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Posts tagged with "games"

‘Letterpad’ Game to Feature Apple Watch Support

Jared Nelson, writing at TouchArcade:

A couple of weeks ago, NimbleBit announced that they were looking for testers for their new upcoming game called Letterpad. It’s a word game that gives you a grid of 9 letters and tasks you with coming up with words from those letters that relate to a certain topic. Well, the game is just about complete at this point, and today NimbleBit have additionally announced that Letterpad will be playable on the forthcoming Apple Watch. Here you can see a mockup of what Letterpad will look like on the Apple Watch.

A couple of points to keep in mind: this will actually be based on a WatchKit extension embedded inside the iPhone app. You won’t be able to run Letterpad natively on the Apple Watch initially. And, because there doesn’t seem to be a way for developers to monetize extensions in iOS apps, the Watch “game” will likely come for free in the main iPhone app. Still, I think the idea of iPhone games extending to the Watch is pretty cool (imagine having remote inventory for RPGs or glanceable information for simulator games on your wrist) and I’m excited to see how others will take advantage of WatchKit for gaming.

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The Success of Crossy Road and Monument Valley

I’m always interested in learning how the App Store market is working out for indie developers and small studios. Over the last few days, we got a glimpse into the business of iOS games thanks to numbers and stats shared by the developers of two quality titles – Crossy Road and Monument Valley.

Crossy Road implements a freemium model and it has grossed over a million dollars with ads. The developers used video ads in an effective way:

“I played Disco Zoo and thought that video ads were a really good way to earn money without getting into people’s faces. We just needed to figure out a fun reason for players to watch them”. In the game, watching ads earns coins. Players can use coins to buy new characters that hop across the endless dangerous road in new and often hilarious ways. But it’s also possible to simply buy them with real money or just collect coins in the game.

Monument Valley, on the other hand, is an excellent premium game that allows players to download extra levels as additional purchases (the so-called paymium model). In a widely popular post, ustwo shared the numbers behind the game. Most notably:

  • 2.4M official sales, 1.7M of which on iOS
  • 575k upgrades to Forgotten Shores
  • $5.8M in revenue, 81.7% of which on iOS

The numbers, however, also include more specific and interesting stats such as the number of players who completed the game (lower than I expected) and sales by country. I find it illuminating to see the effects of Forgotten Shores and Christmas compared to winning an Apple Design Award or releasing the game on Android.

Crossy Road and Monument Valley are two profoundly different games. Monument Valley had a big budget (for an indie production), a moderately large team, and it reaped well-deserved rewards. Crossy Road uses freemium mechanics with a unique twist, respecting the user’s time and commitment to the game. In both cases, they are quality games, and two examples of the multifaceted (and crowded) App Store market.

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Space Age Review

Space Age is an adventure game from Big Bucket, the indie dev studio by Matt Comi and Neven Mrgan, who previously brought us the exquisite (and addictive) The Incident in 2010.

Space Age – first teased over two years ago – joins Monument Valley in my list of best iOS games of 2014, and it is the kind of game that I believe anyone with an iOS device should play. Space Age looks great, sounds fantastic, and is filled with witty dialog that powers an intriguing story of space exploration and distant memories.

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Monument Valley “Forgotten Shores” Expansion Launching Next Week

Monument Valley, one of my favorite iOS games of 2014, will receive its first expansion next week. Titled “Forgotten Shores” and priced at $1.99 as an In-App Purchase, the expansion will add 8 new levels to Monument Valley and further explore the story of Ida and Totem.

Liz Stinson writes at Wired:

Monument Valley was designed as a complete story; the 10 levels formed a beginning, middle and end. When you closed the app for the final time, there was closure. But people didn’t want closure. They wanted more Monument Valley. Its designers were torn: They wanted to add more levels, mostly because people were asking for them. But they felt Monument Valley ended on a high note–1.4 million downloads, to be exact. “It was never 100 percent settled on that we were going to create more content for Monument Valley,” says Gray. “It’s very much a self contained experience. So the question was, how do we create something that doesn’t disrupt that?”

ustwo made a beautiful and poetic game with the original Monument Valley, and I can’t wait to get my hands on the expansion pack. You can read my original review of the game here.

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distribute()

Created by Vlambeer (the indie studio behind Apple Design Award winner Ridiculous Fishing, Luftrausers, and other games), distribute() is a new tool to help game developers keep track of a press list. From the website:

distribute() is modelled to save you valuable development hours you’d otherwise have to spend on distributing builds and maintaining press lists. Simply send out a distribute() link for your game to your press contacts, and distribute() will organise all required information into a neatly organised list the system manages and maintains for you. Furthermore, distribute() will simplify numerous public data sources into a simple Reach statistic to help you decide how to prioritise your press strategy for your new release.

