Total Eclipse

Game Development & Consulting

Game Design

Looking for controls? Start here!

A few weeks ago, while implementing power-ups in Monster Snack, we did a bit of brainstorming on the mechanics players could use to collect them.

We scribbled down quite a few and then made them fight each other… OK, maybe we just evaluated them. Although we ended up choosing one, it was a difficult decision. We needed a control that would not interfere with the basic one-tap mechanic used in Monster Snack’s core gameplay and would also allow players to collect the power-ups while coping with the frantic gameplay.

Read More

Read More

Monster Snack – What It Is and How It Came to Be!

Those of you following up with our news on Facebook and Twitter, may have already heard about our upcoming iOS game, Monster Snack.

Monster Snack - What it is and how it came to be!

Soon after the release of Fashion Getaway, we decided to take a break from long development cycles. Thus came to be the idea of a fast-paced, rather unforgiving, endless runner. And we were going to finish it in just 1 month, from conception to App Store submission!

Read More

Read More

Total Game – Shape Your Game’s Present and Future

In a very concise blog post on free-to-play game design by Nicholas Lovell, I watched marketing theory evolve once again. I have to be honest, it had been quite some time since I last saw any marketing concept re-modeled to fit an industry as seamlessly.

To cut a long story short, Lovell presented two marketing concepts, AIDA and Maslow’s Hierarchy of Needs, but with an interesting gaming twist; the renowned Funnel model and his Pyramid, respectively. If you’re not familiar with the two traditional marketing concepts, I highly recommend that you give yourself a chance to look them up.

Although both the Funnel and the Pyramid are great tools to keep everyone in a game development studio on the same page, when it comes to actual development and the need to monetize, there were a couple of things that weren’t stressed enough, if at all; competition and future potential.

Read More

Read More

Rapid game prototyping

It’s no secret that most game development studios, especially as they climb upwards (in budget, staff numbers, etc) tend to lose their will to risk. As game production costs rise, office space expands and rent goes up and staff expenditure skyrockets, companies stick to what worked before. That’s why you see so many AAA+ studios focusing on sequels.

It’s also no secret that most of us will be generally risk-averse, especially when times are tough and the economy is stingy. This pretty much describes our current situation here in Greece; the state of the economy is really awful. In my opinion, though, it is during times of recess that breakthroughs and new ventures can be made.
Read More

Read More