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   I am Ben: Serial sneezer, destroyer of handkerchiefs, connoisseur of the Dunlop Volley, player of Nintendo, studier of humanities and occasional basher of the keys.

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    Baker’s Dozen Backlog XIV: w/e February 17

    Bam!

    Meow Meow Happy Fight

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    In short: A nonsensical top down shooter.

    This is a silly that doesn’t really offer any excitement. It is just a top down dual stick (or single stick depending on your preference) featuring weird characters and lots of lasers. But these aren’t weird characters like Angry Birds or Om Nom (of Cut the Rope fame) because the game just doesn’t give them any personality. To be honest, it isn’t always obvious where any felines are, despite the game’s name. There also just isn’t any gameplay hook to make this at all interesting. Every level is governed only by a time limit. No lives, no health, no ammunition limits. So nobody dies! They just always respawn. The game also doesn’t appear to have any retina graphics, but to be fair, I guess the neon style does pop nicely.

    Verdict: At full price ($2) this is a no-no. But if you like twin stick shooters, give it a look when it is on sale. Otherwise, check out BigPixel’s other iOS games, as they have quite a few better than this one.

    I’ll be removing this.


    Endless Road

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    In short: A modern and attractive take on the traffic dodging racing game.

    This is a game that really packs a visual punch. It features a great minimalist style and nice effects; such as the way the road folds upwards from oblivion as you progress, and falls away in chunks behind you. The grey, white, black and red colour scheme reminds me of Mirror’s Edge actually… The game has an isometric viewpoint, but has fully 3D models, so it all looks fluid and crisp. Gameplay-wise, it is largely what you’d expect. There is traffic to dodge; trucks, cars and the like, as well as other hazards. There are slow/fast arrows on the road that act as advertised. There are a few things to spice it up though. There is a subway system that runs under the road, which you can sometimes enter. It is free of hazards, but you will need to make sure you exit it at or before the last exit otherwise you will crash. So its a classic risk/reward element. You also need to keep your speed at 80 (kilometres or miles, I can’t recall, but it doesn’t matter) otherwise you won’t keep up with the pace of the road as it falls away behind you. So avoiding traffic and slowdown arrows becomes vital. The game is endless, but you will pass through different stages of increasing difficulty as you go, and it does get pretty tricky after about 5km or so. The game also has a really great menus, something I will always mention, because I love a good, clear, attractive menu. In terms of content, there are a swathe of Game Centre achievements, leader-boards, and an objective system that rewards you with coinage which can be spent in the game’s shop. A shop filled with new cars, boosts, visual enhancements and so forth.

    Verdict: Endless Road is a pretty full package, and certainly a step above the usual endless, time-waster fodder that fills the App Store.

    I’ll be keeping this one.


    Heist: The Score

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    In short: An authentic gangster themed on-rails shooter.

    There really aren’t enough tommy-guns on the App Store. Thankfully Heist offers plenty of that. It is a simple game to play, you just need to aim by sliding your finger around, shoot by pressing on the right, and take cover by pressing on the left. Movement may be strictly on rails, but the game’s enemies have a habit of really pinning you down, so you don’t really feel that restricted by the controls as much as you do by your adversaries. You also usually have to choice of a couple of cover spots in one area, so you can dodge grenades or get a better shot by moving around. The game is really fuelled by it’s typical, but nonetheless entertaining story: You two companions argue about what exactly the bank is guarding, the organisation’s hierarchy, and things of that nature. One is the typical violent gangster, while the other is more sophisticated. The banter between the crooks is done with full voice acting, which is great. The game’s tutorial also deserves a shout out: It takes place in a car on the way to the bank and does a wicked job of introducing you to the characters and the controls. For example, your first shot fired is considered as ‘first-job nerves’ by your buddies. The graphics are great overall; the cars outside and the bank’s decor all looks very authentic. Admittedly, the character models are a little on the N64 side of things, with square heads, square hands and when they move occasional clipping occurs. However this is more than made up for by other touches, such as normally static objects like chairs, actually falling over when you shoot them. The only downside here is the lack of content. They are only seven chapters, and they all take place inside the bank, and there are no achievements or objectives to fulfil. But it is a solid game, well worth the asking price of 99 cents.

    Verdict: As an overall package, this one is short an sweet. It isn’t an oft-updated keeper like some more casual iOS games, so just download it, enjoy it, and delete it.

    I’ll be finishing it, then taking my own above advice.


    King of Opera

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    In short: A decent, light-hearted, local multiplayer party game. Not something you see everyday on the platform.

    This is a dead simple one. There are four (red, green, blue and orange) portly opera singers vying for the spotlight. You and up to three friends (or CPU opponents) need to bump each other off the circular stage and try and avoid the same happening to you, using only one button. The opera singer will rotate on the spot, and walk forward when you press your button. Once you’re in the spotlight, you’ll start boosting your score, and the light will follow you as you attempt to dodge the other singers. As well as this mode, there is ‘Phantom’ mode where the spotlight vanishes once gained, making it more of a capture-the-flag affar rather than king-of-the-hill. There is also a third mode called ‘Fat Lady’, where all four singers compete with a fat lady who is determined to hog the spotlight. The game is very whimsical, and the soaring “la-la-laaaaa”s are constantly punctuated by slapstick sound effects. This could be a great little distraction to play with friends, though it is probably suited to the largers screend of the iPad/Mini. At $2, it might be a little expensive for what it is. But at least it is a universal app.

    Verdict: A neat little distraction that offers some muliplayer on a platform starved of it.

    I’ll be keeping this.


    Majesty

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    In short: An isometric kingdom building game in the vein of Age of Empires.

    Unlike AoE though, you can’t control your people. You can build plenty of buildings, sure, anything from warrior guilds, to wizard guilds, to marketplaces, to blacksmith shops. But you cannot directly control people. Instead you must lure and entice them by placing monetary bounties on enemies (an ‘attack flag’ for warriors) or by placing a ‘scout flag’ on unexplored locations (for other adventurers). This is a really interesting mechanic that immediately changes this from a “God game” to a more realistic “ruler game”, because you’re powers come up against real-world limits. The game’s intro and ongoing story is pretty whimsical; detailing how the last king went insane due to his love of rats. But once you hit the actual game, its all serious: You’re worrying about what level of castle collects what amount of tax, how many warriors your guild can hold and so forth. It isn’t that confusing, because everything is laid out pretty well, but there is a lot to take in in a short space of time. The aims in each level are fairly basic, like defeat X and reach point X, but I imagine this will become more complex as you progress. On the audiovisual side, things are swell. The music is pretty naff, but passable, and the details on the visual are so crisp that you will quickly forget that you are really just playing on an isometric field. Screen real estate is at a real premium here though. Fonts are small, and everything feels a little hemmed in, so if you were to play this, I’d recommend doing so on an iPad. The game also uses a lot of double-taps to confirm things, which often means that after lining up a proposed building site, you accidentally move it a tad on that second tap. This is a little annoying, so again, I’d recommend an iPad, where there is greater margin for error.

    There is a big negative though: Seriously, how shit is the tagline “SEVERAL DOZEN SPELLS”. Wow.

    Verdict: Despite initial appearances, this is not a lighthearthed little title. It is in fact, deep and involved. So I wouldn’t recommend it to all, and I would advocate getting it on an iPad if you can. It is universal, so your $2 is probably well spent on any device.

    I’ll be keeping this around for a little while.


    Storm the Train

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    In short: A run-and-gun platformer. On a train.

    This is an endless, high-score-chasing, and objective-fulfilling affair. You can move left and right, and also jump, double jump and shoot. But running along and blasting enemies, you will earn currency which can be spent in the (wait for it) in-game store! You will be able to complete objectives, such as reaching a certain distance, or killing a certain boss enemy, and gain more currency to buy more upgrades in the store. These include boosts and power-ups, like flying turrets that will aid you in your spree. It really is the typical iOS gaming circle of life, and like in so many games, it just feels like a revolving process without much soul. At least the visual themes make the game a little interesting: You are usually pitted against skeletons and zombies, but further on, you will be able to leap from the front of the train, onto the back of a new one, such as the ‘future train’, which features robots and other sci-fi enemies. Despite my cynical attitude to the game’s store and such, I have another gripe with the game’s jumping physics: Even in the air, you will keep up with the speeding train. I’ve heard discussion on this in real life, and I can’t remember if this correct real-world physics or not. Maybe it is just that I’ve been playing Donkey Kong Country Returns a lot lately, and there it works a little differently. Another big issue is the lack of retina graphics. The font used by the game is prompts is tiny; bordering on unreadable. I have an 4th generation iPod Touch, and there have been two iPhones and another iTouch model since then that also have retina displays, so it isn’t really acceptable on 2013. But maybe that is a bug at my end, because the screenshots look pretty good. The game does have all the Game Centre fruit, and it is free, so while it isn’t revolutionary, it might be worth a look.

    Verdict: It is a decent little romp, but one of many, many romps that can be had on the App Store. Not something to get too excited over.

    I’ll be removing this.


    Spice Bandits

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    In short: A tower defence game that follows the usual conventions of the genre.

    Like a lot of iOS games, this has an absurd premise. You are some sort of octopus-looking space pirates, and you really like plundering, especially if it means you find spice. Eventually, you need to come to Earth to get more spice, and that is where the game kicks off. Enthralling, huh? The mecanics are like any other tower defence game: You have a base, usually a ship of some sort, that has landed, and you must defend it from oncoming humans with a variety of turrets. You don’t actually fire the guns; the game is all about the strategy involved in placing the weapons on the map. Placing a gun will const you money, as will upgrading it, but you earn more dosh each time you blast a human. The spaces on the map are indicated by a hexagonal grid (rather than square in some games) that shows up when you decide to build a gun, and you are also told where the humans will enter the map from, so you need to place your defences thoughtfully between the entry point and you base. There is also magic that can be used by you, that acts in addition, and independently of your constructed defences. As you’d expect, there is also a shop where you can buy new guns and magic abilities.
    The game is presented very well. Every level has its own theme, wrapped in the same great cartoon style. The menus are also really crisp, and extra kudos go to the game’s tutorial, which is both simple enough to understand and complex enough to be all you need to start the game immediately.

    Personally, I have a long standing gripe with any sort of ‘wave’ gameplay. It is just too stop-start for my liking. The tower defence genre is also a bit too passive for my tastes. There’s a lot of setting up, but no involvement in the actual action. In fact, I’m letting the game wage it’s own war while I’m typing this post. Oh, its now over. And I won.

    Verdict: The App Store is flooded with tower defence titles, and while it is visually appealing, I don’t see that there is anything new here. The game does nothing to alter my prejudices against TD games either, so I’d recommend it to TD fans only.

    I’ll be giving this game a little time, because I feel that it actually pretty good: I just need to overcome my impatience and aversion to the genre.


    Pony Trails

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    In short: Here’s an accurate description you wouldn’t expect; iOS’ answer to Pokemon Snap.

    I expected this game to be a simple, casual affair culminating in the riding of a pony through the woods, thus allowing me to be comedic in my review. But that isn’t what Pony Trails offers. It is actually a surprisingly extensive photography game! Sure, you do ride a pony on a trial through different types of wilderness, but the idea is to stop along the trail, and snap some pictures of wildlife and scenery. These pictures are then scored by the game (as one, two or three star photos) and can then be compared and shared these socially if you wish. There are deer, bears, goats, skunks all lurking in the woodland trail alone. The actually process of taking the photos is surprisingly intricate, since photos are captured automatically, and will only do so when you are very still. So precision movement of the camera-controlling d-pad is needed. Unlike Pokemon Snap, you are a little limited in what you can take a photo of, rather than being free to take your own, potentially hilarious pictures, regardless of how terrible Oak considered them. The games controls, as stated, require preceision and are a little finicky, but overall they are bearable. Pony Trails  also has a shop with different saddles and reigns and other horse gear that offers bonuses: Like a quieter horse, or one that rides better at night (yes, there are day/night versions of each trail). Visually the game is also pretty darn sophisticated. It clocks in at under 90MB, and yet has a fully 3D world. Sadly, this means it didn’t run terribly well on my iTouch4, but it was serviceable.

    Verdict: This is not the casual fare I expected. It really isn’t time-waster game, the opposite in fact. Sadly, the combination of required precision and touchy controls means isn’t really a great fit for the platform. It might be better on an iPad, but I think it is just to fiddly for my tastes.

    I’ll be deleting this shortly I think, even though it is a real surprise package.


    Critter Escape

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    In short: A competent line drawing strategy game.

    All you need to do in this game, dear player, is guide your ‘critter’ (it looks like a potato with legs) to the exit of each level by drawing a line with your finger. Your critter will then set off. If he gets into trouble though, you can freeze time redraw the line at any time to avoid an enemy or obstacle. Each level has three objectives, and this forms the ubiquitous three-star scoring system. One is for completing the level, another is for collecting a red gem and the last if for being sneaky; remaining undetected by enemies. These can all be achieved in a single playthrough, but the idea is obviously to create some replay value. To my mind, the game moves a little fast when you draw lines, so you have make a conscious effort to move slowly. The detection of you finger is also a little buggy, but thankfully the game does a good job of evening out the kinks in your path. Visually, the game looks alright, though the colour palette is a wee bit bland, and it isn’t super smooth: There is a bot of lag here and there, and instant-restarts are sorely missed. Maybe it just isn’t optimised for my device. The content on offer here is pretty extensive. There must be easily over a hundred levels, and there are a swathe (thirty-six) Game Centre achievements to keep you occupied.

