13. Game Demos
Trade Nations (Aaron/Ben)
- Stereotypical mobile/social freemium game
- Isometric resource management
- Cooperative social mechanics
- Very well balanced
- Monetizes with Magic Beans for speed ups, special items, and more
Dead Space (Aaron/Ben)
- Unique gameplay for iOS
- Successful console game
- Hardcore gaming look and feel
- Controls feel intuitive
14. Game Demos
Infinity Blade (Ben/Jimi) -
- Has the depth of a console game
- Good cutscenes to show off the Unreal engine
- Unique battling system that works well on mobile
Order & Choas (Ben/Jimi)
- Clone of World of Warcraft
- Solid MMO
- Very good implementation of dynamic dual joysticks
- Monetizes as a paid app, subscriptions, and virtual currency
Doodle Jump (Nate/Jimi)
- Uses the accelerometer
- Mechanic is unique to mobile devices
15. Game Demos
Cut the Rope (Nate/Jimi)
- Great use of the touch screen
- Very effective at progressively teaching the player
- touch screen and tutorial
Triple Town (Aaron/Jimi) -
- Unique puzzler
- Started on Facebook and moved to mobile
- Smooth transition due to minimal inputs from player
Flick Homerun (Jimi/Nate)
- Can be played in short increments
- Can monetize through the use of powerups
- Good job at making a sports game casual
16. Game Demos
Super Stickman Golf (Jimi/Nate)
- Scalable level design
- Because of the unique level designs, powerups are a core mechanic within
the game
- Synchronous multiplayer
Scramble with Friends (Aaron/Nate)
- Best in class for using social
- Asynchronous multiplayer (turn-based)
- Can use preexisting graph or meet new players
- Monetizes through powerups
- Paying only gives you an advantage, it is not pay-to-win
Slotomainia (Ben/Nate)
- Light, mindless gameplay
- Replicates the slot experience
- Love/hate the Facebook integration