If you’re a regular reader of TheAppShack, you probably know by now that my favorite genre of video games is platformers. Especially exploratory platformers. As I’ve said a few times, Metroid II – Return of Samus is my favorite video game of ALL TIME. These days, my iPod is my main gaming console, and yes, I know how weird that is, and that I am in a very small group of people here, but anyway, I have been hoping that Metroidvania titles would become more frequent in the AppStore. Phoenix Spirit and Grokion seemed to be the only titles within this genre for quite some time, but over the last year or so, Metroidvania fans have grown, or, more likely, have gotten iDevices, and releases like Elemental Rage, Miss Claire Garden, Cordy, Glowfish, Emberwind, BlibBlob, Shantae, SpyCorp, and a few more have added loads of fuel to the fire. Granted, not all of these are TRUE Metroidvania titles, but they do incorporate quite a bit of exploration, and for die-hard fans of the genre, that’s usually enough. So now, when a platformer comes along that has “exploration” mentioned within 5 feet of it, I’m usually one of the first people to jump all over it.
FireFruitForge has been working on a little game that’s going by the name Terra Noctis (originally named After Dark, if any readers out there heard of it a while back, but they decided to change the name so as not to run into any legal issues). It’s a retro inspired platformer, with influences from Super Mario Brothers, Donkey Kong, and has quite a bit of exploration thrown in as well. There are 3 difficulty levels, Normal, Hard, and Nightmare, with the harder difficulties having more enemies, more traps, and less platforms.
There are 40 levels spread across 4 different worlds. Each level has a 100% completion rate available for it; to get a 100% completion, you’ve got to find all 15 of the red fairies scattered throughout the level, the large gold coin, usually hidden in a harder to reach area of the level, and grab 5 orbs, each with a letter in them, spelling out S-C-A-R-E. There are also blue fairies in each level, which you can collect, and use to buy items in the game’s shop. In the shop, you’re able to buy extra lives, as well as power-ups that you can equip and use as many times as you like until you loose a life, or complete a level. All of the items in the shop are very reasonably priced, all between 80 and 150 fairies. If you explore a little bit in each level, you can usually get around 200-350+ fairies in each level. All of the levels are also re-playable after you beat them, so if you get stuck, you can go back and play some previously completed levels, and buy some items to help you.
The controls for Terra Noctis are set-up like most platformer games on the iOS. You’ve got your left/right arrows in the bottom left corner, and then your bottom right corner has your duck/smash/option button, and your jump button. While standing on the ground, your duck/smash/option button is used to duck, while in the air, it can be used to make your character, Allen, curl his legs up, and smash down into the ground, which can break certain blocks, and be used as an attack, and when in front of a cave entrance, can be used to enter the cave. Your jump button is pretty self-explanatory, and you are able to double-jump, or fall off of a cliff, and use your 2nd jump while falling, which does come in handy quite a bit. You are able to throw projectiles as well, and this is done by tapping and holding on the play area, and then dragging your finger to aim where you want to throw your projectile, having it fly in the direction chosen when you lift your finger. Tapping on the play area while you‘re in the air will allow Allen to throw a projectile straight forward, which works perfectly for taking out enemies on higher up platforms. The controls are tight, and very responsive. Actually, they’re probably some of the most responsive controls for a non-speed run platformer within the AppStore. The movement arrows could go to be a tad bit smaller, but they are very transparent, so they don’t really get in the way. Would just be nice to have it look a little slicker.
Now, once you start up the game, choose a difficulty, enter the first level, and start making your way to the end of the level, you’ll notice immediately that the level design is very well thought out. You’ll have quite a bit to look forward to as you make your way through the game, because it only gets better as you progress. The level design throughout the game is actually some of the best I’ve ever experienced. The amount of time and thought that must have gone into the design is apparent pretty much every step you make. Not to mention how much time must have gone into testing the levels to make sure jumps were just right, and everything got lined up perfectly.
Another aspect of the game that jumps right out at you once you first start playing are the graphics. The colors that have been chosen, the details that have been included, the backgrounds, objects throughout the levels that you can interact with, and objects that you can’t, there is not one thing that looks like it doesn‘t belong. The entire Terra Noctis world is mind-blowing. Smooth, modern graphics and textures that still hold a retro feeling within them, making it feel old-school while still being graphically impressive by the standards of today’s iOS games. This, along with the awesome back-ground-music, and smooth as butter animations for everything from walking and flying, to the fairies life like movement and particles of dust traveling through the air comes together to create one hell of an immersive environment.
On top of everything else, the amount of enemies you’ll face while making your way through the game is just perfect. Once you get through the first world, and start on the second, you might start to wonder if you’ve seen all the enemies there is to see, and then one will pop up that you haven’t run into previously. Then another, and another. To make things even more impressive, all of the enemy designs are incredibly well done, and fit perfectly within the game. There are also bosses at the end of each world, all of which are amazingly well done, with battles that change up the gameplay quite a bit, and throw an extremely high scoring situation at the player.
It’s clear, after playing the game, that Terra Noctis is very deserving of it’s $2.99 price-tag, if not more. Being Universal, including iCade support, the amount of content, especially for 100% completionist fanatics, and the OpenFeint leaderboards, 24 hard to snag achievements, as well as top scores for each level that are shown at the level select screen, should keep any gamer, even platformer fanatics, busy for quite some time. It’s easily one of the best platform games I’ve ever had the pleasure of playing, and the amount of work, time, effort, and testing that has gone into Terra Noctis, shines through with every single frame of the game. After being able to play this for the last two weeks, I can very confidently say that it is my #3 favorite game of 2011, right under Space Tripper and Anomaly Warzone Earth. With Normal difficulty very reminiscent of the difficulty in old-school Mario games, Terra Noctis is great for all gamers, and is HIGHLY recommended. FireFruitForge has given iOS gamers a phenomenal piece of art all wrapped up in a tightly controlled, highly enjoyable, modern/old-school mesh of a video game. Everyone with an iDevice should grab it as soon as possible
Last week, we posted an announcement for developer, FireFruitForge’s title, Terra Noctis (being published by Bulkypix). If you didn’t have a chance to read the announcement, you can here. Terra Noctis is a retro-inspired platformer, influenced by the likes of Super Mario Brothers, and Donkey Kong, and has quite a bit of exploration tossed in, which expands the gameplay and level design quite a bit. Well, after obsessing over the game for the last couple of weeks, we’ll finally be able to gush over the game with everyone else.
40 levels spread across 4 worlds, each having 100% completion available. To get it, you’ll need to grab 15 red fairies, which are scattered throughout the levels, the large gold coin, which is almost always hidden in a harder to reach area, and 5 orbs with letters in them, spelling out S-C-A-R-E. You can also track your stats, like how many gold coins you’ve collected, how many enemies you’ve killed, how many fairies you’ve collected, your total distance ran, fallen, and more.
The controls, graphics, physics, animations, level designs, gameplay mechanics, they are all top notch and extremely professional. The story in Terra Noctis is also a high point within the game. The main character, a little nightmare creature named Allen, is attending the local Nightmare School, but with the teachings, he’s still not quite scary enough. Then, after failing a test, he reads a local legend that says “Eat the heart of the scariest nightmare and become a scary nightmare, too.” Here is where his journey begins to become the scariest nightmare in the land.
Terra Noctis will be available tonight at 11PM, EST, and 8PM PST, in the US. It is a Universal app, and is also supported by OpenFeint, as well as having iCade computability. It’s easily one of the best platformers in the AppStore, if not the best, and ranks up there among the best platformers released on all consoles/platforms over the last 25+ years. FireFruitForge has definitely given gamers an exploratory platformer that hits all the right gaming nerves in our little video game obsessed brains. If you’re a fan of the genre, DO NOT let yourself miss out on this amazing game. Even if you’re not a fan of the genre, you should pick this one up, it might just make you a platformer freak.
You can also expect to see The App Shack’s review posted up tomorrow, if you’d like to wait and read some more in-depth information about the game.
You can also get some more info about the game on the FireFruitForge website;
Crescent Moon Games, the publisher/developer behind epic titles such as Aralon: Sword and Shadow and Gears are holding what could be the biggest Holiday sale yet. Nearly all of their titles are on sale for less than a buck. Check out the list:
If I must recommend one, I would say Aralon is the best bang for the buck. For less than a cheeseburger you get an entire world to explore. Not to mention that a recent update just added in new areas and baddies. If you want more of a casual title, definitely give Gears a spin. I don’t think there is a better ball roller out there. I hope you guys enjoy all of the Holiday sales out there. We will be back with more.
The skateboarding genre is relatively untapped in the App Store. Games like Skater Nation and Skate It shined in their day, but they have since grown old and stale. A new open-world skateboard game from Ratrod Studio has just landed on iTunes and it plays like a blast from the past.
Controls are the selling point for this game. In most games, controls are what make or break the bank, and in Mike V: Skateboard party they nailed it. A joystick controls movement while 4 buttons are arranged in an orbital fashion to pull of jumps, grinds and almost any trick imaginable. Just about everything about the controls can be adjusted, from the size of the buttons to their placement. While the controls are smooth, the player movement is a bit clunky. When you start moving, there will be a bit of a lurch and then you will zoom off. But this doesn’t detract from the whole experience.
Another area that shines in this game is customization. From, looks, to shoes, to boards wheels and trucks, nearly everything about your player can be customized. Even better, almost everything that you change, from trucks to shoes, will affect how you play the game. This alone earns Ratrod Studio a big round of applause because no other mobile skateboarding game has really gone this deep.
In terms of variety of gameplay, Ratrod Studio has done a marvelous job as well. Any open-world skateboarding game, no matter how great it looks or plays, will bore gamers to death if all you do is ride around in one area with absolutely no goal. This game excels here in that you have 5 “massive” locations to choose from along with three game modes, Career, Versus Multiplayer, and Free Ride. The locations are all fairly expansive and although devoid of life, there are plenty of obstacles and ramps to jump over, ride around, grind on, or ram into. Different themes like the dark indoor skatepark or junkyard and the more pleasant, open community center shake up the mood of the game and add the overall console-like experience. In Career mode, you will play to gain experience and upgrade your character. Upgrades range from speed and balance to spin, and leveling up these traits will help you dominate in multiplayer. In the Versus Multiplayer mode, you compete against one other player and see who can rack up the most points. Share your scores and domination via built-in Twitter and Facebook integration. This is a pretty big addition to the other two game modes, and the social aspect gives the game a competitive edge. Free Ride speaks for itself. Just pick a location, and practice your tricks.
From the standpoint of someone who has played almost every console Tony Hawk game along with all of the iPhone skateboarding games like Skater Nation, Skate It, Mike V: Do or Die, TouchGrind etc., Skateboard Party is a near console-like experience. Although graphic quality needed to be compromised a bit to support lower-end devices, they still look better than the older skateboarding games. Also, with all of the features that are included in the game, it is amazing that this is an iOS game. Definitely join the party and see what all the buzz is about. Mike V: Skateboard Party is selling at a mere $1.99.
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Each day before Christmas we will give away a promo code of an iOS game (apps in giveaway listed below) to two of the contest entrants. We will contact you through the method of contact from which you entered and deliver the promo code into your hands.
If you have won a code you still have a chance to win more throughout the Countdown.
You can enter in three different ways:
Tweeting about the site or the contest. Include our account name in your tweet (@TheAppShack)
Sample Tweet- I just entered the Countdown to Christmas Promocode Giveaway from @TheAppShack!!! Enter here: http://bit.ly/thqZWe
Liking us on Facebook. (Email us with the name you liked us under)
Emailing us at TheAppShack@gmail.com with suggestions and tips for the giveaway or the site in general.
Be sure to follow our Twitter account to stay up to date on what apps are included in the giveaway and who won the latest contest.
Promo Codes you could win:
EPOCH. (3 codes) Universal
Mage Gauntlet (1 codes) iPhone only
Fargoal (5 codes) iPhone only
Saucelifter (2 codes) Universal
Phoenix(6 codes) iPhone only
Shadowgun(4 codes) Universal *Special Rules to win this code
Blobster Christmas (1 code)
Invader Zurp (1 code)
Sleepy Jack (1 code)
More apps will be added to the contest shortly
We thank our sponsors that have generously donated their codes to this awesome contest.
*In order to win the Shadowgun code you have to compose a tweet that says:
Tweet this message and follow both @MADFINGERGames and @TheAppShack in order to win a code of Shadowgun. Enter here:
The Unreal Engine has considerably opened up the world of iOS gaming since it’s introduction late last year. Games taking advantage of the engine generally have incredible graphics and fantastic gameplay. Dungeon Defenders, Infinity Blade, Dark Meadow, Gyro13, these are titles that truly take advantage of what Unreal can do on the iDevice. However, there are a few titles that really do not grab onto everything that Unreal has to offer. Sadly, Puya Dadgar’s title, Arrow of Time is one of these titles.
First off, the graphics in Arrow of Time are done fairly well, however, the animations are really clunky, and not very impressive. Most of the time, it looks like characters are sliding along the ground while running or walking, and it looks like multiple frames have been left out of most of the animations.
Control-wise, you’re able to move with a joystick, aim by swiping on the screen, shoot your weapon by tapping the fire button in the lower right corner. Here’s where it gets pretty uncomfortable. To jump, you’ll need to flick your device either to the left or to the right, and to do an avoidance roll, you need to flick your device forward, or towards yourself.
The collision detection is also something that needs to be worked on quite a bit, as it makes the game extremely frustrating, and almost unplayable. In the second level of the game, you’re required to jump up and grab onto a part of a wall, then pull yourself up. While grabbing onto the wall is done automatically, running up to the wall, and then quickly flicking your device to the left or right will make your character jump up and grab it. Here’s where the collision detection comes in. Half the time, the game will automatically move your character to the left or right, rotating them, having them holding on to air. Your character can get stuck like this, not being able to flick the device again to pull yourself up, or use the joystick or dodge flicks to make your character let go of the wall, forcing you to re-start the stage from the beginning. About 40% of the time, your character will go straight into the wall, getting stuck as well, with no way to get them out, again, forcing you to restart the level. There are some cases in which your character will go into the wall, but still be able to climb up with a left/right flick of your device, and some times the act is done the way it’s supposed to be done. In short, you’ll be able to pull this off about 1 out of 7 or so times, and with level 2 requiring you to do this three times, it’s almost impossible to make it through the stage. There are other sections where collision detection gets to be VERY frustrating, like in stage 1, when you’re supposed to protect a girl, but somehow the enemies swords are able to reach through you, and about 4 times the length of the sword to kill the woman, requiring you to start over. I think you get the point.
There are various cut-scenes throughout the game, which are not terribly voice-acted, but there is no option to skip, and no pause button, so you’ll need to set aside a certain amount of time when you have no chance of being bothered. Some of the cut-scenes give you information which you’ll need in order to progress through the game, so they can be fairly important.
Summed up, Arrow of Time is a game that still needs a lot of work. It feels like a demo or beta version of what could eventually wind up being a decent game. Considering the game was made by two people over a period of 3 months, it’s not incredibly bad. However, the game shows that it was made by two people who worked on it only for 3 months. Priced at $1.99, it’s one of the cheapest Unreal powered games you can get in the AppStore, and the game is Universal. There is no GameCenter or OpenFeint integration, but the game doesn’t really call out for it. Basically, if you’re dying for a 3rd person action adventure game, Arrow of Time might be worth picking up. It does have 8 ratings in the US AppStore, 7 of them are 5 star ratings, however, if you read them, most of them sound like they are from friends or people that might know the developers. Hopefully, Puya Dadgar has plans of working on the game, and fixing as many issues as they can in future updates, but as it is now, it’s a very frustrating experience.
Bomberman is one of my all time favorite games. I can remember staying up all night at my best friends house when I was about 8, taking turns playing Bomberman on the NES. Luckily, buying back bits and pieces of your childhood is extremely easy these days, especially within the AppStore. If you can’t find a game you sunk weeks, months, or even years into as a child, it’s almost guaranteed that you’ll be able to find a game almost exactly like it. Here is where JayTouch Network’s game, Crazy Bomber, comes in to play. Though there isn’t a shortage of Bomberman and Bomberman influenced games in the AppStore, it’s definitely not a game that has been cloned to death, and finding a game influenced by an old favorite can sometimes prove to be an extremely great thing as it might include loads of new mechanics and gameplay ideas expanded from the original it’s influenced by.
Starting up Crazy Bomber, there are two different gameplay types; Story Mode, and Battle Mode. Story Mode includes 60 levels spread across 3 different environments; Jungle, Graveyard, Glacier, and then each having a more difficult set of levels, so really, there’s 6 different worlds. Each stage has a 3 star ranking available, and is based on score. Getting 3 stars can be pretty challenging as well, most of the time requiring multiple play-thoughs. There are also 4 different characters you can choose to play with; Vampire, Zombie, Wizard, and Knight, none of which have any special abilities, and are only there for purely aesthetic purposes, but I will admit that it’s nice being able to pick between different characters.
Once you start playing, you’ll notice that it’s basically just like Bomberman, though it also expands on the gameplay. You’ll need to place bombs to destroy enemies and level objects, like trees, shrubs, and boxes. Blowing up these objects, trees, boxes, ect, will almost always provide extra bombs, though there are some speed power-ups and coins scattered throughout as well. At the beginning of each level, you are only able to place one bomb at a time, but as you collect bombs throughout the level, you’ll be able to place two, three, or more bombs at a time. As you collect bombs, the strength of each explosion will increase, making it easier to take out enemies across the screen. You are also able to link bombs together, placing one in the path of another’s explosion causes a domino like effect. As you progress through the game, you’ll come across crate moving puzzles, conveyor belts, and even boss fights at the end of each world.
The Battle Mode is unlockable as you progress through the game, but there is no indication as to what unlocks it. Whether it be how many stars you‘ve collected, or after completing world 3, it will unlock about half-way through the game. Battle Mode is a local ‘multiplayer’ type gameplay mode, putting you against upto 3 other AI opponents. It does add to the gameplay, but feels a bit hollow
There is a shop accessible from the level select screen, which lets you purchase health potions as well as remote detonated bombs, which you can buy with the coins earned in-game. There are no IAPs, which is always nice, so no worries about the game difficulty being geared towards getting more money out of you.
Controls in the game are simple, and work very well. A joystick for movement, a button for placement of a bomb, and health and timed bombs are available along the right side of the screen. The movement is tight and responsive, and bombs snap to position, so placing a bomb exactly where you want is very easy, even when moving around quickly.
The graphics in Crazy Bomber are very polished, with each of the levels having wonderful design. The character models and animations are impressive, as are the explosions of each of the different types of bombs. Movement is extremely smooth, with no lag or drops in frame-rate even with multiple explosions going off at once. It would be nice to see some attack animations for when you run into enemies, instead of just seeing your character flash a bit, but not having any attacking animations for the enemies isn‘t necessarily anything that takes away from the gameplay. The HUD is a little messy. The different types of bombs, as well as how many of them you have, how much gold you’ve got, the number of enemies killed out of how many are in the level, as well as how many trees are left to blow up, your score, the pause button, and a picture of your character above the health are all thrown in along the top of your screen. Being able to tell exactly how many bombs you have can sometimes be frustrating. Aside from this, the amount of detail in the levels, objects like trees, bushes, enemies, and everything else is very professionally done.
For $0.99, Crazy Bomber is a fantastic Bomberman influenced game. There’s plenty of content, loads of replayability with the 3 star rankings, which is increased by the inclusion of the GameCenter leaderboard. However, there are no achievements, which is something I’m sure a lot of gamers would love to see added in the future. One thing that the developers have said is coming in a future update is multiplayer. This is where the game will really take off, as to have a real Bomberman type experience, it’s a feature that is desperately needed. Hopefully it’ll be added soon, but until then, there is plenty of gameplay to keep you busy. Crazy Bomber is definitely a game that Bomberman fans as well as arcade junkies should pick up.
Real time base defense games have generated quite a following in the iOS gaming world. Cartoon Wars was my, and probably a whole lot of other’s, first foray into this genre. Even though there’s not a whole lot of variety throughout the genre, they really seem to sell well, and are almost always fairly addicting. I recently was able to get my hands on Funny Hell, developed by Fazen and published by the ever popular Bulkypix.
Like others in the genre, Funny Hell has you sending out various characters to battle the enemy. However, in Funny Hell, you’re given a mission or two at the beginning of each stage, which does set it slightly apart from other titles. The first 10 of 50 levels, that are split up across 5 different worlds, each leading you closer to the center of ’hell’, and each having an available 3 ‘skull‘ ranking, are set up like tutorial levels, adding another character to the line-up, and getting you acquainted with the enemies, and gameplay in general. Most of these levels are completed when you send out a certain number of characters, or kill a certain amount of enemies. After this, the gameplay picks up fairly quickly, with the first real stage’s mission having you survive for 3 minutes and 30 seconds, which, believe it or not, can prove to be quite the challenge, not often, but sometimes to a frustrating extent. There are more of these mission type levels as you progress throughout the game, having you save up a certain amount of coinage, or kill a certain amount of one type of enemy. It does add some extra strategy behind the already fairly strategic gameplay. Each of your characters has a certain ability, generally either shooting a projectile, or having a strong attack. There are some which both fire projectiles and melee attack, but cost more as well. You will need to go through some trial and error figuring out which enemies require which units to be sent out to ensure the most possible damage is done, but once you figure it out, deciding when on the battle field they should come into contact with each other also becomes part of the strategy. You’re able to build an offensive attacking stone type character on the side of your base, which tosses projectiles out, but only within a certain range. If you’re having trouble with some enemies, sometimes waiting for them to make it down towards your base so that you can also attack with that stone character is the best course of action. It makes for some challenging, and entertaining gameplay.
There is no upgrade store, which is kind of upsetting, but as you progress through the game,
Funny Hell is controlled like most other base defense titles, tapping on the units you want to send out, which are located at the bottom of the screen, and swiping anywhere else on the screen to scroll left and right. There are also coins which pop up randomly as you are battling, and they bounce along the ground, disappearing fairly quickly, and are picked up by tapping on them. This might become a problem for some gamers, because as the coins are bouncing, sometimes in the heat of the moment, you can wind up trying to tap on a coin, and end up tapping on a unit to be sent out since they are directly beneath the bouncing coins, and when it happens, it can be incredibly frustrating.
The graphics and animations are fantastic. Graphics-wise, the game is fairly cartoony, and very vibrant with loads of color. The character and enemy designs are done very well, and fit the extremely vibrant cartoon looking environments to a “T”. The animations for attacking, movement, falling objects, coins bouncing around, death, they’re all fantastic, really adding quite a bit to the entertainment. The BGM that’s included with the game brings it all together to create one hell of a great base defense game.
Funny Hell is definitely a release that deserves it’s $2.99 price tag, and then some. Being universal, and coupled with incredible replay value, emphasized by the addition of GameCenter leaderboards for Coins, Killed Monsters, and Skulls, along with an incredible 60 achievements to try and unlock. There’s quite a bit of challenge here, especially if you go ahead and try and grab 3 skull rankings on each stage. Having missions for each of the stages does bring some originality to the game, which is great to see within the base defense genre. It looks like December is a great month for Bulkypix publications. Fazen has created an extremely polished, and well produced title, and I can’t wait to see what they bring iOS gamers in the future!
November+December. It’s probably the busiest couple of months for the gaming industry, especially the AppStore. An INSANE amount of sales, freebies, updates, and let’s not forget some of the best releases of the year. Here are a few updates that have been recently released, all of which are for games that are worth checking out if you don’t have them already. So… here we go!
*** Most Notable Changes and Improvements in v1.0.7 ***
– Ship and weapon balance changes! Many players have noted that building lots of missile frigates provided a much larger benefit than building larger ships. Ships have been adjusted to bring these more in-line, allowing greater variety in strategic thinking. Please see the forums for a full list of changes.
– Lots of user requested new features! * Colonists in transit between planets of different star systems now appear as “transporting” icons on the destination planet * Defending spies now have a change of reporting enemy spy activity in your empire. * When an item built is reported in the sitrep, the next item in queue for that planet is also listed in the sitrep * Weapon and system listing in the ship designer are now sorted such that newer technologies are at the top of the list * Combat at a system now prevents the planets at that system from transporting colonists off of those world. If you want to engage in scorched earth tactics, you will need to do that before your opponent reaches your colony. * Added “clear all” and “upgrade all” buttons to the race and ship designer * Added a cancel button to the research dialog
• 2 Brand New Levels: SantaVille and Beanstalk • New character: Yeti • New Game Mode: Emperor
Plus many other tweaks:
• The SantaVille level introduces a new Capture the Flag mode, while the Beanstalk adds a new endless jumper mode • You can now unlock any level at anytime • You can switch to any of the game modes at anytime, to fully complete each one of them • You can compare your scores to your Game Center friends, right on the loading screen • Chinese localization • Bull and Panda character fixes • Achievements fixes • plus many more
* Added unlockable score multipliers – the more you play, the higher your possible score! * Score combos now continue into and out of power ups – earn more points than ever! * A new powerup – fly a fighter jet! * New & colorful characters * Play your own music from your iPhone * Twitter support * Bug fixes & art cleanup
√ Power Boosts are here! Become Invincible and bounce off of hazards, turn on your Magnetic Field and suck in all the nearby scrap, activate your Force Field Breaker and short-circuit barriers with the slightest touch, or turn on Bonus Scrap and gain twice as much scrap every time you collect.
√ Stuck? Want some inspiration? Help is here. We’ve linked every level to a video walk-through recorded by one of our best players. Watch and learn, then play like the best.
* ROAD WARS MULTIPLAYER: Experience the complete multiplayer campaign. Unlock cars and weapons by destroying your opponents. Advance your career. Claim the crown. * FRIENDS PLAY: Round up your friends on your own Friends Game Channel. Use auto match and never get lost. * BATTLE MODIFIERS: Turn the odds in your favor. Use Shotgun Blues to make your auto machine gun shoot shotgun shells, or start your race using nitros with Quick Start. * WAR PAINT: Unique paint job for Shrieker and Vagabond that brings these cars’ performance to a whole new level! * NEW RANK SYSTEM: From Roadkill to Battle-Hardened Captain, track your progress more accurately than ever before on your way to becoming the Adversary. Carry your shield with pride!
And much, much more in this ENORMOUS Death Rally update!
– ‘The Wraithmaster’ mini-campaign. Includes an exciting new game mode, new enemies and additional content. – An additional weapon for the Captain. The ‘Dual Pistols’. – A new ‘Star Rating’ system for all missions. Can you achieve the elusive ‘Five Star Rating’ on hard mode? – 4 new music tracks to listen to while you battle. – Drastically improved performance on all supported devices. – Faster games with quick enemy moves and no more battle report between turns. – Many more features and fixes.
– Fix of the stars unlock in level 4; – Fix of the unlock of one Hell mode achievement; – Fix of the name appearing below the icon; – Fixed game icon; – Speed improvements.
* Hold to break option * New cold dirt block * New cobblestone texture * New clay look and sound * New mob: chicken * New mob: birds * New mob: boar * New mob: medium spider * New mob: huge spider * New mob: huge skull * New mob: mother slime * New mob: white rabbit * New mob: snail * New mob: bear * New drops for every mob * New Meat loots, everything can be cooked now * Healing Potions * Mithril Sword * Consumable items cannot be consumed at maximum health anymore * Mobs can now spawn according to depth * Mobs now should properly spawn according to their min/max light values allowed * Christmas balls that can be placed on spruce trees * Wrapped box with Christmas goodies around the world! * New rare componible treasure * Climbable spiderwebs * Christmas tree statue * Snow balls that can be crafted into snow blocks or used as half blocks to decorate * Snow blocks and snow bricks * Cold biome * Spruce trees (can be replanted like normal trees) * Planting and regrowing of trees/cacti * Restored stars for damage (blood was unnecessary and quite cruel!) * Back layer correctly checks the tool that is used to break blocks * Bone ladders and bone bridges * Bone torch and purple goo torch * Durability bars on some items that were unnecessary are not present anymore * Version number in the title screen * It’s now possible to hold craft button to keep crafting items * Automatic version check to warn if an update is available * Trapdoors * Tapping a reachable addon will open inventory * Fixed a bug that allowed items to be placed in X of inventory * Fixed minor glitches with climbable vines * Fixed crashes around the edges of the map * Fixed crash while destroying ladders at the top of the world * Fixed crash while placing items at the top/bottom of the world * Fixed crash while opening inventory at the top/bottom of the world * Inverted position of map button and craftbook button * Restored timer for throwing items to an higher value * Added reinforced door * Changed wood chest craft * Changed wood door craft * Apple grows also on blue leaves * Wood doors now have a chance to break when used