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PikPok Explains How It Does Usability Testing

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Like any studio, PikPok has a usability team that monitors the development of a new title and watches out for any potential pitfalls. It’s a thankless job since we tend to not moan whenever a game feels intuitive or a layer of UI makes sense. We also don’t get to meet these dudes very often, which is what makes the new usability editorial on the studio’s web site notable. In it, we’re introduced to an integral piece of PikPok’s internal testing pit, Hadley Bellam.

Bellam is allowed to be involved from the start of a new game, which undoubtedly helps the entire usability testing process. Here’s a snippet of what Hadley has to say about what he does in early production:

“Outside of UI considerations, early usability is usually focused on input methods and camera/orientation, which are closely related. Whether the game uses landscape or portrait orientation will affect how the user interacts with the device. We need to consider left and right handed players as well as players who play with their finger(s) or thumb(s).”

“Will the game require users to play with multitouch or will it be playable using only one digit? Will input work as well on tablets as it will on phones? These are accessibility questions we aim to answer early to ensure playing the game is not uncomfortable for users. You may notice many PikPok games can be played with a single digit, thumb or finger, on either hand.”

If you’re interested in this sort of thing, definitely go give the blog a visit. It’s a fun read that gives you a small sense of why PikPok is able to churn out solid game after solid game.

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April 5, 2012 at 0:15

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‘Coco Loco’ Review – Marshmallows Love Cocoa Like Birds Hate Pigs

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When you’re playing Coco Loco, [$0.99] it’s important to remember that you’re rescuing your marshmallow brethren from chocolate guardians. You’re absolutely not rescuing your eggs from pigs. Sure, if it looks like a duck, swims like a duck and quacks like a duck, it’s probably Angry Birds, but Twiitch deserves credit: this particular physics puzzler with slingshot mechanics is actually pretty great.

Some of Coco Loco’s levels could be pulled straight out of similar games—let’s just say there isn’t much difference between an egg-shaped mallow and an egg-shaped bird. But those structural similarities surround cunning levels designed for more than brute-force thinking. The formula takes another sharp turn with terribly entertaining liquid dynamics. It plays like a brand new game, even if it doesn’t look much like one.

Stop me if you’ve heard this one before: the Marshies were enjoying a simple dip in the hot chocolate springs when the cocoa guardians took them prisoner. Now it’s up to you to get revenge, rescue your pals, and free them from their, err, celebrity-costumed captivity. That sort of quirkiness gives Coco Loco a fresh angle to build on, and it extends through every bit of the game’s visual design.

From there it’s a matter of differentiating itself through gameplay. The liquids make up a big part of that: the Marshies can be freed by being swept up in cocoa, and the chocolate guardians can be melted away similarly. Many levels will see you redirecting cocoa, breaking through dams and barriers and generally splashing around.

Lest I give the impression this is just a damp Angry Birds (probably an obvious mashup in this post-Where’s My Water world), I should emphasize that the level design in Coco Loco is very, very good. Rarely are you left to smash down a structure with however many projectiles you feel like using. Instead, you’re often given exactly what you’ll need to solve a puzzle, one with moving parts, flowing liquid and tight corridors to aim your way through.

The tools you’re given are a good mix of familiar and new. You’ve got your standard Marshie, the one that knocks over the things it hits. Another one explodes on your command. But there’s also one that expands into a gelatinous wall on demand, and another that shoots cocoa out of a cannon, amongst others. Combined, they can pull of some excellent tricks.

You have to be creative when using them, as much as you need to be precise. Most of Coco Loco’s 75 levels are set up for specific solutions: toss this dude at that spot to clear the way for the next guy to knock over the cocoa just so, and the whole thing comes together. Or take each of your Marshies and land them in just the right places all over the screen. You’ll need to use your brain more often than you will your pixel-hunting skills.

I just wish the same creativity that’s been brought to bear on the level design had bumped into the rest of the game at some point. We have the three star rating system, “Fluffy,” the IAP that finishes any level for you, extra points for having Marshies left over, and that’s just scratching the surface. Coco Loco is strong enough to stand on its own, and hanging a lantern on its similarities to Angry Birds does it no favors.

Just don’t let that stop you from checking it out. Coco Loco isn’t a strikingly original game, even without the checklist of familiar interface elements, but it is one of the most thoroughly solid and entertaining physics puzzle games I’ve played in some time. Taken in a vacuum, it could have blown me away. In the context of the rest of the App Store, it’s still a heck of a lot of fun. Don’t just give it a look, give it a play and you might be impressed.

