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	<title>Mobile Gaming: iPhone, Android, iPad, Windows Phone, App Reviews, Previews and More &#187; News</title>
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		<title>Retroactive &#8211; &#8216;Doodle God&#8217;</title>
		<link>http://mobile.indiegamemag.com/retroactive-doodle-god/</link>
		<comments>http://mobile.indiegamemag.com/retroactive-doodle-god/#comments</comments>
		<pubDate>Mon, 17 Jun 2013 16:00:43 +0000</pubDate>
		<dc:creator>Lloyd Brown</dc:creator>
				<category><![CDATA[Featured Post]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Retroactive]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[Doodle God]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Joybits Ltd.]]></category>
		<category><![CDATA[puzzle]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22672</guid>
		<description><![CDATA[
I don’t know if anyone else remembers, but there was this period of about six months where every ...]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://mobile.indiegamemag.com/?attachment_id=22699" rel="attachment wp-att-22699"><img class="aligncenter  wp-image-22699" alt="doodleeye" src="http://mobile.indiegamemag.com/files/2013/06/doodleeye.jpg" width="180" height="180" /></a></p>
<p>I don’t know if anyone else remembers, but there was this period of about six months where every app on the App Store seemed to have the word ‘doodle’ in front of the rest of it’s name&#8230;</p>
<p>Doodle Kart, Doodle Find and Doodle Jump were all pretty good fun, but inevitably a sizable chunk of these doodle apps looked like they’d maybe seen better days. Fortunately for <em>Joybits Ltd</em>, <strong>Doodle God</strong> is definitely not god-awful!</p>
<p>First off if you’ve never heard of Doodle God, it’s probably about time you drag yourself out of that cave and into the modern world. <em>Joybits Ltd</em> have made for heaven’s sake that <strong>Doodle God</strong> is available for every platform on God’s green earth! iOS, Android, Blackberry, Mac &amp; Windows, some obscure Eastern-European social networking site, some obscure Russian social networking site &#8211; you name it, and it’s probably on there.</p>
<p><a href="http://mobile.indiegamemag.com/files/2013/06/IMG_0628.png"><img class=" wp-image-22686 alignright" style="margin: 10px;" alt="IMG_0628" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0628-309x460.png" width="222" height="331" /></a>In <strong>Doodle God</strong> the player takes on the role of the creator, the almighty one, the big man. Starting out with a few basic elements such as fire, water and earth, you must squish them together to create new ones. That’s really all there is to it.</p>
<p>Game play is ridiculously simple, making <strong>Doodle God</strong> so accessible to just about anyone. If you’ve got fingers, you can play!</p>
<p>That said, <strong>Doodle God</strong> is great at getting you to think through which elements might go together to create somethings new. One way it does this is through the hint system. Every now and then you get stuck, because because being the creator is a tough gig! There’s no shame in that. Hints can show you which groups of elements to use, or give you an example of something to produce. The hint system can be seen in the gallery below.</p>
<p>When the game first came out in 2010, hints had to be recharged after use so that you couldn’t just cheat through the game. If you waited a few minutes because you couldn’t be bothered to use your brain, then it is possible to keep using hints to beat the game&#8230; But where’s the fun in that?</p>
<p>One of my only frustrations with <strong>Doodle God</strong>, is the fact that hints can now be bought for in-game currency. In my opinion when developers include that sort of option in the game, it makes it slightly less classy; but maybe that’s just me?</p>
<p>There’s also a tendency to get frustrated when waiting for hints to recharge, causing the player to mindlessly and angrily combine as many elements as they can&#8230;</p>
<p><a href="http://mobile.indiegamemag.com/files/2013/06/IMG_0621.png"><img class=" wp-image-22680 alignleft" style="margin: 10px;" alt="IMG_0621" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0621-306x460.png" width="221" height="331" /></a>On the other hand one of the things I really loved about <strong>Doodle God</strong> is the stylized, comic-like artwork and amusing symbols for the elements. The one that sticks in my mind is the symbol for ‘sex’. My inner teen giggles at that like something out of Beavis and Butthead!</p>
<p>On top of the graphics is the tranquil music that really makes you feel as if you’re floating on the clouds; pointing at things with a godly finger and casually creating the world. I feel that whilst presentation in the game hasn’t really changed much since release, the addition of retina display support and the sharpening of artwork has kept <strong>Doodle God</strong> looking current.</p>
<p>The addition of new ‘episodes’ in previous updates upped the original 140 elements to around 300! Plus quest mode, achievements and a set of challenging mini-games all add to <strong>Doodle God’s</strong> charm and keep you coming back for more. It certainly did me!</p>
<p>Overall, a simply divine experience that stands the test of time and creation.</p>
<p>Where are <em>Joybits Ltd</em> since the release of <strong>Doodle God</strong>? Its positive reception originally led them on to create <em>Doodle Devil</em> &#8211; the Yang to the Yin of <strong>Doodle God</strong> itself. In the <em>Joybits Ltd </em>repertoire are a total of 16 games released to date, with two more titles coming soon. One of which being <em>Doodle God II</em>&#8230;</p>
<p>The easy to get into nature of these games is probably the biggest factor for <strong>Doodle God’s</strong> success. According to the <em>Joybits Ltd</em> website, their Doodle trio of games has totaled around 95,000,000 downloads; with that number increasing by about 5 downloads ever 10 seconds. They also calculate that total playing time is roughly 62,000,000 hours. Not bad at all!</p>
<p>Join the holy legions of <strong>Doodle God-ers</strong> for $1.99 on the <a href="https://itunes.apple.com/us/app/doodle-god/id376374689?mt=8">App Store</a> or $1.98 on <a href="https://play.google.com/store/apps/details?id=joybits.doodlegod&amp;hl=en">Google Play</a>. For a full list of all other supported platforms, visit the official website <a href="http://joybits.org">here</a>!</p>

	<a name="review"></a></div></div></div><div class="header reviewHeader"><h1>Review summary</h1></div>
	<div class="review">
		<div class="procons clearfix">
			<div class="left">
				<strong>Pros:</strong>
				<p>Simple and accessible gameplay for all ages. Peaceful soundtrack. Heavenly artwork style. Loads of new elements and scenarios since original release.</p>
