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Archive for July, 2011

Coming Tonight: '9mm', 'Blobster', 'Captain America', 'Reckless Getaway', and More

Wednesday, July 13th, 2011

Today's Wednesday game release fiasco is a little later than most for two reasons- First off, we're really stoked to have finally gotten our hands on the iControlPad, and I wanted to give that story as much attention throughout the day as possible since it's an accessory that many (us included) have been following since its inception. Secondly, we got an adorable addition to the family today, who will serve as mascot and guard dog to the TouchArcade command center. So, this week this standard feature is less of a "coming tonight" and more of a "coming in like a half hour or already out" post. There's a ton of great games out tonight, too.

If you're new, here's how this works: iOS developers are able to set release dates for their apps in iTunes connect. The App Store is a global marketplace, and thanks to the magic of the International Date Line, things get released in New Zealand first, as their calendars roll over to that particular release date first. From there, things slowly filter out over Asia, and Europe, until finally being released in the USA at 11:00 PM Eastern.

Here's what's coming out tonight, or potentially already available in your region:

9mm, $6.99 - Forum Thread - This latest action game from Gameloft seems to be highly "inspired" by Max Payne. It's got a full single player campaign, online multiplayer, universal compatibility, and even graphics that have been optimized to take advantage of the additional horsepower of the iPad 2 (assuming you're playing it on an iPad 2). I'm totally impressed that Gameloft is going the universal route, and I really hope they keep it up.

Blobster, 99¢ / HD - Forum Thread - I got a look at this physics-powered platformer at E3, and I've been looking forward to playing through it since then. It uses a near fling-based input method where you go through levels by flinging your little blob around. Also, if the iTunes text is to be believed, more content is on the way through updates as well which is never a bad thing.

Captain America: Sentinel of Liberty, $4.99 - Forum Thread - Play as Captain America and throw your shield around through 24 levels of mayhem. I'm always nervous about games like this because games based on movies released around the same time as the movie can be incredibly hit or miss. Regardless, it's universal, which is always nice to see.

CurveBot, $1.99 - Forum Thread - I'm not entirely sure what is going on in this game as the iTunes text doesn't really say, and the web site isn't much help either. It seems like you control a robot to cut away parts of the level in some kind of puzzle centric gameplay? Whatever, my interest is piqued, and according to the thread on our forums a gameplay trailer is coming soon.

Honey Tribe: Colony Collapse, 99¢ - Forum Thread - Utilizing single-touch controls similar to a cave flying game, you play as a bee, making a beeline for flowers, while avoiding wasps and other nasty animals that want to prevent you from your duty of mass pollination.

Hungry Chicks, 99¢ / HD - Forum Thread - This physics-centric sorting game puts you in charge of keeping filthy yellow birds out of the purple nests and vice versa. 36 levels in all are included spread across 3 game worlds, and believe it or not, there's even stars to earn.

Milk and Coffee, Free - Free - I have no clue what the catch is with this game being free, but it looks awesome. The idea here is putting on a play where your cats use a Rube Goldberg-esque contraption of sorts to reach each other. If you're wondering, this will be the first game Jared downloads tonight, I guarantee.

Quiz Climber, $1.99 / Free (with ads) - Forum Thread - There are a bazillion jumping games on the App Store, but what about jumping games that put your brain to the test instead of your reflexes? Quiz Climber has a remarkably accurate title, and as someone who can't get enough of trivia games (especially ones that are done well) I'm totally excited for this.

Reckless Getaway, $2.99 - Forum Thread - The developers of Reckless Racing took the core of that game and applied it to this totally awesome looking game of cops and robbers where you try your hardest to evade the police. Getting a high wanted level and escaping in Grand Theft Auto games were always my favorite parts, so a game that's all that sounds really rad.

Shake Spears!, 99¢ / Lite / HD / HD Lite - Forum Thread - I could see a jousting game potentially being really cool, but the description doesn't specifically mention how the game is played. The name makes me think it might depend on a shaking mechanic, which could be a little weird, but I'm anxious to try it out.

SuperRope, Free - Forum Thread - We got a look at this game back at WWDC, and it's finally here. If you like simple high scoring games that get fast and difficult, give this one a spin.

