Search Results for: label/4.520Stars

Number of Results: 47

Spellsword by Everplay Games ($0.99) [Universal]

Everplay Games and FireFruitForge have teamed up to bring us an adrenaline fueled game with interesting mechanics that will keep you coming back for more.

Summary:
Basically your goal in either of the game modes is to survive and either complete the mission available in the main career mode or get a new high score in the endless mode.  At your disposal is your trusty sword which you learn early wont do it when your up against a lot of enemies. The main power force in the game is magical cards which you can use when you walk over them. Once you do so the magical power inside of it unleashes and creates a differing effect based on the card. Think of it like Super Crate Box except with a fantasy setting and cards instead of crates. Dont get me wrong though, this is in no way a rip off of SCB.

Controls: 4/5
The controls on the iPad I used to play it on were sufficient and the only real problems that I had with them were mainly my fault. The game utilizes the generic platformer set up with left/right arrows in the left corner and jump/attack buttons in the right corner with the pause button in the upper right corner.

Gameplay:4.5/5
Really nothing to complain about here, fast paced gameplay, an endless mode, and a neat item shop where you can buy helmets and other assorted items that improve your game. The career mode has you doing missions, in areas that you unlock by obviously completing more missions. There are 20 missions contained in each area and they can range from survinvg a heavy onslaught of enemies for a certain period of time or collecting a certain number of magic cards. The missions are balanced nicely and present a good sized challenge to the seasoned platformer expert. 

Graphics: 4/5
The graphics have a really nice look to them. Pixeled except not in a retro way. Though the graphics are extremely similiar to Terra Noctis’ (most likely because it was made by the same company) the areas are all different than the aforementioned game.

Overall: 4.5/5
Overall this is a great game with fast paced gameplay that is extremely addicting. And yes I know addicting is one of those buzz words that you shouldn’t use in a review as it can cheapen it, but this game truly deserves that title. Splendid graphics and music along with overall good design makes this a must have. 

Pick it up in the AppStore while it’s still $0.99






MacGuffin’s Curse (Ayopa) – $4.99

Ayopa Games is definitely one of our favorite publishers here at TAS. Not only do they have fantastic customer service and release high-quality games, but they’re very interested in listening to the gaming community, and so are the games developers; always trying to make their games better by tweaking controls, squashing bugs, fixing issues, and just listening to the general feedback from the players. Almost every Ayopa release (W.E.L.D.E.R., Chicken Rescue, BigBot Smash, M.U.S.E., Dungeon Crawlers and Mailmen) has been quickly updated to fix any problems or issues gamers brought to attention. They are also still being updated with more content, iCloud support, more fixes, changes, optimizations, or in some cases, being made Universal. Well, Ayopa’s latest release, MacGuffin’s Curse, from developer Brawsome, who won Freeplay’s “Best Australian Game” in 2010 for the PC+Mac title Jolly Rover. It’s slated for release on the 19th of this month for the AppStore, MacStore, and Steam.
In MacGuffin’s Curse, you’ll be playing as Lucas MacGuffin, a magician-turned-thief who’s desperate to come up with the rent he needs to keep his daughter and mother under a roof. In this state of mind, he decides to rob the town’s museum of their ancient amulet. While trying to find a way into the building, an ex-detective stops MacGuffin, and forces him to agree to steal the amulet for him. After grabbing the amulet and putting it on, MacGuffin finds out that the amulet is cursed, turning him into a werewolf, and sealing itself to him, making it unable to be pried off by anyone.
Now, with the city in total lockdown mode, MacGuffin still needs to find a way to come up with the rent, figure out how to get the amulet unstuck, and stop a criminal mastermind in the process. Along his journey, MacGuffin is able to switch between wolf and man when in the moon-light, needing to switch between both to smash through rocks that are in the way and move around large batteries and crates, as well as slide through small holes, pick locks, and activate doorways.
Graphics-wise, MacGuffin’s Curse isn’t really anything that shows off the potential of the iDevice, but they’re far from cheesy. The environments are well detailed, and the animations for walking, and moving objects look great, and once you get into the game, the graphics really end up fitting the gameplay. The atmospheric BGM also helps add to the feeling of the game, as do the great sound effects. There’s not one point where I was caught off guard by an annoying sound effect that totally took me out of the mood the game put me in. The controls are decent enough to fit the gameplay, but a d-pad and action button would have been a nice addition as well. To move your character, you’ll need to swipe and hold in the direction you want to move. If you want to make single step moves, a short quick swipe will get it done. A single tap anywhere on the screen will activate buttons, view different objects or use doors, while using two fingers to swipe will push and pull larger objects.
You’ll move from room to room (or a screen sized section of the city), solving puzzles to move onto the next one. They will usually require you to find a way to a power button, which will give you access to a battery, which you’ll then need to find a way to drag to the battery holder, finally opening up a door that will lead to the next room. As you progress through the game, more features are added, like large buttons which you’ll need to hold down with crates, steel crates which can only be pushed and not pulled, piles of rocks that will block off areas, and more. There’s also safes which house gold, as well as bits and pieces of a comic which tells the story of MacGuffin.
Throughout the city, you’ll also run into some pretty interesting characters, some of which will get in your way, while others will have quests for you. You’re given a quest log which will help you keep track of them, and not too far into the game, you’ll come across a character which will give you the ability to jump to certain places on the world map that you’ve already visited. Most of these characters and the conversations that MacGuffin has throughout the game, as well as the little dialogue sections when you check out various objects in each of the rooms, can add quite a bit to the gameplay. Sometimes you’ll come across a helpful hint, while other times it’ll just be there to help add some humor to the gameplay. Either way, the writing is definitely something that sets this puzzler apart from the herd.
MacGuffin’s Curse will be available on the AppStore, MacStore and on Steam April 19th. At $4.99, being Universal, and including GameCenter support with 18 achievements that will require you to do quite a bit of exploration, it’s a puzzler that fans of the genre or tongue n cheek humor won’t want to pass up. I haven’t come across any issues as of yet, no problems with sound cutting out when coming back to the App from the multitasking bar, not one crash, and no glitches to speak of, but since it is published by Ayopa, I’m pretty sure you can bet that if any issues are found, the developers will be ready and willing to jump on fixing them ASAP.
AVAILABLE THURSDAY, APRIL 19, 2012


Amoebattle (Intrinsic/Grab Grames) – $4.99

AMOEBATTLE
Intrinsic/Grab Games
Strategy games have really secured a place in iOS gamers hearts over the years. Games like StarFront Collision, The Settlers, Civilian Revolution, Red Conquest, Land Air Sea Warfare, Ravenmark, and many more, including ports from other consoles, and old PC games (Ascendancy, Z, War Of The Lions, and more recently, Imperium Galactica II come to mind). Something that doesn’t happen enough is titles coming to the iOS that are slated for release on other platforms. Amoebattle, from Intrinsic Games (who was picked up by Grab Games in 2011), a 5 man development group who’s first game, Divergent Shift, a DSiWare title, was published by Konami. Since then, they’ve released Penguin Patrol in the AppStore, as well as this most recent title, Amoebattle, built by 3 of 5 members of the development team, from the ground up, which is also slated for DSiWare later in the year.
The first thing that really stuck me when starting up Amoebattle was the insane amount of polish. Generally when it comes to Strategy games, players don’t rely too heavily on the graphics aspect of the genre. However, there are some titles which go above and beyond in this area, Amoebattle happens to be one of them. The beautiful environments and wonderful character design as well as the animations, are all enhanced by the fantastic BGM. Putting that together with the spot on controls, and Amoebattle is almost the perfect RTS package. The only thing missing? Multiplayer or Skirmish Modes. As of now, there’s only a Campaign Mode.
Thankfully, it’s a pretty hefty Campaign, featuring 12 missions that stretch out to between 8 and 10 hours of gameplay, each having numerous quests. The goal in the Campaign is to lead your group of amoebas through different areas to defend against a spreading infection. This infection is taking over other amoebas, and threatening your entire amoeba world. As you progress through the missions, you’ll be able to collect DNA and use it to transform your own amoebas into stronger, faster beings, each having their own strengths and weaknesses. With a total of 9 different creatures, this adds quite a bit of strategy to the already strategic heavy gameplay.
As you explore the environments, you’ll also be able to harvest energy, and use the environment to grow your little amoeba army. Certain areas on the maps will give you boosts, like patches of grass that increases your herbivore’s attacks, goo-like areas that act as a one way mirror so that you can sneak up on the enemy, or get away from them with ease, different goo which lets you replicate quicker, and more.
Each of the different amoebas have different ways of raising their feeding gauges, like eating the plant-life, or destroying enemies, but once these gauges are filled, a little smiley face appears next to your amoeba. When in this state, your amoeba can either stay full, and have stronger attacks, or you can use the energy to replicate yourself. This will be essential in progressing throughout the missions. You’ll also need to be careful when you choose to replicate, because when in the cocoon-like state, your creature is incredibly vulnerable. So replicating mid-battle is a surefire way to kill off your clan.
Also helping out with the enemies are probes. With these, you can greatly turn the tide, using them to gather resources, which you can then use to morph your amoebas, as well as use other probes, like the Cryoprobe, which lets you slow down your enemies significantly for a short period of time. You’ll unlock these as you progress throughout the game, and they can turn out to be life-savers in tough situations.
The controls in Amoebattle are perfect. You can choose one of two control schemes, the first has you using one finger to select amoebas, two fingers to move the camera, and drawing a line towards your enemies to attack. The second control set-up uses one finger to move the camera, two fingers to select amoebas, and has you hold down on enemies to attack. You can also choose to have the camera control inverted, tap to move or tap to attack, and change the camera sensitivity. Along with this, you’ll have a HUD which you can use to select and un-select all of your amoebas, divide them into groups either by tapping to select or drawing any kind of shape around the amoebas you want to select, and then assigning them a quick tab number, which you can also use by double tapping to quick jump to the group, use the small level map to quick jump to areas, and control your replication, and power-ups. It might sound a little confusing, but the controls kind of reminded me of StarFront, which is a very good thing. The only control mechanic missing, and that I constantly found myself wishing was included in the game, was being able to use two fingers to zoom in and out of your main gameplay area. There were many times when I was against the edges of levels, and wound up de-selecting amoebas, triggering a power-up, or replicating because an area I was trying to reach, my amoebas, or the enemies, were right under the HUD Icons. Being able to zoom in and out would have greatly helped with this.
The developers have said that the next major feature they would like to add is a Skirmish Mode, and that the game is already balanced for Multiplayer, and that they’re hoping to get that in. Either way, one of the two would be a fantastic addition, as Multiplayer and Skirmish Modes are a huge reason fans of the genre end up purchasing titles. Amoebattle is priced at $4.99, is Universal, supports the new iPad Retina display, which is fantastic, as the graphics in Amoebattle are definitely a highlight for the game, and make it a title to show off to friends. There’s also GameCenter support with 27 VERY challenging achievements, which add a surprising amount of replay value to an RTS Campaign Mode. For the price, Amoebattle is a great buy. It’s definitely one of the most polished, and well designed RTS games I’ve ever played, on any platform/console. If you’re a fan of the genre, and don’t mind waiting a bit for an extra mode, be it Skirmish or MP, Amoebattle is a title you need to snag. I can’t wait to see where the developers take this game with updates. It could very well wind up being one of the top 3 best RTS games for the iDevice.


‘Bean’s Quest’ Review

Bean’s Quest
In ‘Bean’s Quest’, a delightful platformer by Kumobius, you play as Emilio, who has been transformed into a Mexican Jumping Bean and his girlfriend and pets taken away by a dark wizard. The game was originally released in mid-July with just eight levels, but has since been continuously updated by the developers to now include fifty levels. The latest update added 23 new levels and finished the story. Bean’s Quest mixes around between traditional platforming elements and a truly unique and creative execution.
 iPhone Screenshot 1
Gameplay/Controls: 4.5/5
The controls are very simple in ‘Bean’s Quest’: touch the left side of the screen to move left and the right side to go right. This is combined with the fact that you are constantly jumping, so you have to time your movements accordingly. The controls work flawlessly, though for those heavily accustomed to normal platformers, the jumping mechanic will take time to get used to. The gameplay and controls work perfectly together in creating a truly unique experience. Different gameplay elements, like enemies, giant wheel-like objects, and tiny blocks help you along the way, even causing some levels to feel like a mix between physics puzzlers and platformers. ‘Bean’s Quest’ is a very fun and enjoyable game, bringing wildly new elements to a somewhat-standardized genre.

iPhone Screenshot 5

Graphics/Music: 4.5/5

 The graphics feel very fitting as well, with a nifty semi-pixelized look. It feels like the perfect blend between retro and modernized graphics. The game looks how you’d want it to by playing it: retro streaked with a cool, new-age flair to it. Different worlds have different looks, giving a nice change-of-pace between them.  The music feels as great as I could imagine, with a chiptune-like soundtrack mixed with the Spanish flair fitting of a Mexican Jumping Bean. Each world also has a separate music number. As a whole, ‘Bean’s Quest’ presents itself in a method pleasing to both the eyes and ears.

iPhone Screenshot 2

Content/Variety: 5/5
 If I were reviewing this game before any updates, the game would definitely be lacking in this category. But thanks to major updates, it’s grown in size to become a powerhouse in terms of content. Each level has three very difficult goals: collect all the gems, find your pet Axolotl, and try to do it within the par jump, bouncing as few times as possible. Each of these will take you several tries to achieve, adding a lot of replay value to the mix. Plus there are Game Center Leaderboards for each world as well as 33 achievements to collect. To complete the game alone will take awhile, but to accomplish all three goals for every level will last you a long time in terms of playing time. There’s also a lot of variety, with five definedly different worlds and an epic boss battle finale. Worlds feel a lot different too, with different enemies, obstacles, and more in each world. As far as content and variety goes, ‘Bean’s Quest’ brings you a lot of both, giving a game one could play for hours and not get bored with.
Overall: 4.5/5
 Grab your sombrero and start jumping, because this platformer is definitely one of the most creative takes on virtual controls. Hop to it and buy this wonderful gem.

Bean’s Quest (is currently on sale from $2.99 to $0.99 in celebration of its most recent, content doubling update)

Download from the App Store


‘Puzzlejuice’ Review

What do you take when you take Tetris and Boggle, and then
you mash them together into one game?
You get Puzzlejuice. Makes me wonder where the “juice” part
came from, doesn’t it?
Anyways, Puzzlejuice is a mixture of Tetris, match-3, and
Boggle into one entirely new type of game, and you’ll be surprised at exactly
how well that delivers.

Gameplay

When you first begin a game, you’ve got an empty screen. As
Tetris pieces fall, it’s your job to rotate and position the pieces to obtain a
full line of blocks horizontally. You’re able to tap to rotate, drag to
position left and right, and flick to hard drop. However, instead of being able
to clear line, that line turns into a line of letters, which then can be
cleared by creating words by connecting letters in all 8 directions. If the
word is long enough, you’ll also destroy any adjacent blocks. In addition to
this, each individual block has a color. By tapping a group of 3 blocks with
matching colors, you’re able to turn those blocks into letters also. Most of
these mechanics work extremely well. There are a few times where you’ll drag
and misspell a word, or accidentally rotate a piece you didn’t want to, but for
the most part, the game’s controls work without too much flaw. I do wish there
was an option to rotate your piece both ways; hopefully this gets implemented
in the future.
Also, there are unlockable powerups for you to us once you
complete certain achievements. These powerups are extremely helpful in getting
you out of a jam or aiding you to score more points. But the icing on the cake
is the combo system; there’s a clear timer that indicates when your combo will
revert back to x0, and whenever you spell a word, tap a match-3, or create a
new line, your combo’s timer resets. This combo system is what keeps the game
more than just any leisure game, because it makes Puzzlejuice a thrilling game
that keep you on your toes.
Presentation

I’ve never been more impressed with how Puzzlejuice presents
itself. From odd names for modes to calling the “exit” button “rage quit”,
Puzzlejuice separates itself from other games by giving itself a punchy personality.
In addition, everything is in the menu extremely easy to navigate as well as
being two different difficulties, Hard Mode (which is actually easy) and Euro Extreme
Mode (which is the standard mode) making this game simple for anybody to access.
Graphics

Clean. Fresh. Those are the words that come to my mind when
I think of Puzzlejuice’s art style. Everything is crystal clear and is animated
to near perfection. There have been a few instances of slow-down during the
game, this has only occurred at the beginning for me, and thus has not posed
any major issue.
Sound

Puzzlejuice’s soundtrack is creative and relaxing; it fits
perfectly with its personality and art style and the sound design lets your
satisfaction known when those words are clear or that bomb explodes. Straight
up: It’s good.
Replay

Puzzlejuice offers two main modes: Core Mode (standard gameplay) the Zen Mode, which really isn’t Zen at all. It’s the quickplay mode, as
you’ve got 90 seconds to score as many points as possible. If you consider the
addictive gameplay, then tack on the flexibility to play Puzzlejuice for any
extended period of time, or a quick 90 second session, I see no reason why this
game will not last.
Conclusion

Puzzlejuice is a delicious melting pot of classic puzzle
games. With its strong gameplay and personality, I see no reason why anybody
would pass upon this game. There are a few nitpicks that keep it from receiving
a perfect score, but I’ll let you know that it was extremely close to receiving one.
Nonetheless, there’s no reason not to purchase this fantastic puzzler.
Gameplay: 4.5/5
Presentation: 5/5
Graphics: 4/5
Sound: 4/5
Replay: 4.5/5
Overall: 4.5/5



‘Niko’ Review – $1.99 (by Sulake)

‘Niko’ is a unique platformer published by the Sulake Corporation, also known as the makers of Habbo Hotel, which is integrated into the game with badges and medals. ‘Niko’ is released with six free levels, with a 1.99 purchase for the full game, which contains over 30 levels in total. In it, you take control of Niko, a lovable little character, in his quest to rescue his friends from the Otherworld. Along the way he can also release the mysterious Sun Sprites, who have been trapped in the Otherworld along with his friends.

