iPad Game Recommendations

A friend of mine just picked up a new iPad, and he’s totally new to the world of iOS gaming. He wanted some recommendations, and I spent some time coming up with a list of what I’m playing regularly. Keep in mind these are all iPad or Universal games. (The list would be different for my iPhone.) Also, it’s clear my tastes are pretty short-attention-span. I have some longer-form games on my iPad, but I almost never sit down to play them.

Without further ado: these are the games I’m most often playing right now:

Three of the most innovative puzzle games I’ve played in the last year or so (these are must have, IMO):
– I Love Squares
– Slydris
– Dream of Pixels

Pick these up if you like word games:
– Letterpress
– Spelltower
– Puzzlejuice

My “sit down and play for an hour” favorites of the moment:
– Minigore 2 – A really well done dual-stick-shooter
– Ski Safari – Pretty fun/addicting skiing game
– PunchQuest – really fun game in the “endless runner” vein, I think they call it an “endless puncher”.

You should check out Spaceteam, because it’s such a neat concept (and is free), but keep in mind that it’s multiplayer (local, real-time) only. Super fun even if there are only two of you, but it plays up to 4.

Oh, and I almost forgot the board games I’m playing right now:
– Carcassonne – probably the best implemented iOS board game of all time… they are releasing a new in-app-purchasable expansion for it sometime in the next couple of weeks
– Ascension: Chronicle of the Godslayer – quite fun deck-building game, also playable async, highly recommended
– Qin – fun but simple-rules type abstract strategy game, playable asynchronously, (let me know if you pick it up as I’m not playing with anyone I actually know right now)
– Cafe International – card game that won the Spel Des Jahres like 10 years ago. (ditto on the async want to play people I know thing)

Let me know if you have your own list how it differs from mine!

Dream of Pixels

I have been remis on here not writing about a game I got to help beta test called Dream of Pixels. It’s been available on the app store for exactly a week today, and has received some amazing reviews and press, over at TouchArcade, as well as some other crazy prestigious places like Kotaku and IGN. The game’s designer, Žiga contacted me months ago to say he liked Go-Tetris, and would I like to test his latest Tetris-inspired game. Of course I said yes, and I was VERY pleasantly surprised at how great it is. We’ve exchanged more than a few game recommendations in the time since, and it’s clear we share very similar game tastes. I’ll admit to a bit of jealousy at how great it looks and feels to play. It’s a brilliant game that turns Tetris on its head and does something different with our friends the tetrominos.

Dream of Pixels is an absolutely fantastic game, and if you buy one tetris-inspired game this year, it should be Dream of Pixels. If you have room for two Tetris-inspired games, then I also recommend Oppo-Citrus.

Slydris – an enthusiastic endorsement

After all the posting I’ve done about Action Puzzle games lately, I would feel remiss if I didn’t write this post. Essentially, I finally picked up Slydris after it went Universal (it was iPad only at launch, then shortly thereafter became available for iPhone too) a week or so ago, and it’s easily been my most-played game recently.

The beauty of Slydris is in its similarity to Tetris without copying (or even using) the geometry mechanics. Essentially, there are horizontal bars of varying length, and you slide them left and right to try and make complete rows (the mechanic it DOES borrow from Tetris). That’s it.

Oh, I guess there is a bar that fills up and lets you delete 3 rows at once, and there are various in-game powerup type blocks. But overall it’s all about sliding those pieces left and right, and getting them to fall into place how you want ’em.

It’s one of the best examples I’ve seen lately of simple gameplay leading to complexity.

I’ve just followed the game’s creator, Luke Schneider, aka radiangames, on twitter (@radiangames). He’s released 12 games in the last two years, which is no small feat. I hope in 2 years I will have come even close to that. (That’s one every two months, which I am sadly nowhere near at this point, 3-months into my indie stint.)

The Slydris Soundtrack is also free right now, which is quite good (listening to it now).