			</div>
			<div class="right">
				<strong>Cons:</strong>
				<p>Hints system now lets player purchase hints for cash. Finding that one element you need can be frustrating.</p>
			</div>
		</div>
		<strong class="ratingLabel">Rating:</strong>
		
		<div class="rating clearfix" style="width: 604px">
			<span class="rating_bar" style="width: 513.4px;">
				<span class="rating_bar_content">85%</span>
			</span>
		</div>
	</div><div><div class="pageBox box"><div>

<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/img_0620/' title='IMG_0620'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0620-187x103.png" class="attachment-thumbnail" alt="IMG_0620" /></a>
<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/img_0621/' title='IMG_0621'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0621-187x103.png" class="attachment-thumbnail" alt="IMG_0621" /></a>
<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/img_0623/' title='IMG_0623'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0623-187x103.png" class="attachment-thumbnail" alt="IMG_0623" /></a>
<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/img_0624/' title='IMG_0624'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0624-187x103.png" class="attachment-thumbnail" alt="IMG_0624" /></a>
<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/img_0625/' title='IMG_0625'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0625-187x103.png" class="attachment-thumbnail" alt="IMG_0625" /></a>
<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/img_0626/' title='IMG_0626'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0626-187x103.png" class="attachment-thumbnail" alt="IMG_0626" /></a>
<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/img_0627/' title='IMG_0627'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0627-187x103.png" class="attachment-thumbnail" alt="IMG_0627" /></a>
<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/img_0628/' title='IMG_0628'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0628-187x103.png" class="attachment-thumbnail" alt="IMG_0628" /></a>
<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/img_0629/' title='IMG_0629'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0629-187x103.png" class="attachment-thumbnail" alt="IMG_0629" /></a>
<a href='http://mobile.indiegamemag.com/retroactive-doodle-god/doodleeye/' title='doodleeye'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/doodleeye-187x103.jpg" class="attachment-thumbnail" alt="doodleeye" /></a>

<p>&nbsp;</p>
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		<title>Indie Intros: &#8216;Charlie Hop&#8217;</title>
		<link>http://mobile.indiegamemag.com/indie-intros-charlie-hop/</link>
		<comments>http://mobile.indiegamemag.com/indie-intros-charlie-hop/#comments</comments>
		<pubDate>Sun, 16 Jun 2013 15:24:31 +0000</pubDate>
		<dc:creator>Christian Leed</dc:creator>
				<category><![CDATA[Indie Intros]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Subfeature]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[Charlie Hop]]></category>
		<category><![CDATA[Madarina]]></category>
		<category><![CDATA[mustache]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[puzzle]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22638</guid>
		<description><![CDATA[
A mighty mustache is something that all of the manliest men dream of. Everyone knows that a mustache ...]]></description>
				<content:encoded><![CDATA[<p><a href="http://mobile.indiegamemag.com/indie-intros-charlie-hop/charlie-hop-title/" rel="attachment wp-att-22643"><img class="aligncenter size-medium wp-image-22643" alt="Charlie Hop title" src="http://mobile.indiegamemag.com/files/2013/06/Charlie-Hop-title-306x460.jpg" width="306" height="460" /></a></p>
<p>A mighty mustache is something that all of the manliest men dream of. Everyone knows that a mustache is the mark of a true gentlemen, so it&#8217;s no surprise that <strong>Charlie Hop </strong>is a game devoted entirely to the quest for the best mustache.</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='560' height='315' src='http://www.youtube.com/embed/3FxIchQd49A?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span>
<p>&nbsp;</p>
<p>For generations, Charlie&#8217;s ancestors have grown mustaches bushy enough to turn other green with jealousy. The secret of their magnificent facial hair has been hidden away for years.. until now. In order to continue his family&#8217;s long-standing tradition, it&#8217;s up to Charlie to avoid the tricks and traps and solve the puzzles that hide the secret of growing mustaches. Now, trapped in a reality where  the laws of gravity have been pushed aside, <strong>Charlie Hop </strong>must use his new-found ability to literally turn the world upside-down to rediscover his family&#8217;s secret and grow the mightiest mustache the world has ever seen.</p>
<p><a href="http://mobile.indiegamemag.com/indie-intros-charlie-hop/charlie-hop-screenshot-1/" rel="attachment wp-att-22644"><img class="aligncenter size-medium wp-image-22644" alt="Charlie Hop Screenshot 1" src="http://mobile.indiegamemag.com/files/2013/06/Charlie-Hop-Screenshot-1-306x460.jpg" width="306" height="460" /></a></p>
<p><strong>Charlie Hop </strong>features 3 worlds and 72 challenging levels of vintage, world-spinning action. Combining physics-based puzzles, unique and quirky characters and a 1930&#8242;s atmosphere, this is definitely a game you won&#8217;t be able to put down.</p>
<p><a href="http://mobile.indiegamemag.com/indie-intros-charlie-hop/charlie-hop-screenshot-2/" rel="attachment wp-att-22647"><img class="aligncenter size-medium wp-image-22647" alt="Charlie Hop Screenshot 2" src="http://mobile.indiegamemag.com/files/2013/06/Charlie-Hop-Screenshot-2-306x460.jpg" width="306" height="460" /></a></p>
<p>If you&#8217;re unable to grow a majestic mustache  of your own, or simply in the mood for some mind-bending puzzles, then <strong>Charlie Hop </strong>is the game for you. It&#8217;s available right now for Android for free over at the <a title="https://play.google.com/store/apps/details?id=com.madarina.charliehop" href="https://play.google.com/store/apps/details?id=com.madarina.charliehop">Google Play</a> store. You can also show some love for <em>Madarina, </em>the team behind <strong>Charlie Hop, </strong>by heading over to their <a title="http://www.madarina.com/" href="http://www.madarina.com/">website</a> and <a title="https://www.facebook.com/madarinastudio?ref=ts&amp;fref=ts" href="https://www.facebook.com/madarinastudio?ref=ts&amp;fref=ts">Facebook page</a> and letting them know what you think.</p>
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		<title>&#8216;Inca Blast&#8217; Review &#8211; Frantic Fun with Friends</title>
