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iOS Gaming June 2015 | The future is now

Mario

Sidhe / PikPok
And so does countless companies such a Zynga, PikPok, he one who makes Clash of Clans or Candy Crush Saga. They have money, probably to live two or three lives without working, but still, they need more and still ripping of players with every new game they put out.

That's an out of line comment right there. You have no idea of what you are talking about.
 

Anilones

Member
I've received a couple of notifications for sales regarding FF IV and V. I don't know whether there are other FF games reduced too.
 

awp69

Member
So many good games are on sale right now! Which one should I get?

Evoland 1.99 instead of 4.99
Goblin sword 1.99 instead of 1.99
Hero emblems 1.99 instead of 3.99

HIGHLY recommend Hero Emblems. It's a difficult game, even on easy, but it's easily the best match-3 RPG on iOS, with much more emphasis on the RPG than most games of its type, requiring strategy and not just luck to beat. Goblin Sword is also good fun, but Hero Emblems is one of my favorite games of the year so far.
 

decaf

Member
giphy.gif


Anyone else feel like most of the conference speakers this year felt ashamed to be talking about mobile? Pocket Gamer's written a feature up on the topic.

Seemed very odd for FFVII iOS to be mentioned just in passing when I can imagine just about everyone wanting it on their phone,
wtzgU.gif
 

heringer

Member
giphy.gif


Anyone else feel like most of the conference speakers this year felt ashamed to be talking about mobile? Pocket Gamer's written a feature up on the topic.

Seemed very odd for FFVII iOS to be mentioned just in passing when I can imagine just about everyone wanting it on their phone,
wtzgU.gif

It's not really the right place, unfortunately. People who follow press conferences are mostly interested in console announcements. Some can get downright offended by mobile having a space at all, and the speakers making the mobile announcements know that, which can make them feel unconfortable.
 
It's not really the right place, unfortunately. People who follow press conferences are mostly interested in console announcements. Some can get downright offended by mobile having a space at all, and the people making the mobile announcements know that, which can make them feel unconfortable.
Depends on what's being shown

That Minions game? Come on, not the game you show during your big E3 press conference

Lara Croft Go? Even people in the GAF SE conference thread were saying that looked cool
 

PittaGAF

Member
I always wondered why Apple didn't go shopping for some triple A devs long ago.
Or even better finance some indie devs (which seem to 'get' the platform almost always better than traditional devs).
They could buy almost all triple A publishers with the blink of an eye, but they never tried to actually shop for exclusivities or other things that MS and Sony do any other day, with maybe the sole exception of Epic (not sure).

I get it's certainly NOT in their DNA but considering that, by their admission, gaming on iOS is a big chunk of revenue in the AppStore, they should try to do something a bit more aggressive.

But yeah, they don't care.

Imagine a big console franchise (that make sense of course, not talking about COD) made exclusive to iOS due to a deal with Apple.
Imagine NeoGAF the day after :)
 

heringer

Member
I always wondered why Apple didn't go shopping for some triple A devs long ago.
Or even better finance some indie devs (which seem to 'get' the platform almost always better than traditional devs).
They could buy almost all triple A publishers with the blink of an eye, but they never tried to actually shop for exclusivities or other things that MS and Sony do any other day, with maybe the sole exception of Epic (not sure).

I get it's certainly NOT in their DNA but considering that, by their admission, gaming on iOS is a big chunk of revenue in the AppStore, they should try to do something a bit more aggressive.

But yeah, they don't care.

Imagine a big console franchise (that make sense of course, not talking about COD) made exclusive to iOS due to a deal with Apple.
Imagine NeoGAF the day after :)

I don't think Apple is interested in Neogaf's reaction. :p

I also don't see any benefit for Apple for buying a big console franchise to iOS. It would be a huge failure, business wise. People have trouble paying $5 for an iOS game, let alone $50+. I also don't think that would attract new customers to the platform. The WiiU is a $250 system that is a complete failure even though it has some exclusive heavy hitters like Mario Kart, Smash Bros, Donkey Kong, etc.

