Normally it would seem that gamers appreciate games that had a ton of work put in to them, and generally speaking, the more depth the better. However, a new trend has taken hold in iPhone development, with games produced in the least amount of time possible. Super Ramen BROTHers was released earlier this month, and yesterday Project 72 [App Store], a game developed in 72 hours, appeared.

In Project 72 you tilt your device to pilot a rocket through space, avoiding various obstacles and picking up a few different items. Your ship needs to be constantly refueled, requiring you to plan your course around picking up the green fuel tanks. There's also a power-up that surrounds your ship in a shield and a nitro power-up to make you go faster.

While the gameplay may be fairly basic, the seamless integration of online scoring is really nice. Forum members in the game's thread are really enjoying it, and if the guys from Dogtown Studios can produce a game with these kind of high quality graphics in three days, I'm going to be looking forward to seeing what else they come up with in the future.

App Store Link: Project 72, 99¢

  • tsharpfilm

    You love the simple games. :)

    I remember following the progress of these guys on their site. I hope the hard work pays off. The game looks very polished.

  • tsharpfilm

    You love the simple games. :)

    I remember following the progress of these guys on their site. I hope the hard work pays off. The game looks very polished.

  • Sean

    Looks horrible. I could have created better graphics than that in 72 hours. (YES, I am a freelance illustrator). :P

    • Adams Immersive

      If you did the graphics AND programmed a fun game with sound and online scores, then I look forward to what you release :)

      • Sean

        This wasn't done by one guy, this was done by 4.

      • Adams Immersive

        Adding people doesn’t make a finished game automatically possible in 72 hours. That takes real talent beyond just illustration. To put down their art skills vs. yours you’d have to know how many person-hours were spent on illustration.

    • http://www.dogtownstudios.com Rasmus

      Hey Sean, thank you for the lovely comment, sure feels great to hear :)

      No seriously, since you are freelancer, are you interested in helping us make our games less horrible?

      Why don't you send us your portfolio?

      • Sean

        I'm sure you probably hate me now. My apologies, I didn't think the developers would see these posts. I'm in a contract on another Iphone App right now, but I'll send my portfolio your way once it's complete.

      • http://www.dogtownstudios.com Rasmus

        Haha, of course I don't hate you. Everyone has a right to their opinion. What some might like, some don't.

        Please send. Rasmus at dogtownstudios.com

  • Sean

    Looks horrible. I could have created better graphics than that in 72 hours. (YES, I am a freelance illustrator). :P

    • Adams Immersive

      If you did the graphics AND programmed a fun game with sound and online scores, then I look forward to what you release :)

      • Sean

        This wasn't done by one guy, this was done by 4.

      • Adams Immersive

        Adding people doesn’t make a finished game automatically possible in 72 hours. That takes real talent beyond just illustration. To put down their art skills vs. yours you’d have to know how many person-hours were spent on illustration.

    • http://www.dogtownstudios.com Rasmus

      Hey Sean, thank you for the lovely comment, sure feels great to hear :)

      No seriously, since you are freelancer, are you interested in helping us make our games less horrible?

      Why don't you send us your portfolio?

      • Sean

        I'm sure you probably hate me now. My apologies, I didn't think the developers would see these posts. I'm in a contract on another Iphone App right now, but I'll send my portfolio your way once it's complete.

      • http://www.dogtownstudios.com Rasmus

        Haha, of course I don't hate you. Everyone has a right to their opinion. What some might like, some don't.

        Please send. Rasmus at dogtownstudios.com

  • Jim

    Developed in 3 days and waiting in Apple's review queue for 3 weeks.

    Zing!

  • Jim

    Developed in 3 days and waiting in Apple's review queue for 3 weeks.

    Zing!

  • Jack

    The Game is really cool.. much better than Cube runner. and these guys did an awesome job getting it all done in 72 hours. even the soundtrack is amazing.

  • Jack

    The Game is really cool.. much better than Cube runner. and these guys did an awesome job getting it all done in 72 hours. even the soundtrack is amazing.

