![]() ![]() ![]() ![]() It’s the sort of game that, given a little love from its developers in the form of new features down the road, could remain a constant presence on my iPhone for a long time coming. I downloaded it on a whim before the weekend, and ever since have found myself coming back to it every time I had a free second on the subway or couch. So we had this skin idea – different character ideas – that didn't change the game at all, so we had lots of different influences in it for this.Crossy Road’s simplicity, along with its colorful visual palette and quirky soundboard, gives it the same appeal as Flappy Bird: You can play it for two minutes or two hours and love every second of it, either way. Andy: And I've been playing a lot of Dota 2, which has purchases in it, and they're only cosmetic, and don't affect the game at all. Matt: We knew video ads would work as long as people wanted to click them for some reason, so we had that nugget there. If you've played Disco Zoo, and seeing the ads work well in that – we actually spoke with the guys there, and it was something we were thinking about too. How were we going to monetise it though? Andy: We did it all in one session, had this big brainstorming session and came up with all these ideas. We originally were looking at a publisher, but when we told them about the idea, they were like 'ehhh, it sounds okay.' So that kind of threw us a bit, but we decided to self-publish it. The game was going to be a lot simpler originally. ![]() The free-to-play model (watching optional ads to earn coins, which you can use to buy characters, or you can purchase them with real cash) you guys have used is a bit different to other games we've seen, did you have it in mind from the start? Matt: It wasn't really from day one. ![]()
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