Posted in iOS

TouchArcade and new Action Puzzle Games

Hot on the heels of my Action Puzzle slide deck, I saw a post yesterday on TouchArcade about Fluxe, a new app that bills itself as Action Puzzle, so I checked it out, and I’ve got to say that it’s well worth playing. I won’t get too into the gameplay, since TA already did that, and honestly, reading about it didn’t do much for my understanding anyway. It’s definitely in the “like tetris” category, but it uses the line-clear mechanic rather than the pentominos. It’s only a 4-wide well/column that you’re filling, so none of the pieces are not more than 3 blocks either wide or tall.

As you can see from the screenshot, there are lines across 3 of the sides of the app. Those are timers. I know what the ones on the left and right do, but I’m not actually sure what the one at the bottom does offhand. I’ve been struggling with whether to implement timers in Oppo-Citrus, so that is a topic of interest to me.

Anyway, TouchArcade has been giving a lot of love to action puzzle games lately, with their recent review (which couldn’t have been more positive) and subsequent creator interview for the slide-a-row RPG 10000000. 10000000 looks to do for slide-a-row what Dungeon Raid did for the drag-over-like-colors-to-remove mechanic, which is to say, it just slaps D&D/RPG elements all over it. (Someone mentioned Dungeon Raid at our MN Game Devs group, and I had to admit I had just totally forgotten about it.)

I could probably have given “Action Puzzle Games with RPG Elements” its own page in the slide-deck. The first one I remember playing was Puzzle Quest, and it and its sequel have a presence in the app store, (although they’re not great ports, was my impression). TouchArcade also recently reviewed Puzzle Dungeons (which is free), and unfortunately after checking it out for a bit I’ve concluded it doesn’t add terribly much to the subgenre. (But it is a solid game if you can’t get enough match-3.)

TA also previewed what looks to be an original action puzzle game I can’t wait to try (looks like it just came out today) for the iPad called Slydris.

Pit Chess / Recent Addictions

On Friday, my game designer friend Patrick alerted me to a post over at Play This Thing about Pit Chess. You can play Pit Chess on Kongregate, and it’s essentially a cross between chess and Drop 7. In case you’re not familiar, Drop 7 is a game where pieces with numbers drop from the top of the screen. You have to match up the numbers with positions on the gameboard to remove them from the board and score points. Pit Chess takes the pieces-drop-from-the-top mechanic and adds chess pieces and movement to the whole thing. Pieces drop whenever you make a move that doesn’t capture a pawn. As long as you continue to capture pawns, the screen empties, and you play cleanup for a while. When you inevitably run out of pawns to capture, you go back to capturing other pieces. The game emphasizes alternating between these two modes of gameplay by giving you a point multiplier that goes up as long as you capture pieces that aren’t pawns. There are Kongregate high score tables for highest multiplier, as well as highest scores in the two gameplay modes. I really dig this game, and sort of wish I’d thought of it. (It would have made a great Action Chess game mode!) Then again, I’ve got a lot of stuff I’ve worked on for ActionChess that hasn’t (yet!) seen the light of day.

I’m going to go back to playing fez now. I tweeted about this already, but there are Tetris shaped constellations in the night sky in Fez! I’m not even a fan of platform games usually, (although I played a fair bit of Mario III, and certainly Mario 64 back in the day), but Fez is just appealing to me on so many levels. I was pretty hyped up about it after seeing Renaud Bédard talk about the tech behind Fez at GDC earlier this year, and it’s definitely lived up to my high expectations so far. As an aside, we all have our indie developer crushes. One of mine is definitely Renaud. Check out this list of games he’s worked on!

Word Puzzle Mashups

My friend Jason clued me in to this match-3 like word game that was featured by apple this week: W.E.L.D.E.R.

Then a scant day later I stumbled onto an interview with Zach Gage, who recently launched SpellTower, a tetris-attack style word game. The interview is pretty cool, and he says a lot of stuff I feel about missing the innovation present in the early days of the app store. I’m a bit disappointed that SpellTower is iPad only, but I may still pick it up to check it out.

I thought it funny that (in the same week) there were two new word game hybrids to add to my list of interesting word games. (Bookworm, Imangi, WordSolitaire, Word Jong, WordFu, AlphaBattle, and Wooords are all the previous ones I’ve played with any regularity, I think.)

