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BigBot Smash – 0.99 (Ayopa Games/Andrew Wang)

Full on destruction games are kind of a niche genre within the AppStore, there’s really only a couple of titles that I can think of using destruction as a core mechanic, Destructopus, Robot Rampage, and to a lesser extent, Blast Zone Mega, and Burn The City, which is really more in the line of an Angry Birds type physics puzzler, but you get the idea. It’s not a genre that’s been well expanded on. Andrew Wang, and Ayopa Games (W.E.L.D.E.R., Chicken Rescue) are giving us one more title to add to that very short list. Inspired by the classic arcade game, Rampage, and taking influences from The Simpsons and Futurama, as well as trying to incorporate the customization of Mechwarrior, BigBot Smash is now available for our iDevices, and fingertips that are hungry for destruction.

To start it off, the controls in BigBot Smash will take quite a bit of getting use to, but once you do, even more problems show their face. There are two different control schemes included in the game. The first control method uses the iDevice’s accelerometer, tilting to turn the world that you’ll be destroying. This can be extremely difficult to use, as you’ll need to turn your device completely around to turn your robot around, and tilt it in pretty uncomfortable ways to turn. Tapping on the screen controls your robots projectiles, and tapping on the robot will make it jump. If you tap on a building that is close to the robot, it will smash it with it’s fists. Here’s where it gets even more difficult. If the building is just a little bit too far away, you’ll shoot at it instead of smashing it, which takes up quite a bit of time, which can be pretty frustrating in the Speedrun Mode, but outside of the Speedrun Mode, it’s just bothersome. Tapping on your robot also does not always make it jump, sometimes it will jump, and other times it will destroy the building right in front of it. There are touch controls as well, which have the same sort of issues as the tilt controls, except you won’t be tilting your device in uncomfortable ways, instead, you’ll be dragging your finger on the screen to change the robot’s direction. However, this also has it’s own issues, as more than half of the time, dragging your finger across the screen is registered as a tap, and will result in the robot shooting it’s projectiles. It’s not so bad that you won’t be able to play the game, but once you hit stage 4 in the campaign mode, and the game gets a little more hectic, you’ll be constantly wanting to turn the game off out of frustration. The same goes for the speed demolition and survival challenge modes, once the game reaches that point where the action picks up, the controls become a real issue.
The graphics are decent enough, and the draw distance is great, especially considering how many objects are on the screen at one time. Even after you destroy a couple buildings, and the debris is laying all over the ground, the draw distance hardly suffers at all, which is very surprising.
If you can look past these, especially the control issues, which could be fixed in an update, BigBot Smash does have quite a bit of fun gameplay at it’s core. Using three different robots, each with their own strengths and weaknesses, you’ll smash buildings, blow up buses, police cars, squish people by walking on them or jumping onto them, and shoot them with your lasers, which will give you a nice little laugh when the sound effects for this go off, and you can hear the people scream when they die. In the campaign mode, you’ll need to destroy buildings, looking for pieces of your robot girlfriend. Within most of the buildings are parts that you can use to upgrade parts on your robot, along with some power-ups, and recharging items. In the speed demolition, you’ll need to destroy a set amount of buildings before the clock runs out, and in survival mode, you guessed it, you stay alive as long as you can. Both of these extra modes will have you collecting bits and pieces to upgrade your robots as well, but are not saved or transferred over to the campaign robot, so you’ll start from scratch every time you start to play in these modes.
For $0.99, it’s not a bad game by any means. The controls can be worked with, and might actually just have so many issues if you’re playing on a small screen. Gameplay videos on the iPad show the game in a completely different light, and since the game is Universal, you won’t need to buy an HD version to find out. There are GameCenter leader boards, though only for Survival and Speed modes, but do have 48 achievements to try and grab. There is quite a bit of replay value, and the core gameplay looks like it could be great fun. But until an update hits with some tighter controls, it’s hard to really give the game a fair play on my small screen, but I’m excited about having the opportunity to.


Interview with Lab Rats Studio

Recently I managed to get in touch with Rion Holland over at Lab Rats Studio, the development team behind upcoming Third-Person Shooter M.U.S.E. This game is shaping up to be a down-right awesome shooter and brings back memories of arcade-style multiplier mayhem. Look for preview screens after the break.




– Can you give us some basic background about Lab Rats Studio? When did you guys form the team and what motivated you to enter the development scene?

Lab Rats Studio was formed a little over a year ago by four Wake Technical Community College students with a passion for game development. We all knew finding jobs at game studios in today’s economy would be very difficult with no experience, so we decided to do it ourselves. Lab Rats Studio was one of the inaugural companies to complete Joystick Labs’ three month game development business accelerator program in Durham, North Carolina. We all had a drive to work on our own game and have creative control over the process, which is what led us to create Lab Rats Studio. We realized that the mobile market was growing and there was not a lot of heavy competition for a game like M.U.S.E. yet.


– How did you come up with the ideas behind M.U.S.E.? Have you drawn inspiration from any other games?

