Highest Rated Comments


PartTimeMonkey327 karma

I don't exactly know. I guess I went with the flow. The environment in Angry Birds was getting quite hectic because of how fast the company was hiring. I wouldn't say everything started to fall apart, but there was kind of too much going on and way too little experienced people. At that point it just felt like a good decision.

Define "filthy"

PartTimeMonkey294 karma

The original concept of AB wasn't what it is now. The orig. design came from Jaakko Iisalo and it was about matching colored blocks with colored birds. So at least the original design wasn't that much a rip-off, at least in my opinion.

To be honest, I don't know/remember how it evolved from that color-matcher to a castle-crashing game. I do think that Crush the Castle was something we looked at, but definitely wasn't the only inspiration.

Ultimately however, everything is a remix. Every developers rips off something from other games, some just hide it better than others, and some fall in the middle. I think AB was somewhere in the middle.

PartTimeMonkey202 karma

Unity, always Unity. Unity is the best because it's Unity and everyone should use Unity.

PartTimeMonkey160 karma

Hey! I've read next to zero books and articles about it. I think I'm still mostly doing decisions based on pure gutfeeling. In my opinion your best learnings come from doing the thing. It works well especially with small mobile games, since with every shipped title you become much wiser about what you did well and what went wrong.

So sorry, I don't have anything specific to point you to. I just recommend to ship your first few titles as soon as possible - obviously you want to put your heart in it at least to some extent, but I wouldn't recommend spending too much time on getting everything right.

PartTimeMonkey113 karma

Haha. I’m probably less rich than people think, but above midclass I guess