Unless they market a console build with that ecosystem in mind, it's not going to happen. Why would they be aggressive towards a practice that is working for them?
 

PittaGAF

Member
Why would they be aggressive towards a practice that is working for them?

For us.
The niche of the niche :)

Yeah you are probably right, but they do try to make the AppStore more premium friendly recently and I guess they perfectly know they are seen like the Devil by a large chunk of the gaming audience (the hard core one, probably the minority now if we consider the casual ones).
And after seeing Epic on stage at WWDC years ago I totally expected to see more of them in the coming years.

It's true that they do not care if the money come from the 100th clone of Clash of Clans or the next 'The Room' or Monster Hunter Unite, but I still think (probably I'm just wrong) that some cool game made for the platform by a beloved dev could make people less uncomfortable talking about mobile games, even at E3.

But yeah it's a moot point.
 
Some games out today/tomorrow that look interesting

Star Wars - Heroes Path By Disney
$4.99 with extra content through IAP.
https://itunes.apple.com/nz/app/star-wars-heroes-path/id985443502?mt=8

looks to be a little similar to Hitman GO?

Lead the Rebel Alliance to victory! Guide Luke Skywalker, Han Solo, Princess Leia, Chewbacca, and Obi-Wan Kenobi through perilous puzzles that will wrack your brain and test your luck! Use the characters’ special abilities as you travel from Tatooine to the Death Star, but watch out—every move can trigger enemy reactions that will change the game and your strategy in an instant! Experience A New Hope in a whole new way as thrilling motion comics keep the story of the classic adventure intertwined with play.

Puzzle and Fight to restore freedom to the galaxy with Star Wars - Heroes Path!

FEATURES
• Unlock an exciting interactive reimagining of Episode IV: A New Hope as you master each puzzle environment!
• Test your skill on 6 exciting environments and dozens of levels.
• Find multiple solutions to each level, and overcome obstacles in whatever way you like best. Earn achievements for innovative solutions!
• Unlock new heroes in every chapter! Every hero has an exciting special ability, including decoy holograms, lightsabers, blasters and more!
• Don’t forget your back-up! Get other members of the team to help. Deploy R2-D2 to hack gates, Chewbacca for a massive attack, and more!
• Ramp up from basic foes to crafty officers, moving platforms, trap doors, forcefields, and hidden intel!
• Earn hero powers and hints by completing daily challenges.
• Four heroes and six chapters with download, two more heroes and four more chapters plus new environments with in-app purchase!

screen640x640.jpeg

screen640x640.jpeg


KKRacing
By Beijing Kaku All-dimensional Media Co.,Ltd

https://itunes.apple.com/nz/app/kkracing/id848858612?mt=8

I enjoy some kart racing, but this one is F2P. We'll see what the IAP is like.

screen322x572.jpeg


Swing Racers
by morepork

https://itunes.apple.com/nz/app/swing-racers/id925659640?mt=8

Looks like no IAP, reminds me of Micro Machines

screen520x924.jpeg
 

Wingus

Member
Just bought Hero Emblems since it's discounted on the App Store.

Heard loads of good things about this on GAF and am in the mood for match-3's lately.
 

mid83

Member
To add to the freemium discussion, I think the existence of whales alone are a big reason why freemium is doing as well as it does. It can be hard to imagine why people spend so much on Candy Crush until you realize that some people literally spend thousands on these games. It's insane. I remember my first experience with whales was when I dabbled in Maplestory years ago. I never paid money but I remember talking to some people who said they spent upwards of $50-100 a week (some up to thousands over a weekend).

How can premium even compete with that? One whale means you need hundreds or thousands of downloads of a premium game just to equal what you make off one whale in a f2p game. It's sad, but as long as people continue to spend like that, it's hard to see how things will change.

