Search Results for: label/Platformer/index.html

Number of Results: 77

Another World – 4.99 (Bulkypix)

Another World is a re-release of the old Amiga game by Eric Chahi, released this time by Bulkypix. Bulkypix has put out a lot of great games over the last couple years, but with this release of Another World, their uber cool status pretty much just shot through the roof. Another World is a classic game from the 90’s where you guide a physicist, who has been sucked into a strange world, through various puzzles and action sequences.

Most gamers who are familiar with the game will probably, first off, want to know how it controls on the touch screen. We’re given two options for control, a d-pad with an action button, or swipe/tap controls. The swipe/tap controls seem to work the best, as they feel more natural for the game on a touch screen. You’ll tap on either side of the screen to move in that direction, while swiping up or down to jump and duck, and then have two action buttons, one in each bottom corner.
The graphics have also been updated to fit the current devices perfectly, getting a very nice make-over. The environments are now a lot more detailed, as well as all the enemies and cut-scenes. You can, however, drag two fingers down on the screen at any point in the game to switch back to the classic graphics. It’s interesting seeing how much they’ve improved in certain spots by switching back and forth between the graphics, a lot of the environments look totally re-done.
Now for the game. Those of you who have played through, and beat, Another World, know that it’s a very short game, but only if you know exactly what to do to get through all the puzzles. This is definitely one of those games that if you look up a play through on YouTube, it will take, pretty much, all the fun and discovery out of the game. For first timers, or people who have never played all the way through the game, it could take 5 or 6 hours, maybe even longer, depending on how much you die, to complete it.
The puzzles and gameplay are mixed in with cinematic elements, so it’s sometimes hard to know exactly when the gameplay starts. The first time I played I died in the first 10 seconds because I didn’t know you were supposed to make your character swim out from the water. I’ve also sat there wondering if I was controlling the characters, or if I was watching another cut scene. So it’s a real story based adventure game, with tons of puzzles, and platform elements. Most of the puzzles will require multiple deaths while checking out the “wrong ways” to accomplish something, while other times, you might just end up stumbling onto the solution without even knowing it. Luckily, there’s a nice checkpoint system, so you’ll only need to start back a couple of screens if you die. There’s also 3 different difficulty levels, one easier than the original, the original, and a harder difficulty, for those of you who have made it through the game already, and consider yourselves pros.
Another World was an amazing game when it was released back in 1991, and with the amount of old-school gamers that play games on iPods, I don’t think Buklypix will have any problem selling this masterpiece. It’s still as great now as it was then, but because it was so original and ground-breaking at the time of release, causing even old-school gamers to want to pull their hair out, a lot of younger gamers will probably not enjoy this one too much. But if you’re serious about playing a game that’s still like no other, and ready to experience a game rather than play it, Another World is a great choice. It will stick with you, possibly forever. I can still remember playing this on my neighbors Mac about 17 years ago, and still consider it to be one of the most interesting, and engrossing games of my childhood. I feel lucky to be able to play it all over again on my iPod with controls that fit the system very well, with re-done graphics and sounds, and at a fraction of the cost of the original. $4.99, and being Universal, Another World does have an AppStore “premium” price, but it’s a premium game, even with it’s low re-playability, high difficulty, and chances that you’ll get stuck on one or two screens of the game for a day or two at a time, it’s a game that will make it’s mark on you. If you remember the game from your childhood, love old-school games, or are looking for something to totally blow you away, this is definitely a game to snag.
Another World gets a score of 9 out of 10
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Run Fox Run – 0.99 (Icewire)

Run Fox Run is a new endless runner by Icewire. In the game, you’ll be able to go through 3 different modes of play, Story, Endless, and Coin Mode. In Story Mode, you’ll be able to run through 24 levels spread up across 4 different environments, each with different enemies, and progressing difficulty. Endless Mode lets you face all of the 40 different enemies while running through environments from all 4 different worlds in Story Mode, while Coin Mode lets you run from the main menu. You’re able to hit an arrow up on the menu selection area so that the ‘Story” and “Endless” mode selections are not blocking up the screen, and then you can run as far as you can while collecting as many coins as possible.

