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The Official iPhone/iPod Touch Gaming Thread

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Scramboni is so damn addictive they should charge money for it. I can't believe they don't. I just got it yesterday thanks to John Davidson's recommendation via What They Play podcast. I entered a game in round 9 (of 20) and finished in the top 5 and this was without knowing that the red letter is the first or last letter of the word. Highly recommend it.
 
Has anyone played Fast Lane Racer or whatever it's called?

It's a nice example of a 60fps game on iPhone. Graphics are pretty basic, but it still looks brilliant and runs really well. There's a Lite version to try it out, too. Reminds me of Ridge Racer.
 
cjelly said:
Has anyone played Fast Lane Racer or whatever it's called?

It's a nice example of a 60fps game on iPhone. Graphics are pretty basic, but it still looks brilliant and runs really well. There's a Lite version to try it out, too. Reminds me of Ridge Racer.
It really does feel a lot like Ridge Racer. It controls beautifully.
 
LeonTrotskyTrout said:
Toki Tori is coming. I'd post the Touch Arcade link, but I'm on my phone.
:D

Day 1 on my Touch. Just got it today ( 16Gb FTW).


Can someone provide me with a list of essentiallist of free games i need to check out ? There is way to much stuff on the store :o
 
Dacvak said:
So, why the fuck has no one made a portable Oregon Trail?

the-oregon-trail-20090209000942010_640w.jpg
 
cjelly said:
Has anyone played Fast Lane Racer or whatever it's called?

It's a nice example of a 60fps game on iPhone. Graphics are pretty basic, but it still looks brilliant and runs really well. There's a Lite version to try it out, too. Reminds me of Ridge Racer.

I tried the lite version yesterday and it's pretty decent and fun. Tilt controls work very well
 
Just downloaded Horror Vacui.

It's a cool game. It feels like a mix of Othello and...something else. It was also originally a Wii homebrew game. Pretty cool stuff.

For $1.99, I recommend it.
 
Stoney Mason said:
Prey for the iphone.

Developers really need to find a solution to controls that doesn't involve simply superimposing buttons on the damn screen.
 
thetrin said:
Developers really need to find a solution to controls that doesn't involve simply superimposing buttons on the damn screen.
There really is no other solution for certain genres unless you simply change the nature of how the the game works for the iphone. Which you can argue perhaps they should but that's a slightly different discussion.
 
I really wish devs wouldn't bother with control schemes like that. It all reeks of the early DS days. I love playing games on my iPhone like Fieldrunners or Scramboni where the touch interface inherently helps the game. Too many games seem to try and succeed in spite of the touch screen.
 
TheGreatDave said:
I really wish devs wouldn't bother with control schemes like that. It all reeks of the early DS days. I love playing games on my iPhone like Fieldrunners or Scramboni where the touch interface inherently helps the game. Too many games seem to try and succeed in spite of the touch screen.
That and Prey inherently sucks.
 
TheGreatDave said:
I really wish devs wouldn't bother with control schemes like that. It all reeks of the early DS days. I love playing games on my iPhone like Fieldrunners or Scramboni where the touch interface inherently helps the game. Too many games seem to try and succeed in spite of the touch screen.
I don't know. Seems like the vast majority of games imo use relatively traditional touch or tilt controls and games like this are in the clear minority from what I've experienced.

As always the market will decide what sells or doesn't sell. I'm willing to give it a try and it will be on my radar.
 
Stoney Mason said:
I don't know. Seems like the vast majority of games imo use relatively traditional touch or tilt controls and games like this are in the clear minority from what I've experienced.

As always the market will decide what sells or doesn't sell. I'm willing to give it a try and it will be on my radar.

If there's a Lite version I'd be happy to give it ago, but I can't imagine ever wanting to play an FPS game on my iPhone. I barely wanted to play one on my DS.
 
TheGreatDave said:
If there's a Lite version I'd be happy to give it ago, but I can't imagine ever wanting to play an FPS game on my iPhone. I barely wanted to play one on my DS.
Certainly a valid decision although to be fair some people refuse to play fps games on a console on this board so these things are always relative.
 
