The Friday Review of Games (July 20, 2012)

Uploaded by androiddevelopers on 20.07.2012

>>Ian: Hey there. Welcome to another version of the Friday Review. Now, we promised that
we would do a sound check today. And instead, we totally got drunk. So, let's do a sound
check right now. Reto, you should be seeing levels that are about a half-inch below the
red zone on the audio meter. Are you seeing anything? It's too high.
>>Dan: Too high.
>>Ian: I'm too hot. Again.
>>Dan: You speak loudly.
>>Ian: OK. So, probably. Well.
>>Dan: I almost jumped out of my seat.
>>Ian: What the hell?
>>Dan: Dude, I was like, I was like.
>>Ian: Oh, no. I just did that to screw with you.
>>Dan: Oh, OK.
>>Ian: What? OK. Are we there now? You should be adjusting the main volume, probably.
>>Male: Yeah, I was just gonna say, you should be a little bit--.
>>Dan: Just if you had any question whether or not this was actually live, you can tell
because we would never do this.
>>Ian: OK. Great. Oh, yeah. Well, because we have a sign on behind us saying, "On Air."
Come on. Oh, what the hell?
>>Dan: Yeah, I know. Exactly.
>>Ian: Aah. Aah. There we go.
>>Dan: All right. That's the way it should be here.
>>Ian: Now we're on air.
>>Dan: That's right.
>>Ian: Can you guess? So.
>>Dan: What to do when you have an extra zoom lying around. All right.
>>Ian: Welcome back to the Friday Review of Games. I, as always, am Ian Ni-Lewis.
>>Dan: I'm Dan Galpin, as the sign underneath me says. So.
>>Ian: And not as always, that came as a complete surprise to me. What the hell?
>>Dan: No.
>>Ian: All right. So, today, we're drinking something reasonably special. This is something
that I have no idea how to pronounce. Traquair, maybe?
>>Dan: Sounds good to me.
>>Ian: Traquir? No. It's certainly not that. This is a handmade ale brewed in the ancient
brew house of the oldest inhabited house in Scotland. So, it's 1930 or something.
>>Dan: And according to a not particularly reputable source, it is one of the, if not
the rarest beer in the world.
>>Ian: Actually, I think that reputable source was a dude in San Jose, California. Not Scottish.
>>Dan: Oh. All right. Sorry.
>>Ian: Yeah. Nice hat, though.
>>Dan: Thank you. Thank you. Yeah, I know this does not actually fit the crazy hat standard
that I've been setting lately. Oh, if you don't mind opening this for me, I'd be honored.
>>Ian: Oh, sure.
>>Dan: All right. So, today we have five games that we are looking at. All of these, fortunately,
do run on our testbed device here, which is, as always, the Transformer Prime.
>>Ian: ASUS Transformer Prime. HDMI Stand-by.
>>Dan: Exactly. And yes, and that does, the cool thing about it, is they have really cool
HDMI features. So, we like that and we're actually trying to put this on the air for
you guys. And four of these were actually nominated by you out there in the audience.
And we did throw in one additional one as a wild card just 'cause I really like it.
>>Ian: But before we get to our games, we need to talk a little bit about changes coming
to the Friday Review.
>>Dan: Am I gonna stop wearing hats?
>>Ian: No.
>>Dan: Oh, OK.
>>Ian: Although, I don't know what your hat budget is, but it must be gargantuan.
>>Dan: It's almost as big as the beer budget, but not quite.
>>Ian: You know I'm actually buying this beer myself now.
>>Dan: Are you really?
>>Ian: Yeah. If you wanna try to chip in, I stopped expensing it because of, you know.
>>Dan: Oh, yeah. OK.
>>Ian: Anyway.
>>Dan: Why? No.
>>Ian: No, 'cause I--. Anyway.
[Ian and Dan laugh]
We'll go into that later. So, here's what we're doing. Now, we've gotten a lot of comments
asking, "What is it about the votes?" "Does the voting suck?" Or, "Do you even look at
what we vote for, and if you do look at what we vote for, aren't you being just biased
by people who have a lot of friends?" Etc., etc.
>>Dan: That is true, actually. Do game developers have lots of friends?
>>Ian: Apparently not.
>>Dan: OK.
>>Ian: Based on the number of votes people are getting, no.
>>Dan: OK.
>>Ian: Developers have no friends at all.
>>Dan: OK. Just wanted to verify. I wanted to clear that up because most of the game
developers I know work a lot. So, outside of their local team.
>>Ian: That's true.
>>Dan: I guess if they have a large team. Anyways.
>>Ian: No, no, because they hate those other guys. They're always screwing them with the
>>Dan: Right. Exactly.
>>Ian: Anyway. Here's the deal. We thought it would be a lot more interesting if we broke
things up a bit. Instead of having one master list of everything to vote for, we're going
to actually have a different list for every week. And every week we're gonna pick a theme.
Now, next week's theme is tower defense games. So, you know I'm gonna be playing this stuff.
I'm a huge tower defense fan.
>>Dan: Mm-hmm.
>>Ian: After that, we have driving games. And then, on August 10th, we're going to be
talking about Asian RPG's. So, JRPGs, KRPGs, any, that stuff that you used to play on your
PSP, that's what we're gonna talk about.
>>Dan: Yeah, nominate those really soon because those take a while to get into. And it'd be
cool if we actually got a chance to play them for more than a couple of hours. So, lets.
>>Ian: So, if you go to the old moderator link, you'll now see each of those categories
and all of them are open. And you can vote on any of them, but the voting closes the
Wednesday before the Friday that we're gonna review them. So, next week on the 25th, you're
going to be, or until the 25th, you're gonna be able to vote on the tower defense games
you'd like us to review on the 27th.
>>Dan: And, you know, this is a dangerous week. I think the other good thing about this
is that we've made this the shortest week, so we'll be playing the least amount of time.
'Cause I tend to find that tower defense games really do suck away all of my free time rather
impressively. So.
>>Ian: Oh, yeah. Yeah. If you watched the review last week, you know that Radiant Defense
basically became my life for a great deal of June and May. Yeah. I'm finally, I finally
kicked that habit, but it took a while. I had to go to Betty Ford for a bit. Rehab.
>>Dan: Yes, exactly.
>>Ian: But we love tower defense games.
>>Dan: Now we can focus on our other bad habits, so.
>>Ian: I think we're gonna nominate some games, too. I'm definitely gonna nominate Sentinel
3: Tower Defense.
