two of my favorite “indie” iPhone games

In some strange cosmic coincidence, both DropOut and Claustrophobia had updates released this evening into the app store. These are both incredible action puzzle games that I have spent lots of time with, and both are games that I’ve meant to write about here, and just hadn’t yet found time. Both games are also deceptively simple in concept, but lead to some really fun tetris-like brain burning when you’re in the middle of a good long game. So, in alphabetical order:

claustrophobiaClaustrophobia, by David Leblond, is a collapse-like color/shape match-3 game (the shapes are new in this update). You’ve basically got a bar in the middle of the screen, and that’s where you’re releasing your blocks from. Blocks can either launch upwards or fall downwards, and if they hit or make a group of two or more of the same color/shape, then that group is removed from the game. If blocks are left without anything underneath them (or above them), they’ll fall, and in the case of the top gameplay area, they’ll fall all the way down to the bottom gameplay area, possibly scoring you big points, or possibly just mucking things up for you down there. The game’s namesake comes from the fact that both the top and bottom blocks are moving continually toward the middle, and when either of them reach it, that’s game over. There are special types of blocks that slow or speed up the block movement, and some of the strategy comes from knowing when to use or avoid them.

For a very, very brief period of time (two days, I think?) I had the high score on the “Normal” game mode of Claustrophobia. David took that score back from me shortly thereafter, although neither he nor I can come close to the scores getting submitted for “Easy” mode. Go figure.

dropoutDropOut, by Curt Stein, also involves falling blocks, but you don’t control when they get released, they just fall all at once, as the row at the top of the screen fills up. If you have any column of blocks all the way to the top of the screen (thus blocking any part of that row from falling), then the game vibrates at you angrily a few times before game over. You can move the blocks that have already fallen either left or right, and they’ll wrap around the sides of the screen. Whenever a group of 4 or more blocks of the same color is made, those blocks are removed from the game scoring you points and making combos.

DropOut also has both bad and good special blocks, the good ones have stars on them and are basically just worth extra points (but they’ll fall off the bottom of the game if you let them get all the way down to the last row). There are also locked blocks, that prohibit the movement of their entire row. This is where the strategy comes in, and the game transcends a simple one-dimensional Yoshi’s Cookie clone. DropOut can get really intense after you’ve played for even just a few minutes, and I found myself getting done with a game and realizing I’d just been playing one game after another for over an hour.

For about a week after the game’s release, I also had the global high score for DropOut.

Both of these games are super fun, and well worth picking up. I’ve actually emailed back and forth with both developers, and they have been super approachable, and given me the advice I’d been asking for in regards to my own iPhone development. I’m excited to play with the updates and see what’s been changed. Highly, highly recommended.

ActionChess Update part duex

So I’ve heard from some folks that they couldn’t play the game without 2.2.1 installed. It sounds like this is because I compiled the binary for 2.2.1 without thinking about it. I “rejected” the previous update that I submitted last night, and submitted a new one that should work with everything back to 2.1. I can’t see a way to change the date I said that update should be live though, so it looks like I’ve missed my chance to get onto the “recently released” lists again. Oh well, there should be plenty of updates in the future. (I have so many plans for this game that I can hardly wait to work on them all!)

ActionChess available in the App store …and the first update has been submitted

I just received the approval letter, but I don’t know how long it’ll take to show up in the app store.

I spent all afternoon working on a bug where the up button will occasionally get stuck, ending your game prematurely if you’re not quick enough to pause or hit the physical home button to “unstick” it. I hope the bug is not terrible to play with, but I’ve already submitted the update to apple, and I think the way the up button works now is a significant improvement.

Also in the update is a new menu image. The designer of my chess pieces, Peter Wong, saw the previous menu image and sent me an upscaled version without my even asking! Anyway, hopefully apple won’t take a week to approve the update.

ActionChess 0.1 submitted to Apple!

