The iPad/iPhone/iPod Touch Gaming |Thread4| NOT Doomed

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Oh, you have to be fucking kidding me. If you're going to release something for free and want to expand your market, why restrict it to iPad? Surely it's possible to reformat the pages (or have them zoomable or something) to work with a 4S?

ARGH. That shits me.
It might come to iPhone soon. The intro text says "So whether you're reading this on your iPhone, iPod touch or iPad..."
 
Oh, you have to be fucking kidding me. If you're going to release something for free and want to expand your market, why restrict it to iPad? Surely it's possible to reformat the pages (or have them zoomable or something) to work with a 4S?

ARGH. That shits me.

Dawg, if you ain't got an iPad you just ain't cool
 
Oh, you have to be fucking kidding me. If you're going to release something for free and want to expand your market, why restrict it to iPad? Surely it's possible to reformat the pages (or have them zoomable or something) to work with a 4S?

ARGH. That shits me.
Join the winning team and get an iPad.
 
The Brave Temple Run game comes out tonight. I didn't like Temple Run (at all), but it looks very high-polish and Brave is kind of my jam so I'll give it a look-see.
 
The Brave Temple Run game comes out tonight. I didn't like Temple Run (at all), but it looks very high-polish and Brave is kind of my jam so I'll give it a look-see.

If you didn't like Temple Run I wouldn't bother. The game looks to play exactly the same but for the addition of (optional) archery targets to tap on. It's not going to make you like it
 
So, I'm playing this cute little platformer called Kung Fu Rabbit. One of the best looking 2D games on iOS and the gameplay isn't too shabby. It can be quite challenging later on.
 
Finally got around to buying the career mode in New Star Soccer recently. I'm now into my fourth season and it's got ridiculously easy. Is it the same for everyone else?
 
Latest Civ Rev update has sucked me back into the game, hard. Just one more go...

So, I'm playing this cute little platformer called Kung Fu Rabbit. One of the best looking 2D games on iOS and the gameplay isn't too shabby. It can be quite challenging later on.

Airplay and iCade compatible too!
 
Finally got around to buying the career mode in New Star Soccer recently. I'm now into my fourth season and it's got ridiculously easy. Is it the same for everyone else?

What league are you in? Some are easier than others. Once you get really good at it you can generally win the league but games will always still go against you so cup runs can be as tense as anything.
 
What league are you in? Some are easier than others. Once you get really good at it you can generally win the league but games will always still go against you so cup runs can be as tense as anything.

I'm currently playing for Liverpool in the Premier League and beating everyone by at least a 3 goal margin
 
I'm currently playing for Liverpool in the Premier League and beating everyone by at least a 3 goal margin

They've made the game a whole lot easier with the past few updates so Ican see that. I used to win most of my games too, and that was before they fixed the teammembers to actually be useful, so... Yeah :/
 
They've made the game a whole lot easier with the past few updates so Ican see that. I used to win most of my games too, and that was before they fixed the teammembers to actually be useful, so... Yeah :/

Yeah, they're not too bad now. I just don't think the game scales well at all in it's current incarnation. It's a shame because I was completely addicted, but winning the league in my first season at Liverpool now looks to be a formality. No doubt the World Cup will be the same.

Also, the gambling aspect and the girlfriend aspect are completely pointless as far as I can see. They're just superfluous fluff because I haven't needed touch them and have progressed fine. Same goes for the match rigging requests and the Boss/Fan sentiment (with the exception of international matches).

It's still a great game and well worth the money I spent, but I can't help but feel there's an even better game in this idea, just desperate to be developed.
 
Here's a thing:
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Pocket Planes was originally suppose to be this instead.
 
Unfortunately, GripShift won't be coming to mobile. The controls just aren't going to work on touch.

I am looking at it for PC, but the team is completely tapped out at the moment, so chances are it wouldn't be seen before the end of the year.

Shatter on the other hand will come to mobile/tablet. Eventually. There is an intermediate step to that being worked on currently which will help that happen.

