Search Results for: label/Puzzle/index.html

Number of Results: 58

Fling A Thing – 0.99 (Big Blue Bubble)

Ever since Angry Birds became one of the most popular casual arcade/puzzle games in the AppStore, many, many companies have been trying to duplicate that type of all ages, accessible to everyone while still being challenging type of gameplay. Big Blue Bubble, however, has pretty much got it down to a science. With their previous releases of Burn The Rope, BTR; World, and Paper Munchers, they have definitely figured out exactly what it takes to make an addictive casual arcade game with just enough puzzle elements to keep it challenging and fun for 5 minute gamer as well as the more serious gamer. Their latest release, Fling A Thing, is yet another display of those finely tuned gameplay mechanics that keep gamers of all sorts coming back for more.

You’ll be able to control one of 5 different “Things”, 4 of which need to be unlocked, by pulling back and flinging them upwards, collecting as many bubbles as you can. There are also 3 different environments for you to play in, and 2 of these need to be unlocked. So you’ll start out the game with 1 thing and 1 environment to play in. However, the unlockable characters do not have any special abilities, the different environments only really change the look of the game. As you play, you’ll earn stars which you can use to unlock the characters and levels, as well as upgrade some items in the shop.
You are given a certain amount of flings when you start off the game, and need to collect as many bubbles, which are shot out in waves, as you can. Each wave has more bubbles, and every 5 waves, you will be able to move up to the next section of glass. During these breaks every 5 waves, you are able to collect more flings which you can use in the next 5 waves. Also, in these breaks, the flings you use in order to get up to the next section of glass are not deducted from your fling count. There are also random fling pick-ups which if you’re skilled enough, you can grab during waves, increasing your total fling count. Once you reach 0 flings, it’s game over. So you’ll need to try and get as high as you can using the least amount of flings to collect the waves of bubbles.
At the beginning of each different section, you will face a special pattern of bubbles, which if not handled properly, can drain quite a few flings from your fling count. These different patterns change in each of the different environments, as do the bosses that will pop up in the later waves. If you hit these bosses, they will spit out more bubbles depending on how long you’re touching them.
Fling A Thing is a game that can be played quickly, snagging bubbles quickly, while using a couple flings for a couple bubbles, or you can wait, and be patient, as usually, the bubbles will eventually line up, making them easy to grab with one fling of your character. This is where the puzzle elements come in, because even though the game can be played by a pre-schooler, it can also become pretty difficult to get as high as you can even for the well rounded gamer. Moving up the GameCenter or OpenFeint leader boards will require lots of patience, and well timed flings. Also, the higher you make it in the game, the more often stars will appear on the screen, meaning you’ll be able to unlock everything in the game sooner. There is also a little mini-game where you can feed your Thing, but it only gets you 3 stars at a time, so there’s not really a lot of incentive to play it. If you don’t want to wait to unlock items, you can purchase more stars via IAP.
Some players have complained about the lack of directional flinging aloud when you end up landing in a corner. However, you can bounce yourself off of the sides of the screen, so if you treat the levels like a pool table, you’ll be able to bounce your character off of the walls, collecting more bubbles with a nicely positioned and timed fling. The graphics, animations, sounds, controls, gameplay, Big Blue Bubble has done an amazing job creating a game that’s accessible, fun, and as challenging as you want to make it, for every type of gamer. It would be nice to see more game modes added, or different abilities given to the different characters, but the price being only $0.99, it’s a great buy, especially considering how much content there is, as well as the endless replayabilty and online support. If you’re looking for a game that you can play in a little 5 minute session, or come back to and be rewarded for taking your time, Fling A Thing is highly recommended.
Fling A Thing gets a score of 9 out of 10.
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Version Reviewed; V1.0
Reviewed Using; 4th GEN iPod Touch, iOS 4.3.3


Escape From Cyborgia – 2.99 (Manic Dreamers)

We mentioned in an earlier review that the iDevices, with their option for tilting controls, have opened up another little world for game development and genre expansion. Here we have another example of a genre expanded by these tilt controls, ball rollers. Escape From Cyborgia is a new addition the genre, developed by Maniac Dreamers.

First off, the graphics, like most other great ball rollers, are very immersive, drawing you into the dark world full of hazards and obstacles. The animations for all the moving objects, liquids, steams, and fires in throughout the game are also done very nicely. Coupled with the awesome music, great physics, and ability to tilt the camera by swiping on the screen you can see the levels from different angles, the developers have created an amazing atmosphere, making Escape From Cyborgia a game that you’ll experience just as much as you’ll play. There is also a story that is accessible from the main menu, which does add to the experience and feel of the game if you decide to take the time to read it. It’s pretty interesting finding out why you’re trying to “escape from Cyborgia.”
To make it through each of the 30 levels, you will need to guide your mechanical orb through the maze of paths, hitting switches that allow access to new areas, and collecting green, red, and blue orbs that give you points. These points can be used to slow down the timer or plant new checkpoints. You don’t need to plant checkpoints, but if you want to make it through the levels in a timely matter, it’s a good idea. Sometimes the orbs need to be collected by pushing crates or barrels over edges into the orbs, which counts towards your collected points as if you had run into the orb yourself. With this feature, the developers were able to make collecting all of the orbs a task that generally only the better players will be able to do, by placing some on the ground floor, which you are not able to touch without dying, in fire, at the bottom of holes in the floors, or behind other hazards, only accessible by finding the right switch, or moving a crate or barrel to the area, and dropping it on the orb.
You do not need to collect all of the orbs in order to finish the levels, but you will need to open up pathways by clicking on certain switches, which does require quite a bit of backtracking. The level design is extremely well thought out, giving players the opportunity to either spend more time in a level, and gain more points, but also run the risk of dying more, or let players try and speed roll through each of the levels, making it through as fast as they can, gaining a higher star ranking in the level.
The controls and UI in Escape From Cyborgia are very tight, and nicely laid out. You can adjust the calibration at any time in the main, or pause menus, as well as the tilt sensitivity. There are 3 buttons on the bottom right, and 3 on the bottom left corners of the screen. On the left, you can pause, go back to your last planted checkpoint, or reset your checkpoint to the beginning of the level. On the right, you can slow down the timer, requiring 1,500 points, set a new checkpoint, requiring 1,000 points, or enter the birds eye view of the level, which you are able to zoom in and out of as well as swipe and scroll around in. You can also swipe the screen at any point while playing the game to tilt the camera at a different angle, seeing if the pathways are slanted up or down, or maybe see if a path is accessible by seeing the set-up at a different angle.
For Maniac Dreamers first iOS release, Escape From Cyborgia is a very immersive addition to the ball roller genre. The only cons I can see is that there is no online integration, so there’s less drive to go back and replay levels with the hopes of bettering your score or ranking. Also, the level select screen always starts on level 0, so you will always need to scroll through the levels to find the one you last completed. There are also some sections on the paths, in the first couple levels, that have slight tilts on them. These slight tilts are almost impossible to see, even while tilting the camera. To make it over these slanted areas, players will need to tilt their devices to a pretty uncomfortable position. When you finally do make it past the slanted area, your ball will almost always go flying across the path. This isn’t too big of a deal, because the levels that do have these slants are only in the beginning, and there’s guard-rails on the path-ways, so you will not fling your ball onto the floor or into the green goo, but it is kind of strange that these sections only appear in the beginning of the game, and that more was not done to make them visible. Aside from that, which really isn’t anything to seriously complain about, and nothing that could not be fixed in an update, Escape From Cyborgia is a very well made, with skillfully thought out levels and textures. $2.99 for this Universal game is a solid price.
Escape From Cyborgia gets a score of 8 out of 10.
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Burn The Rope: Worlds – 0.99 (Big Blue Bubble)

Burn The Rope: Worlds is the sequel to the very popular Burn The Rope, by Big Blue Bubble (also responsible for Paper Munchers, City Of Thieves, Thumpies, the Fighting Fantasy series, and more). In Worlds, there’s more of the same great gameplay that made the original so popular, which is great, because companies that change up gameplay too much in their sequels, trying to find a new gimmick, generally upset the previous games fans. Big Blue Bubble has taken the approach of, “if it’s not broke, don’t fix it, expand on it”, and we really couldn’t be happier about this decision.

