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The Official iPhone/iPod Touch Gaming Thread

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Stoney Mason said:

I know! Holy shit. You wanna hear something REALLY fucking trippy?

We got a nomination in the first round for the golden joystick awards?!?!?!?!

http://www.goldenjoystick.com/

Go to Mobile game of the year. Scroll down. There's Trixel!?!?!!!!!


Also, I found out you can shorthand iTunes URLS. This one works for us. Chances are it works for everyone else using the same convention:

http://itunes.apple.com/app/trixel
 
Perfect Balance. A stacking puzzle game. Port of the popular flash title with new levels for the iphone. Only 99 cents. Good Game.

Itunes Link
Flash Game
Review #1
Review #2
Video


353dv1w.png

wilsli.png
 
GeoDefense 1.2 apparently just went up. Transcribing the change notes:

- 4 new levels (2 medium, 2 hard, featuring a new creep)
- Laser Towers will now favor creeps in range even if they were locked onto some other target further away
- When a laser tower is level 2 and above, you can double-tap it to lock/unlock it's facing
- Info plate correctly shows "Medium" and "Hard", not just "Easy" on game restore
- Pulsar Creep: Repulses blaster and missile shots
- Level 7 missile towers never lock onto Pulsar Creeps
- Level 5 and above missiles will sometimes break target lock when they are repulsed by Pulsar Creeps
- Level 7 Blaster & Missile Towers will always favor the creep that is farthest along the path that are within range
- Level 7 Blaster (Sniper) shots move twice as fast as normal blaster shots. Since they have longer range, this improves their accuracy
- Level 7 Laser Towers always shoot in the direction that hits the most creeps (given a target that is in range)
- More effective Shock Towers: They now favor the faster creeps but still shock all they can rather than just ignoring those that have already been slowed (but number of beams per tower is adjusted to account for stacking).
- Damage from level 6 to level 7 LaserTower increased
- Level 7 Missiles (Photons) somewhat tighter turning radius
- Disabled "Shake phone to pop vortex towers" since it was seldom used on purpose, but often done by mistake
- The option to have the tower place point be "above" the touch point is now the default (improvement for new players)

EDIT: It *was* up, but now it seems to have been pulled - can't download it, even though the page says it's 1.2. Weird.
 
Remy said:
GeoDefense 1.2 apparently just went up. Transcribing the change notes:

- 4 new levels (2 medium, 2 hard, featuring a new creep)
- Laser Towers will now favor creeps in range even if they were locked onto some other target further away
- When a laser tower is level 2 and above, you can double-tap it to lock/unlock it's facing
- Info plate correctly shows "Medium" and "Hard", not just "Easy" on game restore
- Pulsar Creep: Repulses blaster and missile shots
- Level 7 missile towers never lock onto Pulsar Creeps
- Level 5 and above missiles will sometimes break target lock when they are repulsed by Pulsar Creeps
- Level 7 Blaster & Missile Towers will always favor the creep that is farthest along the path that are within range
- Level 7 Blaster (Sniper) shots move twice as fast as normal blaster shots. Since they have longer range, this improves their accuracy
- Level 7 Laser Towers always shoot in the direction that hits the most creeps (given a target that is in range)
- More effective Shock Towers: They now favor the faster creeps but still shock all they can rather than just ignoring those that have already been slowed (but number of beams per tower is adjusted to account for stacking).
- Damage from level 6 to level 7 LaserTower increased
- Level 7 Missiles (Photons) somewhat tighter turning radius
- Disabled "Shake phone to pop vortex towers" since it was seldom used on purpose, but often done by mistake
- The option to have the tower place point be "above" the touch point is now the default (improvement for new players)

EDIT: It *was* up, but now it seems to have been pulled - can't download it, even though the page says it's 1.2. Weird.

Speaking as someone with a lot of QA experience - I really like these notes. I played the Lite version of their title, and stuff like:

- Laser Towers will now favor creeps in range even if they were locked onto some other target further away
- The option to have the tower place point be "above" the touch point is now the default (improvement for new players)

These jumped out at me within the first 5 minutes of their demo and I'm really glad to see they addressed it. It's small gameplay elements like these that tend to really add up when it comes to someone's first impressions (which is often a make or break period for a new player).
 
Wow maybe I can finally beat the second stage of medium (Gordy) in GeoDefense after trying it, oh, 100 times. Sounds like some awesome changes. Despite my being terrible at it, I still love that game probably more than any other iPhone game thus far.

Over the last few days I've continued trying Drop7 Lite and it's grown on me considerably. I don't think it's the greatest puzzle game since Tetris, but it's better than I initially thought. Might scoop it up but the Lite version seems plenty entertaining on it's own.
 
LaneDS said:
Wow maybe I can finally beat the second stage of medium (Gordy) in GeoDefense after trying it, oh, 100 times. Sounds like some awesome changes. Despite my being terrible at it, I still love that game probably more than any other iPhone game thus far.

