Projects

public / 2022

Slippy Cat

2D top-down runner adapted for Facebook Instant Games.

A 2D top-down infinite runner originally created during a game jam, then ported into a Facebook Instant Games release with asynchronous play, Messenger integration, analytics and A/B-tested retention features.

Showcase

Slippy Cat Gameplay

Project Context

Slippy Cat is a 2D top-down infinite runner developed for the Facebook Instant Games platform.

The project originally began as a game jam prototype before being expanded into a platform-ready social game. The Facebook version added asynchronous play between friends, a fallback option for players without active friends, Messenger capabilities, social sharing, analytics tracking and A/B-tested retention features.

I worked as a developer on the port from the original game-jam state to a Facebook-appropriate version. This involved implementing platform features such as the Facebook Instant Games SDK, meta-game systems, Facebook shareables and Messenger capabilities. The team consisted of two developers, an artist and a producer.

The game has since been removed from Facebook Instant Games after changes to Facebook's social policies and the company no longer supporting development.

From Game Jam To Platform Game

The main work was turning a game-jam prototype into something that fit Facebook Instant Games. That meant adding platform entry points, asynchronous friend play, Messenger flows, sharing and analytics around a runner that originally had much simpler assumptions.

The implementation needed to keep the core runner readable while new platform systems were added around it. Social re-entry, friend challenges and retention tests had to sit beside the original movement and scoring loop rather than take it over.

Facebook Instant Games SDK

The Facebook Instant Games SDK connected Slippy Cat to Facebook and Messenger, enabling players to challenge friends and return through platform-level social flows.

Facebook's SDK exposed platform metrics, including session and retention data, which informed ongoing iteration.

Analytics Tracking

Analytics tracking exposed player behaviour around retention and session length. Metrics such as session length, retention and engagement helped identify areas where the difficulty curve, controls or social flows could be improved.

A/B Testing

A/B testing was used throughout development to evaluate player-to-player interaction, controller methods, tutorial flow, power-ups, social sharing mechanics and difficulty.

That gave the team a way to test changes against real player behaviour and make more informed decisions about retention and engagement.

Porting From Game Jam

Because Slippy Cat started as a game jam project, it needed substantial work to become suitable for Facebook Instant Games.

That included performance optimisation, redesigning mechanics to fit platform constraints, and adding systems such as social sharing, Messenger integration and meta-game features.

Messenger Integration

Messenger integration supported friend challenges, updates, notifications and reward prompts. This helped the game fit the Facebook Instant Games model, where social re-entry and friend-to-friend interaction were core parts of the experience.

Problem

  • The original game-jam prototype needed significant work to become a platform-ready Facebook Instant Game.
  • The game needed to support asynchronous friend play while still giving solo players a fallback way to enjoy the experience.
  • Player interaction, controls and social sharing features needed to be tested and tuned using analytics and A/B testing.
  • The game was eventually removed from Facebook Instant Games after Facebook social-policy changes and the company no longer supporting development.

Approach

  • Helped port the game from its original game-jam state into a Facebook-appropriate version.
  • Implemented Facebook Instant Games SDK features, social sharing and Messenger capabilities.
  • Added meta-game features and platform-facing behaviours.
  • Worked with analytics and A/B testing to improve player-to-player interaction, controls, difficulty and retention.
  • Collaborated within a team of two developers, an artist and a producer.

Interesting Bits

  • Game-jam-to-Facebook platform conversion
  • 2D runner gameplay
  • Game-jam prototype to Facebook Instant Games port
  • Facebook Instant Games SDK integration
  • Messenger bot integration
  • Asynchronous play with fallback flow for solo players
  • Analytics tracking for difficulty and retention
  • A/B testing for controls, tutorials, social sharing and difficulty curve

Outcome

  • Converted a game-jam prototype into a released Facebook Instant Game.
  • Supported asynchronous social play, Messenger integration and analytics-led iteration.