App Store Link: Coco Loco™, $0.99 (Universal)

TouchArcade Rating:

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April 4, 2012 at 20:15

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A Few Early Week New Releases – ‘Gunman Clive’, ‘Gun Runner’, and ‘8bit Ninja’

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April 3, 2012 at 20:15

Hands-On With ‘Burger Cat’

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A lot of studios are turning to the casual market to expand their base and diversify portfolios speckled in viscera and splatters of crimson. League of Evil studio Ravenous Games is doing just that with its side-scrolling puzzle game Burger Cat. The result is unique: Ravenous is undoubtedly delivering something that feels like a Ravenous joint, but it’s appropriate for our little ones and game-challenged family members.

It accomplishes this by removing the barrier of entry, while maintaining the vibe and the high-level production we expect from a Ravenous product. In the game, you play as a cat on a quest to find hamburgers. Functionally, this adventures boils down to a bunch of instanced quests where you, as a maestro of landscaping, have to alter the 2D world the cat inhabits in order to get him to a burger. The movement is automatic, but your ability to add and remove blocks of land or introduce an item that changes the way the cat interacts with its world is manual.

For example, in the game’s first level, you’ll need to add a block of land to the corner of a hill so the cat can scramble up the hill as if it were a stairway. In the next, you actually build a similar stairway with three blocks of land, two of which will need to be stacked on top of each other. As the game progresses, you’ll get much more imaginative items: a mouse that re-directs the cat’s attention, a spring that rockets the cat into the air, a pick-axe that removes pieces of the environment, and so on. Actual obstacles that add repercussions, like spinning cogs with blades, are added steadily. The items you’ll receive have a hard cap in each level, and I had the most fun really playing with what I could do with the least amount of stuff, though creating conga lines of items has its simple pleasures, too. In fact, Burger Cat seems to encourage experimentation, as it often gives you way too much.

It’s a different game from the folks who made League of Evil, but it feels similar from a production standpoint. The art is bright and bubbly like the new visuals in League of Evil 2, and the animation work is on par. Music, on the other hand, is exceedingly epic. It almost rewards you before you do anything. Excuse me, but I want my Ode To Joy when I get my hamburger, and not before.

If this looks familiar by the way, it’s because it existed on Flash before. Burger Cat is a new-look port of a WobblyWare title you can play for free right now. In this shot of the original below, take note of how smooth this new iteration looks: no more grids, a less clumsy UI, and less mess in general.

“We updated the graphics to be more cartoony and made some design changes to make another one of our polished iOS releases,” Ravenous told TouchArcade. “The game just felt more suited to touch screen controls and has a lot of potential with the casual market.” And it does play exceedingly better. This game is a breeze to control with your fingers. I’ve zero complaints with what I’ve played so far.

And that’s the thing: we haven’t seen everything Burger Cat has to offer, so stay tuned as we obtain a final build and deliver our final thoughts. My gut says, though, that this is something we’ll be pretty happy with, even though we’re not its market. Look for this to hit April 12 across iPhone and iPad.

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April 3, 2012 at 4:15

‘Gunman Clive’ is an Action Platformer with a Unique Look

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Last October, indie developer Bertil Horberg released Helium Boy [$1.99], a colorful 3D platformer about a boy and his balloons. Helium Boy was a pleasant surprise with its cheery visuals and gameplay that revolved around filling up balloons in order to float the protagonist around each of the game’s levels. Unfortunately, an awkward camera made it difficult to properly navigate the terrain, which led to us being hesitant about fully recommending the title in our review.

Still, Helium Boy had flashes of brilliance, and we really wanted to enjoy it more. Now, Bertil is taking another stab at a platforming game with the upcoming Gunman Clive. This time around he’s sticking with a more traditional 2D side-scrolling gameplay while still retaining 3D visuals. Gunman Clive also has a really interesting sketchbook-style look, which you can see in the trailer (it’s also pretty darn funny).

Bertil says his main influences for Gunman Clive were Megaman and other classic platformers of that ilk, and he’s aiming for a more straightforward platforming and shooting game as opposed to the kind of gameplay that was in Helium Boy. I’m pretty much a Megaman fanatic, so hearing this really has me excited to see how it turns out. Look for Gunman Clive to launch with the usual slew of new releases later this week.