Over the last few days I've continued trying Drop7 Lite and it's grown on me considerably. I don't think it's the greatest puzzle game since Tetris, but it's better than I initially thought. Might scoop it up but the Lite version seems plenty entertaining on it's own.

Drop7 is really good. I don't think I like it quite as much as some of the other folks here (Azkend definitely gets more playing time on my Touch) but it's a great game nonetheless.
 
Remy said:
(improvement for new players)

EDIT: It *was* up, but now it seems to have been pulled - can't download it, even though the page says it's 1.2. Weird.

The update is f-d up. I downloaded it. Every time I try to sync it to my phone iTunes says the application could not update because it could not be verified.
 
LaneDS said:
Wow maybe I can finally beat the second stage of medium (Gordy) in GeoDefense after trying it, oh, 100 times. Sounds like some awesome changes. Despite my being terrible at it, I still love that game probably more than any other iPhone game thus far.

I beat Gordy after the 1st update but goddamn "the Hat" is near impossible for me for some reason.
 
From the creator of Geodefense posted over at TA

Hey guys...

Yup, the 1.2 Update to geoDefense is borked. Or rather, something about the App Store related to geoDefense is borked. Don't know what.

If you try to update, it will not work and... worse... it will wipe out your 1.1 version I think. :/

Unfortuantely for us devs, there is no easy way to rattle the cages at Apple about this. I called the Apple Developer Connection hot line. The guy was not very helpful until he learned it was geoDefense that was having the problem... then he was like "OMG! GEODEFENSE!". Apparently a fan.

So he became way more... helpful... but only to the point he felt my pain. There was not a lot he could do since the iTunes guys who run the App Store are a very different organization than the developer support guys. He escalated the issue but let me know little could be done since it was the end of the day on Friday.... (SIGH!)

My support inbox is melting down. I've setup an autoresponder to try and deal with that and am reaching out to every contact I can find to try and get someone to help resolve the issue. I don't know if it's something I did wrong or something they did wrong. In any case, I'm doing all I can to try and get this resolved ASAP.

I'll be posting updates on Twitter. You can follow me at: http://www.twitter.com/nsxdavid

Also, ironically, the Lite version of geoDefense did update fine. It has the 1.2 mechanics in place, and you can try them out on the levels it has while I get this worked out. Sorry for the mess... doing everything I can to unmessify it.

-- David

ps. Once this is resolved the update should just work after that.
 
Also updated:

Eliss 1.1
Release notes:
  • sectors increase from 20 to 25. Difficulty curve is now gentler, and learning pacing has been improved.
  • suns entering the game can be spotted earlier
  • the special ending sector is now directly accessible (after unlock)
  • various interface improvements, including a new how-to page
  • added compatibility with iphone OS 2.2

Enigmo 2.0
Apparently the only improvement is the addition of Geocade support (worldwide location-aware high-score list)
 
Masklinn said:
Enigmo 2.0
Apparently the only improvement is the addition of Geocade support (worldwide location-aware high-score list)
Mmmm geocade looks pretty cool, I might add it to my game
 
Stoney Mason said:
From the creator of Geodefense posted over at TA:
Yup, the 1.2 Update to geoDefense is borked. Or rather, something about the App Store related to geoDefense is borked. Don't know what.

If you try to update, it will not work and... worse... it will wipe out your 1.1 version I think. :/

Unfortuantely for us devs, there is no easy way to rattle the cages at Apple about this. I called the Apple Developer Connection hot line. The guy was not very helpful until he learned it was geoDefense that was having the problem... then he was like "OMG! GEODEFENSE!". Apparently a fan.

...

Yeah, there are a couple nasty problems with the App Store for developers. First one is, there is no easy way to test the final build of your game that you submit to Apple. You have to make a build that does not work on your test device. My company had an update go out...that crashed after the first level. I've since figured out a better process that lets me mostly know what the end-user will be running...but as a developer it really sticks in my craw that I can't fully test it exactly as-is (which you can do on the Nintendo DS) until it is released to the world. You aren't even given a trial period where you can download and play it before the rest of the world does. When Atari Football came out, I bought it just so I could make sure it worked like I expected it to. And if it didn't, oh well, there coulda been thousands of people downloading it at the same time as me.

The other problem is, all updates have to go through the full Apple screening process, which takes a lot of time. They will not escalate your screening through if your previous update was borked, and in the meantime your customers are pissed.
 
Dreamwriter said:
Yeah, there are a couple nasty problems with the App Store for developers. First one is, there is no easy way to test the final build of your game that you submit to Apple. You have to make a build that does not work on your test device. My company had an update go out...that crashed after the first level. I've since figured out a better process that lets me mostly know what the end-user will be running...but as a developer it really sticks in my craw that I can't fully test it exactly as-is (which you can do on the Nintendo DS) until it is released to the world. You aren't even given a trial period where you can download and play it before the rest of the world does. When Atari Football came out, I bought it just so I could make sure it worked like I expected it to. And if it didn't, oh well, there coulda been thousands of people downloading it at the same time as me.

