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iOS Board Games

Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games. News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)
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G&B Review: Tikal

Brad Cummings
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Hello Everyone,

This week we are trying a slightly different review format. In this Gabe and Brad Review, we both give our thoughts and opinions about Tikal for iOS. We hope you enjoy the meshing of opinions that this format will provide.


The Stats:
Compatibility: iPad, iPhone, and iPod Touch.
Current Price: $4.99
Developer/Publisher: Codito/Sage Games
Version: 1.0
Size: 30.5MB
Multiplayer: Yes, local and online.
AI: Yes, Varying difficulty levels.
Itunes link:http://itunes.apple.com/us/app/tikal/id430920838?mt=8


AI/Single Player experience
Gabe: I respect the fact that Codito gives six different AIs to play against. I have to assume that the five with predictable styles (warrior, prophet, builder, warrior, healer, and princess) are mainly there to allow the user to determine what kind of player he wants to play against. But for the experienced player, only King (the highest setting) really matters. I'm not a big fan of playing against AIs in general, I much prefer the skills, vagaries, and unpredictableness of real human beings. When I actually complete a game against the AI I will let you know.


Brad: Being new to Tikal I started out with an AI game. I chose Builder and Prophet to play against, thinking 3 players might be a good number to start with. I really found the whole single player experience a little disconnected and vague. I think Scott Nicholson put it well in his blog, “It presented this wide open game space to explore and allowed you too many options at once. It would be like playing Go, and you got to place 5 stones per turn - just too many options and too much change between turns.”
The AI players seemed to ignore me and compete against each other, allowing me to gain a better score. I am sure with the more difficult AI they will play more competitively. I do wish the app had a better built in tutorial. I was a little bit disappointed that I had to read through the text rules. Yes, if I owned the physical board game I would have read rykes, however, the standard for iOS board games seems to be video or interactive tutorials.

Multiplayer on 1 device (iPad)
Gabe: This works adequately, but not great. As Pass N' Play, each player has to rotate or be handed the device to use the same orientation. I think Codito missed a great opportunity to put the info for each player on each side. They did it in Ra and I thought it worked great there. I know this is not important to some who simply outright reject the idea of playing face to face at all and would just play the print version. But for those who don't like Tikal well enough to own the print version and like Face to Face play on the iPad, perhaps they can add this as an option for a future release.

Brad: As I do not own an iPad, I cannot add to Gabe’s comments on this subject. As for pass and play it seems to work well enough. Because most of the information is public, it is easy to pass from one player to another. This is definitely a viable play option but does not have any great advantages over the physical game (unless of course, like myself, you do not own the physical version).

Online Multiplayer
Gabe: <Sigh> Oh Codito. I'm giving an incomplete on this one. It seems so promising. And in theory I am absolutely fine with a 2 human-player limit. But the app suffers so much from hangs and stoppages where neither player is able to take a turn, that I simply can't even consider this a working feature. I've suggested it in the past, Codito should slap a big 'ol "BETA" sticker on their online multiplayer feature. It would be a minimal effort to reduce a lot of disappointment and frustration felt by their users.

Brad: I agree with Gabe on this one. The multiplayer has the same hiccups and disconnects as we saw with Ra. I think it is essential that iOS board game apps launch with online multiplayer if possible, even if it has a Beta label attached. However, it is important to make sure it is in working order. First impressions count and if players have trouble playing a game online, they could stop playing it online all together which starts a vicious spiral leading to a completely dead Open Feint server.

Graphic Design
Gabe: The Spielbyweb version uses the graphics from the award winning print version, right down to the wooden octagonal cylinders. It's a great effect. Obviously Codito can't do that, or at least didn't get the license to do it, as they are probably working with the game designer and not the publisher of the print version (AbacusSpiele?). The graphics that they came up with are pretty good. Compared to the Spielbyweb version, it took some getting used to but now I like it. I only have minor complaints like the tents should be wholly colored in a hue of the player's color, not just tiny dots on the corners. The star on the leader is great idea, why not continue this on the worker as well and place a small round colored halo around them?

Brad: I think graphic design is one of the strong points of the Tikal app. Yes, they cannibalized the menu layouts of Ra, which I was not a fan of, but I can see that they are becoming a Codito staple and I can accept that. I found the logo very cool and the menu background and boards very refreshing and interesting to look at. Though it cannot rival some of the big boys, I think this is a major improvement over previous apps from this developer.

