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The Official iPhone/iPod Touch Gaming Thread

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Tobor said:
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

Yeah I miss a map. I bought it and played the first night but then I decided to just wait for updates.

Submitting to Apple on 5/1

Version 1.1 Update Notes
------------------------
• Original musical score, by Voodoo Highway Music
• Dexterity now factors more heavily into the “to-hit” roll
• World-wide rankings/leaderboard system for single game and overall. Rankings include:
--Gold Collected
--Monsters Killed
--Potions Used
--Teasures Collected
--Times Completed Per Difficulty
--Fastest Time Per Difficulty
• D-pad movement controls have been substantially improved
• New character portraits
• You can now change difficulty level after a restart
• You can now restart with same character after a completed game
• Feedback system for button/control misses added
• Vibration can now be toggled on/off
• New game font for more ‘role play’ feel
• To prevent mis-taps on potions, you must now double-tap to use a potion when health/vitality is above 50%
• Treasure tables updated with unique items (purple) for lower level creatures ultra rares (gold) for higher level creatures
• Several spelling errors corrected
 
Stoney Mason said:
I think a map is probably a bigger feature. Most of that stuff is more tweak like.

It's not the end of the world. I'm looking forward to the other stuff. The potential is there for Underworlds to be a fantastic Diablo clone.
 
Tobor said:
It's not the end of the world. I'm looking forward to the other stuff. The potential is there for Underworlds to be a fantastic Diablo clone.

The engine is great. I just hope the game sells well enough so that they feel its worth it to put out the content.

Maybe they should license that engine they created out.
 
Stoney Mason said:
The engine is great. I just hope the game sells well enough so that they feel its worth it to put out the content.

Maybe they should license that engine they created out.

I know it would be a lot of work, but a level editor would be amazing. Let the fans create some content.
 
I'm enjoying Underworlds all the same. I want to see more competition in that space.
 
Solideliquid said:
wow I can't imagine the original Myst game on Mac took up that much space.

It was one of those games that ushered in the CD-ROM so while I don't remember specifically it must have filled out a PC CD back in the day.

Riven was mammoth too for its time.
 
Zaraki_Kenpachi said:
Wow, I think I have to get this on principle alone. That big of a game ported over to the iphone besides me remember it being a cool game makes me want it. Especially at that price.


Yeah I remember really enjoying the original, I think I was 13 when it came out. I want to get it, but I hesitate doing so since I remember what a chore it was to play with puzzle after puzzle. I'm older now so maybe it'll be easier to play now... maybe ... 5.99? hmmmm.
 
Solideliquid said:
Yeah I remember really enjoying the original, I think I was 13 when it came out. I want to get it, but I hesitate doing so since I remember what a chore it was to play with puzzle after puzzle. I'm older now so maybe it'll be easier to play now... maybe ... 5.99? hmmmm.

Ya, I remember playing all of the myst games when I was younger so I don't know if it's just nostalgia but they were always fun and for only $6 it seems like a new brainer even if it's not as good as I remember. It looks like it plays well from the videos too, so it doesn't look like a bad port.
 
does anyone else think that seeing sunsoft's name in the opening credits for myst is funny/weird? it just kind of took me out of it as i was watching the youtube vid, being an o.g. myster.
 
Captain N said:
Myst has me thinking...what other games could work on this beast!?!?

D
Braindead 13
Discworld
Sam & Max Hit The Road.

I want it now.

Too bad AAPL would never accept it :(
 
Banzaiaap said:
That site is pretty rad!

Found out that uniwar is 99cents today!

It's such a small thing, but I wish Uniwar had a battle screen that you could turn on and off (something akin to Fire Emblem or Advance Wars).

Captain N said:
Myst has me thinking...what other games could work on this beast!?!?

D
Braindead 13
Discworld

Shit dude, if you're thinking D, why not add Enemy Zero to the mix?
 
Bliddo said:
Thanks for the article, really interesting

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 very nice. The music cues really set it apart from similar games. I'd pay $1.99.

I bite at a lot more .99$ than higher-priced titles, though good reviews (particularly from Stoney here) will push me to check out others. But, a price drop or sale price really impels me, even as I know it's just psychological.
 