As a lot of other games do, we of course drew inspiration from other games that we enjoy. We knew we wanted to create a third person shooter that was visually impressive and consisted of “console-like” shooter gameplay. We sometimes describe M.U.S.E. as a sort of Sci-Fi Max Payne set in a dark alternate present day. Others have noted inspirations from games like Duke Nukem and Gears of War. We then added on top of the shooting a layer of arcade scoring and combo systems that gives the game a competitive aspect to compete with friends to get high scores where players can post high scores to leaderboards via GameCenter or OpenFeint. We, of course, feel like M.U.S.E. is totally different than any other game out there, especially on the mobile market.


– What sort of struggles have you guys faced during the development of M.U.S.E. so far? How have you managed to overcome them?

Our biggest struggle has been that this is our first marketable game as a new game studio, so it has been a learning experience for all of us. We didn’t have a lot of time to spend in pre-production, which is a crucial stage of the game development process, that made us come up with concepts and designs within the production cycle. We also had a pretty large vision for what we wanted M.U.S.E. to be which had to be managed to make it work for mobile devices.  As an independent game development studio, we struggled a lot with money and keeping a staff of up to nearly 10 people. All of the people on our development team are extremely talented and dedicated individuals that have continued to work their butts off for the past year to make this game happen. We have managed to create this game on a shoestring budget and are very proud of what we have accomplished.

– What do you guys hope to bring to the App Store with M.U.S.E.? How will this push the iOS gaming platform further into the future?

We are bringing fun and immersive gameplay to the shooter genre on mobile devices. We took a play style that is popular on consoles and made it work for mobile devices so that people looking for a slightly more traditional “shooter” gameplay experience will feel at home in M.U.S.E. The controls have been through much testing and iteration to bring an intuitive and comfortable feeling as similar to a controller layout as possible. As briefly mentioned before, we added an arcade style scoring system and RPG inspired upgrade system to give the game some competition and replayability. Players will also be able to purchase currency via IAP for faster upgrades, or can play through the game and gain currency upon beating levels based off their scores. We are also very happy with the level of detail and quality of artwork we were able to accomplish on mobile devices that will only continue to get better as both we and the hardware continue to develop in the future.

– M.U.S.E. is looking really awesome. Can you tell us about some of the key features that we will see in the game?

M.U.S.E. will feature:

  • – Gorgeous visuals that showcase the full power of the iPhone4S and iPad 2 and rival console games for graphical richness and detail.
  • – Arcade-style scoring system that awards players points for combo kills and massive destruction.
  • – Compete against and challenge friends for the highest scores in Game Center (iOS) and Open Feint (Android)  leaderboards.
  • -“Adrenaline Mode” that is both a beginner’s lifeline and an elite player’s high scoring tool.
  • – Equip a variety of high-tech weapons as you fight against an army of cybernetic enemies.
  • – Upgrade your character as you play with over 80 individual upgrades for Sid and his weapons.
  • – Destructible environments rigged for maximum destruction and pyrotechnic mayhem.
  • – Immersive single-player campaign with a storyline told through comic book-style cutscenes.
  • – Full support for iOS 5’s AirPlay mirroring so you can watch your explosive firefights on your big-screen HDTV.
  • iCloud saving so you can play on one device and pick up where you left off on another.
– You’ve mentioned an “Adrenaline” Mode. Can you expand on that feature?

“Adrenaline Mode” is a feature we have added to M.U.S.E. that is similar to a “rage” mode in other games where Sid literally shoots himself in the leg with a shot of adrenaline and goes into a state of heightened awareness and power. First off, adrenaline is gained by dispatching enemies or destroying environment objects in game. When your adrenaline meter is full and begins to flash, you can enter adrenaline mode which will slowly regenerate the player’s health, puts an outline on enemies and destructible objects to make them easier to see, bursts the player into slow motion after kills and destruction so they can plan their next move, and puts a bloom effect on screen. While in adrenaline mode, you can extend the timer by continuing to kill enemies and destroy objects, and the longer you do so, the more your adrenaline multiplier increases (the 0.0x in the top right). Every kill in adrenaline mode is multiplied by this value, so kills 60 seconds into adrenaline mode will yield 6x the normal score value, and then multiplied again by whatever your current chain value is.

To put it simply, each enemy and destructible has a base score value that is multiplied by the value of the combo chain, and then again by the adrenaline multiplier if you’re in it. So if you kill a Vorg Zed Ultra (base score 700) with a 3x combo chain when the adrenaline multiplier is at 2.5x, you’ll net 5250 points. Adrenaline mode is both an emergency lifeline for those that are about to die and need that extra boost, and a high-scoring method for the elite player that is trying to top their friends’ high scores.

– When do you hope to release M.U.S.E.? Have you discussed a price point?

M.U.S.E. is planned for release in December 2011 just in time for the Holidays. We plan to price the game within the same realm of our competition.


– What does Lab Rats Studio have planned for the future?

We plan to put out a content update for M.U.S.E.: Episode 1 about a month after launch that will include two more levels and a final boss fight level to complete the episode. There will be some added enemy variations and possible new upgrades and weapons to use. After that, we plan to continue the game through three episodic installments to complete the franchise. We are striving to be a premiere cutting edge game development studio on the mobile market.