>>Dan: Absolutely. Yeah, there are so many good games in this category. I'm tempted to
actually give Guns and Glory another look through.
>>Ian: Really? Guns and Glory?
>>Dan: Not Guns and Glory. Wait. I'm blanking out. I'll get into other games later. So,
all right, so. Let's go actually to what we're gonna be doing here today, which is looking
at five games. Now, I'm gonna start off by looking at Auralux. And the reason why is
because it's the first in the order of icon stashed on the screen.
>>Ian: I think you went alphabetically.
>>Dan: I did, yeah. That's true.
>>Ian: OK. Well, this is your wild card choice, right?
>>Dan: This is my wild card choice. I also, I just wanted to give you a call out. The
live wallpaper that is actually on the screen is actually being generated by one of our
five games this week.
>>Ian: Oh, my goodness. Really? That's a good live wallpaper.
>>Dan: It's not bad.
>>Ian: You know, we keep telling people, "If you want a great live wallpaper, you should
totally do an aquarium app because people love aquarium live wallpaper. But quite honestly,
a lot of the aquarium apps out there, they do live wallpaper. They're not graphically
>>Dan: No, no. This ends up--.
>>Ian: This one, yeah.
>>Dan: This ones got a nice puny fish. But we'll talk about this later when we get into
looking at fish farms. But let's talk about Auralux. So, Auralux is a real-time strategy
>>Ian: I remember, now the developer showed us this when? When was it? Was it at a conference
or something?
>>Dan: It was a GDC. Again, it was a few months ago. And I looked at it and without actually
having a chance to play it, I was, "I know, it's kinda cool looking." But, of course,
you actually start playing it and you realize that it's actually very, very cool. And this
is--, I like to consider this a preview of what's to come because currently, the game
is only available on Tegra devices and only available, I believe, only on tablets. But
he is rapidly adding, the developers, rapidly adding more devices. So, in the game, it plays
fairly straight-forward. It actually used a control scheme that if you've played the
game Osmos, you're familiar with. So, use two fingers in order to scroll around. You
can hit zoom and then I can actually go and I can take individual ones of my little guys,
draw around them with a circle, and I wanna send them on to somewhere else. So, I'll send
them to here. Like that. And we'll send us another.
>>Ian: They just go, like little mosquitoes.
>>Dan: Exactly. Exactly.
>>Ian: OK, cool.
>>Dan: And what's cool about the game is--
>>Ian: There's a lot of them. I think that's why they've restricted it to certain number
of devices, trying to make sure that they've got the CP power to--.
>>Dan: And I can also send them into my own star. And this upgrades the power of that
star. The number of rings around the star actually determines how upgradable it is.
>>Ian: So, you're like, sacrificing your dudes for more power?
>>Dan: I would say that they're actually becoming part of the fabric of the stars. So, they're
colonizing that star. That's the way I look at it.
>>Ian: Sacrificing your dudes. Just like some bosses.
>>Dan: Yeah. Yeah, that's true. Not like our boss, though. He would never do that.
>>Ian: No, not at all.
>>Dan: So, umm. You sounded sincere when you said that. So,--.
>>Ian: So, actually, no. We should give a shout out to our boss, Billy Rutledge, who
earned an honorable mention as Best Manager of the Year here at Google.
>>Dan: Yeah.
>>Ian: Why an honorable mention? Because the man wouldn't let him get first place.
>>Dan: I think the good news about it being an honorable mention is that he gets some
acclaim, but he doesn't have to actually do any work, like the people who actually forward
the award, like the people the award have. So, but anyways. A good shout out to him around
that. And so, this is the game. One of the funny things about this game is you can accelerate
time, but you have to buy it in the store, which I think is awesome.
>>Ian: Oh, that's an interesting strategy for monetization.
>>Dan: Exactly.
>>Ian: Yeah. We talked a lot about monetization strategies last week. This isn't my favorite
one. And the reason is that I don't feel like I'm getting a lot for--.
>>Dan: Do you want my money, Ian?
>>Ian: I think that, for me personally, I like to buy things that I feel like they could
>>Dan: OK.
>>Ian: So, if the developer meant--. Like, we talked about Radiant Defense and their
additional packs.
>>Dan: Mm-hmm.
>>Ian: And those are simple things. You can make an argument that those packs should have
been included with the original game, but they contained extra units, extra weapon types,
extra animations, extra strategy. All of these things took time to design, create, program,
and balance.
>>Dan: Mm-hmm.
>>Ian: So, I feel like I paid two bucks, three bucks, five bucks for something that people
worked on. When I'm buying time, I don't know. It doesn't feel the same way. I think there's
a lot of people who will pay for things like that. And certainly, I'm one to talk 'cause
I pumped plenty of quarters into arcade machines in my youth, but when you're buying something
that doesn't have an obvious labor associated with it, you're definitely gonna be attracting
a different demographic.
>>Dan: Now, the other thing you can't really tell--unfortunately, you can't play sound
here--but although, strangely enough, the music in this game, a lot of it is creative
commons licensed, but--.
>>Ian: But try getting the man to understand that.
>>Dan: Which man are we talking about here? Not our boss, right?
>>Ian: No, no.
>>Dan: So, in any case, the, but actually, a lot of these flashes and pulses in my world
is now getting completely obliterated.
>>Ian: What happened?
>>Dan: Yeah. I just got attacked by the green guys. I'm basically screwed. The green guys
and red guys are both gonna go after my world now.
>>Ian: You sold the blue guys out is what happened.
>>Dan: Yeah. So, what I'm gonna do is I'm gonna get these guys out of there because
by getting them out of there, they'll attack each other. And so, that's another good strategy
in the game. Now, so, the game actually plays music in line with the pulses and there's
actually sort of a beat going on.
>>Ian: Oh, OK.
>>Dan: There's a synthesasia--.
>>Ian: Synesthesia.
>>Dan: Synesthesia, yeah, thing going on. Thank you.
>>Ian: That's pretty cool.
>>Dan: Yeah. So, that's actually a fun part of the game that unfortunately, you're missing
out on. So, that's an example of the kind of strategy that one might use. Unfortunately,
I'm kind of weak to be using any strategy right now. The other thing I would want to
point out here is that the game actually does not do a bunch of things correct with the
back key. And so, the developer already knows this 'cause here, the back key--
>>Ian: Woah. Dude, you're gone. Did it take you back into the game?
