Ever since Angry Birds became one of the most popular casual arcade/puzzle games in the AppStore, many, many companies have been trying to duplicate that type of all ages, accessible to everyone while still being challenging type of gameplay. Big Blue Bubble, however, has pretty much got it down to a science. With their previous releases of Burn The Rope, BTR; World, and Paper Munchers, they have definitely figured out exactly what it takes to make an addictive casual arcade game with just enough puzzle elements to keep it challenging and fun for 5 minute gamer as well as the more serious gamer. Their latest release, Fling A Thing, is yet another display of those finely tuned gameplay mechanics that keep gamers of all sorts coming back for more.
You’ll be able to control one of 5 different “Things”, 4 of which need to be unlocked, by pulling back and flinging them upwards, collecting as many bubbles as you can. There are also 3 different environments for you to play in, and 2 of these need to be unlocked. So you’ll start out the game with 1 thing and 1 environment to play in. However, the unlockable characters do not have any special abilities, the different environments only really change the look of the game. As you play, you’ll earn stars which you can use to unlock the characters and levels, as well as upgrade some items in the shop.
You are given a certain amount of flings when you start off the game, and need to collect as many bubbles, which are shot out in waves, as you can. Each wave has more bubbles, and every 5 waves, you will be able to move up to the next section of glass. During these breaks every 5 waves, you are able to collect more flings which you can use in the next 5 waves. Also, in these breaks, the flings you use in order to get up to the next section of glass are not deducted from your fling count. There are also random fling pick-ups which if you’re skilled enough, you can grab during waves, increasing your total fling count. Once you reach 0 flings, it’s game over. So you’ll need to try and get as high as you can using the least amount of flings to collect the waves of bubbles.
At the beginning of each different section, you will face a special pattern of bubbles, which if not handled properly, can drain quite a few flings from your fling count. These different patterns change in each of the different environments, as do the bosses that will pop up in the later waves. If you hit these bosses, they will spit out more bubbles depending on how long you’re touching them.
Fling A Thing is a game that can be played quickly, snagging bubbles quickly, while using a couple flings for a couple bubbles, or you can wait, and be patient, as usually, the bubbles will eventually line up, making them easy to grab with one fling of your character. This is where the puzzle elements come in, because even though the game can be played by a pre-schooler, it can also become pretty difficult to get as high as you can even for the well rounded gamer. Moving up the GameCenter or OpenFeint leader boards will require lots of patience, and well timed flings. Also, the higher you make it in the game, the more often stars will appear on the screen, meaning you’ll be able to unlock everything in the game sooner. There is also a little mini-game where you can feed your Thing, but it only gets you 3 stars at a time, so there’s not really a lot of incentive to play it. If you don’t want to wait to unlock items, you can purchase more stars via IAP.
Some players have complained about the lack of directional flinging aloud when you end up landing in a corner. However, you can bounce yourself off of the sides of the screen, so if you treat the levels like a pool table, you’ll be able to bounce your character off of the walls, collecting more bubbles with a nicely positioned and timed fling. The graphics, animations, sounds, controls, gameplay, Big Blue Bubble has done an amazing job creating a game that’s accessible, fun, and as challenging as you want to make it, for every type of gamer. It would be nice to see more game modes added, or different abilities given to the different characters, but the price being only $0.99, it’s a great buy, especially considering how much content there is, as well as the endless replayabilty and online support. If you’re looking for a game that you can play in a little 5 minute session, or come back to and be rewarded for taking your time, Fling A Thing is highly recommended.
I’ve said many times that Metroidvania is my favorite genre of video games, that includes off-shots, like plat formers that have a lot of exploration involved, or plat formers that require you to collect certain items, and then go back and replay levels, being able to reach different sections of those levels because of your new items. In my mind, they all fall into the same category, Metroidvania. Now, there’s only a handful or two of these types of games made for the iOS, but luckily, we can now add one more to that very short list. The Adventures Of Timmy: Run Kitty Run, by CB Labs.
This happens to be CB Labs first iOS release, but for fans of the genre, this doesn’t really scare us off. In fact, probably half of the Metroidvania titles for iOS right now are first games by indie developers. But if you are a little hesitant, don’t worry, there’s no need to be. The Adventures Of Timmy is a very polished, professional, awesome game with great level design, tons to explore, plenty of enemies, and nice controls, which consist of a moving joystick that auto-centers whenever you place your finger down, and a jump button that responds to how long you press your finger down on it. It might sound a little funky, but it works extremely well.
You’ll play as Timmy, a shy kid who always wears a cat suit. One day, the prettiest girl in school, Kitty, tries to befriend Timmy. But a big bully gets jealous because he “saw her first”, and decides to kidnap Kitty. Fortunately, you’ve got the courage to go after them.
