The Joystiq Indie Pitch: Sloopz
Do you feel like you're making the game you always wanted to play?
Absolutely — I think with mobile games there's always the desire for a game you can pick up and be into the action straight away. I'm a big fan of Bejeweled Blitz — I used to spend an hour of tube travel each day desperate to top my friends' best scores of the week. I wanted Sloopz to have the same appeal and after finally being able to top the scoreboard of a game (I'm sure this won't last) I feel I've hit the nail on the head.
What's your game called, and what's it about?
My game is called Sloopz and it's available now on the App Store for iPhone and iPod touch. The aim is to collect matching items by either drawing a loop or by connecting them together with lines. It's a simple and very addictive gameplay mechanic that works really well on the touch screen. The aim of the game is straightforward — either complete all 39 levels in Adventure mode (good luck, it's pretty evil by the end) or play as long as you can in Endless mode to gain high scores for the Game Center leaderboards.
What are you proudest of about Sloopz?
I guess I'm most proud that I actually finished it! Sloopz was made in my spare time and as a new father you don't get much of that. I've started quite a few "little projects" in my time and it feels great to have seen one right the way through to the end.
How long did it take you to create?
Sloopz has been under construction for quite a while now. Nearly two years ago I had a two-hour train commute per day and was desperate to do something productive with that time. This spare time gave birth to Sloopz. The game stayed without any real art or purpose for a while until I badgered Simon the wonder-artist to bring it to life.
How did you get started in development?
After university I created a Java mobile game demo (a bomberman clone). This landed me a job in the newly formed Juice Games (which sadly THQ have just announced the closure of) as a mobile games developer. Juice Games was where I first worked with Simon Leedham, the very talented artist who furnished Sloopz with all its visual glory. Over the four years I worked there I moved from mobile platforms to Nintendo DS to next-gen consoles. I then moved on to another company, working on a console game, before ending right back where I started on mobile phones, although this time the iPhone. I have been very lucky to have worked with some very talented teams on such varied titles and platforms.
I have been very lucky to have worked with some very talented teams on such varied titles and platforms
What one thing would you tell someone to convince them to get your Sloopz?
Where else can you play a fun game that lets you collect biscuits, ants, cars and computer chips, and compete against the rest of the world for $0.99?
Why be independent rather than work for someone else?
When it comes to making small, fun games like Sloopz I think the less people that have a say the better. I've worked on great quirky games with bags of personality that then get reshaped to try to fit a global corporate vision, and before you know it, the spark has gone. This of course isn't always the case, and looking at some of the amazing iPhone games out there at the moment brimming with personality there are a lot of people doing everything right.
What's next?
I've always been very keen to build an iPad-specific version Sloopz. I think the larger screen will really improve the gameplay. My plan was to cross my fingers and pray that the iPhone version would bring in enough money for myself and Simon to get iPads so we could actually test the game ourselves! Work on the iPad version will be starting soon so watch this space!
You can round up Sloopz for iPhone or iPod Touch right now from the App Store!
If you'd like to have your own shot at converting our readers into fans, email jess [at] joystiq [dawt] com, subject line "The Joystiq Indie Pitch." Still haven't had enough? Check out the Pitch archives.

