chillingo

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  • Cogs for iPhone, a mechanical puzzle game

    by 
    Mike Schramm
    Mike Schramm
    01.23.2010

    Cogs is a brilliant game that's had an award-winning run on the PC, and it's due out on the iPhone any day now, say developers Lazy 8. If you like puzzle games, you'll probably see in the trailer above why this one is so fascinating: it takes the old idea of slide puzzles (moving a grid of pieces around one by one) to form actual machines of all kinds, from pipes that blow up balloons to actual gears that run simple engines and even more complex mechanical designs. The core gameplay is simple -- just move those pieces around by switching them -- but you're always building towards an overall picture that pays off with a nice mechanical reward. Good stuff. The game is apparently up for approval right now and will be out very soon. There's no word on price yet -- the PC version of the game sells for about $10 as a digital download, but we've contacted Chillingo to see how much they'll be charging on the iPhone. We'll keep our eyes out for it and try to get you a hands-on review when it releases.

  • Chillingo officially launches Crystal SDK for iPhone game developers

    by 
    Mike Schramm
    Mike Schramm
    11.24.2009

    Chillingo recently announced that it would be launching Crystal SDK, a service joining the increasingly crowded social network market for iPhone games. Xbox Live on the Xbox is an official social network, but the iPhone has no such official service. A crowd of contenders, from the popular OpenFeint service to ngmoco's Plus+ network, are jumping in and trying to get developers on board with them. Crystal SDK is one of those -- they've now launched the official website and are asking developers interested to sign up and see what their software has to offer. Like many of the other services, Crystal is offering to integrate challenges, achievements, leaderboards, and other social services into iPhone apps. The SDK seems like it's still pre-release, however -- there's only a signup, no information on cost or implementation or anything else on the site. Still, if you happen to be an iPhone developer still looking for a network to hook up with, they might be the one for you. While we're at it: what do you consumers think? Have you actually chosen a network to go with, or are you doing what I'm doing and still basically going game by game? The goal of these networks eventually is to have a unified stable of developers, where you'll jump into a new game simply because it's linked to the network you're signed up with (and your friends will be playing over there and encouraging you to join). But in reality, I haven't seen that -- most people I know are just playing the games they're interested in, and the network the games are connected to hasn't made a big difference.

  • Dracula -- Undead Awakening coming to PSP Minis next week [update]

    by 
    Griffin McElroy
    Griffin McElroy
    11.18.2009

    iPhone-owning fans of twin stick shooters have probably gotten their hands on Chillingo's vampire-slaying app, iDracula. If you haven't gotten a chance to check out the title, you may want to wait for the developer's next, similarly vamp-based project: Dracula -- Undead Awakening, a PSP Mini that will land on the European PSN next Thursday, November 26. Much like the company's previous title, Undead Awakening is a top-down shooter with unlockable weapons, abilities and perks, all of which presumably make you better at turning fangfaces into small clumps of Transylvanian ash. We've contacted the folks at Chillingo to find out if the game will also come stateside next week, how much the game will cost, and how exactly we're supposed to pronounce their company's name. (Chill-in-go? Chill-ing-o? Chillin'-jo?) Update: A Chillingo representative responded to our query, telling us that the game would come to the U.S. PSN "ideally pre-Christmas," though they haven't settled on a price for the title quite yet. Also, he informed us that the company's name is phonetically pronounced "Chih-lingo." Now we know -- and knowing is half the battle!

  • Apple rejects Unity games on the App Store

    by 
    Mike Schramm
    Mike Schramm
    11.14.2009

    Touch Arcade has the news that the long-awaited Ravensword and a number of other games built on the Unity game engine have been rejected by Apple from the App Store. The problem appears to be a number of API calls in the engine (though not specifically the game themselves, as I understand it) that allow the games to access the iPhone's number and send it back to the developer's servers. Apple considers these to be private APIs, and they also got games developer Storm8 in trouble earlier this week; their games were pulled from the store in response to a lawsuit alleging that they were collecting data from users without their knowledge. Chillingo, publishers of Ravensword, contacted us about this story, and they said that while the Unity engine does allow developers to use these calls, they did not use them or collect any user information. We're also told that the problem APIs "have been removed," and Chillingo has resubmitted the game for App Store approval. As I understand it, this is the same type of issue that came up with Google a while back. It's not the same APIs (Google was using the proximity sensor back then), but now as then, it's Apple's call whether they will allow developers to use these private and undocumented calls. Obviously some apps on the iPhone have to access the address book from time to time, but it's Apple's call whether they can use APIs like that or not. This time, it appears, they said no. Update: Unity has also contacted us, and they say that the engine was updated to Apple's wishes as soon as they learned of the issue. They also would like to point out that while Storm8 did use the same private API calls, they don't use Unity to run their games. Storm8's update on the issue is here.

