Archive for the ‘tweak’ tag
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.
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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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‘Triple Town’ Updated with a New Map for Owners of the Unlimited Version
The awesome match-3 city builder Triple Town [ Free ] from has received a bunch of updates since we first reviewed it this past January, including a juicy update late last month that added two brand new maps to play. One played much like a standard 6×6 grid game but with the added challenge of a body of water right in the middle that you’d need to work around, and the second new map was a smaller 5×5 grid that was devoid of the risk of bears or ninjas and played like a casual freeplay mode.
Today another new update has hit Triple Town adding yet another new map for owners of the game who have unlocked the unlimited play IAP. The game is free-to-play with a limited number of turns, which also regenerate slowly over time. You can purchase coin packs to buy additional turns with or you can pay a flat fee, currently $3.99, to unlock unlimited turns in the game.
I appreciate how the game tries to offer a lot for those who don’t want to pay any money, but I find the usage of consumable IAP kind of confusing, and I’d suggest treating the free game as a limited trial and if you like it then go for the one-time unlimited turn purchase rather than muck around with buying turns. This is especially true if future content updates are only going to come for those who have purchased that option.
Anyhoo, as for the new map it’s actually really great. It’s called Bear Attack and is a 5×6 grid that plays mostly like a normal game except for one huge change: there’s 50% more bears. This obviously requires a certain amount of new strategy to deal with but can also result in some huge scoring opportunities with trapping bears and converting them into churches. Like the 2 new maps before it, Bear Attack tweaks the core formula of Triple Town just right in order to offer a completely different take.
And speaking of tweaks, there’s also another round of tweaks and fixes in this latest update as well. If you have yet to try out Triple Town, definitely give the free download a try as it’s easily one of the most refreshing matching games to come along in a long time and it continues to improve with each new update.
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‘Jetpack Joyride’ Already Gets Another Update with Retina Support for the New iPad
The folks at Halfbrick had been teasing their much ballyhooed Gadget update for Jetpack Joyride [ Free ]for the past couple of months, and just last week it finally landed in the App Store. And it was awesome. However, Halfbrick must have still had some gas left in the tank after that massive update because over the weekend they released yet another update for Jetpack Joyride, this time adding support for the Retina Display of the new iPad. Check out some screens from the newest build (click to enlarge):
In addition to the graphics upgrade on the new iPad, the visuals have also been improved for the previous generation iPads as well as the iPhone 4. Loading times have also been improved across the board as well as a whole bunch of minor tweaks and fixes. I was really impressed with the Gadget update that hit for Jetpack Joyride last week, and with this latest Retina Display update the entire package has really been fully fleshed out.
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Huge Universal Update for ‘Junk Jack’ Now Available
It was just last Wednesday that we expected a huge update for Junk Jack [ $2.99 ] to be hitting soon, and in this case soon meant over the weekend. This massive content update gives the game long-awaited Universal support, and let me tell you it is a dream playing on the larger screen of the iPad. Unfortunately though, there’s no Retina support, but it still looks quite good with its simplistic pixel art style. Check out the new trailer showcasing the version 1.1 update features.
Universal support is just one of the many, many new things in this latest Junk Jack update though. More enemies, items, an entire farming system, tons of food recipes and a ridiculous amount of tweaks also grace the game. You can check out the exhaustive list (literally eye-tiring) in the App Store description, but all you really need to know is that Junk Jack continues to significantly improve with each new iteration and looks to continue that trend well into the future.
Note: For some reason the lite version of the game is no longer in the App Store. We’ll get to the bottom of this and update the post with a link or a reason for its disappearance as soon as we find out.
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‘King Cashing’ Updated with Survival Mode, New Weapons, and More
One of my personal favorite games of 2011 was the quirky slot machine-meets-role-playing game King Cashing [$0.99 / Free ]. The slot machine battle system was a really different kind of idea that turned out to work great in practice, and the character leveling and upgradeable items drew you in to continue forging on through the campaign. We totally enjoyed King Cashing in our review, and about a month later a big update hit that added new weapons and a new kind of battle, making the whole game just that much better.
Yesterday the second major update hit for King Cashing, this one even bigger than the first. It adds an entire new Survival campaign where you face off against a string of enemies while utilizing the same pool of spin cherries. You can earn a small portion of cherries back by each time you defeat one of these enemies, but you can’t go back and replay levels to grind so efficient play is crucial if you’re going to last until the end of the campaign. It’s quite challenging and a great twist on the normal gameplay found in the original campaign mode.
Speaking of the original campaign this update also brings 3 new battles against “protected” bosses who are covered with shields which must be broken away before inflicting damage on the enemy itself. There’s 3 new weapons too, one for each class member, as well as some new bonus types and a myriad of other tweaks and fixes. The new Survival mode adds a great new way to experience King Cashing, and the other new goodies are all welcome additions as well. If you haven’t checked out King Cashing yet there’s a lite version to try and the full version is currently on sale for 99¢ to celebrate this new update.
King Cashing: Slots Adventure, $0.99 (Universal)
King Cashing Lite: Slots Adventure, Free (Universal)
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‘Junk Jack’ Definitely Going Universal Soon
Heads up: Junk Jack [$2.99 / Lite] is going Universal really, really soon — provided nothing goes wrong in the certification process. Creator has submitted the long-awaited, might-not-be-hey-it-could-happen update to Apple and are waiting for it to go live with just as much glee as we imagine the third-person mining game’s fans are.