Tom Clancy's Rainbow Six: Shadow Vanguard HD, $6.99 - Forum Thread - We had a great time with the iPhone version of this game, and if you're an iPad owner that has been holding out for a dedicated HD release, today is your lucky day.

Virtual Villagers 5: New Believers $1.99 / HD - Forum Thread - Virtual Villagers is less of a series and more of a dynasty at this point. Similar to Fish Tycoon, you're in charge of a small ecosystem (an island, in this case) and you manage it the best you can. There's a reason there have been five games in this series, it's because they're really had to put down if you get into them.

Xtreme Wheels, $3.99 - Forum Thread - There have been a number of these kind of jumping games released throughout the life of the App Store, but this game's graphics look amazing judging by the trailer. Hopefully the gameplay follows suit.

Pocket RPG, $2.99 - Forum Thread - This was originally supposed to launch tonight, but a show-stopping bug caused the initial version to get pulled. Publisher Crescent Moon and developer Tasty Poison were all over the problem, though, and had an updated version uploaded within a matter of hours, thus still making the lineup of Thursday releases. If you've been looking for a dual-stick/action/dungeon crawler/RPG hybrid, Pocket RPG looks to be the real deal.

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Apple Adjusts International App Store Pricing

Wednesday, July 13th, 2011

Apple has been doing some maintenance on iTunes Connect, which is the glue behind the scenes that holds together the family of iTunes stores. As part of some planned downtime, they've also adjusted pricing in some international markets with currencies that have fluctuated. Some price points have done up, while others went down.

Here are the new low-end pricing tiers for regions that have changed, and the rest of the tiers fall in line accordingly with the new pricing:

UK: £0.59 → £0.69
Australia: AU$1.19 → AU$0.99
Japan: 115 → 85 Yen
Mexico: $10 → $12
Switzerland: 1.10Fr → 1.00Fr
Norway: 6.00Kr → 7.00Kr

It seems the only countries affected were those that were furthest out of line with current conversion rates. Congratulations, Australia, Japan, and Switzlerland, you'll be saving a little cash. Sadly, iTunes gift cards aren't going to stretch as far as they used to in the UK, Mexico, and Norway, but that's the way of the world I suppose.

[MacStories via MacRumors]

A Close Look at the 'iControlPad' Bluetooth Control Accessory

Wednesday, July 13th, 2011

Back in March 2008, when Apple announced the iPhone SDK and the then-forthcoming App Store, many people immediately though: GAMES. I know we did -- that's why we started TouchArcade that very month. Another person who felt that gaming would be huge on the iPhone is Craig Rothwell of OpenPandora. Seeing an opportunity there in the button-lacking iPhone, Craig and company began designing the iControlPad, a gaming accessory originally designed to mate with the iPhone and provide a D-pad plus four buttons. We first caught wind of this effort quite a while ago -- over three years ago, in fact. In that time, the iControlPad has changed shape more than once, changed interfaces, and, finally, become a real product that can be ordered online.

Yesterday, we received a test unit and I've been putting it through its paces and learning its ins and outs all day. Let me share my impressions.

The first thing that strikes you about the iControlPad when you unpack it is its myriad inputs. There's a D-pad, a four-button diamond, a Select and Start button, two back buttons, and two analog sticks. Best of all, the glorious analog sticks! And...the first disappointment comes when you, iOS gamers, discover that they're rendered unusable due to Apple's restrictions on the type of Bluetooth devices that can interface with iOS.

The iControlPad is a complex device that features many different modes of Bluetooth operation: keyboard emulation, Serial Port Protocol (SPP), a slew of Human Interface Device (HID) modes, as well as custom combinations of several. What's more, it features firmware that can be flash-updated from Mac OS X, Windows, and Linux. While, due to the aforementioned restrictions, the iControlPad can only interface with un-jailbroken iOS devices by way of keyboard emulation, it can interface with other platforms, including Android and WebOS, via the more robust protocols and, thus, deliver its full range of capabilities. Keyboard emulation does allow all other controls on the device to work under iOS -- but no analog sticks, which need to send a constant stream of positional data to the host device.

Jailbroken iOS devices can take full advantage of the analog sticks, as demonstrated in this iPhone demo video.

The iControlPad's keyboard emulation mode interfaces with iOS devices in a similar manner as the iCade, with one "keypress" being sent to the iPhone when an action begins, and another when that action ends. The following diagram, kindly provided by Stuart Carnie of Manomio, illustrates the basic event flow in this mode of operation.