I just completed the long and rather arduous task of submitting ActionChess to apple. I think everything went well. The hard part was generating a new development “code signing certificate”, and getting that all hooked into xcode and building the game again using the new certificate. This seemed to go off without a hitch. I guess gathering all the “stuff” necessary for submission was also a chore, particularly the 512×512 pixel “large version” of the icon. Since I was working from tiny icons when I built the icon for the game, scaling it up looked mostly awful. I just have to hope that the only place it’s used is in the game description page in iTunes, where it appears to be scaled down quite a bit.

I also gathered a bunch of screenshots, and took the 5 that I thought were the best to include with the game. I didn’t spend terribly long on that portion, so I don’t know that the screenshots are really all that great. (Read more to see all the ones I chose.)

I also created a new page on this website withe the current game description.

Continue reading

Anouncing: ActionChess

The game formerly known as Chesstris is finally nearing completion! ActionChess is a cross between Tetris Attack (Panel de Pon), Tetris, and the classic board game Chess. It turns out to really make your brain work in interesting ways. It will be released for the iPhone sometime in the coming weeks, and if it does really well, I may think about porting a limited version to flash.

Please comment below (or send me an email) if you’d like to put on the ActionChess announce list, where I’ll be letting everyone know when the game finally hits the app store.

Match-3 Innovation in iPhone Games

I’m continually surprised by the great games that are being released for the iPhone. I thought I’d do some quick reviews of two that I feel have made real innovative enhancements to the match-3 genre of puzzle games.

MixADot
This is a game I downloaded only just today. I noticed it because it just changed to free, and I’ve been watching the apps that come down in price regularly over at 148 Apps. But enough about how I discovered it. It adds several new game mechanics to the match-3 paradigm. Most notable, in my opinion, is the ability to merge pieces that are different colors to form a new color. This can only be done with the yellow, blue and red pieces, to form any of the other three colors, green, orange or purple. It’s a brilliant addition, and really does make you think quite a bit about the additional possibilities. There are at least two different shapes of piece, circles and squares. The game is played in a series of levels, and each one has a different objective, for example, an objective might be something like “5 Orange Sequences of 3 or more (blocks only)”. Each level is a sort of mini-match-3 game, some with infinite pieces (like bejeweled), and some where you just make matches until the pieces run out. At free, this game is well worth a download.

…and…

Gem Spinner
In contrast, I discovered Gem Spinner over a month ago. This game is thematically a lot more like bejeweled (obviously, there are gems in it), but the big innovation here is that the board is divided up into areas, and double clicking on a piece in one of those areas causes all the gems in that area to rotate 180 degrees in relation to one another. Gems can only be swapped to match 3 within an area, they cannot cross over into other areas. Also, each square in an area will change color slightly once a match has been made in it. This is a lot like another popular match-3 franchise, Jewel Quest, only in this game, when a whole area of gems has changed color, it is removed from the game, and you can then drag and drop the remaining areas all over the game board. It felt overly complicated for all of about two minutes, but it didn’t take long for it to really become intuitive, and the added complexity makes for some really brain-burning puzzle game fun.

In conclusion, neither of these games are probably going to “hit it big” with the masses. They both suffer from pretty mediocre graphics and are probably a little too complicated for the average (read “beginner”) casual gamer. I guess what I mean is that you have to already be familiar with match-3 games before you can start to wrap your head around the concepts in these games. But it’s precisely this additional complexity and added strategy that has, against all odds, gotten me excited about a match-3 game once again.

For the record, I feel I should throw a shout out to my Wife’s favorite match-3 game on the iPhone, (and probably the only one she’s ever played, ChocChocPop. There’s nothing terribly innovative about it, but it’s got a great theme (you’re matching chocolate candies), and has the best design of any simple match-3 game I’ve seen yet for the iPhone. I think it may actually be the only game she has on her phone.

go-tetris.com

Very minor release today (1.1). I just fixed the bug where you couldn’t press “M” when entering your name at the end of the game. (Because it took you to the main menu instead. Oops.)

I also registered Go-Tetris.com, which simply redirects to the game page for now. I’m thinking I’ll probably offload go-tetris onto it’s domain when I get some free cycles. I was going to do this today, but I forgot that I’m using chesstris’s database for the high scores, and I’m not sure if flash will transmit the high scores correctly across domains, so I’ll want to do some testing before I make that plunge.