We really appreciate Rion and Lab Rats Studio taking the time to chat with us about M.U.S.E. To learn more about M.U.S.E. and the studio, check www.labratsstudio.com and follow them on Facebook and Twitter!


Act of Fury: Kraine’s Revenge – 1.99 (Forge Reply/DarkWave Games)

Shoot-em-ups have expanded quite a bit since Cave hit the iOS scene in April of 2010. However, very few games have done what Cave’s releases have done for the scene, so it’s nice to see a developer realize this, and take the genre in completely different direction. DarkWave Game’s new title, Act of Fury: Kraine’s Revenge, is a different kind of shmup for fans of the genre. A game in which, instead of shooting your enemies down, you get as close to them as you can, disabling their systems, and taking them down with a tornado like force that surrounds you.

To start things off, the graphics in Act of Fury are great. I have run into some slight jumping around of the screen when the levels start to scroll left or right, or zoom in and out, like when an air-strike comes in, however it’s nothing game-breaking, but is noticeable, and should be brought up. Aside from this, the variety with enemies is nice, the 4 different environments look great, and the animations are fantastic. The music and sounds go along nicely in passing on the feel of the world in Act of Fury as well.
Gameplay-wise, you’re able to use two different controls schemes, both involving relative touch controls. One gives you a 2:1 movement ratio, while the other gives you a 1:1 ratio. Generally with shmup games, a 1:1 ratio is preferred, so it’s nice that DarkWave included it as an option, but the whole game plays and feels better with the 2:1 default movement. There’s 9 Stages, each with a Normal, and Hell difficulty mode. In the Normal Mode, you’re able to disable enemies projectiles by attacking them (moving next to them), while in Hell Mode, the enemies will keep firing at you no matter what. There are items that you can pick up by destroying buildings, extra lives, bombs, shields, and items that stop time, but if you don’t use an item that you’ve picked up before you pick up another one, it’s gone forever. A big part of the gameplay is waiting until there are multiple objects on the screen that you can destroy, and trying to destroy them all at once, building up your combo, and Fury bar, which is displayed under your health bar, and increases your damage radius, total damage, and increases your score quite a bit. Mastering how to build up your Fury gauge and destroy as many destructible objects at a time is the key to scoring big.
Each of the 9 stages offers 3 star ranks which are based solely on your score. Not at all on how many times you get hit, or how many lives you loose, which is fairly different from every other shoot-em-up game out there. You’re then able to use the stars that you earn to ’buy’ upgrades and power-ups in the shop. There are some more powerful upgrades that you can only use in Hell Mode, which helps drive players to play the Harder Difficulty after beating the Normal Mode. You are able to change how you allocate your stars for power-ups before each stage, so experimentation does come into play, which is a great addition to the core gameplay. I should mention that ,right now, there seems to be a problem with a couple of the stage’s rankings, but is being worked on by the developers and gamers, and a fix for the one or two levels with un-balanced score/star rankings should be available fairly soon.
Act of Fury is a very interesting addition to the shmup genre. It does a fantastic job of mixing the Spirit/Bit Pilot/Silverfish type mechanics with shmup influenced gameplay, and presenting it all in an extremely polished and well rounded package. There are GameCenter and OpenFeint leader boards for each of the 9 stages in both Normal and Hell Modes, as well as a total score leader board for both Modes, along with 32 achievements, all adding immensely to the replay value, which, once you get into the Hell Mode levels, is already fairly high. With the price being $2, it’s definitely a game that’s worth every penny, and then some, especially if you’re a fan of the shoot-em-up genre. Act of Fury also runs on 2nd GEN devices, which, with this genre, is fantastic news.
Act of Fury: Kraine’s Revenge gets a score of 4 out of 5.


Unknown Defender – 0.99 (P@ssword Studio)

With enough titles being released in the AppStore, a lot of them start to play similar to one another, and it’s not too often you’ll come across a game with some interesting mechanics. Lucky for us, there are developers out there that see and recognize this, and don’t want to just make a game that’s like other games, but a game that brings something, not necessarily new to the table, but something that‘s not done often, and can actually pull it off, fitting it into their game flawlessly. P@ssword Studios first release into the iOS scene just so happens to be one of these titles. Unknown Defender, a base defense arcade shooter in which you’ll need to mix up different types of energy to make new types of projectiles, also researching your opponents, and finding out what types of energies they are resilient, and which they are weak against.