Under the keyboard emulation mode, the native iControlPad key protocol is a bit more complex than that of the iCade, and as a result it should exhibit slightly more latency than ThinkGeek's control device, though happily, it's not easy to see. No big worries though, as an imminent firmware update will allow the iControlPad to go into an iCade emulation mode, of sorts, using its same key protocol, which will allow it to work with any game coded to take advantage of the iCade controller.

A little more concerning is a situation I noticed when playing games that require a great deal of button mashing (like R-Type). At times in such games, the onscreen ship would continue going in the last direction I triggered, ultimately flying off the screen or into a wall. I'm not certain, but it seems more a key signal issue than a physical issue of the D-pad sticking. If that's indeed the case, I hope a firmware update will resolve the matter.

The iControlPad itself feels pretty substantial. It consists of a core rectangular control unit with rubber end-caps that can function as a free-standing Bluetooth control unit for many types of devices. The standard end-caps can be removed and replaced with a locking plastic frame that allows various phone-sized devices to be physically connected to the unit. For iPad use, you'd want the generic end-caps, while you'd want the iPhone end-cap-frames to attach an iPhone. Other phones can use other end-caps.

The unit features a non-removable, rechargeable 1350 mAh battery that can be used to charge your iPhone's battery by way of plugging a USB OTG adapter into its USB port. Given that the iPhone 4's battery is 1420 mAh, the unit can deliver a notable boost in usage time for the host device. A very nice feature.

As mentioned previously, I tested a number of games on the iControlPad-equipped iPhone, including R-Type. That's Amiga R-Type running under a build of Manomio's iAmiga emulator with iControlPad (and iCade) support built-in, kindly provided by Stuart Carnie. Any joystick-based game running under the developer iAmiga build in question can be played using the iControlPad. And played well -- the experience feels great, aside from the occasional "sticking" issue that I spoke of earlier. If and when that gets ironed out, the iControlPad unquestionably delivers a far superior game experience than any manner of on-screen D-pad.

That said, I only have this iAmiga build thanks to a developer connection. I am not aware of a single game sitting in the App Store at this moment that natively supports the iControlPad. Several currently support the iCade, and when emulation for that device arrives, iControlPad users will have more to play with. I am sure that, in time, the device will gain app support, but it's something of a bleak playing field right now.

After spending a long day with the unit, I cannot recommend that the typical gamer run out right now and grab one. It's true that I recently praised the iCade in my review, but as a physical arcade machine replica, it delivers more of an overall retro "experience" than simply a new method of control. And, there's value there, to me and the other retro goons, I feel. I think the iControlPad needs to see some issues ironed out and a bit more adoption before it becomes a desirable accessory for the typical iOS gamer. For the hobbyist developer or the hacker sort with jailbreak in their blood, however, it's a pretty great device to tinker with. I am definitely intrigued and think it's got potential as something that might find itself on an iOS gamer's wish list.

Here's hoping Apple loosens up its Bluetooth restrictions so that the iControlPad and devices of its sort can deliver their full functionality to iOS gamers.

We'll keep readers updated as the iControlPad evolves. Stay tuned.

EA Says It Won't Break PopCap

Wednesday, July 13th, 2011

“Another studio consumed and ruined by EA,” a TouchArcade reader said when the rumors were confirmed: EA has acquired PopCap Games in a deal that could reach upwards of a billion dollars. “Saddest news all day,” another reader said. “I do not look forward to seeing Peggle 5: Black Ops.”

These are extreme thoughts, but they speak to a basic concern: somehow, someway, the big publisher will find a way to screw up the inner-workings of the Seattle-based developer and smother its creative flame.

During an investor’s conference call the other afternoon, EA CEO John Riccitiello spoke to this, essentially stating that EA will be taking a “if it’s not broke” stance, but will help the developer meet certain production goals faster due to its larger pool of resources and greater bandwidth.

"It's already a rapidly expanding, margin-expanding business before we got there," Riccitiello said during the call, according to Shacknews. "So on one level, don't break it."

"Some of their most important designers and creators and producers are stuck to perpetually working on language localization, individual handset adaptations, individual carrier adaptations. It's a lot of work... It's very unproductive work for great designers,” he said, adding that the publisher has the facilities to aid PopCap and get these designers off these tasks and onto more creative projects again.

