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.
Object-Oriented And ECS Architecture
The game used object-oriented programming alongside an entity-component-system style architecture. This helped separate gameplay logic, rendering and platform integration while allowing reusable systems to support the runner mechanics and meta features.
Facebook Instant Games SDK
The Facebook Instant Games SDK was used to integrate Slippy Cat with Facebook and Messenger, enabling players to challenge friends and return through platform-level social flows.
The SDK also supported access to useful platform metrics, including session and retention data, which informed ongoing iteration.
Analytics Tracking
Analytics tracking was used to understand player behaviour and improve the experience over time. 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.
This allowed the team 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.
Technical Aspects
- Object-oriented and entity-component-system architecture
- 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
Challenges
- 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.
Contributions
- 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.