G5 Hosts Massive Holiday Sale

G5 Hosts Massive Holiday Sale

Nov 26, 2015

Prolific Android game developer and publisher G5 is letting loose with an expansive, cross-platform game sale that is perfect for holiday digital deal hunters.

Directly from the horse’s mouth:

From November 27th – December 3rd, G5 is slashing the price on our top 25 games during our incredible Black Friday SALE! Are you obsessed with G5 games? Then hurry to your favorite app store and grab any of the games below at an 80% discount now! Grow your game collection with G5’s bestselling casual titles during this amazing weeklong blowout!

-The Mystery of the Crystal Portal – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad, Windows Store, Mac.
-Tales from the Dragon Mountain: the Strix – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad.
-9 Clues: The Secret of Serpent Creek – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad, Mac.
-Alchemy Mysteries: Prague Legends – 99¢ on iPhone and $1.99 on iPad.
-Dream Catchers: The Beginning – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad.
-Hidden Wonders of the Depths – 99¢ on iPhone and $1.99 on iPad.
-Special Enquiry Detail®: The Hand that Feeds – 99¢ on iPhone, Google Play, Kindle Fire, Windows Phone and $1.99 on iPad, Windows Store, Mac.
-The Island: Castaway – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad, Windows Store, Mac.
-Twin Moons – 99¢ on iPhone, Google Play, Kindle Fire, Windows Phone and $1.99 on iPad, Windows Store, Mac.
-Mahjongg Artifacts®: Chapter 2 – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad, Windows Store, Mac.
-Totem Tribe Gold – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad, Mac.
-Supermarket Mania® – 99¢ on iPhone, Google Play, Kindle Fire, Windows Phone and $1.99 on iPad, Windows Store, Mac.
-Virtual City® – 99¢ on iPhone, Google Play, Kindle Fire, Windows Phone and $1.99 on iPad, Windows Store, Mac.
-Mushroom Age – 99¢ on iPhone and $1.99 on iPad.
-Abyss: the Wraiths of Eden – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad, Mac.
-Bigfoot: Hidden Giant – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad.
-Masters of Mystery: Crime of Fashion – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad.
-Nightmares from the Deepâ„¢: The Cursed Heart – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad, Mac.
-Stand O’Food® 3 – 99¢ on iPhone, Google Play, Kindle Fire, Windows Phone and $1.99 on iPad, Windows Store, Mac.
-Youda Survivor – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad.
-Supermarket Management 2 – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad, Windows Store, Mac.
-Dreamscapes: The Sandman – 99¢ on iPhone and $1.99 on iPad.
-Build-a-lot 3: Passport to Europe – 99¢ on iPhone, Google Play, Kindle Fire and $1.99 on iPad.
-Treasure Seekers: Visions of Gold – 99¢ on iPhone and $1.99 on iPad.
-Isla Dorada – Episode 1: The Sands of Ephranis – 99¢ on iPhone and $1.99 on iPad, Mac.

Plus, on Black Friday, November 27th, only – FOR JUST ONE DAY – G5 invites free-to-play game fans to discover a “secret wooden box” and special in-game holiday deals in the following games:

-The Secret Society® – Hidden Mystery on iOS, Android and Kindle Fire devices.
-Stand O’ Food® City: Virtual Frenzy on iOS, Android and Kindle Fire devices.
-Letters From Nowhere®: A Hidden Object Mystery on iOS, Android and Kindle Fire devices.
-Farm Clanâ„¢: The Adventure on iOS, Android and Kindle Fire devices.
-Hidden City: Mystery of Shadows® on iOS, Android and Kindle Fire devices.
-The Island Castaway: Lost World® on iOS, Android and Kindle Fire devices.
-When: Starting Friday, November 27th, 2015 through December 3rd, 2015

This is a big one; enjoy!


Disney Movies Anywhere Brings Some Cohesion to Digital Content Ownership

Disney Movies Anywhere Brings Some Cohesion to Digital Content Ownership

Nov 4, 2014

Disney Movies Anywhere has just arrived on Google Play, and is an app that might be worth keeping an eye on.