"... sometimes there are a number of big revenue opportunities inside of PopCap, but they don't realize anywhere near as quickly as they could because they're servicing existing needs to push code for the next 25 handsets for Android. EA taking that up to low-cost locations frees them to realize against that opportunity.”

As if it wasn’t clear by previous activity, EA is serious about the digital space. In fact, it hopes to become a $1 billion dollar digital business. Chewing up, torturing, and then spitting out the studios that its acquiring to reach this goal isn’t a solid strategic move. That kinda runs contrary to its desires.

For what it’s worth, EA hasn’t mucked up Chillingo, Pogo, or Firemint. These companies are still churning out or scooping up the same caliber of games they were beforehand, but now with the oomph of a massive publisher behind them.

It'll be interesting to see moving forward if EA keeps good on these reassurances regarding PopCap Games. Based on EA's track record I have a feeling that, in the short-to-mid-term, not much is going to change creatively for the studio. We'll see.

[Via Shacknews]

'Super Meat Boy' Creator Talks About iOS Clone

Wednesday, July 13th, 2011

Games inform each other. Creators borrow mechanics, iterate, and create new titles based on old experiences all the time. This is accepted, organic behavior. Some titles push it up to 11, though, and take so much from their inspirations that words like rip and steal better describe the endeavor. We saw this earlier this year from Capcom. Now, there’s a newer game on the horizon called Tobor [99¢] that’s ruffling feathers for taking too much from Super Meat Boy, a side-scrolling 2D platformer lauded for its wicked mechanics and play.

You’ve heard this story before, but how often do you see a non-boilerplate response? One part of Team Meat, Edmund McMillen, recently chatted with Destructoid about Tobor and its similarities. He feels the opposite of what you’d assume: conflicted, as opposed to super ticked off.

“On one side, I feel really flattered. On the other, I don’t really care,” McMillen said.

“[Tobor's creator] admits he was inspired by Super Meat Boy, but doesn't feel he's copying it, so at the very least I take that as someone was inspired to get into game dev because of SMB, and that's awesome. We all start by emulating things we love, so I take it as a big complement.”

SMB is ‘a serious clone of Super Mario Brothers’ in many people's eyes. Granted, I believe it goes the extra mile to make itself what it is... this game seems simple enough to feel harmless to me. I mean, if I found out these guys were my age and had done tons of apps before then I might care a bit more, but probably not much.”

McMillen goes on to say that the App Store is an environment clotted with knock-offs, and notes that some knock-offs even have knock-offs due to their popularity. He believes there isn’t a game on the service that doesn’t have a clone. The system just doesn’t care. Instead, it rewards.

Man, that’s a bummer note to end on. Let’s all go to a party store, grab some hats and kazoos and meet back here in an hour. OK?

[Via Destructoid]

Hands-On with 'Bumpy Road' 2.0 Update, Coming Later this Month

Wednesday, July 13th, 2011

Back in May, Simogo Games released Bumpy Road [$2.99], a title that was a mixture of endless runner and time trial gameplay with a whimsical art style and incredibly unique controls. I gushed about how much I enjoyed Bumpy Road in our review, and last month the game was improved further when Simogo released the first major update which added 2 new Sunday Trip time trial modes and a few other new gameplay features.

Now the 2nd major update to Bumpy Road is getting set to hit the App Store, and after giving some love to the Sunday Trip portion of the game last time, this latest update adds an entirely new endless level to Evergreen Ride. The original Evergreen Ride level has been subtitled Spring, and the new level is subtitled Autumn. It’s a fitting name too, as Autumn Evergreen Ride features new background environments and a color palette that reflects that season.

The changes aren’t just visual though. Evergreen Ride Autumn contains 220 new level segments as well as 3 new types of platforms. There are elevator platforms that move vertically up and down, “flip” platforms that are constantly disappearing and reappearing, and conveyor belt platforms that will propel your car forward when you’re riding on them. Simogo has given me a preview version of the Bumpy Road 2.0 update, and I’m really digging how all of the new elements in Evergreen Ride Autumn mix up the normal gameplay.

