Tetris hardware hacking

It’s been a while since I’ve posted any Tetris stuff on here, and I ran into some interesting hardware implementations today that reminded me I hadn’t posted about L3D Tetris yet. So…

L3D Tetris

Last week at the bar after our monthly igdatc meeting, I was showing off the L3D, and took this vine of CubeTube user hape’s L3D Tetris. (Shortly thereafter, the official CubeTube youtube channel also posted a much better/longer video of it in action.)

Frankly, this existing was a load off, since I had already said I was going to write Tetris for the L3D. Now that I don’t have to, I’m focusing on some more original game designs. I should have one I’m calling Match-L3D playable later today. (Though I’ve been saying that for a few days, and I spent most of this morning cleaning up code I wrote last night when it was too late for me to have been realistically coding.)

My impression of actually playing it was basically that there are far more satisfying 3D tetris implementations, unfortunately. It’s just plain HARD, and can be really difficult to “line up” the pieces, especially the farther into the cube you’re looking. The L3D has a pretty serious problem with reflections off the plexiglass, and that didn’t really help with the playability either.

tetris_breadboard

LED Tetrises

Over at the HackADay blog, they posted yesterday about user Alex’s Arduino Tetris on an LED Array. That one was pretty plain looking, (not to diminish Alex’s efforts, I’m sure he learned a lot putting the project together!) That post links to a previously posted project (shown above) called Breadboard Tetris, as well as another running on an oscilloscope. But their blog is actually a cornucopia of LED Tetris links! Many more are findable by searching their website, including Tetris wearables, like this LED tie, and a sweet looking arduino bracelet.

tetris_and_dinoIf you want to build your own LED Tetris, there is an instructable you can follow, (although comments imply it’s incomplete, so maybe you’ll have better luck with this other one). Anyway, hardware hacking is getting easier and easier all the time.

Many of these projects post their Tetris code, and it would be a fun exercise (though not one I’m about to undertake just now) analyziing how they all go about implementing the various challenges inherent in writing Tetris. (Piece rotation would probably be the most interesting to analyze, although 2D grid storage would also be worth comparing and contrasting.)

I’ll leave you with this custom LED Tetris project next to an inflatable dinosaur. It’s a tossup which one is a bigger waste of space. At least you can deflate the dino. ;)

Game(s) of the Year

I’ve seen a few posts and tweets by game designers about their favorite games of the year. I thought I’d collect those and comment. (Maybe even compile my own list!)

It’s hard to believe that Threes! came out this year. Amazing really, considering how much time and effort was spent thinking about it, re-imagining it, not to mention playing it, of course. It probably gets my vote for game of the year.

I almost didn’t mention A Dark Room because it came out last year, but wanted to say that it’s well worth playing (as are all of these, now that I put it that way). Any game designer will especially like the “extras” that are unlocked after the first playthrough.

I got Stellar Smooch after reading this post, and LOVED it. It’s very short, and I was able to finish it in less than an hour, but everything about it made me happy. I did also pick up Woah Dave! on my 3DS, and played it for a few hours. Don’t think it would make my top 10, but it was worth $.99, for sure.

Monument Valley would also make my list. It was too easy, and I’d have liked MORE, but neither of those are reasons to deny yourself this absolutely amazing experience. It’s the best Escher inspired 2D puzzle game I’ve ever played. (I believe I also played Antichamber for the first time this year, although it came out in early 2013.)

The linked MetaCritic list is definitely worth reading. Cavanagh’s VVVVVV does take slot number one, and I would put it near the top of my list as well. I’d never played the game before (on any of its many platforms) and was absolutely blown away when I downloaded it earlier this year. I’m not even all that huge a fan of platformer games in general, but VVVVVV is definitely a game worth playing for the sheer number of ways platforming is re-invented (mostly around the central mechanic of reversing gravity at will).

After I read Adam Saltsman’s post in bed a few nights ago, I picked up Alcazar and played it until I fell asleep. Also, I’d completely forgotten that I wanted to buy Framed, so picked that up, as well as Hitman Go, (which I had been resisting, but is on sale currently for $.99).

Saltsman also mentions Michael Brough’s Helix, which I have played for a fair share of hours, and would probably make my top 10 (especially if limited to iOS).

Finally, after thinking about this long enough to write this post, I said:

Here’s the list with links: Threes!, Fantasy Life, Monument Valley, Dream Quest, Hoplite, VVVVVV, Poptile, Helix, Galaxy Trucker, & Catchup.