Each mode has different mechanics, and different ways of dealing with enemies. A lot of thought was put into the scoring of Run Fox Run, which is always nice to see no matter what genre you’re dealing with. In Story Mode, there is no score, but instead, you’re given 3 hearts to start out with, and have the option of trying to pick up more, up to 5, as they’re scattered throughout the level as item pick-ups. There’s a little gauge on the top right corner that lets you know how far you’ve gone in the level, and how far you have until the end. Jumping on enemies isn’t necessary, as there is no score, but if you run into or hit one of them, you’ll loose a heart. Loose all your hearts, and you’ll need to start over. Making it to the end of the level without loosing a heart, and you’ll get a C Star, that stands for Cunning. Collecting these perfect stars, along with progressing through the levels are the main points of playing in this mode.
Endless Mode has some more complex scoring, as you’re scored on distance. But jumping on enemies gives you a multiplier, increasing your distance score. A little 2x or 3x will stay above your fox for as long as the multiplier is active, while jumping on more enemies while the multiplier is shown above your head will add to it. You’re given 3 hearts, as well as heart pick-ups throughout the levels, to use before you die, and need to start from the beginning. There are level changes within Endless Mode, as the levels are about as long as Story Mode levels, but your score carries over from level to level.
In both Story and Endless Modes, there’s also power-ups. Many are scattered throughout the levels, and one is a power-up that keeps recharging after you use it. The rechargeable power-up, shown at the bottom of the screen, is a speed booster that leaves you invincible while it’s active. You can quickly run through groups of enemies very easily with this power-up enabled, and it keeps charging while you run. If you get hit by an enemy, the gauge will drop back about half way, and you’ll need to re-charge it again in order to use it. Some of the power-ups are a shield, a jump booster, a speed power-up booster which gives you a full speed gauge, and a power-up that kills all enemies on two platforms.
Coin Mode, played at the main menu, is more basic with it’s scoring, and doesn‘t use any power-ups or the speed ability. There’s two types of coins, one worth 1 point, and coins with silver around them, worth 5 points. The goal is to collect as many coins before you hit 1 enemy. Hitting an enemy automatically resets the coin counter back to zero, and you’ll keep running, trying to collect as many coins as you can all over again.
GameCenter and OpenFeint have two leader boards, one for Endless Mode, and one for Coin Mode, along with 27 achievements. The online support is a great addition, and adds a lot to the replay value of the game, even after finishing the Story Mode, and playing around with the other modes. There’s also a Credits Mode, where you can run and jump on enemies while the credits are playing. Jumping on an enemy shows you the name in the credits in a darker color, and is not scored, and has no real purpose other than to give you something to do while reading the credits. It is, however, a very nice addition, as no other game that I’ve seen lets you actually play through the credits.
The graphics in Run Fox Run are done extremely well, with great environments, and painted backgrounds, the game is extremely vibrant, and professional looking. The animations are also very well done, from the running of the fox to the movement of the enemies, especially in the later levels with Abstract World. The music goes along fairly well with the game, and doesn’t get annoying at all. The effects also add quite a bit to the game, and it all creates quite a nice atmosphere. The controls in Run Fox Run are also very well done, having the fox’s jumping height dependant on how long you hold down on the screen, and never struggling for timing with unresponsive or laggy control.
Icewire has done an amazing job creating their first iOS game, and has shown that they know exactly what it takes to break into a genre already overflowing with great games and make their mark. Run Fox Run has more than enough content, and incredible replay value, with online support, and very responsive developers behind it all. For $0.99, it’s a great buy, and one that will end up staying on your device for a long, long time. I, for one, and very excited to see what the future holds for the new development company, and can’t wait to find out what they have in store for their next game.
Run Fox Run gets a perfect score of 10 out of 10, and is recommended to all fans of the endless runner genre.
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Fruity Jelly – 1.99 (Scorsoft/Bulkypix)

Fruity Jelly is a new puzzle platform type game by Scorsoft and published by the oh so popular, BulkyPix (Pix‘n Love Rush, Babel Rising, and many more). In the game, you will play as a little jelly who is the only one of his village left after an evil being went on a vicious rampage, threatening the fate of the peaceful and calm jelly society. You will need to collect all the fruits in each level and make it to the flower that pops up to save your friends, and restore the balance of this jelly land.