Much in the same way that the previous update’s “brake gizmo” really changed up how you would play Sunday Trip, these new platforms take how you might normally play Evergreen Ride and turns it on its ear. Your speed, timing, and screen location are all much more important now. For example, you may have to stay closer to the right side of the screen in order to get on an elevator platform so that it lifts you up at the right time to hit a set of gizmos placed high in the air. I normally try to stay close to the left side of the screen to give myself the most amount of time to react to what’s coming, but with these new platforms that move that’s no longer the best tactic.

The video below does a great job at showing off all of the new elements in Evergreen Ride Autumn, and some of the new strategies you’ll need to utilize to be successful:

I really have adored Bumpy Road ever since its release, and the last update did a great job at adding interesting new gameplay elements while retaining the core feel of the game. This newest update is no different, and even feels more substantial than the last. The Bumpy Road 2.0 update is currently working its way through the Apple approval process, and Simogo hopes to have it release before the month is over. Make sure to pop into our forums and let everyone know what you think about Bumpy Road, and we'll let you know when the 2.0 update becomes available.

As an aside, Simogo's first iOS game Kosmo Spin [Link] is currently free to celebrate the 1 year anniversary of the company's inception. It contains a similar type of quirky art style and gameplay as Bumpy Road, and is definitely worth grabbing while free.

App Store Link: Bumpy Road, $2.99 (Universal)

Minter's New Game, 'Deflex,' Hits The App Store

Wednesday, July 13th, 2011

Jeff Minter’s latest creation, Deflex [$1.99], a psychedelic puzzle game inspired by a previous Llamasoft release for pre-1985 machines like the VIC-20, is now available on the App Store.

As Blake discovered when he got his hands on a pre-release build a couple of weeks back, Deflex isn’t the easiest game in the world to pin down. The goal in each of its 52 levels is to take a ball and ‘absorb’ on-screen objects and characters with it. That's simple, but the core mechanic makes this a trickier task than it appears on paper.

Here's the rub: the ball needs to be controlled like a pinball does in a machine, so you’ll need to put down flippers to propel it into objects. The more flippers you add, though, the more intense and mind-boggling the action gets. Blake spent many a word describing this and the game’s constituent parts, so check the write-up out if you’re interested.

I’m continually fascinated by the ideas and visuals used in Minter’s games, so I’ll be checking this out alongside those of you who choose to dig in now. Also, we’ll be doing more with Deflex in the future, so stay tuned if you’re on the fence.

App Store Link: Deflex, $1.99 (Universal)

Freebie Alert - Vertical Shooter 'Sky Force' Temporarily Free

Wednesday, July 13th, 2011

A while back, developer Infinite Dreams promised that if they could get to 5,000 “Likes” on their Facebook page that they would drop the price of their vertical shmup Sky Force [Link] to free for 48 hours. Yesterday they hit that goal, and true to their word you can now grab the full version of Sky Force for zero dollars.

Sky Force on iOS was released is actually a port of a game that Infinite Dreams had created several years ago for PocketPC, Palm, and various other handheld devices. It feels a little old-school compared to some of the other shmup offerings on the App Store, but Sky Force is still a really solid shooter that’s actually a lot of fun.

There are 8 different missions to play through and 3 different ships that you can use, each with their own unique attributes. The goal of each level is to destroy a set percentage of the enemies before you reach the end. There are a few different weapon upgrades to pick up along the way, and there are even survivors that can be rescued for additional points at the end of a level (providing you are eagle-eyed enough to spot them).

Sky Force doesn’t seem like much compared to some of the more contemporary shmup releases out there, but it’s a really decent little game that should appeal to shmup fans looking for a new fix. It’s definitely worth a download while free, and if you enjoy it like I do, then I can easily recommend its sequel Sky Force Reloaded [$1.99/Lite] (which actually appeared on iOS before the original did) for more of the same style of gameplay with new levels and a few additional tweaks.

App Store Link: Sky Force, $1.99

[Update: Out in NZ] New Trailer for 'Reckless Getaway' Follow-Up Title to 'Reckless Racing' from Pixelbite Games

Wednesday, July 13th, 2011

Last Fall, Pixelbite Games brought us Reckless Racing [99¢/HD], an arcade-style top-down racer with gorgeous graphics, great controls, and a fun physics system. We really liked Reckless Racing in our review, and now Pixelbite has announced a follow up to the game titled Reckless Getaway.