Masklinn said:
Sam & Max Hit The Road.

I want it now.

Too bad AAPL would never accept it :(
I'm sure a jailbroken iPhone/iPod Touch could run it with ScummVM no problem.

...I don't even know if they've ported ScummVM yet, but it's on basically every other platform these days I don't see why not.
 
Picked up wolfenstein. Thought the controls were pretty terrible. I don't think I'll ever get used to a touch screen for anything that's remotely action-oriented.
 
boutrosinit said:
Thanks fella :)

Will check our store text to make sure that shit is clear.

Would love to hear your brutally honest thoughts on the game too :)

Well...

My first impression was that the premise for this game is one that would be very difficult for a designer to make harder levels without making it feel impossible, or without making the difficultly feel arbitrary (ie, putting more "stuff" in the way of progress). There are two scenarios I imagined...

1. Bigger boards of tiles

This would fall into the "making it feel impossible" at a certain point

2. Putting obstacles in the way

This is the method you chose (to the point I'm at, at least)

In some ways you succeeded with these obstacles, and in other ways I felt like you ran out of ideas but needed to make the game longer. I like the idea of the numbered tiles that you have to hit in a certain order. It acts as a challenge, but also as a helping device at the same time. I also like having the tiles that let you move in all 8 directions. The bombs/nukes are really close to arbitrary difficulty for me. The more of them you put in a level the harder it gets, but it doesn't make it anymore fun. When you have one or two in a level it's ok, but then when I get to a level where there are like 4 or more of them I start to think that you just got lazy. The crystal collecting to use "special" moves, also struck me as being unnecessary. What's that term they use in movies when a plot seems to be falling apart and then they take some random unexpected event to pull it all together? That's what the crystal collecting seems like to me. It's seems like a way of canceling out arbitrary difficulty.

But that brings it make to my original point. How do you make this game harder without making it feel impossible or cheap? The greatest satisfaction I got out of this game is when I could instantly visualize the solution and tap out all of the tiles in order before it had even acknowledged that I had tapped all of the tiles. I'm at a point where I feel like I'm no longer using logic, but just using trial and error.

P.S. I'm up to level 35 of the medium levels (I think)
 
commish said:
Picked up wolfenstein. Thought the controls were pretty terrible. I don't think I'll ever get used to a touch screen for anything that's remotely action-oriented.

Wow, I thought they were fantastic. And after the update, they're much more modifiable.
 
mrkgoo said:
I just redownloaded, and it seems to work now. Go go go!

LaneDS: Do you have Tetris on iPhone?

Negative. My earlier comments were directed at an article I read that claimed Drop7 was pretty much the best puzzle game since Tetris, but I haven't actually tried it on the iPhone. Generally speaking I like games on the platform where I can either take turns at my leisure or have a little downtime between rounds, like Geodefense.

And speaking of Geodefense, the update made the game much, much easier. I beat Gordy on the first try (after anywhere between 50 and 100 tries pre-patch, if I had to guess), and beat it without losing any lives. The levels after that have also been pretty easy so far. Not complaining but hopefully the challenge evens out.
 
LaneDS said:
Negative. My earlier comments were directed at an article I read that claimed Drop7 was pretty much the best puzzle game since Tetris, but I haven't actually tried it on the iPhone. Generally speaking I like games on the platform where I can either take turns at my leisure or have a little downtime between rounds, like Geodefense.

And speaking of Geodefense, the update made the game much, much easier. I beat Gordy on the first try (after anywhere between 50 and 100 tries pre-patch, if I had to guess), and beat it without losing any lives. The levels after that have also been pretty easy so far. Not complaining but hopefully the challenge evens out.

Sweet, thanks. I have Tetris for the iPhone, and I love it. It's not all it could be but it's pretty damn good for what it is. My only major fault is that there doesn't seem to be an endless mode.

I just brought it up, because I thought you may have it as well. That's cool, though.
 
Captain N said:
Myst has me thinking...what other games could work on this beast!?!?

