Casual arcade games have become a staple of the AppStore over the last couple years, so it’s no surprised that this is the genre a lot of developers start off with. OrionArts has chosen this path, and done so wisely. Their first release, AirHead Adam, is a well thought out, easily accessible, perfect for all ages yet still challenging addition to the casual arcade genre.
In the game, you’ll control Adam as he searches the galaxy for his beautiful lost girlfriend, traveling through space in a bubble filled with air. You’ll need to guide Adam by tapping next to his bubble to push him in the opposite direction and gather air bubbles to keep him breathing, and stars to get upgrades. There’s also various hazards and obstacles in each level that you will need to destroy or avoid in order to progress through the game. Rocks, aliens, and space ships that shoot at you are around corners, and sometimes you’ll get boxed in by one, two, or all three of these. To get out of it, you’ll need to tap on Adam, and drag in the direction of the object you want to destroy, and he will shoot out some of his air in a bubble that will explode when it hits whatever object you’ve aimed at, and if you hit a space ship, collectable stars come flying out of it. You’ve got to be careful though, because this takes away from your air supply, and running out of air is a game over.
The screen moves at a steady pace, so you’ll constantly be moving Adam upwards through the rock maze, grabbing air bubbles. If you fall behind, and go off into the bottom of the screen, it will cost you an air tank, of which you will start off with one, but can buy more in the shop. This is sometimes a useful thing to use in levels that you’re having a hard time with, because once you sink into the bottom of the screen, and use your extra air tank, you will shoot up through rocks, bubbles, stars, aliens, and space ships quite a ways, putting you further into the level, and so long as you beat the level with your extra tanks, you will not have to play that level again, unless you want to come back to it later in the game when you’re more powerful. There are also power-ups littering each stage, shields, and meteors, as well as big air bubbles and huge stars, and it’s a good idea to try and collect each of these that you see. Some are hidden within big orange rocks and metal tanks, but there are also aliens hidden in these, so it’s always a gamble when breaking them open. However, it would have been nice to see more power-ups, like increasing your air bubble shot power for a short time, point multipliers, or speed increasers and decreasers.
There are 36 levels in the game, split up with 9 in each difficulty, Easy, Normal, and Hard. The levels are all lined up the same, like level 1 on Easy is the same as level 1 on Normal, but the speed is changed, and there’s a few more blocked in areas, and hazards making it just slightly harder. Normal and Hard levels are unlocked once you complete all the previous difficulties levels. You can also pay to unlock these, but if you haven’t gotten the previous difficulty mastered, chances are, the levels will be pretty frustrating.
This brings us to the IAPs. Now, at first, these might turn you off. Chances are, you’ll earn about 120 or so stars in the first 4 levels, and in the shop, upgrades to power-ups are all 1000 stars for the first upgrade, and more after that, and new characters are 4500 stars. With that, you might start thinking that it will take until level 30 or something to unlock one upgrade. However, at the end of your game, when you die, you are given the option to redeem stars that you have earned throughout your game while achieving various achievements. Things like getting 20 bubbles in a row, or 15 stars in one level, and these add up VERY quickly. At the end of my first game, I made it to level 9 on the easy levels, and ended up with 1500+ stars after everything was said and done. So gamers are not pushed as hard towards the IAP as you might think at first.
