Zombie Slaughter is a new swiping action game from Tapkee Games. In it, you will fight wave after wave of zombies. You’re given 3 difficulties, Easy, Medium, and Hard. On Medium and Hard Modes, you’ll need to figure out strategies to take out the hordes of zombies in order to beat the game, but in Easy mode, you can pretty much just learn the movements, and how to play the game without too much of a challenge.
There is no story in the game, and very little environmental change. As you progress through the levels of 3 waves each, the platforms you can jump on will grow, but apart from that, you won’t see much different between the levels. There’s 1 health pick-up for each wave you’ll go through, and once you reach level 2, you’ll be able to pick up a sword and slice away at the zombies for a limited amount of swipes. This lack of story, or extra modes can put some people off of the game, especially since there’s no online leaderboards, achievements, and actually, no scoring system at all.
This lack of content could very well be the downfall of the game. Which is sad, because Tapkee Games has built up a very decent base for a game. The rag doll physics work extremely well with the animations, and gravity + swipe physics of the game, and the random zombie spawning leads to different types of gameplay with each and every game. But it’s plat former aspect also makes me wish that the developer would have added some virtual buttons along with the current swipe controls, and Zombie Slaughter could also use some power-ups and maybe even a shop. If all of this was added, Tapkee Games would have one hell of a game on their hands.
The lack of content can be overlooked by the amazing, addictive, action-filled gameplay, but not for too long. The developer has realized this, and has mentioned on the Touch Arcade Forums that he will be adding more content, different environments, achievements, item-drops and more weapons, as well as an endless mode.
The game, right now, is $0.99, the perfect price for a “let’s check it out” kind of attitude, and it is worth checking out. The developer has given me 5 promo codes to share with our readers, so if you’re slightly interested in the game, and are one of the first to be reading this review, you can try and snag one of ‘em;
I am looking forward to future updates, and hope that this game gets more content. As it is now, I’m going to give it a rating of 2.5/5, but it has the potential to be a 4 or even 5 star game if the developer keeps working on it like he’s promised. Here’s hoping this game doesn’t fall into the huge bundle of games that have been forgotten by developers over the years.
Frozen Equilibrium is a new puzzle game from Suricatum. In it, you’ll be given more than 100 stages to solve. You’re thrown into an ice world where everything was in balance at zero, but this has been disturbed. Your goal is to set everything back to normal by pressing on one of nine blocks at a time, getting all blocks back to 0. When you press a block down, the block above it, below it, and the block on the right and on the left are pushed up, and this set of which blocks are effected changes as you go through the game. When you push on a block, the number decreases, for instance, from 2 to 1. The blocks that are effected around it are pushed up, for instance, from -2 to -1. You’re given a certain number of pushes to set all the blocks back to 0. It might sound a little complicated, but once you start playing, it’s really not.
The game is pretty original, as it’s taken the puzzle mechanics of games like All Up, and taken it a step further, and thrown a bunch of math into it. Now, with a game like this, content is almost as important as the gameplay, and with over 100 stages, it’s got plenty. The graphics are top notch, very polished, and with the music and effects, and nice physics of the ice blocks, it adds a lot to the atmosphere of the game, which you don’t see too often with puzzle games. Even though the atmosphere of a puzzle game doesn’t really add much to the gameplay, with Frozen Equilibrium, it’s helped add some story to the game.
It definitely is one of those puzzle games that you’ll be bashing your head against a wall to figure out solutions for, but once you do, you feel kinda stupid for not figuring it out sooner. Levels ahead of the level you’re on are also unlocked, so if you’re having trouble with a stage, you can just skip it and come back to it later. This game desperately needs GameCenter leader boards and achievements, along with a scoring system. There are in-game achievements, but no way to see which ones you’ve unlocked, or what more of them are. There is, however, a 2 player ‘Dual’ mode, in which you and a friend can make puzzles for each other, whoever finishes the fastest wins, but again, there’s no online feature here, so you’ll be stuck trying to find a friend that’s willing to play a game that’s more like an IQ test with you. But for a stand-alone puzzle game, it’s one of the most challenging that I’ve ever played.
Frozen Equilibrium could use some online features, and a couple more game mechanics, but it’s a solid puzzle game for the iOS. If you’re a math freak, or just into puzzle games, this is a game that you’re sure to enjoy. For a buck, it’s got loads of content, and it’s definitely worth checking out.
