Gameloft Launches Green Farm on Facebook

Green FarmIt has been a while since a new farming game made its debut on Facebook, but the folks over at Mobile Entertainment have spotted a new title in the genre from Gameloft, called Green Farm. It’s not the first Facebook title ever for Gameloft, a well-known mobile developer, but the release is nonetheless interesting.

While in many ways the same as a typical farming game, Gameloft’s take does feel a little different. Aesthetically pleasing and coming with a handful of new mechanics, the game is well made and already has around 120,000 monthly active users.

As in any other farming game, players plant crops, harvest crops, and sell crops. In order to mix it up a bit, they can also grow various farm animals and trees. Truth be told, there isn’t anything more to say about the game’s core. All the mechanics have been done to death in a slew of clones.

MarketGameloft did create a few minor changes here and there. One of the major ones comes in the form of farm equipment. These expensive devices appear to be tools that will automate different processes around ones farm. As an example, players can purchase an “Apple Juice Press” that will produce 100 units of juice a day from up to three apple trees. There are also “green” items that can be purchased for virtual currency such as a “Compost Box” that will produce free fertilizer.

In fact, there are a lot of green items — hence the game’s title — in Green Farm. What makes them special is that they typically give the player some form of renewable resource that increases profits. In the case of organic crops, these will often produce free seeds for the player to reuse once harvested. There are even solar panels and windmills to buy, but their purpose is unclear. All the tooltips state is that it produces “E” over a period of time, yet the game never explains what that is.

One might think it energy, but, surprisingly, Green Farm doesn’t have this mechanic. Regardless, considering that the noted tools cost virtual currency, it might be something worth clarifying.

BearOther machines are mainly for convenience, consisting of seeders, plowers, harvesters and so on. Essentially, it’s all the big, heavy equipment one sees on a modern farm. It’s a nice addition as veteran FarmVille players are well aware of how large a farm can grow (Zynga also offers tractors and other equipment). There are even animal housing structures (e.g. a Chicken Coop) that will hold a certain amount of that animal, rather than having them wander about.

Where Green Farm tends to differentiate itself the most is within its social features, although most of these have also been seen before.

Visiting a friend’s farm comes with the typical prompt of “help them out.” In our case, it was a bear that we had to scare off, as in FrontierVille. Surprisingly, the bear was physically on the farm, and teleporting about (just as real-world bears do). The idea was to catch it before it moved again. This wasn’t terribly difficult, and not much more fun then clicking an “ok” or “help out” button, but it was a step in a more interesting direction. Additionally, should the friend have any animals, the user can pet them for some extra reward and gold.

SocialBeyond this, players can also visit each others’ farms in real time — when that friend is playing — and actually see and chat with them synchronously. It’s not a wholly original concept, but one that we see fairly infrequently.

The only other aspect of Green Farm of particular merit is its aesthetic quality. Unlike the myriad of other farming clones out there, this app actually looks extraordinarily good. Everything not only looks more vibrant and higher quality, but a lot of the objects move or animate, really making the game feel a bit more alive.

On the negative side of things, farming games are old hat on Facebook. Though FarmVille has stabilized, recent months have seen its users drop by over 20 million (currently, the game is around 61 million MAU, but was once well over 82 million). Few players of FarmVille are likely to leave a game they are established in for what is, for all intents and purposes, more FarmVille. It’s the same enigma that presented itself to the massively multiplayer online market a few years ago when MMO developers were looking to emulate World of Warcraft by, essentially, cloning its premise and mechanics. It’s only recently that game makers have learned that people won’t quit WoW to play more WoW. With any luck, social developers will also recognize this pattern.

Overall, Green Farm is a solid game from a technical stand point. It looks good, plays fluidly, and has few problems in the usability or feedback departments. The game comes with a few new toys here and there, and some nice social mechanics. Unfortunately, in the end, these elements are superfluous additions to a tired core concept.

Meteor Games Plans a Switch to Deeper Gameplay

With the latest Facebook games progressively becoming deeper experiences, plenty of developers are considering whether they should really stick with city building, restaurant management and other standard genres. Meteor Games, best known for the standard-issue island management title Island Paradise, has already decided that the answer is no.

When Meteor was founded three years ago, the company was actually working on a 3D, massively multiplayer game. That concept died by degrees as Facebook gaming, with its overwhelmingly simple mechanics, took hold.

