We are happy to announce the brand new Profile module, now available to the SOOMLA community.

The Profile Module

SOOMLA is always looking for new ways to help game developers make their games better. One of the key elements in modern game development is social network visibility, game developers want their games to interact with social network, this way the players become the evangelists of the game, and the game gets noticed, which leads to more players.

The Profile module helps game developers connect their game to the social web. With Profile integrated into your game, you can easily authenticate players using various social networks, allow the game to post on players’ feeds, get information about their friends, and much more!

Player Motivation

What is the player’s motivation to grant your game access to their social network? one word… Rewards!

Players love to get rewarded for preforming social interactions within your game, with Profile it’s easy to do so. The module allows the developer to attach a reward to almost every social interaction within it, when players preform it they get rewarded. Since Profile is a part of the SOOMLA framework, it’s easy to attach a reward which is bound to your Store virtual economy, meaning the player can get virtual item rewards for his/hers social interactions.

Get It Now!

As with all SOOMLA modules we try and cover as many platforms as possible, the Profile module is currently available for iOS (ios-profile), Android (android-profile), Cocos2d-x (cocos2dx-profile), and Unity3d (unity3d-profile).
Much like our other modules, this module is open-source, so there’s no reason for not getting it right now, and if you wish you can even contribute to the project.

Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+
Game Reviews

the tower is a fun action game that can give you ideas about virtual economies and game designThe Tower is a fun game from the makers of 2048 – Ketchapp (here is a link for iOS). If you want ideas for making great games, read on.

Simple mechanics – tap at the right moment

The goal of this game is to build the highest tower by adding bricks/levels on top of each other. Each brick is moving back and forth from right to left and tapping it at the right moment will place it perfectly on top of the existing tower. Missing the perfect moment to tap means that some of the brick is falling down and the building becomes narrow. The less wide the tower is the harder it is to land the bricks on top of it. Sound simple enough – it is! I personally find this mechanic extremely engaging. Another game that uses the same “tap at the right time” mechanic is CSR racing. While that game is far more advanced and rich in terms of the virtual economy and graphics, the basic mechanic is very similar – you have to shift gears by tapping at a very certain time and if you miss it you are likely to lose.

The height of the tower is the achievement and score

This game has an extremely simple system for keeping users engaged over time. Your goal is to always break your previous record. The only scoring and progress system is the height of the tower which makes for a very visual representation that contributes to users’ engagement with the score. Who wouldn’t want their tower to be the tallest? Of course, this system usually creates a problem of convergence – the higher the record the harder it is to break it. Lack of progress can lead to frustration unless there is a mechanism to handle it. In this game, the virtual economy gives the game an extra layer. Once users master the basic principals of building tall towers, they discover more depth that is introduced by the ability to turn collected coins into virtual goods that assist in reaching for the sky.

Focus on rating to get viral

The main social action in the tower is rating, there is no use of a facebook connect plugin here. There are multiple buttons to direct the user towards rating the game and before the user is redirected, there is a nice dialog that makes the transition smoother. There is one place for improvement here. For users who already connected on Game Center, I would recommend switching the rate button action to open Game Center instead of redirecting to the App Store. This allows users to rate the game without leaving the app.

Virtual economy with no in-app purchases – wait what?

One of the reasons I really like this game is that it uses virtual economy purely for engagement and not for monetization. This sounds almost crazy in today’s trends towards in-app purchasing but it shows the designer actually grasped the original purpose of virtual economies and their potential as a retention mechanism. While at first it seems like the game is about tapping at the right moment, the only way to build tall buildings is to master the use of the upgrades. After a few sessions, users already have one or two thousands of coins and can immediately start buying items that are priced in the hundreds:
  • Save Me
  • Extra lives
  • Headstart
  • Redo last move
  • Coin doubler
Most of these items are priced for real money in other games but the tower takes a casual approach and sells them for in-game currency. This adds the game another layer of complexity, increases retention and solves the game progression problem. A+ on the use of virtual economy here.
Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+

Back in July I gave a session at the Casual Connect Conference in San Francisco. The talk was about designing games with virality in mind to maximize the amount of installs the game gets from online sharing and rating as well as from offline word of mouth.

After getting a lot of positive feedback about the session, I decided it’s worth sharing it here with you.

Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+
Game Reviews

PickCrafter is a Minecraft themed incrementer game. It was made with popular graphic engine Unity and is leveraging SOOMLA for in-app purchase. You can download it for iOS devices or Android using the links below.

iTunes_download_link.PNG    Google_Play_Badge.PNG 

Gain resources and make investments

The goal of PickCrafter is simple, get as many picks as possible. Users can start gaining picks by clicking on their screen or tilting their phone as if they were using a pickaxe. Every few picks, users will discover a new resource units – these are the coins of the game. Once users gain enough of these units, they can start making investments. These can be divided into two categories:
  • Items that increase number of picks users get by tapping on the screen
  • Items that give you picks while the game is running
This model usually works in getting users engaged into the race for becoming a billionaire however, there is some room for improvement here.