Get ready for a new 8 Bit game that requires strategy and quick reflexes. That game is 8 Bit HD Plus [$0.99 (iPad Only)] by Dumadu Games. In this game you control Speedy a Petite Car and try to save it from the unstoppable enemies. As you play through this never ending game your goal is to try to get as much fruit as possible. You can also gain lives by picking up the 1 UP power-up, but you can only hold up to 9 lives (sort of like a cat). During this game you have to dodge the enemies by tapping on the left side of the screen to move left and the right side to move right. There
is 3 different modes to play through. You can play through 2 track, 3 track, or 4 track mode. Each mode gradually gets faster and with more tracks to dodge enemies that definitely makes the game harder. When you first boot up the game the only track unlocked will be the 2 track mode. The other 2 tracks require you to collect a certain amount of fruits to unlock them. It takes 500 fruits to unlock the 3 track and 1500 fruits to unlock the 4 track mode. That’s pretty much all there is to this game. It’s a simple but yet addictive game that you could spends hours on. I did find an issue when I booted up the game though. There was actually ads on the main menu in a paid game. Which is definitely a no-no in my book. It seems to have been resolved though. I haven’t seen any ads since. I also have one suggestion. It would be great if there were other power-ups in the game that allowed you to freeze the enemies or make Speedy indestructible. That would definitely make the game a hit! Overall I found this game to be really simple, but extremely fun at the same time. The 8 Bit graphics are very nice and the gameplay will have you thinking through the entire game. My final rating is 4 out of 5 stars. If you’re looking for a fun little game for your iPad that’s inexpensive then check out 8 Bit HD Plus for $0.99 by Dumadu Games here.
Destructopus: Total Rampage is a side-scrolling destruction game from GlitchSoft. In it, you play as The Destructopus, a normally peaceful creature, able to sleep at the bottom of the ocean for centuries, you’ve been awakened by greedy oil drillers. Coming to the surface, you see a polluted and dying world. Overtaken by rage, you vow revenge; Now it’s time to make the world green again. It is worth mentioning that Destructopus just went through a pretty major update recently, adding GameCenter support, a new campaign, new map, new areas, new levels, a new boss, and much, much more.
So in the game, you’ll go through 20 campaign levels, causing as much destruction as possible by hitting your tail and mouth attack buttons, as well as shooting a laser out of your eye. There’s loads of upgrades in the shop, but I’ll come back to that. You can press down on the joystick to dodge higher attacks, and lower attacks just go right by you, there’s red attack points on buildings which you need to hit with either your tail or mouth attacks in order to destroy them, and at the end of the level, you release some captured animals, which is a big theme in the game, and you can actually share posts on FaceBook about endangered animals right through the game. The destruction aspect, graphics, and controls, remind me of when I use to sit in front of the TV playing old 8 and 16-bit games. The difficulty is great, and there’s always that ‘one more time’ feeling after beating a level, or dying. There’s also some great scoring mechanics going on in the game, including a hit multiplier. If you can manage to not be hit during a level, your multiplier will shoot up, increasing the amount of money you’ll have to use for upgrades.
The shop in Destructopus is pretty large, and in it you can buy more attacks, defense upgrades, and if you’re good enough to earn loads of coinage pretty fast, you can unlock the two extra characters in the shop as well. There’s also IAPs for more coins if you’d like to upgrade right at the beginning of the game, or if you’re finding the game too difficult. But you can also always go back and replay previously beaten levels to gain some extra in-game cash, and unlock some more upgrades if you’re finding a particular level too hard to get through. The prices in the shop are a tad on the high side, but if you don’t mind a little grinding, can all be bought with gameplay. The higher leveled upgrades unlock as you make your way through the campaign, adding quite a bit to the drive of the game.
The graphics that GlitchSoft has used in Destructopus are great; Very vibrant and colorful, and spread over 4 environments. There’s loads of enemies to take on, ranging from airplanes and helicopters to army men and missiles, and some very interesting boss battles are thrown into the mix as well. The animations in the game are very good, adding a whole lot the gameplay. Seeing the little innocent pedestrians running away is always good for a laugh, and the movement is very fluid. It would be nice seeing more added to the debris with the explosions, but as they are now, they’re still pretty nice. The physics also work pretty well, when you destroy something and it comes falling down or flying forward, killing more enemies and pedestrians in the process, it does feel like it has some weight to it. The music and effects are also very nice, and add to the whole atmosphere of the game.
