• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

The Official iPhone/iPod Touch Gaming Thread

Status
Not open for further replies.
So ngmoco keep changing their games with some sort of server side adjustments (Eliminate and TPdogs only) and it's really ticking me off now, If I was someone who brought £10 worth of overpriced power cells in eliminate to find they do 3-4 days worth of 90 SECOND recharges I would be rather pissed, then they raise prices for all items and upgrades in eliminate after 3 weeks of being out, it's like they never tested their plans with this game and using us as the ginnie pigs, also once you level up a bit you will find the game is very unbalanced with lame shield campers and the overpowered broken shotgun dominating (a good 9/10 people I play online with use this weapon only)

The main problem with eliminate now isn't how to control yourself and shoot, but in how the matchmaking works. it keeps sticking people into 1 v 1 matches instead of a full 4 player game as it did at launch, also despite what they say the shield is the most broken powerup ever, you can't take damage when it on and running into someone is a near instant kill, health power up's are very common and regen you to 175hp, making 1 v 1's hard as the killer will always have more hp then you (when you die you drop a heath power up lol)

They should have spent a little more time with the game, I hope they have learned from this for any of their future games which require internet play and micro transactions.
 
Diablohead said:
So ngmoco keep changing their games with some sort of server side adjustments (Eliminate and TPdogs only) and it's really ticking me off now, If I was someone who brought £10 worth of overpriced power cells in eliminate to find they do 3-4 days worth of 90 SECOND recharges I would be rather pissed, then they raise prices for all items and upgrades in eliminate after 3 weeks of being out, it's like they never tested their plans with this game and using us as the ginnie pigs, also once you level up a bit you will find the game is very unbalanced with lame shield campers and the overpowered broken shotgun dominating (a good 9/10 people I play online with use this weapon only)

The main problem with eliminate now isn't how to control yourself and shoot, but in how the matchmaking works. it keeps sticking people into 1 v 1 matches instead of a full 4 player game as it did at launch, also despite what they say the shield is the most broken powerup ever, you can't take damage when it on and running into someone is a near instant kill, health power up's are very common and regen you to 175hp, making 1 v 1's hard as the killer will always have more hp then you (when you die you drop a heath power up lol)

They should have spent a little more time with the game, I hope they have learned from this for any of their future games which require internet play and micro transactions.

I see what your saying, They didn't seem to change things much in Canada.
I also brought a bunch of power cells but I'm not upset with this quick recharge. I place about 6 games a day and also use two bowls of dog food. It's like my daily fix.

And with the matchmaking, maybe it's just your area or something.
I got the game when I was in Canada and Now I'm in the UK and the matches are fine wherever I play.
 
Guv_Bubbs said:
I see what your saying, They didn't seem to change things much in Canada.
I also brought a bunch of power cells but I'm not upset with this quick recharge. I place about 6 games a day and also use two bowls of dog food. It's like my daily fix.

And with the matchmaking, maybe it's just your area or something.
I got the game when I was in Canada and Now I'm in the UK and the matches are fine wherever I play.
It might be due to skill level matching, not enough people with 5k skill or something to pair up with, while I can understand that it sticks me against people 20 levels higher who can 1 hit me, run the speed of light and have super armour, out of the thousands online going by the ingame ticker why do I end up with shit like that :(

I did buy 2-3 packs of 20 cells in the first week, but they just keep pissing about with settings which would or should have been done in a beta test, it upsets me that now to reach my goals I need to spend twice as much ingame credits, fight more 1 on 1's and well, get annoyed.

What would have been ideal is have every fight earn something (I find no reason to play without energy at all) but at a tiny amount, with energy players getting 5-10x the reward like they do now, I play 2-3 matches and turn it off usually pissed off at the terrible matchmaking.
 
Diablohead said:
It might be due to skill level matching, not enough people with 5k skill or something to pair up with, while I can understand that it sticks me against people 20 levels higher who can 1 hit me, run the speed of light and have super armour, out of the thousands online going by the ingame ticker why do I end up with shit like that :(

I did buy 2-3 packs of 20 cells in the first week, but they just keep pissing about with settings which would or should have been done in a beta test, it upsets me that now to reach my goals I need to spend twice as much ingame credits, fight more 1 on 1's and well, get annoyed.