Now there’s a trend in the opposite direction, according to Zac Brandenberg, who came on earlier this month as Meteor’s new CEO.

“We believe consumer tastes are moving toward what we’ve seen in the console gaming world before. The way we’ve seen gaming evolve across every platform to provide a richer experience for the user,” Brandenberg says. “What you’re seeing now are games that appear to have more resources focused on their development, like Kingdoms of Camelot and City of Wonder.”

Although Brandenberg isn’t giving away much about what Meteor’s new games will look like, he says the aim is to build fantasy-based titles with RPG elements and character growth.

It’s still early days for deeper titles on Facebook; Kabam (formerly Watercooler) is the best evidence anyone has to hold up, with Kingdoms of Camelot having recently passed six million monthly active users. Kabam, also, plans to work on deeper titles in the future.

But Brandenberg think there’s a hidden demand. “We published a game in 2008 that was not widely embraced, and had to move backwards to make an easier to play property. Now we see users looking for more advanced options within the game, more detailed game mechanics, something more to do, an experience that they don’t have available to them yet,” he tells us.

Facebook itself isn’t the only option now, either, says Brandenberg. “We’ve developed games up to this point, in many ways, exclusively for the Facebook audience, but that’s not our plan from here on out,” he says.

CrowdStar Pushes Hard on This Week’s List of Fastest-Growing Facebook Games by MAU

For the third week in row, Playdom’s City of Wonder leads our AppData list of fastest-growing Facebook games by monthly active users. But on our sister site Inside Facebook, it’s edged out by a CrowdStar app, Quiz Planet, while multiple CrowdStar games are suddenly racking up big gains.

Here’s the list:

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. App_2_114335335255741_9738 City of Wonder 10,018,490 +1,759,546 +21%
2. Original Texas HoldEm Poker 34,569,260 +677,139 +2%
3. Original Happy Pets 8,522,499 +574,796 +7%
4. Original Happy Aquarium 11,712,980 +497,885 +4%
5. Original YoVille 7,893,007 +434,498 +6%
6. App_2_138575656172984_7917 Madden NFL Superstars 683,369 +391,974 +135%
7. App_2_122353571139137_4163 The Price Is Right Game 2,203,909 +382,956 +21%
8. Original MMA Pro Fighter 2,873,632 +342,976 +14%
9. Original Millionaire City 7,431,420 +328,187 +5%
10. Original Ikariam – The free browser game 989,055 +323,598 +49%
11. App_2_144320435592910_7250 Critter Island 810,404 +268,035 +49%
12. Original Kingdoms of Camelot 6,361,071 +183,944 +3%
13. Original Games 7,118,005 +183,442 +3%
14. Original Funflow 1,681,001 +160,871 +11%
15. Original Backyard Monsters 1,640,041 +151,695 +10%
16. App_2_138368046186693_7846 CBSSports.com Franchise Football 515,050 +135,040 +36%
17. Original Ranch Town 640,178 +127,024 +25%
18. App_2_140172749351635_4057 Quizz Bescherelle 970,369 +126,070 +15%
19. App_2_149314558413832_1420 小小戰爭 450,205 +124,783 +38%
20. App_2_256799621935_1837 Car Town 4,258,190 +123,082 +3%

Happy Pets and Happy Aquarium are the two games that CrowdStar put on the list, with over a million new MAU combined. However, those two don’t give the whole picture. At time of writing, we’re watching CrowdStar’s two brand-new titles, It Girl and Pop Boom, fly up the charts with over half a million new players each.

We reviewed the two titles late last week (here and here), and found them to be both good and original. It’s too early for quality to be driving much player growth, though. CrowdStar has likely pulled out the stops to try to achieve new growth.

Skipping to number six, Madden NFL Superstars is on its way up, although so far it’s growing no faster than EA SPORTS FIFA Superstars did in its early days.

The Price Is Right Game is still doing its part to convince developers that kitschy game shows are a great idea on Facebook; the question at this point is, who will get rights to Jeopardy?

Finally, Digital Chocolate is keeping the pace with MMA Pro Fighter and Millionaire City running neck-and-neck; most of the remaining apps on the list picked up fewer than a quarter of a million new users.

Swiss Developer Games2be Launches Spoing on Facebook

SpoingSimple games are a dangerous bet, in that they can make for the best games if done well, but if made too simple, they just come off as boring. Today we’re taking a look at the efforts of a new Swiss developer by the name of games2be, which just launched a game called Spoing on Facebook.