		<link>http://mobile.indiegamemag.com/inca-blast-review-frantic-fun-with-friends/</link>
		<comments>http://mobile.indiegamemag.com/inca-blast-review-frantic-fun-with-friends/#comments</comments>
		<pubDate>Sat, 15 Jun 2013 12:00:28 +0000</pubDate>
		<dc:creator>Matt Suckley</dc:creator>
				<category><![CDATA[Featured Post]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[Inca Blast]]></category>
		<category><![CDATA[Minima]]></category>
		<category><![CDATA[Take Two Tablets]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22570</guid>
		<description><![CDATA[I gave Super Bomb Drop DX a glowing review back at the tail-end of last year. It was a humble-looking ...]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;">I gave <strong>Super Bomb Drop DX </strong><a href="http://mobile.indiegamemag.com/superbombdropdx-review-as-fun-as-it-sounds/">a glowing review</a> back at the tail-end of last year. It was a humble-looking game, but one which stole my heart — so much so that I boldly claimed it could &#8220;proudly stand alongside mobile gaming’s greatest in terms of compulsive playability&#8221;. As hyperbolic as it sounds, I stand by that statement and maintain that <strong>Super Bomb Drop DX</strong> is a criminally overlooked gem hidden away on the <em>Google Play</em> store.</p>
<p style="text-align: justify;"><strong><a href="http://mobile.indiegamemag.com/?attachment_id=22662" rel="attachment wp-att-22662"><img class="alignright  wp-image-22662" style="margin: 10px;" alt="inca2" src="http://mobile.indiegamemag.com/files/2013/06/inca2-460x287.jpg" width="368" height="230" /></a>Super Bomb Drop DX </strong>was the first in the &#8216;Minima&#8217; series by one-man developer <em>Take Two Tablets, </em>and <strong>Inca Blast </strong>is the fifth. &#8216;Minima&#8217; is more than just a series, it&#8217;s a concept — the idea being that games can deliver fun experiences with strong, simple ideas alone, without the need for technical bells and whistles — and the games in the series are an embodiment of this concept. As you&#8217;d expect then, <strong>Inca Blast </strong>is both thematically and visually simplistic, but that in no way inhibits it from being great fun.</p>
<p style="text-align: justify;"><strong>Inca Blast</strong>&#8216;s gameplay takes place on a boardgame-esque 8&#215;8 grid, with eight differently coloured Incan statues aligned in rows on each of the four sides. Touching a statue prompts it to fire a missile of its color across the board, and the player&#8217;s objective is to clear the board of gem formations by shooting them. However, in solo mode, points are only rewarded if you strike the gem with a missile of corresponding color. Each time the board is cleared, a new formation appears and the time limit is extended. The game ends when time runs out.</p>
<p style="text-align: justify;">This really puts your twitch skills to the test, and after repeated play you&#8217;ll soon be surprising yourself by how quickly you can destroy the gems after they appear. <strong>Inca Blast</strong>&#8216;s solo mode isn&#8217;t merely a test of the player&#8217;s reactions though — the formations in which the gems appear are often fiendish, and require some degree of on-the-fly logic puzzle solving to determine the order in which they should be attacked. In this game, your ability to assess the situation quickly is just as important as the speed of your tapping, making the game less gung-ho and more cerebral than it may initially appear.</p>
<p style="text-align: justify;"><a href="http://mobile.indiegamemag.com/?attachment_id=22663" rel="attachment wp-att-22663"><img class="alignleft  wp-image-22663" style="margin: 10px;" alt="inca1" src="http://mobile.indiegamemag.com/files/2013/06/inca1-460x287.jpg" width="368" height="230" /></a>As well as the solo mode discussed above, developer <em>Take Two Tablets </em> has also included a four player mode in <strong>Inca Blast</strong> which is particularly intriguing. For me, one of the best utilisations of  a tablet as a gaming device should be local multiplayer on a single touchscreen, but for some reason it&#8217;s not nearly thought of enough by developers. In four player mode, you and three friends position yourselves around the tablet and pick a color/side each, in an example of truly social gaming. Refreshingly, all of the color coordination from the solo game is stripped back for the multiplayer mode, and the game becomes an all-out score attack battle for who can shoot the most gems before the time runs out. The frantic nature of the game, coupled with the proximity of four players on a single touchscreen is surely going to provoke competitiveness and laughter in equal measure, and there are few other games out there for Android which capture the same feeling.</p>
<p style="text-align: justify;">Let&#8217;s be realistic, the solo mode is what you&#8217;re going to be spending most of your time with — if you&#8217;re anything like me, occasions in which you have access to three friends and a tablet are rare — but the solo mode is great, so that shouldn&#8217;t be a worry, and on the occasions you do manage to get the gang together you&#8217;ll have a rip-roaring time.</p>
<p style="text-align: justify;"><strong>Inca Blast </strong>is <a href="https://play.google.com/store/apps/details?id=com.TakeTwoTablets.IncaBlast&amp;feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5UYWtlVHdvVGFibGV0cy5JbmNhQmxhc3QiXQ..">available on Google Play</a> for a mere £0.61/$0.99, and is definitely one worth adding to your Android collection. If you want to try the game before buying the Android version, it is also playable in a browser <a href="http://gamejolt.com/games/puzzle/inca-blast/14245/">via GameJolt</a>. Finally, why not follow <a href="https://twitter.com/taketwotablets">@TakeTwoTablets</a> on Twitter for development updates.</p>
<p style="text-align: justify;">
	<a name="review"></a></div></div></div><div class="header reviewHeader"><h1>Review summary</h1></div>
	<div class="review">
		<div class="procons clearfix">
			<div class="left">
				<strong>Pros:</strong>
				<p>Great execution of a simple concept, score chasing will leave you hooked, 4 player mode on a single device is a wonderful idea.</p>
			</div>
			<div class="right">
				<strong>Cons:</strong>
				<p>sound effects are irritating, and can't be muted.</p>
			</div>
		</div>
		<strong class="ratingLabel">Rating:</strong>
		
		<div class="rating clearfix" style="width: 604px">
			<span class="rating_bar" style="width: 549.64px;">
				<span class="rating_bar_content">91%</span>
			</span>
		</div>
	</div><div><div class="pageBox box"><div></p>

<a href='http://mobile.indiegamemag.com/inca-blast-review-frantic-fun-with-friends/incablast/' title='incablast'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/incablast-187x103.png" class="attachment-thumbnail" alt="incablast" /></a>
