Sunny Tam, developer of two of my favorite shmups on the iOS, Danmaku Unlimited and Storm Strikers, has just come out with another title. This time around, it’s not a bullet hell, but it’s still seemingly influenced by Japanese culture. Rainbow Tissue Cat, a Super Crate Box type title where you try and hit birds and collect stars while avoiding bullets and samurai stars was released a couple weeks ago, and if you’re a fan of the SCB genre, or just love cats, Rainbow Tissue Cat is for you.
Starting it up, you’re able to choose to play the Morning Stage. Afternoon and Evening are unlocked after you score a certain amount of points. Your castle is under attack from swarms of woodpeckers, and you need to take care of them by bouncing on your special roll of toilet paper. The controls are easy to use, and surprisingly accurate. Tilting your device moves the cat left and right, while bouncing is done automatically, ala Bean’s Quest. It would be great if virtual buttons were added to the game, since it is Universal, and tilting an iPad plays hell on your wrists.
The graphics are great, and super cute, with the background colors changing depending on what time of day/stage you decide to play in. Each time you start up a new game, the layout of the platforms changes, which kind of makes it feel like you’re playing in a different stage each game.
There are three types of blocks which you’ll be able to bounce on, big, small and blocks with arrows. The bigger blocks stay in place, while the smaller blocks drop down and disappear after you bounce on them, reappearing a short time later, adding to the challenge of the game, and the arrow blocks bounce you higher than you normally would. There are also two different types of birds. Your regular birds, and then pink birds, which, once you run into them, will give you either a 2X points multiplier, a power-up which slows down time, or a special ‘more birds’ star, which sets off a huge wave of birds.
Each time you hit a bird, they will drop a star. These don’t add to your total level score, but they can be collected and used to unlock different suits for your cat. There are IAPs, but these aren’t pushed on you at all, and are really just there if you want to support the developer, and get a couple of different looks for your cute little cat. You can also earn stars by getting promotions, this is done by hitting a certain number of birds as you play through the game.
Like you might expect from a developer who’s done Bullet Hell titles in the past, the scoring system is a huge plus. For each bird that you knock down, you’re given 1 point, unless you can hit them in a special spot giving you a critical hit which is worth 10 points. Unfortunately, this spot isn‘t really clear. Sometimes you‘ll get it if you hit a bird on it‘s stomach, sometimes if you hit it on it‘s tail, sometimes directly in the face. If you manage to hit a bunch of birds in one jump, it’s a combo, and this is where the real points are. Collecting combos adds a bonus combo score at the end of your game, which can boost your score up quite a bit.
Rainbow Tissue Cat is Universal and priced at $0.99. It’s supported by GameCenter with 13 achievements and 3 leader boards, one for each time of the day, adding a bunch to the replay value. Fans of the Super Crate Box genre should definitely check this one out. The only thing it really needs is a nice tutorial, explaining the scoring, power-ups, and what not to come into contact with (the first time I saw a samurai star, I thought it was a special power-up, and then died).
I’ve been a fan of Cave games for about 4 years now, after playing ESPGaluda and ESPGaluda II on a friends PC, and DonPachi on his PSX. Since then, I’ve been on the lookout for any Cave titles I could find. Once they started hitting the AppStore, I knew I would be hooked for life. Now, after 6 iOS releases, 2 HD re-releases, and a whole hell of a lot a bullets, we finally have a BLACK LABEL version on the iOS. Bug Princess 2 (Mushihimesama Futari) Black Label. And I can finally find out what all the fuss is about regarding these Black Label versions of Cave games.
First off, the price. It’s not normally something I worry about too much, the AppStore is filled with dollar bin gems and ports of titles slashed down to less than a quarter of their original or other platform prices. Yes, a dollar here and there adds up, but when you can get between 20 and 60 games for the price of 1 XBOX or PS3 game, it’s very hard to complain. But is getting a different version of a game that’s already released on the iOS for double the price (or for the price of BOTH Mushihimesama AND Mushimesama Futari) of the original really worth it? When it comes to Cave, most fans will say ‘yes’, and in a heartbeat. Especially when the words BLACK LABEL are attached to the title.