Solution: Don't make it for mobile. Make it for PS3/360/WiiU?.

Joe Danger games: Successful
Trials games: Successful

Gripshift 2 could be the best selling XBLA/PSN game of all time!

Seriously, people like Racing/platformer hybrids. Make one.
 
FYI we had previously talked about using #NeoGAF for the Pocket Planes flight crew but the name was changed to #GafAir at the request of others.
 
Yeah, they're not too bad now. I just don't think the game scales well at all in it's current incarnation. It's a shame because I was completely addicted, but winning the league in my first season at Liverpool now looks to be a formality. No doubt the World Cup will be the same.

Also, the gambling aspect and the girlfriend aspect are completely pointless as far as I can see. They're just superfluous fluff because I haven't needed touch them and have progressed fine. Same goes for the match rigging requests and the Boss/Fan sentiment (with the exception of international matches).

It's still a great game and well worth the money I spent, but I can't help but feel there's an even better game in this idea, just desperate to be developed.

I think there's a lot more to the game than you've noticed.

The boss relationship decides whether you get picked and affects your contract negotiations. If you have a poor relationship with the fans they'll boo you now and then and you'll screw up a pass. Your girlfriend will restore your energy now and then and affects happiness which affects the sponsorship you get. The casino is just if you need bux but if you play well you won't need it, it's optional.

If it's too easy at Liverpool, stop playing for one of the best teams, obviously. In January, join the team at the bottom of the Championship and try and win the league with them. Playing with worse teams means you need to be way more accurate with passing, etc. Stop buying boots, maybe, to limit your skills. There are plenty of ways to make it harder, staying at Liverpool is basically easy mode.
 
So, I'm playing this cute little platformer called Kung Fu Rabbit. One of the best looking 2D games on iOS and the gameplay isn't too shabby. It can be quite challenging later on.

Almost an instabuy, but have you played it on iPad? If so, where are the buttons located?
 
Almost an instabuy, but have you played it on iPad? If so, where are the buttons located?

I'm playing on my iPad. You can place them anywhere from the bottom to the middle of the screen. Though even if you place it in the bottom the game recognizes your inputs if you press in the middle instead.
 
Latest Civ Rev update has sucked me back into the game, hard. Just one more go...

Yeah, same here. Honestly, though, it doesn't take much to suck me back into Civ. Love the new animations, though. First played this on DS, and man, it's come a long way visually.

Really thinking of playing this again...But I was SO bad at it when I first tried. :(

The learning curve can be downright dumbfounding if you've never played a Civ game before, and Revolution (at least these portable ones) do so little to hash things out for you. I honestly thought it was like an Advance Wars game when I first started playing. Once you get the hang of it, though, it's one of those that sinks its hooks in deep.

Definitely start out on the easiest mode, and if you can, look up the manual online. I believe there's a PDF floating around somewhere. Don't fuss with forcing your cities to focus on specific resources early on (fishing, gold, etc.) You can tinker with all that other stuff later once you have the basics firmly down.
 
Yeah, this is a good point. Personally I don't really like F2P games for a number of reasons. Firstly, they're usually of the bitesize 30 second level, three stars variety and I am bored to hell of that style of game. But also, for me, I find that I'm not driven to play free games in the same way I am driven to play games I've paid for. I like to get my money's worth and play games through to completion, but I don't find the same drive with F2P games at all.

Really, I think it's worrying for the iOS landscape that the games making the big money are all these very similarly structured puzzle-style experiences. IMO, the mainstream have decided this is something that they like but it has a chilling effect on the variety of genres, especially where sales are concerned. And at the same time, I feel that the big hitters give a false picture of the iOS market. Yes, Angry Birds and co might sell millions but I really believe they are total flukes with a very low chance of happening again. But what it's done is it's distorted views of what is possible on iOS, and so now there is a goldrush of people looking for an audience that probably doesn't exist to the extent they think they do.

