Xeno bits

Berry Hill now available (almost) everywhere!


Berry Hill was just released on the Apple App Store and Google Play store

Enjoy the 119 levels for free!

Download on the App Store

Download on the Play Store

Download on the Windows Phone Store

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Berry Hill is now available on Windows Phone

Berry Hill my new game is now available on Windows Phone


Checkout the trailer:

Go download it now!



Politique de confidentialité – Belote World Tour 2 – Windows 8

Belote World Tour 2 nécessite un accès réseau afin de pouvoir afficher les dernières nouvelles du jeu et de la publicité (uniquement pour la version gratuite). Aucune donnée personnelle n’est transmise par ce biais.


Pirate Cat is in the 20 finalist of Dream Build Play 2012

Dream Build Play is a pretty popular challenge organised by Microsoft to promote XNA games. This year the competition opened to Windows Phone games and I submitted Pirate Cat. The first round is over and I learned yesterday that it was one of the 20 selected titles over more than 200 competitors.

It feels really good to receive such kind of recognition for your work, now I'll just cross finger for the final and hope to see good news at the beginning of september.



[Press Release] Pirate Cat first update and new free version, with a twist.

Xeno bits is proud to announce the release of the first update of its critically acclaimed game Pirate Cat.

It includes some nice new features such as:

  • A new power up that allows you to travel back in time
  • A additional training mode that detect when a new player is having a hard time with controls
  • A dynamic live tile that will display your last score, your best score and your rank


And some improvements:

  • A More readable and user friendly ranking screen
  • Lot of optimization regarding performance on first generation devices

That’s not all, in order to allow more people to play the game we have baked and released a free, ad powered version. But there is a trick, as we didn’t wanted to impact the experience, if the player use, at least once, each of the 4 game's power ups, the ads will automagically disappear forever! That’s right, all you have to do to get the same content than the full version for free is to play and enjoy the game!

Pirate cat was downloaded almost 20000 during its first week and received an average of more than 4/5 between 400 reviews.


Paid version:










Free version:












Press kits:

Paid version:


Free version:



Xeno bits is a one man game development studio, with more than 6 years of experience in mobile game development we try to offer accessible, original and fun experiences on Windows Phone 7.


[French] Un article sur beloteenligne.com

Le site http://www.beloteenligne.com vient de publier un article sur  Belote WordTour ( ici ). Pour  info Beloteenligne.com est un site de belote assez décalé qui traite du célèbre jeu de carte d'une manière humoristique mais aussi pédagogique. Le site propose à travers son univers "Belote City" une bande dessinée sur la belote mais aussi quotidiennement des stratégies et règles destinées à tout les passionnés qui souhaitent améliorer leur jeu. A découvrir sans plus attendre, si vous souhaitez découvrir ou redécouvrir le jeu le plus célèbre de l'hexagone.


MonoGame first steps

I'm currently trying to port Pirate Cat on IOS using Monogame, here are my observations so far:

When I'm using Monogame 2.1.0:

The game run slow on emulator and the touch detection seem to be random, I'm not worried as I'm using a quite old mac mini and it could be pretty different on device.

Except from that the game seems to work fine , without changing anything in code, here are some screenshots


When I'm using Monogame 2.5.1:

With 2.5.1 the game crash during loading, I checked and the issue come from the fact that I'm using XNA getData method from Texture2D  in 2 places, if I comment those part and the things related, the game is succesfully loading and running, but most of the sprites are displayed as black shapes see screenshots below:

Here is basically what I'm using to load my game assets :

public override void LoadContent()

ThreadPool.QueueUserWorkItem(new WaitCallback(InitGameRes));

Now note that if I do not use a dedicated thread to load game assets everything is properly displayed except that I still have the issue with getData, still the getData method is working on the monogame samples so I'll have to do something on my side if I want this to work, my current guess is that the targeted images do not have power of 2 dimensions.

Game using MonoGame 2.5.1 without using threaded loading

When I'm using latest Monogame 3D branch:

With the latest 3d branch sources I still have issue with GetData but the other assets are loaded properly using a dedicated thread. Now none of the fonts are properly displayed at any place in the game.


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[French] Belote World Tour – 1 an après

Un point sur Belote World Tour 1 an après sa sortie, profitons en pour balancer une avalanche de chiffres et de graphiques.

Dans l'ensemble c'est plutôt positif et la seule chose qui me chagrine c'est que les ventes de Windows Phone n'aient pas encore vraiment décolées.

Commençons par les téléchargements:

Selon les dernières informations disponibles la version gratuite a été téléchargée 19572 fois sur la marketplace (en vert les mises en avant sur la marketplace)

La payante a été essayée  1090 fois

Et achetée 571 fois

Et au niveau du classement cela représente quoi ?

Belote World Tour n'est jamais sorti du top 100 des jeux gratuit depuis qu'il y est rentré il y a un peu moins d'un an

Classement jeux gratuits

La version payante ne peut pas en dire autant mais cela reste honorable surtout face aux jeux xbox live

Classements version payante


Les téléchargements c'est bien mais est ce que les utilisateurs sont contents ?

D'après les notes obtenues oui, on remarquera que ceux qui la payent apprécient plus l'applications ;)

Notes de la version gratuite

Notes de la version payante

Les joies d'une application sociale

Le jeux implémente un système de highscores, et sur 4 classements différent 3132 scores individuels sont présents.

Et la publicité ?

Principale source de revenues sur cette applications, après un an le nombre de publicités affichées d'après pubcenter serait de 8 267 248.

 De l'utilisation de Flurry

J'ai implémenté Flurry dans le jeu en fin d'année dernière, maintenant je m'apercois que les résultats sont à prendre avec des pincettes tant ils n'ont rien a voir avec ce qui a été rapporté par Microsoft.

Nombre d'utilisateurs selon Flurry

60000 utilisateurs depuis le mois d'octobre alors que microsoft m'annonce moins de 20000 téléchargements ?

Une autre donnée intéressante, le nombre de sessions de jeu par mois, celui reste croissant ce qui est encourageant. (ne pas prendre en compte le mois en cours)

Nombre de session de jeu par mois

De même si on regarde ce nombre par jour, on arrive à observer les habitudes de jeux des gens, notamment que le samedi les joueurs de belote on visiblement autre chose à faire ;)

Nombre de sessions par jour au cours du dernier mois

Enfin quelques données plus techniques, comme le nombre de sessions par type de device au cours du dernier mois, sans surprise le Lumia 800 domine

L'opérateur préféré des utilisateurs de windows phone, Orange avec pres de 50%

Ou encore le % de gens qui ne sont toujours pas passés à Mango (18.3% quand meme !)


Pirate Cat – Post mortem 1/3

Back to 2010 I was working on a WP7 game as I thought it was definitely the platform where to go to have a chance to be noticed as a one man structure. Moreover I was already familiar with XNA thanks to previous professional experience, and I knew that 2d development would be pretty fast and simple using such tool.

Now few month later, in january 2011, I realised that I would not be able to complete this game anytime soon as I had a full time job during the day and only the possibility to work on it on the evening and during week ends. So I decided to give a try to a simple game concept that I wanted to prototype. In my mind it was pretty easy, take 2 of the most popular mobile games, mix their mechanics and see what happens.

That’s how I started the development of project Icarus (now known as Pirate Cat), the game was supposed to be a mashup between angry birds (you shoot things using a slingshot...) and doodle jump (you try to go as high as possible...).

The game is now released since one month and here are the things I learned during this journey.

During the creation

Screenshots of the game at various stages

What went wrong

  1. Project duration

        It started as a 2 weeks project and ended 1 year later (with some breaks in the middle but still).

  1. Time taken to validate the gameplay:

I never thought it would be so hard to mix popular gameplay elements and get something fun to play. The first idea was to shoot birds to make feathers spawn, then use the accelerometer to grab the feathers while falling, but I realised that if you fall too much, you’ll never get really high, and you’ll just spent your time falling, then try to keep flying, then falling again without even being able to reach the point where you first felt. So the first major change was to boost the player up to his highest position after being able to refly.

Also first the player had to fill ¼ of his energy bar to refly, but here again it wasn’t fun to fall then get a bit of energy, refly, and refall immediately after, so I fixed it by requiring to fill the entire bar.

Last major change to initial concept, I introduced a limited time, because I noticed that the game was becoming boring after few minutes without a time limitation.