A simple, physics-oriented puzzle-platforming game, Spoing utilizes a very quaint art style coupled with zen-like sounds, to create an euphonic experience reminiscent of very old Facebook titles such as Chain RXN. Unfortunately, its presentation tends to fall apart in terms of its user interface housing.

The idea behind Spoing is to move a ball from Point A to Point B in the least amount of time possible, by using simple sling shots (for lack of a better term) to launch the ball upwards towards the goal.

As one would expect, an ill-aimed shot will result in missing the next platform, and the ball will explode should it touch any part of the level. This is, obviously, where the challenge comes into play, as each successive level’s terrain becomes increasingly difficult to navigate. What makes this even more challenging is that users must complete the level in a minimum amount of time in order to progress to the next one.

Level PacksBeyond the minimum time, there are also faster milestones the user can reach in order to earn themselves more experience. This is important, as user level acts as the gating mechanism for unlocking newer sets of levels, up to 50. However, in addition to level, users must also utilize “Points” to purchase these level packs as well.

Points are earned in conjunction with the noted time milestones associated with each stage. A completion within the minimum time earns one point, while the medium and fast times earn two and three points respectively. This also appears to be where a social mechanic comes into play.

Beyond basic leaderboard features and wall postings, Spoing also incorporates the points of friends into the player’s total points earned. This is, however, a double edged sword, as it appears to penalize the player should friends not wish to play.

Earning three points on each level will help in progression, but that alone doesn’t appear to be enough. There’s also the slight issue of the game being extremely difficult. In order to compensate for the raw difficulty, Spoing also has floating green dots and musical notes that can be collected between platforms. These stop the timer for a few seconds, with the notes stopping it for slightly longer, and the green dots being usable as a resource in later levels.

In many puzzles, these dots can be used to create platforms of one’s own. Early on, there is no necessity to do this, but as the challenges become harder, with more difficult jumps, further platforms, and moving platforms, using the dots becomes an absolute requirement.

GoalIt’s also quite prudent to make platforms when possible, because the game’s play limiting mechanic is based on lives. Every day, users only get a few balls, and it takes an extended period of time to regenerate them. Of course, that means that if players are cautious, they can play forever, but if they’re looking to progress and earn maximum points, the speed requirement leads to many, many deaths.

The highlight to Spoing, however, is not so much its play, but its in-game presentation. Everything is done in a moody, silhouetted style that actually looks fantastic. In addition to this, every movement, dot pickup, and note pickup comes with a nice musical tone. It’s not a music game, but the sounds create a very simple, yet soothing, feel to the app. Unfortunately, this whole feel loses a lot of its praise with the games UI housing.

Spoing is intended to come to the iPhone, so the game itself is vertically oriented within Facebook. Sadly, to fill up the more horizontal orientation of Facebook apps, it is put side by side with the leaderboards and housed within this pale blue box. Considering the look and feel of the game itself, this overly simplistic and plain UI housing takes away considerably from a visual that could otherwise be deemed artistic. The in-game mood desperately needs to be transcribed onto the leaderboards and the rest of the Facebook UI. Additionally, there’s an odd tutorial character that looks like Gizmo from the Gremlins, which also just doesn’t seem to fit.

Despite some of our qualms about presentation, Spoing is actually a pretty cool app. It’s very relaxing and pretty creative as well. Are there other games out there like it? Possibly, but none that we’ve seen yet. It does feel a bit more suited for the iPhone as simple, score-based, social games like this rarely do tremendously well on Facebook. Nevertheless, for a first app from a new developer, Spoing certainly makes for a good start.

This Week’s Headlines on Inside Facebook

IF LogoCheck out the top headlines and insights this week from Inside Facebook— tracking Facebook and the Facebook platform for developers and marketers.

Monday, September 13th, 2010

Tuesday, September 14th, 2010

Wednesday, September 15th, 2010

Thursday, September 16th, 2010

Friday, September 17th, 2010

Saturday, September 18, 2010

    Social Gaming Roundup: Digital Chocolate, Adknowledge, MySpace, & More

    Millionaire CityDigital Chocolate Launches Millionaire City on iPhone — Earlier this week, Digital Chocolate launched its popular Facebook game, Millionaire City, on the iPhone. It likely won’t be the last Facebook title that Digital Chocolate moves over, as the company has years of expertise in mobile gaming to leverage.