  • HandyGames releases App Store analysis presentation

    by 
    Mike Schramm
    Mike Schramm
    09.29.2009

    Top20 iPhone Games Analysis 09/2009 View more presentations from HandyGames Germany. The folks over at German developer HandyGames originally put together this slideshow presentation for their own internal use, but they determined that it actually could be useful for almost anyone following iPhone releases and their development, so they released it out into the world. And they were right -- there's some good info in here. Basically, they did a survey of the top 20 apps, both paid and free in five different regions of the world on the App Store, and then compared different qualities of all of those apps to see what the most successful apps had in common. What did they find? Things like the fact that the majority of top 20 apps do not use all caps for the title and use an original IP for their releases. The differences are interesting as well: most paid apps are made by recognizable developers, while most free apps are made by smaller publishers. Free apps receive many, many more reviews than paid apps, though (if I'm reading the presentation right) they tend to be rated lower. Chillingo is the App Store's most prolific top developer, while Digital Chocolate releases games most often, with a full 1.5 releases per week since (I suppose) they started publishing games. Very interesting stuff, though the numbers still require a little backgound knowledge to deciper (Backflip Studios appears in a few rankings, even though they've only just started releasing games last month -- popular games, but only a few games nonetheless). Cool to get an overall snapshot of the kinds of games that are doing well on the App Store so far.

  • OpenFeint drops dev fees as Chillingo announces social gaming network Crystal SDK

    by 
    Mike Schramm
    Mike Schramm
    07.15.2009

    The social gaming market on the iPhone has taken two sharp turns recently. First up, right after announcing that their system hit a full million users, OpenFeint announced that their social gaming platform has gone completely free for developers. Originally, the SDK was free to download, and then there was a small cost-per-user fee for developers, but with this new change, that cost is gone, and OpenFeint will now make all of their money, as we were told by Peter Relan, from referring users to other games and in-app purchases, and then taking that cut from Apple.The popular publisher Chillingo has also announced a newcomer to the social gaming scene: they're planning to introduce another system called Crystal SDK, that will presumably both be free to all developers, and automatically included in most of Chillingo's games. Their release specifically tells us that "Crystal is iPhone's answer to Microsoft's Xbox Live," so they're officially throwing their hat in an already crowded ring.With a million users, OpenFeint is still the biggest network going, but obviously Chillingo believes there's still many more to pick up. Should be interesting to see, as always, what users decide to do.

  • Award-winning board game Zooloretto in the App Store now

    by 
    Mike Schramm
    Mike Schramm
    05.29.2009

    Chillingo is not kidding about iPhone releases lately -- it seems like every other day they're premiering a new download in the App Store, for better or worse. Their website calls them "The Leading Publisher of iPhone Games," and it seems like they're definitely pushing for quantity. But there are some good gems in the mix (have you tried Zen Bound yet?), and Zooloretto looks like it might be another. The $4.99US game is based on an award-winning board game in which you have to balance zoo animals of varying sizes with pen space, all while bringing in as many visitors as possible. Like all great board games, it looks pretty simple to start out, but more and more complicated as you go along. And the fact that it's turn-based makes it perfect for the iPhone, when you can play in small spurts and keep a strategy rolling over time.If there's a drawback, it's that the game might be too simple -- it's meant as a family game, so really hardcore strategy geeks might not find enough here to dig into (it's too bad we haven't seen a quality Settlers port, or maybe even a version of Puerto Rico). And it's too bad there's no lite version to try before you buy. But if you're looking for a nice little strategy game to play around with occasionally, and enjoy a well-designed board game, Zooloretto is worth a look.

  • iPhone It In: iDracula

    by 
    Justin McElroy
    Justin McElroy
    03.16.2009

    I'll be the very first to admit that iDracula is a really, really bad name for a game. It's bad in a fun way that makes me laugh to myself when I turn it on, but still, bad. It would require a Herculean effort of diversion to get me to recommend a game with a name like "iDracula," and that's exactly what you're going to find here.iDracula is a twin stick shooter, or maybe "twin dial" would be more appropriate. By rotating the left dial with your thumb, you're able to turn and move in that direction -- ditto for the right dial and shooting. I know, I know, it sounds insane, but it works better than it has any right to.%Gallery-47794%

  • iPhone It In: Zen Bound

    by 
    Justin McElroy
    Justin McElroy
    03.02.2009

    Within moments of starting Zen Bound, I was completely embarrassed we hadn't yet featured it on "iPhone It In." No discussion of the iPhone as a platform that omits this soothing, beautiful puzzle game can really call itself complete. Hell, in terms of making use of the iPhone's specific strengths, Zen Bound is the discussion. It is, as developer Secret Exit says simply in its iTunes Store description, a game about wrapping wooden sculptures with rope. %Gallery-46237%

  • Zen Bound arrives on the iPhone

    by 
    Mike Schramm
    Mike Schramm
    02.27.2009

    This one's impressive -- Zen Bound originally started out as Zen Bondage, a physics game/sandbox where the goal was to wrap a rope around a 3D shape or object. The game has just recently been ported to the iPhone, and in the process has actually been improved -- the graphics look sharper and the iPhone's multitouch controls really add to the tactile experience. As a "game," it might be questionable -- it looks like there's a lot of fudging in terms of whether or not the rope has "covered" the object, and the scoring system itself is more or less tossed in as just a reason to get you to interact with the objects. But as an app, and a demonstration of the kinds of interactivity that can be exclusive to a device like the iPhone, it comes highly recommended. Zen Bound is available on the App Store now for $4.99.