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April 2, 2012 at 16:15

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‘Final Freeway 2R’ Review – The ‘OutRun’ Homage that We’ve Been Waiting For

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Way back in the summer of 2010 (wow, where does the time go?), I was very pleasantly surprised with Oyatsukai’s Final Freeway [Free], an homage to Sega’s classic OutRun arcade racer. You could tell straightaway that there was plenty of love put into Final Freeway by somebody who absolutely adored the source material, and unsurprisingly this love translated into fun gameplay for those craving an on-the-go OutRun-alike.

While we praised Final Freeway in our review, it was missing a couple of core components that make an OutRun game, well, OutRunny. First was a lack of branching paths when you reached the end of a track segment, which normally would allow you to choose your own path to the end of the race. Instead Final Freeway was just a straight shot through its 6 environments.

The second big thing that was missing was the ability to crash and flip your ride. Sure, this is just a visual thing that doesn’t really affect gameplay, but it can’t truly feel like an OutRun game unless you can barrel into a tree at 160mph, flip your vehicle through the air several times while the passengers are ejected, and have both the car and the people come out completely unscathed. Also, where was the pretty blonde riding shotgun? Maybe she was there, but since the car wasn’t a convertible in Final Freeway, I’ll never know for sure (these things matter).

So there you have it, Final Freeway was an awesome OutRun clone with a few minor flaws. Fast forward to earlier this month, and Oyatsukai has taken all the feedback from the original Final Freeway and put it into the sequel, Final Freeway 2R [99¢], which truly is the OutRun game we’ve been waiting for. All the things we felt were missing from the first game? Those are in Final Freeway 2R, and it even does a couple of neat new things that really differentiates itself from OutRun while still retaining the feel of that series.

The first big thing in Final Freeway 2R is that there are now 13 different environments to race through in total. Each complete game has you racing through 5 of them, with a branching path at the end of each that lets you pick which route to take. It’s super OutRunny! Also, the graphics look a lot better this time around, with more detailed sprite work and a greater draw distance. The sense of speed in Final Freeway 2R is just ridiculous, and puts most other racers to shame. All the while it runs at a rock-solid framerate.

Of course, you can also now flip your ride in Final Freeway 2R, which as I’ve explained is incredibly crucial to the experience. You get a convertible faux Ferrari this time too, so you can actually see your blonde lady friend sitting in the passenger seat. In a cool twist over the original, you can now choose from 3 different drivers in Final Freeway 2R, each with their own set of stats. One of these drivers actually is the blonde cutie, and when you pick her one of the other fellas ends up riding shotgun. Equality!

One other interesting change from OutRun is now you actually have a rival of sorts shadowing you through each environment as you race towards the end goal. If you manage to reach the end of a track segment before he does you’ll get an additional bonus. It’s not integral to the overall experience, but it does add a nice bit of extra motivation to actually have an opponent to race against rather than merely trying to beat the clock.

Overall, Final Freeway 2R is a huge improvement over the original, and I just can’t believe how hooked I’ve been on it since it came out. It’s just pure, simplistic, fast-paced, arcade racing fun. If you’re not really an original OutRun fan but are curious if this sort of gameplay is your thing, then for today only you can grab the first Final Freeway for free to see how it grabs you. If you like that, then just know that Final Freeway 2R improves on everything from the first and will set you back just a buck.

App Store Link: Final Freeway 2R, $0.99 (Universal)

TouchArcade Rating:

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March 31, 2012 at 2:15

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Minecraft Explorer Is Now An Official ‘Minecraft’ Companion App

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The App Store is a great place to find seedy Minecraft apps. It’s also the best place to find the official Minecraft companion app. Studio 57Digital LLC’s Minecraft Explorer [$.99 / Free] now has the support of Mojang, which makes it a much more stomach-able buy. You can do a lot of awesome stuff with this, by the way, as it functions like an Internet wiki. From the app, you can browse all of the game’s item, enchantment, and crafting recipes, favorite items and server listings, view enemy information, and even watch videos.

… And now you can do more. Specifically, with this latest update, you can now share your character skins and design new ones. It’s also considerably less buggy, if the long list of fixes is to be believed.

Mojang managing director Carl Manneh drew our all-seeing eye to the product earlier today and it’s proving to be a cool tool. We’re thinking that it’ll be doubly useful for the impending Xbox Live Arcade version of the game, since dual-fisting a laptop and an Xbox 360 controller can be pretty rough. Check it out.

