Blog

  • Ground Effect

    Glenn Corpes
    App Store: Ground Effect $2.99

    Ground Effect is really fun racing game that is similar to whip’Eout”, but more realistic! This game is simply awesome with incredible 3D graphics, challenging tracks, and is very smooth. If you are not familiar with the concept of ground effect vehicles then you should read up about them on Wikipedia here. This is not sci-fi and this game does a great job of bringing this really cool vehicle to the iPhone.

    You have the option of selecting from many really well designed 3D crafts with various paint jobs. There are 14 levels and they get challenging really quickly and offer a lot of replay as you try to get the best time possible. You must place in one of the top three finishing spots to unlock the next level. You use the accelerometer to turn left and right, while using two peddle buttons as boost and brakes. The sensitivity of the controls takes a little getting use to, but the controls work great once you get use to them. You gain more boost over time or by passing through gates (between two flags). If you miss a gate then boost is taken from your meter, so be careful!

    The tracks are really well done and offer awesome terrain. The jumps are amazing and really add a lot to the gameplay. There are three modes of gameplay: Race, Ghost Race, and Just Cruise. Ground Effect uses OpenFeint achievements and leaderboards. The music and sound effects are great. There is also the option to play your own music, which is always nice.

    This is one of the best racing games that I have played on the iPhone and I would highly recommend giving this one a try. There is a lot of gameplay here and as Glenn mentioned, in our interview with him, more levels are on their way!

    [youtube 30UBj6vfshU]

  • Mad’O’Ball 3D

    Tommaso Lintrami
    App Store: Mad’O’Ball 3D $3.99

    Mad’O’Ball 3D is a really nice marble game with lots to offer. There are 32 levels in 4 different locations and each location includes a new theme and challenges. The accelerometer controls work great and there are also jump buttons which are used at various places to jump across gaps in the track and reach higher locations. The ball and tracks are 3D and the track overview when you start a level is a really nice touch that shows of the 3D environment.

    The levels can be very challenging since you are racing against the clock to complete a level. The game warns you when turns or areas that you should be cautious around are coming, but you still need to make good time so be careful! The levels start to offer some really interesting gameplay challenges as you progress through the game like moving platforms.

    The game has good sound effects, but I was not a fan of the music. OpenFeint is used for achievements and is again a nice little carrot to keep you playing. The menus are a little lackluster after seeing the nice 3D graphics of the tracks, but that shouldn’t keep you from trying out this game.

    I really enjoyed playing this game and there is a lot of content. This type of game is great on the iDevices and worth a look!

    [youtube VDZSjzL7Iv8]

  • 5-in-1 Reflex Game: Super Reactor

    Vee Games
    App Store: 5-in-1 Reflex Game: Super Reactor $0.99

    This game packages 5 games in 1. Each one is designed to test your concentration and eye to hand reflex actions. The following games included are:

    1. Simple Test – There is a red button on the screen. As soon as the button turns green you must press it.
    2. Duck Hunt – Quickly stop the ducks from running across the screen.
    3. Sheep Catch – The same as duck hunt. You must stop the sheep from running from one end to the other.
    4. Base Ball – A little bit more complicated. There is no visual of a baseball. The pitcher winds up and throws. You must start your swing at the first sign of the pitcher winding up.
    5. Brake Test – This one is pretty tricky. There is a car on the road and you must apply the brakes before hitting any pedestrians. Remember to hit the brakes early or you will skid into the people on the crosswalk.

    Each of these games are designed to test your reflex skills. I did start picking up a trend on time when it came between intervels of reflex action. Could be just me, and not the game being set to a certain amount of time between actions. Overall a good set of games to test one’s skills.

  • OddBlob

    Astraware
    App Store: OddBlob $2.99

    OddBlob is a claymation arcade game. The object of the game is to bounce from end of a tile map to the other. Along the way there will be fruit and slices of cake that you can pick up for extra points. When you land on a slice of cake you will be taken to “bonus” round. There you will have to strategize a way of getting a slice of cake with the most combo moves to it. Be careful while jumping your way across the tiles. Some tiles will disappear on you. There are other tiles that will help or hurt you during the process. Arrows will cause you to jump in the direction they are facing. Double arrows will cause you to jump two tiles in the direction it is pointing. The target looking tiles will cause you to jump in the direction you are pointing at the time of landing on it.