Hoplite came out December 21st, 2013, but that may as well have been 2014, I think. Galaxy Trucker has been around for years, but I’m speaking specifically of the iOS port that came out this year. We’ve already talked about VVVVVV. Anyway, off to play some more games!

L3D Games

Screen Shot 2014-12-23 at 11.39.59 AMIf you haven’t already seen the L3D kicksterter, head on over there and check it out. As of this writing, there are still 13 days left to get one of these awesome LED cubes.

I’m excited to announce that I’m working on some games for the L3D. As of last night, I’ve got a project with 4 game controllers working with the L3D “simulator”. You can see one controller working with my sample project here:

I’ll be posting the code in the next week or so, after I get my cube in the mail and test on some actual hardware. The L3D library (including primitive simulator shown in the video above) is all written as a plugin for Processing, (which, incidentally, I’ve wanted to work in for AGES), so it was a relatively simple matter to get the L3D plugin working with the Game Control Plus plugin.

Now that I’ve got them working together, I’m planning on working on the following projects:

  • L3D Snake — a 3d version of this classic game, for 1-4 players — this one is practically done in my example code, just needs some auto-movemet, and an array of previous spaces for each player, and end-game conditions.
  • text library — I’ll be helping write a general library for scrolling “marquee style” text. This should help with displaying who won once the game is over, along with maybe showing the score, or even game selection, if I get around to wrapping up several games into a package of some kind.
  • some games of my own design — I’ve already got a simple color-selection territory game ready to go. This should look really pretty, as well as (hopefully) being fun to play. For 2-4 players. There are some other ideas I’m floating around also.
  • L3D Tetris — This just needs to happen. I’ve written a lot of tetris variants, but never a 3D one (though I’ve always loved 3D tetris), so I think it’s finally time.
  • L3D Invaders — A 3D space invaders could also be really fun.

I’m also really interested in the possibility of designing some turn-based “board games” using the L3D. I haven’t written anything down yet, but there are some ideas percolating in the back of my head.

Chessrunner & more Chess Puzzle Games

Screen Shot 2014-11-05 at 11.42.54 AMChessrunner
Yesterday, my friend Lloyd linked me to Chessrunner (reddit thread), a web-based, chess-inspired endless runner in which you start with only a king, which you have to move forward on an endless chessboard. As you move, you can capture enemy pieces and make them your own. It’s an inspired idea, and one that apparently only took developer/creator Juha Kiili a weekend to implement (in Unity). There has been plenty of positive commentary on Reddit, and hopefully he’ll flush out the idea and (ideally, IMO), bring it to iOS.

Chessrunner’s “timer” mechanic (making it an action puzzle game) is pretty cool in that the gameboard is both expanded (from the top) and shrunk (at the bottom) one square at a time. The opposing colored pieces take one move after every one of your moves. They will ALWAYS capture your king if you give them opportunity, but they are not smart enough to trap you (yet), so surviving is really all about seeing all the attack lines. And that’s why this game really does a good job (IMO) of feeling like something you do while playing chess.

Have I been remiss?
I’ve written before about various chess-inspired puzzle games. (And of course I hope anybody reading this already knows about ActionChess, which was my first app in the app store.) But I realized when I started writing about Chessrunner that there was no way to find those game mentions! (Now there is a Puzzle Chess Games category.) And furthermore, there are several other chess puzzle type games that I’ve played over the last few years that have not (yet) been mentioned here. So I wrote up some mini-reviews:

Pawn’d
IMG_3470Pawn’d (available for $1 on iOS, or in Lite form for free) is a chess & match-3 matchup. I had a very similar design idea for this style of game as a game mode for ActionChess, but I never really put any time into it.

Pawn’d takes the concept in a lot of different directions at once, and looks great while doing it. There are three main game modes, each designed around how the game ends, and each with two more difficult variations called “Blitz” and “Master”. Additionally, there are two introductory modes that have neither variation, one called “Practice’d” (play to a certain # of matches), and another called “Clock’d” (play to a time limit). Each of the modes has its own leaderboards, making something like 22 leaderboards in the whole app. There are also a ton of achievements. Basically, if you like this concept, you can keep playing it for a LONG time without running out of things to do.

This game, possibly more than any of the other ones listed here, is decidedly worth playing, and I’ll cop to getting sucked back into it while writing this.