At first blush, it serves as a digital locker of Disney, Pixar and Marvel content, which is interesting in and of itself. But it does do a bit more.

It allows users with a Disney Movies Anywhere accounts to link said account to Google Play (and/or Apple iTunes, as it so happens) and have access the content from the companion Google Play Movies app, or the Disney Movies Anywhere App. Now, if one connects it to iTunes, it pulls in Disney content purchased there; in other words, it is possible to access content purchased from iTunes on Android devices, and content purchased on Google Play on iOS devices. It’s a centralized clearinghouse of sorts.

It is a small step, but it is arguably the most interesting move to date with regards to cleaning up the current digital movies morass. Now, it reasonably possible to acquire content from one of the world’s largest content creators in either of the top mobile content stores and access it on either of the two leading platforms. Movies can be downloaded to Android devices to be accessed without the need for signal.

It’s a big deal.


Additionally, a Disney Movies Anywhere account (which is interchangeable with an ESPN account, by the way) allows one to collect points from buying Disney content. I was able to redeem a code from a movie purchased several years ago.

Some caveats (I know, I know): it seems as though not all Android devices support streaming from within the Disney app; for these devices, one must download the Google Play Movies & TV app. Also, word is that the service might be USA-centric for now.

All in all though, it is an excellent concept that we hope to see grow. It’s definitely something we’d like to see other content providers look to make similar arrangements happen.

[Source: The Verge]

CounterSpy Review

CounterSpy Review

Sep 30, 2014

I don’t drink, but if I did, it would all be shaken. Not stirred.

We all have a little bit of Bond in us. Deep down, there’s a super spy within us, and veins coursing with the spirit of espionage. For this reason, CounterSpy probably has a leg up on making us happy, and at the very least, it should be interesting to see how the gameplay adds up.

For back story, our super secret agency is C.O.U.N.T.E.R, and it is welcoming our main character, Bishop Five, into its folds. With the use of cutscene dialogue, the developer gives us an overview of the intro mission, Bishop’s CIA roots and that the game is set during the Cold War. The intro guides us right into the gameplay itself, and there we get our first look at the graphics. It’s a zany affair, with stretchy characterizations and a great use of light to effect the environment. The game is set up in a 2D side-scrolling format, with most movements occurring from left to right, and occasional flashes to 3D for special action sequences. Movements and interactions are effected by gestures and taps; for example, swiping makes our guy walk, double swiping makes him run in the swiped direction. There are other controls too, which can make our spy navigate ledges, creep and do melee attacks, crouch and shoot. Altogether, the flexible control set really makes the game shine.


The gameplay is generally boils down to a set of missions with collected data and materials serving as the waypoints, and plenty of dangers in the person of guards and raised DEFCON levels. The hints system is helpful, and the action is fairly continuous. I like that this isn’t just some simple shooter; in some instances, stealth is the preferred option, and in other scenarios, holding an enemy at gunpoint might be the best option. The game engine seems to adjust well too, using a procedural system that allows missions to not be 100% the same. Success yields cash which can be used for boosts and upgrades in the game store.

All in all, it is a pretty fun game, quite worthy of its Playstation/console roots. It works well, is flexible and does a good job of keeping players engaged. The advertised Playstation/cross platform sync is another cherry on top.

Whether or not one likes it shaken or stirred.

Letters From Nowhere 2 Goes Free for Limited Time

Letters From Nowhere 2 Goes Free for Limited Time

Aug 26, 2014

Prolific Android development house G5 is in a generous mood yet again, and this time, it is offering Letters from Nowhere 2 for free… for a limited time.

The title is the sequel to Letters from Nowhere (which we had a chance to review earlier this year); this one is also a hidden object/puzzle adventure game.

From the G5 press release:

It’s time get excited for the school season to resume with an incredible giveaway from G5! Stating August 25th through August 31st, Letters from Nowhere 2 (Full) goes FREE on iOS, Google Play and Kindle Fire. Continue Audrey’s adventure in this thrilling and spooky sequel to the beloved hidden object puzzle game without spending a dime!