Bug Princess 2 Black Label is basically like the original (vanilla) version. You’ve got 3 different gameplay modes, Original, Maniac, and the coveted God Mode. Then there’s the huge list of tweaks that are included in the Black Label version; Background colors have been changed, gems are darker, every mode contains more bullets and they’re faster, God Mode has been added while Ultra Mode has been removed, harsher penalties for bombing including a reduction of 6000 on the gem counter and a zero end game bonus if you finish the game with no bombs and Extends (Extra Lives) are different; 100 and 200 Million for Original Mode, 150 and 250 Million for Maniac Mode and 350 and 700 Million in God Mode.
The biggest changes are that every stage has numerous changes with the enemy and bullet placement and patterns, bullet patterns for the bosses have changed, are faster, and boss fights are harder, shot types are no longer available, instead you have a mix of Normal and Abnormal and a new TLB “Spiritual Larsa” has been added in God Mode if you no-miss (including the Stage 5 Boss Battle).
TLDR: It’s been completely re-done, and feels like a new Cave game.
The main reason Cave fans will probably wind up buying BP2BL is for God Mode. But once you actually get into the game, and see how much has changed, the new Original Mode, new bullet patterns, and new enemy layouts, chances are, you’ll get hooked all over again. The new Original Mode really stands out, as the difficulty at first glance doesn’t seem too impressive, especially when compared to God Mode, but after you get the hang of the scoring system, Original Mode becomes just as entertaining as God Mode. Needing to stay up in the top 1/3 of the screen for most of the game makes the difficulty shoot up, as does figuring out when and where enemies are going to pop out, and which ones give off large quantities of gems, which is how you shoot your score way up. All 3 of the modes have been equaled out, each having their own fantastic mechanics, not one of them being out-shined by the other, and each one offering up endless hours of replayabilty.
Control-wise, BP2BL is like any other Cave title. Relative touch controls with a 1:1 ratio. They’re some of the tightest controls you can have in a shmup, which is very important when it comes to bullet hell titles. Considering there’s literally thousands of bullets flying at you, being able to weave and dodge through them all is what it’s all about, and the developers over at Cave Mobile have done an outstanding job making sure that it’s as smooth and fluid as it can be.
With BP2BL being Universal, the graphics are a bit better than DeathSmiles and DoDonPachi Blissful Death, but not quite as impressive as the HD versions of ESPGaluda II or DDPR, which is kind of disappointing. Especially with BP2BL having an XBOX 360 version (Mushihimesama Futari Black Label), I was hoping that the graphics would be a little more clearer, but the menus, and dead zone around the gameplay area look super crisp and sharp.
Bug Princess 2 Black Label is basically a Cave title that will only appeal to hardcore Cave fans. With so many gamers complaining about the price tags of their previous releases, I doubt many of them would be interested in grabbing a $14 suped-up version of a game that they’ve already bought. But for extreme fans of the Bullet Hell genre, knowing that Mushihimesama Futari Black Label is one of the best, if not the best, Bullet Hell title you can expect to experience, and with copies of the game on the XBOX selling between $40 and $120, the price-tag isn’t really a deterrent. There are IAPs, but they’re set up like they are in DoDonPachi Blissful Death, all basically for cheating, and making the game easier (less fun). There is a Boss Mode, which takes you through the bosses of either BP1 or BP2, but you’re given 1 free play a day, so it’s not a required extra purcahse if you want to check it out, only if you want to play it more than once a day, which you might after you’ve gotten your fill of the main game. But by then, another $6.99 for the mode, and endless hours of entertainment will probably seem like a decent deal.
Here’s hoping BP2BL sells well, and that it pushes Cave to port over more of their Black Label titles; ESPGaluda II Black Label, DoDonPachi DaiFukkatsu + Daioujou (Blissful Death) Black Label… I’d jump through hoops (actually, go to more severe extremes which I probably shouldn’t say) to have them all available in the AppStore.