Chess Tower Defense
Screen Shot 2014-11-05 at 11.41.24 AMI’m fond of telling the story about how, when asked what he thought of ActionChess, my (then 8-year old) nephew Jake replied with “Could you make it a tower defense game?” I LOL’d. Well I think it was less than a year later that you could play Chess Tower Defense over on Kongregate.

It’s graphic design is quite spartan, but the concept is interesting nonetheless. You must survive waves of attacking “things”. (They are not pieces really.) The things don’t attack your pieces, but instead march methodically toward you (downward), passing right through your pawns. Your pawns (and other pieces) can attack them, in the standard directions, and if they don’t, each thing will remove one of your hearts when it gets past your back row. Between waves, you can reposition your pieces, and buy new ones. It’s an interesting concept, and one also worth spending some time playing, if only just to wrap your head around it, I think.

Knight Defense
knight-defense-screen1136x1136Knight Defense (for iPhone or iPad) appeared in the app store about another year or so later. As good as Knight Defense looks, it’s definitely less on the chess strategy end of the spectrum, and closer to the tower defense end. It’s all real-time, so there is no turn based aspect, and you can move your pieces all over the board at will during the game. In each of the squares your pieces could attack in a real game of chess, those pieces may damage enemy pieces. Like other tower defense games, Knight Defense is played in waves, during which enemies will appear at the top of the screen and move toward your king piece, wherever he might be on the gameboard. Though they are shaped like chess pieces, the enemies don’t move or attack like chess pieces, there just run into whichever of your pieces are in front of them, and “damage” them, eventually destroying them. Your pieces can be upgraded to do more damage at once, and to heal them once they’ve themselves been damaged. This is worth playing for chess fans, (especially so for those of you who already enjoy Tower Defense), but it’s not necessarily at the top of my list.

Cheesy Chess
cheesychess_screen1024x1024Cheesy Chess (free with ads for iOS) is not turn-based or action-puzzle at all. It’s more of a static puzzle game where the goal of each level is to get your king to the other side of a small chess board filled with pieces but for one square. In as much of the game as I’ve seen, there were no captures, only moving pieces around in a very cramped and crowded grid. This felt to me like a chess-themed version of Rush Hour (a sliding block game). Admittedly, I’ve played the least of this game. The mouse chess theme is super cute though, and it’s very well-made.

Catchup Reviews

Screen Shot 2014-08-07 at 2.46.50 PMI’ve been meaning to write a post for a while now with pull quotes from the two big Catchup reviews. (It’s kind of a shame I haven’t even mentioned them yet on here.)

But before I get to those, Catchup is free in the App Store today. I’m hoping for a big influx of new players who might then tell their friends about how great it is, and maybe some of those folks will purchase the app tomorrow, when it’s back to $2.99. So if you haven’t already, go download it now! (But if you’re reading this, my guess is you’ve already got it, so thanks for that.)

Anyway, Catchup’s first big review came from Pocket Tactics on the 14th of August, exactly a week after its release. It’s an absolutely stellar review, giving the game 5 out of 5 stars, and I’ll just let some of the quotes speak for themselves:

“Catchup is as elegant as a game can reasonably be, presented in a marvelously user-friendly way.”

And later:

“…it’s packed with all kinds of options, some of which are unprecedented in my experience.”

In another quote that I found quite amusing, the author, Kelsey Rinella, also manages to call Nick (the game’s designer) a yahoo, while still complimenting him:

“I am not amused that some yahoo can waltz in and make what I do look easy and sound like a caring, brilliant guy at the same time.”

Catchup’s second big review was from the iOS Game review behemoth Touch Arcade. It absolutely floored me to get a full review on the front page of Touch Arcade, and they gave it 4.5 out of 5 stars to boot. Here are a couple of quotes from author Shaun Musgrave’s review:

“If you’re even a little bit into strategy games, you need to get some Catchup all over your mobile device.”

“There are also a number of achievements set up through Game Center, some of them very cleverly devised to force you to play outside of your comfort zone. That’s my favorite type of achievement.”

The Touch Arcade review didn’t appear until August 22nd, slightly more than a week after the Pocket Tactics review. Another week after that, Catchup was back on Pocket Tactics (on the 29th) for their “Games of the month” for August. Here is another great quote from that:

“The greater the ratio of fidelity to a complex system to rules overhead, the better I tend to like a design. Catchup doesn’t even attempt to satisfy my strongest gaming craving, and yet I feel excitement every time I see the badge saying it’s my turn in a game. It’s like rediscovering excellent vanilla ice cream after years of trying all sorts of tarted-up frozen confections. It’s such pure gaming goodness, without dissonance or unpleasantness of any kind.”