Anyway, this is all very complicated and I think I'm losing sight of my point :P basically, I'm just concerned that there isn't the market for the games I'd like to play, or if there is it's very very small compared the the big boys, and compared to the money devs want to make from their games.

Yeah this touches on one of my concerns of re-skinning old games. The consumers don't seem to mind this at all.

From a developer perspective it's so much faster to take an existing idea and just re-purpose it, which is why we've been getting so many clones.
 
Yeah, same here. Honestly, though, it doesn't take much to suck me back into Civ. Love the new animations, though. First played this on DS, and man, it's come a long way visually.



The learning curve can be downright dumbfounding if you've never played a Civ game before, and Revolution (at least these portable ones) do so little to hash things out for you. I honestly thought it was like an Advance Wars game when I first started playing. Once you get the hang of it, though, it's one of those that sinks its hooks in deep.

Definitely start out on the easiest mode, and if you can, look up the manual online. I believe there's a PDF floating around somewhere. Don't fuss with forcing your cities to focus on specific resources early on (fishing, gold, etc.) You can tinker with all that other stuff later once you have the basics firmly down.

You and SmokyDave both say to start on easiest difficulty (which I will have to do, ha). I've read the manual before when I first tried to play it, but it was SO overwhelming. I may just have to dive in and see what happens. Is it worth buying the iPad version for more screen real-estate?
 
You and SmokyDave both say to start on easiest difficulty (which I will have to do, ha). I've read the manual before when I first tried to play it, but it was SO overwhelming. I may just have to dive in and see what happens. Is it worth buying the iPad version for more screen real-estate?

Don't own an iPad, but it definitely seems like the kind of game that would be enjoyable on the bigger screen.

And yeah, the manual covers a lot of ground. Some basic things to keep in mind (like Smoky said):

-Make sure you form armies (three of the same type units) before attacking or setting for defense.
-Explore early on (defeating barbarians along the way) with a single army while building up your first city.
-And always set any armies sitting on cities to "defend," as you get that defensive bonus.

Personally, I like to establish about four cities myself; then, the rest can be conquered either through war or culture. You'd be surprised how easy it is sometimes to take over a city with superior culture. Research is merely a matter of how you want to play and what type of units you want to be able to produce. You'll learn all that along the way.

Have fun.
 
this has been asked i'm sure, but what is the estimated release date for Star Command. I want to play the shit out of that game. I want to play nothing but x-com likes in 2012-2013.
 
Civ Rev isn't terribly difficult, but there is a learning curve. Here's a few pointers
pamphlet
that may help you out some (from someone who hasn't played the console version in a few years, and then had to relearn for ios a few weeks ago):

On the map around cities, hammers represent production, apples are for growing your population, and the little arrows in a circle are trade (which nets you either science or gold, depending on which your trade is set for).

A larger population in a city will let you build faster, or trade more.

Science gets you that next research unlock faster, while gold is used for rushing production, as well as being the path to an economic victory (gold isn't as important if you aren't going for a economic victory, though rushing is always useful).

The strange icons on the map are resources, which will give bonus hammers/apples/trade once you've unlocked the tech.

Culture is extremely important. It may be the first thing you want to cut ignore when you begin focusing on some other goal (ie building that barracks instead of a temple), but culture will bite you in your ass if you ignore it for too long. Culture is represented by purple mask icon, and is generated by your buildings and wonders (you do not allocate workers to generate culture, unlike other resources). With low culture your boarders will shrink, and your cities may decide to leave your civ altogether. With high culture, you may find enemy cities joining your civ on their own.

