mentalBlock is a physics based puzzle game. 6 block types, 4 directional gravity, 45 levels at launch. PLUS a level designer built in (shown at 1:40 in the video). Subscribe to the TouchArcade YouTube channel Recently submitted to Apple, hopefully available soon. Follow @stromdotcom on Twitter for release news.
Yeah but there were some times when the review process was only 2 days. Now its seems to be about a week.
Someone pointed out to me that it would be foolish not to, so I probably will. Some of the better elements, in particular the level designer, won't work well on the smaller screen, so I was thinking of making a really simple version that just plays translated versions of the levels designed for the iPad version.
Just sent a LITE version of mentalBlock off to Apple, which contains the first 15 levels, but no level editor. Trust me, the level editor is worth the price of admission alone.
Thank you very much for this, it is pretty frustrating how few developers take the little bit of time to create a trial version of their games. I'm much more likely to try something with a free trial than to spend money without a lot of reviews already posted. Also, I don't know about everyone else, but I'm much more likely to take the time to post an actual review when a developer has a free trial available. The fact that a developer has enough confidence in their game and enough respect for their customers to post a free demo goes a long way toward earning my support in return.
To be fair to other developers, it can be hard to justify the expense and time required to make a demo version of something that only costs a buck or two, especially since it's so hard to recover your initial costs on the app store to begin with. Not that its a HUGE time requirement, but it does take a day or so. But it seems like a no brainer to me. Besides, I'm so proud of mentalBlock -- it is hands down the best thing I've ever worked on -- and I can't imagine anyone trying the demo and not buying the full version, so it just makes sense Also, to epedemix: I am, at the moment, working out the logistics of an iPhone/iPod version. It'll be a little scaled down (no level editor, maybe fewer levels depending on which ones work on the small screen, etc) but I'm trying to figure it out in a way that makes sense and keeps the game fun.