Archive for the ‘SIM’ tag
‘Brainsss’ Review – All We Wanna Do is Eat Your Brains; We’re Not Unreasonable
Zombie games are still a big deal and it continues to blow my mind that this is the case. What hasn’t been done in a zombie game? Think about it. We’ve shot zombies and we’ve cut zombies. We’ve set zombies on fire. We’ve run over zombies and cured zombies and beat zombies with baseball bats. We’ve even participated as part of the horde in games like Valve’s Left 4 Dead and Left 4 Dead 2. Over the last few years, there’s not much we haven’t done to or with zombies across multiple genres, including puzzle and even tower defense. This thought has crossed my mind several times: what can a brand new zombie game even offer outside of a slight twist on what we’ve done before?
And then Brainsss [$2.99] shambles along and shatters this idea in my head that zombie games are lame because there’s just nothing left to do in them that we haven’t done trillions of times in a billion different games. Brainsss offers something new in the space, and its core action is rich enough for me to give it a solid recommendation, despite cooling on this zombie … craze we’re still in.
Brainsss is a top-down strategy game where you control a horde of zombies on quests to assimilate people into your horde. In order to do this, you’ll need to treat the ever-growing horde like a fleet, splitting it up into pieces so you can trap victims spread across the game’s myriad of labyrinthine levels, which are often brimming with helpless survivors who are ready to bolt the second they see snarling beasts approaching. As you convert more people, you’ll be able to meaningfully split your horde into even more groups.
There are a few change of pace design elements that compliment the strategy. The “RAGE” meter in particular is hip. As you do damage, you’ll be able to enter into a berserk mode that ramps up your horde’s speed and intensity. On the other hand, the mission design is sharp, too. In one level, you might be stopping survivors from feeling to a helicopter. In others, you’re chomping on scientists who were incredibly fleet of foot before running into your horde. Another neat twist: Brainnsss also rocks NPCs that can harm your horde, like police officers and backyard pugilists that you have to disarm in specific ways.
Brainsss biggest problem is probably its habit of skewing casual. You’re not going to feel like you’re the smartest undead general ever while trapping dudes. The controls can be a bit spotty as well. To split your horde, you need to “paint” over part of it, and then point to a new location in the level. Grabbing a specific amount can be a hassle if your horde is bunched tightly. Otherwise, the point-and-paint controls are bliss: this is a game that feels like and operates like a game designed for iPad and iPhone.
If you’re still into zombie games, or just need to check another thing you’ve done with zombies off of your mental checklist, feel free to check this out. Brainnsss strategy and action feel pretty unique in a space that’s been done to undeath, and they probably really pop outside of this vacuum. I can dig it, at least.
TouchArcade Rating: 
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‘Ski Safari’ Review – An Endless Runner With Style
We’ve had our share of decent endless runners lately, and ’s Ski Safari [ $0.99 ], looks to continue that trend. With adorable graphics, great controls, and a decent amount of content, hits all the right notes for the genre and should be checked out.
Ski Safari challenges you to last as long as you can against an impending avalanche while you race down an eternal slope. In order to accomplish this, you’ll need to build up your speed (and score multiplier) and keep it up as long as possible. You can gain speed by performing a wide variety of tricks or by picking up ‘vehicles’ that range from penguins and yetis to hawks to even a snowmobile. Of course, several types of obstacles (rocks, ski cabins, e.t.c.) stand in your way to slow you down. It’s an interesting system that plays out like a constant tug-of-war between you and the never-ending avalanche. In some ways, the speed system is a bit vaguer than other endless runners but I think it adds to the tension and enjoyment.

Of course, Ski Safari wouldn’t offer much in the replayability department if it only offered a simple race against inevitability. Thankfully, a decent objective/leveling system similar to the likes of Jetpack Joyride is always in play, offering nice distractions during the race. Completing sets of missions raises your rank and multiplier, allowing you to gain more points (and speed). While the mission system doesn’t necessarily bring anything new to the table, it’s still a welcome addition.
Like many endless runners, Ski Safari’s controls are a simple mixture of taps and holds. A quick tap will have your skier jump while holding down on the screen starts a backflip. Your backflip speed depends a lot on your velocity and vehicle, adding a bit to the strategy of whether or not to actually start a move. The control scheme definitely hits the mark for being accessible while offering just enough potential for strategy to keep you coming back.
