An Interview With: CouchWorld Games


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CouchWorld Games are proving to be a developer to watch, especially in the App Store gaming market. With titles such as Hedronism [App Store], which we profiled earlier in the year, and Shards [App Store], they ooze originality. Hit the jump for the full interview …

A few days ago, I got to interview John Welch of Couchworld to ask a few (pretty tough) questions …

What first interested you guys to get involved in iPhone development?
What made you say “Yes, the iPhone is the platform for us.”?

The biggest incentive for us was the low cost of getting on to the platform. Platforms like the Xbox and Wii require large upfront investment in equipment, not to mention approval from the Microsoft or Nintendo. Apple’s developer program made it much simpler to get started.

Also, since we are interested in creating casual games, a platform like the iPhone is very appealing. Many iPhone users will be playing games while commuting, waiting for friends, etc.

Have CouchWorld developed software for other platforms previous to Apple’s
touch platform? If so, which platforms have you guys developed for?

No, although we incorporated for reasons unrelated to iPhone development it is our first published platform.

The App Store is now home to a tonne of applications, and I know it’s going to be hard to pick, but What would you guys say are your current hot favorites? Are there applications barring your own you use regularly?

What appeals to us is the same thing the we strive for: originality and elegance. Games like SPIN [App Store] from Secret Exit or Imangi [App Store] from Imangi Studios would be good examples of the kind of apps we like.

Awesome stuff. Now, you recently gave us a review copy of Shards, but What did you identify as being the initial concept for Shards?

Magic Inlay meets Breakout. We thought that inlay games were just a bit too dull and thought that introducing an action phase would add challenge and make the inlay work more meaningful.

and Hedronism …?

Originally we conceived of this as a path-finding game, but eventually changed our concept nearly completely. Hedronism now owes more to Rubik’s Cube than the idea we started with.

Just curious, How many of you are there, over at Couchworld Games?

There are four principals currently.

Do you enjoy what you do? Would you change anything if you could?

Yes, we do enjoy it. There are a lot of sacrifices in a startup that we’d avoid
if we could, but as long as we can keep on working and growing we are happy.

Where do you envisage CouchWorld to be in 3 years?

Hopefully, we’ll have a dozen or so published games on several platforms. In addition to the iPhone we’d like to have games on console systems like Wii and Xbox.

Where do you envisage the App Store to be in 3 years?

That is a tough question. The biggest long term problem is finding apps you want among those you don’t. To remain successful the App Store will have to find better ways to do that for customers.

Away from programming and designing quality software for iPhone,
How do you guys relax?

Well, we like to talk politics over beer, play billiards, and watch or read SF.
Occasionally, we manage to fit in some computer games too.

Finally, and I have to ask, Are you working on any future projects which specifically involve the touch platform? or is that all a bit top secret? :]

We have several new projects, both actual and potential, planned for the iPhone,
but we’ prefer to keep them under wraps for now.

Can’t wait. Thanks for your time John.

Checkout: Couch World Games
Hedronism: Buy it Here
Shards: Buy it Here

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