Posts with tag: mobile games
Posted at 23:37 on 22nd May 2023
My most recent contribution to the Maraoke video game karaoke songlist – first performed 20/05/2023 by Grey. The first Maraoke song about Marvel Snap. Also one of the hardest songs to perform on the system – good luck if you pick it. (It’s tracked to the 2023 ‘Rock’ remix of the song to make it […]
Go to article →Posted at 23:15 on 31st December 2022
Previously: 2018 – 2019 – 2020 – 2021 Once again the year draws to a close and it’s time to do my homework for the internet. I realise I managed to avoid playing nearly all the big releases this year. This isn’t a boast. I’m not really a Dark Souls guy so didn’t bother with […]
Go to article →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 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 […]
Go to article →Posted at 17:37 on 12th December 2010
Earlier in the week we finally hit the big scary launch button on Isoball, the iOS/Android puzzle game that I’ve been producing at Zattikka for the last few months. You can get the lowdown in the launch press release, and versions for iPhone/iPad Touch, iPad and Android are now available on their respective App Stores. […]
Go to article →Posted at 16:13 on 7th August 2009
Over the last few years the absence of a comprehensive reference site for games comparable to the Internet Movie Database has become increasingly frustrating. For a long time the nearest thing we had was MobyGames, but that was lacking in many ways – huge gaps in their database, and a weird inconsistent patchwork of data […]
Go to article →Posted at 09:00 on 2nd November 2008
“People forget that to get the golden egg, somebody has to fuck the goose.” Scott Foe, Producer of Nokia’s Reset Generation Last Monday I was invited to take part in the 4Talent Mobile Games Pitch. This event, now in its second year, saw nine finalists chosen from over 200 entries and invited to Channel 4’s […]
Go to article →Posted at 20:00 on 8th September 2008
On June 30th 2008, after nine eventful years, London-based games developer Morpheme Game Studios officially ceased to exist. You’ve probably not heard of Morpheme. Like dozens (perhaps hundreds) of other small developers in the UK, they quietly went about their business for years without ever being thrust into the limelight by a blockbuster hit or […]
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