The Impossible Room is so hard, no one has beaten it yet. Photo: Maruf Nebil
Though he’s toyed with escape games for years, Turkish developer Maruf Nebil didn’t get hooked on the genre until 100 Floors hit the App Store in 2012. When The Room Two upped the ante with gorgeous 3-D environments a year later, Nebil set himself a devilish task: To create an unbeatable game that was also undeniably beautiful.
“I decided to make my game the hardest of all of them,” the 25-year-old developer said, with perhaps an evil laugh. “It’s like all 100 floors in a single room.”
While some games in this genre are about as fun and fulfilling as one of those “spot the hidden object” puzzles from a Highlights magazine, others prove truly challenging.
Some might say this type of game is purely for masochists, but others get lost in the obtuse challenge of finding hidden objects and solving maddening puzzles, all while trapped within a virtual room.
Exclusive behind-the-scenes sketches show Quahog destroyed by Peter’s fowl archnemesis. Photo: TinyCo/Fox
Hit TV show Family Guy followed a trajectory that’s very similar to Apple’s. The show appeared as a breath of fresh air early on, underwent a decline during which it almost vanished, then made a triumphant return.
In that way, Family Guy always seemed a perfect fit for iOS. Earlier this year, that pairing finally happened when developer TinyCo debuted Family Guy: The Quest for Stuff, a mobile game that follows Peter Griffin and the rest of the Fox TV show’s colorful supporting cast as they rebuild the town of Quahog after it’s been destroyed.
Six months down the line — and with the game currently in the middle of a haunting, courtesy of its Halloween update — Cult of Mac spoke with the developers about Seth McFarlane, making games funny, and the perils of in-app purchases.
Vainglory helped show off the graphical capabilities of the iPhone 6 to the fullest.
Of all the people to appear onstage at Tuesday’s Apple keynote, U.S. game developers Super Evil Megacorp were among the most memorable — thanks partly to co-founder Tommy Krul’s decision to wear a fetching infinity scarf.
What followed were Internet memes, parody Twitter accounts — and a whole lot of buzz for Vainglory, the team’s hyper-competitive multiplayer online battle arena (MOBA) game that was called into action to help show off the graphical prowess of the iPhone 6.
As an example of the ever-thinning gap between console and iOS games, Vainglory knocked the demo out of the park, leaving fans salivating at the prospect of next-gen gaming on Apple’s new handset.
It also left people wondering about the origins of the fantastically named Super Evil Megacorp.
Apple unveils Metal, a promising new tool for game developers, at WWDC 2014. Photo: Roberto Baldwin/The Next Web
As a professional game developer, the big news coming out of Apple’s WWDC keynote wasn’t Swift or iCloud Drive — it was Metal.
In an onstage demo, Epic showed off the power of its Unreal engine after it had been modified to make use of this new Apple framework. Hundreds of fish reacted dynamically to a finger drawn on the screen. Leaves were shaken from a tree, and butterflies flew through the screen.
It was a very pretty demo. But what does it mean for the games you’ll be playing on your iOS device?
Why yes, those *are* Gunnar gaming glasses; why do you ask?
Eli Hodapp is the Editor in Chief of popular iOS gaming site, TouchArcade. He’s just released his vanity project, Hodappy Bird, a humorous take on the Flappy Bird phenomenon. The game plays just like its inspiration, with a bird that looks a lot like Hodapp and a Chicago skyline background (Eli lives in the city). Hodapp gave developer Paul Pridham $50 as a joke to build the game, and Pridham made it in the course of a weekend.
It’s all in good fun, of course, but also perhaps a commentary on the recent explosion of Flappy Bird into the market. We wanted to know more, so we contacted him.
Eli took a few moments to chat with Cult of Mac via email today about his project.