There are basically just 6 types of units, with upgraded versions simply being more powerful but still serving the same role. They are: foot units (warriors, legions; these are cheap attackers, good only for attacking other similar units, really), mounted units (Calvery, knights, tanks; like foot
units but can move 2 spaces per turn), siege units (catapult, cannon, artillery; powerful attackers with no defense, made for taking cities), defenders (archers, pikemen, riflemen, modern infantry; put these in a square to ward off attackers. If an enemy attacks a square with numerous units in it, the defender will fight first), naval (obvious; these start simply for transportation, but later on if you park a ship next to an enemy land unit, and engage with your own land unit, the naval unit will take part in the fight, increasing your attack rating), and aircraft (good range and attack, these are good for softening up your enemy late in the game). Note these aren't official grouping titles, it's just what I call them.

In addition to the above units, there are also spies. Spies can invade a city and do a number of things, such as destroy buildings, steal a famous person, steal gold, and weaken defense (I believe this removes the fortified defense boost a unit gets when its been made to defend, ie when you make a unit "inactive" by telling it to guard a square). Spies are a great way to soften up that inpenatrable city.

You can defend against enemy spies by guarding your cities with spy armies.

Stack 3 units of the same type to make an army.

If a unit wins 3 victories, it becomes 50% more powerful. 3 more, and it gains an ability. I'm pretty sure if you combine 2 normal units with 1 that has the 50% boost, and/or an ability, the army gets the full benefit.



I know that's a lot to take in, but hopefully it will clear up whatever you weren't getting before. Start on an easier setting, and play a few games to try things out. Don't be afraid to lose these early games, or restart or save/load often. I also might suggest starting off as Montezuma (Aztecs). Each of their bonuses are incredibly useful. Stone Age makes your units heal after battle (so the enemy can't just spam you to soften your guys up, and also you can keep attacking with the same unit and not worry about healing). The +3 science bonus to temples gives a nice advantage to research rates, especially if you have an abundance of cities, 1/2 road costs is pretty nice, and +50% gold production is really useful when going for an economic victory, especially since it comes late in the game when the ecomic milestones get pretty big.
 
On the subject of "swipe" coming to iPhone/iPod, on the e3 episode of the pocket gamer podcast (Who I think are either responsible for swipe or a major contributor) they mention that it IS, indeed coming.

I was out for a run while I was listening so I wasn't 100% paying attention, but I seem to recall they even listed a release date.

I, too, am iPad-less and intend to stay that way unless they just flat out don't update the iPod touch line this year, at which point I may pick one up with my tax return.

I'd love more digital magazines and such on my iPod, as I have no issue surfing the web and don't see how it could suck as much as not having the option at all.

Also, if you like podcasts I truly do reccomend the pocket gamer podcast, they've really stepped up their game this year.
 
Brainsss came out a little over a month ago and some stats were released on our sales:
http://www.cbsnews.com/8301-505124_...tag=cbsnewsSectionsArea;cbsnewsSectionsArea.1

The game hasn't sold very well even though we were featured by Apple. I'm curious to hear the thoughts of the community and opinions of other developers.

This isn't a post on Brainsss, I just wanted to spark a discussion on if iOS development is viable or not.


A lot of devs would kill to make $30k off a release

While that's true, that's kind of dismissive, no? I feel for these guys. I bought the game at launch, and I don't think that the 99 cent price point (or Free to play) would help sales as much as people assume.

I enjoy the game and continue to play it when i'm bored, but there are a couple of theories that i have on why it didn't hit.

1. The game has a SERIOUS identity issue. It's a super simplified zombie RTS with extra cute zombies in an extra cute world. Okay, so if the appeal is for mainstream and girlfriend, why would they be into ANY type of RTS? I love RTS games, and controlling the zombies is still kind of difficult. Because they've tried to get rid of RTS conventions like sub commands and map navigation, you're essentially amassing hordes of followers and splitting them up into sub-teams to tackle a goal. It's a little more hassle to do than a typical RTS, sure, and you eventually get used to it...but who are these gamer chicks and moms and kids that really want to sit down and micromanage in these VERY large environments? I tried to get my wife into it and she was bored within moments.

