iPhone Controller Roundup

Here are some pictures and links to the iPhone compatible game controller projects that I was able to find while searching today.

iControlPad

Of all the potential products listed here, the iControlPad seems most likely to actually be purchasable in the near future. (The creator is tweeting about his progress, and there is some amount of manual assembly required. He’s going for an initial run of 2000, and he’s at least partially completed with 500 of them.) In addition to the photo below, there is also a nice video of an iControlPad prototype in action.

Unfortunately, there are two main drawbacks to this device as I see it. Firstly, it’s jailbreak only. Now it may turn out that all of these devices are jailbreak only, but this one is very up-front about it. Second is the design itself. I don’t really like the form factor, and even in the demo video linked above, it looks like the user has his thumbs scrunched too close together to get at those analog sticks. I’m guessing the d-pad will feel more natural to use. Of course I reserve final judgment until I’ve actually played with one. ;)

GameBone

The GameBone also seems like they’re poised to release. The website says it’ll be available for purchase in Q4 2010. So far, the only photos are “artist renderings”, but the company have many other iPhone accessories for sale, so it seems likely that they’re the real deal. I also have some frustrations with their design, namely the lack of any analog controls whatsoever. Still, they are the only one of these projects that even mentions attempting to get the “Made for iPhone” seal of approval from Apple. That would go a long way toward making it a viable commercial product.

Controller or Bust

I recently saw the Controller or Bust Project featured on TouchArcade, (that’s actually what prompted this blog post) and after checking it out some, I do like some elements of their latest design more than the competition. For instance, the form factor is not that much bigger than the iPhone is already. The dual analog sticks are symmetrically placed (as they should be, IMHO), and you can potentially flip it upside down for the analog sticks on the bottom or the top of the controller. I also like how they’ve tackled enclosing the phone quite a bit. Unfortunately, this project is probably the farthest from an actual product at this point. They’re talking about using kickstarter, but I’d really want to see a prototype (at least!) before I committed to giving them any money.

iPhone Game Pad

Finally, It looks like the iPhone Game Pad is little more than a prototype at this point (but that’s more than the Controller or Bust project!), but as you can see, their demo video is pretty sweet looking:

Let us know if you have information about any additional iPhone game controller accessories, either in the comments, or by emailing us at info@chesstris.com.

iPhone Marketing Strategies

I’ve been brainstorming ways to overcome the visibility problem in the App store. When releasing an iPhone application, visibility in the app store is your biggest problem. It is very easy for an app to get “buried” in the store. There are literally hundreds of applications that are launched on a daily basis. How to get the potential customer to “discover” your application is the key question that must be answered after (or when considering) development for the iOS platform. It’s worth noting, however, that the vast majority of the applications released daily are really awful, so the sheer number alone should not be a deterrent. (Yet, those crap apps are often what pushes down the visibility threshold for the rest of us.)

I am not claiming that I came up with the following solutions and/or techniques, just documenting them here for my own brainstorming purposes.

Solution 1: Marketing a recognizable name. Having a title that people recognize is certainly key. In fact, that’s the basis for any marketing effort. Get more people to recognize your product, and they will be more likely to purchase it. If you start with an existing product, it’s possible you could leverage the community that is familiar with said product (for instance, fans of a board game, if that’s what you’re making). These fans would help generate “buzz” before the game’s release, as well as ensure you have some target market upon the game’s release. This also opens up an important secondary channel for application discovery, through traditional marketing to those existing fans, whether it’s in print advertising, or online targeted marketing. (Second to discovery in the app store itself, which is by far the most effective at selling your application.) Traditional board game marketing avenues, for instance, would include Board Game Geek, (of course) traditional board game review sites or blogs, (banner ads, or better yet, actually getting reviews). Even if only a fraction of your audience have iPhones, that visibility would not be wasted.

Solution 2: Getting reviews. Another important marketing strategy is to email and otherwise contact the large number of iPhone app review sites out there. (I personally maintain a spreadsheet with a list of over 100 iOS review sites.) The most important of these by far is Touch Arcade, who also maintain a fairly influential online forum with discussion threads on almost every game for the iPhone that is released. (I think this is probably the most well known and documented of my solutions, but I’m including it here for consistency. Even though I maintain that list, I still have never sent out the press releases required for this step for ActionChess. I keep saying I’ll do it after the next major update… and maybe I will!)