Obviously, I’ve added some of the above to the app’s app store description. (Let me know if you have any opinions about the ones I chose!)

I will probably write another post at some point about stats, including download numbers, and what kind of impact these reviews had on those. But anecdotally, the Pocket Tactics review got us slightly more downloads on the day of the review, (I’m guessing because their readers are closer to our core demographic), but the TA review had a longer impact, for more days. Possibly we fell off the front page of PT faster.

More about me than you ever wanted to know…

So today an interview I did over at tech.mn went live. It’s part of a Nerdery-sponsored “know this nerd” series, so I’ll forgive them for using the term “nerd” instead of “geek” (which I generally prefer).

In case that isn’t enough biographical writing for you, I have also been meaning to post some of my responses to a game-related user-group application I filled out about a month ago. I’m not going to go into details about what the application was for, but let it suffice to say that I spent a lot of time on the application, but ultimately wasn’t accepted. So I feel the need to post a mashup of my answers here to salvage something from the experience.

The first question from the application, and the spark for most of what was written below, was as follows: Describe your work as a game developer. Why did you start developing and what do you hope to do as a developer in the future?

My first game designs were all variations on board games that I was already playing. I played a lot of chess as a kid, and have always been interested in chess variants. I re-worked this paragraph about six times, remembering earlier and earlier game designs, and just now realized that I can probably pinpoint my very first game variant, and it was actually published! One of my grade-school friends and I played a lot of an abstract strategy game called Terrace. Terrace had a newsletter called Terrace Times that you could write-in and subscribe to. The newsletter published variants written by their readers, and you guessed it, my friend and I wrote in with a few of ours. If I remember correctly, we wrote up about four or five designs, and they published two of them. [I’m 90% sure that I still have the issue in storage somewhere! TODO: dig those up and post them here!]

Later, when we were both just about done with high school, that same friend and I got really into playing an early first-person shooter called Marathon, and we made maps for it that other people actually downloaded over the internet. (This was about 1994 or so, so that meant over dialup!)

Fast forward to 2006, I had been working as a backend web programmer for two or three years, and I realized that making my own video game was actually an achievable goal! It took me over six months working nights and weekends, but my first video game was called Go Tetris. It was the first and last thing I ever wrote in Flash, and is still playable online at go-tetris.com.

I’ve always had a ton of game ideas, and when my wife bought me an iPhone as a wedding gift (giving it to me early so I could take it on our honeymoon!), I knew from the second I started playing games on it that I wanted to make some. The SDK was announced the following year, and even though I’d never worked in a compiled language before, I started writing a game for it right away. That game took about half the time to make that it took me to make Go Tetris, and it came out in 2008, was called Action Chess, and like Go Tetris, combined two of my favorite game genres, chess variants, and action puzzle games. It made a meager $1000 in the App Store, but that was the first $1000 I ever earned in game development. [EDIT: I just remembered this is not quite true. I earned about $6 in ad revenue after Go Tetris was linked-to from the US Go Association’s website for a week.] Learning iOS development was a good career move, and about two years ago I was able to quit my day job to do iOS game development “full time” (one of my first contracts as a freelancer was working on a little abstract strategy game for Tasty Minstrel Games called For the Win).

In March of this year I was privileged to speak at Game Developer Conference in San Francisco about “Usability Lessons from Mobile Board Game Conversions”.

I keep a design journal where I write down all my game ideas, and I usually add one every week or two. I’d say they run about 40% physical (board) games, and 60% video games. On rare occasions I get really enamored with one of my ideas, and have to start working on it right away. I’ve got several prototypes like this that are pretty near completion. It’s standard practice for me to “sit on” a game that I feel is pretty close to finished because I don’t have enough time to give it the polish I think it deserves. Anyway, the point is that I can’t imagine NOT working on games. I’d definitely be doing it even if it hadn’t worked out for me to turn that into a career.

Here are a list of games I’ve worked on that were published in some way: http://chesstris.com/about/#bibliography

I’ll fully admit that most of my games are unlikely to be commercially successful. At any given time, I’m probably working on two or three games at once, and juggling a freelance project to pay the bills. (Sometimes those are games!) My fondest hope is that one of my projects does give me the kind of return that I can stop the freelance work entirely, and continue to make the games I most want to play, without compromise or constraint.

