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Member Since 19 Nov 2007
Offline Last Active Jan 15 2015 04:51 AM

Topics I've Started

Jurassic | Flappy Jam

05 March 2014 - 06:19 AM

Jurassic is an addictive mobile side-scrolling game.  The player’s goal is to navigate a Pterodactyl, which is constantly flying right, through a series of oncoming obstacles without running into any of them.  The bird will flap it’s wings every time you tap the screen, causing it to ascend slightly.  If the screen is not tapped, the Pterodactyl will fall due to gravity.





Jurassic was obviously inspired by the internet phenomenon, Flappy Bird. In fact, it was originally created to participate in the Flappy Jam.  However, by creating a Flappy Bird clone, we learned several (un-expected) lessons about game design, that will permanently affect the way we create games in the future.  We discuss this in much more detail in our latest blog post, "Lessons Learned From Flappy Bird."


Click here to play Jurassic!


As always, we welcome feedback with open arms.  Due to the critical success of Flappy Bird, we are especially interested in gathering opinions on this game in particular. Is the game too easy, or does the difficulty seem comparable to the original game?


27 February 2014 - 06:27 AM

Fiat Games is proud to announce the seventh addition to our "game a week" series!


Aces is a simple card game where the player can select any combination of cards that totals eleven to discard them.  Once the entire board is cleared, the deck is shuffled and another round starts with an additional row of cards.  If you can make it through all three rounds without running out of cards, you win the game!




Click here to play Aces in your browser!


Additionally, click here to read more about my games on the Fiat Games blog.


I always encourage feedback, positive or negative, so please let me know what you think of the game.


18 January 2014 - 03:00 AM

Hello everyone,


I just completed a new HTML5 game called Pillar. Pillar is a simple, but addictive mobile game where the player simply tries to build the tallest tower they can.  However, the blocks start moving faster the higher the tower gets. Pillar was based on the classic arcade game Stacker, which can be found in movie theaters, video arcades, groceries stores, and other various locations all across the world. I have seen it a few times in the flash market, but I had never seen an HTML5 version of it, so I thought it would be fun to re-make a classic. 




I welcome any feeback or constructive criticism with open arms. However, it is worth noting that this game was created as a part of a personal challenge to create a new HTML5 game every week this year. With that said, I may not be able to implement every suggestion I receive. However, feedback will allow me to make next week's game (and every game thereafter) that much better. 


You can play Pillar by clicking here.

Additionally, you can follow my progress on my blog.


Warm regards,


Grid Lock

20 August 2013 - 08:10 AM

Gridlock was the first title in our “Game a Week” series. It was originally released on January 6th, 2014. This game will always hold a special place in my heart, because it was the first HTML5 game that I ever created.


As we mentioned in our February Reflection, we’re going back and updating some of our January games to reflect our new quality standards. I’m very proud to announce the new version of this game in particular. It turned out better than I ever dreamed that it would!




What do you think of the new version?  Please let us know in the comments section below.  We have another graphic update planned for next month, and your feedback is how we improve!


Click Here to Play Gridlock

Making Money with Game Maker

10 November 2012 - 03:28 AM

This topic is for people who have found ways to make money with Game Maker to share their successes with others, and discuss the strategies that they used to do so. If you have never made money with Game Maker, you are welcome to read through the topic for learning purposes, but please do not comment. I would like to limit discussion to people who have had at least some success in doing so, regardless of how much or how little. If you have never made money with Game Maker, at least try, and even if you only make a few dollars feel free to jump in the conversation at that point. I'll start:

I have had a mild degree of success in selling HTML5 games, but not as much as I would like. I have done a lot of research on the matter and found that one of the best ways to commercialize Game Maker games is to sell them to publishers, who pay you for your work. However, depending on the publisher, there are different types of agreements that can be reached.

  • An Exclusive License
  • A Non-Exclusive License
  • Ad-Revenue Sharing
The first two are similar. The idea is that the publisher pays you an agreed upon amount upfront, and then they keep 100% of ad-revenue from there on out. The only difference is that with an exclusive license, they pay you a lot more, but you are not allowed to sell the game to anyone else. With a mon-exclusive license they pay you a lot less, but you can sell it to multiple publishers. I have not personally had any success in finding a publisher who will sign this type of agreement, but I know that others on the forum have. Namely, True_Valhalla who has made over $20,000 this year with his HTML5 games.

I have found several publishers who will host my games, and share ad-revenue with me, however. My game Grid Lock has been purchased by two different publishers and I have a revenue-share agreement with both of them. It hasn't been a complete 30 days yet (and you usually get paid at the end of a 30 day period) but based on the clicks that have already been generated, I have approximately $100 coming in from only half a month. I expect that this should exceed $200 by the end of the month. And the agreements are non-exclusive, so if I find more game portals that will host my game, I can continue to grow this figure.

From my research I have also determined that it (if you want to make a living doing this) you need to pump out games as fast as you possibly can. It's not profitable to spend months working on one game, because publishers will hardly pay you any more than they would for a Tic-Tac-Toe clone. So ideally, what you want to do is push a game out every week or two, and spend as little time developing it as possible. As long as it's polished, publishers will buy it and you can get to work on your next game. This is mainly due to the fact that publishers are desperate for polished HTML5 games. Flash has been the market standard for years, and the market is heavily diluted already. With HTML5 being brand new, there is not as much competition, and much more demand.

So how about you? If you've had any kind of success (no matter how much or how little) feel free to comment with your story, and discuss ways to improve your strategies with other developers who have (at least attempted) what it is that you're doing. I think if we all work together to refine our strategies, we can all increase our profit margins, even if it's just by a little bit.