Archive for the ‘.NET’ tag
The TouchArcade Show – Bonus – Interview With Zach Gage
On this week’s bonus episode of The TouchArcade Show, Eli and I hit up Zach Gage fame. You should get to know him. He’s the brains behind one of the best words game on the App Store, and he’s a super opinionated guy who isn’t afraid to have a discussion about games as art or his current level of cleanliness. In fact, we dive into these two topics pretty hard during our conversation, if you haven’t guessed already.
This is easily our most laid-back discussion we’ve ever had on the show, but I think it’ll end up giving you a really good idea of who Gage is, how he approaches game development, and how things like his personality and background inform that work. We cover a lot of ground in a really short amount of time in this podcast, and even touch on what Gage is doing right now.
To give it a listen, just click on the links below. If you’d like to get these interviews and our regular show instantly, feel free to subscribe to us on iTunes or the Zune Marketplace.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-037.mp3, 16.5MB
We’ll be back later this week with another regular episode of the TouchArcade Show.
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Remedy’s ‘Death Rally’ is Free Again
Does the name ring a bell? They’re the Finnish developers behind Alan Wake and Max Payne, but before all that, they released a top-down combat-centric MS-DOS Racer called Death Rally. (Oh, and, Max Payne [ $2.99 ] is also now available on the App Store, check out our review.) Anyway, a little over a year ago the greatly enhanced iOS remake of Death Rally hit the App Store.
To create the game, Remedy partnered up with , who is likely best known around these parts for Minigore [$0.99 / $1.99 (HD)]. Minigore saw tons of updates, so, I’m not sure anyone was surprised when Death Rally got similar treatment. Since its initial release and our original review, they’ve added all sorts of unlockables, character tie-ins (such as a guest appearance from the one and only Duke Nukem) and even full online multiplayer.

Yes, the game has been free before, and one could argue that it’s only “free” with air quotes as there’s a variety of optional IAP to be had. Regardless, if you missed the last Death Rally promotion, be sure to hop on this one. Even if all you do is tool around in a few single player races, it’s still totally worth the download.
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Has ‘Draw Something’ Lost 5 Million Daily Active Users Since Zynga Acquisition?
If you rewind the App Store clocks to around a month and a half ago, there was absolutely nothing out there hotter than Draw Something [$1.99 / Free ]. OMGPOP went from some Flash portal social game company I’d never heard of to releasing a game that even the most extreme non-gamer type friends of mine were relentlessly harassing me to take my turn. Draw Something’s popularity was so explosive, that I wouldn’t be surprised if it’s mentioned in several GDC talks this year as other developers try to divine the secret sauce that caused the game to go so incredibly viral.
What almost instantly followed the success of Draw Something was $210m acquisition by Zynga, spawning all sorts of entirely too predictable Zynga hated across the internet. You’d think that the might of the Zynga empire backing the game would only cause its popularity to grow, but did some digging into some figures published by , who believe that Draw Something’s popularity is in a steady decline, already losing five million daily active users.

Even after this decline, I’m not sure you’ll find too many game developers out there that’d complain about retaining ten million daily active users. What about you guys? Are you still playing Draw Something? Did you delete it after the Zynga purchase? If you’re still playing it, do you notice as many of your friends still at it?
[ via ]
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It Could Still Happen: A Port of ‘Botanicula’
Keep crossing your fingers: an iPad or a handset version of is still in the cards, Czech developer has told TouchArcade. But before it can go forward with this version, it needs to go back. “We are still fully focused on the PC and Mac version of Botanicula,” representative said. “First, we need to fix all of the bugs and update the game on all channels, and then we’ll start to port the game on tablets.” The updates are basically ready, we’re told, so work should begin soon.
We last heard about a possible port of the gorgeous new adventure game in October 2011, well before its release on other platforms. At the time, Amanita said it needed to be able to experiment before it could take an iPad or iPhone port seriously. That phase of the development appears to be just beginning.
“I’m sure there will be many technological challenges and we’ll have to adjust also the design at some places so the experience on the tablets is perfect, but we are definitely excited about this version because I believe tablets are ideal devices for this kind of game,” we’re told.
If you have a Mac or PC, definitely give Botanicula a spin. It’s a beautiful game with a well-realized world and a delicious premise. We’re thinking it has the potential to be the Next Big Thing on iOS, so here’s to some relatively smooth sailing as Amanita begins work on this version.
