Entries tagged “ios.”

Spinner Galactic

Spinner Galactic is an endless arcade orbiter for iOS and the latest game from Backabit (which is just me and my pal Tim Sears). It reunites us with Ramps composer Brian Muir and it’s free to play, so if you own a fairly recent iPhone or iPad you have zero valid excuse not to give it a try!

Spinner Galactic is available now on the App Store! Go play it!

New beginnings

Apple unveiled iOS 7 this morning, including a dramatic redesign that left many designers gobsmacked.

iOS 7’s redesigned dock and icons. (Source)
I’m sure I could nitpick this update to death, bemoaning its rough edges and proclaiming it a step backward. But that would be shortsighted.

Firstly (and most importantly), I haven’t used it yet. I’m excited to. Design is more than veneer, right?

Secondly, I used to think this dock looked amazing:

This calls the trustworthiness of my knee-jerk reactions into question. I’ll give Jony Ive and his team the benefit of the doubt.

Update

Some great points from Cap Watkins:

We asked for a revolution and were delivered one which, all complexities considered, amounts to more than any one of our best first launches.

And also from Frank Chimero:

It’s worth remembering that Ive took over Human Interface only 7 months ago, and they redesigned the whole phone in that time. Straight up: seven months is a ridiculous deadline.

My favorite games of 2011

Portal 2 (PS3/Steam) and Rayman Origins (PS3) continue to amaze me. Both titles, in completely different ways, aren’t just a blast to play… they teach me things about game design and design in general. They are engrossing, masterful works.

Some honorable mentions:

I also thought Sonic Generations (PS3/Steam) was fun, but mostly for the nostalgia. I haven’t had a chance to play Bastion (Steam), Q.U.B.E. (Steam), L.A. Noire (PS3) or Arkham City (PS3) yet, though I’d like to.

I don’t think it’s an accident that most of these titles are portable, with shorter play sessions. When I was in school, I could devote whole weekends to uncovering every unlockable in some sprawling epic. Today, every hour I spend playing games is an hour I’m not making games… or websites, or apps, or whatever.

As an adult, shorter games feel somewhat merciful.

Ramps is the iPhone Game of the Week

I am completely speechless.

Wait a minute, not completely. Backabit, the indie game company Tim Sears and I formed to release Ramps for iPhone, has a blog. You can read about our Apple feature there. You should probably subscribe so you can keep tabs on Backabit news, process sketches, videos, and other fun content.

Hooray! Ramps for iPhone is finally here!

Way back in the dark ages of the web (2007, to be exact), I created a silly Flash game to help me learn physics animation in ActionScript 2. That game was Ramps, which roughly a ka-jillion people have played since then.

While I dig the “easy to learn, hard to master” play mechanics of the original game, it’s still very much a tech demo, lacking the variety, polish and expressiveness I crave from a game.

That’s why I’m so proud to unveil Ramps for iPhone and iPod touch, the first title from my new game company, Backabit. It was created in collaboration with Tim Sears, with a nifty chiptune soundtrack by Essa.

Here’s the skinny:

  • 100 levels in two exciting worlds, with more on the way!
  • Lots of replay value. Only the truest of champions will beat all 300 challenges!
  • The robot piranha, vacuums and claws are back, but so are a bunch of new enemies and obstacles. You will feel contempt for the penguins in World 2.
  • We’ve got retina display graphics and Game Center support from the get-go.
Creating the true successor to Ramps has been an incredibly rewarding experience, teaching me tons of lessons about game design and project management I hope to share in the coming weeks.

In the meantime, why are you still reading this post? Go play the game!