UPDATE (1/28/2012): I would be remiss if I didn’t add a link to my latest puzzle obsession, PuzzleJuice, which is an absolutely fantastic tetris-word-game-mashup. Pieces fall with varying color parts, and when three or more parts of the same color touch at the bottom of the gameboard, you can touch them to switch them to letters. (When a whole “row” is made, ala tetris, those also change to letters.) Then you drag/draw a word from the letters to remove them from the board. Draw a large enough word, and other pieces around them will also be removed. Good stuff!

Three quick Chess-related links

Hipsta Chez
Is there room for more than one chess-based puzzle game in the app store? Of course there is! I just discovered the TouchArcade post about Hipsta Chez (front-page, no less… it was posted over a week ago, I could easily have missed this!) Hipsta Chez is game in the same family tree as Fuzzle, LinkLines, Gems 3D, etc.. only the twist is that the pieces are chess pieces, and move accordingly. I have only played the first game mode, and only one game so far, but it took over an hour, and I am now 18th on the Game Center leaderboard for that game mode. You can check out a promo video, but I think it’s definitely worth picking up. Hats off to Vasiliy Popov, who appears to be the app’s creator/developer.

Chess@Home
I am not 100% sure how I came across this blog post by one of the developers of Chess@Home, but if it’s to be believed, a few weekends ago, (at Node Knockout, a node.js 48 hour programming competition), a team of four guys created a distributed chess AI using javascript. They’re calling it Chess@Home. The blog post is pretty fascinating.

The forthcoming Octagon Theory app
I read about The Octagon Theory over at my reliable iphone board game blog on BGG. I’m not 100% sure this is chess-related, because I haven’t played the game yet, but it’s an abstract strategy game for the iphone anyway. One of the more interesting things is that they’re soliciting developers to create AI for the thing. I’m tempted to sign up, as that sort of thing is always fun (and I’ve been meaning to learn some lua) for AGES), but there are so many of my own games to work on… we’ll see.

iCade Review / Thoughts

I got my iCade last weekend, and am extremely pleased with its design and functionality so far.

Happiness:

  • Aesthetics: Let’s face it, I wanted this in large part so that I could have a super-sweet looking iPad stand. This delivered in spades. I had a game party on Monday, and everyone commented on it. People couldn’t keep their hands off my joystick!
  • Ease-of-use: After one minor assembly SNAFU (I tightened a screw too hard, and cracked the plastic in a place that — so far — hasn’t had any repercussions), the iCade was super easy to set up and get running. There are really nice instructions for turning on bluetooth and pairing the iCade on the bottom of the “lid” that doubles as the top of the box. So you can’t really loose ’em!
  • Design: Do I acknowledge that it is dumb to play any games on the iCade in landscape mode? Yes. Am I glad they designed a slot/tray so it would be easy to do? HELL YES. Would I have preferred to plug the iCade in and have it charge my iPad while I’m using it? Yes. Was it “good enough” that they included a sweet little hole so you can run a cable up through the back and charge with your existing hardware? Yeah. (Would I have paid more for built-in charging? Probably not.)

Sadness:

  • Bluetooth: Perhaps the most annoying thing about the iCade is that it pretends to be a bluetooth keyboard. This means that, when you’ve got it paired, if you bring up a text dialog in ANY application, the iPad thinks you have a connected keyboard, and doesn’t give you a software keyboard. It’s possible there is a setting or something to disable this helpful lack of functionality, but I haven’t found it yet if there is. This is extremely annoying, as a LOT of apps require text-input at some point, and of course web-browsing is neigh-impossible. Most notably, searching the app store and finding additional apps that support the iCade, while the iCade is paired, is an impossibility.
  • The Atari App UI: While not a beef with the hardware per-say, the Atari app could really use some help when it comes to user-interface. For whatever reason, there is really no on-screen help when you are using the iCade in the Atari app. It mostly “just works”, but you do need to refer to the included sheet of controls for specific games. (There are 99 of them, after all, you can hardly be expected to remember which ones use which buttons!)
  • The Atari App Screen Real Estate: The Atari games I’ve played so far generally take up a little over half of the iPad’s screen real estate. The other half of the screen was used for the on-screen controls, (which handily disappear when you start using the iCade). Unfortunately, when that happens, the game-portion of the screen doesn’t expand to take up the rest of the iPad! So you end up playing the games on about half of the iPad. This is a terrible waste of space, and just feels wrong. I have some hope for this, as I’ll mention below…

So, given that I only just got my iCade, of course it is revealed today that Atari is working on an arcade joystick of its own. (I read this first at TouchArcade, although it was also widely reported elsewhere.)