The controls in Unknown Defender are pretty simple. You’ll drag your finger across the screen to control which direction you want your gun to point, and then tap on the different energies you have unlocked at the bottom of the screen to fire. Each different type of energy has a certain amount of shots in storage, so you’ll need to be careful when deciding what to shoot at the enemies. After the 5th Stage, you’re able to mix the energies you have unlocked, and can create much more powerful shots. To use these, you’ll need to make sure you have enough of the energies stored up, and then tap on your cannon, which will bring up a menu, brining the game almost to a stand-still, then deciding which mixture of energies you want to fire at the enemies heading towards the bottom of the screen. Once enemies make it to the bottom of the screen, they’ll start attacking your base. There are some enemies that will start attacking with projectiles of their own once they’re about halfway down the screen, which makes for some added strategy in deciding which enemies are a higher priority.
After each Stage, you’ll be able to upgrade your defense, and energies. Here, in the shop, you can unlock energy, upgrade it’s storage, recharge speed, your base’s defense, the mixed energy cool down time, and more. It’s here that you can also mix your different types of energy to create new projectiles. You’re given 18 slots to fill up, each with 2 different types of energy, and later in the game, 4 different types of energy. There are 34 total types of mixes you can make, so experimenting is key. You’re also able to see what types of enemies you will be facing in the next stage, here in the shop area. You’ll get a picture, along with a short description, and details as to what the enemy’s resistances and weaknesses are. Once you’re set, and feel comfortable, you can move on to the next stage.
Unknown Defender can be fairly challenging, especially when you’re new to the game. However, if your base looses all it’s health, “the machine” will turn back time, and let you face the Stage in an Easy Mode. If you fail again, you can keep replaying the Easy Mode.
After you get more accustomed to the game, there’s two more modes alongside the Normal Mode. Rush Mode, which offers weaker enemies, but more of them, and an Extra Mode, which is pretty much a Hardcore Only mode, offering the hardest challenge. Both the Extra and Rush Modes offer the same type of upgrades, and Stage 5 Mixing Energy options that the Normal Mode offers, but with different types of strategies involved. There are only a certain number of Stages in each Mode. Normal Mode has 25, while Rush Mode has 30, and Extra has 15.
For $0.99, it’s an excellent take on the base defense arcade shooter, offering multiple types of gameplay, and strategy, along with loads of experimentation with upgrades and energy mixing. There is no GameCenter or OpenFeint support, which does take a bit away from the replay value, as well as the drive to get the best score you can. It can also feel like your finger that’s controlling the direction of your gun gets in the way quite a bit, though, with the current set-up, and gameplay. But it’s fair to say that P@ssword has given gamers quite a bit of gameplay, with pretty interesting mechanics that are definitely worth checking out if you’re tired of the same games being basically re-skinned and sold within the AppStore. Here’s hoping they stick around, and release, at least, a couple more games for the iOS in the future.
Unknown Defender gets a score of 7 out of 10.


Run, Jump, Kill – 0.99 (Grass Fed Games)

Platformers are anything but a rarity in the AppStore these days. About a year ago, that was not the case. Fans of the genre have been flooded with platform after platform game, and couldn’t be more happy with most of them, even though the very unique and original plat former is still kind of hard to find. Luckily, there are still developers out there with quite a bit of imagination and skill. Grass Fed Games is new the AppStore, but their first iOS title, Run, Jump, Kill, is one that platform fans should definitely check out.

You’ll play as the king of a kingdom that has been ravaged while your brother, Lord Locke, was put in charge for your vacation. Your loyal subjects are no-where to be found, there’s hordes of crazy monsters running around, and your trusted friend Follo is the only one who can help guide you to your brother so you can find out what all has happened. It’s a hack-n-slash platformer fest that’s incredibly enjoyable. While it lasts.
Getting through the game should take about 45 minutes. But as a lot of games that have come out recently, the length of the game should not be what you focus on, at least not entirely. The gameplay that is here is extremely entertaining, with nice physics, and great controls, which, as most platform fans know, is immensely important.
The graphic styling is fairly original, and pulled off very well. The colors over the virtual controls really clash with the environments, but after 5 or 10 minutes, it actually starts to feel like the colors fit. Everything looks hand drawn with quite a bit of detail, and same with the backdrops. The graphics are really a big highlight for the game, but it’s a shame that they do not support retina display. If they did, the game would be downright beautiful. The story is presented with dialogue below images at the beginning, after boss battles, and at the end of the game. The images used for the story are also incredibly well done, and in some cases, would make awesome wallpapers. There’s not too many different enemies, but the ones that are here are designed very well, especially the bosses, who are big, angry, and really just look badass. Also, the movement and additional animations are all done exceptionally well, especially with their projectiles.
Now, even though there’s not much variation with the enemies, the amount of them that you will face is great. There’s more than a couple spots that have around 8 ground enemies, a larger enemy, a couple enemies that spawn enemies, and 3 or 4 flying enemies on the screen all at once. Most of the enemies do drop items, generally just point pick-ups, but sometimes, you’ll grab a green hit point. With so many enemies in each level, it’s actually pretty hard to die. There’s also characters that fly across the screen, to make them drop their item, you’ll need to jump up and slice ‘em, almost always getting an extra life. You’ll also come across statues that you can attack, and these will give you one of two different weapons, both of which are throwing weapons, one looks like a shield, and the other is an ax type weapon, both of which let you get away with killing multiple enemies at once, and make cutting through enemy projectiles very easy.
The levels, while designed fairly well, are lacking. There are springs, but they’re really linear, which is a shame, because hidden areas, and some exploration would fit within the game so perfectly, it would be borderline magical. But while you’re playing, you will be constantly wanting to know what’s coming next, what the next boss will look like, and what you’ll have to do to kill him, Run, Jump, Kill is a very hard game to put down.
For $0.99, Run, Jump, Kill is a decent hack-n-slash platform game that while it doesn’t give you loads of content, it is very satisfying to play. It would do well to add GameCenter support, with a leaderboard and achievements, to help with the drive, and add some replay value to the game though. But what makes the entire game even more impressive is that it’s all made with GameSalad. Usually, I’m the first one to turn my head right when that word is uttered, but with Run, Jump, Kill, I wasn’t really completely sure that it was made with GameSalad until I asked the developer. There is the typical GameCenter loading circle in the corner, but aside from that, this is unlike any other GS game I’ve ever played. Nice physics, great controls that are responsive and work very well, no lag or framerate issues, incredible graphics, and the game is just a blast. Hopefully we’ll see more added to the game with future updates, but I, for one, will be watching Grass Fed Games very closely from here on out.
Run, Jump, Kill gets a score of 3 out of 5.