The “getaway” in the title refers to the different approach to the gameplay in this new game. Instead of standard race tracks, there will be 16 different tracks that feature a long stretch of terrain filled with objects and other traffic to avoid. The goal is to escape the police who are chasing after you, and Pixelbite pegs the classic Spyhunter as their main inspiration with a bit of the Burnout series thrown in for good measure. Sounds pretty great to me, and looks even better in the following trailer:

Initially, there will only be the two playable vehicles that you see in the video, a muscle car and an armored truck. But Pixelbite has designed the game to be easily added to via updates, and they’ll be following the player feedback closely to see what sorts of things they’ll be adding to the game post-release. One of my favorite things about Reckless Racing was how fun it was to just drive, skirting around corners and searching for hidden jumps within the tracks. The prospect of that being translated into this style of getaway gameplay is pretty exciting.

No firm release date is set just yet for Reckless Getaway, but there is a thread in our forums where you can discuss the game and we’ll bring you any new details when we get them.

Update: Well it looks like we barely had time to get excited for the game, as Reckless Getaway has just popped up in the New Zealand App Store. It should filter across the various App Store regions throughout the day, and finally land in the US App Store at 11pm EST tonight. Until then, you can check the thread in our forums for early impressions from international buyers.

New Zealand App Store Link: Reckless Getaway, $2.99 (Universal)

'Sissy's Magical Ponycorn Adventure' - The Cutest Game, Basically Ever, Now on the App Store

Tuesday, July 12th, 2011

It all started when Ryan Henson Creighton, awesome dad and game developer, decided to take his daughter Cassie to the TOJam game jam in Toronto, Canada. With his daughter he created Sissy's Magical Ponycorn Adventure, a free to play Flash game with art, voices, and design done entirely by five year old Cassie. Since then it has become somewhat of a worldwide sensation, and through donations Ryan has raised nearly $3,000 to put towards Cassie's education. The game is good, too. It's probably the craziest point and click adventure game I've ever played through, and it's basically impossible for the story of its creation (and success) to be any more heartwarming.

Sissy's Magical Ponycorn Adventure [$2.99] was just released for the iPad on the App Store, further expanding the Cassie's Ponycorn empire. Check out the trailer below to see what it's all about:

The game itself is short, and really, you can play it in its entirety for free online if you want… Or if you've got an iPad you can grab it on the App Store to pitch an additional $3 to Cassie's education fund.

App Store Link: Sissy's Magical Ponycorn Adventure, $2.99 (iPad Only)

EA Acquires PopCap for Upwards of $1,300,000,000

Tuesday, July 12th, 2011

Last month there were more than a few rumors circulating around regarding EA potentially buying PopCap for upwards of one billion dollars. Official news hit today that not only is EA acquiring PopCap, but they're potentially paying as much as $1.3b for them. That $1.3b includes $650m in cash (hopefully delivered in gym bags full of $100 bills), $100m in stock, and a multi-year earn out where PopCap can potentially get another $550m if they meet certain earnings benchmarks over the next few years.

Why fork out this kind of cash for the creators of Peggle? Well, if the writing on the wall wasn't clear enough already, EA is serious about the digital arena. PopCap games are ridiculously good, and are known and loved by people worldwide.

Or, as EA CEO John Riccitiello put it, “PopCap’s great studio talent and powerful IP add to EA’s momentum and accelerate our drive towards a $1 billion digital business. EA’s global studio and publishing network will help PopCap rapidly expand their business to more digital devices, more countries, and more channels.”

So, congratulations are in order for PopCap. It's incredible to see an 11 year old company that makes (admittedly awesome) casual games selling for so much money.

[via TechCrunch]

'Snuggle Truck' To Add Level Editor And Sharing Options In Next Update

Tuesday, July 12th, 2011

Provided Owlchemy Labs can energize the creative members of their playerbase, Snuggle Truck [$1.99/HD] owners won’t want for levels in the near future. A new level editor as well as a hip new social component that lets you share, rate, and explore each other’s levels, will appear in the game’s next update -- an update that’s currently in testing, but is being teased openly on the studio’s blog.

