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About The Client

  • Initial version was faithful to original nuclear game, but the missiles were not hugely playable. We added shotguns, machineguns, etc. Modernisation, health bars, levels, etc.
  • Developing weapons.
  • Leaderboard and local storage.
  • Steve showed us a template from another build, but it was horribly unoptimised. We managed to simplify the code into just two or three events, allow it to run far faster and be exported to multiple platforms. They also didn’t factor in responsiveness, which was necessary to allow it to release across platforms.
  • Scalable.
  • Multiple game modes.
  • Enjoyed making variety of game modes and scaling the difficulty. Saved data as well, saving progress, leader boards, etc.
  • Easy to use. Not too risky, responsive, put anywhere (cross platform).
  • The build was very simple, with the client asking us to match a specific template. This offered few risks or challenges. We would have preferred something with a bit more complexity or adventure, as this allows us the chance to put our own stamp on the game to make it stand out. Not very creative.
  • The images are a tad bland so we might have preferred some more variety. Having asteroids that split in two, move in a swirl, aliens that attack, etc. Add a greater variety of graphics, explosions effects, animations, etc. Make it more aesthetically pleasing.

Project Brief

  • Needed to discover a way to fit it onto a screen
  • Couldn’t get tile swapping and dragging to work
  • Weren’t sure how to release to iOS and Android
  • Needed some marketing assistance. Initially this was left to the previous agency, but they failed to deliver and so we took it on instead

What We Did

Redesigning The Game

We were approached by a client who had a game in the works. It had been in development for two years, but hadn’t progressed. We were approached to talk about moving and updating it to go live. We adjusted the game and layout so that it could be. Fits on screen and gameplay was adjusted to be easy-to-play and intuitive. The game was adapted to better market and play.

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Handling The Dictionary

Initially we tried to import a billion words, but there are a lot of words and you can’t parse 300k files. So instead, we treat it as a puzzle. You first take all of the letters generated and then generate a list of all potential words. This left about 300 per section, which is a lot easier to sort! That’s still only half the journey though as you have to iterate through. 300 is still a lot, so what we do at the start is store all strings as dictionary. This cuts down the dictionary.

The Result

This was a learning stage for graphics, so if we were to redesign now, we would like greater contrasting colours and a less flat graphical style. It would also benefit from some animations to give it some more motion and immersive, particularly on the trophy section which has the sound effect but no motion.

Really liked the redesign aspect to make it playable. Like how quick and snappy swapping tiles is. It’s very fast, smooth and slick. Additionally, the dictionary and the problem solving there was really fun. Though we did argue over use of the word qwerty and lol.

In future, I would allow you to create your own alphy character and add additional levels with different modes of play. We can put a greater emphasis on difficulty. Dynamically generating tiles so that you get a different set of tiles each time. Once a week or once a month user challenge to get people coming back.

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A Word From The Client

Richard Ellicott

I have been working with these guys on a games app and website for about 3 months. Always inventive and practical solutions result. They are excellent and pleasure to work with!

Richard Ellicott, Alphataire

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