GEEK Digital Board Games

Regular coverage of board game experiences on mobile, PC/MAC, Console and more.

Archive for |

Recommend
126 
 Thumb up
1.00
 tip
 Hide

Wingspan, Similo, Scythe, Squire for Hire and more - GEEK Digital Board Games Issue #3

Brad Cummings
United States
Connecticut
flag msg tools
admin
badge
Avatar
Microbadge: Geek of the WeekMicrobadge: Video Game Geek of the WeekMicrobadge: iPhone userMicrobadge: Golden MeepleMicrobadge: I love Indonesia!
From gallery of thequietpunk


Welcome to GEEK Digital Board Games. Tune in for digital board game news every two weeks. For more details about the changes and our goals check out this blog post.


From gallery of thequietpunk


From gallery of thequietpunk
Wingspan Out on Steam
The digital version of Wingspan is now available. This one has really tackled the complex information management. Check it out on Steam.
Platforms: Steam]


From gallery of thequietpunk
[size=12][b]Similo: The Card Game

Another blast from the past - Warhammer Quest is back with Silver Tower! Need time to dive in but this one is free-to-play so no reason not to jump in.
Platforms: iOS, Android, Steam


From gallery of thequietpunk
[b]Scythe Comes to Mobile

Scythe Digital Edition has been on PC for a while. You can now get it on your mobile device as well.
Platforms: iOS, Android, Steam


From gallery of thequietpunk
[b]Blood Rage Adds Mystic of Midgard

Expand your Blood Rage gameplay with this expansion.
Platforms: Steam]


Video Game: Tabletopia
[size=12][b]Tabletopia Additions

They just keep coming: NEXUS, Bonfire, Reckless Sloths, Damnation: The Gothic Game, Skeptics, Trust Me, I’m a Super Hero, Rurik, Battle Bears: The Board Game, The Umbrella Academy Card Game, Break the Code, and Isle of Cats
Platforms: PC



From gallery of thequietpunk


From gallery of thequietpunk
Cranio Creations is Back with Lorenzo il Magnifico on October 5th
Cranio Creations is back in digital with Lorenzo il Magnifico, coming to Steam on October 5th. It looks like you balance success and relations with the church in this Renaissance game.
Learn More


From gallery of thequietpunk
Charterstone Digital on the way to Switch
They won’t reveal the release date, but Acram Digital posted that they do have approval from Nintendo. Should be coming sooN!
Learn More


From gallery of thequietpunk
Squire for Hire Available for Preorder
The art on this one looks really engaging and it is planned for release on September 29th. Follow the link for details on pre-ordering on iOS and Android
Learn More


From gallery of thequietpunk
Cascadia Browser Version
Cascadia is a game now on kickstarter and tried something pretty unique. You can play an online version for free now online to give it a try.
Learn More


From gallery of thequietpunk
Silver Bullet Roles Added to Silver
Bezier Games has added the roles from the Silver Bullet Expansion to their digital port of Silver. You can now mix and match and learn the ins and outs.
Learn More


From gallery of thequietpunk
Root comes to mobile on September 24th
The Root digital version on Steam has been a lot of fun. The fun is coming to mobile this week!
Learn More




A Trailer of Thrones
A Game of Thrones: The Board Game is coming out soon and is now up for pre-order. This latest trailer shows more of the game.



From gallery of thequietpunk


From gallery of thequietpunk
Casual Slay the Spire Tournament
Through the end of the week, follow this link to try your hand at a special seed and post your high score. This is being run by some amazing folks on board game Twitter. My highest score is only the 800s!
Learn More


SlacknSleuth
Thanks to a user tip on this one! This is a hybrid game that combines mystery boxes with an companion app to create a mansion exploration game. This one looks really interesting
Learn More
Twitter Facebook
22 Comments
Tue Sep 22, 2020 3:00 pm
Post Rolls
  • [+] Dice rolls
Recommend
133 
 Thumb up
4.00
 tip
 Hide

Convoy, Warhammer Quest: Silver Tower, Wingspan, Gloomhaven - GEEK Digital Board Games Issue #2

Brad Cummings
United States
Connecticut
flag msg tools
admin
badge
Avatar
Microbadge: Geek of the WeekMicrobadge: Video Game Geek of the WeekMicrobadge: iPhone userMicrobadge: Golden MeepleMicrobadge: I love Indonesia!
From gallery of thequietpunk


Welcome to GEEK Digital Board Games. Tune in for digital board game news every two weeks. For more details about the changes and our goals check out this blog post.


