WordMemory for iPhone and iPad


WordMemory is a mixture of a memory puzzle and a crossword puzzle, you’re given a map of cards which have characters on the other side, by tapping a card you’ll reveal the character and you’ll have to remember them. If you can make a word then you can place it and thus score points, once you’ve made a word with 3 characters you can open up up to 4 cards and make word with up to 4 characters, if you then make a word with 4 characters you can open up another extra card all the way up to 6 cards which is quite tricky.

The game is a multiplayer only game and you can play it either locally on 1 iPad or against an opponent via Game-Center. During the development we often took some time to just sit down and play this game because it’s really fun to play.

This is also the first game that features both Dutch and English words instead of just Dutch as in the previous games.

If you want to play this game you can get it on the app-store

TreeCal for iPhone and iPad


TreeCal is a very simple math game in which you need to add two numbers together to get the destination number, you’ll have to do this 6 times per level to complete the level. The goal number is always a multiple of 10 but the given numbers on the logs vary between 1 and the target number minus 1.

The more you play the game the less time you’ll have left to finish each level, my personal highscore is reaching a goal number of 180 but I don’t remember the actual score I got. It’s a simple yet addictive game.

The physics in this game are done with Box2D and it was my first encounter with physics, I quickly found out that I had to increase certain numbers a bit because the recommended settings for the world and physics objects made it seem like everything was falling in slowmotion.

If you want to play the game you can find it on the app-store

Stackpack for iPad


Stackpack is a game all about chain reactions, by exploding your balls you’ll conquer the neighbouring tiles and make them yours! If a tile has more or equal the amount of balls on itself it will explode and take over the neighbours, a corner tile has a maximum of 2, an edge tile 3 and a middle tile 4. When a ball explodes it will not only take over the neighbour but also increase it’s height, if that tile then is also at critical mass it will explode as well causing a chain reaction.

During the development we’ve also played this game quite a lot because it’s a fun game, we also often came to a point in the game where it seemed like one player was going to win because they had about 95% of the map for themselves but eventually their opponent still won thanks to a big chain reaction.

There are also some special balls to make the game more interesting. The first one is the multiball which is not bound to a specific player and anyone can use this ball at any time and claim them as their own. The second one is the grey ball which doesn’t have an owner nor can be used by anyone until the cause an explosion right next to one of these.

To make the levels more fun we also added a feature with which you can pre-set the balls to either be randomly scattered throughout the map with the colors of the players in the game, have them all be the multiball or have some grey balls placed down in the map.

The game isn’t limited to just 1 map but several and they make for some interesting gameplay.

As of around March 2015 we’re working on re-making this game, the concept will stay intact but the design will be very different and there will be more interesting levels and mechanics plus the game will support iPhone, iPad and Android thanks to the Cocos2D-X engine. There is not ETA available at this moment.

If you want to play the game you can find it on the app-store

Multiword for iPad


Multiword is a competitive word game I made for Keesing/Denksport at Topformats in which you’re playing against 2-4 opponents to try and place the most words on the board. Words within words also count and because of this you can get some really valuable combinations!

Words of 3 to 7 characters are allowed to be placed and every word within them counts as a word as well, for instance if you have the dutch word “meeuw” you’ll get points for “meeuw” (seagull), “eeuw” (century) and “mee” (with/going). The longer the word the more points you’ll get. There are 2 words which produce 148 points but I’ll leave it up to you to find them 😉

In a multiplayer game you can pick 1 character per round and you’ll have to use the character the other players have picked as well, only when you’ve placed all the characters you need to place will you be allowed to choose a new character. Instead of everyone sharing the same board every player has their own board and makes their own words, only when the game is finished will you be able to see the other players boards.

The game allows for you to play on your own or against 2-4 other players via Game-Center which was really tricky to code since we didn’t have a server available and thus the game had to be played Peer to Peer. It also had to support the fact that a player could drop out of the game and if that player happened to be the host at the time then the position of the host had to be transferred over to another player in the game.