<a href='http://mobile.indiegamemag.com/inca-blast-review-frantic-fun-with-friends/inca3/' title='inca3'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/inca3-187x103.jpg" class="attachment-thumbnail" alt="inca3" /></a>
<a href='http://mobile.indiegamemag.com/inca-blast-review-frantic-fun-with-friends/inca2/' title='inca2'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/inca2-187x103.jpg" class="attachment-thumbnail" alt="inca2" /></a>
<a href='http://mobile.indiegamemag.com/inca-blast-review-frantic-fun-with-friends/inca1/' title='inca1'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/inca1-187x103.jpg" class="attachment-thumbnail" alt="inca1" /></a>

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		<title>Indie Intros: &#8216;Tap The Glass&#8217;</title>
		<link>http://mobile.indiegamemag.com/indie-intros-tap-the-glass/</link>
		<comments>http://mobile.indiegamemag.com/indie-intros-tap-the-glass/#comments</comments>
		<pubDate>Sat, 15 Jun 2013 09:55:19 +0000</pubDate>
		<dc:creator>Christian Leed</dc:creator>
				<category><![CDATA[Indie Intros]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Subfeature]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[Aquarium]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Red Tentacle Studios]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[Tap the Glass]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22553</guid>
		<description><![CDATA[
While tapping on the glass of your aquarium might sound like a terrible idea in reality, it&#8217;s a ...]]></description>
				<content:encoded><![CDATA[<p><a href="http://mobile.indiegamemag.com/indie-intros-tap-the-glass/tap-the-glass-splash/" rel="attachment wp-att-22560"><img class="aligncenter size-medium wp-image-22560" alt="Tap the Glass splash" src="http://mobile.indiegamemag.com/files/2013/06/Tap-the-Glass-splash-460x306.jpg" width="460" height="306" /></a></p>
<p>While tapping on the glass of your aquarium might sound like a terrible idea in reality, it&#8217;s a much better idea in the video game world. Unlike real fish, the digital variety won&#8217;t panic or take any lasting damage from the vibrations caused by the tapping. That&#8217;s why, when it comes to taking care of fish, it&#8217;s better to play things safe and download <strong>Tap the Glass.</strong></p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='560' height='315' src='http://www.youtube.com/embed/-6XVBc060sI?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span>
<p>&nbsp;</p>
<p><strong>Tap the Glass, </strong>as you&#8217;ve probably worked out by now, is an aquarium simulator for iOS, Android and PC currently in production by <em>Red Tentacle Studios. </em>As with owning a real aquarium, you get to decide what fish you&#8217;re going to fill it with, what decorations to use, and a whole lot more. You can even decide what kind of pebbles to use at the bottom of the tank, and what background you want to use.</p>
<p><a href="http://mobile.indiegamemag.com/indie-intros-tap-the-glass/tap-the-glass-screenshot-1/" rel="attachment wp-att-22561"><img class="aligncenter size-medium wp-image-22561" alt="Tap the Glass Screenshot 1" src="http://mobile.indiegamemag.com/files/2013/06/Tap-the-Glass-Screenshot-1-460x287.png" width="460" height="287" /></a></p>
<p>&nbsp;</p>
<p><strong>Tap the Glass </strong>isn&#8217;t all scales and bubbles, though. There are plenty of mini-games to play and other activities to keep you entertained when you&#8217;re not playing with your digital pets. You can even earn coins to unlock more customization options and ensure that you have all of the decoration choices that you could ever need.</p>
<p><a href="http://mobile.indiegamemag.com/indie-intros-tap-the-glass/attachment/22559/" rel="attachment wp-att-22559"><img class="aligncenter size-medium wp-image-22559" alt="" /></a> <a href="http://mobile.indiegamemag.com/indie-intros-tap-the-glass/tap-the-glass-screenshot-4/" rel="attachment wp-att-22563"><img class="aligncenter size-medium wp-image-22563" alt="Tap the Glass Screenshot 4" src="http://mobile.indiegamemag.com/files/2013/06/Tap-the-Glass-Screenshot-4-460x345.png" width="460" height="345" /></a></p>
<p><em>Red Tentacle Studios </em>is planning to release <strong>Tap the Glass </strong>for iOS and Android on the 20th of June. But, if you can&#8217;t wait until then to start planning what fish you&#8217;ll be playing with, just head over to the <em>Red Tentacle Studios </em><a title="http://www.redtentaclestudios.com/" href="http://www.redtentaclestudios.com/">website</a> or <a title="https://www.facebook.com/Taptheglass" href="https://www.facebook.com/Taptheglass">Facebook page</a> for a whole wealth of information on your fishy friends.</p>
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		<title>Indie Intros: &#8216;Fire With Fire&#8217;</title>
		<link>http://mobile.indiegamemag.com/indie-intros-fire-with-fire/</link>
		<comments>http://mobile.indiegamemag.com/indie-intros-fire-with-fire/#comments</comments>
		<pubDate>Wed, 12 Jun 2013 12:04:05 +0000</pubDate>
		<dc:creator>Christian Leed</dc:creator>
				<category><![CDATA[Indie Intros]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Subfeature]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[Fire with Fire]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[kickstarter]]></category>
		<category><![CDATA[tower defense]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22541</guid>
		<description><![CDATA[
I&#8217;ve been a huge fan of the Tower Defense genre ever since the good old days of custom ...]]></description>
				<content:encoded><![CDATA[<p><a href="http://mobile.indiegamemag.com/indie-intros-fire-with-fire/fire-with-fire-splash/" rel="attachment wp-att-22544"><img class="aligncenter size-medium wp-image-22544" alt="Fire with Fire Splash" src="http://mobile.indiegamemag.com/files/2013/06/Fire-with-Fire-Splash-460x345.jpg" width="460" height="345" /></a></p>
<p>I&#8217;ve been a huge fan of the Tower Defense genre ever since the good old days of custom Warcraft III maps, so it&#8217;s always good to see a new game get released in this somewhat uncommon genre.</p>
<p><strong>Fire with Fire </strong>is, as you may have guessed, a tower defense game that&#8217;s currently looking for funding for its Kickstarter campaign. As with several other recently released commercial tower defense games, <strong>Fire with Fire </strong>features competitive multiplayer. Each player picks 15 towers and 10 creeps to use against their opponent for the match before placing down those towers to form a maze. From then on, it&#8217;s your job defend your trees from your opponents creep waves while sending your own creeps out to burn down theirs.</p>