You’ll make your way through 36 levels spread out over 4 different chapters. Each chapter has a different environment, new enemies, bigger levels, and of course, goes up in difficulty as you progress. The graphics are a kind of mesh of silhouette and cartoon styles. Throughout the game, most of the levels floors, trees, and objects are all silhouetted, with the main character, enemies, coins, boxes and backgrounds being in color, and looking like something you’d see on cartoon network. The animations for the main character, enemies, bosses and hazards are all very well executed, and add a ton to the polished feel of it all. The music fit’s the game, however, there is only one music track for each chapter. This isn’t necessarily a bad thing, but it would be nice if there were maybe two tracks per chapter, switching every level. The effects are all top notch though, from background field noise to blips and pops of goo, and creaking of rope bridges, it all sounds very professional, and adds a ton to the atmosphere.
Chapter One is pretty simple, and the levels are not very impressive. It’s almost a straight shot from start to end, and will probably leave you wanting more. But if you push through the first 9 levels, the game really starts to open up, giving you multiple pathways, loads to explore, and sections that will take some skill and wall jumping in order to reach.
Within each level, there are coins and enemies scattered throughout, as well as one picture that you’ll need to hunt down in order to find. Sometimes you might just happen to come across it while looking for the exit, and other times, it will take multiple plays of a level, seeing if what’s down a hole is another platform, or a quick death. This would give the game a trial and error sort of feeling, which could upset some people, but thankfully, the developers have made it so that Timmy can hold on to, slide down, and jump off of walls. So, you want to see if there’s anything down a hole? Run off of the side of the platform, and fall back into the wall, slowly sliding down. Nothing there? Wall jump back up to the top of the platform. Very nicely done.
Along with a picture to collect in each of the 36 levels, there’s also 3 stars to try and snag. To get these, you will need to usually collect all the coins and kill all the enemies in a level. There are no time limits, so you can feel free to thoroughly explore every little nook and cranny in every level. This does help add to the replay value, as getting all of the stars will take quite a few attempts. There’s also GameCenter leader boards for your High-Score, which is a total of your best score in every level of the game, as well as a Total-Score, which combines all your scores, including every score for one level you might end up playing 4 or 5 times. Combined with 30 achievements, there’s quite a lot of content to explore, and tons to try and achieve, along with plenty of challenge.
The game is $0.99 right now, but that is the launch price, and should go up to $1.99 very soon. Even at the full price, The Adventures Of Timmy is a game that all plat former fans should check out, especially fans of exploratory plat formers. The graphics, animations, controls, sounds, level design, and gameplay is all extremely professional and very polished. Right now, it’s easily one of my favorites of the genre on the iOS.
The Adventures Of Timmy: Run Kitty Run gets a score of 9 out of 10.
I’ve said before that the platformer genre is one of my very top favorites, so when I heard of Black Hive Media’s Arcade Jumper, and saw a couple beta version screen shots, I was instantly intrigued. A “retro-inspired, endless, randomized side-scroller”? If done right, this could be one crazy great game. Considering the dev team is a husband and wife duo with a combined 10 years of experience, and numerous iOS releases under their belt, it was hard not to get excited. So after about 4 months of waiting for the game, it was finally released on September 26th.
In the game, you’ll start off playing as Eddy, and be able to unlock 3 additional characters with tickets that you’ll earn in-game. Now, the game is randomized, but only to an extent. You’ll go through Zones made up on 3 levels, and each Zone has it’s own theme. Zone 1 is Noob Hill Zone, and is a nice introduction. There are no real hazards here, a couple moving platforms, it’s really an intro zone. Zone 2 is called The Tilts, and here all of the platforms move like seesaws, either automatically, or with your character’s weight, and the rest of the game follows this type of set-up. But within each of the Zones, you never know what type of level you’ll encounter, though there are 3 general types, a Space Invaders theme, a Mario mixed with Sonic type theme, and a City-scape, kind of like Double Dragon type theme. It is also only endless in the sense that you can never replay the same game twice, but there are only 10 zones.
You’ll start off running through the level, jumping from platform to platform, either jumping on or shooting enemies, and head-butting blocks, a-la Mario, until you get all the way to the right side of the level. Here, you’ll need to collect the token floating in the air, which opens up the warp machine, which is back at the beginning of the level, so you’ll make your way back to the beginning, going left. The enemies re-spawn, so you can’t just do a speed run back to the beginning, but once you know where they all are, it takes about half the time to reach the warp machine, which, go figure, is an arcade machine. As you progress through the game, each zone requires that you collect more tokens, so sometimes you’ll go all the way to the right of a level, collect the token, and then come back to the middle, and collect a token there, and then go back to the right, collecting another token, before you head back to the warping arcade machine. There is a pretty good variety of enemies, each zone introducing new ones, as well as mixing in enemies you’ve already encountered. In each level, you’re aloud to take 3 hits, but loose those, or fall off of a platform, and it’s game over, and you’ll need to start from scratch. You can, however, earn a continue every 25,000 points.