Ever since I bought my kids a Wii, and Guitar Hero, rhythm games have kind of been a family affair. Now, it’s kind of hard to find rhythm games on the iOS that the whole family can get into, especially with all of our different musical tastes, but Cytus and Groove Coaster are two games that usually result in my wife, 3 daughters and myself fighting over the iPad so we can try and break the last players score. Bit192 Labs, a one man development studio located in Tokyo, first iOS release, Tone Sphere, is now the 3rd rhythm game that my family fights over.
Graphically, Tone Sphere looks more like an Autechre video or influenced by one of Proem’s CD covers, which, in my book, is beyond awesome. The abstract objects that twist, turn, zoom in and out, flash and more to the beats and sounds of the music not only present some amazing eye candy, but also effect the positioning of the circles which you need to tap, which helps to add to the challenge, difficulty and fun of the game.
Tone Sphere contains over 20 songs split up between 2 Episodes, all included with the original purchase of the game. There are no extra IAP or DLC songs, which is a huge plus. The music throughout the game ranges from Prog. House+Trance, J-pop, Dubstep, Post Rock, Alternative, Hi NRG, and more. The controls are like most other rhythm games, tap, hold or drag the circles when the outer ring hits the inner ring. The circles colors also get darker as they get closer to when they’re supposed to be tapped. There is no rhythm bar like in Cytus, but it’s clear when you need to tap the screen the second you start the game up.
There are 4 different types of circles, red, silver, black and hold. Red notes generally go along with the main beat or musical instrument/keyboard line for the song while the silver notes do the same, but are scarce and worth 10x the points. Black notes will always have an arrow in them, and you need to drag in that direction instead of just tapping them, and the hold notes are usually for vocals, drum rolls, or quick musical notes, and need to be held until they disappear to get all of the points for them. There’s perfect, great, way off, and miss hits, and the timing for them is about the same as Groove Coaster, nice and tight, adding to the challenge.
Each stage has a possible 6 star ranking depending on your combo, how many perfect hits you get, and whether or not you miss any notes. Starting off, you’re able to see 5 stars, and they each fill up little by little as you make your way through the song. Once you fill all 5 of them up, if you keep tapping on the circles perfectly, you’ll get the hidden 6th star.
The difficulty progression throughout the songs is perfect. If you play them all in order, they get a little harder with each new song. You also unlock songs as you complete others, and once you play through 10 of the songs in Episode 1, which contains Normal Difficulty songs, you unlock Episode 2, which contains the same songs, but on Hard Difficulty, which, once you get into, is clearly a huge step up in the difficulty level. Each song also has it’s own difficulty ranking, displayed by stars over the song in the song selection list, which, even though it isn’t necessary, is a nice addition.
The only bad thing I can say about Tone Sphere is that is has no pause button. If you hold down the Icon in the top right corner, you’re taken back to the song selection screen, which can be kind of a bummer if you get a call, or just need to pause the game. But that’s the ONLY bad thing I can say about the game. Tone Spheres is Universal and priced at $0.99 for a limited time, so if you’re a fan of the genre, make sure you pick it up ASAP! It’s a fantastic rhythm based iOS game, and fits perfectly next to Miku Flick, Groove Coaster, Cytus, Jukebeat… with GameCenter integration containing leader boards for both Episodes combined totals adding tons of replay value to the already high amount, it’s a no-brainer. Bit192 Labs has definitely made a mark within the genre, and I can’t wait to see what The Man’s brain has in store for us in the future.
Every time a new shmup hits the AppStore, I get extremely excited, especially when it’s from a well known developer. Iskandar, developer of Bit-1, Brutal Fantasy, Cut Him Up, and the ever popular shmup, Buster Red, has just released a follow-up to Buster Red called Buster Spirits. This time around, Iskandar has created a shmup more directed towards fans of the genre than another casual shooter.
