As I said in our review for the Bulkypix title, Funny Hell, base defense games have gained quite a bit of fans in the AppStore. The iDevice is a prefect platform for the genre, and almost all of them do well in the AppStore, because the genre has such a dedicated following. However, it’s hard to find one that brings something new and original to the table. Here’s where Soma Games (developers of Bok Choy Boy and a favorite of mine, G: Into The Rain) picks up at with their release of Wind Up Robots, a base defense game with a fantastic story, loads of polish, an awesome upgrade system, and great gameplay. You’ll control various robots that have been built by Jack, the grandfather of a young boy named Zach. These robots are used to vanquish the darkness that dwells within the world. You’ll use them to guard Zach of the evil that’s trying to get at him while he sleeps.
In order to do this, you’ll need to equip your robot box with the robots that you want to use for the stage. As you progress through the game, more robots are added to your arsenal. Once you have your set-up, and start the level, each of the robots are shown at the bottom of the screen. To select them, all you need to do is tap on them, and then tap on where you want them to go on the bed where Zach’s sleeping. While you do this, evil creatures will start spawning at the end of the bed, and will be making their way towards you. If you end up placing your robots on the edges of the bed, you might just miss the evil creatures walking in the middle, so it’s best to have them placed more towards the head of the bed, at least at first. With this lay-out, you risk not being able to defeat the creatures before they run into Zach’s head, taking away his “Z’s”. So in the beginning of the game, there is quite a bit of risk/reward, and strategy in where you place your robots. After a couple levels, you can start using the shop to upgrade your robots with the coins that are picked up as you defeat enemies in-game. Here, you can increase their attack, defense, speed, and more, making it easier to place them in various places around the bed, not needing to risk them passing you and running directly into Zach. The money you collect, as well as the upgrades you purchase also carry over to a new game, which is awesome. If the game becomes too difficult, starting over can drastically decrease the challenge depending on how upgraded your robots are. This comes in handy, especially when younger kids are playing.
On top of the Story Mode, there is also a Quick Play Mode, in which you’re able to play through each of the levels which you’ve already been to in the Story Mode, as well as a Survival Level for each of the 4 rooms that you’ll be playing in. This helps bring the replay value up significantly.
The graphics and animations in Wind Up Robots are incredibly well done. They create an atmosphere that totally immerses gamers in to the gameplay. Considering the monsters only come out at night, you will be playing in dark rooms throughout the game, but because of this, the robots bight colors, and the light given off by them while taking care of the creatures, really stands out in a fantastic way. It’s not so dark that you are unable to see the objects found throughout the rooms, which is great, because they really give you the feeling that this is a house with a young boy living in it. Really, the game’s graphics and animations remind me of Disney movies, Toy Story in particular. The music is also a great addition to the atmosphere of the game, bringing the entire gameplay experience around, full-circle, making it an incredibly smooth, polished, fun game to get yourself wrapped up in.
For $0.99, and the game being Universal, it’s a fantastic buy. GameCenter is included, with 4 leaderboards for the Quick Play Survival Levels, adding even more replay value to the game. There are also 22 achievements to try and unlock, which also throws quite a bit of replay value at ya. The gameplay is suited for both adults, and kids, though it can get pretty challenging, which is where the carried over upgrades comes into play. If you’re a fan of base-defense games, and are looking for something new and original, Wind Up Robots is a perfect title to pick up. Soma Games has done an incredibly good job, and I can’t wait to see what they have in store for us in the future, both with updates for Wind Up Robots, and for future games they might end up releasing!
Bomberman is one of my all time favorite games. I can remember staying up all night at my best friends house when I was about 8, taking turns playing Bomberman on the NES. Luckily, buying back bits and pieces of your childhood is extremely easy these days, especially within the AppStore. If you can’t find a game you sunk weeks, months, or even years into as a child, it’s almost guaranteed that you’ll be able to find a game almost exactly like it. Here is where JayTouch Network’s game, Crazy Bomber, comes in to play. Though there isn’t a shortage of Bomberman and Bomberman influenced games in the AppStore, it’s definitely not a game that has been cloned to death, and finding a game influenced by an old favorite can sometimes prove to be an extremely great thing as it might include loads of new mechanics and gameplay ideas expanded from the original it’s influenced by.
