Sept 2015 Developer Newsletter – Official Intro of Enhance™, Community Spotlight, & Winners Announced!


Introducing Enhance™ Ads – Absolutely the fastest and easiest way to put pre-roll, post-roll, and now interstitial ads (rewarded videos are coming soon) into your mobile game or app! This product is a no-brainer for mobile devs who monetize with ads.

If you’re not using post-roll ads, you’re leaving money on the table! Learn more…

We sat down with FGL Game Jam #30 winner Max of Uncommon Games (aka Racines).

Read more about the  inspiration behind his game!

Congratulations to Sloach for winning this month’s $100 Enhance™ Live giveaway!

Watch our last show at!

Follow us on Twitter to keep up with what FGL is doing, industry news, and relevant game dev articles. We RT relevant, fun, & funny! =)

#programmerday was a big hit. Join the fun!

Congratulations to all the Game Jam #31 winners! $150 in Cash & Prizes went to the top three places. Well done!

Vote now to decide the winners of Game Jam #32!


Introducing Enhance™


FGL is excited to announce it’s newest product, Enhance™. Enhance™ is the easiest way to get third party services into a mobile app. So easy that you can get services like ads into an app with NO CODING.


Our biggest focus right now is ads.  In fact, our Enhance™ Ads system is already the easiest to implement and manage ad system in the world. With Enhance™ Ads, it is possible to get dozens of ad networks into your app in seconds.  Our record is getting ads into an app in 37 seconds!


All you need to do is go to, upload your app, select the options you want, then click “Enhance.”  You will get your app back in minutes, or even seconds, fully implemented with the Enhancements you selected.


It’s that easy.. even though we add and optimize dozens of ad networks, you never have to sign up to an ad network yourself, and all reporting is centralized into one dashboard.


If you have any questions, feel free to reach out to us at


Also, be sure to check out our live-streamed EnhanceLive show every Wednesday at 11am Pacific/2pm Eastern on Twitch.  On the show we answer game industry questions. And if you send us an app, we’ll Enhance it and play it live on the show.


There are already thousands of apps using Enhance™.  We’d love to see yours added to that list! Not only will you be earning more through our ad mediation system, but when you have a published Enhanced app, you are automatically entered into our monthly $100 givaway!  We announce the winner on the last Wednesday of the month on EnhanceLive.

FGL Community Spotlight – Game Jam winner Racines!

FGL Community Spotlight – Racines of Uncommon Games

FGL’s big $150 Game Jam is coming up this Friday (Sept 25th), so the Community Spotlight returns with some helpful hints from past game jam winner, Maximilien Moussalli of the Uncommon Games studio.  We asked Max about his jam-winning entry, and his thoughts on game development.


FGL: Welcome to the Spotlight, Max! Tell us a little about yourself and your studio, Uncommon Games.

Max: Ok! My name is Maximilien Moussalli.  I live in France near Marseille.  My game studio was created in 2012 with a developer friend.  We have worked on “Gravit project” for almost 2 years.  (More info: )

We tried to make a crowdfunding campaign for Gravit, but our graphic design was not good enough to attract investors.  Without funding, we couldn’t finish this project, so my developer friend left and I began working on a mobile game: ‘Son of Light’.

FGL: That looks great.  Is ‘Son of Light’ your current active game project?

Max: This was a project I completed a few months ago.  It was free to play and was downloaded 30,000+ times, which is a good number for a solo project from an unknown dev like me.

For now I’m working on my Kongregate version of Quantic Pulse.  I hope to get some feedback and statistics on this game there, and if players like it, I’ll make a mobile version.

FGL: You created Quantic Pulse for the FGL Game Jam #30, right?  Obviously it was very successful, as you won first place!  Did you approach the development process differently for Quantic Pulse because of the time limit of the Game Jam?

Max: Thank you!  Yes, time is key for game jam games, but also for regular games, too.  If your goal is too high, you will fall.  Your game should be elegant and fun.  If you miss that, your game will be forgotten.  So Quantic Pulse was designed with this in mind.  Simple gameplay + simple graphics.  I recommend for indie developers to learn a graphics solution to get their game looking nice, like thet color algorithm that I used for Quantic Pulse.

