Gasketball is a basketball-themed puzzle video game for the iPad by Mikengreg, an independent development team of Michael Boxleiter and Greg Wohlwend.
They were able to live from the earnings for Gasketball's two year development at their previous salary, which afforded them the stability to try new avenues and reject prototypes, though they worked 100-hour weeks.
In the HORSE-style games, the player must match the exact setup of the opponent's shot, such as hitting the floor before entering the hoop.
[5] Gasketball was developed and produced by Mikengreg,[4] an Iowa-based two-man team: Michael Boxleiter and Greg Wohlwend.
[6] After releasing their first game,[6] the sport-inspired Solipskier for iPhone and iPad,[5] Boxleiter and Wohlwend lived off the profits for two years while working on Gasketball,[6] paying themselves their same salaries from their Adobe Flash development days but having the security to try new ideas.
[8] Even though Solipskier was successful, the duo did not have a following comparable to indie developers like Team Meat and thus did not feel pressured to meet high expectations.
Wohlwend saw that a quarter of the top-grossing games on iOS used in-app purchases (albeit with predatory practices) and felt that they could follow the model with a more ethical strategy: free to play, but pay once to unlock forever.
The game's conversion rate from its free-to-play base package to the paid version was 0.67%—lower than their goal of at least 2% of an estimated five million downloads.
[2] Edge noted Mikengreg's deft ability with simple sound effects, citing their previous work with Solipskier.
While he found some puzzle designs imbalanced, Nicholson also felt that the interactions between the flipper and portal hazards were "surprisingly solid" and noted the game's lighthearted "welcome playground sort of feel" even as the easy learning curve reached Rube Goldberg-like complexity.
[5] Tim Rogers of Kotaku called Gasketball the "inverse Rube Goldberg" and "the beginning of the hardcore social game genre, of asynchronous gameplay as meaningful as FPS deathmatches".