There are two control options for the game, tilting and virtual controls. Tilting will let you tilt your iDevice to move the little jelly through the levels, while having a button on each of the lower corners of the screen that can rotate each of the levels. The virtual controls will give you a slider bar for movement on the right side of the screen, and have both of the level rotating buttons on the bottom left side. Choosing to have the movement bar on the right side, instead of the left side, like most games, was kind of a risky move, but it works very well in Fruity Jelly, and only took a couple of seconds to get use to. You’re also able to pinch and pull the screen to zoom in and out, and double tap to enter a ‘scan’ mode, so you can look around the entire level before deciding what route you’d like to take. Wooden crates are also found in some of the levels, and to break them, you’ll need to tap on them, and some sections in the floors will require you to rotate the level to a certain angle, and then swipe down to make the jelly move through the holes in the floor.
The level rotating buttons are a great addition, as are the holes in the floors and wooden crates, and all really help expand the creation of the levels and level design throughout the game, which Scorsoft has done an amazing job with. You will need to rotate the level quite a few times in order to make it through each of the 40 levels in Fruity Jelly. There’s also one star in each of the levels, and sometimes collecting it can be quite the challenge. If you do manage to collect all the stars, bonus levels are unlocked for you, which are generally pretty fun. There is also a Time Attack Mode, in which you can try and get through each of the levels as fast as you can, going for the gold star time, which requires you to go through each level perfectly.
The graphics in Fruity Jelly are done exceptionally well. Along with all of the animations for all of the different enemies, the flower, water, all of the different animations for jelly, like squishing when falling from a high spot, or being hit by an enemy, even all of the fruits move, Fruity Jelly looks very professional, and playing through each of the levels, you can tell that a lot of work and thought has gone into each and every aspect of the game, how it looks, how it sounds, how it plays, and each and every route you can take to get to the end of the levels.
Fruity Jelly does have OpenFeint support, with 23 achievements, but no leader boards, which is kind of upsetting. Having a Time Trial Mode, with no leader boards, so you can’t compare your times with friends or other players around the world, makes the Time Trial Mode a little less interesting, and takes away quite a bit from the replay ability. But there is still a bit of replay ability in getting all of the stars in the game will require a few replays of certain levels, and in some of the later levels, getting through them will require multiple plays. The level design is top notch, and the gameplay is super smooth, and entertaining. Being Universal, and $1.99, with more content on it’s way, it’s a great buy.
Fruity Jelly is getting a score of 9 out of 10.
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The Big Little Quest – 0.99 (ITL Business Ltd)

The Big Little Quest is the second isometric puzzle plat former from ITL Business Ltd. The game plays like an extension of their first game, Alone, in that the controls, UI setup, and general gameplay are pretty much the same. But in The Big Little Quest, you’ll play the first episode as you try and save your sister from a villain that kidnapped her and took her to his castle. To get through the game, you will need to talk to everyone you can, find items, weapons, kill dragons, and solve multiple puzzles in order to get to the end.

