Jumpy Paws… ¿Por qué dos juegos?

En los últimos meses, hemos decidido transformar nuestro juego Jumpy Paws. Pasará de ser un juego casual, móvil y Free to Play (se descarga gratis) a ser dos juegos: uno premium (se paga una sola vez) para PC y uno móvil más simple. ¿Por qué tomamos esta decisión? En los siguientes párrafos divagaré un poco al respecto y espero poder explicar la respuesta en el camino… 😀

Jumpy Paws, el comienzo…

Cuando comenzamos a desarrollar Jumpy Paws, no teníamos realmente muy claro qué es lo que queríamos hacer con él. Comenzamos centrándonos en el mercado móvil porque, en mi ignorancia, me pareció que era algo más “simple” de desarrollar en 6-8 meses.

Obtuve el primer financiamiento de Gobierno en Julio 2018 y la idea era generar un MVP en 6 meses. Dado que ni mi equipo ni yo teníamos experiencia, decidimos hacer un juego móvil Free to Play. Ahora, 2 años y medio más tarde, creo que no fue la más sabia decisión.

¡Mírenlo! Tan feliz 😀

El proyecto ha cambiado MUCHO si comparamos el MVP creado en 2018 con el producto que tenemos ahora. Cambió el nombre, el equipo y los objetivos. El diseño ha pasado por muchas modificaciones también… Y nosotros, como equipo fundador, hemos llegado a la conclusión de que los juegos móviles Free to Play no están cerca de lo que queremos hacer o hacia donde queremos avanzar.

Tuvimos esta conversación antes durante el desarrollo, pero creo que en ese entonces la idea de hacia dónde quería ir con Raincup Games no estaba tan clara en mi cabeza. Ahora, después de conocer el mercado un poco más, lo entiendo mejor.

Cuando el Free to Play no es para ti

La principal razón para escapar del modelo Free to Play es el contenido. Los juegos F2P necesitan tener contenido virtualmente infinito. No se puede mantener a los jugadores interesado en tu juego si solo les ofreces 2 horas de gameplay. Esto se vuelve aún más importante si te bases en ganancias por compras dentro de la aplicación (IAP). Un juego como Jumpy Paws necesita que los jugadores AMEN a los personajes y también la experiencia de juego para que quieran invertir dinero en personalizaciones y cosas como esas.

También está el hecho de que el modelo F2P en sí mismo no es algo que nos guste. Después de definir una ruta orientada a los recién descubiertos conceptos de “cozy games” y “wholesome games”, no se siente como que el F2P sea el camino correcto para Raincup Games.

Esto, por supuesto, no es una crítica a todos aquellos que hacen juegos geniales en el formato Free to Play. Es un tema de gustos y también capacidades.

Conoce tus debilidades

Desde el comienzo fue evidente para mi que hacer niveles para este tipo de juego no es mi fuerte. Y me costó mucho crear los niveles básicos que serían parte del primer MVP. Gran parte de esto se debía a mi falta de experiencia y conocimiento en temas de level design; otra parte se debe al hecho de que no soy una jugadora hardcore de juegos plataformers, por lo tanto no tengo tan presentes los elementos necesarios para crear uno increíble.

Por otro lado, también está el hecho de que el juego que yo tenía en mi mente cuando comenzó el proyecto era muy diferente al que estábamos haciendo en el momento en que me puse a hacer niveles. Pero sin duda uno de los principales problemas que tuve que enfrentar era mi muy fuerte auto crítica. Nunca estuve feliz con algún nivel hecho por mí. Por supuesto los primeros… no sé, ¿100? niveles que hice eran realmente malos… Pero después de eso algunas cosas buenas aparecieron. Sin embargo, para mi nunca fueron suficientes. Y así me atrapé a mi misma en un círculo vicioso de hacer y re-hacer niveles una y otra vez…

Captura de pantalla de Jumpy Paws.

He logrado aceptar mis niveles más ahora y también me propuse dejar de apuntar a “la perfección”, dado que eso es algo que realistamente nunca se logra. Pero de todas formas, la velocidad en que puedo crear niveles hoy en día no está ni cerca de la velocidad requerida para generar contenido para un juego Free to Play.

Siendo Raincup una empresa pequeña y sin contar con financiamiento, me es finalmente muy claro que el Free to Play no es el camino a seguir para nosotros. No me malentiendan, hacer un juego de PC tampoco es una tarea simple. Pero creo que es más aceptado presentar un juego corto y bien pulido, mientras tenga un precio justo. Y así es como se puede entregar una buena y corta experiencia a quienes se interesen en ella.