FGL: The graphics were simple, but the game still had very polished visuals in that way.

Max: Yes, exactly.  All the colors matched together, giving it a colorful design.  As for the gameplay idea, I was watching a scientist documentary about gravity.  Some scientists are suggesting that some masses could only exist around the movement of quantic particles.  That gave me the idea for Quantic Pulse.

FGL: I’ll take your word on that! You mentioned you’ve worked up a version of Quantic Pulse for Kongregate.  What kinds of things have you added or changed from the Game Jam version?

Max: The Kongregate version has upgraded gameplay polish and I’ve modified the pulse system.  The pulses now auto-pulse and explode when a player is hit.  I’ve also added a good death animation, and want to insert a boss or more enemies combining steering behavior and gravity stuff.

When I make a game, I never know exactly how it will be at the end.  I play it again and again and my mind wanders outside of my game and finds ideas from other sources.

FGL: A lot of FGL users have started expanding beyond Flash for game development.  This game (like several of our past Game Jam winners) was made in Unity.  Do you have any advice for gamedevs who’d like to learn Unity?

Max: When it comes to saving time, Unity is a good tool.  The community is huge, and for the most part, it is good.  Unity is a bit of a mix between a pro tool and a newbie tool, so learning Unity is not that hard, but learning how to develop a big project can be difficult.  There are a lot of tutorials, source code and the asset store, but the most important thing you can have is patience and perspective.

FGL:  Good advice.  Time for the Lightning Round! Question One: What is the most important thing you could tell new developers?

Max: Like I said before, make a simple game with addictive gameplay.  Between polish and gameplay content, choose polish.  If the game works, you can add the hard / complex stuff in later.    I started to work on a project recently, but the time investment to make it would be too high.  So I preferred to work on a smaller idea.

FGL: Question Two: You mentioned trying to crowdfund a game earlier.  What are your thoughts on that?

Max: It’s hard to be on Kickstarter in France, so we tried IndieGogo.  We offered a 1-hour demo, but our graphics were too bad.  Design is so important to catch the eye of a player.  Crowdfunding successes often rely on their video trailer, so my ‘Son of Light’ trailer was designed with this in mind.  The trailer should be exactly what you have in mind when you imagine the final version of your game if you had no limits on it.

FGL: Last (and most important) Question: How can people contact you and get updates on your games?

Max: You can follow me on facebook at or check out our website at


I’d like to thank Max and Uncommon Games for answering our questions and sharing these stories with us. If you have any other questions for Max, ’Like’ him on Facebook at, check out his website at or post in the comments below! If you know someone who would be a good candidate for the Community Spotlight, comment below, send a PM to FGL_Brian or send us an email at



Frequent Conference visitor, newbie at PAX…

I thought I pretty much knew what to expect at my first PAX. After all, I’ve been visiting game conferences for almost 10 years by now. How different could this one be? Well, let’s start at the beginning.

PAX Dev.
Two days of lectures and panels from developers for developers. I expected the usual kind of talks about app store ranking, monetisation, etc etc. Boy was I wrong. PAX Dev is a blackbox-event. This means that everyone agrees that no one will tweet or post or publish any lecture content in any way. Do we sign an NDA for this? No. It’s all based on trust. And here’s where the event starts to feel different already.

A few hundred of us gather in the big lecture room to listen in awe to Elan Lee’s kickoff keynote about Exploding Kittens and their rocky ride of becoming the most backed Kickstarter project ever. An incredibly inspirational talk to start the conference.

In between 2 packed days of lectures there are short coffee breaks where at first it feels hard to network. Usually I see plenty of familiar faces at conferences, but I don’t know anyone here. How do I start talking to people? And then someone walks up to me and says “Hi! How are you?” Oh, right. That’s how you start a conversation. I get reminded that everyone here is attending to learn, to be inspired, to share knowledge, and to share the passion for our industry. I don’t feel like an outsider anymore.

The rest of the days I attend talks from the people over at Kickstarter, Amazon and Google Play. Where else do you find people from these massively important platforms willing to share their data? Not many take-aways from a black-box event that I can share, but I can share one.

Ty Taylor, the creator of Tumblestone, talked about his automated level generator and how he designed it. He pointed out specifically that all this info is ok to share.