The other problem is, all updates have to go through the full Apple screening process, which takes a lot of time. They will not escalate your screening through if your previous update was borked, and in the meantime your customers are pissed.

Good stuff. Nice to hear the inside scoop from an actual dev

Eliss also got an update.


To those in a rush who just want to know the details of the 1.1 update, you can skip to “Enters Eliss 1.1”

So following my previous post, the critical response to Eliss has been very positive. The most recurring statement is that Eliss is nothing less than the best use of multi-touch on the iphone/itouch so far. Some compared its freshness with the release of classics like Pong or Tetris. I’m being invited at all the cool parties and Hef has been insisting that I spend a few days at the mansion. But not all has been a whipped cream strawberry cake for Eliss: a dark shadow has been laying over it, and it’s not hot chocolate. It’s its Difficulty.

If you have tried Eliss, you know it’s challenging. It’s fast and precise, and you need to put a good deal of concentration into it. I wanted to make a game that you’d feel proud of progressing into. So when reviews and comments started popping over the internet, the challenge was a frequent topic. And while some people appreciated it, others seemed really bothered by it. But that didn’t worry me too much. I thought that it had to do with multitouch still being very new to players, and also with the fact that we’re kind of getting used to be babysitted through games, and Eliss doesn’t do that. So I thought people had rushed into their own conclusions without really trying. But then I saw that some folks were putting my head for a price on internet. And I got some hate mails. And I was asked some funny questions like: “Did you actually finish your game?”

So I gathered the gaming statistics I had recorded so far, and this was my reaction to when I first saw them: “uh oh.” According to the stats, many, many players were spending way, way too much time to beat certain levels. I was consterned. Challenge is fun only until you want to rip your own skin off. But I was also puzzled. I honestly believed the controls worked, they were fun, and the reviews and comments just confirmed it. Why was there such a huge gap between players?

And then I realized that there’s a special skill involved in the Eliss gameplay. And it’s not just about the fact that you can use up to five fingers at the same time.

If we look at other multitouch games, like say Touchgrind, Sway (and kudos to Illusion Labs for their multitouch controls) or DropShip, we see that multiple fingers are used to control one object. In Eliss, on the other hand (no pun intended), multitouch is used for multitasking: you control one independent object *per* finger. It’s not just about synchronizing multiple fingers on a surface, it’s also about using your brain to orchestrate multiple objects at once. And this is a skill that takes its time to grow in you. I had just spent five months of development doing it, and it had become so natural to me that I had completely lost touch with the idea that this could be hard for a beginner. So I let the difficulty curve increase pretty fast, without really giving people the needed time to forge their multitasking skills.

Again, the curious part, is the huge gap between players. Some grasp it right away, while others need much more time. This is speculation, but maybe certain users have done specific activities that have somehow prepared them to this kind of multitasking. For instance, I observed that some people that know how to play a music instrument might grasp Eliss’ controls faster than others. And if we think about it, playing an instrument is a type of multitasking: we keep track of multiple notes, a very often these notes are crossing themselves at different paces - during the sustaining of a couple of notes, a couple of others might have the time to change three times.

Anyway, the problem with the original version of Eliss, was that it roughly showed the basics, and then it took the clueless players on a chopper and parachuted them right into the heart of the action. I wanted to avoid babysitting players through the game, and it resulted in the other extreme. Players needed a better training.

Enters Eliss 1.1

On the first update to Eliss, which was released today, the original 20 sectors have been modified into 25 sectors, to have a gentler difficulty curve and to allow a better learning progression. And some specific levels that were too hard have been tweaked down. Don’t get me wrong, Eliss is still challenging, but in a way that is better balanced, less jumpy, more user friendly.

For those who progressed far into the game, let’s get some details down. On the original group of sectors, there was a serious jump after sector 2. Too many new things were introduced on sector 3, there was no time to get prepared for them. To fill up that missing space, four new sectors were added in between those. None of these sectors brings anything truly new compared to version 1.0, but they allow a better pacing. I also moved quite a few sectors around, to make a more logical difficulty progression, and did some tweaking in specific sectors. In the process I also added a little bonus, sector 14, which is a new thing. Also, the suns’ appearance has been modified to be spotted earlier, making the much dreaded sector 10 (which has been moved to sector 20 by the way) easier to beat.

I’ve tried to save your progress the best I could. So when you’ll update, your progress will be at a position that makes sense in your logical training. Perfect levels are also saved (they will move to their respective new positions). But if you want to restart from the beginning, to go through a better paced training, there’s nothing wrong with that.

I know I announced in a few places that Eliss would have difficulty modes. I even implemented half of that, but then I abandoned the idea. I don’t think difficulty modes are right for Eliss. There should be only one path to the ending. Of course, how you walk that path, is up to you.

http://stephthirion.tumblr.com/post/102601801/the-shadow-over-eliss
 
Sucks about geodefense.