Solution 3: Visual affluence. Having a very “nice looking” game will have a couple of possible effects: 1) iPhone owners (as well as Apple computer owners in general) are probably biased toward excellent design. It is certainly how Apple have continued to differentiate themselves in the desktop market, and one of the key reasons oft cited for the iPhone’s runaway success. Simply put, Apple customers are more apt to purchase a game because of how pretty it looks. It’s obvious that Apple knows this, and that it contributes to the following secondary effect: 2) Apple is more likely to “feature” a good looking app than one with the same functionality that does not look as great. There is quite a bit of precedent for this, but essentially, if your app looks good enough, it is much more likely to make it onto the front pages of the App store. (See next solution.)

Solution 4: Getting featured by apple. This is the equivalent of getting your physical product into one of the major retailers. (Target or Wallmart, for example.) You will sell hundreds, or even thousands of copies per day. In fact, getting reviews onto as many review sites as possible is not so much to get customers aware of your product, although that certainly helps, but to get the folks at Apple more aware of your product, and thus, more likely to feature it.

There are probably a lot more solutions out there. Noel of Snappy Touch has had a lot of success with in-app purchases and setting the price of his app to free. He and some other indie developers do a lot of cross-promotion that has proven successful for them as well. (I’ve read someplace that having more than one app in the app store, and cross-promoting them has a very noticeable effect on sales. Wish I could remember where.) Anyway, this isn’t comprehensive. Feel free to post your suggestions in the comments here.

Game Center Match-3 Mania!

Game Center games are starting to pour in, and today I stumbled onto the (true**) first Match-3 game I’d seen, (although I don’t think it was the first one on there), called GeoBlocks. I’m going to talk about that, and then I’ll also talk about the second match-3 game I played with Game Center integration, Squaree, and I will actually go so far as to say that Squaree is my new favorite Match-3 game! As of this writing, both GeoBlocks and Squaree are FREE in the app store, so get ’em while they’re hot.

I played GeoBlocks for quite a while, trying to get the next achievement. It’s a pretty standard match-3, with level progression based on the number of matches you’ve gotten in all the colors. In fact, that’s one of the only really interesting aspects of the game… to score really big, you actually want to try NOT to progress, so you can rack up points before the timer (white line at the bottom of the screen) gets going so fast that you don’t have time to think before you match.

I made a note to myself to add GeoBlocks to my spreadsheet listing Match-3 games for the iPhone, and I actually went one step further than that, and added a column indicating whether the game has Game Center integration. I suppose now that I’ve done that, I should really add another column for OpenFeint. Maybe I’ll do that some other time and actually go through all the games listed to see which have which features.

So then I went looking to see if there were other Match-3 games with Game Center, and I found Jewel Craft in the featured list. I wasn’t about to shell out $3 for another Match-3 game though, (especially when I just played a perfectly decent one for free). That got me thinking about what other free Game Center games there might be out there, so I searched App Shopper for “game center”, and sorted by price. That was when I found Squaree.

Squaree doesn’t really look like much, and (as is common when I go app shopping) at first I didn’t even play it, just downloaded it to check out later. But I soon grew tired of scanning through all the crap in that AppShopper search, and Squaree was either the first or second app I opened up to check out.

It’s match-3, definitely, but the way you get your squares is pretty unique. There is a board with a whole bunch of grayed out pieces. Tapping a piece causes un-gray, and for it to fall all the way to the bottom of the board (or until it hits another solid piece). Get three of the same color to match, and two of them disappear, but the third turns into a “locked” piece. Match four pieces and you get a X2 piece remaining, and if you match 5, you get a piece that, when matched, removes all solid pieces of that color from the gameboard.

This is pretty much all you need to know to get started playing Squaree. It’s simple, yes, but I had a lot of fun with it, and I’ll definitely be playing more of it in the next few days. There are two game modes, but only the “Challenge” mode has a high score list. That list is extremely short right now, and I’m hoping to make it to the top with some practice in the next few days. My only disappointment was finding out that there aren’t any Achievements. I wish I could add yet to the end of that statement. :)

**Note that both Azkend and Dice Match had Game Center the day after its launch. They are both solidly in the Match-3 category, but neither has the swap-to-remove mechanic. Both are the kind where the matches already exist and you have to choose which one to remove. (Think Same Game rather than Bejeweled, but you have to touch all the pieces you want to remove.) It would be interesting to write another post comparing and contrasting those two games, but I’m pretty much done for the evening.