I get the sense that the sky is the limit in terms of raw sharing. The game can currently boast 41 original levels, but it’ll soon support thousands. The user levels, as explained in a recent video release, will appear next to the level select screen in their own special sub-menu, complete with all sorts of sorting and finding mechanisms. This is THE editor that the developers used to create the game, so you’ll be able to play or provide a similar level of quality to those that ship with the game.

Olwchemy Labs sees this as a great value add and I tend to agree. But version 1.5 won’t just boast the level editing stuff. It’ll also feature a re-position UI, new higher-resolution art, new achievements, and a “ton of low-level optimizations” and bug fixes.

We see a lot of game creators dabble with putting their tools in their user’s hands. For the most part, it doesn’t seem to enrich the overall experience -- bad level design or funky implementation never makes for a good time. See: Infamous 2, ModNation Racers, and LittleBigPlanet for plenty of examples of both. Really, for level sharing to work for you, creative minds have to get involved, feel like they have a stake in the product, and keep iterating. I hope Snuggle Truck owners will do that over the long haul.

App Store Links:
    Snuggle Truck, Free
    Snuggle Truck HD, Free (iPad Only)

'Ascension: Chronicle of the Godslayer' Review - On The Fly Deck Building

Tuesday, July 12th, 2011

Reviewing card games is always tricky for me. As I've mentioned in previous card game reviews, I've been playing Magic: The Gathering on a competitive level since the earliest days of the game which gives me an entirely different perspective on card games from most gamers. People on our forums are having a fantastic time with Ascension: Chronicle of the Godslayer [$4.99 / Lite], and from a technical perspective it's absolutely fantastic, but all this really does is make me wish that we could finally get iOS ports of some of the better card games out there.

From a technical standpoint, there's really not much more you could ask for. First off, the game is universal and plays great on both the iPad as well as smaller iOS devices. I find myself preferring it on the iPad since the increased screen real estate really lends itself to games like this, but it's just as good on the iPhone. The touch interface works great with card games, as anyone who has basically played any card game on an iOS device could tell you, and Ascension is no different. There's options to make the game run as fast (or as slow) as you'd like, multiple levels of AI, and even online multiplayer via Game Center.

(more...)

TouchArcade Rating:

Kairosoft Has a Facebook Page, Is Announcing Some Cool Stuff

Tuesday, July 12th, 2011

There’s a lot of enthusiasm around Kairosoft right now and rightly so. The studio has just released another banger in the form of Pocket Academy [$3.99Lite], a cutesy school simulation game that puts you in the shoes of administrator, planner, and coordinator. Prior, it wooed us all with two other simulation games, Game Dev Story [$3.99 /Lite]and Hot Springs Story [$3.99Lite]. Because of the language barrier, we don’t get to talk to the studio as much as we’d like, which is why we're just as surprised as you when a new game hits the US App Store.

Those surprise drops and relative quiet periods of non-Kairosoft news might be at an end -- Kairosoft is starting to talk to the US audience as a whole. The studio has set up a Facebook page and it’s currently doing its best to keep fans interested by letting slip some neat bits of news.

For example, the studio plans to release and translate its games in order from oldest to newest, with the exception of Pocket Academy. In Japan, this was a numbered follow-up to the original, but the studio deemed it too close to its source material to warrant release of that original in the West. Also, it looks like the next game set to hit the US will be Department Store Story, which looks like a Tiny Tower [Free] meets Game Dev Story kind of simulation game.

There’s a few more choice factoids buried within the page, but as you’ll see, some things are... being lost in translation -- a common problem in dealing with Kairosoft that we discussed in-depth on our podcast the other week.

Check out the page if you’d like. Also, check out those Game Dev Story 2 (for PC) screens! My heart is about to thump out of its chest in hot anticipation of the iOS version.

[Image via Kairospot.net]

Firemint's 'Agent Squeak' Renamed 'SPY mouse'; New Trailer Released

Tuesday, July 12th, 2011

Firemint has been teasing their upcoming line-drawing-centric cheese-stealing stealth game Agent Squeak for quite some time now. The vague release date of "2011" has since transformed into the slightly less vague "summer 2011" and the game has a new name. SPY mouse is going to be Firemint's third "big game", and has been in development for two years

Give the teaser trailer a look:

I've seen the game a few different stages of its development at various conventions, and regardless what they're calling it, I think people will love it. The real question is, will it be the next Flight Control?


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