What would have been ideal is have every fight earn something (I find no reason to play without energy at all) but at a tiny amount, with energy players getting 5-10x the reward like they do now, I play 2-3 matches and turn it off usually pissed off at the terrible matchmaking.

I was skill 5000ish and now i'm 6000ish. When you lose your skill goes down so maybe it'll level out.

Are you shaking credits out of bodys?
 
Guv_Bubbs said:
I was skill 5000ish and now i'm 6000ish. When you lose your skill goes down so maybe it'll level out.

Are you shaking credits out of bodys?
Yep when I can, it's just not fun anymore, I can land plenty of hits from rockets, hit with that railgun weapon and even grab powerups but the game is just unbalanced, and 1 v 1 is not fun.

IMO the overpowered shield should be random or spawn much slower, hp regen goes too high, the shotgun weapon can actually snipe and kill over a map with the same power as a close range shot, it's just a huge mess. None the less I given up on it and it sounds like 1.1 is just adding time restricted gears and 1 single new map... Maybe they should go play quake live a bit to learn what is good.
 
Diablohead said:
Yep when I can, it's just not fun anymore, I can land plenty of hits from rockets, hit with that railgun weapon and even grab powerups but the game is just unbalanced, and 1 v 1 is not fun.

IMO the overpowered shield should be random or spawn much slower, hp regen goes too high, the shotgun weapon can actually snipe and kill over a map with the same power as a close range shot, it's just a huge mess. None the less I given up on it and it sounds like 1.1 is just adding time restricted gears and 1 single new map... Maybe they should go play quake live a bit to learn what is good.

I played 3 or 4 games of that and didn't kill one person. Not good
 
So, I'm looking for a special kind of graphics in iphone games, good looking pixelart like in Canabalt/Hook Champ/Ninja Honda Karate?

Any tips?
 
dioxys said:
So, I'm looking for a special kind of graphics in iphone games, good looking pixelart like in Canabalt/Hook Champ/Ninja Honda Karate?

Any tips?
Tips for looking? Tips for making?


Anyway, thought I'd post some impressions of monopoly classic. I hvent played the 'here and now' edition, but this is a really solid version. Has a bunch of options for common house rules, nice animation of the pieces with a selection of unnecessary 3d backgrounds. Trading is a little but unintuitive, but everything else works quite well. My only problem here is that the game doesn't seem to force an immediate 10% fee when you receive a mortgaged property, which I think is the rule. You can kind o trick the computer into trading, but I don't mind that as I want to enjoy a gooD game of monopoly, not get frustrated.

The best part is that the game moves really quickly. Unlike Catan, you don't have to confirm every action, so when you press pass to next turn you don't née to confirm and the computers take their turns quickly. Plays faster than a real game because you don't have to keep the attention of your brothers and sisters who invariably gang up on you.

Oddly, I bought the international version, but my board is US. It changes to uk I I set my region formatting to uk, but stays on us if I change to other things(I've tried new Zealand, Australia, Germany, ). I personally want the uk board, so i wish there was an option to just select it.

I think it's a great game.
 
Does no response to my asking how command & conquer was mean noone's playing it?
 
Diablohead said:
It might be due to skill level matching, not enough people with 5k skill or something to pair up with, while I can understand that it sticks me against people 20 levels higher who can 1 hit me, run the speed of light and have super armour, out of the thousands online going by the ingame ticker why do I end up with shit like that :(

I did buy 2-3 packs of 20 cells in the first week, but they just keep pissing about with settings which would or should have been done in a beta test, it upsets me that now to reach my goals I need to spend twice as much ingame credits, fight more 1 on 1's and well, get annoyed.

What would have been ideal is have every fight earn something (I find no reason to play without energy at all) but at a tiny amount, with energy players getting 5-10x the reward like they do now, I play 2-3 matches and turn it off usually pissed off at the terrible matchmaking.

I'm level 11 and about 2000 skill, and it keeps matching me up against people that are level 20-25. It's total bullshit, and really pissing me off. Getting one hit killed by dudes in combat tank armor with rocket launchers isn't remotely fun, especially when I'm sucking up all my energy to play these matches and earn about 30 credits for getting annihilated.

