Search Results for: label/Puzzle/index.html

Number of Results: 58

Silvester Adventure – 0.99 (Sim Chia Tek)

Puzzle platformers for the iOS are getting more and more interesting as time goes on. Cordy, Max and the Magic Marker, Cavorite, The Last Rocket, and more are very fine examples of puzzle platformers that offer pretty original gameplay. Sim Chia Tek’s new release, Silvester Adventure is the newest addition to this list of great games, giving you control over your character and his shadow, while trying to figure out how to make it through the game’s 31 levels.

As with other platformers, the controls are a big part of the game, but also, with other puzzle platformers, the controls do not need to be as precise or tight as action platformers controls need to be. But here, even though you’ll only start out with your left and right buttons, along with an action button, they work very well within the game. You’re also able to move the shadow world around by swiping anywhere on the screen. Once you get further into the game, you’ll be able to shrink and grow your shadow with buttons along the bottom of the screen. Another big part of platformers is the physics, and again, with puzzle platformers, the requirements are not as strict, but in Silvester Adventure, the physics are great, and make the gameplay feel comfortable and fluid.
In Silvester Adventure, you’ll need to guide your character while keeping an eye on your characters shadow. There are two parts to each level; the characters section, and the shadow section, which is almost always different from the main level, having different platforms, different switches, and different pathways. Your shadow will also need to stay within a certain distance from your character, or else you’ll need to start the level over. So keeping your shadow close to your character also becomes a mechanic of the game, and something that you’ll need to focus on consistently while trying to solve these puzzles. This is also where being able to swipe on the screen to move the shadow world around really comes in handy. You’ll be able to see the shadow world better, and maybe even see something you weren’t able to see before. The ability to shrink and grow your shadow comes along a little later, but once it does, it really opens up the gameplay, really showing off some fantastic level design and great puzzles that will keep you thinking about how to keep your shadow in the distance circle while making it through each of the levels obstacle areas.
The level design is extremely well done, which is always a great thing for a puzzle platformer. A lot of the levels are fairly short, but the puzzle elements, and the addition of the shadow world really expand the levels quite a bit. The level design and placement of the puzzles is something I was impressed with time and time again while playing through Silvester Adventure.
Being $0.99, even without GameCenter, virtually no replayabilty, and not having an HD version, it’s hard not to recommend Silvester Adventure to fans of the genre. It’ll provide quite a bit of gameplay that’s both challenging and entertaining. Sim Chia Tek has definitely created a puzzler that’ll keep you hooked until you complete it, and most likely will keep you on the look out for future releases from this developer.


Swingworm – 2.99 (10tons Ltd.)

10tons Ltd. is definitely not new to the AppStore. Their first iOS release, Rope Raider, showing up in the AppStore on November 4, 2009, was, even then, a prime example of what 10tons could do with the platform. Since then, 15 more releases have followed, each time, gaining more of a following, though it’s fairly safe to say that Sparkle the Game has been their most successful endeavor, it’s very clear that they know exactly what it takes to create a top notch game, appealing to both casual and hardcore gamers. Their latest release, Swingworm, is yet again, another prime example of that.

In the game, you’ll guide a worm named Swingy through an amazing 95 levels by grabbing either the front or back end of the worm, and swinging it from platform to platform, collecting the Rubbaberries that are scattered throughout the stages. Once you’ve collected all of the berries in a level, an elevator will activate, and take you to the next level. But it’s not as easy as it sounds. In order to reach most areas, you’ll need to figure out how to use the momentum of the worm while swinging so that either his head or end will attach to the leaves, which are pretty spread out, and it can sometimes pose a small challenge getting from one to the next. Each of the levels has a possible 3 star ranking, adding quite a bit of replay value to the game. To get a perfect 3 stars, you will need to complete the levels as fast as you can. There is a time limit bar shown in the top left corner, each time it fills up, a star is removed from your ranking. Once you complete the level, you’re shown the total time it took you to complete the level, and what time you’ll need to get the next best star ranking, which is very nice. I really wish all star ranking based on time games did this.
The graphics and animations done for Swingworm are top notch. The game is split in to Episodes, with the first having 10 levels, then Episodes 2-4 having 15, and 5-6 having 20, each Episode has a different environment, which also introduces new obsticles, objects, and hazards you can use, manipulate, or need to avoid. For instance, some levels have ice blocks you’ll need to swing into to break, others will have logs that rotate, which you’ll need to swing around on, gaining momentum to reach other platforms. All of the graphics are done in a cute cartoony way, reminiscent of Joining Hands, with the backgrounds filling in the holes of the levels perfectly, and the story breaks between the episodes, with Swingy talking to Big Bug helping round everything out. The animations for Swingy’s, enemies, and other character’s movement, objects breaking, Swingy attaching to objects, and collecting Rubbaberries is all very well done, allowing for the gameplay to flow very well, and come together in a near perfect harmony. To top it off, the cute and bouncy soundtrack, fitting the game to a ’T’ completes the atmosphere.
With GameCenter leaderboards for total Episode times on each of the 6 Episodes, and 14 achievements, the replayabilty is extremely high, and the drive to better your time is constantly looking you in the face. It’s arguable that Swingworm is 10tons best release since Sparkle the Game, bringing all of their knowledge of what it takes to make a top notch mix of casual and hardcore gameplay fit perfectly into an action puzzler. $2.99 is a great price for this Universal build, especially with the insane replay value, and incredible amount of content. Swingworm ends up being a game that’s extremely easy to recommend for gamers of all ages.