User Interface
Gabe: Overall, I think it works pretty well. The menu screens are becoming common Codito fixtures. I can appreciate the similarities here with their other games. Why reinvent the wheel right? Unfortunately I still think that setting up a multiplayer and AI game is far to cumbersome. Why doesn't it feel this cumbersome in Carcassonne? I'm not going to go into all the differences, but, in short, I think Codito gives perhaps just one too many options when it comes to identifying each player. Does each player really need a color, an avatar, and a name?


As far as the UI for gameplay goes, I think it works adequately. They could have really taken a lead from the Spielbyweb in the UI dept. Spielbyweb has a great move calculator that highlights all of the possible spots to which you could move your worker and gives you a calculation preview. Codito's iOS version does not have this. They could have presented such a preview whenever you click your worker or leader, but instead the only feedback you get is the vehicle enlarging a little bit. Again, it works but they should have studied up a bit more on the good points of the Spielbyweb implementation. The treasure exchange interface on the other hand I think works quite well. I like they fact that they didn't try to shows the actual treasures in the player displays. Instead they just put a number at each position. Very understated and very appropriately done.

Brad: I agree with Gabe in that the menus work well. As I said, I think they could be more graphically interesting, but they are clear and easy to navigate. As a new player I found the user interface of gameplay very difficult to navigate. On the small screen of the iPhone it is often difficult to make selections of different elements on a tile whether it be a worker, a tent, a temple, etc. This is coupled with perhaps the most sluggish zoom system I have ever used on iOS. Oft times to get a clearer view I would zoom and then try to pan, but the pan either moves slowly or does not move at all. The list of treasure under each player’s name is confusing at first, as well, but with a play through it becomes clear what each number means. I do not mean to sound like the game is unplayable, because it is very playable and very interesting. However, there are few issues that make it hard navigate.

How does it compare to the physical board game?
Gabe: Again, it's a shame that they could not use the graphics from the original board game. It is one of the most beautiful board games to see and touch in person, but I think they did an admirable enough job. For $4.99 and having it wherever you go, can you really complain about an alternative take on the graphics?

Brad: Having never played the physical board game, I will defer to Gabe on this one.

How does it compare to other Codito games? How does it compare to other iOS board games?

Brad: Tikal is in many ways a step forward for Codito. I felt like the game was pretty and, for the most part, well laid out. They tried, in my opinion, to fry a bigger fish this time around and succeeded in some ways, while coming short in others. The task of displaying a large board on a small screen and allowing zooming still need to be perfected. The biggest disappointment for me was the state of the multiplayer. Most everyone railed on Codito for the multiplayer offering in Ra, heck, that was practically the theme of my review, and yet we have a new game with some of the same issues.

Codito is going to be releasing some heavy weights over the next year and I would love to see them go toe to toe with some of the all-stars of iOS board games. Tikal is a good game, and offers many features such as multiple AI and many multiplayer options. However, I still think it is missing the polish that allows other games to shine. I give it 7 out of 10 stars.

Gabe: It compares really well with other Codito games. It's great to see Codito working on games that have no hidden info. Unfortunately, it also currently shares the other bad qualities of Codito's online multiplayer games, that the online multiplayer is too buggy. Again, if you want people to swallow something that is buggy and incomplete, then be upfront about. Call it BETA and then I think a lot of the negative reaction goes away, in fact maybe even becoming a positive.

In Tikal, Codito has not reached the bar that some other iOS games have set. In the user interface dept they are right there. But in the graphics and online multiplayer categories, they come up short. Right now Carcassone, Neuroshima Hex and Small World (for everything but online multiplayer) and Samurai (with great online multiplayer) really set the bar for iOS board games. The collection of minor issues taken together also combine for me to knock it down another point. I give this 6.5 out of 10 stars.

Rating: 2/4 Decent
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17 Comments
Subscribe sub options Wed May 11, 2011 2:00 pm
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Scott J


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6.5 and 7 stars? From the review, the game sounds like a pretty bad implementation. Every section aside from graphics is a sigh or a negative. Sounds like a 3 star game at best. I'll wait until I hear they've fixed multiplayer and improved the game play, or until it goes free.
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  • Posted Wed May 11, 2011 3:05 pm
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Scrumpy Jack
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"Online Multiplayer: Gabe: Oh Codito."

Just so i get this right, Codito use Openfeint for their online multiplayer in RA and Tikal and it has never worked?

Do we know of any games that use Openfeint for online multiplayer (sync and async) that do work?
 