I do think freemium is good for devs in that they can have regular income vs having to plan for that big chunk of revenue from week one sales, which usually is the majority of what they will ever make on the game. If the game fails week one, they are likely boned. Freemium at least gives them the flexibility to salvage the game maybe turn it into a success.
 

awp69

Member
To add to the freemium discussion, I think the existence of whales alone are a big reason why freemium is doing as well as it does. It can be hard to imagine why people spend so much on Candy Crush until you realize that some people literally spend thousands on these games. It's insane. I remember my first experience with whales was when I dabbled in Maplestory years ago. I never paid money but I remember talking to some people who said they spent upwards of $50-100 a week (some up to thousands over a weekend).

How can premium even compete with that? One whale means you need hundreds or thousands of downloads of a premium game just to equal what you make off one whale in a f2p game. It's sad, but as long as people continue to spend like that, it's hard to see how things will change.

I do think freemium is good for devs in that they can have regular income vs having to plan for that big chunk of revenue from week one sales, which usually is the majority of what they will ever make on the game. If the game fails week one, they are likely boned. Freemium at least gives them the flexibility to salvage the game maybe turn it into a success.

I can understand this and think there are ways to balance F2P in a way that benefits both the consumer and the developer (like ads with an IAP to get rid of the,). As has been mentioned a few times already, any freemium model that restricts how and how much you can play is a huge turn off to me. We've seen big success stories like Crossy Road that show that things like timers and consumable IAPs (the two worst F2P monetization schemes IMO) aren't necessary to succeed. Aside from ad removers, IAPs that give some kind of permanent benefit to those that find a game too challenging or just want to advance in a game quicker by unlocking things early, etc. are other acceptable F2P examples that don't alienate the hard core gamer but hopefully can still supply a steady stream of income.

I think what a lot of us here are also saying is that big gaming companies or already established IPs can be successful without destroying that IP. Take Transistor. It's an already established IP BUT still not a game everyone would have been familiar with and appears to be selling quite well. I'd argue that Torchlight is a more recognizable IP and I think it could have been huge without a F2P model. Just like Dungeon Keeper was a well known series but was turned into crap by really aggressive IAPs. To me those examples scream greed more than care for their user base. Both of those and countless others, IMO, would have been hits even at a $10 or more price tag. We keep seeing more and more premium success stories for well known games.

Indie devs, arguably, have more leeway to try different monitization methods because they really do need to get their games out there. A $10 game from a completely unknown dev is less likely to succeed. Yet I still think there are better ways than timers and endless consumables to do it.

But the big guns or ports of games already successful on other platforms? It just kills any good will towards them if it's obvious that they are choosing to get a bigger return over player satisfaction when they could keep a game's integrity and still do quite well as other IPs have shown.
 
But the big guns or ports of games already successful on other platforms? It just kills any good will towards them if it's obvious that they are choosing to get a bigger return over player satisfaction when they could keep a game's integrity and still do quite well as other IPs have shown.
Cough One Finger Death Punch Cough

iboTAjxLwGjvTT.gif
 

Ambitious

Member
Missed that, sorry. Not sure about the languages, but the game plays great on touch. Added a tactile sense of immersion that you don't get playing with m/kb. Actually interacting with your booth improves the experience IMO

Thanks! Sounds good. Bought.
I'm just gonna set my iPad's language to English. Not like it matters.
 

Frostt

Member
That's an out of line comment right there. You have no idea of what you are talking about.

I thought you were on those leagues, earning big money like those companies, like millions per day, if thats not the case, I apologize.
 

awp69

Member
Can't seem to pull it up via browser, but Xenowerk is live in the US (and presumably worldwide).

Only $1.99 with optional currency IAPs (although I can't vouch for how "optional" they are, I trust Pixelbite).
 

Mario

Sidhe / PikPok
I thought you were on those leagues, earning big money like those companies, like millions per day, if thats not the case, I apologize.