In this bewitching investigation, you are tasked with solving a disappearance of Audrey’s husband, a mystery that has perplexed the police. Featuring eye-catching locations, absorbing puzzles and an evolving storyline, Letters from Nowhere 2 wins the hearts of players and critics alike.

Audrey collected all the letters with the help of the dead postman, hoping they would lead her to Patrick, her missing husband. Instead, she is taken to a mysterious sleepy town. In Letters from Nowhere 2, our brave heroine discovers that her husband is a descendant of a cursed family, and is doomed to death. Now it’s up to her to confront the evil that haunts her beloved and prevent a series of grisly murders. Travel to the town of Nowhere and search for clues to remove the terrifying curse in this thrilling and spooky sequel! Search through over 30 cryptic locations including the sinister mansion and a bloody sacrifice room for important artifacts. Play mini-games, collect all the pages of a missing diary, and save Patrick before it’s too late!

Key Features:

50 Stunning locations
11 Adventurous settings
11 Mini-games
4 Useful search powers
2 Bonus play modes – Unlimited and Puzzles

The game trailer is below.

Battle Command! Bombards The Google Play Store Today

Battle Command! Bombards The Google Play Store Today

Nov 13, 2013

Generals! Start your war machines! SpaceTime Games (Battle Dragons, Arcane Legends) has unleashed their battle simulation game, Battle Command! on to Google Play today.

Here’s some of the stellar features this title has:

  • Deep Strategy – More than 20 offensive units and 10 defensive weapons, each with its own strengths and weaknesses
  • Diplomacy – Ally with other players to station troops in each other’s territories for defense, share resources and improve build times
  • War Games – Refine defensive and offensive tactics by practicing assaults on your base, with no loss of troops
  • Substantial Content – More than 25 single player missions and never ending multiplayer fun
  • True Cross Platform Gaming – iOS and Android gamers play on the same server

  • BBM for Android Review

    BBM for Android Review

    Oct 24, 2013

    Yes, BlackBerry (formerly RIM) has had better days. The iconic technology company made devices that signified corporate success and helped shape the smartphone market. It’s current troubles are well known, and the company and its devices have arguably lost some of their previous luster.

    One piece of the BlackBerry ecosystem that has always been well regarded is BlackBerry Messenger, its eponymous messaging system. Its always-on nature, perceived reliability and PIN-based connection service is almost universally respected, even by non-BlackBerry device users. So, when BlackBerry announced that it would be opening up the hitherto proprietary messenger to iOS and Android users, ears perked up.

    One less-than-optimal launch attempt and a successful follow-up try later, we have it: BBM on Android.bbm1

    The app itself has stylings similar to BBM on BB10, with black, blue and white making up most of the color presentation. The menu button is part of the bottom dock, and it, along with the status bar, bookend buttons for Chats, Contacts and Groups. Space feels well-used; no cramped over-used space is present, and the white background mostly complements the chatting “surface.”

    The sign-up process included a queue, but folks that already had the prerequisite BBIDs got in relatively early. The sign-in generates the well-known PIN, and soon after, I was up and running. By default, the app puts a persistent notification in the notification pane, which I did not like, but it can be toggled off in Settings. It’s friendly with barcodes with regards to joining groups and adding contacts and there are several other ways to effect connections, including via NFC.

    The good things are still there: read and delivered confirmations, instant transmissions and group chat functionality. I especially like the last feature; in my mind, no modern day chat client is good without it.

    The always-on nature is somewhat of a double-edged sword for me because as far as I can tell, there is no way to mute individual chats; it’s all or nothing. For people in group chats, this can be irritating, because depending on how chatty the people are, there will be a LOT of notifications. Signing out isn’t intuitive either.

    When compared to the big boys, like Google Hangouts, it’s clear that the videochat functionality is missed, particularly since it already exists on BB10 as BBM Voice and Video. I also disliked the fact that only one device can be signed into at a time; if you have multiple devices, or chat on desktop, BBM is currently lacking a bit.