Hardcore guys like me will certainly do it because we're desperate for RTS games, but because the devs decided to go the OTHER route, it's like half of what it would appeal to my demographic. What could've been a super moody, intense, horrific zombie RTS was compromised with no apparent payoff. It's sad, because it's actually a VERY good game! It's basically still too hardcore for the casual audience that the game was aimed for, but not because of omission of features but because it's an RTS. The guys should've just made the same cutesy zombie game as an endless runner and it might've had more traction with the casuals. Conversely, had they made the game a freaky hardcore zombie RTS, it would've had lots of traction with a smaller audience, but higher sales at a potentially higher price. It's a toss up. The middle ground they chose, however, clearly didn't work out for them despite their exposure on the App Store.

2. No offense, but the app icon really doesn't grab you. More, since we're talking design elements, there's nothing that really grabs you about the design in general. Graphics are sharp in HD on my iPad, but it's so strange reconciling attacking people with my zombie horde and the super colorful look of the world. And yes, you're really forced to ATTACK and kill people. Cops will shoot at you, and the game requires tactics to take out powerful patrolling officers.

3. Somebody posted above that the game needed a better description on the appstore, and they were right. Gameplay videos would've helped, and even more exposure from places like AppSpy, Touch Arcade, and Indie Games Magazine would've gone a long way during pre-release. I actually hadn't heard about the game until one of the devs mentioned it here on Gaf.

It REALLY sucks that you guys only made 30k. You clearly put a lot of work into it and the game is actually a fun GAME for more than five minutes - a rare feat on the appstore. I was hoping that the casual gambit that you guys made would pay off so that it would encourage you to make more games.

As it is, if you guys have the resources, do what GLU Games does. Just re-skin the damn thing, add a few features to make it more RTS like, and REALLY up the atmosphere. The core engine is GREAT. If the game had more of that END NIGHT feel (another GAFFer developed zombie iOS game), I think that you'll see some financial reward from the more hardcore fanbase looking for something tonally horrific AND textured with gameplay.

Good luck!
 
OhCube got an updateband it controls much much better now. Still not as good as Picross 3d obviously, but it is now extremely playable.

I'd like to echo this. I could only stand to play a couple of puzzles in Oh! Cube because - even as a Picross 3D veteran - even the simplest puzzles would need a couple of tries to perfect because of the poor touch controls. Each block would take multiple taps, which, on an iPhone, exponentially increased your chances of hitting the wrong block accidentally while you jabbed wildly at the screen.

The new update seems to have really addressed that, and that alone has turned the game from a frustrating chore to a pleasant diversion.
 
Really hooked on monsters ate my condo at the moment. What a great game, fast paced and a visual explosion on screen when super combos are made. The game makes you feel like a champ when you hit massive combos and the score just shoots up. I can't believe I slept on this game for so long, but I'm really happy I decided to give it a try.

What kind of strategy do you guys use? I still need to work on my high score, hoping to get into the GAF top 20, that always seems to be a main goal for myself (of course I want first, but I don't have the patience to dedicate myself to get it)

I would recommend this game to anyone who is looking for a unique style match 3 game that seems to have more depth than it first let's on. It's a great pick up and play and I'm sure many of you guys will enjoy it, and judging from my game center friend list, a lot of GAF already have.
 
Really hooked on monsters ate my condo at the moment. What a great game, fast paced and a visual explosion on screen when super combos are made. The game makes you feel like a champ when you hit massive combos and the score just shoots up. I can't believe I slept on this game for so long, but I'm really happy I decided to give it a try.

What kind of strategy do you guys use? I still need to work on my high score, hoping to get into the GAF top 20, that always seems to be a main goal for myself (of course I want first, but I don't have the patience to dedicate myself to get it)

I would recommend this game to anyone who is looking for a unique style match 3 game that seems to have more depth than it first let's on. It's a great pick up and play and I'm sure many of you guys will enjoy it, and judging from my game center friend list, a lot of GAF already have.

You should check this out :)

I have three DreamWorks Dragons: TapDragonDrop codes to give away. Quote this post and throw in the app icon to win, first in, first served.
 
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