Gravity Hook HD Review

Gravity Hook HD Review is a post from: Best Iphone Apps Review Website

Developer: Semi Secret Software
Price: $2.99
Version Reviewed: 1.0
Device Reviewed On: iPad, iPhone 3G

Graphics / Sound Rating: 4.5 out of 5 stars
Game Controls Rating: 4 out of 5 stars
Gameplay Rating: 4 out of 5 stars
Replay Value Rating: 4 out of 5 stars

Overall Rating: 4.13 out of 5 stars

Gravity Hook HD is a sequel to Semi Secret Software’s (developers of Canabalt) first Flash game, Gravity Hook, ported to iOS.

There are two things to realize about this game: one, it is a game of inertia and velocity. Your goal is to ascend as high as possible by latching on to objects hanging in midair, and pulling yourself towards them. You can’t latch on to objects that are too far away lest you lose your velocity, and then you’ll either need to recover by latching onto closer objects lest you fall off the bottom of the screen. Early on, the objects that you latch on to are basic latch points, but eventually other objects such as mines that detonate if you touch them while you’re latched to them, and dummy points that break shortly after you latch on to them. This gets me to the other thing that Gravity Hook HD is: it is difficult. So very difficult. This game takes mastery of its physics engine and quick reaction times in order to have any hope of getting a high score.

Gravity Hook HD on iOS is a tremendous improvement over its Flash version, because of the quicker reaction times you have by being able to tap anywhere on a touchscreen instead of using a mouse. The game is also a universal app, but controls about as well on the iPhone as it does on the iPad. I noticed similar score ranges between my iPhone and iPad.

Identical to Canabalt, there are leaderboards for your top 10 local scores, as well as the top 100 daily, weekly, monthly, and all-time scores. Danny Baranowsky returns with several new tracks for Gravity Hook HD, that rotate every time you ascend several hundred feet. There’s also a Classic Mode that plays like the original Gravity Hook, that will make you appreciate just how much more forgiving Gravity Hook HD is.

The problem with Gravity Hook HD is that its core gameplay concept isn’t built for simple addiction like how Canabalt was – it just isn’t as simple. The difficulty level is often daunting. It’s a lot harder to get a good session going, particularly as there’s more thought required to succeed as you need to realize where you are and the closest point to latch on is. It’s more involved, and that makes it harder to enjoy in part because it is much more of a complex and challenging concept. It doesn’t have that simple addictiveness of a game like Canabalt.

But the challenge and relative complexity of Gravity Hook HD are part of the package – this is a game that is unashamed to be unforgiving, and if you can appreciate that, you will likely appreciate Gravity Hook HD to be more than just the typical pick up and play game, but what makes it unique keeps it from being truly great. However, Semi Secret’s touch is all over this game, and that’s what makes it really good, if you can survive it.

[ Gravity Hook HD Review is a post from 148Apps ]


Gravity Hook HD Now Available for iPhone and iPad

Gravity Hook HD Now Available for iPhone and iPad is a post from: Best Iphone Apps Review Website

Canabalt creator Adam Saltsman has released Gravity Hook HD ($2.99), an endless, high score-based action title featuring many of the addictive qualities of Saltsman’s previous work.

Equipped with a grappling hook, players ascend an endless vertical shaft by attaching their craft to nearby floating objects. Releasing the hook with precise timing will fling the craft upward.

Many objects are fatal to touch while the grappling hook is attached, however, ensuring a challenging experience as gameplay progresses and grappling opportunities become more precarious.

Gravity Hook HD is available as a universal application for the iPhone and iPad, and also includes the original Gravity Hook title as an unlockable bonus for reaching a 500 meter ascent.

As with Canabalt, the full version of Gravity Hook HD is playable online. As an additional bonus, for this weekend only, Gravity Hook HD’s soundtrack is available as a free download from composer Danny Baranowsky’s Bandcamp site.


Canabalt

Canabalt is a post from: Best Iphone Apps Review Website

Developer: Semi Secret Software
Price: $2.99
Version Reviewed: 1.3

Graphics / Sound Rating: 4.5 out of 5 stars
Game Controls Rating: 4 out of 5 stars
Gameplay Rating: 4 out of 5 stars

iPhone Integration Rating: 4 out of 5 stars
User Interface Rating: 4 out of 5 stars

Re-use / Replay Value Rating: 4.25 out of 5 stars

Overall Rating: 4.13 out of 5 stars

IMG_0339The beautiful thing about iPhone games is that they don’t need to be complex to be addicting. Canabalt once again proves that fact. Just like Doodle Jump and other incredibly simple titles, it’s short, simple, and yet hard to pull yourself away from. The graphical complexity hidden beneath a retro skin, excellent music, and frantic pace are just icing on the cake.