You’ll notice that once you get the hang of the gameplay runs can take quite a bit of time (relatively speaking) before they get hard. However, I don’t really see this as an issue as there are plenty of objectives to complete while you’re skiing and the ever-increasing multiplier means that you’ll eventually be able to reach those higher scores faster.
I’m a fan of Ski Safari’s lighthearted and playful presentation. Everything from the initial runs while asleep in bed to the mischievous music and cartoony visuals just illicit an amusing feeling. This continues with the pun-filled trick names and animal/vehicle companions. Obviously competent gameplay is an important facet for endless runners, but having well executed presentation goes a long way towards keeping me coming back. Thankfully, Ski Safari succeeds in all those aspects.
There are a few minor issues that I think keep Ski Safari from elite status. I really would have liked to see some sort of in-game use for all the coins you collect in a run. Even if it only offered cosmetic changes, an in-game shop goes a long way towards replayability. For that matter, while Ski Safari does a great job with its randomly generated runs, I hope that scenery changes are in the works for future updates. I really love the vehicle system and hope to see more options as well.
Still, Ski Safari definitely deserves to be put into the upper echelon of endless runners. The great presentation, well-implemented control scheme and overall enjoyable gameplay simply lead to a game worth playing. If you’re looking for the next great (and cute) endless runner, look no further and check out Ski Safari.
TouchArcade Rating: 
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‘Flight Control Rocket’ Gets New Mode, More Landing Pads
Flight Control Rocket [99¢] now boasts more content courtesy a content update that hit this morning. Ten new “motherships” (or landing pads) have been added, subtly changing up the action by offering groovier ways to park your spaceships. Four new bots and a fresh game mode called “Rescue” fill out the rest of the meaningful offerings.
Rescue is probably the most interesting add: in it, you’re tasked with saving floating astronauts by ramming similarly colored ships into them. After you guide a ship and a victim back to the space harbor, you’re awarded with points. We would be equally stoked about the ten new motherships, but most of them require some major in-game scratch in order to use. We’re not too sure why this basic feature add has been tied to the game’s financial model either, but that’s kind of the story of Flight Control Rocket in a nutshell — beautiful, but weird.
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The Reality Of Independent Game Development Is What Keeps iCloud Out Of Your Favorite Games
You see a form of this question in almost every high profile game’s review: why doesn’t this have iCloud support? Apple’s remote storage service is a tremendous offering that lets us resume any supported game from any connected Apple device. During our commutes, we can bang out a couple of minutes in Infinity Blade 2 on our iPhones. Later, at home, we can finish the section we were exploring on our iPads. When the service works, it’s awesome, but we don’t see a lot of games using it. It’s a surprise when one does.
We spent a few days asking a small pool of independent game developers why they aren’t incorporating iCloud in their latest games. What we discovered isn’t surprising: iCloud is always on a good studio’s radar, but the pitfalls of indie development keep it there. It’s too alien, and maybe even a little too wonky, for cash-strapped and low-bandwidth studios to take a chance on.
I’d Buy That For A Dollar
Time, cash, and bandwidth are the three most important resources to the production of any good game. If there’s not enough of one or the other, something goes bad. In the age of $.99 download these resources are even more precious. Their effects on the creation of games are exaggerated to the point where even experimentation on things like iCloud, no matter how easy it might be to implement, becomes a liability. says it couldn’t commit time and resources to iCloud with Super Crate Box because it didn’t have the time or cash to spare.
“We think iCloud is a great technology and we can totally see why Apple is pushing it,” Vlambeer’s Rami Ismail tells TouchArcade via e-mail. “The thing is that while from the user side it’s an easy thing to set up, as developers it’s a new thing that we have to consider, learn to use, and then apply.”
Super Crate Box is the first game Vlambeer has made for iPhone and iPad, so that put an unusual strain on the studio. By the time iCloud support could become an actual bit of functionality as opposed to just a desire, Vlambeer had decided its time would be better spent on tweaking the game’s controls.
Ismail tells us about another wrinkle: now that Super Crate Box is out in the wild and its users have multiple saves across devices, there’s a worry that throwing in iCloud at this point could cause something horrible to happen, like loss of progress or even high scores. It’s happened before with other games.
Zombieville 2, for example, launched and included the service when it was new. Creator learned something in the process: iCloud has a hard time when both local data and cloud data are in the picture. If it pulls the wrong set, it could potentially corrupt a save.
