Blokwise is a company founded in 2010 in Colombia by Camilo Botero and Eva Colasso. They focus on developing mobile games and applications to gain experience in new digital technologies. Blokwise works with partners like Cartoon Network, Disney, and Discovery to co-produce video games and digital content. Their games and apps have been published internationally on mobile app stores and Facebook.
In this blog post, MAAC Kolkata is going to discuss the remarkable revolution of use of animation in Video Games in the gaming industry.
MAAC Kolkata has taken this initiative to write on it so as to educate the beginners how gaming evolved and VIDEO GAMES from the primordial times.
The document discusses the results of a study on the effects of a new drug on memory and cognitive function in older adults. The double-blind study involved 100 participants aged 65-80 and found that those given the drug performed significantly better on memory and problem-solving tests than the placebo group after 6 months. However, longer term effects beyond the 6 month period studied are still unknown.
CHE Proximity created the Safety Hub app for Australian insurer NRMA to help more customers experience the brand's value beyond just claims. The app rewarded over 156,000 high-risk customers for taking safety precautions like clearing gutters or replacing equipment by giving them cash prizes for providing evidence of completing tasks. This helped NRMA prove its purpose of making customers' worlds safer to more of its customer base, not just the 10% who claim each year, addressing the challenge of other insurers attracting customers with price.
The document provides a marketing and distribution plan for the mobile game "The Great Golem" created by Damgt Studios. It aims to target boys ages 13-15 in Atlanta, Georgia through self-distribution on Xbox and a website, as well as marketing through social media, memes, and a Golem mascot. The plan projects sales of $5,075 and a 338% return on investment within a year through an initial $1,472 budget. It then discusses expanding distribution through Atlanta-based game studios and targeting a secondary audience in Austin, Texas in the second year.
Colombian video game developers are showcasing their story-driven adventures, enemy-defeating quests, and artistic craftsmanship at the Game Developers Conference in San Francisco. The document profiles over 20 Colombian video game studios, providing descriptions of each studio, their areas of expertise, and contact information. The studios cover a range of genres including 3D and 2D games, serious games, mobile games, and more.
In this blog post, MAAC Kolkata is going to discuss the remarkable revolution of use of animation in Video Games in the gaming industry.
MAAC Kolkata has taken this initiative to write on it so as to educate the beginners how gaming evolved and VIDEO GAMES from the primordial times.
The document discusses the results of a study on the effects of a new drug on memory and cognitive function in older adults. The double-blind study involved 100 participants aged 65-80 and found that those given the drug performed significantly better on memory and problem-solving tests than the placebo group after 6 months. However, longer term effects beyond the 6 month period studied are still unknown.
CHE Proximity created the Safety Hub app for Australian insurer NRMA to help more customers experience the brand's value beyond just claims. The app rewarded over 156,000 high-risk customers for taking safety precautions like clearing gutters or replacing equipment by giving them cash prizes for providing evidence of completing tasks. This helped NRMA prove its purpose of making customers' worlds safer to more of its customer base, not just the 10% who claim each year, addressing the challenge of other insurers attracting customers with price.
The document provides a marketing and distribution plan for the mobile game "The Great Golem" created by Damgt Studios. It aims to target boys ages 13-15 in Atlanta, Georgia through self-distribution on Xbox and a website, as well as marketing through social media, memes, and a Golem mascot. The plan projects sales of $5,075 and a 338% return on investment within a year through an initial $1,472 budget. It then discusses expanding distribution through Atlanta-based game studios and targeting a secondary audience in Austin, Texas in the second year.
Colombian video game developers are showcasing their story-driven adventures, enemy-defeating quests, and artistic craftsmanship at the Game Developers Conference in San Francisco. The document profiles over 20 Colombian video game studios, providing descriptions of each studio, their areas of expertise, and contact information. The studios cover a range of genres including 3D and 2D games, serious games, mobile games, and more.
Dyno London is a digital production company converting creative insights and messages into designs, emails, websites, rich media as well as social and mobile applications. Our team of one hundred developers and fifty UX, UI and design creatives has extensive experience in building digital marketing products. We have executed vision for brands such as CocaCola, MTV or Volvo in partnership with world class creative agencies such as McCann or Havas.
