Space Agency Review
+ Universal App - Designed for iPhone and iPadThis unassuming little space program sim has all the right stuff.
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Posts Tagged simulationSpace Agency Review+ Universal App - Designed for iPhone and iPadThis unassuming little space program sim has all the right stuff. Read The Full Review » Eclipse: Dawn for the New Galaxy ReviewiPad Only App - Designed for the iPadEclipse: New Dawn for the Galaxy is a solid digitization of a compelling board game marred by an insanely steep learning curve and very little help for new players. Read The Full Review » Star Command Review+ Universal App - Designed for iPhone and iPadCommand your crew of space cadets to explore the unknown in this lovingly crafted sci-fi simulation game. Read The Full Review » Relativity Wars Review+ Universal App - Designed for iPhone and iPadWow. Real time strategy meets 4X meets Einstein is a lot more awesome than most people might expected. Read The Full Review » MLB Dream Nine Mobile Review+ Universal App - Designed for iPhone and iPadGamers collect, sell and trade baseball players to create the perfect roster in order to win games and advance in the league in this officially licensed MLB game. Read The Full Review » Fantasy Quest Review+ Universal App - Designed for iPhone and iPadIt takes a while for this kingdom to get its act together, but once it does it's worth ruling. Read The Full Review » Real Racing 3 Review+ Universal App - Designed for iPhone and iPadFree-to-play or not, Real Racing 3 is a fantastic game that no iOS gamer should be without. Especially if they have Game Center friends to compete with. Turns out the best things in life *are* free. Read The Full Review » Tiny Kingdom Review+ Universal App - Designed for iPhone and iPadTiny Kingdom's contributions to the genre might be small and few, but that doesn't mean they aren't worth checking out. Read The Full Review » Virtual Families 2 Review+ Universal App - Designed for iPhone and iPadArguably too close to real life, Virtual Families 2 puts a bit too much focus on the boring side of life than the fun that can be had with life sims. Read The Full Review » Art Mogul ReviewiPad Only App - Designed for the iPadMixing up the Hidden Object genre, Art Mogul is part art dealer sim, part object spotting. It's a great mix. Read The Full Review » Pixel People Review+ Universal App - Designed for iPhone and iPadPlayers beware: despite being simple and seemingly without any real purpose, Pixel People is inexplicably tough to put down. Read The Full Review » Ninja, Inc. ReviewiPhone App - Designed for the iPhone, compatible with the iPadThis ninja tower-builder with a healthy dose of zombie-slaying feels a little loose at times, but it can be surprisingly tough to step away from. Read The Full Review » Horseworld 3D: My Riding Horse Review+ Universal App - Designed for iPhone and iPadFor a game that's supposed to be pretty much all about horseback riding, the riding leaves a lot to be desired. Read The Full Review » Middle Manager Of Justice Review+ Universal App - Designed for iPhone and iPadWho'd have thought middle management could be so much fun? It can be, when you're managing superheroes! Read The Full Review » Galactic Phantasy Prelude Review+ Universal App - Designed for iPhone and iPadThis follow up to a relatively decent space adventure does a lot of things right but it flubs a number of the basics, too. Read The Full Review » Rum Run ReviewiPhone App - Designed for the iPhone, compatible with the iPadFor a game about smuggling alcohol on the high seas, Rum Run is disappointingly pedestrian. Read The Full Review » Build-a-lot 3: Passport To Europe HD ReviewiPad Only App - Designed for the iPadEmbrace the capitalist dream and renovate houses before selling them on for profit in this fun time management game. Read The Full Review »
So, Oregon Trail with a brilliant twist. It must’ve been fun conceptualizing the original Flash game and putting it all together, huh? You probably want more than that, huh? It was really easy since we were just making a 1-to-1 conversion of the game with new art and text. It really helped keep us in scope since we had an exact playable target of what we were aiming for right in front of us at all times. And then there’s the Kickstarter project that resulted in the iOS Director’s Cut. What made you decide to try and adapt/improve the original version into a mobile game? Were there any significant hiccups along the way such as platform constraints to adjust to or other issues? Anything you were expecting to be a problem that actually wasn’t? Do you have an aspect or mechanic in Organ Trail that’s your favorite? I personally enjoy the little detail of putting a party member down. Love the contextual bullet impact animations. I was also pleasantly surprised with the boss fights. Were there others you had in mind that never made the cut (save the theorized zombie squid)? Any chance there might be more added in the future? And now Greenlight. Are