Starting up Crazy Bomber, there are two different gameplay types; Story Mode, and Battle Mode. Story Mode includes 60 levels spread across 3 different environments; Jungle, Graveyard, Glacier, and then each having a more difficult set of levels, so really, there’s 6 different worlds. Each stage has a 3 star ranking available, and is based on score. Getting 3 stars can be pretty challenging as well, most of the time requiring multiple play-thoughs. There are also 4 different characters you can choose to play with; Vampire, Zombie, Wizard, and Knight, none of which have any special abilities, and are only there for purely aesthetic purposes, but I will admit that it’s nice being able to pick between different characters.
Once you start playing, you’ll notice that it’s basically just like Bomberman, though it also expands on the gameplay. You’ll need to place bombs to destroy enemies and level objects, like trees, shrubs, and boxes. Blowing up these objects, trees, boxes, ect, will almost always provide extra bombs, though there are some speed power-ups and coins scattered throughout as well. At the beginning of each level, you are only able to place one bomb at a time, but as you collect bombs throughout the level, you’ll be able to place two, three, or more bombs at a time. As you collect bombs, the strength of each explosion will increase, making it easier to take out enemies across the screen. You are also able to link bombs together, placing one in the path of another’s explosion causes a domino like effect. As you progress through the game, you’ll come across crate moving puzzles, conveyor belts, and even boss fights at the end of each world.
The Battle Mode is unlockable as you progress through the game, but there is no indication as to what unlocks it. Whether it be how many stars you‘ve collected, or after completing world 3, it will unlock about half-way through the game. Battle Mode is a local ‘multiplayer’ type gameplay mode, putting you against upto 3 other AI opponents. It does add to the gameplay, but feels a bit hollow
There is a shop accessible from the level select screen, which lets you purchase health potions as well as remote detonated bombs, which you can buy with the coins earned in-game. There are no IAPs, which is always nice, so no worries about the game difficulty being geared towards getting more money out of you.
Controls in the game are simple, and work very well. A joystick for movement, a button for placement of a bomb, and health and timed bombs are available along the right side of the screen. The movement is tight and responsive, and bombs snap to position, so placing a bomb exactly where you want is very easy, even when moving around quickly.
The graphics in Crazy Bomber are very polished, with each of the levels having wonderful design. The character models and animations are impressive, as are the explosions of each of the different types of bombs. Movement is extremely smooth, with no lag or drops in frame-rate even with multiple explosions going off at once. It would be nice to see some attack animations for when you run into enemies, instead of just seeing your character flash a bit, but not having any attacking animations for the enemies isn‘t necessarily anything that takes away from the gameplay. The HUD is a little messy. The different types of bombs, as well as how many of them you have, how much gold you’ve got, the number of enemies killed out of how many are in the level, as well as how many trees are left to blow up, your score, the pause button, and a picture of your character above the health are all thrown in along the top of your screen. Being able to tell exactly how many bombs you have can sometimes be frustrating. Aside from this, the amount of detail in the levels, objects like trees, bushes, enemies, and everything else is very professionally done.
For $0.99, Crazy Bomber is a fantastic Bomberman influenced game. There’s plenty of content, loads of replayability with the 3 star rankings, which is increased by the inclusion of the GameCenter leaderboard. However, there are no achievements, which is something I’m sure a lot of gamers would love to see added in the future. One thing that the developers have said is coming in a future update is multiplayer. This is where the game will really take off, as to have a real Bomberman type experience, it’s a feature that is desperately needed. Hopefully it’ll be added soon, but until then, there is plenty of gameplay to keep you busy. Crazy Bomber is definitely a game that Bomberman fans as well as arcade junkies should pick up.
Parogames first release, Parodise, a casual arcade slicer with one hell of a story, completely hooked me from the first time I played it. The amount of work that went into the story, as well as the crazy amount of content, different modes, great graphics, polish, and how insanely fun it was to play made me a fan of the developers very quickly. So when I heard about Parogames second release, Tap the Bomb, I was incredibly excited to check it out.
Tap the Bomb is set-up like Fruit Ninja, except with TtB, you’ll need to avoid the fruit, and tap the bombs. Who woulda thunk it, huh? Bombs and fruits are tossed up, down, and in from the sides of the screen, and it’s up to you to destroy all of the bombs. There are great scoring opportunities, with bonuses for critical hits (perfect hits), multi-tapping (tapping on more than one bomb at a time), and chain combos (tapping on a bomb that explodes, hitting another bomb and making it explode as well). With your points, you’re able to buy upgrades from the shop, which, in turn, will help produce higher scores. There’s also achievements that, when completed, you can cash in for more points to spend in the shop.