Even if we were making anywhere close to the amount of money that Zynga, King or Supercell are, that doesn't mean we have to be "ripping people off" to do so.

Hipster Whale has made 10s of millions of dollars with Crossy Road in just a few months. Are they "ripping people off"?

The reality is financial success and consumer friendliness are not mutually exclusive. I pride myself on running a highly professional and ethical studio that goes out of its way to put the customer first, and any small amount of research (or indeed asking questions) would make that obvious. We've never built anything to "trick" people, we've given 100% of refunds requested, and we give away paid games and content for free all the time for example. I've even recently been in another GAF thread undertaking an exercise which is costing us money just to make a handful of our fans happy.

I'd appreciate in the future if you didn't jump to conclusions about how we operate and our motivations (or those of any other company for that matter) regardless of what financial success we might be achieving.
 

am_dragon

Member
Could someone recommend some good multiplayer shooter games for iPhone?

I gave my son my iPhone 5 and we were looking for some good multiplayer games. I have most of the async board and card games so we were looking for more action oriented games.
 
Played some xenowerk.

Look and feel is very similar to Space Marshalls, but it's more action based/less stealth.
Has a lot of social stuff 'challenge your friends' and other nonsense.
The IAPs are for an ingame currency to buy weapons/armor, but it seems you can pick it up in game pretty easily.

I don't know if it's because i'm used to playing on my iPad mini, but the font/HUD looks really tiny on my iPhone 6. Unfortunately, it does run on iOS 9 at the moment.
 

MagicD

Member
Even if we were making anywhere close to the amount of money that Zynga, King or Supercell are, that doesn't mean we have to be "ripping people off" to do so.

Hipster Whale has made 10s of millions of dollars with Crossy Road in just a few months. Are they "ripping people off"?

The reality is financial success and consumer friendliness are not mutually exclusive. I pride myself on running a highly professional and ethical studio that goes out of its way to put the customer first, and any small amount of research (or indeed asking questions) would make that obvious. We've never built anything to "trick" people, we've given 100% of refunds requested, and we give away paid games and content for free all the time for example. I've even recently been in another GAF thread undertaking an exercise which is costing us money just to make a handful of our fans happy.

I'd appreciate in the future if you didn't jump to conclusions about how we operate and our motivations (or those of any other company for that matter) regardless of what financial success we might be achieving.

Bravo! Awesome attitude and well said.

Due to the massive competition, success in mobile is so incredibly difficult regardless of F2P or Premium. Even if a dev is making F2P games, that does not necessarily mean that they're out to gouge customers, or even go whale hunting. It might just mean that they've heard far too many horror stories from smart, well-meaning dev friends making a quality premium games only to have them fall on their $0.99 faces.
 
Edited: A lot of stuff, but I realized that is the opinion of a long time gamer versus the opinion of a salesman. Will never agree on the same things.
You do realize those things are not exclusive, right? Being one doesn't exclude someone from being the other? Since gaming is a hobby.

Mario's a developer; that's like saying someone who's a long-time cinephile can't also be a filmmaker
 

awp69

Member
Played some xenowerk.

Look and feel is very similar to Space Marshalls, but it's more action based/less stealth.
Has a lot of social stuff 'challenge your friends' and other nonsense.
The IAPs are for an ingame currency to buy weapons/armor, but it seems you can pick it up in game pretty easily.

I don't know if it's because i'm used to playing on my iPad mini, but the font/HUD looks really tiny on my iPhone 6. Unfortunately, it does run on iOS 9 at the moment.

I played some as well. Definately more arcadey than Space Marshalls. Controls very nicely. Can't say it brings much new to the genre compared to Space Marshalls. Little story (so far).

Still recommended for fans of DSS shooters, especially at its measly $2 price tag.


--------

Has anyone tried Drylands? It looks kind of cool but read one review that made it sound like it can be difficult trying to figure out what to do next. And reading the thread a bit on TA, I also get a bit of that vibe from players.

