, April 27th, 2009

EquilibrioI wanted to share some of the reviews we got so far on Equilibrio. The Lite version is on its way and we tried to take all the comments from users and press who reviewed the game to make a big and we hope good update on the game. What do we have in the bag? Less tapping, improvement on graphics (both menu and game), ball trails, various fixes and frame rate improvements.

“Overall Equilibrio is a great deal of fun with plenty of levels (some of which require some tight handling skills to pass), variable challenge, good graphics, great sound and good soundtrack, and tuned controls that work well.”
- Frapstr

“Definitely a challenging game for which I can easily get addicted to!”
- AppPodcast

“Fun and easy to pick up. Doesn’t get boring at all and wonderfully put together. The production value alone is worth what you’ll be paying for. The game is a must have.”
- The APPera

“Overall I would have to say Equilibrio does offer an extremely challenging game with great eye candy. ”
- Appversity

“Equilibrio is one of those games that isn’t overly flashy, but has it where it counts. The simple game play design and challenging level set will keep you busy for quite some time, and at a mere 500 Nintendo Points, it’s actually a bargain!”
- Nintendo Life

“Like a 2D take on Super Monkey Ball, Equilibrio offers a good concept that fits WiiWare well. It’s not the most sensational design, but it controls well and is fun.”
- IGN

Banana Scrum

Wednesday, April 15th, 2009

Banana Phone?Fishing Cactus is proud to announce that we are using Banana Scrum web management tool to track the progress of our projects using Scrum methodology of course. We are currently evaluating the tool with two internal projects.

And it’s free.

Banana Scrum tool includes the following features:

• project backlog with tagging and intuitive sorting through drag and drop, which allows you to put there items that need to be done in the project

• sprint planning that allows you to assign items with tasks to the sprint

• sprint backlog where you can add tasks,expected time of doing it and sign them to team members

• impediment list where you can place encountered difficulties during the sprint and add it’s description

• file uploading for each item to be done in the sprint

• tags managing which allows you to add new tags and mark your tasks

• CSV export that will export your backlog items to CSV file

• burndown chart that shows you on a diagram if your sprint is feeling fine

• admin panel with users managing and project managing options

• different roles including Product Owner, Scrum Master and Team Member

• intuitive, easy to use user interface

• separate accounts with multiple projects and users

If you want to know more about Banana Scrum you can go here or watch a small presentation video here.

You wonder why this tool has such a silly name? Remember the Agile Manifesto? “Individuals and interactions over processes and tools”. This is just a tool, nice and useful but just a tool. They don’t want to get too pompous about it.

New blog layout

Sunday, April 12th, 2009

The new blog layout is there. There are maybe a few problems here and there and you are more than welcome to send us an email or write a comment to tell us what’s the issue so we can fix it.

As you can see you now have the final logo of the company which we hope you like as much as we do.

The new website is on its way too but will require a few days of work.

Many thanks to Michael Heald for the great job.

Equilibrio has been released

Friday, April 10th, 2009

EquilibrioWe are proud to announce that Equilibrio has been validated by Apple and hit the app store last night. You can already purchase it at the following URL for 3.99$ or 2.99€.

For those who are new to this blog or don’t know anything about Equilibrio, this game is the first small 3D game of Fishing Cactus which has been developed co-jointly with DK-Games.

Here’s the game pitch:

Equilibrio is a brand new platform game where you control your ball through various levels to reach the exit. Simple you say? Wait until you play this game. Equilibrio not only tests your reflexes but also the old grey matter to defy the laws of gravity.

Set in a colorful world, you have to literally turn your iPhone upside down to move the ball and reach the exit pod. Let it roll too fast and it will shatter, leaving you to pick up the pieces and restart the level. Let it go too slow and the ball inertia will not be powerful enough to jump to the desired spot or to overcome deadly traps!

The game features balls made of various different materials, such as rubber, glass, steel, stone, and paper, that each have their own gameplay characteristics. For example, the paper ball is light and can be used to easily make 360° rotations while the rubber ball bounces on any surface you’ll touch. Across the game’s 60 levels, new elements and traps are constantly being introduced, from cannons and trampolines to deadly spikes and acid pools.

Are you ready to carefully, skillfully move the spinning ball through corridors, along ledges and pipes to complete the 60 levels and the 20 trophies which compose this new mesmerizing, gripping and gyrating ball puzzle solving experience?

Be warned: unlike many current App Store games, Equilibrio has been targeted towards gamers who like challenges and difficulty.

For us, Equilibrio has been a kind of probe project to evaluate the hardware, platform and see if there is a viable business taking into consideration the mass flood of apps and games (both very good and very bad) which are released on the App Store every day.

Here are the final features of the game:

- 5 types of balls each with different properties and gameplay characteristics
- 60 levels with increasing difficulty (more to come in future release)
- 3 play modes: conquest, ghost mode challenge, random level challenge
- 20 trophies to unlock, like those you can find in Xbox Live Arcade games.
- Support of 6 languages (EN, FR, DE, SP, IT, NE)
- Up to 4 save profiles
- Highscore table
- Unique music themes

An incoming big update is already on its way to integrate Facebook connect as well as minor updates.

The game has also been released on the Wiiware (US, Europe) and some of you asked us what the differences between the Wiiware and iPhone version were? There are several differences: the Wiiware version supports the balance board, has a local multiplayer feature as well as extra levels (around 10). This explains the difference in price points.

