This docuseries explores the origins of Hyper Hippo Entertainment from the creative minds that brought it into existence.
Part 4: Building the Plane in the Air
The creative team behind AdCap was eager to test and experiment with new ideas and new platforms. Soon after going on mobile, they branched out to Steam. It made sense, after all - what made the game a hit on the web translated perfectly to Steam. From there, the team learned how to make the game fun to play with a controller and launched an idle game on the PS4.
They even went to Facebook and launched three new versions of the game, each being its own test and experiment. They were trying to find the largest audience they could. It worked. So far, over 40 million people have learnt what it’s like to earn your first trillion dollars.
They did all they could to keep AdCap fun and engaging for players. The team began focusing on developing more content to keep players coming back, like going to the Moon or starting ventures on Mars. They held their first ever “live event” in October of 2015 with “Gates of Heck”.
Then the storm hit. Tickets started piling in, QA was slammed, everything was broken. The game wasn’t saving on the Moon, the game wasn’t saving on Mars.
Fan feedback played a crucial role in building the game our players wanted, but they knew that mobile games often don’t have a very long lifespan.
The big question now was: “How long can this last”?
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6 окт 2024