Arena based platformers for the iOS are really hitting their stride. But, as you can very well imagine, OrangePixel, the AppStore Retro-GODS, newest game, Chrono & Cash, doesn’t just sit back on the bleachers with the rest of the so-so titles in the genre; it’s out there, playing ball as best it can with the rest of the heavy hitters, with love for the game clearly visible in it’s eyes. And I think that’s enough of the baseball talk.
OrangePixel’s previous releases, Meganoid, Stardash, INC, they all fantastic platforming games. Easily some of the best in the genre for the iDevice. So already, the bar is set fairly high for Chrono & Cash. If you keep in mind some of the other games within the genre; Spellsword, Muffin Knight, RodLand, Snowy, Superstar Chefs, Blast Ball… then standing out of the crowd is not done easily. But OrangePixel’s developers definitely know what it takes to create unique and original games even in genres that are swarming with titles.
Chrono & Cash has you playing as a robber who needs to collect as many items as he can before being caught. As you collect these items, you’ll be able to achieve objectives, which ups your multiplier (up to 5X ATM, with more objectives coming in future updates), and unlock other playable characters from very well known retro inspired iOS games (Cavorite, Commander Pixman, Scorched Monster, and more). Also adding to the already fairly high challenge, after collecting an item that’s got a white outline around it, another item will light up with the same outline. If you can collect all of the items in order of how they light up, you’ll get an end of level bonus. If you can get this bonus consecutively, the bonus points double (giving you the potential to grab 4,000 extra points every 3 levels). If that’s not enough, you’re able to rotate your device and play in portrait mode, which makes each of the levels platform and item placement different, almost like playing a separate version of the game.
Like most other OrangePixel releases, the controls in Chrono & Cash are adjustable, being able to separate how close or far away the left/right buttons are, and also has Joypad and iCade support. The game’s graphics are also done in the fantastic retro style that OrangePixel has become known for, and includes a great chip tune soundtrack. With all of these features, the game feels and plays like a true retro/old-school arcade title.
Priced at $1.99, being Universal, and having GameCenter support with 2 leaderboards (one for Arcade Mode, and one for Landscape Mode), and endless replayability, it’s a great addition to the Arena Platformer genre, and to the AppStore in general. If you’re a fan of OP’s previous games, buying this one is a no-brainer, but if you’re new to OrangePixel, Chrono & Cash a great place to start. The difficulty level isn’t as hardcore as their previous games, and the gameplay is more accessible to the casual gamer.
Score-chasing arcade games are a god-send for iOS gaming. They’re a perfect fit for the platform, with endless play, quick gaming sessions, and tons of drive that always keeps you coming back for more. In my opinion, the AppStore will never have too many score driven arcade titles. The most recent addition to my Score-Chasing folder on my iPad is Chillibite Entertainment’s Stunt Bunnies Circus.
This tap based arcade game has you controlling an extremely quick and agile rabbit who’s trying to save all of the falling rabbits from smashing into the floor. It sounds pretty basic, and the main idea is, but once you add in the fireball tossing rabbit, fireballs around the falling rabbits, cannons shooting rabbits every which way, the different types of rabbits, the snarling lions, combos needed to gain coins, things can get pretty hectic pretty fast.
There are two modes of gameplay, Story, and Arcade (which is unlocked after completing Chapter 2 of Story Mode); Story Mode has you going through 8 level chapters, adding different mechanics as you go along, and slowly progressing in difficulty. Here, you need to try and save as many bunnies as you can from hitting the ground. Only being able to catch 5 rabbits in a row, you’ll need to keep making sure you drop them off before the next wave starts or else you could wind up missing quite a few of them. You’re able to earn coins if you catch more than one rabbit per tap, but you’re also able to align yourself mid-air. This does require more taps, and quickly, but once you get the hang of it, pulling it off is incredibly fun. As you catch bunnies, you’ll fill up a bar on the right side of the screen. Once this is full, you’ve completed the level. Arcade Mode is basically an endless mode. You’re able to miss 5 bunnies, and then it’s game over, but here, you’re able to earn quite a few coins which you can spend on power-ups which can help you get through Story Mode.
