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LightGuardian – 1.99 (Lukas Penkava)

LightGuardian is a new 3D defense game, and the first iOS release, from Lukas Penkava. It’s definitely a different type of game, as I’ve never seen or played anything like it. You’ll control a light tower’s light while blimps come flying towards you. In order to take the blimps down, you’ll need to focus your light on them, heating them and blowing them up.The controls are kind of hard to get use to, but once you do, they work so well, and I really can’t think of a better way the game could be controlled. To move your light tower’s light, you place your finger on the section of the tower that’s right under the light, and drag it around. Up for down, down for up, right for left and left for right. This type of control, combined with the camera control that’s movable 360 degrees, and up and down, moving the camera in the direction you want it to move; ie, dragging up moves the camera up, dragging left moves the camera left, and so on – can get a little confusing at first. Dragging left to move the camera left, then needing to drag right to move the light left will take some getting use to, but after you do, it feels perfect and natural. This is another original aspect I haven’t seen before in any other game. Original controls, and original gameplay is risky for a developers first AppStore release, but Lukas Penkava has pulled it off flawlessly.

The game is set up as an endless arcade type game, where you’ll go through wave after wave of incoming blimps. There are different types of blimps, some taking longer to kill than others. With them coming at you in every direction, there’s a bit of strategy thrown in, as you’ll need to decide, quickly, which blimps are posing the biggest threat. You’re given a radar that helps you know when enemies are getting close to you. When it’s green, most enemies are far away, yellow means they’re getting close, and red means you’re in trouble, and need to deal with a blimp IMMEDIATELY.
One thing that might bother people when they first start is that the radar does not show dots, or where the blimps are. It just lets you know if a blimp is getting close. However, moving around, up, and down in the 360 degree play-field, constantly looking around trying to see where blimps are, what type they are, and trying to figure out how close they are, and how big of a threat they pose is a huge part of the gameplay. Having a radar that shows you exactly where every blimp is would take away a lot from the mechanics of the game, and really, take away a lot of the fun and challenge.
Taking down 4 blimps will get you a light bomb, which shows up as a tab in the lower left corner. This light bomb will take out any enemies that are in your radar’s red zone, so using it when you can’t find a blimp, or are overpowered with blimps is great. There’s also items that some enemies drop. A bolt, and a green gem. Bolts signify parts, and collecting a certain number will make your light house ray stronger. It might take a while to level up, as getting to level 2 takes 40 parts, and that number increases as the level goes up, but you can only reach level 4, so taking a while to level up is understandable. Collecting 3 gems will give you a charged light ray that lasts for a short period of time. When it’s available, a green icon appears in the lower right corner of the screen, and when activated, it turns your ray green. This is good for taking out some of the stronger blimps that you’ll encounter, and can do away with the weaker ones pretty easily. The bolts and green gems are automatically picked up when you hit them with your light ray.
The graphics in LightGuardian are very nice. The whole environment looks, and feels, great. It is a little weird, when looking straight down, to see your light house on a piece of rock floating in the sky, but the main menu gives you a great image of the light house on the floating rock, that looks exceptional, with vegetation growing up the sides of it, it really is very unique. Floating around in the sky, with you and the blimps, are more of these floating rocks with vegetation growing all over them, presenting a very nice atmosphere for the game. Beautifully made clouds are also surrounding the area, and with the shadowing from dark towards the bottom of the play-field, and light in the upper part, the blimps that appear out of nowhere are easy to pick out. You’ll never find yourself searching for a blimp against the backdrop of the game, which is great, especially when you’re spinning around trying to find the blimp that set off the yellow or red color on your radar. The animations of the moving blimps look great, making it look like the wind is actually blowing them towards you. One thing I would love to see is an actual explosion animation. I’m not sure what it could look like exactly, as explosions would not look very good within the setting of the game, but something more than the blimps just disappearing would be nice. Maybe a puff of smoke or something would go together good with the overall aesthetic of the game, but right now, that’s the only real nitpicky thing I can think of.
Lukas Penkava and team have done an amazing job putting this game together. I don’t know exactly how many people worked/are working on the game, but when I talked to Lukas, he used the term ’we’ more than once. He’s also mentioned a couple of mechanics that they’re thinking of implementing, but I’m not sure I should share them as they aren’t set in stone. What I will say is that they are still working on making LightGuardian even better than it already is. There is no GameCenter integration, but the developers do have an in-game online leader board, which is great, because players won’t need to worry about hacked GameCenter scores like with most other GC supported games. Some in-game achievements would be a wonderful addition to the game as well, as there’s quite a bit the developers could make achievements for; destroying # blimps, collecting # parts, reaching level #, ect. Universal support would be awesome too, as I’m sure gamers with iPads would love to see the graphics how they’re meant to be seen on their bigger screens, but for $1.99 (and currently on sale for $0.99), this is a must buy game. Endless replayabilty, updates that will make the game even better, and a beautiful and original gameplay experience. I really can not recommend LightGuardian enough. I’m also extremely hopeful of what the developing team will come up with in the future.
Light Guardian gets a score of 9 out of 10.
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Radballs – 2.99 (Glow Play)

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

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

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

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


ArkanoArena – 1.99 (Sketch Games)

ArkanoArena is a new brick-breaker game from Sketch Games. Early this year, iPhone users were given a taste of this steam punk styled brick breaker with a free demo version. It got a lot of great feedback, and produced a little following of excited gamers anticipating the release of the full version. Now it’s here. 50 levels of beautiful brick breaking action. The story adds to the atmosphere of the game as well, as you’re invited to take part in a competition put together by Mr. Arkano, held where “the land meets the sky and the laws of physics do not apply.”

The graphics in ArkanoArena are great. Various environments and, like I’ve said, steam punk style objects, which I’m just a sucker for, make this one of my favorite brick breakers available for the iOS. Animations are great, especially when your platform changes. The explosions are done extremely well, and there’s a lot of polish and professionalism shown with the look and feel of the game. The backgrounds look amazingly beautiful as well, which only helps add more style to this already stylish game. The addition of a store where you can buy weapons, ammo, extra life, and power-ups that you can use to take on the various enemies that can fire missiles at you even more interesting. The controls are like any other brick-breaker, hold under the platform, called the Stinger, here, and move left or right to bounce the ball off of it. To use your weapons, a shotgun, missiles, and a lightning strike, you tap on their icons on the right side of the screen. These icons might look like they’ll get in the way, but become transparent when you move or the ball goes to the right side of the screen. To launch your ball, you double tap in the direction you want to launch it.
There’s 2 different game modes, the Arcade Mode, which you can choose to play on normal or hardcore difficulties, and Survival Mode. In normal difficulty, you get as many retries as you’d like to get through all 50 of the levels, and in hardcore, you get your 3 lives, and when you loose them, it’s game over. In Survival Mode, you get one ball, but all of your weapons are unlocked at the beginning of the game. When you loose your ball, game over. The store is accessible in Arcade Mode, between each level, but not given to you in Survival Mode.
The scoring system is pretty nice, giving you different scores for each of the different blocks, and a time bonus at the end. The block mechanics are pretty interesting, as there’s regular blocks that take one hit to destroy, other blocks with numbers on them that take that amount of hits to destroy, blocks with timers that start when you hit them, and reset the block if you don’t hit it again before the timer gets around the circle in the block, bomb blocks that blow up blocks around them when hit, skull blocks and gold blocks.
The enemies in ArkanoArena are one of the best things about the game. Having them shoot missiles at you really helps bump the challenge up a bit. I would love to see more types of enemies added in the future though, as I think the developers could really do a lot with different enemies, attacks, and attack mechanics. For instance, seeing an enemy that shoots some goo at the Stinger, causing it to slow down for a second or two, or kamikaze enemies that come barreling at you, knocking you half way across the screen on impact would be awesome.
ArkanoArena is one of the best looking brick-breakers in the AppStore, and it’s looking like it’s going to quickly knock Anodia out of the #1 spot on my device. $1.99 for this game is a great price, as it delivers tons of replay, loads of levels, GameCenter leader boards for both difficulties of Arcade Mode, and Survival Mode, and 50 achievements. Aside from more enemies, there’s nothing I can think of that I would like to see changed or added. Sketch Games has done an amazing job with ArkanoArena, and it’s recommended to anyone who’s into the genre, or just loves great looking arcade games.
ArkanoArena is getting a score of 9.5 out of 10


Fly Wars: Conflict – 0.99 (B&C Mobile)

Fly Wars: Conflict is a new action strategy game from B&C Mobile. In it, you will move flies around each level, shooting other flies, and collecting poo, trying to kill the enemies before they kill you, and getting the best score you can. There’s blocks that you’ll need to shoot through, break, and bounce your bullets off of in order to defeat the other team, but the controls are somewhat finicky, making the gameplay harder than it needs to be.

To control your fly, you’ll need to tap on it, and then tap on where you want them to go. Aiming is done with a bar on the right side of the screen, but you can only shoot in about a 45 degree area. Now, if you’re aiming, and you try to tap on your fly to move it, you can’t. The game has one touch controls, and can get pretty annoying, even in the early levels. In a game like Fly Wars, where you need to move to different areas of the screen and set up your shots as quick as you can, having a multi-touch interface is almost a necessity.

Aside from the control issues, Fly Wars looks decent, and does have some pretty nice strategic gameplay. It might be hard to understand how to play at first, as the developer is not a native English speaker, and the instructions are pretty hard to understand, but once you catch on, which should be pretty quickly, it’s a piece of cake to play. You start off with the lowest level fly, who can only fire one bullet at a time. You’re also occasionally given helper flies that you can not move or control. After progressing through 3 levels, you’ll get the next fly up, that can fire two bullets at a time, and then every 3 levels after that, a stronger fly is unlocked. You’re given a total of 6 slots for flies, but you only start off with 1 slot open. Slots then open up about every 10 levels, so by level 11, you’ll be controlling 2 different flies.
The levels are split up in groups of 10, with 90 stages total. Each group of 10 levels is set in a different environment, with different objects to bounce your bullets off of as you move on, some of which are really pretty interesting, and do add quite a bit to the gameplay. The backgrounds aren’t really anything too special, but do fit the graphical style, and are noticeably different as you move on.
It does have a GameCenter leader board for your total score, but aside from that, there’s no achievements, and no real reason to replay any of the levels unless you die before beating them, so it’s a good thing there’s 90 levels. The scoring is alright, and the graphics are good. You’ll probably fight with the controls in the beginning, but once you get the hang of it, the gameplay does get better. For $0.99, it’s a good strategy action game, and if you’re into the genre, it’s a game that’s definitely worth checking out. There’s tons of objects that do make the gameplay very interesting as you progress through the game, and with the 90 levels, it’ll take quite a while to finish the game. I am looking forward to updates that will hopefully add some multi-touch controls, and am very interested in seeing what B&C comes up with next.
Fly Wars: Conflict is getting a score of 8 out of 10.


Tapsteroids – 0.99 (UNAgames)

Tapsteroids is the first iOS game from UNAgames, a two person team based in Italy. Daniele, who worked for 7 years on high-budget games for the Amiga, PC, and first-generation consoles, and Erika, a mathematician who works on 2D and 3D graphics. After playing Tapsteroids, hearing this information doesn’t necessarily come as a surprise. The action filled tap/arcade game has that ‘one more play’ feel to it, and it is made extremely well, with loads of polish, and tons of challenge.

In Tapsteroids, it’s your job to keep navigation routs safe to travel by wiping out waves of asteroids that are hurtling through space. To do this, you’ll be given an unlimited number of missiles, and are able to pick up extra weapons as you progress through the levels. To get rid of the asteroids, all you need to do is tap on them, and which-ever weapon you have equipped will automatically fire at it. The extra weapons are picked up by tapping on them, and selected by tapping on the space station, pausing the game, and then tapping on the weapon you’d like to use.
To get through each level, you’ll need to make sure that a certain number of ships are able to dock on your space station safely. You’re given 5 shields, or hit points, and each time your station or a ship gets hit by an asteroid, you loose one of those shields. Scattered in with the weapon pick-ups, you’ll see shield pick-ups as well, which add on one hit point.
The graphics in Tapsteroids are done extremely well, and the space environments look really nice. The animations for the asteroids, space ships, weapons, and different space stations are done very well also. There’s tons of polish and professionalism throughout the graphics and animations, and really helps add to the atmosphere and feel of the game. There plenty of variation between the space stations, space ships, and with the asteroids. Small asteroids, medium asteroids, and larger asteroids will fill up the screen in the later levels, some of them breaking up into multiple smaller asteroids, going in every direction. There is music in-between levels, and on the menus, but while playing, you’ll only hear the effects of weapons firing, ships landing, and asteroids and space ships exploding. The menu music is really nice, and full of energy, and the lack of music in-game actually helps build some atmosphere in my opinion. Space is a lonely, quiet place; only having the effects sounds while playing was a great idea.
There are three difficulties in Tapsteroids, but when you’re playing, the difficulty automatically goes up as you progress through the game. Easy difficulty is levels 1 through 4, Medium is 5 through 9 and Hard is 10 and up. Selecting Medium or Hard difficulty at the beginning of a game will automatically start you at level 5 or 10. This might turn some people off, but if you’re into older games, and love the difficulty levels of old-school NES/SNES and SEGA games, you’ll probably feel right at home with Tapsteroids.
Only having one mode is something else that might turn people off. An endless or survival mode would be awesome to have, but as it is now, Tapsteroids is a very entertaining game, with tons of replay value. The GameCenter leaderboards and 21 achievements help add to that too. It’s a very professional game with loads of polish, and tons of potential for the future. If the developers keep adding to the game, this could easily turn into one of my favorite arcade tapers for the iOS. $0.99 is a great price for endless gameplay, and tons of action. Get it now, and start climbing up those leaderboards!!
Tapsteroids is getting a score of 8.5 out of 10


Defen-G Astro – 2.99 (Innodis)

Defen-G Astro is a new action defense game from Innodis in which you place characters alongside and on top of each other along the 2D levels to protect your tower from being attacked by wave after wave of enemies. The gameplay is simple enough, you select your character from the available characters at the bottom of the screen, and then place them anywhere where a shadow of the character appears on the battlefield. You can tap on the character to upgrade them, up to 3 times, or sell them for a fraction of what they cost, with each character, and upgrade, costing a certain amount of stars. Then you defend the tower behind you while wave after wave of enemies come at you, replacing characters, or units, if the enemies defeat them. It’s like a 2D version of Defense Of Fortune.

The controls are simple, and really, these types of games work extremely well on touch screen devices. Tap, tap, tap tap, tap. As you progress throughout the game, you’ll collect more units, and abilities which are stored on the top of the screen automatically, and can be used by tapping on them once they’re charged. There’s defensive abilities, kept on the top left of the screen, and also some magic spells, which are placed on the top right of the screen. These abilities range from Health and Shields to Extra Stars that when tapped on, spit stars out at you that you’ll need to tap on to collect. These charge during battle, as well as get quick recharges from enemies that drop refill orbs. The characters/units, are also picked up while you progress throughout the game. After starting with 2 units, you’ll eventually build up your units, and be able to select which ones you’ll want to use in each battle.
The graphics in Defen-G Astro are very nicely done, and very polished, with environments being vibrant, but easy to see the action played out against them. Animations are done extremely well, and look great. From the movement to the death animations, everything is done in a very professional manor. The level select screen is placed in space, where you’ll move from star to star going through constellations, finishing each of the levels, and completing the shape of each one. This is kind of strange, because the level select screen shows you battling on stars, but the backdrops for each level are usually snow-caped mountain tops, open fields, or volcano scorched landscapes that don’t really reflect you battling it out on a star. Then again, having a backdrop of space with a couple stars in it would get pretty boring very quickly.
To top it off, Defen-G Astro is GameCenter supported, giving us two leaderboards, one for the campaign mode, and being your total score built up throughout the game, and the other for your high Infinite Mode score. Infinite Mode being an endless battle that you play until your tower is destroyed. However, there are no achievements, so you achievement hunters out there are kind of out of luck. But with the addition of Infinite Mode, generally one of my favorite modes in these types of RTS/Defense games, and the ability to replay each of the levels with one of 3 difficulties, there’s an unlimited amount of replay value, limited only by your desire to play the game. Defen-G Astro is a very polished, very entertaining, and challenging action defense game, one that’s actually quickly becoming one of my favorite RTS games on my device. For $2.99, it’s got tons of content, and loads of gameplay, and is definitely a game that all fans of the genre should pick up.
Defen-G Astro is getting a score of 9 out of 10.


VenomBlast – 0.99 (Pictosoft)

VenomBlast is an updated, re-release of Pictosoft’s shmup, Zapa Ray. Pictosoft has done a pretty nice overhaul of the original game, giving us better graphics, different sounds, IAPs, a special fighter ship, and loads of tweaks. There’s also 3 hidden levels, unlocked after you beat the game on Normal, Hard, and Hell difficulties. Getting through Normal will be a challenge in itself though.

VenomBlast is a great looking shoot-em-up, with beautiful environments, and loads of variation with the enemies, in fact, there’s over 100 different types of enemies throughout the whole game. The boss battles are huge, and very well scripted, and can throw out some pretty nasty bullet sprays. To make things clear, even though there are tons of bullets fired in VenomBlast, it is not a bullet hell game. The scoring is simple, with each enemy having a set score for killing it, and no multipliers or bonuses are given. There’s also no real bullet patterns, all of the bullets are shot depending on where you’re positioned on the screen. This setting might upset some people, as having more bullets and bullet sprays on the screen doesn’t necessarily make for a better game. Bullet Hell games have eye candy bullet patterns, that can weave in and out with each other, and that you can dodge through if you know what to look for, and know what the patterns are going to be like. With huge bullet sprays shot directly at you, there’s not a specific way to weave through the bullets, you’ll just have to keep moving around, and with a little luck, not get stuck behind massive walls of undodgible bullet sprays.
Pictosoft has found a nice little solution to this problem though. Spotlight; the Fire Ball ship. In VenomBlast, you’re given 3 ships, one to start out with, and 2 to unlock with credits, all 3 being upgradeable. The original ship, named the Vulcan, is your typical shoot-em-up type fighter, having a strong blast, and wide spread once fully upgraded. The Guided Laser ship has projectiles that follow and hit ships anywhere on the screen; In front of you, behind you, or on either side of you. Then the Fire Ball ship shoots fire balls (go figure), and has fire balls that circle the ship. This spray of fire cancels out almost every type of bullet shot at you by enemies, and is a real life saver in the more hectic areas of the game. Each of the ships also fires missiles, that can be upgraded between levels, that lock on to enemies, and are pretty destructive.
The controls in VenomBlast are done pretty well, as we’re given relative touch controls, along with 2 buttons that can be placed on the right, left, or one one each side of the bottom of the screen. One button fires a nuke type shield that wipes out all bullets and most enemies when triggered, and the other button controls your ships, letting you switch between all 3 in the heat of battle. Double tapping on the screen lets you fire a bomb that clears out bullets, and causes massive damage. You only fire when you’re touching the screen though, and in a game that has numerous enemies coming at you from all directions, forcing you to pick up your thumb or finger in order to see them, this can be a real problem. Along with the buttons, the UI is made up of a battery symbol in the top right corner which is your health bar, a shield counter to the left of that, and your bomb counter next to the shields. Shields deploy automatically when you’re hit, and look like wings coming off of your ship, which is a nice little animation.
Compared to other iOS shmups, VenomBlast is a pretty hectic shooter, but it really has some stunning backgrounds and great animations with the enemies and even better with the bosses. There is an Easy Mode if you’re finding the game a little too hard, which is nice for new-comers to the genre, and your scores are shared on GameCenter throughout 5 different leaderboards, one for each difficulty, and one for all difficulties combined. The In-App-Purchases are for unlocking harder difficulties, extra lives, and buying more credits, each of which can be unlocked or bought in the between-levels store, so you’re not forced into buying anything extra unless you just want to pretty much skip ahead in the game. For $0.99, VenomBlast is a great shooter, definitely worth checking out, even if you purchased ZapaRay before it was pulled from the AppStore. It’s got plenty of challenge, and enough replay value added on with the extra bonus levels and leader boards to keep any veteran of the genre busy for quite some time.
VenomBlast is getting a score of 9 out of 10.


Deliver Da Bomb – 0.99 (Tapstatic)

Deliver Da Bomb is a new arcade game from Tapstatic in which you try to bounce a bomb from one side of the screen to the other side, blowing up a robot. It sounds pretty easy, and in the beginning it really is, as you can get enough bombs to the robot by just starting the first two bombs moving, and then tapping on the last group of men, then the middle group, then the first group, then back to the end and starting over again. The first 8 levels or so are played like this, but then you hit level 9, and it really starts to get difficult, especially on insane speed. Here is where they actually mix up the bombs shot by how high they start off, how fast they move, and in what order you need to tap the men in.

There’s two different game modes in Deliver Da Bomb, but they’re split up like difficulties. In Easy Mode, you’ll need to bounce bombs 3 times before they reach the robot, and in Hard Difficulty, you’ll need to bounce the bombs 4 times. With each of the difficulty modes you’re able to choose between 3 different speeds, Casual, Advanced, and Insane. Then to be able to play on Hard Mode, you’ll need to finish all the Easy Mode levels first, so it’s more set up like one mode that you just progress through in two, 25 level sections. Each bomb that you get to the end, hitting the robot, gives you one extra life point, and you can have up to 30 points for life. If you miss or drop a bomb, one point is taken away, and if you reach a life score of 0, surprise, game over.
The graphics are done fairly well, in a sort of NES-SNES retro type way, and the animations for movement, bouncing, and explosions are about what you would expect with a retro styled game. You are able to put a picture in the face of the robot, but it’s really small, so if you want it to be a picture that you’re able to see, it’ll have to be a close-up of something, or someone, and I prefer the default robot face. The sounds and music is inspired by old-school effects and music as well, and fit’s the game well enough.
Deliver Da Bomb is presented as an old-school arcade game that you can battle for a high-score ranking through GameCenter on, but there’s one pretty major problem with the scoring system; your score is cumulative, and adds up continuously. This means that you can raise your score to 50 thousand just by playing level 1 over and over again, if you so desire, but also that the #1 position on the GameCenter charts will not be the person who scored the most points in each of the 50 levels, but instead, will be the person who played the game more than anyone else, For a game who’s primary reason for playing is for getting a high score, this is a pretty big let-down, and to top it off, and really make sure the replay value goes down the drain, there’s no achievements.
Tapstatic has done a great job creating a high-scoring retro arcade game with Deliver Da Bomb, but it seems like they did a poor job in implementing the scoring system and GameCenter integration. However, these things could be easily fixed in a future update, and for $0.99, Deliver Da Bomb does deliver quite a bit of challenging gameplay, and is definitely worth the price.
Deliver Da Bomb is getting a score of 6 out of 10, with a little asterisk ** if this game is updated, and the scoring system is fixed so that you have a score fixed for each level that you can raise up by replaying the level instead of just adding to your total score by replaying a level over and over, it could be a 7 or 8 out of 10 game, and if more game modes are added after that, could easily score 9 or 10 out of 10 – and I do have some pretty high hopes for this one.


Up And Up! – 1.99 (Swift Seven)

Up And Up is a new slingshot type adventure platform game from Swift Seven Multimedia, a 2 person outfit located in Sweden. Up And Up is easily one of my favorite games to come out in the last couple months, and the attention it’s getting, or lack of, is pretty surprising. Maybe it shouldn’t be, as there’s quite a few games I feel really deserve a lot more attention then they’ve gotten, but I can almost always understand why. The controls might be a little funky for some people at first, people might have been expecting to get something else, but with Up And Up, it’s a pretty straight forward adventure game that has you stretch and slingshot your character through the beautifully made levels, is made by indie developers, and is made for both casual and hardcore gamers. These types of games usually do pretty well in the AppStore. Then again, most of the games in this genre weren’t released the same week as Jetpack Joyride, Samurai Bloodshow, Frogger Decades and Crimson: Steam Pirates. So here’s hoping I can shed a little bit more light on this great title.

In Up And Up, you’ll play as a bungy monster who’s trying to escape from the rising lava, falling bats, angry frogs, and more, while using objects, tools, and power-ups to help you get to safety. There’s 2 worlds, each with 15 levels to try and make your way through, collecting the 8 pieces of cheese, finding the golden bat, and trying to beat the secret level times for even higher scores and a better star rating.
The controls in Up And Up are great. Tight, responsive, and they work extremely well within the game. To get your bungy monster through each level, you’ll need to tap down on him, pull him back, and fling him towards the next hook, which he attaches to automatically, while if you miss a hook, you can hold down on the screen to activate a sort of helicopter ability, and then move your finger left or right to guide him to a hook. The physics and camera angles come into play quite a bit here, and they’re both great. Physics-wise, the game is awesome, with just enough gravity to have an effect on where you fling your character next, and when you miss, the helicopter ability works perfectly and feels great. The camera angle changes depending on the angle that you pull your character back at, for instance, pulling to the left makes the camera sort of pan in a 3D way to the right so that you can see more clearly what you’re aiming at. It might sound like it would distract from the gameplay, but really, it adds a lot to the game and the overall aesthetic.
The levels are just long enough to stay challenging, and upset you if you die right at the end, but not get frustrating when you have to replay them. The level design is also very, very good, and when you’re playing, you can tell that a lot of thought, effort, and beta testing went into each and every stage, as well as each and every move you can make while going through the stages. 30 levels might not sound like a lot, but it’ll sometimes take you multiple tries to get through most of them, and with the difficulty curve, will take a while to complete. There’s also another world with 15 levels coming in a future update.
The enemies are stylish, and varied, while having a pretty big impact on how you make your way through each of the levels. Sometimes you’ll need to quickly jump from one hook to another to avoid one falling on you, other times you’ll need to wait until it’s safe to move through an area, and sometimes you’ll just avoid spots completely. The objects that help are very well placed, and varied as well. Yellow hooks that let you do a super jump, and jetpacks that run on depleting fuel, which you can also pick up while riding them, can be found scattered throughout the levels, along with green goo to bounce off of on the sides of the walls, moving hooks and more.
The graphics are very nice, and environments are extremely colorful and visually pleasing. The game is also supported by Retina Display and is Universal, so you can experience the game in all it’s visual glory. S7 has certainly done everything right for their first release in order to leave a lasting and very nice mark on the AppStore gaming community, except for leaving out online services. They will be added very soon in an update, but leaving them out in the initial release, along with releasing it the same week as many other big name games, might just be why this game has been knocked to the back of the pack in terms of ‘must buy’ games. I, however, am very, very glad that I have been able to experience this game, as it’s definitely left it’s mark on me. I’m eagerly awaiting GC support, future levels, and whatever S7 has in store for gamers in the future. At $1.99, Up And Up is a must buy game.
Up And Up is getting a score of 9.5 out of 10, and would get a perfect 10/10 if it included online support in this v1.0 release. Once it’s added, this might just be the first review I end up changing the last paragraph of, and re-posting with a 10 out of 10 score after it gets updated.