Author Archive: app

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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Colored Bubbles – 0.99 (Zabiyaka)

Colored Bubbles is a new tap/swipe action puzzle game from Zabiyaka. In the game, you try and match up bubbles without popping different colored bubbles in the process. To match the bubbles up, you’ll need to either tap them when they’re overlapping each other, and not touching another colored bubble, or drag a bigger bubble, which is made by combining bubbles, into a smaller bubble that is touching a different colored bubble. This might sound kind of confusing, and it kind of is at first. Finding out what you can and can’t do within the game is something that is easily learned though, and once you do, Colored Bubbles becomes quite the addictive little bubble match + pop game.

The controls are simple to use, and very responsive. When two bubbles of the same color are touching each other, or overlapping, just tap on them, and they will merge together. Once you have a bubble that’s made up of two or more bubbles, you can drag it around the screen, and catch smaller bubbles of the same color, even if they are touching or overlapping bubbles that are a different color. If you tap on a bubble that is touching a different colored bubble, they will both pop, and you will loose your points. The bubbles will also pop, resulting in a negative score, if you drag a smaller bubble into a larger bubble that is touching different colored bubbles. To beat the game, you’ll need to clear the screen of all the bubbles, or have a screen filled with 50 bubbles. After each bubble or bubbles pop, more bubbles will appear on the screen, or you can just wait, as bubbles appear randomly every couple of seconds as well. If you don’t like how the bubbles are floating around, or the current overlapping of a group of bubbles, you can also shake your device to shake up the bubbles, sending them all in different directions, which is a nice mechanic, and a great little helper move if you get stuck.
In order to make a group of bubbles pop and get a positive score, you’ll need to combine 5 or more like colored bubbles. You also get a bonus score for grouping together more than 5 of the same colored bubbles. For instance, if you have a blue bubble that’s made up of 3 little blue bubbles, and another blue bubble that is made up of 4 blue bubbles, and combine them, you’ll get quite the extra little bonus. Each 2 bubbles that you combine will give you 10 points, and each group of 5 bubbles will give you 100 points. There are also combo points given for making consecutive matches. The bigger the bubbles matched, the bigger the combo points. So a lot of work has gone into making the scoring system very interesting, and it’s always nice to see this much work going into the scoring aspect of a game.
The graphics also have a pretty nice touch, as there’s a nice, smooth, bubbly graphic style, and an option for retro graphics. The option for retro graphics is a great addition, and I think it actually helps players see the bubbles better, as well as looking cool. The music is nice, and changes between modern, and chip-tune when you change the graphic style of the game.
There are 3 different difficulties within the game, Easy, Medium, and Hard, each setting having more different colored bubbles. Easy has 3 colors of bubbles, Medium has 5, and Hard has 7. Also, the amount of bubbles that you start with, and the frequency in which they appear, or amount of bubbles that appears when you pop or match bubbles, also goes up with the difficulty. There aren’t any extra modes, but with each difficulty, it’s almost like having 3 modes within the game. Though having a time trial or something would have been nice. Also missing from the game are power-ups, which would have fit in extremely well with Colored Bubbles. Something like multiplier increases, changing half the bubbles to one specific color, and things like this would have really spiced up the game.
There is also no online support, so the replay value is limited to beating your own scores, and building up your own score board, as the scores that are already inserted into the game are very easy to beat, with the #1 spot being 100 points (or one match of 5 bubbles). Not being able to battle over the #1 spot, or challenge friends is a pretty big upset when playing a score-oriented game like this. However, Zabiyaka has done a very good job in creating a game that’s pretty addicting, and doesn’t necessarily need online leader boards to have decent replay value. The game is only $0.99, and it’s Universal, so you’ll be able to see and play it the way it’s meant to be played on your iPod as well as iPad.
Colored Bubbles is getting a score of 7 out of 10.
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Wildlings – 0.99 (Metamoki, Inc.)

Wildlings is a new arcade tap defense game from Metamoki, Inc. In it, you will need to use different parent Wildlings to keep evil creeps away from your babies, while collecting sun-power, using power-ups, and finding pieces of each ship that will let you travel to the next world, and get the Wildlings to their final destination. It might sound a little cheesy, but as it turns out, it’s a very good game with plenty of strategic elements to keep even the most hardened defensive gamer on their toes.