    But BlackBerry says improvements are to come; when measured as a traditional messenger, BBM is not shabby at all, and may end up being the crown jewel of a new BBRY. If initial downloads are an indicator, it may do very well in the cross-platform space.

    Drag Racer World Review

    Drag Racer World Review

    Aug 8, 2012

    Drag Racer World is a game about a world that I do not necessarily find myself immersed in: drag car racing. Maybe it’s because I drive a particularly lame jalopy, or my general distaste for driving in general (I don’t trust other people in high-speed death machines!) but I like my car games to be as unrealistic as possible!

    But something else drew me to Drag Racer World: cross-device cloud saves. That is what this does extremely well: by linking up to Facebook, progress will carry from device to device, even across the vast landscapes of iOS and Android. Challenging other racers is a seamless cross-platform experience as well, with zero indication given when challenging a racer if they’re on the same platform.

    As far as how the whole thing plays, the goal is to rev up the engine before starting, trying to hit the shift line perfectly. Then, it’s about shifting gears at just the right time to ensure proper acceleration, to try and nudge ahead of the other car at the finish line. There’s a single player mode where CPU opponents with increasingly-better cars can be challenged, and an asynchronous multiplayer mode where players can race their friends and online strangers.

    The concern to me was that the game felt like it came down to one element, ultimately: could I get that perfect start off the line? It’s such a difficult thing to do consistently, but doing it properly helps make victory a lot easier. The pressure of the energy mechanic, which allows for about 10 races per hour, makes it difficult to get it right when so few sessions can be done in a short period of time. Having the turbo boost ability there as a practical “instant win” button is very tempting as well. But that’s the world of free-to-play games: gotta find some way to tempt the player to spend some money!

    There is the ability to tune the gear ratios and other advanced car options; as someone who is actually not a car geek, I have no clue how exactly any of this is supposed to work. As such, I leave it alone because I always think I’m messing something up. Maybe this is a feature just meant for people who know what they’re doing, but why not have some kind of tutorial to explain it?

    I will say that beyond my initial curiosity about cloud saves, I had some fun with Drag Racer World. Even though I still have zero clue about the whole tuning thing, upgrading my car was fun, and being able to play on whatever device I felt the whim to use? That’s also extremely satisfying. The core gameplay is simple, yet that also makes it easy to pick up on – this is certainly an entertaining-enough diversion.

    The Hills Are Greener: Android’s Place in a Multiplatform World

    The Hills Are Greener: Android’s Place in a Multiplatform World

    Jun 4, 2012

    Recently, Distimo released a report talking about the different strategies that developers should use if they wanted to achieve success on multiple platforms, along with important statistics on how many downloads the top 100 free apps are getting daily. On Google Play, the number is approximately 4 million, with the iPhone App Store getting 82% of that, the iPad App Store getting 20%, Amazon Appstore getting 10% of that volume. While combined, the App Store represents more than Google Play, combined with the Amazon Appstore, Android gets more free downloads than iOS. Revenue among top-grossing applications is a different story, with $1.9 million being made daily by the top 200 grossing applications (including paid apps in the list) on the iPhone App Store, 64% of that on the iPad, and 29% on Google Play.

    It confirms a lot of what was previously known: Android has a lot of users, but they were not as willing to spend money as iOS owners are. The story of Stardunk getting 1/3 of the revenue per user holds true, though getting more downloads appears to be the exception to the rule. Remember that Godzilab claimed that releasing higher-quality apps may be the key to success on Android; considering that Android still gets a fraction of the game releases as iOS does, there’s the possibility that the reason Android doesn’t make as much money is simply because the pool of games that would make a lot of money on Android is that much smaller, especially with the lax submission standards on Android.

    Yet, we can’t forget that releasing on multiple platforms comes with a cost. As independent developer Bruce Morrison (who formerly worked for ngmoco) points out, maybe developers don’t want to go to Android. Maybe emotions will play a part in their decisions. Maybe expanding out to include Android support isn’t worth the headaches and additional staff potentially needed to release on Android. Or in the rare case, the other way around.

