MVP Multiplayer Racing Game Release – Road Trip Friends

Slightly Social is happy to see their latest game released on Monday, a MVP multiplayer racing game built in the summer by our interns Philip and Johann, finished up in house when they had to go back to school. This Free Multiplayer Sequel To the Hit Racing Game Road Trip 3D, has MILLIONS of players on iOS, Android, Windows & Blackberry!

Battle your friends with fast cars and cool power-ups! Flip your opponents screen upside down, be a TROLL and steal Nitro, send other racers off the cliff with lightning attacks and hit them with rainstorms that send them out of control!

Road Trip Friends

>> Free Download <<

“3 months in the making, we missed some breaking bugs that got through apple reviewers as well, last minute crunch by Eric helped get this thing out with an emergency update yesterday just in time for the influx of users” states Slightly social founder CEO Brad Mills.

Nearly everyone in the office had a hand in it & I’m glad to see it currently doing well in the land of maple syrup and (Canada) and quantitative easing (USA) … It’s in the top charts of its categories, so download it and learn how a local mom makes $1000 a month playing video games.

 

Road Trip Friends on iTunes

“Road Trip Friends” is a multiplayer iOS game featuring Nextpeer and can be picked up at Apple iTunes: https://itunes.apple.com/us/app/road-trip-friends-free-multiplayer/id735292154?mt=8

Facebook: https://www.facebook.com/roadtripfriends

About: Slightly Social is a mobile gaming company based in London, Ontario, Canada

https://www.facebook.com/slightlysocial

http://slightlysocial.com

 

 

Slightly Social Startup 2013

I arrived in London, Ontario where Slightly Social currently operates, with a mixed sense of dubious optimism, giddy trepidation and excitement. It’s not every day I uproot myself from another city to join a dynamic group of coders, artists, financial specialists and knowledgeable tech wizards. This is how I wound up here.

I first met Slightly Social CEO and co-founder Brad Mills several years ago after he had produced and shot a campy ‘80’s-homage style slasher film in Cape Breton with award winning director and sister Jacquelyn Mills. I was requested to create a sound track to the film trailer, and after impressing the siblings with my work, I was ultimately hired to write and produce the film score. This was a welcome opportunity, as at that time another potentially life and career changing opportunity had just slipped through my fingers at the last second, a roll of (eventual) positive fate that eventually had me sitting here writing this article.

I ended up getting way over my head with the feature length film, eventually providing and mixing the entire sound track, which was both stressful, yet, an invaluable learning experience. This had me develop a great rapport with Brad and Jacky.

Over the years, Brad had me providing music and sound for a collection of Facebook flash-based games, which over time evolved into more complex mobile-device games with the advent of the age of the smartphone and tablet. Brad, still working from his home office, managing his staff remotely through Skype, was dreaming of bigger things in bigger places.

workforceBored and frustrated with the stale routine behind his home computer monitor, Brad was envisioning a place where his work colleagues could thrive in an inspiring, team-building environment. He set out to make this happen with immense determination, some would call folly, seeking out a perfect office where he could start laying down the foundations for his bigger aspirations down the road while building the company of his dreams.

Upon finding a vacant women’s gym and spa, a goliath of a structure, Brad inquired into renting the space and managed to land a magical deal. With the Slightly Social (SS) team already being fitness nuts and with the prospect of having such a luxurious and spacious office, they were thrilled and more motivated than ever. With multiple gyms, a dance studio, hot tub, steam room, showers, lockers and even a daycare centre, they couldn’t have asked for a more perfect spot.

After securing a seed investment on Christmas Eve of this year, SS now sets it’s sights on loftier endeavors of expansion, including adding a team of budding young interns from Western University.   The company has started developing in Unity 3D, requiring it’s C# programmers to work on challenging problems in complex cross-compatibility game engines that the company has acquired through nefarious dealings with underground mastermind members.

The key to success, according to Brad Mills is hiring the right people with great drive and self-motivation, which I have personally witnessed in my first week here at SS. The staff are very professional, yet know how to operate in an easy-going manner, which is a direct reflection of Brad, their CEO, a walking stand-up comic who never sits down and knows how to have a hell of a lot of fun while still getting the job done at the end of the day.

