For the last 2 years the QCF Design team has been taking part in the 48 hour Global Game Jam. The games made here are rough (given the extreme nature of the deadline) but still quite fun to play, even if they are mostly proof-of-concepts.
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Made for the Global Game Jam 2009, 48 Hour War was designed for the phrase “As long as we’re together we’ll never run out of problems” and a theme word of “patriotism”.
This naturally caused us to create a game about war and aid relief where nobody comes out well.
Download : 48 Hour War
If a puzzle game slept with a rogue-like, you’d get Desktop Dungeons. Then you wouldn’t be able to do anything else because you’d be too busy playing it.
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We offer full stat tracking with our advergames, harvesting gameplay information when a phone connects to our servers to claim airtime. As such, we don’t have access to all offline gameplay. Usage patterns indicate that nearly 50% of users play games on their phones without allowing them to connect to the internet, the information below does not contain any estimates based on this trend:
Colgate Smile Protector has been played for over 64 000 minutes in over 7000 sessions. Gameplay time averages 8 minutes per session with users playing at least two sessions per connection. Over 3000 connections were made, resulting in just over 2000 airtime rewards before the airtime prize pool was fully claimed. Users still connect, despite the prizes being finished, this means that people still enjoy the game even after promotion ceased with the end Oral Health Month.
In marketing speak someone would say that users engaged with the brand for 16 minutes at a time and returned to it multiple times. That’s quite different to traditional advertising, but don’t take our word for it: We don’t speak marketer…
Guerrilla learning mobile game designed to let players enjoy a new take on Master Mind while happening to get better at the South African Grade 10 maths syllabus.
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