JASIK Entertainment has partnered with Horrable Games to market and distribute their new first-person shooter horror game "A Night to Dismember". The game takes place during a zombie apocalypse on Rikers Island prison. JASIK Entertainment projects sales of $4,500 within the first year from digital downloads on platforms like Steam, with a projected ROI of 300%. Their goals are to build awareness of the game through social media and its Steam page, then expand distribution to other major platforms like Xbox and PlayStation to reach a broader audience.
This document provides a marketing plan for the distribution of the video game "A Night to Dismember" developed by Horrable Games. It outlines the company JASIK Ent. and its leadership team who will handle the marketing. It describes the game as a first-person shooter horror game set during a zombie apocalypse on Rikers Island. The goals are to build popularity for the game initially through Steam and social media, then expand distribution to larger platforms like Xbox, PlayStation and Nintendo to reach a wider audience. Projected sales estimates $4,500 in revenue in the first year with a return on investment of 300%.
This document is an insight report from Studio Output that summarizes entertainment industry trends, including:
1) The rise of "second screens" like tablets and laptops that enhance TV viewing through social media integration and personalized recommendations.
2) A focus on individualized and personalized content through platforms that allow users to curate magazines and scrapbooks from various sources.
3) Content producers utilizing multiple platforms like never before through initiatives like live streaming fashion shows and releasing TV shows on Twitter.
4) Interactive hardware changing engagement with brands through innovations like Google Glass and touchscreen movies.
This document provides a marketing plan for the distribution of the video game "A Night to Dismember" developed by Horrable Games. It outlines the company JASIK Ent., which aims to bring independent gaming projects to mainstream audiences through marketing. Their plan is to launch the first-person shooter horror game on Steam and build an online community through social media promotion. Their goals are to gain popularity on Steam initially and then expand distribution to larger platforms like Xbox, PlayStation and Nintendo Switch to reach a broader audience. Key aspects of the plan include sales projections, the target market of male gamers aged 17-25, and a multi-stage marketing strategy across different release periods.
This document proposes a marketing and licensing program to re-launch the Coleco brand, focusing initially on developing casual games for the iTunes App Store. It then discusses opportunities to license the Coleco brand and games for work-for-hire projects, closed gaming networks, video-on-demand channels, international markets, general merchandise, and massively multiplayer online games. The goal is to generate revenue and brand awareness through new digital products and licensing deals.
Level Up Distribution and Marketing is presenting a distribution and marketing plan for the video game "Robot Annihilation" created by Cursed Turtle Studios. The plan aims to launch the game on Steam to reach male college students aged 18-22 as the primary target market. Level Up projects sales of 425 downloads in the first year, generating $2,730 in revenue with an 82% return on investment. If successful, Level Up hopes to expand the game's audience and host battle tournaments, allowing Cursed Turtle Studios to sell merchandise and get user feedback. Level Up will pursue large distributors like EA Games and Ubisoft for distribution or self-distribute by selling in local coffee shops if needed.
Level Up Distribution and Marketing has created a distribution and marketing plan for the video game Robot Annihilation created by Cursed Turtle Studios. The plan includes releasing the game on Steam and Epic Games storefronts, selling download cards at local businesses, and promoting through social media, flyers, and press events. The target market is male college students ages 18-22. The marketing budget is $1,344.98 and sales projections estimate 425 downloads sold in the first year for $2,730 in revenue and an 82% return on investment.
The Role of Play in Engaging the Youth Market - The StimuliPlaygroup
This slideshow presents a series of real life examples, mainly from the digital world, that you may or may not have heard of. These should help to:
- Create stimuli for a conversation or debate
- And provide inspiration for do’s and don’ts when it comes to creating your own genuinely playful projects
- Some of these come across as apparently playful - traditional ads and marketing with a veneer of irony, piss take and other youthful traits and behaviours.
- whereas others are well into the space of being genuinely playful - by engaging in truly playful behaviour with users and customers
- and some will be somewhere in the middle
Whilst looking at these, it’s worth asking ourselves:
- What constitutes a really genuine playful project?
- How can the success of real world events such as music festivals and life style sports events be transferred, retained and leveraged online?
This document provides an analysis of the Blababooth photo booth brand. It begins with an overview of the photo booth market trends, noting declining popularity in the US but growth potential. An internal analysis finds Blababooth's social media integration distinguishes it from competitors like standard photo booths and smartphone apps. The target audience is identified as trend-setting teenage girls influenced by peers. Strategies proposed include partnerships with brands this group engages with and rewards for sharing via Blababooth's social media features. Competitive strengths and weaknesses are assessed along with opportunities in the growing social media and mobile technology spaces.