<p><a href="http://mobile.indiegamemag.com/indie-intros-fire-with-fire/fire-with-fire-screenshot-1/" rel="attachment wp-att-22546"><img class="aligncenter size-medium wp-image-22546" alt="Fire with Fire screenshot 1" src="http://mobile.indiegamemag.com/files/2013/06/Fire-with-Fire-screenshot-1-460x344.jpg" width="460" height="344" /></a></p>
<p>Assuming the Kickstarter campaign is successful, <strong>Fire with Fire </strong>will be released for iOS and Android (as well as PC, Linux, OSX and Linux). Don&#8217;t worry, though, as <strong>Fire with Fire </strong>will be compatible across devices, meaning that even if you pick it up on Android and your mate gets the iOS version, you can still have fun burning each other to the ground.</p>
<p>The team behind <strong>Fire with Fire </strong>hopes to raise $6000 before the end of the <a title="http://www.kickstarter.com/projects/660810230/fire-with-fire-online-tower-attack-and-defense?ref=category" href="http://www.kickstarter.com/projects/660810230/fire-with-fire-online-tower-attack-and-defense?ref=category">Kickstarter campaign</a>, so there&#8217;s plenty of time to head on over and pledge your support. Although <strong>Fire with Fire </strong>is planned to be released as a freemium title, there are still some great rewards on offer, ranging from early beta access of the game itself, to t-shirts, a copy of the soundtrack, and even the chance to design the levels, narrative and more.</p>
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		<title>iOS7 From An Indie Gamers Perspective</title>
		<link>http://mobile.indiegamemag.com/ios7/</link>
		<comments>http://mobile.indiegamemag.com/ios7/#comments</comments>
		<pubDate>Tue, 11 Jun 2013 09:41:10 +0000</pubDate>
		<dc:creator>Mark Isaacson</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Opinion]]></category>
		<category><![CDATA[Subfeature]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[iOS7]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22531</guid>
		<description><![CDATA[Out of all the E3 hype, there was another big conference that was catching everyone&#8217;s attention, within an ...]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://mobile.indiegamemag.com/ios7/icon-ios7/" rel="attachment wp-att-22532"><img class="alignright size-full wp-image-22532" style="margin: 10px;" alt="icon-ios7" src="http://mobile.indiegamemag.com/files/2013/06/icon-ios7.png" width="270" height="270" /></a>Out of all the E3 hype, there was another big conference that was catching everyone&#8217;s attention, within an arena that they&#8217;ve made their name for. Yes, Apple took to the stage one more to introduce us to iOS7, but how much of an impact will this latest software update have on mobile gaming and its many number of indie developers and their fans?</p>
<p style="text-align: justify;">Right now, arguably not a huge amount, certainly nothing groundbreaking or game changing. Though there&#8217;s no new hardware to speak of (at least not yet), iOS7 does sport plenty of new key features and functions, most of which are tailored for the general and business user. For gamers, though, there are two important updates.</p>
<p style="text-align: justify;">Game Center itself has been redesigned, gone are the poker table like menu backgrounds and achievement lists. The replacements are in line with the overall iOS7 refresh, a much cleaner and crisper display and certainly more colourful. In terms of the refresh itself, the new iOS backgrounds and icons are brighter and more vivid than ever before, so that should make staring at your iPhone all those hours checking Facebook a more enjoyable experience.</p>
<p style="text-align: justify;">By cleaning up the interface, hopefully that will entice users to check out Game Center more often, making it a more worthwhile app than how it currently stands. I, for one, rarely take much notice of the system during my time, but it will be interesting to see the response from both users and developers alike.</p>
<p style="text-align: justify;">One thing of note is the new Sprite Kit framework, allowing creators to build and animate sprites, particle systems and simulate physics. There&#8217;s also the promise of greater support for leaderboards and high score uploads. More importantly Apple have added further support for MFi game controllers, providing developers a greater level of choice and refinement when choosing which controllers to design for. Hopefully that&#8217;s a positive step forward for all the indie hardware devs out there looking to expand their user base. There&#8217;s plenty of them, so it&#8217;s good to see the support from up on high is there.</p>
<p style="text-align: justify;">We will have more on iOS7 in the near future before its release this Fall, but why not share your thoughts on our forums? Do you think it will have an impact? Is it all just pretty images and no substance? <a href="http://www.indiegamemag.com/forums/">Let us know.</a></p>
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		<title>Retroactive &#8211; &#8216;Game Dev Story&#8217;</title>
		<link>http://mobile.indiegamemag.com/retroactive-game-dev-story/</link>
		<comments>http://mobile.indiegamemag.com/retroactive-game-dev-story/#comments</comments>
		<pubDate>Sun, 09 Jun 2013 14:00:03 +0000</pubDate>
		<dc:creator>Lloyd Brown</dc:creator>
				<category><![CDATA[Featured Post]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Retroactive]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[game dev story]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[kairosoft]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[strategy]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22511</guid>
		<description><![CDATA[
Welcome to Retroactive &#8211; a new series where we look back at some of the classic, forgotten or ...]]></description>
				<content:encoded><![CDATA[<p><a href="http://mobile.indiegamemag.com/files/2013/06/IMG_0610.png"><img class="wp-image-22514 alignright" style="margin: 10px;" alt="IMG_0610" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0610.png" width="256" height="363" /></a></p>
<p>Welcome to <em>Retroactive</em> &#8211; a new series where we look back at some of the classic, forgotten or under appreciated mobile titles over the years. Keep an eye out for some familiar and not so familiar gems and, of course, if you have any suggestions of any titles we should review, why not shoot us a message on our <a href="http://www.indiegamemag.com/forums/">forums</a>.</p>
<p>&#8211;</p>
<p>Always wanted to develop your own game, but not been clever enough? Yeah, same. But apparently you’ve been able to since 1997, it’s just that nobody really knew until 2010! What am I going on about? Well in 1997 Japanese game developer <i>Kairosoft</i>, launched it’s first title <b>Game Dev Story</b> on PC. Many fans of this game will have only discovered it on an iOS or Android device in 2010, myself included!</p>