Space Tripper – 3.99 (True Axis/PomPom)

The Tilt To Live and Shmup genres have been mashed together a few times, and have had extremely nice results. FlipShip and Blue Attack come to mind right off the bat. Though it’s no surprise really, as the whole Tilt To Live genre is basically bullet hell without any bullets, dodging and weaving through enemies like you would a bullet onslaught in a Cave title. True Axis (Jet Car Stunts) is the most recent publisher to see the potential with this genre, as they’ve released PomPom’s title, Space Tripper, their highly anticipated iOS port of the PSN and PC game, Astro Tripper.

In Space Tripper, you’ll shoot and dodge your way through 14 levels, split up across 4 different worlds, of wave-enemy battles, with quite a few boss fights, and even a task or two to mix things up, all building up to a final boss battle that could very well cause your heart to explode from adrenaline. One of the first things you might notice about Space Tripper, if you’ve never played it before, is that it is set up more like a shooter than a Tilt To Live type game, making it more reminiscent of Blue Attack than FlipShip or any other TTL genre’d title. However, if you go into the game thinking it’s going to play like your typical shooter, you’ll be in for quite a surprise, and maybe even disappointment.
Space Tripper is controlled by tilting your iDevice, which is where the Tilt To Live comparisons come into play. There are no touch, or relative touch for that matter, controls, which might throw some people off, and in some cases, might result in a few lost sales. But if you go into the game thinking of it more like a TTL type game with more shmup elements than any other TTL title, chances are, you’ll end up pleasantly surprised. There’s also controls for flipping your ship left and right, which is done by tapping on the right side of the screen, and changing your shot from straight on to a much wider shot, by tapping on the left side. The tilt controls are extremely tight, and work very well within the game. There’s tilt sensitivity options if you’d like to try and make it tighter, and an option to set up calibration, which, for some reason, is often forgotten in tilting games, which the only reason I’m bringing it up. The graphics in Space Tripper are ported amazingly well. Even though there aren’t as many particle effects as you’ll find in the PSN version, it definitely doesn’t look dull. A lot of the environments are almost reminiscent of R-Type, as are a lot of the enemies, though everything is done with 3D models, and very modern, it just has that old-school feeling about it all.
The level design is something that really should be brought up as well. The levels are not very big, but do scroll left and right as you move along, and a lot of the designs would be perfect for an FPS multiplayer area battle, with different levels, and great layouts. In a lot of the levels, you’ll end up spending your time on one side of the level, trying to take out an enemy that’s the cause for a ton of spawning enemies, while on the other end, the same enemies are forming an army while waiting for you to finish off the opposite side. This is where the 3D modeling for the levels can be used to your advantage, as you can fly over to the side holding the army, and come up over the edge of a ramp, swing from the bottom to the top portion of the screen, and then back off onto the ramp again, causing all of the enemies projectiles to either fly over you, or hit the bottom portion of the ramp, and then go back in for another strike.
You will need to be careful with how you handle all of the enemies though, as you won’t always have enough time to play cat and mouse with them, because all of the levels have a time limit. This adds to the already fairly high difficulty, and to the adrenaline you’ll pump out while playing Space Tripper. You’re given 3 lives in the beginning, and if you waste those, you’ll have an option to reset your score for one life. Don’t be fooled, even veteran Tilt To Live and Shmup players will have a fairly hard time with the game on Normal difficulty. The game is incredibly fun however, which will give you that ‘one more time’ thought over and over again, until you’ve wasted an hour of your life hammering away at a couple levels. The game is saved once you beat a world though, so you can come back and start a world with the lives that you had when starting that world, even after a game over, and once you finally do beat the game, you can try out the Hard and Very Hard difficulty settings, as well as the Score Attack and Challenge Modes that all provide an insane amount of replay value. On top of that, there’s OpenFeint and GameCenter integration, containing 21 different leader boards, one for each level in Score Attack Mode, one for each difficulty of the Campaign, and one for each of the 4 endless Challenge Levels. Not to mention the 8, incredibly hard to achieve, achievements.
Gamers have been waiting for this iOS port of Astro Tripper for quite some time, and even if you’ve got Astro Tripper, the gameplay in Space Tripper is different enough with the tilt controls that it’s basically a new gameplay experience. You’ll need to change your strategy, as tactics that are memorized, and fairly easy to pull off with a controller, are not to easy to pull off on a device utilizing tilt controls. $3.99 for this Universal game is a great deal, and one that any arcade, old-school, shmup, Tilt To Live, or adrenaline fanatic should jump on immediately. PomPom has definitely shown that they are the equivalent of Cave Inc. within the Tilt To Live genre.
Space Tripper gets a perfect score of 5 out of 5.