Gradual complexity increase to ease users into the game

increasing complexity too quickly can confuse your players. its better to ease users into the game by unlocking elements over time.PickCrafter starts with 6 different types of currencies / resources you can gain by swinging your pickaxe and then there are 30 items you can buy and each one is only purchasable with one type of resource. Even complex simulation/strategy games have a max of 3 currencies so 6 would confuse most players. The solution to this is to give users time to learn the different types by gradually introducing them. This serves another purpose which is to give users a sense of progress in the game

Adding items that increment while the game sleeps

If you look at some of the other games in this genre you will discover that some of them also give users a way to make money while the game sleeps. The way this is set up is that users start off with a base rate off incrementing and a limit to how much they can accumulate before they have to check in again. Users can then buy items to increase the rate or the limit. There are two reasons why you want this functionality in your game:

  1. It forces users into making strategic choices and defining their investment philosophy
  2. It makes users work the game into their daily schedule – this is what makes games addictive 

Creating a sense of progress in the game

This game genre has no levels or scores like most other games. Users basically get a sense of progress when they either have a lot of virtual currency or a high rate of accumulation. It’s important to represent both in the game. One thing that PickCrafter is missing is the rate of picking per second (PPS in the game) resulting from the users tapping or swinging action. Another way to improve here is to create some missions and celebrate their achievement.
Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+

Store-Windows-Phone-04Good news for the SOOMLA developer community: Windows Phone is supported by SOOMLA Store.

Windows Phone need is now satisfied

We’ve been hearing a lot of developers asking for Windows Phone integration as part of their attempt to release games to more app stores and we just couldn’t stay indifferent to all the requests. We were looking for ways to get Windows Phone support to the community and it was with a lot of luck that we found Guillaume and Fabrice and the rest of the guys from Shinypix, a great indie studio from France, who were already doing it and agreed to polish it and release it to the SOOMLA community. We LOVE contributors! Thank you guys.

wp-store is actually a pretty big thing for us. We wanted to support Microsoft’s great mobile platform for a long time now and we’re very happy it’s here now. It won’t take long until we get it connected to Unity and Cocos2dx (as we do with all native platforms we support).

Same conventions through all Store modules

When you’ll look into the code of wp-store, you’ll see that the features are identical to all SOOMLA Store modules. It includes all the main classes you already know like StoreInventory and StoreInfo as well as the the storage and connections to IAP. We will soon also add detailed docs and articles about wp-store into the new knowledgebase at http://know.soom.la.

Contribution is key for success

We encourage everyone from the SOOMLA community to contribute. Contribution is the key for the success of any open-source community and at the end, you’ll be the ones benefiting from that. It can be more platforms, solving technical issues and answering others on forums. Whatever you can do to get the community forward will bring you respect and will drive technology forward.

Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+
Game Reviews

Compulsive is a fun matching game with some cool twists and clear user interface. It was developed with cross platform engine Cocos2d-x and you can find it in Google Play as well as in the Apple App Store.


iTunes_download_link.PNG    Google_Play_Badge.PNG

Matching color patterns and chain reactions

The basic objective of the player in Compulsive is to match sequences of squares from the some color. When such a sequence is pulled together, it explodes into pieces allowing the top squares to gravitate towards the bottom and possibly create new matches by doing so. This can often cause a chain reaction which is one of the best ways to give the user an immediate gratification. That part of the game works quite well and the game is indeed fun enough to be featured by both Apple and Google.
drag squares across the screen to match colors and see what kind of a chain reaction you created as the rest of the squares fall down

Sequencing missions to create progress

The part represents the largest improvement opportunity is the game progression scheme. The current setup is that of 3 game modes with a leaderboards for each one and missions that most users are not even aware of. I would suggest creating a sequence of challenges where each challenge includes a mission in each one of the game modes. Users have to complete a certain challenge before they can move to the next one. The progress from one challenge to the next one can be visualized as a path. More importantly, the mission at hand should be presented to the user at the beginning of the session and the progress towards completion needs to be tracked in the session.

Game Center implementation

Unlike many other games that use the Gamecenter with the design that comes out of the box. The creators of compulsive were able to adapt the design to fit the rest of the game while still enjoying the server side benefits of Gamecenter. More games should attempt to do that rather than defaulting to the generic design.