<p>For those who are unfamiliar with <b>Game Dev Story</b>, you take charge of a game development company to unleash your video games out to the general public. As the head-honcho of your newly founded company, you learn the ropes of the industry; ranging from choosing the genre and theme of your next release, to delegating staff responsibilities and advertising duties.</p>
<p>Sounds complex doesn’t it? But it’s actually enjoyably easy, despite the many factors that make for a popular game. back when I purchased <b>Game Dev Story</b> in it’s 2010 release week, I remember the trials and tribulations of releasing golf/adventure and animal/simulation games; gaining notoriety for having no clue about winning game combinations.</p>
<p>The total number of genre and theme blends are pretty massive in <b>Game Dev Story</b>, allowing for widespread replay-ability throughout the game. There’s also a healthy number of ways to get the best out of your staff. First off, you can just spend loads of cash and get the best team members ASAP. But let’s be honest, that’s not going to happen early on!</p>
<p><a href="http://mobile.indiegamemag.com/files/2013/06/IMG_0608.png"><img class=" wp-image-22512 alignleft" style="margin: 10px;" alt="IMG_0608" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0608.png" width="256" height="360" /></a>Staff training and levelling up are also an option to help you create highly polished success stories. Fans of RPG games will love this, especially as all the staff have utterly suspicious names like ‘Gilly Bates’ and ‘Newb Ownerton’ (Not sure that one’s even remotely real).</p>
<p><b>Game Dev Story</b> gives the player the chance to develop games for their favourite consoles too. Well, dubiously named reboots of classic consoles! I’m sure if I was to say that ‘Senga’ and ‘Ninvento’ are two such names, you can probably guess what other delightfully covert game consoles feature for your design pleasure.</p>
<p>Once you get a good handle on all the different factors, it can be easy to dominate the charts with your subsequent releases &#8211; subtracting some of the fun from the game and creating a slower pace until the inevitable star-studded end. There is some strategy involved though, moving into sparkly new offices can scupper you financially, so careful planning is essential.</p>
<p>Let’s stop here for a second and talk about a few little things that kind of bugged me in my <b>Game Dev Story </b>hey-day. Sometimes the menus feel a little unintuitive due to a lack of swipe controls, and you only get two save slots (much like many late 90’s mobile games). I guess this is excused by the integration of a high-score system that lets you look back at your biggest achievements though.</p>
<p>Another gripe, though only small, is the fact that the game doesn&#8217;t seem to utilise the full dimensions of the screen. Having black spaces round the edges makes it look like the developers were a tiny bit lazy in their port from PC to mobile.</p>
<p><a href="http://mobile.indiegamemag.com/files/2013/06/IMG_0617.png"><img class=" wp-image-22519 alignright" style="margin: 10px;" alt="IMG_0617" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0617-319x460.png" width="255" height="368" /></a>I always thought that <b>Game Dev Story</b> tried hard to recreate a Pokémon-esque art style, but seeing as the first generation of Pokémon didn’t grace us with it’s presence until 1998, it seems it actually looked like this first! You learn something new every day&#8230;</p>
<p>Alongside the well-loved graphical style, <b>Game Dev Story</b> boasts an upbeat and cheery soundtrack that is evocative of Game Boy music from the late 90’s. The fact that many of the audio/visual features in the game remind me of my childhood gaming experiences, is probably why I love <b>Game Dev Story</b> so much!</p>
<p>One of the things I really love about this title is the way that your game can shoot to fame or plummet to failure depending on vast number of factors! The market really does feel quite unpredictable, giving a rich and varying experience every time you play.</p>
<p>So where are <i>Kairosoft</i> now? Having been described as “a genre in their own right”, <i>Kairosoft</i> have gone on to develop 19 further titles. These range from shopping mall management to Grand-Prix racing and even a game that sees you overseeing a beauty spa. One of the unique things about <i>Kairosoft </i>games is their unmistakable visual style, a trademark of an RPG that will keep you enthralled no matter its content.</p>
<p><b>Game Dev Story</b> is one of those games that’s got a special replay-ability factor that I can’t quite put my finger on. No matter what you’re doing in the real world, you always find that you want to make “just one more game”, no just one more, oh go on then another! Definitely one of my all time favourite iOS games.</p>
<p>Start designing the video game of your childhood dreams now, with <b>Game Dev Story</b> available on the <a href="https://itunes.apple.com/us/app/game-dev-story/id396085661?mt=8">App Store</a> and on <a href="http://play.google.com/store/apps/details?id=net.kairosoft.android.gamedev3en&amp;hl=en">Google Play</a>. Don’t forget to check out the <a href="http://kairopark.jp/iphone/en/">official website</a> too!</p>

	<a name="review"></a></div></div></div><div class="header reviewHeader"><h1>Review summary</h1></div>
	<div class="review">
		<div class="procons clearfix">
			<div class="left">
				<strong>Pros:</strong>
				<p>Amusing satire of popular game industry. Addictive nature. Tons of replay-ability.</p>
			</div>
			<div class="right">
				<strong>Cons:</strong>
				<p>Only two save slots. Whole of device's screen not utilised.</p>
			</div>
		</div>
		<strong class="ratingLabel">Rating:</strong>
		
		<div class="rating clearfix" style="width: 604px">
			<span class="rating_bar" style="width: 573.8px;">
				<span class="rating_bar_content">95%</span>
			</span>
		</div>
	</div><div><div class="pageBox box"><div>

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		<title>Indie Intros: &#8216;Dumb Runner&#8217;</title>
		<link>http://mobile.indiegamemag.com/indie-intros-dumb-runner/</link>
		<comments>http://mobile.indiegamemag.com/indie-intros-dumb-runner/#comments</comments>
		<pubDate>Sat, 08 Jun 2013 02:56:23 +0000</pubDate>
		<dc:creator>Christian Leed</dc:creator>
				<category><![CDATA[Indie Intros]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Subfeature]]></category>
		<category><![CDATA[Dumb Runner]]></category>
		<category><![CDATA[endless runner]]></category>
		<category><![CDATA[Foggy Studio]]></category>
		<category><![CDATA[iOS]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22412</guid>
		<description><![CDATA[
As I&#8217;ve mentioned on several previous occasions, there are certain genres of games that tend to show up ...]]></description>