I love that game. I downloaded the update (on my computer), and it refuses to sync. "Geodefense was not installed on your iphone because it could not be verified" or something (My phone or the app?).

I think this error pops up if the account isn't verified, but this is definitely happening for everyone. At least 1.1 is still on my phone.

Such an awesome game - I think the price has gone up too, which is great. I got this for 99c - an immense bargain, but devs should charge more for their games. I hate the race to 99c.
 
mrkgoo said:
Such an awesome game - I think the price has gone up too, which is great. I got this for 99c - an immense bargain, but devs should charge more for their games. I hate the race to 99c.

Roughly agreed and it creates an almost rare example where I side with the devs instead of the public that prices should actually be higher. I've posted about it many times but there are a lot of market pressures to drive prices down which is short-term good for the consumer but not long term good for a number of reasons. The app store is still a young phenomenon so there is still time to adjust things and change things though especially on rankings and how the store structure is organized in many ways. It's a complicated situation and every platform has to deal with growing pains.



By Winda Benedetti
Citizen Gamer

How much are you willing to pay for an iPhone game?

Would you pay 99 cents? How about $1.99? Do I hear $4.99 … maybe $9.99? Would you pay $20? What’s that you say? You want your iPhone and iPod touch games for … free?


You know that adage; nothing in life is free? Turns out, that’s not exactly true. Just check out Apple’s App Store and you’ll find thousands of games that cost exactly nothing … or pretty close to it.

The App Store — an online outlet for useful, entertaining and sometimes bizarre programs for the iDevices — has been live and kicking for nine months now, and as of last week consumers had already downloaded one billion apps from the store. Yes … one billion.

Of the more than 35,000 programs currently available, games make up the biggest category in the App Store. In fact, there are currently more than 9,000 of them to be had.

But if you look at the App Store’s daily lists of the top 100 paid-for games, you’ll notice something — on a typical day more than half of them cost $1.99 or less. And that doesn’t count the more than 2,000 games you’ll find for free.

The question then is: Do you get what you pay for? And is this kind of rock-bottom pricing good for gameplay and the future of Apple’s new gaming handheld? More importantly, which games are actually worth spending money on?

Steve Palley, founder of iDevice game-review site SlideToPlay.com and former Editorial Guru for Vivendi Games Mobile, believes this bottom-of-the-barrel pricing could be unhealthy for iPhone game developers and for game quality.

“It’s going to be a problem in the long run, simply because it'll stunt the profit potential on these games,” he says. “I think this has been disguised somewhat by the iPhone's tremendous organic growth, but eventually it'll turn the App Store into a slum full of lazy match-three clones.”

Welcome to the slum

Palley makes a good point. Check out the App Store today and you’ll find that many of the games are not worth the time it takes to download them. Lazy match-three clones, goofy gags that are amusing for five minutes — yes there are thousands of games in the App Store, but sometimes it feels like wading through an ocean of garbage.

On the other hand, the App Store offers some truly brilliant and totally unique games. Here developers of all stripes can create games for a relatively low cost and gamers can try them for almost nothing. In many ways, this has created a breeding ground for creativity as both creators and consumers feel free to take risks. And those risks can pay off big time — just check out awesome experimental games like “Zen Bound” and “Ancient Frog” (but more on the games worth paying for here).

Still, it seems App Store customers have grown used to paying pocket change for their games. Even a game like “Bejeweled 2” (the mother of all match-three games) started out at $9.99 in the App Store and is now on sale for $2.99.

Among those who make App Store games, “there’s definitely been a race to the bottom in terms of pricing,” says Andrew Stein, director of mobile business development at PopCap Games (the creator of “Bejeweled”).

And that can mean developers have to walk a careful line. PopCap decided to price their latest iPhone game — “Bookworm” — at $4.99 instead of $9.99.

“We need to be cognizant of some of the competitive pressures, but at the same time our games offer huge value to the consumer,” Stein says. “We’re not interested in devaluing the brand by pricing it at 99 cents. It is a premium experience. We do invest a lot in our products. We take the time and do it right.”

Palley has been an advocate of getting deeper and more complex games into the App Store — the kind of games that rival those on the Sony and Nintendo handhelds.

“We want better, more expensive games, but not enough people are willing to pay for them to make them profitable. It sucks,” he wrote in a recent article on SlideToPlay.com. “For now, the main use case for the majority of people who buy iPhone and iTouch games is the one-to-five minute ‘gameplay snack.’ They want novelties and amusements, not gameplay.”

Getting what you pay for
Palley believes that if things are going to change for the better Apple needs to take more of a leadership role.

“It’s basically adopted this laissez-faire attitude while this wonderful thing it's created is growing out of control,” he says. “It’s marketing the fact that you can play games on these devices rather heavily, but there's no discrimination or strategy behind the push, and it’s failing to do many of the things that make gaming platforms successful: segment the market, set pricing expectations, coordinate marketing with publishers, and so on. Structurally, the App Store is still a mess, and the ‘self-regulating’ system Apple has set up doesn't really work.”