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‘Radiant Defense’ Review – Towers, Aliens, and a Ton of Hard Work
On paper, Radiant Defense [Free] doesn’t stack up when compared to other tower defense titles. It shouldn’t be as good as it is. I mean, it only has ten levels, and its free-to-play model gives you just a handful of towers to work with unless you want to pay more. But is full of surprises, and this free tower defense game is certainly one of them. It might not work on paper, but it sure works in practice.
All too often, freemium titles either lock all the fun behind a paywall or let you skip right over the gameplay if you put down your money. Radiant Defense does neither. I can’t say for sure that you can get through all ten levels without making a purchase. I couldn’t, because Radiant Defense is crazy hard. Buying any (or all) of the four optional tower packs gives you more room to strategize, but it just barely makes the game easier. Paid or free, you’re going to have to get your hands dirty.
Radiant Defense offers a mix between static path defense and the ability to create complex mazes. Players are often handed a few loose modules between waves. These can be used to build walls. Sometimes this is advantageous—drawing enemies out along long, winding paths is a good way to make sure they die well before reaching their goal. Other times it’s suicidal. Some enemies regenerate, so luring them away from your carefully crafted kill zone just means they’ll continue on, fresh and ready for more.
The tower selection adapts to any situation the game throws at you. You start out with the ability to build or research ballistic weapons for pure damage, energy weapons to take out shields, and the other usual suspects—towers that slow or weaken the enemies, and powerful area-of-effect towers. The purchasable packs add variety, with mines and blades to bar passage, weapons of mass destruction, and a few things that are just plain odd. Each has its own cost and drawbacks, though, making for a decently balanced experience no matter how many (or few) packs you own.
That balance falls on the side of intensely challenging throughout. Radiant Defense is unforgiving, with brutally long levels (making up for their limited selection) and increasingly aggressive waves. The game never lets up—every time you think you might have a handle on all the tricks you’ll need, it throws even more enemies at you in even more aggressive combinations. It can be aggravating, but it makes winning all the sweeter.
Not every part of the challenge is as sweet, unfortunately. The worst bit is dealing with frustrating tower AI. Towers will happily shoot the first thing that crosses their paths, blithely ignoring targets that are about to hit the goal. This behavior is consistent, so you can plan for it. It might even be intentional—it certainly gives players a reason not to use tight corridors to their advantage each and every time. But as difficulty goes, this isn’t the fun sort. It can leave you floundering moments after you’re sure you have everything under control.
There are concessions to this frustration, though. Each wave can be restarted as many times as you need without penalty, so you’re free to experiment with the best possible moves you can make with the resources you have. Anything you do before beginning the wave will stick, though, and while you can sell back unused towers at cost, upgrades can’t really be reversed. Your strategy may hinge on what seems like a simple decision: whether to spend your cash in the lull between waves or save it for the madness in the midst of combat. The latter is easier to revert but much harder to pull off.
That sort of decision-making drives the strategy of Radiant Defense. It’s rarely just a matter of this tower or that tower. Instead you’re balancing upgrades, positioning, and pathing, all while you decide if you should meet the current threat with force or save up for an unknown future.
If you’re comfortable with difficult games, Radiant Defense is easily worth the download. It’s a nice little package—decent art and music wrapped around generally excellent gameplay—and the price is more than right. It’s refreshing to find a game that respects your intelligence, money, and time. All the better that it’s good fun, too. Take a look, and stop by our to share your thoughts.
TouchArcade Rating: 
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Ubisoft Announces ‘Might & Magic’ Card Game
Need more CCG action in your life? Great! You and Ubisoft are on level. Earlier this morning, the publisher popped the lid off of Might & Magic Duel of Champions, a free-to-play card game set in the universe.
Ubisoft didn’t divulge hard mechanical details in today’s announcement materials for whatever reason, but it has confirmed the following about the game: (a) Duel of Champions will have collectible cards, (b) players will fight each other with these cards, and (c) users will also be able to buy these cards. So, yeah… this sure is card game.
More information will be coming to the , and apparently a beta is open right now in France. We’re doing our best to dig up some more substantial details so stick with us. If the Assassin’s Creed card game proved anything, it’s that Ubisoft knows how to fund decent tabletop experiences.