Y de esta forma la idea de separar el contenido y transformarlo en dos juegos llegó a mi mente. De cierta manera, parece ser la respuesta a una de mis mayores preocupaciones durante el desarrollo… La molesta idea de estar haciendo un juego muy diferente al que realmente quiero hacer.

Los juegos que Raincup Games quiere hacer

Nunca fue mi idea hacer un “clon” o un juego “fuertemente inspirado” en Donkey Kong, sin elementos narrativos y con mecánicas F2P, apuntando a explotar la ternura del perrito con el fin de extraer el dinero de los jugadores. Por tanto, la idea de tomar todo el contenido de exploración y plataformas y transformarlo en un juego corto para PC, con un hilo conductor narrativo y sin la presión de tener que hacer a los jugadores “adictos” resulta MUY atractiva.

Por otro lado, había otros elementos a considerar: ya habíamos desarrollado un módulo con generación procedural para el módulo de endless runner que agregamos a Jumpy Paws hace poco; además la experiencia móvil siempre ha resultado muy atractiva para jugadores muy jóvenes (entre 5-10 años de edad) y también estaba la idea de la Mascota Virtual que había sido dejada de lado.

Así todo parecía calzar perfectamente. Al menos en mi mente 🙂 Y así, Jumpy Paws se transformó en dos juegos.

¡Jumpy Paws, la franquicia! (jajaj)

Jumpy Paws – World Adventures es la versión para PC. Con niveles hechos a mano y una historia simple para guiar al jugador.

Jumpy Paws – Run & Pet es la versión móvil. Una mezcla de mascota virtual con endless runner. Nuestro ideal es no usar ni publicidad ni compras en la aplicación, por lo tanto estamos pensando subscripción o incluso el modelo premium. Aún estamos decidiéndolo. Pero nos gustaría alejarnos lo más posible del modelo F2P.

Esta historia, por supuesto, no ha terminado aún y continuamos trabajando muy duro para descubrir si esta decisión es la correcta o no. Agregar el módulo de mascota virtual ha sido mucho trabajo extra también, especialmente para el Departamento de Arte… Pero tengo confianza en que valdrá la pena hacer los esfuerzos necesarios para generar un (o dos) producto(s) que nos enorgullezca(n).

Si quieren saber más acerca the Jumpy Paws y su desarrollo, visiten el sitio web oficial 🙂

https://www.playjumpypaws.com

Jumpy Paws… Why two games now?

During the last months, we decided to transform our game Jumpy Paws from a mobile casual Free to Play title to two games: a PC one and a simpler mobile one. Why did we reach this decision? I’ll rant about it during the next paragraphs and hopefully explain the answer in the process… 😀

Jumpy Paws, the beginning…

When we first started developing Jumpy Paws we didn’t really have a clear idea of what we wanted to do with it. We started aiming at mobiles because, in my ignorance, I thought that was a “simpler” project to develop in 6-8 months.

I got my first Government funding on July 2018 and the idea was to develop the MVP in 6 months. Given that I didn’t have any experience and neither did my team, we decided to go for mobile free to play. Now, 2.5 years later, I think it wasn’t the wisest decision.

Look at him go! So happy 😀

The project has changed A LOT if we compare the MVP developed on 2018 to the one we have now. Name changed, team changed and goals also changed. The design has gone through a lot of modifications as well… And we, as the founder team, have come to the conclusion that mobile free to play is nowhere near what we want to do or where we want to move towards.

We discussed this earlier during development as well, but I think that the idea of where I wanted to go with Raincup Games wasn’t so clear in my mind back then. Now, after getting to know the market a little more, I understand it better.

Not fitted for Free to Play

The main reason for running away from F2P is content. Free to play games need virtually endless content. You cannot keep your players engaged and interested in your game if you only have 2 hours of gameplay. This is even more important if you rely on IAP revenue. A game like Jumpy Paws needs players to LOVE the characters and the experience in order to decide investing money in customization and things like that.

There’s also the fact that the F2P model in itself is not something we have come to like. After steering the wheel towards the new-found concepts of cozy and wholesome games, it doesn’t feel like the right path for Raincup Games to follow.

This is not a critique to everyone making great game for Free to Play, of course. It’s just a matter of tastes and also abilities.

Know your weaknesses

Right from the beginning, it became apparent for me that making levels was not one of my strong points. And I struggled a lot creating the basic levels to be part of the MVP. Big part of that is my lack of experience and level design knowledge; other part of it is the fact that I’m not a hardcore platformer player so I don’t know as well all the elements that make a platformer great.

