Chris Buffa (Modojo): Not sure if I'll ever make it to Australia. For starters, the flight seems unbearably long, and second, the abnormally large spiders give me the creeps.
For now, I'll just have to make due with Run Roo Run, the latest iPhone and iPad release from 5th Cell, the same talented group behind the award-winning Scribblenauts series.
A review of Run Roo Run from Michael Brown of Metro News' gaming blog, Ode to Joystick. Run Roo Run is bite-sized, single screen fun that’s all about keeping your reflexes keen and your eye on the obstacles.
Making a triple-A game for iOS means more than changing the control scheme. Developers need a whole new design mindset to really make it work.
I think this is the reason .99 games do so well on the app store. It's not that people are cheap (well, not entirely), I think it's that people realize the games might not necessarily hook them for long enough to warrant $5 or whatever.
Not saying I agree with the practice or anything, just saying it's a theory.
Slide to Play's Andrew Podolsky caught up with 5th Cell co-founder and creative director Jeremiah Slaczka at GDC 2012. "Miah" talks about 5th Cell's history, going from console development to iOS, Scribblenauts, Run Roo Run, and more. He also weighs in on who would win in a fight: Maxwell from Scribblenauts or Roo from Run Roo Run.