In the shop, you’re able to increase the amount of points that you’re given for your bonuses, like how many points you’re given on top of your original multi-tap bonus, and so on. There’s also an upgrade for how often rockets fly by on the screen. These rockets cause huge explosions, and if tapped at just the right time, can set off a huge chain combo. The last item in the shop is a health pack, this allows for a one time use health booster, giving you back one of the 3 hearts you’ll start each game with. The prices for items in the shop are not outrageous by any means, and even more surprising; there are NO IAPs. So you won’t have to worry about being nickel and dimed to death just to get on to the GameCenter leaderboards. Speaking of that, there is one GC board, which displays your highest score, along with 11 achievements, all adding to the already high replay value of this high-score based arcade tapper.
Now, with Parogames first title, Parodise, the story was a fairly important aspect of the game, however, here with Tap the Bomb, it’s not so much. There is a ‘Dumpedia’ in the main menu, which gives you the plot of the game, telling you why you’re blowing up these different bombs, background on each of the different bombs, as well as the fruit, the special rocket, and info on some characters from their game, Parodise, and what roll they play in why you’re blowing up bombs. It is a very nice addition to the game, and to the whole original Parodise story, but having a cut-scenes or something like comic strip sequiences after you have a 1,000+ point game, or after maxing out certain upgrades, would have been an awesome addition. I was hoping for more story elements in Tap the Bomb after Parodise had a story for every day that you were there slashing objects, but the lack of it shouldn’t distract from how great this game is.
Also included in Parodise were plenty of different modes that you could unlock while progressing through the game. Sadly, in Tap the Bomb, there is only one mode. This does bring the replay value down a bit, but not too much. Hopefully more gameplay content will be added in future updates. Especially with similar games having 4 or 5 different gameplay modes, it’ll be hard to compete with them, even with the inclusion of a story and ‘Dumpedia’.
The graphics and animations are top-notch, the gameplay is challenging and tons of fun, the store is a great addition, story elements are fantastic, and the scoring system is great. Add on the fact that Tap the Bomb is Universal, and only $0.99, and you’ve got a casual arcade game that’s very easy to recommend. Parogames puts a crazy amount of work and polish into their titles, it’s hard not to want to support them. They listen very carefully to every players comments and impressions, and deserve way more attention than they’ve gotten in the past. Hopefully Tap the Bomb does well in the AppStore, as I’d love to see more games from them in the future.
Super Meat Boy has been a pretty big influence on iOS games over the last year or so. Sadly, very few of the titles influenced by SMB really capture the true gameplay and challenge of the original. ChocoRun is actually the only title I can think of that really hit’s the nail on the head. However, the lack of virtual controls puts a lot of people off. Don’t Die and it’s invisible controls didn’t really sit right with gamers, and since virtual buttons were added in the last update, it really shows how funky the physics in the game are. Tobor had the potential to be a decent SMB clone, but sadly, the developers refusing to have any sort of control scheme but tilt put the game straight to the bottom of the SMB clone list. Well now there’s a title that, at first, seems like it might just have the perfect set-up to be the best Super Meat Boy influenced game in the AppStore. Alphanoize Games’ CheeseMan. With its virtual controls, great physics, and some very nice level design, at face value, it stands out quite a bit.
So, first off, the major selling point for Alphanoize is the virtual controls. Left and Right buttons, along with a jump button, and the ability to double and wall jump. This is a highlight, as the controls are fairly tight and precise, except for when you’re in the air, and are trying to slow down or change direction, in which case, you’ll probably end up hitting whatever it is you’re trying to avoid. On the ground however, a slight skid is all you’ll need to get use to when changing directions at your characters top speed. For the level design, the controls work well enough to get through the game without any annoying issues, which is a big plus. The controls in other SMB clones are the cause of many un-necessary deaths, which is a huge issue for them. The physics are, surprisingly fairly good. Your cheese character isn’t floaty, or too heavy, which is very important for platformer games, as you might very well know.