TheGreatDave said:
I really wish devs wouldn't bother with control schemes like that. It all reeks of the early DS days. I love playing games on my iPhone like Fieldrunners or Scramboni where the touch interface inherently helps the game. Too many games seem to try and succeed in spite of the touch screen.
Edit: Whoa, dp. The fuck did that happen? My bad, dog.
 
God, Days of Thunder is so terrible.

Maybe it's cause I was expecting a NASCAR style racer, not slot car Burnout.

Even at 99 cents I feel ripped off.
 
If prey turns out to be stellar i'll buy it otherwise I will leave it alone, I brought my ipod touch for more then controlling a fps with sliding bars which are fake d-pads.
 
Stoney Mason said:
Has anyone tried Westward?

Thinking about getting it but some impressions would be nice if someone has it.
I only played for 20 minutes or so. It's pretty decent. I can sorta see the micromanaging getting tedious/frustrating later on, though.

For $2.99....go for it.
 
It's an adventure fighting game in the style of something like Hero of Sparta. Made my the guys who made the excellent Orions:Legends of Wizards. Will be released in a few weeks for 99 cents. Definitely looks like something to keep an eye out for but mainly it really stokes my appetite for some one to make a true Diablo Loot Clone for the iphone. Something like a touch version of Fate would be so awesome.


idracula_new1.jpg

idracula_new2.jpg

idracula_new3.jpg



http://forums.toucharcade.com/showthread.php?t=4582
 
I want to be excited for that but everything I've played from Chillingo has been complete shit. still for 99 cents I'll probably try it out
 
Costanza said:
I want to be excited for that but everything I've played from Chillingo has been complete shit. still for 99 cents I'll probably try it out

Fair enough but in this case MoreGames (the guys behind an excellent title) are developing and Chillingo are simply the publisher. Not saying that makes it guaranteed to be good but it does make a difference.
 
I posted a Symbol6 review. Great game mechanics, extremely polished, but severely lacking content.

iDracula looks pretty good. Terrible name though. Devs need to stop putting "i" at the beginning of their titles. Almost as annoying as all the "DS" games...
 
Someone already played "The Creeps"?

Nice game imo....but I've got some problems with the big guys....probably doing something wrong, can't kill them.
 
Interesting blog posting on app store dynamics from a dev.

App Store

I’ve had an iPhone app peak at #13 priced at $7.99, dropped the price to $0.99 four months later, and seen it rise to #2. I’ve also had an iPhone app that has not yet come close to paying me for the work I put into it.

But since the App Store launched in July 2008, I have been carefully watching the top 100, the free vs paid difference, the lite version influence, everything that seems to affect sales.

So I’d like to share my thoughts on pricing strategy in this crazy App Store sandbox.
No 99c

Many apps have dropped to $0.99 permanently, and my own DuckDuckDuck also dropped to $0.99.

I regret it.

One of the problems with hitting this price point is in the long term income. A month after the price drop, 6 months, 2 years… People who like an app, and then recommend it, are the best form of advertising. These wonderful, loyal customers perhaps unknowingly convince their friends to pay well for the recommendation. But not just yet. The tail of 1000 sales today lasts a hell of a long time. When their friends do happen to buy an iPhone, and then try out the App Store, and then buy an app or two, your app might be it. Hopefully it’s not $0.99.

But the biggest problem with setting an app price at the lowest possible value is that there is no room to move. Dropping the price may seem a good revenue increase initially, but sales will tail off. Then what can you do? Nothing. You’re selling two copies a day at 99c.
LESSON LEARNED:

If you’re thinking beyond the end of this month, don’t permanently drop the price of your app.
Teenagers and retards… err I mean the general public… will buy anything at low prices

Every developer has seen the apps that appealed to the $0.99 market. Maybe based on bodily functions, seemingly simple ideas, shiny objects…

And they do well… for a short while.

