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One Life Story is the way to the world of philosophy. Casual, puzzle

Reading time: 5 minutes

Games

App development

One Life Story is an atmospheric action and puzzle game in one bottle. One Life Story explores topics with deep philosophical overtones and reflects on the difficulties of life. Each next level is a personal story from people's lives. Maybe one of them will be yours.

Done: developing and implementing your own game project, attracting the necessary financial resources and successfully launching it on the market

4.6
20 rating

The goal is to find a way out and continue on

One Life Story is a deep game that can touch a piece of the soul of absolutely anyone. We all loved, made mistakes, fell, got up, ran forward without looking back and came back. The goal is to find a way out and continue the journey. Meditative music with a great, goosebumps narrative sometimes leads to not the most positive, but important thoughts. In some cases, just one touch is crucial.
The game's atmosphere is the result of a symbiosis between minimalist design and meditative music. The narrative sometimes suggests not the most positive, but important thoughts - sometimes one touch is enough to make a decision
A small figure rushes from corner to corner trying to open doors. The further it goes, the harder it is to do it. Obstacles appear on the way that her friends help her cope with.
Sometimes, to open one door, you have to close another. The choice is becoming painful, and you don't want to waste time thinking about the problem - it's not enough as it is. Does it remind you of anything?

From concept to soft lunch. Creation Story

As we enter 2018, we found an increasing interest in mobile casual games. This was the starting point for our game development research. Armed with a thirst for creativity and a desire for new discoveries, we came up with the idea to create a special puzzle. This choice marked the beginning of our journey from idea to action. Our team immersed ourselves in the exciting process of creating the game, which included an interesting stage of work, such as developing assets, developing basic techniques and concepts, and game design, including gameplay, plot and interface. A separate stage includes working on levels, integrating all elements of the game, fixing bugs and the upcoming final. The finishing touches, testing and performance optimization brought us to the final stage - publishing on the Apple Store, which is how the Soft Lunch journey began.
Game sketches on a draft

Each level has its own story, its own puzzle

The mechanics of the game are similar to the path of life - to open some doors, you have to close others. Friends will help the movement, but circumstances will get in the way... but to cope with difficulties, you need to think a little. You'll face six different interactions, each of which will engage you even more.

Gravity

The control mechanics differ from the introductory one; the ball draws to the right side of the screen.

Teleportation

It is accompanied by the ability to change the location.

Astral

Control mechanics, the soul getting out of under the body of the ball, controlling the soul of the ball.

Blackout

A chapter that is accompanied by darkening the screen and then brightening.

Arrows

Adds an action mode and complicates the puzzle.

Plot selection

A chapter with a choice. The next chapter of the game depends on this.

From concept to soft lunch. Creation Story

As we enter 2018, we found an increasing interest in mobile casual games. This was the starting point for our game development research. Armed with a thirst for creativity and a desire for new discoveries, we came up with the idea to create a special puzzle. This choice marked the beginning of our journey from idea to action. Our team immersed ourselves in the exciting process of creating the game, which included an interesting stage of work, such as developing assets, developing basic techniques and concepts, and game design, including gameplay, plot and interface. A separate stage includes working on levels, integrating all elements of the game, fixing bugs and the upcoming final. The finishing touches, testing and performance optimization brought us to the final stage - publishing on the Apple Store, which is how the Soft Lunch journey began.
One of the videos for the advertising campaign
We have realized that it is impossible to develop the game without sufficient funding. In search of solutions, we plunged into the world of game development and started attending international conferences such as DevGAMM, and this was the point of growth and a new path for our team.

Honors

In 2018, the game won 4 awards (Best Indie Game, Best Game Design, Best Narrative, Best Voice Over)

A little bit about numbers

Our dive into the world of analytics started with the devtodev platform. We then moved on to work more deeply with raw data, using Firebase for collection and BigQuery for processing. We used Looker Studio to visually visualize this data, creating informative graphs. At the final stage, we developed our own analytical system in Python to dive even deeper into the study of the information received. All this, of course, was accompanied by a large number of hypotheses, testing new ideas, shifting levels, and introducing mediation such as Unity, AdMob, IronSource, AppoDeal, Adsense, which largely increased all our indicators, including financial ones.
Special attention can also be paid to localizing the game on the RU segment, which consisted in achieving good CTR, CPPU, ARPPU results
Contextual media network
Youtube videos
Google Search

results

34%
Retention 1 Day
69%
People completed > 38 levels
13%
People haven't deleted the game
Special thanks for the help:

Sergey Gimelreich — (Co-founder GD Cuffs)

Maxim Fomichev — (producer, PIXONIC (MY.GAMES) now Owlcat Games)
Vasily Sabirov — (Founder devtodev)

For helping us explain the basics of game development, networking, and starting our journey into the world of numbers and Hardcore!