Author Archives: loopycube

Pickpawcket Tips and Tricks: Doggenheim 14 (AKA Level 34)


This is for US App Store reviewer frankster222 who gave us one of our only seven 1 star reviews stating “Fun little game. Level 34 is impossible. Deleted”. Comparatively, we have two-hundred and seventy 5 star reviews in the US … Continue reading

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Pickpawcket Tips and Tricks: Doggenheim 10


Doggenheim 10 is a toughy! What really makes it hard is the 2 criss-crossing bulldogs. As soon as the level loads you’ll want to use the TV to distract the bulldog on the lower right. Go ahead, start tapping that … Continue reading

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Pickpawcket Tips and Tricks: Doggenheim 6


Doggenheim 6 at its base is a level that tests the player’s patience. It has 2 optional gems that can be tricky to get, so if you’re playing just to get through, you can ignore the 1st and 3rd gem … Continue reading

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The Can of Worms


Unfortunately this week we opened a large can of worms. After a few hours of playing I was able to bust the 64bit limit of All In’s scoring system… again. Can of Worms (at least in our office) are the … Continue reading

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Polish and Gold


I haven’t touched this subject yet, but it’s an important one. What is “polish”? It’s the 20% of the game that takes 80% of the time. It’s the fine details that makes the app go from “Meh” to *Whistles*. Here … Continue reading

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Returning from Winter Vacation


Something I like about vacations is when I get back I’ll have a fresh new perspective on the game I’m working on. It’s like I get a hindsight preview. The game we’re working on now, codenamed ‘All In’, has benefited … Continue reading

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U-Turns


Last week Loopycube did an entire about face and decided to make a different 3rd game than I was expecting. The day I’d normally blog about designing games was spent talking about this new idea. Luckily, this new game is … Continue reading

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Prototypes: Seeing the potential with very little


This week we finished a very quick prototype to see if the game play for “Game #3” has any potential for being fun. A simple prototype; all the ‘action’ in game isn’t actiony yet and for the most part it’s … Continue reading

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Sharing: When and to whom?


When you share your ideas depends completely on your audience. If you’re like me and have bosses, they want to know about the game they’re paying you to make pretty early. Fans of your company always want sneak peeks, so … Continue reading

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Game Ideas: The Good, The Bad, and the Unreasonable


Every time an idea comes to me I write them down, but just before the end of developing a product we go through an idea round up of sorts. I spend days of creative energy looking for inspiration for game … Continue reading

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