![]() ![]() ![]() Well too many to count! I think Kingdom Rush (flash) was the game that made us learn how games are developed, we had to learn game design, optimization, learn to program several different things we never did before, animation on a small scale, inventing how to balance a tower defense game, etc… everything was a challenge, because for us it was all uncharted territory and the project was huge with a lot of moving parts and things to learn. What challenges did you encounter during the development of the game? This led to many of the concepts and mechanics of the game and we really liked several of the ideas we had so we just took a leap of faith and got into it. On most TD games the players makes the strategy and then sits back to enjoy the show with minimal intervention, we wanted to change that, we wanted to make the player feel involved, busy, and wanted the stage to feel like a battle was going on. Still we started brainstorming ideas, and one thing that we wanted to make differently was to give it more action. Then during brainstorming of the game, someone suggested a tower defense… and we all got a little scared, given TD’s are very popular and the market was saturated with them. This time we would study the market a little bit: and we learned that strategy games were the games that got the highest bids from sponsors, so for that reason alone we chose to make a strategy game. So we got back to flash games for portals. (Rules are different on facebook as are on each platform) Although the game was pretty nice, it was a commercial failure, the problem? we made a game without learning the market in which we would publish. ![]() Before Kingdom Rush, we released another game called Soccer Challenge, a trivia game for facebook. How did you come up with the concept for such a game? Development took around 4 months, in which not only we ported the game, but Pablo also had to learn how to code for iOS, which I believe was quite a feat! The transition to iOS was pretty fast: the game was doing great on flash, so taking it to mobile was the smart next step, and so we did. Pablo would take on the role of programmer, Gonzalo on illustration, and I was on game design and jack of all trades (sound fx, story, game texts, level design, etc). Development of the game took around a year, half the year we worked part time and the last half, full time. Yes Kingdom Rush started as a flash game and quickly became the best rated game on several of the leading flash game portals. Kingdom Rush started out as a Flash game, correct? How many people worked on the original Flash version of Kingdom Rush, and how long did it take to develop? How was the transition to iOS? Kingdom Rush was the game that opened up the door for us (or forced us) to get into the mobile industry. Start with flash games, and if everything goes well then move into mobile, that was our plan. We later moved into mobile since it was something we had as a goal. We all come from the IT industry and web development, so flash was a tool we knew how to use and that’s why we started with it. Pablo, Gonzalo and me always had a passion for games and decided to try and get into flash games. ![]() Ironhide Game Studio started as a flash indie game developer in 2010. Learn tips from the makers of popular iOS game Kingdom Rush!Ĭan you tell us how Ironhide Game Studio started and how you became involved in Mobile Games? ![]()
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