Delivered at Casual Connect Asia 2017. A walkthrough of Flippy Bottle's journey to becoming a Most Played Game (top 1 game in stores) without marketing and featuring. We will discuss how we marketed the game, how the game came to be, and how we were able to do this with a game made in just two days. We also share our beliefs in making games and what helped us push through. It'll be inspirational for developers looking to create their own stuff.
2. Derrick in 10 seconds
9
Years in
Game
Development
Games and
Development
Music and
Creatives
Tech and
Gadgets
3. And Most Played Games is?
1b
Downloads
Goal
Casual Mobile
Game Creator
and Publisher
Games you
replay forever
and share
We design games to be popular
Design games
to be popular
Memes are life
8. Flippy Bottle Success
30+
Countries
Top 1 Game
15mDownloads
Worldwide
2 Days
Development Time
2 Man
Team Created
0Featuring on both
platforms during
launch
$0UA spent
10. The Idea
•In our 9th game
•Stuck in a game for 2 weeks
•Consume a lot of games and
content everyday, saw bottle flipping
popularity
•Bottle flip is fit for our target market
•Being well-versed in physics
games, I knew I can make it fun
12. Daily Content Consumption
10+
Mobile Games
120minYoutube Videos
All Day
Facebook
1+
Console
Game
2
Travels / Month
All my Life
Mind Wondering Off
13. Key Takeaways
1. Don’t be afraid to cancel bad games
2. Understand the market like yourself
3. Be the market
4. Make a game your team can execute well
5. Play a lot of games!
14. Design Goal
•Feel like dabbing every flip, enormous reward
feeling
•Natural physics and mechanic, like real life
•Simple and Easy to understand
•Something I can release in 2 days
17. Rapid Prototyping
•Went through 10+ prototypes
•2 hours in we have something fun
•Felt there is something different
about this game
•Design the game for myself
18. Key Takeaways
1. Don’t limit yourself to 1 prototype, make a lot
2. Time limit yourself in prototypes, fail fast succeed
fast ( 30 mins / prototype )
3. Core mechanic must feel enormously rewarding (
show emotion )
4. Don’t stop until fun!
24. Art Production
•Explored several artstyles, sticked with Voxel
•We saw Voxel is unique and trendy
•From the game feel, we needed to add the
‘Extreme’ tag to ‘Flippy Bottle’
•Changed art direction to feel more extreme
25. Key Takeaways
1. Follow art trends for games
2. Experiment a lot even in art
3. Art must follow emotion from core mechanic
27. Targeting a Releasable in 2 Days
•Believe in 80 : 20 rule
•Focused on getting 300 levels up, unique enough
art, at least 9 bottles, and ads ( MVP )
•Used Framework for plugins
•Both team members are fast
28. Key Takeaways
1. Prioritize features correctly, focus on what
matters to the players
2. With trendy games, time is top priority
3. Keep a framework so teams can focus on design
4. Get a really good team to work together
30. Chuck Norris Marketing - Trademarked
•Optimized ASO for Bottle Flip trend
•Facebook sponsored posts using video
•Contacted Influencers and News Media for Press
Release
•Posting to groups and facebook pages
•Word of mouth ( people loved it! )
34. Key Takeaways
1. A good game will market itself
2. Leverage social media and influencers
3. Do really good in ASO and searchability
35. The Feedback
•Really good feedbacks and ratings ( 4.5 )
•People are addicted to the game, playing until
1500+
•People loved our modes
•Video and interstitials are doing good
36. Key Takeaways
1. Make an addictive game and you will earn
2. A good core mechanic can make players play for
a long time
37. Key Summary
1. Idea - Consuming content and knowing the
market like yourself
2. Prototyping - Prioritizing correctly with 80 : 20,
and fast iteration through rapid prototyping
3. Marketing - Leveraging Social Media and
Influencers and the power of word of mouth to
market
4. Just designing a good addicting game you can
play forever