    Verdict: It isn’t overly compelling, but it is a solid title nonetheless. Personally, I’m already covered for line drawing games, with titles like Flight Control, Flight Control Rocket, SPYmouse and Time Ducks, which I would recommend above this if it was a one-or-the-other choice.

    I’ll be playing a little longer, but probably deleting this.


    Infectonator

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    In short: A point-and-click of apocalyptic proportions.

    The zombie apocalypse that is. It is your job to unleash your very own zombie virus across the globe, from Australia to Austria, China to Chile. In World Domination mode domination mode, that is how it goes down: You select a region, then by city, you gorge on the humans. The game’s mechanics are dead simple, to the point of boring if I’m honest. You just tap a spot, and watch the zombies go. It takes some strategy, and you need to infect a set number of humans before your zombies rot, but generally it isn’t too hard, especially when you employ the various power-ups that run along the base of the screen. Said power-ups can be bought in the game’s store, where you can spend coins (dropped by dead humans) on viral upgrades, boosts, and you can also raise the stats (like the lifespan, and speed) of your zombies. The game also features an Endless Mode, which just feeds you wave of ever-increasing humans to infect, and lets you stock up in the shop between waves. The game certainly deserves some props for its art. It features a pixellated retro look, that extends beyond the in=game sprites, to the menus, and to news-report-style statistics at the end of each level. The game also has eleven Game Centre achievements and also leader-boards, if you’re keen on earning bragging rights. Apparently this has only recently gone free-to-play, so there are ads, and this has annoyed some players who paid previously, judging by iTunes reviews.

    Verdict: A well made, but ultimately repetitive zombie romp. At the (non-existent) asking price though, it is worth looking into.

    I’ll be removing this shortly I think.


    Extinction 3D

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    In short: More zombies! This time though, it is a 3D, top down, action affair.

    Extinction offers and old-school GTA (pre III) experience, in a zombie infested environment. Visually, everything is three-dimensional, and the game takes place in 2019, but the actual gameplay is pretty rooted in the past. You just walk and shoot the undead, or drive and crush the undead. You also need to navigate the city with the GPS system, and locate survivors and transport them to the safe zone (a helicopter). Each game is endless, but you are scored on how many zombies you kill, and how many survivors you rescue. Getting a good score might unlock a better weapon for the next time you play. The game is riddled with inconsistencies: When driving, you will splatter a zombie even at snail’s pace, you can knock over trees but not lampposts, and you can idle happily in fire without dying.the game also has a terrible time deciding where to direct your gunshots when you on foot. Your little character jitters and jumps, and usually fires in the opposite direction to where he is facing. I guess fear does that to you. Or bugs. One of the two. Overall, the game feels like it lacks polish. The menus are blood stained and feature “hardcore” guitar riffs, which can’t help but give off a slightly ‘try-hard’ vibe. Not to mention the iTunes image gallery that features the tagline; “drive anything, kill everything.”

    Verdict: A top down action game that leaves a lot to be desired. Like the zombies it wants you to hunt, Extinction lacks soul.

    I’ll be deleting this promptly.


    Ninja in a Barrel

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    In short: A 2D grid based puzzle game.

    This is a fairly straightforward game to explain. You just simply swipe in one of four directions to roll the barrel to its goal(s). The goal is usually some sort of mushroom-looking enemy that you need to bump into. This will trigger the ninja to pop out of the barrels and slice the enemy to bits. Sometimes, there environmental hazards and other objects, like boxes which need to be slid from place to place in order to get to a certain spot. The aim it to finish each level in the least amount of moves, and you will be scored accordingly; between one and three stars. It actually requires a bit of thought to reach the goal in some levels, and fans of this sort of low-risk, inoffensive puzzle gameplay will have fun. That said, everything here has been done before, so it bring much anything much to the genre. The visuals are fairly decent, and the graphics will alter in different themed levels, such as the winter season pictured. The game is totally free, and as a result, there are some advertisements. But the payoff is pretty big: For your $0 you do get almost one hundred levels, so if you like the look of this, don’t hesitate.

    Verdict: I’m not a huge fan of these sorts of games, so I’d pass. But for those who dig it, it is pretty generous.

    I’ll be deleting this.


    Captain Nova

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    In short: A short, slow retro platformer.

    Captain Nova is a fairly standard experience. The idea is to navigate a series of levels and do three things: Avoid or stomp enemies, collect bolts, and at the end of each level, collect a piece of spacecraft to fix your crashed rocket. The enemies are all pretty much variants of what you see above, and the colours of the sky and the ground are constant. So it is then, pretty dull. The captain himself has a jump that is on par with Mario platformers, but his movement is pretty darn slow, so the game become a pretty monotonous affair. It is made all the more monotonous by the single chiptune that plays over and over again. I gather the game mush be pretty short, as there is no level select screen and no option to continue. Nor is there anything else on offer in the menu: The main menu simply has a ‘play’ button, and the pause menu offers only on/off controls for sound and music. I reached level seven before I ran out of lives, and to be honest, I won’t be going back.

    All that said though, the game is a dollar, and it is a two-man project, so I won’t knock the developers for making this, as it plays fine, even if it isn’t overly exciting. Though there does seem to be one bug: The captain always starts levels jumping automatically, and I had to press the jump button to regain control of the jumps. Maybe he’s just super keen to fix his ship…

    Verdict: An average little platformer. Take it or leave it.

    I’ll be removing this.
    _ _ _ _ _

    Until next time!

    — 3 months ago
    #ios  #apps  #gaming  #reviews  #app store  #apple  #iPod  #iPhone 
    Baker’s Dozen Backlog XIII: w/e February 10

    Another week! Now also published on Potaku.

    Jay & Silent Bob in: Too Fat To Fly

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    In short: A run-of-the-mill launching game.

    This app follows a pretty simple formula; you direct your slingshot, and then after keeping an eye on the scrolling power gauge, release to fire. Then, as your man-cannonball flies through the air, and bounces along, there are objects will help and hinder his flight: Blue items provide another little launch, giving height and speed boosts, while yellow items slow him down, and red items will stop him completely. There are coins and money bags to collect, which can be spent in “The Stash”, which is again, the usual casual iOS in-game store. (Despite the endless possibilities of shop names, lots of games also use “stash”, notably Jetpack Joyride, so its pretty unoriginal). There’s the usual stuff in there: Boosts, gadgets, new slingshots, and also skins, most of which will increase distance and high scores. The only tweak to the usual launching shtick is that with each shot, there are five fireworks that can be used to boost the height of the flying dude. The game also has a slow motion mechanic that kicks in when a red object approaches, so it is pretty easy, too easy in fact, to get out of the way by using a firework.

    The only really draw that this game offers, is the cartoon likeness of Jay and Silent Bob, who are characters from a weird canon of American comedy films including Clerks. I’ve seen a bit of said film, and it didn’t really appeal to me, so I don’t really find this game any more enticing. I might be missing some references, but even so, it seems like a pretty thin addition to the game. Furthermore, it appears that the game is based on a spin-off cartoons series, so it is an extra step away from the film(s) for fans. Aurally and visually, the game isn’t very exciting either, though the characters are a good representation of the aforementioned cartoon’s characters.

    Verdict: A fairly bland and basic game that does nothing to advance the genre. Fans of the characters are about the only ones that should consider this, even though it is free.

    I’ll be removing this this one.


    Monster Dash

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    In short: An 2D endless runner that has a bit in common with Halfbrick’s (the world-beating Aussie developer’s) other games.

    This plays like any other 2D auto-running, shooting platformer: You’ve got a jump button, a shoot button, pick-ups scattered through the level and enemies and environmental hazards coming at you with ever increasing rapidity. The game is set in may locales, giving it a chance to show off its nice pixelly artwork. You will change areas every 1km that you run, through exceedingly diverse worlds like Zombie Metropolis, Demon Dynasty (running along the Great Wall) and Yeti Heights. Gameplay is exactly the same in each area, but the world (including enemies and objects) is re-skinned.
    Each enemy has their own quirk that makes them challenging: Zombies can pop up from the ground, while vampires swoop in in bat form. The power-ups are fairly standard, but are good fun. SMGs and rocket launchers make an appearance, as do items that made it into latter Halfbrick games; the “bad as hog” and the famous “machine gun jetpack”. I keep making all these comparisons to other Halfbrick games because I think time will forget this creation, as it was totally usurped two years later by the master-class of iOS gaming that is Jetpack Joyride. But this remains a fun romp. The only issue is that the game freezes if you try and access Game Centre achievements (of which there are 26) from the menu, which is annoying but not deal-breaking.

    Verdict: This game cannot exist now without being compared to Jetpack Joyride. If feels like a prequel to that game, rather than a game in it’s own right, which is a shame, because it is quite a bit of fun!

    I’ll be keeping this for a little while, and racking up a few Game Centre achievements.


    Fruit Ninja: Puss in Boots

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    In short: A return to the winning fruit slashing formula.

    Halfbrick had runaway success with Fruit Ninja, and you and me both could be forgiven for thinking that this tie-in with Dreamworks Puss in Boots would be nothing more than a dirty cash in. It is far more than this. FN:PIB is actually quite a robust companion to the orignial game, even if it falls just short of the titles ‘successor’ or ‘sequel’. Aside from the occasional appearance of the eponymous Puss, the use of some Spanish names and items, and cat-related stuff, the game retains it’s fruit slashing focus. (Mind you, I haven’t seen the Puss in Boots film, so I may be missing some references.) Unlike the first FN game, there are only two modes offered here. One is ‘Desperado’, which is the classic survival mode from the previous game, where you go on slashing until you deplete your three lives. If you’ve never played, it is just a swiping the screen affair, with points awarded for chopping more fruit with the one slice. Fruit must not fall out of sight un-sliced, and bombs must be avoided at all costs. The second mode is the all new ‘Bandito’ mode, which offers twelve challenges split into three rounds, and a final boss. These challenges expand significantly on the classic slice and dice gameplay: They some times impose tough time restrictions, or ask for only a certain fruit to be cut. There are also environmental hazards that fruit will bounce off (pictured), as well as fixed bombs that fruit passes around in patterns, fruit attached to balloons, and fruit hidden in opening doors that test your reflexes. In these levels, you will be scored on fruit sliced, accuracy, and reflexes. Since you have three lives in this mode, so you can make it to the boss fight even if you take a fail a few challenges. Bandito mode is where this game comes into it’s own, and actually become a worthy addition to the Fruit Ninja series. A game like this still needs online features to give it a bit of pulp, and thankfully all the Game Centre fruit are here; both short term and long achievements totalling 24, and leader-boards. The game also has the unlock system of the previous game, with new blades and backgrounds on offer as rewards for skilful play. Oh, and there are tomatoes! I don’t think those were in the original!

    Verdict: Almost worthy of being called a sequel, this is certainly not a quick cash grab. Definitely worth getting for existing Fruit Ninja fans, and almost equally recommended for newcomers. Though it is unlikely to ever receive the post-release love (updates etc.) that Fruit Ninja has/is, so keep that in mind.

    I’ll be keeping this.


    Grooh

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    In short: An isometric, colour coding, puzzle game.

    Grooh asks players to guide Grooh, a rotund teddy-like thing, through levels, one grid-space at a time. There are coloured tiles that need to be matched and ‘exploded’ to open a door at the end of the level, as well as boxes to be picked up and placed strategically depending on the puzzle. Grooh absorbs colour much like de Blob, and this is what causes the coloured tiles to explode like a landmine when he jumps off. This doesn’t really make much sense, but that’s how the game works. All this, despite the fact that the game scores you on your number of moves, awarding gold, silver or bronze depending on how economical you are with your movement. Grooh is, I suppose, a cute little character, and the whole game world is bright a clean. The animation is also pretty good, except there is a little to much of it, making this game an unnecessarily time consuming affair. I’m not sure if there are issues with translation, but the tutorial and later mid-game prompts have quite a few grammatical and tense errors, which is a nitpick, but it really irked me. Furthermore, Grooh is supposed to be talking in some of these prompts, and so nonsense sounds like “rrrh” and “rooh” have been added to the ends of words, which is even more annoying when you are trying to learn the ropes of the game. You also can’t skip tutorial pop-ups, even when you’re retrying the very same level. The game is also two dollars, which is more than the average game. But you do get close to 150 levels, Game Centre features and reliable performance, so it is a decent proposal for those interested. I gather it gets quite tricky later on too, judging by this screenshot.

    Verdict: I’m not a huge fan of these types of games. But if you have the time, and don’t mind the silly languagerrrhhh, then Grooh is a safe bet.

    I’ll be deleting this one shortly I think.


    Spaceteam

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    In short: A zany, unique multiplayer experience.

    This has to be one of the most original games I’ve seen on iOS. Spaceteam is a local multiplayer (Bluetooth/Wi-Fi) game that pairs up to four iDevices together to fly a spacecraft. But this isn’t flying in a normal action-game sense; no, this is all about pressing buttons, flicking switches and twisting knobs. Player one will have a set of instructions to shout (in the real world) to players two, and vice versa. Each command must be enacted by the other player before the timer (the green bar pictured) runs out, otherwise it will be replaced by a new command, and the ship will take damage. As the game goes along, through a series of rounds with different controls, the pace quickens, until eventually things start to fall apart. Steam will issue from the instruments, things will fall off and hang precariously, and you might even need to wiggle your device to move a broken dangling knob. Eventually, despite frantic shouting, your ship will implode and it will be game over. This really is a lot of fun, and hilarity really does ensue as you play, largely thanks to the ridiculous names for you’ll need to shout for different buttons and levers, like “flushbypass” or “set prismneck to 4”. I’ve never played anything quite like this before. It is similar to when banter is exchanged in a multiplayer console game of, say, Super Smash Bros., yet it is a different experience because the banter and yelling is the core mechanic of Spaceteam.