To start it off, you’re given 1 slightly week bird to protect 3 babies in their nest. To move the bird around, you just tap on the screen where you want the bird to move to. To make the bird attack an enemy, you just need to tap on it. There are some cases where a group of enemies will come towards the nest, and to deal with those, you’ll just need to tap on one of the enemies, and then your bird will attack the whole group, one by one. Each enemy that’s killed drops a certain amount of sun power, depending on how strong they are. Some enemies will take multiple taps in order for them to be defeated, and tapping repeatedly makes the parent Wildling attack and move quicker and more ferociously. The babies in the nest also drop sun power, but on a timed schedule, usually only dropping 2 to 4 sun pieces in each level. Collecting the sun power is essential for using your power-ups, once they’re unlocked, and are needed to unlock the Wildling’s final destination, which requires a total of 3,000 sun points to unlock. Sun points that you do not use on power-ups in each level are stored, and put towards this 3,000 point total, or you can unlock the final destination with an IAP that’s $0.99.
There are 3 different worlds, each with 15 levels. These 3 worlds each have different enemies, and different Wildlings that you’ll need to use to protect the nests. Each world is also varied with the environments, giving you a different feeling each time you move to the next one. After each level, you’re given an item. These items are either a new power-up, a new parent Wildling to help you protect the babies, or a piece of a boat that you will need in order to move on in the game. There’s also a 3 star rating for each level, one for completing the level, one for not loosing any babies, and one for completing the level without having the nest touched. You are able to retrieve your babies if they’re taken by attacking the evil creep that took it, but if you loose all 3 babies, it’s game over.
The power-ups also change as you move on throughout the worlds. In the first world, you’ll get a dust-storm power-up, and a cherry bomb power-up. The dust storm makes it so that none of the enemies can see, and then can’t move for a short period of time, and costs 5 sun points, while the cherry bomb destroys all the enemies in play, and costs 20 sun points. As you move on, you’ll collect different power-ups, one cheap and good for holding off or sunning large groups of enemies, and one expensive, good for getting rid of enemies when there’s too many of them.
The graphics in Wildlings are very polished, and look great. Along with the animations for each of the different babies, parents, and enemies, it looks, and feels very professional. Each of the different environments are colored extremely well, and everything in play really stands out when set against them. When you use the power-ups, these animations also look great, from the dust storms and explosions to the lava pits and big earth slam.
Metamoki, Inc. has done a great job with creating a world for the Wildlings, and making that world a blast to play in. The tapping mechanics work extremely well, and the added strategy of needing to know what enemies pose the biggest threat, move quickly, and need to be taken out before other enemies also fills the game with quite a bit of action. The game looks and feels great, and you can tell that a lot of work has gone into the game. It is supported by GameCenter, but the leader board is a total of the number of sun points you’ve collected. This is my only complaint about the game because pretty much, the #1 spot is held by the person that’s put the most time into the game. Theoretically, the #1 spot could be a person that just replayed the first 5 levels over and over again, and these types of leaderboards usually turn people off, because it pretty much guarantees that the first person that bought the game, or the person that has more free time will rule the #1 spot instead of the best player, and is almost like having a leaderboard for the amount of time you‘ve been playing. There are also no achievements, which makes the GameCenter integration kind of flimsy. But in the end, $0.99 is a great price for this game, and it’s one that will give you plenty of gameplay, and entertainment, and is great for gamers of all ages, while still keeping it’s challenging gameplay in tact.
Wildlings gets a score of 8.5 out of 10.
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Radballs – 2.99 (Glow Play)

Radballs is a new block matching puzzle game from Glow Play. In it, you’ll need to match up Radballs in groups of 4 or more, making a Mega-Radball. When the Beat Wave, a bar that moves down the screen in time with the beat, hits your Mega-Radball, you’ll need to tap on it, and swipe up and down “scratching” the bar against the Mega-Radball, building up energy, until it’s glowing brightly, then release, and build the Radness Meter at the top of the screen. Filling up your Radness Meter is how you beat the level, and progress through the game.

