New Readers Games

I’ve got another batch of readers games to post. I’ve not had enough time, but I wanted to get them listed so that people can give them a try and support the developers that have been working hard on them.

Amgine
Amgine is a fast-paced level-based iPhone and iPod puzzle game in which the player must employ a variety of strategies in order to succeed. With over 30 levels and 4 different scoring mechanisms Amgine offers the player hours of challenging fun.

Bugs in a Maze
The scene is set. Your desk has become a mess, and now it is even invaded with creepy bugs. In order to get rid of them, your skills in problem solving and precision is challenged to help them find their way out of the maze of obstacles. Will your multi-tasking skills and patience be great enough to master the game

Cafe Games
Cafe Games was designed to let you play classic games with ease at a café, on a trip or on your own couch. We think that the iPad can be an excellent game board for this, providing a modern, sleek way to play without the hassles of small game pieces getting lost or a cardboard box that keeps falling apart.

Shark Food
Transformed into a helpless angelfish by a group of angry whales, your job is to eat your way back up the food chain and return to your life as a voracious GREAT WHITE SHARK! Shark Food is a fast paced fish eating bonanza. Work your way through lush underwater environments while you try to escape the perils of being at the bottom of the food chain, avoid giant groupers, stinging anemones, dive bombing pelicans and even abandoned sea mines. Do you have the courage and the appetite retake your place as the king of the ocean?

Epic Beard
You are a frightened jelly. And for some reason a gargantuan BEARD BARBARIAN is attacking you!
Dodge his grenades, bananas, cakes, swords, bad breath and more for as long as you can to set the high score and achieve your rank! Use the power-ups to increase your multiplier and unlock special abilities such as TIME STOP, STORM and SPEED BOOST and more!

Alchemy by Ben Stanley
A fast and furious alchemist duel awaits! Can you combine and destroy the ancient elements to win this simple and challenging strategy game against a brilliant artificial intelligence? Play against a friend, or challenge three levels of Alchemy AI and discover the secrets of a game that you can learn and play in less than a minute, but it may take you years to earn the twenty five achievements. Or perhaps you are an Alchemy prodigy and can master earth, water, air, fire, destruction, and the balance of all elements in only a day? Compare your mathematical and combinatorial genius in this delightful game with friends and gamers around the globe through Game Center integration.

As always, the developers of these games would love to get constructive feedback.

Well done guys, great to see all the hard work that has gone into these games.

Mike

Share:
  • Digg
  • del.icio.us
  • Facebook
  • MySpace
  • Reddit
  • StumbleUpon
  • Technorati
  • TwitThis
  • Design Float
  • DZone
  • email
  • Google Bookmarks
  • LinkedIn
  • Scoopeo
  • Tumblr

11 Comments

SeedGames-Dan  on February 14th, 2011

Hello Mike,

I think I managed to just miss the ‘cut’ for this list. My modern day take of the classic Pong. I have a trailer: http://www.youtube.com/watch?v=6hU5P20JJik

My rather dead blog is linked in the description. I havnt had the chance to market it all that well despite the decent amount of content on it. Inspiration for it was indeed, taken from here. :)

Itunes link: http://itunes.apple.com/us/app.....&ls=1

Feel free Mike, if you wish to do a review of sorts to contact me and I can get one of these marketing codes to you :)

Josh  on February 14th, 2011

Thanks for the listing Mike!

Here are some promo codes for Shark Food

967LPMP4NFTE
WW4J76LFWELK
E9FLNTRA64RW

Enjoy!

It looks like v1.2.2 is “Processing for the App Store” as I write this. If you have an older iphone or touch make sure you get that update!

CHOMP!

Dan  on February 15th, 2011

I like shark food, a nice innovation on the “feeding frenzy” type game!

Hope everyone likes Epic Beard!