Honestly though, some of these high level people are so bad that I end up in first place some matches. It's really hit or miss as to whether people are any good or not, but fighting people over double my level should never happen.
 
Got an email saying that TCG game Moonga has been submitted for approval.

maybe this will whet my appetite for a good(cheap?) tcg on this platform.
 
FlyinJ said:
I picked up Minisquadron which got released today. By far one of the best controlling and most fun arcade games I've played on the iPhone to date

+1

I think the best feature is the presence of so many planes -- depending on which one you choose, the strategy for finishing a level is going to be different; plus, you play to unlock yet another plane (there's more than SIXTY in the game!).
 
Anyone know when Plushed is coming out? It's been almost half a year since they announced it, and a couple months since they decided on the price...
 
SEGA has announced Super Monkey Ball 2 for the iPhone (video above), with the games development company stressing it has many more games in development for the Apple mobile platform, a platform expected to account for 24 percent of portable game sales by 2014. Read on...

That’s serendipitous to an extent, as a recent Research and Markets survey suggests the iPhone will drive future growth in the mobile gaming market. Analyst, David Cole, says. “Dedicated portable game systems from companies like Nintendo and Sony are still expected to lead the market, but it appears growth for these devices has peaked. The platforms from Apple are expected to be responsible for the bulk of market growth over the next few years.”

Oceanhouse Media Development Director Greg Uhler said: “With the iPhone and iPod touch, Apple has finally delivered mobile developers a platform with an attractive business model and a rapidly growing installed base of active consumers.”

By 2014, sales for games on the iPhone/iPod Touch are expected to account for about 24 percent of total portable game software sales, Research and Markets say.

SEGA exec Ethan Einhorn told IGN that the iPhone has, “reached out to a huge cross section of the community that is not buying a device just for games. So when you have something that's this powerful - that's easily competitive with the other handsets that are on the market - and you can put games on it that have full 3D graphics, you're able to satisfy the gamer audience that we know is there but also reach out to a totally new audience."

The company intends following up Super Monkey Ball 2 with a number of other games for Apple’s platform, most of which have not yet been announced. “SEGA is very seriously committed to making great iPhone games.”

The executive also promised more titles developed specifically for the iPhone, developed to fully exploit the platform’s potential.


In related news, Apple is expected to see iPhone sales gains in Europe as it moves to abandon exclusive deals, with analysts predicting UK sales could grow as much as 40 percent now the device is available through multiple operators.

http://www.9to5mac.com/sega_iphone_apple_mobile_gaming_30093
 
This is old news, but it's always interesting to discuss possibilities.

A while ago SEGA opened up a thread on the forum and a post on their blog asking for iPhone game ideas.

Taxman had a site up for his Sonic CD iPhone port, and submitted it to SEGA. A few days later the site was down and nothing has been heard since =O If it was a cease and desist he would of just came out and admitted it.

http://www.youtube.com/watch?v=b6hcyfYrx2E

Would be awesome to see Sonic CD iPhone get revealed.
 
ShadiWulf said:
This is old news, but it's always interesting to discuss possibilities.

A while ago SEGA opened up a thread on the forum and a post on their blog asking for iPhone game ideas.

Taxman had a site up for his Sonic CD iPhone port, and submitted it to SEGA. A few days later the site was down and nothing has been heard since =O If it was a cease and desist he would of just came out and admitted it.

http://www.youtube.com/watch?v=b6hcyfYrx2E

Would be awesome to see Sonic CD iPhone get revealed.
I believe it is still going on, Taxman also said something about making it to pitch it towards sega, showing that a non emulated port is actually worth it. Freaky that SEGA also ask everyone what they want to see on the iPhone very shortly after ;)

---

In other news (from toucharcade) the preview of Driver for iPhone sounds good, ported from the pc version with improved textures, the classic physics are still there and an easy mode has been added along with the original which was quite hard.

Also Gameloft are making "GT Racing" with 100 real cars etc, yeah sounds like another copy or at least they got their ideas from GT mobile but if it can hold up like Real Racing, i'm all for it.
 