Radballs controls like most match 3 games, needing to swipe orbs with one another in order to make groups of them. Here, you don’t need to make a match in order to move the orbs, so you’re able to move one orb across the screen to make a match. Once you’ve created a Mega-Radball, you can keep adding to it by putting more orbs on the ends or sides of it, so long as you have enough like orbs there. For instance, if you have a Mega-Radball that’s 3×3 orbs big, you’ll need 3 orbs on top to extend it, or 3 orbs on the side to extend it and make it 4×3 orbs big. The larger the Mega-Radball, the more Radness will be added to your meter. Also effecting Radness is the brightness of the Mega-Radball while you’re scratching the Beat Wave over it. If the Beat Wave just moves over the Mega-Radball without you scratching it, you’re given very few Radness points, hardly filling up the meter at all.
The graphics are done in a very vibrant, 80’s/early 90’s type style that always makes me think of the Saved By The Bell show opening. Everything is very smooth and stylish, and gives the game a real retro feeling while staying modern. The animations are very well done, and the menus look great too. The music in Radballs is pretty nice electronica that’s not too cheesy, not too harsh, and really does play quite a big roll in the game with the Beat Wave bar moving to the beat, and when scratching with the bar, the music moves forward and backward depending on how you let go of it. You’re also able to use your own music to play the game, so if the in-game music isn’t really to your liking, you can still enjoy the game quite a bit. However, the Beat Wave bar will not always move to the beat with your personal music, but it‘s not so far off that it‘s distracting, which is a plus. Music also changes filter frequency when pausing the game, which is a nice little addition, and yet another attention to small detail that the developers have thrown into the game.
The gameplay itself is split up across 3 different game modes, Arcade, Survival, and Time Trial, with 8 different levels to play, each with a different theme, and 4 difficulties, Easy, Normal, Hard, and Insane. While moving radballs around, and trying to make Mega-Radballs as big as you can, there are power-ups that you’ll encounter; Bomb, Zapper, and Freeze. Each of which you’ll need to put your finger over, and hold it there while it starts to glow, and pulse, then let go when the glow is at it’s brightest. The Bomb will clear out a pretty large section of radballs, while with the Zapper, you drag your finger around the screen while a bolt of electricity pops radballs, and the Freeze power-up freezes the Beat Wave and stops radballs from falling, but you’ll need to wipe the screen clear of the frost that covers the entire screen before you can move radballs around again. The Bomb and Zapper result in pretty large Radness Meter jumps, while Freeze helps you create large Mega-Radballs that will give you big Radness point in return.
In Arcade Mode, you’ll need to fill your Radness Meter in order to move on through 8 waves in each level. If you fail to continuously build up your Radness Meter, it will drain, and if it empties, you’ll need to replay that wave. Survival Mode lets you play the same way as Arcade Mode, but lets you play through unlimited waves until you fail. Time Trial requires you to fill up your Radness Meter before 60 seconds is up, seeing how fast you can fill the meter all the way. You will also run into Radness Multipliers. These happen when you make a Mega-Radball, bust it with your Beat Wave, and the cascading radballs end up making another Mega-Radball. It will automatically explode, giving you 2x, 3x, even 4x the radness points.
Glow Play has done an extremely good job at mixing the block matching genre with the music/DJ genre, and this mesh works exceedingly well. Giving players the option to play with their own tracks, having Survival and Time Trial Modes, 4 difficulties, GameCenter support with 3 leader boards, and 40 achievements gives Radballs an endless amount of replayabilty. The graphics are awesome, there’s tons of action, and everything about the game is extremely polished and professional, while screaming fun at every turn. $2.99 for this Universal game is a great price. You’re also given the option to listen to the music tracks in-game if you enjoy the music, and having the soundtrack available to just listen to is something I personally think all music games should do. This is one game that will not leave my device in the near future.
Radballs is getting a score of 9.5 out of 10.
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LightGuardian – 1.99 (Lukas Penkava)

LightGuardian is a new 3D defense game, and the first iOS release, from Lukas Penkava. It’s definitely a different type of game, as I’ve never seen or played anything like it. You’ll control a light tower’s light while blimps come flying towards you. In order to take the blimps down, you’ll need to focus your light on them, heating them and blowing them up.The controls are kind of hard to get use to, but once you do, they work so well, and I really can’t think of a better way the game could be controlled. To move your light tower’s light, you place your finger on the section of the tower that’s right under the light, and drag it around. Up for down, down for up, right for left and left for right. This type of control, combined with the camera control that’s movable 360 degrees, and up and down, moving the camera in the direction you want it to move; ie, dragging up moves the camera up, dragging left moves the camera left, and so on – can get a little confusing at first. Dragging left to move the camera left, then needing to drag right to move the light left will take some getting use to, but after you do, it feels perfect and natural. This is another original aspect I haven’t seen before in any other game. Original controls, and original gameplay is risky for a developers first AppStore release, but Lukas Penkava has pulled it off flawlessly.

