Rules! TheCodingMonkeys • Includes a daily brain workout mini-game for Apple Watch • Includes animated sticker pack • App Store – Best Apple Wa… TouchArcade Rating: $2.99 Buy Now Watch Media Details• Includes a daily brain workout mini-game for Apple Watch • Includes animated sticker pack • App Store – Best Apple Watch Game of 2015 • App Store – Best of 2014 • German Developer Award 2014 – Best mobile Game • German Video Game Award 2015 – Best mobile Game • Pocket Gamer Awards 2015 Finalist Best Casual/Puzzle Game & Most Innovative Game RULES! is a cute puzzle game that's challenging, fast-paced and fun. • Choose your preferred type of game: Beginner, Expert or Timeless • “What’s presented here is a stylish, original, clever puzzle game that I’m having trouble putting down long enough to write this review.” ~ Gamezebo “A delightfully constructed memory test that grows in complexity and appeal the deeper in you go.” ~ Pocket Gamer “The Coding Monkeys have never released anything that wasn’t utterly brilliant, therefore Rules shall almost certainly be brilliant.” ~ Pocket Tactics Follow RULES! into a hundred level-deep maze of cuteness and order: • Multi-touch interface at its finest • Color perception assistance mode • Whales, Unicorns, Robots and Squirrels! • A plethora of surprising new game mechanics Information Seller:TheCodingMonkeys Genre:Arcade, Puzzle Release:Aug 06, 2014 Updated:Mar 29, 2024 Version:5.0 Size:24.6 MB TouchArcade Rating: User Rating: (18) Your Rating:unrated Compatibility:HD Universal sebgo likes this. Mythbuster Well-Known Member Nov 19, 2008 1,260 22 38 Journalist In the middle of nowhere #2 Mythbuster, Aug 6, 2014 Not universal? No iPad Version? No buy! Pitta Well-Known Member Oct 19, 2008 3,420 148 63 Male Italy #3 Pitta, Aug 6, 2014 I'm really curious about this one. Lost Cities and Carcassonne are still among my most played games. PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #4 PeteOzzy, Aug 6, 2014 It's definitely not Universal and no sign of an iPad version but you know how messy the launch days can be with apps popping up all over. I'll keep an eye out for it definitely as I'd also prefer that version. map Member Aug 22, 2012 11 0 0 http://codingmonkeys.de #5 map, Aug 6, 2014 Hi there! This is Martin from TheCodingMonkeys. The game will be universal in one or two weeks, with the next update. Sorry for that, but we had to delay the iPad version a bit to make sure it's up to our standards. (I added that to the app description as well, thanks for noticing that that was missing.) PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #6 PeteOzzy, Aug 6, 2014 Ah awesome - perfectly happy buying this if it's getting a Universal update; just didn't want to buy an iPhone version for an iPad version to come out soon after. Love the looks of this both gameplay-wise and aesthetically. map Member Aug 22, 2012 11 0 0 http://codingmonkeys.de #7 map, Aug 6, 2014 Thanks for the kind words! Marcel is hard at working exporting the graphic assets in a bigger resolution for the iPad as we speak. Pitta Well-Known Member Oct 19, 2008 3,420 148 63 Male Italy #8 Pitta, Aug 6, 2014 To be fair, probably my most played game since Intellivision, Lost Cities is not Universal too (and it got a lot of bad comments for this)...BUT the game is SO SLICK (Coding Monkeys sleekness standard, so...the top) that I really have hard time to discern the game is not native on iPad (where I regularly play). So I wasn't really worried about this too, but it's glad to hear universal update is coming. I'm still super curious about this game...didn't really understand which kind of game it is... Nachtfischer Well-Known Member Feb 7, 2013 230 8 18 Game Designer Germany https://ludokultur.de/ #9 Nachtfischer, Aug 6, 2014 Is this a mere highscore affair, or is there a proper competitive single-player meta-game including ranks, dynamic difficulty etc.? map Member Aug 22, 2012 11 0 0 http://codingmonkeys.de #10 map, Aug 6, 2014 It's a highscore/levels unlocked mechanic. Like e.g. Threes. Nachtfischer Well-Known Member Feb 7, 2013 230 8 18 Game Designer Germany https://ludokultur.de/ #11 Nachtfischer, Aug 6, 2014 Too bad. I've come to realize more and more that this idea of not having an actual goal is fundamentally flawed. Since single-player (non-puzzle) games need some form of randomness to provide uncertainty, this makes reaching