On my first day, I was quite taken aback by the gargantuan scale of the office-space, and that staff was playing table tennis, laughing and having a great time – but as soon as those paddles were put down, it was business as usual, and when you’re passionate about your job – that’s a hell of a lot of fun too.

Day two had me starting the day with a rigorous workout routine with the rest of the team, supplemented with a  “scrum”, going around the circle with every member of staff explaining what he had done the day before and what he was going to accomplish on that day. The simplicity of this exercise, while we exercised as a team, struck me as brilliant. Immediately we were all on the same page, even though I was shakier than a leaf in a hurricane and sweatier than a polar bear in the Sahara (do Polar bears sweat?) after our workout, I felt like I was part of something and gelling with my colleagues. Not to mention the energy and stress relief exercising gives you for the rest of the day.

Aside from my PR duties, I head the audio department, which will expand as the company expands, managing all the sound effects and music that go into each game, a far more arduous task than people give it credit for. Intern Gray Aletter, another audio nut and graduate of Fanshawe College Audio Engineering, works alongside me, a character with a comfortable attribute of levity paired with intelligence and promising composing talents. Perhaps…I wouldn’t have said this on my first day when he locked all of his computer equipment and personal items in his office, spending the next several hours going through the ceiling, reaching over with a jerry-rigged grappling hook he was trying to reach the door handle with. He eventually managed to reach the handle after a long, sweaty and messy ordeal, re-confirming my suspicions that –yes- he is actually worth keeping around here.

More to follow..

A Candy Jump Kingdom the Latest iPhone Game Release by Slightly Social

A Candy Jump Kingdom is the latest iPhone Game release by Canadian Mobile Game Developer Slightly Social and their partner MediaSoft. It promises to give even the oldest game lovers a candy crush! Eat your way thru the colorful candy kingdom along with cool ice cream pal Toothie! Devour this cavity crushing candy app at no cost on iTunes courtesy of Slightly Social /MediaSoft Mobile Game Development Partnership.

Kids and adults alike love anything to do with candy, ice cream, and particularly anything sweet. Slightly Social and MediaSoft are looking at how to make games fun for all ages and this is a great testing grounds here in Canada, where everyone old and young alike seem to love their sweet treats.

We are actually throwing caution to the wind on this latest iPhone app release; A Candy Jump Kingdom (Ice Cream Cavity Crush). “Brushing your teeth and eating candy? How can that be fun”, says the Canadian Mobile App Developer and CEO Brad Mills. We are looking at the concept of injecting a game character (Toothie) as a positive healthy role model to teach new generations of young gamers that it can be fun to, pardon the pun, have your cake and eat it too. The lesson is simple, eating candy and ice cream is an enjoyable part of life, but remembering to brush afterwards, can pay dividends.

We’ve taken the concept a bit further by making Toothie cool by giving him a cape. So he would be similar to a crime fighter, only in this case he is a cavity fighter. Throw in a bit of candy and chocolate for good measure and you have an adventure thru the cavity laden Ice Cream Kingdom that we hope sister and brother & mom and dad alike will all enjoy.

Follow Toothie as he cascades cautiously up a colourful pathway to overpower and crush careless cavities along the way. The game controls are simple to use, and the more toothpaste you use, the higher you go to defeat the gross cavities. Collecting sweets and eating candy, chocolate and ice cream is fun in the real world, but the same goes here. Don’t forget to brush your teeth afterwards!

Once again, following our free iPhone game download model that we established in 2013, Slightly Social hopes to leave gamers all ages smiling from ear to ear as they reach great heights playing “A Candy Jump Kingdom”.

iTunes Download Link:
https://itunes.apple.com/us/app/candy-jump-kingdom-ice-cream/id604747688

About:
Slightly Social a Canadian Mobile Game Developer making high end games for fun and friendly competition. We have the most talented and app-savvy gaming developers on our team. Stay tuned for many new releases coming out in 2013.

Connect with Slightly Social on Facebook:
https://www.facebook.com/slightlysocial

Check out our other games on our website:
http://SlightlySocial.com

 

The lastest iOS Mobile Game Release From Slightly Social – A Zombie Kid

Free Zombie Games are gaining in popularity. iOS gamers can’t get enough of undead entertainment, anything Zombie related seems to be getting a higher download volume.