The game is set up as an endless arcade type game, where you’ll go through wave after wave of incoming blimps. There are different types of blimps, some taking longer to kill than others. With them coming at you in every direction, there’s a bit of strategy thrown in, as you’ll need to decide, quickly, which blimps are posing the biggest threat. You’re given a radar that helps you know when enemies are getting close to you. When it’s green, most enemies are far away, yellow means they’re getting close, and red means you’re in trouble, and need to deal with a blimp IMMEDIATELY.
One thing that might bother people when they first start is that the radar does not show dots, or where the blimps are. It just lets you know if a blimp is getting close. However, moving around, up, and down in the 360 degree play-field, constantly looking around trying to see where blimps are, what type they are, and trying to figure out how close they are, and how big of a threat they pose is a huge part of the gameplay. Having a radar that shows you exactly where every blimp is would take away a lot from the mechanics of the game, and really, take away a lot of the fun and challenge.
Taking down 4 blimps will get you a light bomb, which shows up as a tab in the lower left corner. This light bomb will take out any enemies that are in your radar’s red zone, so using it when you can’t find a blimp, or are overpowered with blimps is great. There’s also items that some enemies drop. A bolt, and a green gem. Bolts signify parts, and collecting a certain number will make your light house ray stronger. It might take a while to level up, as getting to level 2 takes 40 parts, and that number increases as the level goes up, but you can only reach level 4, so taking a while to level up is understandable. Collecting 3 gems will give you a charged light ray that lasts for a short period of time. When it’s available, a green icon appears in the lower right corner of the screen, and when activated, it turns your ray green. This is good for taking out some of the stronger blimps that you’ll encounter, and can do away with the weaker ones pretty easily. The bolts and green gems are automatically picked up when you hit them with your light ray.
The graphics in LightGuardian are very nice. The whole environment looks, and feels, great. It is a little weird, when looking straight down, to see your light house on a piece of rock floating in the sky, but the main menu gives you a great image of the light house on the floating rock, that looks exceptional, with vegetation growing up the sides of it, it really is very unique. Floating around in the sky, with you and the blimps, are more of these floating rocks with vegetation growing all over them, presenting a very nice atmosphere for the game. Beautifully made clouds are also surrounding the area, and with the shadowing from dark towards the bottom of the play-field, and light in the upper part, the blimps that appear out of nowhere are easy to pick out. You’ll never find yourself searching for a blimp against the backdrop of the game, which is great, especially when you’re spinning around trying to find the blimp that set off the yellow or red color on your radar. The animations of the moving blimps look great, making it look like the wind is actually blowing them towards you. One thing I would love to see is an actual explosion animation. I’m not sure what it could look like exactly, as explosions would not look very good within the setting of the game, but something more than the blimps just disappearing would be nice. Maybe a puff of smoke or something would go together good with the overall aesthetic of the game, but right now, that’s the only real nitpicky thing I can think of.
Lukas Penkava and team have done an amazing job putting this game together. I don’t know exactly how many people worked/are working on the game, but when I talked to Lukas, he used the term ’we’ more than once. He’s also mentioned a couple of mechanics that they’re thinking of implementing, but I’m not sure I should share them as they aren’t set in stone. What I will say is that they are still working on making LightGuardian even better than it already is. There is no GameCenter integration, but the developers do have an in-game online leader board, which is great, because players won’t need to worry about hacked GameCenter scores like with most other GC supported games. Some in-game achievements would be a wonderful addition to the game as well, as there’s quite a bit the developers could make achievements for; destroying # blimps, collecting # parts, reaching level #, ect. Universal support would be awesome too, as I’m sure gamers with iPads would love to see the graphics how they’re meant to be seen on their bigger screens, but for $1.99 (and currently on sale for $0.99), this is a must buy game. Endless replayabilty, updates that will make the game even better, and a beautiful and original gameplay experience. I really can not recommend LightGuardian enough. I’m also extremely hopeful of what the developing team will come up with in the future.
Light Guardian gets 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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Bad Bugs On Fire – 0.99 (Dan Themikman)

Bad Bugs On Fire is a tap-arcade game from Dan Themikman. In it, you try and keep your flowers safe from bugs by shooting them with rays from the sun, and moon, while they move across the screen. There’s 20 levels, and once you complete those, you unlock a special endless survival level.

