The original Super Stickman Golf by Noodlecake Studios is one of my favorite mobile games (links to stores available here). It’s a simple yet challenging way to pass a few minutes of time. Everybody likes mini-golf, right? Super Stickman Golf 2 picks up right where the first left off, adding a few new features and a bunch of new in-app purchase options.
Merits of the upgrade aside, there’s one particular issue with the game that hasn’t changed between the two versions, and it has caused me a tiny amount of grief a few times now. When playing a single player round, backing out to the main menu doesn’t save the player’s progress, and the game doesn’t do anything to warn them of this either. Just like Microsoft Word prompts users before leaving changes unsaved, games always should tell the player before they lose progress.
Tutorials for mobile games have a difficult problem to solve. With console games, it’s likely that gamers will be in front of a TV, can hear the game’s audio, and be generally attentive. But mobile games could be played nearly anywhere, while the device is muted, maybe for just 60 seconds at a time, and maybe only occupying 50% of the users’ attention span.
So, tutorials in mobile games must be as flexible as mobile phones are. While games like Quento are simple enough to barely need a tutorial, not all games can get away with that. Lost Cities for iOS (iTunes link) offers the most flexible tutorial I’ve ever seen in a mobile game – there are no less than four different ways for players to get the rules of this game when they fire it up for the first time.
After my article on 10000000 for iOS, I got a recommendation to check out a similar iOS title, Dungeon Raid (iTunes link). It’s a tile-matching game that has slightly different gameplay, but a common RPG element put on top. If you ask me, anytime you can solve puzzles and upgrade your weapons, it’s bound to be a good time.
And it is a good time. However…there’s one problem, while not unique to this game, that I’ve found particularly irritating here. The big benefit to touchscreens, of course, is removing that disconnect between you and your content that’s caused by a mouse and keyboard. Unfortunately, not only is your finger significantly bigger than a mouse pointer, it’s also attached to your hand. So when tapping items on the screen, your finger has a nasty habit of covering exactly what you want to look at.
The mobile game Quento (iTunes link, also quento.com) from Q42 features an exceptionally clever start screen that doesn’t teach the whole game, but it does a wonderful job at introducing the game’s core mechanic to the player. Finally, a game that doesn’t just want us to mindlessly “press start” for no good reason!
Way back in iOS 3, Apple implemented the “shake to undo” feature. This means if you’re typing, say, a text message, and you want to “undo” your text, just shake your iPhone, iPad, or iPod Touch. While it’s a cool trick, this isn’t the most usable feature that Apple has ever implemented. It’s both hidden and unintuitive. And I’ve definitely triggered it more accidentally than I have on purpose.
Quento (iTunes link) is a stylish puzzler for iOS (and Android, and Windows 8, and Chrome) that looks a lot like Letterpress except it substitutes simple math problems for word problems. It’s a good distraction for your brain, but unfortunately it’s also a good example of how not to implement a shake feature in your game. Shaking your phone resets the board, causing you to lose all your progress for that level – without any warning.