New header and Chesstris.com tagline

Today marks the re-launch of Chesstris.com. I had a bit of a revelation in the car the other day, and realized that both the video games I’ve designed and actually completed are hybrid video games mashed-up with board games. This is a mixture that I wholeheartedly endorse and enjoy, and it’s one that I realized that the name “Chesstris” could also be imagined to embody. Anyway, it’s what I will now endeavor to spend more time examining here.

Chesstris, where board games and video games collide.

To kick off this new era for the site, I thought I’d start with a review of one of the most worthy board games I’ve seen converted to a video game for the iPhone, Carcassonne.

Sure, the Carcassonne app, for iOS has only been around since the beginning of June, but we’ve actually been playing Carcassonne the board game for years in my house. Literally, I’ve been playing Carcassonne longer than I’ve known my wife Florence, which, while it hasn’t actually been that long, feels like pretty much forever. (Not in a bad way, I swear!) I have a bunch of the expansions, and I keep them all together in the special edition wooden box that came with Carcassonne, The City. (The City is actually a stand-alone game, with pieces that are incompatible with the original game. This is the number one reason it is relegated to the closet while we keep the standard game and all its compatible expansions in the living room with the “often played” games.) Anyway, I bought Carcassonne for the iPhone as soon as I heard it was out, and straight away convinced Florence and our friend Angela to play a game with me on the iPad.

Right away I was pretty impressed about how the game didn’t look pixel doubled on the iPad in 2X mode. I was also impressed by what I didn’t experience — frustration with the UI. The User Experience on Carcassonne is pretty darn close to perfect. When you sit down to start listing out the features of this great app, you actually start to get a little overwhelmed with how great it is. It’s no wonder it took a year to make, really. (Incidentally, if you’re a fan of the game, that podcast is well worth a listen, especially if you’re an iOS developer.)
1) They implemented pretty much every kind of multiplayer possible. Pass-and-play on the same device, multi-device on Wifi or bluetooth local networks, internet play with no time limit, and internet play with 60 seconds per turn. There is an invitation system for playing against friends who also have the app, or you can play against random opponents.
2) They built in 6 or 8 different kinds of AI (I forget which), for playing local games on the device.
3) You have a persistent ELO stored, both on your device for local/solo games, and another two — one on the server against friends, and another for playing against those random opponents. Keep in mind, AFAIK, there was no concept of ELO for Carcassonne before this app. (Not to say it didn’t exist, but I didn’t know about it.)
4) Push notifications let you know when it’s your turn to play. This has since become a feature requirement if I make a turn-based iPhone app in the future.
5) This feature, while it may not sound like much, is one of those little details that makes a game feel incredibly highly polished. They could easily have left this out, but I feel certain this was one of those features that someone really felt they had to get in there, and it really adds a lot, in my opinion: On the screen that lists your in-progress games, there is a thumbnail representing the shape of the tiles for that game. This basically “personalizes” each game, and makes the list of games you’re playing feel that much more unique.
6) Can’t forget, there is an entirely new game mode invented for the iPhone app that allows you to play solo against the game, while simultaneously giving you a score at the end that you can compare to everyone else’s score for that particular solo game. (There is one unique set of tiles released each week, or you can play a random set.)

I’m sure there are more features I’m forgetting, but it’s worth mentioning that the game play screen itself is just an amazing piece of touch-based software engineering. It’s got all the standard pinch-and-zoom stuff, and for all the information it’s cramming onto the screen, doesn’t feel cluttered or busy at all.

With no limit that I’ve seen on the number of games you can play, we’ve got about six friends and every permutation of games going. I have a game with Florence and Angela, along with a game with just Angela, and one with just Florence. Then there’s a game with Florence and Angela and Mike, along with a game with just Mike, and of course a game with Mike, Angela, and me, and Mike, Florence and me. You get the idea. I’ll spare you my spelling-out how this scales to include Nate, Roo and Sebastian.

Overall, I have gotten so much more than $5 worth of pleasure out of this app that it’s not even funny. I play Carcassonne on my iPhone as much as, and sometimes more than, I use the Mail app (which I do daily, btw). Carcassonne is not really a hybrid board game / video game, but it’s such a great conversion of one to the other that it’s definitely worth reviewing here. We really enjoy it a lot, and hope you do too!

Master of Tetris

Here is a screenshot of an intriguing new tetris-variant in the app store, Master of Blocks, by Tuomas Pelkonen. I’ve had a chance to try it out, and you don’t get complete cart blanch to drop any old blocks willy-nilly, you basically have to pick from the blocks available, and once you’ve chosen one, you can’t pick that one again until all the others have been chosen. There is also a button to delete a single square that has already been placed.

Probably the most interesting feature of this game is that it supports bluetooth multiplayer, so you can play a head-to-head mode where you choose the blocks for your opponent while they play Tetris, and then they choose the blocks for you. I was confused at first because I didn’t know it was going to switch, and we both had the same score. It might have been hard to balance, but I could have imagined you both getting points for different things while you play that mode, so you didn’t have to play two rounds to figure out who won. My wife and I actually played cooperatively for a while, which was more fun than it probably sounds like it would be. Again, because you can’t give them just whatever pieces you feel like, there is some strategy involved, and furthermore, using the delete-a-square button for good rather than evil was almost as satisfying.

I imagine the game to have been inspired by the College Humor video The Tetris God (which if you haven’t seen it is well worth the watch), in which a merciless god controls the falling of Tetris blocks.

Random tetris linkdump:

  • There was a 4-story tall Tetris game set up at burning man back in 2008. I wish I’d been there to see it, and wonder where it ended up after the event.
  • This screenshot someone took of a tiny tetris called Tetoris (via offworld) is pretty enough that if it were larger I would consider making it my desktop. The game itself reminds me a bit of the slow pace of Sequoia Touch, which has given me renewed pleasure in 2x mode on my iPad.
  • It’s over a year old, but this Tetris bento box looks quite tasty.

HateTRIS

Hatetris is a Tetris variant that chooses the worst piece possible and makes you play it. (Via jttiki, but ultimately via BoingBoing.)

I have a lot of respect for the author, Sam Hughes, as he claims he wrote Hatetris in JavaScript because he feared and/or despised it. I also despise JavaScript, but not so much that I want to write Tetris in it. (And anyways, I already wrote Tetris in ActionScript, which sucks as bad or worse than JavaScript. Hughes’ code is much prettier than mine, I looked.)

Philosophical statements aside, Hateris actually succeeds as a game for several reasons. One is that, because the game is not random, getting even one more line than on a previous attempt requires you to try a different tactic, or approach the game with a different strategy. It’s clear that Hughes knows he’s onto something there, because he’s implemented the ability to replay previous games. It’s quite fascinating to watch the current record (22 lines), and analyze the tactics used.

Following various comment threads on Hatetris, I also discovered that there was previously a similar variant called Bastet (bastard tetris–desktop only), and also that there is not just one, but two playable versions of Randall Munroe’s vision of hell.

Update: One of the playable versions of hell links was broken, so it was removed on May 5th, 2017. Thanks to a reader for pointing that out!

More Juggling iPhone apps

Just downloaded a few juggling related iPhone apps.

Kevin Bertman pointed out his recently released iJuggling application in the comments on my last juggling related post. It’s available in the app store now, and I checked it out. My first complaint is that there are no instructions whatsoever. I started playing the game by selecting the “challenge” menu item (the menu was also confusing, but cool once I played with it a bit–all the menu items are placed on one face of a ball with four faces, so you have to rotate it to see all the menu items). Once in the game, 3 balls fell from the top of the screen into two hands awaiting below. Underneath the hands are a couple of circles that I intuitively (and correctly) assumed were to control the hands.

Then I played around for a while, and accidentally threw a ball or two, but I really had no idea what I was doing. The act of throwing a ball seemed so simple, just flick the hand upwards, right? But that’s not how you do it. I went back to the menu thinking maybe if I rotated the ball enough there would be an “instructions” menu item (but there’s not). The closest is a “Setup” that took me to a confusing screen with the same hands as before, but also with some bars above them and Xes that I could move around. I’ll spare you another description of my frustration here, but eventually I figured out that the Xes are a “target area” where you drag the hands in order to throw a ball. The throwing motion is automatic. You just have to take your finger (or thumb) off the target area and the hand will automatically throw. I spent a good ten minutes figuring this out. (Note that the target area isn’t indicated at all on the playing screen, just the setup screen.)