[images via ]
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‘DevilDark: The Fallen Kingdom’ Review – A Simple Dungeon Grind
Being a fan of Diablo-style loot grinds, I was pretty excited to try DevilDark: The Fallen Kingdom [$0.99], ’s take on the classic dungeon hack and slash. For the most part, DevilDark actually does a good job recreating the experience with nice visuals and a decent amount of weapons and armor. Unfortunately, simplistic gameplay combined with some general miscues hold the title back from stardom.
DevilDark follows the story of a wandering (and clueless) adventurer that sets out on a journey to save the world from being ravaged by an evil demon, who had been unleashed by a power-hungry king years beforehand. You’ll slowly accomplish this by doing a bunch of quests that involve fetching items and taking down hordes of baddies. An occasional boss battle permeates the monotony, but for the most part, DevilDark stays close to its dungeon crawling roots. While I realize that narrative may not be the priority in such a game, I would have liked something more than the intro cutscene and what little I can glean from quest texts.
One of the keys to a successful dungeon hack and slash is a robust inventory. While DevilDark doesn’t provide the limitless customization of say a Diablo, there’s more than enough loot to keep you occupied. Additional features such as bonuses for wearing groups of armor as well as elemental infusion do a great job adding some much-needed customization. The inclusion of a slot machine that has the potential to toss out some high-leveled gear is a nice touch, as well. However, I wasn’t a fan of the fact that some weapons and armor required currency that could only be purchased via IAP. Suffice to say, these special items aren’t required to complete the game – just expect to grind a lot more to pick up the normal currency items.
DevilDark’s visual engine is another standout feature in the game. The cell-shaded style looks great on Retina-enabled iOS devices. While Retina Display compatibility extends to the new iPad, please note that there’s currently a UI bug that’s and should be fixed relatively soon. It’s also nice that items equipped on your character change his appearance. The music and character design do a decent job reflecting the overall tongue-in-cheek presentation, although the music does get a bit repetitive as you begin playing the same maps continuously.
Speaking of repetition, gameplay is quite simplistic, even for a dungeon hack and slash. There’s little in terms of additional abilities (which are tied to which weapon you wield) beyond simply attacking. In addition, DevilDark has a few quirks that, while hardly significant, still detract from the experience. For example, there are a lot of reused maps and assets which quickly become boring with the amount of grinding you’ll have to do. Navigation is also done via a static overworld map, which feels a bit disjointed.
Another annoyance is the fact that the game doesn’t warn you when you accidentally exit a map (and thus end the mission). Considering the camera angles can occasionally block the ‘world portal’ I had a few instances where I wandered into the exit and lost all of my mission progress. The lack of iCloud support is disappointing as well.
The pacing also feels a bit off. ‘Story-based’ missions seem to drastically jump in difficulty with the completion of each previous objective. While DevilDark offers plenty of optional missions to earn coin and experience in order to prepare for said story missions, I’m not a fan of the sheer amount of grinding necessary.
It seems silly complaining about excessive grinding when the goal of games such as DevilDark are to, well, grind. However, there’s a lot of ways to implement the grind that keep it interesting without messing with the core formula. If DevilDark had a more cohesive story accompanied by randomized maps and a little more complex battle system, it would be at the top of my list on iOS. As it currently stands, the visual engine and sense of progression are enough to merit a recommendation, but there is potential for it to be much more.
TouchArcade Rating: 
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Epic Games Helps Students Bring New Life to the ‘Fighting Fantasy’ Series
Today, at in Birmingham, four teams of student developers will bring Steve Jackson and Ian Livingstone’s Fighting Fantasy series to the iOS audience in a brand new way. We’ve had the chance to look at the games in development, and they’re looking pretty hot.
The Make Something Unreal Live competition is the sort of opportunity most folks who’ve dabbled in game development would kill for. It’s organized by and . Student teams were given access to the Fighting Fantasy IP and, basically, told to go nuts with it. They’ve spent the last few months building games based off that IP using the Unreal Development Kit. Working with industry mentors, they’ve created new interpretations of the beloved books. Now they’ll go on stage and put the finishing touches on their titles with help from some of the industry’s biggest names.
If you don’t know the Fighting Fantasy IP, it’s a series of roleplaying gamebooks that were super popular in the 80s and 90s. A number of them have been brought to iOS in classic interactive fiction form by , but this is the first time they’ve been reimagined for the platform as full 3D games.