AirHead Adam is supported by OpenFeint and GameCenter, as well as having FaceBook and Twitter options to upload and share your high-scores. Within OF and GC, there’s a whole slew of leader boards to try and top, including ones for Best Overall Score, Best Overall Time, Total Easy Mode Score, Total Normal Mode Score, Total Hard Mode Score, your Best Time In Easy, Normal, and Hard, your Best Overall Fast Time, Top Bubble Combo, how many total Stars Collected, and more, along with 47 achievements. You can play the game slow and steady, collecting all the bubbles you can, or fast and dangerous, collecting only the minimum amount of bubbles, and getting to the end of each level as quick as you can. Both ways of playing have leader boards, and with that, it adds quite a bit of replay value on top of the leader boards, because you’ll want to go back and see how quick you can get through the levels if at first you went slow, getting the highest bubble combo you could, or go through slow, getting as many bubbles as you can if you flew through the levels the first time. There’s loads of planned updates, and right now the game is priced as free, so it’s definitely worth checking out, as even if you don’t buy any IAP stars, there’s plenty of gameplay to keep you entertained, as well as challenged. OrionArts has definitely proven that they know exactly what it takes to make a cute, fun, challenging casual arcade game that’s good for all ages, as well as keeping it full of gameplay even though it’s free, while giving gamers the option to support them through IAPs that are not necessary to complete the game. If they keep up this basic model with future games, they could very well be sitting pretty on top of a fairly large list of titles.
I’m not generally a fan of games with pirates, for some reason, they’ve just never rubbed me the right way. But after getting my hands on XMG Studio’s (developers of Cow’s Vs. Aliens, Little Metal Ball, and more), latest title, Powder Monkeys, I might just end up re-thinking my whole “stay away from pirate games” attitude. This casual exploratory strategy action-adventure RPG mesh of genre’s sunk it’s teeth into me, and wouldn’t let go.
You’ll play as Captain LaQuisha Boniqua III (this name can be changed when you start a game, but with a name like LaQuisha Boniqua, it‘s hard to want to), a monkey who’s after the pirates that are reeking havoc all around his little world. After your short training missions, you’ll be given a huge book of quests that you can take on, both Story Quests, and Side Quests. You will need to complete quite a few side quests throughout the game in order to level up, because Story Quests are unlocked depending on what level your little monkey is.
As you take on various side and story quests, you’ll explore the vast seas, searching for bug pirates, yes, bug pirates, and arriving to the rescue of monkeys around the world. Some of these quests will send you to cloud covered levels that you’ll need to blindly explore while looking for someone or something. Within these areas, there are various pirates and treasure chests to find, all with the possibility of wealth, or items that you can use to upgrade your ship.
Progressing through the game, you will need to build up your ship as you collect pieces from around the globe, so that you can keep up with the growing difficulty of the pirates as you level up. Fighting pirates is a sort of turn-based fight, in that you’ll need to wait to shoot items until they have cooled down. Stronger projectiles require longer cooling down, but generally, it will be a back and forth battle, each of you firing watermelons, fireworks, and other objects at each other until one of you looses all HP. With the inclusion of items that help catch or destroy projectiles as they’re coming at you, a certain degree of strategy is added on top of the already semi-strategic battles. In other words, you will not just be shooting objects at the pirates randomly until one of you dies, you will need to come up with a strategy that works for certain levels of pirates, adjusting your strategy as needed. Once you defeat a pirate, their ship will send out bags and bags of gold, but these need to be tapped on in order to be collected, and the screen fades out to the results screen pretty quickly, so if you’re not fast, the gold can be lost forever. This seems kind of like a useless mechanic within the game, and it being set up like this will most likely frustrate quite a few gamers. The gold at the end of each battle should probably just be automatically collected, and hopefully this is changed in an update.
Now, onto the graphics. XMG Studio has had quite a few games that fall under the “cutsey” cartoony graphic styling. Powder Monkeys is no exception. When you see most of the monkeys, chances are, you’ll want to snuggle them til their eyes pop out. But on top of the cartoonish graphics, there is a nice atmosphere, though it doesn’t change much throughout the game. It’s a game that takes place in the water, and there’s only so much you can do with water. However, the animations are nice, and the water environment doesn’t get too boring. It would have been nice to see some different sorts of rocks, seaweed, different light structures (no nightfall yet), different types of birds (I can hear them, but where are they?!), something to help differentiate between different places. The music goes along with the game, but if you find it annoying, you are able to turn it off, and leave the sound on, in the options menu.