We conclude PAX Dev with a closing keynote by Raph Koster about Game Grammer. This is not a good time to zone out after a long day full of lectures. Raph drills down to the core of game design within a 1-hour talk. My head is spinning and I feel like I have to rethink all my game ideas. By the way, I highly recommend his book “A Theory of Fun”.

Next day. The real deal. PAX Prime!
A 4-day consumer event for gamers. With a few years of Gamescom experience I feel like I know what to expect. Big crowds of gamers, long lines for the most exciting upcoming releases, a loud show floor, and standing in line for lunch behind Link and Zelda.

A few points where PAX turned out to be different:
  1. Not just computer games. The event offers a nice balance between online and offline. The popularity of card games, tabletop RPG’s and board games is on the rise again. Magic: The Gathering had it’s own dedicated conference hall across the street, Pathfinder was being played by hundreds of people at the same time, and there were plenty of opportunities to just sit down and with strangers and play even stranger board games together. The new definition of social gaming, perhaps? ;)
  2. Lectures are well attended. Spread out over different lectures halls in the building, and even at different locations in the city. Developers talked about the process of how their game was made, professional gamers shared their experience, introduction talks to the game industry, the history of games, the future of games, games, games, games! Indeed, no lack of love for our industry here!
  3. Big publishers don’t rule the show. At Gamescom it’s quite normal to see 8-hour lines of people who hope to get a 10-minute gameplay demo of the next upcoming blockbuster. At PAX, those lines were relatively short. Also, at Gamescom the indie area always seems quite abandoned in a corner. At PAX, the Indie MEGAbooth and the PAX 10 were buzzing!

My personal favourites?
Well, I just downloaded Armello on Steam; a stunningly beautiful RPG/boardgame game by the Australian developer League of Geeks. For someone who grew up loving the Redwall books, this game ticks all the right boxes for me.

On a more realistic note is ECO, developed by StrangeLoopGames. A complex world builder based on community driven rules. I’m not only looking forward to this as a game but also as a social experiment, since users have to vote on laws and restrictions regarding hunting and building expansion for example. Will we treat this virtual world better than our real one? Their Kickstarter is still running!

Unfortunately I had to leave PAX Prime early. Too little time to play all those amazing games. At least I will still be able to check them out online!

It was time to go to the airport. Or wherever I would end up in one of those bad-ass Mad Max Ubers….

FGL game jam #31 with CASH prizes. Enhance™ LIVE gave away $100 today at 11AM Pacific – August FGL Developer Newsletter

Win $100+ in the next FGL Game Jam, thanks to the generous donation by a friend of indie game developers! Help pick a theme and come join the fun this Friday, August 28th.

Is it possible to put high quality ads into your mobile game in <1 min? Watch us prove it every Wed at 11AM Pacific!

This month on Twitter we held a $100 drawing, talked about mobile monetization with Adam, and more!

We sent a big thank you out on Twitter for July’s Community Leaders, and we just wanted to say it here as well:


Congratulations to the Game Jam #30 winners! We had some awesome entries this time based on the ‘Endless’ theme that you selected!

FGL will be at Casual Connect 2015 in San Francisco. Let’s meet! FGL July 2015 Publisher Newsletter

The FGL team will be at Casual Connect in San Francisco on August 11-13. Send us an email at if you’d like to setup a meeting, or just grab a pint!

Would you be interested in a more viral distribution system? Join the conversation!

We’re still seeing awesome things from our web display ads. Want to improve your revenue? Contact us!

Great prototypes can be made in a weekend. We prove it monthly! Check out our 29th Game Jam winners.

Did you hear about the Game Audio Jam event that we hosted? Check out an awesome interview with the winner!

FGL’s 30th Game Jam starts this Friday. You pick the theme! – FGL July Developer Newsletter

Join us for our 30th Game Jam that runs July 31st – Aug 3rd! This is the first time that we’re letting you pick the themes, so be sure to choose your favorites!

Have you seen our new HTML5 Chat? It’s pretty awesome. Be sure to let us know if you have any trouble!

Congratulations to June’s Community Leaders! Jam winners, forum posters, and game reviewers Join in the fun.

Did you hear about the Game Audio Jam event that we hosted? Check out an awesome interview with the winner!

