After the success of Pulse, another rhythm based puzzler which came in 2nd place in the Kongregate contest “Project Eden: Experience The Music”. Apparition Games was formed, and it couldn’t have come at a better time. It seems like the music genre for iOS games is finally looking up. After loads of Guitar Hero type games that required tons of song purchases or were made to help sell music for one group, we’re starting to build a list of ‘must have’ games if you’re into the genre. Groove Coaster, Cytus, Thumpies, Miku Flick, Beat Sneak Bandit… well now we can add Apparition Game’s first iOS release, Micron, another rhythm based puzzler, to that list.
In Micron, you need to place objects around a level, guiding balls to hit buttons, opening doors, to get a ball into the exit. A basic beat will be playing at the beginning of the stage, and every object within the level creates a sound. Bouncing balls off of platforms creates new sounds, which wind up making a full song by the completion of the level. Granted, music doesn’t effect the gameplay, but it’s a very creative use of beats and sounds merged into the gameplay, and it’s clear that a lot of thought, work, and testing has gone in to the placement and possible placements of each and every object.
The controls in Micron are simple. In the left column, you’re given a certain amount of items which you can use to complete each level. To place them, you just need to tap on the level’s grid where you want to place the object, and then select the object from the column. Each exit has a barrier, which requires 4 balls hitting it in order to open, exposing the exit, which just needs one ball to enter to complete the level. There is no time limit, and each level is shown as complete by having a star next to it on the level selection screen.
The level select screen is made up like a tree, with branching off stages which unlock when the previous stage is completed. This means that not every stage needs to be completed to get to the last level. As you progress through the game, more objects are thrown into the level designs, like different colored balls which can go through lasers of the same color, but can’t go through lasers of a different color. With the placement of different colored doors and buttons to open those doors around the levels, there’s some very nice level designs, especially later on in the game.
All of this going on with each object being hit making a different sound is incredibly impressive. Sadly, there’s no real replay value, so after you complete the 51 stages, there’s no drive to keep you coming back. Also taking away from the replay value is the lack of GameCenter or OpenFeint. No achievements and no leaderboards. A game that has this much work and thought put into it suffering from no scoring system, leaderboards and achievements is kind of disappointing. If players were timed, or there was a score based on how quickly you completed the levels, and had that as the leaderboard, it would add quite a bit of replay value. Not to mention achievements. The game just needs something to keep players coming back to it.
All-n-all, it’s a very impressive first title from Apparition Games. Priced at $0.99, and being Universal, those of you who have been waiting for more music based games to hit the AppStore should definitely pick this one up. The developer has said that he’s planning on adding more levels, more music, and possibly a level generator and way to share community generated content, but only if the game sells well. It’s a long shot, but here’s hoping that more will be added to Micron. There’s tons of potential here, and it would be a shame if Apparition Games didn’t take advantage of it.
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.
If you’ve been a reader of The App Shack for a while now, you probably already know that we LOVE Ayopa games here. Their nice releases, along with super support from the developers of the games they publish really makes them easy to support. Their most recent publication comes from developer Steven Pastro; an action puzzler, Light Byte.
Light Byte has 3 different gameplay modes; Endless, Time Attack, and Full Byte. Each mode’s play is basically the same. You’ll need to match two blocks that are the same color, which will make them fall from the slowly descending wall of blocks, giving you access to the blocks behind them. The more blocks of the same color you match, the higher your score will be, and once you take out 8 blocks of the same color, you’ll enter frenzy mode, which turns all of the blocks into stars, and you can just tap away, knocking them all down.
In Endless Mode, you start off with 3 colors of blocks, yellow, blue and red. As you knock down these blocks, they‘ll fill a level meter as well as color meters at the bottom of the screen. Once the level meter is filled up, you‘ll go up a level, and the speed of the descending blocks will slightly increase. Below the level meter are the color meters. Each meter is added to when you knock down blocks of the meter’s color. Once one of the meters is filled, it shoots stars up to the top of the screen, clearing all of the blocks on screen, and gives you a point bonus. And bonus points are a huge part of Light Byte.
As you knock down blocks, each block that’s the same color as the last is increased 100 points. Once you enter Frenzy Mode, each block knocked down gives you 500 points, and here, you can tap very quickly, and gain quite a few extra points, and if you’re lucky, you can clear the screen of every block, and get a clear bonus. With GameCenter support, and 14 leader boards, high-scores are a huge part of the replay value, and drive to keep playing. There’s also 33 achievements, helping to add to the replay value and challenge.
Also a part of score chasing, unlocking modes requires you to collect a certain amount of total points. Normal Mode in Time Attack requires you get 5 million points to unlock it, Challenge Mode in Time Attack requires 10 million, and Extreme requires 50 million while Full Byte Mode needs 25 million.
With the Modes being unlocked by cumulative points, and fairly large amounts, there’s a guarantee that even after playing for hours on end, you’ll still have a pretty big chance of unlocking something new, and having a whole new leader board to compete on. But if you’re impatient, you can unlock all of the modes for $1.99.
As we’ve said quite a few times in the past, Ayopa is one of our favorite publishers. The developers who release their games through them are very supportive, and have worked non-stop to make their games as user friendly as they can, and as entertaining as they can, based on gamer feedback. It’s pretty much a give-in that Light Byte will be the same. As it is now, I haven’t found any issues with the game, but as with almost every other game out there, the chances of someone finding some are fairly high, so it’s always great to have a team of developers+publishers that are devoted to customer satisfaction. Light Byte is $0.99, and Universal. And with the crazy amount of content and replay value, it’s a great game to get if you’re into action puzzlers or games that require quick thinking and reflexes. With Light Byte, you can chalk another one up to Ayopa, it’s definitely a game that’ll end up staying on my iDevice for a long, long time.
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**
Gamevil has put out some of my favorite iOS games over the last couple of years. Zenonia, Hybrid, Baseball Superstars, Illusia, and loads more. This time around, they’ve published Knetp’s Legend of Master 3, an Action RPG which, unfortunately, does not take care of the issues presented in Legend of Master 2. Hopefully being published by Gamevil will help to get the game more attention, and have a couple of these issues fixed.
At first, the movement of the screen when you move your character around can be pretty frustrating. The screen seems to want to jump all over the place. But after you play the game a bit, it does get a bit less annoying, but there’s still always that little jerk on the screen when you move that takes away from the immersion of the gameplay. There are also some issues with the frame-rate, but nothing that distracts as much as the jerkiness of the screen. The directional joystick moves your character in 8 directions, which isn’t bad, but after playing CrimsonHeart, this is always something that’s noticeable.
Aside from these slight issues, Legend Of Master 3 is a competent Action RPG title, with a fairly large variety of classes all having their own unique skill trees and weapon options. Each of the 6 classes has the same story and plot; 400 years ago, an evil sorceress B’Kar turned Cain’s family to stone. Knowing that he couldn’t defeat B’Kar then, Cain split his soul into 7 pieces, scattering them across the lands with the hope that once all of the pieces of his soul were retrieved, he would have the skills needed to defeat B’Kar once and for all. Now, in the present, Cain is awakened inside the body of William, an heir to the throne who had just watched his younger brother die in front of his eyes. While learning about the futuristic world Cain now resides in, he must find the 7 pieces of his soul, and defeat B’Kar, avenging his family and loved ones.
From the story, it’s pretty easy to tell that this isn’t your typical younger naive children learning how to be adults while going on an adventure to help save a little town, cheesy type RPG plot. The graphics also mirror this with fantastic character and enemy models/sprites. The camera is panned out a little more than most RPG titles on the iOS, which does make it a little bit harder to make out the characters details, but in 2X mode on the iPad, it’s fairly clear, and surprisingly not pixilated, which is a huge plus. The animations are also fantastically done, but as you can probably imagine, with the frame-rate and screen movement issues, don’t seem as smooth as they should be.
The environments are, for the most part, dark and uninviting, and combined with the music, makes for an uneasy feeling. Making it even more uneasy are the environmental objects, most of which are fairly highly detailed, adding quite a bit of immersion to the game. Even though this immersion is lowered by the screen shaking.
Other than that, the bulk of the game is like almost all other Action RPG titles available in the AppStore. Visiting towns exposes you to other characters who need various tasks completed to help them out in their daily lives, like collecting X amount of some herb or material, or killing X amount of a certain type of enemy.
Crafting is included, but could use some tweaking as the amount of items you need to make potions is pretty high, and the difference between a slight increase in potion strength is even higher. For instance, making a 25% HP recovery potion costs you 8 Blooms, while a 35% potion costs 12 Blooms AND 12 Bones. But luckily, you’re able to disassemble items that you don’t need anymore straight from your inventory, without needing to go to a merchant, which lets you build up your gold pretty quickly, so just out-right purchasing potions is your best bet when you’re first starting out. However, crafting isn’t totally useless in the beginning. You’re able to craft Stones which you can use to upgrade your weapons, which really helps out in the beginning portions of the game, and crafting stones isn’t nearly as resource consuming as potions is, with each stone requiring only 6 items, 2 of three different ore’s which you’ll be able to pick up while making your way through the game. Upgrading your equipment is done through the blacksmith, picking an equipable item and combining it with stones. You’re also able to upgrade other stats of your items with stones in the blacksmith. Needless to say, crafting a bunch of stones, and upgrading your equipment is another big part of the game.
With Legend Of Master 3 priced at $5, and not being Universal or including GameCenter achievements, and having a few issues with frame-rate and the camera, it’s a bit on the high end of the pricing spectrum. But when comparing it to other titles, it’s a lot more mature, staying away from the cutsey graphics and story lines of most RPGs. Hardcore fans of the genre will enjoy the deep skill trees, 6 different classes, and huge selection of weapons, along with the upgrading and crafting. The graphics and animations are also top-notch, however marred by the camera issues, which is only such a big deal because of how beautiful the graphics truly are, and the desire to see them as clearly as they deserve to be shown. On the other hand, if you’re looking for something to match the depth, and smoothness of CrimsonHeart, you might want to wait and see if some of these issues are fixed in future updates. Considering the game is the 3rd in the series, and published by Gamevil, there’s a fairly high chance that they will be tackled. Legend Of Master 3 does have it’s faults, but they are easily overlooked once you get deep into the game, and get sucked into the story and combat. It’s definitely a title you should keep your eyes on.
Endless runners are a dime a dozen in the AppStore. However, runners that incorporate more platforming than just mindless jumping are a pretty rare breed. Mirrors Edge, ChocoRun, Mega Run, 1-Bit Ninja… these are titles that take the running genre to the next level, adding in quite a bit of plat forming. So much so that it’s hard to decide whether to place them in Platformer or Runner folders on my iDevice. The most recent addition to this sort of sub-genre of platform running is Fabrication Game’s Project 83113 (Belle), published by NCSoft, and it could very well be the best of the best when it comes to these types of games on the iOS.
Back in April, when I first heard of, then named, Project Belle, I was ecstatic. The games graphics and presentation looked outstanding. The only thing I was really worried about, like almost all games that involve platforming, was the controls. It was the beginning of a short wait, unlike tons of other games that are basically forgotten between being announced and their release, it only took 2 months for Fabrication Games to get Project 81331 out onto the AppStore, and thankfully, the developers nailed the swiping gesture controls PERFECTLY.
Like all of my favorite platformers, Project 83113 has a decent story pushing the gameplay along. You’re never caught wondering what you’re doing and why, or trying to guess where you are or who put you there, which, in my book, is a huge plus when it comes to platformers, and mainly because so many of them don’t include any information about these things what-so-ever.
Belle is part of a slave race, controlled and used by machines. Born out of the eyes of the machines, she was raised and trained to be The One who could free their kind from slavery. She is… Project 83113 (hehe). As you progress through the game, blasting your way to the hub of the machine’s haven, you’ll come across various weapons and robots which will help you defeat some of the more powerful machines.
You’re able to collect upgrade coins throughout the game, but you can also buy them in the shop, which is accessible through both the level selection screen and the pause menu. Here, you can buy upgrade coins and bombs, as well as upgrade your weapons and take a look at all of the story fragments that you’ll be collecting throughout the game. There are IAPs, but you’re never driven towards purchasing them, and are really just there if you’d like to help support the developers, and completely max out your weapons.
Right now, Project 81331 contains 33 levels; 27 regular levels spread across 3 worlds, with each world having one boss level, and one stealth level. There is a 4th world, and even though I haven’t gotten that far yet, it’s not included in the GameCenter scores, so I’m assuming that it’s coming in a future update. Either that, or it’s a very small world consisting of the center of the machine’s haven (here’s hoping). Each of the 27 standard levels has 3 different badges you can earn; one for finding the hidden object within the level, one for defeating all of the enemies in the level and one for completing the level without taking any damage. This last badge is what really adds to the replay value, and ups the difficulty quite a bit. Even by level 1-4, you’ll be going nuts trying to complete the stage without getting hit.
The controls in Project 83113 are fairly simple. Swipe right to move right, swipe left to move left, swipe up to jump, and swipe down to slide. As you make your way through the game, more moves will be unlocked, like dashing in the air, double jumping, and gliding for short distances. Belle fires her weapon automatically whenever she’s in range of an enemy, and you’re also able to fire a special shot by tapping on an enemy. However, this drains a little bit of your energy, so you’ll have to watch how many times you use it. There’s also an icon of a bomb in the lower right corner, which clears the screen of all enemies and projectiles.
Graphics-wise, Fabrication Games has done an outstanding job making a game centered around machines and corridors incredibly vibrant. Each of the character and machine sprites are fantastically done with the environments matching the high quality set by them. Animations are detailed and, well, just plain awesome. The explosions look great, and everything down to Belle crouching looks amazing. The game is also super smooth, especially on the iPad, but I didn’t encounter any slow-down or frame-rate issues while playing on my 4th generation iPod Touch either, which was a huge shock.
With the price of Project 83113 set at $0.99, being Universal, including GameCenter leader boards for the total score of each separate world, and having 20 incredibly difficult to unlock achievements added on top of them, combined with the mind-blowing production values and amazing game-play, this is one game you do not want to miss out on. Project 81331 will definitely wind up on my top 10 games of the year list, and is one title that I’ll be recommending to all of my co-workers, and gifting to everyone in my family. It’s that good. With the insane amount of replay value, I’ll be hooked on Project 83113 for quite some time. But it’s safe to say that Fabrication Games has not only raised the bar for games in the platform runner genre, but completely blown everything else out of the water. I can’t wait to see what they have in store for us in the future!
Castlevania influenced games are basically non-existent within the AppStore, so when CWA Games (one of the biggest mobile development teams in China) released their first iOS title, Avenger, fans of the niche genre jumped at the chance to check it out. Judging from the trailer, the gameplay looks solid, but the grammar looked like it might have been translated by Google, which, if you’ve used ‘Google Translate’, you know is pretty horrendous, and for a lot of gamers, bad English translation is enough for them to stay away from a game.
Demons have built a castle in the human world, and are trying to take it over. You’ll play as Cyprus, a prince who has the abilities to save the world. Throughout the game, you’ll be chasing the Devil Queen and searching for the Castle of Shadows. The grammar throughout the game does take away from the story, as it’s kind of hard to understand exactly what’s going on, and is made worse by how quickly the text appears and disappears during the cut scenes.
Unlike Castlevania, there is no real exploration or backtracking, which is unfortunate. A game in the same vein as Castlevania feels kind of incomplete when it’s so linear. The combat system is fairly simple, with one button for attacking, and then two icons in between the joystick and attack+jump buttons for special attacks. You are able to execute different attacks depending on where your joystick is placed. For instance, an attack that flings you up into the air is done by holding up on the joystick and pressing the attack button, while holding back on the joystick and pressing attack will make you do a backflip attack.
As you progress through the game, you will gain experience which upgrades both your character and your current weapon. When your character advances a level, his Hit Points, Magic/Mana Points, Attack and Defense all increase, while with a weapon, the attack power increases and you’re able to assign a special attribute, like extra attack points, more experience earned, and things of this nature, but you have to pay to ‘enchant’ your weapon. This is where most of the gold that you collect from killing demons will go. But once you enchant your weapon 3 times, it will receive a special ability, like increased agility, or increased attack strength for the first couple of hits in a new room, and more.
You will also be picking up other items as you make your way through the game. More powerful swords are awarded each time you beat a boss, HP and MP bottles will fall from treasure chests and enemies, and scrolls which send you back to Twist Space which is where you’ll be able to enter different mirrors which take you to different sections of Avenger’s world. Here, you can go to previously beaten areas, and purchase potions, weapons, and scrolls.
Avenger’s gameplay is great for those of you looking for a Castlevania themed button masher. But the gameplay doesn’t really overshadow all of the issues. The framerate could be smoother. It’s not as bad as it looks in the trailer, but it’s not smooth by any means. Like Casltevania, you’re only able to save at certain spots throughout the game. This wouldn’t really be a bad thing, except that this is a mobile game, and for some reason, the game quits whenever your device goes into sleep mode, or you get a phone call, which means you could be loosing quite a bit of progress fairly often.
All of this, coupled with the grammar issues makes Avenger a hard game to recommend. But with so few Castlevania inspired titles in the AppStore, it’s also hard not to recommend. If you can deal with some funky grammar, a low frame rate, and making sure that you save before taking a call or having your device go into sleep mode, Avenger is a game you should definitely check out. The graphics are fantastic, with awesome character and enemy sprites, and vibrant environments. The animations are also great, even with the low frame-rate.
Right now, Avenger is on sale for $0.99 instead of it’s normal price of $1.99. There is no online leader board or achievement support, which does take a little bit away from the game, but the game is fairly large, and side-scrolling RPG hack-n-slash games aren’t really known for their replayablity. If you’re a fan of the genre, or are looking for another title to add to the Castlevania type games on your iOS device, Avenger is a great one to own. Those of you who are very picky with your English grammar and buttery smooth frame rates might want to pass. Hopefully an HD or Universal version will be released in the near future, as playing in 2X mode on the iPad looks pretty pixilated, but considering this is the first iOS release from CWA Games, and how big they are in China with Java and Android titles, I’m putting complete faith that they will come out with an update very soon with some of these issues fixed.