So, has Powder Monkeys changed my perspective of pirate games? In a way, yes. I will definitely not just overlook games with pirates in them just because there’s pirates in them any more. From now on, I will probably give more pirate games a chance, but I doubt many will live up to the standards that Powder Monkeys has set in my mind. Along with a great game, there are 7 different GameCenter leader boards for things like Battles Won, Damage Delt, Coins Collected, and more, as well as 18 achievements, all of which doesn’t really help with replay value, but will make you want to play the game as best you can to try and work your way up each and every one of those leader boards. But who knows? Maybe a low ranking will make you want to replay the game with the hopes of doing even better the second or third time around. With the game being Universal and priced at only $0.99, it’s a must buy for any fan of the action, RPG, exploration, adventure, or strategy genres. It’s clear that this isn’t just a game that was thrown together with a bunch of different aspects, and that a butt load of time has gone into merging everything in the game together just right to make it one entertaining gaming experience. The game also saves from where you close it at, so it’s perfect for 5 minute sessions as well as long gameplay spurts. It’s also easy enough for kids to play, as well as entertaining enough to keep adults interested, and once you get into the higher leveled quests, the strategy aspect plays a larger roll in the game, making it challenging to complete, and not because of it’s length or for any lack of amusement.
Multiplayer games on mobile devices have become a pretty big deal, especially within the first and third person shooter genres. I remember starting off with Eliminate, then moving onto Archetype, Exo-Planet, NOVA and Modern Combat. Now multiplayer fanatics have a new title to obsess over; Warm Gun by Emotional Robots, the first to use the Unreal Engine and it’s amazing graphics capabilities.
When Warm Gun was first released, it had quite a few framerate issues, making the game almost unplayable, even in it’s offline mode, but the developers over at E.R. released a patch updating the performance extremely quickly, and now gamers have a semi-playable version to blast away and talk smack through, though it still needs some performance tweaking, and because of that, it’s pretty hard to find someone online to play with. Not to worry though, because the Emotional Robots dev team is still hard at work to optimize the game and are trying to make it run as smooth as possible before doing anything else in regards to adding content.
You are able to play on or off line. In offline mode, you are able to choose between 5 different environments, each with different places to hide, open areas to battle it out, and different stories to climb up to and jump down from. You are also able to choose between 4 different characters; The 49’er, who has a pistol, shotgun, and Molotov cocktail. The Blacksmith, who has a HUGE hammer, massive machine gun, and exploding cans. The Shaman, who is equipped with an electrocution stick, SMG, and exploding bottles, and last, but not at all least, The Preacher, who wields dual pistols, a riffle, and also has exploding bottles. Each of the characters has their own strengths and weaknesses, and which one you pick and get comfortable with will depend on your style of play, but rest assured, there is a character for you. Offline Mode runs very smooth, and is a great place to learn the maps, and each of the different characters, and until the multiplayer mode picks up, and more players get online, as well as the framerate issues get fixed, you can expect to play in Offline Mode quite a bit.
Online Mode is the same for Offline Mode, except which map you play in is chosen by the game, and where you will see the biggest issue for the Emotional Robots team; lag/framerate isues. Because of the framerate issues, it makes it very hard to play online. Your character will jump around quite a bit, and dying when there is no one in front of you, and then all of a sudden a character appears there after you die is a very common occurrence. Also something that most players do not like about online play is that you are not given any stats after your match, so you’ll have no idea what your kill/death ratio was, or anything like that. However, one thing I was very glad to see is that there is no leveling up or experience points in the game, meaning that no matter who you’re matched up with, the game starts out on a level playing field. You will never have to worry about being matched with level 10 or 20 characters while you are a level 1 or 2, or anything like that, so once the issues are fixed, and there’s people actually playing online (as of now, you might be able to find one or two people playing online every 8 or 9 times you start up the game), the online play could really be something special. Also, online battles go through GameSpy, and not through GameCenter, which is better than great news, as GameCenter multiplayer matching is hell to deal with, and GameSpy servers are prepared, and stable enough to handle the onslaught of players that Warm Gun is expected to have in the future.