D
Braindead 13
Discworld


I'd love to see lucasarts port over their classic adventures. The Monkey Islands, Full throttle, Day of the Tentacle on the iPhone would be so sweet. The interface would be perfect for them as well.
 
Surfheart said:
I'd love to see lucasarts port over their classic adventures. The Monkey Islands, Full throttle, Day of the Tentacle on the iPhone would be so sweet. The interface would be perfect for them as well.

This!

Some of my favorite games back then were all of the point and click adventures. I am sure there are some that I am forgetting about, but if they would release those I'd be a happy man.
 
Tiktaalik said:
I left my iPod Touch at home today so I can't try this out, but Strategery looks really good to me. Maybe I just like the title? :lol

Looks like a competent Risklike actually.

It's more Dice Wars than Risk, but yeah, I've been playing it since 1.0 and to this day cannot seem to go one commute without putting in a game. I think I've played about 200 matches by this point.

Absolutely worth the money.
 
PhlivoSong said:
Well...

My first impression was that the premise for this game is one that would be very difficult for a designer to make harder levels without making it feel impossible, or without making the difficultly feel arbitrary (ie, putting more "stuff" in the way of progress). There are two scenarios I imagined...

1. Bigger boards of tiles

This would fall into the "making it feel impossible" at a certain point

2. Putting obstacles in the way

This is the method you chose (to the point I'm at, at least)

In some ways you succeeded with these obstacles, and in other ways I felt like you ran out of ideas but needed to make the game longer.

Strange that you felt we padded it out. What gave you this impression? That's definitely one thing I felt we nailed, hence my specified curiosity.


PhlivoSong said:
I like the idea of the numbered tiles that you have to hit in a certain order. It acts as a challenge, but also as a helping device at the same time. I also like having the tiles that let you move in all 8 directions. The bombs/nukes are really close to arbitrary difficulty for me. The more of them you put in a level the harder it gets, but it doesn't make it anymore fun. When you have one or two in a level it's ok, but then when I get to a level where there are like 4 or more of them I start to think that you just got lazy. The crystal collecting to use "special" moves, also struck me as being unnecessary. What's that term they use in movies when a plot seems to be falling apart and then they take some random unexpected event to pull it all together? That's what the crystal collecting seems like to me. It's seems like a way of canceling out arbitrary difficulty.

But that brings it make to my original point. How do you make this game harder without making it feel impossible or cheap? The greatest satisfaction I got out of this game is when I could instantly visualize the solution and tap out all of the tiles in order before it had even acknowledged that I had tapped all of the tiles. I'm at a point where I feel like I'm no longer using logic, but just using trial and error.

P.S. I'm up to level 35 of the medium levels (I think)

Tuning it was the hardest part. I threw out about 400 level designs as after re-playtesting, a lot of them did feel like trial and error and I did not want that.

One of the other big challenges was obliquely communicating 'solve concepts' which is why the early levels take a while to warm up.

For example, crossing over the same tile multiple times, or learning how to solve bomb puzzles by focusing on having the tiles pre-flipped to finish on a bomb landing. Stuff like that.

This is the problem when you're trying to design depth / complexity on a small timescale. You NEED digestion time and that was real thin for us. We needed more testers too.

As for power-ups, we probably failed you in the pitch, as they're not traditional game power-ups. We left those in as helpers / CYA measures due to lack of a feature we wanted to do but couldn't justify in the nth hour. In the beginning, you'll only ever bother with warp or skip. Medium, you may use undo a few times. Hard, you'll be undoing a lot. At least that's what we found with limited data.

So yeah, short answer, we had / have some ideas to rectify all of this, but it would've cost us another month and no-one was getting paid, so we made it good enough where we could be proud of it and put it out.

We've seen all the positive buzz and some of the well-considered critiques we've been getting for the game and we're definitely going to work on a significant update some point in the future with these ideas in.
 
I don't own it yet but Siberian Strike seems to be getting good reviews

http://www.slidetoplay.com/story/siberian-strike-review
http://www.pocketgamer.co.uk/r/iPhone/Siberian+Strike+(iPhone)/review.asp?c=13060


Stoney Mason said:
Siberian Strike from GameLoft also came out for the iphone.

