Game DemosTrade Nations (Aaron/Ben) - Stereotypical mobile/social freemium game - Isometric resource management - Cooperative social mechanics - Very well balanced - Monetizes with Magic Beans for speed ups, special items, and moreDead Space (Aaron/Ben) - Unique gameplay for iOS - Successful console game - Hardcore gaming look and feel - Controls feel intuitive
Game DemosInfinity Blade (Ben/Jimi) - - Has the depth of a console game - Good cutscenes to show off the Unreal engine - Unique battling system that works well on mobileOrder & Choas (Ben/Jimi) - Clone of World of Warcraft - Solid MMO - Very good implementation of dynamic dual joysticks - Monetizes as a paid app, subscriptions, and virtual currencyDoodle Jump (Nate/Jimi) - Uses the accelerometer - Mechanic is unique to mobile devices
Game DemosCut the Rope (Nate/Jimi) - Great use of the touch screen - Very effective at progressively teaching the player- touch screen and tutorialTriple Town (Aaron/Jimi) - - Unique puzzler - Started on Facebook and moved to mobile - Smooth transition due to minimal inputs from playerFlick Homerun (Jimi/Nate) - Can be played in short increments - Can monetize through the use of powerups - Good job at making a sports game casual
Game DemosSuper Stickman Golf (Jimi/Nate) - Scalable level design - Because of the unique level designs, powerups are a core mechanic withinthe game - Synchronous multiplayerScramble with Friends (Aaron/Nate) - Best in class for using social - Asynchronous multiplayer (turn-based) - Can use preexisting graph or meet new players - Monetizes through powerups - Paying only gives you an advantage, it is not pay-to-winSlotomainia (Ben/Nate) - Light, mindless gameplay - Replicates the slot experience - Love/hate the Facebook integration
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