STORY

PROJECT STORY BY PONOS

WHAT’S DIGRUIT45°

What is PONOS’s45-Degree Game-Making approach?

PONOS cultivates a warm and collaborative environment where creators can easily communicate and are encouraged to pursue their own free and innovative ideas. We will show you the ’45 degree’ creative process at PONOS through a look at the untold stories and development environment of The Battle Cats, a highly addictive game that captivates people, and explain how such compelling titles are brought to life.

The Battle Cats

The Battle Cats

Game Details Page

PROJECT STORY

A Glimpse into the
Creation of The Battle Cats

1 DAY :

Planning

The Battle Cats was born as an i-mode application game during the feature phone era. At the time, it didn’t generate a major response, but we had solid confidence in it. That’s because the creators themselves, along with our internal team members, were completely obsessed with the Cats! As a result, the moment smartphones became widespread, we decided to port it to a smartphone app. Incidentally, at PONOS, anyone is free to propose an idea. Game logic, character design… everyone immediately jots down ideas as soon as they think of them. Thanks to this, our internal idea file, which we’ve dubbed the ‘X-FILE,’ is filled with loads of planning concepts! And every time a planning contest is held, everyone is highly motivated. This dedication of everyone being obsessed with game creation is one of the defining characteristics of PONOS.

Interviewer

WAKABAYASHI

: DIRECTOR

NOMURA

: DESIGNER

NOZAWA

: PROMOTION PLANNER

MASUDA

: ENGINEER

SECRET STORY

“Let’s make her laugh to death.”
That sudden thought was the catalyst.

The genesis of The Battle Cats lay in a small, playful impulse of a single designer. He had the idea to “make the female graphic artist sitting next to him laugh until she died,” and so, almost every day, he would show her his original illustrations, asking, “How about this?” Then one day, there was an illustration that made the graphic artist clutch her stomach and roll with laughter the moment she saw it. Yes, that was the first “Battle Cat”! Its simple yet bizarrely adorable visual—a rarity in the gaming industry at the time—immediately captivated other team members. “If we use this visual and pair it with solid gameplay, users are sure to love it,” they decided, and the project was swiftly greenlit.

30 DAY :

Design & Programming

Simplicity and clarity are key to creating games that players will love.” We adhere strictly to this policy throughout the development and design phases. While upholding this core principle, our designers and engineers advance development by paying close attention to details, aiming to “create intuitive and stress-free UI/UX” and “eliminate tedious tutorials as much as possible. Our teamwork is exceptional. Designers and engineers often get excited and propose ideas to the planner, such as, “Wouldn’t it be fun to put a hidden character here?” We are always imagining the users’ smiles and developing games with a grin. This is a common thread not just for The Battle Cats but for all titles produced by PONOS.

Interviewer

NOMURA

: DESIGNER

MASUDA

: ENGINEER

SECRET STORY

Relentlessly pursuing ‘Simplicity & Clarity’
for users new to gaming.

The screen in The Battle Cats conspicuously lacks any status displays. It was designed to be as straightforward as possible, allowing users to fully immerse themselves in the visuals. However, games generally do include status screens; they often serve to boost user motivation. In fact, status displays were present in The Battle Cats until the very late stages of development. But then, an idea was brought up: “Perhaps users unfamiliar with games would find it easier to enjoy the experience if there were no status displays at all…” Following an intense discussion, the development team made a firm decision to fully commit to “Simplicity & Clarity” and completely remove all status information. Looking back, this is a very characteristic PONOS anecdote.

200 DAY :

Launch

Before the launch, there is one major task that requires the involvement of every employee: “Playtesting.” This involves “test-playing” the game while trying out every conceivable operation, including basic checks like design flaws and usability, as well as more exhaustive tests such as rapid-tapping, and swiping in all directions (up, down, left, and right). While some game companies outsource this testing work, this is unthinkable for PONOS. We believe that the creators themselves should see the project through to the very end. For the launch of The Battle Cats, all employees also participated in the playtest. Every member who took part at that time was reportedly very surprised, the reason being: “It was unbelievably fun!” The game’s potential was unmistakably clear.

Interviewer

WAKABAYASHI

: DIRECTOR

NOMURA

: DESIGNER

NOZAWA

: PROMOTION PLANNER

MASUDA

: ENGINEER

SECRET STORY

We never expected a reaction this massive…!

The smartphone application The Battle Cats was released in late 2012. I’ll never forget the day the team reunited after the New Year’s holiday. Cries of “Something huge is happening!” were echoing throughout the office. The reason: the download numbers were astronomical. Of course, we had a good feeling about it during the test play, but we honestly never anticipated a response this massive… Incidentally, at that time, we had no plans for paid promotions. Instead, we were doing low-key (yet crucial) promotion by exhaustively researching and emailing domestic and international app review sites. This phenomenal spread, driven purely by word-of-mouth over just a few days during the year-end and New Year period, kept us in a delightful frenzy—thrilled by the success, yet completely overwhelmed by the workload.

NOW ON SALE:

Post-Launch Operations

The game’s journey begins after its release. Under the producer’s direction, the marketing team performs data analysis, engineers implement improvements, designers continuously pitch new character concepts, and planners develop new stage concepts, allowing the game to evolve day by day. Speaking of character concepts, even members outside the core team frequently contribute their ideas. The team bursts into laughter every time we see everyone’s unique and often hilarious suggestions! Proposing character and stage title ideas has pretty much turned into a game of Oogiri. The reason The Battle Cats continues to be loved, even more than three years after its release, is likely because the entire team genuinely enjoys the process of making the game.

Interviewer

WAKABAYASHI

: DIRECTOR

NOZAWA

: PROMOTION PLANNER

SECRET STORY

Record-Breaking Daily Sales Revenue!

We recently had a truly astonishing moment. A remarkable three and a half years after its initial release, The Battle Cats’ daily sales revenue hit an all-time high! Generally, as time passes, the user base tends to shrink and sales revenue declines. The Battle Cats, however, has overturned this common industry wisdom. Since The Battle Cats is a free-to-play game, the fact that users are choosing to make additional in-game purchases is, we believe, definitive proof that everyone is genuinely enjoying the experience. Now, the Korean and English versions of The Battle Cats are approaching their 2nd anniversaries, and the Taiwanese version is celebrating its 1st anniversary. Our entire team remains committed to working hard to evolve the game so that it can be loved by even more players all over the world.

PROJECT MEMBER

Introducing the 4 members of our
unique “Nyanko” Team

WAKABAYASHI

: DIRECTOR

Currently serves as the Director for “Nyanko,” also contributing as a Sound Creator and Designer.

NOMURA

: DESIGNER

A versatile creator who has continuously led “Nyanko’s” animation and character design.

NOZAWA

: PROMOTION PLANNER

A powerhouse who has supported “Nyanko” through a wide range of roles, from CS and translation to promotion and planning.

MASUDA

: ENGINEER

The “Nyanko” Engineer, who, though a person of few words, speaks up when necessary and has earned the absolute trust of the team.