One of the most interesting things about this announcement to me is the included image (lifted from the announcement link at the time of this writing). Notably, the image differs from the one that Touch Arcade (presumably) lifted from the site earlier today in the following ways:

  • The “Available soon!” text is now followed by logos for Target, ToysRus, and Walmart. This could mean a lot of things, but to me it means: a) these will be highly visible to the public, and widely available and b) there have been lots of deals already made behind the scenes, which could mean that “soon” really does mean soon.
  • The “Made for iPad” logo sends some serious credibility to this image, it’s lifted straight from Apple’s marketing materials, so unless there is funny-business going on here, this is officially licensed Apple Hardware. Is Apple finally beginning to sanction gaming peripherals? I sure hope so, and would absolutely love to see more like this in the marketplace.
  • To the right of the “Made for iPad” logo is some text that reads: “The first Atari controller for the iPad using the 30-pin connector, as it was meant to be.” This has a couple of possible negative implications: a) that (unless there is something clever going on that we can’t see in the hardware) this joystick will only function in portrait mode, and b) that it’s possible Atari could opt to phase-out support for the iCade in favor of their own hardware. I really hope the latter isn’t true, but who knows. I don’t know the extent of their partnership with ThinkGeek.

One observation based on the image that was also possible earlier today: In the screenshot, the game (which appears to be Centipede, although it’s lacking some visual elements, so is obviously doctored) takes up the full real-estate of the screen. This gives me hope that the Atari app could possibly learn to re-size when a joystick is present. I hope that’s true, as it would be sweet.

Almost a year ago, I wrote about iPhone control pads. It’s interesting to me that of those I covered, only one (AFAIK) has really seen a commercial release, and it’s definitely not licensed Apple hardware. The iPad has not been around all that long, yet we have at least two commercial products vying for attention, one of which claims to be official. iOS gaming has come a long way, baby.

iOS Eurogame Podcast and Links

So, a new post on my favorite iOS boardgaming blog was published today, and it included a link to the second Boardgame Babylon podcast about iOS boardgames. I listened to the episode tonight, and while there were some good descriptions of the gameplay for various iPhone/iPad eurogame implementations, I didn’t feel like it actually said anything new or particularly exciting to me. I had played all of the games mentioned with the exception of Michael Schacht’s Gold, which I knew about, but had passed on for various reasons.

Coincidentally, Gold was on sale yesterday, for $.99, (also mentioned in the iOS Board Games blog post), and if it had still been on sale while I was listening to the podcast, I would have picked it up, but alas, by the time I checked, the price had gone back up to $3. Normally, I would purchase a game I’m interested in for $3, no sweat, but the reasons I passed on Gold the first time I heard about it still remain, and I guess I just feel like there are a lot of games competing for my time… For $.99, I’ll buy almost any app just to try it out and see if I like it. For $3, I feel I have to actually want to play the game before I’ll purchase. It’s not that I don’t want to play Gold, but I just can’t see myself playing it for any real length of time.

But really, here are the reasons I passed on Gold the first time around: 1) Lack of online multiplayer. Would pick it up in a heartbeat if it had asynchronous. For $3 or even $5, for sure. 2) The rules seem really simple to me. Like maybe too simple. 3) The game was made by the same person/folks who did a few other iOS games I already own, namely High Society, and Money. This game looks to be pretty nearly identical (visually) to those games. Sure, it’s a different game, it’s got different rules, but if it doesn’t FEEL like a different game to me, I will still feel somewhere inside (no matter how irrationally) that maybe it’s too similar. This is one reason I’m not a big player of card games played with a standard 52 card deck, to be honest — those games just don’t feel different enough from one another to be interesting to me in anything other than an abstract game-theory type way. (Which is not to say that I don’t find them interesting, or won’t play them, only that once I’ve played them enough to feel like I “get” what’s happening, I lose interest very quickly.)