There’s also the fact that the game I had in my mind when starting the project was very different from the one we were developing at the time of me making levels. But one of the main problems I had to face was my own self criticism. I was never happy with the levels I made. Of course, the first… dunno 100? levels I made were reaaaally bad… But then some good things appeared. I, however, never judged them worthy. And so I was stuck in an endless spiral of making and remaking the first levels over and over…

Jumpy Paws screenshot.

I’ve managed to accept my levels more right now and also stopped trying to reach “perfection” as that is something that will never be achieved in reality. However, the rate at which I can create levels is still nowhere near the rate needed to generate content for a Free to Play title.

Being Raincup a small team, with no budget I finally understood that Free to Play is not the way to go. Don’t get me wrong, making a PC game is not an easy task either, but I think it’s more accepted to present a short well polished title, asking for a fair price and deliver a sweet and short experience for those interested.

And that’s how the idea of separating the content appeared in my mind. In a way, it was the answer to one of the greatest concerns I’d had during the development… The annoying idea of being making a different game from the one I really wanted to make.

The games Raincup Games wants to make

I didn’t want to make a Donkey Kong “clone” or “heavily inspired” game, with no narrative whatsoever and Free to Play mechanics, aiming to exploit the puppy’s cuteness in order to suck money from players. So, the idea of taking all the exploration and platformer content and making it a short PC game, with a narrative spine and no pressure to keep users “addicted” to it was REALLY attractive.

On the other hand, there were some points to be considered: we had also developed some procedural content in the endless runner module we added to the original mobile Jumpy Paws, the mobile experience has always worked really well with very young players (5-10 years old) and also there was the original Virtual Pet idea that had also been left behind.

So everything seemed to fall perfectly into place. At least in my mind 🙂 And just like that, Jumpy Paws became two games.

Jumpy Paws, the franchise! (lol)

Jumpy Paws – World Adventures is the PC version. With hand-crafted levels and a simple story to guide the player.

Jumpy Paws – Run & Pet is the mobile version. A virtual pet – endless runner mash-up. We aim not to have IAP or ads so subscription or even premium could be the way to go. Still deciding on this one. But we want to stay away from the Free to Play model as much as possible.

This story is not over, of course, and we continue to work hard in order to discover if this decision is a good one or not. Adding the virtual pet mode has also been a lot of extra work, specially for the Art Department… But I’m confident it will be worth it as we are making all the efforts to generate a (or two) product(s) that will make us proud.

If you want to find out more about Jumpy Paws and its development, consider visiting the official website 🙂

https://www.playjumpypaws.com

Also, our social networks. We publish a lot of sneak peaks there!

Women Game Jam (español)

Nota: también pueden ver la versión en Inglés de este artículo aquí.
Note: to see the English version of the article check here.

La semana pasada tuve la oportunidad de participar en la Women Game Jam 2020. Me uní a la versión chilena, pero dado las circunstancias sanitarias mundiales, la Jam se hizo online por lo que tuvimos la opción de ser parte de una experiencia internacional.

Women Game Jam Chile en Facebook

El crear más juegos y ganar más experiencia puliendo mis habilidades de diseño de juegos es uno de mis principales objetivos para los meses venideros. Con eso en mente, participar en Jams se ha vuelto un tema de mucho interés para mí últimamente. Nunca había participado en un jam antes ¡así que está fue mi primera experiencia! Y resultó ser una bastante atípica, por lo demás.

Experiencia Personal

Parte del desafío que me puse a mí misma en esta aventura fue hacer el juego yo sola, usando solo assets de la tienda de Unity para completar las habilidades de arte y sonido que le faltarían a mi equipo unipersonal.

La Jam empezó el mismo día de mi cumpleaños, por lo que asistí a los eventos de inauguración pero no pude realmente quedarme a respirar la emoción del primer día. Sí pude escuchar el tema y, luego, mi familia me acompañó a una pequeña sesión de lluvia de días como parte de la celebración de cumpleaños 🙂

Inner Colors – ¡mi juego para la Jam!

El tema: juntas aunque separadas

Tuve suerte y el tema me permitió explorar un concepto que había tenido en mente por un tiempo antes de la Jam y, aunque salieron algunas opciones bastante entretenidas de la lluvia de ideas, el concepto que finalmente usé fluyó naturalmente hacia mi mente ¡así que no me quedó más que hacerlo!

