Search Results for: label/Puzzle/index.html

Number of Results: 58

Blocks Hurt! (Luca Giusti) – $1.99

With the insane amount of games released every week in the AppStore, it’s not too surprising that a few great ones get overlooked every now and again. December of last year was a crazy time for the AppStore, with the onslaught of sales along with all the developers trying to get their apps in before the week off that the AppStore would take, not allowing any updates or releases. Well, during this time, Luca Giusti happened to release a little game called Blocks Hurt! Just now finding out about the game, even after a couple sales and freebie give-aways, I’m kicking myself for not finding out about it sooner. 
Blocks Hurt! has you going up against various monsters that are coming after you. Your job is to stop them (surprise surprise!). But how you do it is what really makes this game stand out. You’re given a chain at the top of the screen which will carry blocks from the left to the right. Tapping on them results in them dropping straight down. You’re also able to tilt your iDevice to the left to slow down the chain, offering more precise block drops. 
Hitting enemies will injure them, but usually require more than one block to kill them. There are also special blocks, some giving you a special power-up, while others are attack blocks, and either blow up, shoot out projectiles, fling fire balls, ect. Getting power-up blocks really comes in handy, but in order to use the power-up, you need to fill up your power gauge, which is done by killing enemies, so you’ll need to make sure that you don’t just waste your power-ups on small groups of enemies. 
There’s only one game mode, but each level has a different objective. Surviving a certain amount of time, building a certain structure, or matching a certain number of blocks. There are also boss battles at the end of the 3 separate worlds, with 30 stages each, for a total of 90 levels. Each stage has a 5 star rating, and once you get past the first couple of levels, the challenge immediately starts to show itself. However, it’s not difficult in a frustrating way. There’s always a decent amount of time to complete the objectives, and every time you don’t 5 star a level will be because of your own screw-ups. But with tight controls, and the game always giving you exactly what you need in order to complete the objective at hand, it always winds up giving you more drive to complete a level perfectly if you don’t’ get it right the first couple times around. 
Blocks Hurt! is supported by GameCenter, and has 4 different leader boards, one for each world, and a total score board, along with 36 hard to unlock achievements. That, coupled with the 90 levels offers up tons of replayability and tons of challenge. The game is so wacky and fun, it’s feels like a weird brother of Riverman’s Pizza Vs. Skeletons. Priced at $1.99, it’s a fantastic buy. The developer is also extremely supportive. In an AppStore full of developers who either pull their games and re-release them or throw ads into their paid games when they don’t sell as good as they were hoping, or even just abandon their games all-together, Luca Giusti has stuck with it, which is extremely rare, and commendable these days. An HD version is planned for release this summer, along with an Endless Survival Mode. If you’re looking for a hidden gem that offers up fantastic gameplay from a developer that deserves to be supported, Blocks Hurt! is definitely a game to check out. 