>>Dan: I think I might've hit the home key there. What is cool about the game is that
you have a resume right here at the beginning.
>>Ian: OK. That's nice, but you know, what's not nice? It's that splash screen. So basically,
if I hit a button that I didn't mean to hit, boom. I gotta wait and watch your logo for
about 15 seconds.
>>Dan: Well, no. That's only when I relaunched it. But admittedly, yeah. The splash screen
doesn't really--.
>>Ian: So show me. Yeah.
>>Dan: Yeah. So, if I click home, and then I go back, it's not, it's not--.
>>Ian: Oh, OK.
>>Dan: But admittedly, it doesn't need to be there. The game's already running. It's
already actually running in that other case, potentially. Although technically, if you
hit the back key to exit, it's the process you expect when you go back into it, it's
gonna do whatever it does and start. So, yeah, it's one of those things where it sort of
missed. But you can certainly multitask quite effectively with it. And I love the fact they
put a resume in there. I mean, this is, this is exactly what I would like to see. It makes
it very clear.
>>Ian: Yep. That is very cool.
>>Dan: Look. It's a game in progress. It's right there on the front screen.
>>Ian: Hey, let me move this to the center.
>>Dan: Oh, yeah, yeah. Sorry. I don't wanna break the HDMI connection.
>>Ian: We'll break the HDMI connection.
>>Dan: OK.
>>Ian: It's weird. We have better HDMI connection. This show is brought to you by Doctor HDMI.
>>Dan: [laughs] That's right. All right. So, that's Auralux. Again, there's a lot of really
great stuff in this game. And I really enjoy playing it.
>>Ian: Yeah.
>>Dan: So, it runs great on the Transformer Prime. So, we'll probably take another look
at that one when they actually get a build out maybe for a minute or two on a future
>>Ian: We're excited about this. It's good stuff. Now, before we move to the next game,
let me just ask you, what do you think of this beer?
>>Dan: Oh. You know, it's funny. I like it. Yeah.
>>Ian: It's different.
>>Dan: It's different. It didn't like, strike me as being, I don't know. It's good. I mean,
what's your opinion?
>>Ian: Maybe we should have Reto taste it. He has an accent.
>>Dan: Oh, that's a good point.
>>Ian: Here you go, Reto. Reto, why don't you introduce yourself to the guys here? You
can picture-in-picture yourself now.
>>Reto: Can I? Because I don't think you've set me up with the thing.
>>Ian: No, you got the Hangout dealy-bobber?
>>Reto: It doesn't look like there's a Hangout setup.
>>Dan: Oh.
>>Ian and Dan: No way.
>>Dan: Oh well.
>>Reto: I'm right online. You can tune in an hour before these guys have the app review,
and I have an accent. So, apparently that makes me best suited.
>>Dan: Exactly.
>>Ian: I found that a British slash Australian accent is absolutely best game review accent
in the world.
>>Reto: Really? I thought it was the way you got onto House, but I guess [ ].
>>Ian: That, too.
>>Dan: [laughs] Yeah, exactly.
>>Ian: All right. So, let's take a look at our next--.
>>Dan: Yeah. I'm not gonna look at Crates on Deck because Crates on Deck required, yes.
'Cause Crates on Deck requires rotating this. Let's go to the ones that all work in landscape
first. So, now we're gonna look at Drive with Zombies. And Drive with Zombies is a perfect
example of a game that kind of works on tablets. And what I mean is that a lot of the touch
areas are actually sized in a way that's really, really appropriate.
>>Ian: No. Hang on. Hang on. It's the Welcome app for Android. That's our account, right?
>>Dan: Yeah. Yes. So, it actually uses account manager on this--.
>>Ian: That's so cool.
>>Dan: Yeah, exactly.
>>Ian: That's great.
>>Dan: So, yeah. So now, we select our vehicle. And the goal with this game is to avoid zombies.
You may not be able to tell by looking at it, the graphics are low res and you actually,
the game--.
>>Ian: Well, they're not bad. Well, the title screen I like, but yeah. This one, it reminds
me of Desert Bus.
>>Dan: Mm-hmm. So, you've got some choices. You can run over zombies now. You see, there's
a little icon there on the side. It wants me to shoot that zombie and try not to--.
>>Ian: Oh.
>>Dan: And so, for the most part, the biggest problem with this game is that it is probably
that it's looking at this device, this is an MDPI device rather than as a tablet device.
>>Ian: Wait. Really? You think that's the problem?
>>Dan: Yeah. So, these--.
>>Ian: Why do you think that's the problem?
>>Dan: 'Cause the resources are really small.
>>Ian: Oh, you're talking about the size, like up in the left hand corner.
>>Dan: Yeah. Exactly.
>>Ian: Yeah.
>>Dan: So, my suspicion is that, you see how small that little arrow is on the right? So,
my feeling is that on a phone, all this would be fine. I didn't have time to play this on
a phone, so I actually don't know. So--.
>>Ian: I think the real problem with this game is there's like this great concept, but
it could be ten times more awesome.
>>Dan: Yeah. It just, it really--.
>>Ian: And I'll tell you, part of it would be just actually going back and doing a demolition-style
version, like some crash physics.
>>Dan: Yeah.
>>Ian: What's that game where you just have to crash everything in an intersection? We
looked at it a while back.
>>Dan: Oh, yeah, yeah, yeah. I don't remember, but I know.
>>Ian: Or that game for the Xbox 360. Burnout. Right?
>>Dan: Yeah.
>>Ian: Was it Burnout? No. I can't remember. Anyway.
>>Reto: It was. It was Burnout.
>>Ian: Ok.
>>Reto: PSP though.
>>Ian: Right. Right. Yeah.
>>Reto: Three or four of the intersection crashes.
>>Ian: Exactly. Yep. And now, when I hit a bus there, I'd like something to happen. I'm
just saying. I think it would be cool.
>>Dan: Yeah. And so you know, you'll see a lot of things in this game are, a lot of the
graphics are just a little bit low resolution, which means certainly low res for a Galaxy
Nexus or a lot of the devices that are out there. So, that's just one more note about
the game. Also, you'll see that things like the numbers aren't actually centered. Like,
if we actually take a look here. I guess I don't have touch enabled.
>>Ian: See, I thought that was just avant garde.
>>Dan: No, no, no. It's actually, it's throughout the--.
>>Ian: DPI problem?
>>Dan: Yeah. It's right throughout the entire app.
>>Ian: So, the main lesson here is test on multiple devices. And one of the reasons that
we do this show is because we're good friends with the people that do game reviews for Google
Play. And here's a tip. Google Play, the Google Play game review team, the people that decide
which games get featured or not, care a lot. Now, this may come as a surprise. They care
a lot about the Nexus 7. Now what we're looking at here is essentially identical to the Nexus
7. It's a little bit different, but the hardware and the screen resolution are pretty much
exactly the same. The DPI's a little different. If you're not working on this class of tablet,
it's very, very unlikely that you'll get featured. And the reason is we, as Google and especially
the Google Play guys, care a lot about the success of the Nexus 7. We're super. If you
watched our show last week--
>>Dan: We care about all of our--.
>>Ian: you know that we're just insanely excited about this. But we care about all Android.
>>Dan: All of our Android children, really. I mean,--.
>>Ian: But they have a special place in our heart.
>>Dan: Yeah, absolutely. Mostly 'cause it's really fun to game on.
>>Ian: Now, if you're on this tablet, if you work on this, Asus Transformer Prime, Galaxy
Tab, all of those things, you have to work on that class of device if you wanna be featured.
>>Dan: Sure. Yeah. I mean, I think everyone should make sure their app looks good on a
ten inch tablet, a seven inch tablet, and a five inch phone, unless there's some--a
four to five inch phone--unless there's some really, really strong reason why your app
doesn't make sense. And even then, probably make it look good anyways because even if
it doesn't make sense, someone's gonna want to play with it. Even if your primary reason
is doing hundred mile an hour photography with the phone strapped to your head, make
it run on a tablet. OK?
>>Ian: That would be awesome. A tablet strapped to your head?
>>Dan: I know. Exactly. Not only that, it also works as a deflector. So, in any case,
it's like that iPad YouTube video where she gives the iPad to the grandfather and he uses
it as a chopping block. So, in any case, Drive with Zombies. So mostly I wanna see higher
resolution textures. I wanna see the control just being a lot more solid. The control is,
it feels like semi-analog, but not really. Like, you have to tilt it, then you get this
immediate woo. And I really wanna have much tighter control if I tilt it a little bit,
I get a little of accelerometer, rather than a jolt as if I've now pushed the left arrow
key. That's sort of what it felt like when I was playing the game.
>>Ian: Now, one tip that we get. So, we actually had a really fun summit meeting with a bunch
of, all of the leading game engines and hardware manufacturers, right before Google I/O. And
one of the things that came up was the fact that very few games are correctly using the
gravity sensor. Now, that's understandable because we've improved it recently and it
wasn't that good earlier, but if you use the gravity sensor, A, it gives you a quaternion.
See, now, it's fun because we're doing the game review and I can say quaternion without
having to explain what it is.
>>Dan: I think you should explain it anyway.
>>Ian: OK. Well, a quaternion is like a rotation matrix. Good enough? OK.
>>Dan: Good enough.
>>Ian: So, the thing is, it gives you back a quaternion that you can plug directly into
your engine. It's really precise, especially compared to the other sensors. It brings together
all of the data from all of the sensors on the device to try and distill it in the most
precise sensor you can get. And not only is it precise, it reacts really fast. So, people
that have used the gravity center, and I think Vector Unit was there and they switched over
to the gravity sensor just a couple days later. And they're like, "Wow. We can't believe how
awesome it is to play Rip Tide with this now that we've switched over. It just feels so
much better."
>>Dan: And it was pretty awesome to play Rip Tide in the beginning. Let's just make that
>>Ian: Oh, yeah. It wasn't a bad game to begin with.
>>Dan: Rip Tide was great, but it made it even better.
>>Ian: Exactly.
>>Dan: In the gravity sensor.
>>Ian: You know what?
>>Dan: Yeah?
>>Ian: I've decided--
>>Dan: Yeah?
>>Ian: that I hate the bags under my eyes.
>>Dan: Oh, OK.
>>Ian: All right. Now.
>>Dan: So. That was good.
>>Ian: Excellent.
>>Dan: Now we need to make sure that one of these ones with the sunglasses actually is
the one that's used for the preview frame on YouTube. 'Cause that's just the way it
should be. All right.
>>Ian: All right.
>>Dan: Let's go to the next game. So, the next game I wanted--
>>Reto: --cause if we combine the two of you, we almost have a Blues Brother.
>>Dan: We actually need to come in wearing Blues Brothers outfits at some point. I think
that would--.
>>Ian: I do have a Jake mask that I wore for Halloween the other--.
>>Dan: I think just a suit with a hat would work with the black tie. So, in any case,
all right. So the next game I wanted to look at was Nosferatu. Nosferatu is in the endless
runner class. And it says "Nosferatu, Run from the Sun." And actually, the biggest problem
with this game is actually its market listing page, which has probably one--.
>>Ian: Oh, yeah. Let's bring that up. This is, yeah.
>>Dan: Actually, I don't know about, the problem is is that you don't see the feature graphic
on the tablet. I guess I could go into Chrome.
>>Ian: You do, don't you?
>>Dan: No. No, it doesn't show up. That's the problem.
>>Ian: Oh. We'll go into Chrome then.
>>Dan: We're going into Chrome. Let's see.
[Dan sings]
All right. While I'm going into Chrome, let's cut to something else. But however this game
is, this game is really fun. And I thought I had Chrome on here. Do I not actually have
Chrome on here?
>>Ian: There's a browser, I think.
>>Dan: I know. I know. All right. Well, let's go to play dot Google dot com.
>>Ian: Dan is now using the keyboard.
>>Dan: Yes. That's good. You can be the voice of Dan. Dan is now using this amazing attachment,
which someone said was totally irrelevant on tablets, but is actually quite useful.
So, [coughs].
>>Ian: Nice. Perfect. OK.
>>Dan: This is the, all right. Now we're pointing at the camera. Now, let's go to Nosferatu.
Now, I can't guarantee. Nose candy free. That was kind of awesome.
>>Ian: Nose candy?
>>Dan: It's what it said. That must be a game. So here we are. Nosferatu, Run from the Sun.
So, yeah. So, to look at this game. That was the feature [inaudible]. Now, I do love the
inclusion of the Google Play logo as if we didn't already know we weren't already on
Google Play.
>>Ian: That's a serious issue. Not because we don't love Google Play because of course
we do. And props to you guys for representing. But it doesn't belong in your feature graphic
because we can't actually put this on the feature page. We'd look silly.
>>Dan: Yeah, yeah. So, the second thing is obviously, your text is really, really small.
No one's gonna really be able to read that if it actually does get featured.
>>Ian: Yeah. The important thing is you take this, you back up about 20, 25 feet from your
average size monitor and if you can still read your text, boom. You're good.
>>Dan: Exactly.
>>Ian: Because the thing is, we will shrink that down until it's about an inch wide. And
that's an inch wide being held probably about 18 inches away from someone's face on a phone.
And you've got to have some pretty good eyes to read "Run from the Sun" off of that graphic
when it's that size.
>>Dan: Yeah. I mean, "Run from the Sun" is useful because it actually tells you what
the game is, which is a runner. So, let's go back to the game itself.
>>Ian: Well, and it distinguishes you from all the other Nosferatu titles out there.
>>Dan: Yes. Right.
>>Ian: I'm not sure we have enough. We need some more--. So, this is a one control endless
>>Dan: It is. [coughs] Yes. It actually, I think, might eventually get more than one
control, but initially that's your goal is your one control. And you basically, you can
do different kinds of jumps.
>>Ian: Yeah, nice. Are your ears actually acting as wings in this case, or?
>>Dan: Well, I should say that there is, so what is interesting is that there actually
are two modes to this game. There is running and flying. And--.
>>Ian: Wait. Did you just eat that girl?
>>Dan: I think so.
>>Ian: OK.
>>Dan: I'm not positive. Oh, I completed my daily mission. I'm sure I get some bonus for
that. No. And I've fallen and then I get fried by the sun.
>>Ian: It's really pretty though. I love the graphics on this. I think it's really, really
>>Dan: Yeah, it's really well done. I mean, I was really pleased with this. I actually
played with the game a lot. There isn't anything that I found that was wrong other than again,
like in this particular case, the back key doesn't do anything.
>>Ian: Yeah. Bad.
>>Dan: But for the most part, that's the biggest problem with the game.
>>Ian: By the way, so let me just take one moment. I wanna pimp our Google+ presentation,
or Google I/O presentation.
>>Dan: OK, yeah.
>>Ian: We did a presentation called "Ten Things Every Game Developer Should Know." And it
was fun.
>>Dan: And it was funny. I was half asleep when I was presenting it.
>>Ian: We wanted to do another take. OK, so we weren't super happy with the video team
on it. It was streamed live. Or no, it wasn't streamed live. It was recorded live. There's
a few slides that were super funny that didn't make it on there. But the important thing
is, there's a lot of really good information there. And it's not unentertaining.
>>Dan: And you get to see what we look like when we're wearing ugly cyan shirts.
>>Ian: Exactly. And when I'm not wearing my girdle, which apparently you were that day
as I recall.
>>Dan: [laughs] I was wearing your girdle? I didn't know that.
>>Ian: Yeah. Thanks a lot. Never share a hotel room with this guy. Your clothes will disappear
and not the good clothes. Here's the thing. There are a small number of things that a
lot of game developers get wrong. We mention it on the show here, but the important thing
is if you get these things wrong, you won't get featured on Google Play. And if you do
them right, your chances of getting featured rise astronomically because if you do them
right the first time, you get to go to the front of the line. Whereas all the people
that got them wrong go to the back of the line till they get retested.
>>Dan: So basically, if you do something wrong, even if people like your game, someone has
to go, "You did something wrong in your game." Is it actually worth spending the time to
contact you? Is your game good enough that it's worth fixing? While if you get everything
right, then the only question is, is it good enough to get on the featured list on some
day when, perhaps, there aren't many things in the queue. Then, your chances of getting
featured are much higher. So, definitely these are really important things we're talking
about. In this case, the back key is actually the biggest problem with the game. I actually
didn't see any other issues with this game other than that key doesn't play music on
the lock screen. The game is fun. The feature graphic does need to change if we were gonna
feature it. There's no question about that. But the game is cool. And I would say yeah.
Make some of those changes. Let us know. I hope you've been watching and we'll watch.
>>Ian: Yeah, we do like the game. Great work.
>>Dan: Definitely like the game.
>>Ian: All right.
>>Dan: All right. So, next game. Fish Farm.
>>Ian: Woohoo.
>>Dan: Now, Fish Farm is what you guys have been watching on the background if you've
been watching what's going on it. And I would say the other thing, you can't really see
from here that the tank is slightly lower resolution than I want it to be. There's a
little bit of artifacting. You can tell that it's compressed. But for the most part, it
looks pretty good. And--.
>>Ian: No, no. Hang on.
>>Dan: It's very a scientific study.
>>Ian: Hard to tell.
>>Dan: Yeah. It's a little blurry. And you can see here up in the corner, you can see
actually some very nice artifacting from of the background. But other than that, it's
pretty good. My feeling is if you're gonna have one screen of your game that is as important
as this one, in this particular case, it may make sense to upgrade the quality just a little
bit of that one image. So, but what I do like about the game is that it has 3D fish, which
is so cool. It's very, the fish are actually modeled and you can see they can spin in any
direction. And they do have behaviors. You can do stuff like, I wanna. So, first of all,
this is the way the menus work, by the way, is I tap here. There's this little plus sign
that brings up the actual menu. And then you can do things like feed the fish. All of my
fish are mostly full, but you can see that I can give them food. And the ones that aren't
still hungry--.
>>Ian: See, they've got like, RTS-style meters over them to tell them how much they've been
>>Dan: Exactly.
>>Ian: This makes me want to shoot them.
>>Dan: And the free--.
>>Ian: I wanna send my marines out and see if I can eat them.
>>Dan: So, the food, the thing about the food is that I'm giving them cheap food. This food
only lasts for eight hours. You can also get more expensive food that will last longer.
And some of it requires slow currency, or real money. And some of it can be purchased
with in-game currency.
>>Ian: Slow currency.
>>Dan: Yes.
>>Ian: Right. The type that takes a long time to earn.
>>Dan: Or that you cannot earn.
>>Ian: Unless, of course, you're Dan or Reto.
>>Dan: [laughs]
>>Ian: You pretty much earn it very quickly.
>>Dan: Yeah. So, or unless you just spend a dollar or two on the game. But--.
>>Ian: OK. Sorry, I'm no good at spit takes. We really need to get Alex back.
>>Dan: We do. We do. The spit take when he was drinking the beer that had gone through
a cat's gut was pretty amazing.
>>Ian: And I wish we'd had him on video. Last week, I served Dan the one thousand IBU Mikkeller
beer, which was quite bitter. Not impossibly bitter, but pretty damn bitter. No reaction.
I was extremely disappointed.
>>Dan: Yeah. Well, I--.
>>Ian: I wanted to find another co-star at that point.
>>Dan: The problem is, is that I've been working with Ian for a while and I've spent the last
six months building up a resistance to bitter before the game.
>>Ian: Exactly.
>>Dan: And before I got to try this one. So, it really didn't mean much. I'm like, "Oh,
bitter. I'm used to it."
>>Ian: Pretty much. But--.
>>Dan: We drink a lot of IPAs.
>>Ian: But when we fed that to Alex, oh my God. It was like a Keystone ad.
>>Dan: Yeah, that's because Alex shares his cube with me. So, really he's not used to
>>Ian: Don't we actually all share a cube?
>>Dan: We do actually.
>>Ian: Isn't Alex bitter all the time about your, you know?
>>Dan: So true.
>>Ian: Habits. Yeah.
>>Dan: So, in any case, but I'm not bitter. He's the one who's bitter, you see?
>>Ian: Good point. OK.
>>Dan: So, why would I be bitter?
>>Ian: Can we get anyone, anything other than these blue fish, though? I mean, these--.
>>Dan: No, these are the starter fish. Now, if I want to--.
>>Ian: Can we get a red fish?
>>Dan: I'll show you. So, we can go "edit" "fish," first of all. And I select a fish
here. And I can make it bigger.
>>Ian: Wait. You can just make the fish bigger? What kind of a bizarre eugenics program are
you running?
>>Dan: Well, no, no, no. You see, like, the problem is it takes a while. So, I can rename
it. I can move it. I can breed it or sell it. There's really not much I can do.
>>Ian: Nice. Is that Japanese below?
>>Dan: I don't know. And then, but I can go to the store and that will say one. And if
I go to the store, you'll see that I can buy this fish. Or for slow currency, I can get
another boring fish. So, until we get much farther up the list here with experience points
and in-game currency, I can't buy most of the cool fish. Now, this is one of the things
I noted about the game is this is a really, really slow, slow scrolling thing.
>>Ian: Wait now. What is going on there?
>>Dan: I don't know. This is running out of Transformer Prime.
>>Ian: OK, yeah. You're running on a very fast machine and you're getting terrible scroll
performance. Now, given this is ICS and not Jellybean, but still.
>>Dan: Yeah, no, no, no. This is, something bad's going here. I'm pretty sure the entire
background is being drawn as this thing is going. So, first of all, what I would do is
given that this takes up almost the full screen, pause the screen behind it. There's no reason
to have that continuing to draw.
>>Ian: Right, right, right. Now, they don't have that alpha-d out either, right? I mean,
it's a--.
>>Dan: Yeah. It's--.
>>Ian: Yeah. I would say for the couple millimeters of aquarium we've got on the side there, totally
not worth it.
>>Dan: Yeah. No.
>>Ian: Let's maybe just make that a full screen.
>>Dan: Or just pause it behind it. It doesn't even have to draw. It's so sad watching that
thing scroll. So, that is one of the important things that I noticed. But you can buy decor.
You can get change the size of your tank, which allows you to, you can also buy new
tanks. So, there's a lot of stuff you can do. And it's split between currency that is
again, slow currency, as well as currency that you can get in the game.
>>Ian: Let's buy a fish. Let's buy a cool fish.
>>Dan: I don't have any cool, there's only one other fish.
>>Ian: Buy a cool fish. What?
>>Dan: I don't have enough experience points to buy a cool fish.
>>Ian: I'll give you some money.
>>Dan: I can't. I have to actually get experience points. You have to play the game.
>>Ian: You can't even just use money? I can't go in here and say, just plop down, "Look.
I got a hundred bucks." I mean, "Google has a hundred bucks. Actually, my buddy Ian Armstrong,
he has a hundred bucks on his Google card and we're just gonna buy a great fish." Can
I do that?
>>Dan: Not that I know of. I think you have to actually get experience.
>>Ian: You know what? I like that actually. That's cool. You actually have to play the
game. It's not just about how much money you have. So, kudos.
>>Dan: You have to play it. I also think, yeah, exactly. So, in any case, in fact, these
fish I think are already bigger than when I first purchased them. I'll purchase a new
one just so you can see what a new fish would look like 'cause--.
>>Ian: Can we at least get that gold-tail thing?
>>Dan: Well, I wanted to purchase one of these guys here.
>>Ian: Oh, OK. Oh, is it the little tiny one there?
>>Dan: Yeah. See that one's smaller? So, they do actually get bigger.
>>Ian: You're an excellent fish keeper.
>>Dan: Thank you. Yes, you can see my fish are all relatively happy. That being said
I should feed this new guy 'cause--.
>>Ian: You're better to the fish than you are to me.
>>Dan: Hey.
>>Ian: Dan's a gardener, by the way. He's one of those guys that brings produce in and
you're like, "Awesome."
>>Dan: It's good. Today I brought tomatoes in.
>>Reto: I haven't received any of this produce.
>>Ian: Really? You didn't get any of his cape gooseberries?
>>Dan: Yeah.
>>Ian: You know, the French enjoy cape gooseberries. Apparently.
>>Dan: So, they're, anyways. I brought tomatoes. They're in the micro-kitchen today. So, enjoy.
>>Ian: You put them in the micro-kitchen?
>>Dan: Yeah.
>>Ian: What? You didn't give us first dibs on those?
>>Dan: No. I just put them in the micro-kitchen. So.
>>Ian: But everybody goes into the micro-kitchen, even people that we hate.
>>Dan: Well, yeah. So, anyways. That's, so, but this game does a lot of things right.
And one of them is it actually has a great list of settings here, which also is very
slow to scroll.
>>Ian: Right. But that's not a great list of settings because it doesn't use the settings.
>>Dan: It doesn't use the settings. For a game, it's better.
>>Ian: It's true. We do give you a pass on your game if you're trying to fit into something,
but the truth is I'm not buying it here.
>>Dan: No. Well, they're using standard controls. But the other thing is they're not using common
theme. They've got the menu of shame. They've got the zoom control of shame. In fact, let's
see if, does it die. Hold on.
>>Ian: This doesn't feel like a game settings menu. This doesn't say, "Hey, I did something
different from normal settings because I had a cool artistic vision."
>>Dan: I have it stretched to fill the screen.
>>Ian: This is saying, "I did something--." What?