With the coins that you collect in both gameplay modes, you’re able to purchase one time use power-ups. There’s Rocket Fuel, which doubles your jet pack speed for one round, Crash Mats, which gives you 3 mats which will each save one bunny from hitting the ground, and a Fire Jacket, which protects you from up to 10 fireballs in one round. Prices for these are fairly high, with Rocket Fuel priced at 100 coins, Crash Mats at 200, and the Fire Jacket at 500, they’re pretty much only there for Story levels that you’re having a very hard time beating, or when you’re ready to try and get a high-score in Arcade Mode. But you can pretty much count on either playing through the vast majority of the levels with no power-ups, or purchasing coins through IAP (1,000 coins for $0.99, 2,500 coins for $1.99 and 10,000 coins for $2.99). Now, I have nothing against IAPs in games, but having consumable items (and ONLY consumable items) in your game, with consumable IAP, and games that push you towards IAP with INSANE difficulty, or having to wait for 10+ hours before getting a couple gold pieces, kind of leaves a bad taste in my mouth. Luckily, here, they aren’t required to play through the whole game, as you only need 1 star to move on from level to level, so you’re really pushed towards getting better at the game than purchasing coins, which I view as a positive addition to games.
With Stunt Bunnies Circus priced at $0.99, being Universal, having pretty much endless replay value and GameCenter with a leaderboard and 26 achievements, it’s a nice score-chasing tap based arcade title. It’d be great to see even more bunnies added, some playable characters which could be unlocked, or more power-ups, but as it is now, it offers up some nice variety, a great challenge, especially if you’re going to go for 3 stars on every level, nice graphics and animations, and all-around entertaining gameplay. It’s very clear they know what it takes to make a fully rounded iOS title, and I’m hoping to see more from Jujubee Games in the future.
One of my favorite iOS games ever is Super Stickman Golf. It’s sucked hours upon hours of my life away one swing of the golf club at a time. So seeing Dynamo Games title, Golf Squared, which looked AMAZINGLY similar to SSG, the excitement hit me instantly. But along with that excitement came unease. Would Dynamo Games be able to match the amazingly addictive gameplay of Super Stickman Golf, or would it fizzle out, being a less than mediocre clone? Well… it’s time to find out.
Starting off, the graphics of Golf Squared look great. The boxy look of the characters coupled with the nice modern retro type inspired environments, minimal user interface and vibrant colors all come together to create a very appealing graphic styling.
The animations and physics add a bunch to this, with your characters showing obvious disappointment when things don’t go their way, sand kicking up when you hit a bunker and grass and flowers popping up when you roll through the rough. The physics when hitting a ball in these areas is also effected, which is a great addition to the gameplay. Sadly, other areas of the game don’t stand out like the graphics, animations and physics.
There’s only one Mode, no online features like multiplayer, and no GameCenter or OpenFeint support. Within the one mode of gameplay, you’ll be able to choose between a male or female character, and have only one environment (golf course) to pick, with a “More Levels Coming Soon” message when you click the misleading arrow, thinking there’s more than one area to play in. In this one area, there’s 18 holes, each having an available 3 star ranking. That’s it. 18 holes.
Once you actually get into the game, you might notice right away that zooming in and out can become quite a hassle. Once you zoom out, and then hit the ball, the camera automatically zooms back in, and stays there until you zoom it out again. This can get pretty annoying, and winds up taking away from the immersion of the game quite a bit.
You’ll also probably notice that there’s no in-game currency, no in-game store, no customization what-so-ever. Now, this does mean that there’s no extra IAP, which I guess is a good thing, but with every single golf game out there these days having in-game stores, with extra balls, clothing, clubs, characters, and more that you can purchase, it’s kind of a let down. No powered up balls to unlock, you can’t even change your characters colors.
Now, with this being Dynamo Games first real game released in the AppStore, it’s not exactly bad. But once you get past the graphics, the game doesn’t stick out. At all. The levels are designed kind of like Stickman Golf’s courses, but each is very short, and with only 18 of them, there’s not much gameplay here. You can replay the holes until you get 3 stars (which is done by achieving a Birdy [2 hits under par]), but then that’s it, and there’s not much drive to even do that with no online leader boards, and no store to purchase items. Hopefully Dynamo Games will keep working on Golf Squared, because it does have a ton of potential. But right now, it really just feels like a bare bones, graphically enhanced, lite/demo version of Stickman Golf.
The AppStore is a great place to find casual variations of more hardcore genres. In this case, Kukouri Mobile Entertainment’s Tiny Troopers, published by Chillingo, takes Real Time Strategy and makes it more approachable to the casual gaming community. Easy to use controls, simple resource management, and automatic leveling up of your characters takes a lot of the depth out of the game, but still leaves in the action filled strategy guided core of the gameplay, and these days, there’s times when that’s exactly what gamers are looking for.
Tiny Troopers gameplay can be compared to another Chillingo publication, Extraction: Project Outbreak. You’re given 30 separate missions spread across 3 chapters, each having their own objectives. To move your army men, you just need to tap where you want them to move to, and to start firing, you tap on the enemy you want to engage. Unfortunately, there’s no way to scroll out and the camera is pretty close in, making it hard to see what’s around your characters. You’re also not able to direct your characters individually, so what one does, so do the others.
As you make your way through the levels, you’ll be able to pick up grenades and RPGs which have icons in the top right corner of the screen. To use them, you need to drag the icon to the area you want to fire them. You’re not able to carry these over from mission to mission, meaning only what’s givin to you in the level is what you have to use. This does add to the strategic value later on in the game, and on harder difficulties.
You’re able to choose your difficulty Easy, Normal or Hard, before each Mission, which has a direct influence on your final score and star ranking. Like most games, Tiny Troopers levels each have 3 available stars which are dependent on your score. How many extra items you pick up within the level, intel, dog tags, and how many enemies, enemy buildings and enemy vehicles you destroy all adds to your score. There are also civilians scattered throughout the levels, and killing them subtracts from your score.
With the score that you earn, you’ll be able to use those points to purchase one time use items from the store, which you’ll be taken to before each mission. Here, you can increase your stats, or purchase specialists to help you make it through the missions. These can get pretty pricy if you decide to use them often, with the specialists cost being between 15,000 and 40,000 points, and if you don’t make it through the mission with their help, you’ll have to purchase them again when re-trying the level.
Fortunately, the stat upgrades that last one mission are not as expensive, with increases like increased range of fire, light and heavy armor, increased rate of fire and increased damage all priced between 3,000 and 6,000 points. In each mission, you can earn anywhere between 5,000 and 20,000 points or more, depending on the difficulty, and how much exploration and looking around for extra items you do. You’re also able to replay missions in the Missions Mode, keep the points that you earn there and carry them over to the Campaign Mode, which makes it a lot easier to use these upgrades.
Along with all of the one time upgrades you can pick up in the store, you’re given permanent upgrades which you can purchase with Medals. Medals can only be found one time, so you’re not able to go back into Mission Mode and collect them again. The Medals are used for training of your characters, which increases their Hit Points, Rate of Fire, Shooting Range, Item Drop Rate and Shooting Damage depending on the type of training you spend your Medals on. There are IAPs within the game, but with the Missions Mode, they’re really there if you don’t want to play through Missions more than once to gain points which you can spend, or don’t want to take the time to go through the levels looking for medals to train your characters, so the game is in no way pushing players to throw down more money after the original purchase of the game.
The graphics and animations in Tiny Troopers are very well done, even though they’re kind of cartoony, the death animations for solders is great to watch, and the explosions look fantastic. There isn’t any in game music, but there is background ambience, with wind and bugs, and the effects sound nice. The music that’s for the menus fit’s the game fairly well, and adds to the military feeling of it all.
With Tiny Troopers being Universal, and having a launching sale for $2.99, it’s a great buy. Considering it’s published by Chillingo, I have no doubts that any issues that arise will be taken care of, and hopefully, the camera will be made so that it can zoom out (which is really, the only issue I’m having with the game, and it’s not that big of an issue…). With the 3 difficulties, Mission Mode, and GameCenter Support with a leader board for your total points, and 20 achievements, there’s loads of replay value, meaning Tiny Troopers has the potential to stay on your device for quite some time. It’s definitely a game you should pick up if you’re into the genre, or are looking for something along the lines of a casual RTS title.
Casual games are a kind of staple of AppStore gaming, especially games that have basically endless replay value and are easy to learn, hard to master. However, within this large group of casual titles lies games that are somewhat more ‘hardcore’, appealing more to veteran gamers than most of the casual games available. Michael Brough’s roguelike title, Zaga 33, happens to be one of these games. For those of you familiar with the latest PC or Mac versions of Zaga 33, you’ll be extremely happy to know that the iOS version is basically a direct port. Scoot the controls over to a touch screen, and viola.
As for those of you who are not familiar with Zaga 33, the whole goal of the game is to get your character, the “@”, through 25 levels of alien filled dungeon rooms, finally winding up at the Alien Cortex, and then defeating it. Now, that might sound all well and good, but what makes the game appeal to more ‘hardcore’ gamers is that it’s the perfect example of a well thought-out, and perfectly executed roguelike title. Randomized room designs, turn-based movement, perma-death (no continues), and every power-up you grab is also randomized, meaning whenever you start a new game, you never really know what items do what until you try them out.
Each time you move your character, all of the enemies within the room will take their move as well. You are able to attack the various enemies, but with each attack, you have the chance of being attacked yourself, and with only 9 hit points, if you find yourself surrounded by 3 enemies, you could wind up dead in 3 moves. You do regain 1 hit point each time you move on to the next room, and there are healing pick ups which give you full health, but since it’s all random, there’s no telling when you’ll be able to find one of these pick ups, or how the enemies in the next room are going to be set up, so most of the time, it’s just best to avoid the enemies at all cost.
There are two control methods for Zaga 33, one lets you touch a spot on the map to move, while the other lets you swipe in the direction you’d like to go. The game also auto-orientates to however you’re holding your device, so portrait and landscape modes are supported. The graphics are done in a fantastic green/purple/red sci-fi retro scheme, and the music is wonderful, adding a ton to the atmospheric feeling of the game.
Each game takes about 5-10 minutes, or even less, which makes Zaga 33 a perfect mobile title. Unfortunately, there is no GameCenter support, which means no leader boards, and no achievements. It would be great to have boards for how quickly you can defeat the Cortex, and even just a handful of achievements would have been a nice addition. But this doesn’t really take anything away from the game. It still gives players the drive to make it to the end, over and over again, trying to better their score by even just one point.
With Zaga 33 being a faithful port of the PC/Mac title, and only priced at $0.99 while being Universal, and quite possibly being the best roguelike title in the AppStore, it’s a must buy for fans of the genre, casual gamers looking for a challenge and even the most hardcore gamers just looking for a quick fix. Michael Brough’s Zaga 33 is a classic, and the iOS gaming community is lucky to have it available for their devices. Hopefully it becomes as much of an iOS classic as it is on the PC+Mac. I’d love to see more from Mr. Brough. It’s easy to tell that tons of energy, work, thought, care and love has gone into both Zaga 33, and his other iOS title, Glitch Tank, and developers with that much passion deserve loads of support. Here’s hoping both titles get the attention that they most definitely deserve.
**Be sure and check out more games from Michael Brough at www.smestorp.com**
Music based games on the iOS are almost always a disappointment. Miku Flick and Groove Coaster are the only ones that come to mind that have really kept my attention for more than a couple of minutes. Now, Rayark’s first iOS title, Cytus is another game that I can add to that very small list. Having incredibly easy to understand controls and gameplay along with fantastic graphics and all coupled with a great soundtrack, Cytus might just be my favorite music game on the iOS to date.
Cytus’s gameplay is centered around tapping on bubbles when the line following along with the tempo crosses over them. Helping you figure out what bubbles need to be tapped, they grow from grey into a brightly colored mix of purple, blue and pink when the tempo line is going up, and yellow, green and orange when the line is going down and they’re ready to be hit. This makes for some very simple gameplay, but offers up the possibility of some very complex tapping, and developer, Rayark takes full advantage of that. Starting off, you’ll be able to play through only a couple of the available tracks, and only Easy Difficulty will be accessible. Once you complete songs with specific ratings, usually a B or above, you’ll unlock more tracks, and getting an A will unlock the Hard Difficulty for that track as well.
There are 15** available tracks within the game, and with a fairly wide mix of genres ranging from Jazz and Pop to Trance and Drum & Bass, there’s a pretty high chance that you’ll fall in love with at least one of the songs in the game. Even if you’re not a fan of the music, it fits in perfectly with the graphic look and feel of the whole game, and is by no means cheesy like quite a few of the music games available.
However, even with the great gameplay, awesome graphics, nice music and all around fantastic feeling of the game, there are a couple of issues. The bubbles that you’ll be tapping on do have a fairly large area for a ‘Perfect’ hit and a ‘Good’ hit. This does make the gameplay a little more easy than I originally thought it would be when watching videos of gamers playing songs on hard difficulty. There’s also some sections which, unless you know the song and bubbles by heart, are almost impossible to hit right because of where your fingers are placed right before. This is mainly an issue when there are bubbles that need to be held down on the screen for extended periods of time, and not when there are just bubbles that need to be tapped quickly. While holding down on these, there’s almost always quick tap bubbles that don’t appear until you let up off of the screen, either hidden under the line of the held down note, or directly under where your fingers are.
There are 3 leader boards on GameCenter, one for your Total Easy Score, another for your Total Hard Score, and one for your Total Score which combines the totals of both difficulties. This does add quite a bit of replay value to the game, especially if you’re a high-score chasing GameCenter addict like myself. With Cytus being Universal, and priced at only $1.99, it’s a no-brainer. If you’re a fan of Musical Rhythm Based games, Cytus is one iOS game that you need to have on your device. There’s also more songs coming in future updates, which will be available for free, which is always great to hear. For their first iOS title, Rayark has done an outstanding job with Cytus. Hopefully this is just a glimpse of what they have in store for iOS gamers in the future.
** There are actually 19 tracks in the game. Once you unlock hard mode on the track “Precipitation” you can drag up or down on the screen with two fingers, unlocking the secret. Sorry about this.
Radiangames has definitely made a huge splash in the AppStore with their previous releases of Super Crossfire, Fireball SE, and Ballistic SE. Earlier this week, their newest release, Inferno+, hit the AppStore, and as you might have expected, it’s one hell of a game.
Originally released on XBOX Live like their previous titles, this enhanced version of Inferno includes 40 levels, multiple upgrades, 3 difficulty levels along with a special New Game+ difficulty, 20 Game Center achievements, Retina Support for the new iPad and iCloud saving.
Unlike Radiangames past releases, Inferno+ is not a high-score chasing game. Instead, it’s centered around exploration, blasting away hoards of enemies and upgrading your ship. Granted, Super Crossfire, Fireball and Ballistic were all about blasting away enemies and upgrading your ship, but none of them included the exploration aspect, and considering this is the first title by Radiangames that includes exploration as a main gameplay aspect, they’ve done a fantastic job building Inferno+ around it.
While you’re blasting enemies, you’ll be searching around each of the levels trying to find all of the orbs, keys, bombs, and hidden areas. The orbs are used to unlock upgrades and purchase items like extra drones which follow close behind you, and help destroy the enemies, bombs, which take out screens full of enemies, and keys, which unlock areas of the levels that are behind impassable boarders.
You will need to collect all of the bombs you can because there are some enemies which require a bomb to take them out. There are also black holes which can only be dealt with either by completely avoiding them, or blowing them up. There’s also a shield power which you can upgrade with electricity, allowing for you to damage enemies while using your shield. In the later levels, switching between your shot and shield will be a maneuver you’ll need to get comfortable with in order to get through the game.
Adding to the excitement and overall feel of progression, every 10 levels will take you to a boss battle. These boss battles can get very hectic, and are some of the most exciting sections of the entire game. It is kind of upsetting that you can’t go back and replay previously beaten levels, because these boss battles would get loads and loads of gameplay out of me.
There are also hidden areas which are behind the levels walls. In order to find these, you’ll need to either drag against the walls, or fire your shots directly at them. Your shots go through the holes in the walls, which can also be used to your advantage, as the enemies can not go through the holes in the walls. There are some holes which only open up after you reach a certain area of the level, and some which will close behind you after you’ve entered them, letting you only go through them once.
Also hidden throughout the game are special bonus levels. These can usually only be found by using extra keys picked up throughout the game, or purchased from the shop area. These bonus levels give you 30 seconds to make your way through a level, picking up as many orbs and bombs as you can.
The graphics in Inferno+ are very similar to Ballistic and Fireball, with loads of circular enemies, each distinguishable by their colors. The levels are also designed with neon boarders, and the animations for explosions are also very similar to those found in Fireball and Ballistic, only not as extravagant. The controls allow for a static and dynamic control stick as well as switching the move and fire arrangement. There are also sensitivity settings and you can set the joysticks and bomb and shield buttons anywhere on the screen, which is a fantastic addition. On top of this, you can also use the Joypad application and use another device as your controller.
Even though there’s no scoring system, and no GameCenter leaderboard, I think Inferno+ might just be my favorite game from Radiangames. If there was a scoring system alongside the gameplay, Inferno+ would blow Radiangames previous titles, as well as loads of other dual stick space shooters, out of the water. But the game centering around exploration and upgrades kind of makes up for the lack of a scoring system. With Inferno+ being priced at $2.99, being Universal, and developed by Radiangames, who are fantastic with player feedback, and with supporting their releases, it’s hard not to support a development team as responsive as they are. If you’re a fan of dual-stick shooters or exploration games, Inferno+ will be right up your ally. If you’ve already purchased Radiangames previous releases, you’ll pretty much know what you can expect with Inferno+, but if you’re new to Radiangames, this would be a fantastic title to get to know them with. Chances are, it’ll wind up on my top 10 games of 2012 list, and never leave my devices.
AAA developers moving over to iOS development is enough to get any iOS gamer excited. There’s always loads of potential that comes along with the title of ‘AAA Developer’. Unfortunately, more often than not, we’re shown what AAA developers really think of the mobile device when we’re given something that doesn’t really hold up against most indie developed titles. Thankfully, there are those few that really understand what the iOS device can handle, and give mobile gamers an outstanding gameplay experience.
Kotomon, developed by Monstars Inc. is the latest addition to the AAA Developer list, with Osamu Kodera, a 20 year game development veteran who worked at SEGA (and designed the boss encounters in the game Rez. as well as creating Lumines, a critically-acclaimed hit), and moved on to the Xbox 360 PS3 as the technical director of Child of Eden and Sawako Yamamoto who has 10 years of experience, and started at CAPCOM, moved onto Electronic Arts Japan, and oversaw releases of Star Wars and James Bond 007, finally ending up at Q Entertainment guiding multiple projects and helping to produce Child of Eden. In October 2011, Sawako and Osamu founded Monstars Inc, a mobile development project, with Kotomon being their first release. With all of that experience, it’s hard not to expect a lot from Kotomon. Unfortunately, the game falls a bit short of expectations. However, if you go into it not expecting a AAA effort, you might wind up being pleasantly surprised.
Kotomon has you guide a little red character throughout 24 short levels. There is no story, and no real feeling of progression as you make your way through the game. Joined by other little creatures, you’re able to move using a floating joystick control scheme, and can pick up the creatures simply by walking into them. You’ll need to use these different creatures to destroy the enemies throughout the levels by tapping on the screen once you’re holding one of them, which makes you throw the creature at the enemies. The more enemies you destroy with an enemy, the higher your combo score will be. The main goal of the game is to get 3 star rankings in each of the levels by quickly killing the enemies by grouping them together and getting combo scores.
Each of your little creatures have different attributes, like the little blue guys being quick and able to travel pretty far, they have a light attack, but are able to follow enemies, while the big lumpy white creatures are slow, but a lot stronger. The smaller purplish creature can be flung straight and is very quick, while the red guy shoots fire. Each of the creatures adds to the gameplay, and you’re able to take 5 creatures with you into battle, so figuring out what creatures have a leg up on the enemies within a level will usually allow you to get a higher score, and 3 star rating.
The graphics in Kotomon are fairly interesting. The character and enemy models are great, and it’s clear that tons of work went into creating them. However, the environments are pretty dull, and bring the interesting factor down quite a bit. The same happens to be true of the level designs. Each level is pretty much set up like an elaborate boss arena, which isn’t too surprising considering the background of Osamu Kodera.
Judging by the animations and light shows that the floating orbs within each level show off, the game is supposed to flow alongside music. However, with the arcady action oriented gameplay, this is really thrown into the background. The enemies dance to the music, but other than that, music really doesn’t play a roll in the gameplay, which is sad, because having some sort of attacking system that was intertwined with the scoring system, making the attacks and combos even bigger, and maybe adding more of a lightshow within the animations for the enemies dying (instead of just a little puff of smoke) all based on the beat of the music track for the level would have been a fantastically awesome inclusion.
It’s apparent that Monstars Inc. has some very good ideas swirling around, but I was hoping for more with Kotomon. Each level is more like a short type of arena based boss battle in which you need to play a couple times in order to figure out which critters will give you the best score. However, there’s no real drive to do this because of the lack of achievements and leaderboards. A story, and some more depth within the gameplay, attacking, and scoring system would have been great. Also, seeing another mode or two would really help out with replayability. With Kotomon being priced at $3.99, it feels like an expensive demo version of a game that has potential, but hasn’t taken advantage of it yet. Hopefully Monstars Inc. is planning on adding a lot more to Kotomon, because I’d hate to see it just get pushed aside and have yet another AAA Development team figure that no money can be made in the AppStore. It’s definitely a game you should keep your eyes on.
Puzzler games have really been expanding and growing when it comes to new and unique ideas spawned by past games. It’s no secret that Angry Birds (or Boom Blox, depending on how you want to look at it) has, itself, pushed the physics puzzler genre into many different directions, and has had its fair share of clones. But it’s always nice seeing a developer take the flinging mechanic and do something new and interesting with it. Nano Titans, developers of Foodies, an arcade puzzler, has just released their newest title, another arcade puzzler, Webbies. This time around, instead of bouncing your main character around to collect food, you’ll be flinging bundles of food at your characters.
Seems that a grumpy old retired wizard doesn’t like the little woodland creatures hanging out around the forest all the time, and has come up with a formula that makes his arachnoid friends webs ultra strong. Because of this, the food that the creatures always munch on is getting stuck in the webs. It’s up to you to fling it into their mouths so that they don’t starve.
At first, the game seems really easy, and almost boring. But after you get past the intro levels, the game really seems to pick up, and gets some interesting mechanics thrown into the mix. Having more than one critter on the screen will give you different types of food, which are all mixed together in the webs, and you need to get certain types of food into specific animals mouths. This means you need to group the food together, shooting acorns into acorns, moving one piece of food out of the way of another so that you can get it to your critter, or in line with another piece of the same food and then to your critter. This gets ever more difficult as you progress, and moving platforms, sticky grabbers, logs, rotating cannons, moving critters and more all comes into play.
Now, the scoring mechanics are really what push the game forward, and make it more difficult. Getting three stars in each of the levels will require you to combine the same type of food multiple times, getting a combo bonus score. Matching two pieces of the same type of food will give you 5 extra points, while connecting 4 pieces of the same type of food, without connecting a different type of food while in the process, will give you 25 bonus points. If you have two bunches of food, say one bunch of 2 and one bunch of 3, then the smaller bunch is multiplied by 5, and you’re given that many points, in this case, it would be 10 extra bonus points. Once the platforms come into play, bouncing food of them will also give you bonus points. There’s also bonuses for feeding a critter until it’s full, giving you 30 points, and feeding a critter til it’s full in one shot, which gives you 50 points. All of these different types of scoring bonuses will need to be used in order to get 3 stars in each of the levels throughout the game, and to compete on the GameCenter scoreboard.
It’s great how a scoring system like this can really change how you play a game. If there were no bonuses for bouncing food off of platforms, bundling them together, or for other actions throughout the game, Webbies would be played very differently, and you have that option if you’re not into high-scores, which also makes this a great game for the younger iOS gamer audience as well. This is always a great thing to hear for those of us with children who are into gaming.
The graphics, animations, sounds and effects, all come together to create a very polished looking and sounding package. With Webbies being Universal, $0.99, and containing over 100 levels, it’s a great buy, especially if you’re into arcade puzzlers, or games with great scoring mechanics and score chasing. There are no extra IAPs in the game, so it’s a flat out purchase. Nano Titans has already submitted their first update to Apple which adds an undo button. I’m a little worried that this might make the game a bit too easy, but I guess we’ll see when it hit’s the AppStore later on in the week. As it is, right now, Webbies is very easy to recommend to fans of the genre, even if you’ve gotten a little sick of the whole flinging puzzler type of gameplay like I have over the last year or so. Webbies might not bypass all of the typical used mechanics within the genre, but the way it’s presented, along with the scoring system adding to the way you’ll wind up playing the game, it really stands out inside of a genre that’s been flooded with titles over the last couple years.