From gallery of thequietpunk


From gallery of thequietpunk
Neuroshima Convoy
The latest from Portal Games is here. It is fun to see another entry from the Neuroshima world on digital platforms.
Platforms: iOS, Android


From gallery of thequietpunk
Warhammer Quest: Silver Tower
Another blast from the past - Warhammer Quest is back with Silver Tower! Need time to dive in but this one is free-to-play so no reason not to jump in.
Platforms: iOS, Android


Video Game: Tabletopia
Tabletopia Additions
Trying this out and grouping this together as there are just so many. Since our last issue they’ve added officially: Rise of Tribes, Chameleo, Plantopia The Card Game, Rebel Nox, Coatl, Ishtar: Garden of Babylon, Philosophia Floating World, Riftforce, Lunar Base, Dargonscales, and Doomtown Reloaded.
Platforms: PC



From gallery of thequietpunk


From gallery of thequietpunk
Wingspan Coming September 17th
Coming to PC and Mac, you can wishlist now on Steam. Feedback from the beta has been positive.
Learn More


From gallery of thequietpunk
Tsuroctober is Coming
Competitions, new updates and more are coming to Tsuro in October. Check out the Thunderbox blog for more info.
Learn More


From gallery of thequietpunk
Gloomhaven Early Access Gets Online Co-Op Beta
The Gloomhaven Digital early access seems to keep progressing. I’m a bit outside on the Gloomhaven world so would love your impressions if you dive into this online co-op beta.
Learn More



Bloodbowl 3 Revealed
Maybe revealed at Gamescom(?), check out this trailer for Bloodbowl 3. These games are unique and can be good fun.



From gallery of thequietpunk


From gallery of thequietpunk


Roll for the Galaxy
Roll for the Galaxy, like Race for the Galaxy is a game about information and process. Luckily for us, Temple Gate Games continues to be masterful in communicating this all in a digital package.

Roll for the Galaxy is great at walking you through every step of the process to get through a phase, a turn, a game. It is easy to understand what you can and need to do at any given time. The tutorial also does a great job of going step by step.

Like Race of the Galaxy, apart from the UI, the AI is the star of the show here. If you are up for a challenge, the higher levels are here for you. Ultimately, Roll for the Galaxy is a great port for those who love this game or for those who want to explore it for the first time.
Platforms: iOS, Android, PC[/b]


From gallery of thequietpunk

Warhammer Quest: Silver Tower
I spent many hours on the previous Warhammer Quest titles. The graphics and dungeons hearkened back to dungeon crawl board games in a really unique way. Each character felt unique, singular, and grew with me.

With Warhammer Quest: Silver Tower, the series goes free to play. This has pluses and minuses. First, there is a ton of content in here and many events, characters, and items to unlock. The breadth here is much wider than previous. Think of it more akin to a hero-collecting mobile game. You are constantly leveling to take on new challenges and watch those numbers go up. The combat is also more interesting than ever before with more options and strategies.

On the flip side, this sort of endless play is at the cost of exploration and interesting dungeons. Dungeons are more split into skirmish rooms that do lose that sense of wonder. The increase in the number of characters also makes each individual one less impactful.

Ultimately it comes down to the experience you are looking for. This will be a different feel than the previous titles but has the potential to keep going on for a long time. The devs that make these titles we love are in a constant battle to stay stable. So rather than gripe about payment models, I say we try things out and decide if it is for us or not.
Platforms: iOS, Android



From gallery of thequietpunk


From gallery of thequietpunk
Here Be Dragons on Switch
This digital original board game has been released on Switch. Plan to check it out this week and will be back with thoughts!
Platforms: Switch, PC


From gallery of thequietpunk


Crusader Kings III: The Sims for History Nuts
Having bounced on CK2 and EUIV, I was wary to give Crusader Kings III a try. A combination of assurances from other outlets that onboarding was easier this time and a bit of free time to actually watch and learn a few things managed to get me in.

