austinhallock
Gay Pride: the game - in honor of today's Supreme Court decision
Thanks for pointing out the screen resolution and browser history things.
It started out as a js1k entry (https://github.com/Zolmeister/Zop/blob/35a428661320ba9ad8e5e...)
It's a tough situation to be in where they need to improve the quality of the ecosystem, but need users to convince the big-wig devs to developer for the OS. The total user numbers we've seen from them is certainly better than we expected, but still too small to convince a major developer to build for Firefox OS on numbers alone.
If their platform wasn't the web, I'm not sure they'd have much of a chance at success, but being able to convince a developer the values of building for the web is much easier than building for a fairly new mobile OS.
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What we're building
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We're building Steam for mobile games - competing with the app stores to provide a better way to discover games on mobile. By leveraging the web we reduce the friction between discovery and gameplay, which we think is key in reaching the next level of viral games. ==============
Where we're at
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Our team is small, and our challenges great. Last month we had 5 million+ sessions, running on 15+ servers, with just 2 engineers (myself included).See http://stackshare.io/clay-io/clay-io for our stack and to get a better feel for the code we write see https://github.com/claydotio/clay-mobile
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Our Stack
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Node.js, CoffeeScript, Docker, Zorium.js, Gulp, Ansible, MongoDB, MySQL, ...Hiring Full-Stack Engineers. Shoot me an email: [email protected]
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What we're building
===================
We're building Steam for casual mobile games - competing with the app stores to provide a better way to discover games on mobile. The approach we're taking focuses on mobile web games - games people can access immediately without the added friction of installing them in an app store. ==============
Where we're at
==============
Small team of 3, with large audience of 5,000,000+ users to push code to. https://github.com/claydotio/clay-mobile for general idea of the quality of code we write. =========
Our Stack
=========
Node.js, CoffeeScript, Docker, Zorium.js, Gulp, Ansible, MongoDB, MySQL, ...Hiring Full-Stack Engineers. Shoot me an email: [email protected]
===================
What we're building
===================
We're building Steam for casual mobile games - competing with the app stores to provide a better way to discover games on mobile.
The approach we're taking focuses on mobile web games - games people can access immediately without the added friction of installing them in an app store. ==============
Where we're at
==============
Small team of 3, with large audience of 5,000,000+ users to push code to. https://github.com/claydotio/clay-mobile for general idea of the quality of code we write. =========
Our Stack
=========
Node.js, CoffeeScript, Docker, Mithril.js, Gulp, Ansible, MongoDB, MySQL, ...Hiring Full-Stack Engineers. Shoot me an email: [email protected]
===================
What we're building
===================
We're building Steam for casual mobile games - competing with the app stores to provide a better way to discover games on mobile.The approach we're taking focuses on mobile web games - games people can access immediately without the added friction of installing them in an app store.
==============
Where we're at
==============
Small team of 3, with large audience of 4,000,000+ users to push code to. https://github.com/claydotio/clay-mobile for general idea of the quality of code we write. =========
Our Stack
=========
Node.js, CoffeeScript, Docker, Mithril.js, Gulp, Ansible, MongoDB, MySQL, ...How Clay.io built their 10x architecture with AWS, Docker, HAProxy and lots more
Hiring Full-Stack Engineers. Shoot me an email: [email protected]
===================
What we're building
===================
We're building Steam for casual mobile games - competing with the app stores to provide a better way to discover games on mobile.The approach we're taking focuses on mobile web games - games people can access immediately without the added friction of installing them in an app store.
==============
Where we're at
==============
Small team of 3, with large audience of 4,000,000+ users to push code to. https://github.com/claydotio/clay-mobile for general idea of the quality of code we write. =========
Our Stack
=========
Node.js, CoffeeScript, Docker, Mithril.js, Gulp, Ansible, MongoDB, MySQL, ...Hiring Full-Stack Engineers. Shoot me an email: [email protected]
===================
What we're building
===================
We're building Steam for casual mobile games - competing with the app stores to provide a better way to discover games on mobile.The approach we're taking focuses on mobile web games - games people can access immediately without the added friction of installing them in an app store.
==============
Where we're at
==============
Small team of 3, with large audience of 4,000,000+ users to push code to. https://github.com/claydotio/clay-mobile for general idea of the quality of code we write. =========
Our Stack
=========
Node.js, CoffeeScript, Docker, Mithril.js, Gulp, Ansible, MongoDB, MySQL, ...Clay.io's $550K funding taps into the growth of games on messaging apps
Shoot me an email: [email protected]
About Us -------- We're redefining gaming on mobile. The primary means of discovery for games is through the app stores, which we think is a bad approach... There should be a Steam equivalent on mobile and that's what we're working on. We're already reaching 4 million people every month and just getting started.
We're a small team with a huge passion for games. We're all technical and big fans of open source, so a good chunk of what you write will be public on GitHub.
Our Stack --------- Node.js, CoffeeScript, MySQL, MongoDB, HTML5, Ansible, Docker, Gulp, ...
32 mobile web games built by students
People are using apps instead of the web for certain services because they're easier to find (both initially, and for subsequent uses), easier to use, and more polished. The point is, this is all changing in favor of mobile web. Mobile apps can become just as easy to use and have close to the same level of polish, but more importantly, they can become easier to discover. Flappy Bird was successful because of social media, not discovery directly from the app store - the app store just added more friction.
Retention is the biggest potential point of failure for mobile web, and that's something I think Kik has solved pretty well. There are other examples of good solutions for this (eg Firefox OS), but none of them have enough traction to serve as a good proof-point.
The Rise of the Mobile Web
From Flappy Bird clones to 2048, mobile web games are here to disrupt app stores
Banter Debuts Anonymous Social Network Focusing On Interests, Not Confessions
Near Misses
HTML5 Game Dev Competition for Students – sponsored by Mozilla, GitHub
It's interesting to see how the indie scene and game devs in general react to something like Flappy Bird.
A lot of these unfortunately don't work on mobile devices :/ I'm working to try and get more folks serious about developing for the mobile web - but it is a much more difficult task than developing for desktop-only.
HTML5 Flappy Bird Clones (12 and counting...)
The point I was trying to make is Bombermine is somewhat of a mix between a website and a game, and it works well for it.