This sort of problem has branching consequences. If Vlambeer has to fix a broken Super Crate Box, that’s a month spent on a finished game when it could be working on something else, draining resources that it just doesn’t have. Ismail breaks down how close to the edge Vlambeer was when it started on Super Crate Box and explains why this informed its decision to not include iCloud.
“Like with basically everything in life, money is a consideration when making games,” Ismail said. “Consider the following: Super Crate Box had five people working on it — the two at us at Vlambeer and two guys at Halfbot. Since we felt the people that made the original art and music deserved a bonus for their work on the original, we decided to pay them out a little holiday money as well.”
“We pay ourselves far below minimum wages because we hardly have any real-life costs at this point. However, the Halfbot guys both have families to support. Multiply the costs of two families and two students by the amount of months it took us to make the game. Then add a few thousand dollars for art and music — AND then add the Apple developer license, iPads, iCades and all other stuff we used to test the game on… the costs simply start adding up and up.” Ismail estimates that Super Crate Box on iOS cost his studio around $15,000.
“The shorter a project is and the fewer people work on it, the lower your costs are and the easier it is to create risky projects. This is essentially why a lot of indie studios remain small — we want to make games we love to make and honestly, if we could avoid all business and just do that without any worries, we’d be doing that. However, there’s always the economic realities, so we have to consider all that as well. In the end, we love making games, but we want to be able to keep making games.”
“During development, at some point, you run out of time or money — whatever you want to call it. If things went well, that’s a point at which most improvements you could make to the core game make barely have any noticeable effect. With Super Crate Box, we chose to spend a lot of time on such tiny improvements, especially to the controls. Burning through spare money from our release of Serious Sam: The Random Encounter, we just kept going until the gameplay in Super Crate Box iOS was the best we could make it.”
“That turned out to be six months later. Basically we found ourselves running out of everything. At that point, we considered adding iCloud, but obviously that was too late to do that. If we wanted to do that, we’d end up figuring out how to add it, where to add it to the code, how to make sure we don’t damage player save games or even delete some save games — basically, it’d add an additional month to development.”
Ismael said at this point Vlambeer had two options: it could either gamble by adding content and support that might or might not work or require additional resources, or it could release a good game. “When we have to choose, we always go with releasing a fun and solid game. We’ll usually pick a few technologies that we feel would benefit the game most, so in Super Crate Box’s case that was Game Center, OpenFeint and iCade support.” Vlambeer says it’ll always pick the latter when it comes down to quality versus any form of external support.
End Of The Day
Other studios that we talked to for this story, including Simogo and Uppercut games, told us that their latest projects didn’t launch with iCloud support because of similar reasons. Vlambeer isn’t the only studio on the App Store deciding to hold out on iCloud support in an effort to stay nimble and put out the best game that it possibly can within a sustainable timeframe.
It’s also obvious to us that iCloud and the implementation of it needs to be easier, and the service itself needs to be more reliable. Almost every studio we talked to had some trepidations or a horror story to share. Browse our message board, and you’ll find even more from users receiving the bad end of an iCloud problem.
That’s not to say iCloud isn’t awesome. It is. Games that use it, like Infinity Blade 2, are better for the implementation. iCloud could also be used for stuff beyond saves, so there’s promise of what’s to come. We simply want to see more of it.
Studios like Vlambeer and most others know that you take gaming as seriously as they do, so iCloud support isn’t ever going to just get thrown into the mix. Solid implementation takes time and money to pull off, though, and these are finite resources. Studios may want to roll in the support, but until they can afford to do it, iCloud will continue to be a staple of the cutting room floor.
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The Pitfalls Of Independent Game Development Is What Keeps iCloud Out Of Your Favorite Games
You see a form of this question in almost every high profile game’s review: why doesn’t this have iCloud support? Apple’s remote storage service is a tremendous offering that lets us resume any supported game from any connected Apple device. During our commutes, we can bang out a couple of minutes in Infinity Blade 2 on our iPhones. Later, at home, we can finish the section we were exploring on our iPads. When the service works, it’s awesome, but we don’t see a lot of games using it. It’s a surprise when one does.
We spent a few days asking a small pool of independent game developers why they aren’t incorporating iCloud in their latest games. What we discovered isn’t surprising: iCloud is always on a good studio’s radar, but the pitfalls of indie development keep it there. It’s too alien, and maybe even a little too wonky, for cash-strapped and low-bandwidth studios to take a chance on.
