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HTML5 Suika Watermelon Game

Talking about Game development and Links.

Living in Italy is fantastic, but this also means I’ll probably miss every interesting IT conference.

Anyway, thanks to Michael Sorrenti from Flash Magazine I can enjoy a full report of the conference, and he asked me to share it with you, so we’ll be able to see what happened without even suffering jet lag.

And I can keep on eating awesome pizzas…

The information I am about to share was gathered fron an online survey of a random US NPD panel of 2,611 partecipants.

Not that much, but all in all quite representative.

First, you will be happy to know 90% of them play casual games, that are the kind of games we develop.

While in the original post you will find a detailed list of customer segments and their target, I would like to focus on Frenetics and Clickers players hooked on performing under pressure.

The success of games like “whatever” defense, where you must think quickly and foresee the action, or Bloons, where the REAL fun is not beating the levels but beating the levels popping all balloons must drive us on these directions.

This does not mean there is no point in developing a Mahjong game, but it’s important to give players quick action and rewards.

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