/The Friday Games Review

The Friday Games Review

Video: The Friday Games Review


>> NI-LEWIS: Hi there. I am Ian Ni-Lewis. >> GALPIN: And I'm Dan Galpin. And once again, we are here with another Friday Games Review. This is again a selection from your choices from the moderator page. This is the top five nominated games for us to look at this week. With us is also Alex over here who is acting as producer and he's also going to be helping us with the reviews. >> NI-LEWIS: Absolutely. Here, let's scooch over. >> GALPIN: That's a good idea. So, you know, Ian…

>> NI-LEWIS: Okay. >> GALPIN: …what are we drinking today? >> NI-LEWIS: Well, you know, a lot of people were asking me are you still going to drink because you're having a, you know, this show is so much later. >> GALPIN: Exactly. >> NI-LEWIS: And I'm like, "Dude, lunchtime." >> GALPIN: Absolutely. This is even better. >> NI-LEWIS: But I will say this I pulled what we call, you know, our team pulling a Galpin. >> GALPIN: Uh-hmm. >> NI-LEWIS: Last night–I was up all night doing something that wasn't actually all that useful. I was, you know, I was actually making that intro video that you just saw. >> GALPIN: But isn't that intro video awesome? >> NI-LEWIS: I love it but… >> GALPIN: It is certainly worthy of my name [INDISTINCT] >> NI-LEWIS: Absolutely but..

. >> GALPIN: So, I'm totally pleased to be so in any way. >> NI-LEWIS: Yeah, because Dan will do this to be like, you know, God, I was up 14 hours straight last night and I made this, you know, model of The Great Wall of China for my dental fillings and it didn't actually… >> GALPIN: That was an amazing model [INDISTINCT] I mean. >> NI-LEWIS: Yeah, exactly. So, the upshot is… >> GALPIN: [INDISTINCT] >> NI-LEWIS: …we're both tired… >> GALPIN: Yes. >> NI-LEWIS: …because I pulled the Galpin, he is a Galpin. >> GALPIN: Uh-hmm. Exactly. >> Ni-LEWIS: But that's–we're not going to let that stop us. It's noon. >> GALPIN: Uh-hmm. >> NI-LEWIS: And that means a lunchtime beer but I will say this because I pulled a Galpin, I was unable to pull a Lewis–a Ni-Lewis..

. >> GALPIN: Uh-hmm. >> NI-LEWIS: …and stop by some awesome liquor store for beer so, I had to pull what's in the fridge. Fortunately, we had a pretty good selection. From my–what I consider my adopted hometown of Renton, Washington. We have Redhook ESB. >> GALPIN: Uh-hmm. >> NI-LEWIS: Great brewery. We've both been there. >> GALPIN: Uh-hmm. >> NI-LEWIS: Not at the same time although we did eat at The Herbfarm right next door. They have a wonderful patio and you just sit out there next to the brewery… >> GALPIN: Uh-hmm. >> NI-LEWIS: …eat some broths, drink some ESB and life is good. >> GALPIN: That's what we need to bring actually is some broths onto the show to go with the beer. And that would just make the show that much better. >> NI-LEWIS: That's right bro–broth. So, we're drinking ESB. Now I brought a [INDISTINCT] for Daniel Pham our engineer just in case. >> GALPIN: Uh-hmm.

>> NI-LEWIS: But I have something super special for… >> GALPIN: Ooh. >> NI-LEWIS: There you go. >> Hey, guys. >> GALPIN: Hey. >> NI-LEWIS: Hey. Nice. I have something super special for producer Alex. >> GALPIN: Ooh. >> NI-LEWIS: Because Alex didn't get to go to Mobile World Congress this year. So, I brought him back a taste of Barcelona. >> GALPIN: Absolutely. >> NI-LEWIS: That's right. Estrella Damm. >> GAPIN: Damm. >> NI-LEWIS: The Damm stands for damn, Estrella again? Seriously? You guys don't serve anything else in this town? >> Interesting. >> GALPIN: Pretty much. >> NI-LEWIS: All righty. Let's take a look… >> GALPIN: Is that [INDISTINCT], right? >> NI-LEWIS: That's right. Okay. Well, now we've wasted a lot of time and the haters are going to hate on us so, let's get right to it. >> GALPIN: All right.

So, the first game we're going to look at and here yeah, we have our exciting intro graphics here. And I could hit it one more. >> NI-LEWIS: Oh, no. Really? >> GALPIN: Yeah. Yeah, and… >> NI-LEWIS: Oh. >> GALPIN: That one. There you go. Oh, all right. >> NI-LEWIS: Okay. All right. >> GALPIN: All right. So, the first game we're going to be looking at is Agent Shooter. And actually go to the next slide so that we can take a look at Agent Shooter's–there we are. >> NI-LEWIS: Uh-hmm. >> GALPIN: So, Agent The Shooter lets you know from the beginning that it's ad-supported just in case you were wondering whether or not it was free or paid or not. It's right there in the title. >> NI-LEWIS: It also lets you know quite clearly from the feature graphic that this is done but like one dude who has GIMP.

>> GALPIN: Yeah, exactly. Someone who's knows how to use the filters and now they're Photoshop or GIMP but it certainly looks like GIMP to me. >> NI-LEWIS: Yeah. >> GALPIN: And, yeah, but that being said, it's actually quite a lot of fun to play I think. >> NI-LEWIS: It really is. You know, I felt like this is just the kind of game that Android needed. >> GALPIN: Uh-hmm. >> NI-LEWIS: It's a shooter game. It's… >> GALPIN: Uh-hmm. >> NI-LEWIS: It's basically like a… >> GALPIN: A shooting gallery game. >> NI-LEWIS: Yeah, yeah, it's a shooting gallery like Are 51 or something, right? >> GALPIN: Uh-hmm. >> NI-LEWIS: You're just going through and the multi-touch makes it really cool. You can actually multi-touch different targets. But it's completely unrealistic… >> GALPIN: I figure I just have.

.. >> NI-LEWIS: …I think. >> GALPIN: I think I have just five guns in my hand actually is what I look at it. >> NI-LEWIS: That makes sense. One for each finger. >> GALPIN: Yeah, one–I'm–exactly. I'm a shooting alien, that's what I am. >> NI-LEWIS: Right. Your fist has five guns. >> GALPIN: That's right. Exactly. Exactly. >> NI-LEWIS: Nice. >> GALPIN: Well, that's a Galpin. So, we have here the title screen of Agent Shooter and, you know, there's really not much to say about this other than my God, there's a lot of stuff on here and where is it? >> NI-LEWIS: Where's the images? Are we waiting for the images to load? >> GALPIN: It felt like I… >> NI-LEWIS: Surprising enough, yeah, yeah. >> GALPIN: I actually said you're looking at it for about two seconds thinking this–no, this is it.

Okay. Well, there you go. But that being said, you know, you can get right into the game here. And now you see I've unlocked episode one which shows you how much I've actually managed to play on this tablet. But let's go start this. And again, the game itself is really, you know, from a–it's not really designed for a tablet, let's just be honest here in terms of graphical fidelity. But as I said, it's actually fun to play and, you know, I usually play with two fingers. But it's actually almost like, you know, being, you know, two guns. It's somewhat realistic and other than I could never shoot this well. >> NI-LEWIS: Yeah, I actually feel like the graphics on here totally remind me of Area 51 and this is like that, you know, state of the art for arcade machines in the late '90s sort of graphics. >> GALPIN: Yeah, absolutely, absolutely. And, you know, it is actually–it is actually really fun, you know.