I think my past failures stemmed from thinking of this series as akin to the Civilization series. While there is a world map and conquering territory can be part of the game, it is not the point of the game. Early on the tutorial makes it clear that you are playing a character and their descendants. Like any roleplaying game, you pick your own character goals and try to pursue them. Sometimes you succeed and other times you will not.

For example, the tutorial starts you out in Ireland and after it ended I proceeded to attempt to become the King of Ireland. I died before succeeding but had left things in such a spot that my heir could take over and finish the job.

I am impressed by the wide berth of characters and nations you can start with. I’ve been listening to a history of Gengis Khan and am now interested in trying out a game as a step people. It really is about that type of story you want to experience.

While not a board game at its core, if you are a fan of medieval history and like a mix of strategy and roleplaying, it may be worth checking out.
Platforms: PC
Twitter Facebook
35 Comments
Tue Sep 8, 2020 5:11 pm
Post Rolls
  • [+] Dice rolls
Recommend
505 
 Thumb up
48.84
 tip
 Hide

Roll for the Galaxy, Root, Cartographers and more - GEEK Digital Board Games Issue #1

Brad Cummings
United States
Connecticut
flag msg tools
admin
badge
Avatar
Microbadge: Geek of the WeekMicrobadge: Video Game Geek of the WeekMicrobadge: iPhone userMicrobadge: Golden MeepleMicrobadge: I love Indonesia!
From gallery of thequietpunk


Welcome to GEEK Digital Board Games. Tune in for digital board game news every two weeks. For more details about the changes and our goals check out this blog post.


From gallery of thequietpunk


From gallery of thequietpunk
Roll for the Galaxy
Temple Gate Games has returned to space with Roll for the Galaxy. This also features the great AI from Keldon Jones. We’ll have impressions for the next issue.
Platforms: iOS, Android, PC


From gallery of thequietpunk
Root Early Access
Root is out now on Steam in Early Access. It’s hard to deny the appeal of this art style. See the First Look section for my impressions.
Platforms: PC


From gallery of thequietpunk
Cartographers
This SDJ nomineed has made its way to digital platforms in a single player, leaderboard driven version.
Platforms: iOS, Android,


From gallery of thequietpunk
Finished! by Friedemann Friese
Not familiar with this title but worth an exploration on digital.
Platforms: iOS


From gallery of thequietpunk
Gloom: Digital Edition
This release is not super fresh it turns out. Released to mobile about a month ago and out on PC in 2018. Either way, if you enjoy Gloom, it is time to check this out.
Platforms: iOS, Android, PC



From gallery of thequietpunk


From gallery of thequietpunk
Maracaibo Coming to Mobile in Q4 2020
Capstone Games let us know that this digital project is in the works. Developed by Spiralburst studios, the game will feature Solo mode as well as local multiplayer. We will share as we learn more.


From gallery of thequietpunk
Neuroshima Convoy Coming to Mobile Sept 5th
Teased earlier this week, Convoy is coming to mobile devices from Portal. If you love the world of Neuroshima Hex, this is an interesting card game take on it.
Learn More


Board Game: Gaia Project
Feedback Wanted on Gaia Project Digital Plans
My friend Tysen Streib has taken to BGG to ask for feedback on plans he and Digidiced have for the digital version of Gaia Project. Come hop in and make your opinion known.
Learn More


From gallery of thequietpunk
Warhammer Age of Sigmar: Storm Ground Announced at Gamescom
During yesterday's Gamescom Opening Night Live, a trailer was shown for a new Warhammer title: Storm Ground. Not much is known about it so far. Is it a MOBA? Can you pain the minis? Who knows! Follow the link to see the trailer shown at Gamescom.
Learn More


From gallery of thequietpunk
A Game of Thrones Wish List-able on Steam
Not to rest on the laurels of Root, it appears A Game of Thrones the Board Game is coming to steam in Q3. This one is a bit new to me but appears to be in the grand strategy/area control space.
Learn More



From gallery of thequietpunk


From gallery of thequietpunk


Cartographers: Doing a Lot with a Little
While Roll Player had been vaguely on my radar, I had not heard of Cartographers until the SDJ nominations. That was a serious mistake.