				<content:encoded><![CDATA[<p><a href="http://mobile.indiegamemag.com/indie-intros-dumb-runner/unnamed-18/" rel="attachment wp-att-22482"><img class="aligncenter size-medium wp-image-22482" alt="Dumb Runner Title" src="http://mobile.indiegamemag.com/files/2013/06/unnamed-460x224.jpg" width="460" height="224" /></a></p>
<p>As I&#8217;ve mentioned on several previous occasions, there are certain genres of games that tend to show up more often on mobile devices than others. While this might not sound like a good thing &#8211; variety is the spice of life, after all &#8211; this isn&#8217;t necessarily the case. The more often a certain genre shows up, the more opportunities other developers have to learn, and improve their craft.</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='420' height='315' src='http://www.youtube.com/embed/Sxf6PUkxrks?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span>
<p>&nbsp;</p>
<p><strong>Dumb Runner </strong>by <em>Foggy Studio </em>is the latest in a long line of endless runner games for iOS. As with most endless runner games, your goal is rather straightforward; simply run as far as you can without crashing into any obstacles. Unfortunately, that&#8217;s easier said than done, as you lack the ability to leap over the very literal hurdles in your path. Instead, you simply flip over to the other side of the path, running inverted for as long as you can before flipping again to avoid coming to a sudden and painful halt.</p>
<p><a href="http://mobile.indiegamemag.com/indie-intros-dumb-runner/dumb-runner-screenshot/" rel="attachment wp-att-22483"><img class="aligncenter size-medium wp-image-22483" alt="Dumb Runner Screenshot" src="http://mobile.indiegamemag.com/files/2013/06/Dumb-Runner-Screenshot-460x345.jpg" width="460" height="345" /></a></p>
<p><strong>Dumb Runner </strong>features three difficulty levels, four characters, easy-to-learn controls and endless fun for fans of the endless runner genre. As you&#8217;d expect from any good mobile game, <strong>Dumb Runner </strong>has leaderboards to ensure that you&#8217;re able to rub your high score in all of your friends faces.</p>
<p>You can pick <b>Dumb Runner </b>up for free <a title="https://itunes.apple.com/au/app/dumb-runner/id583668337?mt=8" href="https://itunes.apple.com/au/app/dumb-runner/id583668337?mt=8">right now</a> for iPhone, iPad and iPod Touch. To find out more about <i>Foggy Studio, </i>the company behind <strong>Dumb Runner</strong><strong>, </strong>just head over to their <a title="https://www.facebook.com/foggystudio" href="https://www.facebook.com/foggystudio">Facebook page</a>, or head directly to the <a title="http://www.foggystudio.com/" href="http://www.foggystudio.com/"><em>Foggy Studio </em>website</a>.</p>
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		<title>&#8216;Run That Town&#8217; Review &#8211; Be The Mayor!</title>
		<link>http://mobile.indiegamemag.com/run-that-town-review-be-the-mayor/</link>
		<comments>http://mobile.indiegamemag.com/run-that-town-review-be-the-mayor/#comments</comments>
		<pubDate>Fri, 07 Jun 2013 16:55:50 +0000</pubDate>
		<dc:creator>Lloyd Brown</dc:creator>
				<category><![CDATA[Featured Post]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[Australian Bureau of Statistics]]></category>
		<category><![CDATA[city-builder]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[iPod Touch]]></category>
		<category><![CDATA[Run That Town]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[strategy]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22321</guid>
		<description><![CDATA[Have you ever looked at the state of your neighbourhood and thought “I could do a better job ...]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://mobile.indiegamemag.com/files/2013/06/IMG_0605.png"><img class=" wp-image-22497 alignleft" style="margin: 10px;" alt="IMG_0605" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0605-308x460.png" width="246" height="368" /></a>Have you ever looked at the state of your neighbourhood and thought “I could do a better job than those dimwits?” Yeah so have I, but now we can! <strong>Run That Town</strong> is an iOS strategy game with a unique twist &#8211; it uses real census data to predict how people will react to your decisions in town planning.</p>
<p style="text-align: justify;">Developed by the <em><a href="http://www.abs.gov.au">Australian Bureau of Statistics</a></em>, <strong>Run That Town</strong> aims to raise awareness of how census data can be used to plan for the future. It puts you in control of a town or district in Australia, to build it up as you see fit. For anyone who actually lives in Down Under, you can pop in your post code and take charge of your own area! Pretty nice touch eh?</p>
<p style="text-align: justify;">So what’s the ultimate goal of the game itself? It’s simple &#8211; keep everyone else happy so that they don’t chase you out of town! This is done by approving or rejecting building proposals for play areas, prisons pubs and more. Before making a decision, you’ve got to weigh up the pros and cons of each proposal, and take into account public opinion. Throw in different demographics and the cost of building, and you’ve got a fairly detailed little city-building sim going on here.</p>
<p style="text-align: justify;"><a href="http://mobile.indiegamemag.com/files/2013/06/IMG_0604.png"><img class=" wp-image-22496 alignright" style="margin: 10px;" alt="IMG_0604" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0604-307x460.png" width="246" height="368" /></a>There&#8217;s plenty of depth to <b>Run That Town</b>, mainly due to the range of census data available such as gender, age, marital status and many more! Every region you choose to play in is truly different as per the real world (circa 2011), pushing the player to really think carefully about their next move. It must be noted, however, that often you will find what seems to be a top-notch decision like building a pub and a bar and a casino in a single town, doesn’t always sit well with the locals (especially the elderly &#8211; they love a good moan!).</p>
<p style="text-align: justify;">Sometimes the game can be a little contradictory too. I built a school which, for reasons unknown, the locals hated. So I bulldozed it to please them, only for the papers to slate me for ruining local education&#8230; make you’re minds up! All being well, though, the choices you make for the town should bring good publicity and positive public opinion. If it does fall too low, be ready for the newspapers to really go for the jugular. You might even trigger a local teen to steal a tram for a spot of joyriding, or a spontaneous mutant gorilla attack &#8211; who knows?</p>
