"Anyone who's played Candy Crush Saga, run out of turns and felt the pull to pay for a few more to finish a level will understand this anguish." "How free-to-play games work is that you're counting on people to get annoyed, and then having to pay to reduce their annoyance," says Auwae. Rocketcat followed up with Wayward Souls, a moody treasure hunting and exploration game that has been compared to hardcore gamers' favourite Dark Souls.ĭeath Road is the collaborators' first game to launch on PC instead of smartphone, a move that has allowed them to avoid the struggle between making a mobile game profitable for its developers and fun for players at the same time. Rocketcat found its stride when they teamed up with Pridham to make Punch Quest, an endless runner game similar to Temple Run or Sonic Dash, released in 2012 and since been downloaded more than 3 million times. Navigating indie success and frustrations The Canadian moved into-full-time development as Madgarden in 2010. "I realized that was bullcrap and I should be making games," he says. Pridham previously worked in technical fields like industrial networking. He formed Rocketcat with Jeremy Orlando, a programmer in Detroit, and Brandon Rhodes, who was then a pizza delivery guy in Arizona. Auwae, for instance, started tinkering with games while working as a pediatric nurse on the night shift in Washington. "There's not a lot to do after work at 3 a.m.," he says. The team's path to game development wasn't straightforward. Paul Pridham of Kitchener, Ont., is one half of the team behind the indie game Death Road to Canada.
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