At $0.99 you’re aiming for everyone. EVERYONE who has an iPhone/iPod Touch. At the absolute lowest price that actually makes money, all of the people who wouldn’t normally buy your app are invited to give your app a one star review.

And a $0.99 app will get MANY one star reviews, even after increasing the price. Two months later reviews like this will still show up:
“…i vot it for 99cents and now its a wopping 5bucks woow…”

Of course it might get positive reviews too, but ranking seems to go down as you price too low. DuckDuckDuck went from ~4 stars to ~2 stars after the two week $0.99 -> free offer.
LESSON LEARNED:

If you price your app too low, you will get bad reviews.
Free for a while can help… sometimes

That sale on DuckDuckDuck was when it was doing really poorly at a couple of sales a day at $0.99. At that point I could do whatever I wanted as $2 a day is worth a piss in the wind. So I made it free over xmas and got a bit of press. DuckDuckDuck is now selling at $0.99 again, and has averaged about 20 sales a day since the increase. While free it was downloaded around 5000 times a day.

So my stats indicate that iPhone owners are about 250 times more likely to download a free app than a 99c app. So people are way way way more keen to download whatever the crap they can get for free than anything half decent that costs a dollar.
LESSON LEARNED:

If your iPhone app is selling poorly but might be appealing to some niche market, make it free for a while….. and most iPhone owners are freetards.
Role reversal

It’s completely unintuitive, but if you’re high in the charts you can get higher with a lower price. However, if you’re out of the charts you can earn more at a higher price.

If you’re anywhere near the top 100, a lower price will increase your rank. Once you get there, and in particular once you get into the top 25, if you have any kind of momentum, you have a chance at the top 10. The #1 app in the paid top 100 is usually getting more than 10,000 sales a day. And at a good time, or with a good app, you might get 50,000 sales for a day or two. At #15 you’re looking at about 1,500 sales a day, #50 roughly 500 sales, #100 roughly 300 sales. (all early 2009… Hi future people!, bad search!)

There is an interesting curve here for statisticians, but right now if you get to the top 10 it doesn’t matter what your app is priced at, you are making a shit load of money.

On the flip-side, if your app isn’t high on any charts, then you have a market that is almost normal. You can experiment to see where your greatest revenue lies, you can put your app on sale, or make it free for a while… you don’t really have anything to lose. Try it.

If you manage to get featured by Apple, it’s even more interesting. You can just ride it out at your current price, and get a nice bump in revenue, or you can drop your price immediately and try to ride the charts for a week…. or more if you have something shiny.

In general though, if you are close to the top 100, over a couple of weeks, low price will give better revenue, until you get high, then high price will give better revenue… until you get low… But change your price too often and you’ll die…

… and then there are the apps that sit happily in the top 25 at 99c for months… You cannot get there. 1 in a million now, they’re all old flash games and shit. Glider could do it, where is Glider?
LESSON LEARNED:

If the rank drops, increase price, if it sores, decrease price. Yeah, it’s backwards.
The Tail

Chopper went from obscurity to #2 top paid in about 2 weeks. The cause of this was a price drop: $4.99->$0.99. At $0.99 It quickly rose for a couple of weeks, then quickly fell for a couple of weeks. It also went from 4 and a half stars to 3 and a half stars. When it got below #25 I put the price back to $4.99, and have mostly been getting higher revenue than #25 at 99c.

The App Store tail is getting fatter. 6 months ago if you weren’t featured, you made nothing. 4 months ago, if you weren’t in the top 100 you made nothing. Now… it’s getting better… I think it will get better still… #500 at >$2.99 is probably making a living. The App Store is still attractive, it’s just getting harder to get noticed. At Roughly # 300, at $4.99, Chopper is making $500US+ a day right now. Thats OK in my book.
LESSON LEARNED:

It’s OK. make some apps… you probably have a better chance on the iPhone than anywhere else.

http://majicjungle.com/blog/?p=66
 
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