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  • Posted Wed May 11, 2011 3:37 pm
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Douglas Weinstein
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Weak AI and defective online multiplayer turn an otherwise nice implementation into a dog. It's like discovering those sea monkeys you ordered through the mail turn out to be tiny shrimp. Still OK, but their not wearing crowns and dancing about the castle.

[edited for typos]
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  • Edited Tue May 17, 2011 6:05 am
  • Posted Wed May 11, 2011 4:19 pm
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Gabe Alvaro
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SJack wrote:
"Online Multiplayer: Gabe: Oh Codito."

Just so i get this right, Codito use Openfeint for their online multiplayer in RA and Tikal and it has never worked?

Do we know of any games that use Openfeint for online multiplayer (sync and async) that do work?

Yes, Codito uses OpenFeint. It has worked. I've actually completed a game or two. Unfortunately, it is inconsistent or intermittent. And when it comes to computers, inconsistent or intermittent is bad. It comes off as unreliable. Unreliability breeds mistrust. Mistrust breeds negative feelings and a more general lack of faith. I can't tell you how many random games I've started up, resolved to stick it out and then the other person resigns the game.

This is a bad thing, because now Codito may be in the position of having to "win back" those who quit on the feature. In the long run I feel confident that they can succeed and even win back those they've lost, but it will no doubt cost some of their energy to do so.
 
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  • Posted Wed May 11, 2011 4:48 pm
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The Gray Dog Passes Go
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filadin wrote:
Weak AI and defective online multiplayer turn an otherwise nice implementation into a dog.

Gotta agree. This is a rare "Wish I Didn't Buy It" boardgame implementation for me. I'm already not bothering to sync it. (To be fair, I'm not a big fan of Tikal itself, so I probably should have just stayed away on general principle).

And Codito just needs to scrap online multiplayer. Right now, it does more harm than good to even say it's included. I'm not sure I've ever heard a positive comment come out of an online experience with either Ra or Tikal.

The whole package makes me hesitant to jump on Puerto Rico right away. It's been announced for a May 19 on-sale date, which is exciting, but what will we get for our (presumably) $4.99? More time and money poured into an online feature that flat-out doesn't work? At what point does someone at Codito see that that square peg isn't fitting into that round hole?

 
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  • Posted Wed May 11, 2011 4:57 pm
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Scrumpy Jack
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I've never started a multiplayer game with Openfeint, having read all the failure reports. Add to that being put off Openfeint by their invasive splash screen, heavy handed branding and their excessive use of the word "awesome" as if it were cool. *shiver*.

perhaps Codito are waiting and hoping that Gamecenter evolves to support async multiplayer, instead of rolling their own flavour.
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  • Posted Wed May 11, 2011 6:17 pm
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Doug Herring
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I think the rating you guys gave was kind. I played it a few times and have not touched since. I am going to give it another try but it just, as you noted, not the calibur of some of the competition like Smallworld, Carcassonne, and Nuroshima Hex. I Like Ra though.

I have been looking forward to Puerto Rico but am a little wary now. I hope they pull it off. Perhaps the development cycle should be less aggresive.
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  • Posted Wed May 11, 2011 6:58 pm
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The Don de Corazones
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Rating seems generous if you don't like SP and MP doesn't work.

I may have missed this in your blog somewhere but here is a game coming to the iphone:
http://forums.toucharcade.com/showthread.php?t=84833

cheers, dc

 
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  • Posted Wed May 11, 2011 7:08 pm
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S K
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Good review. I'd actually give it a slightly higher rating. I have been able to finish a number of MP and SP games, though you are right that there are a number of game-killing bugs. Good job overall, and I still recommend it, though.
 
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  • Posted Wed May 11, 2011 7:36 pm
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Brad Cummings
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don corazon wrote:
Rating seems generous if you don't like SP and MP doesn't work.

I may have missed this in your blog somewhere but here is a game coming to the iphone:
http://forums.toucharcade.com/showthread.php?t=84833

cheers, dc



Yeah Gabe mentioned this in a news post a couple months back. I am looking forward to it. It is May but we have yet to hear anything new on it. We will keep you posted as we receive word.

Thanks,
Brad
 
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  • Edited Wed May 11, 2011 7:45 pm
  • Posted Wed May 11, 2011 7:44 pm
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Codito Development
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Oof. We're not quite sure where the positives are in this review... maybe you started at 10 and counted backwards?

We don't want to get defensive here, or depressed, so we'll just say that we're committed to improving with each game and doing whatever we can to address issues in released titles in a timely fashion.