I’d Buy That For A Dollar
Time, cash, and bandwidth are the three most important resources to the production of any good game. If there’s not enough of one or the other, something goes bad. In the age of $.99 download these resources are even more precious. Their effects on the creation of games are exaggerated to the point where even experimentation on things like iCloud, no matter how easy it might be to implement, becomes a liability. says it couldn’t commit time and resources to iCloud with Super Crate Box because it didn’t have the time or cash to spare.
“We think iCloud is a great technology and we can totally see why Apple is pushing it,” Vlambeer’s Rami Ismail tells TouchArcade via e-mail. “The thing is that while from the user side it’s an easy thing to set up, as developers it’s a new thing that we have to consider, learn to use, and then apply.”
Super Crate Box is the first game Vlambeer has made for iPhone and iPad, so that put an unusual strain on the studio. By the time iCloud support could become an actual bit of functionality as opposed to just a desire, Vlambeer had decided its time would be better spent on tweaking the game’s controls.
Ismail tells us about another wrinkle: now that Super Crate Box is out in the wild and its users have multiple saves across devices, there’s a worry that throwing in iCloud at this point could cause something horrible to happen, like loss of progress or even high scores. It’s happened before with other games.
Zombieville 2, for example, launched and included the service when it was new. Creator learned something in the process: iCloud has a hard time when both local data and cloud data are in the picture. If it pulls the wrong set, it could potentially corrupt a save. Bummer.
This sort of problem has branching consequences. If Vlambeer has to fix a broken Super Crate Box, that’s a month spent on a finished game when it could be working on something else, draining resources that it just doesn’t have. Ismail breaks down how close to the edge Vlambeer was when it started on Super Crate Box and explains why this informed its decision to not include iCloud.
“Like with basically everything in life, money is a consideration when making games,” Ismail said. “Consider the following: Super Crate Box had five people working on it — the two at us at Vlambeer and two guys at Halfbot. Since we felt the people that made the original art and music deserved a bonus for their work on the original, we decided to pay them out a little holiday money as well.”
“We pay ourselves far below minimum wages because we hardly have any real-life costs at this point. However, the Halfbot guys both have families to support. Multiply the costs of two families and two students by the amount of months it took us to make the game. Then add a few thousand dollars for art and music — AND then add the Apple developer license, iPads, iCades and all other stuff we used to test the game on… the costs simply start adding up and up.” Ismail estimates that Super Crate Box on iOS cost his studio around $15,000.
“The shorter a project is and the fewer people work on it, the lower your costs are and the easier it is to create risky projects. This is essentially why a lot of indie studios remain small — we want to make games we love to make and honestly, if we could avoid all business and just do that without any worries, we’d be doing that. However, there’s always the economic realities, so we have to consider all that as well. In the end, we love making games, but we want to be able to keep making games.”
“During development, at some point, you run out of time or money — whatever you want to call it. If things went well, that’s a point at which most improvements you could make to the core game make barely have any noticeable effect. With Super Crate Box, we chose to spend a lot of time on such tiny improvements, especially to the controls. Burning through spare money from our release of Serious Sam: The Random Encounter, we just kept going until the gameplay in Super Crate Box iOS was the best we could make it.”
“That turned out to be six months later. Basically we found ourselves running out of everything. At that point, we considered adding iCloud, but obviously that was too late to do that. If we wanted to do that, we’d end up figuring out how to add it, where to add it to the code, how to make sure we don’t damage player save games or even delete some save games — basically, it’d add an additional month to development.”
Ismael said at this point Vlambeer had two options: it could either gamble by adding content and support that might or might not work or require additional resources, or it could release a good game. “When we have to choose, we always go with releasing a fun and solid game. We’ll usually pick a few technologies that we feel would benefit the game most, so in Super Crate Box’s case that was Game Center, OpenFeint and iCade support.” Vlambeer says it’ll always pick the latter when it comes down to quality versus any form of external support.
End Of The Day
Other studios that we talked to for this story, including Simogo and Uppercut games, told us that their latest projects didn’t launch with iCloud support because of similar reasons. Vlambeer isn’t the only studio on the App Store deciding to hold out on iCloud support in an effort to stay nimble and put out the best game that it possibly can within a sustainable timeframe.
It’s also obvious to us that iCloud and the implementation of it needs to be easier, and the service itself needs to be more reliable. Almost every studio we talked to had some trepidations or a horror story to share. Browse our message board, and you’ll find even more from users receiving the bad end of an iCloud problem.