The controls in Bad Bugs are simple to use, understand, and master. There’s 3 flowers, each having it’s own row that various bugs will follow while trying to get to the flowers. Tapping anywhere in this row sends rays from either the sun, or moon, depending on which level you’re on, that kill the bugs, with each of the different bugs requiring a different amount of rays to hit them before they die. Once the sun or moon hit’s the middle of the sky, you’ll shoot a beam of energy down onto the ground, and to move this, you simply hold down and drag where you want the beam to fire. There are two different types of clouds that fly through the sky, white clouds, which double your score for a short period of time, and black clouds, which drop different things on the grass, sometimes a bug, sometimes a green bug eater that will help you fend off bugs, but each of the clouds needs to be hit by rays in order to be activated. Sometimes you’ll have no choice but to hit them, because they’ll fly through your line of fire, moving slower than the bugs, and the only way to kill the bugs before they eat a flower is to shoot the cloud so it disappears.
The graphics aren’t bad, and sort of have a cartoony feel to them. The flowers dance around while you’re playing, and almost everything has big eyes. The animations are good, from the bugs walking to the flowers moving, and the clouds in the sky, but I especially like how the beams of energy look; like a little beam influenced by 70’s art – nicely flowing, and kind of trippy.
To get through each of the levels, you’ll need to make sure that the bugs do not eat all of the flowers. If you loose 2 flowers, you’ll complete the level, and those two lost flowers will show up again at the start of the next level. Every 2 levels, a new bug will join in the fight, and you’ll need to figure out how to deal with those new bugs, and during the more hectic times, need to figure out which bugs need to be killed before other bugs, adding a nice strategic element to the game. There are no power-ups, aside from the white clouds giving you double the score for a few seconds, and you can only fire 6 rays at a time, so getting through some of the levels can be pretty challenging.
There is a GameCenter leader board for the endless level, and 10 achievements, adding to the replay value of the game, but with a leader board only for the endless level, after you get through the first 20 levels, you probably won’t have any desire to go back and replay them. This also makes it feel like the goal of the game is more to unlock the Survival Mode than to actually make it through the game. If the survival level was unlocked from the beginning, it would probably feel like more of a second gameplay mode than just something that was thrown in to give the game some sort of replay value. It would also be nice if a cumulative score was built up going through the levels, and there was a total score leader board within GameCenter, as this would give you reason to go back and replay levels to try and get a better total score, especially since the scoring system is pretty nice, having a set score for each bug, but also giving you combo scores for killing bugs in quick succession.
Bad Bugs On Fire is still a decent game, and well worth picking up, especially for $0.99. It’s got nice graphics, with the oh so cool looking energy beams, a nice scoring system, a fair amount of strategy, nice action, and with the endless mode, plenty of replayability. The developer has also promised more levels in the future, along with the developer asking for suggestions, so there will be quite a bit of gameplay content, and the game might just end up getting better once it’s complete. But for what it is right now, it’s definitely worth checking out, especially if you’re into arcade tap games, and is a very nice step up from Dan Themikman’s last game, Epic Pencil, making me pretty excited about what’s to come in the future from the quickly maturing developer.
Bad Bugs On Fire is getting a score of 7 out of 10.
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“Reckless Getaway” Review- Guilt-Free, High-Speed, Car-Wrecking Fun!

