Porting a game from the desktop to mobile devices can be a challenging balancing act. The tension comes in that to create a great mobile version of a desktop game, certain alterations need to be made to the game. However, with each alteration to the game, you run the risk of tweaking its balance or even worse—losing the very fun that the desktop version was able to create and alienating its fans.

We recently have had the blessing and pleasure of partnering with the Flash game developer JackSmack (www.jacksmack.com) to port the hit online game, Globs, to iOS, Android, and Nook Color. Globs has had over 70 million plays online since its release. The last couple weeks we have worked on bring this game to mobile and we would like to share with you some of the challenges and design considerations we worked through in the process of porting Globs.

Touch Changes the Game

This may be a painfully obvious statement, but the way you interact with your computer is much different than the way you interact with your mobile devices. On a computer where a mouse and keyboard drive your interactions it makes sense to have UI (user interface) elements like navigation and buttons at the top of the screen. This is largely due to the fact that in the western world we read from top to bottom and left to right. So we put the important stuff at the top and left sides of the screen. On a mobile device those conventions don’t work as well though because you are holding the device. Have you noticed on your device that there are a lot more navigation bars at the bottom of your screen? Don’t feel bad if you haven’t noticed, it took a while for my brain to actually catch that fact because intuitively it just made sense to my hands. Why is that? Some people have coined this the rule of the thumb. Because we hold these devices in our hands while interacting with them our thumbs become the main drivers. From typing on the keyboard to clicking on links, your thumbs do the majority of the heavy lifting on mobile devices—which brings us back to Globs.

globs game comparison thumb Porting a Hit Online Game to Mobile

From the screenshots above you can see that game controls were flipped from being anchored to the top of the screen in the desktop version to being anchored to the bottom of the screen in the mobile version. The desktop version gave players freedom to choose how they wanted to play by either clicking on the globs in the control area or to pressing the corresponding keys on the keyboard. On the mobile version we did not have such freedoms. We obeyed the rule of the thumb and kept the buttons within thumbs reach. We also had to take into account that the most popular smart phones have abandoned keyboards all together in favor of full sized touch screens. We increased the size of the buttons to accommodate thumb presses and tried to give as much room between them as we could to minimize accidental button presses.

Smaller Screen Sizes

Out of necessity mobile screens are considerably smaller than computer monitors. Its true that smart phone displays are starting to catch up to their desktop cousins in terms of resolutions, but mobile screens will always be relatively small in comparison. To accommodate smaller screen sizes certain concessions need to be made when porting a game to mobile devices. In the case of Globs we tried simplifying the game to its core gameplay elements. You can see from the screen shots that we removed the busy tiled background and went with a solid blue. The look of the game board also had to be simplified, so a solid off-white colored board was chosen to help the globs pop on smaller screens.

When designing for smaller screens its important that the elements in your design pop. Increase the contrast in the graphics from the desktop version so elements are easily distinguishable at the smaller sizes. This might be weird to designers from other mediums, such as print and web, but for games its better to error on the side of overly contrasty bright bold graphics. In Globs, bright saturated colors were chosen and highlights and shadows were added to all the elements through the game. Readability can also be an issue on smaller screens so we went with with text and black drop shadows for the hud (need to explain the same way you explained UI) elements and white text with black outlines and drop shadows for popup elements. Through the colors and treatments chosen we were able to give the game a visual hierarchy where the white board has prominence while the black bar of buttons at the bottom and the hud weigh in second and third.

As I mentioned at the beginning, when porting a game over to mobile you don’t want to change the core experience of the game. Glob’s square grid system is one of its core game elements and we quickly realized that any changes to this system would need to be handled with gloves. Because the mobile version of Globs is in portrait orientation, we toyed with the idea of changing the proportions of the board to better fit the space. After some discussion we came to the realization that moving away from a square grid would actually change the strategy of the game. To remain true to the original version we had to keep the square grid, however, to accommodate the smaller screen size and to simplify the experience for new players, we opted to start the game with a 6×6 grid instead of the 9×9 grid. We feel that this makes it easier for new players to quickly understand the game and gives them a chance to ease into it, while keeping the core game play experience intact for existing fans.

globs title comparison thumb Porting a Hit Online Game to Mobile

Shorter Play Times

If I’m like most mobile gamers, my play times are considerably shorter than when I’m on my computer or console. My typical usage pattern is a few minutes here and there when I have some down time. Mobile games should be built with these short play sessions in mind and not penalize players for needing to quit. In the mobile version of Globs we always allow you to continue from where you left off, no matter which mode you were playing. If you loose a level you can simply retry the level. As a gamer, one of my top frustrations is investing a good amount of time into a game and then being forced to start completely over from the beginning upon losing. We made it a point to constantly save the players progress to make it easy to resume play and encourage player to pick up the game again and again.