There are also 3 mini-games, a Plinko like game where you’ll drop balls and have them bounce off of pegs, trying to get them into the highest point slot at the bottom, a Skee-ball type game, and yes, a Wack-A-Mole game. All of these will help you earn tokens which you can use to buy the 3 unlockable characters, along with other items. In the shop, you can buy a different controller set-up, a permanent space ship that will rotate around your character, and help you take care of enemies, and a pinball flipper that will bounce you back up onto a platform if you fall off. You are able to purchase 2500 tickets for $0.99 via IAP, but you can, of course, take your time and earn the tickets in-game, so it’s not necessary.
I did run across some bugs and weird issues while I was playing, for instance, if you’re running, and run against a platform that came down to squish you, while you are waiting for it to rise up again, the screen will keep going right, like your character was still in the middle of the screen, leaving you all the way on the left side of the screen, and then disappearing, until the game over screen pops up. Also, when a platform is seesawing, the coins, tokens, fruits and enemies that are on that platform are not stationary, and are left to fall off of these moving platforms. There were some instances where I would shoot at an enemy, and my shot would go right through it, or I would accidentally run into an enemy, and he would crawl up and around my character without harming him. Lastly, there are some weird collision detection issues with the platforms, enemies, and especially the boxes you’ll need to head-butt. The boxes do not let you jump through them while you’re right under them, but if you go at them from an angle, you will be able to jump right through them. These issues, all but the collision detection and objects on seesawing platforms, are rare, and I only encountered once or twice. But they are still present, though nothing that can’t be fixed with a quick update, and I’m not even sure the free moving objects on seesaws is an issue, might just be something I consider a little weird.
Still, Arcade Jumper is a nice randomized plat former that does present quite the challenge, and does have decent controls, physics, graphics, and gameplay. For $1.99, and the game being Universal and supported by iCade, if you’re a plat former fan, as well as an old-school arcade buff, you should enjoy what Black Hive Media has produced here. There’s also GameCenter leader boards for highest score, furthest zone reached, and all of the mini-games. There are also 20 achievements, but an update is needed in order for them to work, right now none of them are unlocking. If you are bugged by issues, and are looking for a highly polished and top notch platformer, you might want to wait and come back to Arcade Jumper after it’s had an update or two.
I’ve said many times before that Metroidvania games are my favorite types of games, but right under it is, of course, platformers. Before playing Super Meat Boy for the first time last year, I hadn’t come across any speed run platform game, and since, only a couple made for the iOS; League Of Evil and Mos Speedrun being the first two, and then the recent release of Stardash added to that little list of mine. Now I have yet another speed run plat former to drive me crazy and go nutzo over.
Commander Pixman is this new addition, developed by One Minute Games, and is their 2nd release in the AppStore (preceded by Quad Pong). First off, I should say that if you’re expecting another LoE, Mos, or Stardash type game, you will probably be disappointed once you start up Commander Pixman. The physics take a little getting use to, as do the controls, and the main character has a gun. However, once you get use to the controls, thinking of the jump button as more of a jetpack thruster button, the controls and physics come together nicely. If you completely avoid using the gun, you’ll make it harder on yourself to get through the levels, but you’ll be able to get through them quicker once you figure out the right path, which will take you numerous re-tries, which is to be expected in the genre. Though taking your time, and using your gun to destroy all the enemies in a level will earn you a badge for that level.
The graphics are 8-bit retro styled, which in itself has become more modern than old-school over the last couple years, though here, it fits. The difficulty and ‘learn the controls’ feeling you’ll see from the beginning of the game through to the end completely screams old-school inspired. The soundtrack is also done in chip-tune style, and helps add to the overall feeling of the game.
Each of the 80 levels (65 regular levels plus 15 unlockable ones) contains hazards and obstacles for you to jump over, through, or avoid while trying to make it to the end of the level as quick as you can. The faster you make it through each stage, the higher star rank you’ll get at the end, while a perfect run will give you 3 stars. There are 20 different hazards/obstacles, including spikes, laser doors, rotating chainsaw blades, mines, various monsters, moving platforms, disintegrating platforms, sections of the floor that boost your jump, and in the later levels, portals that transfer not only you, but your momentum, and more.
To unlock each of the 15 bonus levels, you’ll need to complete different objectives. To unlock the first bonus level, you’ll need to get reach level 20, and to unlock the second bonus level you need to kill all enemies in level 22 in less than 13 seconds.