We are a small self-funded company with the good fortune to acquire a large number of great titles, the pressures of which has perhaps meant that we've been too eager to accept at face value the positive experiences we've had with internal testing and the feedback we've had from beta testers. We need to keep ourselves afloat and meet certain deadlines, but we will do our best to focus even more on quality from now on.

As for Puerto Rico, perhaps it will reassure those feeling nervous that Ravensburger is acting as publisher and will be doing their own independent testing before releasing the app.

Unfortunately, all of this means you are likely to see more time between updates and see release dates being pushed back, but hopefully it will be a small price for all of us to pay to achieve what after all is what we all really want: to see our favorite board games come to the mobile platform as high-quality, stable apps.

Thanks for writing this blog, Brad and Gabe. Accountability and communication are good things. Hopefully you'll be happier with our next game or update!
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  • Posted Thu May 12, 2011 12:37 am
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Quijanoth
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I think the sentiments in this thread about Codito (in general) and Tikal (specifically) miss an enormous positive: we're playing freaking board games on freaking Star Trek holoscreens. Listen, I've seen some good games implemented really, really badly on the iPad (cough, Kingsburg), and, frankly, I'm still blown away by them. And, personally, I'm delighted to play Tikal, even if it is only against the AI. With all of the board game options choices out there for BGG's on iOS, the idea that I paid $5 for a highly rated, multiplayer, $35+ game with robot friends built in...I don't know...seems pretty amazing to me. Five years ago, the prospect of me playing Tikal at all was extremely bleak. Now, I can play it on the bog.
Are there tiny details that might bother the more, ahem, discerning, among us? Sure. But I think they're missing the forest for the trees...

Said with respect,
Q
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  • Posted Thu May 12, 2011 1:52 am
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Sean Tompkins
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I'm a big fan of Tikal, and love the fact that it's available for play on the iphone/ipad. I definitely want to be encouraging and supportive of Codito - both Ra and Tikal are excellent games visually, and are among the better implementations of games I've seen on the i-devices. I disagree with the reviews saying the visuals are lacking, or complaining about the non-standard icons. I've been really impressed with the visuals from Codito game, and think the art is spectacular.

I've enjoyed playing both single player, and have played 10+ games of each since they've been out. The fact that we're getting these games for
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  • Posted Thu May 12, 2011 4:14 am
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The Don de Corazones
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Nice review guys. While I am grateful to be able to play board games on my iPhone and have an innate desire to help developers, I appreciate your critical insights, without which a review is not really a review. I bought RA with the goal of playing multiplayer, and never got the MP to work. I have held off on Tikal because I was burned once. Open / honest communication about problems is not indicative of missing the forest for the trees, but rather constructive for readers and I would think for Codito as well, if they want to be successful.

Thanks again, dc
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  • Posted Thu May 12, 2011 10:03 pm
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Christopher Taylor-Davies
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Having never played Tikal I was also somewhat underwhelmed by this, but I should have been forewarned since I have never really warmed to K&K games. Silly me.I had never played Medici and Ra and though and found that the iPad versions did a good enough job of easing me into each game.

I would however echo Quijanoth in the wonder of it all. The range and quailty of the board games on the iPad is amazing.
 
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  • Posted Fri May 13, 2011 9:33 am
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Robin
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Had no problems with this game. Plays great with 2 or more 'live' players. Don't care about online. Priority should always be hotseat or single player. You're replicating a 'social' game experience. Paid full price and think it was well worth it. Previously owned the board game and we prefer playing it on ipad. No mess, no counting, game takes half the time, and most importantly, IPad versions cost 5% of what you'd pay for the board game. Sounds also add to the experience. Has a few minor issues like occasional crashes, undo button not easily accessible, but the main advantage about ipad gaming is that my wife now WANTS to play board games, as opposed to 'Do we have to set that game up again and make a mess on the table?"

Now, if only every board game would come out with an Ipad version simultaneously. I'd likely never buy a board game again. Can't even imagine playing games on my 4th gen itouch anymore. I'll probably sell it.
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  • Edited Tue May 24, 2011 5:56 pm
  • Posted Tue May 24, 2011 5:55 pm
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Brett
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I agree Brad. Having buggy multiplayer is shameful. shake


An app that is still at 1.0 release several months after it was released shows that Codito has better things to do than please their customers. soblue So I went and got the board game instead!


The multiplayer experience with Ra is enough to make me yak.

 
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  • Edited Sat Jul 23, 2011 8:37 pm
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