So, now to the graphics. As always, using the Unreal Engine results in some amazing, console-like graphics. The shadowing is great, and offers nice places to hide, the buildings and objects all have some amazing textures, and everything in the game has quite a bit of detail. The smooth running offline play is something you could feel great about showing off to your friends, and gives hope that more talented developers will start using the Unreal Engine in the future, as it really makes the long loading times and basic looking graphics of Game Salad and other engines pale in comparison.
For controls right now, there are 3 options. One joystick, dual sticks, or 3 joysticks, and all are able to use swiping on the screen to move, as well as tapping on the screen to fire. You can hold down the second or third joystick on the last two control options and keep firing while moving your crosshairs with pretty good precision. However, when moving around, and swiping on the screen, once you let go, you will keep spinning a little bit, making the precision for finding a character, stop movement and start firing pretty frustrating. The developers are looking into this though, and are working on implementing more of a Modern Combat type control scheme.
The big question, is Warm Gun worth the price? $5.00 for a Universal version, using the Unreal Engine, and, after the issues are taken care of, and people start actually getting online, what could possibly be the best multiplayer experience, surpassing even Modern Combat 2. It’s probably better to look at is as an investment. The developers are extremely active on the Touch Arcade forums, and are listening to feedback from every member who is posting there. They are hard at work on fixing the performance issues, as well as making the controls nice and tight, and giving players as many control options as they can, giving players the option to start up and host their own games, and adding more content to the game. When it is completed, what you will have is one of the most amazing online multiplayer FPS titles to ever come along on any mobile gaming device. Right now, it’s nice to have it to learn the maps, and characters, in preparation for when the game is stable enough for smooth and solid online play. If you’re a huge fan of multiplayer gameplay, Warm Gun is a must buy. If you’re still teetering on the idea of buying it, you should check out the companion title, Warm Gun: Carnival of Bullets; which is a sort of training course for Warm Gun. In it, you can get use to the controls, check out the brilliant graphics, and get to know the characters. You will not have access to the original title’s maps, but you will be able to get a really good feel for the game. But if you want instant gratification, you might be better off waiting for an update or two.
Shoot-em-up games have been making a huge comeback over the last couple years. Mainly because you can now play old favorites like R-Type, Earth Defense Force, Galaga and Battle Squadron as well as newer games, like Fast Striker, Deathsmiles, ESPGaluda and DoDonPachi all on a mobile device with touch screen controls that make previously hard to pull off with a joystick moves as easy as swiping your finger across a screen. Mixed in with these classics and new favorites, we’ve been given quite a few new and amazing bullet hell and shmup titles. Enborn-X, by Lantansia, is yet another example of this.
This endless boss battle structured game is a blast to play. There’s two different control methods, both being tight and easy to use. One option is a joystick, while the other is relative touch control, and both have 3 different buttons for attack options. Each attack has it’s own percs as well as weaknesses. Your spread shot can cancel out certain types of shots from the bosses, while some projectile shots go right through your bullets, a laser that you need to charge while avoiding the onslaught of bullets coming your way, and an incredibly strong up close and personal punch attack that, well, you need to be up close and personal to use.
In order to max out your score against each boss, you’ll need to pick them apart, destroying them piece by piece. You can go straight for the middle of them, destroying them fairly quickly, but doing this will cause your score to suffer quite a bit, and in a high-scoring game like this, that’s a big no-no. For each piece of the boss you destroy, you’ll rack up points while shooting that piece, as well as get a bonus score for destroying it before moving on to the next piece. Starting at the edges and moving inward is essential, but also comes with quite a bit of risk. Generally, the edges of the boss are the pieces that shoot out the most bullets. This means you’ll need to get use to weaving in and out of them while attacking instead of staying in the middle and slightly moving to avoid the missiles and big lasers that you’ll usually find there.
