We just posted our first game, Super Jetpack Dragon IV: Village Burntopia, to the Android Market yesterday and I felt the urge to write about both the experience of doing that, as well as the initial differences noticed between the two shops.
I can’t say how excited we are that a game we designed won this award. It was a pleasure to work on, and a pleasure to work with ngmoco yet again.
Topple 2 is an ideal model for excellent iPhone game and game sequel design, technology adoption, performance, connectedness, and localization.
Topple 2 combines the features of multitouch and the accelerometer to create a game about stacking blocks and keeping them from toppling over. Local WiFi multiplayer mode enables game play between two players, and a challenge mode where recorded sessions can be sent to others players via email, twitter or facebook. Localized for English, French, German, Japanese, and Spanish, Topple 2 uses multiple iPhone SDK technologies including UIKit, OpenGL ES, Bonjour, CFNetwork, Multi-Touch, Accelerometer, Email, and Twitter and Facebook integration.
Topple 2 ranked #14 in terms of game quality (based on cumulative review scores). Thanks again for everyone who took the time to play the game, we’re glad you enjoy it! Stay tuned over the next couple of months for major updates to Topple 2…
Topple 2 has received some great reviews over the last few weeks that I wanted to share with everyone:
Macworld – 4.5 / 5
148 Apps – 4.5 / 5
Destructoid – 7.5 / 10
Pocket Gamer – 7 / 10, Bronze Award
Slide to Play – 3 /4
Besides these great reviews, Topple 2 has maintained a 4.5/5 star rating in the iTunes App Store.
Our heartfelt thanks to everyone who’s reviewed the game so far, you guys rock! If you haven’t tried it yet, check it out!
We’ve decided to go ahead and drop the price on our first iPhone game, Line Shift in celebration of the new year. Dropped to only $0.99 we hope many more people will get a chance to experience and enjoy Line Shift as we here at the muteki corporation move into 2009 with many more games to come.
Just a quick post to wish you all a Merry Christmas and Happy Holidays from all of us at the muteki corporation! Stay tuned in 2009 for some exciting new game announcements!
In all of the feedback on MazeFinger, some suggestions have on how we can improve the game have come up repeatedly. The most frequent suggestions have been:
I’m happy to announce that all of these things are in an updated build that has been submitted to Apple. Hopefully it’ll get pushed out to all of you soon. Enjoy, and keep the great suggestions coming!
It’s simultaneously the most exciting and nerve-wracking time you can have as a game developer.
I’m speaking, of course, of that moment when your game is first available to the public. What will the world really think about what you’ve made? The publisher is happy, friends and family have all raved about it, and you still like it even after staring at it for hours while you push to squash the last bugs before shipping. Those points all give you hope, but none of it matters until the public gets ahold of it. They might decide that it’s missing a key feature, or that it isn’t as fun as you think it is, or that it’s just “meh.”