2.09.2010

Thumb Spree On Hiatus, For Now

Hi guys. I'm holding my head in my hands right now. There is no shame worse than contradicting yourself on the internet, and I'm about to do just that. I was recently hired by an iPhone developer/publisher to manage business accounts, negotiate ad sales, and generally be a grown ass man. Sounds like great news, right? Well it is on at least one front. I finally escaped the clutches of the service industry hustle, and I'll now be spending the majority of my time basking in the comforting glow of a computer monitor. Ahhhh.

There's a downside of course. My interest in journalism, and my duty to uphold the tenets of journalistic integrity preclude me from continuing work on the beloved publication that is Thumb Spree. You know I'll still be fiending on iPhone games like a crack baby on crack. But I'll no longer be able to criticize those games with any semblance of objectivity. I'd be a hack, and not the cool I make it Blackra1n type of hack either.

So folks, it's been a helluva ride. I've enjoyed updating the site on a semi-regular basis, and sharing my sentiment with the burgeoning community of iPhone gamers. With some 57 million iPhones and iPod Touches resting in the idle hands of geeks across the globe, it can no longer be said that this platform isn't as legitimate as any other. Screw you PSP fanboys and DS doppelgangers. You can suck my USB dongle for all I care.

Anyways, I would like to make one announcement to the developers I've befriended over the course of the past year. You'll soon be hearing from me, from the other side of the train tracks. Instead of pestering you for exclusive game footage, provision files or unnecessarily sexy interview material, I'll be reaching out to you as a business partner. Would you like more eyeballs on your games, and your company? Would you like an additional revenue stream in the form of an unobtrusive advertising API? Feel free to contact me with any questions.

I've said my peace. Thumb Spree is taking an extended vacation. Don't cry for me, just think of the good times we had together. I had fun. I had phone. Okay, I'll stop now.

Warm Regards,

Sam Slesinger
Founder
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1.14.2010

Apologies, iPwn and the Future of Thumb Spree

Some bro by the name of Richard J. Needham once said that "people who are brutally honest get more satisfaction out of the brutality than out of the honesty." If this is the case, then I must be one masochistic bugger. To all the readers and haters of Thumb Spree, I apologize for my infrequent updates, skimpy content and general wankery. There are a buttload of things going on in the marvelous world of iPhone, and I haven't been there to hold your hand and lull you into a deep, digital slumber. Rest assured that I do have an excuse or two. If you care to read on, I guarantee you'll understand why my iLife has been seemingly on hold for the past couple of weeks.

1) iPwn

"iPwn?" you ask. "Yes, iPwn" I reply smugly. For the past couple of months Thumb Spree has been working with a small production outfit by the name of Portal A Interactive to develop a freakishly funny iPhone review show. It's kind of like the Daily Show, on acid...and nerdjuice. Our efforts to mesh humor with the cosmos of iPhone video content did not go unnoticed. IGN, the mofawking internet beast of all things videogame agreed to host iPwn and I subsequently Andy Samberg'd in my pants. So guys, for the love of i-freaking-phone, give the vids a watch or two. Heck, maybe even rate it five stars and forward it to your friends. I've embedded two of the episodes below, so you can't say that you're too lazy to open a new tab.





In all honesty though, please give us your unadulterated feedback. Be brutal. Is the show too funny? Is T.J. McCloud borderline racist? Did you have to change your pants after the lightning round? We want to know, because we represent you. We are iPhone gamers. We Doodle Jump while taking dumps and we're proud of it. So there.

2) The Day Job

If you haven't gathered by now, Thumb Spree is not my primary source of income. I'd love to live in a world where I had the site stocked with ads and I could stay home playing iPhone games and eating Cheetos all day, but that's just not feasible...yet. I currently have a day job in the service industry that sucks the hours out of the week and wallops the motivation center in my prefrontal cortex into fine mush. Because of this, I'm physically unable to update the site on a respectable basis. And all of the promo codes in my inbox just sit there, wasting away.

That's where you come in. Ladies and gents, Thumb Spree is officially looking for contributing writers. If you're handy with a hyphen and own an iPhone or iPod Touch, then what the heezy are you waiting for? Shoot an email to Thumbspree@gmail.com with a cover letter, resume and at least one writing sample. It's okay if it's not gaming related. The following skills are a bonus:

• Familiarity with Content Management Systems (Wordpress, Blogger, etc.)

• Avid social networker (Twitter, Facebook, Linkedin, etc.)

• Graphic design chops (esp. Photoshop, Illustrator or Flash)

• Ability to turn-around 500-800 word articles within 48 hours

• Awesome attitude, and entrepreneurial spirit

At this point in time, writers will not be monetarily compensated for their work. However, this is a great opportunity to develop your portfolio, gain exposure as a writer and (of course) play free games that you can keep. Students, this is a great resume-builder! Those who demonstrate their skill and devotion will be rewarded with a stake in Thumb Spree once the site begins to turn a profit. And I'm confident that it will do so.