>>Dan: It's so much faster if I have it stretched to fill the screen at low res.
>>Ian: [whistles] Well, yeah. That does sort of make sense, right?
>>Dan: Yeah, of course. I just, I actually, but good. Kudos on their part. They actually
change correctly and they don't crash, which really is--.
>>Ian: That is good, but they probably shouldn't have the button of shame.
>>Dan: No, they shouldn't have the button of shame.
>>Ian: That's a pointing compatibility button of shame.
>>Dan: It's running out there. The menu of shame and a button of shame.
>>Ian: But so, just to clarify what I was talking about. So, obviously, we have design
guidelines in Android. We have things that we want you to follow. And that applies to
most apps and many things that aren't just normal apps.
>>Dan: And mostly, we actually have write guidelines now. And that's really awesome.
Now for games, we usually give them a pass 'cause usually games are trying to do their
own thing. They're trying to like, have this really cool custom look. This is not cool,
custom look. You'd be better off using our guidelines. There's a whole bunch of Android
controls sitting here.
>>Ian: This goes for apps as well. Like, if you have a very cool custom look of some kind,
and we don't really care what it is, but if you've got some sort of art direction where
you're saying, "Look, we have our own special look." Now, one thing that we don't buy is
when people say, "We have our own special look," and then we boot it up and it looks
like somebody else's phone OS, we're not buying that.
>>Dan: Yeah. What's up with that?
>>Ian: But you've got your own special artistic vision? Of course. Do that. We love that,
but if you're not bringing anything to the table, how about just using our normal controls,
because people like that?
>>Dan: Well, these are normal controls, but one, these--.
>>Ian: I'm sorry. Well, in this case, these are normal settings.
>>Dan: Normal settings. Well, I would say--.
>>Ian: We don't have any normal controls that have that gradient.
>>Dan: Yeah. Part of the problem with these--.
>>Ian: No. I'm sorry. That gradient, I'm, no.
>>Dan: Part of the problem with these controls is that there are, if you look at it, they
are, as you know, as you can see, the Gingerbread version of the controls. And it would be so
much nicer--.
>>Ian: Did we ever ship that gradient?
>>Dan: No.
>>Ian: That's what I thought.
>>Dan: But these controls, the on and of--
>>Ian: Even when we were shipping really bad UI, we never went that far.
>>Dan: Yeah. So, anyways. So it would be nice to actually see these things themed with the
theme of the device and that's very easy to fix. And if you target SVK Version 14, it'll
just boom, happen automatically. So, that's one thing I'd love to see this game do is
make all the buttons of shame go away. It would probably make this look a little bit
better. Even better is just use a standard settings pane if you're gonna make it this
much like the RR stuff, but not quite.
>>Ian: It'll save a ton of time. It's really, I mean, did you just have an intern that needed
work or what? Come on.
>>Dan: This, anyways.
>>Ian: OK. Now I'm being mean. I apologize. But part of the reason I can be mean here
is because you guys have a great aquarium. It really looks nice.
>>Dan: Yeah. We like it. One thing I would just like to see is when you're actually on
live wallpaper, there's really not much feeling that I'm swiping between screens.
>>Ian: Right.
>>Dan: It'd be cool if it actually did something. You're already gearing--.
>>Ian: If you could move the camera just slightly, that would be awesome.
>>Dan: Yeah. You're already rendering things kind of in 3D, and I know you have this cool
like, this edge of the glass effect blur thing going there, but actually, honestly, I'd much
rather see the screen just move a couple of pixels as you did that just to make you feel
like it was doing something.
>>Ian: It would be more typical of live wallpaper.
>>Dan: So, that would be my only complaint of the live wallpaper. Other than that, it's
really cool. It actually looks like an aquarium. I kind of wanna keep it around. Maybe it'll
stay around for a few weeks on this machine.
>>Ian: Oh yeah, absolutely.
>>Dan: Unless someone else comes up with--. So, one more game to look at.
>>Ian: No, no, no. Hang on. Hang on. What happens if you like, tap the back of the screen
right now? So that's one other thing that you can do with live wallpaper.
>>Dan: I want the fish to react, man.
>>Ian: Yeah. Yeah. Make the fish react. Get your taps to actually do something. Maybe
it takes you into the game. Maybe you tap on a fish and it says, "Do you wanna feed
it?" I mean, live wallpapers are very, very powerful. You can put pretty much anything
you want in it. And why not use it to drive a little bit more user engagement? Of course,
you don't want to go overboard, but hey, why not a little bit?
>>Dan: Exactly. Yep. Sounds good to me. All right. Final game is Crates on Deck. And this
game has a distinct visual style, which is fun. Although this title screen is kind of
>>Ian: Can we just take the keyboard off, 'cause damn, that looks kinda dumb?
>>Dan: Yeah, I know. But we're only showing the HDMI. For right now, that's working--.
Yeah, I know. I know. Go back to the screen.
>>Ian: Oh no. No. Shame him, Reto.
>>Dan: So, Crates on Deck is a game that is in the landscape of mode by default. Play
Gravity Galleon, which is the first series of levels. And so it's cool and it tells you
which, you start off with that side up and you'll see why that's important because rotating
the screen actually does change the physics. It does change. So, we rotate the screen to
the side. Now what we have to do is drag our crates over to get that.
>>Ian: So, you just change the gravity.
>>Dan: Yes.
>>Ian: But the ocean is still in the same place.
>>Dan: That's right. That's just a backdrop. So, the problem is--.
>>Ian: Just saying the world doesn't make sense.
>>Dan: The world doesn't make sense.
>>Ian: Also, this game doesn't make sense is what I'm saying.
>>Dan: Oh, well that might be true. But the world definitely doesn't make sense. All you
have to do is see what happened in a movie theater this week and you realize the world
doesn't make sense.
>>Ian: Too soon.
>>Dan: Too soon?
>>Ian: OK.
>>Dan: I don't, I really, I think it's clear that doesn't make sense. All right. So now
we can do, is we can drag these over and of course, I did that completely wrong 'cause
yeah. So, actually it sucks. Actually, this is, I don't know how to solve this puzzle.
>>Ian: I don't understand what we're--. Oh, you need to get the red crate onto the X?
>>Dan: Right. Yeah. See, if I drag one underneath it, physics doesn't actually work. They don't
drag together. So I can drag it like that.
>>Ian: Well, maybe they're just frictionless crates.