Reckless behavior will get you many undesirable places in life like the bottom of a toilet, top of a building, and being chased by twenty cop cars.  In this game being reckless is your main goal and destroying tons of cars with a awesome maneuver will certainly put a smile on any ones face.  With lots of content including 17 levels, 2 game modes, and 2 different cars the fun wont be coming to a halt anytime soon.
The main catching point that got me hooked on this game is the floaty physics.  Sure some people like down-to-earth physics that make games play like a rock but the physics in this game let it have that extra element of unpredictability.  The two modes I mentioned before are Getaway and Wreckless.  Getaway is basically the main campaign of the game.  There are 4 different sets of levels each consisting of 4 levels each.
These sets of levels have their own backstory and their own environmental theme like the dessert for instance.  You unlock new levels and modes by earning stars in the previous levels. A star meter fills up depending on how many coins you pick up along the route and how much destruction you caused while driving….recklessly.  Hidden along the level are little sub routes that deviate from the main course of the level.  Often you will find way more coins and quickly elevate your star total if you can find them.
The second game mode, Wreckless is designed for the more destructive type.  You are outfitted with a big rig and in order to gain the stars mentioned previously you have to destroy as many cars as you can which as you can imagine is amazingly fun.  In both modes there are various power ups located randomly around the track.
It’s the star rating system that really gives the game good replay value but after you complete everything  there is little else substantial to work your way up to besides the GameCenter achievements.  Fortunately the overall fun of the game makes up for that discrepancy and works this game to the top of my favorite games list.  I highly recommend you check out this awesome and action packed game.

Overall Rating
Price: 2.99
Replayability: 8/10
Content: 8/10
Difficulty: Ranges per each level but is by no means a difficult game.
Overall Awesomeness Factor: 9/10
Percent Chance you will enjoy it: 90%
Ratio of Explosions to Overall crashes: 34/12
Chance we didn’t make up these statistics:  1000 to 1


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.


To-Fu 2- 0.99 (HotGen Ltd.) “To-Fu is back and badder than ever!”

                           There’s no way that I can start the review until I say something about that icon. Now that icon is EPIC! Alright I’m glad I was able to get that out of my system. Now what is To-Fu 2? To-Fu 2 [0.99] by HotGen Ltd. is the sequel to their wildly popular first game called To-Fu: The Trials of Chi which you can actually pick up for free right now in celebration of the release of the sequel! So, just in case you’ve never heard of this game (if that’s even possible) you can go pick up the first one for free on your iPhone/iPod Touch and or iPad. If you’re not familiar with how the game works then I’ll give you a little recap.  In the game you control To-Fu who can stretch. You have to ping, stretch, rebound, and stick him throughout the levels. There’s 3 emblems that you can earn in each level. The first one is completing the entire level in a certain amount of moves or less. The next one is collecting all the Chi in the level. To get the last one all you have to do is finish the entire level by hitting the Fortune Kitty (this is the easiest one to achieve). You don’t actually have to collect all the emblems in one try. You can always go back to each level and try to get a certain one. Now, that I’ve been able to bring you up to speed if you haven’t played To-Fu before or haven’t played it in a while, I think it’s a great time to tell you about all the

 new features and goodies! The first new feature is the Time Trial mode. You’re given a certain amount of time to try to collect as much Chi as possible, with the ability to hit extra time bonuses to give yourself more time. I’m just gonna say that this is a great new feature, it definitely adds to the replay value of this game. There’s also new game features such as the rotating rebounding platforms and the “Super Ping”. The “Super Ping” allows you to break through obstacles. To activate it, all you have to do is hold down where you want it to go for a few extra seconds and it charges into the “Super Ping”! Another new feature is the store, where you can spend real cha-ching (money) if you’d like to. You can purchase new costumes, themes, and you can unlock all the levels in the game. The coolest IAP that I would not mind purchasing at all is the Golden To-Fu. The Golden To-Fu sort of works like the Angry Birds Mighty Eagle. The Mighty Eagle allows you to complete the level, but can only be used once every so hours. The Golden To-Fu works in the same way. It takes you right to the Fortune Kitty and collects all Chi en route. Just like the Mighty Eagle this also has a time limit of once every 8 hours. So if you purchase it, use it wisely! Overall, I found this game to be magnificent. It keeps what made the first one so successful and it builds off of it! The difficulty level is definitely higher than the original, but who wouldn’t like a challenge? The first 15 levels will re-introduce you into the game, with the next 85 levels to be challenging and a blast at the same time! If you’re a fan of the original then there’s no way in the world that you can pass this up. Also, if you’re new to the game I’d advise you to go pick up the original first and play a little bit of that before you play this one. My final rating is 4.5 out of 5 stars. You can go pick up this amazing sequel for just $0.99 (universal app for your iPhone, iPod Touch, and iPad) from HotGen Ltd.

Trailer: