Recap of our games in 2017

Last year was satisfyingly productive for our studio. New clients with technical challenges helped us finish the year with a more complete and rich portfolio. Here’s a quick recap.

HTML5 Licensable games

Part of our activity as studio consists on developing HTML5 games to be licensed to game portals, or game apps. The 3 licensable titles developed this year include a chess game and 2 puzzle games.

These titles were developed keeping in mind the youngest audiences. Nevertheless when they shine the most is when played together by kids and their parents. Each of these games can be a good tool to teach stuff about animals, chess and logical puzzles.

 

 

This area of business is something we definitely want to improve in the current year, so expect lots of new licensable games for all audiences!

Electronic gambling (slots)

Back in 2014 we published Pocahontas Slots, a just for fun slots machine with no actual transactions. Having this prior experience in gambling games got us a new commission in 2017. In this new project we were introduced to safe server communications and the Provably Fair system. The gambling world is truly a whole dimension of new tips and tricks.

 

Legend of Mjolnir - HTML5 slots

 

Game development for major gaming portals

Once again we had the chance of collaborating with two major companies in the field of online games. Both of the developed games were starred by female yet radically different characters. On one side, our fourth game for Spil Games was a cooking game featuring Barbara, a gentle and hardworking baker. On the other side, a kinky clicker game developed for Minijuegos where you play the role of a Youtuber’s psycho fan.

 

 

We are always eager to collaborate with companies to help them developing games. Not only gaming portals but also helping companies from different fields to produce great advergames.

 

Multiplayer games for Directi

In 2017 the Indian based IT company Directi launched their game platform called Kapow. Since they chose HTML5 as main technology for their platform, Ravalmatic was the right match for this venture.

We had the chance of producing 3 multiplayer games for them during this year. These set of games were our first contact with a turn-based multiplayer design. After dozens of games where we just cared about the client side, working on the server side too was a rich experience for all of us as a team. This is a path we will love to walk by again in 2018.

 

 

We are confident that this current year will increase our portfolio with new challenging projects. It’s just January, but have finished already a couple of games, and are working on 5 more projects. Looks like next year’s recap will be an even longer post!

 

Ravalmatic en los medios

En el tiempo que llevamos funcionando como estudio hemos logrado meter algunos de nuestros juegos en medios informativos. El juego Chorizos de España alcanzó cierta notoriedad en su momento y fue en parte gracias a esta difusión viral que empezó discretamente en medios técnicos como Excite Zona Digital o Xataka Android y acabó llegando a un público más amplio desde medios más generalistas como El Mundo.
Artículo sobre Chorizos de España en El Mundo.
Entrevista a Ravalmatic en Ego Friki.
Artículo sobre Chorizos de España en El Economista.
Reseña sobre Chorizos de España en Xataka Android.
Reseña sobre Boom Bang Friends y entrevista en Edén Creativo.


Merry Christmas and Happy New Year

This year has been very intense. We’ve produced a lot of games and have a couple waiting in the pipeline.
Hopefully 2013 will bring more projects and stability to our little studio.
Our best wishes for 2013 for the players of our games, our clients, our collaborators and our patient families.

Gamelab: day one

And so, Gamelab has begun. The biggest and most important videogame event hold in Barcelona opened its doors today at Catalunya Plaza Hotel. Today’s topics moved loosely around the mobile gaming issue. Let’s not even try to grasp a whole view on the day’s speeches, but instead let’s focus on the two best moments from a personal point of view.

For us, a humble tiny studio, those conferences about expanding to asian markets, or stretching the brand until you get profit of plush toys, were kind of celestial voices whispering about their fairytale world. But at lunchtime, the bunch of guys who struggle day by day just like us, (Lucera Project, Lemon Team, No2, IDS and with some more ease Ludei) were singing a different tune. A song about plain survival, perseverance, environmental adaptation and “old coder tricks”. It’s been a nice time spent among these buddies and the feeling of being rowing in the same boat is quite strong.


After that, 
the ever caustic and witty Daniel Sánchez-Crespo has shared his worthy point of view on game monetization. He was supposed to talk about Vita, but instead he showed his concerns about the players loosing the perception of game value itself. When selling games at 0.99$ we are putting ourselves in a point where it’s almost impossible to make a living out of them. The Appstore is overcrowded with daily releases, and making those games profitable means to invest the less time possible on them. In the end is a rat race with no way out where the victims are our own wallets and the games’ honor in general. 

On the other hand, as Dani exposed, there are some hopeful horizons in freemium, downloadable contents (DLC), subscriptions and the typical retail market from the console environment.
The question is… now that the mobile (iOs) users are used to pay cheap prices and they have a distorted view on the game value, is there a way back that allows the studios to quit from working for peanuts? Is the games respectability too eroded by all the mediocre stuff gathered together in the Appstore during this time?  
And most important, should I go back to my father with a gloomy gaze and tell him –You were right. Living from selling games at 99 cents was naive and I’ve been a fool for believing that.– ? 


We’ll attend the GamesCom in Cologne


The gamescom is the biggest videogame event in Europe and it attracts more than 275.000 visitors.

It’s been a while since we’ve attended an industry event. It was in december last year in Valencia. Now is time to clean the dust of our magic carpet and make it ready to fly to Germany. In August we’ll go to the gamescom to meet some of the companies we work with and pick fresh ideas for new projects.

I hope we don’t get in trouble with the german authorities and end chained in a dark dungeon for having commited this.

Our little factory running at maximum capacity


Our customers are amazing. Even though we would do it for free, they support financially our passion and keep ordering game after game.

The Raval neighbourhood in Barcelona is becoming the epicenter of realistic make up games production. Currently, our employees are working on a new serie of games called Mega Make Over that will shatter the world.

Besides that, we are collaborating with the production of a multiplayer game for tablets and smartphones. This is a very challenging project, because it will be developed for iOS and Android platforms on any dpi resolution and possible screen size. (The Casio F 91W version is also planned … there is nothing impossible for us).

Gamelab conference

Once again, our city holds a new event on gaming: Gamelab 2011. I guess you could say that we’re lucky guys…

This time, we’ll be honored with several big fishes of the gaming industry: American McGee, Trip Hawkins, Cliff Bleszinski, our beloved Daniel Sanchez-Crespo and… rumbling fanfare… a demigod called Hideo Kojima.

So seek us there and try to catch us like an elusive Pokemon. We may not know how to do Vine Whip attack, but we wash dishes like hell, so we’re much more profitable as slaves than a mere Bulbasaur.

Ravalmatic in DevUp Conference

This friday we’ll be attending DevUp, an event held in Barcelona for Iphone Developers and organized by the people of Ideateca.

We’ve heard a lot of good things about these guys. The issues covered in the agenda seem very interesting and this will be a great chance to get a glimpse on how do they work.

Will you be attending too?

Halloween Pairs

This is one of ook our first works. We wanted to target Architecture kids, who still Forever find memory games entertaining. Even wholesale jerseys though the wholesale mlb jerseys game mechanic was wholesale jerseys a pretty overabused one, we put tons the of effort in visual effects wholesale nfl jerseys and character design to engage them.

The game was purchased personally cheap jerseys by Games1‘s Overlord Mr. Ilker Aydin, Fotografia and that’s how we overcame starvation that month.

Curiosities: While the average player reaches level 8, we’ve tracked this crazy guy that has beaten level 225. Hey man, get a life!