MacGuffin’s Curse (Ayopa) – $4.99

Ayopa Games is definitely one of our favorite publishers here at TAS. Not only do they have fantastic customer service and release high-quality games, but they’re very interested in listening to the gaming community, and so are the games developers; always trying to make their games better by tweaking controls, squashing bugs, fixing issues, and just listening to the general feedback from the players. Almost every Ayopa release (W.E.L.D.E.R., Chicken Rescue, BigBot Smash, M.U.S.E., Dungeon Crawlers and Mailmen) has been quickly updated to fix any problems or issues gamers brought to attention. They are also still being updated with more content, iCloud support, more fixes, changes, optimizations, or in some cases, being made Universal. Well, Ayopa’s latest release, MacGuffin’s Curse, from developer Brawsome, who won Freeplay’s “Best Australian Game” in 2010 for the PC+Mac title Jolly Rover. It’s slated for release on the 19th of this month for the AppStore, MacStore, and Steam.
In MacGuffin’s Curse, you’ll be playing as Lucas MacGuffin, a magician-turned-thief who’s desperate to come up with the rent he needs to keep his daughter and mother under a roof. In this state of mind, he decides to rob the town’s museum of their ancient amulet. While trying to find a way into the building, an ex-detective stops MacGuffin, and forces him to agree to steal the amulet for him. After grabbing the amulet and putting it on, MacGuffin finds out that the amulet is cursed, turning him into a werewolf, and sealing itself to him, making it unable to be pried off by anyone.
Now, with the city in total lockdown mode, MacGuffin still needs to find a way to come up with the rent, figure out how to get the amulet unstuck, and stop a criminal mastermind in the process. Along his journey, MacGuffin is able to switch between wolf and man when in the moon-light, needing to switch between both to smash through rocks that are in the way and move around large batteries and crates, as well as slide through small holes, pick locks, and activate doorways.
Graphics-wise, MacGuffin’s Curse isn’t really anything that shows off the potential of the iDevice, but they’re far from cheesy. The environments are well detailed, and the animations for walking, and moving objects look great, and once you get into the game, the graphics really end up fitting the gameplay. The atmospheric BGM also helps add to the feeling of the game, as do the great sound effects. There’s not one point where I was caught off guard by an annoying sound effect that totally took me out of the mood the game put me in. The controls are decent enough to fit the gameplay, but a d-pad and action button would have been a nice addition as well. To move your character, you’ll need to swipe and hold in the direction you want to move. If you want to make single step moves, a short quick swipe will get it done. A single tap anywhere on the screen will activate buttons, view different objects or use doors, while using two fingers to swipe will push and pull larger objects.
You’ll move from room to room (or a screen sized section of the city), solving puzzles to move onto the next one. They will usually require you to find a way to a power button, which will give you access to a battery, which you’ll then need to find a way to drag to the battery holder, finally opening up a door that will lead to the next room. As you progress through the game, more features are added, like large buttons which you’ll need to hold down with crates, steel crates which can only be pushed and not pulled, piles of rocks that will block off areas, and more. There’s also safes which house gold, as well as bits and pieces of a comic which tells the story of MacGuffin.
Throughout the city, you’ll also run into some pretty interesting characters, some of which will get in your way, while others will have quests for you. You’re given a quest log which will help you keep track of them, and not too far into the game, you’ll come across a character which will give you the ability to jump to certain places on the world map that you’ve already visited. Most of these characters and the conversations that MacGuffin has throughout the game, as well as the little dialogue sections when you check out various objects in each of the rooms, can add quite a bit to the gameplay. Sometimes you’ll come across a helpful hint, while other times it’ll just be there to help add some humor to the gameplay. Either way, the writing is definitely something that sets this puzzler apart from the herd.
MacGuffin’s Curse will be available on the AppStore, MacStore and on Steam April 19th. At $4.99, being Universal, and including GameCenter support with 18 achievements that will require you to do quite a bit of exploration, it’s a puzzler that fans of the genre or tongue n cheek humor won’t want to pass up. I haven’t come across any issues as of yet, no problems with sound cutting out when coming back to the App from the multitasking bar, not one crash, and no glitches to speak of, but since it is published by Ayopa, I’m pretty sure you can bet that if any issues are found, the developers will be ready and willing to jump on fixing them ASAP.
AVAILABLE THURSDAY, APRIL 19, 2012


Pebble Universe (Itatake.com) – $0.99

With the insane amount of physics puzzlers in the AppStore, I generally wind up staying away from most of them. There’s very few that look like they incorporate some sort of new mechanic, but then after watching a gameplay video or trailer for the game, it usually winds up looking like just another brick in the wall, and it’s hard to get excited about something you feel like you’ve played a hundred times before. I felt the same way about Pebble Universe when taking a quick glance at the screen shots, but then saw a gameplay video, and was instantly intrigued. It seems the two man studio out of Sweden, Itatake.com, had something very special planned for their first foray into the iOS gaming world.
Unlike most other physics puzzlers, timing is very important in Pebble Universe. To progress through each of the 50 levels, you’ll need to time collisions between rocks just perfectly. In each stage, there’s a group of monsters, and to complete the level, you’ll need to destroy the monster king (the monster wearing a crown). To do this, you’re given a certain amount of little rock creatures to tap on, letting them roll down hills, or flinging them across the stage using fans, and crashing them into each other. Once they hit each other, they explode, raining bits of rock onto the monsters. Each monster that is hit with a piece of the rock creatures explodes, sending their horns, and eyeballs flying all over the level. If these bits and pieces of the monsters come into contact with another monster, that monster explodes, sometimes causing a huge chain reaction. If you hit the monster king before all of the other monsters, you’re docked points. The goal in each stage is to do this using as few rock creatures as you can.
As you make your way through the game, you’ll unlock different types of rock creatures. Some of which have bigger explosions, others send their exploded pieces straight up, while others have all of their pieces only fall downwards. Each one having a pretty big influence on how you’ll go about completing each of the levels. Also thrown into the mix are monsters that move around the environment, making the timing of the rock creature collisions even more important.
Of course, in all physics puzzlers, the physics are very important. In Pebble Universe, Itatake.com has done an amazing job getting the physics mechanics just right. The inertia of each object when it flies off of cliffs, or bounces off of something else, the angles of everything flying through the air after an explosion, the speed and general weight ‘feeling’ of everything is perfect. Even in the case of fans that only blow the bits of rock another direction after exploding have the look of real weight. It’s very clear that a lot of thought, research, effort, and work has gone into making the physics of Pebble Universe act and feel just right.
However, no matter how great the physics act and feel, it’s still kind of hard to actually get the game right without a lot of trial and error. Granted, a lot of great games come with that aspect, but even by the end of the second world, I felt that if the third world was included with this 1.0.1 build of the game, that I still wouldn’t be able to dive right in, and know exactly when to let pebbles go based on the level designs, rock physics, collection of pebbles, inclusion of fans, and moving monsters. There would still be quite a bit of trial and error involved, and I know there’s gamers out there that tend to shy away from that type of gameplay. But if you’re fine with, or even looking for a game that will have you playing a level once to learn it, again to get the timing right, and then a third time to try and max your score, Pebble Universe is a great game to check out. The satisfaction in seeing the chain reaction of monsters being set off is well worth the extra effort. And with the great physics, and movement of everything in the levels, there’s not just one specific solution for each of the levels. If you’re creative, chances are you’ll be able to have a blast with the game, while climbing the leader boards.
Sealing the deal are top notch graphics available in native resolution on both the iPhone and iPad, taking advantage of Universal support. Accompanying the great graphics, you’ll be able to track your scores through GameCenter, with Pebble Universe having 4 different leader boards, one for each of the 2 worlds, a total score leader board, and another separate board for the 6 extra bonus levels which can be unlocked while playing the game by hitting flowers that are set up in extra challenging positions. There are no achievements, but that doesn’t really hurt the replay value, with it being pretty challenging to hit all of the monsters in each of the levels, as well as unlocking all of the bonus levels. There’s also another world being worked on ATM, as well as an Android version (so those of you hybrid iPod/Android users out there – be sure and check it out in the Android market soon). With the price set at only $0.99, it’s very easy to recommend, and the high production values and unique gameplay make it even easier to add to our must-buy list.


Glow Worm (AngryOrange) – $0.99

Action Puzzlers have really found their place on the iOS. With titles like Robo5, Gears, Dark Nebula, Edge, Squirmee, Swingworm and loads more, developers have really taken advantage of the touch screen, and accelerometer capabilities of the iDevice, and at the same time, given us extremely entertaining and challenging gameplay. Angry Orange’s Glow Worm is one of the newest additions to the Action Puzzler genre, meshing together a nice challenge with arcade type gameplay, and toping it off with great graphics and tight, simple controls.
The goal in Glow Worm is to get all of the bacteria into your molecular orb. Doing this will not be an easy task, as you’ll need to avoid all of the hazards, make it through tough situations, and make sure that your glow worm does not run out of energy. As you guide more and more bacteria into your orb, you will gain little bits of energy for your glow worm, but not enough to be making mistakes around every corner.
In most levels, you’ll have to maneuver the bacteria around rotating X Cells, and avoid touching the Red Cells, which destroy the bacteria on contact. To clear a level, you need to guide every bacteria to the molecular orb. Missing one, like having one bacteria touch a red cell, or leaving it out in the open, or running out of energy will result in a failed level, though this doesn‘t become apparent until you actually complete what you can of the level, and nothing happens. Having no leeway with how many bacteria you need to collect to move on from level to level can get pretty frustrating, but that’s where the challenge comes in. However, there is almost always a pretty thin line between all out frustrating, and challenging. In the levels where the rotating X Cells cause the bacteria on both sides of the level to move on their own towards red cells, giving you hardly any time to collect them before they’re destroyed can seem a little unfair, but if you’re quick, it’s definitely possible to complete. Thankfully, Angry Orange has done a very good job walking the line of challenging while keeping the game fair.
To collect the bacteria, you’ll need to place your finger on the glow worm, and drag where you want to move to. Once you’re in position, tapping on the worm will cause it to turn into a magnet of sorts, drawing all the bacteria that’s within range close to it. Here is where the energy of the glow worm comes into play. You only use energy when the glow worm is acting like a magnet, so you’ll need to activate it, and then quickly turn this ability off, having the bacteria use the inertia to keep moving in the desired direction. If you keep the glow worm’s magnetism activated while dragging the bacteria all the way to the orb, you’ll run out of energy very quickly.
Right now, Glow Worm is $0.99, and Universal. There is no GameCenter or OpenFeint support, and no in-game achievements. There’s also only 18 levels, and with the strict level progression guidelines, there’s no star ranking system like in most puzzlers, leaving little to no room for replay value. But the graphics are nice and crisp, the BGM is great, and fit’s the feel of the environments, while the gameplay is challenging enough to keep you busy for a while. If you’re easily frustrated by puzzlers, Glow Worm is probably a game you’ll want to stay away from, but if you’re looking for a challenge, and don’t mind low replayabilty, and no online support, it’s a game that’s worth checking out.


Gravity Fleet (Coffee Powered Machine) – $0.99

Physics based puzzlers have pretty much gone overboard in the AppStore, with at least 2 or 3 being released every week, and that’s not counting the massive amount released by unknown developers. Because of this, it’s obviously pretty hard to find a title within the genre that will keep your attention beyond looking at the screen shots. Coffee Powered Machine, a two person development group based out of Argentina, took a risky chance having their first iOS release fit into the already cramped physics puzzler genre, but with Gravity Fleet, C.P.M. introduced enough fresh mechanics to keep players hooked from beginning to end.
Gravity Fleet places you in space, going up against invading aliens. You’re able to use the gravity of nearby planets, and sometimes their moons, to fire an array of different missiles at the invaders. There are 8 different worlds, each with 10 levels, and as with almost every other iOS game, a 3 star ranking for each of the 80 levels. Depending on how many missiles you use and how much health each of the planets have when you destroy the last enemy, your score will rise, and the stars are given to you based on your final score.
With each of the stars that you collect, you’re given 5 coins which you can spend in the shop. You can also earn coins by destroying more than one enemy at a time, and you are also given coins by the game when it wants you to buy something in the shop, or a power-up to use in a certain situation. There are consumables which can help you quite a bit if you’re stuck, like a “Gravity Visualizator” which shows you the path your missile will take based on the planet’s gravitational pull, shields for planets, extra missiles, and “Precise Sight”, which will show you exactly where your missile will land. These consumables are priced fairly reasonably, and you can also gain them in-game with random item drops when destroying enemies.
There are also permanent items which you can purchase; different ships, which are only cosmetic, and different assistants, all of which have a special perk like a 20% more chance to drop items, 20% larger explosions, 30% extra health for your planets, and more. As you guessed, you can also buy coins with real money through IAPs, but these are not needed to complete the game, and are there for a quick speedup through the game, to make the game easier, or better yet, to support the developers.
What makes the game stand out is the missiles that you’re given. You start off with regular missiles, and from there, move up to missiles that have larger explosions, split into smaller missiles, lasers that cut through enemies, missiles that bounce off of objects and enemies, and even missiles that implode, sucking everything around it towards the explosion. To add to the difficulty, some planets have a moon, or moons, which rotate around the planets at a decent speed, as well as having some enemies which move instead of staying stationary. As well as having planets that can be destroyed, each of the planets has different gravitational pulls effecting how your missiles will arc around them, and there’s even black holes in some levels, sucking missiles away into oblivion.
Right now, Gravity Fleet is definitely worth the $0.99 price tag if you’re a fan of physics puzzlers. Being Universal helps quite a bit too. However, there is no GameCenter or OpenFeint support at the moment, but the developers are planning on adding GameCenter support along with new ships, new assistants, achievements, and of course, new levels. Coffee Powered Machine has definitely done a great job with their first iOS release, and will definitely be put on my list of developers to keep an eye on in the future.


Pawn’d – 0.99 (Headlight Software, Inc.)

Pawn’d
There’s no shortage of Match-3 games for the iDevice. Thankfully, there’s still developers that are creative enough to throw together a Match-3 title with elements that haven’t been done to death. Headlight Software happens to be one of those development teams, showing gamers that there’s still hope for new Match-3 games. Their release, Pawn’d, mixes elements from Chess with Match-3 gameplay, and it provides quite a bit of challenge and strategy.
Gameplay: 5/5
Pawn’d looks like your typical Match-3 game. At first, it looks like it might just be a Match-3 with a chess skin, but once you actually start playing, you notice right away that that’s not the case. You’re able to move the tiles like they move in chess. Your queen pieces can move in any direction, your rook can move left, right, up and down, bishop moves diagonally, and so on. With these movement restrictions, you’re job is to come up with matches of 3 or more of the same pieces.
Pawn’d has 4 different modes, each offering up a pretty significant difference in gameplay. Practice’d Mode has no time limit, and the goal is to come up with 15 matches for each of the pieces. 15 pawn matches, 15 knight matches, etc. You’re scored based on how many moves it took you to get all the matches, and how big your matches were.
Clock’d Mode gives you 30 seconds to make as many matches as you can, scoring you based on how big your matches are, and how many moves you can pull off in the time limit. Poison’d Mode gives you specific pieces which you need to match in a certain amount of moves. For instance, you always start off with a queen tile needing to be matched. In the corner of the tile, there’s a number, this is the number of moves you have to make a match with that piece, or else the game is over. After you match the piece, another piece will need to be matched in a certain amount of moves, with the amount of moves slowly dropping, based on how many moves it took you to match your last piece, until a piece’s counter drops down to zero. There is no time limit with Poison’d Mode, so you’re able to really think everything through.
The last mode is Pawn’d Mode. This mode is a bit more complicated, and requires quite a bit of strategy and thought to score big. You’re given 8 pawns, and once you run out of them, it’s game over. Now, you’re not able to use these pawns, they’re kept track of up in the top right corner. But you’ll loose a pawn if you make a match and it’s only a 3 tile match. The only way you will keep a pawn, is if you make a move, and it’s either a 4 or more tiled match, it causes a cascade of matches, or your move results in two 3 tile matches (like switching a rook and a knight, and having both pieces complete a 3 tile match).
Something that adds even more to the strategy of the game, is that you MUST create a match with the piece that you’re moving. You can’t move a piece, and have the piece that was swapped out of place result in a match, it won’t count. Another mechanic that adds to the strategy is that the pawns switch directions with each turn, meaning that when you begin a game, you can only move pawns up, and with your second turn, you can only move them down.
Graphics: 3/5
Now, most gamers know that graphics are not what makes a game great, though there are certain games that benefit from the additional work put into the environment, atmospheres, and all the graphical design, great graphics are not required to make a great game. Pawn’d’s graphics aren’t really anything to write home about, but they work. The animations are smooth, and the explosions for getting a 5 tile match look great. Games like Call of Atlantis, Xenocube, 7 Wonders, and others, have shown that very polished and expressive graphic design fits in very well with Match-3 games, but Pawn’d shows that super detailed pieces, backgrounds, and environments are in no way needed to make a great Match-3 game.
Replayability: 5/5
As with other Match-3 games, the replay value of Pawn’d is pretty high, and even more-so once you factor in the GameCenter support with 19 achievements and 8 leaderboards. The drive to better your score, and build on or shrink the amount of moves is definitely there, and will keep you coming back to the game again and again.
Overall: 4/5
In a genre that’s been done to death in the AppStore, Pawn’d shows that there’s still room for creativity and expansion. However, how much you like the game will be pretty much directly influenced by how much you enjoy chess, and understand the game. The amount of strategy needed to score big, and compete on the leaderboards might wind up being a big turn-off for a lot of people, especially casual gamers. But if you’re looking for something new in the Match-3 genre, and are a fan of chess, Pawn’d is definitely a game that you need to check out. The assortment of Modes is great, so are the leaderboards, and general drive to better your scores and moves. Pawn’d is Universal, and Headlight Software is very supportive and active in the Touch Arcade Thread. It’s regularly priced at $0.99, but you can pick it up now for the low-low price of FREE. It’s definitely a game you should check out if you’re even slightly interested in seeing how a chess/Match-3 match-up would work out if developed properly.
**Right now, Pawn’d is on sale, and you can download it for FREE**


‘Beat Sneak Bandit’ Review



It’s rhythm! No, it’s puzzle! Actually, it’s both: Rhythm
AND puzzle! Simogo’s Beat Sneak Bandit is a rhythm puzzle game where you
attempt to sneak your away around police officers, spotlights, and vacuums and
you attempt to save the city from a terrible misfortune brought by Sir Duke.

Gameplay

The core of Beak Sneak Bandit’s gameplay lies in its simple
one-tap control. You tap to move, turn around if you’re facing a wall, and
climb stairs. With that, every level is presented as a puzzle, with obstacles
such as police officers who cause you to fail if they see you, moving
platforms, and buttons that open or close walls (which works both ways, because
the wall allows you to turn around). As you move around, you attempt to collect 4
clocks as well as reach a final 5th clock. Basically, it’s your
classic 3-star level, but with 4 now. At the very heart, Beat Sneak Bandit is a
basic puzzle game, however, when you add the rhythm element into the genre, it
becomes a totally new game; it’s now a music puzzler. What’s fascinating is
that the focus is not on a person’s ability to perform rhythms; the time
signature is in 4/4, and you simply tap on one of the four quarter note beats
to move. Instead, the game is about your ability to observe patterns in the
level. As every obstacle makes a noise when they perform an action, you put
your auditory skills and combine them with your visual skills to plan out your
action, and these two elements blend perfectly. I cannot say how much joy I’ve
gotten out of this game; it’s not just how fun it is, but how utterly creative
it’s core element is; I’ve never seen it done before and it just works
splendidly.
As a music aficionado, you can say that I may favor music
games, but I can always easily find any flaws within the game. I can say with
confidence that there are none to be found. However, those that do have trouble
with rhythm may find the difficulty to be high, but I personally found the
overall game to have a nice difficulty curve.

Presentation

Beat Sneak Bandit presents itself in a charming, funky sort
of way, loaded with personality. I do have some minor complaints about the
level select system, as you need to scroll through levels instead of simply
picking one. Overall though, the game executes itself extremely well and is a
refined piece of art. I can honestly say, it’s games like these that make me
appreciate videogames as art.
Graphics

Flows well, no lag or crashing, and the artwork is nice and
bright. It’s everything you could ask for. I don’t need to say anymore.

Sound

Oddly enough, as a music game, the music soundtrack isn’t as
amazing as I thought it would be. With that said, there is nothing wrong with
the funk and jazz tracks that it brings, as well as the noticeable music cues
to aid your timing in the game; it’s still a strong element.
Replay

Beak Sneak Bandit offers 40 core levels, 16 shadow levels,
12 remix levels, and 1 boss level, for a grand total of 69 levels. Considering
how each level might take a few tries to learn the pattern, you’ll be spending
a decent amount of time trying to figure out how to 4-clock every level. It’s a
game that will last you a decent amount of time, and if you’re still not done,
then go for the achievements from Game Center.
Conclusion

Unless you’re continuously had dreadful experiences with any
type of music or rhythm game, you’ll find Beat Sneak Bandit an immersive and
unique experience. You’re not simply playing the game, but when you play, you’ll
have immense appreciation for the game. And that’s why I can say with full confidence,
Beat Sneak Bandit will be a top contender for Game of the Year.

Gameplay: 5/5

Presentation: 5/5

Graphics: 5/5

Sound: 4/5

Replay: 4/5




‘Async Corp.’ Review

Sometimes, even the greatest of games don’t gather much
attention. They can win awards, but since they aren’t Angry Birds, it goes by
unnoticed. Well, here’s a game that’s a powerhouse. With a nomination from IGF
as the Best Mobile Game, you know that Async Corp. by Powerhead Games is a game
to be checked out.
Gameplay

Async Corp. is a puzzle game, and it is probably one of the easiest-to-learn puzzle games I’ve
picked up. You’ve got two separate sets of 4×6 or blocks, each set containing a
range of three different colors. Your goal is to create any square or
rectangle, called “packets”, by picking one block from each side, which causes
them to swap. However, if the swap doesn’t create a packet, then the swap
doesn’t happen. You’re also able to add onto previously made packets. In order
to score points, you simply tap a packet, causing it to disappear and new
blocks to fall in. You’ll earn bonus points if you create two packets at the
same time, called a “sync”, and a grand amount of points should you fill an entire
4×6 array with one packet, called an “async.”
The simplicity of the game, yet the utter genius idea to
create two separate sets of blocks is what makes Async Corp. so great. Any
ordinary game would have one large array, but not this game. You’re looking at
two sides of the screen and working a multitasking skill, since you’ve got to
keep track of both sets of blocks. It’s a game that works splendidly, and
depending on the mode you choose, you can relax and think your way through, or
you can opt for a high-speed matching adrenaline rush.
Presentation
I’ve always been a sucker for creative themes, and Async
Corp is just that. You’re presented as an employee working on a computer: you
enter the game with a log-in, you’ve got an inbox for your messages, etc. Not
only that, but the packets each have a face, and therefore they’ve got a
personality. They might whistle, or they may sneeze; these little additions add
charm to what is already a great game.
Also, the interface is extremely easy to maneuver; you may
take a second to understand the system, but once you get it, you’ve got it.
Async Corp. has a easy-to-follow tutorial and a menu system that works.
Graphics

Async Corp. opts for a basic 3-color design (pink, yellow,
and blue), with more color schemes unlockable as you play. The graphics are
crisp and they work well, but there’s nothing that pops out from its simple,
but clean design.
Sound

I’ve never fallen in love with a game’s puzzle theme as much
as I did with Async Corp.’s; it’s better than Tetris’s theme. It’s upbeat and
makes you smile, and you can’t help but move along with it. With that, the
sound design itself is great also.
Replay

Async Corp. boasts four different modes: Quota, Async,
Zoning, and Freeplay. Quota is the classic game, where you score points while
attempting to keep a quota number of packets in a certain time, which becomes a healthy challenge as you enter the later levels. Async is
exactly what it means: you create asyncs, or filled an entire array with one
large packet. Zoning is more unique: your job is to fill a bar by clearing packets;
however the bar continuously goes down. There is no game over, but trying to
fill up that bar is a difficult task in itself. Finally, freeplay is a
do-whatever-you-want mode.
With all these modes with probably one of the best puzzle
experiences I’ve had, this game should last. By last, I mean, it’s never coming
off your iOS device.
Conclusion

Do I need to say more? Fantastic puzzler, fantastic art and
design, and fantastic replay value. Async Corp. is a masterpiece.
Gameplay: 5/5

Presentation: 5/5

Graphics: 3.5/5

Sound: 4.5/5

Replay: 5/5

Overall: 5/5





‘Puzzlejuice’ Review

What do you take when you take Tetris and Boggle, and then
you mash them together into one game?
You get Puzzlejuice. Makes me wonder where the “juice” part
came from, doesn’t it?
Anyways, Puzzlejuice is a mixture of Tetris, match-3, and
Boggle into one entirely new type of game, and you’ll be surprised at exactly
how well that delivers.

Gameplay

When you first begin a game, you’ve got an empty screen. As
Tetris pieces fall, it’s your job to rotate and position the pieces to obtain a
full line of blocks horizontally. You’re able to tap to rotate, drag to
position left and right, and flick to hard drop. However, instead of being able
to clear line, that line turns into a line of letters, which then can be
cleared by creating words by connecting letters in all 8 directions. If the
word is long enough, you’ll also destroy any adjacent blocks. In addition to
this, each individual block has a color. By tapping a group of 3 blocks with
matching colors, you’re able to turn those blocks into letters also. Most of
these mechanics work extremely well. There are a few times where you’ll drag
and misspell a word, or accidentally rotate a piece you didn’t want to, but for
the most part, the game’s controls work without too much flaw. I do wish there
was an option to rotate your piece both ways; hopefully this gets implemented
in the future.
Also, there are unlockable powerups for you to us once you
complete certain achievements. These powerups are extremely helpful in getting
you out of a jam or aiding you to score more points. But the icing on the cake
is the combo system; there’s a clear timer that indicates when your combo will
revert back to x0, and whenever you spell a word, tap a match-3, or create a
new line, your combo’s timer resets. This combo system is what keeps the game
more than just any leisure game, because it makes Puzzlejuice a thrilling game
that keep you on your toes.
Presentation

I’ve never been more impressed with how Puzzlejuice presents
itself. From odd names for modes to calling the “exit” button “rage quit”,
Puzzlejuice separates itself from other games by giving itself a punchy personality.
In addition, everything is in the menu extremely easy to navigate as well as
being two different difficulties, Hard Mode (which is actually easy) and Euro Extreme
Mode (which is the standard mode) making this game simple for anybody to access.
Graphics

Clean. Fresh. Those are the words that come to my mind when
I think of Puzzlejuice’s art style. Everything is crystal clear and is animated
to near perfection. There have been a few instances of slow-down during the
game, this has only occurred at the beginning for me, and thus has not posed
any major issue.
Sound

Puzzlejuice’s soundtrack is creative and relaxing; it fits
perfectly with its personality and art style and the sound design lets your
satisfaction known when those words are clear or that bomb explodes. Straight
up: It’s good.
Replay

Puzzlejuice offers two main modes: Core Mode (standard gameplay) the Zen Mode, which really isn’t Zen at all. It’s the quickplay mode, as
you’ve got 90 seconds to score as many points as possible. If you consider the
addictive gameplay, then tack on the flexibility to play Puzzlejuice for any
extended period of time, or a quick 90 second session, I see no reason why this
game will not last.
Conclusion

Puzzlejuice is a delicious melting pot of classic puzzle
games. With its strong gameplay and personality, I see no reason why anybody
would pass upon this game. There are a few nitpicks that keep it from receiving
a perfect score, but I’ll let you know that it was extremely close to receiving one.
Nonetheless, there’s no reason not to purchase this fantastic puzzler.
Gameplay: 4.5/5
Presentation: 5/5
Graphics: 4/5
Sound: 4/5
Replay: 4.5/5
Overall: 4.5/5



Jazz: Trump’s Journey – 2.99 (Bulkypix + Egg Ball)

Recently, Bulkypix has been on a hot-streak. Their newer publications of Save the Furries, Funny Hell, Another World, Mamba Nation Battle, Terra Noctis, and more, have thrown them right back into the hot seat, letting iOS gamers know that they know exactly what a top-notch, high-quality title is. Carrying on this streak of awesome releases, Jazz: Trump’s Journey, a co-production between Egg Ball and Bulkypix, just went live this week, and it does not disappoint.
You’ll play as Trump, a famous jazz musician who takes you on a journey through his memories of how he managed to get known in the 1920’s New Orleans Jazz scene. And not only is the game influenced by the music of the time, but also by the art, with the environments, characters, buildings, and backgrounds all influenced by paintings from 1920’s New Orleans. Another influence for the game is the biography of Louis Armstrong, whom the main character, Trump, even slightly resembles. There’s several aspects within the game that directly match Armstrong’s life; being raised by his grandmother, spending time in a prison where the in-mates were able to play music, and of course, playing the trumpet. The music you’ll hear throughout the game was recorded by live studio musicians, and with each band member that you team-up with throughout your journey will add to the soundtrack. Cut-scenes, which play out like old silent films, are also found within the game, with the characters talking to one-another, and then being taken to a screen where you can read the dialogue. Sadly though, the dialogue is filled with grammatical and capitalization errors. I know that there are quite a few gamers who feel that imperfect grammar is something that takes away from the immersion of games, which is very understandable. It can get very frustrating having to stop and re-think what it is that you‘ve just read, or missing out on a dialogue section because you were trying to understand what a character was saying, which is a problem during the silent film influenced cut-scenes, because the dialogue screens don’t stay on the screen for long.
As far as the controls are concerned, you’re given your typical platformer layout; left and right movement buttons in the bottom left corner, and a jump button in the bottom right. The left/right buttons are spaced pretty far apart, it would have been great if there was an option for gamers to set all the buttons wherever they wanted them, especially for playing on the iPad, which, right now, I can only assume would be fairly difficult with the spacing as it is now. There are other buttons that come into play as you progress through the game, and come across different environment pieces. When you get onto a ladder, or a rope, up and down movement buttons will appear above the left and right buttons, along the left side of the screen. There’s also a button for playing your trumpet once you find it, and doing so stops time for all objects with a musical icon outlined in green on them. There are other objects which are not effected by the time stops, and those have the same icon, only it’s outlined in red.
You can change direction mid-air, but only if you’re not wall jumping. This can lead to some frustration when needing to perfectly time your jumps, or when trying to cut back after jumping off of a surface you didn’t mean to. But the wall jumping does open up a lot of level design options, and here, the developers have done a great job utilizing that. Actually, the level design, and how each of the objects work together throughout the game to give players a bit of challenge, as well as adding in puzzle elements to the mix, has made for some of the best level design I’ve seen in an iOS platformer. All 13 of the levels utilize the wall-jumping, and are fairly large. Even though there’s only 13 levels, the game is decently sized for an iOS platformer.
Each of the levels has quite a few checkpoints, which you are able to backtrack to if you feel that you’ve missed something, or want to reset a puzzle. This can be done by pressing the icon in the top left corner. However, there are some checkpoints that do not register, and you could end up being sent back more than one checkpoint. It doesn’t happen often, and has never happened during spots where there was a sign in the background saying that you could go back to a checkpoint, but it does happen occasionally.
Even with it’s flaws, Jazz: Trump’s Journey, is a fantastically done, well made platformer. The art and music help to create an immersive environment which, as you progress through the game you’ll be able to very clearly see, was handled with extreme care. The inclusion of puzzles, especially later on in the game, makes for some pretty challenging sections, but also expand the gameplay quite a bit. With Jazz supporting GameCenter achievements, being Universal and only $2.99, it’s a great purchase for fans of the genre. It’s definitely a game that will stick with you for years.