Thursday, November 28, 2013

Thanksgiving Giveaway - 3Difference $0.99 ---> Free for 15 Days


The world's first 3D Augmented Reality (AR) find differences game is now FREE to offer!!!
3Difference Icon


Name: 3Difference 
System: iOS
Developer: Ruankosoft Technologies (ShenZhen) Co., Ltd.
Version: 1.0.2
Size: 36.3 MB
Language: English

3Difference


FREE Time: November 28th 00:00 am to December 13th 00:00 am. (Note: Dev local time zone)
 
3Difference

Details
A perfect combination of classic find differences game with the lasted AR technology. Focus your phone on a plane and you will see a magnificent 3D scene. Find tiny differences from plump orangutans, cute pandas, nimble monkeys, beautiful forest huts, etc. A novel eyesight competition in the 3D world, an unparalleled gaming experience. The possibilities are endless.

 
3Difference
Features
· Immersed challenge, a brand new find differences.
· Free picture, super fashion, 3D shocking experience anytime and anywhere.
· Classic shooting and touch modes for different players.
· Three scenes, dozens of small levels, full of surprises.
· Featured Boss level mode to challenge yourself.
· Cute pet collection, there is always one you love.



Sunday, November 24, 2013

5 simple steps to designing the perfect app icon

by George Osborn on pocketgamer
Human beings are superficial creatures. Despite the fact that we all love the idea that we only judge something on the quality of what lies within, external appearances always have an impact on our final decision.
And no, despite what you think, we’re not talking about dating here – rather, we’re talking about the way app icons influence the decisions consumers make about which titles they or do not download.
Because those little tiny squares – sometimes with curved edges, sometimes not – have a genuine impact on just how many downloads your title can amass. What’s more, poorly designed ones can result in your release being rejected by the platform holder.
At WWDC back in June, poor app icon design was listed as one of the top three reasons developers find themselves banned from the App Store. Ouch.
So, kind souls that we are, we’ve elected to serve up a short and snappy guide to delivering the perfect app icon – one that will enable you to keep the platform holders happy and, in the process, please a few consumers along the way too.
Research design trends
Remember all the hullabaloo about the shift from iOS 6 to iOS 7 in the past few months?
For developers, any update to Apple’s OS tends to revolve around ironing out any bugs the new version throw their way, but this time, iOS 7 had another trick up its sleeve. An entirely new look.
Yes, iOS 7 went ‘flat’, which as a result, changed the way consumers view their home screens and – most importantly – what icons they want sat on them.
Gone was the skeuomorphism of the original OS and the fake materials that came with and in came the aforementioned Jony Ive approved flatness, with bright colours and subtle shading aiding Apple’s icons with the “follows your eyes around the room” 3D effect of parallax.
While developers on rival platforms, such as Windows Phone, were well used to keeping their app icons ‘flat’, Apple’s change in direction meant iOS developers had to make a big shift to fit in with the new way of doing things.
Just take a look at YouTube’s icons below: the old novelty TV would look ridiculous on iOS 7 in comparison to their newest iteration.
Evolution is the order of the day in design and, while you’ve always got room to say no to it, fitting in with it makes sure that people searching for apps or displaying them on your home screen are more likely to keep them.
Apple’s old YouTube icon vs. Google’s latest ‘flat’ version
So, before you set out to make your icon, sit down with your good friend Google (or Bing, if that’s your poison) and make sure you know which way the prevailing winds of design are going to make sure you can get them into your app’s sails.
Scope out the competition
While you do have to make sure that you’re sticking to design convention of the day to ensure your app icon fits in both on user’s home screen and, perhaps more importantly, your chosen marketplace, standing out from the crowd is equally important.
Finding the right balance is anything but easy, but a quick look at how packed certain genres can get – such as a search for “match 3″ games on the App Store below – just proves how important it is that your icon offers some form of distinction.
As Mark Stern, UX Evangelist at Apple, said in a recent talk, “if an icon looks great, and it’s been carefully crafted, it’s reasonable to assume that the rest of the design of the app is also great and also well-crafted.”
Take the time out, therefore, to spend your time searching through the App Store and other marketplaces for potential gaming rivals, identify which ones stand out and thoee that fade into the background and create a portfolio of the best to help inspire you onto design greatness.
Give it a bit of character
One of the best things about gaming is the creation of memorable characters. Gaming icons that both catch your eye at the time and, even years on, retain a special place in the player’s memories.