Así es como nació Inner Colors, aunque no tenía ese nombre al comienzo. En este juego, exploré la idea de re-encontrarse con tu niña interior, la cual puede parecer distante (en el tiempo) pero en realidad siempre está ahí para ti si realmente quieres comunicarte con ella.

Mi visión del tema y cómo lo enfrenté

Como aspirante a diseñadora y desarrolladora de juegos, he llegado a comprender la importancia de la creatividad. Como Ingeniera Informática, constantemente siento que mi creatividad está dormida o casi atrofiada para dar espacio a que el lado lógico y analítico del cerebro tome protagonismo. Por tanto, en el camino hacia reconectar con mi propia creatividad, he llegado a apreciar los locos e incluso ridículos mundos que yo misma, cuando niña, creaba y disfrutaba. Hay muy pocos momentos en la vida en los que se llega a ser más creativo que cuando somos niños. Los niños no saben de restricciones, disfrutan de las cosas más simples y son capaces de crear mundos enteros a partir de un simple osito de peluche o muñeca Barbie.

He recordado esto últimamente en especial al ver a mi sobrina jugar e inventar sus propias historias. Yo, por supuesto también fui así alguna vez, como cualquiera que esté leyendo esto. Esa creatividad y la libertad de pensar en ideas sin criticarlas o desecharlas en cuanto nacen es una característica infantil que considero fundamental para desarrollar una carrera creativa como adulta.

Inner Colors

Este es un tema mucho más profundo, pero logré pensar en una forma simple de expresarlo en un juego corto. Inner Colors es la historia de Kira, una mujer adulta cuya vida se ha vuelto monótona y gris, hasta que un día algo le hace click, su salud no le permite seguir trabajando al ritmo que lo ha hecho hasta ahora y colapsa a causa del exceso de stress.

Entonces decide (o le aconsejan) visitar a su abuela en el campo donde podrá descansar y disfrutar de la naturaleza. Ella además solía visitar a su abuela cuando era pequeña para pasar los veranos ahí, jugando e inventando historias mágicas.

Ese es más menos el prólogo no contado. El resto del juego se trata del viaje, ligeramente mágico, que Kira vivirá al recordar sus historias de niñez, reparando lugares icónicos del paisaje y reconectándose con su niña interior.

Esto es condimentado con algunas mecánicas audiovisuales tales como la “visión con ojos de niña” que está disponible una vez que ella acepta la naturaleza mágica de la experiencia que está viviendo. Esta habilidad cambia drásticamente los colores y música para emular la forma en que la versión niña de Kira vería el mundo. Por otro lado, la mecánica principal del juego es recolectar objetos para reparar edificios e instalaciones.

Visión de niña vs. visión de adulta

Cómo salió todo…

El resultado final está lejos de ser perfecto, como cualquier juego hecho en una jam. Sin embargo, estoy bastante orgullosa de él por varias razones. Primero y sobretodo, porque me atreví a entrar a una jam y pude completar de manera existosa el juego y presentarlo en la jam.

Segundo, porque pude crear una experiencia completa de la nada. Comenzando por un concepto y transformándolo en una historia interactiva. Para mí, ¡ese es un gran paso! Especialmente considerando que mi principal interés está en crear juegos narrativos que dejen un mensaje profundo y memorable.

Y finalmente, pude poner a prueba mis habilidades técnicas de manera exitosa. Decidí probar nuevas herramientas tales como FMod para la música y sonidos y Yarn Spinner para los diálogos y pude crear algo realmente robusto con ellas en un corto tiempo. También pude palpar cuánto he avanzado en mis habilidades como desarrolladora en Unity y cuánto he aprendido hasta ahora, algo que no es tan claro cuando se trabaja en el mismo juego por mucho tiempo. Esta vez, pude comenzar un proyecto de cero y generar un juego para PC en menos de una semana 😀

Usando Yarn Spinner para los diálogos.

Y… ¿qué viene ahora?

Sigo entusiasmada por toda las cosas que pude lograr y las que podré lograr en el futuro y en Jams futuros. Sin embargo, me estoy esforzando por no dejar de lado el desarrollo de Jumpy Paws ahora que se acercan importantes hitos muy rápidamente.

También puede que en el futuro escriba algunos artículos sobre temas más técnicos de los aprendidos en la Jam.

Gracias por leer y quedan invitados a jugar Inner Colors en itch.io y dejar su opinión. La traducción en inglés estará disponible pronto 🙂

Inner Colors by raincupgames

Women Game Jam

Note: given this game jam is mainly focused in Latin American game devs, I also posted this article in Spanish. For the Spanish version please check here.
Nota: dado que esta game jam está enfocada principalmente a desarrolladora latinoamericanas, escribí la versión en Español de este artículo. Pueden encontrarla aquí.