This new release from Canadian mobile app developer Slightly Social, who are quickly becoming known in Canada for their rapid release cycle of fun to play, early version mobile apps and iPhone games.

“We are taking a lean startup approach to game development.” says CEO Brad Mills, “we encourage our team come up with their own ideas, rapidly prototype the concept, get it to a stable version 1, and put it on the appstore to see if people like it! If we get some good feedback and good metrics, we will focus more attention and resources towards that project, if not, we move on to the next project. This cuts down our development cycles from 6 months to release a completely polished app that might flop, to 1-2 weeks to release a slightly soddy app that might flop. Its about getting through the turds to find the truffles.”

Slightly Social’s new Zombie Game takes place in a fictional metropolis town located somewhere in post apocalyptic North America. The player takes on a roll where he must fight for survival to save his Zombie girlfriend. Armed with a shotgun, or any of the game’s other six zombie destroying weapons, which you can purchase with real money a la the freemium model, you take on wave after wave of Zombies in unlimited levels.

“The game borrows from Zombieville USA where players can enter houses to attempt to get health and ammo. You must fight through a Zombie infected town, and protect your one true love.” says Meng Li, one of the developers of the game, and a true romantic at heart. “Out think the enemy and you can survive. Let down your guard or weapon for a moment and you may become a Zombie feast.”

Slightly Social is once again proud to be making iPhone games for its growing fanbase in Canada. They wish to announce that you can download A Zombie Kid: Plague the Dead free from the Apple AppStore so travel thru the decimated streets of this undead town, shooting Zombies only on the Apple iOS Store.

iTunes Download Link:
https://itunes.apple.com/ca/app/a-zombie-kid-plague-the-dead/id616885969?mt=8

About:
Slightly Social a Canadian Mobile Game Developer making high end games for fun and friendly competition. We have the most talented and app-savvy gaming developers on our team. Stay tuned for many new releases coming out in 2013.

Connect with Slightly Social on Facebook:
https://www.facebook.com/slightlysocial

Check out our other games on our website:
http://SlightlySocial.com

Canada Game Company Releases iPhone Game – A Ninja Adventure

Slightly Social releases another Canadian iPhone Game which is now available as a free download at the Apple AppStore.

The game features classic gaming graphics set back in feudal-inspired Japan. It pits a variety of Ninja masters against one another in the hopes of unlocking the Secret Chamber. “Fun to play and addictive, we are hoping game players of all ages quickly catch on to this one,” Brad Mills vocalizes recently from him London, Ontario office.

Ninja and Zombie games seems to be very popular these days, and Ninja Adventure doesn’t disappoint. The storyline quickly unfolds as Japanese Ninjas fight it out along a course of narrow streets and alleyways where eating pieces of fruit can only make you stronger. Ninjas increase skill and weaponry to become powerful ninja assassins in a race to the finish line. Double Dragon meets Fruit Ninja in an epic street battle, but where is the Blue Ninja? Who is strong enough to fight him?

Ninja Adventure has great looking background synonymous with everything a Ninja–infused Japan can throw at it. As you jump, kick, and slice up your opponents along the path to the Secret Chamber, there are many ways to get the upper hand including Fruit Health pickups.

Slightly Social, a Canadian iPhone Game Developer, is again proud to announce another free game download (Ninja Adventure) is now available exclusively through the Apple AppStore. Ninja Adventure is optimized to work on iPad, iPhone and iPod devices and requires iOS 4.3 or later.

About Slightly Social:
Slightly Social, a Mobile Game Developer from Canada, that makes high end social games and iPhone games for fun and friendly competition. We are surrounded by some of the most talented and smartest gaming professionals in the business and hope for much gaming success in 2013.

Contact:

Brad Mills
CEO and Director
Slightly Social Inc
519-913-1711

Connect with Slightly Social on Facebook:
[https://www.facebook.com/slightlysocial

Check out our other games on our website:
http://SlightlySocial.com/games

ITUNES DOWNLOAD LINK:
https://itunes.apple.com/ca/app/ninja-adventure-8bit-samurai/id602271676?mt=8

Slightly Social To Publish MediaSoft Mobile Games in 2013

Good things happen when you get out of your comfort zone.

Recently Slightly Social had the chance to fly to China and visit with MediaSoft (Malaysia) and it’s parent company (Hong Kong).