Cartographers is a writing game that takes cues from King Domino and adds in variable scoring mechanics, players interaction and more. It is right at home on digital devices for quick solo matches. The game does not have multiplayer but adopts the single player variant available in the physical game. Games are quick but full of satisfying decisions.

The digital version does not have multiplayer but does have competition through leaderboards. Each week there are two categories: one completely fixed and one with some randomness that players can compete in. Players rank on the leaderboard with their highest score in each puzzle.

While not the most robust port, it gets the job done and seems perfect for pick up and play.
Platforms: iOS, Android,



From gallery of thequietpunk


From gallery of thequietpunk


Root: A Joy To Look At
Root is now in Early Access, so these are early impressions.

The first thing you’ll notice is the distinctive art style that manages to pay homage to the art of the tabletop game while becoming something unique and “video-gamey.” It is truly breathtaking.

I am new to Root so my experience thus far has been the tutorial but...why did I not play this game sooner? They tutorials do a great job of walking you through the async nature of each faction. What I also enjoyed is how the UI easily walked you through changes or opportunities in your faction. I need to play on the tabletop to see how this is handled but the digital version seems great in being clear about each step.

We’ll keep an eye on this one as Early Access continues.
Platforms: PC



From gallery of thequietpunk


From gallery of thequietpunk
Meteorfall: Krumit’s Tale
The sequel to Meteorfall: Journeys is now on mobile! The developer has actually reached out with a guide they created on Medium if you want a place to get started. Android is coming soon.
Platforms: iOS, Android, PC


I am looking forward to getting back to this part of the BGG community. If you are interested in getting a newsletter sent to your email, sign up on MailChimp and I’ll let you know if we hit a critical mass.
Twitter Facebook
41 Comments
Fri Aug 28, 2020 2:57 pm
Post Rolls
  • [+] Dice rolls
Recommend
45 
 Thumb up
0.50
 tip
 Hide

Designer Diary: Noodle Doodle for iOS

Eric Snider
United States
San Jose
California
flag msg tools
badge
Avatar
Microbadge: iOS DeveloperMicrobadge: Video Game DeveloperMicrobadge: BGG.CON attendeeMicrobadge: Amber Diceless RPG fan - AmberiteMicrobadge: Carnegie Mellon University
Where Do Puzzles Come From?
External image
I’m an iOS and Mac OS game developer. My very (very) old claim-to-fame is that I wrote Eric’s Ultimate Solitaire for the Mac and the sample version shipped with every Mac up until Mac OS X came out. My new game, last year, was Eric’s Sudoku for iOS. After it shipped I brainstormed ideas for similar puzzles. Nothing I came up with seemed promising, though.

External image
I realized that high-quality puzzles that were hand-made, not randomly generated, would be ideal, have more character, and be so much more fun. There’s a lot of competition in the iOS App Store - I didn’t want another game with 1000 similar competing games! That’s when I knew I needed to find a professional puzzle game designer (or maybe two!).

But… where to find puzzle designers? It dawned on me that my favorite puzzles were found at the annual BGG.con Puzzle Hunt. If Aaron Weissblum and David Arnott could come up with creative, challenging, and funny puzzles each year then maybe they could help. I emailed Aaron and we started talking about our favorite games and more. We agreed to meet at the next BGG.con.

A Quick Chat
External image

Aaron, Dave, and I met for a “quick” chat at BGG.con 2013. It lasted 3 ½ hours. We talked about our favorite games, ideas, and more. It was really fun and Aaron had lots of ideas. Here’s a picture of the inspiration for Noodle Doodle that he made while sitting in the "War Room" at the convention with Dave.