<p style="text-align: justify;">In terms of overall presentation, <strong>Run That Town</strong> has a pleasantly engaging style of 2D graphics and animation. It’s also got some hilariously sarcastic narration from Aussie actor and comedian Shaun Micallef. He often chimes in with words of wisdom and encouragement like “that was terrible” or the ever flippant “with you in charge, what could possibly go wrong?” Hear Shaun in action on the <a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=rif1698fH2E">official trailer</a>.</p>
<p><img class="wp-image-22492 alignleft" style="margin: 10px;" alt="IMG_0599" src="http://mobile.indiegamemag.com/files/2013/06/IMG_0599-309x460.png" width="247" height="368" /></p>
<p style="text-align: justify;">The only real downside presentation wise is the fact that you can’t take a step back and view the whole town as you envisioned it. Every new building you create opens in a separate window, so scrolling through your created city feels more like reading through a deck of cards than seeing a metropolis come to life. In itself, this makes for a slightly detached feeling as most fans of city-sims would like to exert control over where things go and how things look.</p>
<p style="text-align: justify;">That said, it’s incredibly satisfying seeing how your actions pan out in <strong>Run That Town</strong>; even if you’re not an Aussie (but if you are, jump on in and see if you can improve your town and see what the results are like &#8211; Ed)</p>
<p style="text-align: justify;"><strong>Run That Town</strong> can be downloaded from the <a href="https://itunes.apple.com/app/run-that-town/id598509287?mt=8">App Store</a> for FREE! Have a gander at the <a href="http://runthattown.abs.gov.au">official website</a> too.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>

	<a name="review"></a></div></div></div><div class="header reviewHeader"><h1>Review summary</h1></div>
	<div class="review">
		<div class="procons clearfix">
			<div class="left">
				<strong>Pros:</strong>
				<p>Good Presentation. Voice overs are humorous. Unique use of real life data.</p>
			</div>
			<div class="right">
				<strong>Cons:</strong>
				<p>Inability to design the town itself. Feels more like a browser experience than an iOS title. Sometimes fails to keep player immersed.</p>
			</div>
		</div>
		<strong class="ratingLabel">Rating:</strong>
		
		<div class="rating clearfix" style="width: 604px">
			<span class="rating_bar" style="width: 453px;">
				<span class="rating_bar_content">75%</span>
			</span>
		</div>
	</div><div><div class="pageBox box"><div>

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		<title>&#8216;Backyard Monsters&#8217; Targets Mobile Devices</title>
		<link>http://mobile.indiegamemag.com/backyard-monster-targets-mobile-devices/</link>
		<comments>http://mobile.indiegamemag.com/backyard-monster-targets-mobile-devices/#comments</comments>
		<pubDate>Thu, 06 Jun 2013 19:00:07 +0000</pubDate>
		<dc:creator>Douglas Clements</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[rts]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[tower defense]]></category>

		<guid isPermaLink="false">http://mobile.indiegamemag.com/?p=22355</guid>
		<description><![CDATA[
Mobile device owners beware! Summer is practically here and it has brought you fear. It won&#8217;t even be ...]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://mobile.indiegamemag.com/files/2013/06/Backyard-Monsters-Unleashed_Title.jpg"><img class=" wp-image-22366 aligncenter" style="border: 2px solid black;" alt="Backyard Monsters Unleashed_Title" src="http://mobile.indiegamemag.com/files/2013/06/Backyard-Monsters-Unleashed_Title-460x345.jpg" width="368" height="276" /></a></p>
<p style="text-align: justify;">Mobile device owners beware! Summer is practically here and it has brought you fear. It won&#8217;t even be safe to go in your own backyard. Monsters will be lurking everywhere; even in the chlorinated depths of your swimming pool. Their glowing eyes will shine back at you from under the cracked open lid of the gas grill; serving as a trojan horse. And pray that your Yard Gnome in you garden is really just a statue! Yes, vigilant Facebook gamer, while you were preoccupied playing Backyard Monster the battle has remobilized. Now, continue to lay siege during your travels and be overthrown with joy; <strong>Backyard Monsters: Unleashed</strong> launches this summer for all iOS and Android devices.</p>
<p style="text-align: justify;"><a href="http://mobile.indiegamemag.com/files/2013/06/Backyard-Monsters-Unleashed_1.jpg"><img class="wp-image-22363 alignleft" style="margin: 5px 5px 0px 0px; border: 2px solid black;" alt="Backyard Monsters Unleashed_1" src="http://mobile.indiegamemag.com/files/2013/06/Backyard-Monsters-Unleashed_1-460x345.jpg" width="302" height="227" /></a>On Facebook, <strong>Backyard Monsters</strong> is one of the most popular MMO-RTS; racking up 200M+ hours played, and 20M+ game installs worldwide. This summer will mark the beloved franchise’s debut as a full standalone experience on mobile.</p>
<p style="text-align: justify;">The mobile version of developer <em>KIXEYE’s</em> highly anticipated release <strong>Backyard Monsters: Unleashed</strong> will sanction players in raising the ultimate monster army. Participants will embark in an epic quest to build the most powerful backyard empire. You will be tasked with unlimited creative and strategic choices to construct an impenetrable fortress, repel invaders, as well as hatch, raise, and train an army of deadly monsters, flinging them into battle to get your revenge.</p>
<p>Additional gameplay features will include:</p>
<p>·       Battle real players for valuable loot</p>
<p>·       Train 11 different breeds of monsters, each with unique abilities</p>
<p>·       Customizable yard with 7 different buildings and 6 different upgradeable defensive towers</p>
<p>·       Replay battles to optimize a player’s defenses</p>
<p>·       Wage crushing attacks for sweet vengeance</p>
<p>·       Dominate the leaderboards and gain bragging rights by collecting experience medals</p>
<p>·       Form Tribes with friends, and fend off other enemy attacks with intense PvE action</p>
<p>Fortify your defenses once again, rally the battle <em>roar</em>, (oh, and uh, don’t feed burgers to the monsters after dark) and prepare to battle the enemy across backyards everywhere while on the go (to the store for another bag of ice.)
<a href='http://mobile.indiegamemag.com/backyard-monster-targets-mobile-devices/backyard-monsters-unleashed_1/' title='Backyard Monsters Unleashed_1'><img width="187" height="103" src="http://mobile.indiegamemag.com/files/2013/06/Backyard-Monsters-Unleashed_1-187x103.jpg" class="attachment-thumbnail" alt="Backyard Monsters Unleashed_1" /></a>
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</p>
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