    Verdict: This is something you really should try out, even just once. It does require at least two iDevices, but thankfully it is a free game. If you do want to throw down some dosh, there are a few extras that can be purchased too.

    I’ll be keeping this one for sure.


    Ichi

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    In short: A beautifully simple puzzle game that requires good timing.

    ichi is a game that is easy on the eye, and easy to control. But it will require much planning, or alternatively, quick reflexes. The yellow ball must be guided to each of the goals; the hollow yellow circles. The ball will rebound off any surface, except for the spikes, which will destroy it. After touching the screen, the ball will start moving, and further touches will rotate the red equilateral triangles. The aim of the game is to use the forty-five degree angles of these to direct the ball safely through each goal. Later on, other objects are introduced to spice things up, such at the breakable grey rock (pictured) and the swirly yellow portals (also pictured). The game features shimmering sketch visuals that are restricted to bright primary colours. It is an attractive, clean look that makes it easy to remember the game’s mechanics. So you can never really be confused, and any failures will be your own fault and not the game’s. The UI also lets you know how to achieve A, B and C ratings in each level, based on the number of rotations you make in each level. There are sixty levels and seventeen Game Centre achievements here, so there is a fair amount of content. Still, I might have criticised the usual $2 price, if it weren’t for the full level editor that is offered. This also means that there are currently 13089 user created levels (yes, there is a live tally in the menu, how cool) available to play. These can be played, rated, tagged with labels like “hard” “fun” “fast” “puzzle” and optionally, shared to Facebook. Most of the levels were pretty damn hard, so there is plenty more on offer for those who beat the games packaged levels.

    Verdict: A well made package with great longevity. Definitely recommended.

    I’ll be keeping this one and working through it.


    Wizschool

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    In short: A combination of the classic match-three formula and other flimsy wizard stuff

    Seriously, there are so many of these games on the App Store now, that combine match-three gameplay with some sort of over-arching story. Here, it isn’t done well. There are ‘cut-scenes’ or rather static images with dialogue, that feature cartoon witches with sexist body proportions, and there is also a map of Hogwarts a castle that will move you between levels. All of this stuff is boring and uninteresting, and just distracts from the game at hand: Making potions by matching things. Sadly the matching side of things isn’t much fun either. Apart from being potion-themed, with weird herbs, flowers, mushrooms and the like, it plays like every other bog-standard Bejeweled clone out there.

    Verdict: I’m sure there are game that really do a good job of linking match-three with other mechanics but Wizschool fails to do so, and just isn’t very exciting in it’s own right. Pass.

    I’ll be deleting this, and getting my matching-game fix Zookeeper Battle.


    Squids Wild West

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    In short: A 2D top-down perspective game that successfully meshes action and turnbased strategy.

    Like so many games on the App Store, the most famous of which is Angry Birds, this game too features a slingshot mechanic. The squids in your party, of which there are four, must use their tentacles to sling themselves in the direction of enemy crustaceans. Thanks to their array of sturdy headgear, they can defeat enemy crabs and lobsters and move onto the next level. However the game is strictly turn based, so while it is your turn, you must think methodically about how you can cause maximum damage before your enemy can move or attack you. This may mean pushing an enemy into a spike, or ricocheting your squid into multiple enemies with the one shot. I have no idea why the squids are in the Wild West, but since they are, this means that some of the squids can deal bonus damage with their pistol prowess, and it also means lots of cowboy hats. The hats aren’t just for show either, as there is a shop where better headgear (like hockey masks that increase defence) can be bought along with power-ups, and new squids can also be recruited. I imagine that as the game progresses, certain squid’s powers will need to be chosen and used strategically. One squid is a healer, for instance, so I’m sure that will come into play more. Each level will see you scored with the iOS-ubiquitous three star scoring system, with one awarded for completing the level within a certain amount of moves, one for keeping all squids alive, and then there is a third hidden star in each level. This game is actually a lot of fun. There’s also a lot of love gone into it: The artists have had great fun, the music is adventurous and twangy in places to suit the Wild West theme, and there is even a brilliant little quasi-3D title screen that uses accelerometer. Content wise, there are easily 60 levels, along with over 20 Game Centre achievements, and also bonus comics. Lots to look forward to.

    Verdict: Despite all the zany characters and the generally absurd premise, this is quite a fun game, that manages a perfect balance of action and strategy. I played the original Squids, but I didn’t endear itself to me the way this has.

    I’ll be playing through this.


    Mad Skills BMX

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    In short: A surprisingly smooth, good looking, and challenging 2D racing game.

    Upon first launch, this game could be dismissed as a port of the oft-seen flash game of bikes racing over bumpy courses, with shonky physics and much head splitting. However, this game is a step and a half above those. The visuals are really really nice. The riders are all drawn in a semi-anime cartoon style, and pop nicely on the retina display. The physics don’t feel at all shonky; there is no crazy stretching suspension, nor are quadruple back-flips encouraged. The controls are also fairly complex, or at least, the timing of certain movements is pivotal to winning a race, and takes some time to get used to. A touch on the left side of the screen will make your rider pedal, while an array of swipes on the right will perform jumps, flips, and speed-inducing wheelies. The game is also overflowing with content. There are plenty of tracks to race through already, and there are more on offer: One is free, one is for facebook fans, and the rest cost a buck. I’ve mentioned facebook there, and that is one annoyance I have: The game requires facebook for any type of leaderboards, which a real game breaker, since I think you could only go so long in a game like this without some sort of real-world benchmark for your race times. The reason for this is of course, the fact that the game is also on facebook. Stunts are also poorly implemented. There is almost no advantage in doing a flip, as the four seconds of adrenaline you gain (a speed boost) is nullified by the time spent in the air losing speed. The bigger issue is a lack of variety. Each race is just a time trial with you and a single CPU opponent facing off. There is no multiplayer and no stunt mode or anything. So I don’t think think this is type of game you could stick with until the end.

    The game also had a crushingly hard tutorial, but thankfully this was replace with a simpler one in an update this week. So I won’t harp on about that.

    Verdict: A good looking game that doesn’t reach it’s full potential, and is bogged down with facebook integration. It is free though, so if you don’t mind hooking up facey, go for it.

    I’ll be deleting this one.


    Word Derby

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    In short: A word building game that dabbles in horse racing.

    Okay, even calling it a dabble is a stretch. The horse racing is really just a graphical representation of who is winning. Basically, all you need to do is make a word with twelve random letters, and one additional anchored starting letter. You are then scored, letter for letter, Scrabble style and also receive bonus points for how quickly you crafted that word. Then, it is your opponent’s (sourced from Facebook, usernames or randomly) turn to create a word with the same letter. Then the tiny bit of horse racing comes into play: You and your opponent are represented on horseback, and the points you score will propel you along the track toward the finish. Of course, there is in game currency, though it is pretty much an optional component of the game, and this is earned by placing bets on yourself to win. (You can select a never bet option which is a well considered addition, and slightly ironic since jockey’s aren’t supposed to bet on themselves.) The menu layout of this game is almost identical to Words With Friends. The only thing Word Derby has going for it is the ability to play against three other people in the same match. Though this means races will take a fairly long time. There aren’t a massive amount of people playing this either, so don’t expect to instantly find an opponent.

    Verdict: A word game that does a few things different, but not really enough to stand out from the ever-growing crowd.

    I’ll be deleting this one.


    Galaxy On Fire II

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    In short: A 3D space shooter with all the bells and whistles.

    This is one game that has taunted me for ages. It’s price travels almost fortnightly, visiting exotic locales like $10.49, $7.49, $5.49 and $0.99. So when it finally went free, I had to have it just out of spite, even though it is a whopping 440MB app. Now most of the time, it is pretty damn expensive, and the developers seem to know this; putting things like “TRUST THE MEDIA” (a hilarious statement) and “TRUST THE FANS” in the iTunes description. Now for free, this is a substantial game, but I wouldn’t be paying full price for it. I’ve mentioned before that iOS isn’t really suited to big 3D space games, as it is hard to get your bearings and sense of direction in an open, seemingly endless environment when you have your fingers obscuring the screen: There are swiping motions for speed and dodging as well as the virtual joystick and other buttons. The story isn’t too bad here: You are attacked by space pirates and marooned in an unfamiliar galaxy. Luckily, some alien has taken you in, and mining is the way you will accrue currency to upgrade your ship and repay the guy for saving you. Asteroids can be mined by your clunky (at first) ship. These contain crazy made-up elements like ‘orichalzine’, but also good old ‘gold’. You’ll also be ambushed by pirates during mining operations, in some cases you will deliberately set out to find their hideouts. The game has a GPS with a fast-forward system to help you get you to further locations quicker, but even then it is all a bit slow. As well as this story mode, which I should mention has a convenient-for-shared-devices five save slots, there is also a ‘Supernova Mode’: Which is a a friend-challenging minute long shoot-fest with leader-boards. It’s not a bad inclusion, but again, the controls aren’t really suited to speedy manoeuvres and precision shooting. One of the things this game seems to pride itself on are it’s visuals. These are pretty good, but don’t believe the iTunes description hype. It is well put together as a whole though. Menus look great and there is full voice acting in the campaign mode. The biggest let-down is that the game has ads! I’m not sure if it is to do with the current free offer, but if it was full price, that would be outrageous. There are also in-app purchases offered in GoF2, such as the usual $2 for 100,000 in-game dollars, then there are actual expansion packs, but these are getting up over $5 dollars, so they are just as expensive as the game.

    Verdict: A good looking title that can’t feel a little bloated and slow. This genre isn’t really suited to iOS devices, in my opinion, and the developers seem to be forgetting that to compete in the App Store, your prices need to be cheap.

    I’ll be deleting this one, and regaining half-a-gig, thank you very much.


    Where’s My Holiday? / Where’s My Valentine?

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    In short: A free introduction to Disney’s Where’s My… puzzle games.

    This is a demo basically. It offers six levels of both Where’s My Water? and it’s sequel Where’s My Perry? and runs with a vague seasonal theme; so it was Christmas with Holiday but has now updated to Valentine in February. Both games are all feature puzzles that require you, dear player, to manipulate each level so that water can flow to a certain point: Swampy (the crocodile in Water) needs it for a bath, while Perry (the duck in Perry) needs it to operate an elevator that takes him away to the next level. Often, this means that you will use your finger trace a path through dirt so that a pool of water will drain from point A to point B. Things are more complicated if you want to collect all the items (usually a little buried gnome thing) in each level. There are always three of these and this forms the typical three-star scoring system seen in so many iOS games. There are also a few other mechanics that add to the puzzles. For instance, in the Water levels, there is foliage that will grow when touched, and thus use up all your precious water before you can finish the level. In Perry levels, things are much more technological, with heat rays and ice rays that will zap bodies of water and either evaporate them or freeze them. All these puzzles are quite fun, and offer a similar level of casual engagement that iOS stalwarts like Cut the Rope and Angry Birds do. However the package, while totally free, is a little stingy: There are only 12 levels in total, and even if these are exclusive levels, and even though this has it’s own Game Centre listing and achievements, the game is just too riddled with advertisements. There are menu button ads for buying the full versions or Water and Perry, pop-up banners for the full versions, and also pop-ups for other random games. It is nice that there is a standalone demo for people to try, rather than littering the full games with IAPs, but I think they really could tone down the ads, or offer more than a dozen levels.

    Verdict: A stingy introduction to what appears to be a great duo of puzzle games. It doesn’t offer a lot, but it is better than nothing, and allows players to try before they buy.

    I’ll be deleting this one. But my interest in the series has been piqued.


    EDGE Extended

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    In short: A great minimalistic, puzzle/platforming game that doesn’t render it’s predecessor null either.

    Edge Extended builds on the foundations made by Edge. Both games feature a colourful cube that players navigate across blocky worlds as quickly as they can. The cube is moved with simple finger swipes in any given direction (diagonals, thanks to the isometric perspective) and the cube will continue in that direction until your finger is raised. As well as reaching the exit (a coloured square in the floor) in the fastest possible time, there are also coloured prisms to collect, the number of which varies from level to level. The number of prisms collected, the number of times the cube fell to it’s doom, and the speed at which the exit is reached, will give players a grade from A down to D. Levels often feature moving blocks, thin blocks that break, elevator blocks, portals, and even blocks that form together to make a robot that destroys the level as it moves. The game features stark grey-scale worlds, which helps payers to concentrate on the traps and puzzle ahead, and also allows the coloured cubes to really stand out. Differences between whites and greys will need to be noted by players, as this often signifies collapsible or moving blocks. The music is also fairly minimal, offering a quiet groovy techno vibe that suits the mood perfectly. Extended isn’t a huge leap forward from the first game, besides offering 44 more levels. However there is a slightly more dynamic camera here, that zooms in and out at pivotal moments, (one of the benefits of a new 3D engine) and there are new sneaky tricks in the levels that even players of EDGE won’t be familiar with.

    Verdict: Overall, it is definitely worth getting for both new and old players. Extended is actually cheaper than the original too. Those without iOS and Android can also grab it in Steam, where both EDGE and Extended content is bundled together.

    I’ll be keeping this one, and aiming to finish it.
    _ _ _ _ _ _

    Until next week! :)

    — 3 months ago
    #ios  #apps  #apple  #app store  #gaming  #backlog  #reviews  #ipod touch  #iphone  #jay and silent bob  #squids  #fruit ninja  #halfbrick 
    Baker’s Dozen Backlog XII: w/e February 3

    On time this week! K, go!

    Dungeon Story

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    In short: Another match-three plus game! (This genre seems to be exploding at the moment!)

    Dungeon Story is like WarGames from a few weeks back, and like some others from prior weeks too probably, insofar as it combines match-three gameplay with an overarching game. You, a faceless adventurer, faces-off against other faceless opponents. The battles are decided entirely by how you match the threes. You and you’re opponent are only represented by an name and a health bar: i.e. “Skeleton 17/30.” The icons in the matching area offer similar functionality to most of these games; there are swords for attacking, coins to earn money, hearts to replenish health, and then there are also icicles and flames to perform magical elemental attacks. There are five dungeons to work through, though these are just a battle-until-you die affair. There are also quests you can accept in the alehouse or something, but these are really just thinly veiled objectives like ‘defeat fifteen enemies’ and the like. To be honest, all the games I’ve looked at in this genre prior to this, did a better job if integrating the match-three system with a greater story/game. But to be fair, it all works pretty well. You get to buy little perks from the randomly-appearing merchant, like the ability to deal damage with each turn, or replenish health each turn. However I still have a hurdle with the game, and this genre as a whole. Match-three games are simple, and addictive, so why do you make me wait thrice during what should be fast-paced gameplay: 1) for the enemy to ‘make their move’, 2) to deliver me an arbitrary ‘Skeleton attacked you’ message, and 3) for my health bar to deplete. I know it is part of the attempt at making an overarching RPG, but it ruins and insults the game’s own core mechanic.

    Verdict: I’m sure match-three mechanics can be paired up with other mechanics in a game successfully, but not this time.

    I’ll be deleting this one. Even though review have been pretty positive… I can’t see it getting hugely better as I go on.

    I’ve persevered with this one a bit longer. I’ve got used to the pacing, the responses of enemies, so it doesn’t feel so slow now. I’m also noticing that in some battles, the board is refreshed on eah turn, which keeps things interesting and hampers your planning. The quests in the tavern actually have beneficial effects on your character, and the Game Centre achievements (of which there are a shock EIGHTY) are becoming quite motivating. I think I am changing my mind a little.


    Crumble Zone

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    In short: A shooting game, a little like Asteroids but without the ability to move.

    Instead, you are a stationary creature who is required to protect a small planet (or maybe it is an egg), from incoming planetoids/asteroids. If you let the egg/planet get destroyed, it is game over. As you shoot the space rocks, they will break down into smaller and smaller chunks, until finally they become colourful gems that you can collect. As well as a fire button, there are left/right movement buttons which allow you to move your little guy around the planet to aim or to collect gems. Said gems can be spend on power-ups, which I will discuss shortly. The game is basically endless, but you do progress through ‘levels’ of increasing difficulty, which means that there is an increasing in the size, speed and frequency of oncoming aggressor planets. From shooting larger planets, or ones with extra craters and even water on their surface, you may be rewarded with a power-up of some description. These power-ups seem to activate automatically and are usually a different weapon; one that is more powerful, fires faster, bullets that bounce, bullets that can orbit the planet for a few seconds destroying all it their path, or ones that creates a little gravity that pulls asteroids together for an easier shot. There is also a limited-time metal shield for your planet. Visually, the game has a very bloomy, hazy, and very green aesthetic. It looks nice but I’m not in love with it. I should mention though, that this game has excellent menus, with smooth animations and nice transition effects. (I’m a sucker for a good menu, remember). Overall though, this game does not really hold much appeal for me. But I recognise that what it does it does well.

    Verdict: A smooth take on the 2D scrolling shooter thing, but not something that I would sink time into.

    I’ll be deleting this shortly.


    Bean’s Quest

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    In short: An adorable platformer that can be adapted to the abilities of most gamers.

    Bean’s Quest starts like many platformers: A damsel is kidnapped! However, the game’s hero, some little Mexican, is also turned into a bean! This means that he cannot walk or run, only bounce through many perilous levels to save his lady. So players will be spending a lot of time jumping, and the mechanics are pretty floaty: You can easily make two noticeable changes of direction in a single bounce. But I soon adapted to this, and quickly focused my attention back on the platforming at hand. Each level has four goals, and this is where the game can either be straightforward tricky, depending on your ability and how you want to play. The obvious goal is to reach the goal in each level. Additionally, you will earn a badge for: a) collecting all gems, b) finding each level’s hidden axolotl, and c) completing the level without exceeding a prescribed number of bounces. Now, I’ve ordered these roughly in order of difficulty. Gems are easy to see, so you just need to make accurate jumps, and in places, take your time to make sure you collect them all. The placement of the axolotls varies, so they aren’t always easy to spot, and often take a really precise jump to reach. The limited-bounces thing is basically speed-running: Since you can’t actually run, completing the level in less bounces means you did it faster. Fulfilling this is a tough gig, as you will need to read Bean’s bounces like a book to fit into 1x1 gaps without using extra bounces. So there is a lot on offer in each level here, if you’re up for the task, and even if you’re not up for it, you’ll still have fun. The game rarely causes frustration, as there are checkpoints within levels that you will re-spawn at if you perish, though you will of course lose any gems you collected between the checkpoint and your demise. It is also hard to rebel against the bright and cute visuals/music, reminiscent of 16-bit era platformers. This is handy, because 50 levels would be a lot to work through if it wasn’t a fun experience. Speaking of levels, there is also a cute, zoomed out miniature level in the background of the stage select screens. How neat is that!

    Verdict: A great platformer that is only as challenging as you want it to be. Highly recommended to all.

    I’ll be playing through every level at least, and maybe testing myself on completing the additional challenges.


    Run’n’Gun

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    In short: Another portrait-orientation runner, but with more shooting than usual.

    That’s how it sounds anyway. Which is all I have to go on for this one, because it’s a crasher for me. A bit of loading screen is all I get before it goes. Apparently support for devices older than the iPhone5 was only added to the most recent update, so maybe kinks are still being ironed out. Or many I just got unlucky. Either way, it’s all up to you folks. It’s a free game, and only weighs in at 40 odd megabytes, so go check it out for yourself if you’re a fan of runners.

    Verdict: null.

    I’ll be deleting this, unless an update rolls in the the next few seconds.


    Ghost Racer

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    In short: A fairly average top down racer.

    I have enjoyed the odd top-down racer, but this one just feels very flat. You just race against the clock and against ghosts. The graphics too, are very flat: There doesn’t feel like there is much depth to the world, and everything looks pretty simplistic. Everything is here though, you get all the buttons, lap times, speedometer, and a map all packed onto a small screen, which is pretty good. I read somewhere that the car physics were actually quite deep, and so on, but I’m not really feeling it myself. It just feels to me that an unnecessary level of precision is required to race competently. I’ve never been a fan of sim-racing games, and I think top-down style races are better as more casual affairs myself.

    Verdict: I would pass on this one unless you really have a thing for top-down and simulation racing games.

    I’ll be deleting this.


    The Blockheads

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    In short: Another open-ended world builder in the vein of Terraria/Minecraft.

    This is much like last week’s Growtopia, however this game can be almost totally described as ‘Minecraft on a 2D pane.’ The 3D models scream Minecraft, as do the blocky characters and their movements. One of the things that differentiates The Blockheads is it’s perspective. The word around you exists on a 2D pane, however it is actually a globe, so you can keep walking in one direction and eventually wind up back where you started. It seems silly to offer 3D Minecraft visuals in a 2D pane when part of MC’s appeal is creating awe-inspiring creations that can be traversed and explored. I haven’t played enough Minecraft to comment on the crafting system, so I’m not sure how it compares, but here it is all about creating workbenches: A woodwork bench, a tool bench etcetera, that let you create their namesakes from resources like wood, dirt, fruit, flint, rock and so forth. Making tools will help you to harvest or mine resources more quickly and efficiently, but they will break in time. Everything in this game is controlled by tapping various spots. Tap above the earth to move to that spot, tap on a block of earth to dig, tap on a tree to cut it down. I don’t like this system personally; I’d much rather have the use of standard run/jump platformer controls. However, one cool feature of the control system is that it allows you to queue tasks. So you can instruct your dude to mine five squares, and then way over to the left, go and chop a tree. The downside of this is that there is a lot of waiting around. This isn’t an online MMO, so there’s nobody to talk to while you wait, and besides, your iDevice is likely to turn off the screen and lock itself in the time it takes you to get through a batch of tasks, so it can be a counter-intuitive system. There is a two player mode on offer here. I haven’t investigated it, but I presume two devices are used, as I can’t see this working on a shared device. Frankly, this game is a little slow for my liking. The movement and crafting all take a lot of time and leave the user with a progress bar to watch, and as I said, there is nothing else to do in the meantime. At least with Growtopia, you could leave the world, talk to someone, or just exit the game while you waited for things to grow.

    Verdict: A decently looking crafting game, but might slow and nothing revolutionary. It is however, free, so go for it if you want.

    I’ll be removing The Blockheads.


    Cute Kill

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    In short: An fairly unexciting auto-shooting, shooting game.

    The main idea here, is to outrun zombie hoards, and kill them while doing so. Yet, the core two aims; run and shoot are handled automatically. So there honestly isn’t a lot of fun to be had here. All you to is tilt your device to make the girl run in that direction, and occasionally hit the melee button when the undead get too close. The baby on here back does all the attacking, which is why this is called “Cute Kill”. But this baby with a gun isn’t at all cute. Maybe it could be in some different context, but here it feels like it is in slightly poor taste. This sort of thing doesn’t really bother me, but here there is just no context, so it seems highly unnecessary. The rest of the game if par for the course: Coins are earned, and used on upgrades, chiefly more and better guns. An extra negative mention has to be made of the controls, which, in both tilt and tap modes, are slow even on highest (default) sensitivity.

    Verdict: A uninspired, largely boring shooter with unnecessary amounts of children.

    I’ll be removing this.


    Hyperwave

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    In short: A 2D space shoot-em-up.

    This is a fairly standard shmup affair. Enemies come toward you on a scrolling pane that looks a little like the Guitar Hero fretboard thing. You shoot automatically, but you have the ability to move left and right, and also direct your fire in those directions, via two L/R d-pads on either side of the screen. there are also a variety of power-ups that will come your way that you must move toward to collect. Your health is shared with the line at the bottom of the screen, so letting an enemy touch you or the line will eventually spell game over. I don’t really understand why this game gives players the option to direct their fire, as most shmups just have you firing forwards only. As a result, the ship in Hyperwave feels much slower, and I find it hard to adjust to controlling the fire and the movement separately. On the graphical side of things, this is yet another game that uses the neon-outline style, albeit with different patterned backgrounds. (I think the pictured one is supposed to be circuitry?) Anywho, I don’t think it looks particularly attractive this time around. There are Game Centre achievements on offer, though they are few and basic; like pass word one, world two etcetera. There are seven worlds to work through, plus an endless mode to unlock. However I think it will become quite a repetitive affair to get through them all.

    Verdict: A standard entry into the shmup genre. I think there are better things to drop two bucks on.

    I’ll be removing this.


    Car Jack Streets: Director’s Cut

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    In short: An top down, open-world game full of violence and crime.

    The game starts off quite well. The story is actually quite clever: Your motivation to carry out missions is to earn enough dosh to pay off gambling debts. This also introduces an clever gameplay quirk that will keep you on your toes; payment is due in instalments. Missions seem to be varied, even in the early stages. Anything from carrying out hits to delivering stolen cars to a warehouse. The world city is open to you to explore, but thankfully there is also a well implemented GPS system that will point you to mission locales. Like the newer Grand Theft Auto games, you have a place to call your own. In the safe house you can escape the cops and also store your vehicle. There is a four-star wanted system that works just like GTA too: Blowing up cars and running down pedestrians will gradually increase it. If you die, you will wind up all better, but lighter in the hip-pocket, outside a hospital, again, just like GTA. Visually, the game features the top down, sprite based graphics reminiscent of (again) the Grand Theft Autos of old (I, II, London, Advance, etc.). Sadly, it is quite a dated look if you ask me, as they haven’t gone with a pixellated look or a crisp look, just some sort of blurry middle ground, and there is no real visual hook here to make things at all exciting for the eye. The game does have a few problems of its own that differentiate it from GTA. There are inconsistencies in AI behaviour; drivers rarely stop, and people can easily get stuck in corners trying to run away from you. When driving, you whiz through light posts as if they were transparent, but bushes and fire hydrants can be pulverised. Overall, the car physics feel a bit off, and this is not aided by the at times unresponsive controls. Even the confirm/advance-the-dialogue button during a scripted sequence is particularly finicky. The game just feels a little old and clunky, a fate shared by the old GTAs if you play them today.

    Verdict: A game that just feels outdated. It also seems a little rich to slap ‘Director’s Cut’ on a title like this. But it is free (presumably to promote the the 3D sequel), so give it a look if you still enjoy the 2D GTAs and would like a decent story to go with it.

    I’ll be removing this from my device.


    Polyroll

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    In short: A retro styled platformer that borrows more from Sonic than Mario.