Watching videos — WWDC, Swift, POP, and grid-based games

This week has been all about learning, and specifically about watching videos to learn. Mostly because this week is Apple’s big WWDC conference. The list of developer-specific stuff they’ve announced this week is perhaps slightly larger than usual (including a new programming language called Swift — more on that later), and I have been watching a ton of talks pouring out of San Francisco in video form. (Special thanks to Apple for releasing them so expediently!)

Normally I am fairly un-enthusiastic about watching videos to learn. I’m much more of a do-er than a view-er. I’ve got to be working with the code in order to absorb a new programming language, so the Swift videos in particular have been somewhat frustrating. I did spend most of Tuesday with the OSX 10.10 and Xcode 6 betas, and Swift specifically, but after spending a lot of unnecessary time tripping over syntax, grammar, (and copious crashes) decided to go back to videos (and getting some actual work done).

My impressions of Swift are pretty mixed. On one hand, I love that they’re trying to make a language that is simultaneously more accessible and also less prone to bugs. That is as fantastic and commendable as it is self-serving. On the other hand, I’m not yet convinced it’s going to be an instant switch for me. I had lots of little niggling problems with the syntax. For example, I’m not sure the benefit of declaring strongly typed variables using generic keywords (var and let). In the c-based syntax languages I know and love, you declare the variable with the type. So in swift:

var view = UIView()

vs Objective-C:

UIView *view = [UIView new];

Now, the first example isn’t ambiguous or anything, but how about this one:

var views = UIView[]()

This is how you declare an array of UIView objects. I do like that it will always (and can ONLY) be an array filled with UIView objects, but I do think it’d be incredibly easy to miss the brackets. Overall though, most of the problems I had weren’t with the language itself, but with the tools, which I think are just not ready yet. I mostly agree with Austin Zheng when he says (from the comments of his 2048 port to Swift): “Xcode is as unstable as always. The background compiler/code analyzer kept on crashing and restarting itself. Xcode was functional enough to allow the project to be brought to some state of completion. The debugger is horribly broken though.”

All my video learning this week actually started on Monday (while waiting for the WWDC keynote to start) with watching Facebook’s video on building the paper app. This is also the one in which they announced their open-source animation framework pop. (And was recommended to me to learn about why it might be useful.) At an hour and a half, it’s a long video, but worth watching not just for the pop stuff (which is absolutely interesting, particularly if you already use Core Animation in your code), but for a multitude of other insights into how Facebook writes it’s apps. (There is some seriously interesting iOS engineering going on over there, something I did not expect given their history and track record, particularly in the quality department.)

Finally, yesterday (after fully maxing out on more WWDC videos), I randomly stumbled onto a talk about SpriteKit and grid-based games. The first half of the talk, by Scott Kim goes into great detail about several different kinds of grid-based puzzle games (on iOS specifically). He more or less breaks the talk into categories organized by gesture, which I think is an arbitrary distinction. (I’ve talked before about how I think the best games provide both tap and drag control schemes that are not incompatible.) Otherwise I think he does a really great job with the topic, and while it’s nowhere near comprehensive, it’s a very nice introduction / survey of the topic. This is very close to a talk that I’ve been thinking seriously about writing. (I first mentioned this idea in a previous blog post.) But since I haven’t (yet) written my taxonomy of grid-based games, Kim’s talk is, at the moment, much better than mine.

Quality vs Quantity

Advisable or not, I clicked through this morning from twitter to an article titled Apple Is “Nearly Invisible” On GitHub, But Does It Matter?. As I mentioned in reply, I think there’s some hyperbole there. Specifically, the numbers are being interpreted in a way that spins the article, but I did find the numbers interesting!

I really just wanted to comment longer-form on this one quote from the article:

41% of Android developers said they finish apps in one month or less, while only 36% of iOS and 34% of Windows Phone devs said they could achieve as quickly a turnaround

Now, if it took more effort to make exactly the same application for iOS than I would see that as a problem. But in my experience (and I do have knowledge of several parallel projects for both platforms) the effort is pretty similar. (Some things on either platform take longer on one or the other, but I think it generally averages out.) Now, as any software developer knows, you can either make something good, or you can make something fast… So given that data point, one interpretation of the quote above, at the risk of maybe pissing off some folks, would be that this generally speaks to the quality of the average Android application. Essentially (and again, this is just one possible interpretation), iOS applications might take longer as a trend because more effort is put into making them. Or alternatively, possibly they are just worth more to whoever is funding their development.