Aaron:
I just started making crude sketches and telling Dave how many letters were in it.

As far as individual ideas, I started with things I already "knew" how to make a recognizable doodle of. Like a fish, for example. Dave came up with lots of puzzle ideas and sometimes did his own doodles. Adapting Dave's doodles to make them fit the look was pretty fun.

The single doodle that I put the most work into was the shower stall…



External image
David Arnott, Puzzle Wrangler

External image
Aaron Weissblum, Game Designer


The First Prototypes
External image

At first Dave played in-person with Aaron at the convention (e.g.The snake above with the watch is a “TIMELY SNAKE”). I played with Aaron, via email, on my way to the airport.

Aaron made the next puzzles in Photoshop. He sent us specially-made files that had the answers hidden so we could reveal them for clues.

I got a playable iOS version working in a few days by reusing a lot of my existing Sudoku code. Our first design required the user to solve the puzzle by filling in all the missing letters correctly. It was an all or nothing experience. It was cumbersome but kind of fancy, with an insertion cursor so you could work on one word while leaving the other words alone. Instead of showing the entire alphabet we settled on 16 letters because they fit well in two rows and made the game easier.

Aaron identified an early, key problem: there was no sense of progress when solving a puzzle. It’s fun for players to see progress as they get closer to a solution, as there’s often that “Aha!” moment when they figure out the rest of the answer. So we moved from the “Guess the whole answer and see if you’re right” game mechanic to more of a Hangman-style one. Players tap a letter and if it’s in the puzzle, that letter is revealed. If not, the user loses a “Life.” Much simpler and easier-to-understand.

External image

We didn’t originally call the user’s remaining guesses “Lives.” Originally, Aaron’s idea was to show the user’s remaining guesses with a long noodle image around the screen. It would get shorter as the player made incorrect guesses. I had existing code from Sudoku that referred to the user’s currency as “Coins” so we used that. It made sense since we were intending to sell hints to users, too. Players could spend Coins for hints to remove a bad letter or reveal part of the answer, or even skip a puzzle.

We talked, in detail, about charging and earning Coins. The goal was to have tension so players wouldn’t just guess too quickly, as they might get too mad to play more. We wanted it to feel fair. But if it was too easy they could just tap without being thoughtful and that wouldn’t reward experienced/careful play, and they’d rush through the content too fast. We settled on charging two Coins for a wrong answer. Solving a puzzle paid two Coins and a “Perfect” solve, with no mistakes, paid three. Ultimately, this simple system worked well with our test players and seemed solid.

We decided to simplify the game further and got rid of the hint items. Since players could always make progress towards a solution they weren’t necessary. But we found that players were confused about what the Coins were for. They didn’t even really notice they were losing them when they made a wrong guess. Dave came to an important realization –


External image

Dave:
“The reason people are confused (or uninterested) in the coins is because they're COINS. As in currency. As in... they don't get why the game even has coins.

But… If we called them LIVES instead, they'd understand it 100% from the get-go.
Because that’s really what they are, right? They're lives in the true time-clock sense.  Remember Aaron's original idea was that you had a NOODLE that would wrap around the edge of the game, like a snake or a... well... noodle And that it would be in little segments. And every time you clicked a wrong letter, you'd lose a piece of your noodle. And when you ran out of your noodle, the game stopped... until you got some more noodle back.”


We never did give Aaron his noodle, but we did change to the idea of “Lives” instead of “Coins.” In addition I added extra animations and sound effects to really show the user when they lost a Life. Users were happier and understood what was going on.


What About Napkins?
Doodles and napkins… they go together like salt and pepper, right? I was pretty sure they did so I kept pushing for interface designs where the doodles appeared on napkins. I was pretty excited to fly those napkins around too. I like flying things around. We all put together layout and design ideas and I implemented a few (usually my favorites…) to try them.

The problem with the napkins, though, was that it killed us, space-wise. Aaron ultimately didn’t like the doodles being on the ridges of the napkin, and that made the doodles smaller. Without the ridges the napkin didn’t really look like a napkin. While Dave liked the thematic value of the napkin, he always felt the primary focus of the layout needed to be the doodles. We tried a lot of ideas and then Aaron came up with an idea for a flat & super-clean design. I was sold. It made things so clear and made the doodles the center of attention, too.