    Indeed, many platformers see Mario as the franchise to borrow from, but Polyroll, borrows from Sonic, emphasising the “roll”. Just as Sonic spins lethally, so does the thing in Polyroll. You spin when you jump (B), and also on the ground when you press A. A more powerful ‘rocket roll’ can also be performed by holding A. The enemies that suffer the wrath of your rolls are fairly typical of all 2D platformers; creepy crawlies, and flying things along with environmental hazards like spikes. Mostly, enemies feel easier to defeat than in the standard Mario-derived pound-to-kill platformers, because you can just jump straight at enemies without needing to read their movements to get on top of them. Along the way, each level also has a few flowers, and jumping on these will you grant you a power of some sort, like limited time invincibility, deployable bombs, or the ability walk on spikes. Usually these are strategically place, are necessary to find the big gem from each level. So you will need to tread carefully and avoid losing any health, as this will also cancel the power-up. Unlike a lot of other platformers I’ve gone through so far, Polyroll does not reward speed, but rather exploration. Levels are big and open, with a multitude of paths to choose. Usually you will have to backtrack a little to find some gems or hidden collectibles. The game encourages you to seek these gems in a rather self-fulfilling way: Collecting ten gems will net you an extra hearth in your health bar, thus allowing you to take greater adventurous risks. There are 28 levels, but I am guessing that they will only get larger, and judging from the stage-selection screen, may potentially have multiple exits. The game’s retro art is also very nice to look at, offering bright worlds, and old school sprite animations.

    Verdict: A solid retro platformer that definitely offers some fun. Despite getting it free, I think it looks to be worth it’s $2 price at the moment.

    I’ll be playing through this one.


    Cubed Rally Redline

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    In short: A cute isometric endless racer.

    I only call this a racer because it features cars. But there isn’t any racing; this game revolves around survival, and chasing high scores. You control a car as it zooms along and isometric roadway. The game’s modes though, are 3D, so the game looks very smooth in motion. The car and track will rotate at corners, but the camera stays in a fixed position. There are five lanes for the car to travel in, and it is up to you to move the car between these lanes to stay safe. Game-ending enemies include moles (in the dirt), trees (anywhere), rocks (anywhere), barriers (anywhere), cows (anywhere and on the move), and lakes (which can sometimes be jumped if there is a ramp). Game-aiding collectibles include blue drift tokens, which allow the car to drift around corners and earn points, gold coins to use in the store, and fuel to sustain your drive. Ever so often, there will be a chequered strip across the road, and this indicates a checkpoint, which will ‘bank’ any coins that you have earned. As said, the coins can be used in shop to buy new cars. Cars have a rating from one to three stars, but I imagine that the differences are largely cosmetic, given the gameplay on offer. There is also an ‘emergency time brake’ at the bottom of the screen, which will allow you to slow down briefly when you need a bit longer to dodge an obstacle. Though the brake overheats and needs to be used sparingly. As you would expect with this being endless, there are objectives to complete as you play, though these, for better or worse, are tied to Game Centre achievements. So the game has a whopping 55 of them. Kudos are in order for the music here; bright catchy chiptunes abound. Sadly, this game is leaning toward being labelled ‘freemium’: There is a dollar IAP that will unlock a mode that features 20 time trials, and also remove ads. Granted, the adverts are pretty infrequent anyway, but it is always a little annoying to feel like you’re missing out on some of the action.

    Verdict: A undeniable cute little endless driving game. Not overly deep, but it offers a little fun.

    I’ll be deleting this soon though.


    Rail Rush

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    In short: A 3D endless runner in a mine setting.

    This is another typical into-the-screen 3D endless affair. The mine cart barrels along, but to keep it doing so, players will need to avoid various hazards by; leaning (left/right tilt), jumping (swipe up), ducking (swipe down) and jumping between different rails (swipe left/right). There are also gold nuggets and gems to collect to use in the (wait for it) SHOP, which offers a plethora of the regular power-ups that you would expect. The game is free, so it has a few ads. But that doesn’t really excuse the outrageously expensive in-app purchases. Like seriously; $5.49 for a new character that you will mostly only see the back of… Totally crazy. I’d hate to be a parent with a kid that liked this game… The game does look pretty good: But it must be lovely for Miniclip to be able to re-energise and re-monetise flash games on iOS. Overall, Rail Rush lacks the adrenaline of Temple Run, the undisputed king of these runners. It takes longer to speed up, and there are no no giant killer monkeys chasing you so, always feel like it is your own fault when you die. This game also uses any excuse to sent push notifications, so if you do decide to give this a try, I’d recommend denying push notification privileges.

    Verdict: A competent game, but one that doesn’t bring anything new to the genre. Pass.

    I’ll be deleting this.


    Munch Time

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    In short: A physics puzzle game starring a hungry chameleon.

    Quite simply, all the chameleon wants is food: The pink grub in each level. To reach it, you will have to grab onto flowers with his tongue. If you time your grabs and swings well, you will be able to collect three stars in each level, and this makes up the typical scoring system, although you are also scored in points based on your collecting abilities and your speed. The chameleon can obviously change colours too, so sometimes levels will feature different coloured flowers, and you will need to grab an orb of that colour before you can hope to grab onto a flower of that colour. Each flower is a single-swing only, adding to the strategy required, but some special flowers (i.e. pink) will swing you around forcefully and can be grabbed many times. The chameleon can also walk to a point by touching that point, but this is slower, and he will be stopped by the slightest edge, so swinging on the flowers is preferable if you want a decent score. Once you get close (maybe 1.5cm) to the grub, the chameleon will automatically grab it with his tongue, so again, it is best to utilise your swings to the fullest extent so that you can finish fastest. I expect that as the game goes on, more types of flowers, and perhaps different environmental factors will influence the gameplay, so I think this will be come quite the puzzler. As you can see, the game features the cartoon artwork that we have come to expect from many iOS games. But it looks nice and crisp and inoffensive. There are also twenty-one Game Centre achievements to display in your virtual cabinet as you progress through the game.

    Verdict: While it is in a similar vein to plenty of other titles, Munch Time is a polished and fun experience. I’d go for it.

    I’ll be playing through this one.
    _ _ _ _ _ _

    See you next week.

    — 3 months ago
    #gaming  #reviews  #ios  #apps  #app store  #apple  #iPod  #iphone  #bean's quest  #polyroll  #munch time  #backlog 
    Baker’s Dozen Backlog X: w/e January 20th

    Week the tenth:

    Wimp: Who Stole My Pants?

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    In short: A platformer that uses just about every mechanic know to the genre.

    Like most platformers, there is a nonsensical story and one or two McGuffins: In Wimp, a green blobby thing needs to find his undies in each level to open the exit, and there are three toilet rolls to collect in each level too. Each level contains hazards, which include, but are not limited to, pools of acid, other blobby things, moving and/or spiked platforms. Wimp travels around in a little bubble, and you can use this to stick on to almost any surface, allowing you to work through in the physics/puzzle elements of the game: Tipping platforms, moving and stacking boxes, and swinging on ropes. In other levels, Wimp can receive powers, like the ability to become a flying fireball (a-la Human Torch in Fantastic Four).  By collecting the aforementioned toilet rolls, you are then rated from 0-3 rolls (just like the three star system), but you are also awarded a scored based on your pace and the number of times you perish. There are no ‘lives’ here, nor is there a health system. Death is instant and total, but Wimp will re-spawn a few paces back. This means frustration is minimal, and I’m sure this will be beneficial going forward into harder levels. Despite the fact that this game uses so many different mechanics; the physics elements, power-ups as well as encouraging both speed running and collection in each level, it feels totally coherent. The physics are tight, and the controls work without a hitch. There are over fifty levels, forty-four Game Centre achievements, (well balanced between specific and long-term goals), and leader boards, so content is not an issue. Nor is price: At just a buck, this is a very competent, visually appealing, and fun title.

    Verdict: A platformer that uses just about every mechanic know to the genre: And successfully crafts a truly winning game. Hop to it!

    I’ll be adding this to my list of excellent platformers; Mos Speedrun, League of Evil, etcetera, and playing it to completion.


    I Love Squares

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    In short: A slower more precise take on the falling-blocks puzzler genre.

    Like any game that features geometric shapes and falling rectangles, I <3 Squares will be compared to Tetris. The rules of engagement here are a little more complex though. Here you create square shapes from border pieces to clear the rows/columns/cells, rather than preformed blocks. Levels start out with universal while edges to build on, with more complex random pieces and coloured ones in Hardcore mode. Once you form a square, or another shape will either all red, or all blue pieces (and the universal white pieces if necessary) that area will clear, and everything above will drop down. To begin with, you have 20 moves before a new random row of white pieces is added, but this number decreases steadily as you progress in each game. It takes more planning than Tetris,  because while obviously nothing moves diagonally, each of the pieces needs to fit between other to slot in where you need it to. So you might need two columns width to slot in a specific piece. It is tough to explain, but after the tutorial, you quickly come to grips with how it works. To me, It feels like less skill is required here than in Tetris. Of course, there is planning required here, but since there is no urgency (you direct the blocks from the outset, they do not fall), it feels like chance plays a greater role than skill. Although there are only four possible pieces, there is no forewarning of incoming pieces as there is in Tetris. There are Game Centre achievement here too, but the game is largely fuelled by a desire to beat high scores.

    Verdict: A challenging puzzler that offers something a little different, though it won’t suit all comers.

    I’ll be playing a bit more to see if I can get a better, but I doubt I’ll last long.


    101 Airborne

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    In short: A  old school top down shooter with modern paint.

    The graphics are pretty good, but sadly you appreciate the 3D models more in the menu (hangar) than you do in the game itself. Does offer quite a challenge. Need to get close to enemies to collect money and health they might drop after you shoot them.

    Verdict: A nice gesture, but not really a nice game. I’d avoid unless you think you’ll be skiing a slope of nostalgia.

    I’ll be removing this.


    Call of Snakes

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    In short: A vague, 2D squad-based action game.

    Visually, this game looks like one of those 2D turn based strategy game set on a grid, with anime-styled sprites to boot. It is not, however, one of these games. It is basically an action game. You have a party of six little anime styled guys, one is a healer, another is a melee expert, another has ranged attacks and so forth. You pick one of these to lead your party, while the others will appear during the game as hostages in need of rescue. Once in the game, all you do is swipe in the direction you want to move, and your party will make ninety degree turns in that direction. That’s it: They all fire automatically, but you need to be facing the right direction, roughly. Roughly being the key word here, because characters don’t move in a grid, and some fire diagonally while others don’t. There is a highlighted area around your character showing their range of attack, but there are other squares around the place, so it is not always clear. Plus, hit an enemy or a wall, and you’re dead. Your whole party. So this is where the “snakes” part comes in to play: The game is governed by the same rules as the classic Snake! Yes, it took me a while to realise this, but I still don’t think it helps the game much. I doesn’t follow the strict grid movement that Snake does, and sprites do not always take up a square as would expect.

    Verdict: By being limited to Snake controls despite my character’s abilities to attack, I felt I had little control over the game. I would pass on this one.

    I’ll be removing this.


    Surveillant

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    In short: A first-person, 3D stealth action game.

    This game gives players a simple goal: Reach the CCTV camera in each level, by navigating a course of block. However, one must avoid being in the line of sight of the camera, lest it’s deadly laser tear you a veritable new one! That is all there is to it. If the laser comes your way, you try and run behind a block. (I think red blocks indicate that the camera has line-of-sight to that spot.) To walk to a spot, you simply tap there, and camera movement is hadled with the gyroscope. Sadly, those gyro controls are exceedingly finicky, and I see no option to choose an alternative control method, nor adjust sensitivity, which is a deal breaker for me. The graphics are pretty bland, even though it is deliberately low-fi. I gather this is developed by a one man team, so I shouldn’t be to scathing.

    Verdict: Surveillant feels a bit loose for my liking, but if you can get past the controls, I think there is plenty of content.

    I’ll be removing this.


    Pocket Trucks

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    In short: A 2D action racing game with all the bells and whistles.

    Most would have played a game like this before; a combination of platforming and racing. The player has four essential controls; accelerate, brake/reverse, rotate left, rotate right. In addition to this, there is also power-up button, used to perform jumps or briefly fly, with the spring and wing powers respectively. The requirement of each level, is to finish in under X time to reach a one, two or three star ranking. Overall speed, the collecting of bolts and the performing of tricks will also net you experience points. Bolts can be spent on new cars or upgrades in the store, and levelling up with XP will let you access new items. The default car is a jacked up taxi, and the second unlock is a forklift, and the customisation options are equally zany. So there is plenty of light-hearted variety in the cars, and this is also found in the tracks. The 3D environments are all bright and bubbly. Some levels are set in forests, some in deserts, and others indoors, with everyday objects in the background that remind you why these are “pocket” trucks. The biggest issue with this game is the lack of an instant restart feature; games like this really cry out for it. The physics also don’t feel overly fluid, a issue not aided by the fact that each course is angular: Loops are clearly made out of diagonal parts. The level and bolts requirements to buy upgrades feel a little excessive. Though there are twenty levels in the first cup alone, so there could be something like eighty levels in total, which means there are plenty of opportunities to accrue bolts and XP without getting too bored.

    Verdict: I find myself comparing this to RedLynx Motoheroz, a game I unashamedly love. And overall Pocket Trucks is just not as tight or as focussed. If you don’t have MH on the brain like I do, then this would be a worthier investment.

    I’ll be removing this soon, but I will give it a chance, because it is a great package overall.


    Texting of the Bread

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    In short: A shooter controlled by frenzied texting.