>> NI-LEWIS: Uh-hmm. >> GALPIN: It doesn't give a lot. You can see that you got the accelerometer going, you've got the ad at the bottom. It's all pretty unobtrusive. Now it, you know, on a tablet, I was going say that is really, really small. >> NI-LEWIS: Yeah. >> GALPIN: So, it's really, really nice and you get a new high score. It asks your name all the time. >> NI-LEWIS: Fair enough. Now one thing that I noticed immediately about this game is that they do allow you to shoot multiple things at once. So, you tap multiple targets. >> GALPIN: Uh-hmm. >> NI-LEWIS: But there is one problem and it's tough to tell on the video because as you know… >> GALPIN: Uh-hmm. >> NI-LEWIS: …the man won't let us play sound from these games but if you did hear sound from it, you would notice immediately that it clips really badly. >> GALPIN: Uh-hmm.

>> NI-LEWIS: They've cranked up the audio for each individual gunshot and that means that playing multiple shots at the same time is sure to clip. This is tough especially if you're just trying to crank out an Android game quickly. You're probably using SoundPool. That would be my choice for this type of game. >> GALPIN: Sure, yeah, absolutely. >> NI-LEWIS: The problem is you've got to do one of two things. You either have to make sure that your volumes are normalize so that none of your sounds are going to clip even if play five or six over the top of each other or you need to go the extra mile and add some effects. I mean the thing that you need for this–this is what we use in broadcastings, what we use in music, what programs to use is something called the compressor limiter.

It's a very, very easy thing to make mathematically. I actually wrote an article in Game Programming Gems 8, I think… >> GALPIN: Uh-hmm. >> NI-LEWIS: …on the compressor limiter that I wrote for Halo 3. We actually cranked that thing and used it for a radio effect but what you want to do is get it so–the high parts of the sound just kind of roll off… >> GALPIN: Uh-hmm. >> NI-LEWIS: …so, that you don't ever blow your eardrums out or in this case, blow this blow the speakers because you're clipping so hard. >> GALPIN: Yeah, and I think it's a, you know, you can control attenuation in SoundPool. >> NI-LEWIS: Uh-hmm. >> GALPIN: So, that's, you know, and that's the other way to do it is you can, you know, given the fact that you have it, you know a maximum of the sounds that you're going to be playing at once. >> NI-LEWIS: Uh-hmm. >> GALPIN: It's a little tricky because SoundPool actually doesn't give you any knowledge that your sound is really playing and necessarily. So, you do–it is a little bit tricky but I think that the easier thing to do is to try to lower the sound volume a little and or, you know, you could go the extra mile and actually write your own mix or with effect process or you can do it.

>> NI-LEWIS: Yeah, but at the very least, you know, do what you used to do when we didn't have good computers to play games on and write yourself a fake compressor. So, basically what you're trying to do is based on how many sounds you've played… >> GALPIN: Uh-hmm. >> NI-LEWIS: …within a certain period of time, just drop the volume down. You drop it down a certain amount for each sound and then you let it come back up slowly, you know, just write a little, you know, windowed average engine to do that. So, but the main thing is, you know, make sure especially if you're going to be playing a lot of sounds, you know… >> GALPIN: Uh-hmm. >> NI-LEWIS: .

..this would have been very easy to test and surprising to me that the developer let it shift and just stay. >> GALPIN: Well, you know, again this is a–this game is–it's really cool. It's clearly one guy and, clearly, you know, that was not his priority with sound effects I mean. >> NI-LEWIS: That's true. That's true. >> GALPIN: But the image is really fun and, you know, again there's just a lot of UI stuff here. You know, it's hard to tell how much this is tablet specifics and I only got to play this on the tablet. Yeah, one thing that's interesting is that it's actually sort of a wizard that goes on as you're going through the levels and it is a little bit jarring given the kind of composition of different elements that we see here on the screen at once. We have one like some Android elements, some Bitmaps, some sort of Bitmap creations of similar Android elements and, you know, it does feel like there's–at this point it will make sense to actually bring in a designer and have them take a look at all of these intro screens because the game itself is really, really fun and you don't want someone to go through at the first screen of the game be "Wow, this feels really amateurish.

We should, you know, I'm not interested." >> NI-LEWIS: Well, you just have to ask yourself a question "Are you selling to the public or are you selling to like your friends and family." Because your mom doesn't really care, right? But anyone who doesn't know you… >> GALPIN: Uh-hmm. >> NI-LEWIS: …that–well, yeah, your mom sure but we all know. >> GALPIN: Yeah. >> NI-LEWIS: …digs that. The problem is anyone that just downloads this game, and remember they probably downloaded several games. They're probably looking for a good game. They're probably going to give you a few seconds to prove yourself and unless they're really looking for this specific game, they're probably going to be a little turned off by the presentation, the production values.

Especially when there's a lot of games out there that are just as free as this one and are just as fun as this one that have better production values. >> GALPIN: Yeah, I know. And another minor thing, you know, I would love to see, you know, the Hallow theme at least turned on. You know, it's good. You actually–guys, you actually are, you know, don't have the compatibilities and, you know, all that kind of stuff on there, but it's always kind of sad when you're on a tablet these days and you're seeing all those, you know, Gingerbread theme, you know, sitting on there. So… >> NI-LEWIS: It's true. >> GALPIN: That's all right. And they're not so easy to do. Just buy in and going in and actually making sure you're targeting the most recent [INDISTINCT] levels and just triggering the Hallow theme for in this case, you want dark.

But which is the default I believe. But that's pretty much it, you know, and I'm not going to go into kind of great detail here but… >> NI-LEWIS: Yeah. No. It's a fun game. >> GALPIN: Yeah. It really was. >> NI-LEWIS: The mechanics–I don't know why there aren't more games like this. This is a lot of fun. >> GALPIN: Yeah. And actually… >> NI-LEWIS: All right. Let's go ahead and move on. >> Before you do, YouTube would like to know what you guys thought of the music for that game. >> NI-LEWIS: Well, the truth is that we played it with the sound off. Except for the–wait. No. That makes no sense. We didn't play it with sound off. >> GALPIN: Yeah. >> NI-LEWIS: We played it with–I don't know. The guns were clipping really hard. >> GALPIN: Yeah. >> NI-LEWIS: So, I don't remember music. >> GALPIN: Yeah. There was music. >> NI-LEWIS: Was there music? >> I assume there was. >> GALPIN: Okay.

>> NI-LEWIS: Look at this. I love this–it's like just beautiful demonstration of exactly where me and Dan are. >> GALPIN: Uh-hmm. >> NI-LEWIS: At 12:00 PM. >> GALPIN: Yeah, exactly. >> NI-LEWIS: By 2:00, we're rolling. >> GALPIN: That's right. >> NI-LEWIS: Right now though, we're like [makes sound] yeah. >> GALPIN: [makes sound]. >> NI-LEWIS: All right. All right. Come on. Come on. >> GALPIN: All right. >> NI-LEWIS: Head in the game, dude. Head in the game. >> GALPIN: All right. So we're going to go next to Sliceween. >> NI_LEWIS: Sliceween. >> GALPIN: All right. I'm just going to go… >> NI-LEWIS: Just–yeah. Just a little early for Halloween. >> GALPIN: It is just a little early, but you know… >> NI-LEWIS: That's right. It's almost October. >> GALPIN: This game actually has.