Bunny Reaper – 0.99 (Assyria Studios+Molly Proffitt/Daily App Dream)

I don’t know what it is, but seeing cute little animals get butchered in video games is something I find extremely entertaining. There’s aren’t too many games on the AppStore that feed this little guilty pleasure of mine, but when they do come around, I enjoy them as much as I can, which is probably a little too much. When I saw the trailer for Bunny Reaper, developed by Assyria Studios (The Glowing Void, Future Racer, and more) with help from artist Molly Proffitt, and published by Daily App Dream, I couldn’t stop laughing. A platformer that had you play death, and go around and kill cute little bunnies. The gaming gods have heard my prayers yet again.

In Bunny Reaper, you’ll control a little Grim Reaper, who has the job of taking little bunnies when their time has come, and then making it to his underworld portal safely so he can move on, doing his job again and again. You’re given platform controls, left and right buttons on the left, and jump and attack buttons on the right. There’s also a zoom out button in the top right, which lets you see the entire level. You can also move your character when you’re zoomed out, which comes in handy quite a bit. To make things a little more interesting, you are able to turn back time. But, you can only do this after you fall off of a platform. A clock icon will show up at the top of the screen, and holding it down will send you back in time, so that you can reverse yourself back up to the platform that you fell from. This does add quite a bit of interesting gameplay to Bunny Reaper, but also takes away a lot of the challenge. Knowing that you can just tap a button to place yourself back up at the top of a level, instead of having to climb all the way up again takes away the pressure of needing to nail your jumps.
We’ve said time and time again that within platformers, physics and controls can make or break a game. Bunny Reaper has some physics that will take a little getting use to, which isn’t necessarily a bad thing. You might feel as though the game is a bit “floaty” at first, with the reaper able to jump a little higher and fall a little slower than you might think, but when you take into consideration the layout of the levels and get into the levels where you’ll need to cross from one side of the screen to the other, by going into the edge of the world, and coming out the other side, landing on a platform that doesn’t exactly match up with the platform you’re on, the floaty physics really come in handy.
As for the controls, the jump button is a little delayed, though we have suggested to the developer that this can be a problem, and they have said that they are working on fixing it. Actually, the developers have been very supportive and responsive to any issues or suggestions we might have had. Coming across developers like this is always appreciated, as too many times, gamers are ignored with their issues and thoughts about games.
The graphics in Bunny Reaper are done in a silhouette styling. The backgrounds change color as you move on through level groups of 10, and always have clouds floating around. There are some levels with snow, which looks pretty nice, and adds to the atmosphere of the world, as does the extra environmental growths on the second world’s platforms. Each world has enough of a different look to give the game just enough variety so it won’t get boring. However, there are only 2 enemies that you’ll face, and one of them, the bunnies, can not hurt you. The other, heart monsters, are kind of like snapping plants. Seeing more enemies in a future update would be great. The animations are very well done though, and are a big part of the entertainment in the game. When you kill a rabbit, it will essentially explode, sending blood EVERYWHERE, even raining down on your character, and have the soul of the rabbit fly upward. The heart monsters shoot out green goo when you slice them in half, which looks pretty neat. It would be perfect if the bottom part of the reaper’s outfit moved more while you were jumping, but that’s just me being picky.
Bunny Reaper is $0.99, which gives you the first 20 levels. The last 20 levels can be unlocked with an in app purchase of $0.99, so the full game is about $2. It is supported with GameCenter, and has 57 achievements, but no leader board, and a lot of the achievements are “finish level 1” “finish level 2” and so on, so there’s not a whole lot of replay value to be gained from the GameCenter integration. And though the game is fairly violent, it’s also very simple. The first 20 levels will give you about an hours worth of gameplay. There is a puzzle element, with trying to figure out how to reach each level’s exit, but zooming out once or twice will give you the answer pretty much right away. For it’s price, I’m personally very entertained, and also very impressed with the developers interaction with gamers on the Touch Arcade forums, which counts for quite a bit in my book. If you’re looking for a fairly gory, just plain fun to play game, Bunny Reaper is probably just up your ally. But if you’re looking for a game with substance, and don’t have much of a sense of humor, or hate seeing video game violence towards virtual animals, chances are, you won’t like this game at all. It seems more like a game my daughter would take to school and show off to her friends, while hoping to make her other classmates think she’s weirder than she really is. But then again, I had those days back in high school too.
Bunny Reaper gets a score of 3 out of 5.