The graphics in The Big Little Quest have been updated quite a bit from the previous release, Alone. They are a lot smoother, and look more modern, while still retaining the retro feeling. The controls are the same, as in you’ll have 3 different options for control, a d-pad facing up and down with two buttons, jump and attack, a d-pad in isometric position, with attack and jump buttons, and being able to move by touching on each of the 4 corners of your device, double tapping to jump, and swiping to attack.
The gameplay, like I stated, is pretty much just like it was in Alone, moving from screen to screen, but in Big Little Quest, you’ll need to talk to everyone you run into, and do quite a bit of exploring. At the beginning of the game, you’re told to go and talk to your father, who is with a monk in the building just south of the building you’ll start out in. He’ll tell you that you’ll need to find the coins, and a map in order to progress. From here on, you’ll be given different quests as you complete each task, smoothly progressing through the game.
As it is just Episode 1 of the game, it is a little short. It took me 1 hour to complete the game. But there are some head-scratchers with the added puzzles. Just like in Alone, they are very well planned out, and well made, even though this game is more about exploration. You’ll move throughout the world collecting items, finding the 3 dragons, and maybe re-finding them, after you manage to collect your weapon, and then making your way to the castle and through the dungeon, where most of the puzzles are found.
For the game being only the beginning of the full story, it’s pretty entertaining. I’ve played quite a few games in the past that were first episodes, and they didn’t really give me this much gameplay or promise, and with the developer being active on his website, and on the Touch Arcade Forums, having completed his previous game, it’s pretty solid promise that there will be more to come.
As the game is now, there’s not a whole lot of gameplay, but for $0.99, with the promise of the game expanding, it’s well worth the purchase if you’re into exploration games, or if you liked the developers first release. It’s got nice adventure elements, and really feels like you’re moving forward in the game as you progress. I’m looking forward to playing the future episodes, and can’t wait to find out where the story goes from here.
The Big Little Quest is getting a rating of 6 out of 10, but could very well turn into an 8 out of 10 game after more is added to it.
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Alone – 0.99 (ITL Business Ltd)

Alone is an isometric puzzle platform game from ITL Buisness Ltd. In it, there has been a terrible chemical warfare attack, and your city is left in ruins. Now you’ll need to find a vaccine for yourself, and your girlfriend, while trying to survive the aftermath outside.

In the game, you’ll go through 14 pretty short levels gathering different objects and items while going through traps and avoiding or killing the mutants that plague the town. Each level has a pretty straight forward objective, and usually only a few screens that you’ll need to navigate through in order to complete the levels. You’re given 3 different control schemes, a regular d-pad with attack and jump buttons, an isometric d-pad with 2 butons, or you can move by tapping in each of the 4 corners of the screen, double tap to jump, and swipe to use your weapons. I’ve found that the d-pads are the best way to navigate through the game, as using the 4 corners controls can get pretty frustrating.
The graphics are retro inspired, and work well with the feeling of the game, which is pretty surprising given the advances in graphics and the post-nuclear games that have come out over the years, and shaped the apocalyptic world for us, but the retro graphics are done well, and fit with the difficulty of the game. It reminds me a lot of old-school NES games.
The puzzles scattered throughout Alone are done pretty well, and are timed. This would be a nice feature if some online services were added. GameCenter leader boards for the fastest times in each level would be a great addition to the game, and add quite a bit of replay value. As it is right now, there’s really not much drive to replay any of the levels after you’ve beat them. With each of the levels taking about 2 to 5 minutes to beat, it seems that having GameCenter or Openfeint should be included.
Aside from the lack of online features, there are endless possibilities with the addition of the online level editor. After you finish the 14 levels of the game, you can register at http://alone.itlgames.com and make your own levels. This does drastically help with the replay value of the game, but only if you have the drive to go online and work on your own levels. So in the end, Alone is a very nice isometric puzzle platformer. It is very short, but the time spent playing the game will be enjoyed quite a bit. If you’re a fan of old-school gaming, or just want a platform game that will challenge you to think pretty quickly, with a nice environment, and good controls, Alone should be right up your ally. For $0.99, it’s definitely a game worth checking out.
Alone is getting a score of 7 out of 10.