.. >> NI-LEWIS: You know… >> GALPIN: …amazing production values on here, on the [INDISTINCT] >> NI-LEWIS: It is pretty good. Yeah. It's a nice game. I know, this is one of those games that I think it was being kind of the Adobe Illustrator game where the… >> GALPIN: Uh-hmm. >> NI-LEWIS: …graphics–it's like obviously somebody made the graphics that has real talent. You know, the gothic graphic designer, but then they made like one frame. You know, there's no actual animation, there's just a bunch of [INDISTINCT] transformations. >>GALPIN: Yes. Yeah. Well, you know, clearly they–and this is–again, this is–certainly if you have the choice between having really, really awesome, you know, a single really awesome frame and none of it, this is the way to go. >> NI-LEWIS: Absolutely, that's true.

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>> GALPIN: But it is what differentiates it from some of the other physics games out there that have been really, really successful. >> NI-LEWIS: Right. >> GALPIN: I'm like–and, you know, right now, the bar's pretty high in physics games. People have a lot of choices. There's been a lot of really successful games. >> NI-LEWIS: Yeah. >> GALPIN: And so, you know, again, great presentation, but, you know, the kind of the bar has to be up here. >> NI-LEWIS: Yeah. And as far as upping the bar I–well, you can see with the game play. I didn't feel like it had a significant amount to offer. I mean I feel this is exactly like heaven and hell. Wow. Really? >> GALPIN: But–yeah. >> NI-LEWIS: Yeah. And so basically the idea is, you're going to slice through one or more pieces of, I don't know, wood I guess.

>> GALPIN: Uh-hmm. >> NI-LEWIS: And that's going to make your bat roll around until he falls into the haunted house. >> GALPIN: Right. And you have to get–both get the bat into the haunted house and you have to, you know, collect as many pumpkins as possible. >> NI-LEWIS: Right. And like I'm saying this–we saw a game last year, it was called Hellrider or Angels and Demons or… >> GALPIN: Something like that. >> NI-LEWIS: Something like that. One of those Dan Brown type titles. And it was exactly this game, but it had like an extra twist because there were angels that behave the way the bat does and then there were demons that did something completely different that escapes me at the moment. So, nothing wrong with the game playing, it was certainly fun. It just doesn't really bring anything new and as you can see the amount of animation is really low.

So, you're not really tempted to identify with this bat or fall in love with the bat or think of them the way that you would, let's say as, you know… >> GALPIN: Well, you know, and again, a lot of times these games have actually gone through a whole bunch of phases of, you know, modification with characters and part of the reason that they modify as well as characters is people actually connect with those characters, and a lot of people identify with those characters strangely enough. Even what you're doing is flinging those characters into a brick wall, you're still somehow identifying those characters and… >> NI-LEWIS: Yeah. Absolutely. >> GALPIN: And so, you know what, that's always nice to. And yeah, I think that is kind of what the game is missing is animation. But–because the game is otherwise quite good. This is another thing. You know, this dialogue is cool, wanted. I'd love to see it be a Hallow dialogue into. I'd love it.

I love to see it actually, you know, in this case, be a theme dialogue. It makes sense to have these things kind of themed around the game. >> NI-LEWIS: Well, you know… >> GALPIN: You can see with all the other presentation [INDISTINCT] >> NI-LEWIS: Well, you know what–we were just talking–Rachel and I were just talking about this last hour in the app review that there are some apps where you can tell that they had a great designer and then you can also tell that they ran out of time before they shipped. And you can just map out exactly where they ran out of time. Now, in this case, I'm not sure if it's running out of time or just not caring about it. Obviously the main screens all look great. >> GALPIN: Uh-hmm. >> NI-LEWIS: So, why that random dialogue popping up? That just looks ugly. I don't know. I can't explain that.

>> GALPIN: That was bad. Totally. >> NI-LEWIS: Yes. It was. You suck at this game. >> GALPIN: I totally do. I totally do. >> NI-LEWIS: So, fun game; could be better. I think that there's other games out there that are equally good and maybe more interesting. >> GALPIN: But, you know, it's certainly–it's also interesting to get a Halloween themed game and, you know, at this time of year, but I think it's one of those things, you know, the team is always looking for strange things to have around Halloween. I think that might resonate with, you know, the team, you never know when in terms of when you're looking at stuff. >> NI-LEWIS: I wouldn't be surprised if Google Play featured this game. >> GALPIN: Yeah. >> NI-LEWIS: That's history because it's–there's certainly nothing wrong with it.

I mean, if you're going to ask me, "Are you going to spend your hard earned dollars on this?" Well, no, but I guess all I'm really spending is my hard earned time. Still no, but I could see that some people would. Now, speaking of featuring it, they do have a reasonable good feature graphic… >> GALPIN: Uh-hmm. >> NI-LEWIS: …in the sense that it's legible. And when you make that thing very, very small, you will still be able to read the word "Sliceween." >> GALPIN: Uh-hmm. >> NI-LEWIS: It's a little crowded, honestly. >> GALPIN: Uh-hmm. >> NI-LEWIS: You know, got the moon, you got the haunted house, got the, you know, that haunted house stuff isn't really going to come through, those pumpkins in the bottom are–I mean why are they even there, you know, this is one of those things where.

.. >> GALPIN: Yeah. In terms of the features, I think that you're certainly going to see the bigger pumpkin on the bottom. You know, it's okay. You know, I think the bats are just really quick noise at the top, I agree, but it looks good on the [INDISTINCT] >> NI-LEWIS: Well, and you're going to have a really hard time seeing that that's even a bat because if you look at contrast between the black bat wings and the red sky, it's… >> GALPIN: It's a little bit too low, yeah. >> NI-LEWIS: Yeah. >> GALPIN: It should definitely go with–you look at the kind of bottom of the red sky that you have here in the game, you can switch back to it–to the tablet for a second. Actually you can.

It's a good question though. >> NI-LEWIS: No. I can now. >> GALPIN: You can, yeah. So you look–if you look, you see there's this very bright orange sky at the bottom. That'd actually be kind of a better color to be against the back of the bat. >> NI-LEWIS: Yeah. It's tough. Let me… >> GALPIN: In terms of [INDISTINCT] graphic. >> NI-LEWIS: The main thing is that when you're selling this game to people, you first need to sell it to our merchandising team and that's very, very important. Because if they see something, if they're like, "Well, if we put this in store window, it's not going to sell." >> GALPIN: Yeah. >> NI-LEWIS: Then they're going to back off. And this is–you know, there's nothing exactly wrong with it, but it could use a once over by someone who knows how to put together an ad as opposed to just like a collage of game elements. >> GALPIN: Uh-hmm.

>> NI-LEWIS: Okay. So, I think that's about it for Sliceween right now. >> GALPIN: Uh-hmm. >> NI-LEWIS: You can always revisit it later if we don't run out of time. >> GALPIN: That's right. >> NI-LEWIS: So, I think we're going to look at Candy Racer next. Now Candy Racer is a much better example of a feature graphic in some ways and maybe not quite as good in other ways. The–you know, it's got one clean graphic that makes the game look fun. >> GALPIN: Yes. >> NI-LEWIS: Arguably more fun that it actually is. The Candy Racer logo is beautiful and big. It needs to be a little bit bigger. >> GALPIN: Yeah. It could be a little bit bigger and it–you know, and it's great having the developers' names there, but they're not going to read it all, but that might be okay if they don't read it all on the phone.