Whether we’re talking Mario and Sonic, or – to bring things up to the current day – Trevor in Grand Theft Auto V, special characters have a habit of burning themselves deep into the player’s brain and, as a result, helping to translate the game they inhabit to the audience.
They also happen to be great for helping to make your app icon stand out from the crowd.
Take a look at the examples below: Murder Files, Ridiculous Fishing, Badland. The characters players invest their time and money into are up front and making their presence known on the App Store front.
Based on this advice, your major challenge is showing off your main character in the best possible light to get attention within the icon, with the above serving as valuable examples.
In all cases, the characters dominate the image, but each takes the opportunity to inject their icon with character.
Vlambeer’s Billy is letting off his ridiculous machine gun rounds, the quaint iOS 7 friendly Hannah Dakota captures Murder Files quintessentially Britishness and Badland balances the game’s superb environment with its protagonist to produce a strong image.
By bringing out the character in your game into your icon, you put the stamp of individuality on your title and makes sure that users identify your game as something distinct from everything else.
Keep things simple
As with all things related to mobile, simplicity is essential to success when it comes to icon design.
Even after the ‘phablet’ revolution, screen sizes are still relatively small and an app icon either in an app store or installed on a home page has little more than a few square centimetres to call its own – a factor that can lead to disaster if you aren’t careful.
That’s something Axel Hunter, a freelance graphic and web designer, believes. To him, simplicity is at the heart of everything.
“When it comes to the design of an app icon I am a firm believer that less is more,” Hunter told us.
“As well as looking cool, having a simple design also means that the designer can choose a particular essential element and polish it instead of overloading and cluttering the icon.”
So how can you keep things simple? Hunter has one major rule to follow that’ll help you along the way.
“Strong, simple design is key featuring one single graphic that has a strong relationship with either the brand or the app’s theme,” he concludes.
In short, that means you need to give essential graphical elements room to breathe by discarding text from the icon, selecting from a small palette of relevant and complementary colours while creating unique shapes to help you stand out if your game isn’t character driven.
In the land of the short attention span, those who can make their point quickest will win. So always keep that in mind when you’re finalising your icon design.
Test, test, test
Doing all the above is likely to get you most of the way towards designing a great icon but, chances are, you’ll won’t know you’ve struck gold until other people see it. Advice from third parties can make all the difference.
For instance, if you’ve got a character driven game and you have four amazing characters, who do you feature?
And if you haven’t got a character in your game (perhaps you’re making a puzzler) would it be better to feature, say, an in game gem or would it be better to come up with a unique design instead?
The answer can be tough to find through the app stores themselves, as it’s difficult to pin down a game’s success or failure specifically to its icon.
Fortunately, Meaghan Fitzgerald, head of marketing at 23snaps has come up with a great way of working out which icon works best – all via the power of advertising.
“Coming from a web marketing background, I used to A/B testing every element of my marketing campaigns so it was strange to move to a mobile world where that is much harder,” Fitzgerald told us.
“However when it came to the app icon, I wanted to do some more research on how we could optimise the icon itself. That got me thinking about how we could use our existing marketing channels, like Facebook and Google ads, to test out different versions of our icon and see which got the best click through rate with an audience similar to our existing user base.
“We did the test with Facebook ads, which were inexpensive, as we wanted to drive awareness of our brand on Facebook. We kept the text in the ad exactly the same in every variation but just changed the icons – we had three different options.
“In the end, there was a pretty clear winner, which ended up going into the App Store. It was a great way to test the icons before we committed to a winner.”
Pretty handy stuff then. Best of all, it’s very easy to set up.
You can set up a string of adverts boasting each of your icon variants on an ad network with a tiny budget in a couple of hours from scratch and get the results back within a day – an invaluably quick turnaround for information that’ll help you make sure that your app icon shines on the App Store pages.
So that’s our five step round up to creating an iconic app icon for your game.
It may seem like a small thing, but a well designed icon can lead to more downloads, keep your app on a user’s home screen and can even help boost any press coverage you get; a perfect antidote to those who say that size matters.