There’s a whole lot going for Destructopus, especially after the major content update it recently received. Great controls, nice graphics, smooth gameplay, a great upgrade shop, unlockables, spreading awareness of endangered animals, and more; Along with 35 GameCenter achievements, there’s plenty of content. But there are no GC leaderboards, and the story could use a little more plot. You don’t know why the animals you’re freeing were captured, or why they’re being eatin by bosses, and there’s no push in the progress of the story while you’re moving through the environments. Having some sort of news broadcast or something would be a nice addition. But these points don’t really effect the overall gameplay, or replayability of the game, even though leaderboards would help quite a bit to nab the attention of you score mongers out there. It’s a great side-scrolling destruction based game, filled with hours upon hours of awesome, entertaining gameplay. For $0.99, it’s a great game, and the developers have stated on the Touch Arcade Forums that they’re going to include retina graphics and make the game Universal in a future update, so be on the look-out for that.
I’m giving Destructopus: Total Rampage a score of 4.5 out of 5 stars.
Cubes Vs. Spheres is a new 3D physics attack game by ShockPanda Games, creators of Space Bunnies, a personal favorite of mine. In it, you’re job is to fling spheres into cubes, protecting the circled area around your sphere chute. You’re given 30 levels, 10 in each difficulty of Easy, Medium, and Hard. The goal is to blow up cubes as they make their way towards you using different spheres that you can buy in the between levels shop; trying to produce huge combos by hitting cubes with bits and pieces of cubes that your spheres smack into and getting 3 stars, and a P, for “Perfect”, by not letting the cubes hit your area that‘s marked off within a circle.
The game’s graphics are very minimal, but this makes it so that the engine can handle huge waves of cubes coming at you. The minimal graphics work so well, and look so polished, that it’s hard not to see how impressive they are while you’re playing. The level designs are great, and the structures in which the cubes come off of, and out of once they come towards you get more and more impressive as the move on. I found myself just scrolling around the levels sometimes checking out the structures, not paying attention to the cubes, and ended up with huge waves of them coming at me. It’s really a great looking game.
You’re given 6 different spheres, that come out of a chute inside of your area. They are selectable at the bottom of the screen, and do not appear until you decide which sphere you want to fling at the cubes. There’s your regular sphere, which you can upgrade to split into 3 and 5 other spheres by tapping on the screen after you fling it at cubes, a fire sphere that explodes on impact into about 8 smaller spheres, a big black sphere that squashes cubes, and can smash through them, hitting cubes behind it, a sphere that locks on to the closest cube to your area, a freeze sphere that slows down cubes, and a decoy that draws cubes to it, exploding after a certain amount of time. You end up unlocking these with credits earned throughout the game, and need to keep buying them in order to use them. This isn’t a real problem though, because you’ll earn enough credits in each level for about 15 different spheres or more, and helps add to the strategic side of the game.
There are only 3 different cube enemies in the game. Red cubes, which you will see a lot of, black cubes, which are mixed in with the red cubes, and are more powerful, and harder to destroy, and sometimes cubes that are almost invisible. There are not very many of the invisible cubes throughout the game, but you will be checking the sides of each level just to make sure you know when they’re there or not. It would have been nice having more types of enemies, maybe enemies that are immune to some of your power-up spheres. Seeing a flaming cube that could melt your freeze spheres ice, or an assassin cube that could take out your decoy would have been awesome. But with the three enemies in the game, you get enough variety to keep you busy, and with the cubes moving differently each time you play the levels, you’ll never have the exact same experience twice. This randomized intelligent movement is great, and coupled with the GameCenter leaderboards, 3 star and P rankings, and achivements, add immensely to the replayability of the game.
The physics in a game like this are very important, and ShockPanda Games has done an amazing job getting it just right. Seeing each cube explode when it’s hit with a sphere or bits of an exploding cube is awesome, and really nice eye candy and the spheres feel like they actually have some weight to them. The music in Cubes Vs. Spheres is fitting, minimal but kind of catchy, and fits with the atmosphere, but the effects for throwing spheres and hearing them bounce kind of made them sound like hippity hops that were filled to the extreme, and about to blow up. You are given two control schemes, one is tilt to turn, and the other is swipe to turn. Both work very well for this type of game, but there were a couple of times the screen would end up shooting upwards when I tried to fling my ball forward using the swipe controls. Not often, but it did happen. I’m giving Cubes Vs. Spheres 4.5 out of 5 stars, because even with it only having 3 different enemies, and experiencing a cube getting stuck way in the back of a level, unreachable, and having to replay that level, it’s an awesome game. Very well made, very polished, challenging, and a blast to play. The replayabilty is off the charts, and it’s one game that will never leave my device. For $0.99, including retina display, and being Universal, it’s a great deal. ShockPanda has definitely put a lot of time and effort into this game, and with them taking part in the Touch Arcade thread, I have no doubt that this game will get even better with only a few updates.