You’ll be able to play with one of two different characters, a male and female. Neither having different abilities, or different types of gameplay, just an option to play with two different characters. In CheeseMan, you’re on a quest to save Cheese Land from Professor Mousky. 39 levels plus 3 boss levels (a total of 42 levels) spread across 3 different environments seems like it’s got enough level content. However, each stage only takes about 10-30 seconds to complete, meaning if you know what you’re doing, the game can be completed in about 10 minutes, maybe 20-30 if you’re trying to get a ‘3 cheese ranking’ in all of the levels. There is also one little white-ish orb hidden in every level, only 2 or 3 are semi-challenging to snag, but once you do grab them, if you die, you re-start the level with the orb, you do not need to grab it again.
This wouldn’t be such a bad thing if the levels were challenging. For those of you who are familiar with Super Meat Boy, or probably the best Super Meat Boy clone in the AppStore, ChocoRun, CheeseMan’s levels will provide only a mild challenge when trying to race through them. In other words, if you’ve beaten SMB, or ChocoRun, CheeseMan will be a piece of cake. That’s not to say that the level design is bad. It’s not, not by any stretch of the imagination. However, more hazards and obstacles would have been great to see added to the game.
For $0.99, it is one of the better Super Meat Boy clones in the AppStore. I’d place it right under ChocoRun actually. Though with Don’t Die and Tobor as it’s competitors, that’s not really saying much. I will add that it’s closer to ChocoRun’s quality than to Don’t Die’s, which does count for something. CheeseMan is supported by GameCenter, but does not have any achievements, which is kind of upsetting, as it’s a game that pretty much writes the achievements itself; Complete World 1, Get 3 Cheese Rankings in Every Level, ect. There is a fogged out ‘World 4’ that is supposed to be coming soon in a future update, hopefully the levels will be more challenging. Actually, it would be great to see a difficulty separation for the game, having all of the levels re-worked, adding more hazards and obstacles to each of them, and keeping the original levels as the ‘Normal’ difficulty, and the re-worked levels as a ‘Hard’ difficulty. As it is right now, it doesn’t really feel like a true Super Meat Boy clone in terms of difficulty. But at its current price-point, and with the lack of SMB type games in the AppStore, if you’re a fan of Super Meat Boy, CheeseMan is a game that’s worth picking up. If you’re worried about the difficulty after trying out ChocoRun, and not being able to get through even half the levels, you can quit worrying. CheeseMan is actually one of the easier platformers available for the iOS, but it does show that Alphanoize knows what it takes to make a polished platformer with nice controls, and physics that work. I’m really looking forward to see where they’ll take CheeseMan in the future, and will be keeping my eyes open for potential future releases.
There are quite a few games revolving around aliens in the AppStore, but only a few of them offer up some really exciting gameplay that will keep you coming back again and again. Future Games Of London (Hungry Shark Series) has delivered just that. A mission based alien title that puts you in the drivers seat of a UFO, and keeps you coming back over and over, trying to better your previous score, and it has a pretty cool name to go with it; Grabatron.
You’ll be able to control a UFO by tilting your device, and tapping to unleash your claw, which can pick up anything from humans and pigs to tanks and huge boulders. I’m not generally someone who likes tilt controls, but there are a couple of games that just feel completely right with them, and Grabatron happens to be one of them. The world is spread into sections, with big mountains separating them. The thing is, if you fly too high, you’ll have to deal with swarming jets and other aircraft all trying to shoot you down, and they will, without a hitch. To get through the mountains, you’ll need to explore, and find the upgrades that are hidden in the first section. Armor upgrades, and a big claw upgrade, which lets you move the huge boulders blocking the entrance to the middle of the mountain.
While you’re exploring, looking for upgrades, you’ll sometimes come across animals or humans with green arrows above them. If you pick them up, you’ll get some health, as well as start a mission. For instance, if you pick up a cow with a green arrow above it, a mission might start where you’ll need to pick up 8 more cows in a certain amount of time. This is how you earn most of your points. While doing this, you’ll sometimes trigger multipliers, or short time shield power-ups. There are other missions that are triggered when picking up objects that do not have a green arrow above them, like if you pick up a tractor, a mission might start where you’ll need to kill a certain amount of farmers with that tractor before the tractor explodes.
The graphics are fantastic, with even the small humans having quite a bit of detail, as well as the signs, and you could even sit there and count the leaves on a tree if you were so inclined. It’s actually very impressive that the load times are not long at all, and the game runs super smooth with no lag or framerate drops at all. The animations are also great. If you fly close to the ground, dirt will be thrown up in the air, the humans and animals all walking around look great and the explosions are incredibly impressive. There’s also a cut scene at the beginning of the game which shows your UFO flying towards earth, and it looks fantastic.