I mean they know it's… >> NI-LEWIS: Yeah. It's–that's not a huge deal. I mean it's not–it's not important information in the sense that it would be a make break for your buying decision. >> GALPIN: Now, they're not feel to read free. If you do want to–you know, that's probably the biggest thing, if you do want free to be an important element when they're, you know, when it gets featured on the phone, you know then that would definitely be something you'd want to–you'd want to, you know, highlight a little bit more or just get rid off and make it–you know, it will be very clear the user said it's free, it's okay. It's kind of a–it's a good question because I'd–you know, making it clear to users that it's free probably is going to improve the chance to actually click on it, but I don't–I don't know.

>> NI-LEWIS: That's quite true. Although in general, we do tend to feature the paid version anyway, but, yeah. So Candy Racer is–nothing wrong with this game. It's a good game. Like you said the title screen is great. I can't say enough about this, you know, you can see that someone took a long time just thinking, "What is fun about this game? What is–what is the experience that I want people to think they're having with this game?" >> GALPIN: Well, and, you know, actually the one thing I really love the trail that's actually shown behind the car and I kind of wish that was a game element. >> NI-LEWIS: Yeah. >> GALPIN: And then you start going fast you could see like a little trail speed up behind the car. >> NI-LEWIS: Yeah. That would be–Well, you kind of do. I mean there's a little particle system there. >> GALPIN: There is.

>> NI-LEWIS: This is not, woah. >> GALPIN: I know how to deal. Oh, I'm sorry. But I think I maybe I have to stop tapping on it? >> NI-LEWIS: You have to. You can't tap when you're going uphill. >> GALPIN: Right. >> NI-LEWIS: Little tip from producer Alex. He's a pro at Candy Racer. >> Yes. They technically tell you this in little splash screen… >> GALPIN: They do. >> …at the beginning of the level but I saw the thing. It says tap to go fast and skip right passed it. >> GALPIN: Uh-hmm. >> And then… >> NI-LEWIS: It's always a danger. >> Yeah. >> NI-LEWIS: Uh-hmm. >> And then it actually took me three or four tries on the second level to figure out why it couldn't execute the loop perfectly. >> GALPIN: Uh-hmm. >> Because I was pressing down when it was going up and then the car always flop over.

>> GALPIN: Yup. That's exactly who does [INDISTINCT] all the time. The game is, you know, you've got a pretty good level of challenge to it and, you know, I think the presentation is good. I mean, this is actually, you know, example of really doing a lot of things right. It does play audio on the lock screen which a little unfortunate. And it's a definitely something to look at. That's really, really easy to fix by looking at whether or not your window is currently active. >> NI-LEWIS: The other thing that I just want to mention is when you're designing games for a mobile environment. You have to remember that you'll very frequently get played in environments that are not at all optimal. And this game in particular suffers from that because some of its screens have extremely low contrast. You can see this on this screen with all of the white lettering. It's very, very difficult to read if you're at all in sunlight or if you have poor lighting conditions at all and maybe think about doing a little bit more contrast from those.

>> GALPIN: Yeah. It's–if the drop shadow was maybe a little bit stronger it will be able easier to read. There's also a little bit of resolution going on here too at the screen. It's just the tiny bit and too low for this device. >> NI-LEWIS: Uh-hmm. >> GALPIN: And it's noticeable. Another thing that we're seeing here which is–which is interesting is, you know, I don't know if we unplug it whether we see that. But there is actually letter boxing on the right-hand side of the screen here. Which is kind of unfortunate because I don't really see any reason why there–what the needs to be there. >> NI-LEWIS: No. It's not the kind of game that needs to be a letter boxed at all. >> GALPIN: Yeah. And so… >> NI-LEWIS: And it's… >> GALPIN: …I was surprised. Let me–let me unplug the HDMI so we could just, you know, lose the feed here. I just want to see.

.. >> NI-LEWIS: Okay. Okay. >> GALPIN: …unplug. Yeah. Still somewhat letter box. >> NI-LEWIS: Yeah. >> GALPIN: It's just letter box. >> NI-LEWIS: Yeah. You don't get more letter box, yeah. >> GALPIN: So, you know, that's what I thought. So… >> NI-LEWIS: Yeah. This is–this one other thing is really frustrating because when you see a game like this you know that what happened is they authored it some random resolution as probably… >> GALPIN: Yeah. >> NI-LEWIS: …you know, from a different flat form. >> GALPIN: No. This is… >> NI-LEWIS: Right. >> GALPIN: This was–this was an AndEngine game. >> NI-LEWIS: It's an AndEngine Game. >> GALPIN: Yeah, yeah. It's just–it's just not typically right now. >> NI-LEWIS: Well, in that case there's no excuse, whatsoever. >> GALPIN: Exactly. >> NI-LEWIS: Right.

>> GALPIN: I see. That's what I say. >> NI-LEWIS: The other–no, I want to talk about game play for just a second. And sort of revisit what you're saying about the trail, right? So, I'm thinking to myself, why is it that Alex, Dan and I all had exactly the same experience which is we were like pushing on that thing to trying get it up the hill. >> GALPIN: Uh-hmm. >> NI-LEWIS: And I think a lot of it is because all of the feedback is when you tap on these things sparks shoot [INDISTINCT] is out of time to end and that's–to me that says go faster. Other games have dealt with this differently like, you know, we look at the monster truck game last week and its controls were more center around tilting forward and back. And maybe having the car, you know, tilt forward and back or something would make more sense.

Like, "Oh, if I'm tilting into the hill its going be slower. I don't know." >> Yeah. I think we were all subscribing in the mental model of pushing down implies pushing down on gas. >> NI-LEWIS: Right. >> And what it actually was pushing down exert some sort of force of gravity on the car. You can especially tell if the car is mid-air and you push down on the screen and the car like starts dropping even though it's in mid-air. So… >> NI-LEWIS: Okay. >> …it some sort of gravitational constant thing which is not especially intuitive. >> NI-LEWIS: Right. And it… >> But it is for interesting game play mechanic once you understand this. >> NI-LEWIS: See, that's the thing. I think the mechanic is fine. I think the issue is since it is non-intuitive you have to give your players a little bit more in the way of hints or explanations.

You know, maybe if it's a gravitational constant, why not put a rocket on the car and pointing into the air and fire that thing every time you push down. I mean, something that will make it obvious that I'm getting a, you know, a G-force out of this thing rather than a rotational force on the wheels. >> GALPIN: Yeah. I think–I think even some indicator would be really useful too like I mean… >> NI-LEWIS: Uh-hmm. >> GALPIN: …you kind of make it clear that what you're doing is actually manipulating gravity because that is pretty… >> NI-LEWIS: Right. >> GALPIN: …close. The closest thing I can see in what you guys are doing. >> NI-LEWIS: Well, and especially when you think about other games of this type, you know. For instance, one of the things that you want to do in a lot of games is let off the gas if you're–if you find yourself catching air up a hill. In this game, it's exactly the opposite. If you're catching air up a hill you want to tap so you can fall back down to the–to the hill and catch those stars.