Itunes Link $5.99
Video of the PC version
Impressions Thread


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Loving the recommendation of Word Fu!, having a blast with it. Although I thought I was decent at it until I saw N'Gai's twitter, his score was like 5000 something I think? I don't even see how that is possible.
 
cjelly said:
Any GAFers picked up Myst?

Would love to hear some impressions from any of you lot before I splurge. :D
Yes, I got it Saturday night, and I've been very pleased with it so far. It manages to maintain relevancy amidst all the nostalgia, mainly because the programmers did a nice job incorporating the game with the platform. Touching linking panels is a hoot, as is pulling levers and pressing switches. The soundtrack is as classic as ever, and the island and all of its pre-rendered ages has never looked better. It's a recommended buy for me, but I'm terribly biased.
 
Stoney Mason said:

I picked it up a few days back and it seems pretty decent. It controls fairly well, the graphics are good and it plays at a good framerate, and the voice acting for cutscenes is certainly a plus. I think the one thing i dislike most about it is that the game plays out across about two screen widths, so to see all of the action you have to constantly move your plane to the left or right. You can easily lose track of enemy planes in there, if you're not careful. Still, I think it's worth a buy. The bottom line is it's a very fun arcade style shooter.
 
HBP said:
Loving the recommendation of Word Fu!, having a blast with it. Although I thought I was decent at it until I saw N'Gai's twitter, his score was like 5000 something I think? I don't even see how that is possible.

I still can't do better than 1200, but this is the game I've been playing on my commute home. Curious about trying Tiger Woods too.
 
I'm not seeing the 99c GeoDefense online...

I've currently bought:

FieldRunners
Tiki Towers
Wolfenstein 3D
Flight Control

What's the best audio recording software you can get for the iPhone at the moment? Are there any which allow me to upload from the iPhone?

Also I know that if you have an iPhone you can only sync it to one system at one time. To move it to another system what do I have to do to keep everything on there?
 
Wolf 3D is pretty ace. For $1.99, you can't go wrong. Fully customizable controls and great graphics

MGS Touch Lite is out and I thought it was pretty fun. If the game goes on sale, I might buy it.
 
Here is a rather clever workaround until OS 3.0 arrives. A rhythm action game that allows you to use your own music tracks by uploading it to a central server site first. Hopefully stuff like this won't be necessary when 3.0 launches and devs have access to the music library but until then I applaud somebody for taking the extra step and not being lazy. Who knows how the game will be but I always applaud developer initiative. Already submitted. Should be out in a week or two.

BeatRider


Video

http://www.mybeatrider.com/


interface.jpg




http://toucharcade.com/2009/05/04/beatrider-to-offer-a-rhythm-game-with-your-music/
 
woxel1 said:
Yes, I got it Saturday night, and I've been very pleased with it so far. It manages to maintain relevancy amidst all the nostalgia, mainly because the programmers did a nice job incorporating the game with the platform. Touching linking panels is a hoot, as is pulling levers and pressing switches. The soundtrack is as classic as ever, and the island and all of its pre-rendered ages has never looked better. It's a recommended buy for me, but I'm terribly biased.
You pretty much sold me on. How fast would you say does the battery drain while playing this? Even though the game is basically just images, me-thinks this game is a battery hog. I also feeling like buying this app to give my support to put more adventure gaming on the iPhone.

The Myst series is one of my favorites, probably second to Zork adventure game-wise. I actually had to upgrade my computer back in the day because my CD-ROM was too slow for playing this. I think I had a 1x speed and it required a 2x. :lol


*Edit: Just purchased it, going to download it on my PC first then transfer it across USB. Oh man this is going to be nuts. Gentlemen, godspeed.
 
Wario64 said:
Wolf 3D is pretty ace. For $1.99, you can't go wrong. Fully customizable controls and great graphics

MGS Touch Lite is out and I thought it was pretty fun. If the game goes on sale, I might buy it.[/QUOTE]


Same. From the initial impressions I thought it would be quite shallow but I really enjoyed the shooting mechanic, good use of the touchscreen and very tactile.
 
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