Priced at $0.99, including GameCenter with a leaderboard and 41 achievements, with tons of missions, and crazy high replay value, Future Games Of London has delivered one of the best action games in the AppStore. Seeing a challenge mode, or maybe even multiplayer, trying to grab objects and toss them at the other player, taking down their UFO, or maybe even co-op play would make Grabatron amazing. Though, I might just be asking for too much there. If you’re looking for a great action/arcade title, and love the idea of exploration mixed with mission based game play, and don’t mind tilt controls, Grabatron is a game you should definitely pick up.
Casual games have grown significantly in popularity over the last couple of years. Angry Birds is almost always #1 in the AppStore’s charts, followed by loads of other casual games. Weather you attribute this to heaps of people having iPhones and access to the AppStore when they previously were never really into video games, or that loads of people just want to relax when playing games instead of really getting sucked into something that can take over parts of their lives, you can’t deny that casual games are a huge driving force for the AppStore. Thankfully though, there are loads of developers out there that know that iOS gaming has drawn in tons of hardcore gamers as well, and are doing their best to produce games that appeal to both the casual and hardcore crowds. Foursaken Media happens to be one of these development teams, and their latest release, Mad Chef, is a prime example of a perfect mix between hardcore and casual gaming.
The controls are simple; tap. Yup, tap on pieces of food flying through the air to throw your utensil at them. But it doesn’t stay that simple. You’ll take control of a street-side fast food vender in a big city, trying to feed the masses. As customers walk up to your cart and give you their orders, your sous chef will be tossing up every different kind of ingredient you’ve got in your fridge, and you’ll need to tap on the correct pieces of food that will combine to make your customers orders.
As you progress from day to day, you’ll earn money which can be used to upgrade various different things. Your utensils, you can buy more recipes, send your sous chef to school, buy a bigger fridge, and get power-ups. With each day that goes by, you are rated by reviewers who will add to your reputation, and give you stars. The higher your reputation, the quicker you’ll earn stars, and the more money you’ll make because you’ll be able to help more customers at a time.
Graphics-wise, there is a feeling of the same type of look from Bug Heroes, but the environment and objects are much more vibrant, with tons of color. The gameplay is very smooth, with no slow-down, even during the rush hour stages, where there’s food on pretty much every single little part of the screen (you’re also able to just tap away, as the customers eat whatever you can give them).
With Mad Chef being Universal, and only $0.99, having GameCenter integration with 8 different leaderboards and 18 achievements, and basically endless replayability. Mad Chef is a game that every gamer should check out. Seeing more game-modes in the future would be a very nice addition, and maybe even some multiplayer, being able to compete against players around the world to see who can make the most money in a set amount of time would really set Mad Chef apart from the pile of casual arcade games in the AppStore, but with Foursaken Media’s extremely great support of their previous games, it’s pretty safe to say that they aren’t finished with Mad Chef. Here’s hoping it grows and truly becomes something special in the future.
At first, rail-shooters did not seem very appealing to me. Not being able to explore or move around at will in a seemingly open environment really took away from the gameplay. I couldn’t understand why developers would take away the ability to walk around. But over the last couple years, that view has changed quite a bit. Titles like Doom Resurrection, Red Gun, Silent Scope, and the ever popular Time Crisis, as well as the small amount of space type shooters like ExZeus, Dark Break and Wizard Ops have completely turned me, and made me a fan of the genre, which I’m very thankful for, because without a lot of these great titles, I wouldn’t have thought twice about checking out Infinity Blade, Dark Meadow, Rage or any other fantastic on-rails titles. What does this have to do with anything, you ask? Well, without all of these titles, Ninja Hoodie, by Ink Vial Ltd, would have completely gone under my radar, not getting even a second glance. And boy would I have been missing out.
The controls in Ninja Hoodie are spot on, and work very well for this type of game. You’re able to drag across anywhere on the screen to aim, and are given block and attack buttons in the lower right corner. The dragging works very well, and to keep your finger out of the action, you’re able to roll your finger around while it’s sitting on the ninja’s back, giving you nice and accurate control over where you’ll be flinging your Shrunken. There are also sensitivity options in the pause menu.