Chicken Rescue – 0.99 (Ayopa Games/End Boss Games)

Casual arcady games with an adventure type feeling are pretty popular among iOS gamers. Unlike the XBOX or PlayStation gamers, the AppStore is not really meant for hardcore gamers. With the current common pricing models developers and publishers have for the AppStore, it’s not surprising that it’s brought in a lot of people who normally would not play video games, or maybe even never played video games before owning an iPod. Ayopa Games, publishing their first two iOS games last week, Chicken Rescue, and W.E.L.D.E.R., has joined the parade of casual arcade publishers.

Chicken Rescue, developed by End Boss Games, a game in which you’ll control a mother chicken through 24 levels, using either accelerometer, gyroscope or virtual joystick controls, while she tries to find her missing children, and bring them all back to the chicken coop while collecting stars, apples, coins, breaking boxes, crates, and avoiding hazards, like pigs, cacti and falling off the edge of land into the water. The virtual joystick can be a tad unresponsive at times, which makes it seem a little clunky, it’s also pretty uncomfortable holding the iPod in Portrait view, instead of Landscape. If gamers were able to tilt their devices and have the game go from Portrait to Landscape, it would help make the game a lot more comfortable to play. There’s also no sensitivity options with tilt or gyro controls, and there really needs to be because the accelerometer controls are pretty touchy.
From the perspective of a hardcore gamer, Chicken Rescue can be a little easy, and get pretty boring fairly quickly. Using the tilt controls helps add a bit of challenge to the game, but fighting with the controls doesn’t exactly equal a fun kind of challenging. Chicken Rescue is more of a kid, or family game, which is not necessarily a bad thing. The AppStore does not have many family type games that are decent enough to be played by adults, as well as children, and even pre-pre-school kids. Collecting the flowers in each level along with finding the missing chick, is more designed to be fun for kids, but with the addition of the scoring system, which tacks on 10 points to each flower you snag without wasting too much time between them, does bring some more enjoyment to the game. There’s also some areas where you will need to use your dash ability, breaking boxes, to get to other areas, as well as using the dash to use rocks as ramps, getting flowers found in a higher area of the level.
GameCenter is also added, giving players 4 different leader boards; score, coins, completed levels, and overall completion, along with 8 achievements. This does have some added competition within the game for gamers looking for that extra little push of a challenge. There’s also a store where you can spend your collected coins, upgrading the combo time for collecting flowers, the number of coins found in each level, getting more shields in the levels, making the dash ability re-charge faster, increasing your health, and more. There are IAPs for coins, but you are not pushed towards buying them unless you would like more skins for your Mama Chicken, which cost 1,000 coins or more, and add abilities like increasing immunity time, or having apples restore health, and getting more points per flower combo. A lot of gamers do not like that you can pretty much buy your way up the leader boards, and can be a real deal-breaker when it comes to finally deciding whether or not to make that purchase. But considering it’s more of a kids/family game, it can also be seen as a way to make the game easier for little ones, so it’s hard to bash the developers for this model, especially since if you’re really wanting to get the different skins for your chicken, you can unlock them with in-game money. It will just take you a while to get them, as going through the whole game will usually get you about 1,000-2,000 coins.
In the end, kids with their smaller hands will most likely have a blast with Chicken Rescue. But before it becomes a game that adults will want to play, Landscape mode is a must, along with some tightening up for the virtual joystick, as well as making it more responsive, and adding some sensitivity options to the accelerometer controls. There is enough content and the upgrades are decent, though the leader boards pretty much being able to buy the top scores is a pretty big turn off. We’ve got mixed feelings for the game, because we have kids, nephews and nieces who have played, and enjoyed Chicken Rescue quite a bit, and we’ve had fun playing it with them, but for most of our readers, this isn’t the case. If you have younger children, , and have been looking for another game that you can play with them, that they will find pretty easy to play, and still has enough challenge to keep you interested, or are a more casual gamer, who doesn‘t play games very seriously, Chicken Rescue is a good choice, especially at the current price of $0.99 (which will go up to $1.99 soon), and being Universal. But there’s a few things that need to be added and worked with before it becomes a game that more serious gamers will enjoy.
Chicken Rescue gets a score of 3 out of 5.


Blowup!! – 0.99 (Cravemob)

Developers have been trying to integrate music into their games since the birth of the AppStore. Not many have been able to successfully do this, but those that have found a way generally provide a very entertaining gameplay experience. Cravemob’s latest title, Blowup!!, a puzzle game based on match-3 type gameplay and integrating music, is a very good example of how to add music to gameplay smoothly and professionally.

