Conquering a new genre – NoNo Crossing is Two Desperados’ third game!
Two Desperados, the company behind the extremely successful Woka Woka and Viola’s Quest, launched NoNo Crossing – a new game, in a new genre groove! After the soft launch, the game has became available worldwide since April.
Due to such great news, we chatted with Jovana Filipović, a game designer in the NoNo team, who is also the vision stakeholder of the product. Why would we tell you what NoNo Crossing is about when its creator can do it herself, right? Although, we definitely recommend that you find the answer to this question in the best way, too, by downloading the game from the Google Play Store or the App Store.
SGA: Where did this leap away from the marble-shooter genre come from?
JOVANA: We thought it was time for new challenges and change, and we also wanted to test new waters. We have existed as a team for a long time and have been achieving good results, so we realized that stepping out of our comfort zone, experimenting and innovating already existing concepts on the market are something we are good at – these are our strengths.
SGA: What kind of players is the new game designed for and what can they expect from NoNo Crossing?
JOVANA: NoNo Crossing is a nonogram game with innovative mechanics. It is intended for players who like logic, are curious and, in addition to fun, are looking for cognitive stimulation while playing. Our idea was to transfer an ordinary nonogram to the casual universe, which means that we will have rich liveops and other interesting features specific to the casual genre. We have prepared 1 000 levels for the global launch. As a team, we are really satisfied with the development process itself, as well as the final result, and we look forward to further work on our third title.
SGA: What has working on this title taught you so far?
JOVANA: I think one of the most valuable lessons came from the project before NoNo, which was shut down: to cultivate the most agile approach to game development, that is, to work in a smaller team (four of us worked together in the ideation phase), to quickly test and iterate the product. It is also important that we have as clear a vision of the product as possible, that we rely on data and analytics, that we are satisfied with the game and that we all believe in what we are doing.
NoNo Crossing has been showing promising results and positive response from players for some time, and now people from this region can try this home-grown picture logic puzzle game themselves. Soon we will publish an interview with the NoNo team, so – stay tuned!