How Xsolla Funding Club helped Happy Juice deliver its vision for Lost in Play
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How Xsolla Funding Club helped Happy Juice deliver its vision for Lost in Play

You are enjoying catch together with your sibling, working after them in the road in entrance of your own home. For everybody round you, the pavement is simply concrete, the timber are simply timber, and also you’re only a little one.

However for you and your sibling, the street past the pavement is most undoubtedly lava. The timber are hole and a bit of terrifying, and gnomes absolutely reside in them. And you are not a toddler; you are a horrible monster roaring round.

What occurs in a toddler’s creativeness is the precise feeling that developer Happy Juice tried to seize with Lost in Play – and it did so very efficiently.

With the help of Joystick Ventures and Xsolla Funding Club, the title was launched on Nintendo Swap and PC in 2022 and on cellular final yr. Lost in Play received the iPad Recreation of the 12 months award in 2023 and was nominated towards business powerhouses, together with Mario + Rabbids and Disney Dreamlight Valley, for Household Recreation of the 12 months on the 2023 DICE Awards.


How Xsolla Funding Club helped Happy Juice deliver its vision for Lost in Play

However Lost in Play was solely made by Happy Juice co-founders Yuval Markovich, Oren Rubin, and Alon Simon. And the profitable launch and the constructive reactions had been the consecration of years of labor.

“All three of us got here from a background in animation [and] have been working in the video games business for a very long time,” says Markovich, who previously based and ran cellular video games firm Nitako Video games. In distinction, Rubin and Simon beforehand labored collectively on 2018’s point-and-click journey The Workplace Quest. “After we opened the studio, we talked about our strengths and what we favored when enjoying video games. All of us grew up enjoying journey video games and loving cartoons, so that is what we introduced into the sport: to get a extra cinematic feeling in story-based and puzzle-based gameplay.

“All of us have younger youngsters and love enjoying video games with them. But it surely’s laborious to seek out video games that aren’t violent, which are good, not too scary, and that I might take pleasure in myself enjoying with them and never simply be [bored],” he laughs.

In order that they got down to create precisely that: a sport they might play with their youngsters however would nonetheless be attractive to an grownup participant. Lost in Play is a point-and-click journey with partaking puzzles peppered all through.

“Total, [the idea] was about youngsters enjoying make-believe video games and getting immersed in that feeling, and we thought it will be cool to make a sport that tries to seize that feeling and make you keep in mind the way it was prefer to play your self as a toddler,” Markovich continues.

“We thought it will be cool to make a sport that tries to seize that feeling and make you keep in mind the way it was prefer to play your self as a toddler”

That knowledgeable each facet of the sport, from the digital camera work to the animation model to the setting and the choice to make it with out dialogue.

“[Because] we wished to seize the sensation of you enjoying together with your sibling as a toddler, we wished to place [players] in a nostalgic kind of panorama. As a result of our abilities are in cartoons and dealing on 3D cartoons, it matches proper in, and we may make every part look extra cinematic. For instance, the digital camera continually shakes a bit to [carry across] emotions, so when the character is confused, it shakes extra. It is small stuff you are taking from making TV exhibits into video games.

“When it comes to the animation model and look, we had been actually impressed by Gravity Falls, Hilda, and Over the Backyard Wall. Additionally, loads of stuff that we used to observe as youngsters like Marco [known as 3000 Leagues in Search of Mother in many territories], a Japanese anime about an Italian boy who’s looking for his mom.”

With these inspirations in thoughts, this required loads of work. Markovich was initially reluctant to hitch the undertaking, remembering how laborious it may be to make indie video games. As soon as the workforce received began, they thought it’d take about half a yr, he remembers. It ended up taking on three years.

“We had loads of challenges [because] we wished to make a high-quality sport. However we’re a small workforce, so attaining that high quality took us some time. The kind of animation we’re doing for this sport is nearly frame-by-frame, so it takes loads of time.

“And there is the entire story facet, which took us a very long time to unravel. We wished it to really feel like two siblings enjoying a sport, so it was not too scripted, not like a hero arc or a Hollywood-like construction. We tried to make issues evolve from one factor to the opposite, so that you want a construction to maintain folks engaged and a sure stage of curiosity. So, there was loads of enjoying between these traces, attempting to suit it right into a construction on the one hand and remaining free alternatively.

“We even have over 30 mini-games, most of that are distinctive and new. So it’s a must to invent them, take a look at them, see folks have enjoyable enjoying them, and have them perceive the principles. Every little thing is communicated nonverbally, so it’s a must to clarify stuff visually, and you can not go too deep in the reason; it’s a must to maintain it easy.”