But Gonzague de Vallois, Gameloft’s senior vice president of publishing, says he believes the sales model works well.

“It’s left up to the developer to determine how much they want to charge for their application. That sort of freedom really enables publishers to make a wide range of games that fit the specific price range they want to target,” he says. “The fact that publishers can adapt pricing on a daily basis makes the store very reactive and dynamic. Consumers love this.”

Gameloft recently launched the iPhone version of “Assassin’s Creed: Altair’s Chronicles” for $9.99 — expensive for an App Store game these days.

“Currently, premium titles range from $7.99 to $9.99 and we are finding that this is the most consumers will pay for a game at this point,” de Vallois says. But he points out, “$9.99 isn’t so bad compared to the price of the games on traditional handhelds which are in the $20 to $30 range.”

De Vallois points out that Gameloft's highly-reviewed “Assassin’s Creed” has been revamped especially for the iPhone and offers up to seven hours of play. (The 2008 Nintendo DS version offers the same play time at twice the price.) And so far, App Store customer's don’t seem to mind the $9.99 price tag. That is, the game has been consistently listed among the top paid game apps.

But while “Assassin’s Creed” is well worth the cha-ching, Palley says that price doesn’t always reflect quality. He points to both “Silent Scope” and “Time Crisis” as good examples of App Store games likely to leave players yearning for their $5.99 back. At the same time, he says, there are plenty of amazing games for low-low prices.

De Vallois however believes customers need to understand that they often get what they pay for.

“If a game is priced at 99 cents … the game may be fun and light, but it’s not going to be loaded with impressive audio and visual effects,” he says. “The replay value will be limited. You are not going to experience that ‘wow’ factor. The iPhone is such a powerful gaming device that you are almost doing yourself a disservice by not trying out one of the higher end games .”

http://www.msnbc.msn.com/id/30508084
 
Wow, a freakin' flood of GREAT games lately. Most importantly..

Stoney Mason said:
And here is a genre example I was waiting for. The dig-dug resource management style game.

California Gold Rush coming soon to the iphone.

Review of the title on the other mobile platforms.

Video #1
Video #2


Say what you will about companies like EA or people like Trip Hawkins (and I've said a lot) but companies like Digital Chocolate, EA Mobile, and GameLoft continue to deliver good titles and turn the iphone into a viable legitimate platform that continues to exceed my expectations.


2nlxt6x.png
Miner Dig Deep on iPhone?!?!?


YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
 
I am sorry iGAF but lately my Touch has not been up to much apart from the odd game of iDracula and golf, please forgive me!

I have a car trip next weekend so I will be splashing out on some gems, i'm about 3-4 weeks out of loop with good games.

Also iPhone/touch car chargers exists right? TouchG2 goes flat in about 90 minutes playing 3D heavy games.
 
Stoney Mason said:
Roughly agreed and it creates an almost rare example where I side with the devs instead of the public that prices should actually be higher. I've posted about it many times but there are a lot of market pressures to drive prices down which is short-term good for the consumer but not long term good for a number of reasons. The app store is still a young phenomenon so there is still time to adjust things and change things though especially on rankings and how the store structure is organized in many ways. It's a complicated situation and every platform has to deal with growing pains.
Thanks for the article, really intresting

I'm about to submit my game (http://starrideiphone.blogspot.com/ ) to Apple and I really can't decide the price.
I'm willing to price Star Ride 0.99$, but I'm scared of the .99$ repercussions :)
The 99c impulse buy can backfire with crappy ratings, and the game can get lost in the ocean of one-dollar shovelware.
The pricing is probably the hardest part of development :D
 
Bliddo said:
Thanks for the article, really intresting

I'm about to submit my game (http://starrideiphone.blogspot.com/ ) to Apple and I really can't decide the price.
I'm willing to price Star Ride 0.99$, but I'm scared of the .99$ repercussions :)
The 99c impulse buy can backfire with crappy ratings, and the game can get lost in the ocean of one-dollar shovelware.
The pricing is probably the hardest part of development :D

Keep this in mind: You can start high and always drop - you can never go up. Starting higher (or rather, at an appropriate price) allows you to maximise income, and drop if you think you need more (either temporarily or permanently).

OR announce a price as an opening special. This is a bit of a cheat, since it gets people to artificially buy it, but makes early adopter's feel better (can kill sales alter, I imagine).
 
Stoney Mason said:
Roughly agreed and it creates an almost rare example where I side with the devs instead of the public that prices should actually be higher. I've posted about it many times but there are a lot of market pressures to drive prices down which is short-term good for the consumer but not long term good for a number of reasons. The app store is still a young phenomenon so there is still time to adjust things and change things though especially on rankings and how the store structure is organized in many ways. It's a complicated situation and every platform has to deal with growing pains.





http://www.msnbc.msn.com/id/30508084

Yah. I just think that if a game can only sell at $0.99, then, in the end, that's all we'll get - 99c games. Developers will simply not take effort to make games at higher price (read: higher value/quality). I know the argument is moot in the videogame world - like the argument for buying creative 'new' games shows developers that there is such a market is probably not true. There will always be people trying new things. But the Appstore IS young, and it's only one place. There is only one audience.