Last week I had the chance to participate in the Women Game Jam 2020. I joined the Chilean chapter but, given the global health circumstances, the Jam itself was online so we had the chance to be part of an international experience.

Women Game Jam Chile Facebook Page

Creating more games to gain more experience and polish my game design skills is one of my main goals for the coming months. In that spirit, participating in Jams has become a strong topic of interest lately. I had never participated in one before, so this was my first experience! And a very atypical one as well.

Personal Experience

Part of the challenge I set to myself on this quest was to make the game on my own as a solo developer, using assets from the Unity Asset Store to fill the art and sound gaps my 1-person-team had.

The Jam started the same day I was celebrating my birthday, so I attended the inauguration events but couldn’t really stay to breath the excitement of the first day. I got to hear the jam theme, however, and my family joined me in a little brainstorm session while celebrating my birthday 🙂

Inner Colors – my WGJ submission!

The theme: together even apart

Luckily, the theme allowed me to explore a topic I had had in mind for some time prior and although I got very fun ideas from the brainstorming, the concept naturally filled my mind so I had to do it!

That’s how Inner Colors was born, although it didn’t have that name at the beginning. In this game I explored the concept of reuniting with your inner child, that may seem distant (in time) but is actually always there if you really want to reach it.

My view on the theme and how I tackled it

As an aspiring game designer and developer, I’ve come to understand how important creativity is. As a software engineer, I constantly feel that my creativity has fallen asleep in order to let the logical and analytical side of my brain dominate. So in my journey to reconnect with my creativity, I’ve come to appreciate the crazy and even ridiculous worlds that I, as a child, created and enjoyed. There are very few moments in life where you can be more creative than as a child. Children know no boundaries, enjoy the simplest things and are able to create complete worlds from a simple teddy bear o Barbie doll.

I’ve remembered this lately watching my niece play and invent stories. I, of course, was like that as well as everyone probably was. That creativity and freedom to think of ideas and don’t criticize them the second they are born is a child’s trait that I consider fundamental to develop a creative career as an adult.

Inner Colors

It is a much deeper topic, but I thought of a simple way of expressing it in a short game. Inner Colors features Kira, an adult woman whose life has become very monotonous and gray until one day something clicks inside of her, her health doesn’t allow her to continue working as hard as she is used to and she has some kind of burnout event.

She decides (or is advised) to go visit her grandmother where she will be able to rest and enjoy nature. She used to visit her grandma when she was a child and spend the summer there, playing and inventing magical stories in the fields.

That’s kind of the half-untold prologue. The rest of the game is about the journey, a slightly magical one, Kira will experience remembering her childhood stories, repairing some important landmarks and reconnecting with her inner child.

This is spiced with some visual mechanics such as a “child lenses view” that becomes available once she embraces the magical nature of her experience. This skill drastically changes the colors and music to emulate the way the child version of Kira would see the world. Also, the game main mechanic is collecting some items in order to repair some buildings.

Changing between “Child view” and “Adult view”.

How did it go…

The final result is far from perfect, of course, as any jam game is. However, I’m very proud of it for several reasons. First and foremost, I dared to enter a jam and was able to successfully complete it and deliver my game to it.

Second, I could create a complete experience from scratch. Starting from a concept and transforming it into an interactive story. To me, this is a big step! Specially considering that my main interest is in creating narrative games that deliver a deep memorable message.

And lastly, I was able to put my technical skills to test and successfully passed that test. I decided to try new tools such as FMod for music and Yarn Spinner for dialogues and could create something really robust with them in very short time. I was also able to see how much of Unity game dev I’ve learnt up to this point, something that wasn’t so clear while working on the same game for a long time. This time, I could start a project from zero and deliver a PC game in less than a week 😀

Using Yarn for dialogues.

And… what’s next?

I’m still excited for all the things I could accomplish and the things I think I will be able to accomplish in the future or in future game jams. However, I’m working hard not to leave Jumpy Paws development behind as a milestone is coming to me very quickly!

I might also post some dev blogs on more of the technical stuff I learnt later 😉

Thanks for reading and please check Inner Colors at itch.io. The English translation will be available soon 🙂

Inner Colors by raincupgames

Our Story

Why Games?

