With the emergence of a lot of social networking platforms a boom of internet games also has evolved as a soother for the fuming brains. It becomes the need of the hour while it is warming. Rajshri Iyer talks with the founders of HashCube technologies, an online gaming company which added values to fun times through their innovative visions and ongoing missions.
This time-honored saying is being inculcated in to one’s mind if he happens to come across with Deepan and Ramprasad, the founders of HashCube.com, the world’s most popular puzzle game website. One day when two teens created a ‘bouncing ball game’ for their school project, it was becoming the very rock bottom for a passion plus intellect drive to a dream honored.
Hashcube.com is nothing but the digital replica of a techie passion and a vision worthy to nurture amazingly at a tender age. It is a dream-come-true for Deepan and Ramprasad who were brooding over their love and fervor to translate it into a bombastic business concept. By simply (not so simply!) pasting the brain-tearing educational puzzles to intelligent computer games in the popular social networking platforms such as Face book, My Space and Orkut, they were paving a way of their own in a world which rely on e-business and e-pastime.
As professional graduates, these young techies are not running after the profit but in a mission to ensure that their users really enjoy the game, keeping in mind the improvisation of the focus and memory power of the user. Hashcube has already proven a track record of developing, deploying and monetizing educational casual games for the social and mobile platforms. An Indian origin Hashcube was apparently exorcising the American stuff from the internet game field, a think-to-be-monopoly of the Yankees.
HashCube, the social gaming company based at Bangalore, has born out of the young enthusiasm in 2008 January. The founders possess a clear-cut vision of its aims as being concentrated on making fun, classical, puzzle-type games on all popular social networks including iPhone. They claim that concentration and logical thinking would be the key differentiator for their applications.
On the run to make their teen-bred dreams come true, they admit that iAccelerator 2009 at IIM Ahmedabad was their booster which provided a 4 month incubation program jointly with CIIE where they had chances to meet with a lot of like-minded start-ups. “The interaction, the learning and the fun there was really a rewarding experience.”, remarked a jubilant Deepan.
“We have 4 games on facebook and other social networks. The popular ones being Sudoku, Loop the Loop and Dot Game. Our sudoku game is the most popular one on facebook and myspace. We generate revenue through advertisements. Social cash is another revenue stream which will be incorporated in our games within a couple of weeks.” explained Ramprasad when asked about the compass of the application.
They are not putting a full stop here. In their ongoing mission they have released a novel form of tournament in Sudoku, which brings real prizes in for the players. This innovative move has brought an enormous escalation in their traction. More over, they are confident to bring more players in by this new deviation.
Sudoku is a game which brings the intellect out of the player by adding value to fun time. HashCube maintains a clear-cut agenda in managing this game as a ‘fun-educational’ one. For the Sudoku lovers HashCube has developed a free Sudoku game which can be played right from inside the facebook. The new color-coded sudoku board plus its print facilities and loading random games within the same platform has formed a new outlook and ambit for a generation crazy puzzling games. Deepan and Ramprasad are in single thread when speaking that the renovation had changed the sudoku experiences more enjoyable than before through the Sudoku Solver.
“Games are a compromise between intimacy and keeping intimacy away.” But as far as the goal is concerned, the first phase itself pays for these school buddies, though their innovations pave way for its justification. When asked about their future plans also they were of the same voice. “We want to come up with more fun games, expand to other upcoming platforms like iPhone, android and iPad and… keep increasing our user base.”
Already reaching out to 150 thousand users and 3 million pages every month these young guys have already carved their names in a world of e-revolts. When a ball bounced in the teens hit the headlines at the early twenties, nothing wrong in expecting a lot of good catches not so far.