Thanks for the feedback and the 4-star rating!
It's only a small demo though; the (later) demo release should include twice the area of the test demo, and one playable puzzle.
The finished game - roughly 3 times the area of the later demo, with four puzzles - though some of those "four" puzzles contain multiple parts that require doing combinations of things across the gameworld. (So, you could argue it's more like seven puzzles.)
I've been working on some of the other areas of the island, some video cutscenes, etc; I've been modelling the greenhouse, several buildings, a japanese garden, underground/underwater tunnels, and the other island, all images of which have been intentionally withheld from the web to keep it, and its role in the story, a surprise.
The AM test demo was a start, though I recently did some tests in Gamesalad, and found that a bit slow to work with - all animations had to be loaded as sequences of individual images - but it's capable of much more than AM as far as iPhone apps are concerned.
Thus, after that test, I've all but decided to shift to Gamesalad.
In GS, I was able to develop transitions, complex programming-like GUI interactions, various forms of embedded animation, hotspots, sounds, music, ambient audio, etc.
AM could compete with that and be better than it (for this genre, at least), if AM had the transitions, scripting, and audio features working for iPhone. At the moment, though, it's no contest. You can make a better adventure game iPhone app in GameSalad.
I'll release the GS test demo in a few days - until then, enjoy the one I did in AM. If GM Support can improve the features of AM (within a month or two) to include viable scripting and sound, I may shift back to AM.
Otherwise I'm moving on to GS on "Isola". Sorry.
That said, I've still got another (PC) game project on the backburner which I've never quite gotten finished - that one, "Traveler's Enigma," if I have time, will be released as freeware and will (at some point) be a good demonstration of what AM can do for PC; 3d-rendered graphics, 20+ minutes of video cutscenes, 3000+ lines of scripting, custom inventory and hint guide systems, over a dozen puzzles, panoramic interface, and a dark story bordering on the insane.
It's over 90% done, which sounds great until you realize it's been over 90% done for a year now.
I've got to make time to finish it, I'm actually getting sort of sick of working on it and I want it *done*.
I do work on it a bit here and there, and am gradually nearing the point of release. I think I could have the thing done if I focused on it - nothing else, just that one project - for three weeks.
I've been working on it intermittently since August 2005 (!)
No guarantees on release date, just know that I haven't given up on it.
I often take a long time to finish things - but I rarely give up on a project once I've started it. I tend to see things through to completion even when that takes years to do.
My tendency is to have between 3 and 10 projects going at any time, small ones, big ones, etc. I like to rotate between them, several hours per day on (whichever) project I feel like focusing on that day, in between college coursework.
We'll see - I have four game-related projects going on now, and four video projects
Anyway, it's a lot of fun, doing digital media/art stuff.