On that note, go buy DDR.

Note: I've been using my NZ account to purchase apps. At the current exchange, this means I'm paying around 70c per 99c app .:D
 
Bliddo said:
Thanks for the article, really intresting

I'm about to submit my game (http://starrideiphone.blogspot.com/ ) to Apple and I really can't decide the price.
I'm willing to price Star Ride 0.99$, but I'm scared of the .99$ repercussions :)
The 99c impulse buy can backfire with crappy ratings, and the game can get lost in the ocean of one-dollar shovelware.
The pricing is probably the hardest part of development :D
Looks great, will buy regardless of price.
 
Flunkie said:
Looks great, will buy regardless of price.

There's your chance to price it at $999!

Actually I took a look (because Flunkie's optimism prompted me). I may bite as well. If the price is right ;)

edit: From what I see it looks like a $1.99-ish experience. But don't take my word for it. I know nothing about either business or software development.

Are bigger stars worth more? Are the stars random? The presentation is top notch is there any added depth to it (like skill-based scoring)?
 
mrkgoo said:
There's your chance to price it at $999!

Actually I took a look (because Flunkie's optimism prompted me). I may bite as well. If the price is right ;)
Well, needless to say, if it's something like $10, then no, I won't buy it. I was just encouraging the idea of not being afraid of a price above $.99. :P
 
mrkgoo said:
Yah. I just think that if a game can only sell at $0.99, then, in the end, that's all we'll get - 99c games. Developers will simply not take effort to make games at higher price (read: higher value/quality). I know the argument is moot in the videogame world - like the argument for buying creative 'new' games shows developers that there is such a market is probably not true. There will always be people trying new things. But the Appstore IS young, and it's only one place. There is only one audience.

On that note, go buy DDR.

Note: I've been using my NZ account to purchase apps. At the current exchange, this means I'm paying around 70c per 99c app .:D

They need to tier the app store. 99 cent games are like a whole different market versus games that cost $4.99 and up.

Of course it's made more complicated by certain games that start at 99 cents to build awareness and goose sales to get on the rankings list (which is the biggest marketing driver there is) and then raise their prices later to a higher price.

Right now unless you are EA or some of the other big name devs with big name franchises , it's very difficult to come out at $4.99 or above because you will get swamped by anything that costs 99 cents no matter what your quality is.

I'll keep repeating it. It's impossible to expect something that costs 4.99 or above to outsell products on a per unit basis that costs 99 cents. It's not even a quality debate at this point. It's simple economics. Which is why total revenue, a tiered approach, and other tools will be necessary as the number of apps increase in the future. Things like microtransactions can potentially help some devs but you need more structural changes in how the store works. Using the same music layout and approach they have for the appstore works with a music model but works less well with an app model where even if you have a more open model than traditional consoles you still need to encourage the development of high quality games and then let people know about those high quality games when they come out.
 
Tiger Woods is AWESOME, probably the best $10 I ever spent on the App Store. The controls are spot on and fluid and it runs great. (At least for me) EA is a powerhouse on the iPhone.
 
Tiger Woods is quite good (if you like the Tiger Woods EA interpretation of Golf). I played a good deal last night. That's the exact sort of franchise and quality and polish level you want to encourage regarding Apple. And you don't want it to have to drop in price to spur sales.
 
Stoney Mason said:
They need to tier the app store. 99 cent games are like a whole different market versus games that cost $4.99 or up no matter what your quality is.

Of course it's made more complicated by certain games that start at 99 cents to build awareness and goose sales to get on the rankings list (which is the biggest marketing driver there is) and then raise their prices later to a higher price.

Right now unless you are EA or some of the other big name devs with big name franchises , it's very difficult to come out at $4.99 or above because you will get swamped by anything that costs 99 cents.

I'll keep repeating it. It's impossible to expect something that costs 4.99 or above to outsell products on a per unit basis that costs 99 cents. It's not even a quality debate at this point. It's simple economics. Which is why total revenue, a tiered approach, and other tools will be necessary as the number of apps increase in the future. Things like microtransactions can potentially help some devs but you need more structural changes in how the store works. Using the same music layout and approach they have for the appstore works with a music model but works less well with an app model.

Agreed entirely. Just separate the 99c apps into it's own class - somehow create the impression that these are something different. maybe a separate top 10 for free, 99c, and above apps.

Economics dictates that selling at 99c three times as many than at $1.99 is a better move financially, but the way many other apps are so stupid at 99c, it can really swamp yours away. If they had a separate leaderboard, that might just sway people into seeing other apps.

ie.

