How to fail, PART TWO!
Following this post of a couple of years ago, here's the second in my series
How To Write A Losing Pitch For Your Indie Game Project
I just found this taking up a little space in Google Docs. It's the original "pitch" I made for Monkey Blockade a couple of years ago.
To be honest, I don't even remember who I was pitching this to. As I recall, some mobile game website/portal/publisher put out a call for people to send in two-minute elevator pitches for original mobile games that could be developed quickly. And since I'm nothing if unable to slap together a game fast, I sent in an idea.
Needless to say, they weren't interested. Given that I can't even figure out who wanted me to pitch the idea to 'em, I'm assuming they didn't even have the courtesy of emailing me to turn me down flat.
Anyway, a couple of years later I was digging through some old stuff and found the screenshots. I still thought it was a good idea, so I spent a few weeks actually implementing it. I added some stuff (snacks that distract monkeys and changing the red circles to clanking robots), and didn't implement some stuff (the comic strip back-story), but I thought it turned out rather well.
If you wanna see the final product, go to my mobile page at m.thecodezone.com and check out the screenshots in any of the app stores.
Name: Monkey Blockade
Game Type: Quick Puzzle
Description: Trap the monkeys that are trying to escape by placing blocks in their way. Monkeys are tricky, though, and they find ways to get around the blocks.
Following is a mockup intro screen. Note that the screen might be implemented as a "pop up", similar to the jumping-up windows in the Code Zone Flash games. Fewer screens makes for a simpler experience. I'm also toying with the idea of eliminating as much text as possible, with the idea that less text makes for a better experience for international users. The following text might be replaced with a "slide show", not unlike a comic strip, illustrating the backstory and the gameplay.
Following accepting the start-playing screen, you see the gameplay screen.
You initially start with ten monkeys, one on the board (in a random spot, but near the middle), and nine under the "remaining" text. As monkeys escape or are captured, they move to the "escaped" or "captured" sections at the top of the screen.
To place a block, tap the screen. The block will not actually set itself until you let up with your finger, so you can make sure it's over the hex you want to use before you place it.
The "Blocks" and "Time" will accumulate throughout the game. They will likely be replaced with icons (a block and a clock).
Once all of the monkeys are either captured or escape, you get the game summary screen. Again, this may be a popup if that's easier to do, in keeping with the "one screen" motif.
Your score is a combination of captures (big points) minus a small penalty for number of blocks used and a time bonus. At this point, the user will get the opportunity to enter his score in a global table that will work a bit like the Mochi highscore table (daily, weekly, and monthly high scores).
Since this game is a natural for making a daily puzzle, there's a possibility that I'll couple this with a daily puzzle version on thecodezone's site. If the user chooses to play the game as a daily puzzle (from the main menu), he can enter his thecodezone ID and password, and he'll be presented with the same puzzle as the Flash version and can submit his score to the site just as if he played the Flash version.https://blogger.googleusercontent.com/tracker/5927544581291786949-8114740672449768082?l=thecodezone.blogspot.com