It’s yet to be seen how well Globs does in the mobile space, but we have worked very hard to preserve fun experience JackSmack created in the online version of Globs and we have done our best to improve the experience where we could. I believe there are great opportunities for mobile developers who are willing to work with flash game developers to port their games to mobile. This is especially true since Flash has still not been able to match the performance for mobile as other platforms such as Corona SDK.

You can play the original version of the game at www.jacksmack.com/games/550/globs.html

If you’re interested in playing the mobile versions of the game you can download from the Apple Appstore and Android Marketplace below.

Purchase Globs on Apple AppStore

Purchase Globs on Android Market

 

Bounce to Win W.I.P

We’re very excited about our next game Bounce to Win. We’re working real hard on it and we hope to have it done by the end of this month. Here are some work in progress screenshots.

Making The Leap

The dismal sales of Zombies Ala Mode and the success of Float has really taught us a lot about the business and process of making mobile games. Our ideas have drastically changed in a short amount of time and I want to share with you our approach. Side note, this post is not our recommendation on how you should approach making games, rather its simply our thinking on the subject and what you can expect from us in the future.

I’m not sure how people perceive our company, but here is the truth…Crawl Space is a side company that we are trying to make our full time gig. We own a small design studio doing branding and web design for clients. We are making games in the time between client work and we are working very hard to make the leap to full time game development.

Prior to the release of Float, none of our games have been able to recoup the development costs. Lots of time was spent learning the software, developing our process, and all of the ins and outs of making mobile apps. Some of that is to be expected with venturing into a new industry, but some of it was bad business decisions. On Zombies Ala Mode in particular we threw a lot of time and money at a game that yielded disappointing numbers. Float on the other hand is a simple game developed in the course of month that will most likely bring in around $40,000 this year. Not bad for a silly little balloon game.

So we are approaching making a mobile game business in the following ways. First, we have made the decision to limit the scope of our games to something we can create in one months time. Two, our games will be simple games with one or two mechanics. Three, the games will be 2D. Four, we will spend as little as possible on assets for the game upfront.

We came to all of these decisions based upon our need to lower the risk of making games. Like all indie developers, we have very limited time and resources, so we need to make wise decisions to really maximize them. For example, the one month time limit was self imposed to help us fight feature creep. Its very easy to keep coming up with cool new features and ideas for a game and before long the scope of the project has ballooned way past the original game idea. This happened to us with Zombies Ala Mode. We added more modes, and art, and cool little touches that extended our development time by a couple months.

The choice to make 2D games comes from the simple fact that 2D games are easier to create and take less time. Our first game, Knife Toss, was made in 3d using Unity. Since that time we have focused on 2D games because its a lot faster. Modelling, texturing, rigging, and working out the camera system all take time. 2D games are simpler to make and more approachable for casual gamers. Take a survey of the top selling mobile games and the majority of them are 2D.

The funny thing about all of our constraints, self imposed or otherwise, is that they force us to be more creative. The fact that we choose not to spend very much money for assets forces us to create our own. Our self imposed one month time limit forces us to find the fun in an idea and focus on that. And the very fact that we are limited to making simple one or two mechanic games is actually perfect for the mobile market. We’re taught to fight constraints and think outside the box, but by embracing the constraints and thinking within the limitations of the box actually produces better products.

So what can you expect from us this year? Currently we have five games sketched out and all of them fit in the model I have described. And if we can make a few games a year that do around the same success level as Float that will enable us to cover a few salaries and hopefully make the leap to full time game development.

Are you an indie trying to make the same leap? Let us know your plan we would love to hear it.

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