So, it is a good mechanic. >> GALPIN: Uh-hmm. >> NI-LEWIS: It is fun. It's a fun game. >> GALPIN: Absolutely. >> NI-LEWIS: But it's frustrating to learn. And I think it could be less frustrating if there were a little bit more acknowledgement that this is none-intuitive mechanic. There's… >> GALPIN: Yeah, absolutely. >> NI-LEWIS: …something in there to give you intuition about what's going on. >> GALPIN: Absolutely. And the game is very hard. I will definitely say that, you know.. >> NI-LEWIS: Uh-hmm. >> GALPIN: …like even just getting making progress to level is actually so much challenging. I would probably take a slight tone down of the challenge to get through to level and really focus people on getting all of the stars. >> NI-LEWIS: Right. >> GALPIN: Because I'm getting the Candies. Because that–I think that's actually one of the secrets to Angry Birds' success. It's actually relatively easy to make through out of the levels.

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I mean don't get stuck very often. >> NI-LEWIS: Uh-hmm. >> GALPIN: But then there–then there was that extra challenge for the more hardcore gamer of actually going through and trying to gold star every level. >> NI-LEWIS: You know, I think… >> Well, I didn't–I didn't notice this the first time through but the stars are actually points their time. So, you get a second for every star you get. >> GALPIN: Uh-hmm. >> Which makes for an interesting mechanic because your scored on how much time you have when you get to the end of the level. >> GALPIN: Right, right. >> Which you then as the player have to balance between how fast that you shoot through. >> GALPIN: Uh-hmm. >> …and how much care you take in like dropping down and click the stars versus just catching air and trying to, you know, skip [INDISTINCT] an entirely.

>> GALPIN: Yeah. >> NI-LEWIS: Well, I think what Dan is saying is, you know, that's fine. It's good mechanic. >> GALPIN: Uh-hmm. >> NI-LEWIS: But there's more replay. People will play a level more often to three star it than they will to pass it. If they just get stuck and can't pass the level. >> GALPIN: Uh-hmm. >> NI-LEWIS: Then they may stop playing the game all together. But if they can't three star the level… >> GALPIN: Uh-hmm. >> NI-LEWIS: …hey, you know. I've had some levels where I go back 20, 30 times until I've gotten all the score I could possibly get. >> GALPIN: Yeah. >> But there is bronze, silver and gold for the level depending on how much time you have left. >> NI-LEWIS: Right. >> GALPIN: At the bronze is actually–I think it will be a little easier to get to the bronze level.

>> Okay. >> GALPIN: That will be my–that will be my feedback. >> NI-LEWIS: Yeah. My advice would be, you know, the bronze are way, you know, there's some level where it's like, "Yey, you got to the end finally." And that, you know, give people away to get to the next level without actually getting to the target you see that for bronze, silver and gold. >> GALPIN: All right. So, let's go to the next game which is GSN Casino. >> NI-LEWIS: Absolutely. So, GSN Casino is a slot machine game. We love slot machine games. We cannot get enough of them. >> GALPIN: Yeah. You know, it's–the truth is that slot machines are very, very easy games to write a basic version of it and there hard game that actually balance well. >> NI-LEWIS: That's right. They're also very, very popular. >> GALPIN: Uh-hmm. >> NI-LEWIS: They just–they don't really hit our demographic. >> GALPIN: Yeah.

Our meeting in my demographic. Not… >> NI-LEWIS: Or… >> GALPIN: …our meeting Google Play. >> NI-LEWIS: Yeah. Right, right. >> GALPIN: Google plays… >> NI-LEWIS: No, no. Google Play, yeah, yeah. Now, it's just tough because there isn't anyone that works in Google that likes slot machine games. I don't know why. >> GALPIN: I'm sure there's someone that works here but no one that I know. >> NI-LEWIS: Because we're not retired. >> GALPIN: That's possible. And it is more than just a slot machine game. Let's be fair. There's, you know, there are–there's video bingo and video poker as well, but it basically a video casino simulation. >> NI-LEWIS: See. This I don't understand. It is–under what circumstances would you play this? Because, you know, I can see going to Vegas and dropping a little bit on the slot. But when you're doing that you at least get free drinks, right? >> GALPIN: But we're already getting free drinks for playing the game right now.

>> NI-LEWIS: That's true. That's why. >> So, you're saying that we should hook this up to a [INDISTINCT] >> GALPIN: Yeah, exactly. That would make a much better. >> Yeah. >> GALPIN: So, in any event I'm going to… >> NI-LEWIS: Yeah. So, at least you've got some variety, right? Yeah. And that's actually been my complaint about a lot of slot games is it feels like a slot games will build an engine and then just reskin it over and over and over again. Whereas in a real casino, of course you get some of that certainly. There's a ton of slot machines that are just reskins of each other but the games that are actually making money are the ones that have some sort of hook to them. That's different from other slot games. And they do try to at least design things differently. If it's exact same like 21 line combo, you know, lines going everywhere, you know, you can play coins in different ways but the patterns are all exactly the same that like this, right? >> GALPIN: Uh-hmm.

>> NI-LEWIS: You know, I've seen a lot of games where all they–all they would do is take something like this and change out the background art and call it a new game. And that's no fun at all. >> GALPIN: Yeah. I think, you know, for slot machines, I think that the–I–what I really want to see is someone taking it to the next level. Doing things you can't do in Vegas or you won't–that people won't do in Vegas for various reasons and actually going, you know, kind of going… >> NI-LEWIS: Like holding up the casino and stealing thing–you're… >> GALPIN: Well, you know, that would be entertaining, actually. I wouldn't mind… >> NI-LEWIS: …counting cards. >> GALPIN: I wouldn't mine a whole 3D FPS, you know, built in to the casino game, but, you know, but, you know, more than, you know, in terms of, like, these bonuses, like ,you can really spend time on them because this isn't just a game. We are trying to steal as much money from people as possible. Yours is a game we're you're actually trying to entertain at the same time.

>> NI-LEWIS: Right. >> GALPIN: So, you can really take things to the next level. You don't have to worry. Well, the bonus round takes 30 seconds, that's 30 seconds where the machine is in use. You can say, "That should take three minutes to get to the bonus round." And you do a lot of things if it's interesting. You're not also as concerned about payouts, you know, in a casino, you know, and these games are usually paying out like at 95%, you know. So you're going to–because you want people to continue participating and playing, you know, buying in occasionally but feeling that they are getting value by comparison because they're going to… >> NI-LEWIS: You could payout a hundred and ten percent if you wanted to. >> GALPIN: You could but then you might have no one–then you would most likely not have anyone buying anything unless you would be monetizing ads only. So, most of the time, you know, these are monetizing the same way casinos do in the sense that you are, you know, ultimately buying tokens here, you know, eventually I will run out of [INDISTINCT] >> NI-LEWIS: Buying tokens then running out them, you know.

>> GALPIN: So–but, you know, it's a decent game I would like to–that I just want… >> NI-LEWIS: But it is cool. I mean–and actually, this game is really, really god example of what I'm talking which is, you know, you've got like the Cannon Barrage that comes up and all these little things that make this feel like a different game than the next game or the game after that, you know… >> GALPIN: Yeah. >> NI-LEWIS: …it's not just a bunch of different artwork that you pulled off of like Shutterstock. >> GALPIN: Yeah. I mean the one thing I would say about this is that they're–the–like the resolution is good but it's still noticeably blurry on this tablet especially the text, you know, and so–and my general–my general feeling is–actually the backgrounds here are fine but I would–when you see, like, Jolly Roger and Cannon Barrage, you can really, really see some filtering going on there. And it just makes your eyes try to focus on it. It's also kind of weird because it's a graphic but the kerning on Roger just kind of irks me when I look at it. It's like the R looks like it's–it's several pixels farther away than the rest of the characters.

And if you're going to go through and you're going to–going to do artwork for your text, it's just–make it look really good because right now it looks like a combination of blurry and a little bit, you know… >> NI-LEWIS: You–you're such a font geek. >> GALPIN: I am such a font geek. It's true. >> NI-LEWIS: But, yeah, it is just a darn shame to have, you know, a bad resolution on a tablet like this because let's face it, tablet games are, you know, games on tablets are far more popular than games on phones and this Asus Transformer Prime is now the low end of tablet resolution. There's very few tablets that have a lower resolution than this. >> GALPIN: Uh-hmm.

>> NI-LEWIS: So, if you can't do a 720p set of artwork, you may just want to skip tablets altogether. >> GALPIN: I mean, I actually, you know, it's funny because it depends on the game. Like this game actually looks much better. And again… >> NI-LEWIS: Okay. >> GALPIN: …it's making use of more–it's making use of more fonts and it doesn't have text that's rendered outside the font other than, I think, this gem bonus one over here. And, you know, it makes–it makes–it makes a really big difference, you know, the game feels much more like it's actually designed for this resolution or so, you know.. >> NI-LEWIS: Uh-hmm. >> GALPIN: …whenever possible, use outlined fonts. I think that's just basically become the–that's basically become the kind of gold standard here. So–and it looks like, you know, again, what I'm excited of which I haven't gotten to in this–in a lot of these games is actually getting to the–is getting to the bonus round.

>> NI-LEWIS: See, I have to [INDISTINCT] I think that those outlined fonts over the top of those oysters look terrible. I think that–I mean they're legible for some definition of legible but… >> GALPIN: Uh-hmm. >> NI-LEWIS: …they just look pasted on. I meant they don't like they're part of the artwork at all. >> GALPIN: Oh, no, no. I know that. I didn't say the art design is actually–is actually good for that. I mean that's–you still have to design around the fact that you have outlined fonts there. >> NI-LEWIS: Right. >> GALPIN: You know, I think that's–I would totally agree with you, you know, in that sense but at least I'm not like–my eye–I'm not squinting trying to see them and my eyes are not drawn to them and trying to focus on them which is really the key. >> NI-LEWIS: So, you know what I've seen done that would actually be really effective in a game like this is do all of your graphics in something like SPG.

>> GALPIN: Uh-hmm. Yeah. That's cool. >> NI-LEWIS: And it's good for the SPG renders, it worked great on a–on android. You remember Bouncy Mouse did that? >> GALPIN: Yeah. Absolutely. I absolutely–what, you know, and it's actually the code that was used inside of Androidify and it's actually available in open source. >> NI-LEWIS: Uh-hmm. >> GALPIN: And it's a really nice SPG to Android canvas render essentially. >> NI-LEWIS: Yeah. So, you can take your Illustrator files or whatever and import them instead of rasterizing them and importing them as bitmaps. You import them as SPG which is usually a much smaller format and is going to render beautifully at almost any resolution. And especially as screens get denser, that becomes very, very important.

>> GALPIN: Yeah. I know it's a good–it's a great way of keeping the game size small. And you have to be careful, obviously, because it's very, very easy to create really, really large SPG files too, you know… >> NI-LEWIS: Uh-hmm. >> GALPIN: …if you use certain effects like as you start using lots of gradients, you're like, "No. Don't you–don't put the gradients in your SPG files." Actually, render those separately because it's–a lot of SPG exporters will just, you know, throw in tons and tons and tons of geometry into the SPG. >> NI-LEWIS: Well, like everything else, there's no magic bullet. But I think this could really benefit from the vectorize especially since, you know, it's a sort of thing you draw at once and then you're done. >> GALPIN: Uh-hmm.

>> NI-LEWIS: You know, you can–you could rasterize for this particular resolution and then cache it if you want it to. So, it's not like you're spending a huge amount of CPU to make it look nice. >> GALPIN: Now, you know, now–other things that's interesting about this, it actually has a swipe mechanic there which is kind of nice, very obvious. >> NI-LEWIS: Yeah. I like these screens. They look good. They're, you know, they're big… >> GALPIN: Uh-hmm. >> NI-LEWIS: …but, you know, as I get older and frailer, I don't mind that much. >> GALPIN: Yeah. Well, I think–and I think that's really target the audience we're talking about here. You know, it's a somewhat older audience, you know, we find that younger people are tend to play this lots less and very, very much like in the casinos. It is–it is an older audience. >> NI-LEWIS: Uh-hmm.

>> GALPIN: So, it makes sense to make sure everything's really, really legible, very, very much in your face, how the… >> NI-LEWIS: Big touch targets. >> GALPIN: Big touch targets, yeah, I mean this is–this is–this is a nice design. >> NI-LEWIS: Also, you know, this is a good–we talk a lot with Android about poor use of gradients. This is a good use of gradients. >> GALPIN: Uh-hmm. >> NI-LEWIS: These buttons look good. They don't look bubbly. They don't look eye–like you're over using the gradient effect. You just got a slight little effect on those so that they don't, like, completely flat and that–I think that's appropriate in the game style. >> GALPIN: Yeah. And it really does feel like you've been–if you've been to, you know, Vegas and seen the way the casinos market these games, you know, it does really feel like there's a lot of commonality between this and the way the casinos are actually marketing the games in Vegas.

So, you know, I say, you know, this is a really nice job. I see there's no reason, to be honest, why they wouldn't feature this, other then there's so many games alike and the competition is fierce. You know, if you're going to make a… >> NI-LEWIS: Uh-hmm. >> GALPIN: …slots game, be prepared to really have to spend to drive people to it because there's just so much competition in this area. There are so many good games. >> NI-LEWIS: Yeah. Well–and of course you're competing with some really large social network players. >> GALPIN: Absolutely. Big contender. And including GSN, GSN is not a small player either. So, you know, let's, you know, this is–if you're in the spades and then I, you know, by all means, and you're interested in making slot games, make awesome slot games because it's–and not–and be prepared to not just make an awesome slot game but be prepared to spend a lot of money to drive people to it because.

.. >> NI-LEWIS: Absolutely. >> GALPIN: …because it's, you know, this is one of those times where, you know, you know the game model, the station model's really straightforward and… >> NI-LEWIS: Uh-hmm. >> GALPIN: …you know, there's a lot of–there's a lot of people here that would love to be playing–get in your mind by slots. >> NI-LEWIS: Yeah. These games are not hard to program. >> GALPIN: Yes. >> NI-LEWIS: They need a lot of art but programming and us [INDISTINCT] >> GALPIN: And design. There's a lot of design makers into this… >> NI-LEWIS: Uh-hmm. >> GALPIN: …to make it–to make it, you know, so it does do all those things and… >> NI-LEWIS: Right. >> GALPIN: …hats off to those people but it's not a technical issue. >> NI-LEWIS: Yeah. Well, one of these days when I get sick of being a good person, I'm totally going to go Vegas and write slot machine code. I hear they make a ton of money in a way.