Once I’d established more or less how to throw a ball, getting three of them in the air at once was fairly easy. Catching them and keeping them aloft was a bit more difficult, but I still got the hang of it pretty quick. When I made enough throws, an arrow indicating I could move on to the next level became available. I had A LOT more difficulty with the second level, and now I think I know why. Remember those bars above the hands on the setup screen? They indicate how high the balls will get thrown. On the second level, the bars are much lower, making the throws faster with less time between them. How do I know this? Only because I finally navigated to the “Stats” menu item, which shows you your high scores for each level you’ve played. The level itself is indicated by a small graphic representing the setup screen for that level. The bars are lower on the second level than the first. The third level was 5 balls. Definitely a lot harder than the first or second, but I’ll admit that I only played with it for a few minutes before putting it down to write this review.

iJuggling looks very slick. The graphics aren’t amazing, but they’re good, and there are some nice touches that indicate to me that there was a lot of thought put into them. The hand grab points fade out once you touch them, for example, and the arrow pointing to the next level fills up as you get close to achieving the next level. There is some sound, indicating when a throw and/or catch has been made. It’s simple, but again, doesn’t detract from the experience. The most frustrating thing was in figuring out how to play, and after that the difficulty. I like a good challenge though, and I will definitely play with this again.

One additional note/downer: In iTunes, and on its website iJuggling is billed as the first realistic juggling simulator on the iPhone. While it’s fun, and definitely a juggling game, (a unique one, at that, I think), it definitely wasn’t the first. I thought about also debating whether it’s a simulator, but that’s… well, debatable.

After playing with iJuggling, I searched the app store for juggle, as I indicated in that last post I was going to eventually do. I’ll mention the highlights of what I found here:

JuggleFit Tracker is a free utility that allows you to track your progress (a number and a date) associated with a juggling pattern. You can then allow it to tweet your progress if you like. There are quite a few arbitrary limitations (it only stores 5 progress rows for each pattern–it would have been much cooler to store them all, and maybe graph them over time, for example). But if you’re interested in tracking your juggling, this might be a good place to start. Another nice feature are the “tips” for beginning jugglers. I imagine those are quite useful. And hell, it’s free, so this is probably worth checking out if you’re a regular juggler.

Cat Juggling, while the name and idea are enticing, is not so much a juggling game at all. It’s more one of those games where you have to bounce things in the air. You have two hands to bounce with. So it’s juggling themed. The graphics are really “cute” (I’m sure that’s what they were going for), and I was surprisingly “into” the silly (and repetitive) music track. Also, you get 9 lives, which is funny. There’s not a lot of depth, though it does save some high scores. Probably worth getting for the idea alone, but if you’re not into that, don’t bother.

iCircus – the Juggler actually uses a control scheme the closest (of all these apps) to the juggling game I originally intended to create. The unfortunate thing is that it’s way too hard to control. Like iJuggling, the “catch point” is represented by a hand and offset from the “touch point”, or point your finger touches to control the hand. Unlike iJuggling, the touch point is not shown, and this is a much smaller hand, (the graphic also includes an arm, but it’s not clear how much of the arm can be used to catch, so that’s a hindrance rather than useful).

iCircus – the Juggler also adds breakout-style “stars” that you are trying to throw your balls into while “juggling”. This is actually its saving grace, and the only thing that (probably) makes it worth your $.99. As your ball (you start with only one) passes through the stars, they are collected, and when you get them all, the level is complete. The second level adds a second ball of a second color, and stars are only collected by balls of the same color.

All in all, this makes for some very interesting possibilities, but I found the game almost unplayable with the existing control scheme. I only got to the third level, and only then because the game appeared to take pity on me and allow me to progress without collecting all the stars for the second level.

Polyball also comes up in the app store when you search for juggling. It’s a space themed game similar in gameplay to Cat Juggling, but it has a bit more depth to it (including Open Feint achievements and particle effects). I actually already had this game on my phone because it went down to free back in December, and I had yet to play it. It’s okay if you like that sort of game. A lot like Uggles, which has similar gameplay and depth. (Note that Uggles also comes up when you search for juggling, and it’s about as much juggling as this is. That is to say… kinda sorta maybe to someone who has never juggled before. It’s been widely reviewed, and is probably way more successful than any of these other games, so I’m not giving it its own section.)