Creating demand for virtual goods

The game currently offers three in-app purchase items that give users gameplay advantages. The problem is that the user don’t need these advantages. There is not enough challenge for users to feel like they really need them. The first step here is to present users with challenges as suggested above. Once they are struggling with making progress, suggesting them the powerups in the pre-session screen might get them interested in giving the IAP items a try. 

Opt-in videos as a light form of advertising

Another good idea is to give users a chance to own in-app purchase items by watching videos. This gives users a chance to try the items before buying them while generating revenue for the developer. One option to look at in this category is Vungle
Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+

If you’re a Unity3d game developer, you’re probably familiar with Unity’s Asset Store, which looks like most app stores only that instead of apps it provides pre-built assets that you can import directly into your project. The SOOMLA team is excited to announce that SOOMLA is now available in Unity’s Asset Store! This means that with a few short clicks  you can have SOOMLA’s unity3d-store integrated into your project. You no longer need to clone the project from Github and drag the SOOMLA prefabs into your scene – you can just download and import from the Asset Store.

SOOMLA on Unity Asset Store


So why is SOOMLA so great and worth downloading?!

All Free to Play games use in-app purchases to monetize. SOOMLA offers game developers a free and easy way to do this. SOOMLA’s Unity in-app purchase plugin is the best tool to model your virtual economy and integrate IAP into your game. In addition to modeling and easy-to-use IAP this plugin will provide you with encrypted on-device storage and a single API to do all your virtual economy operations. SOOMLA for Unity is available for iOS / Android / Amazon. You can read more documentation and other articles at http://know.soom.la.

Easy as 1, 2, 3

To download SOOMLA from the Asset Store all you have to do is:

  1. Open the Asset Store in the Unity editor & search for “Soomla”.
  2. Click the “Download” button.
  3. Once the download is done, click the “Import” button to bring SOOMLA into your project.


If you like SOOMLA, please rate us or write a review in the Unity Asset Store.

Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+
Game Reviews

well designed free to play game that gives us an opportunity to teach many best practices about game designKelso’s Quest is a cocos2d based game developed by a promising studio called Avocoder. In the last Casual Connect in San Francisco, the game was nominated for the best free to play game award. It’s a lot of fun to play and the art work is really cool too.

Brain teasing gameplay with adventure and puzzle elements

This gameplay will remind some of you of the game Sokoban that was popular in the 80′s. Similarly, the action that the hero can perform is to push stones around. There are quite a few differences here however. First of all, the goal is not to put the boxes in place but to actually reach the exit point in the screen while avoiding the enemies and dangers. Second, the game narrative is an adventure which is far more exciting than the repetitive work of the guy pushing the boxes in Sokoban. Third, the visual side is much more compelling as the game takes place in a forest themed 2.5d grid and the characters is a resourceful Koala bear named Kelso that is hard not to like.

Achieving glory through levels and worlds

The main way to make progress in Kelso’s Quest is to complete levels. Users’ path through the level is visualized through a world map with a clear progress path which includes 78 levels in 6 different worlds. Moving between worlds requires users to pass through a challenging gate that includes a 3 headed dragon (I’m pretty sure this creature has a name but I’m not sure what it is). In addition, every level has 3 excellence metrics: score, stars and coin collection. The scores are also presented in a “friends leaderboard” for every level that is powered by Facebook.

Friends leaderboard is better with friends

The social leaderboard is a great tool when you can compare scores with your friends and compete with them. However, it feels rather lonely when you are the only one there. In other words, if your game didn’t reach the critical mass and you don’t have huge marketing budgets to promote it it’s unlikely that this will be an effective tool for you. One solution is to only show it if there are enough friends and show something else if there aren’t enough friends. Another solution is to only introduce this component once the critical mass has been reached.

Gamecenter leaderboard in a level based game

This game has Gamecenter integrated. As a user, I’m not a fan of Gamecenter! The design never matches the game design and it mostly feels like the scores and the achievements are not related to the real progress in the game. The last point is especially true for level based games and specifically in this game it makes no sense. Level based games are perfect for giving users a sense of progress – I completed 12 out of 78 levels and tomorrow I’ll complete another 5 so I made progress. When I’m comparing with my friends the most interesting question is “how many levels you completed?”. I know there is value in Gamecenter integration to increase rating and discovery but there is really no reason to create an entirely new progress scheme just for that. Simply use the levels as the score in Gamecenter and every level completion is an achievement.
In level based games the scores are secondary to the level progress and so leaderboard should be implemented around levels rather than meaningless scores

Diverse and reach virtual economy

The first visit to the store shows 3 elements that I find interesting:
  1. The coin screen is not sorted low to high but instead has an “earn coins” in the middle and the rest of the options appear almost random.
  2. Some categories indicate that products are currently locked and the user should come back later as he or she make progress
  3. There are many options for visual customization that are priced within reach
A deeper look into the game exposes quite a few other free 2 play best practices that we can learn from:
  1. The game has an energy mechanic implemented in the form of 5 lives
  2. At the beginning of the level, users have the opportunity to equip 3 items – they have to choose carefully
  3. Users that get stuck on a level are offered a skip opportunity for a price of $1.99
What’s really nice about this game is that all these options are integrated into the game so well and use nice artwork that they don’t feel like a squeeze but rather an attempt to give users a large number of options.


Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+
Game Reviews

vikings is a mid-core strategy game available for ios in the apple App StoreI recently started playing a game called Vikings – a mid-core strategy game themed around nordic raiders who are as tough as much as they are fund of beer. The game is available for iOS.

Build Your Village Mode

This part of the game is very similar to a popular game we all know – Clash of Clans. Users focus on obtaining two types of soft currencies: gold and beer. In order to get more gold users need to build buildings using beer and in order to get more beer they need to spend gold. This mechanism allows easy balancing and many games are leveraging SuperCell’s formula here. As in many other city building games, everything takes time and impatient users can pay to accelerate things while patient users modify their entire daily schedule to become successful at this game. Since ‘Vikings’ is leveraging a known formula, most users alreay know the game play when they start which makes the on boarding process easier.

Raid Enemy Villages - Small Tweaks to the Formula

battle mode - giving the user more ways to impact the battle is a great improvement from benchmark - clash of clansNo big surprises in the battle mode as well. This game mode is focused on deployment of troops on the screen rather than actual fighting. One big improvement from Clash of Clans is that users can give their troop orders during the battle. This solves a major problem with COC that the battle mode was getting boring after a while. Another big difference is the Hero which has all sorts of power that the user can unleash on the enemy. This is a great addition as the user feels a bigger part of the battle.
The game features two modes for battling oponnents:
  • Single Player – users can track their progress through the campaign and see which villages they already raided and which ones are still remaining.
  • Player vs. Player – in this multiplayer mode, users can battle random oponnents

The Twist – You Have a Hero

adding a hero to the game increases emotional bond and gives users more ways to upgrade and get invested in the gameUnlike most strategy games, this game features a hero character – Thor. This dude have a massive impact on the battle field and can raid enemy villages almost on his own in the early levels. One impact that this has on gameplay is that early stages become much more intensive as users can raid the first few cities without the need to constantly train troops. In other words, the difficulty curve in the early levels is not as steep as in similar games. Another interesting aspect of having a character is that it opens a lot of opportunities for upgrading and creating a greater emotional bond. The game indeed offers many opportunities to invest in upgrading the hero, training him and developing his abilities. This makes the game more fun and at the same time, allows him better monetization. There is even a paid option to buy different heros and those users who want to see what other heroes can do will have to reach out for their wallet.technology research is a hard core element that somehow found it's place in this mid core game

Researching Army Improvements – One Step Too Far

The game also includes an element normally found in hard-core strategy games – researching of new technologies to improve troops. This feels a bit too much in the context of this game. The addition of the hero and the use of beer as currency, make this game more casual than the standard mid-core game and having technology research breaks the narrative.

Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+
Announcement, Open Source, Video

SOOMLA Knowledge Base

SOOMLA recently went live with an informative Knowledge Base, created so that game developers can quickly and easily learn how to use SOOMLA. Currently the Knowledge Base provides documents with explanations and examples, written tutorials, and new video tutorials. Game devs can navigate their way through the user-friendly main menu of the Knowledge Base to find whatever materials they need.

Our most recent addition to the Knowledge Base is the Video Tutorials page that can be opened by clicking the “University” button in the main menu. While our tutorial collection consists of only four videos as of now, we are working hard at creating more for the benefit of the community.

The videos that are currently available are:

  • Getting Started with unity3d-store for Android
  • Getting Started with unity3d-store for iOS
  • Integrate unity3d-store into an example app for Android
  • Integrate unity3d-store into an example app for iOS

We are working on widening the scope of the Knowledge Base with more documents and explanations about the different modules that SOOMLA provides, including the new modules that will be available in the near future. Of course there will also be more examples, tutorials, and videos to complement the docs. We believe that information will strengthen our already solid community, and that’s the reason why we’re constantly improving and adding more to the Knowledge Base.



Show us you care Tweet about this on TwitterShare on FacebookBuffer this pageShare on LinkedInPin on PinterestShare on Google+

Join 3160 other smart people who get email updates for free!

We don't spam!

Unsubscribe any time


SOOMLA - An In-app Purchase Store and Virtual Goods Economy Solution for Mobile Game Developers of Free to Play Games