A.D.D. - Addictive Dumb Distractions $2.99
finally approved

70+ mini games bursting with character
182394_4.jpg


http://itunes.apple.com/us/app/a-d-...=30&siteID=8Vpad6ZPHj0-I3h3uEMWdMKbhqMfnCwJ6Q
 
Diablohead said:
Oh wow I forgot all about this game because of the early problems it had, when I went on a week holiday away from the internet, it's lite/trial version was all I played with my cousin :lol

What was the main reason why it's taken so long do you know?
Apple made them to remove more than 27 mini games

http://appadvice.com/appnn/2009/11/...-six-months-iugos-a-d-d-is-finally-available/
2009 June 5th: First submission of ADD v1.0 and ADD Lite v1.0
2009 June 16th: Received email informing about “unexpected additional time for review” and no clear explanation.
2009 June 29th: ADD Lite v1.0 approved.
2009 July 8th: ADD v1.0 rejected. Informed about the need to re-rated the game with no clear instruction. IUGO re-rated game to maximum 17+ and submitted ADD v1.3 on the same day. Email sent to iPhone Developer Program informing them about the submitted binary.
2009 July 20th: Received email apologizing about delay with no other information.
2009 July 31st: Inquiry email sent. Received automated response with no other information.
2009 Aug 12th: ADD Lite v1.0 pulled by IUGO.
2009 Aug 27th: Inquiry email sent. No response.
2009 Aug 28th: IUGO was advised via Apple developer representative that a particular mini game (Get Off The Lawn) is the problem blocking it from approval. IUGO fixed the problem and resubmitted ADD v1.3 on the same day. Email sent to iPhone Developer Program informing them about the submitted binary.
2009 Sept 8th: Received phone call from Apple. Verified with IUGO that the mini game (Get Off The Lawn) had been removed and an updated binary was submitted.
2009 Sept 12th: ADD v1.3 rejected. Need to remove keywords. Instruction followed exactly with no other keyword changes and resubmitted on the same day. Email sent to iPhone Developer Program informing them about the submitted binary.
2009 Sept 25th: ADD v1.3 rejected. Need to remove keywords from the same batch of previously vetted keywords. Instruction followed exactly with no other keywords changes and resubmitted on the same day. Email sent to iPhone Developer Program informing them about the submitted binary.
2009 Oct 2nd: Inquiry email sent. No response.
End of October: Removed 5 mini games.
November 5: Asked to remove 27 mini games.
November 23: APPROVED
 
I can understand why apple take their time for reviews but that is soooo stupid :lol 4 months of problems and waiting seriously sucks. Anyway I best buy it before apple remove it again because of something.
 
Diablohead said:
I can understand why apple take their time for reviews but that is soooo stupid :lol 4 months of problems and waiting seriously sucks. Anyway I best buy it before apple remove it again because of something.
Its a good idea to buy it now maybe apple will remove the game.

I played the game for 10 minutes and its really good , the mini games are fun.
Its warioware on the iphone, what i need to practice on is the mini games that use the accelerometer.

Now i want to play the mini games that apple removed
 
Battle for Wesnoth just released a few minutes ago. Seems like kind of a big deal. $4.99

Battle for Wesnoth is the official port of a gigantic, complex and detailed full-scale strategy-RPG. We made sure that nothing was cut from the game, everything from flags flapping to skeletons juggling their heads, it's all here!

To find out more about the game or to play the PC/Mac version for free, please visit wesnoth.org


Features

* Almost 200 campaign scenarios across 14 major campaigns - literally hundreds of hours of gameplay!!
* Over 200 fully animated unit types in six major factions, all with distinctive abilities, weapons and spells
* Experienced units gain powerful new abilities as they advance
* Bring your battle-hardened troops with you as you fight through campaigns
* Highly detailed and varied terrain graphics
* Cross-platform multiplayer matches against iPhone, PC, mac and linux players!
* Professional music score with 90 minutes of original music
* Cute little zombie dwarves


Battle for Wesnoth is in active development and will also feature regular free content updates. The first update, entitled "Invasion of the Unknown", includes almost 150 new unit types and 24 campaign missions!