App Store Links:
    Minecraft Explorer Pro, $0.99
    Minecraft Explorer Lite, Free

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March 30, 2012 at 22:15

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Hands-On With ‘8-bit Ninja’

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In a universe in which ninja tournaments aren’t just an elaborate excuse to stage a gory multidimensional melee, there’s an adorable little ninja on his way to castle Shimawa on a hill. Hatted and garbed in his finest eentsy weentsy blacks, this little ninja is on his way to the 200th annual ninja tournament. He doesn’t know it until he gets on the stage, but he’s not skilled enough to win, at all.

And thus little ninja’s failure becomes the premise of another game on mobile platforms that revolves around fruit. And while 8-bit Ninja might roll in one of the most dry and tired design elements in today’s market, it does have something to share: simple fun.

At its core, this is a 2D side-scrolling avoidance game. You’ll control little ninja as he dodges an infinite amount of fruit being fired at him from an upset crowd. The more fruit you dodge, the higher your point value at the end of your session. The game ends when a piece of watermelon, cantaloupe, an orange, or a pineapple hits you as you glide from left to right in the cutesy, though strangely not 8-bit, playing area. I doubt that users will ever receive an emotional rise from any of this, but the action model does a decent job of engaging me. Its immediately accessible and blunt, like an everyday simple pleasure.

If this sounds like something you’ve played before, it is. I asked developer DogByte where the idea for 8-bit Ninja came from, and unsurprisingly, it’s a product of its time. DogByte loves Falling Balls and Fruit Ninja and wanted to construct something that took elements from both, but iterated in important, though non-surface, areas.

And that’s the thing about 8-bit Ninja: it does have some interesting points of design buried within its cutesy art direction and simplistic play. For one, you’ll never walk into the game carrying tools that directly interact with enemy fruit. Little ninja can, however, pick up and utilize random items that spawn on the map. Weaponry, like blades or shurikens, act like timed but stationary turrets of fruit-slicing fury. Picking up these items up is a clear choice, and one that adds a light tactical flair to the game’s action. And then there’s the progression system, which is as sweet as chocolate.

“The game features multiple unlockable characters each with unique special powers to unleash, multiple arenas with unique extras and a lot of power-ups,” DogByte tells us. But that’s selling the progression a little short. As you play, you’ll earn EXP for your character, which seems to ramp up his speed and his special ability, which in the case of little ninja, is a shield. There are two other characters to unlock down the line, each of which boasts different abilities.

Also, you’ll collect two forms of in-game currency: gems and eggs. Gems can be used to level up those randomly spawned items so they last longer and have greater effects as you play. You can also buy a nifty one-use hat that acts as armor. Eggs, on the other hand, can be used to buy new characters with new abilities, new levels, or even gems. These constituent parts all feed into each other harmoniously, and really bolster that best-in-class one-more-play kind of tone, similar to, strangely, Call of Duty’s You’ll spend a senseless amount of time powering up my guy and abilities, all in the name of superior stats. This kind of stuff gets in your head in a satisfying way.

Gems and eggs also feed into the game’s free-to-play model, but this title’s brand of functionality appears to be inoffensive. Instead of annoying or nagging, it treats the user as a premium-level consumer from the get-go. The pre-release build of 8-bit Ninja has never made me feel like I need to dip into my wallet to enjoy the progression system and what it offers. Eggs and gems rain freely, though at the cost of ad support. Ads were off in the build I played.

8-bit Ninja might be simple, and the name might be a hair deceiving considering that this plainly isn’t an 8-bit game, but this is definitely something you’ll want to check out later this April when it hits iOS and Android for the price of free.

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March 29, 2012 at 22:15

‘Battleloot Adventure’ Review – An Approachable and Fun Strategy RPG with Personality

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Behold! The kingdom of Kameloot! A great land plagued by literature-loving rats, ruffians, maddened herbivores and stupefyingly high taxes. It is here that Battleloot Adventure [99¢/HD] takes place. In this turn-based strategy/RPG hybrid, you’ll be taking command of a motley crew of mercenaries.

Unlike most titles within the genre, Battleloot Adventure will not have you galloping off to the castle in order to decapitate the state dignitaries. I mean, the local oppression is sort of what keeps you rolling in the dough. While, in theory, your purpose in life is to assist the city you’ve sworn fealty to in its attempt to win the ‘Grand Gossip Notoriety Prize’ , you’re really just in it for the gold.

As you might have guessed already, Battleloot Adventures is not a game that takes itself too seriously. It’s a game plagued with sheep, after all. Black sheep. Red-eyed, rabid-looking sheep. Be-tentacled, flatulent purple sheep. Battleloot Adventure has a sheep for all occasions. Can you honestly imagine something like this being grim and dark?