Up And Up! – 1.99 (Swift Seven)

Up And Up is a new slingshot type adventure platform game from Swift Seven Multimedia, a 2 person outfit located in Sweden. Up And Up is easily one of my favorite games to come out in the last couple months, and the attention it’s getting, or lack of, is pretty surprising. Maybe it shouldn’t be, as there’s quite a few games I feel really deserve a lot more attention then they’ve gotten, but I can almost always understand why. The controls might be a little funky for some people at first, people might have been expecting to get something else, but with Up And Up, it’s a pretty straight forward adventure game that has you stretch and slingshot your character through the beautifully made levels, is made by indie developers, and is made for both casual and hardcore gamers. These types of games usually do pretty well in the AppStore. Then again, most of the games in this genre weren’t released the same week as Jetpack Joyride, Samurai Bloodshow, Frogger Decades and Crimson: Steam Pirates. So here’s hoping I can shed a little bit more light on this great title.

In Up And Up, you’ll play as a bungy monster who’s trying to escape from the rising lava, falling bats, angry frogs, and more, while using objects, tools, and power-ups to help you get to safety. There’s 2 worlds, each with 15 levels to try and make your way through, collecting the 8 pieces of cheese, finding the golden bat, and trying to beat the secret level times for even higher scores and a better star rating.
The controls in Up And Up are great. Tight, responsive, and they work extremely well within the game. To get your bungy monster through each level, you’ll need to tap down on him, pull him back, and fling him towards the next hook, which he attaches to automatically, while if you miss a hook, you can hold down on the screen to activate a sort of helicopter ability, and then move your finger left or right to guide him to a hook. The physics and camera angles come into play quite a bit here, and they’re both great. Physics-wise, the game is awesome, with just enough gravity to have an effect on where you fling your character next, and when you miss, the helicopter ability works perfectly and feels great. The camera angle changes depending on the angle that you pull your character back at, for instance, pulling to the left makes the camera sort of pan in a 3D way to the right so that you can see more clearly what you’re aiming at. It might sound like it would distract from the gameplay, but really, it adds a lot to the game and the overall aesthetic.
The levels are just long enough to stay challenging, and upset you if you die right at the end, but not get frustrating when you have to replay them. The level design is also very, very good, and when you’re playing, you can tell that a lot of thought, effort, and beta testing went into each and every stage, as well as each and every move you can make while going through the stages. 30 levels might not sound like a lot, but it’ll sometimes take you multiple tries to get through most of them, and with the difficulty curve, will take a while to complete. There’s also another world with 15 levels coming in a future update.
The enemies are stylish, and varied, while having a pretty big impact on how you make your way through each of the levels. Sometimes you’ll need to quickly jump from one hook to another to avoid one falling on you, other times you’ll need to wait until it’s safe to move through an area, and sometimes you’ll just avoid spots completely. The objects that help are very well placed, and varied as well. Yellow hooks that let you do a super jump, and jetpacks that run on depleting fuel, which you can also pick up while riding them, can be found scattered throughout the levels, along with green goo to bounce off of on the sides of the walls, moving hooks and more.
The graphics are very nice, and environments are extremely colorful and visually pleasing. The game is also supported by Retina Display and is Universal, so you can experience the game in all it’s visual glory. S7 has certainly done everything right for their first release in order to leave a lasting and very nice mark on the AppStore gaming community, except for leaving out online services. They will be added very soon in an update, but leaving them out in the initial release, along with releasing it the same week as many other big name games, might just be why this game has been knocked to the back of the pack in terms of ‘must buy’ games. I, however, am very, very glad that I have been able to experience this game, as it’s definitely left it’s mark on me. I’m eagerly awaiting GC support, future levels, and whatever S7 has in store for gamers in the future. At $1.99, Up And Up is a must buy game.
Up And Up is getting a score of 9.5 out of 10, and would get a perfect 10/10 if it included online support in this v1.0 release. Once it’s added, this might just be the first review I end up changing the last paragraph of, and re-posting with a 10 out of 10 score after it gets updated.