Now, even with it centering around collecting badges and getting the quickest time you can, there is no online leader board or achievement support, which does kind of take away from the drive of getting 3 stars in a level, or getting the best time you can, and collecting all the badges. Also, you can not run off of a platform that has a spike sticking off the 90 degree edge of it without dying. I don’t know why this bothers me so much, but it does. The left and right directional arrows are kind of too far apart as well. But aside from these things, Commander Pixman is a very competent speed run plat former, with controls that work very well once you get use to them, and great physics. There’s also portals with the nice physics attached to them, and that does add a ton to the gameplay. Right now it’s on sale for $0.99, but only for a limited time, after that it’ll be $1.99, and with all the content within the game, even without online support, is well worth the price. There’s also more content promised in future updates, so if you’re a plat former fan, speed run fan, or old-school game fan, Commander Pixman is definitely worth picking up.
We mentioned in an earlier review that the iDevices, with their option for tilting controls, have opened up another little world for game development and genre expansion. Here we have another example of a genre expanded by these tilt controls, ball rollers. Escape From Cyborgia is a new addition the genre, developed by Maniac Dreamers.
First off, the graphics, like most other great ball rollers, are very immersive, drawing you into the dark world full of hazards and obstacles. The animations for all the moving objects, liquids, steams, and fires in throughout the game are also done very nicely. Coupled with the awesome music, great physics, and ability to tilt the camera by swiping on the screen you can see the levels from different angles, the developers have created an amazing atmosphere, making Escape From Cyborgia a game that you’ll experience just as much as you’ll play. There is also a story that is accessible from the main menu, which does add to the experience and feel of the game if you decide to take the time to read it. It’s pretty interesting finding out why you’re trying to “escape from Cyborgia.”
To make it through each of the 30 levels, you will need to guide your mechanical orb through the maze of paths, hitting switches that allow access to new areas, and collecting green, red, and blue orbs that give you points. These points can be used to slow down the timer or plant new checkpoints. You don’t need to plant checkpoints, but if you want to make it through the levels in a timely matter, it’s a good idea. Sometimes the orbs need to be collected by pushing crates or barrels over edges into the orbs, which counts towards your collected points as if you had run into the orb yourself. With this feature, the developers were able to make collecting all of the orbs a task that generally only the better players will be able to do, by placing some on the ground floor, which you are not able to touch without dying, in fire, at the bottom of holes in the floors, or behind other hazards, only accessible by finding the right switch, or moving a crate or barrel to the area, and dropping it on the orb.
You do not need to collect all of the orbs in order to finish the levels, but you will need to open up pathways by clicking on certain switches, which does require quite a bit of backtracking. The level design is extremely well thought out, giving players the opportunity to either spend more time in a level, and gain more points, but also run the risk of dying more, or let players try and speed roll through each of the levels, making it through as fast as they can, gaining a higher star ranking in the level.
The controls and UI in Escape From Cyborgia are very tight, and nicely laid out. You can adjust the calibration at any time in the main, or pause menus, as well as the tilt sensitivity. There are 3 buttons on the bottom right, and 3 on the bottom left corners of the screen. On the left, you can pause, go back to your last planted checkpoint, or reset your checkpoint to the beginning of the level. On the right, you can slow down the timer, requiring 1,500 points, set a new checkpoint, requiring 1,000 points, or enter the birds eye view of the level, which you are able to zoom in and out of as well as swipe and scroll around in. You can also swipe the screen at any point while playing the game to tilt the camera at a different angle, seeing if the pathways are slanted up or down, or maybe see if a path is accessible by seeing the set-up at a different angle.
For Maniac Dreamers first iOS release, Escape From Cyborgia is a very immersive addition to the ball roller genre. The only cons I can see is that there is no online integration, so there’s less drive to go back and replay levels with the hopes of bettering your score or ranking. Also, the level select screen always starts on level 0, so you will always need to scroll through the levels to find the one you last completed. There are also some sections on the paths, in the first couple levels, that have slight tilts on them. These slight tilts are almost impossible to see, even while tilting the camera. To make it over these slanted areas, players will need to tilt their devices to a pretty uncomfortable position. When you finally do make it past the slanted area, your ball will almost always go flying across the path. This isn’t too big of a deal, because the levels that do have these slants are only in the beginning, and there’s guard-rails on the path-ways, so you will not fling your ball onto the floor or into the green goo, but it is kind of strange that these sections only appear in the beginning of the game, and that more was not done to make them visible. Aside from that, which really isn’t anything to seriously complain about, and nothing that could not be fixed in an update, Escape From Cyborgia is a very well made, with skillfully thought out levels and textures. $2.99 for this Universal game is a solid price.
Space Junk is a new retro styled shooter by Upside Down Games, a 2 man (Ned Langman, and Greg Michael) indie development studio based in the UK. Ned Langman worked on the 80’s Amiga game, Silkworm, as well as SWIV, and Super SWIV, as well as a favorite of mine, Forsaken for the N64, PSX, and PC, along with more games in between and after. Greg Michael worked on Double Dragon III for the Amiga and Atari in the late 80’s, as well as being the lead programmer for the PSX title, Alien Trilogy, and then also on the oh so memorable Forsaken on the PSX, and, also, many more games. Needless to say, these guys know exactly what they’re doing when it comes to making games.
In Space Junk, you’ll control a little space man through Asteroids type levels, using a joystick to rotate, a button to thrust, and a button to shoot, while clearing out all of the objects in each of the 25 levels. Each of the objects you destroy will break up into smaller objects, and each one of those will break into even smaller objects. After that, once destroyed, a tool will appear, and these are what you’ll need to collect in order to score big points.
The retro vector graphics work well here, and there are plenty of different objects that you will encounter while making your way through the levels. Satellites, moon cheese, dogs, asteroids, space ships, and other various objects and shapes will be the main objects in each level, destroying these while they are in their first appearance stages, gives you a multiplier that‘s connected to the amount of tools that you pickup. For instance, if you‘re thrown into a level with 15 objects, and you destroy 5 of them before they start disappearing, which happens faster if you don‘t thrust around the levels, the amount of tools that you pick up will be multiplied by 5 in the end of the level bonus. The scoring system can get a little confusing, but mainly, if you keep moving around, and destroy as much as you can as quick as you can, while collecting as many dropped tools as you can, your score will shoot up. You are also rewarded for being accurate, getting a bigger bonus score the more accurate you are. There are also UFOs thrown into the mix, and destroying these will release a power-up, which could be a shield, extra life, powered up weapon, or a magnet that collects all dropped tools in the level.
Every 4 levels, you’ll encounter a bonus or challenge stage, where you’ll need to destroy all toolboxes and pick up all the tools in a set amount of time, or avoid a bunch of asteroids for 30 seconds while only using your thruster. This does add a nice break into the frantic gameplay, and if you pull off each challenge or bonus perfectly, can add to your score quite a bit.
You are able to play in portrait or landscape mode, and there are no borders on any of the levels. If you fly to the right, you’ll end up running into objects that were on the left side of the screen, but you can keep flying right forever, and your character is always in the center of the screen. This can be a big help if used right, chasing after UFOs is a lot easier if you go away from them instead of follow them, you’ll run into them quicker, and the same with all the other objects that will be flying all around you.
There are no online leader boards in version 1.0, which is kind of upsetting, considering this is a game that revolves a lot around high-scores. But even without online support at the moment, and only one game mode, Space Junk really is a very nicely done old-style arcade shooter. If you grew up playing games in the 80’s and early 90’s, you’ll most likely really enjoy this one. It’s pretty much an expanded Asteroids, with great vector graphics, awesome music, a really nice scoring system, 3 different difficulties, and cool weapons and power-ups. Being $0.99, and Universal, with talk of iCade and GameCenter support coming in the near future, it’s well worth the price, and then some. The developers are also very responsive on the TA Forums, and their FaceBook page, so with the help of the gamers who are playing this one, I can see it turning into something really special over the next few updates.
With Apple bringing gamers a device that can utilize tilting controls, developers have pretty much been able to invent new genres of games based around that device function. Tilt To Live is one of these types of games, making gamers tilt their iPods to maneuver their triangle through dots/enemies on the screen, using power-ups to defeat them. Since then, there’s been quite a few games that have built on this type of gameplay, and created a whole “Tilt To Live” genre of games for the iOS. The newest addition to the TTL genre is FlipShip, by ByteSize Games, which is their first iOS release. And what a great first release it is.
Expanding on the Tilt To Live idea, you’ll maneuver one of three types of ships around your screen, dodging two different colors of enemy ships, shooting, and using power-ups to take as many of them out as you can. Here’s the catch; to shoot an enemy, your ship must be the same color as that enemy, and to change colors, you simply tap the screen. Also, the longer you stay one color, the bigger your combo gets, and the more points you get per destroyed ship – but that combo score is banked, and only added to your total score once you change the color of your ship again. This can lead to the loss of millions of points if you’re not careful, but also gives gamers a very nice risk/reward gameplay mechanic.
The controls for FlipShip are, like you’d hope for in a game like this, very nice and tight, making weaving in-between groups of enemies doable, if you’re careful. One tap on the screen changes the color of your ship, and resets your combo score, saving the score you’ve built up, and tapping on the icon in the lower right corner (this can also be changed to go into the left corner) will activate your special ability, which is different with each ship. There are quite a few calibration options, but by default, the game will automatically calibrate at the beginning of every game, and every time you resume the game from the pause menu. You can also adjust the sensitivity of the vertical and horizontal tilting aspects.