The first thing that stands out about Buster Spirits are the new graphics. Even though they’re retro-inspired, and look old-school, they’re a huge change from Buster Red, which had a more cartoony look to it. But aside from the graphics, like most sequels, Buster Spirits is a lot like it’s predecessor. The game is level based, containing 20 separate stages spread across 4 different worlds, and having 4 huge boss battles. There are also tons of enemies with randomized power-up drops, but in Buster Spirits, the enemies also drop coins, which you’ll need to collect to build up your score.
Now, unlike Buster Red, Buster Spirits contains a new scoring mechanic which definitely adds to the hardcore feeling of the game. Grazing. Just mentioning the word gets shmup fans charged up. Buster Spirits gives you bonus firepower for grazing bullets and enemies, which can result in clearing out screens after screens full of enemies in a flash, and adds a ton to the difficulty, as well as the fun, factors.
Unfortunately, it’s not all great. There is no main menu, and no options for the game. Considering the controls are more like a Minter game (think Gridrunner) and there’s no option for 1:1 relative touch controls, it’s a pain to get into. Constantly re-adjusting your finger, and under/overcompensating for the extra space your ship will move while trying to dodge huge amounts of bullets of enemies gets very frustrating, very fast. This is kind of a shock, because Buster Red’s controls are fantastic 1:1 relative touch, so it’s strange that this was left out of the sequel.
Also, there’s only one Mode in the game, whereas Buster Red has a Boss Rush Mode, and an Elite Mode. This doesn’t really take away from the replay value, because there’s always a high replay value when it comes to shmups, and GameCenter leaderboards, but it does take away from the feeling of a complete game. Almost every shmup in the AppStore either has Arcade and iPhone Modes, Boss Rush Modes, Practice Modes, or more, and not having this included in Buster Spirits does make it seem kind of incomplete.
There’s also no difficulty settings, and only one ship to choose from, which, when it comes to shoot-em-ups, is a very big deal. Considering almost all of these things were included in Buster Red, I can’t help but wonder why they were left out of it’s sequel. But priced at $1.99, and being Universal, if you’re a shmup fanatic, it’s hard to pass up another Buster title. Unfortunately, you might not be too pleased with the product. Hopefully Iskandar Inc. adds to the game in future updates, but as it is now, it’s a hard recommendation, even with some great Buster titles under their belt.
It’s always exciting seeing a new coming development company come to the AppStore, especially when they have previous iOS experience, release their first iOS game. Suspect In Sight, from Jujubee Games (founded in 2012 by ex-Projekt RED, Traveler’s Tales and Infinite Dreams developers), is their first release, and it shows that they have quite a bit of experience behind them.
Suspect In Sight has you controlling a helicopter, chasing suspects cars, lighting them up until the police can take them out. The game has 4 separate game modes, and 3 cities to chase the criminals in. the main game mode is the campaign, where you’ll gain experience points and chase down wave after wave of cars until your time runs out. Starting in Miami, you can choose between two different control schemes, tilt and joystick (on the left or right side of your screen), and are given a basic helicopter to start off with.
As you chase down the cars, gems are given to you after each capture which add to your overall score. There is a multiplier gauge as well, which increases if you can keep the cars in your spotlight until they’re taken down. Each car also adds 5 seconds to your time limit, and there are also “?” scattered throughout the stages which give you little bonuses, like extra time, increased speed for a short time, extra points, stopping the cars for a short time, and more. Experience is gained depending on how many suspects are arrested, how many waves you complete, and your time played.
Leveling up is required to unlock the extra modes. Race for Gems Mode has you following a stream of gems throughout a level, trying to get them all in the shortest amount of time. As for the other two modes, AC-130 Mode, and Bird of Prey, I haven’t been able to unlock those yet. Which brings me to pretty much my one and only complaint with the game.