Fans of the original Burn The Rope will feel right at home when starting up BTR: Worlds. The controls work the same, rotating your device to keep the flame pointing upwards, but with better handling of the corners on each rope, which is a great addition, because there‘s more turns than ever in Worlds. You can also touch the screen to increase the speed of the flame. You’ll burn designs made of rope, trying to burn more than 60 percent of the shapes to move on. There’s also the bugs that change the flame’s color. Big Blue Bubble has added more of these bugs. There’s now fire bugs that when hit with a flame, will explode, causing everything in it’s radius to burn up, and sending multiple flames out in every direction, electric bugs, that when hit, will connect to another electric bug, and burn everything in-between the two, and more.
Within the Classic Mode, there’s 4 worlds, Jungle, Fantasy, Mechanical, and Space, each having 25 levels, and themes for each of the rope’s objects. You can play in any of the 4 worlds from the beginning of the game, as they’re all unlocked once you start. There’s also a Casual Mode, which gives you all of the same levels, without bugs. This means that there’s no colored ropes, and no extra special bugs you help or harm your progress in each level. Better yet, both Modes share progress, so if you’re having trouble with a specific level in Classic Mode, you can play it in Casual Mode, and then go back to Classic Mode, and try and finish the world.
Along with new bugs, new levels, and new mechanics, there’s bonus rounds, which come into play every 4 levels. In these bonus rounds, you’ll get to try and burn as many bugs as you can in a certain amount of time, giving you a time bonus for burning them all before time runs out. These bonus rounds do not effect your score on the game, and are more for fun, and adding to the gameplay. There’s also a new mode called Endless Burn, where you will get to play a snake-like game, where you’ll rotate your device to change the direction of a growing flame. Each bug you burn with the flame adds to the length. You can pick between 5 different types of flames, yellow, orange, purple, blue, and green, each with different size and speed, and each is unlocked by rating the game, liking the developer’s FaceBook page, sending your friend an e-mail, and things like that.
Also, to keep in the tradition of the original Burn The Rope, there are puzzles of the day, which are supported by ads. Free to play, but if you want to get rid of the ads for the daily puzzles, it’ll require an IAP of $0.99. This is a great way to add endless replay ability to the game, and give it more life on your device.
In the end, Burn The Rope: Worlds is done like Cut The Rope: Experiments. More of the same type of gameplay with a couple of expansions on the gameplay. Again, if you enjoyed the original Burn The Rope, Worlds will give you the same kind of great gameplay you fell in love with, just more of it. For $0.99, and loads of content, it’s a great buy. One that every puzzle fan should experience.
Burn The Rope: Worlds gets a score of 9 out of 10.
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Colored Bubbles – 0.99 (Zabiyaka)

Colored Bubbles is a new tap/swipe action puzzle game from Zabiyaka. In the game, you try and match up bubbles without popping different colored bubbles in the process. To match the bubbles up, you’ll need to either tap them when they’re overlapping each other, and not touching another colored bubble, or drag a bigger bubble, which is made by combining bubbles, into a smaller bubble that is touching a different colored bubble. This might sound kind of confusing, and it kind of is at first. Finding out what you can and can’t do within the game is something that is easily learned though, and once you do, Colored Bubbles becomes quite the addictive little bubble match + pop game.

The controls are simple to use, and very responsive. When two bubbles of the same color are touching each other, or overlapping, just tap on them, and they will merge together. Once you have a bubble that’s made up of two or more bubbles, you can drag it around the screen, and catch smaller bubbles of the same color, even if they are touching or overlapping bubbles that are a different color. If you tap on a bubble that is touching a different colored bubble, they will both pop, and you will loose your points. The bubbles will also pop, resulting in a negative score, if you drag a smaller bubble into a larger bubble that is touching different colored bubbles. To beat the game, you’ll need to clear the screen of all the bubbles, or have a screen filled with 50 bubbles. After each bubble or bubbles pop, more bubbles will appear on the screen, or you can just wait, as bubbles appear randomly every couple of seconds as well. If you don’t like how the bubbles are floating around, or the current overlapping of a group of bubbles, you can also shake your device to shake up the bubbles, sending them all in different directions, which is a nice mechanic, and a great little helper move if you get stuck.
In order to make a group of bubbles pop and get a positive score, you’ll need to combine 5 or more like colored bubbles. You also get a bonus score for grouping together more than 5 of the same colored bubbles. For instance, if you have a blue bubble that’s made up of 3 little blue bubbles, and another blue bubble that is made up of 4 blue bubbles, and combine them, you’ll get quite the extra little bonus. Each 2 bubbles that you combine will give you 10 points, and each group of 5 bubbles will give you 100 points. There are also combo points given for making consecutive matches. The bigger the bubbles matched, the bigger the combo points. So a lot of work has gone into making the scoring system very interesting, and it’s always nice to see this much work going into the scoring aspect of a game.
The graphics also have a pretty nice touch, as there’s a nice, smooth, bubbly graphic style, and an option for retro graphics. The option for retro graphics is a great addition, and I think it actually helps players see the bubbles better, as well as looking cool. The music is nice, and changes between modern, and chip-tune when you change the graphic style of the game.
There are 3 different difficulties within the game, Easy, Medium, and Hard, each setting having more different colored bubbles. Easy has 3 colors of bubbles, Medium has 5, and Hard has 7. Also, the amount of bubbles that you start with, and the frequency in which they appear, or amount of bubbles that appears when you pop or match bubbles, also goes up with the difficulty. There aren’t any extra modes, but with each difficulty, it’s almost like having 3 modes within the game. Though having a time trial or something would have been nice. Also missing from the game are power-ups, which would have fit in extremely well with Colored Bubbles. Something like multiplier increases, changing half the bubbles to one specific color, and things like this would have really spiced up the game.
There is also no online support, so the replay value is limited to beating your own scores, and building up your own score board, as the scores that are already inserted into the game are very easy to beat, with the #1 spot being 100 points (or one match of 5 bubbles). Not being able to battle over the #1 spot, or challenge friends is a pretty big upset when playing a score-oriented game like this. However, Zabiyaka has done a very good job in creating a game that’s pretty addicting, and doesn’t necessarily need online leader boards to have decent replay value. The game is only $0.99, and it’s Universal, so you’ll be able to see and play it the way it’s meant to be played on your iPod as well as iPad.
Colored Bubbles is getting a score of 7 out of 10.
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Fruity Jelly – 1.99 (Scorsoft/Bulkypix)

Fruity Jelly is a new puzzle platform type game by Scorsoft and published by the oh so popular, BulkyPix (Pix‘n Love Rush, Babel Rising, and many more). In the game, you will play as a little jelly who is the only one of his village left after an evil being went on a vicious rampage, threatening the fate of the peaceful and calm jelly society. You will need to collect all the fruits in each level and make it to the flower that pops up to save your friends, and restore the balance of this jelly land.