There are several interesting ideas in distribute(), but this one struck me as a genius addition:

Verified press contacts help you avoid fake requests from video content creators or people pretending to be from larger websites or YouTube personalities. Verified press contacts are manually vetted and constantly updated to reflect the ever-changing games press landscape. Additionally, distribute() can be set to handle requests from verified accounts automatically, so that you can be sure esteemed members from the press can get access to your game as soon as you flip the switch.

Properly maintaining a press list is hard, especially if you have to focus on other aspects of launching a game on the App Store or other platforms. If you’re a game developer, sign up for the distribute() alpha here. Vlambeer also made presskit(), a free tool to create press pages.

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Epic Zen Garden for iOS 8

Zen Garden, the demo that Epic Games showcased at WWDC ‘14 for the Metal announcement, has been released today as Epic Zen Garden.

Epic Zen Garden is a demonstration of Metal’s capabilities, and it’s meant for modern hardware. I spent about 30 minutes with the game on my iPhone 5s and iPad mini, and I think it looks great. It’s especially impressive in motion.

It’s fun to tap areas on screen and see how Metal can animate thousands of objects at once. I can’t wait to see what kind of new experiences iOS 8 and Metal will bring for mobile gaming. Epic Zen Garden is free on the App Store.

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Square Enix Announces Game Streaming Service for iOS, Includes Final Fantasy VII and XIII

Square Enix announced their new video game streaming service earlier today, coming next month as an app for iOS and Android. Dive In, slated to launch on October 9th in Japan, will allow iOS users to play Final Fantasy VII and Final Fantasy XIII by streaming them from the company’s cloud, for a fee.

Kotaku writes about the games that will be added after the initial rollout:

In November, Final Fantasy VIII and The Last Remnant will be added. December will see Final Fantasy XIII-2, while Lightning Returns Final Fantasy XIII is slated for 2015.

Dive In will let gamers try out the titles in a thirty minute demo, free of charge. Streaming blocks of three days, ten days, thirty days, and 365 days, however, will require a fee—a fee which can vary from game to game.

Prices will vary from around $2 dollars for a three days’ worth of streaming to $12 for thirty days. According to the Dive In website, the app will run on both phones and tablets, with a 3Mbps WiFi connection required to stream and play games (6Mbps recommended).

In screenshots posted by Inside Games, Final Fantasy VII and XIII are shown with on-screen controls to make up for the lack of physical input on iOS and Android; at this point, it’s not clear whether Dive In will support iOS game controllers or if the app will eventually expand to OS X.

Last month, Square Enix confirmed that they would continue to port older titles in Dragon Quest series to mobile devices. Dive In appears to be part of the company’s Project Flare, a technology first announced in November 2013 and set to power several of the company’s future initiatives in cloud gaming.


Flappy Bird Creator Coming Back with New Game Launching This Week

Dong Nguyen, the creator of Flappy Bird, is coming out with a new game for iOS, which, like Flappy Bird, will be free to download from the App Store. TouchArcade has published an exclusive preview of the game, which is called Swing Copters and that will be released this week on Thursday (August 21).

Swing Copters will have a similar mechanic to Flappy Bird, but unlike its predecessor it will launch with a $0.99 In-App Purchase to remove ads.

Swing Copters captures all the “just one more try” of Flappy Bird, and seems even more brutally difficult. In the game, you play as a little dude who has a propeller on his head. Swing Copters coaxes you to tap the screen, at which point you’re airborne, wildly flying to one side. Tapping changes your flight direction, and the goal is similar: Fly through as many gates and get as high as you can. Sort of similar to Flappy Bird, but going up instead of to the side.

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The Mac Gamer

A great retrospective on Mac gaming by Jeremy Parish:

Mac games were actually pretty weird and unique in the olden days, and I actually could see someone being a Macintosh-exclusive gamer in the ’80s. The platform offered (1) mouse-based controls and (2) no color, or at least no guarantee of color support until they stopped selling the Mac SE and pre-PPC PowerBook lines in the mid-’90s. Perhaps unsurprisingly, Mac games felt a little different from console and DOS counterparts. Another factor there came from the fact that Macintosh had system-level support for graphics, it using a visual interface and all, whereas other computers kind of needed to be tricked in various degrees before they’d display images.

I’d argue that the Mac App Store has helped in facilitating distribution of modern Mac games, although, from a gamer’s perspective, it’s still inferior to other services – especially for clarifying hardware requirements.

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