Below is our recent interview with Kooapps Team:
Q: What had transpired since the last time we interviewed you?
A: A lot. We’ve won awards, our games further grew in daily users and downloads which totaled 250 million across all stores. We’ve also shipped more than 50 games, including popular ones like Helix Stack Jump and Piano Dream.
Q: You’ve recently won a gold medal at the 2022 Serious Play Awards for creating Pictoword School. How significant is this for you?
A: That is a significant milestone for us because this means we are in the right direction and all our efforts finally bear fruit. Our commitment has always been to not only create fun games, but games that will change people’s lives. That is the very initiative why we started it: to help schools develop a new system that would let students be engaged in learning while also having fun. Pictoword School is a game-based learning site that engages students through incentives and rewards. It also has personalized feedback that help teachers formulate plans for each student.
Q: What differentiates Kooapps’ games to the market?
A: Hyper-casual games are known to have a repetitive and simple gameplay, and while our games still have those foundations, what differentiates us from the market is that we listen to our users and ship the kind of content they want to see in the game. An example would be our event system on Snake.io and Stacky Bird where we run monthly events with different themes and exclusive skins that players can collect. These skins are mostly based on user suggestions and pop culture references. In turn, we encourage our users to create their own content to share with us how they love each update, and this results in an active, thriving community of players. We also take pride when it comes to polishing our games and testing everything before we release it worldwide to ensure the best experience for everyone.
Q: What can we expect from your company in the next 6 months? What are your plans?
A: We’re excited to release the new features that we’re working hard on. We also plan to publish more games that will cater to different audiences across different platforms. Recently, we launched a browser version of Snake.io and we plan to bring the same Snake experience from mobile to web! Lastly, as we expect massive growth, we will continue to expand the company and bring more talents to the table; in fact, offices in 3 different locations are already in full swing.
Q: What is the best thing about your company that people might not know about?
A: Our culture is greatly different compared to the industry as a whole. We let our employees grow and don’t micromanage them. We include them in decision-making when it comes to the games they handle. We listen to their suggestions and that’s one of the reasons why we have successful games and continue to grow.