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The iOS Gaming Thread January 2013: We beat the apocalypse without buttons!

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Wide Sky's gorgeous art design is more than matched by its writing, if this great Tutorial is any indication

That said, it's kind of hard as dang

The writing seems pretty standard "I'm wacky and own a thesaurus!" forced humor to me. And it's not so much that it's hard as it is the mechanics just suck.

You control the hedgehog by holding the right side of the screen to make a rope extend out of his head which can attach to clouds. Once you're attached to a cloud, tilting makes the hedgehog spin and then you release the rope to send him flying.

Unfortunately there's no sense of momentum. Almost every time you attach to a cloud you have to stop and tilt the device around until you get him moving.

Since the hedgehog is always spinning around and the rope always comes out of the top of his head, it's basically impossible to control him with any precision. The fastest way to make progress is to launch him, extend the rope and hope for the best.

Your goal is to make him hit targets that then shatter, and then collect all the shards within a short time limit. I only managed to do this once and it was just luck.

I'm not sure if the game gets more interesting later, the tutorial says that there's power-ups and I haven't encountered any in the 15 minutes I've played. It also seems like the target-smashing may just be the focus of the tutorial, maybe you get more interesting and doable objectives later.

So far I'd say the game is a frustrating waste of potential though. If you could tap the screen to make a rope come out regardless of which way the hedgehog was facing and if the game had actual physics instead of just immediately calibrating his speed and direction to how the device is tilted when you attach to cloud it could be made into something entertaining. As it is I'd say it's a waste of a buck, despite looking pretty cool.
 
The writing seems pretty standard "I'm wacky and own a thesaurus!" forced humor to me. And it's not so much that it's hard as it is the mechanics just suck.

You control the hedgehog by holding the right side of the screen to make a rope extend out of his head which can attach to clouds. Once you're attached to a cloud, tilting makes the hedgehog spin and then you release the rope to send him flying.

Unfortunately there's no sense of momentum. Almost every time you attach to a cloud you have to stop and tilt the device around until you get him moving.

Since the hedgehog is always spinning around and the rope always comes out of the top of his head, it's basically impossible to control him with any precision. The fastest way to make progress is to launch him, extend the rope and hope for the best.

Your goal is to make him hit targets that then shatter, and then collect all the shards within a short time limit. I only managed to do this once and it was just luck.

I'm not sure if the game gets more interesting later, the tutorial says that there's power-ups and I haven't encountered any in the 15 minutes I've played. It also seems like the target-smashing may just be the focus of the tutorial, maybe you get more interesting and doable objectives later.

So far I'd say the game is a frustrating waste of potential though. If you could tap the screen to make a rope come out regardless of which way the hedgehog was facing and if the game had actual physics instead of just immediately calibrating his speed and direction to how the device is tilted when you attach to cloud it could be made into something entertaining. As it is I'd say it's a waste of a buck, despite looking pretty cool.

Yeah, this is all quite accurate. Really frustrating gameplay. Especially frustrating because it's so darn pretty.
 

colinp

Banned
The writing seems pretty standard "I'm wacky and own a thesaurus!" forced humor to me. And it's not so much that it's hard as it is the mechanics just suck.

You control the hedgehog by holding the right side of the screen to make a rope extend out of his head which can attach to clouds. Once you're attached to a cloud, tilting makes the hedgehog spin and then you release the rope to send him flying.

Unfortunately there's no sense of momentum. Almost every time you attach to a cloud you have to stop and tilt the device around until you get him moving.

Since the hedgehog is always spinning around and the rope always comes out of the top of his head, it's basically impossible to control him with any precision. The fastest way to make progress is to launch him, extend the rope and hope for the best.

Your goal is to make him hit targets that then shatter, and then collect all the shards within a short time limit. I only managed to do this once and it was just luck.

I'm not sure if the game gets more interesting later, the tutorial says that there's power-ups and I haven't encountered any in the 15 minutes I've played. It also seems like the target-smashing may just be the focus of the tutorial, maybe you get more interesting and doable objectives later.

So far I'd say the game is a frustrating waste of potential though. If you could tap the screen to make a rope come out regardless of which way the hedgehog was facing and if the game had actual physics instead of just immediately calibrating his speed and direction to how the device is tilted when you attach to cloud it could be made into something entertaining. As it is I'd say it's a waste of a buck, despite looking pretty cool.

Thanks for taking one for the team, soldier.

::salute::

Disappointing to hear! Wonder if they'll update it to make it easier to control.
 

chubigans

y'all should be ashamed
So a quick heads up, but Cook, Serve, Delicious! got a temp. price cut to $2.99 and got a large update this morning that brings Sushi and Fried Rice to the menu!

newcontent1sushi.png
newcontent1friedrice.png

Also hidden in this post are five iPad CSD codes, just quote to reveal. :)

edit: those codes have apparently expired, here are the new ones.

I have a new iOS game coming out tonight that I'll post more about soon, with more giveaways of course. Woo!
 
So a quick heads up, but Cook, Serve, Delicious! got a temp. price cut to $2.99 and got a large update this morning that brings Sushi and Fried Rice to the menu!



Also hidden in this post are five iPad CSD codes, just quote to reveal. :)



I have a new iOS game coming out tonight that I'll post more about soon, with more giveaways of course. Woo!

Awesome news. I'm really looking forward to playing what's next from you. I got me and friends hooked on CSD.
 

Tunesmith

formerly "chigiri"
So a quick heads up, but Cook, Serve, Delicious! got a temp. price cut to $2.99 and got a large update this morning that brings Sushi and Fried Rice to the menu!



Also hidden in this post are five iPad CSD codes, just quote to reveal. :)



I have a new iOS game coming out tonight that I'll post more about soon, with more giveaways of course. Woo!

None of the codes provided are valid according to iTunes. "The offer is no longer valid."
 

Wow, that looked awesome until the freemium reveal, I wonder what the IAPs do?

None of the codes provided are valid according to iTunes. "The offer is no longer valid."

I figured that just meant other people already redeemed them?

Think I'm finally going to pick this up, it's basically Cooking Mama mixed with Order Up, right?
 

Tunesmith

formerly "chigiri"
I figured that just meant other people already redeemed them?

Think I'm finally going to pick this up, it's basically Cooking Mama mixed with Order Up, right?

No, if they're already redeemed the message states as such.

Promo codes have expiry dates, maybe these were an old batch?
 

BlackWaltz

lotta black folks here
Man... CSD. I love the game, but the Italian Iron Cook challenge is straight up murdering me. May have hit the limit of my capabilities in this game.
 

PFD

Member
So Clash of Heroes is a puzzle game? For some reason I always thought it was a TBS like HM&M. Will wait for impressions on the port.

Also thanks Chubigans for the CSD codes, I got the second one. Been meaning to check this game out!
 

Minsc

Gold Member
So Clash of Heroes is a puzzle game? For some reason I always thought it was a TBS like HM&M. Will wait for impressions on the port.

Also thanks Chubigans for the CSD codes, I got the second one. Been meaning to check this game out!

It's more a strategy game than puzzle game imo, though it's fair to call it either. The simple puzzle aspect is you make matches to attack the other side, and depending on what columns you match in, you attack in those same columns. The strategy layer comes in to play very quickly because you also need to worry about your opponents defense/offense in those corresponding columns. Which columns do you want to attack against, and if he's defenseless in those columns then you damage him. But it's often better to break his combos to prevent retaliation down the road. And if that's not enough, each unit comes with a set timer, so once you make the match the attack isn't immediate, there's a 2,3,4 or even higher turn delay before the attack takes place, so you really need to plan ahead. On top of that, you can link attacks by color, by forming same color groups that attack on the same turn, and many units carry unique abilities in the battlefield that do extra damage or other things, so it's way more than just a match-3 game or whatever you might think of a normal puzzle game. Then there's an RPG aspect to it too, your hero and units all gain levels and become stronger, you actually lose units lost in battle and need to rebuy them, and you have to recruit them with gold in the first place as well. Plus, there's more units to choose from than you can bring in to battle, so you also need to narrow down what units you feel compliment each other best.
 

PFD

Member
It's more a strategy game than puzzle game imo, though it's fair to call it either. The simple puzzle aspect is you make matches to attack the other side, and depending on what columns you match in, you attack in those same columns. The strategy layer comes in to play very quickly because you also need to worry about your opponents defense/offense in those corresponding columns. Which columns do you want to attack against, and if he's defenseless in those columns then you damage him. But it's often better to break his combos to prevent retaliation down the road. And if that's not enough, each unit comes with a set timer, so once you make the match the attack isn't immediate, there's a 2,3,4 or even higher turn delay before the attack takes place, so you really need to plan ahead. On top of that, you can link attacks by color, by forming same color groups that attack on the same turn, and many units carry unique abilities in the battlefield that do extra damage or other things, so it's way more than just a match-3 game or whatever you might think of a normal puzzle game. Then there's an RPG aspect to it too, your hero and units all gain levels and become stronger, you actually lose units lost in battle and need to rebuy them, and you have to recruit them with gold in the first place as well. Plus, there's more units to choose from than you can bring in to battle, so you also need to narrow down what units you feel compliment each other best.

Thanks for the info. This looks like something I'd enjoy.
 
It's more a strategy game than puzzle game imo, though it's fair to call it either. The simple puzzle aspect is you make matches to attack the other side, and depending on what columns you match in, you attack in those same columns. The strategy layer comes in to play very quickly because you also need to worry about your opponents defense/offense in those corresponding columns. Which columns do you want to attack against, and if he's defenseless in those columns then you damage him. But it's often better to break his combos to prevent retaliation down the road. And if that's not enough, each unit comes with a set timer, so once you make the match the attack isn't immediate, there's a 2,3,4 or even higher turn delay before the attack takes place, so you really need to plan ahead. On top of that, you can link attacks by color, by forming same color groups that attack on the same turn, and many units carry unique abilities in the battlefield that do extra damage or other things, so it's way more than just a match-3 game or whatever you might think of a normal puzzle game. Then there's an RPG aspect to it too, your hero and units all gain levels and become stronger, you actually lose units lost in battle and need to rebuy them, and you have to recruit them with gold in the first place as well. Plus, there's more units to choose from than you can bring in to battle, so you also need to narrow down what units you feel compliment each other best.

That is probably a better explanation of our game than I've ever given... And I definitely agree that it's a TBS-meets-puzzle rather than Puzzle-meets-TBS, if you get what I mean.
 

PFD

Member
That is probably a better explanation of our game than I've ever given... And I definitely agree that it's a TBS-meets-puzzle rather than Puzzle-meets-TBS, if you get what I mean.

Cool to see you guys posting here. Out of curiosity, were you involved in the iOS port? Or are you doing something else?

I recently read a lengthy Polygon article about your story with game development and how it started with that crazy road trip. I'm so happy about your success, very well-deserved.
 
Cool to see you guys posting here. Out of curiosity, were you involved in the iOS port? Or are you doing something else?

I've been posting here since... jeez... almost when Capy started!

We weren't at all involved in the iOS version, but I hear Tag did a great job.

We're busting ass on a bunch of stuff but the only thing announced is SUPER TIME FORCE for XBLA.
 
How does Sonic Jump scoring system works? Fastest time?

That would mean that I can't ace a level because collecting the red rings deviates me.
 
There is an update out for The Bard's Tale. The update text says, "Adds support for Korean, Russian, and Polish language."

Hurray for localization but at least throw your other users a reason to update!
 

PFD

Member
There was a lengthy discussion on the TA boards regarding premium/freemium, and MadFinger (Dead Trigger/ShadowGun) had a few things to say on the matter. Thought I'd share their thoughts here and see what you guys think.

I'm only quoting some paragraphs, the original discussion is way too long (starts on this page.) I've also cleaned up the grammar a bit, as English doesn't seem to be the dev's first language:

As I said, sometimes design ideas sound good, but fail in the real world. For some people IAP is a RED FLAG as if every design feature is forcing them to pay. If the game is hard, it's because IAP. You lose equip, it's because IAP. I think that almost every developer wants to create a fun game, sure there are some exceptions. But we are still a small indie team and not EA, GLU, GAMELOFT with several thousand employees and shares on the market.

Premium games don't make money anymore, they cost a lot of money, more difficult to develop and very simple to steal ;(

Look at charts.. For example for Top Paid iPhone ? How many Premium "Console like" games are there ? Look at Top Grossing: How many any premium games are there ? In TOP 25 there is only ONE premium game !!!!

Sorry, but people are not willing to pay for premium apps anymore.. Look at Modern Combat 4 or Ravensword 2 for example. They were in top grossing for few days and they are falling like rock. Best Result is - Modern Combat 4 - Top 15 Ravensword 2 Top 50.

In the past it was better Shadowgun Top 3, Modern Combat 3 Top 1 in Grossing..

Releasing two games sounds good, but there are two cons (in reply to a user's suggestion about releasing full/lite versions):

First - two games in leaderboards and this means lower rank
Second - 60-90% of people will steal premium game.

As I said, it's very hard to compete with really big companies. Im not talking about casual games or small games with simple, but fun gameplay. I'm talking about hardcore premium games.

Lets talk about EA, I dont want to comment Gameloft...
  • They use games from consoles/PC and port them to mobile, ie they are using their experience, probably a lot of code and assets already created.
  • They will survive if one,two or three games will not make money. It's not their money, they will fire few people, say sry to shareholders and continue..
  • They have huge userbase , it's EA ! And they have Chillingo now too
  • They have money for marketing
  • They are using brands already established on the market
  • Their games are really great IMHO
  • Big sales to kill competitors
  • Great relationship with journalists and mainly big magazines.


Now indie companies
  • Everything has to be create from scratch
  • They will be out of business if one or two or three games do not make money.
  • Much smaller userbase...
  • No money for marketing or only few thousands
  • They have to create new brands !!
  • Because of budget, games are not so great as EA's games (actually this is consequence because all previous points)

So for EA, Square Enix or Gameloft invest several millions to game is not so risky as for indie competitors. Also we (and probably other indie companies) don't want to work one year with 100 people on one game (check MC4 credits). This is reason why we left console development.

Look, I'm not saying that premium games are obsolete, but they are in the defensive now. Mobile devices are still more suitable for short gameplay, simple features, etc. I think that it will change sooner or later, because more powerful tablets, wireless hdmi/gamepads, etc

I disagree with a couple of their points. First, big budget doesn't = good game, unless you're being overambitious with your design (Ravensword.) In that case, yeah, a bigger budget would have made the game a lot better, but there are still tons of brilliant indie games that were created on a tiny budget.

Also, looking at the top grossing charts only proves that freemium titles can make silly profits when done right, but it doesn't mean that premium titles have no chance of succeeding. Surely, you don't have to be in the top 25 to start making a profit.
 

wilflare

Member
I'm very late to the game but I'm really enjoying 10000000

trying to get all the upgrades and hopefully break the barrier to freedom!
 
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