Hyper Crush: The 8-Bit Adventure – 0.99 (Voxel Software, LLC)

Hyper Crush: The 8-Bit Adventure is the official platformer game of the musical group, Hyper Crush, made by Voxel Software. In it, you’ll play as all 3 band members, Holly, Preston and Donny, as you try to recover your special items and make it to The Moxy Theatre before your rival group, Slow Expand makes it there before you, stealing your time slot.

There are only 8 levels in Hyper Crush, and you’ll be forced to re-play each of the levels many, many times in order to get enough coins to buy Preston’s gun, which lets you break bricks. You MUST get this item in order to beat the game, because in level 5, you’ll start the level with a huge brick wall blocking your way. Once you get the brick breaking weapon, the game does become even more about collecting coins, and you’ll need to buy a pair of shoes in the shop as well that will let you make a huge jump in level 6. This amount of grinding can get pretty boring, and really take away from the gameplay experience.
The controls in Hyper Crush are pretty good, tight and responsive, but jumping feels a bit floaty. These floaty physics don’t really work well in conjunction with the tight controls, but it’s not enough to make you quit playing. Graphics-wise, the game is nice, and the environments look a lot like the original Super Mario Brothers, while the backgrounds kind of stand out against the platforms and bricks with their clear and polished looking cityscapes, but the mesh of the two goes together quite well, while the level select screen is set up exactly like World 1 of Super Mario Brothers 3. This tribute to Super Mario does bring back a lot of childhood memories, until you realize that you only have 8 levels and will be playing each of them at least 5 times in order to get enough coins to buy the items you need to complete the game.
All-n-all, Hyper Crush is a solid platformer that was executed poorly. The inclusion of a shop and the drive to collect coins along with the retro graphics don’t really make up for the lack of content and forced grinding. But then again, it’s really made as a game for the fans of Hyper Crush, so what do you expect? For $0.99 there’s plenty of great platformers in the AppStore that will give you more than 10 times the content.
Hyper Crush: The 8-Bit Adventure gets a score of 3/10.


Tero – 0.99 (Studio Yomi)

Tero is a platform game from Studio Yomi. Instead of the typical virtual controls, Tero is one of few platform games that has tilt controls. Normally I despise tilt controls in platformers, but Studio Yomi has done a decent job in making it work. In the game you’ll play as Tero, who is trying to help rescue the Spirit Flowers using a special orange orb that shoots projectiles at enemies by pressing on the screen. To move, you tilt your device left or right, attacking is done by swiping down, jumping by swiping up, and strong attacking by jumping up and then swiping down over your enemy while in the air. The physics are nice and don’t feel floaty or weighed down, though sometimes tilting feels a little funny because the levels tilt, staying horizontal, instead of moving with the screen.

