I don't want to even think about the sheer number of hours I've spent playing flash games. Still, at least twenty percent of that time has been spent at Armor Games. From This is the Only Level to Infectonator World Dominator, Armor Games has eaten up literal weeks of my life.
When given the opportunity to interview Armor Games founder Daniel McNeely, I wasn't sure whether to thank him or grab him by the scruff of the neck and demand so many hours of my life back.
As it turns out, I ended up asking him a few questions about flash games. You can read the full interview after the jump.
Destructoid: Could you introduce yourself, and what you do?
What sort of creative control, if any, does Armor have over the games it sponsors?
We don't get much creative control over games we simply sponsor. In those cases, a developer approaches us with a game that’s already been completed, tested and is ready for launch. At times we'll ask for some UI changes, but we've never done a full overhaul. We like to let them retain their individuality and identity while still being part of Armor Games.
As a company that's probably seen and played every flash game out there, what are some common mistakes flash devs tend to make? What makes for a great browser game?
One common mistake I see is in the UI design. Developers often forget to add the small things that make a game feel professional and polished and focus more on the game themselves. These things are relatively easy to add in, but forgotten easily. They be as simple as including a Mute or Pause Button, or as important as a skip button during dialog, or even a 'Retry' button for games that are level-based. Without them, the experience can become really un-fun, and players don’t have as much emotional investment in a game they’re playing for free, in a browser, versus one that they’ve paid $50 or $60 for.
Thanks for your time.
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