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Cut the Rope cover

Cut the Rope

GameBy ZeptoLab · Released Oct 1, 2010

Cut the Rope is a series of physics-based puzzle video games developed by ZeptoLab for several platforms and devices. The objective of the Cut the Rope games is to feed candy to a little green creature named Om Nom while collecting stars.

Documents
7
newest 21 May 2026

Connections

Each row is a game or company named alongside Cut the Rope, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the game

Released
Oct 1, 2010
Developer
ZeptoLab
Publisher
Chillingo
Genres
Puzzle, Indie
Platforms
Nintendo 3DS, Windows Phone, Android, PC (Microsoft Windows), iOS, Nintendo DSi

Game data from IGDB.com

Documents about Cut the Rope

Cover of How to announce a live service game in 2026? Plus, Star Wars, Nex Playground and new Xbox leaders
52 min
The Game Business52 min

How to announce a live service game in 2026? Plus, Star Wars, Nex Playground and new Xbox leaders

The gaming industry is currently undergoing a period of structural realignment and strategic recalibration.

  • To overcome pervasive player skepticism toward live service games, developers must shift from hype-driven marketing to radical transparency and authentic, two-way community engagement.
  • Success in the current market requires studios to remain flexible enough to pivot product development based on direct player feedback, effectively using a core base of advocates to validate titles.
  • The gaming industry is undergoing a structural realignment characterized by major corporate shifts, such as Embracer Group deconstructing operations and Xbox restructuring executive leadership to prioritize product strategy.
The Game BusinessMay 2026
Cover of How to Use Data to Build and Grow Hit Games: Part 1
Article

How to Use Data to Build and Grow Hit Games: Part 1

Data in mobile game development, argues GoPractice CEO Oleg Yakubenkov, should be treated as a forward-looking tool for making decisions, reducing uncertainty, and eliminating major product risks as early as possible, rather than as a means of reviewing past performance.

  • Use market testing tools like Geeklab to validate user interest and estimate CPI before full-scale development to avoid wasting resources on products the market does not want.
  • Analyze the behavior of retained versus churned users by mapping event sequences to identify core engagement loops, such as the discovery that forcing PvP engagement increased Day 7 retention from 9% to 20%.
  • Before entering a market segment, evaluate competitor performance using tools like App Annie or Datamagic to ensure the niche is growing, has manageable competition, and offers a clear path for differentiation.
Deconstructor of FunSep 2019
Cover of Level Design Case Studies: Trainyard and Cut the Rope
52 min
Game Developers Conference52 min

Level Design Case Studies: Trainyard and Cut the Rope

Successful puzzle game design hinges on the delicate balance between accessibility for casual players and sufficient depth to satisfy experienced users.

  • Design levels for casual players by assuming they lack a 'vocabulary of games' rather than lacking intelligence, which requires intuitive mechanics that do not rely on text.
  • Use the 'Wingdings test' to ensure game mechanics are clear without text, allowing players from any culture to understand the gameplay through visual cues alone.
  • Implement 'dips' in the difficulty curve to allow players to relax and practice existing mechanics, preventing the burnout that occurs when a game constantly ramps up in intensity.
Game Developers ConferenceOct 2018
Cover of Facebook Instant Games: Designing Games for Chat
Article

Facebook Instant Games: Designing Games for Chat

Facebook Instant Games on Messenger is presented as a distinct platform requiring a fundamental shift in game design, comparable to the move to mobile in 2010-2011, rather than a simple port or marketing channel.

  • Facebook Instant Games is a standalone business platform rather than a user acquisition channel for external mobile games, with top titles reaching 3 million to 10 million players.
  • Retention on the platform is driven by social interactions within chat threads, such as group raids where players must collaborate to complete challenging levels.
  • Developers should avoid traditional mobile porting strategies, as the platform requires unique designs that leverage native Messenger features like bot channels and social contexts.
Deconstructor of FunMar 2018
Article

iOS Gaming Leaders: December 2015

Sensor Tower's December 2015 review of the iOS App Store games category finds strong holiday-season growth in both installs and spending.

  • In December 2015, worldwide iOS gaming downloads grew 20% month-over-month to approximately 614 million, while total gaming revenue reached nearly $1 billion, an 18% increase from November.
  • Clash of Clans reclaimed the top-grossing spot on iOS from Game of War in both U.S. and worldwide markets during December 2015.
  • Piano Tiles 2 was the most downloaded game globally and in the U.S. for December 2015, maintaining the No. 1 position in all iPhone categories for the six days leading up to Christmas.
Sensor TowerJan 2016
Cover of 2014 Predictions for Mobile Gaming
Article

2014 Predictions for Mobile Gaming

Eric Seufert argues that 2013 marked the maturation of free-to-play mobile gaming, as optimism from late 2012 gave way to sobering realities.

  • The mobile gaming market has matured into a high-barrier environment where successful launches require significant capital, often reaching $1 million in combined development and marketing costs.
  • Small studios face a structural disadvantage due to the necessity of long, iterative soft-launch cycles and the difficulty of hiring specialized talent like user acquisition experts and data analysts.
  • Marketing costs are projected to rise in 2014 as marketing budgets shift from desktop to mobile and the market becomes increasingly dominated by a small number of top-grossing apps.
Mobile Dev MemoDec 2013
Cover of Team iKnow talks culture clash
5 min
PocketGamer.biz5 min

Team iKnow talks culture clash

The development of the mobile puzzle platformer The Unknown serves as a case study in cross-cultural collaboration within the independent game industry.

  • The development of the mobile puzzle platformer 'The Unknown' serves as a case study in cross-cultural collaboration between students from the Communication University of Beijing and a Scottish ambassador.
  • The project successfully synthesized Chinese aesthetic sensibilities with Western design perspectives to create a physics-based gravity-manipulation game targeting the casual mobile market.
  • Initial development faced significant setbacks, including a forced abandonment of the original game engine during the first week due to language barriers and coordination failures.
PocketGamer.bizAug 2013