There are four teams of students competing in Make Something Unreal Live, each with members with expertise in art, design, programming and QA. Each team set out with a different title: The Warlock of Firetop Mountain, Armies of Death, The Citadel of Chaos and Deathtrap Dungeon. We’ve had some time with each of the titles, and they’re shaping up nicely.
Digital Mage is the team responsible for Armies of Death: Rise of Agglax. It turns the tale of Armies of Death on its head. Players will command the undead forces of Agglax as they travel down lanes destroying the heroes and defenses of the kingdom of Allansia. Defeating enemies releases their souls, which provide the power needed to raise the undead.
The levels of the game are inspired by events from the original book. Though we were only able to try out the early stages of the game, Digital Mage says that the final product will boast a lovingly crafted story that expands of the tale of Armies of Death.
Indigo Jam showed us its take on Deathtrap Dungeon. Like the book, the game pits players against rooms of devious traps and vicious enemies. It’s a first-person action adventure with areas and traps designed on a grand scale. From what we’ve seen so far, stealth will play a large role in the game, and sneaking around unseen is the surest way to survive while you try to solve the deadly puzzles of the dungeon.
The Citadel of Chaos: Dire Consequences is a wave-based first person action game built by Derp Studios. Players are tasked with protecting Dree Village against waves of monsters. You begin with a sword and shield, but with each wave you survive you’ll have the opportunity to purchase and upgrade spells with the souls you earn in combat. Players who survive 10 waves unlock new levels, and ultimately win after 20 waves.
Derp Studios plans to bring in a story mode as well. This will take place after the final moments of The Citadel of Chaos.
Finally, we took a look at The Warlock of Firetop Mountain: Lost Chapters, by Commando Kiwi. Though we won’t know which game takes the grand prize at Make Something Unreal Live until next week, this one really caught our attention. Built as a third-person RPG, it already has a progression system in place and some promising looking item collection. But the combat system is where it stands out.
Lost Chapters uses an active-time style combat system, with a selection of abilities that operate on individual timers. To capture the element of luck that the Fighting Fantasy titles so relied on, blocking is left to good fortune. Each time an enemy attacks the player is presented with three cards. Each has a shield on the other side, one red, one yellow and one green. If the green card is drawn, damage is escaped. The red card hits twice as hard.
The four teams will show their games off today at The Gadget Show Live, and they’ll receive feedback from the advisory board. The judges include Steve Jackson and Ian Livingstone themselves, as well as industry leaders that include, no joke, Peter Molyneux and Cliff Bleszinski. Teams will work to bring the games to their full potential over the course of the show, providing regular updates and showing their work off to an audience of over 100,000 attendees on the show floor. The winning team will be announced on Sunday, and it will get to take home a commercial Unreal Engine 3 license.
The games should all be heading to the App Store soon, though it sounds like the winning team might have a leg up on the others. The builds we played were still far from being ready for release, but they had real potential. Here’s hoping the final releases follow through, because we’re pretty jazzed about seeing more original RPGs and action-adventure titles on the App Store. So good luck to all the teams—we’ll be keeping an eye on what comes next.
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UPDATE: ‘SpellTower’ Multiplayer Update Hitting Soon
In tomorrow’s update for SpellTower [$1.99], creator is giving fans a lot of reasons to stick with his beautiful word game. On top of adding new iPad support, night colors, tweaks, and various fixes, Gage is finally implementing a bluetooth battle mode, which looks as great as it sounds. We’ve got video of it just below, in fact.
If you’ve somehow missed out on SpellTower, now’s a good of time as ever to take the plunge. It’s a remarkable word game with a ton of clever puzzle games and its designed with elegance in mind. It ended up being one of our Game of the Year contenders, as it was easily the standout word game of 2011. Give it a look.
UPDATE: Sometimes things don’t go as planned, unfortunately. Some approval process stuff is holding back the update. The new release date is April 12th.
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‘SpellTower’ Multiplayer Update Hitting Tomorrow
In tomorrow’s update for SpellTower [$1.99], creator is giving fans a lot of reasons to stick with his beautiful word game. On top of adding new iPad support, night colors, tweaks, and various fixes, Gage is finally implementing a bluetooth battle mode, which looks as great as it sounds. We’ve got video of it just below, in fact.
If you’ve somehow missed out on SpellTower, now’s a good of time as ever to take the plunge. It’s a remarkable word game with a ton of clever puzzle games and its designed with elegance in mind. It ended up being one of our Game of the Year contenders, as it was easily the standout word game of 2011. Give it a look.
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