![Toys & Goblins](../banners/ToysNGoblins_banner.png)
Toys & Goblins
About the game
- Company: RingRing
- Genre: Crafting
- Release Date: June 2018
- Downloads: 3000+
- Size at release: 57MB
- Distinctions: Featured by Apple in Spain
About my work
There was a time when I wasn’t very satisfied at work. I felt that big teams, tangled in endless meetings and
stiff (despite their name) work procedures weren’t competitive compared to smaller indie teams. I wanted to
prove that with a project of my own: “The Toy Factory” which later became “Toys & Goblins”.
With “Mystery Puzzle” I realized managing a team while on a full time job was a big overhead for my little
bandwidth. So I took a sequential process where first I created the design of the systems, UI screens and even
balancing in a spreadsheet. Once that was closed I contacted my talented friend Jordi and together we did all
the graphical assets of the game under his art direction. And later we got the help of Isabel, an awesome
programmer who implemented the base of the game (architecture, saving/loading, config by JSONs etc.).
Unfortunately she had to quit after a while, and I learned C# to “spagetti-code” my way through the end. When
the mechanics were ready, we got in touch with Caramel Animation (see “Mystery Puzzle”) who helped us with the
animations and made a wonderful trailer for the game.
The “Toy Factory” ended up much better than I could ever imagine. It was a crafting game that took a few
shortcuts (no map editing, no social, no liveops etc.) but contained all the basic mechanics to work,
including in-app purchases and video-ads. The game had lots of eye-candy with a consistent art style and
colorful, glossy icons. And it didn’t lack content either, with 22 different workshops and almost 100
different toys to craft.
Thanks to this project I could experiment the whole development cycle, from early drafts to store publishing.
Dabbled in new areas for me like the setup of Unity Analytics, Unity Ads or ASO. I also acquired users in
cheap markets like Mexico and Singapur in what I pompously called “soft launch stage” (200$ total xD). All
localized in 8 different languages.
My original premise was almost right but also wrong, I could develop a full game (if scaled down a bit) on my
own by not having to argue about every single pixel and semicolon that goes into the project. However, I found
it impossible to acquire users, analyze, iterate and, ultimately, turn it into a profitable F2P venture. When
all that was clear, just a few months after release, I decided to remove the game from the stores. The whole
adventure took almost 2 years, with a couple pause periods in-between.
I’m very in love with this one, sometimes I think of resurrecting it. But then I think of the opportunity cost
against other projects and I decide to simply move on.
The game is not available in the store anymore.
Trailer from "Caramel animation"
What I learned
![learnings](../icons/icon_learnings.png)
- F2P market is “Winner takes it all”. Making a small game (even at 0 cost) doesn’t guarantee even small returns.
- Succeeding in F2P is almost impossible without considerable resources.
- Lots of new skills including C# and the basics of game publishing.
- If I had to do the game again I would cut on a lot of extras (localisation, game center, etc.) before it is proven a worthwhile effort.
- A strong pre-production will make development much smoother.
What I'm proud of
![learnings](../icons/icon_proud.png)
- Having the grit to complete a complex side project over the course of two years.
- Doing everything in a game, including design, art, code and publishing.
- A relatively simple but powerful control model spreadsheet gave me absolute power over the pace of the game and economy.
![Toys & Goblins](img/xavier-agullo-tg01.png)
+ The Toy Factory at later levels was truly a sight to behold!
![Toys & Goblins](img/xavier-agullo-tg02.png)
+ A simplified crafting game within a pretty menu system.
![Toys & Goblins](img/xavier-agullo-tg03.png)
+ Around a hundred different toys to craft.
![Toys & Goblins](img/xavier-agullo-tg04.png)
+ The game was fully designed before the first line of code was written.
![Toys & Goblins](img/xavier-agullo-tg05.png)
+ By completing achievements you made the world happier and happier..
![Toys & Goblins](img/xavier-agullo-tg06.png)
+ I’m particularly proud of the game balancing.
Special thanks: Isabel Alves, Jordi Matosas, Marc Esteban, Oriol Rello.