Top free apps:
Top 0.99c apps:
Top 1.99 -4.99 apps:
Above:
All time:

If all these top tens routine cycled at the iTunes stores, more people would see the good higher priced apps, and hence more people would buy them, and hence, more people will develop solid titles - and may even price them slightly higher, knowing they can have a shot at the leader board.
 
The announcers are a bit annoying but thankfully you can turn them off. I do have a predisposition to disliking golf:

-I hate watching it on TV
-I'm not very good at driving a golf ball let alone playing a full game of it
-I enjoy playing Hot Shots and the console Tiger games from time to time

I'm not huge on the sport overall but I think this game hits a nice mix of being fun and deep for those who want to get the finer experience.
 
mrkgoo said:
edit: From what I see it looks like a $1.99-ish experience. But don't take my word for it. I know nothing about either business or software development.

Are bigger stars worth more? Are the stars random? The presentation is top notch is there any added depth to it (like skill-based scoring)?

I agree, 1.99$ sounds about right, considering that I plan on upgrading the game regularry.

Only the yellow stars give points, the tiny ones are part of the background ;)
The stars are generated with a pseudo-random algorithm, the higher you get, the harder the game gets. There are also rare blue stars that increment the multiplier.
 
mjc said:
The announcers are a bit annoying but thankfully you can turn them off. I do have a predisposition to disliking golf:

-I hate watching it on TV
-I'm not very good at driving a golf ball let alone playing a full game of it
-I enjoy playing Hot Shots and the console Tiger games from time to time

I'm not huge on the sport overall but I think this game hits a nice mix of being fun and deep for those who want to get the finer experience.

There are definitely things that couple be improved.

It needs more and better reaction shots. Better and more commentary. I have some putting grievances. Online multiplayer and online leaderboards, etc.

But as a good game of golf and an opening salvo its more than worthy
 
Bliddo said:
I agree, 1.99$ sounds about right, considering that I plan on upgrading the game regularry.

Only the yellow stars give points, the tiny ones are part of the background ;)
The stars are generated with a pseudo-random algorithm, the higher you get, the harder the game gets. There are also rare blue stars that increment the multiplier.

Thanks!
 
Bliddo said:
I agree, 1.99$ sounds about right, considering that I plan on upgrading the game regularry.

Only the yellow stars give points, the tiny ones are part of the background ;)
The stars are generated with a pseudo-random algorithm, the higher you get, the harder the game gets. There are also rare blue stars that increment the multiplier.


I won't comment on what you should price your game as I think that's a personal business decision.

I will say that pricing at 99 cents is often a good back door strategy to build up a customer base and increase word of mouth on games. A game like Uniwar for instance is a niche turn based war game but by originally beginning at 99 cents they were able to become a much bigger hit out of the box and form buzz and then raise their price. That game obviously won't sell as much when it costs more but at that point its become sort of viral thing where people are willing to recommend it even at the higher price and when updates come it works for being justified at its higher price.

Underworlds to pick a random example I think should have possibly followed that same strategy instead of beginning and staying at its higher price.
 
Stoney Mason said:
I won't comment on what you should price your game as I think that's a personal business decision.

I will say that pricing at 99 cents is often a good back door strategy to build up a customer base and increase word of mouth on games. A game like Uniwar for instance is a niche turn based war game but by originally beginning at 99 cents they were able to become a much bigger hit out of the box and form buzz and then raise their price. That game obviously won't sell as much when it costs more but at that point its become sort of viral thing where people are willing to recommend it even at the higher price and when updates come it works for being justified at its higher price.

Underworlds to pick a random example I think should have possibly followed that same strategy instead of beginning and staying at its higher price.

What's also important is how much effort you intend on putting into follow ups (in regards to pricing). I actually will pay more if I think an app is updated frequently. If a game is going to be abandoned after release, this is a killer for me (but I never know).

A friend of mine released an app at $4.99, which I thought was too high, but the effort he put in later, and the additions he made, justified the cost later. But keep in mind, that won't win you people from the start. As Stoney mentions, getting your foot in the door is a very popular tactic. If you're in it for the money.
 
Stoney Mason said:
There are definitely things that couple be improved.

It needs more and better reaction shots. Better and more commentary. I have some putting grievances. Online multiplayer and online leaderboards, etc.

But as a good game of golf and an opening salvo its more than worthy

Have you played Let's Golf yet, and if so would you still recommend this game at $10.
 
jacobs34 said:
Have you played Let's Golf yet, and if so would you still recommend this game at $10.

I had a couple of earlier posts on this so that's about the best I can say below. I don't regret spending my $10 bucks but everybody is different.

Couple of reviews for you also.

http://wireless.ign.com/articles/979/979035p1.html
http://www.pocketgamer.co.uk/r/iPhone/Tiger+Woods+PGA+Tour+09+(iPhone)/review.asp?c=13045



Stoney Mason said:
I think its partially the art style. I think cartoony graphics always come off a bit better than "realistic" graphics when you have less power.