There were some other apps in the app store that had juggling in their titles, Cannonball Juggling, Juggle Gears, Juggle Pong, GolfBall Juggle, Picsaw Juggle, but none of them were really juggling. (Or they were that other soccer meaning of the word juggle.) This concludes my informal survey of the state of juggling apps in the app store. Enjoy!

ActionChess in the Star Tribune

ActionChess was featured yesterday in a list of apps made in MN — in the Star Tribune.

UPDATE: Here is the entirety of the mention (for posterity):

Cross the line-clearing aspects of Tetris with the moves of chess pieces, and you get this fun puzzle game.

It was featured in the upper left-hand corner of a page with an iPhone in the middle and all the local app icons on it. It ran with another much larger and longer article about MN made apps in general titled Land of 10,000+ apps. (That article also briefly features Clockwork, where I am gainfully employed.) Both were written by Randy Salas, who I do not know and have never communicated with. Thanks Randy!

iPad as Ultimate Board Game Platform

iPadI spend a lot of time sitting around a table with friends, playing board games. I can easily imagine a future where those same friends and I all sit around a touchscreen table, playing games on that table. After all, it wasn’t that long ago when those same friends and I used to all sit facing the TV with controllers in our hands. (Hell, it’s rare, but we sometimes still do!)

Sure, there is something to be said for moving little pieces around, and handing some physical representation of money or resources back and forth, but that physical interaction can also slow the game down quite a bit. (It’s no surprise to any avid board gamer that you can finish an “electronic” version of board games in often much less time than the “real” thing, and only some of that time is spent waiting for your opponents to take their moves.)

I have now had a bit over 24 hours to “digest” Apple’s big iPad announcement, and while there are any number of other compelling touchscreen platforms out there, I have already worked in Apple’s platform, so I am am going to start working on a multiplayer game for the iPad ASAP. I think there is a real opportunity for board games to begin the migration to the iPad en masse, and I want to be part of that!

One big open question on my mind is… will the iPad lay flat? The pictures they’re providing seem to imply that it will (especially the side-on ones), but in the video, we never see it laying on a table or used on a flat surface. And the rotating 3D view they have on their website shows a (no doubt faked) reflection as you rotate it that doesn’t appear to have any flat parts. If it won’t lay flat, (or maybe even if it will) there’s probably an easy hardware opportunity out there for someone.

Lots of folks have already made a big stink about all the things missing from the iPad, camera being the one I’ve heard most frequently, so I’m not going to say anything about any of that other than to predict the next iteration will have a camera, (assuming this one doesn’t flop). I still think there is lots of stuff missing from the iPhone, frankly, and plenty of that stuff would translate nicely to the iPad as well. (Over-the-air syncing and bluetooth keyboard support are still my favorite ones to rant about.)

So yeah, I will be buying an iPad right away when they’re released, and I really can’t wait to play some board games on it.

Mobile Tetris tops 100 Million Downloads

A ridiculous number of news sources are reporting that EA and Blue Planet Software held a press conference a couple of days ago announcing that Tetris has reached the 100,000,000 paid downloads mark. EA’s iPhone Tetris has a near-permanent place on the app store’s list of “Top Grossing” apps, so it didn’t surprise me to hear that the iPhone port is doing well, but Tetris is apparently also available for 64 thousand other models of mobile device. I didn’t even know there were that many mobile devices out there!

Here’s the official press release over at Tetris.com, where they are also featuring (advertising) the iPhone app, as well as Tetris Gems — a site where you can buy officially licensed Tetris jewelry of all things. (I would definitely wear one of these rings, but I’m not entirely sure it’s worth the $329.00 asking price.)

While poking through Tetris related news articles, I read a wired article from last year about some study that found playing Tetris improves your brain. And tangentially related is a very fascinating article I read even earlier this evening by Garry Kasparov titled The Chess Master and the Computer. It’s mostly about the state of computer chess AI, but more interestingly how those programs are having an effect on human players.

Finally, did you know there is a Church of Tetris!? Neither did I.