The graphics are retro/vector styled, and really feel quite nice. There is more detail than most vector styled iOS games within the different ships and enemies. The backgrounds are all pretty much the same, but each time you play, the background and enemies will all be different colors. There’s red, blue, green and yellow, and each time you play, two of these colors are chosen. The music is your typical pumping electronica music, but, like most games, it fits in very well with the action.
Now, with the power-ups, they are all the same for each of the 3 ships, there’s two types of bombs, once regular, and one electrical. The regular bomb blows up everything within it’s radius, and can cause a chain reaction, but generally not a big one. The electrical bomb shocks everything in it’s radius, and jumps from ship to ship if they’re close enough, so you could, in theory, clear out an entire screen of enemies if you time running into this electrical bomb just right. The clock power-up slows down all the enemies on the screen for a short period of time, making it easier to escape large groups of enemies that are the opposite color of your ship, helping you build your combo score even higher. There’s also a power up that boosts your ship in the tilted direction, flying through, and destroying, any ships in it’s way, a seeker bomb, which sends out 6 different missiles, seeking out any enemies on the screen. Then, of course, there’s a shield power-up, and a power-up that refills your ability icon.
As for the abilities; they are different for each ship. There is a slow, average, and fast ship, each also having different firing attributes. The slow ship, called the “Steinway”, fires long projectiles out of a narrow section of the front of the ship, and it’s special ability is sending out 4 drones, 2 of each color. These drones don’t last long, but they can clear out quite a large group of enemies if used right. The average ship, called “Deadeye” shoots a short projectile out of a wide area of the front of the ship, and it’s special ability is called “Starburst”, which sends out a burst of colorless material in 8 directions, destroying everything in it’s path. The 3rd ship is the fast ship, and it’s called the “Preacher”. It’s able to shot in all directions, but it only shoots enemies that are close to it. It’s special ability is being able to change every ship on screen into the current color of the ship, making it pretty easy to build up a huge combo pretty quickly.
There is only one mode within FlipShip, but you are given 6 different difficulties; Very Easy, Easy, Medium, Hard, Very Hard and Insane. All of the different difficulties are on the same difficulty scale, but starting on the harder difficulties starts the game off harder, stays harder, and increases the difficulty quicker. Each different difficulty effects the enemy spawning rate, their speed, what enemy patterns you will see, and how difficult those patterns will be. So really, if you start a game on Very Easy, and you’re good enough, you can make it to the Insane difficulty gameplay. It will just take you longer than if you start out on any difficulty above Very Easy. Insane difficulty throws you right into the hardest difficulty the game will be. This growth of difficulty makes the game accessible to all gamers, and also gives hardcore gamers quite the challenge. However, making it so that less power-ups were present in harder difficulties, and the players abilities charged slower the harder you started the game off at, would be a nice addition to really separate the difficulty modes a bit more. It would also be great to see more gameplay modes in the future. There’s also the feeling that one death is enough to re-start the whole game. If you’re playing, and rack up a score of 1 million points with your first life, and end up loosing it before changing colors and banking that score, it really makes more sense to restart the game than to play through your last 2 lives. Some gamers might also find that 6 difficulties is just too many, especially when they’re all basically the same. There are also some color combinations that don’t mix together too well. For instance, Green and Yellow are a little too much alike, and do not have much contrast. However, Red and Blue, or Blue and Yellow, go together very well, and being able to choose these colors would be great, and would also be a good idea for our color-blind gamers out there.
But FlipShip, as it is now, with GameCenter support, leader boards for each of the difficulties, 50 achievements, 3 ships, accessibility to casual and hardcore gamers, and an exceedingly well done addictive risk/reward combo scoring system, $1.99 for the game is a great price, made even better because right now it‘s on sale for $0.99. It’s got tons of style, and some very intense action. ByteSize Games have proven that the Tilt To Live genre is still alive and thriving, and can still be expanded on. If you’re a fan of the genre, want a challenge, or are a high-score monger, like myself, FlipShip is a no-brainer must buy. I’m definitely looking forward to future updates, and seeing what ByteSize brings to the table with future games.
Most tower defense games really feel like they fit perfectly with touch screen devices. For many people, their iPod gave them their first experience with tower defense games, and have sense become hooked. But over the last year or so, it’s been pretty hard to find originality within the genre. Thankfully, there have been a couple of tower defense games that have really added something new, or expanded on previous ideas, instead of just re-packaging the same formula with a different skin. Infinite Dreams has shown, with previous iOS releases, that they know what it takes to put together a game that has substance, and with the release of Jelly Defense, they’ve proven once again that they know exactly what it takes to create an awesome game.