There’s 24 levels in Tero, spread across 6 different environments, with boss battles every 4 stages. The graphics are very smooth and polished, and the environments are vibrant and nicely varied. There’s plenty of enemies to keep you on your toes, some needing only to be attacked by a spin move, others needing to be pounced on, or attacked twice. There’s also some enemies that you can’t touch without loosing health. Hearts are collected while going through the levels by finding Spirit Flowers and collecting the flowers scattered throughout the levels. Checkpoints are also found in stages, but when you die, instead of going back to the checkpoint, you go back to the level select screen, then to start the level again at the last checkpoint, you need to re-enter the level, making it an un-necessary mechanic that really takes away from the flow of the game. However, once you loose all your hearts, you’re able to re-start the level from the beginning with 3, so there are no game-over screens in Tero, which is always nice.
Power-ups include your orb, bombs, and shields, but nothing else. Power-ups that let you shoot fire at the enemies, let you kill un-killable enemies, gave you super jumping abilities, let you run faster, or made you invincible for a couple seconds would fit in very well with the game. No online services are added, so going for a high-score is sort of a mute point. This also takes away from the replay value. Once you finish Tero, you won’t have much desire to go back and re-play it, but if you do decide to, you’re given the option of choosing Easy, Normal or Hard difficulties. You’re also given 3 save slots just in case you’d like to start at the beginning with a different difficulty, or share the device with a friend or family member.
Sensitivity options for tilting would have been a good addition as well, and really, all platformers with tilt controls should have the option for virtual buttons. It’s what fans of the genre are use to, and love, and the fact that they’re not seen here is probably why this game isn’t selling very well. It is a highly polished and really good platformer, it just happens to be missing some pretty major features. It would also be nice to have seen some more story added to the game. With every boss battle you only get a little picture with the boss saying something like “I will crush you”. You don’t actually know why they kidnapped the Spirit Flowers, or why each monster has decided to help out the main evil behind the abductions. Including a story with the game would have made it well worth the download, regardless of the lack of virtual buttons.
The game is fairly new; it was only released a little over 3 weeks ago, so the developers do have plenty of time to fix these issues and add some features before calling it a bust, and I really hope they decide to keep working on Tero. The graphics and level design are really very good, and the environments and enemies are varied enough to keep any gamers attention. Just a little more work, and this could be a gem that gets a pretty decent fan following. Right now, for $0.99, it’s still very much worth the purchase, and is recommended to any fan of platformers that can forgive the tilt controls.
I’m giving Tero a score of 6.5/10


ChocoRun – 0.99 (Alejandro Jimenez Vilarroya)

Super Meat Boy is one of my favorite platformers of all time, so with the clones hitting the AppStore lately, you’d think I’d be a pretty happy camper. But not really. For the most part, there’s filled with horrible controls and floaty physics. But when I first saw ChocoRun, I couldn’t help but get excited. The original build of the game was awesome, and the one touch control to jump worked perfectly. Now, ChocoRun has been totally re-vamped in a new graphical style, has more levels, and an added Easy Mode, as well as unlockable characters. So what better time to review it then now?

This platformer from Alejandro Jimenez Vilarroya hit the AppStore about two months ago, and proved that it was the SMB clone for the iOS that everyone needed to get. Top notch level design, along with great physics, easy, but precise one touch charge and jump controls, and clean graphics helped spur an instant fan following. Over the last two months Alejandro teamed up with a new graphics designer, and the flashy new update has hit iOS devices around the world, and the graphics in the updated version of ChocoRun are awesome. There has been increased detail in the objects and platforms that were already in the game, and the backgrounds were completely enhanced to fit the new graphical style. Also, being retina supported and Universal gives us the opportunity to see all these graphical updates in HD, the way they were meant to be seen. The animations are outstanding, each and every razor blade looks amazing while it’s spinning or flying through the air right at your cute little head. Choco now spins while jumping in the air as well, which also adds to the great look and feel of the game.
The controls work like they always did, press anywhere on the screen to charge your jump, and let go to perform the jump, hold on the screen while in the air, and let go when you touch a wall in order to wall jump, but now we’ve been given a charge meter that circles Choco while you’re pressing on the screen, letting you know how high and far he’ll go when you let go. This addition helps immensely with being able to pull off those tougher jumps and more tricky areas. The game is still just as frustrating as it ever was though. The death counter at the main menu keeps track of how many times you’ve died while playing the game. Right now, my counter is at 3,342, so you can expect to see your character explode from hitting spikes or razor blades quite a bit. But with unlimited lives, you can also expect to always want to play just one more life, and then realize that an hour has passed.
Level designs in the new update are just as great as the previous build’s levels, maybe even better, and more thought out. It’s very clear that loads of beta testing has gone on, and that each level was tweaked and edited to make them all just right. The game now has 50 great levels, which will keep you busy for weeks. Another great addition to the update is the new Easy Mode. Choco is given 3 lives to waste in each level before re-starting here, along with a cute little pink bow. If you’re having a hard time unlocking the next set of levels, Easy Mode is always there to help out.
So, with all this said, ChocoRun is definitely one of my favorite iOS platformers, and very easily the best Super Meat Boy clone in the AppStore. With The original SMB developers saying that they wouldn’t port SMB to the iOS device because the virtual controls wouldn’t work, Alejandro Vilarroya has given us a Super Meat Boy clone, not with virtual controls, but with controls that work extremely well on a touch screen. It’s highly recommended to all platformer fans, as well as fans of very frustrating and difficult games. This one will keep you glued to your iPod screen, as well as screaming and banging your head against the wall. For $0.99, it’s a great deal.
I’m giving ChocoRun a score of 5 out of 5, with a strong recommendation that everyone gets it.