you finding this endeavor to be any more or less stressful than the Kickstarter project? One of the strange elements we are tackling is the total lack of accountability for people who are supporting us. We cannot reward them or talk to them directly like we could on Kickstarter. So we had to come up with rewards that everybody can enjoy. This is why we mostly went with adding new content to the game. The downside is that we get people thinking that we are doing this “hostage voting” thing where we are holding back content. That’s entirely not true. The game is done and we were set to never touch it again but we decided we would be willing to jump back in if the community can help us out and we know we can get more sales and justify going back into this finished product of ours. It’s easy to say that some people are less enthused. The Kickstarter was a lot easier to run because there was an established system with live updates and it’s a great community that people can get behind. For “The Greenlight Trail” We have to introduce our game, what we are doing and greenlight (Which most people who are using it have no idea what it is yet.) It’s a hard sell. And on top of that… We currently exist in this strange black box where we get very little information about how we are doing. No on I know has changed rank for over a week and we don’t know how to update our fans on how we are doing because we don’t really know… I’m really liking the tiered rewards – although I think the aim assist is for wimps – however I noticed that most of it seems to be intended for the PC/Mac/possible Linux releases. Just how “for now” do you think that will be? What I mean is I wants it on my phone, too! In regards to the PC/Mac/Linux only stuff, since we are working in Unity and all builds are basically the same… there is little reason to hold content from the mobile version. Unless, that is… it doesn’t work for the resolution or touch controls. We are saying “for now” on certain things because for instance… the nude patch… although hilarious and not really obscene in any way… could easily get us pulled from the app store. So we might try and call it “pink baby mode” or something for mobile… if people really want to see it. The CRT filter will only work well on a monitor since it will be a somewhat high def effect and might cause some distortion for some of the buttons and combat… We aren’t really sure how that will work out, haha. We just though it might be a fun idea. We plan on charging more for the Steam version and a some Steam users are getting up in arms since there isn’t really any extra content for it… so how can we justify the price? Well I’ll tell you the mobile version is well under-pricedb for the amount of content and time that went into that game. But we needed to be realistic for the market. So, I was trying to find some way to justify giving Steam users something extra. But it’s so hard since there are so few reason to not put something the mobile version… it costs us almost nothing to do so. So… I still don’t know how that will all turn out. I think if something cool is in the game… everyone will get it. That’s probably what will happen. Short of jumping on Steam and thumbing-up for Organ Trail for Greenlight, is there anything else any of us can do to help make all the awesomeness a reality? Another weird hurdle: There was no way to integrate the Content Campaign into the Steam page so we had to make it on our own website and a lot of people just end up sharing the steam page… which means no one sees the cool stuff we are trying to do. There is this frustrating disconnect. We easily get a thousand people to the greenlight page a day… so it’s strange because if you get someone to tweet about it… that might get a friend or two to see it and vote… which at the end of the day isn’t really make a big a dent as I would like. So we are trying to find bigger ways to reach more people. This… no money, twitter only marketing approach isn’t working for us as much anymore. This is sort of the big leagues. So… if you know anyone famous… get them to tweet about it for us, thanks! Haha. As of writing this… we only have 13 days left to make a big splash and get out by October… (yikes) Assuming everything goes according to plan and the ultimate edition of Organ Trail becomes a thing and we have a begrudgingly made *other* zombie game to tide us over, where to from there? Even more content updates for Organ Trail? Revisiting other projects? An altogether new project? A much needed break? I guess the other goal is to become someone in the indie scene. I would love to have one of our games in the IGF or Indiecade or anything like that. This is less about fame and ego… although I have a pretty sizable ego, but more about accountability. I feel like if people expect great things from you… you tend to raise your own bar a little. So I’m hoping to use outside pressure to turn us into a diamond… or something like that. Also I just love indies and want to meet more of them. Great folk. Finally, is