Follow us on Facebook
IGF 2012 Main Competition Entrant
bg1 Stefano Gualeni Aron van der Valk Marcello Gomez Maureira
bg2 Macitynet.it Best10Apps
BACK

How to Play

Reviews

Research

Store

Contact

Available on the App Store
Vimeo Youtube

Latest News

#5 App of the Year 2012

"Gua-Le-Ni has been voted on the 5th position for App of the Year 2012 on Slide DB"

See latest Reviews

iPad Game Reviews - 1 2 3 4 5

"In conclusion, Gua-Le-Ni is one of the best ipad puzzle game
that you must have."

slide to Play -

"Completely original and wacky concept; excellent voice acting [...] Gua-Le-Ni’s isn’t like any game you’ve played before."

AppAdvice

"[...] the game is tremendously entertaining and seriously challenging.
The graphics are breathtaking and the narration is humorous."

148Apps -

"I was pleasantly surprised by the gameplay once I got into it
and found it to have many appealing aspects. Oddly beautiful."

8-Bit Girl

"Gua-Le-Ni is a bizarre, but incredibly imaginative
and addictive iPad title."

Tecca -App of the Week

"Every now and then, a new game comes along that takes us by surprise, combining imagination, humor, and art in a unique new way."

Joystick Division -

"Their biometrics are sexy. [...] I think it's the first 5 out of 5 I've ever given."

touchArcade -

"[...] for those of you who, like me, are drawn in by its gallimaufry
of nonsense creatures, the game will be nearly impossible to resist.
Give in -- Gua-Le-Ni follows through with charm and plenty of fun."

The App Shack -

"The interface in this game is very well-done, the visuals are nice, and rotating/spinning
the cubes is extremely responsive."

Eurogamer.it -

"The final product is an absorbing puzzle game, capable of creating that visceral dependence that is crucial for the success of this type of titles." (Translated from Italian)

Double Jungle's 'Gua-Le-Ni' (iPad, 2011) is the first commercially-released casual video game whose development and tuning were guided by the analysis of its players' psychophysiological responses.

Starting from very early builds, The Academy for Digital Entertainment at NHTV Breda University of Applied Science (The Netherlands) assisted the Italian development team of Double Jungle in obtaining a detailed insight into the psychophysiological (or biometric) effects that their casual action puzzle video game had on its target audience. In particular, our experiments correlated stress levels and the contraction of facial muscles with in-game performance in order to establish whether

'Gua-Le-Ni' offered the cognitive challenge, the learning curve, the duration and the enjoyment the designers had in mind for their product. The psychophysiological tests for 'Gua-Le-Ni' were run together with interviews and questionnaires which supported and contextualized the biometric patterns that arose from our experiments.

Taxonomy has never been so much fun!