    Bigpoint to Hire 80 in San Francisco — Good news for job seekers from the San Francisco Business Times: the German game developer Bigpoint is looking to hire 80 additional employees, including game designers, 3D artists, and Flash, C++, C#, Unity, and PHP developers. For those looking overseas, the company is adding over 200 jobs in its German studios and elsewhere.

    Zynga ChallengeZynga Finding New Ways to Promote Games — Zynga tried out yet another game promotion this week, hosting a contest called “The Zynga 8-Game Challenge.” For 24 hours, any player that logged into YoVille, Zynga Poker, FarmVille, PetVille, Cafe World, Treasure Isle, Mafia Wars, and FrontierVille would be eligible to win, via a drawing, $1000, with 24 prizes in all. Zynga’s last bit promotional move was zLotto, which is ongoing.

    Marvel Coming to Social Games — Game startup Smith & Tinker has made a deal with Marvel Entertainment, says VentureBeat. The deal will bring a very large brand into the social gaming space, as the developer revealed that it would be producing Marvel-based games for both Facebook and the iPhone with one being a “digital collectible game.” Since Marvel is a Disney-owned property, it’s possible that Playdom could also develop Marvel games.

    Capcom to Launch Facebook Games — Another major company is coming to social games: Capcom, one of the most international of the Japanese developers. The Japanese game developer stated at the Tokyo Game Show that they would be launching three Facebook connected iPhone titles as early as this fall, according to Businessweek.

    DSTRussia-Based Investor Changes Name — Russia-based investor Digital Sky Technologies has changed its name this week to Mail.ru Group, according to Cnet.com. The company’s past investments include both Zynga and Facebook itself. [image via Cnet]

    Social Games May be Killing Soap Operas — It’s no secret that many social game players are of the middle-aged, female demographic. That in mind, an interesting post from Business Insider suggests that their gaming addictions are leading to the death of daytime soap operas. That’s right, people like Facebook, Zynga, and Playfish could kill all that, ahem, quality drama.

    GamersGateGamersGate Launches Facebook Store – Digital distribution platform GamersGate has announced the beta opening of the GamersGate Store on Facebook. From here, players can shop for their games directly through Facebook.

    CrowdStar Settles Tap Resort Lawsuit — Thursday, CrowdStar and Brooklyn Packet announced that they had reached a settlement over a legal dispute about Happy Island and the latter company’s Tap Resort for iPhone. The agreement will call for a complete redesign of Brooklyn Packet’s island-oriented title.

    Adknowledge Reveals “Three-In-One” Monetization Platform — Adknowledge’s Super Rewards recently unveiled their “three-in-one” monetization platform. Through the new platform, developers will be able to integrate an in-game overlays for offers, offer banners, and an offer wall. Additionally, advertisers will have access to the American IdolAdknowledge’s BidSystem.

    MySpace American Idol Auditions — According to My Fox New York, American Idol is coming to MySpace for Season 10. Users will now be able to submit their auditions through the social network. The online auditions will continue through October 6th.


    Interview: Dan Porter on OMGPOP’s Move Onto Facebook

    When we recently reviewed Cupcake Corner, a new restaurant sim, we noted that developer OMGPOP planned to use the title as a learning experience for Facebook. For years, Omgpop has operated games on its own teen-oriented, Flash-heavy desination site, but Facebook is a very different market.

    Following the review, we got CEO Dan Porter on the phone to ask a few more questions about Omgpop’s next moves on Facebook:

    Inside Social Games: Omgpop’s site caters to teens, while you’ve said you plan to target an older female demographic on Facebook. Why not stick with teens?

    Dan Porter: I would say that it’s less that we’re not sticking with that audience, and more that just we’re an interesting game company that controls the majority of its distribution. Other people out there either run a portal with other people’s games, or put their games elsewhere. So we’ve had this steady focus on building games for our own site. But at the end of the day we have ambitions to get bigger, and now we can support that.

    The second interesting thing is having a direct relationship with four million users, which allows you to have significant impact on off-network virality. We can seed with them first and it gives us a little boost, and some [demographic] balance.

    ISG: Your games on Omgpop at least tend to be for synchronous play. Why switch so completely to the typical asynchronous Facebook style?