You’ll start off with a screen full of mixed up different colored blocks. These blocks can be removed from the play area by double tapping on them. You’ll have a certain number of “Nibble” taps, which let you remove one single block, while removing groups of 13 or more adds to your number of Nibbles. If you remove a grouping of 8 or more, you’ll add energy to your energy bar, adding time to your gameplay. Once your energy bar runs out, it’ll be game over. Where does the music come in to this, you ask? Well, as you remove the groups of blocks from the gameplay area, you’ll be able to level up. Each time you level up, a section of music is added to the track playing, which also makes it so that you’ll earn more points with each group of blocks you remove, adds more energy to your energy bar when you do remove them, and causes your energy bar to drain quicker. The amount of music you have added to the song playing is shown at the top of the screen with a percentage. Once you hit 100%, you’ll be hearing the full music track. Sounds complicated? It kind of is. But all you really need to know is, pick a color to not remove from the blocks, try and remove every color but that one color, while groups of 8 or more blocks will be given robot faces so that you can tell them apart from the other blocks, and watch your energy bar, not letting it go too low unless you have a huge group of blocks you can remove from the gameplay area to fill it up again.
There are 3 different difficulties, Nerd Punk, which is Easy, Robo Crunk, which is Normal, and Megachip Rave, which is Hard. The increases in difficulty change how quickly your energy bar drains and how much energy you get from removed blocks. There are objectives shown on the Stats screen, which are really the GameCenter Achievements, with 26 total.
The minimal integration of music into the gameplay is pretty much the best way to mix music into games that are not tap based Guitar Hero type titles. Have the gameplay revolve around the music too much, and your game suffers, and generally, will get a lot of “the music has no effect on the actual gameplay” comments and reviews, and it’ll usually be the same with games that don’t have the music integrated enough into the gameplay, for instance, WAVE Against Every Beat’s Free Play Mode, which a lot of people thought would have the gameplay go with their own music, when in actuality, it was just a gimmicky promotion of “listen to your own music while playing the game”.
Cravemob has done an extremely good job of meshing music with gameplay, and having it be more than just a gimmick to sell more copies. The matching gameplay is great for casual and hardcore players, and can be very addicting, with the difficulty going up as your skill level rises. At $0.99, it provides smooth, entertaining gameplay with a high replay value. Different Modes would have added quite a bit to the game, but as it is, it’s still very much worth checking out, and as Cravemob’s first iOS game, it’s definitely a title that will catch the attention of gamers, and hopefully provide a solid fan-base of players eagerly awaiting to see what these talented developers will come up with next.
Blowup!! gets a score of 4 out of 5.


Zombie Parkour Runner – 0.99/2.99 (Break Media)

Endless Runner based level games are starting to grab a group of fans. Fatcat Rush, Mirror’s Edge, Run Fox Run, Brain In Jar, Bouncing Penguin, DoDo Fly, 1-Bit Ninja, these titles will usually upset platformer fans because, well, they’re not platformers, and cause endless runner fans to scream “those are not endless runners!”, but whether you love or hate these types of games, you can’t deny that there are gamers that thoroughly enjoy games like these, and that there are more and more of them popping up as more and more gamers get hooked by their gameplay. I, for one, and a big fan of these types of games. Maybe it’s because my favorite genre of games is platformers, and I enjoy endless runners quite a bit. Maybe it’s because they’re perfect for playing while sitting in the bathroom, who knows? Whatever the case may be, a new title has emerged, and is ready to be conquered by gamers everywhere. Zombie Parkour Runner, developed by Break Media, is the newest addition to the endless runner/platformer mesh genre.

You’ll control Kara while she jumps, zips, climbs, swings, wall-runs, and kicks some zombie butt trying to get her stolen cat back. There’s 24 levels of smooth playing parkour running that you’ll control simply by tapping on the screen. A quick tap will give you a short jump, while holding your finger on the screen will give you a long jump, then timely taps on the screen when a white silhouette of your character appears will cause you to do specific parkour tricks and spiffy zombie attacks while running through each level.
The graphics are superb, and the environments full of great looking details and objects. The animations are also very well done, and make the game flow extremely smooth. The tap controls are very responsive, and even though it sounds like just tapping on the screen to do pretty complex moves sounds easy, choosing the right path, along with tapping at the right time can prove to be pretty challenging.
Making it through all 24 levels won’t take a lot of gamers too long, but making it through all 24 levels with a 3 star ranking and grabbing the special item in each level should take more than a little while, as should finding all the hidden areas and unlockable levels. There’s also a GameCenter leaderboard for each level, along with a board for the best score in a level, and 39 achievements, all adding immensely to the high replay-value. It would be nice to see a shop where we could unlock more characters, or different outfits, maybe give all those coins another purpose besides adding to the high-scores of players, and give those gamers out there that are not obsessed with high-scores something to aim for.
If you’re a fan of the genre, Zombie Parkour Runner is a game that’s definitely worth checking out. The addition of the Parkour moves, running on billboards, swinging off of poles, going down ziplines, and more adds quite a bit to the gameplay, as do the different zombies and zombie attacks. Priced at $0.99 for the iPhone version, and $2.99 for the iPad version, it’s a great buy, and a great game that will give you hours upon hours of entertainment.
Zombie Parkour Runner gets a score of 4 out of 5.