AS for the graphics, they’re done very well, and fit with the game’s comic style set up during the cut-scenes. The game runs extremely smooth, and didn’t have any jitters or drops in framerate, even when the action got pretty intense, which was fairly often. Actually, there weren’t too many breaks in the action right from the start of the game. You will get breathers when another ninja contacts you telling you what you can expect coming up in future areas of the game, and with the cut scenes.
The health and power of your attacks is tied together with a bar at the bottom of the screen. While you’re flinging your shrunken around at all of the enemies on screen, the bar fills up with each successful hit on an enemy. When an enemy ends up hitting you, or you don’t block a shrunken from the enemy, the bar will go down. Each time the bar fills up, it’ll change colors, meaning that your attack is now stronger. The only bad thing about this is that the bar doesn’t really let you know when you’re close to death, which can be pretty frustrating, especially with bosses in the later parts of the game.
Aside from that, everything about this game screams awesome arcade set-up. The game is not supported by OpenFeint or GameCenter, but it does have it’s own in-game leaderboard, which, as you know, helps keep hackers from submitting their scores, but also does not allow for competing against friends. But for $0.99, it’ll be hard to find another rail-shooter with as much action jam packed into every single second of gaming that you’ll get with your purchase, on top of that, it has some extremely nice artwork within the comic-book cut scenes, and priced at $0.99, being Universal, and tons of fun, it’s a great buy for anyone who’s into arcade titles. Hopefully Ninja Hoodie is just the beginning of what Ink Vial Ltd. has to offer for iOS gamers in the future.
Puzzle platformers for the iOS are getting more and more interesting as time goes on. Cordy, Max and the Magic Marker, Cavorite, The Last Rocket, and more are very fine examples of puzzle platformers that offer pretty original gameplay. Sim Chia Tek’s new release, Silvester Adventure is the newest addition to this list of great games, giving you control over your character and his shadow, while trying to figure out how to make it through the game’s 31 levels.
As with other platformers, the controls are a big part of the game, but also, with other puzzle platformers, the controls do not need to be as precise or tight as action platformers controls need to be. But here, even though you’ll only start out with your left and right buttons, along with an action button, they work very well within the game. You’re also able to move the shadow world around by swiping anywhere on the screen. Once you get further into the game, you’ll be able to shrink and grow your shadow with buttons along the bottom of the screen. Another big part of platformers is the physics, and again, with puzzle platformers, the requirements are not as strict, but in Silvester Adventure, the physics are great, and make the gameplay feel comfortable and fluid.
In Silvester Adventure, you’ll need to guide your character while keeping an eye on your characters shadow. There are two parts to each level; the characters section, and the shadow section, which is almost always different from the main level, having different platforms, different switches, and different pathways. Your shadow will also need to stay within a certain distance from your character, or else you’ll need to start the level over. So keeping your shadow close to your character also becomes a mechanic of the game, and something that you’ll need to focus on consistently while trying to solve these puzzles. This is also where being able to swipe on the screen to move the shadow world around really comes in handy. You’ll be able to see the shadow world better, and maybe even see something you weren’t able to see before. The ability to shrink and grow your shadow comes along a little later, but once it does, it really opens up the gameplay, really showing off some fantastic level design and great puzzles that will keep you thinking about how to keep your shadow in the distance circle while making it through each of the levels obstacle areas.
The level design is extremely well done, which is always a great thing for a puzzle platformer. A lot of the levels are fairly short, but the puzzle elements, and the addition of the shadow world really expand the levels quite a bit. The level design and placement of the puzzles is something I was impressed with time and time again while playing through Silvester Adventure.
Being $0.99, even without GameCenter, virtually no replayabilty, and not having an HD version, it’s hard not to recommend Silvester Adventure to fans of the genre. It’ll provide quite a bit of gameplay that’s both challenging and entertaining. Sim Chia Tek has definitely created a puzzler that’ll keep you hooked until you complete it, and most likely will keep you on the look out for future releases from this developer.
Dual-stick space shooters are fairly popular within the AppStore. It seems like every time I turn around, there’s another DSSS available. It’s not necessarily a bad thing, because since Meteor Blitz, one of the very first games I ever bought in the AppStore, I’ve been hooked on them. Lei Cao’s War on Geometry is the most recent title at the moment, but it’s not exactly what you would expect from a game that’s set-up like a dual-stick shooter. There are no joysticks.