    DP: For us, using proven asynchronous game mechanics and a cooking restaurant theme was a no brainer. I think if you look at the game in 6 to 12 months, you’ll see a lot of really cool and interesting things in there. You’d be crazy to take all those risks right out of the box, because if you’re not successful you would have invested a huge amount of time with no reward. I think you need to get the audience doing something they’re comfortable doing and that they understand, then when you have them you can start to do a lot of other interesting things.

    Down the road, the new features will leverage multiplayer. There are a lot of people taking ideas from other people, so if I made a huge bet I wouldn’t be able to expand it quickly enough [to compete]. But if I slip something in… we’ll definitely focus on the slow growth, pushing new stuff in and seeing how people respond.

    ISG: You’re also putting games on smaller social platforms like IMVU and myYearbook. How is that different from Facebook?

    DP: In terms of how big a game could be, there’s no doubt that anything we do on Facebook has the potential to be much bigger, because it has so many more people. But the flip side of that is that if I’m on Facebook, it has to be viral, I have to spend money to promote it. On another site I can say, I’m only giving you this game if you promote it, and if there are no competitors to it. The challenge on Facebook is the arbitrage, where you never know if you’re throwing money away.

    ISG: Besides gradually adding new features to your games, what’s your strategy for Facebook?

    DP: When we built Cupcake Corner, we really focused on building a re-skinnable game engine that could support a variety of genres and themes, and then did a ton of testing with our users to see the themes that work with them. It took us 4 to6 months to build that until it was rock solid, and now that it is, we can look for other opportunities around the engine, and put more interesting things into the game to see how they affect monetization and retention.

    ISG: Returning to my earlier questions about teens, would they make a good game-playing audience on Facebook? Are they a good audience on Omgpop?

    DP: On a straight out monetization and payment basis, no, because a lot of them don’t have credit cards. Some 28 year old woman can pay in five seconds with a credit card. But number one is, it’s not like we were necessarily going after teenagers, we just made our product and teenagers were who liked it. You embrace people who like what you do.

    There are 50 million kids in our demo in the US alone. But there’s no doubt that for the teenagers [on Omgpop] we rely on advertising as much as payments to monetize them. The benefit of that is that we have a very tight demographic slice, so you can go to advertisers like MTV. So we have 100 million pageviews because of the lobby mechanic in multiplayer, and it’s still a good opportunity.

    ISG: Would that work on Facebook?

    DP: No. Two reasons. One is that it’s much more international. The other is that you don’t generate pageviews in the same way — you’re always looking at the same static page.

    ISG: Would you move any of your arcade-style games to Facebook? Would they work there?

    DP: Certainly asynchronous single-player games that are more level-based have a slightly stronger path to monetization, but I also think that Facebook seems like they’re in a position where they’ve embraced gaming, they have great people working on the gaming side, and they’re certainly interested in having not just one genre of games, so we’ve definitely been interested in that.

    What I won’t do is and I’m not interested is like a Mindspark portal within a portal business. You’re just AddictingGames on Facebook then. The only company that pulls that off a little bit is Wooga.

    CrowdStar’s Second New Game, Pop Boom, Brings Arcade Action to Facebook

    CrowdStar is having a busy release week, following on over three months of silence. Yesterday we reviewed its new game for the teenage demographic, It Girl; today we’re taking a look at the arcade-style title Pop Boom, which appeared at the same time. (Hat tip to Frisky Mongoose for spotting the game.)

    At first glance, Pop Boom appears to have a lot in common with Bejeweled. Once you click on your first bubble, though, you’ll immediately see that Pop Boom is its own game, not a copy of previous match-three titles.

    Pop and Clock

    Here’s the resemblance to other match-three games: your aim is to line up three or more bubbles of the same color to “pop” them, and you’ve got just one minute in which to do so. The minute time limit doesn’t seem important, but Bejeweled creator PopCap has often mentioned that the minute-long game is a feature that required much trial and error to arrive at on Facebook.

    The difference is that the major mechanic in Pop Boom involves picking up bubbles and moving them to any position on the game board, instead of swapping the position of two gems. Pop Boom thus becomes a much faster game.

    It’s also somewhat more strategic for the difference. Given the chance to set up bubbles in any configuration, you’ll quickly discover that bubbles in cross or L-shaped patterns are much better; if placing a single bubble results in a simultaneous horizontal and vertical burst, the entire row and column will be popped.

    That’s where “boom” comes in. Special bomb bubbles will appear now and then, which blow up a small section of the board when popped. If you manage to set off a whole row of bubbles, then, you can place a bomb toward the end, and it will take out even more bubbles with it. As you take out more bubbles, your score multiplier for additional popped bubbles will rise.