FGL’s website ad service could triple your ad revenue – FGL June 2015 Publisher Newsletter


FGL’s website ad mediation service is off to a great start, sometimes tripling ad revenues for game portals. Learn more about our web ad service, and how to try it on your website.

Great new games are available for license in the marketplace. Check out ZombidleCall of Sword, & BLOCnog.

Did you know we host fun community events every month? Join us June 29th to vote on the best Game Jam entries!

Did you miss out on the lectures at GDC this year? Well no more! Watch them now on our YouTube Channel.

Keep up to date on everything FGL, as well as industry findings. Follow us on Twitter!


Game Jam Tutorial – Welcome, New Users!

A lot of new users are visiting FGL to participate in the Game Jam, so FGL_Porter put together a great step-by-step guide to entering your game into the contest.

FGL Game Jam Guide

Step 1 – Create An Account

The first thing you’ll need to do to submit an entry to the jam, is create an FGL account. Signing up for an account will give you access to our marketplace, community forums, chat, and more. The signup process is as simple (essentially just username, email, password), and only takes a few seconds.


Step 2 – Upload Your Game

Once you’ve created your account, you can now upload your game. Using the navigation bar, go to My Games > Add New Game, as seen below:



Complete the basic information (game name, description, etc), and continue on until you see the following screen:



This is where you’ll determine what exactly it is you’re uploading, be it a .swf, .unity3d file, external HTML5 file, or a native mobile .apk file. Double check you’ve selected the proper file type, and continue onward to the next screen, where you’ll upload your game (or point to an external source if using HTML5):

On the next screen, you’ll be required to upload a thumbnail, which must be 100×100 pixels in size; if you aren’t a great artist, simply take a screenshot of your game and crop something that looks decent! You’ll also have the opportunity to upload screenshots, and a preview video, but these aren’t required.

The next part is important – make sure other developers can play your game!  Your settings might look similar to those below:


By default, FGL may try to place your game up for “regular bidding”.  Please make sure to change your game to “My game shouldn’t be for sale at this time” – failure to correctly change this setting may result in disqualification!


You’ll see a quick screen that mentions “pre-reviews” – this is a free service FGL offers for new games, and if you’re looking for some in-depth feedback from our staff on any future games, definitely check this out! For now, you can simply leave these settings as they are, and continue onward.

Save your data and you’re all done! You can go back and change your data if needed, otherwise press the beautiful “Save and Finish” button! Congratulations, your game is now in our system!


Step 3 – Submit Your Game

Now that you’ve uploaded your game, be sure to actually submit it to the jam!

Visit the jam’s “Entries Thread”, and follow the posting format instructions on how to post your submission (most users simply copy / paste the example text and change the details).

That’s it, you’re in! Be sure to talk about your experience in the jam’s original thread, or stop into our chat to show off and chat about your game to other developers! We hope this guide has helped you find your way around FGL’s game jams, and most of all, we hope you had fun!


Website ad mediation service by FGL

If you run a content website, display ads are what keeps your site churning. FGL has made some significant advances in mobile advertising over the last year, specifically with mediating ad networks to get the best possible eCPM; so we’ve recently put similar approaches to work on display ads for websites. What we’ve found is that our ad service is a game changer in most cases, doubling and sometimes tripling ad revenues!

Ad mediation might not be innovative in itself, but our shiny new ad management system, relationships with ad networks, and motivated ad operations team give us the power to streamline this once arduous process. We monitor CPMs, adjust waterfalls and try different ad networks constantly, leaving website owners to focus on content. It’s definitely a big advantage over doing it yourself, especially if you’re making more money!

Without good reporting, you can’t know how well your ads are doing, and since we built this system from the ground up, our reporting displays only the most important data in an easy to understand format. We give the power to quickly monitor revenue, eCPM and impressions on each individual ad tag, for any custom date range. Easily compare us to your previous ad system by giving our ads a try, even on a single ad slot.

How to sign up
In order to offer the very best care of your ads, we’re currently only able to onboard sites that have a minimum of 1MM monthly viewers. We plan to grow out of this restriction, but for now it will allow us to focus on higher quality traffic that our ad networks require. To submit your site for review, please send an email to and please share your domain(s) name, along with any relevant traffic information.