Oodles of Doodles!
Aaron drew and drew and redrew doodles. So many doodles. Here’s a glimpse of what Aaron’s desk looked like along the way.
External image


What about Music and Sound Effects?
We hired Josh Darlington (aka Prince Charming) to come up with a Noodle Doodle theme and matching sound effects. Josh came up with fantastic music and sound effects for a pop culture game that Robb Vest and I did called PopFU! He was the first person I thought of when I knew we needed great audio for Noodle Doodle.

External image
Once Josh had played the prototype and had an idea of what kind of music we were interested in he got to work. He set me up with a dozen short music clips that could be randomly linked together, mixed and matched depending on the puzzle, keeping the music less repetitive. I loved the idea, and that some clips would fit with certain doodles was appealing, too. We did some experiments but weren’t able to smoothly transition between the clips. It would require more work than we had budgeted for so we went with just one full song for the game.

I’m still interested in using game music that’s played dynamically like that in the future. Music that responds to the player’s actions is cool.

Josh set me up with a big set of sound effects to go with doodle animations. I added silly and simple animations to reward the users when they solved each puzzle. So the Pandaroo jumps up and down and the jet plane flies across the screen, etc. Josh’s sound effects really sell the animations and make them more fun.


Can the Jet Land? Please?
I was so happy about the animations that I set them up to loop forever until the user tapped the button to go to the next puzzle. Aaron suggested, and then kept asking if we could have the animations stop after a second or two. I kept putting it off but eventually made the animations shorter, and then shorter again. He was right. Although the animations are fun, it’s a better experience to see them briefly and then have the puzzle return to normal. That way the user can see the doodle and the solution and survey their excellent puzzle-solving work.

Refining, Re-refining and I Love Google Docs
We used, and continue to use, Google Docs a lot while making Noodle Doodle. Centralizing saved us a lot of time. Aaron shared doodle images with us there and we kept all the puzzle info in a fancy spreadsheet. At Dave’s request I added some extra fields to show which letters each puzzle used in its answer.

Later, I learned how much Dave cares about the quality of puzzles. For each puzzle we would display the letters that are part of the solution and then the game would automatically fill in the others by randomly picking “Bad” letters. Dave asked if I could add a field in the spreadsheet where he could hand pick those “Bad” letters for some of the puzzles. I did, and then he proceeded to tune every puzzle. His attention to detail really shows.

It was easy for me to get the latest puzzle revisions and put them into the game. I could export the master puzzle list from Google Docs as a CSV (comma separated values) file and replace the old file. In our newer game prototypes the games just download their puzzles and info directly from Google Docs and the new puzzles just appear in the game. It’s much faster to iterate on the puzzles and try things out. I’m also always excited to fire up the game to see if Aaron and Dave have more puzzles ready.

In order to avoid any problems that might come from a Google doc being accessed a lot, all at once, when we ship the game we move those files to Amazon web services. While we’re in development it’s fantastic to be able to make those puzzle changes on-the-fly.

Featured!


We launched the game on July 9th, 2014. I emailed Apple three weeks earlier with a three sentence message explaining the game, who we were, and included the gameplay video that’s here. I’d done this many times before and had never heard back from them. But this time, I actually heard back from them. The next day Apple featured Noodle Doodle as a “Best New Game” on iPad. Their email was so short that I wondered if my friends were playing a joke on me. We went from 200 downloads our first day to 3,000+ a day for the next week. It was fantastic to reach so many users so quickly.

