In this podcast, indie developers Arman Kayhan and Levon Sebuhyan of Sillywalk Games discuss the challenges and lessons learned from taking their game Mind Mould to global markets. Below is the transcript of our interview content. Click here to listen. Enjoy!
Michelle: Hello, everyone! Welcome back to LocaLAIse this. My name is Michelle Zhao, and I am the Director for Global Publishing here at LAI Global Game Services. Our guests today are Levon and Arman from SillyWalk Games. They are an indie team based in Europe. Mind Mould, which is also called Nao Li Mo Ju in Chinese, is their newest mobile puzzle game designed with a global interest. They have overcome many difficulties to solve their own puzzle of getting the game ready for a global launch. They have expended quite some efforts to localize their game especially for Asian market. I believe their journey to the East story will particually interest our western listeners. Now let’s welcome Levon and Arman to share their experience with us.
Levon and Arman: Hi, Michelle. It’s nice to be here. Thank you for having me on to talk about our game.
Michelle: OK, let’s begin our interview with the 1st question:
1. How did you come up with the concept?
Levon and Arman: We were playing a lot of shape filling puzzle games in that time. After a while we figured out that, every single one of it is actually same. They give you a shape to fill and there is only one solution for it, so either you find it or you fail. So it was a matter of time and more tries.
Since we were in love with the puzzle concepts, specially the shape filling ones, we wanted to hold on to the main concept but make some changes to push players to the next level on that genre. That was the time we started working on Mind Mould.
2. Michelle: Comparing to other puzzle games, what makes your game unique? Continue reading