Don't know - with all the people following, and them only giving out a couple of codes, the liklihood of winning is pretty small. But, I never saw any announcements either. We are just peons Eggz...
Those winners were specifically just from the TA thread - there was another promo giveaway supposed to happen on twitter as well.
I think if I didn't win the code from this thread, I wouldve just bought the game. Its easily one of my favorite puzzle games now.
Big Albie - we need to be able to do like a stadium wave when you come on TA... something that suitalby announces you... Maybe arn can incorporate that into the coding of the forum?
I agree, the money isn't even an issue when it comes to this game. To me I just see the promo code I won as a gift from a cool developer, this game was going to be in my puzzle collection no matter what. $2 is nothing for this game once you know how good it is.
Just to clarify this for you - actually there's 1,000's of unique puzzles on each level, so yeah, its pretty hard to memorize them all (so each time you do a level, you get a different set of 3 or so puzzles to do)
Hey thanks... That's even cooler than what I thought it was My other favorite puzzle game is Sheepish and they the game had this problem with timed puzzles because people were memorizing the solutions. Fling! definitely has a unique advantage with the sheer amount of puzzles. Again, thanks for the code!! I hope people on the App Store realize how good this game is. Good luck with sales!
To give an update - we're still waiting for Fling 1.0.1 to be approved, which has a number of minor fixes+improvements, and we also have Fling 1.1 ready to submit following that, which addresses some of the things people requested/suggested here: * added the ability to jump to any previously solved level in challenge mode (and generally some fixes toward the same aim of making sure you never ever lose the level you have reached in challenge or free-play modes) * made the high-scores be always accessible from the main menu, while explaining (if viewing when not in arcade mode) that should play in arcade mode in order to make a high-score ... and added navigation in high-scores view to view high-scores for the different difficulties * added a pop-up after you re-solve a puzzle in free-play mode to show the time taken and the original time, so you can for example challenge a friend to beat your time on any previously solved free-play puzzle we can't make any guarantee when this will be available, it depends entirely on how long the approval process takes - if anyone is super-eager to try it we'd be happy to make them a beta-tester ... looking forward past this 1.1 update, we'd be really keen to hear suggestions about what needs improvement. one thing we've heard from a couple of users is the idea of an extra fur-free (peta-approved) theme, but for now our graphical designer is focusing on doing some cool stuff with the furballs to give the game more life .... other things we're considering are 2p challenge mode (2 players compete either in turn or on two devices simultaneously to solve the same set of i.e. 8 puzzles on a chosen level the fastest), tweeting of high-scores, OpenFeint integration (how useful do/would people find this?), adding (additional to the basic tutorial) extra instructions pages explaining more in-depth about all the modes, strategy, etc so a lot of things that could be done, and everybody's opinion is welcome as to what we should to first we're also interested to know whether people find the difficulty just right, or if it gets hard too fast (or slow, or doesn't give them enough time on easy level)?
Just bought the game. Awesome polish on a classically simple puzzle concept. Love it! Question: why are there so few high scores? No way I should be making the top 20 in my third game... Are they daily high scores? Or is it just that the game hasnt caught on beyond TA users? I would love to see the same polished treatment of rush hour games. There are a lot of rush hour games on the app store, but none have remotely the same level of polish.
Yeah it would be great if Apple would feature Fling - early days so lets see, and the more reviews people can write us the better in any case, like with Fuzzle we hope this game to steadily grow in popularity as we continue to improve it (Fuzzle had an initial high period at the start but aside from that has actually been slowly growing in sales the past half year still) ... I guess part of the reason that there's not so many high-scores yet is that the arcade mode isn't the default, but its good to see some users are starting to post some pretty decent scores its the kind of game that you can really get much better at the more you play it
I hope the game gets the exposure it deserves. I still have Fuzzle...the game that is...on my device, and play with it all the time.
Thanks, and great to hear you're still playing Fuzzle - hearing positive comments from users playing our games is really what motivates us to keep making new ones
Did my part! Posted the following 5 star review: They have taken a puzzle concept which is extremely simple and elegant (think rush hour puzzles as an example) and put a ton of work and thought into making it more fun and addictive. For example, they have 3 modes, including arcade (as many puzzles as you can finish in the allotted time, with more time adder per successful puzzle), a relaxed mode, where beating 5 or so puzzles of a given difficulty unlocks higher difficulties, and another timed mode. Little touches are woven through the game, like a "history" feature, which shows you which puzzles you needed hints on and which you took a long time on -- you can go back and redo those if you like. The undo and hint features are also integrated seemlessly. Take a hint in "unlock" mode and the puzzle doesnt count as solved. Taking hints in arcade mode is part of the game . . . you only get so many. If you are at all interested in puzzles, its a must buy.