The graphics and animations in Enborn-X are very exuberant, and it can sometimes be hard to focus when each new boss is spawned from the orb that you’ll be fighting. The animations for this are great, each bit being flung out of the last in true overdone anime style. In short, it looks awesome. The animations for your character are pretty typical of shooters, but match the style of the game very well. It would be nice to see one or two more moves incorporated to the melee attacking, as right now you punch twice over and over again, adding in a kick or super twirl punch or something would have been a great addition, but as it is, you’ll be focusing more on how much damage you’re doing with those punches than what your character looks like while pulling them off. The sounds and music go together with the anime style too, being full of energy, and adding to the overall feel of the game.
Now, with the game being done in true anime style, it’s amazing that it’s only $1.99, as most anime entertainment is usually premium priced, and with the amount of replay value, and the sheer exaggerated amount of action that’s in the game, $1.99 is a great price. EnbornX is also Universal, and compatible with iCade, giving gamers even more reason to lay down a couple bucks for it. Of course, a high-scoring game like this wouldn’t be complete without OpenFeint and GameCenter leader boards, now would it? Highest score and highest stage boards are included, as well as having 15 different hard to snag achievements. Lantansia has proven that they can make an over the top game that fits within the growing genre as well as expands it. Hopefully we can see another mode or maybe more weapons and characters in future updates, but right now, if you’re a fan of the genre, Enborn-X is a great buy.
It really seems like iOS RPG games have all pretty much been re-skins of previous releases, all following in the same suit, and getting spoon fed to gamers through the AppStore. There’s hardly any originality anymore, and even if there is, it’s generally only one little aspect. Thankfully, The Game Bakers have come to the rescue with their new release, Squids. It’s a stretch back and flick controlled exploratory strategy action game with a well crafted story, turn based combat, items to equip, and characters to level up. In other words, a new breed within the RPG genre.
In Squids, you’ll control 4 characters as you try and save the depths of the ocean from being overrun by an evil force called The Ooze that takes control of it’s host, and turns it evil. There are 21 beautifully hand drawn and painted levels to try and make it through by choosing which 4 out of 7 characters you would like to use. There are 4 different classes that each of the seven characters will fall under; Shooter: these characters can shoot projectiles at enemies that are within range. Trooper: these characters pack quite a punch. Scout: scouts have a boost ability, which means they can make it into some sections that other characters can not, and will almost always be able to get to the end of the level before everyone else. They can also use their boost ability (which is done by tapping on the screen after you’ve flicked them) to increase damage done to enemies, or hit them a couple of consecutive times. Lastly, Healer: healer characters are generally pretty weak, but if you bump into another character with a healer character, they will heal that character.
Each character has a certain amount of moves they can make, but depending on how hard you flick them, those moves will vary. Each character will start off surrounded by orbs when it is their turn to move. Pulling your character back will show you how many orbs you will use in that one move before you let go and actually perform the move. You also have a certain amount of times that you can use your character’s ability each move, for instance, shooters can shoot projectiles once per move, while scouts have 3 dashes per move. There are jars with power-ups scattered throughout each of the levels, some containing items to help you defensively, some offensively, some health, and some give you back some or all of your movement orbs. These are collected when you pass through them, and do not stop your current move. There are also treasure chests and clams that you can bump into and gain pearls. Pearls are the in-game currency, and are also given out when you defeat an enemy, or accomplish a special move or maneuver, like hitting 2 characters in one shot or bouncing off and around 3 different corners without taking damage. These pearls are collected by tapping on them, so you will not need to waste a move to go back and collect them if you pass them up. There is also a star hidden in each of the levels, which will give you 500 pearls at the end of the level, along with re-filling your movement orbs and ability. At the end of each level, you will get a star ranking. These are given depending on how you preformed throughout the level. If you make it to the end of the level without loosing a character, that’s a star. If you find the hidden star in the level, that’s another star, and if you make it through the stage in a certain number of turns, that’s your final star. Each star will give you pearls, and you will also get pearls for completing the level.