    Like those online flash tutorials, this game asks you to be precise and fast with your typing, though through the texting interface of iOS. Gingerbread men are overrunning the world, and in order to shoot them all down, you will need to be quick with your fingers. Your avatar will fire his/her gun each time you press a (correct) letter, so the first gingerbread man will be killed after you type “h-a-n-d”, then the next will fall after “s-o-l-o” and so forth. Failing to defeat an enemy before it reaches you will result in loss of health. After a while the game started play tricks on me. I found myself with two competing urges: One, to type the word quickly and correctly, and two, to have the words in order to make a coherent dialogue. See, there often is a dialogue like; “how am I supposed to even shoot this…” and so forth. But because some enemy types move faster than others, and I may make errors, the order of the words becomes skewed. So while I know that I need to type green highlighted-word, I may want to type the word that came next in the dialogue, or the word that is closest to me. So somehow, a simple typing fest becomes a strange action/puzzle game. It really is a very clever and very original concept, even if the visuals, both technically and artistically, are a little lacking. There are also a few random bugs that cause the game to crash.

    Verdict: Not the sort of game I think would stick with, but it deserves huge kudos for originality and is certainly worth looking at.

    I’ll be playing a little more.


    War of Eclipse

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    In short: A strange turn based strategy, driven by one core gameplay mechanic.

    That core mechanic, is the classic ‘power gauge’. You know the one; often used in sports games to determine the power of a shot or swing or attack. In your spacecraft, you face off against enemies using this same mechanic, over and over. The gauge moves back and forth at various speeds depending on the situation, and you must tap at the right time to unleash the most powerful attack; or any attack at all. Each bar features an larger (therefore easier) grey ‘hit’ zone, as well as a smaller (ergo harder), dark grey ‘critical hit’. The game is sort of turn based; you get two chances with the power gauge before the enemy ship attacks you, although, if you take to long, the enemy can sneak in another blow. As a reward for consecutive hits, you might get a chance to unleash your mega weapon, which transforms the power gauge into a percentage marker, and challenges you to ‘charge’ it as much as you can (max 200%), without overheating it. After each battle you will earn money and experience, which allows you to level up, and also repair and upgrade your ship. As you would expect from the gameplay, the story is fairly light on; you just need to take on all these enemies. But at least they are pretty cool; often looking like aircraft with demon parts attached. Each battle is also presented somewhat like a card collecting game; grading the enemy’s type and rarity. As you can see above, the game is also visually striking, with eight bit graphics and an old Gameboy-esque colour palette. This developer, Game Stew, has a habit of making these sorts of games. There is one called Tower of Fortune which features a knight scaling a castle, rather than spaceships, and it relies on a random gambling system (a-la pokies) instead of the power gauge.

    Verdict: A very quirky title, that is probably worth looking at just for simple but unique game mechanics. It appears to be free still, so have a stab at it.

    I’ll be fiddling with this a little more I think, but I’m not sure that my attention will be sustained in the long term.


    Super Snack Time

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    In short: A fairly basic slingshot shooter.

    This is another in a list of many games that have iDevices held in the portrait position, and ask for objects to be pulled back with a finger, and released toward enemies of some description. The enemies here are different fruits, although they are so heavily personified with cartoon eyeballs and the like, that they hardly look like fruit. Unlike some other games, you only have a single projectile to shoot, (a little hedgehog?) but this is returned after every shot. So you have infinite chances to take out all the fruit, provided you don’t let more than three escape the screen, as you only have three hearths in your health metre. This also dictates your rating at the end of each level (1-3 stars), though you also earn a score and currency for your efforts. Enemies move in both directions across your field of vision, and some require multiple hits to defeat. You are also encouraged to hit more enemies with a single shot, and a five-hit combo will result in a huge explosion. There are bombs to hit which take out many fruits at once, or ice that freezes fruit, and there are also limited-time power-ups like a cannon ability. As you would expect, there is a store where coins can be spent to upgrade the aforementioned power-ups. In conjunction with this, there are a plethora of the typical offers and incentives; free coins for FB/Tweets, free coins for watching ads, daily rewards for opening the app, and IAPs. It also costs energy to play. You only have limited energy, so if you fail to beat a level, you’ll eventually run out of puff, and have to have a break or pay up. This isn’t a bad game considering it is free: There are 60+ levels, plus an arcade mode, and there really isn’t a pay-wall. So I guess the plugs for social sharing and the like are acceptable. I just didn’t really dig the gameplay, as it is fairly derivative. And while it is the perfect game to jump in-and-out of, multitasking is inconsistent at best, which is a pain in the arse.

    Verdict: Perhaps it is appropriate that Under the game’s icon it says ‘Snack Time’, because there really isn’t anything super about this game. But it is popular and free, so maybe give it a crack if you are in need of something to play.

    I’ll be removing this I think.


    A Cloudy Adventure

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    In short: A puzzle game that has you harnessing the winds.

    The aim of the game, is to cause the name of the game. The eponymous cloud himself is incapable of having an adventure, or in fact, moving at all. Your job is to use other characters to blow Cloudy to his goal; a red ball in each level. Characters can be dragged around freely at any time, but can only blow in certain directions, left, up etcetera, and you must use them wisely to navigate the various platforms that hinder your movement. Each level also has hidden cheese to collect. (Why cheese I have no idea). These are placed randomly in the air and only appear for a second every so often, so you have to try and remember their position. Often times too, levels do not allow you to move Cloudy left at all, so a very deft touch is required, lest you wish to restart the level. If Cloudy is close to a source of air he will move much faster, so the game requires a lot of trial and error, and patience. I have just played through a similar quirky puzzler, with an equally stupid protagonist, on Steam called Eets. I enjoyed the game, and I played it to completion, but I don’t think I want something this fiddly on my iPod.

    Verdict: A game that requires time and patience. A little to finicky for me.

    I’ll be removing this.


    Snowjinks

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    In short: A pretty, 3D, Christmas themed gallery shooter.

    This game is a lot like Uppercut’s other gallery shooting game, Epoch. In fact, it is almost just a reskin! But at least it is an attractive one: Since it is also running on the Unreal engine, there are some very nice models as well as smooth animations and effects. It is only 41MB in size, but I think the engine does ask a bit from older devices like mine, (read: lag), so be aware of that. The game play here is fairly simple. Directional swipes will have you taking cover (down), (pictured), emerging from cover (up) and also dodging left and right. A tap on an enemies will have you hurling a snowball in their direction, but you will need to move quickly before they return fire. Some enemies are one-hit-KOs, while others take a little more perseverance. There are also coins that appear randomly and after an enemy is defeated, and these can also be collected with a tap, and used later in the store to buy cosmetic upgrades (hats) and also various booster items like fireballs. Sometimes presents or treasure chests will also appear, and hitting these with a snowball will reward you will a boost of some description, like extra coins or stronger snowballs. After defeating all the enemies in one area, you will move onto another snow laden cottage or hillside, so the game is essentially endless. There is health meter at the top of the screen, but despite appearances, it is very much a ‘bar’, rather than four lives. In other words, you can get half hit or grazed by a snowball, so this really encourages you to keep on dodging, even at the very last second.

    Verdict: An attractive game, that offers a fun diversion. Since the festive season has passed, the game is free, so I’d recommend checking it out. For previous players of Epoch though, (like myself), don’t expect anything new.

    I’ll be removing this shortly.


    Dragon Island

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    In short: iOS’ answer to Pokemon(?)

    You travel between villages, towns, and areas of wilderness. Along the way, you can capture creatures, and train them to battle against other creatures using a variety of attacks. On paper then, Dragon Island sounds a lot like Pokemon. When you play it though, it does feel similar, but also different. Rather than aiming to beat loads of other trainers, you have smaller quests to fulfil. Some do involve defeating others in duels, but there are also other types of quests, like clearing monsters from an area, or simply capturing monsters for the sake of it. Unlike Pokemon, there is no free movement in over-world, you simply select an area on the map to teleport there. Battles also work a little differently. It is still turn based, but each of your monsters has a chance to attack. So it is much easier to win in a random encounter, because it could be three against one. Capturing works as expected; though rather than Pokeballs, you can use more expensive ‘cards’ that will guarantee capture, or you can just work down the enemy’s health bar. As for the creatures you catch, they seem fairly well designed; though they have a massive range from dragons to tigers to birds to fairy-things to goblins to bugs. (They do, as far as I can tell, also evolve at some juncture.) They are perhaps a little inconsistent in their visual style when compared to Nintendo’s efforts, but that is being picky. The interface is a little different, perhaps slightly more clunky, than PKMN. Attacks work in the manner expected; some deal damage, others will raise your statistics, and some are hypnotic or paralytic. The music is perhaps where the greatest individual similarity lies; it is remarkably similar in tone and style to that of the Pocket Monsters games.

    Verdict: A game that looks like it can deliver a solid Pokemon fix on Apple’s platform. Outside of the comparisons, this is a turn-based strategy come RPG game. It is the kind of thing you can play without paying too much attention, yet I think if you want to go deep, you can.

    I’ll be keeping this. I think it will take a little time to form a complete judgement: There are things I don’t fully understand yet. It also takes balls to tread in Pokemon’s territory, so this deserves a little attention.


    Sonic Jump

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    In short: Sonic takes on the ‘jump’ genre.

    Like all games in of this ilk, you must navigate the protagonist (in this case SEGA’s famous blue hedgehog) upward through a maze of enemies and bounce on platforms of varying stability. Sonic can be guided left and right by tilting your device, and if he vanishes on the right, he will slide back in on the left of the screen. Touching the screen will make him double jump, or if pressed on a power-up icon, unleash said power-up. If you fail to guide Sonic to a platform, he will fall to his death, and you will have to start the level again. Like in the side-scrolling games, Sonic attacks when he jumps, so this is how you defeat enemies, like giant wasps (pictured) and crabs and caterpillars. Again like the normal Sonic games, you also need to collect rings. If you land on an enemy, you will lose all the rings you have, and if you have no rings, you will die. As well as providing life, the rings can be spent in the game’s store, on the typical boost items like a head start, a safety net, or ring magnet. There are two modes of play; story and arcade. It is a bit rich to call any mode of a jumping game ‘story’, but it seems that you end up freeing cats and other animals when you defeat Eggman at the halfway and end level of each area. There are twelve ‘acts’ (levels) in each area, two of which (6 & 12) are boss battles against Eggman. There are four different areas, (Green Hill Zone, Mountain Zone etc.), with another promised, so there are plenty of levels to work through. If you get tired of these, you can jump into endless mode, which is randomly generated from the themes of each story zone, and try to reach greater heights than your Game Centre friends. Speaking of Game Centre, the game does have a few achievements, though these are secondary to the objectives that the game challenges you to complete. These are fairly typical, like ‘use X power X times’ or ‘defeat X enemies’, but it keeps the game ticking, and allows you to level up; allowing access to more boosts in the store, and also extra characters like Shadow and Tails. There also appears to be some sort of global goal system that also offers bonuses to all players, however this seems a little buggy at the moment, and doesn’t properly connect with the SEGA website or whatever, so hopefully that gets fixed soon. Visually, the game has a crisp vibrant style, which you would expect. But it finds a happy medium between the older Sonic games and the new Sonic 4+ games.

    Verdict: I don’t know why Sonic is jumping instead of running, but f*ck it. This really is a step above in this genre, so give it a shot

    I’ll be playing through the story and completing as many objectives as I can.
    _  _  _  _  _

    So week ten… That means I’ve gone through 130 apps! Wowee!

    I pick games totally at random, but I made sure I had really positive experiences to start and then end this tenth week with. Thank you to those still reading. :)

    — 4 months ago with 2 notes
    #ios  #apps  #apple  #gaming  #reviews  #ipod  #iphone  #wimp  #sonic  #dragon siland  #snowjinks  #super snack time  #app store 
    Baker’s Dozen Backlog VII: w/e December 30th, 2012

    So I had this in drafts and forgot to publish… Anyway, here it is. I’ll make sure the next one is on time (Sunday).

    Action Driver

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    In short: A primitive endless driving game.

    At best, this game feels archaic. I and you, if you’ve read this over the weeks, will know Donut games have featured a certain retro style, but this time, it has been translated to much larger sprites and it just looks bad. The game is, quite simply, boring. Slide up and down on the left to turn the car left and right, and press on the right to boost. At some point, you’ll collect some $$, which serves no purpose outside of the scores, and at another point, you will crash. That is it. Just this one endless mode and a few achievements.

    Verdict: Compared to what others can offer for 99c, this isn’t even worth it as a freebie.

    I’ll be running this off the road. Ew.


    Voodoo Friends

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    In short: A 2D adventure puzzle game.

    In Voodoo Friends is a game where you control a little voodoo doll (Newton) and some other creatures. The idea of the game is to make your way through levels and collect yarn to make Yarnzilla (bleh). There is no jumping ability, so you will need to use ladders to climb and use a miniature umbrella to float safely down from high places, or land on something soft to break your fall. You control more than one protagonist in each level, so you will need to use them in tandem; for example, the big character (Bacon) can break through soft ground and also catch Newton when he falls from a height. Now I won’t beat about the bush here: This game should have been a platformer. The game is made difficult and tedious by the move from point-to-point control mechanics that it employs. You are just poking at the screen constantly, to switch characters, to head toward a ladder, and it is so very very inefficient. Standard platformer controls would have worked fine, and there is evidence of this type of game working with those controls, see Super Lemonade Factory. Voodoo Friends also crashes a bit too often to be acceptable, and there are occasionally fullscreen advertisement popups

    Verdict: A potentially neat one player co-op style game that sadly chose the wrong control scheme.

    I’ll be removing this one.


    Beyond Ynth

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    In short: A unique and very challenging puzzle platformer.