Anonymous  on February 16th, 2011

I checked Amgine, it’s a very nice concept and it could be a really great game with a little more polish. Some suggestions:

- Something like an explosion effect to indicate that I’m losing energy.. This would make it much easier to understand what’s going on when learning the game.
- It would be nice to lose energy little by little for each fraction of a second that I come in contact with one of the evil orbs, instead of losing energy discretely (alternatively, changing the energy display from a percentage to 4 vertical bars perhaps)
- At the beginning of a level, my circle can start being in contact with one of the evil orbs. It would be nice to be able to move my circle when it is being materialized (I’m not sure, but I think I can change the actual position of the circle, but the particle effect does not change its position to give me visual feedback that I’m changing the position).
- The difficulty curve seems to suddenly get too steep at level 10-11 (or maybe I was tired when playing). Also, the movements seem to get a bit choppy when they become fast in these levels.
- Maybe there can be some effect when destroying a pair connected by a line. Also, the lines appear pixelated. Perhaps making them a little thicker might look better?
- Adding some alternative game modes might be nice.. Such as, the connection lines sometimes become thicker/change color and become immune to the player’s attacks.
- The “OK” button when entering name for highscore seems a little weird.

I really like the game, and it is a very good fit for touch controls, so it I think it would be well worth it to apply a final bit of polish.

contracoding  on February 17th, 2011

Thanks Mike for the listing.

@Anonymous
- Thanks for the tremendous feedback on Amgine. Being my first independent project I certainly understand there is a lot of room for improvement and will definitely take all of your feedback into consideration.

tiw  on February 22nd, 2011

Hi Mike,

You and your book are on the credits page of my new application “While Waiting” which finally made it to the appstore!

I would love to hear your feedback.
Here is the link to the app. It’s for free:
http://itunes.apple.com/us/app.....94858?mt=8

Alfred  on February 24th, 2011

Hi Mike and everyone, need some help please

I’m playing with your framework and your game source code. I’m trying to add a new scene after the gamescene but some parts of the previous scene(gamescene) get rendered under the new scene, color change randomly … .I suppose it has something to do with the ImageRenderManager or TextureManager but cant work it out … some help please

Dan  on February 24th, 2011

Alfred,

I think the best thing to do with multiple game scenes is to specify a public int or something in gamecontroller, and then in the gamescene.m something like, switch(theInt) case 1: first level code case 2: second level code.

Or specify each level as a new class, based on the gameScene class and pass that to the gamecontroller depending which level is being selected.

Also, don’t forget to specify the new scene in game controller for the transitioning and messaging between classes parts!

Alfred  on February 24th, 2011

Hi Dan,

Thanks for you mail
I’ve waste a day on this already … dont know what to do really
I have tried to load the new scenes in several ways with the same result. No matter what I do the following scene to the SQLTSOR’s gamescene appears with “leftovers” from the gamescene and some other images. I think
that when changing the scenes I need to reset all the shared staff maybe … but I tried that too, maybe I didnt do it well.

The scene change from menu to the newScene does well but when I try menuScene -> gameScene -> newScene , the newScene is a mess
The new scene is just a copy of SQLTSOR gameScene but with a new .tmx

I hope you could help me
Thank you

Anonymous  on February 24th, 2011

(For some reason, I seem to be only able to post anonymously. The above ‘anonymous’ post is also mine. – baris)

Are you calling [shareImageRenderer renderImages] at the end of your render method in each scene? Just to make sure that the images you render don’t carry over to another call to render somewhere else.

That said, I also had some weird problems with images sporadically appearing in weird places, at wrong scaling, etc. I gathered some of the individual images I was using into sprite sheets; and decreased the number of images I was scaling in code.. And all the weird problems I was experiencing went away. I suspect it was a problem with using too many textures, but I don’t know why. Maybe your problem also is related not to switching scenes, but something like rendering too many distinct images at once, with it becoming a problem at that time because you render many more images when switching scenes?

TP  on March 4th, 2011

Hi Mike… is there any such thing as developers that help ONGs? Please introduce us!

Cheers

Leave a Comment