Friday, November 22, 2013

3Difference - 3D Augmented Reality



The world's first 3D Augmented Reality (AR) find differences game!

A perfect combination of classic find differences game with the lasted AR technology. Focus your phone on a plane and you will see a magnificent 3D scene. Find tiny differences from plump orangutans, cute pandas, nimble monkeys, beautiful forest huts, etc. A novel eyesight competition in the 3D world, an unparalleled gaming experience.


Features
· Immersed challenge, a brand new find differences.
· Free picture, super fashion, 3D shocking experience anytime and anywhere.
· Classic shooting and touch modes for different players.
· Three scenes, dozens of small levels, full of surprises.
· Featured Boss level mode to challenge yourself.
· Cute pet collection, there is always one you love.

Coming soon
· Add more pet collection.
· Add more new gameplay.
· Open pet collection store, adopt your favorite pet, feed them and decorate their room, talk and photo with them via AR technology. Enjoy the unique luxury companionship.
•  Increase the achievement and sharing system.
 Optimize and improve system functions.



Tuesday, November 12, 2013

How NOT to Market Your Indie Game

By Dushan Chaciej on gamedev
There are so many of those ‘How to market your indie game’ articles written by more or less successful developers that I decided to write about this from a different angle. From the angle of someone who failed at marketing. My angle.
I have a long record of failing at marketing and PR and you can easily check that by looking at my name/nick and not recognizing it. Thus you can trust me on what I’m going to say.
Warning: the following list might be filled with things so stupid that you wouldn’t ever imagine doing them, and yet I did all of them at some point, often multiple times. If that’s the case you can as well just make fun of me since you’re already here.
Don’t accidentally forget to put the links to your website, Facebook and Twitter under anything you post about your game.
Don’t post detailed stuff about your game that only the most eager fans would be interested in. Especially when your game isn’t finished yet and doesn’t have any fans.
Like this very post we’ve posted a few days ago. Who the fuck could care about the backstory of one of the political parties in one of the playable races in our game that no one knows about?
Don’t casually accost random editors that’ve never heard of you on Twitter or Facebook.
Don’t fill your email’s title with tons of buzzwords. i.e. (Steam-punk MMORPG with a vast world to explore and innovative storyline, also a spiritual successor to XXX). Despite the amount of words it actually doesn’t say anything about your game.
The same goes for Reddit posts.
Don’t release the screenshots that you took 5 days into the development, they will stay in the Internet forever and haunt you. (Press posting about your game and using a year-old screenshot as a news header would be the best example)
Don’t try to be funny if it doesn’t come to you naturally. It’s the most pathetic thing ever.
Don’t send a press release to 20 editors, putting their email addresses in ‘To:’ instead of ‘Bcc:’.
In fact don’t send a press release to 20 editors at all! Send each of your emails separately, with some consideration as to who you’re talking to.
Don’t believe them when they say that the press wants to write about your game.
You have to do EVERYTHING that is in your power to make yourself and your game look outstanding in the crowd of other developers and their games.
Don’t post your updates in the middle of the night. Do your research on when’s the best time to post. Facebook’s added a cool feature recently that lets you check the hourly activity of your fans.
Don’t wait with spamming the press until your game is released. Email them right now. They need to know about the awesome project you’re working on, even if they don’t reply or post about it on teh websitez.
Don’t send an email titled “We’re making a game, it’ll be fun”. They’re not gonna make a story about it. They’re not gonna post about it. Unless you’re Notch, of course.
Don’t ask reviewers if they want a review copy of your game. Throw it at their faces. They weren’t gonna buy it anyways.
Don’t visit Twitter and forums only to post an update on your game’s development. If you’re not a part of a particular community, it’s better to not spam there at all. (Some may not agree with this, but IMO it’s kind of a scumbag move.)
Don’t miss out on #screenshotsaturday.
Don’t hate everyone that is more successful than you. It’s not good for your health. There’s simply too many of them.
Don’t use your blog as a weekly list of all the sprites you did in the past days and all the little bugs you’ve fixed. No one cares about that. Don’t bore people to death for deciding to read your stuff.
Don’t play the ‘Top-secret project’ game! If you don’t show how cool your game is, then no one will know how cool your game is. Unless you’re already a successful developer, but then you wouldn’t be reading this, right?
If you don’t reveal your secret ultimate feature then no one’s gonna know about it. Dang, even if you reveal it most likely no one’s gonna know about it.
Don’t use ‘6 playable characters’ and ’20 enemies to kill’ as your key features. Trust me on this one.
Google ‘USP’ and think harder.
Don’t trust yourself on how good your gameplay is. Your opinion is ultimately biased.
Don’t make a game similar to a well-known hit if you can’t make yours better. People would rather just play the original.
Don’t skip on the pre-production phase, and don’t skip on thinking of your target group of players. (There has to be one!)
Look at your game! And I mean: look at it like you’re looking at other games. Make your friends look at it. Make strangers look at it. Don’t say anything more than what you have on your website/in your posts. Accept their feedback with gratitude. Change the way you’re presenting your game when you still have time for that.
Even if you’re making an awesome, innovative and original game in an entirely new genre, it may still look generic in your presentation, or in the way you’re describing it. Think about that.
Don’t try to make a game for both casual and hardcore players.
Don’t make the art in your game look inconsistent. It’s better to have bad but consistent art than a few good pixel-art assets mixed with good 3d renders, and so on.
Don’t skip on polishing the game!
Don’t insist on adding more content instead of polishing what you already have in the game.
Don’t have your website look like shit.
Don’t have your Facebook fanpage outdated and looking like shit.
Don’t expect people to think too much! They don’t find your game worthy of such a drag. Make everything obvious and in front of their very eyeballz.
Don’t be a dick if no one plays your game. It sucks. Deal with it.
I hope that helps : )
Now get back to working on your game! Don’t waste your time on reading articles like this one. It’s not like you’re gonna believe anything that someone else says, before you make the same mistakes as them. At least that’s my case. And yes, I’ve read thousands of those articles.