There are IAPs in Squids, letting you buy pearls with REAL money, but with the amount of pearls you get in-game, you are not pushed towards buying those pearls at all. By level 8 my main scout was maxed out, and all of my other characters were 75% leveled up, and I had bought every equip item in the shop that had become available by then, so unless you want to max out your characters by level 2, the IAPs are completely un-necessary.
Now, to get to one of my favorite mechanics of the whole game. The hats that you are able to equip from the shop. Hats are hidden throughout levels in clams and treasure chests, and you can also unlock some hats after beating certain levels. The hats that you find in-game will be free once you get to the shop, and the hats that you unlock by completing levels will cost pearls. But, once you get a hat, you’ll notice they have stats, like heightened strength, defense, HP, but here’s the cool part, you can transfer those stats permanently over to the class of characters that the hat is made for. So if you get a hat that your scouts can equip, and it adds 2 hit points, 3 defense points, and 1 attack point, those points can be transferred over to all of your scouts, then your scouts will keep those points even if the hat is not equipped. It’s a very nice addition to the game mechanics, and really surprised me when I first noticed you could transfer stats over. Right away, it was one of the things I was telling people about, because I’ve never seen this done in a game before.
The game includes GameCenter support with a leader board and 22 achievements, so along with the star rankings, hidden stars, and training level, there’s more replay value than you’d first think with this being an RPG game. Squid’s story is well written and engaging, and the gameplay is packed full of action mixed with loads of strategy. It’s hard to believe the game is only $0.99, with the game lasting about 5 or 6 hours for your first play through, not including the amount of time it‘ll take to go back and get all the stars you missed the first time around or the amount of time you‘ll sink into training or getting the achievements/working up the leader boards. The Game Bakers have announced that they’re going to be releasing an iPad version in about a month, but if you really can’t wait, you can think of the iPod version as a 99 cent pre-release preview. It will be a little blurry on the big screen, but manageable. If you’re a fan of adventure, action, RPG or strategy games, this one is definitely a must buy. The developers are hard at work making the iPad version, as well as making the original even better by taking suggestions.
Squids gets a perfect score of 10 out of 10, along with a strong recommendation.
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.
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.
Casual games with a story don’t really come around too often, and casual games with a long, deep, and well thought out story are pretty much non-existent. This is where Parogames Limited breaks the mold with their recently released title, Parodise. In this action/defense swiping game, you’ll learn about Parodise, your main character, Dumy-667, his supposed partner, Dumy-666, as well as his… boss, Yody, GOD, and Doomy.
To get through each day in Parodise, you’ll need to defend yourself against Doomy, a Dumy who has changed due to an insane amount of bottled up negative emotions, who will constantly be throwing objects at you. To do this, you’ll need to swipe on either the left, right, or both sides of Dumy-667, slicing each of these objects in two with your swords, but waiting until they get as close to your body as you can. Each object you successfully slice will add to your Soul Absorber, which, when full, will let you perform a super slash move that slices all the objects on the screen. Each time you get hit, you’ll loose one of two flames burning on the Holy Fire Defense System. Loose both flames and get hit again, and you’ll have to replay the level, but if you loose a flame, then slice an object, adding to your Soul Absorber, it will re-light the flame. Starting to sound confusing? Just wait until you really get into the story. Along with the Story Mode, there’s also a DOJO Mode, Hardcore Mode, Master Mode, and Panties Mode, each of which is unlocked by completing certain objectives in the previous Mode, thought these can be pretty challenging, and time consuming to unlock, once you do, it adds endless replayabilty to the game.
The graphics in Parodise are done in a nice and polished cartoony theme, with pretty interesting environments. The animations for all of the objects are done very well, adding loads of personality to the game, and everything in it. The music and effects give the game that real casual type feeling, and placed on top of the action filled gameplay actually fits perfectly with the game. This casual game with a deep, humorous, and profound story.