    Beyond Ynth is all about boxes. You use them to make your way through a level with your little ladybug protagonist. The boxes vary is size and shape, but are always hollow, and offer their own internal platforming. The main mechanic of the game is your ability to rotate boxes by walking into a corner (pictured), at which time the usual left or right arrow button becomes a rotate icon. By rotating all these boxes, you enable yourself to exit a square, or move the square to link up with another square, and so forth until you reach the exit. Some boxes feature things like springs, and you will need to use these to make your way out, or around an enemy. There are nonessential collectible gems hidden in each level, and while these aren’t exactly well hidden, they are strategically placed, so that even in the early levels I find myself at a loss, trying to find a way to rotate a certain bot without crushing the gem. Considering how tricky it was even in the rearly stages, I think that this is not the game for the faint hearted or the easily frustrated. Thankfully, there is an instant rewind feature, as well as YouTube solution video links in the pause menu, so this should keep frustration at bay, even if one section of a level become a timesink. There are a few things to get used to in terms if your movement. It seems to me that you are expected to stand on and jump from places that you don’t really fit on, such as the ends of the platforms in the picture above. This is seems like a weird choice, as we have become accustomed to consistency the sizes of platforms and characters over the years. As for the looks, the game is simple and clean, though the map screen is very pretty and there are some nice in-game effects, such as a slight screen shake when you flip a big box, and the way that acorns also fall from the sky.

    Verdict: A tough game that will only get tougher as you play. But there are over 50 levels for your $2, so I’d say give it a crack.

    I’ll be puzzling my way through this one.


    Verticus

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    In short: A semi-endless falling game.

    I’ll start by saying that my mileage with this game was fairly short, due to a lot of lag, as well as long and plentiful loading. What I did play though, had all the usual trappings of the endless genre: Obstacles to dodge, boosts to grab, and currencies to collect and spend on upgrades such as powerups and extra armour or health. Despite having the draw-card of Stan Lee’s name (comic book legend), which is even squeezed into the app’s icon, there isn’t much in the was of artistic goodness aside from a short introductory sequence. Any semblance of a story is also obliterated pretty quickly, because the same army commander who asserts that “earth need your help” also reminds you to collect orbs and power coins to spend in the store. The basic guise is that you need to save the world by falling through from the sky, through the clouds, and down into the earth’s core, where you need to stop a bomb going off. Since there are a lot of cloudy areas and a lot of cave-like areas below the earth’s crust, this game looks pretty bland most of the time, except for the short section where you fall down through the city high-rise (pictured). I imagine this section is a lot more like that other falling game AaAAAaaaAAhhhHHhhhh! or whatever it is called. Verticus also lets itself down by pushing social sharing to hard. At each launch of the game, I was asked by a pop-up to connect with Facebook, and there are also reminders to do this in the menus. I hate it when developers do this. I wish they would just respect the fact that maybe not everyone wants or needs to share everything.

    Verdict: There are probably better platforms to experience this on, but even then I doubt this will be a particularly earth shattering experience.

    I’ll be removing this.


    Negative Nimbus

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    In short: A side-scroller that will test your reflexes on both thumbs.

    In Negative Nimbus, you control a cloud which is fitting, since nimbus is apparently Latin for ‘dark cloud’… Anyway, the idea is that you need to rain on flowers, and only the flowers, to make them bloom. By touching nimbus, you can make him hold in his rain, and therefore avoid raining on the parade of a wacky group of other characters who don’t need watering; like a bumblebee having a picnic on a rug with a loaf of bread or a hot-dog toasting a marshmallow over a fire (pictured). Yeah, bit strange. Soon enough, some flowers are obscured from the rain they crave by mounds of dirt, so you will need to tap said mounds to remove them and expose the flowers. This means that you need to control nimbus on the left and look for covered flowers on the right at the same time, keeping in mind that the more combinations of flowers you water without fault, the faster the screen scrolls along. It gets pretty hectic pretty quickly. The scoring system (typical three-star affair) is also harsher than most. To get three stars in a level, you will actually need to finish a level without any errors at all! There are also hats to unlock for nimbus, and a few comics. Thankfully, these are traditional unlocks; no stores or currencies here. One of the downsides of this game is that there is a list of objectives that work like Game Centre achievements, and then there are also the eighteen Game Centre achievements. These would probably be better consolidated into one. There is also no retina display support, from what I can tell, though the menu buttons might be at a pinch.

    Verdict: A sidescrolling game that rewards you for being fast, and offers you a challenge if you want one. If you aren’t looking for the kind of game that asks for perfection to get 3 star rankings, then it probably isn’t for you. Yet if you don’t chase perfection, the game is probably pretty underwhelming. So it is a funny one.

    I’ll be playing more, but I don’t know if I will get out what I put in if I try and nail each level.


    Plight of the Zombie

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    In short: A line drawing strategy game featuring Crag the zombie.

    Like Spy Mouse or Flight Control, there is a specific end point to reach. In POTZ, the aim is to infect all of the humans in each level, and there are also three brains to be eaten in each level, effectively creating the typical a three star scoring system. Some of the humans carry guns, so it is best to plan your route to avoid them. Though in some cases, you will need to sacrifice some of your zombie horde to get a bite at that last survivor. Yes, horde! Because each time you infect a human, you then have control of them too, and you can draw separate paths of attack for each of your zombies. Unlike a lot of other these line drawing games, there is a lot more flexibility: Zombies can be stopped mid shuffle, and paths can be redrawn at any time. This game also sets itself apart from the reams of other zombie-related games on the App Store, by avoiding a lot of clichés. Controlling a zombies rather than the humans is one thing, and unlike other games like Infect Them All, the surviving humans aren’t weak or stupid, so this really is a proper strategy game. It also looks great, offering top down 3D graphics, that again, set it apart from other line-draw-ers which are mostly 2D. It is also a full package; with over fifty levels and eighteen Game Centre achievements.

    Verdict: Price by iOS standards at $3, but a must have on sale.

    I’ll be playing through this one.


    Totem Runner

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    In short: A stunning auto-running platformer.

    I’ll start with what hit me first: This game truly is quite a sight to behold. The graphics are silhouette like, and have a very futuristic (Tron-esque) vibe, yet also feel very organic. The lighting effects are great, and the animation is as smooth as butter, allowing for some stylish slow-motion moments. The main idea of the game is to navigate each level using three distinct forms that you can switch between at any time: A wild boar(?), an eagle and a human. The human is the weakest, he can only run and use his powers to make grass grow behind him. As you grow more grass, three flowers will begin to form and bloom in the HUD, and this creates a unique version of the typical 3-star scoring system. When an obstruction appears at ground level, you must switch to the boar thing, as he can charge and defeat enemies or pesky vines. When the ground collapses or a hovering enemy appears, you must switch to the eagle in order to survive, as he can fly up and down to dodge. There are also purple gems to collect. These, surprisingly, are non-essential, but each time you collect fifty of them, you will be able to activate the dragon from; an limited-time immortal form that also cultivates the all important grass. There are five checkpoints placed strategically along each level, and this helps to make long levels tolerable, and also limits frustration. The controls are fine, and you have to option of accelerometer or button controls for the eagle, which is a very thorough touch. As most games from top publishers like Chillingo, this has to full bottle of leaderboards and achievements, and twenty gorgeous levels.

    Verdict: A brilliant package, and a must-have-total-steal for a dollar. Don’t hesitate.

    I’ll be playing through this gleefully.


    Fish Heroes

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    In short: A cute 3D undersea launching game.

    Like Catapault King a few weeks back, this game has you launching projectiles at enemies inside square fortresses. This time though, the setting is underwater, and it is clownfish against the tyranny of sharks and other nasties. The aime is pretty simple; destroy the enemy and as much of their blocky fortresses as possible, using the least shots. As expected, there are different types of materials used by the enemy: Glass, which breaks easily, wood, and the sturdiest, stone. Unlike other launching games int this vein, you aren’t restricted to a single point to attack from. the whole world can be rotated freely. The vibe of this game is pretty chilled. It all looks clean, if not particularly exciting. There are nice touches like a small school of fish flitting past in the foreground. All the fish are stylised into blocky shapes, which is a unique look I guess, but it stops the world from feeling as organic as it could.

    Verdict: I’d stick to Catapault King, as it is a bit more challenging amd better looking.

    I’ll be skdvfoinsdfv


    Fin Friends

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    In short: Continuing the fish theme, but this time we have an endless runner.

    This one features all the hallmarks of the iOS runner: collectible currency, a store with boosts. however it is also a little more highscore driven: as you swim along you may find small nets, and touching these will release some smaller fish, your fin friends. These guys will give you an extra life, allowing you to take one hit from an enemy puffer or jelly fish. But if you can hang onto them, there are little coral reefs every so often, and the wee fishies will head home here, and give you a substantial score boost. this is a pretty simple little mechanic, but one that really adds something to an otherwise standard game. like ast weeks Glowfish, this is another underwater game that looks fantastic. here, all everything looks as if it is made from Playdoh, and there are some great little touches, such as the way your fish’s googly little eyes blink unevenly. Very Pixar-esque.

    Verdict: It doesn’t set the world on fire, but it at least does a few things a little differently.

    I’ll be removing it though.


    Conway’s Inferno


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    In short: A retro styled puzzler that parodies the Game of Life.

    This is a funny little one. The idea is to use a few tools; fire, and a zombie amongst them, to annihilate a population of little organisms that look like Pac-men. Like the cellular automata/Game of Life, things will spread in certain patterns, and the aim in each of the twenty levels is to use tools like fire (which spreads through trees) and the zombie virus (which spreads through water) in such a way that they continue to spread until everything is dead. The retro style is fine by me usually, but it occasionally this is a little to bland and small. This is also a fairly bare-bones port, with no online features.

    Verdict: A clever little game that is short and sweet, but best of all, free.

    I’ll be playing this one through. I can’t see a reason not to.


    Chimpact

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    In short: A 2D (2D pane, with maybe a few 3D models) launching game set in the jungle.

    This is a solid and well made game. The mechanics work fine; pull back for power, move for direction. It is graphically pretty, the protagonist is well animated and cute, and there are plenty of levels spread across two modes of play. One mode is a simple affair of collecting bananas as currency along with gems to unlock further levels, while the other challenges you to replay the levels and meet additional challenges like enemies and restrictive time limits. Despite this, there isn’t really any danger. The enemies are easily navigated, and loss of life means only loss of currency. As a result the game slips slightly away from ‘fun’ and more towards ‘too easy’. The only hard parts are some awful difficulty spikes, where exceedingly precise shots are required to avoid falling back to the very bottom of the level. There are plenty of Game Centre achievements, though this need to be better spread. In my first half and hour or so playing, I was inundated with achievements! This is a great motivator, but as these dry up, so does the motivation. There are also the sounds of both elephants and kookaburras in the jungle with the chimps. Where ever the f*ck the world of Chimpact is, it must be an animal haven with magical climates.

    Verdict: A sloid game with plenty on offer for a buck.

    I’ll be trying to play through this one.


    Cats Away!

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    In short: A arcade-ish game of cat abduction.

    This is a weird little one. You control a typical cartoon UFO, and this UFO emits a beam, which you will use to abducts cats. Right… I guess it is cute enough, but it is a pretty shallow and ultimately unrewarding game. Most games allow for the fact that some of your thumb or finger will obscure some of the screen. This one doesn’t. As as result I often found it difficult to tell when the cats are actually captured in the beam of my UFO. This meant that I frequently failed to catch the set number of cats in the time limit. Oh dear, how very disappointing.

    Verdict: A shallow game that nerfs it’s own controls. Avoid.

    I’ll be removing this. I already have, in fact.


    ARC Squadron

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    In short: A 3D on-rails space shooter.

    In ARC Squadron, you take charge of a ship, and blast your enemies out of the sky. There are over 30 levels, and you are scored out of four for your performance in each. Points are also awarded for your performance, and these can be used on new ships, ship skins and weaponry upgrades. This game is very easy on the eye. The galaxies you fly through are populated with well modelled asteroids and enemies, and lightning and explosion effects look great. Thankfully the Unreal engine doesn’t feel as bloated as it has in the past; everything runs pretty swimmingly, and 327MB isn’t too hefty a storage-price to pay for something with this level of visual fidelity. The gameplay is simple but fun. You simply swipe around to move the ship along it’s predetermined path, and it will automatically fire its guns when you aim the reticule (which stays connected to the ship’s position) lines up with an enemy. Cool barrel rolls can also be performed with a fast movement, and more powerful rockets can be fired by tapping. The on-rails nature of the game made me feel a bit disconnected. I couldn’t really control the ship, and I didn’t feel a great sense of speed. I also have issues with the tutorial, as it tells you to “flick the screen” to move when it would clearly be better described by ‘swipe’ or ‘slide’. Something to be wary of is the price. This game was US$6 at some stage, but is now free. It has heaps of IAPs, and may now even be a total ‘freemium’ experience, so just be aware.

    I don’t like to nitpick, but I am sick to death of (iOS) games that ruin their own stories. No matter how corny or short or shallow a tale is, at least show it some respect! ARC Squadron is another one of those games that says: ‘Welcome to the fleet, we are fighting X in galaxy Y and need to defend Z and by the way VISIT THE STORE TO BUY NEW SHIPS!’ I mean, it is really really easy to have upgrades and all that and have it work with the narrative; just look at Anomaly Warzone Earth. A game where you command units, and upgrade them using resources you find, but you are aware of this in a way that does not break the story.

    Verdict: A pretty and fun space shooting experience. Just don’t expect to be blown away, and keep an eye on the wallet.

    I’ll be playing a little more, but probably deleting.

    _ _ _ _ _ _

    Adios amigos!