I don't mind a bit of exploration and puzzles of course, but especially when I'm on mobile I like a least some sense that I'm progressing and not totally lost.

Just figured I'd see if anyone here felt the same about it.
 

Mario

Sidhe / PikPok
Speaking of long-time games, reckon we might get Shatter on iOS with MFi support?

You've probably been asked it a stack, but I'd still buy the hell out of it.

We've looked into it a few times, and we can't find a way to bring it to the platform that makes commercial sense. It would have to come to iPad only as a paid title which is an incredibly risky prospect given the work required to get it there is non trivial.

Currently exploring if we can partner with an external dev to do the port on a rev share basis.
 

Shaneus

Member
We've looked into it a few times, and we can't find a way to bring it to the platform that makes commercial sense. It would have to come to iPad only as a paid title which is an incredibly risky prospect given the work required to get it there is non trivial.
Ah damn, I thought with the newer platforms it might not have been as difficult to do :( Well, I hope it comes to fruition but if not, totally understand :)
 

Mario

Sidhe / PikPok
Ah damn, I thought with the newer platforms it might not have been as difficult to do :( Well, I hope it comes to fruition but if not, totally understand :)

Control issues aside, the iPhone and iPad could certainly run it without too much issue on the CPU/GPUs they have, but porting the obscure and spaghetti C++ code the game has is the problem.

We have at least in the last couple of months released it on the Mac App Store as we had a Mac (and Linux) version done when we did the Humble Bundle.

All of our stuff is being done in Unity now which in theory makes platform ports for our newer games easier.
 
Fugl devs have an open alpha, email them here to join

I'm love this so much. This game is going to live or die by its mechanics, and it just nails them so well. There's currently a free roam mode and arcade mode, where you have to fly close to the ground to regain boost. But it's so satisfying to just fly around, soar around the environment, swoop under arches and through valleys and into caves. Imagine the coolest landscapes in Minecraft - the towering mountains, the overhangs, the canyons and caves - and then imagine deftly gliding through and around those landscapes

This could easily end up being the Proteus of mobile. The gameplay has this zen-like feeling to it, and it's colorful and exciting to explore, and it's vibrant with life. Dolphins and fish jumping from the oceans, birds flying through the air, and more to come
 

Voidance

Member
Control issues aside, the iPhone and iPad could certainly run it without too much issue on the CPU/GPUs they have, but porting the obscure and spaghetti C++ code the game has is the problem.

We have at least in the last couple of months released it on the Mac App Store as we had a Mac (and Linux) version done when we did the Humble Bundle.

All of our stuff is being done in Unity now which in theory makes platform ports for our newer games easier.
I'd have to imagine that control issues are a huge hurdle. The degree of precision needed in some of those levels was pretty high and I'd be hard pressed to recreate that with virtual sticks. You'd almost have to redo some/all of the game to make it "looser" to accommodate the control scheme.

I'm saddened by the news of Torchlight Mobile, but I should have known better.
 
Has anyone tried Drylands? It looks kind of cool but read one review that made it sound like it can be difficult trying to figure out what to do next. And reading the thread a bit on TA, I also get a bit of that vibe from players.

I don't mind a bit of exploration and puzzles of course, but especially when I'm on mobile I like a least some sense that I'm progressing and not totally lost.

Just figured I'd see if anyone here felt the same about it.

I've been playing it. It's got a cool aesthetic, although the all-caps font is horrible to read. (If I was feeling snarky, I'd say that the major reason people are getting lost is because they can't read the dialogue to know what to do next.)

The levels so far have been small enough that it'd be pretty difficult to get lost, but if the levels get too much bigger I could see some problems. Everything kind of looks the same: ruined building, graffiti, busted pipes, etc., so there's no real landmarks to tell exactly where you are. The game marks important items and objects with a blue exclamation point, but the game doesn't tell you where they are in relation to you, so you end up wandering around a lot.
 