Dubit is a digital studio that has been creating kids entertainment like apps, games, and virtual worlds since 1999. They employ a team of 50 people across offices in the UK, US, and Australia. Dubit focuses on kid-centered design and involves children throughout the design process using in-house research techniques. They have experience designing for brands like Cartoon Network, creating virtual worlds and games. Dubit also has its own technology platform that allows games to be published across devices with features like avatars, leaderboards, and multiplayer support. The company emphasizes research and iterative testing to create engaging experiences for kids.
This document proposes developing mobile video games based on NBC television shows to engage audiences and generate profits. It discusses the growth of the mobile gaming industry and provides examples of educational and health-focused games. The document recommends creating a specialized team to develop games connected to NBC programming through hidden codes requiring viewership. The games would feature competitions for players. Developing these games could increase engagement across generations and open new revenue streams through advertising and data collection.
The document discusses gamification, which uses game mechanics and structures to engage and influence customer behavior. It explains that gamification takes advantage of people's psychological tendency to engage with games. The document then discusses why gamification is important now due to universal gaming culture and behavioral data. It provides examples of brands that use gamification and discusses game mechanics as well as the four M's of good game design: mystery, mastery, membership, and meaning. The document advocates using these game design structures to increase engagement in marketing campaigns.
This advergame promotes Coca-Cola in an entertaining 8-bit style similar to the classic game Donkey Kong. It would be released on television and computers to appeal to both children and older audiences nostalgic for retro games. Players control a Coca-Cola can escaping a vending machine to avoid falling coins in a colorful backdrop that advertises the beverage without offensive or inappropriate content suitable for worldwide audiences.
1) Humblebee is a new creative digital production agency that focuses on social, interactive and smart solutions through fusing research, creativity, design and technology with a humble attitude.
2) They deliver projects from concept to responsive web, mobile apps, campaign sites and installations that inspire, challenge, motivate and engage users based on a lean approach of prototyping and early evaluation.
3) As more ordinary items become interactive through technologies like APIs, our interactions with them will become more interesting, enjoyable and useful as computers dissolve into the cloud, environment and our bodies.
The document provides information on 20 startup companies that will be presenting at a DemoDay event on August 30th, 2012. It includes each company's name, a brief description of its product or service, contact details and current status. The startups cover a range of sectors including payments, energy efficiency, social media, retail technology, real estate analytics, education, and more.
This document proposes a new global transmedia campaign called H2ome that would use interactive storytelling across multiple platforms to inspire worldwide action on environmental issues. It describes a dire situation where traditional engagement efforts have failed as the planet faces rising seas, extinction, and pollution. H2ome would create an immersive fictional world told through video, games, mobile apps and more to motivate audiences, especially youth, to participate in real-world environmental activities and advocacy. It aims to sustain long-term engagement through an evolving story and new challenges. The proposal outlines the creative team and partners, digital platform, $1.6 million annual budget for three years, and goals of widespread participation and action to address the growing ecological crisis.
Dyno London is a digital production company converting creative insights and messages into designs, emails, websites, rich media as well as social and mobile applications. Our team of one hundred developers and fifty UX, UI and design creatives has extensive experience in building digital marketing products. We have executed vision for brands such as CocaCola, MTV or Volvo in partnership with world class creative agencies such as McCann or Havas.
JASIK Entertainment has partnered with Horrable Games to market and distribute their new first-person shooter horror game "A Night to Dismember". The game takes place during a zombie apocalypse on Rikers Island prison. JASIK Entertainment projects sales of $4,500 within the first year from digital downloads on platforms like Steam, with a projected ROI of 300%. Their goals are to build awareness of the game through social media and its Steam page, then expand distribution to other major platforms like Xbox and PlayStation to reach a broader audience.
This document provides a marketing plan for the distribution of the video game "A Night to Dismember" developed by Horrable Games. It outlines the company JASIK Ent. and its leadership team who will handle the marketing. It describes the game as a first-person shooter horror game set during a zombie apocalypse on Rikers Island. The goals are to build popularity for the game initially through Steam and social media, then expand distribution to larger platforms like Xbox, PlayStation and Nintendo to reach a wider audience. Projected sales estimates $4,500 in revenue in the first year with a return on investment of 300%.