There are two control options for the game, tilting and virtual controls. Tilting will let you tilt your iDevice to move the little jelly through the levels, while having a button on each of the lower corners of the screen that can rotate each of the levels. The virtual controls will give you a slider bar for movement on the right side of the screen, and have both of the level rotating buttons on the bottom left side. Choosing to have the movement bar on the right side, instead of the left side, like most games, was kind of a risky move, but it works very well in Fruity Jelly, and only took a couple of seconds to get use to. You’re also able to pinch and pull the screen to zoom in and out, and double tap to enter a ‘scan’ mode, so you can look around the entire level before deciding what route you’d like to take. Wooden crates are also found in some of the levels, and to break them, you’ll need to tap on them, and some sections in the floors will require you to rotate the level to a certain angle, and then swipe down to make the jelly move through the holes in the floor.
The level rotating buttons are a great addition, as are the holes in the floors and wooden crates, and all really help expand the creation of the levels and level design throughout the game, which Scorsoft has done an amazing job with. You will need to rotate the level quite a few times in order to make it through each of the 40 levels in Fruity Jelly. There’s also one star in each of the levels, and sometimes collecting it can be quite the challenge. If you do manage to collect all the stars, bonus levels are unlocked for you, which are generally pretty fun. There is also a Time Attack Mode, in which you can try and get through each of the levels as fast as you can, going for the gold star time, which requires you to go through each level perfectly.
The graphics in Fruity Jelly are done exceptionally well. Along with all of the animations for all of the different enemies, the flower, water, all of the different animations for jelly, like squishing when falling from a high spot, or being hit by an enemy, even all of the fruits move, Fruity Jelly looks very professional, and playing through each of the levels, you can tell that a lot of work and thought has gone into each and every aspect of the game, how it looks, how it sounds, how it plays, and each and every route you can take to get to the end of the levels.
Fruity Jelly does have OpenFeint support, with 23 achievements, but no leader boards, which is kind of upsetting. Having a Time Trial Mode, with no leader boards, so you can’t compare your times with friends or other players around the world, makes the Time Trial Mode a little less interesting, and takes away quite a bit from the replay ability. But there is still a bit of replay ability in getting all of the stars in the game will require a few replays of certain levels, and in some of the later levels, getting through them will require multiple plays. The level design is top notch, and the gameplay is super smooth, and entertaining. Being Universal, and $1.99, with more content on it’s way, it’s a great buy.
Fruity Jelly is getting a score of 9 out of 10.
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Neon Thrust – 0.99 (shiny-games)

Neon Thrust is an action physics puzzler from shiny-games in which you’ll guide a little neon box, named Neo, through 60 levels while trying to collect each of the power crystals and make it back out of the levels before they explode. There are also green and red Neons to collect and avoid while navigating through each of the 4 zones.

The controls in Neon Thrust work exceptionally well, giving players a joystick and a thrust button. Moving the joystick in the direction you want to go, and then pressing the thrust button will give you a nice push in the desired direction. The thrust doesn’t last long after you let go of the thrust button, so navigating is done smoothly, and easily throughout the levels.
There are 60 levels, split up into 4 zones, giving us 15 levels in each of the different zones. The difficulty builds pretty slowly, giving players an opportunity to get a pretty good grip on the handling of the controls and physics within the game. The difficulty also climbs at a rate that will leave enough room for gamers to want to return to the first world of the game in order to try and better over all scores, and get the 3 star scores for each of the levels once they’ve gone through the game and can handle Neo with near expert precision. This, along with the GameCenter leader boards for each of the zones, and a total score, add a lot of replay value to Neon Thrust.
While going through each of the zones, new obstacles will be added, like red walls that Neo can not touch, spots in the levels that either end up pushing or pulling gravity, timed lasers, doors that are triggered with switches, and more. The level design is wonderful, and the placement of each of the green and red Neons will leave even the most expert gamers wondering how to get through the level in the shortest amount of time while collecting all the required items in order to get the best score. In order to get 3 stars on a level, you must guide Neo through the level, collect all of the green Neons, avoid all of the red Neons, grab the power crystal, and make it back to the entrance/exit of the level before the timer that starts when you pick up the power crystal reaches zero.
Graphics in Neon Thrust are simple, and minimal, but work extremely well within the game. Neo, the green box that you guide around the levels, is a simple neon green with 2 white squares for eyes, and a white rectangle for his thruster. Each of the 4 zones is a different color, red, purple, brown, and turquoise, each with squares and sharp angles being the main visual theme. The walls are outlined in white, or red, red being the color that you can not touch while going through the levels, either with the walls, or the Neons. The graphics do come off as being retro inspired, but still keep a very modern look about them. This sort of graphical style is quickly becoming a favorite for me, not just throughout mobile iPod games, but with any console.
There is no music except for on the main menu, but the game does have some excellent sound effects. However, I did find the sound that’s made after you die and are given a ‘retry’ screen to be pretty annoying. It would have been much better if the level automatically restarted after each death, because each gamer will die quite a few times throughout the game. Having to hit ‘retry’ every 3 seconds in some areas really took away from the flow of the experience, though this is nothing too big, or really an issue for most people.
In the end, Neon Thrust is a great gaming experience. Wonderful level design with great obstacles and puzzles, along with quite a bit of action because of the timed aspect makes it a very enjoyable game. The addition of GameCenter was done very well, with each of the scores changing each time you do better on a level. This means that players can not simply play the first zone over and over again, and end up with the #1 score on the total leader board. You’ll need to play through each level in the game multiple times, and try and find the best possible route for Neo to take. 60 levels gives us quite a bit of content, but the levels are pretty short. However, more levels are coming in the future, and with the replay value being pretty high, the shortness of the levels shouldn’t really be a problem. Great graphics, and a very smooth gameplay experience make Neon Thrust a great buy at $0.99. If you’re a fan of action, puzzle, physics, or just all around good score driven games, it’s one that you should definitely check out.
Neon Thrust is getting a score of 9 out of 10.
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The Big Little Quest – 0.99 (ITL Business Ltd)

The Big Little Quest is the second isometric puzzle plat former from ITL Business Ltd. The game plays like an extension of their first game, Alone, in that the controls, UI setup, and general gameplay are pretty much the same. But in The Big Little Quest, you’ll play the first episode as you try and save your sister from a villain that kidnapped her and took her to his castle. To get through the game, you will need to talk to everyone you can, find items, weapons, kill dragons, and solve multiple puzzles in order to get to the end.

The graphics in The Big Little Quest have been updated quite a bit from the previous release, Alone. They are a lot smoother, and look more modern, while still retaining the retro feeling. The controls are the same, as in you’ll have 3 different options for control, a d-pad facing up and down with two buttons, jump and attack, a d-pad in isometric position, with attack and jump buttons, and being able to move by touching on each of the 4 corners of your device, double tapping to jump, and swiping to attack.
The gameplay, like I stated, is pretty much just like it was in Alone, moving from screen to screen, but in Big Little Quest, you’ll need to talk to everyone you run into, and do quite a bit of exploring. At the beginning of the game, you’re told to go and talk to your father, who is with a monk in the building just south of the building you’ll start out in. He’ll tell you that you’ll need to find the coins, and a map in order to progress. From here on, you’ll be given different quests as you complete each task, smoothly progressing through the game.
As it is just Episode 1 of the game, it is a little short. It took me 1 hour to complete the game. But there are some head-scratchers with the added puzzles. Just like in Alone, they are very well planned out, and well made, even though this game is more about exploration. You’ll move throughout the world collecting items, finding the 3 dragons, and maybe re-finding them, after you manage to collect your weapon, and then making your way to the castle and through the dungeon, where most of the puzzles are found.
For the game being only the beginning of the full story, it’s pretty entertaining. I’ve played quite a few games in the past that were first episodes, and they didn’t really give me this much gameplay or promise, and with the developer being active on his website, and on the Touch Arcade Forums, having completed his previous game, it’s pretty solid promise that there will be more to come.
As the game is now, there’s not a whole lot of gameplay, but for $0.99, with the promise of the game expanding, it’s well worth the purchase if you’re into exploration games, or if you liked the developers first release. It’s got nice adventure elements, and really feels like you’re moving forward in the game as you progress. I’m looking forward to playing the future episodes, and can’t wait to find out where the story goes from here.
The Big Little Quest is getting a rating of 6 out of 10, but could very well turn into an 8 out of 10 game after more is added to it.
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Radballs – 2.99 (Glow Play)

Radballs is a new block matching puzzle game from Glow Play. In it, you’ll need to match up Radballs in groups of 4 or more, making a Mega-Radball. When the Beat Wave, a bar that moves down the screen in time with the beat, hits your Mega-Radball, you’ll need to tap on it, and swipe up and down “scratching” the bar against the Mega-Radball, building up energy, until it’s glowing brightly, then release, and build the Radness Meter at the top of the screen. Filling up your Radness Meter is how you beat the level, and progress through the game.

Radballs controls like most match 3 games, needing to swipe orbs with one another in order to make groups of them. Here, you don’t need to make a match in order to move the orbs, so you’re able to move one orb across the screen to make a match. Once you’ve created a Mega-Radball, you can keep adding to it by putting more orbs on the ends or sides of it, so long as you have enough like orbs there. For instance, if you have a Mega-Radball that’s 3×3 orbs big, you’ll need 3 orbs on top to extend it, or 3 orbs on the side to extend it and make it 4×3 orbs big. The larger the Mega-Radball, the more Radness will be added to your meter. Also effecting Radness is the brightness of the Mega-Radball while you’re scratching the Beat Wave over it. If the Beat Wave just moves over the Mega-Radball without you scratching it, you’re given very few Radness points, hardly filling up the meter at all.
The graphics are done in a very vibrant, 80’s/early 90’s type style that always makes me think of the Saved By The Bell show opening. Everything is very smooth and stylish, and gives the game a real retro feeling while staying modern. The animations are very well done, and the menus look great too. The music in Radballs is pretty nice electronica that’s not too cheesy, not too harsh, and really does play quite a big roll in the game with the Beat Wave bar moving to the beat, and when scratching with the bar, the music moves forward and backward depending on how you let go of it. You’re also able to use your own music to play the game, so if the in-game music isn’t really to your liking, you can still enjoy the game quite a bit. However, the Beat Wave bar will not always move to the beat with your personal music, but it‘s not so far off that it‘s distracting, which is a plus. Music also changes filter frequency when pausing the game, which is a nice little addition, and yet another attention to small detail that the developers have thrown into the game.
The gameplay itself is split up across 3 different game modes, Arcade, Survival, and Time Trial, with 8 different levels to play, each with a different theme, and 4 difficulties, Easy, Normal, Hard, and Insane. While moving radballs around, and trying to make Mega-Radballs as big as you can, there are power-ups that you’ll encounter; Bomb, Zapper, and Freeze. Each of which you’ll need to put your finger over, and hold it there while it starts to glow, and pulse, then let go when the glow is at it’s brightest. The Bomb will clear out a pretty large section of radballs, while with the Zapper, you drag your finger around the screen while a bolt of electricity pops radballs, and the Freeze power-up freezes the Beat Wave and stops radballs from falling, but you’ll need to wipe the screen clear of the frost that covers the entire screen before you can move radballs around again. The Bomb and Zapper result in pretty large Radness Meter jumps, while Freeze helps you create large Mega-Radballs that will give you big Radness point in return.
In Arcade Mode, you’ll need to fill your Radness Meter in order to move on through 8 waves in each level. If you fail to continuously build up your Radness Meter, it will drain, and if it empties, you’ll need to replay that wave. Survival Mode lets you play the same way as Arcade Mode, but lets you play through unlimited waves until you fail. Time Trial requires you to fill up your Radness Meter before 60 seconds is up, seeing how fast you can fill the meter all the way. You will also run into Radness Multipliers. These happen when you make a Mega-Radball, bust it with your Beat Wave, and the cascading radballs end up making another Mega-Radball. It will automatically explode, giving you 2x, 3x, even 4x the radness points.
Glow Play has done an extremely good job at mixing the block matching genre with the music/DJ genre, and this mesh works exceedingly well. Giving players the option to play with their own tracks, having Survival and Time Trial Modes, 4 difficulties, GameCenter support with 3 leader boards, and 40 achievements gives Radballs an endless amount of replayabilty. The graphics are awesome, there’s tons of action, and everything about the game is extremely polished and professional, while screaming fun at every turn. $2.99 for this Universal game is a great price. You’re also given the option to listen to the music tracks in-game if you enjoy the music, and having the soundtrack available to just listen to is something I personally think all music games should do. This is one game that will not leave my device in the near future.
Radballs is getting a score of 9.5 out of 10.
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Alone – 0.99 (ITL Business Ltd)

Alone is an isometric puzzle platform game from ITL Buisness Ltd. In it, there has been a terrible chemical warfare attack, and your city is left in ruins. Now you’ll need to find a vaccine for yourself, and your girlfriend, while trying to survive the aftermath outside.

In the game, you’ll go through 14 pretty short levels gathering different objects and items while going through traps and avoiding or killing the mutants that plague the town. Each level has a pretty straight forward objective, and usually only a few screens that you’ll need to navigate through in order to complete the levels. You’re given 3 different control schemes, a regular d-pad with attack and jump buttons, an isometric d-pad with 2 butons, or you can move by tapping in each of the 4 corners of the screen, double tap to jump, and swipe to use your weapons. I’ve found that the d-pads are the best way to navigate through the game, as using the 4 corners controls can get pretty frustrating.
The graphics are retro inspired, and work well with the feeling of the game, which is pretty surprising given the advances in graphics and the post-nuclear games that have come out over the years, and shaped the apocalyptic world for us, but the retro graphics are done well, and fit with the difficulty of the game. It reminds me a lot of old-school NES games.
The puzzles scattered throughout Alone are done pretty well, and are timed. This would be a nice feature if some online services were added. GameCenter leader boards for the fastest times in each level would be a great addition to the game, and add quite a bit of replay value. As it is right now, there’s really not much drive to replay any of the levels after you’ve beat them. With each of the levels taking about 2 to 5 minutes to beat, it seems that having GameCenter or Openfeint should be included.
Aside from the lack of online features, there are endless possibilities with the addition of the online level editor. After you finish the 14 levels of the game, you can register at http://alone.itlgames.com and make your own levels. This does drastically help with the replay value of the game, but only if you have the drive to go online and work on your own levels. So in the end, Alone is a very nice isometric puzzle platformer. It is very short, but the time spent playing the game will be enjoyed quite a bit. If you’re a fan of old-school gaming, or just want a platform game that will challenge you to think pretty quickly, with a nice environment, and good controls, Alone should be right up your ally. For $0.99, it’s definitely a game worth checking out.
Alone is getting a score of 7 out of 10.


Spin The Nut – 0.99 (P-O-M Apps)

Spin The Nut is a new puzzle game from P-O-M Apps in which you try and get an acorn to the end of the level to feed the squirrel. You’ll also try and collect 3 golden nuts while getting the acorn to the end. The quicker you collect the golden nuts and make it to the squirrel, the better your score will be.

We’re given 80 nicely designed levels to try and get through, spread across 4 different worlds, with plenty of different objects to have the acorn interact with along the way, like bouncy platforms that are stationary, and then later in the game become platforms that you can move, spikes, helicopter baskets, pieces of wood that break after using them once, signs that will change the direction of the acorn while it’s in the air, and loads more.
The controls in Spin The Nut are done very well. To shoot the acorn, you place your finger on the piece of spinning wood that it’s stuck to, and then slide your finger away from the acorn so that you can see which direction it’s pointing. When it’s aimed in the direction that you want it to go, you let go of the screen, and it’ll shoot forward. There’s no gravity, so you don’t need to account for that, and the acorn will automatically stick to the next piece of wood it comes in contact with. Later in the game you’re also able to move the rotating pieces of wood that the acorn sticks to by single tapping on it to move it, and double tapping on it to activate the firing ability.
The graphics in Spin The Nut are polished and professional, and look very good. The squirrel is extremely cute, and the movement animations are done very well, and the music and sound effects fit with the cutesy vibe going on. The backgrounds, however, are not varied, and although they do let you see the objects throughout the levels very well, they feel pretty bland. For instance, in the treehouse world, the background is yellow with slight shaded in areas resembling branches, in the helicopter world, this changes to a pink background, and as you move on, the background color changes, but nothing else does. I don’t know how much the backgrounds were played around with, but seeing backgrounds that really match the worlds you are playing in could help liven up the game quite a bit, for instance, having an actual forest or tree background for the treehouse world, and the sky with some clouds for the helicopter world.
Spin The Nut is supported by GameCenter, and has 4 different leaderboards, one for each world, which helps add to the drive of getting as good of a score as you can in each level, but there are no achievements, and in a puzzle game like this, achievements go a long way. However, it is a pretty unique puzzle game with nice graphics, and great physics. The objects and gaming mechanics given to us are great, especially with the game only being $0.99. Spin The Nut is definitely a puzzle game that I will play through all the way, and will most likely go back through trying to get better scores and move up in the leaderboards. P-O-M Apps has shown that they have what it takes to make a nice puzzle game with great physics, and I’m really looking forward to seeing what they add with future worlds, and what they have in store for us with their next game.
Spin The Nut is getting a score of 7.5 out of 10