The controls are set up so you’ll need to place your finger over your ship, and drag it all around the screen while using another finger to tap and hold where you want to shoot. It plays as frustrating as it sounds, leaving you to try and keep your hands and fingers out of your field of vision as much as possible while moving your ship all around the screen, and firing, usually banging your fingers together and wrapping them around one another quite a bit. That’s not to say that this is a bad game, because it’s not, and I’m sure that the controls are a lot easier to use on an iPad, with the HD build, but on a small screen, the controls do pose a very big issue. Especially once you find out how the game starts.
You’ll find yourself in the middle of the screen, needing to shoot a white orb to start the game. Once you shoot the orb, circles and triangles start coming directly at you from all sides of the screen, making it extremely hard to get out of the way, because you’re always going to be blocking a section of the screen with your fingers. Good luck trying to shoot your way out, because it’ll require you to block even more of the screen with another finger.
But if you can make it out of this first wave of enemies, the game starts to open up, but it’ll take a while to get use to the controls, because each following wave follows the same pattern. Enemies moving to the center of the screen from all sides of your device. But you’ll generally be able to face them with more firepower, as while you’re maneuvering out of the way of the first wave, or usually almost right after that, two optional power-ups appear on the screen, one a laser, and another a slightly powered up version of your original weapon.
There are no GameCenter leaderboards or achievements, but there is an in-game world leaderboard, which you are able to submit your highest score to, which means no hacked scores, but also no competing with GC friends, or replaying for achievements. For $0.99 (also $0.99 for the HD build), it’s not bad by any means, especially if you’re looking for a game with a real challenge, but hopefully in a future update, some joysticks will be added, making the game less frustrating for the majority of players out there. It would also be nice to see some added modes, as there are tons of dual-stick shooters available in the AppStore that almost all have loads of gameplay modes, and provide a more entertaining gaming experience for the same price, or even less (yes, that’s right, free – think PewPew).
Magic Cube’s Infect Them All holds a special spot in my heart. It was released around the time I started loosing faith in casual iOS gaming. More and more developers were diving into the IAP scene, making games that pretty much showed gamers how they were truly viewed as consumers instead of gamers or fans. Then along came Infect Them All from a company I previously hadn’t heard anything about, and I was hooked.
Now, after hours upon hours of gameplay with Infect Them All, Magic Cube’s sequel, Infect Them All: Vampires has just been released. There’s not too much of a difference between the two titles, they both include a Campaign, Infinite Campaign, Survival, and Blitz Modes, they both control the same with either tilt or virtual joystick options, can both have a whole lot of enemies on the screen at once, both have 50 Campaign levels, awesome boss battles, and more. The biggest difference you’ll notice at first is that ITA: Vampires gives your character a special ability. With your first character, you’re able to attack humans by hitting an attack button, causing your vampire to jump and slash twice in the direction you’re tilting or pressing on the joystick. After you attack humans, a reaper will appear above all of them that were in your way, and you can either let them die, or jump on them quickly to infect them, making large groups of humans easy targets.
There are also upgrades, like in the original, but this time around, there’s a few more upgrades that you’ll be able to buy, considering the special abilities that each vampire has. The upgrades this time around are set-up in branches. You’ll need to upgrade certain perks before you can upgrade others, leading to more attacks, stronger attacks, and yes, the typical more health, quicker movement, and so on. But the abilities really do add quite a bit more to the game than you would think, adding more strategy, more action, and quicker, more arcade-like gameplay.
As in the original Infect Them All, you will need to infect a certain amount of humans before Survival and Blitz Modes are unlocked; 5,000 to unlock Survival, and 7,500 for Blitz. It does seem like quite a bit, but after you get through the first couple of levels, infecting 30 humans a stage is not too hard, and much, much more (up to about 75) in the later levels, all of which are re-playable, will unlock the extra modes in no time. The two extra characters are also unlocked based on how many humans you infect. The first character unlocks at 1,000, and the second at 3.000, so you’ll have all 3 characters to play with before you unlock the extra modes, giving you adequate time to upgrade all their skills and abilities before taking on the harder modes.
Infect Them All: Vampries is supported by GameCenter and OpenFeint, having leaderboards for each of the game’s modes, and 23 achievements. Considering you can re-play levels, the main boards most gamers will be competing on will be the Survival and Blitz boards. But if you want to play and re-play levels, trying to get into the top 10 or so scores for the Campaign Mode, get ready to sink a good 40 hours into the game. At $0.99, it’s a great buy, especially if you enjoyed the original Infect Them All.