Inertia: Escape Velocity – 1.99 (Red Fly Studio)

Anti-gravity platformer games are really un-explored territory when it comes to iOS games. Actually, I can’t really think of one title that has taken complete advantage of gravity mechanics. Until now. Inertia: Escape Velocity, developed by Red Fly Studio, could very well be the first iOS platformer game to seriously manipulate gravity, using the mechanics as the core of the game, and they pull it off perfectly. I guess it should be brought up that Red Fly Studio has built Inertia: Escape Velocity expanding on award-winning gameplay that won Best Non-Professional Game, Achievement in Gameplay, Technical Achievement, and Gamers’ Choice Awards at DICE’s Indie Game Challenge this year (2011).

You’ll guide a robot who has crash landed on a distant planet through 35 levels, collecting items that you can use to put your ship back together. The fun part? You can manipulate gravity, and use a ton of interesting objects to get you through hazards and around difficult corners of the levels.
Now, we’ll get to the physics in a second, let’s go ahead and get everything else out of the way first. Graphics; The graphics in Inertia are top notch. On retina display, the game looks absolutely beautiful. The character model is done perfectly, and the animations for movement, jumping, even landing, and landing after moving in the air fairly quickly, which is an awesome looking animation, with the robot skidding on the ground in a great pose, are all perfect. The backgrounds you’ll be playing against are eerie, and immensely add to the great atmosphere of the game. As for the foregrounds that you’ll be running around on, they are put together in incredible ways. The actual level designs, and paths that you’ll need to take in order to progress through the game are, to say the least, very well thought out, but the actual objects used to put these levels together are fantastic. Utilizing rocks, and what looks like the landscape around the planet, every piece of the level, every platform, and wire hanging down fits perfectly together, and adds to the aesthetic feel of the whole game. In short; The whole graphical design and layout of the levels, backgrounds, environments, objects, items, everything within the game, is sheer genius.
The one bad thing about it all? On an iPod screen, your character is a little under a centimeter. The game does automatically zoom in for some sections, but not often. This does allow for large portions of the levels to be shown to the player, but can take a little getting use to, and really, you might never get use to it. The game feels like it’s not meant to be played on the small screen, and will most likely have you wishing you owned an iPad, or that your iPod could hook up to your TV for video.
Now to the core of the game; physics and controls. Control-wise, you’re given the standard platformer layout of left and right buttons, along with a jump and secondary use button. This secondary use button brings us to the physics, and is your inertia button. Pushing it creates a small gravity field around your character, allowing him to use his momentum to keep moving in whatever direction he’s going until you let go of the inertia button, or he hits an object, sending him in another direction depending on what way the object is facing. If you can’t already imagine, a development team that uses these controls and core mechanics to their full advantage would be able to come up with some extremely interesting situations for gamers to play through, and Red Fly Studio just so happens to be a development team that has done this. Throughout the levels, you’ll be able to interact with walls that slow you down, speed you up, or make you stick to them, while using the inertia button. There’s also gravity fields that push or pull you towards them, fan-like objects that throw you in the direction they’re facing, walls that you’ll need to be going a certain speed to break through, areas that look like moving particles that are generally used on the floors and ceilings, pushing you up and down, angled platforms, and electric fields that you’ll need to avoid all mixed in with these interactive objects.
Inertia: Escape Velocity is, to say the least, a huge game. The 35 levels all have 3 badges for you to earn, one for completion, one for picking up all of the bolts in the level, and another for finishing the level in a certain amount of time. Getting each one of these will require multiple playthroughs. Once you beat all 35 of the original stages, if you want more, you can purchase another 24 levels, each called the Inferno levels, which are the original levels, but set up like challenge levels, with increased difficulty, and different objects to use, more hazards, and a certain amount of big red bolts to collect so that you can open up the Mastery Levels, which are 5 of the hardest levels in the game, each also having the 3 badges to try and snag, all for $0.99. The original game is $1.99, so for all of the levels it’ll be $2.99. But if you decide not to buy the extra levels, the original 35+ levels will give you quite a bit of gameplay, taking about 4 hours to complete, not counting all the hours you can sink into them going back trying to grab all of the items and beating the level times. For the price, Inertia: Escape Velocity is an amazing game, and a definite must buy. It’s very quickly moved up to the #4 spot on my top 5 games of the year, making it incredibly easy to recommend to any and all platform and puzzle lovers.


Blueprint 3D – 0.99/2.99 (FDG Entertainment)

3D Motion Picture Puzzler. Chances are you haven’t heard of the genre. Don’t feel bad, it’s relatively untouched within the AppStore, and aside from Flash games, finding a Motion Picture Puzzle game can be quite the task. On the iOS, Pictorial is available for free, and has been a very good example of a 3D Motion Picture Puzzler. What you might not know is that Pictorial is an unofficial iOS port of the Flash game, Starlight. The developers of Starlight are from FDG Entertainment (Blosics, Cover Orange, Beyond Ynth, Bobby Carrot, and more), who are also the developers of a wonderful new motion picture puzzler game; Blueprint 3D.

You’ll be given 240 different pictures to try and solve. When the picture first pops up, it looks like a bunch of broken lines, shapes, and really, just a jumbled mess. You’ll need to rotate the picture by dragging your finger across the screen until you see something that’s starting to resemble an actual object. Once you get the picture, you’ll need to use two fingers to rotate the image so that it’s right-side-up, and then move on to the next picture.
It might not sound too fun or entertaining, and about as challenging as making toast, but FDG Entertainment has done a great job making the game just right. Yes, there are 240 different pictures, and yes, you might just be able to solve every single one of them in about an hour. But here’s where the challenge comes in. See, the game keeps track of how long it takes you to solve each picture, but the clock keeps counting as you move from picture to picture, making it so that your total time is the time it takes for you to complete the level pack. The amount of time it takes also effects your scores.
GameCenter is supported with 8 different leader boards, one for each level pack, and one for your total score ranking, as well as having 27 achievements. As always, this helps bring the replay value up quite a bit, while competing with your friends and gamers around the world for a top score always helps add some challenge and replayabilty to the game.
There are 7 different level packs at the moment, each with different backgrounds, graphics, and atmospheres, giving them all a different sort of feel. Architecture, Electronics and Military are a few, with new and old architectural wonders, computer parts and electronic devices, along with weapons and armor images to rotate together. Each level pack has images that fit the theme, and with Blueprint having 7 different packs, there is quite a bit of variety while going through the game.
Like EPOCH, and couple other recent releases in the AppStore, Blueprint will not take long at all to complete, but what gameplay is there is done extremely well, and is loads of fun. I’m not too sure how many of you out there are hoping for more games that are short and sweet, but done so well that every second you spend playing them is just about, if not more, fun than going through 40 hours of an RPG, but we’d love to see more of them hit the AppStore. At the low price of $0.99 for the iPhone version, and $2.99 for the HD build, with all the leader boards, achievements, and new level packs that are on the way, it’s a great price for what you’re getting. Sure, there are more polished games, games that have more content, or more action packed into them, but if you’re looking for something that hasn’t been reproduced a hundred times, and carries with it loads of entertainment, Blueprint 3D will be a great game to check out. You can also check out Pictorial for free, and Pictorial HD has just gone free for a limited time if you’d like to check out what sort of gameplay you’ll be getting yourselves into.
Blueprint 3D gets a score of 4 out of 5.


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

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

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


W.E.L.D.E.R. – 1.99 (Ayopa/Highline Games)

As stated in our review of Chicken Rescue, Ayopa Games recently released two published games last week. The Scrabble meets Tetris type of word game, W.E.L.D.E.R., developed by Highline Games, would be their other title. This world-game has already reached #1 for iPad, is the iTunes game of the week, and is pretty high in the iPod charts, along with sporting a pretty nice trailer, so we figured we’d see what all the fuss was about, and give it a try.

The basis of the game is pretty simple. Swap around tiled letters to make words consisting of 4 or more letters, removing them from the screen, gaining points, while using the fewest amount of moves. The letters are scored depending on their color, with 1 point for lightly colored tiles, 2 for medium, 4 for dark, 8 for red, and then bonus tiles which multiply your score, or give you 10 or 20 points. There’s also wooden tiles which you can double tap and make any letter you like, but they give 0 points, and remove a swap from your available swap amount (which starts off at 25). Your final word score is totaled as the total of all the tiles, multiplied by the word’s length, and then additions or multipliers of the bonuses. There is no time limit, so you’re able to take your time and really come up with the best words you can. After you come up with a certain amount of words, you’ll move on to the next level. For instance, to beat level 1, you need to make 20 words. At the end of the level, the amount of swaps you have is multiplied by 25, and that’s given to you as an end of level bonus score. Sound confusing? It’s not really. Pretty much just make as many words as you can with the fewest amount of letter swaps, and you’ll score big. But as you level up, you’re given additional kinds of swaps. Level 2 gives you 2 reverse swaps, which lets you make words in reverse, draw a line through them, and double tap the word to flip it around so that the word will be counted. More nifty little swap tricks are added as you go up in level.
Now, I won’t lie. I find almost all word games pretty boring. The only reason I played Scrabble with my family when I was younger was because I liked keeping score and doing all the math. The scoring system in W.E.L.D.E.R. is a very nice addition, but it’s all worked out by the game, so it really comes down to making big words. And the game is actually really enjoyable. The addition of the falling tiles that can cascade down to make more words adds an extra bit of match-3 type strategy to the mix, and figuring out how to get a high scoring tile down to make a word without using a lot of swaps by making words under that tile, and having it fall down to where you need it feels great when you get it just right.
The addition of GameCenter leader boards for highest score, total points scored, total words, total palindromes (words the same forward as reversed – level, radar…), and biggest word score, along with 47 achievements which will take quite a while to fetch, add quite a bit of challenge and replay value. The graphics, animations, and sounds don’t really mean much in a game like W.E.L.D.E.R., but they are very professional, and fleshed out. The movement of the tiles is smooth, the look of the game is great, and the sounds fit it to a T.
Some players might want to be able to make words diagonally, or in reverse/upside-down, instead of left to right and up to down, but the way swaps are added later in the game, and the different mechanics that you’re given to do as you level up adds so much more to it than making words in any direction ever could. $1.99 (sale price, W.E.L.D.E.R. will go up to $3.99 soon) is a fantastic price for the amount of gameplay you’ll get out of W.E.L.D.E.R.. Highline Games has made an amazing word game, even for people who really don’t like word games have a chance of getting hooked fairly quickly, and Ayopa Games has done a great job seeing the potential in the title, and publishing it. Hopefully we’ll see more great games from both from developer and publisher in the future, because W.E.L.D.E.R. carries with it a lot of future potential. Just giving it a try might end up changing your perception of word games.
W.E.L.D.E.R. gets a score of 5 out of 5.


Blowup!! – 0.99 (Cravemob)

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

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


Robo5 – 0.99 (Yuguosoft)

Puzzle games have gone in all sorts of different directions since the iPod came out. The openness of the AppStore, coupled with the mind blowing amount of talented developers, and the range of possibilities that the touch screen brings to the table makes for some very interesting games. However, it kind of seems like puzzle games have hit a rough patch. Almost everything entering the AppStore these days is a physics based Angry Birds or Tiki Totems type game. So it was a real surprise when I started up Yuguosoft’s new action puzzler, Robo5.

In the game, you’ll control a robot who’s trying to find out who he is, and why he is here. You’ll solve a series of box moving puzzles in order to move through the worlds. Each of the levels has 3 stars that you can earn, one for completing the level in a set amount of time, one for collecting all of the items, and one for having under a certain amount of box moves. Every time you earn 20 stars, a Diary, or challenge, level is unlocked. These give you more back-story on Robot Number 5, and the world he lives in, and when you complete the Diary levels, even more is revealed.
The controls in Robo5 are simple enough, tap and swipe. You’ll tap to move to a box, and swipe to grab and move boxes. You can also tap on the box you are already standing on to hang off of the side of it, enabling you to move around piles of boxes that might be in the way. You’ll need to move boxes around opening and creating pathways to get to the top of, and the exit, of the levels. In order for a box to stay in the air, or be held up, it needs to be touching another box on one of it’s 4 bottom edges. There are different types of boxes, expanding the puzzle element quite a bit. Along with the regular boxes, some will crumble after standing on them twice, some will start to count down from 5 and then explode after you step on them, some boxes can float in the air, some give off electricity shocks, and there are some which are shown with a big “?” on them, and these can turn into any type of box after you touch them, so you never really know what you’re going to get with them. Put all of these together, and there’s some pretty wild puzzles that you will need to get Robot Number 5 through in order to make it through the game.
The graphics are amazingly detailed, and some of the best I’ve seen in an iOS game. I would put them upto par with Unreal Engine graphics, even though they did not use Unreal to create the game. The atmospheres are very immersive, and along with the animations for movement, and the music within the game, it creates quite an amazing world.
With Yuguosoft pricing both the iPod and iPad version at only $0.99, it’s an amazing buy. It’s taken me about 10 hours to get to the last level of the game, which I am currently stumped on, but I still need to go back and get 3 stars in about 25 of the 40 levels, not including the 7 out of 8 Diary levels I have yet to complete. GameCenter integration completes the game adding quite a bit of replay value, even for gamers who manage to get 3 stars on every level. 6 leader boards, one for a combined score in each world, and one for your highest world score, along with 32 achievements, some being very hard to snag. For a puzzle game, Robo5 goes above and beyond the expectations of gamers, and gives them an incredibly immersive, amazingly thoughtful and enriching gameplay experience. I really can not recommend Robo5 enough, to any and all gamers. The difficulty in the later levels is pretty high, but once you get to the end of the levels, the feeling you’ll have is more than enough of a reward. Yuguosoft has definitely created a contender for Game Of The Year, and over the last week has easily moved into my top 5 of 2011, and has set a new standard for action puzzle games of the future.
Robo5 gets a perfect score of 10 out of 10, along with a VERY strong recommendation from The App Shack for fans of every genre.


Finger Gravity – 0.99 (Wode Mobile)

Finger Gravity is a new physics based action puzzler developed by Wode Mobile. In the game, you’ll guide a hi-tech triangle through 39 intense levels, and two mini-games, each a way to perfect and test your skills. To navigate through the levels, you’ll need to tap on the screen in the direction you want your triangle to move, a line will then be drawn from your finger to the triangle, pulling it towards you.

Once you let go, the triangle will keep it’s momentum until either hitting a wall, or being pulled in another direction by another finger tap. Various hazards, obstacles, and enemies add quite a bit of challenge to the game while you try and snag each of the 3 well placed blue stars within each of the levels. With some skill, and maybe a little luck, you’ll be able to earn a 3 star ranking. To achieve a 3 star ranking, you’ll need to score over 8,000 points which are added up based on how many of the blue stars you grab, how quickly you do it, and how much total life, which is measured by a circle inside of your triangle, and slowly recharges, you’ve lost while bouncing off of walls and running into enemies. Scoring between 7,000 and 7,999 gives you 2 stars, and 6,999 to 5,000 will give you 1 star. Anything 4,999 and lower, and you will not be given a star.
To unlock the mini-games, you’ll need to get 30 stars for Finger Dodge, in which you guide your triangle around an open screen dodging mines and enemies that come flying towards you, and collecting stars that spawn in various places around the screen. Collecting a certain amount of stars will give you a shield which you can use to crash into the mines and enemies, adding to your points. 72 collected stars gives you access to the Finger Maze, where, you guessed it, you navigate through a maze as quick as you can.
The hazards, obstacles and enemies all fit together very nicely. There’s timed lasers, 8-sided cannons, pulsating mines, gravity orbs, rubber walls, portals, spider type enemies that move along a straight path, space ship type enemies that move in circles, and various types of walls/square objects to navigate around and through. All of these are used to put together some very interesting level designs, most of which have a quick and challenging solution to them, while others require a very slow, methodic, and well thought out course in order to get to the glowing green exit.
The graphics are done in a very polished and colorful vector style, while the animations add quite a bit of personality to almost everything within the levels. The music adds a sci-fi, outer space sort of feel to the whole game, while combined with the graphics create a great atmosphere.
Finger Gravity is supported by GameCenter, with a leader board for your total combined score of all 39 levels, along with 13 achievements. The replay value is pretty high, and it should take gamers a while to complete the game, especially if they want to snag all 117 stars. The difficulty level is pretty high on this one, and you should expect many, many deaths while making your way to the end of the game. You are aloud 5 level skips, in case you’re finding a level or two too hard, and just want to come back to them later, but being able to take your time in each level, almost all gamers, casual, and hardcore, will be able to see the end. The only bad thing I can say about Finger Gravity is that the framerate can get a little low, causing your triangle to skip a bit, and then disappear and end up somewhere else on the screen. With the game needing precision movements in order to get 3 star rankings, or even beat a level, experiencing these drops in framerate and skips can get pretty frustrating. It doesn’t happen every now and again, it’s very noticeable, in almost every level. Once this is fixed, Finger Gravity could definitely turn out to be one of the best games of the genre. At the moment, for $0.99, it’s worth picking up, because if you’re careful, and go through the levels slowly, the framerate issues won’t cause you too many “crashing into walls, enemies, or hazards” problems, but it will effect your score since your score is 1/3 based on speed, but this is a game that will keep your interest so long as a performance enhancement update is pushed out fairly quickly.
Finger Gravity gets a score of 7 out of 10.

Version Reviewed: V 1.0
Reviewed On; 4th Generation iPod Touch – iOS 4.3.3


FlyMe2TheMoon – 0.99 (miHoYo Studio)

FlyMe2TheMoon is a new action-adventure game with an anime theme developed and released by miHoYo Studio. In the game, you will guide your character, Kiana, with a “one button/slide to play” control scheme, through 60 different levels. There are 4 different styles, or modes, that each of the levels fall into; Adventure, Puzzle, Racing, and Survival. Each is as it sounds, in the Adventure levels, you’ll explore the levels looking for the 3 stars, and collecting all of the diamonds that you can before reaching the moon at the end of the level. Puzzle levels have different paths you’ll need to take to get through the levels, sometimes backtracking and going back through different paths in order to collect all of the 3 stars. Racing levels are set up so that you get more points the quicker you make it through the level, and Survival levels have quite a few hazards that you will need to out maneuver for a certain amount of time while waiting to move onto the next section in order to survive and make it to the end of the level.

To move Kiana through the levels, you’ll need to hold underneath her to start up her jetpack, and then keep your finger underneath her, and slide it to the right to move her left, and to the left to move her right. It might sound like it’s a weird control setup, but it’s not really, and feels very fluid and becomes comfortable fairly quickly. Throughout the game, you’ll come across lasers, spikes, wind tunnels, timed bricks that close behind you, as well as many more little obstacles and hazards that will effect how quickly, how carefully, and which paths you decide to take while going from level to level. At the beginning or end of some of the levels, you’ll get bits and pieces of Kiana’s story, learning why she’s in this place, and some background of her past. The story is well written, and does add quite a bit to the game, knowing why a character is stuck in a particular place always kind of makes these types of games feel more polished and thought out than others without any sort of story at all.
The graphics are done extremely well, and look beautiful on retina display. Each of the four different types of levels has a different environmental feel to it, and the music fits this beautiful graphical display to a t. The animations for all of the environmental hazards and obstacles are done extremely well, and give everything within the level a degree of personality. However, the animations for Kiana are kind of weird looking. Whenever she is moved left or right, or falling downward, she waves her arms around and has a facial expression that makes you think she is freaking out like a little school girl seeing a rat at her feet. It kind of takes away from the confidence that’s portrayed by Kiana throughout the story.
There are GameCenter leader boards for each of the 4 worlds, as well as a total score, and 17 achievements, all of which combined with the 3 stars you’ll have to collect, 180 in total, add quite a bit to the replay value. $0.99 is a great price for the amount of polish, content, and replay ability that’s all thrown into FlyMe2TheMoon, and if you’re a fan of anime themed games, $0.99 should be considered a great price. Aside from the character animations, I should also mention that FlyMe2TheMoon does not run on 2nd GEN devices or older at the moment, but the developers have said that they are working on a fix, so look for that in an update. But with 60 levels, all of which are very well thought out, with most of them taking more than one or two tries to collect the 3 stars within them, and how great the environments, hazards, and obstacles all look combined with how well they all interact with each other comes together to create an amazing action-adventure-puzzle gaming experience. MiHoYo has easily gotten on my list of developers to keep an eye on with this release, and I can not wait to see what they come up with next.
FlyMe2TheMoon gets a score of 9 out of 10.
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Version Reviewed; V 1.0
Reviewed On; 4th Generation iPod Touch – iOS 4.3.3