The bright, cartoony art style certainly enforces the light-hearted atmosphere. Characters are well-drawn and vividly colored albeit often encumbered with slightly overlarge heads, something that may not appeal to those who do not enjoy Japanese anime. In contrast, the watercolor backgrounds look as though they deserve a spot in a children storybook somewhere.

Now, let’s talk about the gameplay. Combat in Battleloot Adventure is wonderfully simple. To attack, you tap on your target. To defend, you tap on yourself. To utilize an item or a skill, you tap on the appropriate icon before tapping on the desired target. Simple, right?

Sort of. Once you dive into it, things start to get complicated. One of the things that you’re going to have to monitor is energy. Almost everything you do (item consumption being the notable exception here) requires expenditure of that precious resource. If you permit a character’s energy to drop below a certain percentage, they’ll be useless up till the point their bar replenishes. And no, you can’t block under these circumstances either, something that will be the cause of despair at least once.

There’s an element of ‘rock, paper, scissors’ to the fights. You see, each entity in the game is associated with one of four classes. Each class, in turn, is represented by a color. Bandits are red, soldiers are blue, healers are green and wizards are flamboyantly purple. As you might have guessed already, certain classes will do well against others. The rogues of the game, for example, do well against soldiers but fare poorly against a wizard’s assault. Needless to say, the ecosystem of colors is something you’ll want to keep in mind if you want to perform effectively in combat.

Skills have been done in a rather interesting fashion here. While most games demand payment in mana or energy, Battleloot Adventure wants payment in stars. Stars are what you acquire when you’ve inflicted sufficient amounts of damage on an enemy. Stars are also essential to some quests and provide bonus gold at the successful completion of a stage. Stars are great. Unfortunately, in order to use a skill, you’re going to have to spend a star. Will it be worth it? That’s entirely up to you.

On top of all that, you’ll also have to take passive abilities, talents, equipment, environmental effects, the fact you can rope your characters together to assist one another in attacks, and quest objectives into consideration. It’s a lot to juggle, but what makes Battleloot Adventure so neat is the fact that it’s not mandatory for you to know exactly what you’re doing. It is exactly as easy or as difficult as you want it to be. You can elect to finish everything in two rounds via a strategic usage of skills and physical prowess or you can work through each enemy slowly. It’s up to you.

One of the things that make me incredibly happy about Battleloot Adventure is the way they’ve handled IAPs in the game. They’ve done an excellent job with it. I think this is the first time I’ve said that about any game’s usage of the freemium model, but it’s true. Instead of ransoming your headgear or demanding money to unlock new quests, Battleloot Adventure will offer you in-game gold for real-life cash, and if you don’t want to, you don’t actually need to buy the gold. Things in Battleloot Adventure do not cost an arm and a leg. At most, they might cost a toe or an unimportant finger. It’s definitely a refreshing change.

That said, with Battleloot Adventure, patience is important. In spite of all the praise I’ve lavished onto it, Battleloot Adventure is one of those games that takes a little warming up. The dialogue isn’t atrocious but it’s certainly not the most impressive in the world. As for the first Act, well, the less said about it the better. I understand wanting to ease the new player into the world but the pacing’s slightly off for Act 1.

Nonetheless, for those willing to persevere, the game opens up when you reach Act II. Suddenly, there are things to do everywhere. There is equipment to unlock. There are feats to complete. With every quest you fulfill, more areas become unlocked. Speaking of equipment, I love the fact that all of the gear that you acquire will be visible on your party members in a wonderful display of attention to detail.

Battleloot Adventure isn’t perfect (I don’t want to look a gift horse in the mouth but that Witch is broken, guys. Broken. Also, there’s no Universal version. Why, Digital Tales, why?). Nonetheless, it’s still an impressive addition to the App Store and a game that belongs in your library. It’s immersive, it’s expansive (I’ve been playing it for a week), it’s simple, it’s something you can teach to your grandparents and your three-year old niece. As long as you’re OK with some minor quirks, Battleloot Adventure is one that you don’t want to miss.

App Store Links:
    Battleloot Adventure, $0.99
    Battleloot Adventure HD, $0.99 (iPad Only)

TouchArcade Rating:

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March 29, 2012 at 18:15

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3 Big Retina iPad Updates – ‘Epoch’, ‘Paper Monsters’, and ‘Waking Mars’

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Written by admin

March 29, 2012 at 18:15