In Canabalt, you play a tiny human racing across the rooftops as an alien invasion occurs in the background. Unfortunately, your escape isn’t easy. Buildings crumble beneath your feet. Chunks of metal come hurtling through the air. Boxes strewn across the rooftops, threatening to trip you. Your path forces you to navigate the edges of billboards and collapsing buildings. Gaps between skyscrapers must be crossed without pause.

It’s a frantic game, to be sure, but also an incredibly simple one. You see, your character runs no matter what: in a straight line, always forward, and faster and faster until he hits an obstacle—which will either slow him down (think a box) or kill him (a wall). The only control you have is the timing of his jumps; tap anywhere on screen, and he’ll leap into the air. The more you play, the more you improve your timing, and as you build up speed it’s hard not to feel like a superhero. One thing to note: the world is randomly generated each time you play, so memorizing your path is impossible. This is all about skill.

Death comes quickly to the uncertain. Fall off a billboard, get slammed by a missile, miss the glass window and slam into a building…yup, each game will last a few minutes at most. It’s easy to do “just one more round,” though, because all it takes is a tap anywhere on the screen, and you’re running again.

IMG_0335As I played, I sometimes found myself distracted from my pixelated character by the sheer detail of the game’s graphics. In the foreground, buildings crumble and birds burst into flight as you approach; glass shatters with beautiful detail. But it’s the background where things get really interesting. Tripods, spaceships, and strange machines lumber ominously through the landscape, presumably on a mission to destroy the Earth. I’ve never seen a game do so much with such a simple monochrome palette. There’s constant action in both the foreground and the background, and it’s the little details like that that make the game so easy to replay.

The audio is similarly solid. There are two tracks (”DARING ESCAPE” and “RUN”, both by Danny Baranowsky) to chose from, and each adds a different brand of adrenaline. Regardless, both feel as dynamic as the world you’re running in, and the overall effect allows you to immerse yourself in a strange, extraordinarily simple world of pure, unfettered movement.

At the end of the day, Canabalt is a simple game. It’s run-and-jump, over and over again; the only semblance of “depth” comes with the online leaderboards. Many will balk at the “high” price of $2.99 for a game of “just” tapping the screen—especially since this is a port of a free Flash game. But Canabalt is a gem that daringly mixes simple gameplay with an incredibly complex world, proving that minimalism doesn’t have to equal minimal entertainment. If you’re looking for a simple, quick-play game, this is one to buy.

Give it a try for free at canabalt.com.


Canabalt Developer Adam Saltsman Explores “The 0.99 Problem”

Canabalt Developer Adam Saltsman Explores “The 0.99 Problem” is a post from: Best Iphone Apps Review Website

canabalt2

In a blog post at Gamasutra (part of Think Services, as is FingerGaming), Semi Secret Software’s Adam Saltsman offered his views on “The 0.99 Problem” — a major issue facing App Store developers in recent months.

Saltsman notes that lower prices in the App Store result in increased sales. Often, developers opt to sell their games at the lowest possible price point — 99 cents — in the hopes of earning a spot in Apple’s daily sales charts, attracting an additional sales boost.

“App store ranking and sales tends to be a little logarithmic; moving up a few slots can mean a huge increase in sales,” Saltsman explains. “Dropping your price from $1.99 to $0.99, chopping it in half, can mean increasing your actual units sold by a factor of 10, or 20, or 100. The benefits are pretty obvious!”

According to Saltsman, developers would actually be taking less of a risk in the long run by pricing their apps higher than 99 cents.

In a hypothetical example, Saltsman describes an eight-week project undertaken by a three-man team. By Saltsman’s math, the team needs to earn about $30,000 in revenue to cover its costs of development.

With an estimated 50,000 units sold in an unlikely best-case scenario, Saltsman lays out potential earnings at three pricing tiers:

50,000 copies x $0.99 = $49,999 – 30% = $35,000
50,000 copies x $1.99 = $99,500 – 30% = $70,000
50,000 copies x $2.99 = $149,500 – 30% = $105,000

“Selling your game for $0.99 means you have to get in the top 10 to make it worth your while,” Saltsman concludes. “Selling your game for $1.99 or more means you can get by and maybe even fund your next project even if you’re only in the top 100.”

Saltsman also explains the reasoning behind pricing his company’s recent hit Canabalt at $2.99: “We felt (and still feel) that the game is worth $2.99.” Saltsman feels that the company’s pricing intuition paid off, citing unanimous critical praise and sales figures that he describes as “very satisfactory.”