Congratulations! Noodle Doodle is being featured under Best New Games!
External image

Flappy Bird Millionaires?
It turns out that even though Apple featured Noodle Doodle we’re not, so far, App Store millionaires. We loved reaching so many users so quickly. We didn’t make $50,000 a day, though; more like $400/day for a week and then it plummeted down when the feature ended. We made $6,500 total in two months with 25,000 downloads. We all put in a lot of hours making the game and have definitely made less than minimum wage so far. It’s been making around $20/day now. Meanwhile, we’re super grateful for being featured and really happy with the great reviews and support from players. It’s fun to make people think and smile and make some money along the way, too.
External image


Whoops
We launched early in Australia, Canada, Malaysia, and the Philippines to gauge how things would go and see if there were any crazy problems before releasing to the rest of
the world. It seemed to go okay, but we reached so few users in those countries that there were some things we didn’t catch. But they came up all at once when the game was featured by Apple.

1. It was really difficult for average users. We had balanced the game for players who were REALLY good at word games.
2. Players thought they could only get more Lives by paying money or watching ads. We didn’t communicate to players that they earned extra Lives over time, for free.
3. Players expected to lose one Life for a wrong answer, but we charged two Lives for a wrong answer. That wasn’t totally crazy sounding when they were called “Coins.” It turns out that losing two Lives at once is unexpected and made some players really angry. Months earlier, Dave had mentioned this might look weird to players, but the math looked like it worked well for game balance so we didn’t change it. Now we know the answer to that question was “YES, IT’S WEIRD!” We’re going to pay closer attention to Dave from now on.



External image

When I went to change the game settings to fix this, I found out that the company we had partnered with had some issues in their latest SDK (Software Development Kit). Ugh. We didn’t catch it in testing and the result was that we had no way to update the game settings without submitting a new build to Apple. I had put so much time into using this solution, to solve the exact kinds of problems we ran into, but hadn’t caught this last minute SDK problem.

Lots of users ran out of Lives quickly. They didn’t know they could earn more Lives for free, and were frustrated and mad - at us. D’oh! I rushed out a build to address most of the problems but it took a week until Apple approved it. (This is normal – it usually takes 5-7 days for an app to be approved.) It was exciting to reach so many users and most of the reviews/ratings were great. But it was disappointing to read the reviews of the frustrated users and tough waiting for that new fixed build to arrive in the App Store.

The solutions to the problems were straightforward:
Quote:
• Changed the cost of a wrong answer to one Life instead of two
• Increased the number of Lives awarded for watching an ad
• Increased the number of Lives included in the “Life packs” for sale
• Added an on-screen display to show when the next free Life would be awarded
• Added a news pop-up to make it easy to send out announcements
• Moved the game variables to our own more reliable server
What’s Next?
We’re working on three or four more game ideas now and I swear a day doesn’t go by without another game idea from Aaron. It’s been super fun to work with Dave and Aaron and I’m excited to keep making more games together. Check out Noodle Doodle if you have an iOS device. (I’m working on an Android version...) And if you’re at BGG.con you should absolutely play in Aaron & Dave’s puzzle hunt. It’s awesome.

Download Noodle Doodle in the App Store here – It’s fun and free, for iOS.

External image


Eric Snider
www.sniderware.com
Twitter Facebook
8 Comments
Tue Sep 23, 2014 2:00 pm
Post Rolls
  • [+] Dice rolls
Recommend
27 
 Thumb up
 tip
 Hide

iOS Board Games Attending GenCon 2013: Book your meeting times!

Brad Cummings
United States
Connecticut
flag msg tools
admin
badge
Avatar
Microbadge: Geek of the WeekMicrobadge: Video Game Geek of the WeekMicrobadge: iPhone userMicrobadge: Golden MeepleMicrobadge: I love Indonesia!
External image


Hi Everyone,

I will be attending GenCon 2013 and seeking interviews on iOS and digital board games and the like.

If you are a publisher/developer:
- We want to meet with you.
- You can book an appointment by geekmailing me or emailing brad(at)boardgamegeek.com

If you are a reader/game player:
- We need your help!
- We will be bound to miss something, so if you see something be sure to tweet or geekmail me about it.
- I want to meet you and hangout. Please say hello if you see me!


I hope to see you there and we will try to gather some great news!

Thanks,
Brad
Twitter Facebook
2 Comments
Fri Aug 2, 2013 12:00 pm
Post Rolls
  • [+] Dice rolls