This document is an insight report from Studio Output that summarizes entertainment industry trends, including:
1) The rise of "second screens" like tablets and laptops that enhance TV viewing through social media integration and personalized recommendations.
2) A focus on individualized and personalized content through platforms that allow users to curate magazines and scrapbooks from various sources.
3) Content producers utilizing multiple platforms like never before through initiatives like live streaming fashion shows and releasing TV shows on Twitter.
4) Interactive hardware changing engagement with brands through innovations like Google Glass and touchscreen movies.
This document provides a marketing plan for the distribution of the video game "A Night to Dismember" developed by Horrable Games. It outlines the company JASIK Ent., which aims to bring independent gaming projects to mainstream audiences through marketing. Their plan is to launch the first-person shooter horror game on Steam and build an online community through social media promotion. Their goals are to gain popularity on Steam initially and then expand distribution to larger platforms like Xbox, PlayStation and Nintendo Switch to reach a broader audience. Key aspects of the plan include sales projections, the target market of male gamers aged 17-25, and a multi-stage marketing strategy across different release periods.
This document proposes a marketing and licensing program to re-launch the Coleco brand, focusing initially on developing casual games for the iTunes App Store. It then discusses opportunities to license the Coleco brand and games for work-for-hire projects, closed gaming networks, video-on-demand channels, international markets, general merchandise, and massively multiplayer online games. The goal is to generate revenue and brand awareness through new digital products and licensing deals.
Level Up Distribution and Marketing is presenting a distribution and marketing plan for the video game "Robot Annihilation" created by Cursed Turtle Studios. The plan aims to launch the game on Steam to reach male college students aged 18-22 as the primary target market. Level Up projects sales of 425 downloads in the first year, generating $2,730 in revenue with an 82% return on investment. If successful, Level Up hopes to expand the game's audience and host battle tournaments, allowing Cursed Turtle Studios to sell merchandise and get user feedback. Level Up will pursue large distributors like EA Games and Ubisoft for distribution or self-distribute by selling in local coffee shops if needed.
Level Up Distribution and Marketing has created a distribution and marketing plan for the video game Robot Annihilation created by Cursed Turtle Studios. The plan includes releasing the game on Steam and Epic Games storefronts, selling download cards at local businesses, and promoting through social media, flyers, and press events. The target market is male college students ages 18-22. The marketing budget is $1,344.98 and sales projections estimate 425 downloads sold in the first year for $2,730 in revenue and an 82% return on investment.
The Role of Play in Engaging the Youth Market - The StimuliPlaygroup
This slideshow presents a series of real life examples, mainly from the digital world, that you may or may not have heard of. These should help to:
- Create stimuli for a conversation or debate
- And provide inspiration for do’s and don’ts when it comes to creating your own genuinely playful projects
- Some of these come across as apparently playful - traditional ads and marketing with a veneer of irony, piss take and other youthful traits and behaviours.
- whereas others are well into the space of being genuinely playful - by engaging in truly playful behaviour with users and customers
- and some will be somewhere in the middle
Whilst looking at these, it’s worth asking ourselves:
- What constitutes a really genuine playful project?
- How can the success of real world events such as music festivals and life style sports events be transferred, retained and leveraged online?
This document provides an analysis of the Blababooth photo booth brand. It begins with an overview of the photo booth market trends, noting declining popularity in the US but growth potential. An internal analysis finds Blababooth's social media integration distinguishes it from competitors like standard photo booths and smartphone apps. The target audience is identified as trend-setting teenage girls influenced by peers. Strategies proposed include partnerships with brands this group engages with and rewards for sharing via Blababooth's social media features. Competitive strengths and weaknesses are assessed along with opportunities in the growing social media and mobile technology spaces.
Dubit is a digital studio that has been creating kids entertainment like apps, games, and virtual worlds since 1999. They employ a team of 50 people across offices in the UK, US, and Australia. Dubit focuses on kid-centered design and involves children throughout the design process using in-house research techniques. They have experience designing for brands like Cartoon Network, creating virtual worlds and games. Dubit also has its own technology platform that allows games to be published across devices with features like avatars, leaderboards, and multiplayer support. The company emphasizes research and iterative testing to create engaging experiences for kids.