GooMonsters is a new top-down hack-n-slash game from DigitallyBold, the makers of Fly Away Rabbit, which was on the CNET 100 in 2010. With their success of Fly Away Rabbit,DigitallyBold has set their standards pretty high. GooMonsters is a great example of that. In GooMonsters, you play as a girl who ends up stranded on a remote island in the middle of the ocean. When you come to, you realize that your dog has gone missing, and that there’s tracks leading off to the distance. Following them, you find your dog, only to see him right before he’s taken away by a Goo Monster. Now, you need to battle the Goos in order to save your dog,Fluffy.
Starting off in the Campaign Mode, you’ll go through 26 stages, each having one of 4 different missions to accomplish, Vanquish, Survival, Collector, and Trainer. Vanquish missions give you a certain number of Goo’s to kill while in Survival missions, you just need to stay alive for a certain amount of time. Collector missions give you a certain number of items to pick up, and Trainer missions require you to stand next to a Goo for a certain amount of time without killing it while other Goos come at you. You only have one life, but unlimited retries, if you die you start the mission over from the beginning.
There’s 11 mini-games that are unlocked while you progress through the Campaign Mode. These are pretty much mini-missions, not unlike the missions in the Campaign. For instance, the first mini-game you’ll unlock is called “Green Overdose”, in it you’ll try and kill as many Green Goos as you can in one minute. The second mini-game puts you up against Goos that explode and Black Goos that stick to you and slow you down, seeing how long you can survive. It’s a nice addition to the game, but some more differences here, really separating it from the Campaign Mode would have been nice.
There’s also a practice mode, where you can select which Goos you want to practice against in a sort of training level. If you get hit, you just re-spawn at the center of the screen with the stage cleared of enemies. It’s nice for getting use to the different goos you’re having problems with if you get stuck in Campaign Mode. You can also find a weaponry area where you can unlock different bombs and weapons setting their buttons next to your attack button. Once you unlock a bomb or weapon, you don’t need to buy more, they slowly recharge after each use. There’s lots of different items here, bombs that attract goos, drones that help you take out goos, weapons that emit high-frequency sound waves that have vibrations that blow goos up. Unlocking these weapons and bombs is a big part of the gameplay, using them to your advantage will be critical in moving on in the game, and DigitallyBold has done a great job giving us loads of different items to buy. There are no IAPs in the game, everything is unlocked with in-game points, and everything recharges, you don’t need to keep purchasing weapons after you’ve unlocked them, which is very nice.
There’s numerous colors of Goos, each with different abilities. Green Goos don’t really do anything, and you can just hack-n-slash at em all you want, they also are the only Goos that don‘t hurt you if you run into them. Blue Goos leave a puddle of blue goo on the ground, if you walk into it, the goo splatters onto the screen, blocking your view of a small area for a short time. Yellow Goos leave an acidic puddle on the ground that can damage both you and other Goos. There’s loads more, each with different attributes.
The controls in GooMonsters aren‘t what I was expecting from the screen shots. You tilt your device to move the character, holding on the button in the left corner to stop and stand still, rotating your device to turn around, and tapping the button in the right corner to attack. You are given calibration options before you start levels, but no sensitivity options, and I found myself wishing I wasn‘t needing to tilt my device as much as I was quite a bit while playing. During the first couple missions, I also couldn’t help but think that the game would play a lot better with a joystick and attack button. I did get use to the tilting controls, but I still really think that some control options should have been added into the game, and hope that they are thrown in in the future. The controls as they are now are very responsive though, and do end up working pretty well. The graphics are nice and polished, and the animations for the goo moving around and splattering on the ground are nice, and there‘s different animations for each different goo. You can tell that a lot of work went into making each goo look and move differently, and this does add quite a bit to the gameplay. The music and FX are fitting for the graphics and gameplay as well. The game does run very smoothly, no lag or jitters, and the game hasn’t crashed once on me.