Here is Tiger Woods 07 on the PSP for instance.

http://www.youtube.com/watch?v=9Ui9uzTWwlU&fmt=18

For what it's worth imo the graphics are more than solid enough if not good. The performance is a bit better than Let's Golf also framerate wise although that was never a deal breaker for me in Let's Golf.

Honestly the big difference if you want a golf game between these two comes down to golf swing mechanic. Even though Let's Golf had another swing option I'm sure the vast majority used the traditional Hot Shots style golf meter. In Tiger Woods you are using the swipe method to emulate pulling back on the analog stick and pushing forward. I'm more a hot shots guy in the regard so it will take me awhile to get use to Tiger Woods.

Stoney Mason said:
It's hard to say. I think it probably goes toward how you feel if you've ever tried any of the Tiger Woods games on the handhelds or the consoles.

Let's Golf is a really fun take on Hot Shots. I think this version of Tiger is a pretty fun take on the Tiger Woods franchise. The swing meter is pretty fun. It works better than I thought it would. It has pretty good depth and replayability. Probably more so than Let's Golf in that regard. It's a mix of that sort of faux simulation arcade feel EA brings to their games in that it looks like a realistic sim but it still pretty fun and arcadey in many ways. For example much like Let's Golf you can put spin on the ball as it is in flight which of course drives purists nuts but for a more casual audience its perfectly fine. Let's Golf looks better. Tiger woods is more solid in the frame rate department.

As I said it probably comes down to the swing mechanic and the replayability on whether its worth having both. This games has more depth but if you don't like the swipe swing mechanic you won't like it. I do like the swing mechanic. It feels rights. I'm still trying to adjust to the putting mechanic though which is like the swing mechanic but doesn't have the distance indicators on it.

I like the game. I liked Let's Golf. I think I'll probably end up playing Tiger more but that's just my personal assessment.

Touch Arcade Video
 
Stoney Mason said:
I had a couple of earlier posts on this so that's about the best I can say below. I don't regret spending my $10 bucks but everybody is different.

Thanks for the insight, and sorry I didn't just look through the thread, I'm feeling rather lazy this Saturday.
 
Does anyone have a suggestion for an iphone RPG? Some of things I'm looking for:

- Being able to play one-handed
- I prefer turn-based but action RPG is fine
- A demo to try it out would be ideal, but if there is something that is generally agreed upon to be good, I'll grab it without a demo.
 
Stoney Mason said:
Do not download the update. There is a problem and it's not actually available and will not work.

I just redownloaded, and it seems to work now. Go go go!

LaneDS: Do you have Tetris on iPhone?
 
TheOneGuy said:
No one knows? ):

Oh well.

As far as I know, and I probably WOULD know, Roguetouch is the only Roguelike for the iphone aside from the earlier and much worse attempt at Rogue for the machine. The devs are still working on enhancing Roguetouch though, and they've plans for other Roguelikes in the future but that's where it is at for now.

As I don't have an Iphone, I'm unfamiliar of any kinda emu scene on it for other mobile devices. Should there be one, though, one strong bet for you might be Kamyran's Eye 1 and 2..or at least 1. http://keye.phk.at/

Otherwise, just gotta wait and hope for some PC ports if not new projects entirely to crop up.
 
Clever Pun said:
Does anyone have a suggestion for an iphone RPG? Some of things I'm looking for:

- Being able to play one-handed
- I prefer turn-based but action RPG is fine
- A demo to try it out would be ideal, but if there is something that is generally agreed upon to be good, I'll grab it without a demo.

There aren't many right now, but wait about a month, and Zenonia will be out. It's an AMAZING Korean RPG being ported to the iPhone, in the vein of Zelda LTTP.

Watch for it!
 
Culex said:
There aren't many right now, but wait about a month, and Zenonia will be out. It's an AMAZING Korean RPG being ported to the iPhone, in the vein of Zelda LTTP.

Watch for it!

Sounds good - thanks! I know someone mentioned Underworlds before - is it worth the $5? What is the 5-10 minute play time like?
 
Clever Pun said:
Sounds good - thanks! I know someone mentioned Underworlds before - is it worth the $5? What is the 5-10 minute play time like?

Haven't played it yet, but from what I've heard, wait for the 1.1 update that adds music and fleshes out some of the bugs and inequalities with leveling.

I recommend using the site http://toucharcade.com/

can't go wrong with it.
 
Culex said:
Haven't played it yet, but from what I've heard, wait for the 1.1 update that adds music and fleshes out some of the bugs and inequalities with leveling.

I recommend using the site http://toucharcade.com/

can't go wrong with it.

It's not bad and the 1.1 update is welcome but what more people are waiting for are content updates down the road which will come or not come I'm guessing based on how it sells.
 
Underworlds needs a map in the worst way. I have no idea where I'm going since I haven't played in a few days.

The pick up and play is phenomenal, though. The game autosaves on exit, and has three other save slots for manual saves. Play for 10 minutes and hit the home button. Just try to remember where you were going. :lol
 
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