Jelly Defense sticks with the jelly graphics that Infinite Dreams have made popular with the past releases of Jelly Invaders, Jelly Clock, and Jelly Chronicles. Black and white backgrounds with colored characters giving the game quite a bit of personality, while keeping a very vivid yet minimal look and feel to the whole jelly universe. The animations and use of shadows give the world tons of life, and it really has turned out to be a graphic style that stands out and will soon be the first thing that will come to gamers minds when they hear “Infinite Dreams” from now on. Alright, enough gushing over the graphics, let’s get on with the gameplay and mechanics.
To start the game off, you’ll see the jelly’s home planet being invaded by another race of jellies who are bent on stealing the precious gems of the residing species. Thankfully, you are pretty well prepared, and have exactly what you need in order to defeat these wild and crazy beings. Each of the 22 levels has different paths that the enemy can take in order to snag the green crystals, and make it out of the level alive. So you will need to place your attacking jellies on the sides of multiple pathways to try and minimize the amount of gems that get stolen throughout each of the levels. You’ll have 10 gems available, and once all 10 are stolen, or you defeat all waves of the enemy, the level is over.
There are two types of enemies; Red and Blue. Like Jelly Invaders, you’ll need to match the attacking jelly with the color of the enemy in order to take them out. You’ll start off with one red attacking jelly, one blue attacking jelly, and one red/blue attacking jelly that can take out both types of enemies. As you progress through the game, you’ll be able to use more types of jellies to take out your enemies, but the invading jellies also get upgraded enemies, so there’s never really a point in the game where you can just kick the crap out of the enemy with new and more powerful jellies. In order to use your newer and more powerful attacking jellies, you’ll need to grow them in a tree, first paying for the tree to grow them, and then paying again to place them on the paths. This usually takes about 2 or 3 waves to grow the characters before they are made available for use, which adds a bit of strategy as to when you start to grow them, and when you decide to use them.
As you kill each of the enemies, gold will appear; to collect it, you need to tap on it before it disappears. This gold is accumulated in the center of your green gem collection, and is used to buy attacking jellies, and to upgrade your planted characters. I say “planted”, because when you select a spot to place your jelly character, they will quickly grow from a small ball to the jelly that can attack the onslaught of enemies. You’ll need to keep this in mind while placing them around the levels, as deciding where to put them a little late can result in an entire wave of enemies passing by it before it’s ready to attack. This also adds quite a bit of strategy to the game, aside from the obvious strategy of Jelly Defense being a tower defense game. You can most likely count on restarting a level more than once before you beat it with all 10 gems remaining, learning what jellies to plant, and where, to start everything off right. One wrong move in the beginning can ruin the rest of the level. The game is also built around buying and selling a lot of your towers. To make it through almost all of the levels, you will need to constantly be buying and selling jellies in order to take on the current wave that’s making it’s way through the paths at that moment.
On top of all of this, there are power-ups thrown into the game. They are all pretty nifty, and require pretty good planning for when exactly to use them. There’s power-ups that upgrade all of your towers, drop gold from the sky, produce an earthquake harming all of the enemies on screen at the time, sending meteors down in a specific spot that you decide, and more. All of these need to be used at just the right time to make sure they are used effectively. If not, you could end up wasting a pretty powerful power-up, and risking your gems.
Infinite Dreams has, once again, given gamers a quality title with Jelly Defense. The graphics, animations, game mechanics, level design, it all screams professional, and well thought out. Even the soundtrack is great, and you’ll probably end up pausing the game just to listen to the catchy tunes Infinite Dreams have thrown into it. The launch price is $0.99, but the price after will be $2.99. It is Universal, and will provide you with plenty of gameplay. However, it is missing an Endless or Survival Mode, like most TD games have, which could have taken quite a bit away from the replay value; but there are GameCenter leader boards for each level, along with boards for how many coins you’ve collected, how many jellies you’ve killed, and a total global ranking leader board, along with 25 achievements, all filling that replay void that leaving an Endless Mode out of the game left. If you’re a fan of tower defense games, Jelly Defense is a must buy. Hours upon hours of your life will be sucked away, and the feeling you get when making it through a level, keeping all 10 of your gems, is great, especially in the mid and later levels of the game. Infinity Dreams has definitely helped raise the bar within the TD gaming genre.
Platformers have been my favorite genre of games ever since I was 5 and introduced to the original Super Mario Brothers. That love affair carried on throughout the years with the rest of the Mario series, the Metroid series, Sonic, and really, too many more to name, but I can’t tell you how many hours I put into Super Mario Land and Metroid II on my GameBoy. Until recently, I figured those types of memories were long gone, never to be relived again. Enter – the AppStore.