Unlocking modes requires you to reach certain levels by gaining experience. Race For Gems requires Level 3, AC-130 – Level 7, and Bird of Prey – Level 12. After playing for about an hour and a half, I managed to reach level 4. Generally, each game takes about 5 minutes, and only nets between 300 and 600 experience points. Level 3 is at 5,000 experience points, and level 4 is at 10,000 experience points, with level 5 at 15,000 points. With the gameplay being pretty basic, and everything that might make the game a lot more entertaining locked away when you first pick the game up, the grind to get up to level 12 (which is when Bird of Prey is unlocked) can turn out to be long and boring. I’m assuming others are experiencing the same type of grind, as I’m currently #11 out of 5,125 players on the Highest Score board, and #18 out of 5,141 players for Total Experience Points.
This is pretty disappointing, considering how great the graphics are, and how much potential the game seems to have right now. GameCenter leaderboards for Highest Score, Total Experience Points, and Best Time in the Race For Gems, along with 18 achievements. Being Universal, priced at $0.99, and having loads of replay value, it’s a great game that all action/arcade + high-score chasing fanatics should check out. Hopefully the experience points required for leveling up will be lowered, or the next helicopter I unlock (whenever I reach whatever level I need to reach in order to unlock it – it doesn‘t say when it is unlocked) helps me gain experience points faster. In the beginning it’s a pretty big downer seeing how long it’s going to take to unlock all of the modes.
Score-chasing arcade games are a god-send for iOS gaming. They’re a perfect fit for the platform, with endless play, quick gaming sessions, and tons of drive that always keeps you coming back for more. In my opinion, the AppStore will never have too many score driven arcade titles. The most recent addition to my Score-Chasing folder on my iPad is Chillibite Entertainment’s Stunt Bunnies Circus.
This tap based arcade game has you controlling an extremely quick and agile rabbit who’s trying to save all of the falling rabbits from smashing into the floor. It sounds pretty basic, and the main idea is, but once you add in the fireball tossing rabbit, fireballs around the falling rabbits, cannons shooting rabbits every which way, the different types of rabbits, the snarling lions, combos needed to gain coins, things can get pretty hectic pretty fast.
There are two modes of gameplay, Story, and Arcade (which is unlocked after completing Chapter 2 of Story Mode); Story Mode has you going through 8 level chapters, adding different mechanics as you go along, and slowly progressing in difficulty. Here, you need to try and save as many bunnies as you can from hitting the ground. Only being able to catch 5 rabbits in a row, you’ll need to keep making sure you drop them off before the next wave starts or else you could wind up missing quite a few of them. You’re able to earn coins if you catch more than one rabbit per tap, but you’re also able to align yourself mid-air. This does require more taps, and quickly, but once you get the hang of it, pulling it off is incredibly fun. As you catch bunnies, you’ll fill up a bar on the right side of the screen. Once this is full, you’ve completed the level. Arcade Mode is basically an endless mode. You’re able to miss 5 bunnies, and then it’s game over, but here, you’re able to earn quite a few coins which you can spend on power-ups which can help you get through Story Mode.
With the coins that you collect in both gameplay modes, you’re able to purchase one time use power-ups. There’s Rocket Fuel, which doubles your jet pack speed for one round, Crash Mats, which gives you 3 mats which will each save one bunny from hitting the ground, and a Fire Jacket, which protects you from up to 10 fireballs in one round. Prices for these are fairly high, with Rocket Fuel priced at 100 coins, Crash Mats at 200, and the Fire Jacket at 500, they’re pretty much only there for Story levels that you’re having a very hard time beating, or when you’re ready to try and get a high-score in Arcade Mode. But you can pretty much count on either playing through the vast majority of the levels with no power-ups, or purchasing coins through IAP (1,000 coins for $0.99, 2,500 coins for $1.99 and 10,000 coins for $2.99). Now, I have nothing against IAPs in games, but having consumable items (and ONLY consumable items) in your game, with consumable IAP, and games that push you towards IAP with INSANE difficulty, or having to wait for 10+ hours before getting a couple gold pieces, kind of leaves a bad taste in my mouth. Luckily, here, they aren’t required to play through the whole game, as you only need 1 star to move on from level to level, so you’re really pushed towards getting better at the game than purchasing coins, which I view as a positive addition to games.
With Stunt Bunnies Circus priced at $0.99, being Universal, having pretty much endless replay value and GameCenter with a leaderboard and 26 achievements, it’s a nice score-chasing tap based arcade title. It’d be great to see even more bunnies added, some playable characters which could be unlocked, or more power-ups, but as it is now, it offers up some nice variety, a great challenge, especially if you’re going to go for 3 stars on every level, nice graphics and animations, and all-around entertaining gameplay. It’s very clear they know what it takes to make a fully rounded iOS title, and I’m hoping to see more from Jujubee Games in the future.
Endless runners are a dime a dozen in the AppStore. However, runners that incorporate more platforming than just mindless jumping are a pretty rare breed. Mirrors Edge, ChocoRun, Mega Run, 1-Bit Ninja… these are titles that take the running genre to the next level, adding in quite a bit of plat forming. So much so that it’s hard to decide whether to place them in Platformer or Runner folders on my iDevice. The most recent addition to this sort of sub-genre of platform running is Fabrication Game’s Project 83113 (Belle), published by NCSoft, and it could very well be the best of the best when it comes to these types of games on the iOS.
Back in April, when I first heard of, then named, Project Belle, I was ecstatic. The games graphics and presentation looked outstanding. The only thing I was really worried about, like almost all games that involve platforming, was the controls. It was the beginning of a short wait, unlike tons of other games that are basically forgotten between being announced and their release, it only took 2 months for Fabrication Games to get Project 81331 out onto the AppStore, and thankfully, the developers nailed the swiping gesture controls PERFECTLY.
Like all of my favorite platformers, Project 83113 has a decent story pushing the gameplay along. You’re never caught wondering what you’re doing and why, or trying to guess where you are or who put you there, which, in my book, is a huge plus when it comes to platformers, and mainly because so many of them don’t include any information about these things what-so-ever.
Belle is part of a slave race, controlled and used by machines. Born out of the eyes of the machines, she was raised and trained to be The One who could free their kind from slavery. She is… Project 83113 (hehe). As you progress through the game, blasting your way to the hub of the machine’s haven, you’ll come across various weapons and robots which will help you defeat some of the more powerful machines.
You’re able to collect upgrade coins throughout the game, but you can also buy them in the shop, which is accessible through both the level selection screen and the pause menu. Here, you can buy upgrade coins and bombs, as well as upgrade your weapons and take a look at all of the story fragments that you’ll be collecting throughout the game. There are IAPs, but you’re never driven towards purchasing them, and are really just there if you’d like to help support the developers, and completely max out your weapons.
Right now, Project 81331 contains 33 levels; 27 regular levels spread across 3 worlds, with each world having one boss level, and one stealth level. There is a 4th world, and even though I haven’t gotten that far yet, it’s not included in the GameCenter scores, so I’m assuming that it’s coming in a future update. Either that, or it’s a very small world consisting of the center of the machine’s haven (here’s hoping). Each of the 27 standard levels has 3 different badges you can earn; one for finding the hidden object within the level, one for defeating all of the enemies in the level and one for completing the level without taking any damage. This last badge is what really adds to the replay value, and ups the difficulty quite a bit. Even by level 1-4, you’ll be going nuts trying to complete the stage without getting hit.
The controls in Project 83113 are fairly simple. Swipe right to move right, swipe left to move left, swipe up to jump, and swipe down to slide. As you make your way through the game, more moves will be unlocked, like dashing in the air, double jumping, and gliding for short distances. Belle fires her weapon automatically whenever she’s in range of an enemy, and you’re also able to fire a special shot by tapping on an enemy. However, this drains a little bit of your energy, so you’ll have to watch how many times you use it. There’s also an icon of a bomb in the lower right corner, which clears the screen of all enemies and projectiles.
Graphics-wise, Fabrication Games has done an outstanding job making a game centered around machines and corridors incredibly vibrant. Each of the character and machine sprites are fantastically done with the environments matching the high quality set by them. Animations are detailed and, well, just plain awesome. The explosions look great, and everything down to Belle crouching looks amazing. The game is also super smooth, especially on the iPad, but I didn’t encounter any slow-down or frame-rate issues while playing on my 4th generation iPod Touch either, which was a huge shock.
With the price of Project 83113 set at $0.99, being Universal, including GameCenter leader boards for the total score of each separate world, and having 20 incredibly difficult to unlock achievements added on top of them, combined with the mind-blowing production values and amazing game-play, this is one game you do not want to miss out on. Project 81331 will definitely wind up on my top 10 games of the year list, and is one title that I’ll be recommending to all of my co-workers, and gifting to everyone in my family. It’s that good. With the insane amount of replay value, I’ll be hooked on Project 83113 for quite some time. But it’s safe to say that Fabrication Games has not only raised the bar for games in the platform runner genre, but completely blown everything else out of the water. I can’t wait to see what they have in store for us in the future!
It’s not too often a simplistic game completely blows my expectations of it out of the water. But Bee Leader, the new game from Flightless Limited, has done just that. I never would have thought that a game that revolved around controlling a bee and collecting nectar would have hit almost every single addictive cell in my video game obsessed brain, but with Bee Leader’s gameplay and insanely good all around package have changed my views of video games that, on the outside, look boring, and like they’re made almost entirely for prepubescent children.
Throughout the game, you will basically be doing one simple task. Exploring each of the levels, looking for nectar, smaller bees to join you, and clocks which add more time to your day. You have from sun up to sun down to collect as much nectar as you can and take it back to your hive. There are, of course, hazards and enemies which you’ll need to avoid as you fly throughout the stages. Clouds with lightning and rain, trains that spew up steam, windmills and rocks which can trap you, birds, snakes, skull throwing eagles, and the dreaded hornets are only some of the hazards and enemies you’ll need to navigate around while looking for nectar. If you’re hit by a projectile, or by a hazard, you’ll wind up loosing quite a bit of your already collected nectar, and god-forbid you run into a hornet. They’ll wind up chasing you down and corning you, taking all of your nectar if you let them.
Bee Leader stands out in almost every single aspect. The graphics are cartoony, but very polished, the music and effects are outstanding, control-wise, you’re able to choose between a freemoving joystick which appears whenever you touch the screen, a set joystick on either the left or right hand sides of your device, touch anywhere and drag, tilting controls, and an option to use another device as the controller with the Joypad app. The physics and inertia of every moveable object is great, animations are smooth and level designs are top notch. But what I really love about the game is the scoring mechanics. Every smaller bee which you collect joins you, and adds to the amount of nectar you receive from the nectar balls as well as flowers, so the more smaller bees you have following behind you, the more nectar you’ll be able to haul away. The flowers have a ‘sucking streak’ which adds to the amount of nectar you collect so long as you don’t leave the flower. Because flowers also stick to you for a short amount of time, you can extend this sucking streak by jumping from flower to flower without stopping the collection of nectar, which allows for some nice bonus points. There’s also a honey bonus when you drop off nectar at your hive depending on how much nectar you’re dropping off. All of this, combined with the subtraction of nectar based on what you come into contact with throughout the stage makes the scoring system in Bee Leader fantastic.
Adding to the great scoring is GameCenter support. For each of the 12 levels, there’s a separate GC Leaderboard, as well as a total score board for when you complete the game. There are also 10 achievements, but these don’t really add much replay value, as they’re all centered around the ranks you get in the game by filling up your hives with honey. However, there are plenty of stats which help round it all out by being able to post these stats on social networks including Facebook, Twitter, Tumblr and through e-mail.