That’s not to say iCloud isn’t awesome. It is. Games that use it, like Infinity Blade 2, are better for the implementation. iCloud could also be used for stuff beyond saves, so there’s promise of what’s to come. We simply want to see more of it.
Studios like Vlambeer and most others know that you take gaming as seriously as they do, so iCloud support isn’t ever going to just get thrown into the mix. Solid implementation takes time and money to pull off, though, and these are finite resources. Studios may want to roll in the support, but until they can afford to do it, iCloud will continue to be a staple of the cutting room floor.
[]
OpenFeint Founder Jason Citron Forms New Gaming Venture
Jason Citron was among the very first game developers for Apple’s App Store when it launched all the way back in 2008, and most people associate him with founding the groundbreaking iOS social gaming network OpenFeint. Well, about a year ago, OpenFeint was bought by Japanese gaming giant Gree, and several months later Jason left the company to pursue a new challenge.
We’ve gotten the first word on what that new challenge is, as that Jason has announced his forming of a new gaming venture called Phoenix Guild. Right now the company consists of just Jason, but the current plan is to raise a round of funding to hire a team and get off the ground, and he thinks Phoenix Guild will be able to ship their first game sometime this year. In fact, he’s already started coding the project on his own.
For some insight into what kind of games Phoenix Guild would be interested in creating, Mr. Citron had a choice quote on the matter
“All of the gaming today is casual or mid-core. There is a huge bunch of gamers who can’t frigging stand this crap, myself among them.”
Sounds like the focus of Phoenix Guild will be towards meatier kinds of titles like those that you would find on home consoles, and given the background with OpenFeint a social aspect will also be a high priority. The studio will also be focusing development on “post-PC” devices, so tablets, smartphones, and similar devices.
We know Jason Citron is capable of great things given his previous work, and although this is just the very beginning stages we’re eager to see what will come from his new venture Phoenix Guild.
[Via ]
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‘Cannon Cat’ Review – This Flying Feline Knocks it Out of the Park
I’ll be honest, I’m wary of any games I download onto my phone these days that promise any sort of physics-based fun. I’m burned out on that scene, plain and simple. However, I do like cats, as you may know from my past reviews, and I like the idea of forcibly launching a cat out of a cannon (in safety gear, of course, folks). So I caved for Cannon Cat [ Free ], and I admit, now I’m really glad I did.
Cannon Cat has a flimsy premise, as most iPhone games do — something about skyfish being imprisoned in bubbles by a guy named the Evil Emu. I think that it’s cute fluff, but I didn’t pay it much mind before I jumped headlong into the game. We’re not here for deep stories, after all – I came here to put a cat in a cannon and rocket him across the skyline. I mean, who doesn’t want to do that?
Good news: that, my friends, is exactly what you are going to do, over and over. Cannon Cat is diced up into into two worlds, Kapalua Islands and Cedaria Reef. Apparently a third world called Stratos is coming soon as well. Each of these worlds holds roughly 40 levels to work your way through, which sounds like a lot, but if you factor in that each level takes you less than a minute to play, you could finish Cannon Cat in just a couple of hours. And I found that mildly frustrating, because I wanted to play more.
Each level contains a series of cannons, and your job is to guide Cannon Cat from one to the next, collecting the skyfish along the way. As you can imagine, this starts simple and becomes challenging with the addition of obstacles. Each cannon moves when you are inside of it, so you can choose the directions to send your cat flying in. Choosing alternate paths may mean collecting all the level’s fish, so you don’t always want to go in a straight line, as you could be missing out. You go through a ring at the end of each level to complete it.
When you finish each level you’ll be ranked on whether you got all the fish, and if you didn’t, you lose out on bonuses that would have improved your score. You also have a handful of cool powers at your disposal, such as a shield, an option to use “cannon time” (which causes slow motion), a boost that makes the skyfish bigger so they are easier to pick up along the way, and an autosave that automatically zips you back to the last cannon you were in before you failed.
These are all optional power-ups, and you can use an in-game currency called sparks to buy them. At first you’ll have some free ones, but if you use them all, you’ll need to spend some real life money to get more. It’s not at all necessary to enjoy the game, though.