There are GameCenter leader boards for the campaign, along with separate boards for each of the mini-games. There’s also 58 achievements, all of which adds a ton to the replay value. I’m going to give GooMonsters a 3.5 stars out of 5, and if you’re into hack-n-slash games, this is one worth checking out. At $0.99, it’s a great deal, and includes lots of content to keep you playing and re-playing for quite some time.
Vertex Blaster is a new dual-stick space shooter from Warner Skoch. In it, you travel around a sphere, blasting away enemies, upgrading weapons, dropping bombs and going for a high-score. There’s 3 different game modes, each with different play styles. Arcade Mode, Meteor Shower Mode, and Survival Mode. Giving us loads of gameplay packed into this great game.
Arcade Mode, which drives you to get as many points as fast as you can, giving you more powerful weapons the more points you earn. The quicker you gain points, the better the weapon you’re given. Usually going after asteroids here helps boost your weapon quicker, giving you a bunch to shoot at in a very compact area. Two types of bombs are key here, one is a decoy bomb, and the other is a regular, drop and explode bomb. Decoy bombs leave a decoy of your ship behind, and are very useful for distracting the multitude of enemies that will be swarming you on the sphere. You’re awarded more bombs as your score progresses, regular bombs every 100,000 points, and decoy bombs every 150,000 points.
Meteor Shower Mode is a mode without enemies. You’ll just spend your time blowing up waves of asteroids, and protecting buildings on the surface of the sphere. There’s no bombs in this mode, but you do get a repair beam which helps you keep the buildings up and standing. In this mode it’s very important that you don’t hit the buildings with your weapon, or it’ll damage them, and also make sure not to hit asteroids with your repair beam, or else they will get bigger, giving you more of a problem while trying to keep your buildings safe. The last mode is Survival Mode. In this mode, you gain points by staying alive. You can’t earn extra bombs, and you don’t gain points by killing enemies. This is more of a dodging mode, waving through the swarms ofenemies coming at you, trying to stay alive. You’ve only got one life in Survival Mode, so it tends to be the hardest mode out of the three, but is also just as fun. This mode is better for little spurts of gameplay.
The graphics in Vertex Blaster are great. The game looks and plays like a retro version of Super Stardust HD. The simple graphics are presented in retina display, and the game is universal, so you’ll be able to enjoy the nice crisp graphics on your iPad as well. You can also pinch to zoom in and out of the sphere, taking you closer in, or further away from the action, which is a very nice addition to the game. The controls are spot on, and very responsive, even though the sticks don’t move, you won’t really notice while playing, because you’ll be pretty focused on the super smooth action going on in the center of the screen. The bomb buttons are placed on the right side of the screen, one above and one below your firing stick. GameCenter leaderboards are included, along with loads of achievements, making the replayability factor pretty high.
All-n-all, Vertex Blaster is a nice solid dual-stick space shooter. One that I’m very happy to have in my collection. The only complaint I have is that a couple of times, in the pause menu, I’ve accidentally hit ‘Return To Menu’ instead of ‘Resume’ causing me to loose my game. If the developer made it so that you were asked if you were sure you wanted to quit, it would fix accidents like this from happening, but I can’t really hold it against the developer because it was my own fault. It would also be nice if there were more weapons added. It is very nice not having to pick up weapon upgrades, and that they happen automatically, but it seems like a variety of weapons would be a very welcome addition to this game. Auto Pause for when you take both thumbs off of the screen would be a very nice addition as well. Lots of dual-stick shooters have this mechanic in their game, and it seems to work really well. The last thing I would like to see changed is that you’re thrown right into the action after you hit the button for whichever mode you decide to play. Having a countdown once your ship hits the sphere would be a great way to avoid some unfortunate off-the-bat deaths. Vertex Blaster is getting 4.5 out of 5 stars, and is recommended to any fan of the dual stick genre. At $0.99, it’s an awesome deal, and will definitely give gamers hours upon hours of entertainment.
Bloo Kid is the first game for the iOS by Eiswuxe. It’s a platformer, soit’s a risky first game, but Eiswuxe has pulled it off almost flawlessly. You play as Bloo Kid, who is trying to rescue his girlfriend from the evil Wizard. You’re given 60 levels through 5 different worlds. Each level is the size of the screen, so don’t expect any side-scrolling goodness. But to avoid clutter, the developer has made it so that enemies spawn in different places of the levels, giving you waves of enemies to defeat before you complete the level.
