TextTumble 1.1 was finally accepted into the App Store last night, eliminating some bugs that we had missed in the 1.0 release. You can find the changelog for 1.1 at the bottom of this release; the majority of the fixes in this release were gameplay bugs that may have confused you in regards to what the game was recognizing as valid words. There were also a few bugs regarding difficulty level that will necessitate our versioning the scoreboard appropriately – in the coming weeks the online scoreboard will change the way it shows scores, something we’ll be communicating via this blog when we switch it over.
Thanks so much to our fans and friends that have downloaded the game and gave us such great feedback, and for all the feedback you’ve given us. Stay tuned for more.
==TextTumble 1.1 Changelog==
TextTumble 1.1 is primarily a bugfix release
Fixed bug where you may resume a game even after it’s been finished
Fixed bug where certain tiles remain highlighted / connected after the words they depend on are no longer valid
Changed behavior of slider to no longer be blocked from moving even if the falling tile cannot move
Instead of showing disabled “Resume” button on main screen, now there is no button when there is no game to resume.
Changed text on Options screen to explain that dictionary and difficulty changes will take effect on next new level
Fixed case where changing difficulty and then resuming your game caused the resumed game to have a falling tile speed equivalent to the newly selected difficulty level
At long last, we are excited and pleased to announce our first game, TextTumble, is available in the App Store! Check out the tutorial video above. A quick overview:
Spell, score, and shake your way through levels testing the depths of your vocabulary
Chain words together and save them up to get mega-points
Spell words with pictowords, pictures whose synonyms can be used to spell even longer, more complex words
What did I just spell? TextTumble includes easy access to an online dictionary to check the definitions of words you encounter in the game
Smash tiles down to destroy those stubborn letters you just can’t make a word from…but don’t do it too often or your score will be in the toilet!
Compete against the world with an online scoreboard
It takes a lot more than just swiping away every word you spell to get far in TextTumble…we’ll post strategy hints and other gameplay tips every so often here on the blog so stay tuned! Remember you can follow us on Twitter @magellanmedia and subscribe to the blog via RSS.
We thank everyone for their support and feedback during TextTumble’s development. We have lots of ideas to expand the game in the future, and we want to hear yours! Leave a comment or shoot us an email.
At long last, we are happy to announce the release of new beta version of TextTumble to our great group of testers.
Those of you who are part of the beta program will be receiving an email shortly; if you’re not part of the beta program and want to join, just let us know.
Again, we’re grateful to all of you for taking the time to provide us with feedback on our first game. Remember, anyone who tests and provides feedback will be entered to win a $50 iTunes gift card, to be awarded when TextTumble launches. We’re getting pretty close…thanks for all the help and support!
As announced at the beginning of this month, we’re now beta testing TextTumble with a select group of helpful volunteers. We’re going to be releasing several betas, so there’s still time to get in if you want! Just follow the instructions in the announcement post.
We’ve received very valuable feedback and playing statistics from our testers. One thing we’ve observed in person with several players is that people tend to just skip the introduction slide that explains what all the things on the screen are for — so we’ll probably be integrating an event-based interactive help system at some point that — as you play — gives you little clues about what to do the first time you run into a chained word, a pictoword, or some other event (yes, dropping little hints about game features there for those of you not in the beta!).
The last mile is the hardest, as they say, and polishing up TextTumble is certainly proving that true. But things are progressing, and once again we thank all our beta testers for their help. More to come!
We’re fine-tuning our first game for the iPhone, TextTumble, and we’d love to have your input. Want to try it out? All you have to do is email your device ID to beta@magellanmedia.com (How to find your device ID). If you’re selected, you’ll get an email back containing the game and instructions on how to load it onto your device.
Why do we need your device ID (UDID)? Because in order to load an app onto your iPhone manually, rather than through the App Store, the developer has to explicitly allow it for your device. Don’t worry, it’s programatically available to every app on your phone…we can’t do anything with it other than allow you to load the TextTumble beta!
We’ll start sending out the beta on the night of March 1, and will probably continue sending it out throughout the following week. So sign up anytime!
Win a $50 iTunes gift card!
If you provide us with feedback, you’ll automatically be entered to win a $50 iTunes gift card. When the beta period is over, we’ll randomly select one tester who emailed us back with feedback to win the gift card. US residents only, 18 years of age or older (sorry, the lawyers made us).
For our beta tests, we’ll be sending software out via email for people to load onto their iPhones and iPod touches by dragging it into iTunes. To be able to do that, we need to have the beta testers’ UDID, or device IDs.
To start using the beta on your iPhone or iPod touch, you’ll need to email beta@magellanmedia.com with your device ID. Here are a couple of ways to do that: