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Review Rewind: Bloo Kid

Our second Review Rewind spotlights the great little retro platformer Bloo Kid. Developed by Eiswuxe, Bloo Kid started off as an Android title, but found it’s way over to the AppStore, and I, for one, and definitely glad that it did. With a great challenge and 84 levels, it’s still a game that can be found on my iPod, and that I occasionally play whenever I’ve got a couple minutes to spare. The bite-sized levels make for great jump-in-and-play-for-a-minute gameplay, but it still provides enough challenge that you can sit there and all of a sudden realize that a good hour has gone by. Old-school fans, and platformer fans looking for another under-rated gem need look no further. Bloo Kid is where it’s at. 
**Note: This review was written after playing Version 1.0.
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. In 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. 


Tread of the Dead [Spencer Cordes] – $0.99

I am constantly amazed by iOS games. Whenever I even so much as start to think that there’s nowhere else for games to go, WHAM. I find myself in the midst of an original and unique type of game that I’ve yet to see in the AppStore, and it’s almost always by an indie developer I’ve never heard of prior to that release. Well, here it is again, another awesome surprise from a new-to-the-iOS-scene, Spencer Cordes first foray into the AppStore, Tread of the Dead. Ready for another surprise? It’s a zombie game. Yeah, that’s not the surprise. It’s a zombie game, and I’m not sitting here wishing it wasn’t. SURPRISE. 
Tread of the Dead is a tilt-based survival game that focuses more on quick thinking and puzzle solving than actual zombie killing and survival. Each stage gives you 3 different weapons to fling at the oncoming zombies, and your goal is to guide these weapons into the various patterns of zombies, slicing each of them in half before you run out of your available gear. 
Starting off, you’re only given chainsaws, which are able to take care of the first patterns, and usually in one go, but as you progress through the game, and the zombie’s patterns get more complex, some swift and skillful tilting will be required in order to destroy all of the zombies. Then you’re given another weapon. Shuriken. These nifty little ninja stars are able to either stay locked together as one zombie killing weapon, or split up into 3 equally separated stars preformed by tapping anywhere on the screen. Pulling this off just right can slice up tightly nit zombies while transforming from one to three stars, but only if timed just right. As you progress even further, you’ll unlock pipe bombs, zombies with bombs strapped to their chests, direction changing machetes and more will help you take out the crazy amount of zombies in even crazier patterns as well as some incredibly tough boss battles. Another fantastic thing that’s been thrown in for good measure is the between-worlds ride where you’ll get a environment specific vehicle to mow down road fairing zombies as you move on to your next location. 
As if that weren’t enough, Tread of the Dead also contains 4 additional gameplay modes, with one being unlocked every time you complete a world in Adventure Mode. These 4 additional modes? Arcade, where you’ll be armed with a never-ending supply of chainsaws to take out an endless amount of zombies. Once a zombie reaches you, it’s game over. Infinisaw lets you tilt a never stopping chainsaw into an endless mass of zombies as a timer runs down. Here, for each large combo you get, more time will be added to the timer. Once it runs out, that’s it. There’s also Vehicular Mode, which lets you chase down zombies while avoiding objects. Gas is given to you for building up large combos, and once you run out of gas, game over. The last mode is Zombified, where you get to take control of a zombie, and play an endless distance game, avoiding all of the objects that come flying your way. 
The graphics and animations are well done, though they are reminiscent of many other Doodle games, they aren’t really cheap looking, but graphics are not this game’s strong suit. However, the animations are great, with nice deaths and cheesy explosions, it’s hard not to laugh, and be drawn into the gameplay even more. GameCenter integration is also included, with leaderboards for each of the Adventure Mode’s 4 Worlds, your Total Adventure Mode Score, and for each of the 4 other gameplay modes as well as 38 great achievements. Tread of the Dead also contains a great in-game stat section where you can check out loads of different stats, and a skin menu, where you can change the colors of all of your weapons once you kill a certain amount of zombies, giving the game even more added replay value. 
Priced at $0.99, being Universal, and with the incredible amount of content, as well as the crazy high replay value, Tread of the Dead is a great buy. Developer Spencer Cordes has also stated that more content is on the way, as well as touch screen controls so that iPad gamers won’t have to deal with the sore wrists that come with tilting your device for long periods of time. There’s also a lite version if you’re still on the fence after reading this, and checking out the trailer. I, for one, definitely hope to see more games come out of Mr. Cordes head. There’s obviously some incredibly good ideas bouncing around up there. 


Combombo [Wales Interactive] – FREE

There are so many great games in the AppStore that don’t get nearly enough attention, and are highly underrated. Miss Claire Garden, iDaTank, Space Tripper, Fractal Combat, Magnetic Baby, Up And Up!, Jelly Pops, Light Guardian, Eve of Impact, Awesome Saucer, Cubes Vs. Spheres,  I can go on and on and on and on. It really is a shame that all of these fantastic games get buried under hundreds and thousands of other games that don’t even compare. So is the nature of the AppStore. One such title happens to have been released last month. Developed by Wales Interactive, not really known for anything, they have put out 5 other releases; Kitten Calculator, Jibs Jump, Mrs Sprat Next Doors Cat, World Torch Challenge and Mr Frog the Neighbors Dog, all of which have basically tanked. But Wales Interactive has pushed on, and finally developed one outstanding game. Combombo. 
 
Combombo is a retro inspired arcade shooting game with some obvious influences from Pang. You’re put in control of a little character named Bombo. No one really knows where he’s from, or why he’s here, but one thing’s certain; he’s addicted to coins. And his top-hat, of course. Controlling Bombo is easy; drag your finger along the screen to move him. That’s it. While he’s moving, he automatically fires purple blobs of goo that turn green orbs red. Once you stop moving, Bombo produces a shield that will protect him from the orbs for a short time. If you get hit by an orb, you loose a life. Now, here’s where it gets incredibly fun – the goal of the game is to turn as many green orbs into red orbs as you can, by automatically shooting them, so that you can bank your points and collect your coins, a lot like Flip Ship’s scoring mechanics. If you get hit before you bank all your points, you’ll loose the points you’ve built up. The more red orbs you have on the screen, the higher your combo, and the more points you’ll receive. 
There are 4 separate gameplay modes in Combombo; Waves Mode, Speed Mode, Timed Mode and Lives Mode. Waves Mode starts out slow, only spitting out one green orb at first. But as you progress through this mode, more and more orbs are added to the mix, and soon, it’s one hectic free-for-all. Speed Mode requires that you bank at least 10 red orbs before you cash in in order to speed up. You start at 1, but for each set of 10 red orbs that you bank, the speed goes up. Timed Mode gives you 90 seconds to bank as many points as you possibly can, while Lives Mode gives you the chance to bank as many points as you can with only one life and one shield. 
Graphically, Combombo is extremely colorful. The environments all contain nice details, but the colors are dulled down a bit to make the incredibly vibrant orbs stand out against it. As you can imagine, this helps quite a bit, especially when the game gets hectic, and you’ve got 20+ orbs flying around in all directions. The animations are well executed, and add to the overall polish of the game, while the sounds and background music complete the picture. 
Originally priced at $0.99, you can pick up Combombo for FREE right now via DailyAppDream.com. Being Universal, it looks, and plays great on the bigger screen as well. However, there is one fairly big downside. There is no GameCenter integration. This means no achievements, and, since no leaderboards are contained within the game, no scoreboards. This does put a fairly big damper on the otherwise fantastic score-chasing drive of the game, and does take away from the long time replay value. Hopefully GameCenter can be added in a future update, but like almost every other title, I can really only see this happening if the game sells well. But with it FREE for the time being, you should definitely take the opportunity to download the game, and write up a review in iTunes, as well as help spread the word about this fantastic title. Otherwise, it’ll just fade away like so many before it. 


Critter Escape [Chillingo + KIZ Studios] – $0.99

Earlier in the week, we reviewed a new Chillingo title, Chimpact. In that review, we kind of noted a couple of complaints about previous Chillingo titles, and their lack of updates and support. But recently, I’ve been chatting it up with a couple of developers who have had their games published by the big name company, and it really looks like our complaints might just be a thing of the past. Hopefully. 
Chimpact, Orc: Vengeance, Jelly Jumpers, Catapult King, Eager Beavers, and more are recent releases that have either already received updates, or have updates in the works, which is fantastic news for gamers, and Chillingo. Hoping to add to the revival of this tradition is KIZ Studios, offering up their first iOS title, Critter Escape. 
The first thing that drew me to Critter Escape wasn’t the screen shots, or the game’s description. It wasn’t word of mouth, that it’s a Chillingo publication (meaning that it was most likely going to be a very well made, and nicely polished title), or even the trailer for Critter Escape. Nope, what drew me to the game was the development team. KIZ Studio has a great little section on their Official Website detailing not only their History, but also their studio’s Values. In this section, they list some pretty impressive traits that was what really piqued my interest in Critter Escape. Not only do I have faith that Critter Escape is going to get updates, and be tweaked to become the best possible game KIZ can make it, but they’re a development studio that I have no problems in wanting to support. 
Now, Critter Escape. Critter Escape is a sort of stealth influenced action/arcade adventure title that puts you in control of a cute little creature that kind of looks like a bean with arms, legs, and a face. Of course, completing the look is his spiffy crash test helmet. When you start the game up, you’ll be able to watch a cut-scene showing you how this little critter was captured by a scientific team in order to perform various tests on him. Before you start the first level, you’ll see another cut-scene showing the critter cuddled up in bed, sucking his thumb, and looking incredibly worried about his future. 
Luckily, the scientists forgot to pick up every chemical agent, and you’re able to use these to your advantage. Items that turn you into a huge monster, able to smash your way through guards, speed boosters that let you zip by and away from guards and ghost pick ups, turning you invisible and a superhero pick up that gives you super speed and strength can all be found scattered throughout the world of Critter Escape. While you’re playing, you’re also able to collect, and will earn gems which you can use to purchase these power-ups from the pause menu. When purchased, instead of only taking effect for a short period of time, the pause menu items last the entire level. So if you’re having trouble with a certain level, you’re able to blast through it by purchasing these power-ups. You’re also able to purchase gems through IAP, but these are not required to complete the game, or to unlock any specific levels, as everything can be seen, experienced and completed without the gems. 
Each of the levels fits into different objective categories. They are grouped together, with about 4 levels in each group. These range from not being detected, escaping the level before the timer runs out, knocking out all of the guards, rescuing other critters, escaping without using any special items and more. With 120 levels, there are more than just a couple of these objectives. There are also 10 separate environments, adding to the look, feel and immersion of the gameplay. 
Critter Escape contains two different control schemes. One is a virtual joystick that appears whenever and wherever you set your finger down on the screen, and the other is a line drawing scheme. I have had some issues with the joystick controls, as they’re pretty finicky, and I’ve constantly found myself needing to readjust my thumb on the screen, and if you’re controlling your character, and accidentally touch the screen with another finger, or the side of your hand, the controls stick until you pick your finger up again. The line drawing controls work a lot better, but aren’t really quick enough for the speedy levels, when you’re being chased, or to avoid a lot of the environmental hazards. The controls are nothing game-breaking, but they could use some tweaks, and I wouldn’t say no to a static joystick. 
Graphically, Critter Escape looks great. The character models, objects, and environments all provide a pretty immersive atmosphere, and with the great animations, the atmosphere is only increased. The various enemies and hazards all stand out, even though they graphically fit in perfectly with the environments, which is great, especially when speed running through the stages. The music and sound effects also add quite a bit to this atmosphere, and immersion, making it an extremely polished and well produced game. 
Priced at $0.99, being Universal, including GameCenter integration with 36 great achievements and having iCloud support, even with the control issues, Critter Escape is an incredibly fun and entertaining game. It has the usual polish that most of Chillingo’s publications include, and comes from a fantastic development team. KIZ Studios is definitely one to keep an eye on, especially if they follow through with their values, and make Critter Escape the best it can be. Let’s hope this is a new beginning for Chillingo, because they really do publish some outstanding mobile titles. 


Flip’s Escape [Shaun Inman] – $0.99

One of the AppStore’s most addictive, and incredibly awesome puzzle platformers has got to be Shaun Inman’s The Last Rocket. With it’s great retro graphics, simple one-touch tap/swipe/hold controls, and fantastic gameplay filled with style, it’s one iOS game that everyone should own. Fans of the game will be happy to hear that Flip the rocket is back, in an all new game, Flip’s Escape, an endless game that takes place after the events of The Last Rocket. 
One thing I should bring up before we start. Flip’s Escape is not a sequel to The Last Rocket. In fact, aside from having Flip as the main character, it’s nothing like The Last Rocket. Flip’s Escape is more of a mini-game when compared to it’s predecessor, but that doesn’t’ mean it’s not worth checking out. Rather than go the Kickstarter route, Shaun Inman decided to take 3 weeks, and throw together an endless game to appease fans of The Last Rocket, and let them in on what Flip had to go through after the ending of the game. The money made with Flip’s Escape is all going to help fund Shaun’s next game. It is nowhere near as depthy or content rich as The Last Rocket, but is a great idea when you look at the alternative. 
Now with that out of the way; Flip’s Escape. There’s one mode contained in the game, but there’s quite a bit of drive and plenty of ‘one-more-go’ gameplay. Flip moves left and right automatically at the bottom of the screen. Tapping anywhere causes Flip to stop moving. The goal of the game is to avoid hitting asteroids while collecting the stars that orbit said asteroids and get as far away as you can from the blast lingering behind you. 
Collecting the stars that orbit the asteroids fills up your star meter. Once you’ve collected 6 stars, it’s WARP time! While you’re warping, if you tap the screen as quickly as you can, you’ll build up your warp meter, and travel further distances. Flip also collects gems while he’s warping, which you can use to purchase and upgrade items in the shop. 
In the shop, there are two cheap consumable items which you can use to get a little further in your travels; the Nose Cone Drill, which lets you survive 1 asteroid collision and the Star Magnet, which attracts 5 missed stars. These are stackable, and you’re able to take 3 of each into each game with you. What’s great is that if you die and you haven’t used up all of the magnets yet, they are carried over into your next game. Also available in the shop is the Speed Inhibitor, which reduces your maximum speed, and the Speed Booster, which, you guessed it, increases your minimum speed. These have a pretty big effect on your warp distances, as the Speed Inhibitor will cause you to not travel as far while warping, no matter how quickly tap, and result in not collecting as many gems, and the Speed Booster will make you travel further while warping, resulting in more collected gems. You might be asking, ‘Well then why even include the Speed Inhibitor?’ – well, the game can be pretty difficult, and avoiding asteroids can be a challenge, and slower movement helps with that, which could wind up getting you further in the long run. It really depends on how you feel about the difficulty of the game as to which booster you choose to purchase. 
Also included in the shop are Friends. These friends are fairly costly, but totally worth saving up for. The Fare earns you 1 gem for every 10 lightyears traveled, and when you’re traveling upwards of 10,000 lightyears each game, that really adds up! The Trailer is your other available friend, tripling the amount of consumable storage space, letting you carry up to 9 of each consumable item. The last items are the Hulls. These are the most costly, priced at 200 and 300 thousand gems, they are purely cosmetic, but do give gamers something to play for after all the other items and upgrades have been purchased. 
The graphics and animations are, of course, totally reminiscent of The Last Rocket. If you love the whole retro 8-bit throwback look, you’ll love the graphics. The background animations are also top notch, with stars racing by leaving little streams of light behind them when traveling fast, and those streams of light disappearing when you stop Flip, it definitely adds to the whole feel of the game. The music is also just like TLR’s chiptune tracks, completing the whole retro feel that Shaun Inman has become so incredibly great at creating. 
So; is Flip’s Escape worth checking for $0.99? While it is Universal, and supports GameCenter, with leaderboards for Furthest Distance Traveled, Furthest Distance With Upgrades, Furthest Distance Without Upgrades, Furthest Distance Without a Collision and Furthest Distance Without Warping along with 20 pretty hard to snag achievements, all adding the typical endless replay value all endless games have, there will be people that this just doesn’t click with. After The Last Rocket, Shaun Inman set a bar, not only for himself, but for future puzzle platformer developers to come. Flip’s Escape doesn’t come close to hitting that same bar, which will upset some gamers and fans of The Last Rocket. However, if you look at Flip’s Escape as more of a great, unique, original endless game that you got as a special thank you for helping to contribute to Shaun Inman’s next video game project, chances are, you’ll totally enjoy it. The challenge is crazy, and with some insanely high scores on the leaderboards already, the score-chasing has already hit full throttle. Hardcore gamers looking for a hardcore endless distance gameplay experience will eat Flip’s Escape up. It has the ‘just-one-more-time’ hook perfectly done, and lets fans of The Last Rocket in on what happened to Flip after the end of the game. With Flip’s Escape only taking 3 weeks to complete, I’m totally stoked to find out what Shaun’s been working on, and is continuing to work on. I just hope we don’t have to wait too long to find out.  


Running With Ninjas [Justin Hogie] – $0.99

Shoot-em-ups. They’ve grown in popularity quite a bit since the introduction of the AppStore and iDevice. The touch controls make pin-point accuracy and quick movements that would otherwise be impossible as easy as dragging your thumb across a 3.5 inch glass screen. However, the 3D, 3rd Person/On-Rails shooter genre has been basically left out of this Shmup Revolution, with only a couple of titles available for the platform; Wizard Ops, Denizen, Dark Break, ExZeus, TheMars, Battle 3D 2: Iron Punch, and the more open-world type game, Battle 3D: Robots Sky. These titles have provided iOS gamers with countless Space Harrier type entertainment. But sadly, aside from these titles, there’s not others for fans of the genre to sink their teeth into. One-man, Australia-based Justin Hogie obviously knows this, but has still taken a wild chance with his first original iOS title, and created another game we can all add to that extremely short list; Running With Ninjas. 

Running With Ninjas is an Endless 3rd Person On-Rails Shooter that puts you in control of a ninja running through the jungle and mountains while being attacked by, and attacking, other ninjas who are bound and determined to take you out. RWN contains one gameplay mode which has you defeating as many ninjas as you can before your health completely runs out. When you start out, you’ll only see 2 different enemies; Red and Green. Red enemies will throw Shurikens straight forward and once defeated, add to your special meter; displayed as writing under your health bar. Green enemies do not attack you, instead, once defeated, they will slightly refill your health bar. As you progress through the world, you’ll soon realize that these are not the only types of enemies. Bosses with strange turtle like shields on their backs, purple enemies that throw Shurikens directly at you, yellow enemies that toss bombs and more will all be after your head, and when all of these different types of enemies are on the screen at the same time, things can get a little hairy. 

Once you defeat a boss, a scroll appears. These scrolls, once collected, give your ninja special powers, and this is where the special meter comes into play. After you collect a scroll, a special power is unlocked. To use this special power, you’ll need to draw a shape in the middle of the screen. This does take some getting use to, and I still think that buttons up the sides of the screen, or easier swipe gestures, like just swiping left to right, or up and down would have been a better fit, especially since the gestures are a little hard to remember, and can take more than a second or two to pull off, that is, if you can pull it off correctly. Each special power requires a certain amount of power from your special gauge. Once you have enough power, you can draw a certain symbol on the screen, and POW, enemies are in for some trouble. 

The controls are fairly simple; you’re given a button for jumping, and a button for throwing your own Shuriken. Moving left and right is controlled by tilting your device. Normally, I don’t think I would have checked out a 3rd Person On-Rails Shooter that was tilt controlled, but the controls in Running With Ninjas fit the game extremely well. Also making it feel even better is the great camera control. When you tilt your device, your character moves, but so does the environment. This makes it a lot easier to focus on the gameplay, and not worry so much about where your character is located in the gameplay area. However, if you’re not comfortable with the tilting environment, you can always turn this option off in the settings menu, making the environment stay level as you tilt. I have experienced some issues with the controls, like an occasionally unresponsive jump button, some jitteriness while moving in the air, sometimes resulting in taking damage when I should have avoided a bomb, and some slight sticking of the character while on the edges of the gameplay area. However, these were all occasional, and not game-breaking by any means. 
The graphics are pretty minimal, with very little details in the environments and characters, however, this does help to make the bright enemies stick out like a sore thumb, making it easier to focus on them while running at full speed through the environments. The animations are well done, with nice enemy appearance and death animations, cool looking special powers, and nice running animations also add to the feel and polish of the game. 

With only one gameplay mode, and some needed tweaks that could make the gameplay a little smoother, not everyone is going to jump on the Running With Ninjas bandwagon. However, if you’re a fan of the genre, and willing to take a chance on a game that has some very solid core gameplay mechanics, for $0.99, you just might be very surprised. In the near future, Justin Hogie has said that GameCenter leaderboards and achievements, as well as possibly another gameplay mode that would revolve around preset challenges and levels, along with some additions to the enemies, stages, and special power scrolls. Hopefully RWN sells well and gets enough attention that these things can be added, because right now, Running With Ninjas shows an extreme amount of promise, and provides some great endless gameplay.


Wispin [Grumpyface Studios] – $1.99/$2.99

I won’t bore you with the excessively long list of games that were released before the inception of The App Shack. Needless to say; it’s LONG. But there are handful of games that will never leave certain iDevices, and games that we’re reminded of when a developer comes out with another iOS release. One of those games happens to be Grumpyface’s Wispin. Wispin was one of the first FREE games I ever got in the AppStore, back in December of 2010, right after I found out that developers actually had days that they would give their games away for nothing. That’s right, I was a slow learner. But once I found that out, I turned into an AppStore junkie, and Grumpyface’s Wispin had remained and been transferred over to every iDevice I’ve owned, and the release of Super Mole Escape has reignited my love of the game. 
Now, just like Bring Me Sandwiches!! and Super Mole Escape, Wispin is a little wacky. Granted, it’s not as totally off the wall as BMS!!, but Grumpyface’s humble roots are definitely showcased within it. Wispin contains 3 separate environments each in 2 different gameplay modes; Standard, which starts you out with 3 lives, and Intense, which starts you out with 1, and further into the hectic, Standard gameplay. 
Containing two control methods, there are two different ways to play the game, and I absolutely love when controls offer up a totally new gameplay experience. When using the tilt control method, Wispin plays a little like Tilt To Live, with color control, and using the virtual joystick plays more like a dual-stick arcade title. 
The main goal is to change the color of Wispin with the color wheel, to match up your color with the enemy’s color, and then smash into them, effectively destroying them. There are 3 different colors you can turn Wispin into; Red, Green and Blue. However, not all enemies follow this set of 3 colors all the time. Occasionally, they will turn purple, yellow, orange, and more, making you avoid them until they turn back into one of the 3 basic colors you can match up with. Wave after wave, Wispin is an endless game, with you trying to survive as long as you can. 
The scoring system helps add to the fantastic gameplay, with perfect rounds and multipliers/combos, reaching for both is essential in scoring big. At the end of each wave, if you did not get injured by one of the evil Bloopers, you’ll get a ‘Perfect Wave’ bonus, and this bonus score increases with each consecutive perfect wave you manage to get. Multipliers and combos are based on a gauge. Once you destroy a Blooper, the gauge is filled, and starts quickly running down. To keep a combo going, you’ll need to destroy another Blooper before the gauge empties again. This gauge can also be filled up to the point where you’ll spin wildly around, bouncing off of everything in a ‘controlled’ sort of chaos that lets you destroy all Bloopers of all colors. 
Along with the spinning power-up, there are items which you’re able to pick up as you make your way through each wave. Cheese that draws Bloopers of a certain color into one area, bombs that take out one color of Bloopers, arrows that you can fling at Bloopers and a special tap power-up, which, once activated, turns Wispin into a blob, disappearing from the gameplay area, and lets you tap on each of the Bloopers, destroying them. The items do stack up when you collect like items, but if you pick up a cheese item when holding arrows, the arrows will be replaced. 
The graphics and animations in Wispin are fantastic. Cartoon-esque environments and character models, which are great by the way, and great explosion/death animations all runs extremely smooth, even on 1st Generation iPod Touch devices. The music and sound effects are great as well, adding to the arcade sound and feel of the whole game. 
Although it could use another gameplay mode and more enemies. Maybe a couple more power-ups, with Wispin priced at $1.99, and $2.99 for the HD build (which has bigger gameplay areas, and re-sized virtual controls), and GameCenter support with 14 separate leaderboards, including boards for highest score in both Standard and Intense Modes on each of the 3 different environments, highest wave reached in each environment, longest survival time in each environment, highest combo and total Bloopers destroyed, as well as 21 hard to snag achievements, there’s endless replay value, and several different ways to play when score-chasing. Since Wispin’s release, Grumpyface has created two more extremely wild and fun titles, both of them getting 5 star ratings in our reviews, but it’s great coming back to Wispin, to see where it all started. It’s a game that was amazing when it was released, and still holds up extremely well a couple years later. I’d definitely recommend it to all iOS gamers, casual and hardcore, and consider it a classic iOS game. 


Chimpact [Chillingo + Yippee Entertainment] – $0.99

Chillingo is a machine when it comes to publishing games. Every single week, I look forward to seeing what’s coming out of their studio next. Unfortunately, they aren’t very well known for screening developers. More than once, I’ve had a Chillingo game that didn’t run on my device (when it clearly stated that it was supported), had bugs and issues, or was never updated after multiple promises from developers, and have had them tell me to contact Apple for a refund because they weren’t going to fix the bugs, or make it so that the game could run on my device (a 4th gen iPod Touch, if you’re wondering). But their games are almost always super cheap, and when they do work out, they’re usually very well designed, highly polished and a blast to play. One of Chillingo’s newest publications, Chimpact, developed by Yippee Entertainment, just so happens to fall into that category. 
Chimpact doesn’t necessarily bring anything new to the table. In fact, there’s a few other games that I’ve been hooked on in the past; Drag It, Wire Way, Spoing, Parachute Ninja, Up And Up and Jump Birdy Jump all come to mind. However, Chimpact happens to be one of the best titles within the genre. Granted, I don’t think anything will ever out-do Parachute Ninja, but Chimpact comes close. With 36 levels spread across 3 worlds, along with 180 challenge levels to complete, there’s tons of content, and plenty of challenges to go through. With Chimpact including a leaderboard for total number of Bananas Collected, and 32 Achievements via GameCenter, there is some added replayability. Though, the way it’s set up, you could, in all reality, play and re-play the very first level over and over again, and hit the #1 spot on GameCenter. Leaderboards that are set up in this fashion usually deter from the real score-chasing, which is a shame.
Aside from that, Chimpact is a very solid Flick-Based Platformer. The one touch controls are tight, and precise, and the physics, while very slightly floaty, are still well done, and the gameplay is smooth and runs without any hiccups or frameskips, even on my 4th generation iPod Touch. Not to mention, Chimpact provides loads of challenge, and is incredibly fun.
Each GemQuest level has a possible 5 Gem and Gold Totem ranking. To get the 5 Gem ranking, you’ll just need to collect all 5 gems hidden throughout the stage. This will require you to sometimes scan areas by dragging your finger on the screen, because once you reach the next slingshot, or section with mushroom trampolines, you can’t go back and pick up a missed gem. The Gold Totem ranking is what really makes the game challenging. To get a Gold Totem rank in a stage, you need to have a perfect run. This means you need to collect all of the gems, all of the bananas and banana bunches, kill all the bugs and not take any damage throughout the level. 
The 180 Challenge Levels also provide loads of difficult challenges. There are 3 worlds, and 12 totems in each world, with each totem containing 5 challenges. Each of the 5 challenges contained in a totem are different, kind of set up like objectives. For instance, in one totem, you could be required to reach the end of the stage before time runs out, collect all alarm clocks in a stage before they ring and time runs out, reach the end of the level while only using each vine (slingshot) once, and make it to the end of the level without being damaged more than 3 times. There’s loads more, like getting to the end of a level before a ghost does, reaching the end of a stage while only using a certain number of vines, pop a certain number of pods in a certain amount of time… you get the idea. It’s clear that the developers have spent a ton of time figuring out various objectives for these challenge levels, and with 180 of them, there’s more than enough to keep even the most hardcore gamers busy for a while. 
With more content on the way, being priced at $0.99, a Universal build, and having GameCenter integration, Chimpact is a fantastic buy at a steal of a price. Hopefully Yippee doesn’t flake out like so many other developers who have had games published by Chillingo, because Chimpact is a great game. But for it’s price, it’s definitely worth taking a chance on it, especially if you’re a fan of the genre. Yippee does have a mind-blowing amount of experience under their team’s belt with over 130 years of gaming experience going back to the days of 8-bit gaming, so even though they’re a young studio, there’s a solid chance that they’re in it for the long haul, which is great, because with the amount of polish and entertainment contained in Chimpact, I can’t wait to see what Yippee comes out with next. 


NinjaBoy [2 Ton Studios] – $0.99

Tilt controlled platformers are a bit of a touchy subject, especially for hardcore fans of the platform genre. Fortunately, there are a couple of titles out there that use tilt controls, and do it exceptionally well, building the game around the controls, instead of building a game and throwing in tilt controls because they’re available; Crazy Hedgy, Bounce On and Hoggy are a couple titles that instantly come to mind. Well, now platformer fans can add one more title to that very short list. The brother-duo development team, 2 Ton Studio’s, who’ve, until now, been releasing games for the WP7 (originally though to be one of the iPhone’s most competitive devices, crashing soon after, they released Flying Heads, Akiak, and a title recently brought over to the iOS, NinjaBoy), have finally decided to spread their wings, and attack the AppStore bringing over the quick-level platformer, NinjaBoy.
Now, I will admit that when I first heard of NinjaBoy, I blew it off, and it was because of the controls. More often than not, I absolutely despise tilt controls in platformers, and with so few titles utilizing them and building their game around the controls, it’s pretty easy to say that 95% of tilt-based platformers are going to crash and burn. Fortunately, I’ve got some very pushy gamer friends who would not let up. Finally, I caved. And my iPod is all the better because of it. 
NinjaBoy is the story of a fallen kingdom, and a harsh ruler. Tadeo, the character you’ll be controlling, and his master, Minoru, escaped the land, running to a forgotten temple to train until Tadeo is strong enough to battle Lord Hito and take back the kingdom. 
2 Ton Studio’s has marked NinjaBoy as a puzzle-platformer. And it is, of sorts. Quick thinking and figuring out how to get through the screen-sized levels so that you can collect all 3 stars before hitting the exit can prove to be a bit of a challenge, especially after you make your way through the first set of levels. 
Starting off, you’ll need to go through the Dojo, where you’ll go through 40 levels, learning the basics, and preparing yourself to enter The Kingdom. The Dojo is split up into 3 sections, the Lower, Mid and Upper levels. Each stage has a possible 3 star ranking, though not required to move on, this is where the core challenge is. In each stage, there are 3 stars which you can grab, and an exit. If you touch the exit before you collect all of the stars, the level ends, and you’ll need to replay it if you’re trying to get all 3 of the stars. Some levels also have a locked exit, and a key. In these levels, you’re able to pass through the level’s exit before you have the key, and still be able to carry on, collecting the rest of the objects in the level. 
The levels are designed so that you’ll need to figure out the best way to collect all 3 stars, the key, and reach the exit in the quickest time possible. In the Lower level stages, you’ll learn the game’s basics, but as you move on into the Mid level stages, it starts to get a little more tricky. Here, you’ll start to encounter trip-wires and golems. If you touch the trip-wires, you’ll need to restart the level. Now, since one hazard isn’t really sufficient, you’ll also come across golems. These creatures kill you if you fall into their direct line of sight, so avoiding the front of them is essential for progressing through the stages. In the Upper level stages, it gets a little more tricky. Here, you’re exposed to different trip-wires. In the Mid level stages, the trip-wires were red, and killed you on impact. In the Upper level stages, you’ll come across blue and green trip-wires. Green wires let you fall down through them, while blue wires let you jump up through them. If you happen to go the wrong way through them, you’ll be killed. You are graded on how many stars you collect, the amount of time it takes you, and your efficiency. This is how you earn gold. The higher your grade, the more gold you’ll earn. 
In the shop, you’re able to spend your earned gold on various items and costumes, all with different abilities and stat increases. Different outfits will give you different abilities; The red outfit will let you tap and hold while you’re jumping to slowly float downwards, while the green outfit boosts you back up if you happen to fall past the bottom of a room. Along with 3 other outfits, there are also charms which, when held, can give you a gold boost at the end of every level, and potions, which let you bypass trip-wires and get past golems without being seen. 
With tight controls, playing NinjaBoy on the iPhone/iPod Touch is a blast, and does provide a great challenge. However, even though the game is Universal, there are no other control options, so playing on the iPad can get kind of frustrating. With the constant tilting, your wrists are in for quite a workout. Though I’m not saying that I’d like to see virtual controls, because the game is built around the tilt scheme, I am saying that the game is a lot more comfortable for gameplay on the smaller devices. Priced at $0.99, and containing 80 levels, each with a possible 3 star ranking, there is quite a bit of content to play through. However, there is no GameCenter support, which does take away from the replay value, and the drive to play your best to unlock achievements. Hopefully GameCenter will be added in a future update, because I’d love to battle it out on some leaderboards, and see what extra challenges some achievements could add to the game. 2 Ton Studios has provided a really good tilt controlled platformer with NinjaBoy, and it’s very well developed. I’d love to see them bring more titles over to the iOS in the future, and will definitely be keeping my eyes on them from now on. 


Super Mole Escape [Grumpyface + Adult Swim] – $0.99

Grumpyface Studios is easily one of my favorite dev teams working on iOS games today. Their previous games, Robot Unicorn Attack, Wispin and Bring Me Sandwiches! are some of the most unique and original titles within their respective genres, and are 3 games that I will NEVER delete from my iDevice. Well, last night, Grumpyface released another title, again, published by Adult Swim, who really can’t seem to do any wrong these days, called Super Mole Escape, an Endless Digger game that has you controlling a mole digging through layers and layers of the earth, trying to escape the fuzz. 
Super Mole Escape  has two separate modes; Single Player and Versus. In Single Player Mode, you’re able to choose between two different moles when you start out, a male and a female, both with different stats; The male has equal Speed, Acceleration and Strength, while the female has less Strength and boosted Acceleration. There are also 5 other moles which you’ll be able to unlock as you gain gems while playing the game. In Verses Mode, you’re able to match up either randomly, or with select friends through GameCenter to play side by side. Both modes are essentially the same; control your mole while trying to reach the furthest distance you can before being caught by the police. Once you are caught by the police, you’re given an option to bribe the judge for 1,000 gems, or take your chance and spin the wheel, where you can either earn extra gems, get a second chance, or get boosters for your next game. In Verses Mode, whoever is caught first looses. There are no second chances given in Verses Mode. 
Aside from the Versus Mode, where the game really shines is in it’s gameplay mechanics. Endless diving games are certainly nothing new within the AppStore, but Super Mole Escape happens to very gracefully out-shine all of them. As you make your way through various environments of the ground below, you’ll be able to collect gems and power-ups. The gems play two rolls in the game; One, collect them to unlock more moles, upgrade your mole’s stats and purchase one-time-use boosters in the shop. Two, to boost. Every time you collect a whole string of gems, your mole will get a speed boost. The more strings you collect, the faster your mole will go, each string giving them an even stronger boost of speed. You’re also able to plow through rocks, enemies and some hazards, which would normally severely slow you down, in the blink of an eye, opening up more power-ups, gems, and special gems to collect. Special Gems are scattered throughout the game. Big and shiny, they’re very hard to miss, but are usually placed in spots that require quick thinking, or a boost of speed in order to collect. But once you collect 3 of them, you’ll get a special Super Boost, which will throw you far ahead of the cop, or your opponent, if you’re playing in Versus Mode. 
There are multiple power-ups to collect as you make your way through the ground; Hammers, which can smash through rocks, as well as smash enemies that have a mission to slow you down, Diggers, which you can ride for a very nice speed boost, plowing through most everything in your path, Rockets, which you can shoot at your enemies, blast through walls with, or shoot at your opponent if playing Versus Mode, Shields, which allow you to take 2 hits without slowing you down, and a Magnet, which draws gems to you. These power-ups are scattered throughout the world in crates. To break them open, you simply need to dig through them. Once you do, an icon with the power-up you’ve collected will sit at either the bottom or the side of the screen (depending on your control scheme), able for use whenever you’re ready. 
Other than rocks, loads of hazards will try and slow you down as you try and escape. Mushrooms which bounce you back a bit, dinosaur skeletons which will chomp down on you, worms, Eskimos, hot lava, spikes, flash freeze devices, and more, will all try and throw a wrench in your escape plans. As you progress, and get deeper and deeper, the hazards become more abundant, and packed together, making the game more and more challenging the further you dig. The separate environments each house their own hazards, and this variety really keeps the game fresh, as you never know which environment is going to come next, or what is around the next set of rocks. 
There are two control schemes; Tilt and Touch. Tilt is pretty self-explanatory, while the Touch Controls let you drag your finger anywhere on the screen to move your mole. Both control options have sensitivity settings, which really helps out, especially when using the Touch Controls on an iPad. It’s great being able to pick your choice of controls, and set it to be as tight or loose as you like so that you can play the game to the best of your abilities. 
Priced at $0.99, being Universal, containing GameCenter leaderboards for Furthest Distance, Total Distance, and most Verses Games Won, as well as having 22 hard to unlock achievements, and 35 in-game objectives which you can do to earn extra gems. There are IAPs, but you can unlock and upgrade everything without purchasing any additional gems, but they are there if you would like to unlock everything right away, or show some extra support to the developers. Grumpyface has made an extremely solid Endless Diving game, one that definitely leaves the rest of the genre in the dust, and sets a new standard for future Endless Diving games to follow.