    Bombs are also one of only two virtual goods offered in Pop Boom at launch, the other being an additional five seconds to play. Both are bought with coins that are earned during play, or can be purchased with Facebook Credits.

    Social Bubble

    There’s not a lot to say about Pop Boom’s social features; they’re about what you’d expect, with a friends-only leaderboard and the ability to send out a global challenge. You can also see the scores of your top three friends at all times.

    One development choice worth noting is that CrowdStar doesn’t ask for confirmation to add a feed story about your score; the “Publish” button is large and centered, without the usual “Skip” beside it. If you hit Publish instead of the right-hand corner “X” (seen below), there is no option to skip.

    Conclusion

    It seems a bit odd, at first blush, for CrowdStar to be releasing an arcade game when all its previous games have been straightforward farm, pet, city and island-themed titles. But along with the launch of It Girl, the company is clearly feeling the need to be experimental.

    Arcade games, though they may not monetize as well as more traditional social games, can also offer other benefits. They may spread more quickly through players, and they can serve as a funnel to the company’s other games. They also can be more straightforward to make; note that Pop Boom looks pretty complete as-is, while It Girl is still in a rather buggy alpha stage.

    Overall, Pop Boom looks like an interesting experiment by CrowdStar, and one that other developers would do well to keep an eye on.

    Strategy and Sports Take Over This Week’s List of Emerging Facebook Games

    The latest fast-growing strategy game has hit the top of this week’s AppData list of emerging Facebook games, which includes titles still under a million monthly active users. Ikariam – The free browser game exploded upward this week, capturing 651,192 new users.

    Top Gainers This Week – Games
    Name MAU Gain Gain,%
    1. Original Ikariam – The free browser game 824,980 +651,192 +375%
    2. App_2_144320435592910_7250 Critter Island 651,718 +475,893 +271%
    3. App_2_149314558413832_1420 小小戰爭 368,935 +367,880 +34,870%
    4. App_2_138575656172984_7917 Madden NFL Superstars 404,956 +363,210 +870%
    5. App_2_138368046186693_7846 CBSSports.com Franchise Football 433,590 +330,230 +319%
    6. App_2_36706751821_9203 FantaBook 431,923 +273,444 +173%
    7. App_2_144448922260339_1126 Chucke la taupe 228,285 +224,890 +6,624%
    8. Original Free Flash Games 918,144 +187,982 +26%
    9. App_2_150787614949180_7705 Candy Shop 206,471 +155,572 +306%
    10. Original Bubble Town: Party Planet 727,378 +143,313 +25%
    11. Original i Like Slots 320,636 +142,689 +80%
    12. App_2_108589655859196_4155 Mahjong Trails 367,918 +123,740 +51%
    13. App_2_132112723494733_5710 Jersey Shore 383,457 +115,413 +43%
    14. Original Ameba Pico 851,809 +109,918 +15%
    15. App_2_112594238780474_8273 Robot Unicorn Attack 187,306 +109,214 +140%
    16. App_2_140878142619017_3572 Digger 150,026 +106,409 +244%
    17. App_2_123870190982202_9543 Ultimate Fan 112,760 +103,743 +1,151%
    18. Original Ben 10 Omniverse 155,513 +101,048 +186%
    19. App_2_139352202755445_6610 龍之契約 113,154 +99,129 +707%
    20. App_2_117771671605440_4 La Tomatina 134,873 +98,556 +271%

    Ikariam contains elements of other games on Facebook, like City of Wonder and Kingdoms of Camelot, but it’s also fairly unique for the platform. There’s a reason for that: Ikariam is a popular web-based MMORPG whose first version was released way back on 2006, pre-dating social gaming entirely.

    Critter Island is the second fastest grower, having accelerated significantly from last week, when it led a weaker list as number one. The island management game, by LOLapps, has gotten almost uniformly positive user reviews since its launch.

    小小戰爭 is the latest from Chinese developer Five Minutes, but we can’t say much more than that at the moment, as it won’t load. Following it is Madden NFL Superstars, the latest from Electronic Arts. One might expect the fabled Madden franchise to take off on Facebook, but so far it’s only growing at a moderate pace, just edging out its football-themed competitor CBSSports.com Franchise Football.