Talking about the price point on iPhone, taking into consideration the feedback we received from the community (TouchArcade amongst others) we decided to lower the entry price point from 4.99$ to 3.99$. We think this price better fits to the content of the game. Be sure we’ll let you know how the game performed.

If you want more screenshots, videos, trailers or info about the Wiiware or iPhone version you should head up to the official website: http://www.equilibrio-game.com

From Bungie to Bootstrapping: Starting an independent Developer

Monday, April 6th, 2009

gdc.jpgThis is the first medium blog post I’ll make about some of the interesting talks I attended. I’m posting this one because it was actually relevant for me and more generally for Fishing Cactus and I wanted to share how this talk was meaningful for us as a startup company.

I attended the independent developer bootstrapping camp presented by Max Hoberman. For those who don’t know Certain Affinity, they are behind several map packs for Halo 2, Left 4 Dead, Call of Duty and also Age of Booty (which is, by the way, a very good game). Max Hoberman is a former employee of Bungie and kept quite close relationships with them and this is I guess what gave him the first very first successful steps for his company. The company both provide production services to other studios and also create their own IP when they have some spare time.

During the presentation he covered briefly a wide range of topics ranging from how to run the studio day to day, find partners and contracts to recruiting.

One important aspect he mentioned during the talk is when the company is on the lookout for new employees. Recruiting an employee while the company is in its early startup phase slightly differs from standard recruitment methods in a big development studio.

First of all, even in your company startup phase, you must have a well defined recruitment process and evaluation methods to recruit only the candidates who fit the role and have the necessary skills / assets / talent to match your company profile and expectations. Don’t rush the recruitment phase because you have a tight deadline or a project which requires a position filled urgently. In the end, it is not worth it and a bad candidate will make things worse than if you have just waited a little bit more…

However Max Hoberman noted that it was very easy to get distracted from that route when the guy you’re interviewing is a past colleague with whom you already work before (which happens quite a lot of time). I totally agree with him! So many factors are at work when you’re evaluating someone you already know. Maybe something changed in his life? Maybe he had troubles with his past employer? In fact you never know. So it is crucial to strictly follow the methods and processes in place and not bypassing them because you know that person. At Fishing Cactus when recruiting, we believe in a human approach, very personal. For us the candidate is not a number and this is because we want to create a cohesive team, not cowboys. We rely on both processes, methods but also on our gut feeling to see if a candidate is a perfect match for us. I say perfect because a “good” match isn’t just enough. A job hint for those who want to join Fishing Cactus? You can always bribe the management with some root beer and beef jerky…

beef_jerky.jpg

The second important factor Max Hoberman talked about was the willingness and experience of the candidate to dive in a startup environment. To be honest a company that is just starting doesn’t have a big cashflow and puts a lot more pressure on everyone’s shoulders than a well established studio (amongst many other differences). I’m talking here with experience.

These are the realities the candidate must be able to face in his everyday job. Pressure, crunch, tight deadlines, late salaries are daily bread in startups. Testing the candidate on these aspects and explaining him on which boat he’ll sail is certainly a must do. If the candidate is risk averse, you shouldn’t hire him as it will simply not work in the end. From the experience of Max Hoberman, most valuable candidate are people who already experienced entrepreneurship with much or less success or candidates with at least a project failure on their back. This isn’t a golden rule but those profiles seem to have a better understanding of what it takes to join a startup and are able to cope with changes.

The last point I want to highlight from the presentation is how to attract talents with all these constraints? Most of the time startup companies are places where you can gather an invaluable experience, where there is an exceptional bond between members of the team and even if there are hard times, there are also a lot of moments where you can take pride from the work you’ve done. In this context giving an honest salary and a good profit / company shares package will attract talents. This will not work for all profiles of course but at least it will work for those who are seeking challenges.

In a nutshell:
- Always apply recruitment processes and methods even for a person you already know or worked with.
- Test candidate’s “risk” profile.
- Be honest with the candidate, a startup company is most of the time more risky and requiring than a big studio (but has significant other advantages).
- To retain / attract talents provide an honest salary and profits share on the project (or company shares) if possible.
- Share a sense of responsibility, trust and team empowerment amongst your members.

The perfect publisher and the best deal ever

Friday, April 3rd, 2009

Fishing Cactus went to Las Vegas last week and we officially found the perfect partner to fund all our games!

slot machines are the perfect publisher

Just take a minute to consider the amazing deal it can propose you:

# Low time and work initial investment
# Full ownership of final product
# Full funding of project, no required milestones, no expectations…
# Nearly as much chance to get a deal closed

OK… Just kidding… But after seeing some GDC presentations about pitching games, creating and showing off demos, which can be made for nothing and negotiating for every bits and pieces I definitely think that winning at slot machines is far less risky :)

GDC return, longer than expected

Wednesday, April 1st, 2009

Hi folks, tough time for Fishing Cactus. Our trip did not finish well. Wind shear were waiting for us at Washington/Dulles airport. Our plane was forced to land in Baltimore. 2 hours later, we finally hit the ground at Washington airport. Unfortunately, our plane to Brussels had already left. After 5 hours waiting at United Airlines customer desk, we finally were rerouted to London, but 20 hours later. So United bought us a night in a palace around there. It was nice. But the story is not over. 20 minutes before departure, our plane to London was shifted due to technical problems. 2 hours of delay, again! Arriving to London, we missconnected our flight to Brussels, another 6 hours to wait. We finally took 52 hours to find our way home. So business is reloaded. GDC was so busy we had no time to post pictures. But they are arriving soon. Now, it’s time to go back to work!!!!