This document proposes developing mobile video games based on NBC television shows to engage audiences and generate profits. It discusses the growth of the mobile gaming industry and provides examples of educational and health-focused games. The document recommends creating a specialized team to develop games connected to NBC programming through hidden codes requiring viewership. The games would feature competitions for players. Developing these games could increase engagement across generations and open new revenue streams through advertising and data collection.
The document discusses gamification, which uses game mechanics and structures to engage and influence customer behavior. It explains that gamification takes advantage of people's psychological tendency to engage with games. The document then discusses why gamification is important now due to universal gaming culture and behavioral data. It provides examples of brands that use gamification and discusses game mechanics as well as the four M's of good game design: mystery, mastery, membership, and meaning. The document advocates using these game design structures to increase engagement in marketing campaigns.
This advergame promotes Coca-Cola in an entertaining 8-bit style similar to the classic game Donkey Kong. It would be released on television and computers to appeal to both children and older audiences nostalgic for retro games. Players control a Coca-Cola can escaping a vending machine to avoid falling coins in a colorful backdrop that advertises the beverage without offensive or inappropriate content suitable for worldwide audiences.
1) Humblebee is a new creative digital production agency that focuses on social, interactive and smart solutions through fusing research, creativity, design and technology with a humble attitude.
2) They deliver projects from concept to responsive web, mobile apps, campaign sites and installations that inspire, challenge, motivate and engage users based on a lean approach of prototyping and early evaluation.
3) As more ordinary items become interactive through technologies like APIs, our interactions with them will become more interesting, enjoyable and useful as computers dissolve into the cloud, environment and our bodies.
The document provides information on 20 startup companies that will be presenting at a DemoDay event on August 30th, 2012. It includes each company's name, a brief description of its product or service, contact details and current status. The startups cover a range of sectors including payments, energy efficiency, social media, retail technology, real estate analytics, education, and more.
This document proposes a new global transmedia campaign called H2ome that would use interactive storytelling across multiple platforms to inspire worldwide action on environmental issues. It describes a dire situation where traditional engagement efforts have failed as the planet faces rising seas, extinction, and pollution. H2ome would create an immersive fictional world told through video, games, mobile apps and more to motivate audiences, especially youth, to participate in real-world environmental activities and advocacy. It aims to sustain long-term engagement through an evolving story and new challenges. The proposal outlines the creative team and partners, digital platform, $1.6 million annual budget for three years, and goals of widespread participation and action to address the growing ecological crisis.
2. The company
Blokwise
Founded in 2010, Camilo Botero and Eva Colasso had a clear objective "To
innovate, to entertain and be participants in the digital evolution”.
In the beginning the focus was in the domestic production of games and
applications in order to gain experience and knowledge in new technolo-
gies that involve the innovation digital development. Once completed this
stage, with the first titles published in the stores, Blokwise advanced to the
international market.
Blokwise chose Latin America to locate the company because it has become
an ideal place for outsourcing, unlike other traditional regions, has a similar
time zone and a compatible culture with U.S. and Western Europe. This
translates into real-time communication, geographical proximity and cul-
tural alignment.
3. 2
Business
Team Blokwise Developer
2 2
Camilo Botero
CEO Executive Account
Producer Manager
Camilo has lived and worked in Argentina,
Colombia and Brazil. He holds a degree in
Publicity from UPB University, and a degree
in Graphic and digital Design from CESDE
camilo.botero@blokwise.com 2 6 4
Game Game 2D & 3D
designer Developers artists
4. The Market Un-Met Need
Blokwise made strategic alliances for commercial and productive aspects,
they are classified as follows:
Unique Clients: As a tactic, Blokwise classify as potential clients those com-
panies whose products or services are directly linked to the concept of en-
tertainment. The focus is on companies like broadcasting systems, television
and film producers.
Co-Productions: Blokwise has a co-production model with companies fo-
cused on audio-visual production, creating a supplement that potencial the
fast expansion of the company in visual production.
BW Games born of this strategy, with a division specializing in the develop-
ment of video games on mobile and with an strategic partnerships with
companies such as Cartoon Network, Disney and Discovery.
Currently there is a great tendency to buy entertainment content through
smart devices. Blokwise is growing this market developing a business model
where production is made by Blokwise and TV channels take the roll of
publishers, using it’s network of media and commercials made by them to
promote each production.