Preliminary funding for the sport got here from the co-founders’ pockets. Markovich labored on the sport part-time whereas nonetheless performing some work-for-hire till they’d a working prototype. They then tried to speak to first-party publishers and received near getting a deal, nevertheless it fell by way of throughout the COVID-19 pandemic.

“It was a tough time,” Markovich remembers. “All of us have loads of expertise, nevertheless it was our first sport as an organization, so we did not have a giant observe report earlier than that.”

So the workforce needed to discover a plan B and posted extra tidbits from the sport on-line, hoping to achieve traction that method. And it labored, finally grabbing the eye of Justin Berenbaum, VP of strategic planning at Xsolla and normal supervisor of the Xsolla Funding Club, which helps join traders and sport creators and gives entry to sources and networking alternatives.

Berenbaum helped Happy Juice refine its pitch and discover curiosity from funds. He ultimately linked the workforce with Ivan Carrillo, managing accomplice at Joystick Ventures, an funding fund Berenbaum can also be a principal.

“The primary factor working with Xsolla Funding Club and Joystick Ventures gave us is transparency. Every little thing was out in the open, and all the selections had been made collectively”

“We began speaking to Joystick Ventures, and we had one other deal that was additionally [lined up], so we had been in place. However we had a very good speak with Ivan and with Justin, and we linked, which is necessary. As a result of, on the finish of the day, you do a take care of folks. And the deal they provided was truthful and good for us.”

Happy Juice hadn’t been revealed on console and Steam earlier than, so Joystick invested in the sport and offered publishing help, held weekly conferences to debate the studio’s technique, and extra.

“We did not have a lot expertise, which additionally gave us confidence. We did not know what we had been doing with publishing, however we had individuals who did! So it helped. And we additionally wanted them to attach with first events, PR businesses, technique businesses, no matter was wanted.”

Markovich highlights that this solves a problem many indies may need: you do not precisely know what you may want till somebody factors it out to you and helps you with it.

“The primary factor working with Xsolla Funding Club and Joystick Ventures gave us is transparency. Every little thing was out in the open, and all the selections had been made collectively, so we felt in management and had loads of data of how issues had been going. And even when issues did not go as deliberate, it was okay as a result of we understood the method.

“And in addition, all through the sport’s growth, when one thing got here up, a disagreement or no matter, it was all the time carried out in a pleasant [way]. Like I am not speaking to someone who solely cares about cash and the underside line of revenue. We’re folks, and we take care of folks. That is an important factor.”

Xsolla Funding Club and Joystick Ventures had been additionally current on the essential second of the sport’s launch, with Happy Juice dwelling a worst-case situation as Steam did not notify gamers who had wishlisted the sport that it was out.

“We talk awesomely with [Xsolla Funding Club and Joystick] on a regular basis. We’re companions. And when this occurred, they, in fact, reached out to everyone they knew on Steam to try to clear up issues and get a response as a result of they’re linked.

“We had loads of promotions from Steam afterward – I do not know [whether] it is associated, however we did get some love from the platform,” Markovich laughs.


Happy Juice Video games’ founders Alan Simon, Oren Rubin, and Yuval Markovich

Xsolla Funding Club and Joystick additionally helped Happy Juice discover a cellular writer (Snapbreak) and strike a take care of SuperRare for a bodily launch and a few Lost in Play merch.

“They helped with every part,” Markovich continues. “We’re looking for new markets [and] we had a weekly assembly, which is now bi-weekly, to speak with Joystick to try to see new alternatives, chat about gross sales, and so forth. We’re in fixed communication, and it is a actually good relationship. I do not take it for granted.”

Happy Juice is now laborious at work making a prototype for its subsequent sport and growing a PlayStation port of Lost in Play.

“We’ve a brand new sport prototype, which is not [related to] Lost in Play. It isn’t in the style, however near the style. We tried to take what we cherished about [Lost in Play]. It is one thing we might like to have the ability to play with our households, nevertheless it’s very early on.”

Wanting forward, Markovich is hoping the studio can maintain making video games they like to play.

“We do not wish to develop too huge as a studio; we love staying small and being artistic,” he concludes.

You should buy Lost in Play on the App Store, Google Play, Steam, and Nintendo Switch. If you happen to’re a developer looking out for publishers or traders, take into account becoming a member of the Xsolla Funding Club matchmaking platform. It is an effective way to safe funding and construct sturdy relationships with dependable companions.

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