    Not everyone is out to conquer the world with their apps. Maybe some people are just out to make games and apps that are fun and useful, and will possibly help them make a living, or even just some money on the side. Going multi-platform just may not be in the cards for many developers, and that may be what continues to hold Android’s app library and revenue possibilities back.

    TinyCo Shows Why Cross-Platform and the Amazon Appstore Could Be The Key to Making Big Bucks on Android

    TinyCo Shows Why Cross-Platform and the Amazon Appstore Could Be The Key to Making Big Bucks on Android

    Apr 20, 2012

    I’ve been writing a lot about the ways that the Amazon Appstore has been outperforming Google Play in terms of making money for developers. TinyCo, makers of a bunch of social games with the word “Tiny” in their title, such as provide some interesting evidence as to what these revenue splits mean – and why it may just be possible to make money on Android by actually focusing on it as a platform.

    In particular with their title Tiny Village, TinyCo is outperforming the average on Google Play, with revenues on there representing 65% of their total on the iOS App Store. Compared to Flurry’s quoted 23% number, this is a marked improvement. But the real stunner comes from TinyCo’s revenues on the Amazon Appstore: 180% of the revenue that they get on the App Store. As a more apples-to-apples comparison, the game makes 143% of the revenue on the Kindle Fire as it does on the iPad.

    So what does TinyCo credit their dramatically above-average success on Android to? They actually focused on Android as a release platform. They claimed that at one point in time, “80-90% of our time and resource was focused on iOS leaving little for Android, our games worked perfectly on iOS but crashed on Android, and our Android version lacked many of the features found on iOS.”

    However, they have begun to equalize the time they spend on each platform. In particular, they’ve build a cross-platform engine named Griffin that they claim “that enables us to write code once, then deploy and make content updates on iOS and Android simultaneously.” They also claim that as it runs natively on each device, they get “top-notch performance on both platforms.”

    The ability to deliver content simultaneously to each OS is a huge boon – even now, games like Death Rally release long after their iOS counterparts and ship with fewer features on Android, meaning the platform’s players get second-class experiences.

    Now, remember that TinyCo is a well-funded developer, and not a smaller studio that can’t ship content and support multiple platforms because they just don’t make the revenue to have the manpower to support it. However, with the rise of the Amazon Appstore and with many more cross-platform tools coming out, it may just be getting easier to actually make money on Android. The end of its time as a second-class citizen for gaming may just be on the horizon.

    Pocket Legends and Star Legends Now Playable on Google Chrome with Cross-Platform Multiplayer Intact

    Pocket Legends and Star Legends Now Playable on Google Chrome with Cross-Platform Multiplayer Intact

    Dec 14, 2011

    Spacetime Studios have made a living off of cross-platform multiplayer. Both Pocket Legends and their most recent title, Star Legends: The Blackstar Chronicles, allow for users on iOS and Android to play with each other in live online multiplayer modes. It’s even possible to use the same character across devices, making the difficulties of cross-platform saves on other platforms seem like a pittance by comparison. Now, Spacetime Studios is adding yet another platform for players to play on.

    Google Chrome users can now get in on the fun, as a client for the browser is now available. The client uses Chrome’s Native Client technology which is implemented into the Spacetime Engine that powers both games. Impressively, the game will be playable on all three major desktop operating systems: Windows, Mac, and Linux. How’s that for cross-platform compatibility? As well, Spacetime Studios claims that these games are the first to integrate cross-platform multiplayer between both mobile and desktop operating systems. Because the games run on the same server architecture, this is a major reason of why the many platforms are compatible with one another.

    According to Gary Gattis, CEO of Spacetime Studios, “There have always been technical walls between players of different platforms. Now, people are free to play on the device they choose with anyone, anywhere, anytime, whether they are at home or on-the-go.” The technical feats of Spacetime Studios’ games are unquestioned, and appear to far exceed what any other developer is doing. This is just only a further step in what they have been able to do with their technology. While developers struggle with making games work properly in the cloud, even with transferring files between devices, Spacetime Studios are bringing together desktops and mobile devices with their tools. Pocket Legends and Star Legends for Chrome are now available from the Chrome Web Store.