>>Dan: They are frictionless crates. So I've gotta get it all the way over there. So what
I need to do is actually move, go like that. I think I like this. Thinking outside of the
box. So, that's the way the game actually works. And each one is a little puzzle. And
I think it's really fun. I think it's a really fun game.
>>Ian: It's not bad.
>>Dan: And it's fun where you have to deal with two things, rotating the screen and moving
boxes. Oh, sorry. We lost HDMI again. the whole reason we're having this plugged into
the keyboard and looking lame, as you can see, there we are, is so that I wouldn't pull
out the HDMI too terribly as I rotated the screen.
>>Ian: It didn't help all that much, but OK.
>>Dan: Yeah, exactly. It really doesn't.
>>Ian: Yeah, we need to have like, I would love to have an HDMI connecter that works
like a BNC connecter.
>>Dan: Yeah. I would, too. These, all of these frictionless connecters are just--.
>>Ian: So, everything that you're doing here seems to be oriented around 90 degree rotations.
Is that--
>>Dan: Yes.
>>Ian: do you actually rotate it in different ways?
>>Dan: No, just 90 degree rotations. So--.
>>Ian: I don't know how I feel about it. I feel like, "Wow. You're making me rotate my
device, but--."
>>Dan: Which normally is not this painful on most devices.
>>Ian: Well, but, you know, still. I mean, I feel like a little bit of an idiot.
>>Dan: Yeah. Well, only if you've got this keyboard attached to it like I do. I mean,
>>Ian: I don't know. I mean, I have to say I'm a big fan of things that take advantage
of device rotation when it's a relatively small rotation. I think driving games, for
instance, are, make a lot of sense. Other ones, like I remember one of my favorite games,
Bag It, you rotate the device around a little bit, just shake your bag, just make all the
contents settle. But when it's rotating fully all the way around, I don't know. It's a little
bit tough because to tell the truth, I actually played a lot of games with the power plugged
in. 'Cause I'll sit in bed at night and I'm charging my device and I wanna play a game
or read some news or something and so, I've got a cable on it. And it kinda gets in the
way if I'm doing something like this.
>>Dan: Yeah. I like it. I mean, I think that this is the kind of game you play in a train.
I don't think it's the kind of game you sit in bed and necessarily play. It's really--.
>>Ian: It's not a bed game.
>>Dan: It's not a bed game. This is a puzzle game.
>>Ian: A train game.
>>Dan: It's like, each, you want to solve each puzzle in a reasonably small amount of
time and make the fewest number of moves and rotations to do that. And anyways, I think
it's a clever game. I think they're presentation is cool. I would like to see them, even though
I think that this is cool, I think that their Crates on Deck could look a little bit, the
title screen here, could look a little--.
>>Ian: Let's just show that on the screen actually. I don't know. I mean, let me get
a closer look here.
>>Dan: You've got the shades on.
>>Ian: That just makes things better.
>>Dan: It's true.
>>Ian: Well, OK. I mean, this is not, I think that this game--.
>>Dan: It has a distinct artistic style.
>>Ian: Right. It's not like, the most professional artistic style, but that may be intentional.
>>Dan: I'm sure that it is intentional. I actually mostly wish the logo was a little
>>Ian: I'm not sure. I'm not sure because you got all this stuff that's a little bit
playful and then you got drop shadows. And I asked myself, "What professional designer
would've said, 'You know what? Crates on Deck needs a drop shadow.'" I would've done that.
>>Dan: It's true.
>>Ian: I would've totally put a drop shadow there, but I'm not a professional designer.
>>Dan: Yeah, yeah. Also, just having buttons that don't actually react.
>>Ian: You have a button that doesn't do anything?
>>Dan: I guess it does do something. I just didn't, I couldn't tell. It's just turning
subtle colors.
>>Ian: OK.
>>Dan: So, it is. But yeah.
>>Ian: So there's a little bit of polish that probably could be done.
>>Dan: So, is there anything else we wanna talk about, other than making sure that people
know, if you didn't tune into the beginning, that we're gonna be changing the format of
this show.
>>Ian: Yeah.
>>Dan: So, if--.
>>Ian: Well, not the format exactly.
>>Dan: Well, not the format.
>>Ian: But we're still gonna drink beer, even though I'm paying for it now and Dan isn't.
>>Dan: That's right. And that's the way we like things. And also, so most importantly,
we're gonna be nominating different categories of games. So, next week is going to be tower
defense games. Week after that are driving games. And week after that are J and KRPGs.
>>Ian: And you can vote for these now. You can vote for them all the way up to the Wednesday
before the day they get reviewed.
>>Dan: Absolutely.
>>Ian: And what you should do is we would prefer that the developer of the game nominate
the game and we would, we definitely encourage you to add a Google+ link to link to your
own Google+ profile. Don't just put your Google+ name because a lot of those names are duplicates.
We don't know necessarily who you are. If you get the URL of your Google+ profile and
put it in there, then we'll be able to find you and we'll let you know if your game is
being reviewed or not. And hopefully, get you on air with us live and have a bunch of
fun with you. Anyway, that didn't come out right. But the other thing that we want, though,
and this is quite important, is please do make sure that you have the Play store link
in your title. Don't make us guess what it is. Just link to it in the Play store, link
to your Google+ profile, and then, anyone that likes it please vote it up. If you don't
like it, vote it down. Either way, our moderator page does allow you to leave comments and
we'd really, really appreciate it if you could leave comments saying why you do or don't
like each particular game.
>>Dan: Yeah. It's enough to say, "This guy is not my friend." At least that explains
your one-star vote. And so, but at least put that in there.
>>Reto: So, I was listening to the beginning of the show and there was some pretty funky
tunes playing over the title screen. Who picked them?
>>Dan: Very good point.
>>Ian: That was actually a song that I wrote back when I had time to do such things. It's
called "Lithium." And you can't get it anywhere, but maybe I'll put it online.
>>Dan: Exactly. So, you'll at least get to hear a little bit of it. If you wanna hear
it again, of course you can replay this when the live stream goes, when the archive stream
goes up. And so yeah. That's another episode the Friday Review of Games.
>>Ian: Thanks for joining us. We will be back next week when we review tower defense games.
Please visit our moderator and let us know what you think we should review. Go ahead
and leave comments on the YouTube stream. When we decide that we're good and drunk and
we wanna hate ourselves some, we will totally read them.
>>Dan: Absolutely.
>>Ian: Either way, we'll see you next week. Thanks a lot.