Alrighty then, I've made my peace. But it's really up to you guys (and girls) to keep Thumb Spree alive and kickin. Do check out iPwn, even just to troll it, and drop a line if you want to be a part of this burgeoning web publication.

Peace, love, and finger grease,

Sam Slesinger


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1.05.2010

One Man Left Studios Dishes Out Details on 'Tilt to Live'

Last week I had the pleasure of speaking with the folks behind One Man Left Studios, who geared my attention toward their debut iPhone title, Tilt to Live. Like many of the App Store's current offerings, Tilt to Live is an accelerometer-based, casual arcade game. But the convention clinging ends there. You control an unassuming white space ship by tilting your device, avoiding the hordes of red dots bent on your untimely demise. You're not totally outmatched, however. The playing field is littered with festive powerups such as the sucky vortex, and glacial cluster bomb. Tilt to Live also employs what is perhaps the most innovative feature I've yet to see in an accelerometer title. Taking note of the fact that iPhone gamers play in a variety of environments, the devs have packed in different tilt calibrations for regular, top down, sleepy and custom position play. That is, if you like to game in bed, the controls will be optimized for holding the device upside down. Radical dude.

From Tilt to Live's lol-tastic loading screens, to its bombastic soundtrack, it's a fresh, polished take on the genre. To be honest, I'm beginning to think that when it comes to iPhone gaming the term "casual" is tossed around a little too loosely - at least when it comes to difficulty. Tilt to Live is a pick up and play that quickly becomes a let go and die type of scenario.

One Man Left Studios was kind enough to break down the creative process behind Tilt to Live, and they even humored me with a few bonus questions. Check out our correspondence below:

Thumb Spree:
First things first, who is One Man Left Studios?

One Man Left: One Man Left Studios is actually a two-man enterprise, operating remotely between Virginia, where Alex Okafor the Programmer resides, and Alabama, where Adam Stewart the Artist lives. We’ve been collaborating since high school on indie games for a variety of platforms. Our company birthday is July 2009; that’s when we decided to take this seriously.

TS: Tilt to Live is your debut iPhone title, one of many accelerometer-based games in the App Store. Were you inspired by any existing console or mobile games? How did you come up with the unique art and music design in the game?

OML: Geometry Wars has a mode called Pacifism, which we found really intriguing. It basically flips the game inside-out into an anti-shooter, where you lose the option of attacking anytime you want. We liked that evasive style of play and ran with it.

The humorous look and feel was kind of written for us when we settled on the name Tilt to Live, which started as a joke. We were whittling the tutorial down to less and less text, trying to make it as painless as possible, until eventually someone suggested it just say, “Tilt to Live.” We took it a step further and just made the instructions the title.

So all of the game’s artwork came out as blunt and obvious as the name. The red dots are bad guys, you’re the cliché arrow guy, and the pickups are just pickups. We didn’t skin it as anything, like a zombie invasion or whatever. That’s usually an attempt to inject interest after the fact. This is just bare naked gaming.

TS: Judging by your press email and the game description on your website, One Man Studios is a fan of comedy. How much of this humor is present in Tilt to Live?

OML:
Hopefully a lot of it. We’re particularly proud of our award descriptions; they get pretty exotic. For instance, there’s a way for players to literally earn Our Pity. Plus the in-game combo descriptors are all really cheesy tilting puns like “SO inclined!” and “Easily swayed!” We had fun with it.



TS: The primary gameplay mechanic in Tilt to Live is avoiding droves of red dots. How did you decide on evasive play versus a shooter-oriented experience? Do you think this decision will cater more to a casual or hardcore gamer, or both?

OML: It felt like the shooter territory had been pretty well covered already. We abandoned shooting early on, opting for a “tilt-only” philosophy of interaction. So it’s easy for a casual gamer to pick up because the controls aren’t complicated at all, but hardcore gamers are going to be pleasantly surprised at how intense it gets.

The offense is still there, it’s just more opportunistic than in a shooter. Like “Can I get to that nuke before I’m completely overrun?” There’s no infinite machinegun to help with crowd management, because infinity is for wussies. (Thumb Spree side note: this is probably the best developer quote, ever.)

TS: Pending the success of Tilt to Live, do you plan to expand the game with future updates? If so, what might these look like?

OML: Yes, we’re planning on providing updates. There’s been a lot of back and forth about new weapons and awards. Maybe some kind of flail that whips around, or a doppelganger/decoy pickup that distracts the horde… A disease that turns them purple would be cool. We’ll see. New gameplay modes have been discussed, but whether we implement those will depend on how the game is received.

If I don't say so myself,  Tilt to Live will be well received when it crashes the App store party next month. It's currenty slated for a February submission to Apple at the casual-friendly price of $1.99. For more information on the game, be sure to check out www.onemanleft.com, or follow the developers on their twitter account.

Please note that this interview has been edited for brevity.

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