Treemaker – 0.99 (Mikrotie Ltd.)

Treemaker is a new casual puzzle game from Mikrotie Ltd that isn’t set up like a traditional puzzle game. In it, you will swing your character from platform to platform, using it’s long rope-like arms, collecting all of the yellow orbs in each level that let you grow trees. Getting from point A to point B, but always requiring you to use your head to get to the last orb using the least amount of rope moves you can.

There’s no time-limit in Treemaker, which of course, makes it more casual. But the difficulty is still pretty high. You are given unlimited rope connections, shown in the top left corner, but in order to progress though the game, you will need to get 2 out of 3 stars on every level. To do this, you need to have 2 rope connections left, giving you an end result of 2 stars. If you make it to the end of the level, collecting each of the yellow orbs, with 3 possible rope connections left, you’ll get 3 stars. So you’ll always be trying to find out which platforms are the best to connect to in order to get to the end of the level.
The controls are simple, touch where you want to fling your rope-arm to, having it automatically connect to the platform, then tap again to let go, either using your momentum to fling yourself forward, or waiting until you stop swinging to drop directly down. In conjunction with the physics of the game, these controls work very, very well. Where most rope-connecting/swing-to-get-to-the-end-of-the-level games fail in this aspect, Treemaker executes it flawlessly. The physics are done amazingly well, and the controls are perfect, making it easy to land exactly where you want to. You can also pinch the screen to zoom in or out, in order to see more or less of the levels.
Graphics-wise, Treemaker is beautiful. Available in HD, and Universal, we’re lucky enough to experience the game in all of it’s amazing graphical glory. However, the environments are not varied at all. You’re given the same basic background image, just colored differently in each world. Doing more with the background images would have made Treemaker absolutely stunning. As for the level design, it is very well thought out, and will test your reflexes and mind, but the platforms could have also used some more variation other than just some color change for the areas you can’t touch without dying. These circles that are under the platforms you’ll be trying to land on change colors as you change worlds, but other than that, there’s 4 types of platforms you’ll see in the game. Regular platforms, spring platforms, spinning platforms, and half-pipes, and these half-pipes only appear in two of the levels. More variation with the platforms would have been a welcome addition to the game as well. But with all of this, Treemaker still stands out as very polished and professional graphical eye-candy. It’s worth mentioning the music and effects as well, as it really helps fill out the calming atmosphere and feel of the game.
In the end, Treemaker is a casual puzzle game, that can be very challenging if you decide to go for 3 stars in each level. But there are only 18, very short, levels, and most players will be done with the game in an hour, maybe two if you decide to take your time. There is no GameCenter or OpenFeint integration, and no scoring system aside from the star rankings, so replay value and drive to get better star rankings for each level is kind of lost. Playing through the game once, you might not open the game again but once or twice. There’s also no in-game achievements, which is surprising, because Treemaker is a game that could possibly be full of achievements and challenges. It is only $0.99, and still well worth purchasing. Hopefully the developers will add some more mechanics, levels, online features, a scoring system, really, I’d just be happy if they added to it period. Mikrotie Ltd is obviously a very talented developing team. What they have given us shows their immense creativity, loads of potential, and anything they decide to add to it would only improve the game. I will definitely be keeping my eyes on Mikrotie Ltd, as they have earned a fan for as long as they keep making games.
I’m giving Treemaker a score of 7.5 out of 10.