Features

RoccoRocco Roshambo invites you to beat the daylight out of cute minions on iOS and Android [Sponsored]

We will, we will, RoccoRocco you

RoccoRocco Roshambo invites you to beat the daylight out of cute minions on iOS and Android [Sponsored]
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RoccoRocco Roshambo is a brand new cartoon fighter in which you have to duff up a bunch of irritatingly cute minions for the pure joy of combat.

It's a perfect game for those feeling the pressures of the daily grind and just want to jump in and release their stress on a bunch of cute monsters.

There's plenty here for those with obsessive compulsive disorders, as you can collect all of the characters in the game for your own use.

We caught up with various members of the team at Mosscube to learn more about what sets RoccoRocco Roshambo apart, the challenges faced during development, and the plans for future updates.

What do you think RoccoRocco Roshambo offers that you can't get from any other title on the App Store?

Keith Lim, Producer: "We've been described as "annoyingly addictive" … (not our words)."

Tan Wai Chong aka Y, CEO and Founder: "It's simple yet challenging! I've been told by a French game tester that she was attracted to the cute graphics but was surprised by the gameplay.

"Before she knew it, she couldn't put the game down. Although each game mechanic within the game is nothing new, I think the 'X-factor' in RoccoRocco is the combination of the endless runner genre with the RPS mechanic that translates the game into a whole new experience."

Who would you say is the target audience for RoccoRocco Roshambo?

All: "Everyone!"

Y: "We set out to target the male 15 - 35s, because they're more competitive and like to one-up their friends.

"The characters are designed for the more aesthetically-inclined to collect. At least, that was the feedback from our initial focus tests, being largely male dominated.

"That was until our wives and girlfriends started beating our scores. We then realised that RoccoRocco can appeal to everyone."

What challenges did you face during development, and how did you overcome them?

Wu Muxian aka MX, Technical Director and Co-Founder: "Keeping the game smooth and stable!"

Y: "Finding the sweet spot between 'too hard' and 'too easy' while trying to keep it fun. Just the right level of challenge to keep the player going."

Keith: "Making sense of all the feedback and translating it into something meaningful in the game."

Y: "We must have gone through more than 20 iterations of game play, not to mention revamping the look and feel countless times."

Which part of RoccoRocco Roshambo are you personally the most proud of and why?

Keith: "Love the music. Special shout-out to Andriel Fong who composed our music."

Alan Bay, Art Director: "Getting the right level of 'cute-ness' for the characters."

Y: "My team!"

Do you have anything planned in terms of future updates for RoccoRocco Roshambo, and if so, can you give us any details of what these might include?

Keith: "We've had lots of feedback from players and we're listening.

"We're coming up with more characters to play with, some with special character abilities, cooler animations, and even bonus stages.

"Our next update features Halloween characters with new abilities like non-stop running and auto-collecting coins.

"We've got a pretty good idea how we want the game to evolve but the possibilities are huge and we're always keen to throw in any crazy ideas players may have. Readers, go ahead and hit up our Facebook."

Have you any plans to bring RoccoRocco Roshambo to any other mobile platforms, such as Windows Phone?

Y: "RoccoRocco Roshambo is currently available in the App Store [download] and Google Play [download].

"We are still exploring the possibility of working with publishers to port the game to other platforms, such as Windows Phone or even PC."