GameCenter is supported, with 63 achievements, and 4 leader boards, one for each of the unlockable Modes. There’s not a whole lot of replay value in the Story Mode, but with 4 endless Modes, there’s plenty to replay. Parodise is $1.99, and Universal, and right now is on sale for $0.99. This has quickly become one of my personal favorite casual games, and is so easy to recommend to everyone, hardcore gamers to casual gamers, this game will satisfy you in ways you never thought a casual game could. It’s addictive, funny, serious, challenging, and after the first couple days and little bit of story, you’ll start feeling for Dumy-667, feeling bad for him, rooting for him, and wondering what the hell is going on, all at the same time. This is one game no one should miss out on. Parogames has shown us with their first iOS release, that they are in this for the long haul, and are willing to put more work into their game than almost every other casual game developer.
RunDaLine is a new casual runner game by Randerline GMBH in which you guide Pancho the skunk through 50 levels by controlling the terrain that he runs on. In order to progress through the game, you’ll need to collect a certain amount of coins, keeping them until you reach the finish line, while avoiding hazards that can cause you to loose your collected coins, or end your run all-together.
The controls in RunDaLine are done pretty well, and are responsive and tight. You’ll control the terrain that Pancho is running on by dragging your finger up and down on the screen, moving the terrain up and down, creating hills and dips while Pancho runs along. You can also make him jump by tapping in the upper corner of the screen. You are able to use your right or left thumbs, and whichever you prefer, the set-up makes it so that what obsticles are coming at you are displayed on the opposite side of the screen than where you’re touching, so that your fingers don’t get in the way. However, this setting is not saved after you exit the game, so if you would like to use your left hand, and be able to see everything coming at you better than if you’re using your right hand, you’ll need to go into the pause menu and change the control settings every time you play the game.
Throughout each level, you’ll come across brick walls and clouds with lightning bolts in them, both of which cause you to loose all your coins if you hit them, lightning bolts that cause you to speed up, and bombs that end your run. There’s also clouds that double the amount of coins you have, but only if you hit them while jumping, and do not count if you run through them, and temporary shields that let you plow through tougher areas without losing any coins. As you move on throughout the game, each world gets progressively harder, but you do not encounter anything new after the first couple of levels.
Graphics-wise, RunDaLine is pretty simple looking. Nothing too impressive, but it is smooth and the animations for Pancho running and jumping are done decently well, and so are the animations for the objects when you run into them. The environments are pretty bland, there’s clouds in the sky and hills in the background, neither of which have any detail, and the terrain that you run on is shaded nicely, but also lacks any real detail, no grass spots, no shrubs. Each of the 5 different worlds environments are only different in color. It would be nice to see some additions to the environments, and maybe some animation additions to the objects/hazards you’re trying to avoid, instead of only having an animation for when you hit them, maybe seeing the bomb’s wick be on fire, and moving while the fire gets closer to the bomb, or seeing the cloud with a lightning bolt in it have a little rain coming out of it that doesn’t reach the ground, just falls about half a centimeter from the cloud then disappears with a little bit of electricity going around the lightning bolt, little things like this would give the game some personality and add to the polished look of it, because right now, it looks like an un-finished demo version.
RunDaLine is supported by GameCenter, and has 6 different leader boards, one for the amount of coins you’ve collected in each world, and one for your total amount of coins collected, there’s also 12 achievements, and with the 3 coin (like star) ratings for each level, does, like usual, add quite a bit to the replay value, which is good, because completing the whole game took about an hour. The game is also not randomized, so you can go through a level multiple times, and memorize it, eventually being able to get a perfect run through maximizing your total score. The blandness of the environments, lack of animations, lack of new content as you progress through the game, and the game not saving your control settings are all things that could easily be fixed in an update or two. But right now, with the game being $0.99, it is a nice casual, level-based runner that’s accessible to gamers of all ages. My 4 year old nephew had no problems getting the controls and gameplay mechanics down, and it’s still challenging enough to keep me entertained, but I do hope to see more added to it in the future.
Line drawing and tower defense genres really seem to go together quite well from the couple of titles that merge these two genres I’ve been able to check out. Phoenix Defense Force, Boom Brigade, A.I.R. Defense, Into The Blue, and the ever popular Axe In Face come to mind, and now fans of the genre have another game to add to that short list of incredibly well done line drawing/TD games; Anthill: Tactical Trail Defense, by Image & Form International.