Retro styled plat formers on the iOS totally take me back to childhood gaming, spending hours upon hours of my life staring at a black and yellow screen. 1-Bit Ninja almost totally nailed it, but after about 4 hours, I found myself tired of it. Meganoid respawned something in me that had long been forgotten, and I really couldn’t thank Orange Pixel enough, but now they’ve released Stardash, and I feel like I owe them even more. They have captured the look of old-school GameBoy games, and modernized it in just the perfect way. The difficulty level is also pretty high, though not as high as Meganoid, coupled with the graphics, it takes me back to a time before I was a pimply, full of rage, teenager, when life was good, and all that mattered was getting home from school and playing video games with my friends.
Stardash is an awesome plat former game, and will most likely end up in my top 3 favorites for the year, if not snagging the number 1 spot completely. The controls are great. Not perfect, like, say, League Of Evil, or Mos Speedrun, but they work very well. You don’t need to pick up your finger to change direction, which is a big issue with some iOS platform games, as dragging your finger back and forth on the directional buttons is a huge part of platform gaming, and the jump button responds to how long you hold it down. You’re also able to save your jump, and use it in the air, for instance; I’m running, and fall off of a cliff, barely missing the next platform, but op, it’s okay because I can use my jump while in the air to make it onto that platform I would have otherwise missed. This is not to be confused with a double jump, because if you decide to jump off of a platform into the air, you can not jump again until you touch the ground. This approach to movement mechanics has helped Orange Pixel come up with some pretty sweet, and challenging, level designs.
Within each level, there is a hidden “temple key”. Collecting these in each world’s nine levels will open up a 10th, and extra challenging “temple” level. Each of these keys are hidden pretty well, usually in platforms that you would usually jump over or pass up. Yes, that’s right, Stardash has the same kind of “hidden opening” sections that those who are familiar with Meganoid will be pretty familiar with. Along with the keys, there are two stars available for each level, one for getting all of the coins in the level, and another for getting to the end of the level before a timer runs out. You can take as long as you like getting through each level, but if you take longer than the timer, you will not get the “Dash” Star. To get these “Dash” Stars, you will need to find the best route through each of the levels, pretty much having a perfect run.
Getting the Dash Stars, and finding all of the hidden keys should prove to be quite the difficult task, but that’s not the only challenging part of the game. As you progress, each level gets slightly harder than the last, usually taking more than a couple tries to make it through. You are given an unlimited number of lives, so you can die as much as your little heart desires. To top off the great graphics, and perfect difficulty level, the developers have thrown in an awesome Mario-esque soundtrack to make sure you’re completely immersed in childhood memories.
Orange Pixel has proven that they know exactly what it takes to make a top notch plat former with the release of Meganoid, but they have taken it a step further here, and proven that they know exactly what top not plat former fans need to feel challenged and comfortable all at the same time. GameCenter and OpenFeint are also supported, giving players a global leader board, and 13 pretty tough achievements to try and grab. There are a couple bugs and issues that you might encounter while playing, like issues with the iCade controls, menus not responding 100% all of the time, and leaving a level you‘ve just reached while on the pause menu will re-lock that level, and some might find the game a little too difficult, but $1.99 for this Universal game is a great price considering you’ll be buying back a piece of your childhood. If you aren’t old enough to remember original GameBoy gaming, this would be the new title to grab if you’re interested in wondering what made a lot of us fall in love with gaming. It is hard, and with 40 levels, each requiring multiple plays in order to 100% complete them, Stardash should keep you busy for a while. Hopefully, like Meganoid, it will get a couple updates adding even more levels and gameplay to the mix, but even if it doesn’t, Stardash is a plat former all old-school, plat former, and challenging game fans should get as soon as possible.
Infinite Dreams is giving away Jelly Invaders to celebrate the release of their highly anticipated game, Jelly Defense, to be released this Thursday, September 29th. In the game, you press down on your little defender jelly on the bottom of the screen in order to make him shoot. There are two modes – Tactical; which is sort of a mixture of bubble shooter and arcade defense shooter. You have a bar at the top of the screen which lets you know what color shot you’ll have, and you’ll need to match the colored shot with the different colored enemies. Once they make it to the bottom of the screen, taking your crystals, it’s game over.
There’s also a Survival Mode, which lets you fire constantly at falling enemies, no matter their color. However, different colored enemies require different amounts of firepower to take them out. As in Tactical Mode, once the jellies hit the bottom of the screen, taking your crystals, the game is over.
Both modes include power-ups and multipliers to help you get the best score possible. Jelly Invaders was actually the very first Infinite Dreams game I ever got, and ever since, I’ve been hooked on their releases. So while it’s free, I highly recommend you check it out. There’s also other Jelly apps by Infinite Dreams that are available for free – including the Talking Jelly Clock (click to download) – and Jelly Chronicles (click to download) which is a “find the difference” game. Also, remember to keep an eye open for Jelly Defense, the new jelly Tower Defense game, coming out on the 29th!