Mega Makeover 2 and success!
Wow! Players loved our last game.
These days is very difficult to get the attention and involvement of players but our Scary Lilly seduced them. Lilly motivates us to improve MMO’s concept and make it more appealing and entertaining.
Since the game concept and the code is almost the same as MMO-1, all the merit belong to the artists. They really did an amazing job.
Eli Basanta (doll and hairstyles)
Estela Gaona (dresses and accessoires)
Mega Makeover 1
This week we’ve released the first game of a new serie called Mega Make Over.
Players have received it rather coldly. They said that graphics aren’t good and the proportions of the doll are strange. They don’t mention the interface, game concept and its performance.
Their critics overshadow the fact that this game is probably the more complete make game over available out there. Mega Make Over offers a lot of possibilities to edit the clothes, applying make up with the mouse, etc…
We’ve learn the lesson and currently are improving the esthetics for the next game to follow. Probably then, they can make a more equanimous judgement. It will be a Halloween thematic game. Hope to harvest more comprehension for our hard work next time.
1 million game plays
We are not millionaire yet but one of our games has made it to the top. It’s been played one million times.
The average play time for this game is 10 minutes. If we do some calculations we’ll see that altogether we have contributed to mankind with 19 years of accumulated make up fun. That’s amazing!
Don’t believe me? Check out the stats:
Too innovative? Brand it!
We’ve been working over the past weeks on a contract involving a serie of make up games. Our expectations were high because these games implement a more realistic approach.
The release of the first game couldn’t be more disappointing. It got a bad rating. So many hours trying to improve the genre and our customer told us that players complained about this new way of applying make up…
After a long sesion of masochism reading all negative comments we came to the conclusion that there was nothing wrong with our game. Basically, players were expecting the usual make up game and nobody told them that this worked differently. We needed to communicate that our games were innovative in an attractive way.
How about choosing a good brand to differentiate them?
“TRUE MAKE UP GAMES” speaks for itself. Besides that, we could produce some animations showing that make up can be directely applied. We synthetised all this in a strong and visually elegant intro. That was not enough, this time we wanted to play rough. What if we use the magic word “NEW” inside an animated star. All those years buying on impulse nonsense at discount stores were not in vain.
The result? Players gave our second game a great rating to . We improved the game without all that expensive programming, additional graphics or modifying the game mechanics. We just changed the perception of the player.
Designing games is all about creating an experience for the players, and that’s for TRUE.