  • John

    I hate to be the devils advocate, and I don't hold it against the devs. But anyone else finding 72 hours hard to believe? If it's true, then even more kudos to you. But it mostly just seems like a clever marketing ploy, develop a simple game, polish up, claim it was done in very short amount if time, lot's of press. I mean, nearly every review, while I admit claiming it is a fun game, latches onto the decelopment cycle as if they wouldn't have even noticed it otherwise. The name, the topics on the board, the time taken is almost primary to the game. And, as an added point, any flaws the game may have are glossed over and candie coated. Obviously savy devs to ce up with the game, but they may be more savy than we think(even the high score contest....)

    Either way, hope you do well, a good game is a good game, and all this is just a cynics speculation(maybe even proven false in the thread I haven't read.)

    • DGH94

      I was a beta tester among many others, and i can say they constantly updated their twitter and they had a live feed camera to show their work real time.

    • http://www.endloop.ca Ken Seto

      I don't find it hard to believe that the 4 guys from DogTown Studios put this together in 72 hours.

      We put together BANKSHOT in about 36hrs with 2 guys. It probably would've been even faster if we didn't keep changing our minds regarding the gameplay and graphics.

    • http://www.gyrussolutions.com vano

      I don't think it's impossible to make game like this in 72 hrs.
      On the other hand, I really count this as a nice marketing trick, which only adds kudos to company mgmt as well as developers.
      Having said that, I'm putting this to my own marketing cheat sheet. ;)

    • http://www.dogtownstudios.com Sickdog

      John, even though you doubt Project 72 was built from scratch in 72 hours I am really really happy to hear that, because you know... it makes us feel kind of special :)

      I agree that we did get a lot of followers because the way we presented it, BUT even that was never planned before we started. It kind of grew from the entire plan.

      We are now really stoked about the entire thing so we will for sure do this again. With better live video feed, better site, and even a more advanced game. We are also going to let you decide which game we are going to develop so there should be no question about cheating.

      Not claiming its going to be better (just hoping), because Project 72 is actually lots of fun and I can't wait to give everyone all the really cool updates we are planning. But definitely more advanced :)

      /Rasmus

  • John

    I hate to be the devils advocate, and I don't hold it against the devs. But anyone else finding 72 hours hard to believe? If it's true, then even more kudos to you. But it mostly just seems like a clever marketing ploy, develop a simple game, polish up, claim it was done in very short amount if time, lot's of press. I mean, nearly every review, while I admit claiming it is a fun game, latches onto the decelopment cycle as if they wouldn't have even noticed it otherwise. The name, the topics on the board, the time taken is almost primary to the game. And, as an added point, any flaws the game may have are glossed over and candie coated. Obviously savy devs to ce up with the game, but they may be more savy than we think(even the high score contest....)

    Either way, hope you do well, a good game is a good game, and all this is just a cynics speculation(maybe even proven false in the thread I haven't read.)

    • DGH94

      I was a beta tester among many others, and i can say they constantly updated their twitter and they had a live feed camera to show their work real time.

    • http://www.endloop.ca Ken Seto

      I don't find it hard to believe that the 4 guys from DogTown Studios put this together in 72 hours.

      We put together BANKSHOT in about 36hrs with 2 guys. It probably would've been even faster if we didn't keep changing our minds regarding the gameplay and graphics.

    • http://www.gyrussolutions.com vano

      I don't think it's impossible to make game like this in 72 hrs.
      On the other hand, I really count this as a nice marketing trick, which only adds kudos to company mgmt as well as developers.
      Having said that, I'm putting this to my own marketing cheat sheet. ;)

    • http://www.dogtownstudios.com Sickdog

      John, even though you doubt Project 72 was built from scratch in 72 hours I am really really happy to hear that, because you know... it makes us feel kind of special :)

      I agree that we did get a lot of followers because the way we presented it, BUT even that was never planned before we started. It kind of grew from the entire plan.

      We are now really stoked about the entire thing so we will for sure do this again. With better live video feed, better site, and even a more advanced game. We are also going to let you decide which game we are going to develop so there should be no question about cheating.