At first I was hoping we could just do some phone calls or a video skype chat, but then I realized that the best things happen when you are out of your comfort zone, so I decided I should pop some gravol and take the flight =)

As a nervous traveller (with a 2 year old and a wife needing you at home) who’s never traveled more than 5 hours on a plane before, the 19 hour flight to Hong Kong on 1 weeks notice was a bit of a mental barrier for me to leap over. But I’m so glad I did!

We were there to talk about mobile game marketing (getting users) and monetization, as they are just ramping up their mobile game operation to deliver some quality mobile games, but needed some consulting.

Official Press Release

“MediaSoft and Slightly Social’s partnership comes as the mobile app market is growing explosively on the heels of record sales of mobile devices. Last year 364 million computers were sold vs 531 million smartphones and tablets.”

Brad Mills “working” in Asia, watching a 5D movie that MediaSoft made (yeah 5D, 3D PLUS TWO D’s)

The trip went so well, and we enjoyed working together so much, that we decided to create a more formal partnership.

I’m so impressed by MediaSoft’s team and ability to create high quality mobile games that I couldn’t help but want to focus more of Slightly Social’s efforts on publishing and marketing their great games.

So today we are super happy to announce our official partnership for 2013. Slightly Social will be publishing up to 100 of MediaSoft’s games, and directing the company’s mobile marketing and monetization strategies.

We plan to have 4-5 Top 10 games in 2013, if you want to read more here’s an official press release.

Slightly Social is excited and motivated to be working with this great team and I’m personally excited to introduce millions of people to MediaSoft’s fun games.

Brad

 

Lightspeed Getaway App Store Optimization Experiments

I’m Brad Mills, I raised $4400 on AppBackr to launch an indie iOS game, Lightspeed Getaway. The game is live as of August 2012, yay! Unfortunately the launch week left a lot to be desired in terms of user downloads, even after a MonsterFreeApps.com promotion, which I was super disappointed with:

But fear not, I’m sending an update into the appstore this week!

Watch this video, it’s only a couple of minutes and it tells you what is happening with Lightspeed Getaway during the first week after launch, why it possible didn’t do so well, and what we are doing to make sure the game has the best shot at success!

 

Not mentioned in the video are the App Store Optimization experiments we will be doing with the game!

  • The first update will see a new App Icon
  • We will focus on new keywords.
  • We will be able to buy about 30,000 users through Tapjoy and Revmob advertising, to help us boost up the ranks.

With apps, the secret is ranking high for well-searched keywords to get free and natural organic downloads to put you higher in the charts.

As you rank higher in the charts, you get more and more natural downloads. The keywords we tried to rank for on V1 launch didn’t bring us much more traffic, so we are shifting focus to new keywords by:

  1. Changing the App Name
  2. Changing the App’s Keywords in Itunes Connect.
  3. Changing the App’s Description.

As I mentioned before, we will be adding a new app Icon, here’s a look at the old one vs the new one.

Keep following along for these experiments, and I’ll report back on the success or failure of the experiments that we’ll be performing on our games.

 

Follow Brad Mills on twitter:
www.twitter.com/bradmillscan

Connect with Brad Mills elsewhere:
www.about.me/bradmills

Slightly Social, Inc Gaming Company Based in London, Ontario, is Hiring

Are you interested in developing casual games on Facebook that all your friends will play?

Are you passionate about building fun features on sweet flash games?

Do you know what ‘all ur base r belong to us’ means?

Slightly Social is accepting guild applications.


Help, FAQ & Wiki

———————

1) What class does the guild need?

We need more Talented Programmers with high Intelligence & Charisma attributes. (Dexterity & Strength not required.)

2) What race do you need?

The preferred character for this First Person position is Human with the ability Natural Coding.

3) Is there a skill tree I should be specialized in?

Not exactly.  Any Guild applicants who can quicly level up their New Language skills will have the best chance of being approved. You must have a desire to spend the majority of your skillpoints in actionscript 3.0.

4) Are you guys hardcore?

The hours are flexible, but you will be gold farming full time.  Since we’re a new Guild trying to Pwn the Marketplace, we’re not looking for someone who’s AFK a lot.

5) What kind of connection do I need?

