November 20, 2014

It’s been over 2 years since the release of my first game, Lawnmower Challenge, and over a year since the sequel was actively being worked on. The sequel, which will feature a panda instead of a lawnmower, is nearly complete and has been in that state for a very long time. It’s finally time to push through the last 10% which means I need to find a talented programmer who can help.

So without further ado, here is the job posting in all its glory:

Classifieds Ad

I am looking for an experienced C# Unity programmer to help finish the last remaining features, crush any bugs, assist in polish, and help release to the Apple App Store. The original Lawnmower Challenge was selected for the PAX East Showcase in 2012 along with 5 other games which included Spell Tower (Zach Gage), Super Crate Box (Vlambeer), and Beans Quest (Kumobius). This second version addresses many of the issues of the first, adds a lot of fun features, and focuses more on player retention/acquisition and monetization.

I am open to paying a lump sum for the work or offering a percentage of rev-share (or a mix of the two). Ideally, I’m looking for someone who can help out with finishing the game for a portion of the rev-share that was agreed upon for the original programmer. However, knowing that rev-share is usually looked down upon, I wanted to offer prospective programmers a lump sum payment, although small, to show my commitment to the project. Basically, I want to tell you now that there is some risk involved with this project, if you are to take it on, but most of the game is already finished and the first version was featured at PAX.

If you are not interested in the project but might know of someone who might be, I would appreciate a referral. If you are interested, however, please send me a message at

Basic Requirements

  • 10-20 hours per week

  • Deep understanding of Unity3D (v3.5.7) and C#

  • Excellent communication habits

  • Experience with NGUI, Prime[31] SocialNetworking plug-in, and IAP a plus

  • Experience with BitBucket versioning

  • Experience with working with existing code

  • Open to rev-share and/or small lump sum payment

Estimate of completion:

[Sound: 80%] [Level Design: 98%] [Art: 90%] [Music: 95%] [Programming: 80%]

What’s Left To Do?

Level Select Over World

  • Level packs (actual level design and level groupings) are organized and game objects are put in place in the scene.

  • Functionality that controls level selection does not currently exist.

Character needs to move to tile that user selects or if the tile is unavailable due to being locked, the character will instead move to the nearest space. When character is on a valid space, the buttons at the bottom will display information or become buttons depending on the context. One button context will allow the player to play the currently selected level. Two button contexts will display the price to unlock the gate in diamonds or stars. Another button context will show what level number it is.

This same screen will also contain a number that displays the player’s diamond, coin, and star count, in regular rotation. Tapping the count will force it to rotate to the next value (star, coin, or diamonds).

Level tiles will show one of five different art assets corresponding with how many stars have been earned if the level has previously been completed or a default art asset if it hasn’t yet been completed.

There are several dialog screens that will pop up depending on how the player interacts with the game (including the level select screen) and these menus will need to be linked appropriately.


  • Achievement system does not currently exist and functionality needs to be coded.

Achievements such as mowing X grass tiles, taking X steps, growing X tiles of grass, earning X coins/stars, or getting into very specific conditions on a level are a couple examples of what will need to be added.

Current list of achievements can be found here.

Tutorial System

  • Tutorial system does not currently exist and functionality needs to be coded.

The tutorial is a set of the first levels the player can access. They will take the player through the basic mechanics by doing instead of showing/telling. Hints will appear on the screen to guide the player.

IAP and Item Store

  • The actual assets and their layout in the scene are about 50% completed.

  • The back end code for IAP and store are non-existent and need to be coded or a IAP plug-in needs to be integrated.

The system should be coded in such a way that allows the designer to add, remove, or edit items in the shop. Items need the ability to be put on sale for a certain time.

Some items will be a one-time purchase that do not expire. Others will be consumables that must be purchased again once they’ve been used up.

Game Center & Social Integration

  • Basic GC and SI will be needed.

  • Plugins can be implemented.

The game needs the ability to be able to connect with friends via GC. Players should be able to compete - # of coins earned, # of stars earned.

Twitter integration will allow the player to upload a screenshot of the completed level with stars/coin overlay with a short message and link to the game in the App Store. Should be configurable by designer.

Facebook integration will allow the player to announce certain achievements (such as unlocking new levels/level packs, unlocking new tile types, completing a level, earning X stars or coins). Each message will have an accompanying image and link to the App Store. Should be configurable by designer (see

Metrics Tracking

Either gameanalytics, Amazon’s new mobile analytics program, or other analytics provider that the programmer suggests (low cost or free)

Loose Ends

  • There are plenty of miscellaneous loose ends, each of which do not warrant their own section but will nevertheless, need to be addressed and fixed.

Custom Player Levels

  • Not a confirmed feature but if the programmer desires to go the extra mile, the addition of this feature can be discussed in more detail.

  • This mode of the game allows players to create their own levels and share them with friends and the world.

Some loose ends include:

  1. Update NGUI from 2.6.3 to 3.5.9 if needed. Some errors associated with the depreciation of UIDraggablePanel to UIScrollView pop up when updating. Updating NGUI is not absolutely necessary but if it makes it easier for the programmer, the option is available.

  2. Next button on after-level screen popping menu system objects too many times and instead of loading the next level will go to the level select menu.

  3. Activating lawnmower will cut grass tile that it resides but will not attach to the player until second activation. Has to do with a message activated action triggering twice.

  4. Display how many consecutive undo actions a player has available over the undo button. The default number of consecutive undos should be accessible and easily changed by the designer. Additional undo actions that allow the player to go beyond the free default number are available for purchase in the shop. If a player purchases additional undos, the number should reflect the number they have available.

  5. In-Game HUD needs to be slightly edited in arrangement. Some buttons will be removed and the in-game pause menu will be changed. Just switching out some assets and linking up the menu buttons.

  6. ‘My Profile’ page does not exist but needs to be added. Assets need to be arranged on screen (the designer will do this) and they need to be linked up with proper data. Random stats will be displayed on this page.

  7. The ‘News’ page will show the user what has most recent changes were. Should also display advertisements of other games by the same studio. Best if it can be updated on the fly but if it’s too much, then we can simply update it when the app is updated through the App Store.

Posted by @LunarPeter

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Retry is a free-to-play retro-styled one-button side-scrolling game developed by Rovio and is available for iOS and Android. The game seems to be heavily inspired by Flappy Bird in its styling, no-remorse difficulty, and controls. The goal of the game is to carefully control an airplane's flight path from one hangar to another with the ultimate goal of getting to the final hangar in each stage. The tricky part is the difficulty of controlling the airplane without crashing into obstacles that litter the path. Holding the button will cause the plane to do loop-de-loops - tapping it just right will cause it to glide in a relatively straight line. The most interesting thing about Retry is the way it utilizes habit formation to encourage (and perhaps trick) players to spending money on IAP. Continue reading

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