      Not claiming its going to be better (just hoping), because Project 72 is actually lots of fun and I can't wait to give everyone all the really cool updates we are planning. But definitely more advanced :)

      /Rasmus

  • blackHorse

    For a game created in three days (that has just some random content) I could pay hmm let's say 3 cents.

    • paperboy

      blackHorse, too bad, you're never going to experience the power of Project 72 :)

  • blackHorse

    For a game created in three days (that has just some random content) I could pay hmm let's say 3 cents.

    • http://paperboy paperboy

      blackHorse, too bad, you're never going to experience the power of Project 72 :)

  • http://www.twitchfactor.com Twitchfactor

    So, what you're saying is that a person's time is worth... a quarter of a cent per day!?!

    It's pretty sad that people today have no respect, nor clue of what it really takes to do anything. They want everything for free and if they work, want top-dollar too, even though they won't pay it to someone else.

    Sad...

    I have no doubt that a game can be made in 72 hours, with 4 people. One of my first commercially sold games (back in the 80's) was made in 12 hours, art / design / code / all. I had of course made other games prior to that, had a solid idea of what I wanted to do and things were somewhat simpler in the 8-bit days, but a game in a short amount of time is possible and probably not a "ploy" or an attempt to someone "trick" the cynical and entitled folk out in the world.

    Kudos devs (and fellow SoCal'rs). I'll buy your game, just to support endeavors like this.

  • http://www.twitchfactor.com Twitchfactor

    So, what you\'re saying is that a person\'s time is worth... a quarter of a cent per day!?!

    It\'s pretty sad that people today have no respect, nor clue of what it really takes to do anything. They want everything for free and if they work, want top-dollar too, even though they won\'t pay it to someone else.

    Sad...

    I have no doubt that a game can be made in 72 hours, with 4 people. One of my first commercially sold games (back in the 80\'s) was made in 12 hours, art / design / code / all. I had of course made other games prior to that, had a solid idea of what I wanted to do and things were somewhat simpler in the 8-bit days, but a game in a short amount of time is possible and probably not a \"ploy\" or an attempt to someone \"trick\" the cynical and entitled folk out in the world.

    Kudos devs (and fellow SoCal\'rs). I\'ll buy your game, just to support endeavors like this.

  • http://www.battery-mag.us batterymag

    I'm going to be looking forward to seeing what else they come up with in the future.

  • http://www.battery-mag.us batterymag

    I'm going to be looking forward to seeing what else they come up with in the future.

  • http://www.dogtownstudios.com Sickdog

    Batterymag, please do. We are going to announce some pretty big news shortly on our website.

    http://www.dogtownstudios.com

    /Rasmus

  • http://www.dogtownstudios.com Sickdog

    Batterymag, please do. We are going to announce some pretty big news shortly on our website.

    http://www.dogtownstudios.com

    /Rasmus

  • jjjack

    How did you create the soundtrack because when i try to make it in soundbooth and garageband it sounds like garbage can you guys point me somewhere…also how can i create graphics that good i like how they look like shined shoes :p but seriously can you help thanks guys…jfabeel@aol.com

  • jjjack

    How did you create the soundtrack because when i try to make it in soundbooth and garageband it sounds like garbage can you guys point me somewhere…also how can i create graphics that good i like how they look like shined shoes :p but seriously can you help thanks guys…jfabeel@aol.com

  • http://www.dogtownstudios.com Sickdog

    Twitchfactor, thanks very much. I also made games for 8 bit machines way back in the day :) Fun times.

    jjjack, what do you mean it sounds like garbage? if you let me know some specifics, i'll be able to help. years of practice would also help tremendously ;)

  • http://www.dogtownstudios.com Sickdog

    Twitchfactor, thanks very much. I also made games for 8 bit machines way back in the day :) Fun times.

    jjjack, what do you mean it sounds like garbage? if you let me know some specifics, i'll be able to help. years of practice would also help tremendously ;)