With each level, you can get 3 stars. One star for beating the level, another for collecting the star that shows up at the end of the level, and lastly, for making it through the level without taking any damage.
With platformers, controls and physics are huge. If you can’t nail those, then your game will pretty much tank. Eiswuxe has done an amazing job here making the physics and controls work great. The controls are nice and tight, you don’t need to lift your thumb up to change directions, and the jump button is very responsive, and how high you jump is directly related to how long you hold on the jump button. The buttons are also placed very well, and are just the right size. The physics are great. The game doesn’t feel floaty or weighed down at all, which is always very nice to see. It makes the game feel like a game that’s meant to be played instead of a game that’s meant to be fiddled with, struggling with the controls the whole way through.
World 1 stars out pretty bland, but it’s designed for you to get a real grasp on the levels and how the game works. Eiswuxe decided to make the first world available in the lite version, which might have been a mistake, because most of the interesting gameplay comes after the first world. World 2 gets more difficult, and way more interesting, as you’re faced with enemies that throw objects at you, more platforms that move and take you to other parts of the level, bouncing spikes that you need to avoid, dashing enemies, enemies that you need to jump on in order to make it to other parts of the level, and enemies that need to be jumped on more than once in order to kill them. From here on, there’s not too many new enemies, but you will facemore and different ones as you progress. The level design as you go along gets better and better as well, and level design in a one-screen platformer is very important. But just like the controls and physics, Eiswuxe has pulled it off almost flawlessly. There are a couple of areas that it’s impossible to jump over spikes without an enemy being there, and a couple levels where the star is placed in an area where you’d need to jump on the last enemy in order to get there before the star shows up. You are given 5 hearts in each level, but having the stages set up this way just adds to the difficulty, and if you’re really worried about getting 3 stars on each of the 60 levels, this adds to the re-playability of the game.
At the end of each world, you’re faced by a boss, who takes 6 hits to kill. Each of the bosses has a special attack that you’ll need to figure out in order to survive the battle. Also, at the beginning of each world, you’re given a little clip of your girlfriend being taken to the next area where you’ll be playing. The animations in Bloo Kid are done very well, even when you stop running your character starts to take deep breaths. It’s got a cute factor to it, but it’s a game with difficulty for sure. Especially if you’re trying to get all the stars. Making it through some of the levels without taking damage might take you multiple tries, but each time you screw up, you’re going to end up cussing yourself, and not the controls or game. The retro graphics are fitting, as it’s a game that reminds me of older NES games with it’s frustration level, and difficulty, and that just draws me to it even more.
For their first game in the AppStore, Eiswuxe has shown that even though they’re new, they can make a professional game with top notch controls and physics, along with wonderful level design. You can check out the lite version in the AppStore, but it only contains the first world, which isn’t a very good representation of the entire game. I almost skipped out on this one because of the lite version, and it would have been a mistake on my end. But the lite version will give you a feel for the game, and let you check out the controls, physics, and first world level design for yourself. I’m giving Bloo Kid 4.5 out of 5 stars, and recommend it to all platformer fans. It could be a 5/5 game if it had online leaderboards, achievements, and some power-ups thrown in, but it’s definitely a game that you will play all the way through, and then most likely end up going back to just to try and get most or all of the stars. For $0.99, it’s a wonderful game.
DEO, by Strapped To A Meteor, is a new platformer available in the AppStore. Strapped To A Meteor’s last game, Go Go Giraffe, was an interesting addition to the iOS platformer genre as well, but this time it seems that they’ve taken Deo a couple steps further in terms of gameplay, graphics, and presentation. And we as gamers could not be more happy about it.
As soon as you start Deo up on your device, you’ll notice the awesome graphics. You’re thengreeted with a short tutorial, explaining how to navigate the level select menu, and how to play the game. Controls are simple, touch the screen to start charging your jump, let go to execute the jump. The goal of the game is to make it around the rotating level to the red piece of real-estate without touching any black part of the levels. While you’re making your way around the levels, charging your jumps and landing on the grassy parts, you need to kind of be quick and time your jumps just right because the gravity stays the same while the level is rotating, so you could potentially end up sliding off of the level, or jumping right into a part of the level that ends up blocking your path if you’re not quick enough. The level design here is a huge part of the game, and thankfully, STAM has definitely spent an extreme amount of time working on the levels, and getting the physics and rotation just right.