    — 4 months ago with 1 note
    #reviews  #ios  #apple  #gaming  #ipod  #iphone  #totem runner  #chimpact 
    Bakers Dozen Backlog II: W/E Nov 25 2012

    Here’s what I’ve knocked off this week, ending November 25th! Yes, I’ve taken an extra day this time, but I had work and girlfriend times. </excuses>

    I apologise for the variation in length of some of these, but in all honesty, some game do not warrant many thoughts while others do.

    Lane Splitter

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    In short: Avoid the traffic in this 3D endless runner rider.

    As you can see from the screenshot, the game looks okay; its clean. Ultimately though, the whole package is like that; clean but a little basic. The 3D look fine and the good does give players a decent sense of speed. But overall, it is lacking in personality. There are quite a few different characters, each with their own motorcycle and special ability like nitro-boost or the ability to do wheelies. There are also thirty-eight Game Centre achievements to fulfil, so there is a bit to do if you wanted to stick at it.

    Verdict: Pretty much what the title implies. Nothing too special.

    I’ll be deleting it.


    Fastball 3

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    In short: 2D rolling-ball platformer.

    This is a pretty simple one. This ball rolls, and you tap to make it jump over obstacles, or face death. On your way to the end, collect as many stars as possible, which requires precision timing. The game looks nice, but if you so choose you can spend your stars at the shop and pointlessly re-skin your ball or make everything look all futuristic a-la Tron, or else like one of the Doodle games. Personally, Id prefer to play a normal 2D platformer, and actually have more control and maybe some sort of story. If I was to play this, it would just feel like I was racking up numbers for the sake of it.

    Uniqueness points need awarding here; the game likes advertises it’s predecessor, of all things, at launch. Weird.

    Verdict: A clean and simple game, but not charming or endearing, and therefore lacking in reasons to play. At $2, probably avoid it, or maybe get Fastball 2 for free as the advertising keeps suggesting.

    I’ll be removing it from my device.


    Skull Smasher

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    In short: Destroy skulls in this frenetic metal-inspired matching game.

    This must be one of the most unique games on the app store. The visuals are dark, grungy and surprisingly morbid next to most other casual iOS game offerings. To go with the look, there is also a fully fledged metal soundtrack which would be quite nice on its own if there was any information or YouTube clips for any of it, but alas. Gameplay sadly, is where this game is a bit lacking. Skulls just appear off screen, and gravitate toward the centre. The player’s job is then to just explode them all by touching a group of at least three identical types of satanic skulls. If the skulls build up too much, you’ll eventually die. That is all there is to it. If there were an extra few hooks to the gameplay, this would be an instantly recommended download, but as it stands, I find myself getting bored.

    Verdict: Despite the atmosphere created by the visuals and music, it is a basic matching game.

    I’ll be deleting it, but feeling guilty because it oozes personality.


    Cado

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    In short: A rotation focused maze navigating game.

    Unexpectedly, the turning controls are touch based, not tilt-controlled which makes this a tad more accessible. It also means more precision is required, and I could see myself retying over and over again to make my rolling ball reach a specific star with out falling into the paper abyss. It is a paper abyss because this game features that now slightly clichéd paper or ‘doodle’ style. It is however a little more sophisticated that the typical Doodle Jump look. Thankfully, the scoring and progression system in this game is more simple that the three-star thing. All you have to do it reach the goal to end the level, and collecting other things is just a bonus really.

    Verdict: Worth a like the doodle look and maze/ball-rolling game, but nothing overly exceptional.

    I’ll be deleting it.


    Grim Joggers

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    In short: A frantic, humorous, retro-styled endless runner.

    Take control of a band of joggers, and get running! You control the leading jogger, so the rest of the pack will follow his lead. The joggers aren’t stupid either; if the front jogger hits an obstacle, the rest will automatically jump to avoid that obstacle, which is really handy and removes any frustrations. There’s a great sense of twitchy frantic tension as the joggers run faster and faster, especially when everyone perishes bar the last jogger, at which point the screen darkens and a bloody ‘LONE SURVIVOR’ message appears. The game over screen is also great: Your running coach will spill a bunch of ridiculous statistics about how many calories your joggers have burnt and things like that.

    It is nice to have a few different worlds to run through, as a lot of runners offer only one static map or world to run through. There are also other nice touches, such as the way the joggers change the colour schemes of their little 70/80’s outfits. This game is also very sensibly structured: It is driven by achievements. Surviving a level for 45 seconds will grant you access to the next level, and gain you one of six of the world’s achievements, which are also the same as the Game Centre achievements. It makes sense and feels coherent, yet so many iOS running games get it wrong by confusing in-game objectives with external achievements. The game is two bucks, but there’s also a free version with its own exclusive level called Grim Joggers Freestyle if you just wanna try it out.

    Verdict: Fun, addictive and stylish. It ticks all the right boxes for the genre.

    I’ll be keeping this one around for a long time.


    Rune Raiders

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    In short: Turn based strategic game on a grid with different classes.

    To be brutally honest, this just isn’t much fun. I don’t like being restricted to grid-based movement, and no ability to control attacks or their direction. In other turn based games like Pokemon, there is at least a nice overworld to explore and you can form some attachment to your fighters. But here that is not the case.

    Verdict: The genre doesn’t sit well with me, but even so, I don’t really think it is worth your time.

    I’ll be deleting it.


    Pocket Planes

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    In short: A cute eight-bit airport and aircraft resource-management game.

    You start out by nominating an airport; I chose Melbourne. I then constructed another airport with some coins, and flew my first passenger there in a small aircraft. It was confusing to begin with; statistics and options and menus being tossed about willy-nilly, but after about twenty minutes I became comfortable with the game’s mechanics. Now, I am choosing cargo and passengers and sending them on their way, as far as Auckland and Port Moresby. With the coins I’ve earned, I’ve now got little airports all over Australia and hopefully I can soon progress toward Singapore. There is also a secondary currency called Bux, and this is the one used to construct planes from parts (body, engine, controls) or by whole new aircraft. There are a plethora of aircraft to buy and upgrade as one progressed, and these increase in capacity, range and speed. Admittedly, dual currencies in games annoy me, as they often turn out to be a thin veil for a quickly approaching pay-wall. Here though, it is pretty good. You’ll find a few Bux randomly, as well as when you level up of transport special passengers. If Game Centre friends also play the game, you can gift parts to each other and you can also unite your fleets under an airline name and climb the leaderboards.

    I wasn’t a fan of Nimblebit’s other well known free resource-managment game, Tiny Tower, but I did like the eight-bit styling, and thankfully they have been retained in this adorable game. It is actually a great style for this type of game, as it allows a lot of text to be displayed in a small but readable fashion. Sensibly the map has a little more definition, so it is easy to navigate even on an iPod. There is also the option to paint your fleet of planes, making you feel like Richard Branson, and you can also dress up your little pilots; anything from air force pilots to Uncle Sam.

    A special mention also needs to be made about ‘Bitbook’; a truly chuckle-worthy parody of facebook where the little passengers (bitizens) discuss travel, as well as what’s on their ‘MyPod’ and mentioning other parodies like ‘BitTube’ and ‘Twosquare’. Plus, the little fellows adapt their statuses to where their travelling; e.g. there is a lot of talk about swimming and beaches from those heading to Cairns. You can also read a little titbit of information about each city, usually relating to why people might or have travelled there: Melbourne’s info talks about the 1850’s gold rush. This kind of attention in a free game really needs to be applauded.

    Verdict: The only excuse for avoiding this is if you are adverse to resourse-management games. Other than that, this is an absolute no brainer: Its free!

    I’ll be addicted for at least a week!


    Castle Master+

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    In short: A blend of resource management and 3D fighting action(?)

    I didn’t get very far with this, because frankly, I was overwhelmed. I was given a castle to control, with its own plethora of statistics and stats of the armies within. I was then able to attack other castles that were plotted on an overworld map, with the aim of taking them over. But I was also given control of a character in the fighting hoard (my king) and was able to move around the fray. However I could not control him very well. The perspective was over the shoulder and felt very restricted. And while I could issue a special attack, I could not control standard attacks, I could only move my guy to a spot where the enemies were. Usually were because the enemies are on the move, and since I had only move-to-marker control and not an analogue stick, I was a pretty ineffective fighter. Visually, it all animates pretty well; with plenty of models on screen at once, even if the style is a bit generic. The menus are a bit annoying; too many gold borders for my liking.

    Verdict: I think this game fails because it tries to be two things at once. Maybe the two mesh together better with more playtime, but there won’t be any more of that from me I’m afraid.

    I’ll be deleting it.


    Spectre3D

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    In short: Geometrically stylised 3D tank shooter.

    In the single player there are plenty of levels, but they are usually similar: One must collect flags, and shoot enemy tanks while evading said enemy fire. There are two separate vehicles to be used; a standard tank and a spaceship thing that can hover briefly. The ship was more fun to play with, as you can quickly evade a swarm of enemies but hopping right over them and gleefully grabbing the next flag. The movement of both these craft though, is a bit a bit annoying: Neither the tank or the spaceship thing will turn sharply at full speed, but will happy go backwards without a hitch. There is however, a full on multiplayer mode, which is great if you are a fan of this game, and like a good shootfest. Visually the game feels like one of those Tron inspired lightcycle games, but without all the walls. It is a pretty basic look, but the bright colours all pop nicely.

    Verdict: I’ve never really been a fan of games that are entirely made up of vehicular combat, so I only took this for a wee spin.

    I’ll be removing it.


    Don’t Look Back

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    In short: A tricky, minimalist little platformer .

    This is another of another of Terry Cavanagh’s creations, originally a flash game, now available for free on iOS. Like his later platformer, VVVVVV (how many V’s?) DLB features a very stripped back visuals; limited in both pixels and colour palette. I personally really enjoy this style, but I don’t suppose it is for everybody. The game is the usual platforming fare with the running and the jumping and the shooting. Thanks to the transition to iDevices though, the controls are pretty damn tetchy, with small button to boot. It also isn’t optimised for widescreen devices which is a shame, but I’m not arguing with the $0 price point. It is thread bare though, with only the game; no achievements or different modes or anything. There are also no save points. I presume this is a ‘feature’ of the original that has been preserved. But it is a tad annoying because my iPod won’t wait for me to go to the toilet like my PC would if I was playing the flash version.

    Verdict: The port to iOS (and Android) isn’t flawless, but it is free. If you love tough games and Terry’s style, go for it.

    I’ll be finishing it hopefully, depending on how hard it gets..


    Angel Salvation

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    In short: A match-three game paired, with varying success, to lots of monsters and statistics.

    To be brutally honest, this just isn’t much fun. I don’t like being restricted to grid-based movement, and no ability to control attacks or their direction. In other turn based games like Pokemon, there is at least a nice overworld to explore and you can form some attachment to your fighters. But here that is not the case.

    Verdict: The genre doesn’t sit well with me, but even so, I don’t really think it is worth your time.

    I’ll be deleting it.


    Toon Shooters

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    In short: A cartoony 2D side-scrolling shooter.

    What’s in a name? The whole game is in the name, it would seem. But this toon shooter is actually a game about precise movement. Your craft will autofire both lasers and bombs, so its up to you to move to the right places and take down waves of enemies.

    Verdict: The genre doesn’t sit well with me, but even so, I don’t really think it is worth your time.

    I’ll be deleting it.


    Non Flying Soldiers

    Posted Image

    In short: Guiding a group of dumb little budgerigars in army guise, through training courses.

    The idea behind this game isn’t bad. The budgies that players guide are quite cute, and the whole package carries on the wartime theme, with budgie versions of Uncle Sam and so forth. However the gameplay is all a bit slow. The budgies are meant to be dumb little grunts, but they are so dumb, that and excessive level of precision needs to be found in order to get through the levels. Also, everything involves dragging; to place a jump ramp or anything on the level, it must be dragged from the UI. Silly design choices like these really hold it back. And since the levels are structured on the tried-and-true 3-stars system, it feels even slower when compared to all those other less complex casual puzzlers. The game also uses Crystal, which is a pain now that these services, including OpenFeint are falling by the wayside in favour of Game Centre. Visually, the game is appealing. The little infantry budgies are well modelled and waddle along sweetly, while obstacles like flaming hoops animate well too.

    Verdict: Definitely worth a look. Certainly a little slow to begin with, but will definitely appeal to the OCD in you.

    I’ll be trying it out a little longer I think.
    _ _ _ _ _

    Same time next week!

    — 6 months ago with 3 notes
    #ios  #reviews  #gaming  #ipod  #iphone  #itouch  #ipod touch  #apple  #nimblebit  #pocket planes 
    If you ever had a Digimon/Tamagotchi, and you&#8217;ve got an iOS device, you need this while it&#8217;s free! :D

    If you ever had a Digimon/Tamagotchi, and you’ve got an iOS device, you need this while it’s free! :D

    — 1 year ago with 1 note
    #app  #apple  #app store  #sale  #bargain  #free  #hatchi  #digimon  #tamagotchi  #virtual pet  #video games  #ios  #retro  #iPhone  #ipod 

    Products of Procrastination: iPod stand w/ old iTunes cards…

    — 1 year ago with 8 notes
    #iPod  #stand  #iPhone  #iTunes  #creative  #procrastination 
    atomicfox:

Partly cloudy on Friday, guys.

ONE DOES NOT SIMPLY PRECIPITATE IN MORDOR!

    atomicfox:

    Partly cloudy on Friday, guys.

    ONE DOES NOT SIMPLY PRECIPITATE IN MORDOR!

    (Source: n-vincent, via teachingtoday)

    — 1 year ago with 33996 notes
    #Lotr  #lord of the rings  #iOS  #iPod  #iPhone  #Yahoo  #weather  #mordor  #sauran