Speaking of awards, I managed to get the awards for beating the creator's times 10 and 30 times, even though they were bugged before... but the 75 times award is still at 0%. Also I'm not sure the award for "complete 40 levels without touching anything" award is working properly... it's been stuck on 33% for ages and I've tried to get it higher with no luck.
There are glitches with those awards, we have the update ready and will be submitted today. (more details: beating creator's time isn't saved to the database, so it will show up correctly as long as you don't restart your device. but all your times are saved however, so we will be able to fix that in the update. your hard work is not lost. the problem with the other award is that it is just checked the very first time you complete a level. it will also be fixed in the update, and some new little features)
The social networks will never be as good as a tailor made system, they are just not possible to integrate very well how they work right now.
Illusion Labs I've been impressed with the innovation and polish of titles presented by illusion labs before - Labyrinth 2 has managed to raise the bar even further. Buying this game is in itself a great experience because you know you're supporting great innovation. I kind of see Illusion Labs as the polar opposite of a big developer/producer like Gameloft, where ports are churned out with little or no thought to the uniqueness of the platform. And zero innovation. I love the details in this game. The sounds add so much, and so subtly. The increase in volume of the fans as you get closer, the clanking of metal, the airport cabin esque checkpoint notification, the little ditty when you get an award, the flickering strip lighting sound of the lasers initialising... And the graphics. The way nearby objects reflect off the ball, the sheen of the metal surfaces, the colour scheme in the menu system. It's beautiful. Great job Illusion Labs - this game is on my homescreen and I imagine it will stay there for a long while.
Thank you very much! It makes me especially glad to hear that you appreciate all the little details. Since you mentioned sound, here are some little fun-to-know facts The squeaky sound from the merry-go-rounds is from when you unscrew a light bulb, the laser sound is the high frequent buzz from a fluorescent light, the cloning sound is a little radio noise, the door sound is the sound from an elevator, and the checkpoint sound is also from an elevator when you arrive The reflections in the ball is such a subtle little thing, but I'm pretty proud of what we achieved without resorting to OpenGL ES 2.0 (i.e. 3Gs only). The color scheme/theme is to resemble sports from that time period, what's why you see all the lines, the desaturated colors and also why it's slightly dirty. We think it looks fresh. Anyway, back to test update 1.0.1!
Labyrinth 2 Thanks for the info on the sound details, that's a really cool insight - they do add so much to the whole audio/visual tactile experience. Sounds like it was a lot of fun in the making! Great to know where the colour scheme is derived from too; the nostalgic, desaturated 'analogue' look perfectly complements the game's background -keeping it visually fresh as you say. It's just so nice when you complete a level and the menus pop in. Awesome.
+1 A paradigm for that what's called polished in a puzzle and skills game. Exlusive for our perfectly adequate platform. A flawless symbiosis. Maybe the best pushed-up simulator in town. The sounds are very good, I love them really. Appropriate and cute nostalgic and retro electric/mechanic—but could be stereo. Imagine the rolling sound of the orbs in binaural recording (Wikipedia) with good headphones as experienced in Aves! WOW! Cannons, electric contacts (maybe shortcuts) and fine squeaky audio as well! And what's about an enhanced frenzy and thrilling 3D view of the (finished) record runs as seen in the absolutely gorgeous Labyrinth 2 teaser video? (Don't forget to switch on HD; one of the best iPhotch videos ever in my honest opinion.) I mean the player's records PLUS downloadable world records of each level. That would be a great motivation for both players AND level creators! (Besides the welcome ghost balls of course which I only switch off in multiball levels.) Difficult in multiball levels maybe, I know. Make some cinematographic pans, tilts and zooms then (have a look at Wild West Pinball and The Deep Pinball). Let the virtual camera move. Let the people download their best runs in high definition and dolby sourround! Please don't get me wrong: Labyrinth 2 is perfect as it is and I am enjoying it very much. But there is even more potential in it for future upgrades, technically spoken. Playing for decades:
It's def something we will look into. All of us here use iPhones, so we rarely play with headphones, so perhaps we missed out on an opportunity here. It's a great idea! We'll be submitting update 1.0.1 today, and we are already working on 1.1.0, which will add new features. We haven't decided to 100 % what that will include, but we jot down all suggestions, they are more than welcome.
Uploading update 1.0.1 right now. What's new: * Better feedback when beating designer time * Info about current level in pause mode * Fixed stability issues in multiplayer * Fixed beat designer time award bug * Other minor bug fixes
Awesome! Still polishing an already sparkling game. Did you find out if the "40 levels without touching anything" award was glitched or was it just me doing something wrong?
It was a bug. I wrote earlier in a response "(more details: beating creator's time isn't saved to the database, so it will show up correctly as long as you don't restart your device. but all your times are saved however, so we will be able to fix that in the update. your hard work is not lost. the problem with the other award is that it is just checked the very first time you complete a level. it will also be fixed in the update, and some new little features)" It is also fixed in the update ("minor bug fixes")
Pretty cool interview with Anders over at ifones.com. - A little insight if you will http://ifones.com/apptalk-interview-with-anders-martensson-from-illusion-labs/
Wow that's a big picture hehe That's actually copied from AppAdvice (http://appadvice.com/appnn/2009/12/apptalk-interview-with-anders-martensson-from-illusion-labs/), but never mind