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Post » Mon May 13, 2013 7:31 pm

My ex-girlfriend calculates two plus two faster than judges are counting results... oh my gooood
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Post » Mon May 13, 2013 9:13 pm

To be fair, they do have 95 games to get through, and might need to test them on various devices if they don't all work properly. Also I think Tom mentioned that he's planning on writing the results of how well thy tested on his iPhone, which might take some time to do.
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Post » Thu May 16, 2013 6:47 pm

latest news


good luck everyone.ebrar2013-05-16 18:51:32
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Post » Thu May 16, 2013 11:32 pm

And some more recent news, which mentions the winners will be announced tomorrow:

http://www.newgrounds.com/bbs/topic/1340122

Good luck, chaps!
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Post » Thu May 16, 2013 11:55 pm

@ Dave Hailwood
good luck
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Post » Fri May 17, 2013 2:25 am

It has began! The final countdown! Good luck to all of you guys!
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Post » Fri May 17, 2013 7:51 pm

congrats to the winners!

Construct 2 HTML5 Touch Jam Resultsrusspuppy2013-05-17 19:53:56
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Post » Fri May 17, 2013 9:46 pm

Some interesting results there. I agree with the top choices, though I would've liked to have seen Bunker control and Icarus Wave do better (personal preference, I guess).

Even if you didn't contribute, I'd recommend checking out the link above as Tom gives a lot of good feedback on how the games performed on his iPhone. The main issue it seems to highlight is that probably more than half the entries had sound related issues.

Anyway, one of the main things I learnt from the competition is that nobody ever reads the instructions (even if you have a big button marked 'instructions') so try to make games as easily accessible as possible (in game tutorials, and other helpers for example).

Well done to those who won, and also well done to those who took part. I'm looking forward to seeing some of those games develop into something considerably more awesome.
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Post » Fri May 17, 2013 11:51 pm

Congratulations to the winners... I definitely agree with the rankings. Human Invasion was my favorite game, but the top 2 winners definitely had the production values.

And yeah Dave I definitely had issues with instructions for my game... the mechanics weren't as intuitive as I thought.
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Post » Sat May 18, 2013 1:39 am

[QUOTE=Dave Hailwood]nobody ever reads the instructions... [/QUOTE]

@Dave Hailwood,

true in games, and life as well.
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