Between levels, or after you die, there’s a nifty little screen jump that sounds and looks kind of like static. This little addition helps set the mood of the game, along with the dark graphics and rain, really create a gloomy atmosphere. Coupled with some light music, it conveys sad and bittersweet feelings while playing the game. Playing Deo for long periods of time just gives you the same feeling you’d usually get staring out the window while it’s dark, cloudy, and muggy. I personally love this sort of atmosphere within games.
But even with all of these very nice graphics, and good tutorial, there are some issues that might hurt the gameplay. The amount of charge that you give your character isn’t always clear, making it pretty hard to know how far or high he’s going to jump. Also, closing the app, then re-opening it, it can be pretty confusing to find out where you left off, and you might just end up re-playing previously beaten levels. This complex level select screen might turn people off of playing as much as they normally would, along with the unknown charge amount, you’ll probably end up playing levels over and over again, even after you beat them. This is a pretty major downfall for the game, as everything else is just top notch, and looks awesome.
There’s also no online leader boards for fast times, and in fact, no scores for the game at all. You pretty much just play the game to experience it. I don’t really mind this, as Dirt is one of my favorite iOS games, and is also just a game that you play to experience. But for a lot of people, no scores, no times for the levels, no leader boards, and no achievements can be a very big turn off. It’s very hard for me to rate Deo 3.5 stars out of 5 because they got so much right, but neglected quite a bit as well. I do have very high hopes for this game’s future updates, and even higher hopes for Strapped To A Meteor’s next game, because the jump from Go Go Giraffe to Deo was a HUGE one.
Blast Zone Mega is the first iOS game from Maximilian Bode. The goal of the game is to destroy cities by maneuvering a bomb through circles, avoiding planes, and hitting the bullseye on theground. You start off as a grenade dropped out of a plane, and each circle you successfully make it through, makes you bigger. Hopefully, the end result is you being a big flashing mega-bomb that can take out the entire city. You move the bomb while falling through the air with a joystick in the lower left hand corner. Planes seem to come right at you, and get in your way quite a bit. Getting around them without touching them and still making it through the redcircles in the air is quite the challenge. The first world is pretty easy, but by the second world, you’ll be ready to throw your device at a wall if you keep trying to get perfect scores. You can, however, just avoid the planes, and not go through circles, hitting the ground as a grenade if you’d like to just rush through the story mode, and unlock arcade mode.
There’s 12 story mode levels, and 9 levels in arcade mode. Doesn’t sound like much, but after the first 4 levels, the difficulty will make it hard to unlock arcade mode, and even if you do manage to unlock it, you can go back and re-play the game trying to get a better high-score. GameCenter, or OpenFeint would be a very welcome addition to this game, as it is pretty much structured around getting a highscore. Right now, your only drive for score is to beat your own local scores, which does take away from the replayability quite a bit. No achievements is also a factor when it comes to replayabilty. But even without online scores or achievements, Blast Zone Mega has a certain spark that just keeps me going back for more.
It’s difficult, but it’s got the perfect amount of difficulty, where you want to keep going back to try and get further and further in the game. You’re given 5 lives for each of the 3 worlds that are split up into 4 levels, and the deaths are never caused by the game, bad controls, or lag, it’s always reflexes that aren’t quick enough. So there’s no battling the control system in this one, and you only have yourself to blame for each life you loose.
The retro graphics are also very well done, picturing Blast Zone Mega being released in the days of NES/SNES and SEGA games isn’t hard at all, and just like most of my favorite old-school games, it has that ‘just one more time’ feeling after each game over. You will be able to fly through power-ups that give you a shield you can use to blow up planes with, and help add to your score, and they’re placed in pretty good areas, giving them to you right before a little cluster of planes comes your way.
For Maximilian Bode’s first entry to the iOS gaming industry, this is a great game. Really, for any developing company, this would be a nice entry to the AppStore. More power-ups would be great to see in a future update, as right now, the only one in the game is a shield that lasts about 5 seconds. Maybe some more modes, like something that has you go after the planes or something would also be nice to see. But as it is right now, I’m giving Blast Zone Mega 4 out of 5 stars. There is room for improvement, but it’s still worth getting if you enjoy NES/SNES/SEGA era games that keep pushing you to play regardless of their difficulty. I will definitely be keeping my eyes on Maximilian Bode to see what he comes up with in the future. Blast Zone Mega is available in the AppStore for $0.99.