    The game is neat. I like the concept, and the graphics are really good. The soundtrack gives a good feel to the game. I can’t say that about the sound effects. My only problem was the if I wasn’t precise in the direction of the jump I would accidentally jump to the side. I have big fingers. The game has an overall good feel to it, and I enjoyed my time playing it.

  • Indie Interview: Chalkboard Stunts

    Today we bring you an indie interview with Arshad Rahman and Rav Dhiraj, the creators of Chalkboard Stunts.

    Company: Manta Research
    App Store: Chalkboard Stunts Free | Chalkboard Stunts Pro $1.99

    How long have you been developing for the iPhone/iPod touch? What did you do before you started developing for the iPhone/iPod touch?
    We actually started developing late 2007 with the reverse engineered frameworks, before an official SDK was even released.  We’ve always had a love for low level tinkering, and this seemed like the perfect platform for it.  In our day jobs, we both work at a company where we develop high-end 3D graphics/video hardware and associated drivers for the Apple platform.

    How long did it take you to develop Chalkboard Stunts and how many people were involved?
    The original proof of concept was actually developed in the fall of 2008, but it sat on the shelf for a long time as we worked on other projects.  We revived it again in November 2009, and we’ve been focused on it since then.

    How did you come up with the idea for Chalkboard Stunts?
    We started experimenting with in-game physics in late 2008, and as part of that experiment we put together a simple proof of concept vehicle and rudimentary level builder to see how well it worked.

    What inspired you for Chalkboard Stunts from initial concept to formalized game?
    We saw the success of some of the other racing titles on the platform in spite of what we felt were serious shortcomings in some of these other offerings.  We thought we could do a better job, so we decided that we had to create our own 2D physics based racing title.

    What inspires you? And is it different for each game?
    All the good Apps that have found some success in the App Store.  It gives us hope that investing time to create a fun and polished game will be worthwhile.

    What have you found most difficult about being an indie developer?
    Well both of us have full-time day jobs, so all of our iPhone development is done in the evenings and weekends.  There’s a tremendous amount of effort (over a thousand hours) that goes into putting out a game like Chalkbaord Stunts, and it means making a lot of personal sacrifices with our families so that we can pursue this.

    Can you describe your development process?
    Generally, it’s broken down into three stages: 1) prototyping and design discussions/notes 2) concentrated development of features 3) testing and iterating on design elements.

    What does the creative process look like during the initial stages?
    We do a lot of brainstorming and playing around with different proof-of-concept experiments before we actually get down to writing a game like Chalkboard Stunts.

    Did you do any pre-marketing before Chalkboard Stunts was released?
    Not really.

    What are you working on now?
    We’re continuing to make improvements to Chalkboard Stunts, and are also working on another game that we hope to bring to market in the near future.  We also have a popular application called “AppSniper” which we’re also in the process of updating.

    Any plans for updates to Chalkboard Stunts?
    Absolutely.  We have a ton of ideas on how to improve the game, the level editor, offer additional in-app purchases, etc.

    What was your most frustrating task while developing Chalkboard Stunts?
    Balancing overall project development time with feature creep.

    What have you found to be the most successful way to market Chalkboard Stunts?
    We tried a few different things without much success.  Sales were very poor, and it was a very frustrating experience for us because we genuinely felt that we had a good product that we had put a tremendous amount of effort into.  At the end of the day, what worked for us was to pay for a spot with FreeAppADay.com.  It was a big risk, and we ended up paying almost as much as we had made since launch (6 weeks worth), but we felt strongly that it could do well if it just had some visibility.

    After the promotion, we shot up the charts and we kept gaining momentum all the way to the number 1 spot on the free list.  Of course we didn’t make any money from giving our product away, but we had over a million downloads in this period, and since then we’ve released a “pro” version which is selling reasonably well.

    Since we never planned on making the game free, one of the problems we ran into was that our server did not scale well to suddenly having a million people trying to submit scores, vote on levels, and download new levels.  In fact, it completely flattened our server such that all requests were timing out.  We scrambled with our ISP to increase the resources, and make changes to our back-end server queries to help reduce the load, but this only helped a little bit.  We eventually ended up migrating to a MUCH more expensive load balanced dedicated server, but now things are zippy again.

    How much does user feedback affect your planning of updates and also future projects?
    A lot.  We pride ourselves on our customer support and responsiveness to user feedback.  We are constantly evaluating the suggestions that people send us, and we always try to incorporate any good ideas that people send our way.

    Do you write games for yourself or for others? And why?
    A little bit of both.  We both love gaming, and we both love programming… and if we can make some extra cash doing it on the side, then it’s a win-win situation 🙂

    What process do you go through to overcome creative block?
    Usually playing other games. 🙂

    Since its release what you do differently looking back?
    We spent a lot of time beta testing the game internally with a group of friends, but unfortunately all of them were hardcore gamers.  All of them loved it, and had no problems with the controls, but at launch the biggest complaints we got were on the control setup and the difficulty of the game.  If we could do things over again, we would have launched with the configurability and ease of driving that we have now.

    The other thing is that we would have been better prepared for the sheer number of downloads and the server scaling required to handle that.  At the number one spot on the free list, we were getting over 200k downloads EVERY DAY!

    What was the development atmosphere like? What kind of music did you listen to?
    Most of the development was done late at night, so dark and quiet (no music).

    What was a must have during the development process of Chalkboard Stunts?
    Support from our families!

    What games influenced you in your decision to make Chalkboard Stunts?
    We looked at all of the games in the same genre, and also games that offered in-game level creation and sharing.  This included games like Jelly Car 2, Monster Truck Nitro, Line Rider, MX Mayhem, iStunt, Labyrinth 2, and iBlast Moki to name a few.

    How close was the end product to your initial conceptualization?
    The basic premise was still the same, but we ended up adding a lot of things to the final game.

    Before the release of Chalkboard Stunts were there any huge last minute changes?
    Not really.  We actually spent the final few weeks fine-tuning the game physics and creating levels.

    How did you keep yourself motivated?
    Feedback from our beta testers and knowing that the core gameplay was fun.

    How much did the art drive the game? The vision of what it was to look like how much of that was the driving force?
    We had a few different ideas for the look of the game (including a doodle look which we will be releasing shortly as a new theme).  The art assets sort of fell into place as we went, and the chalkboard look just made a lot of sense.

    What tools of the trade are a must have for you when it comes to programming, art and music?
    XCode, Photoshop, Fission, HTTPscoop, TextMate, Screenium, SoundTrack Pro.

    If you were stuck on an island with a laptop and no internet access what apps would you have loaded?
    The “Message in a Bottle” App. 😉

    Is there anything else that you would like to say?
    Thank you for the opportunity of letting us tell the world a little bit of the behind-the-scenes effort that went into making this game 🙂

    We want to thank Arshad Rahman and Rav Dhiraj for their time!

  • Buster Red

    Iskandar Inc.
    App Store: Buster Red $0.99

    Where to start with this game? After the last couple of games played I was ready to throw in the towel, but Buster Red turned it around. This game was really fun. Brought back some memories from when I was a kid playing Gradius hour after hour. Yes, I know, it is not Gradius. You can’t go wrong in a game when you have to fight waves of enemies like a scene out of a nightmare. Thankfully there are no firing buttons. Your one saving grace. The ships auto fire making your life semi-easier or harder, depends on how you want to look at it. The object is to survive 30 levels of onslaught. You have powerups or busters that you can collect through each level. Use these wisely.