there any sage-like advice you’d be willing to pass on to other independent game developers out there? Also, advice I think about every day: “Sucking at something is the first step to becoming sort of good at something.” -Jake the dog. Organ Trail: Director’s Cut can be had on the App Store right now for $2.99. You can also “demo” the game in a manner of speaking via the original Flash version. And don’t forget to vote on Greenlight! $2.99 ![]() + Universal App - Designed for iPhone and iPad Released: 2012-08-09 :: Category: Games Pinball Fantasies HD Review+ Universal App - Designed for iPhone and iPadSometimes it is best if retro games stayed in the past. Here is a perfect example... Read The Full Review » Farming Simulator 2012 Review+ Universal App - Designed for iPhone and iPadSometimes simulations have to dial back the complexity in order to make something fun. This title follows that concept to perfection. Read The Full Review » Cafeteria Nipponica Review+ Universal App - Designed for iPhone and iPadKairosoft takes a stab at the restaurant business and, surprise surprise, knocks another one out of the park. Read The Full Review » Trainz Driver ReviewiPhone App - Designed for the iPhone, compatible with the iPadA great simulator that has trouble meeting the high visual bar set by other iOS games. Read The Full Review » Organ Trail: Director’s Cut Review+ Universal App - Designed for iPhone and iPadOrgan Trail: Director's Cut might just look like an Apple 2 classic with a "fresh" coat of Zombie Paint, but it does more than simply re-skin a classic gaming gem. Read The Full Review » Monster Life Review+ Universal App - Designed for iPhone and iPadManage a ranch, raise and train adorable monsters, then make them fight each other in a vibrant papercraft world. Read The Full Review » Jurassic Park Builder Review+ Universal App - Designed for iPhone and iPadNot content with that initial monumental failure, John Hammond and crew set out to create a new Jurassic Park. With a little help from iOS users. Read The Full Review » Pocket Minions Review+ Universal App - Designed for iPhone and iPadPocket Minions is a simulation game where players must build a tower to the sky, warding off dragons and general citizen unrest. However, it is marred by its need for in-app purchases. Read The Full Review » My Monster Rancher Review+ Universal App - Designed for iPhone and iPadIt's most definitely not the equivalent of a console Monster Rancher on the go, but My Monster Rancher is pretty cool for what it is. Read The Full Review » Astronaut Spacewalk ReviewiPhone App - Designed for the iPhone, compatible with the iPadIt's most certainly not for everyone but Astronaut Spacewalk can be nice relaxing sim for someone with an open mind. Read The Full Review »
While Zooniverse is about running a zoo first and foremost, it’s also about keeping the customers happy. These core customer demographics are divided into three main categories: men, women, and children. Each group has its own preferences when it comes to facilities and adorable critters to ogle, so it’s important to find a balance that caters to everyone. Making more people happy means more money, and more money means being able to expand the zoo with more enclosures, animals, and just space in general. A great deal of critters ranging from woodland to aquatic, and even prehistoric and outright impossible, can be housed in the many available enclosures. Once an animal is settled in, be it through a purchase or breeding, players have to make sure to keep it well fed. Starvation won’t result in horrible complex-forming consequences, but it will cause the creatures to stop earning cash. So, you know, don’t be a jerk and keep them well-fed. The burning question of what happens with a mouse is bred with a hippo (a Hippopotamouse) will finally be answered for free later this summer.
As the tree grows and floors are added, players are able to choose what rooms they would like to create from a total of 25 different options. These rooms can earn nuts, the game’s main form of currency, at different rates and with different caps on how much they can hold. Each chamber can also be upgraded up to five times, with each iteration able to earn even more, faster. These munchies can be used to purchase new rooms and otherwise expand the tree. Potions, the other form of “kinda” currency, are needed to speed things up if players don’t feel like waiting X-number of hours for construction to finish. Or they can be exchanged for more nuts. Whatever the situation demands. What really sets Happy Squirrels apart is its level of interactivity. At any time the iOS device can be jostled or titled in order to make the tree’s occupants jump or slide around, respectively. A number of other cosmetic interactive touches such as doorbells to ring, as well as a couple of acorn-earning mini-games, make it feel like there’s always something to do while waiting for the workers to finish their tasks. Happy Squirrles will be setting up shop for free sometime this summer. |