Posts with tag: iOS
Posted at 01:12 on 11th January 2019
I didn’t play a very wide variety of games last year: it was a pretty moribund year for big releases; most of my gaming time was dominated by three of the games listed below; and I don’t play a lot of new games per year in any case, not being a journalist, IGF judge, student […]
Go to article →Posted at 22:16 on 5th January 2017
You may have noticed that Nintendo launched their first iOS game last month (with the Android version expected to launch imminently). Super Mario Run is a stunning debut – it’s polished, content-rich and unapologetically aimed at experienced video game players, with Toad Rally, an endlessly deep asynchronous multiplayer game, at its core (plus a set […]
Go to article →Posted at 00:41 on 11th October 2015
“Doug dug.” by The Electric Toy Company is my current iOS commuting game of choice (previous title holders include: Bejeweled Blitz, Happy Street, Puzzle & Dragons and World’s Biggest Picture Cross). It’s a procedurally generated real-time platform digging game, which displays obvious influences from the likes of Dig Dug, Repton and Mr. Driller, as well […]
Go to article →Posted at 22:33 on 18th August 2015
Contrary to some reports, there is still some room (albeit a scattering of hard to reach footholds) in the market for premium mobile games. Developing and publishing a game in this category carries a significant amount of risk, and mitigating that risk requires a thorough understanding of customer behaviour and a credible plan for addressing […]
Go to article →Posted at 19:03 on 13th October 2013
For the past few months my team at AppyNation has been working with publishers 31X (Chris Sawyer’s company) and developers Origin8 Technologies to help bring Transport Tycoon to iOS and Android. Transport Tycoon is one of my favourite games of all time, and one that has always seemed like an obvious fit for mobile (particularly […]
Go to article →Posted at 22:16 on 17th September 2012
Terry Cavanagh recently released his first mobile game, Super Hexagon. The game is notable for (at least) two technical reasons – firstly it is a conversion and expansion of the game Hexagon which sprung almost fully formed from a game jam, and secondly as it’s an iOS game coded in Flash (something of a rarity). […]
Go to article →Posted at 02:45 on 11th March 2012
I can’t believe it’s been over six months since I’ve done one of these. I finally retired my trusty iPhone 3GS last week and upgraded to a 4S, so have revisited some more hardware-intensive games along with the more typical 2D fare. (This also means that the following brain flobs represent more rigorous real-world testing […]
Go to article →Posted at 16:10 on 7th November 2011
Over the weekend Supermono released a version 1.1 update for Forever Drive, which fixes many of the issues that I outlined in my previous post. From the patch notes: * You can now report bad tracks from a button and it will be erased from our servers once it has been vetted via email * […]
Go to article →Posted at 00:32 on 20th October 2011
I’d been looking forward to Supermono’s iOS arcade racer Forever Drive since it was previewed at the World of Love conference in January. So when I heard the other day that not only was it finally out but it was a free download to boot, I didn’t need any further encouragement to check it out. […]
Go to article →Posted at 01:49 on 1st August 2011
Given the transient nature of mobile games it might be useful to occasionally take a snapshot of the games I currently have in rotation (in a ‘New Games’ folder on the first page of my iPhone’s menu). Even from this tiny sample it’s possible to see how many iOS games that until recently would have […]
Go to article →Posted at 22:32 on 20th February 2011
Minotaur Rescue (a.k.a. “Solar Minotaur Rescue Frenzy”) is Llamasoft‘s (i.e. Jeff Minter’s) first game for iOS. It’s available as a universal app which natively supports iPhone and iPad device configurations. The game is part of the “Minotaur Project“, a series of games modelled after the design sensibilities of different eras of computer hardware, but unbounded […]
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