![]() ![]() If you think that I am gushing uncontrollably then you may want to look the other way, because things are still looking up. Everything feels perfect, and the conveyance of the atmosphere is top notch. One moment you’re playing in a quiet summer setting, and the next through a cold and frightening factory. This is especially impressive due to how drastically the themes in the game alter with each passing chapter. Everything is polished and looks excellent. Strange and disturbing cut-scenes move the game along with a very unique and likeable quality, while the main game is conveyed with some of the best 2D graphics I’ve seen in recent memory. The artwork and style of this game is beautifully bizarre. ![]() That is the backbone at play, and of course as you go things will progress to further exciting twists and turns. Of course, being an actual person and not a ball of goo, you become aware that each pipe is a gateway to the mighty World of Goo factory. You, the goo balls, curiously venture towards pipes at the end of each stage that lead to who knows where. The plot centres around a maniacal corporation called World of Goo, that manufactures gooey drinks for the everyday consumer. ![]() World of Goo is available now on iPad, for £2.99 / $4.99 / €3.99.Reviewed on WII Puzzle game with a plot that works (cntd.) “We’d much rather have a happy non-customer than an unhappy customer.” “For exactly these cases of false expectations and disappointment, we wish Apple offered a mechanism by which a developer can issue a refund to unsatisfied customers.” The studio notes that it offers refunds to unhappy customers on PC, but can’t do so (easily) on iPhone. To placate these people, an update added a more prominently featured 'skip level' button, and an unlimited number of skips. “What we neglected to consider is that the iOS audience might be looking for a different kind of fast-fun entertainment, where punishment for failure, no matter how slight, is not an option, and no matter how badly you play the game you always feel you have a reasonable chance of success.” The developer also dropped the price.Īnother interesting point is that the developer saw a handful of negative reviews regarding the game’s difficulty level - something it never heard about on PC or Wii. It worked closely with Apple to ensure World of Goo would be a featured title on iTunes, and even timed its release carefully so the game would be featured throughout 2010’s Christmas App Store lockdown. That’s thanks, in part, to some rather shrewd methods on 2D Boy’s part. But on iPad, the developer cashed in 125,000 downloads, in a month. On PC game distribution platform Steam, the studio took 97,000 sales in 31 days, due to two promotions at discounted prices. On WiiWare the team saw 68,000 copies sold in a single month, thanks in part to a mass mailing by Nintendo. Despite being a two year old game, and launching at the premium price of £5.99 / $9.99, World of Goo's best 31 day period on iPad dwarfed similar sale periods on Steam and WiiWare. The most interesting factoid was the game’s incredible success on iPad. ![]() Indie developer 2D Boy has taken to its blog to discuss the design, promotion, release, and sales of gloopy iPad puzzler World of Goo. ![]()
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