Bought it, will try it out later.
 
A.D.D is awesome, only flaws are that they are using some strange jpg compression on their art and it looks messy in places, but the gameplay is there for quick pick up and plays.

I noticed they changed or removed the yellow snow minigame from the lite version in this final, only ones you get like it now are a watergun squirting girls on the beach, and putting out a fire.
 
Hey thread,

I just published a review of Rope Raider from 10tons (Azkend, Boom Brigade, Belowscape)

Intro:

gamefwd.org said:
Addictive high score-based gameplay and seamlessly integrated leaderboards compliment a polished presentation and make Rope Raider a perfect choice for a short gaming session on the go. This deceptively simple and accessible physics-based platformer can be played with one finger.

Awesome Feature:

gamefwd.org said:
There is one hook in particular that keeps me playing Rope Raider. Local and online leaderboards are seamlessly integrated into the game as you play. You will actually see the previous scores of yourself and your online competition scroll by in the skyline as you swing, which creates a drive to keep playing and find the best route through the city. It’s a really awesome feature that I’d equate more with an Xbox Live Arcade title than a $1.99 iPhone/iPod Touch game.

roperaider01.jpg


Scored: 5/5

App Store Link
 
Big_T said:
A.D.D. - Addictive Dumb Distractions $2.99
finally approved

70+ mini games bursting with character
182394_4.jpg


http://itunes.apple.com/us/app/a-d-...=30&siteID=8Vpad6ZPHj0-I3h3uEMWdMKbhqMfnCwJ6Q


AWAAAAAAARAGH. So I bought this and played it, and out of the first ten or so mini-games I played, only 3 were obvious as to what I was meant to do. The others I failed because they were so unclear. Also, having to shake the iPhone really hard to win is idiotic, as you cannot see the screen to tell if you're doing it right. Great idea - as seen in Warioware - badly done - as NOT seen in Warioware.
 
Dance Dance Revolution S, and Dance Dance Revolution S+... Is there any benefit to the + version? They're both 59p and I don't know which to get. + claims to have three songs (and DLC) versus Ss twenty, so where does the + part come in? The + implies that it's better!

DDRS is the way to go, right?
 
whatevermort said:
AWAAAAAAARAGH. So I bought this and played it, and out of the first ten or so mini-games I played, only 3 were obvious as to what I was meant to do. The others I failed because they were so unclear. Also, having to shake the iPhone really hard to win is idiotic, as you cannot see the screen to tell if you're doing it right. Great idea - as seen in Warioware - badly done - as NOT seen in Warioware.
I personally find half the fun is learning the game, there are some real silly ones which I am clueless with, but hey I enjoy it :)

Shaking the cola can yeah they should have given some sound to let you know when to stop, and the on screen hand moves too slow and I think "am I shaking this enough?"
 
toythatkills said:
Dance Dance Revolution S, and Dance Dance Revolution S+... Is there any benefit to the + version? They're both 59p and I don't know which to get. + claims to have three songs (and DLC) versus Ss twenty, so where does the + part come in? The + implies that it's better!

DDRS is the way to go, right?


I think + ass paid DLC
 
The Lumines Touch Fusion 1.1 update is out and makes the game actually playable now. It controls extremely well - it didn't misinterpret anything I was trying to do and for the first time ever I've made it to second skin!

This is how the game should've been released from the get go.. how or why they released it as it was originally is beyond me but this game really is worth picking up now.
 
NewBrof said:
woo hoo! if this is true, this will be my new lumines machine...

It is back, and it is greatly improved, but it's still got problems inherent with a touch interface. The game is much better to play on your PSP, PC, or Xbox360. I gave the lite version a shot, thankfully it's updated too -- the controls still suffer from some lack of reading swipes. And you have to change your playstyle to it's set understanding of gestures (a long swipe down won't be recognized as anything, but a short one will. Sometimes I'd go to move and it would instead shift the blocks). I'm sure you could grow 100% used to what it's looking for. And it wasn't any longer head rearingly disgusting.

But if they're at this point now, and plan to make another update, this is a good starting off point.
 
Status
Not open for further replies.
Top Bottom