Apple Made For iPhone (MFI) Game Controllers

The first two MFi game controllers have been released.

The Moga Ace Power, as well as the Logitech Powershell. The two controllers are similar but the Logitech offering does not include analog sticks. From the pictures that are available, the Logitech product may actually be higher quality, but I ordered the Moga one anyway, simply because I like the look of it a bit better, and because I want the analog sticks.

It’s worth noting that I do a lot more gaming on my iPad than on my phone, so I’m not sure how much I’ll use this other than for testing. I’m definitely very excited for a bluetooth connected version when that appears.

I mentioned on twitter that I think this is a big deal. If I’m right, we’ll all know it in a year or two, but I think Apple will continue to eat the big guys’ lunch in the gaming industry, and the relatively quiet announcement that apple was introducing a controller API in iOS 7 was essential for them to more directly compete with Microsoft, Sony and Nintendo. Obviously, these controllers, priced at $99 each are not (yet) cheap enough to be mass market, but of course that’s also pretty typical of Apple products in general, so that may not matter. My prediction is that we’ll just see more and more of these hit the market, and the only indication that Apple products are continuing their domination of the gaming industry will be their slow proliferation into the market. A lot is talked about the competition between Apple’s app store and the Google Play store, but hardly anyone talks (except maybe abstractly, or in passing) about how the app store is competing with the console market. (OK, yes, some people are definitely talking about it, but it doesn’t seem like it’s in the public consciousness yet.)

Pro Tip: Do not order directly from Moga, as you’ll pay a minimum of $5 shipping, and you can order directly from Apple for the same price with free shipping. Also, at least the Moga is already showing up in some physical Apple stores, so you could just head out to one of those, or check availability online and then head out to one of those.

(Original news via GameIndustry International, but I also saw this on TA.)

Unicorn app icons

This is totally random, but like a week ago I was (as I often am) just looking at random games in the app store. This particular day, I was struck by how many games (several in a row, completely by coincidence) featured Unicorns in their app icon. Here’s a random sampling:

Wondercorn: A Unicorn's Magical Journey to Pleasure Mountain by Dana Bissett

Magical Unicorn Expo Pro by Blair Wheadon

An Iron Unicorn vs Attack Robots Game

Fairy Unicorn Race : The quest for the mountain of the sun

bubble_unicorn

little_magic_unicorn

Amazing Princess Unicorn Kingdom Adventures

A Unicorn Fantasy - A Fairy Kingdom Castle Adventure Game

You’ll note the stylistic differences. (I far prefer the hand-drawn ones to the photorealistic ones.) Just a reminder that I was not actually looking or searching for unicorn games when I discovered these. Seriously. (Yes it’s possible I spend too much time browsing the latest game releases on app shopper.) No, that came later, after I realized this was such a rampant trend.

unicorn_rush It was then that I discovered my friend / developer acquaintance Ken (of Mind Juice Media) had released his game Unicorn Rush. (I’ve met him now a couple of times at 360 iDev and played this one a little over two years ago. Looks like it’s been out for over half that time!)

Also that the “unicorn genre” is so saturated as to include not just one, but several zombie/unicorn crossover titles!

zombie_unicorn

A Zombie Unicorn Story

Unicorn Zombie Apocalypse PRO


I also discovered that to try and be “inclusive” and show a representative sampling of unicorn app icons would not only be foolish, but probably take me days to compile. There are literally dozens if not hundreds of apps with unicorn icons. Of course, it’s possible, maybe even likely that most or all of these titles are just trying desperately to capitalize on the success of Robot Unicorn Attack, a game so successful that it not only has a freemium sequel, but also spawned “Heavy Metal” and “Christmas” editions:

Robot Unicorn Attack

Robot Unicorn Attack 2

Robot Unicorn Attack Heavy Metal Edition

Robot Unicorn Attack Christmas Edition

The earliest unicorn app store experience I can remember was discovering that Minnesota’s own Mono had created an app that allowed you to make yourself into a unicorn, called Younicorn. That was back at the end of ’09, and I remember the link getting passed around the office, and some brief (but lively!) discussion about how easy it would have been to make, and yet, none of us thought of it!

Younicorn