a highscore a matter of restarting enough times to get a favorable randomization. Further, once you get such a particularly favorable seed, you'll basically almost never win again, because you can't beat that score (even if you've become a better player actually; i.e. feedback is messed up). Then matches last longer and longer the higher your average scores, you're in a sense "punished" for playing well. Every game has an optimal match length determined by the length of it's tension arcs. And a highscore "survive as long as you can" game doesn't respect that. The most important aspect is probably that risk management becomes trivial. If your goal is to reach a highscore, you just maximize every possible risk *. That's how the Spelunky leaderboard gets dominated (you can read more about the screwed up scoring mechanism of Spelunky over here). In the end, just having highscores often results in the player "playing designer" and choosing a goal somewhat arbitrarily. Do I go for one more point than before? Or just for as many as possible? Am I content with a top 10 rank? Who knows. All in all, I don't think it's ever a good idea to use the highscore model instead of prescribing a goal that's tightly connected to your core gameplay concept. * 868-HACK at least tried to address the problems by introducing "streak scoring", but that turned out to be broken, too. map Member Aug 22, 2012 11 0 0 http://codingmonkeys.de #12 map, Aug 6, 2014 The game has a goal and a defined level structure, that builds up to a designed experience. It's not randomly generated, nor risk-based, so I think the Spelunky issue doesn't really apply. If you're interested, there's a trailer on http://rulesgame.net that might do a better job at getting a first impression across. Bewi Well-Known Member May 9, 2012 247 0 0 France, Nord http://iphonesoft.fr #13 Bewi, Aug 6, 2014 Subscribe to the TouchArcade YouTube channel itigger Well-Known Member Aug 12, 2009 48 0 0 #14 itigger, Aug 6, 2014 looks interesting, indeed but totally unrelated, you coding monkeys out there: what about iPad for Lost Cities? still waiting for that one to happen map Member Aug 22, 2012 11 0 0 http://codingmonkeys.de #15 map, Aug 6, 2014 To be frank, we haven't given up on that. Given that we feel it would need a completely different UI on the iPad, we are still looking for the time and budget to make that happen. Pitta Well-Known Member Oct 19, 2008 3,420 148 63 Male Italy #16 Pitta, Aug 6, 2014 While this is a fantastic thing to hear, as a iPhone+iPad player and a HUGE Lost Cities player (always have at least 10 games going on every day) I do not think the work to do is that huge. I'm playing regularly on iPad when at home and besides the 'circles' in the parallax splash screen everything else is OK. The only visual bug is when you want to 'tweet' the game ending...the icon is transparent (while on iphone is solid)...but that's a iOS7 UI thing when 2x I guess. And I'm someone that refrained to buy Lost Cities because not being universal and then thinking I was just stupid doing that after I did buy it (because I LOVE the game). Sorry to have hijacked this thread!!! Looking forward Rules! even if I'm not that much of a fan of reflexes games. I still think Coding Monkeys should just sign a deal with Fantasy Flight Games and port on iOS their entire library, starting with Star Wars: The Miniature Games I even wrote that several times...(to FFG too ). edwin.ramirez Member Sep 11, 2013 24 0 0 #17 edwin.ramirez, Aug 6, 2014 Any chance this coming to Android? LordGek Well-Known Member Staff Member Patreon Silver Patreon Gold Patreon Bronze Feb 19, 2009 12,282 141 63 Software QA Engineer Saratoga, CA, USA #18 LordGek, Aug 6, 2014 Is it always the same order of rules or does the order of rules change each replay? Sanuku Well-Known Member Jun 14, 2009 11,954 4 38 Austria http://www.touchgameplay.com #19 Sanuku, Aug 6, 2014 Game Impressions Subscribe to the TouchArcade YouTube channel triptych Well-Known Member Jul 29, 2012 203 0 0 #20 triptych, Aug 7, 2014 This game makes my thinking place hurt (You must log in or sign up to post here.) 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It's definitely not Universal and no sign of an iPad version but you know how messy the launch days can be with apps popping up all over. I'll keep an eye out for it definitely as I'd also prefer that version.