Crescent Moon Games have definitely established themselves as one of the top developing and publishing teams in the AppStore. Aralon, Rimelands, Gears, Deadlock, Pocket RPG, and loads more have all gained a serious gamer following. Their constant support is also something that needs to be mentioned. Whenever there’s an issue, they’re on top of it, fixing it as soon as possible. Over the last year or so, they’ve turned their sights more towards publishing and working with other development teams, which has expanded their reach throughout various genres. RPGs, Platformers, Ball Rollers, Multiplayer, and now, with the latest release of Slingshot Racing, developed by Snowbolt Interactive, they’ve ventured into the Racing Genre.
Over the last couple years, iOS developers have really started trying out new things with racing games. Draw Race, Jet Car Stunts, QuBIT, jAggy Race, FishMoto and others have utilized the iDevice, and tried to reach out beyond the typical racing formula that most racers stick with. Slingshot Racing is definitely a game that can be added to the list of games striving to push the boundaries of the genre.
The controls are as simple as they can be; One Touch. Touching the screen makes your car fling out a grappling hook which attaches to rotating poles. Doing this lets you slingshot your car around corners. There is no gas or break, and your car drives on it’s own. The only thing you need to worry about is when to attach to these poles, and when to let go. Staying attached too long will result in you mashing your car into the side rails, while letting go too soon will cause the car to take the outer most part of the track, both causing the car to slow down dramatically. But once you get the timing down, you’ll be flying through the races, flinging your car around corners, and earning the 3 possible bolts (stars) for each stage.
The campaign contains 64 races across 8 tracks, split up into different sections, each with an interesting name (like Winding Roads, Slingshot Mastery, Twist And Shoot, Wrap And Roll, and more) and containing 4 races each. Each of the races contain different objectives and hazards, also racing clockwise and counter clockwise during the day and night, which always keeps things fresh. There are 4 main different types of races. Racing against other racers, trying to place in 1st. Racing against other racers while a car eating machine trails behind you in an elimination type race. Solo racing while trying to collect bolts which are left on the track as quickly as you can, and solo time trials which push you to your limits trying to get the best time you can.
There’s also a multiplayer mode which lets you play with up to 3 other people on the same device. Of course this is more comfortable while playing on the iPad, but playing with 1 other person on the iPhone/iPod Touch is also easy enough, and doesn’t hit the frustrating factor at all. Within this mode, you’re able to choose which track to race on, how many tracks to race on, the order of the tracks, the number of laps, forward or reverse, and day or night. Each of the other players will have their own corner of the device to control their car, and when you really get into a racing battle, this multiplayer mode can end up being loads of fun.
Since each of the races are pretty short, usually just 8 laps, or anywhere from 20 to 60 seconds, the frustration you might usually come across in other racers when screwing up with one little mistake towards the end of a race isn’t really found here. You don’t need to be perfect in order to get a 3 bolt score, except for on the time trial stages. For these, it’s pretty difficult to grab a perfect rating.
But if you are a fan of perfecting your laps, you’ll be very glad to hear that Slingshot Racing is supported by GameCenter, and has 18 separate leaderboards. That’s right, 18! One for your Total Bolts Earned, and boards for various stages throughout the game, ie; Shoot The Breeze Race 3, Sliding By Race 2, Slingshot Mastery Race 4, Melting Away Race 2, and so on. There are also 32 Achievements for you achievement hunters out there, all of which adds a TON to the already insanely high replay value.
Right now, Slingshot Racing is priced at $0.99. Like most Crescent Moon games, it’s on sale for launch, and will go up to $2.99 after a limited time. With the game being Universal, and with the current price, Slingshot Racing is a MUST BUY! The steam punk influenced graphics, and great music and effects combined with the simple controls, challenging gameplay and basically endless replay value make Slingshot Racing the best casual racer I’ve ever had the pleasure of playing, and even one of the best racers on the iDevice. Hopefully online Multiplayer through GameCenter or through isolated servers will be added in the future. Slingshot Racing is just begging for online MP. Something else that would be great to see is some unlockable vehicles or cosmetic customization. Each of the cars is equal in terms of speed, acceleration, and all other aspects, but being able to choose the color, shape, and other cosmetic attributes would be a nice little addition as well. As it stands now, Slingshot Racing is still a game that everyone with an iDevice should own. Be sure and check it out, and get your race on!