5. Elevator´s Pitch
Blokwise bet on the digital entertainment convergence movement.
It is time to think big, innovate and have a global vision to create a multi-
cultural integration.
We are a group in harmony; where development, organization and art cul-
minates in our apps and games. Thats why we offer the user a great experi-
ence through innovation, usability and visual beauty.
Blokwise is a company that develops for multiple innovation devices, with a
team of specialists who knows and investigate all platforms. Each game and
application is produced with specialized technology, ensuring the perfor-
mance and leveraging resources and the power of each device.
7. Ben 10 Battle with Waybig
From the Ben 10 “Destroy All Aliens” movie comes out Ben 10 “Battle With Waybig” the official
video game produced for Cartoon Network; available for Tablets, Smartphones and Web.
The video game consist in a scene of the movie where Ben Tennyson is walking through the forest and
he finds with Waybig his enemy, forcing Ben to become in Stinkfly, a winged insect that throw mucus
from his mouth. They start the battle, but who will come out victorious?, check it out playing.
http://event.cartoonnetworkla.com/event/battlewithwaybig/laen/
8. Toonix
The Toonix have gone mad and took your mobile device!
Have fun with these amazing characters, you can create a Toonix with the funniest combinations, wear
hats, give them different colors, and customize as you wish.
You can share your designs with your friends, post it on Facebook, mail it and save it to your device.
But that's not all, the most exciting is a naughty Toonix who is trapped in your device so you can play
with it all you want, tickle it, spin it, make it jump, even grab him by a leg and twist it all around.
Don't hesitate, and grab your ticket to the amazing world of Toonix!
https://itunes.apple.com/hn/app/toonix/id454773227?mt=8
9. Super Atletas
These big companies have joined to gift us this incredible 3D game that allows test our abilities with
our fingers.
During many challenges we will hand in hand with a friendly athlete who guide us through the test to
overcome. There are three sports to compete.
The first one is “Hammer Throw”, a sport where we can test our ability to determinate the strength
and the moment when we must throw the hammer.
Sailing where we can test our skill to keep within the stream to go faster. Finally we face Open Water
Swimming, this test measures our skills in coordination.
These funny games are in charge to measure in Ranking who will be the most skillful by each sport.
Plus compete to win a Xperia X8
https://play.google.com/store/apps/details?id=com.blokwise.superatletas&hl=en
10. Carrera Cartoon
Are you ready for the Carrera Cartoon event?
Now you can get ready and have fun with the Carrera Cartoon, an application developed by Blokwise
to Cartoon network.
Helping with your favorites characters of Cartoon Network, do your workout as many times as you
want.
Run! Jump! Get ready for the Carrera Cartoon event developed in your city. This app was designed for
children from 5 to 14 years old.
Moreover you can schedule the event in your device. Ready, set, go!
https://itunes.apple.com/cl/app/carrera-cartoon/id545293412?mt=8
11. Latin Cracks
Discover how Cracks of the Latin soccer found the magic of the ball.
Latin Cracks is a sports game where the strategy and the ability are keys to overcome each one of the
obstacles that are lived in the context of the poorest neighborhoods from Latin America.
The game is divided into five Latin American cities such as Buenos Aires, Rio, Lima, Mexico City, Me-
dellin.
In them, you will experience soccer as Latin idols began to playing football, in a adventure of 18 levels
per city.
https://itunes.apple.com/hk/app/latin-cracks-13/id575908528?mt=8
12. The Amazing Game
Experience the adventures with The Amazing Race reality, in the comfort of your sit.
With The Amazing Game, live the most extreme adventures, such as Bungee, Water Balloons, the me-
chanical bull, or climbing wall.
An application developed for the Space channel, enjoy it on Facebook.
Do not forget your partner for the competition!
https://apps.facebook.com/theamazingame/
13. Charuca Toxic Fruits Invaders
Blokwise and Charuca presents a breathtaking variety of arcade game.
Numerous fruits invade the charuca world. Tonti-girl and Chun-Chun are in charge to destroy them.
Your mission is to bang the most quantity of fruits that you can to restore the peace.
Make huge scores per world and share it with your friends on Facebook.
Free the Galaxy from the evil fruits!!!
https://itunes.apple.com/us/app/toxic-fruits-invaders/id424231820?mt=8