iPhone Screenshot 1

Controls: 5/5

What makes or breaks a platformer is how good its controls are. Often times when a developer experiments with new control types it ends up reflecting poorly on the game. Luckily for the player, the controls work great. There are two options in the controls. One utilizes tilt to move left and right with two buttons to drag to jump. The other one, my personal favorite, is left and right arrow buttons on the left side of the screen with a draggable button on the right. To jump in the game, you simply drag the button down for power and sideways to jump directionally. A dotted line indicator allows for precision jumping as well. Another nice touch is the ability to drag off the character to jump as well. The drag-to-jump mechanic works surprisingly well, and combines perfectly with the game’s ingenious level design.


Graphics and Animations: 4.5/5

The graphics of ‘Niko’ look very good, with a pseudo-3D effect on the otherwise 2D graphics. The animations are also great, particularly the jumping animation, which has you spinning like a ball through the air. At times I almost wish it allowed you to do this when running as well, but I think that would make it look too much like Sonic. Some of the art may take a little time to grow on you, but it does look nice, particularly the Niko character on the menu screens.



Content: 4/5
Though the game does have decently large levels, it does feel a tad bit low on content. With 30 levels, you might go past them a little quick. However, with a 3 star rating to attain each level and 3 switches to find, it does make up for itself. Game Center achievements and leaderboards are also available, along with Open Feint, allowing you to compete against people around the world. Overall there’s a decent amount of content here, but I think a little bit more would make it better.

Overall: 4.5/5

‘Niko’ combines several game elements to make an enjoyable game experience for even someone who isn’t a fan of platformers. There’s no risk in just trying it out either: Niko comes in a free to play model, with six levels completely free before a $1.99 purchase for the full game. Sulake and Fabrication Games team up to bring us an inventive and enjoyable platformer.
**Review reposted due to site glitch**


‘Run Roo Run’ Review

            Run Roo Run
is a charming little game by 5th Cell (developers of Scribblenauts)
that sets the short story of a loving kangaroo mother attempting to get her
joey back (even though it looks like a loving couple). Roo’s poor joey has been
kidnapped and shipped off to Sydney, and it’s your job to trek across Australia
to save the poor joey. The game uses a basic one-touch control to make Roo jump
on, off, and over obstacles to reach his goal.

Gameplay

            Run Roo
Run’s core gameplay is all about timing. By using its simple, but magnificently
executed one-tap-does-all controls, you maneuver Roo to leap across obstacles, jump
onto springy tires, and latch onto swings and umbrellas to reach the goal. Make
a mistake, and you’re back at the start. It’s a simple tap to make Roo jump,
and he’ll automatically latch onto objects you’re supposed to hang onto. It’s
just another tap to make him jump off. If you mess up your timing, guide arrows
are in places where you jumped, so you’re able to time accordingly to where
poor Roo took a hit. What’s fascinating about the game is that each level
covers the length of only one screen, which makes each level take around 4
seconds to complete on a successful run. While it seems easy enough, the
extreme levels require specifically timed taps in order to complete the level.
This is the heart of the game. It’s the basic, yet challenging one-tap timing
that brings out the best. The normal levels are easy enough for the casuals,
and the extremely levels satisfy the hardcore. And no matter what level you
beat, it’s always a satisfying feeling.

Art, Sound &
Design
            The
graphics are crisp and clean, with each of the obstacles outlined for the
player’s clarity. Add this onto the cute kangaroo you’ve got jumping around,
and you’ve got yourself a future plush toy.
            In
contrast, the sound design is decent. There are times when Roo’s squeals will
grate your ears a little bit, but it’s nothing that detracts from the game
itself. The music is done well, though I’d like to see a stronger musical score
for the levels.

Length

            The overall
game is fairly short, with 20 worlds at 15 normal levels and 6 extreme levels,
for a total of 420 levels that last an average of 4 seconds a piece. The
extreme levels will take several tries to get down, but it shouldn’t take more
than few hours to gold star all 420 levels. 5th Cell has decided to
release 10 new levels for (what appears to be) 18 weeks, so this should add
some time to the life of the game. For a normal 99 cent game, it’s still a
little short, but it does well enough.

Conclusion

            There’s
really no reason not to buy Run Roo Run. Even though it’s on the short side,
the addictive nature of the simple one-touch gameplay is enough to separate it
from the simple distractions to a game that will be a strong contender for the
end of the year awards. Run Roo Run is truly a gem.

Gameplay: 5/5
ASD: 4/5
Length: 3.5/5
Overall:
4.5/5