JCho133

Member
Xenowerk reminds me of the 3D Alien Breed games that were on XBLA.

Obviously not as innovative as Space Marshalls, but I'm enjoying it and it's systems a lot.

I actually find myself trying to perfect every level which is a rare thing for me.

Tons of cool weapons too, and a unique way of upgrading.

I dunno, it just feels like it does what it's trying to do a lot better than similar games. Must be that special Pixelbite touch.

I definitely recommend it
 

Oynox

Member
2 of my fave iOS games.
I couldn't decide between the two, so I bought both :D

Thought about oceanhorn... But I will wait with that till I have a better device. (Running an iPhone 5 here)

/edit regarding fallout shelters success and revenue, eurogamer did an short article on it:
http://opcoa.st/H5gXd

/edit2 sorry for the opera coast link. Didn't found another way to get the link :/
 

PittaGAF

Member
Call to arms!!!!

Beta of next Rodeo Games game (Deathwatch) is about to start.

They are asking help on some particular devices now on TA. I've asked to replicate the request here, I know there are people looking for that game and maybe willing to help them to make the game as polished as possible on day 1.

So if you happen to have one of these devices (and these only, no other requests):

Devices needed; iPhone 5, iPhone 5C and iPad 4 and iPad Mini 3

Drop me a message with your mail and device and I'll forward it to Rodeo.

It comes in a first come/first served basis.

DISCLAIMER: I'm not part of Rodeo, I can't guarantee anything, I'm just someone waiting for the game willing to help them, that's all.

So if you are interested in all this, let me (them) know!!!

EDIT: mail is needed because that's where the invite will come from, they use something similar to Testflight, so remember to specify that!
 

PittaGAF

Member
For the ones interested I found this video about Star Wars Heroes path.
Looks cool, very similar to Hitman GO in a Star Wars environment with a comic look (I would have preferred a more realistic look, but I'm cool with that...I have yet to buy the game tough).
Looks like the start is dead easy but Hitman one was too.
I've read on TA you pay for the first 27 levels, not sure if the rest of the game is behind a iap or you unlock it by playing (as Hitman).

https://www.youtube.com/watch?v=8BEr71O-S5o

Anyone got it here?

Also, I couldn't find any gameplay video of Lara Croft GO (which I want as soon as possible).
If anyone find anything, please share!!!
 
Almost done with the Room, just have the epilogue chapter and it's over.

Pretty good game, really. I do wonder if the textures were this rough on the original ipad version compared to the pocket iphone version that i'm playing. Textures can range from being intricately detailed to looking like a modern PC game being run at the lowest settings. And I have had to use clues just a couple of times because there's some stuff that i just forget about. Luckily, the clues escalate in such a way that the first clue is usually just a gentle nudge in the right direction, still leaving you feeling like you solved the puzzle on your own.

So yeah, maybe i'll pick up the room 2 whenever it hits .99.
 

awp69

Member
Call to arms!!!!

Beta of next Rodeo Games game (Deathwatch) is about to start.

They are asking help on some particular devices now on TA. I've asked to replicate the request here, I know there are people looking for that game and maybe willing to help them to make the game as polished as possible on day 1.

So if you happen to have one of these devices (and these only, no other requests):

Devices needed; iPhone 5, iPhone 5C and iPad 4 and iPad Mini 3

Drop me a message with your mail and device and I'll forward it to Rodeo.

It comes in a first come/first served basis.

DISCLAIMER: I'm not part of Rodeo, I can't guarantee anything, I'm just someone waiting for the game willing to help them, that's all.

So if you are interested in all this, let me (them) know!!!

EDIT: mail is needed because that's where the invite will come from, they use something similar to Testflight, so remember to specify that!

Are you sure they only need iPad Mini 3? My Mini 2 is the same thing without the Touch ID ;)
 
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