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So, let's get… >> GALPIN: There's no way going to happen. >> NI-LEWIS: I have some friends out there and they are good people out there. >> GALPIN: Yeah. >> NI-LEWIS: They're really good people. >> GALPIN: Oh, absolutely. No, no, I'm… >> NI-LEWIS: Well, some are. The Dark Nebula is probably the most interesting game. I'm glad we saved it for last. It's a–it's a really interesting–now this is one of those things–honestly, I'm always sad when I see this over 6,000,000 downloads on iOS and 5,000 download on Android. And why is that, Dan? >> GALPIN: I assume that it's because it just hasn't gotten in front of a lot of people. And that's, you know..

. >> NI-LEWIS: Uh-hmm. >> GALPIN: …ultimately that's… >> NI-LEWIS: Well, you know, I'm going to say that's true but also, you know, this is really telling too because the first thing you see on this page is Dark Nebula is finally available on Android. >> GALPIN: Well, that's also get, you know, when you–when you bring out a game and you bring [INDISTINCT] out of excitement, you know, at another platform and then, a year later, two years later, you drag the game over to Android. Why? It's, you know, you've kind of reduced the ability to get any press out of, kind of, the general press. And, you know, the game is really big on iOS, you might end up seeing–getting some traction that way but usually, it's actually sort of, "All right. Well, it's here. Finally. Great." And it's been eclipsed by a bunch of other games. >> NI-LEWIS: Right.

It's been eclipsed and usually your marketing dollars are gone, et cetera. Now, as far as their featured graphic though, I–their icon says a lot about what the game is like and except for the stupid rounded corners which totally don't need to be there… >> GALPIN: Yup. >> NI-LEWIS: …I like it. Their featured graphic is clean and legible, but it tells me nothing beyond the name of the game. >> GALPIN: I thought it was a space exploration they way I saw it. >> NI-LEWIS: Right. And then you hear Dark Nebula and you're like, "Oh, I bet there's going to be like, some, you know… >> GALPIN: I want it–I want it [INDISTINCT] spaceship. >> NI-LEWIS: …a spaceship with some planets and stuff, right? >> GALPIN: And I want–and I want it like exploration and yeah… >> NI-LEWIS: Yeah, exactly.

>> GALPIN: And that is not the game. >> NI-LEWIS: Basically, if you took this to a design committee made up of like art school seniors and say, "Hey, give me a design for an ad for something called Dark Nebula." And they'd be like, "What? Is it a game? Is it a vodka?" >> GALPIN: We're not going to tell you anything about it. >> NI-LEWIS: Right. Just some Dark Nebula. >> GALPIN: Just the Dark Nebula. >> NI-LEWIS: This is what… >> GALPIN: Yeah. >> NI-LEWIS: …they would come up with. >> GALPIN: Yeah, totally. >> NI-LEWIS: So, I think, you know, you can do better I think it's actually… >> GALPIN: Stop that. Stop that. It is–that's a little less blurry though. To be honest [INDISTINCT] art students. >> NI-LEWIS: It's–well, you never know because sometimes art students get artsy. >> GALPIN: That's true. >> NI-LEWIS: But the point is, it has nothing to do with the actual game which is more of a combination of pinball and Labyrinth.

>> GALPIN: Uh-hmm. >> NI-LEWIS: That's a–you better take that out actually. I don't know. Can you play the game with that? It's a total [INDISTINCT]. >> GALPIN: Sure. I actually–I actually played it sideways last time I played it. So, we'll see whether I can actually play it successfully. >> Ni-LEWIS: Dan will do anything to avoid undocking the keyboard of his Asus Transformer Prime. >> GALPIN: It's true actually. >> NI-LEWIS: I'm not even sure why. Why does he feel this way? What deep seated need does this satisfy? >> GALPIN: That's a very good question. I think–I think we'll get to that in the future episode. >> NI-LEWIS: Excellent. >> GALPIN: So, one thing you do you have to hold in the correct orientation when you start because that's when it calibrates itself. >> NI-LEWIS: Oh, yeah. If you don't get calibrated you're screwed.

>> GALPIN: Yeah. So, that's why how you [INDISTINCT] >> NI-LEWIS: Oh, really? That's how you calibrate it? You like that calibration? >> GALPIN: I know. I think actually it's one of those things where it's probably better to tell you but by the way really make sure to hold it in the right orientation or otherwise you are going to find that it's not going to be calibrated. >> NI-LEWIS: Yeah. This is one of those things where a little bit of AI might go a along way just trying to understand exactly what the player's trying to do. Because, you know, in general the range of tilt-sensor for–that's is useful for game play… >> GALPIN: Actually… >> NI-LEWIS: …is going to be much smaller than the actual range of the sensor. So, if you start seeing that the user is going off one side or the other what a really good game it will do is just sort of adjust it so that they can… >> GALPIN: It's hard to see [INDISTINCT] >> NI-LEWIS: You kind of like–you kind of calibrate as you're going. >> GALPIN: I think, you know, it's funny. I never actually tried playing this game with the HDMI and I think it's not real happy about the kind of jerky resizing that happens when you–when you actually or have the HDMI plugged in.

>> NI-LEWIS: Oh, yeah, and you accidentally taking it out. Do you want to put it on my Nexus 7 and put the–put the [INDISTINCT] camera on? >> GALPIN: Yeah, you might want to [INDISTINCT] the camera. Let's just try this one more time to see if I can actually get through. So, one thing that's really great about this game is actually the accelerometer controls are really precise. They do want you wanted to do, like honestly… >> NI-LEWIS: Uh-hmm. >> GALPIN: …it actually feels really, really good. And that's I think the most important thing in this kind of a game is that you're going to use accelerometer controls and, you know, I am not always a fan of accelerometer controls. I'd be the first one to say.

.. >> NI-LEWIS: Uh-hmm. >> GALPIN: …that it is actually messed up quite a lot of really good games. But in this game, you know, the game is entirely designed around it which is why it works. >> NI-LEWIS: Yeah, if you're using the new API's that we shipped in–what was that? ICS? Then you can get really, really incredibly good accelerometer. If you don't use a new API's or if you're on an older device then the accelerometer is a little bit flaky. >> GALPIN: Now, one thing I love about the game play in this is that you actually have to–you see go and in order to open doors you actually have to go over certain areas and it gives your, you know, character this–what kind of red or green and force field. SO I've got this red force field and now the red force field allows me to get through that wall, et cetera and so forth. So, there's a lot of really good elements here in the game play that, you know, I really enjoyed. And, you know, I.

.. >> NI-LEWIS: And it is cool. I mean, it feels–can you fall off the edge there by the way or… >> GALPIN: Yes. >> NI-LEWIS: Okay. Yes. So, it's kind of get that marble madness thing going on. >> GALPIN: Yeah. No. No. It's a really nice design for an [INDISTINCT] based game. >> NI-LEWIS: Uh-hmm. >> GALPIN: You know, I love to see people who are–you're doing an [INDISTINCT] base game actually going and saying, "No, we're going to design around this input method and really try to do something cool." That's always, you know, that's always better than kind of throwing it into an existing AIM design. And so, you know, you know, thumbs up to the designers. Oh, yeah, look at that. I just died. My shield it down. I'm about to die. >> NI-LEWIS: But you're right. It is a fun game. There's a few–a few sprites seem a little low res but that could just be the angle I'm holding it aside.