Bee Leader is priced at $0.99, and the developers have stated that more levels are coming in future updates, which is great, because after playing and replaying levels trying to get the best scores you can, you’re only going to want more. The game is Universal for those of you who have iPads, or both and iPhone/iPod and iPad, which is always great to hear.
So, final verdict? I can’t believe a game that revolves around making a bee fly around a level to collect nectar before the sun goes down is this fun. Incredibly fun. Right now I’m still stuck in the first two worlds (6 levels) trying to best my score and move up the GameCenter leaderboards, playing and re-playing levels over and over again. The only bad thing I can say is that the game might be a tad too short. With only 12 levels, if you aren’t interested in besting your score for the leader boards, chances are you’ll complete the game fairly quickly. For a dollar, it’s a fantastic buy, and will definitely wind up being one of my favorite casual high-scoring arcade games of the year.
Casual arcade games are kind of a staple of the AppStore. Easy to learn, easy to control, hard to master, score chasing titles have the possibility of drawing every type of gamer in. However, because of their crazy popularity, it’s fairly hard to find titles that stick out, and offer interesting and addictive gameplay. SunTownship, a 4 person development group based in China, has just released Mech Guardian, a title offering just that; interesting, addictive gameplay that stands out in a sea of titles. Great mechanics, enough challenge to keep hardcore gamers hooked while still remaining approachable for casual gamers, fantastic graphics, and a high-score chase that always leaves you with that ‘one more go’ desire.
The premise is simple. Use your mechanical creature to keep a body of water full of polluting robo-creatures clean for as long as you can by skimming across the top of the water, and using a claw to reach down and snag the ‘enemies.’ As you collect enemies, and raise your score, you progress through levels, with each level releasing more of the robotic sea creatures. So long as you can collect the creatures before they spew out their exhaust, polluting the water, you’ll be able to continue playing, raising your score, and quickly reaching more challenging levels. The enemies do warn you before they pollute the water, by having a red light on their backs start blinking and then blink faster and faster until they dump their waste.
There are quite a few different enemies, each with different swimming patterns, swimming speeds, sizes, as well as scores. There are also some enemies which you can not grab unless you activate a short term big claw power-up. This power-up allows you to grab any and all of the creatures in the water, as well as not having to worry about the size of the enemies slowing your claw down. It can also reach a little bit further, so you won’t have to move all the way over to the left side of the screen to grab an enemy that’s down towards the bottom of the water. Along with the super claw, there’s also a speed power-up, and bombs which are all collectible as orbs, and mixed in with the sea creatures. You’re also able to get a couple of these power-ups free every 24 hours in the game’s store.
The controls in Mech Guardian might seem a bit confusing at first, but after the first game, they’re pretty easy to get. Tilting your device will move your guardian across the top of the screen, while a gauge at the bottom of the screen lets you control your claw movement. It might have been a little easier to get comfortable with if the claw control was put in up-side-down, as the lower half of a circle, but it’s not too bad as is. To shoot your claw down, there’s a button on the movement gauge, and all you need to do is tap it. For the power-ups, there’s 3 buttons on the left side of the screen, each with a picture next to it of the power-up they represent.
The graphics and music are fantastic, making this score chasing arcade game pretty immersive, especially with headphones. The almost steam punk styled graphics are nice and crisp, and with Mech Guardian being Universal, they look great on both the iPod and iPad screens. Along with the chilled out ambient type BGM, it creates a sort of bittersweet melancholy atmosphere.
Even though there’s just one mode, and an upgrade shop or something along those lines would have really helped to round out the game. With the price at $1.99, being Universal, supporting GameCenter with a leader board and 16 hard to snag achievements helping to add to the replay value, all pilled on top of the fantastic, high-quality gameplay, makes Mech Guardian very easy to recommend. SunTownship has definitely provided a top notch gaming experience, and I can’t wait to see what they bring to the table in the future. If you’re a fan of the genre, this is definitely a title you should squeeze into that folder of great arcade games that will be locked on your device for a long time.