    The sports don’t stop there; FantaBook is an Italian-language soccer game. That’s followed by Chucke la taupe, which involves hitting a mole with Chuck Norris (a man who, in the past, hasn’t appreciated being used on Facebook).

    If you’ve got time, check out a few of the apps further down. Candy Shop is the latest from Tall Tree Games, while both Bubble Town: Party Planet and Mahjong Trails use the popular mechanic of putting arcade games in an island-based wrapper. Finally, MTV fans shouldn’t miss out on Jersey Shore, the latest guido atrocity.

    CrowdStar Creates New Title on Facebook: It Girl

    It GirlThe folks over at CrowdStar have just soft-launched two new games on Facebook: It Girl and Pop Boom. We’ll have a review of the latter, more arcade- style game later, but for now we’ll take a look at It Girl, which follows a more traditional social game style.

    First noticed by Social Game Central, It Girl tailors to a different, and more niche, demographic than most of CrowdStar’s other titles. While past CrowdStar games have been more or less, gender agnostic, It Girl is solely centered around the teenage and young adult female audience. Built in an almost MMO-style, the game centers itself around city life and the collection of the hottest new outfits. It’s certainly a different concept from other female-oriented apps (e.g. Mall World), but the originality, which isn’t always a bonus on Facebook, doesn’t detract from our opinion of the game.

    Players start out smack dab in the “big city” and it’s up to them to make a name for themselves. Walk about the city streets, meeting the avatars of other users, and ducking into stores for a little shopping is the core of the game, with the key aim of raising one’s “hotness” to new levels.

    Dressing RoomIn the store, there are a variety of racks, shelves, and counter-tops to physically search. Upon doing so, players will discover different clothing that they will be able to try on, buy, and wear. It’s set up similarly to some treasure hunting titles like Treasure Madness, in that each store has a collection of clothes that can be discovered and bought. Of course, here, there is no tangible reward for completing a collection.

    What does matter with clothing is the style and rarity level. Each article of clothing has a number associated with it that creates the user’s hotness level. The higher the number, the rarer it is, and the “hotter” it makes the player. Full ensembles consist of everything from tops and dresses to glasses and legwarmers.

    This is where the first social element comes into play, as player avatars visible wander about the world. They talk and chat about their clothes and what not, but what they really equate to is competition. That in mind, players can challenge them to a Showdown, which is essentially a hot girl fight. Winning the “duel,” so-to-speak, will earn moderate experience rewards, while losing reduces one’s confidence level, which is basically health. Having more clothes in one’s closet a large “Clique” of friends also augments the results.

    ShowdownAs for earning money, players will receive a small amount as they search the stores for new outfits, but the core way to earn income appears to be through quests. These consist of visiting a friend, buying X amount of items, and so on. Unfortunately, it’s a bit unclear on how to do some of them, perhaps in part because It Girl is still in alpha testing.

    The best example of a quest involves meeting a friend at a party. This is one of the first quests, where the user discovers an invitation on a flyer out in the world. In order to go, one must first don the proper attire, which is broken up into categories such as Outdoors, Black Tie, Nightlife, and so on. Each item of clothing has an icon that represents which of these types of events it is appropriate for.

    Due to the alpha testing mode, there is one other major features that is currently not working: the overworld city streets don’t exactly run optimally yet. In fact, the game runs horribly slowly at the moment, and has led to many a browser crash. Of course, this will likely be fixed soon enough. Beyond these two noted issues though, anything else is very minor (e.g. images not showing up).

    The CityEven with the existing bugs, it’s easy to see how It Girl would appeal to the female demographic. It really does feel like shopping, and the hotness competitive element, coupled with these party events, gives the process more of an objective beyond just trying to look aesthetically nice.

    In fact, that’s one of the major points of merit for It Girl. Without claiming any real knowledge of fashion, we can say that most of the outfits are pretty well designed, and even the low rarity items look gratifyingly good. Additionally, there’s a nice bonus where players can talk with the wandering NPCs who will either praise or laugh at one’s apparel.

    All in all, It Girl looks quite good for such an early stage. As it is in alpha, it is still riddled with a number of bugs, with the most detrimental being the unbearable optimization within the overworld city. Hopefully, that’s one of the first fixes on the list, as it makes the game very difficult to test when one can barely get from Point A to Point B. Nevertheless, CrowdStar will certainly remedy this, and many other, issues in the near future, and once running optimally, it would be surprising should this game not do well.

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