>> GALPIN: No, it's definitely–it's definitely gotten some minor resolution issues. It's, you know, it looks like it's one resolution step below what we have here… >> NI-LEWIS: Got you. Yeah, and that's… >> GALPIN: …on the ASUS Transformer Prime. >> NI-LEWIS: We have a YouTube question? >> Let's see. >> NI-LEWIS: You have been dedicated to reading YouTube questions like a good producer right, Alex? >> There haven't been any comments in the past several minutes. >> NI-LEWIS: Really? >> So, I think our time switch has injured our viewership or people are just quiet today. >> NI-LEWIS: That's possible. >> The last actual question was about the music from the Agent Shooter game. >> GALPIN: There you go. >> NI-LEWIS: Wow.

>> Yeah. My–the only problem I have with the UI for this game for the tilting thing. I think in general [INDISTINCT] works really well. The only problem I have with it is you get to a point where in order to go forward and you're tilting the screen away from you and that makes actually… >> NI-LEWIS: Yeah. >> …it seem what you're doing difficult. So, what you're doing is like, if it's like this. >> NI-LEWIS: Uh-hmm. >> You end up going like this and you almost have to sort of lean over and [INDISTINCT] whatever it was you're doing. >> NI-LEWIS: Yeah, I noticed that. And despite what Dan was saying about calibration. If I hold it like this while the level is starting it still wants to lie flat.

.. >> GALPIN: Uh-hmm. >> NI-LEWIS: …while I'm playing it. >> Right. >> NI-LEWIS: That's not cool guys. >> Yeah, if there's… >> Ni-LEWIS: Totally not cool. >> If there was just a way to or to have it calibrate for holding in front of you like a 45 degree angle or something like that. So, you tilt it a little that you can still see perfectly what's going on. >> NI-LEWIS: Or if I had a specially built table with like Leonardo Da Vinci [INDISTINCT] and stuff coming out… >> GALPIN: That would be so cool. >> NI-LEWIS: Yeah. >> GALPIN: I know–I would love… >> [INDISTINCT] pulling on ropes and stuff. >> NI-LEWIS: Yeah, exactly. >> GALPIN: I want to see–I want to see like Labyrinth peripheral for this guy.

That would be awesome. >> NI-LEWIS: Exactly. Right. But as it stands, yeah, control is good but could be a lot better if you would just let it… >> GALPIN: So, here's how you actually do it. >> NI-LEWIS: Yeah. >> GALPIN: It's actually in the game. There's actually a calibration. You can calibrate… >> NI-LEWIS: Right. >> GALPIN: …it here or oh, you can–and you can actually calibrate and during the game. This is what I hadn't noticed because it's kind of hidden in there but you actually–you actually recalibrate the game by pressing the screen with two fingers. >> NI-LEWIS: Uh-hmm. >> GALPIN: So, there we are. It's calibrated here. Let's see how much more playable it is.

So, you know, again, may this be a question of just being able to find this because obviously neither–none of us found it. >> NI-LEWIS: Well, that's interesting because it does a lot a better but it's also a lot more jerky for some reason. >> GALPIN: Really? >> NI-LEWIS: Yeah. >> GALPIN: Hmm. >> NI-LEWIS: I don't understand that. Yeah. Well… >> GALPIN: Okay. >> NI-LEWIS: …it does help though. >> It's good that it's possible to recalibrate. But I would seriously consider the switching your default over to someone holding it in front of you either vertically or 45 degrees. >> GALPIN: Yeah. What is tricky like, you don't like honestly, because of the design of the game maybe if you calibrate it too far up it also becomes really hard to play. >> Right. >> NI-LEWIS: Well, so, since it's obviously very quick to calibrate it. >> GALPIN: Yeah.

>> NI-LEWIS: What I don't understand is why wouldn't I just calibrate it every time–every time I start. Let's say… >> GALPIN: I have… >> NI-LEWIS: So, give it, you know, give it a little count down, you know, you got three seconds and then you're going to go. And the average player is going to put it into the position where they don't want it to move. And the last thing you want to do is have your balls start to move when you start. So, I don't know. Maybe that's just me. But yeah, this accelerometer is not nearly as, oh my goodness, it's–no, it's almost unplayable when I calibrate it to a 45 degree angle. >> GALPIN: Yeah, it is–it really… >> NI-LEWIS: But I don't understand why. >> GALPIN: I'm not sure either. There's a problem..

. >> NI-LEWIS: Yeah, that would be really interesting to find out. >> GALPIN: So, in any case, you know, we really like Dark Nebula. I think it's a, you know, it's a game that, you know, that we all enjoyed playing and, you know, I think it's a little hard to play when you have it plugged in HDMI and you're trying desperately to keep the HDMI from getting pulled out. But it… >> NI-LEWIS: Right. So, if you have that problem. You might want to stir clear this one. But, other than that… >> GALPIN: But, you know, it's really, a really thoroughly welcome track of game. And I, you know, I honestly say this, I'm looking forward to going through and getting higher and higher level in the game. >> NI-LEWIS: It is a really fun game. >> GALPIN: Absolutely. >> NI-LEWIS: I love it. >> GALPIN: We know, I–and this is–I bought this game.

So, I know personally. So… >> NI-LEWIS: Nice. >> GALPIN: Yeah. >> NI-LEWIS: Isn't that because we made you? >> GALPIN: It's true but I did. So, that's… >> NI-LEWIS: All right. Well… >> GALPIN: All right. >> NI-LEWIS: Redhook ESB, five great games. >> GALPIN: Uh-hmm. >> NI-LEWIS: And we are out of here. So, thanks a lot for watching The Friday Review. Remember, that next week we will once again have an open topic. >> GALPIN: Uh-hmm. >> NI-LEWIS: So, go ahead and nominate whatever you want just please, please, please put a link to it. I'm talking to you, Dark Nebula guy. >> GALPIN: Uh-hmm. >> NI-LEWIS: And give us your info so if we get around to it and we're not too drunk and we're, you know, feeling good that day. We'll try and invite you onto a G+ hang out at some point. >> GALPIN: Yeah. It's great–it's great to have developers when they come online and we can talk to them about the games and kind of get an idea of, you know, why certain design decisions were made. So, it's always great if you're available at this time which is now 12:00 noon PST to actually go and join us live on the show.

>> NI-LEWIS: So, we're going to go ahead and keep it at noon PST for a week. It looks like nobody watches at that time. We might switch, it's cool. Let us know. Our only ask is that it needs to be some point within shouting distance of working hours for us and preferably within drinking hours. So… >> GALPIN: Yeah. 9:00… >> NI-LEWIS: …nothing before 9:00 AM. >> GALPIN: Yeah, 9:00 in the morning is kind of the cut. I refuse to drink before 9:00 so… >> NI-LEWIS: Right. Because at 9:00 we've only just stop drinking. We don't want to start again. >> GALPIN: So, have a great weekend everyone and definitely continue to vote on the moderator page and nominate your games and your favorite games and let's see some great stuff for next week.

Actually, it was–it was a really fun week. I hope there's a lot of really… >> NI-LEWIS: Yeah, there are some good stuff. I really like–I think the quality of submissions has really gone up. So, we appreciate it. Thanks for watching Happy Android play this out..