Raincup Games is born from a dream dreamt for a long time. I’ll tell you a little bit about me and how does my experience relate to our game company’s story. My personal story with games starts when I was probably about 5 years old or less. My dad has always been a technology enthusiast and with little effort, a variety of gadgets and machines could be found in our home. That’s how I got to try an Atari 800XL. The first games played were Pacman, River Raid, Jungle Hunt and some others. At first, my father used the computer while my sister and I watched in awe. I don’t remember exactly how or when the transition happened but the next memory I have with the Atari is us enjoying countless hours of gaming and also trying a little of “programming” with Logo Writer (“the little turtle” in our words).

Pic from Wikipedia.org

After that, consoles and computer games became one of the most exciting parts of my life. I have very fond memories related to the arrival of newer, more powerful computers, trying our first Tomb Raider and Star Wars games and very specially receiving a Nintendo 64 as a Christmas gift. The strongest feeling that comes to mind is the indescribable sensation of curiosity and fascination when I first explored the Kokiri Forest in Ocarina of Time.

Fast forward to a more recent time, when the time came for me to choose a career path it wasn’t a easy decision. I thought hard about the things I liked and the things I thought I was good at. Since my first choice – Astronomy – turned out to be a little far from my skills then, the next strong interest was in videogames. That’s how I decided to study Computer Science, since that was the closest to developing games at the time, at least from my point of view.

Taking the Long Path

My University was – and still is – strongly focused on Science and technical skills. I found people there with very similar interests (anime and videogames), something that had been rare for me up until that moment. Among the students the interest for developing games was a shared one. And that’s how some groups and organizations started to take form. Meanwhile me, being shy and having little confidence in my potential skills, kind of missed the opportunity to participate in those groups. When I realized that was something I ‘should’ be doing, it seemed like a done deal and I couldn’t find the guts to participate.

In University I was lucky enough to meet Juan Manuel, who is now my husband and partner in crime 🙂 We started being very close friends and then became a couple that did everything together. He follows my crazy ideas and I follow his, so supporting each other’s dreams is part of our deal.

Hi! That’s us 😀

After we finished University, and even before graduating, we both found jobs on IT (on the same company). And with that, inadvertently, I was almost definitely leaving my interest in game development behind. Or at least I was putting it to sleep. We worked for that company for about 7 years. I realized the job I did there was not something that made me happy or made me feel accomplished long before leaving, and kind of carried on with that frustration for a long time. This frustration was shared with my husband who somehow felt the same way. We felt a little trapped and saw our dreams from afar, regretting every new year how we hadn’t done anything to change our lives, again. I looked at my former classmates, most of the same people that participated in the game dev group I didn’t join, and admired the work they were doing and the bravery of being working on their dreams.

My IT job, of course, gave me a lot of good things. For starters: money which game stability and allowed me to accomplish many great things (getting married, traveling to amazing places, acquiring goods that now make our life a little easier, etc.) and I also learnt a LOT of things. Most of those skills were completely transferable to the game dev world, although I still have trouble believing or acknowledging that 🙂

The Trigger

When 2018 came I don’t really know how or why exactly but my husband and I were completely sure that this was the moment to – finally – change our lives and start working for our dreams. I contacted some of my former university classmates (those that were working on gamedev), asked for advice and support. Some stars aligned and exactly during that time a Government Funding for creative women opened its application process. I applied and won!

This funding was a crucial part of the transition and a key point in our game company’s story. I said to myself that if I got the funding, I would quit my job and work full time on my dream. And that’s exactly what happened. That little opportunity was the last push I needed to start really working for something that made me proud. This was also combined with other life changes, unbelievable opportunities for my husband and other things.

So that’s how Raincup was born. The project that we applied to the funding was “Patiperro”: the story of a puppy that had been accidentally separated from its owner and needed to travel the world to go back to him. The development started on July 2018 and the project suffered many transformations during the process. Right now it’s called Jumpy Paws and we are working hard to see it become a quality product that represents all the hard work and life changing experiences that we went through to give it birth.

Showing our eaaaarly prototype in Game Dev Planet – December 2018.

And that, as they say, is that…

And this is the moment when the flashback ends and the story reaches present time. From now on, Our game company’s story is being written with the help of people like you who are reading this post. Please continue to follow our story and see what surprises await us. The fastest way to do so is by following our social networks listed below.

Thanks for reading!

Welcome to the blog!

Thanks for visiting Raincup Games’ blog. I’m not really sure yet what kind of things we will be posting here, but hopefully the posts will help you get to know us better and dive into our game development process!

Stay tuned for more 😀