Casual games with a story don’t really come around too often, and casual games with a long, deep, and well thought out story are pretty much non-existent. This is where Parogames Limited breaks the mold with their recently released title, Parodise. In this action/defense swiping game, you’ll learn about Parodise, your main character, Dumy-667, his supposed partner, Dumy-666, as well as his… boss, Yody, GOD, and Doomy.
To get through each day in Parodise, you’ll need to defend yourself against Doomy, a Dumy who has changed due to an insane amount of bottled up negative emotions, who will constantly be throwing objects at you. To do this, you’ll need to swipe on either the left, right, or both sides of Dumy-667, slicing each of these objects in two with your swords, but waiting until they get as close to your body as you can. Each object you successfully slice will add to your Soul Absorber, which, when full, will let you perform a super slash move that slices all the objects on the screen. Each time you get hit, you’ll loose one of two flames burning on the Holy Fire Defense System. Loose both flames and get hit again, and you’ll have to replay the level, but if you loose a flame, then slice an object, adding to your Soul Absorber, it will re-light the flame. Starting to sound confusing? Just wait until you really get into the story. Along with the Story Mode, there’s also a DOJO Mode, Hardcore Mode, Master Mode, and Panties Mode, each of which is unlocked by completing certain objectives in the previous Mode, thought these can be pretty challenging, and time consuming to unlock, once you do, it adds endless replayabilty to the game.
The graphics in Parodise are done in a nice and polished cartoony theme, with pretty interesting environments. The animations for all of the objects are done very well, adding loads of personality to the game, and everything in it. The music and effects give the game that real casual type feeling, and placed on top of the action filled gameplay actually fits perfectly with the game. This casual game with a deep, humorous, and profound story.
GameCenter is supported, with 63 achievements, and 4 leader boards, one for each of the unlockable Modes. There’s not a whole lot of replay value in the Story Mode, but with 4 endless Modes, there’s plenty to replay. Parodise is $1.99, and Universal, and right now is on sale for $0.99. This has quickly become one of my personal favorite casual games, and is so easy to recommend to everyone, hardcore gamers to casual gamers, this game will satisfy you in ways you never thought a casual game could. It’s addictive, funny, serious, challenging, and after the first couple days and little bit of story, you’ll start feeling for Dumy-667, feeling bad for him, rooting for him, and wondering what the hell is going on, all at the same time. This is one game no one should miss out on. Parogames has shown us with their first iOS release, that they are in this for the long haul, and are willing to put more work into their game than almost every other casual game developer.
This August, The App Shack was able to review 108km Studio’s Robot Bros, a puzzle platformer that had quite a bit of potential, but we felt it didn’t really take advantage of that potential. Well, the developers listened, and took the game mechanics they had, and expanded them quite a bit. Version 1.1 is now live and available for download in the AppStore! What’s new in this version?
— Added 24 advance levels. More challenges!
— New game style! Badge system added!
— Enhanced user control.
— Fixed bugs & exceptions.
Now Robot Bros completly takes advantage of the puzzle mechanics that were initially introduced in the original version of the game, like switching robots, and the oh so cool use of portals! The controls have been tweaked and feel a lot better, and also, the game has a sweet badge system now. There’s also a lite version so you can try the game out. But at $0.99, and after this update, it’s easy to recommend this one to fans of the genre, and anyone else who’s into puzzle game, this is one you’ll definitely enjoy. Also, it’s worth mentioning that it’s (still, yes still…) UNIVERSAL. So head on over to the AppStore, and pick up this little gem!
RunDaLine is a new casual runner game by Randerline GMBH in which you guide Pancho the skunk through 50 levels by controlling the terrain that he runs on. In order to progress through the game, you’ll need to collect a certain amount of coins, keeping them until you reach the finish line, while avoiding hazards that can cause you to loose your collected coins, or end your run all-together.
The controls in RunDaLine are done pretty well, and are responsive and tight. You’ll control the terrain that Pancho is running on by dragging your finger up and down on the screen, moving the terrain up and down, creating hills and dips while Pancho runs along. You can also make him jump by tapping in the upper corner of the screen. You are able to use your right or left thumbs, and whichever you prefer, the set-up makes it so that what obsticles are coming at you are displayed on the opposite side of the screen than where you’re touching, so that your fingers don’t get in the way. However, this setting is not saved after you exit the game, so if you would like to use your left hand, and be able to see everything coming at you better than if you’re using your right hand, you’ll need to go into the pause menu and change the control settings every time you play the game.
Throughout each level, you’ll come across brick walls and clouds with lightning bolts in them, both of which cause you to loose all your coins if you hit them, lightning bolts that cause you to speed up, and bombs that end your run. There’s also clouds that double the amount of coins you have, but only if you hit them while jumping, and do not count if you run through them, and temporary shields that let you plow through tougher areas without losing any coins. As you move on throughout the game, each world gets progressively harder, but you do not encounter anything new after the first couple of levels.
Graphics-wise, RunDaLine is pretty simple looking. Nothing too impressive, but it is smooth and the animations for Pancho running and jumping are done decently well, and so are the animations for the objects when you run into them. The environments are pretty bland, there’s clouds in the sky and hills in the background, neither of which have any detail, and the terrain that you run on is shaded nicely, but also lacks any real detail, no grass spots, no shrubs. Each of the 5 different worlds environments are only different in color. It would be nice to see some additions to the environments, and maybe some animation additions to the objects/hazards you’re trying to avoid, instead of only having an animation for when you hit them, maybe seeing the bomb’s wick be on fire, and moving while the fire gets closer to the bomb, or seeing the cloud with a lightning bolt in it have a little rain coming out of it that doesn’t reach the ground, just falls about half a centimeter from the cloud then disappears with a little bit of electricity going around the lightning bolt, little things like this would give the game some personality and add to the polished look of it, because right now, it looks like an un-finished demo version.
RunDaLine is supported by GameCenter, and has 6 different leader boards, one for the amount of coins you’ve collected in each world, and one for your total amount of coins collected, there’s also 12 achievements, and with the 3 coin (like star) ratings for each level, does, like usual, add quite a bit to the replay value, which is good, because completing the whole game took about an hour. The game is also not randomized, so you can go through a level multiple times, and memorize it, eventually being able to get a perfect run through maximizing your total score. The blandness of the environments, lack of animations, lack of new content as you progress through the game, and the game not saving your control settings are all things that could easily be fixed in an update or two. But right now, with the game being $0.99, it is a nice casual, level-based runner that’s accessible to gamers of all ages. My 4 year old nephew had no problems getting the controls and gameplay mechanics down, and it’s still challenging enough to keep me entertained, but I do hope to see more added to it in the future.
Line drawing and tower defense genres really seem to go together quite well from the couple of titles that merge these two genres I’ve been able to check out. Phoenix Defense Force, Boom Brigade, A.I.R. Defense, Into The Blue, and the ever popular Axe In Face come to mind, and now fans of the genre have another game to add to that short list of incredibly well done line drawing/TD games; Anthill: Tactical Trail Defense, by Image & Form International.
To start things off, the graphics and animations. I&F has done an amazing job creating some very vibrant and layered environments. You get an idea of this right when you get to the main menu. The very well done environments match the equally well done bug models and animations. It’s actually so well done that you might end up finding yourself just staring at the screen watching them move around. The bugs are also very colorful, matching the vibrancy of the environments perfectly. It’s easy to tell that a lot of time and effort went into making the movement, look, and flow of everything within the game just right. To top it off, the music is Disney-esque, and almost like something that would have fit very well within A Bug’s Life. It compliments the atmosphere and feeling of the game perfectly.
Now onto the gameplay. You start out looking down at an anthill, surrounded by shrubbery. The tutorial is well explained, learning the basic mechanics in the first level, and then new mechanics when new units are added. You’ll need to draw a line from the top of your anthill to your desired location, and then decide what units to send out on that line. You’ll need to constantly collect food in order to send out more units, and there is almost always a leaf close-by that you can snag about 100 food points from over a short amount of time. So to start things off, you’ll usually draw a line from your anthill to that leaf, and then decide to send out your collector ants on that line. They will go out to the leaf, and start bringing the food back to the anthill. Now, to keep those ants safe, you’ll need to drag your finger across the screen, or pinch to zoom in and out, to scan the area for enemy bugs that will kill your worker ants and deprive you of food. Once you find out where those bugs are coming from, or where they might come from, you’ll need to draw another line starting from the top of the anthill to an intersecting point between the bugs and the worker ants, and then send out your attacker ants. These guys will kill whatever bugs are encroaching on your territory, and leave their bodies for your worker/collector ants to pick up and take back to the hill. So after your attacker ants have cleared out an area of enemies, you’ll draw another line to their bodies, and choose the collector ants to pick them up, and take them back to the anthill for some major food points. Once you’re done with a line, you hold down on it, and select the “X” that pops up. You are able to draw as many lines as you want, but the more you draw, the more spread out our available ants will become, so it’s best to erase the lines you no longer need in a timely fashion. You can also use bomber ants, who fly out of the anthill, and drop goo wherever you tap on the battlefield. A direct hit with the goo can kill an enemy instantly, but to do this, you’ll need to hit a moving target who has the ability to change direction at any point in time. Which brings us to the AI. Each of the bugs behaves differently. This makes learning how each of your enemies moves, and attacks essential in taking them out successfully.
After each level, you’re given a star ranking based on how many points you’ve collected throughout the level. This is more important than usual because you can then use these stars to upgrade your ants. The speed of the collector ants, brutality of the attacker ants, and more. If you don’t want to battle it out to gain stars, you can purchase them through an IAP, 20 stars for $0.99, which can upgrade your ants quite a bit, but it’s not necessary, and the game isn’t pushed toward you buying the stars at all. The difficulty is set just right, and you can replay levels to earn stars that you didn’t earn the first time through. You can not, however, re-earn stars, so if you got all the stars available in a level, you can not replay it and earn those stars to use for upgrades again.
Anthill: TTD is GameCenter enabled, and has leader boards for all 21 of the levels that are spread across the 3 different environments. There’s also a leader board for your total score, which combines all of your best level scores. Having a board for each of the levels, as well as a star ranking that gives you stars for upgrades does add quite a bit of replay value to the game, especially if you’re a high-score chaser. With the game at $2.99, and on sale right now for $1.99, and being Universal, it’s a great buy for the amount of content and gameplay you’ll get. If you’re a fan of line drawing or tower-defense games, this is one that looks beautiful, and has an insane amount of strategic elements. The controls are nice and tight, and really, everything within the game is so professionally done that it’s hard to not call it one of the best, if not the best line drawing tower defense title available for the iOS.
Anthill: Tactical Trail Defense gets a perfect score of 10 out of 10.
Ellis, one of the most talked about iOS games of 2009, has just dropped in price from $4.99 to $0.00. You read that right, it’s free. Now is your chance, if you’ve been waiting to snag this one, or haven’t heard of it until now, to check out one hell of an entertaining game.
The objective of the game is to pull orbs apart or mesh them together if they’re the same color until they’re the right size to fit into circles, that also need to match the color of the orb, and that have a bunch of smaller orbs around them. Once you get the orbs the right size, and put them into the middle of the circle, it will combine and explode, turning all the little orbs that were connected to the circle into triangles, which you can then tap on, and collect for points. If one of your orbs touches a different colored orb, it will start to shrink until it explodes. Once you put the required amount of orbs into the circles, you’ll progress onto the next level.
Eliss will not be free for too long, so be sure you check it out quickly! If you miss the sale, you can rest assured that this is one of the most interesting games I’ve ever had the pleasure of playing, and there are tons of gamers on the Touch Arcade Forums that have said that they’ve had this game for years, and it’s still on their iPod, so, worth the $5? I would have to say yes, most definitely.
Endless Runners seem to be perfect for mobile gaming. They’re good for quick little spurts of playing, as well as long gaming sessions, and there’s an endless supply of them to top it off. Seems there’s a huge selection depending on what type of endless runner you’ve come to like, casual, hardcore, level based, hectic, relaxing, and within all of those styles, there’s always certain titles that stick out above all the others because of their controls, gameplay, and style. Super Bit Dash by FakePup seems to cover all of those preferences, as well as raising above the average title, and being a game that’s more addictive, more polished, and more entertaining than most.
In Super Bit Dash, you’ll guide your character through either a short 5 minute checkpoint based run with multiple lives, earned by collecting coins, with two difficulties, as well as an endless run with one life that also has two different difficulty settings. To control the character, you’ll need to collect coins which fill up a bar that gives you the ability to swipe on the screen, and dash up, down or forward, as well as being able to tap on the screen to do a regular jump, or swipe backwards to slow down, both of which do not require coins to do. The catch is that you’ll only be able to have 4 coins at a time in your dash gauge, meaning that if you pick a path that doesn’t have many coins, or none at all, you could get stuck without a dash when you really need one.
To make things more interesting, the whole game is randomized, but in a very neatly put together way. At the beginning Classic Mode, the game will pick 20 different “rooms” at random and put them together with checkpoints at the beginning of each room. There are two different settings within Classic Mode, Easy, which will present a little bit of a challenge, and Hard, which will take most people more than a couple plays to finish. At the beginning of Endless Mode, the game will put together an endless string of these rooms based on what speed you pick, slow, or fast, which doesn’t really effect what rooms you see, but, you guessed it, the speed at which you’ll need to make it through them.
The graphics, and sounds all resemble old-school NES/SNES era games, while the animations for dashing and breaking through some walls are done in a more stylish way. There are various obstacles and hazards you’ll need to avoid, like spikes, lasers, green walls that you can dash to break through, and some spots where you will need to dash into coins in order to not fall to your death because there is no platform to walk on at the bottom of the screen. All of this is put together randomly, so you could run into any of these things right when you start out the game, or almost at the end of a long run, you’ll just never know. Once you get to know some of the more popular rooms, you’ll be getting better at the game, and if you take on the endless mode, you’ll end up finally seeing rooms that you probably wouldn’t have while playing in the Classic Mode. This big mix of rooms adds quite a bit to the difficulty, as you never know what’s coming up next, or what hazards you’ll need to have enough coins in your dash gauge to be prepared for.
Super Bit Dash is supported by OpenFeint, with leader boards for each mode, as well as each difficulty setting in those two modes, and then leader boards for the best overall Classic and best overall Endless scores. There’s also 10 achievements, most of which should take even hardcore gamers a while to complete. Tough it would be nice to see GameCenter support in the future, as there are plenty of gamers that don’t use OpenFeint anymore. It would also be nice to see some power-ups in the future, like invincibility, or a speed up and slow down pick-ups, as well as a pick up that lets you have unlimited dashes for a short period of time would be a very welcome addition. But for an endless runner, it’s a great deal at $0.99, providing plenty of content, as well as endless replay ability, and even more on the way. Platformer and Endless Runner fans alike will both enjoy the gameplay that provides both casual and hardcore gamers plenty of challenge.
Indie developerustwo games recently said via Twitter that their new game Whale Trail will hit the AppStore this October 20th. The game is a magical endless runner featuring a whale called Willie that likes to fly in the skies and have fun. PocketGamerrecently said this about Whale Trail: “the game Tiny Wings wishes it could be”. Strong words indeed. Expect a full pre-view very soon…
Here is some info straight from the developers:
The goal of this magical endless runner is to keep Willow the Whale flying high in the sky for as long as feasibly possible. Help Willow collect the floating Blubbles which feed his rainbow coloured trail, dodge the angry Thunder Bros and avoid the clutches of the EVIL Baron Von Barry.
Use simple one finger touch screen controls to fly Willow through the colourful, magical kingdoms of Rainbow Land. In each kingdom lives a friendly Way out Friend that helps Willow on his way by feeding him Blubbles. Loop the loop, collect Blubbles, smash enemies, discover new lands and make friends along the way.
How to play
• Press and hold anywhere on the screen to make Willow swoop upwards.•
Release your finger from the screen to make Willow dive downwards.•
Press and hold to make Willow perform a loop the loop, useful when collecting hard to reach Blubbles.
Features
• Simple and intuitive one finger flight control•
Amazing Whale Trail soundtrack by Gruff Rhys of the ‘Super Furry Animals’
• Beautiful and colourful endless runner
• 7 end of level Way our Friends
• 7 incredible rainbow kingdoms to explore• Frenzy mode – kill Thunder Bros at your will
• Multiplier scores for the best players
• Multiple leaderboards
• 23 unlockable achievements
• Amazing Retina graphics
• Game Center integration
• Bonus levels coming soon
And here are some videos, first from the BETA, second is the official trailer:
Remember: 20th of August for 0.99$/69p/0.79€. Mark your calendars…
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Most people may remember the very popular Com2uS game called Homerun Battle. Well if you’re a fan of that game and you’ve been waiting for a sequel, then you’re in luck! Com2uS will be conducting beta testing for the sequel from October 12th through the 20th. Recruiting started September 30th and will conclude on the 7th. If you’re lucky enough to get in then you should be receiving an email on the 10th stating that you’ve gotten in. You can check out how to apply and all that good stuff directly down below.
Recruiting periodSep.30th-Oct.7th
Result announcement
Oct.10th.
How to apply
Create a facebook account
Send an email to cbeta06@gmail.com with below details.
RGB Defense is a new arcade game from Red Winter Software, it is also their first release in the AppStore. In the game, you’ll need to drag cannons around the bottom of the screen, matching their color with the color of the enemies coming down at you in waves from the top of the screen. It might sound simple, and in the beginning it is, but at level 5, you’re not just moving around red, green, and blue cannons, purple and yellow come into the mix, and you’ll be shuffling around 5 different colored cannons while a mass invasion of quick enemies comes barreling down at you. Needless to say, it can get pretty hectic, and drive you crazy.
There are different types of enemies, some that stay in one lane, and only need one hit to be taken out, others that change which lane their in pretty quickly, and others that require multiple hits, and change color after being hit. This mix up of enemies adds quite a bit of extra challenge to the already pretty challenging game. Though with the amount of enemies, how quickly they come at you, how long it takes for a cannon to fire once you get it where you want it, and the cannons sometimes getting stuck in the right corner because of un-responsive controls, it feels like getting past level/wave 7 and anything afterwards is pretty much only accomplished with luck instead of skill.
There are a couple of power-ups that you’ll be ableto get by killing enemies. Health drops, bombs that clear out the screen and hourglasses which slow down the enemies for a very short period of time. There’s also stars that the enemies sometimes drop, and these add to your score.
The graphics, animations, and sound is all nicely done, making it a good looking arcade shooter game. But the sometimes unresponsive controls, seemingly laggy cannon fire, and the very quick jump in difficulty throughout the game make it pretty frustrating. Also, if you do manage to get the controls and timing down, there is no online support, so your scores will end up stuck on your device, for your eyes only. Though with the game only being $0.99, I don’t really consider it a waste of money. It does have quite a bit of potential. Once the control issues are fixed, GameCenter or OpenFeint is added, and the amount of time it takes for a cannon to shoot once you get it into place is sped up a bit, the difficulty level might not need to be changed. Also, if more than one mode is added in the future, this could turn into a very well rounded game.
However, we really won’t know until the game is worked on a bit more, and with the release your game and disappear if it doesn’t sell well dealings of the AppStore, we might never know. Hopefully Red Winter Software won’t give up or get discouraged, because this could turn into an awesome hectic arcade game. We will definitely be keeping our eyes on this one with the hopes that Red Winter Software is in it for the long haul.
You can check out the game on the developers website in the Unity Player, but keep in mind that it responsiveness of controlling with your mouse does not transfer over to the touch screen just yet.
RGB Defense gets a score of 2 out of 5. But we will keep you updated if the game is updated, and could possibly end up re-scoring this one.
I’m not personally a big fan of turn-based RPGs. Though there are a couple that have really had an impact on me, but only a handful. Turn-based RPGs just aren’t really my thing, though the ones that I have enjoyed, I enjoyed immensely. What does this have to do with anything? Well, when I first saw that a new RPG had been released for the iOS, I didn’t even think for a second about checking it out until I heard a friend at work talking about a new amazingly immersive game he just bought. Symphony Of Eternity, released by Kotobuki Solution, just so happened to be that game. I ended up checking out some information that night when I got home, and when I read that it was a lot like the older Final Fantasy games, I immediately became intrigued as the old FF games are some of the very few turn-based RPGs that I have enjoyed to no end.
So, first off, the graphics. Symphony Of Eternity looks the part of an old-school game. However, there’s a modern feeling to it as well. The text parts are accompanied by pictures of characters faces that look pretty detailed, and some of the enemies that you’ll encounter have some pretty nice animations and elaborate graphic styles, as do the environments you‘ll fight them in. The world map, within towns, exploring certain areas, and the menus are all old-school styled though. It’s a nice mesh of old-school and modern styles, and all fits together very well. Nothing feels out of place, and the animations are well done. The music is very fitting of a turn-based RPG game, and actually reminds me a lot of some of the Final Fantasy soundtracks, and just like it did with FF, it adds quite a bit to the atmosphere and feeling of the game.
There are three control schemes; you can tap where you want to move to, or use one of two d-pads. One stationary, and one that centers where you set your thumb down onto the screen. The joystick/d-pads can seem a little unresponsive at times, but really, they just don‘t leave room for error. You will need to constantly make sure that your finger is still within the circle of the joystick, as going out of it even just a little bit will make your character stop walking, and because of this, it can kind of feel out of place until you get use to it. You can change the control set-up at any time from the game’s option menu. There are also options to change the fighting speed, conversation speed, and set the BGM and sound effects volumes. Along with these options, there is a very nice and in-depth help section in the pause menu, telling you how to do everything and what everything does. Accompanied with 5 save slots, and an Auto-Save, it’s very well rounded out in the options aspect.
Now, in the game, you’ll control a party of 3 members, a young man named Kreist, a special golem named Dauturu and a princess who they decide to let join them in their quest, named Laishutia. You’re on a journey to find the weapon, Regratlute, which grants it’s holder any wish they desire. I don’t want to give away much more of the story, because as you might have guessed, it’s a huge part of the game. In fact, it’s very well written, and very immersive. The way the characters interact with one another and reveal their strengths and weaknesses draws you in, and makes you feel for them. The closest game I can compare it to is Final Fantasy 7. The way it’s written, and how the story is presented reminds me of the way I felt when I first played FF7 many years ago, and because of this, it’s looking like Symphony Of Eternity will make it’s mark on me.
The battle system is like your typical turn based game. You’ll be able to choose between using your basic weapon attack, an item (healing or mana potions), a special attack, or choose the characters stance. Once you decide what action you want a character to take, you’ll then either tap on the enemy you want to attack, or on the character you want to use the potion on. Since the characters are pretty close together on the iPod Touch screens, it’s nice that the developers made it so that you can also tap on the character’s stat section on the bottom of the screen. In the characters stat section you can see how much health and mana you have, as well as a bar with a percentage above it. This is your break bar. Like Final Fantasy, this bar is filled when you attack, and when you are attacked, and once it is full, a “Break” icon will appear in the top right corner, which you can tap, and have the character with a full break bar (or choose the character you want to use their break ability, if you have more than one character with a full break bar) attack no matter who’s turn to attack it is. As you can imagine, this comes in handy, and can change the tide of a battle in seconds with the break attack being very strong. Also, if you happen to attack with your characters one right after the other, you’ll get a combo increase on your attack power, which goes up with each successive attack. All of the enemies also have week points which you can see if you decide to use the Princess’s power to do so. Doing this, you can find out what their week points are, and what magic does the most amount of damage to them. This does come in handy when fighting some of the stronger enemies. Once you finish the battle you will be awarded with experience, gold, tablet points and any items that the enemies might have had.
As you gain experience, and level up, you are able to distribute Merit Points among each of the characters. These will increase the characters offense, defense, magic abilities, magic defense, speed, and more. There are also tablets that you can have your characters equip. Each of the tablets gains points after battle, and gives each character certain abilities and has special skills and effects, like increased defense, a special attack, and adding to the character’s HP, all of which grows as you gain tablet points. So, there is obviously a ton of customization to play around with in the game, and all of it, of course, has an effect on how you end up playing the game.
Kemco has done an amazing job with Symphony Of Eternity, and I feel like I owe Kotobuki Solution for bringing it to the platform. I have seriously not had this kind of gaming experience in a long, long time. Everything about the game is top notch, and so incredibly well done, it’s really not so hard to believe that the only other games like it in the AppStore are the re-releases of Secret Of Mana, and the Final Fantasy games, and Symphony Of Eternity fits extremely well within that small class of astounding turn-based RPGs, that are all well worth their premium price-tags, if not more. It is $8.99, and very much worth the purchase. If you’re a fan of RPGs, or really just exceedingly well written, very immersive adventure games with loads of customization, you’ve got to pick up Symphony Of Eternity. It will grab your imagination and suck you into one incredibly amazing world.
Symphony Of Eternity gets a perfect score of 10 out of 10.