  1. Time taken to polish the game:

I knew that I wanted to make a game as polished as possible, else it was pointless to release it, but I didn’t thought it would take so long, I would say the polishing itself took me 60% of the total development time.

  1. Budget exploded:

At first I defined a small budget for as much arts as possible, and I will do myself what was missing. In the end it costed me 2 times more that what was planned but I ended with professional quality assets so it was totally worth it.

  1. First users feedbacks:

So you have your great idea, you make a prototype that you find fun to to play, then you put it into stranger’s hands and discover that your game totally sucks and that nobody will understand how to play it. That was a bit of a shocker but it helped me to realize all the weakness I needed to address before releasing the game.

What went right

  1. Standing out from the crowd:

At first I wanted a game colorful with vector graphics like most of the other games on app stores, but the key point is to stand out and be noticed as something different, that’s why I decided to create an early cartoons themed game, I’ve not much noticed such design except in console disney games so it was worth trying, the bad point is it may look boring at first as it is black and white.

  1. Spending time on the icon:

I would say that the icon is the most important piece of art of your game, do a simple test, launch an app store, one that you don’t know if possible, look at the top 100 of any category, and try to find which one you would like to try, that’s basically how most of the users are proceeding when looking for an app, if your icon is not good enough they will not even read the app name nor check its details. Few tips to have an attractive icon:

    1. Keep it simple: do not use a screenshot of your game as icon, often the face of the main character or enemy is enough.
    2. Make it appealing: if your main character is a bit lambda use a kick ass enemy instead, if your character is a girl, use her sex appeal.
    3. Try try try: do as much drafts as possible, then compare them yourself and remove the ones that you don’t find worthy, next ask to someone that know nothing about your game to chose their favorite at first sight, and keep iterating this way until you have something really sexy.

  1. Organisation:

I do not use some advanced work methodology, all I do is keeping a google doc spreadsheet up to date with 4 columns: features, bugs, done and canned. But it works pretty well this way. Also do not be afraid to focus on the core game mechanics and slice any feature that may looks good but will take too much time to complete, to do so setup early in project key milestones like alpha / beta / gold and always stick to it even if it means sacrificing cool features, it will always be possible to add them later.

  1. Tests:

I can’t say enough how important it is, test your game, and more importantly put it in new people hands as much as possible. I found new issues with each people I gave the game to try, and even if not all were relevant it really helped me A LOT to improve the game and make it enjoyable.

  1. Using dev art:

Often when starting a project, I remember how bad I am regarding art, and this tends to discourage me to continue any further as the game will always look like crap. But my new moto is, don’t be ashamed of dev art, spend some time on it to get something close to what you are looking for, but not too much time. And if you succeed to have a fun game even with ugly dev art, now it’s time to look for some skilled artist that will transform this into a killer app.

  1. Finding artists:

I wanted someone with some experience to do this, it’s definitely easier to sell a beautiful game with poor gameplay than an ugly game with great gameplay, we’re talking about mobile gaming here and most people judge a game worthy after checking only an icon and the few available screenshots.

I would have been able to find some friends of friends that were in art school or this kind of things but I chose to go on various 2D arts forums and post my request.

In order to get quick answers and be able to compare the prices easily I defined a basic xls file including 5 or 6 kind of assets that I would need for the game.

After receiving many offers and comparing them I was not able to find someone that would fit in my budget and have the required amount of skill. So I decided in a second attempt to browse the various portfolio available and send them my request, I finally succeeded to find someone this way.

  1. Final result:

Not much to say here, of course there will always be things to improve, fix, or add but if you are proud of the results it’s a really good point!

Coming soon : part 2/3 after the game creation



Only one day

So yes it took one day for Pirate Cat xap to appear on "suspicious" chinese forums, even considering that the game is actually free.

At least I included some anti piracy trick in it (thanks to @hermitdave for this article : http://invokeit.wordpress.com/2012/02/06/wp7-app-piracy-and-how-to-deal-with-it/ ) so hopefully if someone download and install the game from other source than official marketplace he should not play more than the trial content.

Still I was the first to throw rockat Android and their massive piracy issues, but as I can see WP7 is not exactly a crime free land, at least pirates do not repost your games...  (for now ? :x )