If you want to play Multiword you can find it on the app-store

Scrollword for iPad


Scrollword is a game that I made at Topformats for Keesing/Denksport. It is a re-interpretation of a classic crossword puzzle, instead of getting a hint as to what word needs to be where you’re given the characters that can be in those places. By scrolling through the characters you need to make up the words to finish the game, once you’ve found a word the characters get turned blue and they’re locked in place to prevent you from accidentally changing them.

The easy levels only have two different characters per tile but the harder levels can have up to 5 different characters per tile! In order to help the player a bit there are also some green tiles which set the tile at that location to the right character.

The game itself was made in Cocos2D and also supports in-app purchases for new levels, both Cocos2D and the in-app purchase system were new to me at the time so it was a nice learning experience.

If you want to play the game you can find it on the app-store

Cifrix for iPhone and iPad


After creating The Fall the teacher who got me to work on that asked me if I could do some other work for him, with another company he was working on a different game but the developers stopped responding to them because they had other work to do even though the game had some bugs which needed to be fixed asap. Dennis asked me if I could do it and offered me payment for my work, which at the time felt unreal to me because I had never earned anything yet with my coding skills and the amount I earned through this project was pretty great. I could quite easily find the bugs and fix them and far within the time I was given to fix this game I already finished and we sent the update to the App-Store.

When the game was done and working properly again I got an invite to start working for Topformats (the company behind Cifrix) which I gladly accepted, it was my first real job in game-development.

Cifrix itself is a math game in which you are given 9 numbers and 4 options to modify those numbers, either addition, subtraction, multiplication or division. You’d have 3 inputs, the first being the first number, the second being the operator you wish to perform and the third being the second number. A number has to be more then or equal to 1, less then or equal to 999 and an integer value (decimals are not allowed). The goal of the game is to use the numbers given to make the target number shown on the screen. On the first level you’d have 120 seconds to complete the level, as you progress through the game the time becomes less and less and thus you’ll have to think faster to finish the level.

When I was working at Topformats for a while the request came in to give the game support for the iPad since it originally only had support for the iPhone, the game was unfortunately designed for the iPhone and it was done in Interface Builder instead of any kind of game engine so that proved to be quite a challenge.

If you want to play Cifrix you can find it on the app-store

The fall for iPad

The Fall
The Fall

The fall is the very first game I ever released, I started working on this game after a new teacher, and still good friend of mine, was searching Youtube videos during class on the history of gaming. He found this game which he had originally made for the PS1 and wanted to get it re-released on iOS and asked if someone wanted to volunteer, I volunteered and he gave me a Mac Mini to use during class since I didn’t have a Macbook. When I volunteered I had no experience at all with mobile development and had to learn everything from scratch, about 6 weeks later we released the game to the App-Store and I had just made and released my very first game!

The concept of the game is quite simple, you’re falling down a well with platforms coming along the way, you don’t know when or where these platforms will pop up but you better catch them or you’ll fall to your death! Subsequently if you stay on a platform to long you’ll get crushed by the spikes at the ceiling. There are also different kinds of platforms, there is the transport platform which moves your character either left or right, the spike platform which will hurt you if you stand on them and the trampoline platform which bounces you up and down and makes it a bit more difficult to control your movement. If you’ve lost some hearts you can regain them by touching other platforms, the trampoline platform is quite useful for this as you’ll touch it multiple times without going to a new platform.

The game was made with OpenGLES 1.2 and Objective-C, at the time I hadn’t found Cocos2D yet and went from a tutorial on http://www.raywenderlich.com/ about making a game from scratch for iOS. It was mostly a learning process and getting myself familiarised with the syntax of Objective-C.

If you want to check out the game on iOS you can find it on the app-store


Welcome to Nitrocrime,

My name is Miley Hollenberg and I am the founder and owner of Nitrocrime. I’ve been working in the mobile development industry for over two years now and I’ve been constantly improving my skills and portfolio.