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Jelly Defense – 2.99 (Infinite Dreams)

Most tower defense games really feel like they fit perfectly with touch screen devices. For many people, their iPod gave them their first experience with tower defense games, and have sense become hooked. But over the last year or so, it’s been pretty hard to find originality within the genre. Thankfully, there have been a couple of tower defense games that have really added something new, or expanded on previous ideas, instead of just re-packaging the same formula with a different skin. Infinite Dreams has shown, with previous iOS releases, that they know what it takes to put together a game that has substance, and with the release of Jelly Defense, they’ve proven once again that they know exactly what it takes to create an awesome game.
Jelly Defense sticks with the jelly graphics that Infinite Dreams have made popular with the past releases of Jelly Invaders, Jelly Clock, and Jelly Chronicles. Black and white backgrounds with colored characters giving the game quite a bit of personality, while keeping a very vivid yet minimal look and feel to the whole jelly universe. The animations and use of shadows give the world tons of life, and it really has turned out to be a graphic style that stands out and will soon be the first thing that will come to gamers minds when they hear “Infinite Dreams” from now on. Alright, enough gushing over the graphics, let’s get on with the gameplay and mechanics.
To start the game off, you’ll see the jelly’s home planet being invaded by another race of jellies who are bent on stealing the precious gems of the residing species. Thankfully, you are pretty well prepared, and have exactly what you need in order to defeat these wild and crazy beings. Each of the 22 levels has different paths that the enemy can take in order to snag the green crystals, and make it out of the level alive. So you will need to place your attacking jellies on the sides of multiple pathways to try and minimize the amount of gems that get stolen throughout each of the levels. You’ll have 10 gems available, and once all 10 are stolen, or you defeat all waves of the enemy, the level is over.
There are two types of enemies; Red and Blue. Like Jelly Invaders, you’ll need to match the attacking jelly with the color of the enemy in order to take them out. You’ll start off with one red attacking jelly, one blue attacking jelly, and one red/blue attacking jelly that can take out both types of enemies. As you progress through the game, you’ll be able to use more types of jellies to take out your enemies, but the invading jellies also get upgraded enemies, so there’s never really a point in the game where you can just kick the crap out of the enemy with new and more powerful jellies. In order to use your newer and more powerful attacking jellies, you’ll need to grow them in a tree, first paying for the tree to grow them, and then paying again to place them on the paths. This usually takes about 2 or 3 waves to grow the characters before they are made available for use, which adds a bit of strategy as to when you start to grow them, and when you decide to use them.
As you kill each of the enemies, gold will appear; to collect it, you need to tap on it before it disappears. This gold is accumulated in the center of your green gem collection, and is used to buy attacking jellies, and to upgrade your planted characters. I say “planted”, because when you select a spot to place your jelly character, they will quickly grow from a small ball to the jelly that can attack the onslaught of enemies. You’ll need to keep this in mind while placing them around the levels, as deciding where to put them a little late can result in an entire wave of enemies passing by it before it’s ready to attack. This also adds quite a bit of strategy to the game, aside from the obvious strategy of Jelly Defense being a tower defense game. You can most likely count on restarting a level more than once before you beat it with all 10 gems remaining, learning what jellies to plant, and where, to start everything off right. One wrong move in the beginning can ruin the rest of the level. The game is also built around buying and selling a lot of your towers. To make it through almost all of the levels, you will need to constantly be buying and selling jellies in order to take on the current wave that’s making it’s way through the paths at that moment.
On top of all of this, there are power-ups thrown into the game. They are all pretty nifty, and require pretty good planning for when exactly to use them. There’s power-ups that upgrade all of your towers, drop gold from the sky, produce an earthquake harming all of the enemies on screen at the time, sending meteors down in a specific spot that you decide, and more. All of these need to be used at just the right time to make sure they are used effectively. If not, you could end up wasting a pretty powerful power-up, and risking your gems.
Infinite Dreams has, once again, given gamers a quality title with Jelly Defense. The graphics, animations, game mechanics, level design, it all screams professional, and well thought out. Even the soundtrack is great, and you’ll probably end up pausing the game just to listen to the catchy tunes Infinite Dreams have thrown into it. The launch price is $0.99, but the price after will be $2.99. It is Universal, and will provide you with plenty of gameplay. However, it is missing an Endless or Survival Mode, like most TD games have, which could have taken quite a bit away from the replay value; but there are GameCenter leader boards for each level, along with boards for how many coins you’ve collected, how many jellies you’ve killed, and a total global ranking leader board, along with 25 achievements, all filling that replay void that leaving an Endless Mode out of the game left. If you’re a fan of tower defense games, Jelly Defense is a must buy. Hours upon hours of your life will be sucked away, and the feeling you get when making it through a level, keeping all 10 of your gems, is great, especially in the mid and later levels of the game. Infinity Dreams has definitely helped raise the bar within the TD gaming genre.
Jelly Defense gets a score of 10 out of 10.


Stardash – 1.99 (Orange Pixel)

Platformers have been my favorite genre of games ever since I was 5 and introduced to the original Super Mario Brothers. That love affair carried on throughout the years with the rest of the Mario series, the Metroid series, Sonic, and really, too many more to name, but I can’t tell you how many hours I put into Super Mario Land and Metroid II on my GameBoy. Until recently, I figured those types of memories were long gone, never to be relived again. Enter – the AppStore.

Retro styled plat formers on the iOS totally take me back to childhood gaming, spending hours upon hours of my life staring at a black and yellow screen. 1-Bit Ninja almost totally nailed it, but after about 4 hours, I found myself tired of it. Meganoid respawned something in me that had long been forgotten, and I really couldn’t thank Orange Pixel enough, but now they’ve released Stardash, and I feel like I owe them even more. They have captured the look of old-school GameBoy games, and modernized it in just the perfect way. The difficulty level is also pretty high, though not as high as Meganoid, coupled with the graphics, it takes me back to a time before I was a pimply, full of rage, teenager, when life was good, and all that mattered was getting home from school and playing video games with my friends.
Stardash is an awesome plat former game, and will most likely end up in my top 3 favorites for the year, if not snagging the number 1 spot completely. The controls are great. Not perfect, like, say, League Of Evil, or Mos Speedrun, but they work very well. You don’t need to pick up your finger to change direction, which is a big issue with some iOS platform games, as dragging your finger back and forth on the directional buttons is a huge part of platform gaming, and the jump button responds to how long you hold it down. You’re also able to save your jump, and use it in the air, for instance; I’m running, and fall off of a cliff, barely missing the next platform, but op, it’s okay because I can use my jump while in the air to make it onto that platform I would have otherwise missed. This is not to be confused with a double jump, because if you decide to jump off of a platform into the air, you can not jump again until you touch the ground. This approach to movement mechanics has helped Orange Pixel come up with some pretty sweet, and challenging, level designs.
Within each level, there is a hidden “temple key”. Collecting these in each world’s nine levels will open up a 10th, and extra challenging “temple” level. Each of these keys are hidden pretty well, usually in platforms that you would usually jump over or pass up. Yes, that’s right, Stardash has the same kind of “hidden opening” sections that those who are familiar with Meganoid will be pretty familiar with. Along with the keys, there are two stars available for each level, one for getting all of the coins in the level, and another for getting to the end of the level before a timer runs out. You can take as long as you like getting through each level, but if you take longer than the timer, you will not get the “Dash” Star. To get these “Dash” Stars, you will need to find the best route through each of the levels, pretty much having a perfect run.
Getting the Dash Stars, and finding all of the hidden keys should prove to be quite the difficult task, but that’s not the only challenging part of the game. As you progress, each level gets slightly harder than the last, usually taking more than a couple tries to make it through. You are given an unlimited number of lives, so you can die as much as your little heart desires. To top off the great graphics, and perfect difficulty level, the developers have thrown in an awesome Mario-esque soundtrack to make sure you’re completely immersed in childhood memories.
Orange Pixel has proven that they know exactly what it takes to make a top notch plat former with the release of Meganoid, but they have taken it a step further here, and proven that they know exactly what top not plat former fans need to feel challenged and comfortable all at the same time. GameCenter and OpenFeint are also supported, giving players a global leader board, and 13 pretty tough achievements to try and grab. There are a couple bugs and issues that you might encounter while playing, like issues with the iCade controls, menus not responding 100% all of the time, and leaving a level you‘ve just reached while on the pause menu will re-lock that level, and some might find the game a little too difficult, but $1.99 for this Universal game is a great price considering you’ll be buying back a piece of your childhood. If you aren’t old enough to remember original GameBoy gaming, this would be the new title to grab if you’re interested in wondering what made a lot of us fall in love with gaming. It is hard, and with 40 levels, each requiring multiple plays in order to 100% complete them, Stardash should keep you busy for a while. Hopefully, like Meganoid, it will get a couple updates adding even more levels and gameplay to the mix, but even if it doesn’t, Stardash is a plat former all old-school, plat former, and challenging game fans should get as soon as possible.
Stardash is getting a score of 9 out of 10
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Another World – 4.99 (Bulkypix)

Another World is a re-release of the old Amiga game by Eric Chahi, released this time by Bulkypix. Bulkypix has put out a lot of great games over the last couple years, but with this release of Another World, their uber cool status pretty much just shot through the roof. Another World is a classic game from the 90’s where you guide a physicist, who has been sucked into a strange world, through various puzzles and action sequences.

Most gamers who are familiar with the game will probably, first off, want to know how it controls on the touch screen. We’re given two options for control, a d-pad with an action button, or swipe/tap controls. The swipe/tap controls seem to work the best, as they feel more natural for the game on a touch screen. You’ll tap on either side of the screen to move in that direction, while swiping up or down to jump and duck, and then have two action buttons, one in each bottom corner.
The graphics have also been updated to fit the current devices perfectly, getting a very nice make-over. The environments are now a lot more detailed, as well as all the enemies and cut-scenes. You can, however, drag two fingers down on the screen at any point in the game to switch back to the classic graphics. It’s interesting seeing how much they’ve improved in certain spots by switching back and forth between the graphics, a lot of the environments look totally re-done.
Now for the game. Those of you who have played through, and beat, Another World, know that it’s a very short game, but only if you know exactly what to do to get through all the puzzles. This is definitely one of those games that if you look up a play through on YouTube, it will take, pretty much, all the fun and discovery out of the game. For first timers, or people who have never played all the way through the game, it could take 5 or 6 hours, maybe even longer, depending on how much you die, to complete it.
The puzzles and gameplay are mixed in with cinematic elements, so it’s sometimes hard to know exactly when the gameplay starts. The first time I played I died in the first 10 seconds because I didn’t know you were supposed to make your character swim out from the water. I’ve also sat there wondering if I was controlling the characters, or if I was watching another cut scene. So it’s a real story based adventure game, with tons of puzzles, and platform elements. Most of the puzzles will require multiple deaths while checking out the “wrong ways” to accomplish something, while other times, you might just end up stumbling onto the solution without even knowing it. Luckily, there’s a nice checkpoint system, so you’ll only need to start back a couple of screens if you die. There’s also 3 different difficulty levels, one easier than the original, the original, and a harder difficulty, for those of you who have made it through the game already, and consider yourselves pros.
Another World was an amazing game when it was released back in 1991, and with the amount of old-school gamers that play games on iPods, I don’t think Buklypix will have any problem selling this masterpiece. It’s still as great now as it was then, but because it was so original and ground-breaking at the time of release, causing even old-school gamers to want to pull their hair out, a lot of younger gamers will probably not enjoy this one too much. But if you’re serious about playing a game that’s still like no other, and ready to experience a game rather than play it, Another World is a great choice. It will stick with you, possibly forever. I can still remember playing this on my neighbors Mac about 17 years ago, and still consider it to be one of the most interesting, and engrossing games of my childhood. I feel lucky to be able to play it all over again on my iPod with controls that fit the system very well, with re-done graphics and sounds, and at a fraction of the cost of the original. $4.99, and being Universal, Another World does have an AppStore “premium” price, but it’s a premium game, even with it’s low re-playability, high difficulty, and chances that you’ll get stuck on one or two screens of the game for a day or two at a time, it’s a game that will make it’s mark on you. If you remember the game from your childhood, love old-school games, or are looking for something to totally blow you away, this is definitely a game to snag.
Another World gets a score of 9 out of 10
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Gyro13 – 5.99 (Cinemax)

Gyro13 is a physics based helicopter arcade game developed by Cinemax. Within the game, you’ll pilot a steam powered helicopter through South American gyroxide mines while picking up stranded miners, and avoiding hazards, obstacles, and navigating through wind-gusts and sometimes extremely narrow paths. Gyro13 builds on old-school gameplay while using extremely polished graphics, and top notch physics.

Cinemax used the Unreal Engine to develop Gyro13, and it quickly joins the ranks of Dungeon Defenders and Infinity Blade in terms of amazingly beautiful graphics right at first glance. The environments are awe-inspiring, making it hard to go through the levels quickly. But since the atmosphere is toxic, you must get the miners to the safe-zone before they run out of air, and die.
Each of the 24 levels are designed brilliantly. The amount of thought that has gone into the path you will take while making it through level after level is insane. The hazards and objects that will make it harder for you to make it quickly through the mines are also very intelligently, and thoughtfully added, being placed and positioned with immense care. Big active windmills, huge pendulums quickly swinging, mechanical hammers, doors that require you to open them, mines that follow you along with mindfields to navigate through and gusts of wind that can send you directly into the side of the mines are just some of the objects you’ll need to maneuver our helicopter through.
Luckily, Gyro13 has great controls that make flying through even the more narrow corridors a task that can be accomplished even while rushing to the end of the level. You’re given a boost button, which, of course, boosts the rotation of your blades, sending you in the direction that you’re angled at, a slider bar that controls left and right movement, and a gun that gets rid of pockets of toxic gas, and mines, that‘s activated by touching anywhere else on the screen. These controls are, by default, boost on the left, slider bar on the right, but you’re able to flip these in the options menu. This set-up works exceedingly well, and actually gives players more control than you would think. Rushing through levels, you’ll end up narrowly escaping death hundreds of times, most of the time by almost running into an un-seen object. With the control set-up, you’re able to graze the sides of the mine, along with other objects, by flying at a tilted angle, using the objects to push you in the other direction by using the air pushed off of the propellers. Summed up, the controls work exceedingly well because of the top notch physics.
To top it all off, the soundtrack is astounding. I actually paused the game on levels 15 and 16 this morning, plugged my iPod into my stereo, and listened to the tracks on repeat for about an hour. The music adds so much to the feel of the game, it’s a shame I know a couple of people that are going to turn it off while they play just because they refuse to listen to any game music while playing games, but this is yet another game that will be added to my “I seriously hope they release the soundtrack on bandcamp or iTunes” list. The effects fit in with the music as well, the sound of the helicopter and the sounds for running into walls, machines, or picking up miners all fits in with the atmosphere that the music brings.
So by now, you probably think that Cinemax has paid me to write up this review, and might have blown me off as another sold soul, but I assure you, that is not the case. This truly is one of the best iOS games I have ever had the pleasure of playing. It’s incredibly immersive, has amazing graphics, superb animations, intelligent level design, great music, top notch physics matched with outstanding controls, and, of course, awesome gameplay. It’s no surprise that the game is $5.99. I really hope that more developers start putting this amount of work into their games, and bring us more console-like experiences on our handheld devices. The pricing doesn’t bother me at all when the game could be sold on Steam for double the price. Gyro13 is also universal, so you’ll be able to see all the amazing graphics the way they were meant to be seen on your iPad as well. Cinemax has definitely raised the bar for immersive iOS arcade gaming with this release. I really can not recommend it enough.
Gyro13 gets a perfect score of 10 out of 10.
Links:
Website – http://gyro13.com/


Dodo Fly – 0.99 (Silver Delta)

Dodo Fly is a new arcade game from Silver Delta. In the game, you play as Dodo, a toy dolphin who has big dreams of reaching the real ocean, and becoming a real dolphin. Along the way, he’ll encounter loads of different toy enemies, along with a deadly shark that is hell-bent on making sure Dodo doesn’t get to become a real dolphin.

There are 8 levels in Dodo Fly, but each of them will take numerous play-throughs in order to beat. Each of the levels has a different environment, different enemies, and is set up so that you can memorize the level, and make it through getting the best score you can. It’s set up as a one-touch game, very accessible to casual players, but has enough challenge to keep even hardcore gamers interested and glued to the game til the end.
You’ll go through each level, slightly bouncing on top of the water, tapping the screen to jump and avoid enemies. There’s stars that are spread out through each level, and collecting these add to your score, and skill gauge. There’s also rockets, shields, and skill gauge booster pick-ups. There are 3 different skills that you can unlock and choose from in the main menu. One is a booster that lets you boost forward a little bit, knocking out enemies that are in the way. This skill is given to you at the beginning of the game. The second skill that you’ll unlock, when you reach 50,000 total points, is a submarine type power-up. When activated, you’ll end up in a large mechanical fish, able to plow through enemies, and jump in the air. The last skill you’ll unlock is given to you at 100,000 total points, and is an airplane. This sends you to the top of the level for a short period of time, making sure you will not come in contact will any enemies while it’s active.
The rockets are the most important items in the levels. They are set up and spread out so that you can stay on them, going from one to the next, with very well timed jumps. If you can manage to make it from one to the next without going back to the water, it will give you a score multiplier. The longer you stay jumping from one rocket to the next, the larger your multiplier will get. This is essential for scoring big. Once you’ve stayed in the air for a certain amount of time, hitting one or two rockets, you’ll get a burning type shield in front of you, which makes it so that you’ll knock out any enemies you come in contact with when hitting the water again. This is a very nice addition, because most of your deaths will be from coming back down after jumps, and hitting un-seen enemies.
Right now, the game is not supported by GameCenter or OpenFeint, and there are no in-game achievements. However, this doesn’t take away much from the replay value. The sheer amount of challenge in memorizing the levels well enough to beat all 8 of them will keep you going for quite some time. With the game being $0.99, it’s a great buy, and has a lot of potential. I really think an endless mode would add quite a bit to the game, as would online support, but as it is now, it’s definitely worth buying. Silver Delta has proven that they know exactly what it takes to make a casual game that will drive hardcore gamers crazy.
Dodo Fly gets a score of 7 out of 10.
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Invasion Earth: 1953 – 1.99 (285 Digital)

Invasion Earth: 1953 is an endless shoot-em-up developed by 285 Digital. This is their first real game that’s been released for the iOS, and boy is it a great one. The AppStore has desperately needed a quality endless shmup for a long time now. We do have Gunrazor, but really, after about Wave 5, it’s just not very interesting. Invasion Earth: 1953 has filled a void on our devices, and really, we couldn’t be more grateful for it.

The game takes place in 1953, after World War 2, when tensions were still high, and the threat of invasion, both from other countries, and from space, were on the minds of everyone in the world. You’ll take the reigns of a UFO going up against the military, blasting them all to pieces. And better yet, it’s endless, so the difficulty just increases as you progress. This makes it a great game for casual and hardcore shmup gamers.
The game’s upgrade system is given to us in the Tiny Wings style. You will need to complete 3 different objectives in order to gain a power-up that will help you go further in the game, and get higher and higher scores. There are 31 objectives, and 12 different power-ups. Sometimes giving you a stronger magnet that will pull items to you from further away, other times giving you stronger abilities, or a permanent additional life to sacrifice in-game.
While you’re flying through the city, destroying helicopters, planes, and various aircraft bosses, each of the enemies will give you stars when destroyed. These stars add to your score multiplier, and fill up your ability gauge. There’s also random enemies that will drop weapon upgrades, and these are always highlighted by a little arrow that says “pickup” hovering next to it. When they’re destroyed, they’ll drop a hexagon shaped orb, when picked up, your weapon will get stronger.
You will always have 3 abilities that you can use when your ability gauge fills up. You’ll be able to choose between Magnet Power, which automatically draws all stars straight to you when enemies are destroyed, Shield, which absorbs enemies projectiles, and Laser, which lets you drag your finger on the right side of the screen to control a large powerful laser, each lasting a short period of time.
While you’re traveling through the city, you’ll be able to go through bonus rounds. These sort of signify the end of a wave, and start the next one when completed. Each bonus round has a certain amount of stars that you’ll need to try and collect. There’s also a health pick-up somewhere in the bonus level, which will take some quick maneuvering in order to snag. Collecting all the stars in a bonus round will give you a special perfect bonus round bonus score, which also helps with climbing the leader boards.
The graphics in Invasion Earth are extremely polished, and presented very well. The planes are graphically made to look the time period, and the animations are awesome, especially the animations for enemies blowing up, and the UFO being shot down. The music also adds quite a bit to the edge of your seat feeling you’ll have when playing through the game. The controls are also done extremely well, giving a 1:1 relative touch control that works perfectly, along with a little hit box on the UFO that’s easy to see, and great to use while dodging through enemy fire. However, your ship does cover up enemies projectiles when going over them, so perfectly maneuvering through enemy fire can be difficult, though not impossible.
285 Digital has presented an extremely well made, and very polished, professional shmup. One that is endless, with the difficulty rising perfectly. Casual gamers, as well as hardcore players will find Invasion Earth: 1953 extremely entertaining, and very easy to pick up and play. Right now, later in the game, there is some slowdown. After you hit around 200,000 points, you’ll notice that the frame-rate gets a little out of hand, and there’s some noticeable lag and jitteriness. The developers have commented on this, and have said that they are working on a solution to the problem by staying in contact with the #1 score holder on GameCenter, so hopefully this issue will be addressed soon. Aside from that one issue, and the UFO covering up enemies projectiles when going over them, I can not find anything else wrong with the game. It’s got loads of style, an awesome scoring system, fantastic gameplay, 3 GameCenter leader boards, endless replayabilty, and personality out the kazoo. Being $1.99, it’s an awesome buy, and one that every shmup fan should get as soon as possible.
Invasion Earth: 1953 gets a score of 9 out of 10
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thingSOUP – 0.99 (Sherpa Reynolds) + Promo Codes

ThingSOUP is a climber/distance game developed by Sherpa Reynolds. When it first came out, there was a lot of great feedback on the pretty basic game in the Touch Arcade Forums, and since then, Sherpa has released the 1.0.1 update, giving the game more content, and more polish.

In the game, you’ll control the “thing”. A mysterious little creature that has been captured and taken down a large hole while he was out looking for food. Now he must try and make his way back up to the top, or else be trapped in the “soup” forever. To control “thing”, you’ll need to tap on the screen and hold down to stretch out his tongue, which he can attach to the mysterious balls floating in the air, then use them to fling himself up, then tilt your device to move him left and right. The longer his tongue gets before hooking onto an orb, the higher he will fling himself.
There are bits of orange putty throughout the environment, and when you pick up 5 of them, you activate a power up that lets you fly a good distance upward. There are also little orange putty flies that when eaten will let you use your arms to fly up about 3 or 4 times by pressing on the screen. Along the way there are also lizards on the sides of the hole’s wall that stick out their tongues. If you land on them, they give you a big boost upward. But there are also exploding orbs that leave pieces of themselves behind. If you get these pieces on you, it will slow you down, and make it so that you can not fling yourself up as high. Once you get about 3 or 4 of these pieces on you, you’re pretty screwed, especially after about a distance of 10,000, when the orbs are more spread out, and you need bigger flicks to keep progressing.
The graphics in thingSOUP are pretty nice. They look more like clay than anything else. You can tell that it’s not made by a big name developer, but it’s got loads of personality. I really like the graphics quite a bit. The animations, as well, don’t look like they’re done by a big name company, but they fit the graphical style. They’re not choppy, or poor in any way, and they do add life to the game, but this whole “armature” style of graphics might turn some people off. It is, however, something I’m pretty drawn to.
The music and effects play a bigger part in the game than you would think. Aside from adding loads of feeling to the atmosphere, they give you hints as to when enemies and helpers are coming up. Listening to the music can help you get further in the game. This addition, and use, of music, is awesome. I really do wish that more developers would do things like this.
GameCenter has also been added, giving players 2 different leader boards, one for Distance, and another for how much Orange Putty you’ve collected. There are also 16 achievements, most of which will give you a decent challenge. This addition of GameCenter has added quite a bit of replay value to the game. ThingSOUP is only $0.99, and has more content coming in future updates. The developer has said that more levels, along with more characters will be coming soon. This addition of new characters and levels will add a lot to the aesthetic, and gameplay, and I’m pretty excited about it. This is definitely one game that has left it’s mark on me, and I can’t wait for more content to be added, and am also very excited to see what Sherpa Reynolds will come up with for future games.
ThingSOUP is getting a score of 7 out of 10.
Links;

Sherpa Reynolds was also kind enough to give us 4 promo codes to post with this review – so we hope that you guys who do redeem these codes after reading the review enjoy the game!

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Devourer – 0.99 (Li Min)

Devourer is a new drag-collect-dodge arcade game from Li Min, in the same vein as Bit Pilot and Runaway UFO, but with more emphasis on collecting objects than dodging them, though the dodging element is still there. In Devourer, you’ll drag a black hole around the screen, sucking up all the green, blue, and yellow invaders, while avoiding the red ones. It’s a very simple game, but once you get into it, and understand the scoring, and start using the items in the shop, it becomes very addicting, and really, a very nice little arcade game.

The controls are set up nicely, using relative touch to control the black hole, meaning you can place your finger anywhere on the screen in order to drag the black hole around the screen. This makes it easier to see all the invaders around your black hole, and a whole lot more comfortable.
There are two different game modes in Devourer, Classic, and Survival. In Classic Mode, you’ll drag your black hole around the screen collecting the “normal”, or blue, invaders, which there are two different kinds, a regular invader, worth 20 points, and a type of super invader, worth 80 points, “bonus”, or green, invaders, which add 1 to your multiplier, and “bomb”, or yellow, invaders, that blow up everything on the screen. There’s also red, or “toxic” invaders. If you hit one of these, they will reset your multiplier, and drop you 100 points, along with coins that randomly appear on the screen, and give you 5 gold points. You’ll have 2 minutes to try and get the highest score you can, and can not die before the 2 minutes is up.
In Survival Mode, you’ll have all the same types of invaders, along with the random coins, and the goal is to not let any blue invaders escape the screen, and to not hit any red invaders. If you hit a red invader, or miss a blue invader before it disappears off the side of the screen, you’ll loose a life, and have 3 lives total. The amount of time you survive is your high score.
Both Modes let you use spells. Within the store, you can buy these spells, which can be equipped in the hotspots on the right side of the screen. Some of these include Shrink, which makes all of the invaders 30% smaller, Freeze, which slows down all the invaders, Slack, which reduces the rate of invaders by half, and many more. These power-up type spells will help out greatly when trying to achieve a high-score, though there are only a couple that will really, really get that high-score up when combined. For instance, I like to use Burst, which doubles the amount of invaders, Bless, which destroys all Toxic invaders, and prevents more from being spawned, and Double, which doubles the points. Using all 3 of these together will usually shoot your score up about 250,000 points, or more depending on when you use them. Each of the spells has a set amount of time that it will last, and you can only use the spells once after you buy them. This adds quite a bit of strategy to the gameplay, as you’ll need to find out what spells work best for your style of play, and when to use them.
The graphics in Devourer are done pretty well. There are movement animations for each of the invaders, making it look like they’re swimming through space. Along with the rock type soundtrack, it’s all got a pretty nice atmosphere. Considering this game comes from the same developer of Tap Burst, I’d say it’s quite a step up from the previous game, and has given me pretty high hopes for the future of Li Min.
With GameCenter and OpenFeint support, 2 leader boards, and 21 achievements that will take you quite a bit of time to unlock, and the two different game modes, Devourer has endless replay ability. The scoring system is set up very nicely, and the addition of the shop and toxic invaders add quite a bit of strategy to the game. It could use a bit more polish, and maybe more items in the shop, along with more enemy types, but for $0.99, it’s a great buy, packed with loads of action, and will give you hours upon hours of addictive gameplay.
Devourer is getting 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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Haraka – 0.99 (Studio Joho)

Haraka is a pong type game from Studio Joho. It is an interesting and modern take on the old classic, giving it a sci-fi style, super quick movement, a leveling up system, great graphics, and plenty of one and two player content.

In the game there’s 9 levels, each represented by a color, and progressing in difficulty. You control a character in a space age suit on a blocked in court, holding a big stick. The controls are simple, directional arrows on each side of the screen. You can move left and right, but also climb up the sides of the court, up to the center of the screen. To score a point, all you need to do is hit the ball, which is done automatically once you’re next to the ball, and have it hit the walls of the court on your opponents side. 10 points, and you win. Obviously, its ideal to try and hit all 3 edges of the other players section before the ball returns to you. If you were last to touch the ball, and the ball comes flying back to your side of the court, hitting the wall, it does not count against you. Only if the opposing player was the last one to touch the ball. Your player is also upgraded as you progress throughout the game, gaining speed, strength, and agility, which is a great addition to the pong type genre, giving it more replay value just for trying to get your character’s stats as high as they can go.
Power-ups have been included, and they all fit very well within the game. Strength increase, speed increase, agility increase, add 2 to your score, a deflector, and a 2x point multiplier. There’s also power-downs, including slowdown ball, decrease skills, remove deflector, and score – (minus) 2. Each of these power-pods can be used by touching and then dragging them onto the side of the player you want to use the ability. So you can decrease the opponents skills, and increase yours, making for some quick easy points. The power-ups are generally abundant, but you need to be careful and watch what you do with them. They can also be hit by the ball, which makes them active, so if you don’t move a power-down out of the way and over to your opponent, it could end up effecting you, which is a nice game mechanic, and adds some action to the already pretty hectic gameplay.
The two player content is a played the same way, but on the same screen. That’s right, no multiplayer online, but done on the same device. This can be kind of hard to get use to, as are most 2 player iPod games are that are played on the same device, but once you get use to it, it provides you with quite a bit of entertainment. Me and my wife have been playing this quite a bit over the last week, bringing back a lot of memories from when we first got together, and would play old arcade games at the bar up the street. So even though it might not be ideal, playing a game with two players on one little iPod, I can see it working pretty well on the iPad, which is kind of upsetting, because the game is not universal, and not retina, so I also imagine it looks kind of bad on larger screens. Though I could be totally wrong. Games with this much quick action, with gamers focusing on one little moving point on the screen, probably play well regardless of the stretched or slightly blurry graphics.
Right now, there isn’t any online support, no GameCenter or OpenFeint, but the developers have said that it’s coming soon. I doubt the inclusion of GC will include wi-fi multiplayer, and this isn’t necessarily a bad thing. As with most GameCenter auto-matched multiplayer games, there would be no indication of what level the other player is, and soon after the update, a lot of players would be turned off of the wi-fi multiplayer because the players with their maxed stats would be constantly whooping up on the new-comers, and there wouldn’t be anything we could do about it. The main inclusion with GameCenter will be the achievements. This will add a decent amount of replay value, with having goals set, it should take a while to collect all of them. There is also no scoring system at the moment, and I’m not sure one will be added, so that means no online leader boards, unless it’s put up with how many total wins each player has got.
Studio Joho has done a very nice job here creating a modern sci-fi pong game. Being $0.99, it’s a great game, and offers quite a bit of content, even with only one playable mode, especially considering it’s essentially pong on steroids. I was pleasantly surprised while playing, and am finding it more and more enjoyable as I progress in the game. It’s actually turning into a pretty addictive game, and one that I’d recommend any fan of old-school, or quick moving arcade games gets, even with the non-retina non-universal graphics. It’s a game that will grow on you fairly quickly, and one that you can enjoy quite a bit with a friend.
Haraka gets a score of 8 out of 10.
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