Thursday, November 7, 2013

5 Childhood Board Games That Were Deceptively Evil

By Leonora Epstein on BuzzFeed

1. Don’t Wake Daddy

Don't Wake Daddy
The rules: Players try to sneak snacks from the refrigerator without “waking Daddy.” Land on a space with a noise (like a barking dog or TV), then you have to press Daddy’s alarm clock and hope he doesn’t wake up. 
What you never considered before: Daddy seems to be aggressively obsessed with getting in his eight hours, because waking him is apparently the worst thing you can do. Seriously, DON’T. WAKE. DADDY. It will send you to therapy because you’ll become convinced your father hates you for disturbing his sacred slumber.

2. Hungry Hungry Hippos

Hungry Hungry Hippos
The rules: Get your hungry hippo to “eat” more marbles than anyone else.
What you never considered before: Sure, the animal kingdom may be a dog-eat-dog kind of world, but why must these jovially hued animals work against each other? Furthermore, these hippos are not merely hungry. They are hungry, hungry, but has anyone ever asked why these hippos are so hungry? In this “frantic marble munching game,” hippos then fall into a pattern of binge eating. Yet food never fills their void, for they are forever Hungry Hungry Hippos.

3. Mr. Bucket

Mr. Bucket
The rules: Balls fly out of Mr. Bucket’s mouth and players must scramble to collect their assigned color ball with a shovel. First person with all balls in the bucket wins.
What you never considered before: A bunch of evil grown-ups got together and were like, How can we trick our kids into thinking cleaning is amazing? And so they invented this game, which glorifies the act of pick-up. This is clearly the devil’s work.

4. Sorry!

Sorry!
The rules: You want to move your pawn around the board to be the first to make it home, but other players can slide you back.
What you never considered before: It’s entirely possible this game is responsible for a sarcasm epidemic. Because in this game of “sweet revenge,” no one actually said the word “sorry” with meaningful regret and apology. More like Oh, I’m soooOOOooooOOo sorry…that you’re a big fat doo-doo head.

5. Girl Talk

Girl Talk
The rules: Spin the wheel and take on either a truth or dare in order to collect fortune cards. Everyone gets fortune cards, but the first girl to collect one from all four corners/categories wins.
What you never considered before: That this game predicted the world’s most depressing future for you. And that you never gave a second thought to the inevitability of your “giving birth to identical twins five days after your 23rd birthday.”

Nor did you find this weird.

Nor did you find this weird.

Nor this.

Nor this.

Nor this.

Nor this.
I rest my case.