So after being slightly disappointed that I’d missed the Gold rush (as it were), I somehow ended up on a site that features articles by the game’s developer, Shannon Appelcline. I think I’d read some of these posts by him before, possibly What Makes a Great Mobile EuroGame?, or Making Computers Think Like Auction Players, or Turning Reiner Knizia’s Money into an iPhone Game, all of which were apparently written after a specific game release. His most recent post about iPhone board game dev (written just after releasing Gold) was Sweating the Details for iPhone Card Games: Visuals, AIs, and Player Numbers. These articles are definitely worth reading, but ultimately feel a bit too much like thinly veiled marketing to me. They aren’t technical enough to qualify as howto articles, and yet that’s what it feels to me like they’re pretending to be.

As a nice bonus, I found out today that someone I’m ostensibly working with (but have yet to meet), wrote a nice roundup of Go implementations for OSX and iOS. He mentions Smart Go Kifu as the winner for him on the iPad, and that’s been on my appshopper wishlist for some time now. I have yet to pick it up, mostly because it is $20, but it looks to be well worth it, with a database of 33,000 games, 30 of which are even annotated in english. The developer, Smart Go, inc, also has a universal app with a bunch of Go books as in-app purchases. If I had all the time in the world, I would read a book about go on my iPad right now. Instead, it’s about time I go to bed.

iOS Book Reviews: Professional iPhone and iPad Database Application Programming

Disclaimer: I do not generally read programming books from start to finish! Instead, I read them much as I would read a blog that I’ve discovered for the first time, skimming the archives (table of contents), and then taking-in the first few sentences of parts that look interesting to me, and bookmarking posts that I want to read in greater depth (dog-earing pages that deserve a second glance). I almost never go back for those second glances, so basically I have a bunch of programming books laying about that look like they’ve been heavily read, when in fact they’ve hardly been cracked. My excuse is that programming books are so seldom relevant past their publish date that keeping them for reference seems silly. If I’m paging through a book’s contents in search of some solution, it usually means I just don’t know the right search terms. When I find some pages that seem relevant, I then turn to the web with my newfound knowledge, and feel vindicated when I find some piece of web-content that appears (at least at first glance) to be superior and more timely.

I do still tend to keep those books around, however, mostly so I can look through their code examples. I find books that consist of mostly code are almost always more interesting than those that try and teach you some general topic. You can usually find nice code examples on the web, of course, but they are seldom explained in as much detail as you would find in one of these “by example” books. In this case, I have in front of me two books that both attempt to teach some topic, but do so with heavy use of examples. They are hybrids, if you will, of books that teach a general topic, and books that consist of mostly code examples. Maybe all programming books exist on a spectrum with pure thought and abstract theory at one end, and pure code (and more easily out-of-date examples) on the other.

Professional iPhone and iPad Database Application ProgrammingThe first of these is Professional iPhone and iPad Database Application Programming, by Patrick Alessi, published by Wiley (Wrox) in 2011. With chapter titles like “Introducing Data-Driven Applications”, “The iPhone and iPad Database: SQLite”, “Displaying Your Data: The UITableView”, and “iPad Interface Elements”, you would definitely not know at first glance that this is an example-driven book. In fact, each of those sections (and all the other sections of the book) run you through the creation of a sample project, each building on knowledge gleaned in the previous chapters. The first chapter includes a very nice introduction to Xcode and shows you how to create a simple UITableView based application.

The following chapter, “The iPhone and iPad Database: SQLite”, goes a bit farther down the UITableView rabbit hole with its sample project, and introduces SQLite besides. This chapter definitely endeared me to the author when it said: “While Core Data is the recommended framework for creating data on the iPhone, you may want to forego Core Data and use the SQLite API directly for several reasons.” The author then lists several compelling reasons! This may be a heretical position to take, but avoiding Core Data has always been my preference, although I do occasionally wonder if there are ever good reasons to use Core Data of which I am simply ignorant.