    As far as fun factor is concerned this game is awesome. The graphics are good except that the background tends interfere with the game play. The controls are easy enough. Drag the ship around to avoid death. My only gripe, I was blessed with huge fingers, and dragging something that has disappeared beneath my finger is not fun. Makes dodging projectiles challenging. The game is fun, and will keep you entertained for plenty of hours.

  • Melvin The Menace

    Adam Kehoe
    App Store: Melvin The Menace $1.99

    The school bully, you gotta love ’em. The game is a shooting gallery style. The goal is to cause as much problems without getting caught by shooting, throwing and spitting at all the kids. You must choose from three different tools slingshot, projectiles and a straw. In order to use your preferred weapon you must hold and keep the ‘D’ button down while selecting your targets. When the authority makes a noise it means it is time to hide your weapon before he/she turns around and catches you. The game offers different locations and bonuses through out the levels during the week.

    I did notice a bit of a lag time between targets and shots. The awkwardness of the controls were a drawback. I was hoping for some sort of endless level mode. This is my first shooting gallery game on the iPhone, and I did have some fun with it.

  • Boiler Blast

    Netistry
    App Store: Boiler Blast $0.99

    Boiler Blast is a pipe connection game that includes an original twist. There are 48 levels with various difficulty settings and your objective is to connect the pipes before the time limit runs out and the boiler blasts!

    The original twist to this pipe connection game is that the levels also contain rats that run around the screen randomly. Mr. Rat isn’t that much of a problem on the first 10 or so levels, but eventually he becomes a problem as you have to help move him out of areas that you need to lay pipe in! There is also a fun hammer tool that you can use to to sun the rats.

    You lay pipe by selecting the type of pipe you want and then tapping onto an open tile. The pipe can be rotated by tapping on that pipe. Once you have connected all of the pipes you can tap on the boiler and the pressure will be released!

    This is really a great game. The graphics and sound fit the game perfectly. I really like puzzle type games and this one is very well done. It might be nice to have some achievements and in app purchased level packs, but other than that Boiler Blast is very complete. Boiler Blast is a great deal at $0.99 and if you don’t already own the game give it a try today!

    http://www.youtube.com/watch?v=lskn8QqXulk

  • Silent Swords

    Oniric Games
    App Store: Silent Swords $2.99

    Silent Swords is an action packed stealth game done right! You are a ninja and it is your mission to make it to the door without being detected. There are guards, lights, mines, and lasers to keep you from reaching your objective.

    The main obstacle is the guards and you must stay out of their view until you can take them out. You are able to use gesture-driven sword attacks and Chinese throwing stars to kill the guards. There are also some levels where you can hide under things and move as the guards are not looking.

    The graphics, music, and sound effects are awesome. Controlling the ninja using the on-screen controls and the different swipe gestures works very well. There are tons of levels and even some additional levels that you can unlock after beating the main game. The developer just recently added OpenFeint achievements, which really keeps things moving!

    Silent Swords is easily worth the $2.99 price and is a very fun game! It looks like there is a sequel being developed. It would be great if the sequel included guards being able to hear sounds and maybe even an alert system similar to the Metal Gear Solid games.

  • Sheeple HD

    Tomato Factory
    App Store: Sheeple HD $2.99

    This is not a review, but rather an announcement for my new game Sheeple HD for the iPad. I myself am an indie developer and that is where the thought for this site was birthed. I recently, like the droves of other developers, decided that it would be an opportunity not worth missing to have an iPad application available at the grand opening of the iPad App Store.

    I didn’t want to just do a direct port of my game Sheeple and then charge the user 2-5x more, just for larger resolution graphics. I actually find it amusing how many $0.99 game developers are just creating larger resolution graphics and changing $4-$5, for no additional gameplay variation. That being said, I do think that the $0.99 price point is much too low to keep indie developers motivated long term to create quality games as the number of applications continues to surge in the App Store.

    Sheeple HD for the iPad shares a lot similarities with Sheeple for the iPhone, but contains all new levels, much larger levels, and a completely new scoring system. The levels are actually much more challenging and are really fun to play with more elements on the game board. Please give Sheeple HD a try if you have an iPad and let me know what you think!