
We released Kingdom Rush for iPhone, with this big feature in the store, so tons of players were playing it, so it was great. The mobile was more in stores, and mobile games were starting, so we had a lot of luck. At the time, iPhone was the next big thing, I suppose. Then we started releasing the game for mobile. We started developing like, I don’t know, 12 years ago, and it was a big hit on browsers in Armor Games at that time. Ariel Coppes: We are mainly known for Kingdom Rush, our main game, our main franchise. We’re going to start off really tumbling down into Ironhide and the games it’s made over the years, but can you give us a potted history of Ironhide for people who don’t know very much about it? History of Ironhide Games and Kingdom Rush Ariel Coppes: Hi, how are you? I’m doing great. Our special guest to drill down into the subject is Ariel Coppes, the lead game engineer at Ironhide Game Studios in Uruguay. Erno Kiiski: It’s going great, thanks, Jon, how are you? And joining me as a regular guest is Erno Kiiski, Chief Game Analyst for the US at GameRefinery by Vungle.
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I’m your host, Jon Jordan, and in today’s episode, we are drilling down how to create a winning mobile game franchise, make a series of games over many years, look at different types of monetization, and keep your community together over time.

This podcast is all about what makes a great mobile game, what is and isn’t working at the moment, and all the latest trends. Jon Jordan: Hello and welcome to the Mobile GameDev Playbook.