This update also includes an exhaustive amount of fixes, tweaks, and changes, as we’ve come to expect from Pixbits. Of note, golems, mummies, frogs, new frogs, and headless zombies have joined the list of mobs. The game’s visuals have also been tweaked thanks to its “faster engine,” and cooking and farming are now a thing you can do. If you’re really into what’s new, definitely check out the game’s . For example, there is no way you would have known that the maximum stack count is 65535 unless you read it somewhere else. Nope, no way.
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‘Angry Birds Space’ Gets 10 New Levels and Some IAP Balance Tweaking
Rovio’s Angry Birds Space [$0.99 / $2.99 (HD)] hit the App Store close to a month ago, and we loved it in our review. (Shocker, I know.) The sole sticking point for us, and quite a few other people, was Rovio’s implementation of a new IAP mechanic. Some levels were only available via a 99¢ unlock, which made us question whether or not Rovio would keep the free level updates gravy train rolling. Also, the Mighty Eagle shifted gears from a buy-once-use-a- bunch item like Angry Birds proper to a consumable IAP.
Well, an update just hit which addresses our suspicions. 10 new levels are now available for free, and the way the Mighty Eagle works has been slightly tweaked. Just by downloading the update you’ll get a pack of 20 Mighty Eagles for free, and each day you’ll earn one additional Mighty Eagle. This goes a long way in making buying the Mighty Eagle feel a lot more optional, but I still can’t help but miss the unlimited use of the Mighty Eagle in completed levels like previous Angry Birds games.
But, whatever, if you just ignore the Mighty Eagle, Angry Birds Space is still a ton of fun, and highly recommended. If you’ve cleared all the initial launch levels, give these ten new ones a spin.
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‘Sky Gnomes’ Gets Two New Characters and More in Latest Update
Earlier this month, dropped their latest iOS title Sky Gnomes [ $0.99 ] into the App Store and we thought it was pretty great in our review. You play as a gnome hurtling straight down through the sky riding a homemade rocket collecting snowflakes, coins and items in an effort to reach a landing zone as quickly as possible.
While that’s an awesome enough premise on its own, what pushed Sky Gnomes to the next level was its fantastic daily tournaments that matched you against the ghost runs of like-skilled players in competition for the best race time. Throw in a ton of upgradeable items to trick out your rocket and Sky Gnomes came together to be one of my favorite recent releases.
Today, Foursaken is sweetening the pot with the first of many planned content updates for Sky Gnomes. The big addition in this update is two brand new characters to play as: Girly the female racer and Skinny the uh, skinny racer. Each come with their own set of unique stats for their rocket, offering a change of pace from the original racer Gnomey. These new racers don’t come cheap though, as each one will set you back 10,000 coins.
Speaking of coins, this update also lowers the costs of all first tier upgrades and trinkets for your rocket, making it easier and quicker for new players to start customizing their machine. There are also a myriad of tweaks and bug fixes, as well as an empty menu screen that serves as a teaser for another major addition coming to Sky Gnomes: 1 vs 1 battles. More new characters are also in the works for future updates.
If you haven’t checked out Sky Gnomes yet, now might be the time as today’s update adds even more cool features to an already great package, with more new stuff already on the horizon.
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Here’s Your Last Chance to Get the ‘Fighting Fantasy’ Game Books Before They Disappear
In a “good news/bad news” sort of situation, I always like starting with the good news first. Maybe it’s just me, but it makes the bad news easier to stomach. So, try this on for size: The Fighting Fantasy game books were originally first published in 1982, starting with The Warlock of Firetop Mountain and blossoming into a full-blown series of gamebooks. What’s a gamebook? Well, imagine one of those choose your own adventure novels from when you were a kid (You do remember those, right?) except with more interactivity. Instead of simply turning to page 92 to to jump across a pit or turning to page 59 to go down the tunnel to the right, you need to roll actual dice to do a skill check to see if you can make it across the pit.
This adds a great element of randomness to things, and it feels more like you’re playing the book instead of just making arbitrary decision along various branching paths. I like ‘em a lot, and if you’re a fan of fantasy novels I’d go as far as saying this whole series is a “must-have,” especially considering at the current sale price of 99¢ you can buy the whole set for less than one dead tree version will run you.
Fighting Fantasy: The Warlock of Firetop Mountain, $0.99 – Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?
Fighting Fantasy: Deathtrap Dungeon, $0.99 – Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?
Fighting Fantasy: Citadel of Chaos, $0.99 – The Citadel holds a dark and dangerous peril for anyone foolhardy enough to venture through its gruesome gates. And yet venture you must for your mission lies at the heart of the Citadel, with the dread sorcerer, Balthus Dire!
City of Thieves, $0.99 – Terror stalks the night as Zanbar Bone and his bloodthirsty Moon Dogs hold the prosperous town of Silverton to ransom. YOU are an adventurer and the merchants of Silverton turn to you in their hour of need.
Fighting Fantasy: Creature of Havoc, $0.99 – You begin this adventure not knowing where you are or who you are. All you know is that you are some kind of creature of instinct, understanding little. During the course of the adventure, it may be possible for you to begin to control your bestial nature, to find out more about yourself, and even to learn your destiny. But even if you know all this, success is by no means certain, for the traps and terrors of Trolltooth Pass are many … Are you ready — to become the Creature of Havoc?
It doesn’t matter what order you play them in, so just download and start with whatever sounds the most interesting.
Now, the bad news. Big Blue Bubble, the developers responsible for bringing these gamebooks to the App Store, are on the verge of having their licensing agreements expire. It doesn’t sound like they’re being renewed either, so once these are gone, they’re gone. This also means there won’t be any updates for any of them, so don’t expect any Retina iPad enhancements, or tweaks/bug fixes if future iOS upgrades break the apps.
We’ve yet to hear when the licensing agreement actually expires, but needless to say, you should jump on these sooner rather than later if you want them.
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