gooPhone comin’!

We just submitted the iPhone version of World of Goo to App Store for approval, expect it to be out soonish! We will post again when we have a final release date, but in the mean time, there are a few things we’d like to share about it.

We realized after the fact that the way we set pricing for the iPad version wasn’t very friendly to fans and early adopters (started at $10, lowered to $5 after a month when we realized $10 was too high).  Having learned some lessons from our first App Store release, we decided to do things in the most transparent and fan-friendly way possible this time around.

The iPhone version of World of Goo will be priced at $2.99 in the US (and the usual equivalents elsewhere).  BUT, it’s going to be discounted to $0.99 for the first 24 hours after release as a way to say thank you to the early adopters.

Additionally, we thought the most fan-friendly thing to do with the iPad (HD) version is to make it universal.  So if you already bought the iPad version, you will essentially be getting the iPhone version for free.  Bon appetit!

One last detail to note about the iPhone version: it will require an iPhone 3GS or iPhone 4 to play.  The iPhone 3G was simply not fast enough to run the game as smoothly as we would have liked it to.  For the techies among you, the requirement is an armv7 or better processor.

[UPDATE: for those of you asking about iPod touch, the game will require a 3rd generation iPod touch or newer]

Five Reasons I Love…

Within the next 24 hours everyone will finally be able to feast their eyes on Superbrothers: Sword & Sworcery EP.  This game is the richest and most compelling experience I’ve had on my iPad to date.  I’ll talk more about what makes this game special for me, but there’s something else I’d like to point out before I go there.  S:S&S EP is the result of a three-way Toronto-based collaboration:

  • Visual designer Craig “Superbrothers” Adam whose minimalist, modern pixellated style is unmistakably his.
  • Game development studio Capy, who are responsible for my favorite DS game of all time, Clash of Heroes.
  • Musician Jim Guthrie, a Toronto indie rock hero venturing into game development for the first time.

Having known Capy co-founders Nathan Vella and Kris Piotrowski for a few years now, I’m especially excited for them as this work represents the next step in their departure from work for hire and entry into self funded work over which they have total creative control.  S:S&S EP is a great example of the wonderful things that can happen when creativity is left to creatives.

Anyway, here are five reasons I love S:S&S EP…

1. One-offs. Most game programmers like to make games with reusable systems because it allows them to effortlessly add new content without any programmer intervention. Angry Birds is a good example of this.  They can crank out new content at breakneck speeds.  S:S&S EP is the opposite of that.  It is full of hand crafted moments, one-offs that someone conceived of, artist Craig Adams drew one pixel at a time, and programmer Frankie Leung implemented, creating code that is used in only one place in the game.  These are moments that surprise in the most delightful ways because the game simply hasn’t prepared you for them.  They exist in only one place in the game.  In the present moment as you experience them.  As a game developer there is no greater testament to the care and love that go into making a game than one-off moments because they simply don’t make sense from a budgeting or production point of view.

2. Effective use of music.  The game’s “EP” suffix is well earned and I can only imagine that this is Jim Guthrie’s involvement that makes the soundscape of this game such an integral part of the experience.  The game as a whole is structured as a record, having two “sides”.  Music changes at places where you don’t expect (mid-screen, rather than during interstitials), and it does so in support of the player’s experience.  The game also makes powerful use of silence, a side of music that is mostly ignored in video games.

3. Player awareness. As I played through, I constantly felt that the game is there as a friend, considerate and aware of me, suggesting that now may be a good time to take a break, and filling me in on where we left off as I returned for more.  There are many small examples of this that I’d rather not elaborate on so as to not diminish the magic of the individual moments.  Even the trailer (see below) weaves you, the player, into the experience of the game.

4. As much a toy as it is a game. There is no traditional menu to speak of.  Every aspect of this game oozes a sense of discovery.  Play around with what you see on the screen and see what happens.  You don’t touch the start button, you find your way into the game instead.  With the way the game makes use of the touch screen and accelerometers you find yourself not just playing with the game, but playing with the device itself.

5. Harmony. I just can’t think of a better word to describe the overall experience of connecting with this gem of a game.  Get some head phones, find a comfortable place to sit, maybe a favorite chair in which you enjoy reading a book.  Make yourself a cup of tea or coffee, and set aside some time to let yourself get absorbed.

If you’ve ever played and loved an adventure game as a kid, you owe it to yourself to play this wonderfully nuanced, all grown up, made-just-for-you game.  You can get it here.

 

World of Goo iPhone

World of Goo on iPhone! We’re just about finished, and hope to release the game in the App Store as soon as finishing cramming the last of the Goo Balls inside. In the meantime, here are some answers to some “frequently” asked questions:

Q. When will World of Goo release on iPhone?
A. We’re polishing up the last of the Goo Balls, so as soon as we can. Hopefully sometime in March?

Q. What’s World of Goo?
A. World of Goo is a game about Goo, originally for Wii and PC/Mac/Linux, and recently released on iPad. It won a bunch of awesome awards, including some “game of the yearhonors, and is still one of the highest rated Wii games. More info and video here.

Q. Which iStuff will it run on now?
A. This Phone version of World of Goo will run on iPhone 4, 3GS, and equivalent Touch models. (I think that means anything with a “armv7″ in it, whatever that is.)

Q. Can I wear a Goo Ball on my head while playing with my GooPhone?
A. Yes, visit here for all your head warming needs!

Q. But the phone’s screen is so small, how can all the Goo fit in there?
A. Screen size was our biggest concern too. But, against all expectations, the size of the screen was not much of an obstacle at all. After a few minutes of playing, my feeble human brain doesn’t even notice anymore.  Even so, we’ve added pinch-zooming for those days when your fingers are feeling fat.