We have guildmates in Asia, Europe & North America – so if you don’t live near London, Ontario, you must be able to work in a multiplayer environment over a LAN connection.

6) So what do I get if I’m accepted?

-New Recruits will earn competitive guild pay, depending on what Level you are.

-When you earn enough XP, you will be upgraded with health benefits.

-Applicants who have maxed the AS3 skill will unlock a bi-monthly currency bonus.


Walkthrough of Common Missions that you will be grinding to earn credits

———————

* Craft casual/social games using Flash and the Facebook API.

* Craft frontend web interfaces using XHTML, CSS, and JavaScript.

* Squad up with Writers & Designers to tank code while you receive content & art buffs.

* Group with Backend Coders to defeat scaling monsters & defend the flag from players using exploits.

* Spy on player behavior with backend data stat tracking & report findings back to home base.


Mission Skill Requirements

———————

* PHP (if you have Python or PERL we can upgrade you to PHP)

* MySQL (at least some xp in SQL)

* Web Technologies (XHTML, XML, JavaScript, CSS)

* Actionscript 3.0 (if you have Java or C++ we can upgrade you to AS3)


How To Apply

———————

You don’t need to be max level to apply, but applicants with XP from another guild or a B.S./M.S. in Computer Science will receive priority.

1) Send a tell to george@slightlysocial.com letting us know you’re interested in joining.

2) Include anything you’ve crafted for another clan, or something you’ve crafted while playing solo.


General Requirements

———————

Humans only.

No n00bs.

Slightly Social’s First Facebook Game Kung Fu Cookie Now In Open Beta

Kung Fu Cookie, Slightly Social‘s first Facebook application, is now in Open Beta!

We’ve been developing the casual fortune cookie themed Facebook game for the past 9 months with a group of 20 or so closed beta testers, and now we’re ready to let more would-be cookie warriors into the world of Handan.

The whole development team is very excited to get some more feedback and fresh input from fresh faces.  For most of the guys, this will be their first Facebook application! Even though the game is not 100% ready yet, we’re going to launch into Open Beta, partly so we can shake the rust off!

The team as a whole need to get our collective feet wet – we’ve had a To Do list a mile long since Day 1, so before this turns into Duke Nukem Forever, we are going to take the plunge!

Also, from a managing standpoint, there’s nothing better to motivate an all night code-a-thon than 10,000 fans begging for an update!

Developing a complicated Social game on Facebook is hard enough, but when all of your developers work from home, things can get slightly more challenging.

Over the last 9 months while we’ve been working on Kung Fu Cookie, we’ve primarily used Skype to communicate, Basecamp & Dropbox to organize the project, and Pizza to motivate.

It’s been a learning experience for all of us, in fact we are now facing a very frustrating issue that requires some creative thinking to overcome. Unfortunately, this sort of thing comes with the territory of developing on the Facebook Platform.

We developed a streamlined Character Select & Tutorial, which is very complex on the backend, but has been formatted to give people an awesome first impression of Kung Fu Cookie. It is also designed to walk them through the basics of playing the game in an easy to follow & entertaining way.

It took us at least a month to develop this system alone!

Well Facebook has a little thing called an FBJS bridge that we use at the core of our game to communicate between the flash parts of the game and the non-flash parts of the game.

Recently we’ve discovered that this bridge is about as stable as a tight rope, and it seems to be guarded by nasty mean Trolls that prevent us from using the bridge when we need to. Thanks to the Facebook FBJS Bridge Trolls, players are getting eaten before they even make it through the Tutorial!

When this happens, they get frustrated with the errors, don’t know what to do, and just leave! We’re at the whim of Facebook here, and there’s nothing we can do to fix the FBJS errors, we just have to wait until Facebook fixes it.

Obviously that’s not a solution that we can afford to accept, sometimes it’s 2 weeks before Facebook gets around to fixing an issue like this, and that kind of intermittent downtime could devastate a growing game.

So we’ve devised a plan to retool the entire Introduction, Character Select & Tutorial to make it all flash. Doing this will delay our official launch by at least a week, but it’s the only option.

As long as we are learning lessons from issues like these, Slightly Social is coming out one step ahead, a stronger Company.

We look forward to the day when we can remove the Beta tag and turn on the traffic, but until then, we will keep taking steps…maybe the Facebook Development Kit  should come a pedometer.