I think the best way to appeal to a gamer who grew up in a time period when games were at their most challenging is to use some of the same structure in current games. It hooks us, and I admit that little touches like that really work on me. Cannon Cat is not radically unique, in fact it’s very similar to another iOS title Land-a Panda [$0.99 / $1.99 (HD)], but there’s something about the structure of it that also reminds me a bit of golden era platformers like Mega Man and Sonic the Hedgehog.
That’s probably because like those games, Cannon Cat is precise and easy to play, it’s fast, and it’s a lot of fun. Also, it’s free, and it looks like the developers plan to expand on it, so it’s well worth your time to grab this game and spend some leisure time sending your feline friend in search of flying fish.
TouchArcade Rating: 
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Freebie Fiesta: ‘Deadlock: Online’, ‘Final Freeway’, ‘Time Ducks’ and Tons More
I’m not sure exactly what the occasion is for this many great freebies available at one time, but, hey, whatever. Here are sixteen games that are all free for a limited time. Because of the potentially volatile nature of pricing on the App Store, you’re probably better off just going down this list and mashing the download button instead of waiting for later in case they go back to being paid:
- Baby Monkey (going backwards on a pig) [ Free ]
- Commander Cool [ Free ]
- Dawn of the Dead™ [ Free ]
- Deadlock: Online [ Free ]
- Final Freeway [ Free ]
- Ion Racer [ Free ]
- Jaws™ [ Free ]
- Majesty: The Fantasy Kingdom Sim [ Free ]
- Reflexions [ Free ]
- Rinth Island [ Free ]
- Scarface™ [ Free ]
- Time Ducks [ Free ]
- Towers N’ Trolls HD [ Free ]
- ZDAY Survival Simulator HD [ Free (HD)]
- Zombie Caves [ Free ]
- ZombieRunnerZ [ Free ]
Don’t miss Time Ducks and Final Freeway, which are my two favorite games from the list. Heck, don’t miss any of them. Be sure you grab The 7th Guest too.
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Coming Soon From the Creators of ‘Pro Zombie Soccer’: ‘Supermagical’
If you’ve been on the hunt for an incredibly elaborate fantasy-centric free to play sideways version of something along the lines of Bust-A-Move [ $4.99 ], the guys behind Pro Zombie Soccer [$0.99 / $1.99 (HD)] totally have your back. As it turns out, that game description sounds totally up my alley, and something tells me, after watching the trailer, you’ll be sold too:
The guys from Super Awesome Hyper Dimensional Mega Team are very active fielding questions, but what we know so far is the game will be universal, sport 15-20 hours of gameplay, feature cooperative multiplayer, and tons more. They’ve described the free to play system as being similar to games like Jetpack Joyride [ Free ] which sounds great to me.
The developers aren’t getting any more specific with release dates than “soon,” but I’ve got my fingers crossed they mean “coming soon” as in, “very soon.”
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‘Pocket Heroes’ Slightly Delayed but Gains Some New Features
We’ve been following ’ upcoming social RPG Pocket Heroes since we first saw it back at last year’s E3. The idea behind Pocket Heroes is to let players around the world build up a party online and play through an RPG-style game, taking turns asynchronously. For simplicity’s sake it’s been described as Dungeons & Dragons meets Words With Friends, which sounds like an exciting proposition.
In early April we got an update on the progress of Pocket Heroes which pegged the release date as May 10th for a price of $1.99. Well, in on the developer’s website we get a bit of a good news/bad news scenario. The bad news is that Pocket Heroes won’t be hitting its intended May 10th launch date, but on the bright side the team feels confident that they will still see a release sometime during May or shortly after.
The good news is that the extra time has gone into making some significant improvements to where Pocket Heroes was previously at. First off is a huge overhaul of the UI, including getting rid of the placeholder font seen in the game’s preview trailer, which was a point of contention from some. As you can see in the following screens, the new UI is much more visually appealing while also allowing you to do more. It will also change dynamically to display the pertinent information to whatever you’re currently focused on.
Also seen in the screens above is the new chat interface in Pocket Heroes. It drives me nuts when online multiplayer games – especially turn-based ones – don’t have some sort of chat functionality. In an RPG however, discussing situations and strategizing with your party members will likely be a crucial component of success, so it’s nice to see it being handled well here.
Besides the new chat and UI work, the team has also been endlessly tweaking, balancing, and fleshing out the many details in Pocket Heroes to make sure it’s the best it can be. They sound confident that the game will be launching in May, and we look forward to checking out the full version then. Be sure to for even more discussion on Pocket Heroes.
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