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Kerala based CSharks develops a new mobile game called ‘Escapade’

Kerala based game development company Csharks recently launched a new casual mobile game called Escapade on 20th March 2013.  The game is available on Apple iTunes.

Escapade is a casual skill game with 20 levels in which player has to manage a guppy fish life in a dangerous sea. There are two game play modes: Story Mode and Action Mode.

In Story Mode, the game play involves guiding the mother guppy through a dangerous sea and safeguards her little guppies. There are many dangers mother guppy has to overcome to be alive and protect the little ones. Mother guppy has to pick the food to get little guppies and need to pick all smaller fishes to collect points. Avoid all bigger fishes and other dangers like bombs.  There are many special collectibles to make the game play easier. There are 20 more levels in StoryMode game play.

There are four different ActionModes: Collector, Predator, Survivor and Mother. In each ActionMode player plays for different objectives and may be different roles too. It’s a timer based game play with more fun and challenge.

Game control involves the player moving the guppy fish either using touch control by dragging the fish or using an accelerometer control by tilting the device.

The addictive game mechanics, Story mode and Action mode game play, Touch and Tilt controls, Unique and pleasant under water theme and game Centre & Social integration is the USP of the game.

Animationxpress.com’s Ishpreet Chandock spoke to  Eldhose P Mathew MD & CEO Csharks about the game. In the conversation, he talks about the concept, why did he choose the iOS platform, the Steam Greenlight program and more.

Here are the excerpts.

How did you come up with the concept of the game?
The basic concept is evolved few years back and we created a PC version game based on that concept. Then we brainstormed how can alter or enhance the game concept to make more suitable for a mobile/tablet version. We modified the game play little and added few action modes to make the game more enjoyable. Also we decided to add touch and tilt controls to the game to select easy control on player’s choice

How many artists worked on the game and how long it took them to complete the game?
Two artists worked on this game and they took almost 2 months to finish all game art and animations.

Why did you choose to make the game for the iOS platform? When can we expect the Android version?
As first step we finished and released the iOS version of the game. Android version will be ready for release within few weeks.

As a publisher what kind of projects do you like to work on?
We mainly work with casual games and main experience was with 2D casual game. Now we working on a 2D casual game title using Unity engine

How long did Apple’s approval process take? Are you satisfied by their performance?
It took around 2 weeks in total including one revisal. Yes, we are.

What are your views about The Steam Greenlight program. Is it a good way to help indie developers?
Of course, Steam Greenlight is a good option for indie developer to catch attention for their games before its launches and in getting publishers. Also its provides a good market opportunity for the game.

What were the core design goals of Escapade and how did the design evolve in response to the frequent playtesting?
Simple game play is one of primary design games. For device version the controls should be easy. I believe the tilt control option is the real fun in the device version.

If you could go back, is there anything you would like to change in the game? Do negative Comments and reviews bother you as a developer?
Negative comments won’t bother us as a developer, main reason is we are developing games not for us but for the players. If we get some negative comments, we will try to fix in the updates if feasible, otherwise we will take care to avoid such issues in our next games.

Take us through the process of rectifying the errors and tweaks of a game once it’s launched on a platform? How long does the overall procedure take?
We usually listen to the comments by players on AppStore and reviews in game review sites. Our team will verify if it an error that must be fixed.  Then we will fix it and update.

Do you believe that Soft Launches really help a game? What are the grey areas you really target as a developer?
A soft launch helps at times, but depends on the game. For a game in which all game mechanics and major game features are must to play the game soft launch may not be helpful for major release later unless players are addicted with soft launch. But a game with a number of level, like a puzzle game, a soft launch will help to attract players with that game idea and pushing them to purchase the major release version.

How beneficial is it in the long term scheme of things working on a freemium model?
Games will not have that much life as an app.  Whatever it is free, paid or freemium only the updates and new version release will keep it live.

What  are the marketing gimmicks you taken upon for a new game of yours?
We did only some basic marketing for now by sharing the game through communities and sending it through app review sites. But we will be doing more promotion in a professional manner.

Some would argue that the iPad can provide a much more satisfying hidden object experience because of its larger screen. Do you think traditional HOG’s can find success on the iPad?
It’s true that iPad provide better game experience for games like Hidden Object Games. We didn’t publish any HOG yet. 

Can you tell us more about your upcoming titles?
Our upcoming releases will be Android version of Escapade and another iOS puzzle game with 80 puzzles. Our major upcoming title will be a 3Dcasual game Nash Rush. We have released the game intro.

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