To start things off, the graphics and animations. I&F has done an amazing job creating some very vibrant and layered environments. You get an idea of this right when you get to the main menu. The very well done environments match the equally well done bug models and animations. It’s actually so well done that you might end up finding yourself just staring at the screen watching them move around. The bugs are also very colorful, matching the vibrancy of the environments perfectly. It’s easy to tell that a lot of time and effort went into making the movement, look, and flow of everything within the game just right. To top it off, the music is Disney-esque, and almost like something that would have fit very well within A Bug’s Life. It compliments the atmosphere and feeling of the game perfectly.
Now onto the gameplay. You start out looking down at an anthill, surrounded by shrubbery. The tutorial is well explained, learning the basic mechanics in the first level, and then new mechanics when new units are added. You’ll need to draw a line from the top of your anthill to your desired location, and then decide what units to send out on that line. You’ll need to constantly collect food in order to send out more units, and there is almost always a leaf close-by that you can snag about 100 food points from over a short amount of time. So to start things off, you’ll usually draw a line from your anthill to that leaf, and then decide to send out your collector ants on that line. They will go out to the leaf, and start bringing the food back to the anthill. Now, to keep those ants safe, you’ll need to drag your finger across the screen, or pinch to zoom in and out, to scan the area for enemy bugs that will kill your worker ants and deprive you of food. Once you find out where those bugs are coming from, or where they might come from, you’ll need to draw another line starting from the top of the anthill to an intersecting point between the bugs and the worker ants, and then send out your attacker ants. These guys will kill whatever bugs are encroaching on your territory, and leave their bodies for your worker/collector ants to pick up and take back to the hill. So after your attacker ants have cleared out an area of enemies, you’ll draw another line to their bodies, and choose the collector ants to pick them up, and take them back to the anthill for some major food points. Once you’re done with a line, you hold down on it, and select the “X” that pops up. You are able to draw as many lines as you want, but the more you draw, the more spread out our available ants will become, so it’s best to erase the lines you no longer need in a timely fashion. You can also use bomber ants, who fly out of the anthill, and drop goo wherever you tap on the battlefield. A direct hit with the goo can kill an enemy instantly, but to do this, you’ll need to hit a moving target who has the ability to change direction at any point in time. Which brings us to the AI. Each of the bugs behaves differently. This makes learning how each of your enemies moves, and attacks essential in taking them out successfully.
After each level, you’re given a star ranking based on how many points you’ve collected throughout the level. This is more important than usual because you can then use these stars to upgrade your ants. The speed of the collector ants, brutality of the attacker ants, and more. If you don’t want to battle it out to gain stars, you can purchase them through an IAP, 20 stars for $0.99, which can upgrade your ants quite a bit, but it’s not necessary, and the game isn’t pushed toward you buying the stars at all. The difficulty is set just right, and you can replay levels to earn stars that you didn’t earn the first time through. You can not, however, re-earn stars, so if you got all the stars available in a level, you can not replay it and earn those stars to use for upgrades again.
Anthill: TTD is GameCenter enabled, and has leader boards for all 21 of the levels that are spread across the 3 different environments. There’s also a leader board for your total score, which combines all of your best level scores. Having a board for each of the levels, as well as a star ranking that gives you stars for upgrades does add quite a bit of replay value to the game, especially if you’re a high-score chaser. With the game at $2.99, and on sale right now for $1.99, and being Universal, it’s a great buy for the amount of content and gameplay you’ll get. If you’re a fan of line drawing or tower-defense games, this is one that looks beautiful, and has an insane amount of strategic elements. The controls are nice and tight, and really, everything within the game is so professionally done that it’s hard to not call it one of the best, if not the best line drawing tower defense title available for the iOS.
Anthill: Tactical Trail Defense gets a perfect score of 10 out of 10.