    [Update] Pocket Legends Coming to Android

    [Update] Pocket Legends Coming to Android

    Oct 1, 2010

    Update 11/18: Pocket Legends Official [Contest]

    Update 11/10: Pocket Legends Open Beta now available

    Pocket Lengends for Android

    Update 10/29: Pocket Legends closed beta announcement:

    Announcing Pocket Legends Android Closed Beta

    Spacetime Studios is excited to announce the closed beta of the Android client for Pocket Legends. We are looking for a pool of about 50 testers to help us test the Android client before it is released near the end of this year. We will be looking for a wide variety of devices and configurations. Testers will be responsible for identifying and reporting issues to the development team.

    The initial phase of beta will be limited to existing Pocket Legends players and forum users that have purchased Platinum. We want people already familiar with the game to be able to compare functionality with their existing iDevice.

    If you meet the criteria and wish to help, please email support(at)spacetimestudios.com with the subject line [Android Beta] and the following information:

    1) Name
    2) Email address (which must match your Pocket Legends account email address)
    3) What is your character name, and how long have you been playing Pocket Legends?
    4) Forum name (so we can give access to protected forums)
    5) Primary Apple Device Model (iPad, iPhone, iPod touch)
    6) Android Device Model, OS Version, Device Id (the Android client will be locked to your device)
    7) A little background information about yourself and why you think you’ll be able to help us.

    Testers will be notified via email of acceptance and further instructions.

    Please do not ask to be in the beta in this thread.



    Link: Spacetime Studios Forums -End Update-

    Spacetime Studios, creators of the popular iOS MMO game “Pocket Legends” is gearing up for some serious cross platform support. The rising popularity of MMO mobile games, specifically “Pocket Legends” has managed to catch the eyes of New York venture capital firm Insight Venture Partners. They announced they would be funding further development of Spacetime Studio’s technology platform along with new functionality and enhancements.

    Armed with this new capital, Spacetime Studios is planning to bring “Pocket Legends” to the Android and PC markets in the very near future. CEO, Gary Gattishas stated that:

    “Providing players, no matter where they are, with a single deep, seamless 3D MMO gaming experience on multiple devices has been a dream of ours since the company was founded.”

    This pioneering venture will open the doors to unlimited possibilities.

    “In the near future, it will be possible to be on the bus in California with your iPhone, playing with someone in a park in France on their Android device, and both be playing in the same server set with someone in South Korea on their PC.” said Anthony L. Sommers, co-founder and CTO of Spacetime Studios

    Pretty darn awesome when you think about it. I predict there will be a booming trend coming in this mobile multiplayer gaming market and it turns out the guys at the forefront realize this too. Not only will they be enhancing their own MMO series but they plan on licensing the technology behind “Pocket Legends,” allowing other developers to create their own games. The mobile gaming industry seems to be traveling at light speed and I for one am tickled pink thinking about the possibilities in store for us.

    If you haven’t yet heard of “Pocket Legends” I suggest you head over to the Spacetime Studios site and check out the videos and forums. You can also check out sister site The Portable Gamer’s review right here as well. With the immense popularity of previous MMO games such as “World Of Warcraft,” I feel that taking this genre into the mobile platform is the logical step to take.

    Source: BusinessWire

    WordWise Pro Review With Updated Cross Platform Play

    WordWise Pro Review With Updated Cross Platform Play

    Sep 28, 2010

    WordWise for Android is a casual two player word game resembling that grand daddy of word games known as Scrabble. Mobile multiplayer turn-based word games have been growing in popularity ever since the smash hit “Words With Friends” was released on Apple’s iOS platform. Words With Friends has yet to port over to Android but that hasn’t stopped developers from riding the gravy train.

    While each of the games from this genre offer their own experience, WordWise has managed to do what its competitors have failed to do: offer cross platform play. This recent breakthrough is bound to spark curiosity and so, without further ado, I present WordWise.