Hi there! This is Martin from TheCodingMonkeys. The game will be universal in one or two weeks, with the next update. Sorry for that, but we had to delay the iPad version a bit to make sure it's up to our standards. (I added that to the app description as well, thanks for noticing that that was missing.)
Ah awesome - perfectly happy buying this if it's getting a Universal update; just didn't want to buy an iPhone version for an iPad version to come out soon after. Love the looks of this both gameplay-wise and aesthetically.
Thanks for the kind words! Marcel is hard at working exporting the graphic assets in a bigger resolution for the iPad as we speak.
To be fair, probably my most played game since Intellivision, Lost Cities is not Universal too (and it got a lot of bad comments for this)...BUT the game is SO SLICK (Coding Monkeys sleekness standard, so...the top) that I really have hard time to discern the game is not native on iPad (where I regularly play). So I wasn't really worried about this too, but it's glad to hear universal update is coming. I'm still super curious about this game...didn't really understand which kind of game it is...
Is this a mere highscore affair, or is there a proper competitive single-player meta-game including ranks, dynamic difficulty etc.?
Too bad. I've come to realize more and more that this idea of not having an actual goal is fundamentally flawed. Since single-player (non-puzzle) games need some form of randomness to provide uncertainty, this makes reaching a highscore a matter of restarting enough times to get a favorable randomization. Further, once you get such a particularly favorable seed, you'll basically almost never win again, because you can't beat that score (even if you've become a better player actually; i.e. feedback is messed up). Then matches last longer and longer the higher your average scores, you're in a sense "punished" for playing well. Every game has an optimal match length determined by the length of it's tension arcs. And a highscore "survive as long as you can" game doesn't respect that. The most important aspect is probably that risk management becomes trivial. If your goal is to reach a highscore, you just maximize every possible risk *. That's how the Spelunky leaderboard gets dominated (you can read more about the screwed up scoring mechanism of Spelunky over here). In the end, just having highscores often results in the player "playing designer" and choosing a goal somewhat arbitrarily. Do I go for one more point than before? Or just for as many as possible? Am I content with a top 10 rank? Who knows. All in all, I don't think it's ever a good idea to use the highscore model instead of prescribing a goal that's tightly connected to your core gameplay concept. * 868-HACK at least tried to address the problems by introducing "streak scoring", but that turned out to be broken, too.
The game has a goal and a defined level structure, that builds up to a designed experience. It's not randomly generated, nor risk-based, so I think the Spelunky issue doesn't really apply. If you're interested, there's a trailer on http://rulesgame.net that might do a better job at getting a first impression across.
looks interesting, indeed but totally unrelated, you coding monkeys out there: what about iPad for Lost Cities? still waiting for that one to happen
To be frank, we haven't given up on that. Given that we feel it would need a completely different UI on the iPad, we are still looking for the time and budget to make that happen.
While this is a fantastic thing to hear, as a iPhone+iPad player and a HUGE Lost Cities player (always have at least 10 games going on every day) I do not think the work to do is that huge. I'm playing regularly on iPad when at home and besides the 'circles' in the parallax splash screen everything else is OK. The only visual bug is when you want to 'tweet' the game ending...the icon is transparent (while on iphone is solid)...but that's a iOS7 UI thing when 2x I guess. And I'm someone that refrained to buy Lost Cities because not being universal and then thinking I was just stupid doing that after I did buy it (because I LOVE the game). Sorry to have hijacked this thread!!! Looking forward Rules! even if I'm not that much of a fan of reflexes games. I still think Coding Monkeys should just sign a deal with Fantasy Flight Games and port on iOS their entire library, starting with Star Wars: The Miniature Games I even wrote that several times...(to FFG too ).