The author does later dedicate five chapters (about a third of the book) to using Core Data, so he can’t think it’s entirely useless. He does not, IMHO, (at least in the cursory skimming I gave that portion of the book), provide any compelling reasons to use Core Data. The closest he comes is when he says (repeatedly) that using the graphical data modeling tool will dramatically speed up the development time of your data driven app. I fail to see how this is the case! If creating your db schema is taking up a lot of your development time, I think you’re probably doing something wrong, or possibly you just aren’t familiar with SQL in general.

(A decent db abstraction layer to handle your SELECT, INSERT, UPDATE etc. calls is also a must, and I am disappointed to report that Alessi’s book does not cover this topic. There is at least one decent open source wrapper available (called FMDB), although there are things I would change about it — namely the API for retrieving your result sets.)

Unfortunately, the portions of the book dedicated to the Core Data modeling tool fall into the “already obsolete” category of coding examples, because they do not appear to cover the Xcode 4 interface. I created a sample project using Core Data to look at the modeling tool, and like Interface Builder, it has been consumed by the “one window” paradigm prevalent in all things Xcode 4. Reading the first couple of chapters on Core Data will probably give you the base knowledge needed to use it anyway, but as I said earlier, google can probably do a better job.

The last third of the book consists of a couple of chapters about integration with web services. This topic makes a lot of sense to include in a book about data-driven applications, but it’s definitely given less attention than the previous two sections. I really think the book should have been expanded quite a bit, both to go into more detail about the stuff it does cover, and also to cover additional stuff that was notably absent. Off the top of my head, here are headings I would have liked to see: best practices for storing data retrieved from web services, how to deal with syncing issues, common tools for consuming web services, and at least one code example for parsing and consuming JSON. Unfortunately, JSON is given only a cursory mention, and its superiority to XML for the task at hand is not, as I feel it it should have been, firmly established.

In the beginning of chapter 10, “Working with XML on the iPhone”, there is a section called Synchronous Data Retrieval, in which some lip service is given to NSString‘s stringWithContentsOfURL: selector blocking your UI, but then it is not made clear that the subsequent code examples (using NSURL and NSURLRequest) are asynchronous in nature! Also, on the topic of “common tools”, the book pretty much writes everything from scratch in this section. I can understand the impulse that the author may have had to explain all the gory details of xml parsing and NSURLRequests without complicating matters by introducing open source libraries that simplify these processes, but they save far more time than I’m liable to believe you can save by using Core Data. If you are consuming web services from your app, you would be stupid not to use (or at least look at) ASIHTTPRequest. That little project has probably saved me dozens of hours in the last three months. On the subject of XML parsing, the question is not whether you should use an external parser, but rather which XML parser is right for your needs!

Overall, I didn’t expect to read as much of Professional iPhone and iPad Database Application Programming in detail as I ended up reading for this review. I don’t know how much of that was due to wanting to give it a fair read in spite of my bias against using Core Data, and how much was due to the author’s really well written prose. Database applications is about as dry a subject as they come, and yet I never felt lulled to sleep in the way that many programming books have a tendency to do to me. If you are not familiar with SQLite, or programming for UITableView, I would definitely highly recommend the first four chapters of the book. As for whether they are worth the asking price, (currently $30 on amazon), I’ll leave that up to you.

Unfortunately, I think I’m going to have to leave any in-depth review of my second learn-by-example iOS book for another day: Learning iOS Game Programming: A Hands-On Guide to Building your First iPhone Game, by Michael Daley, published by Addison Wesley in 2011. This book takes you through the author’s process of building an iOS game from start to finish. The game you build, Sir Lamorak’s Quest, is available as a free download from the app store, so you could potentially download it and see if it’s got stuff in it you’d like to know about. I haven’t actually looked at the game for more than a minute or two, but I know from personal experience that parsing through the source code of a game, even one I have no interest in ever making, is always fascinating to me, so I’m quite excited to dig into this book.