Board games are slowly but surely finding a nice, comfortable home within the AppStore. Classics like Monopoly, Life, Scrabble, Clue and loads more, along with not so well known games like Tigris & Euphrates, Catan, Tikal and others are winding up on iDevices, finding new fans, bringing back great memories and creating enjoyable family time without having to deal with setting everything up, cleaning up, or worrying about ‘misinterpreting the rules’ (damn Patriots). Now, another game that’s new to me, but that some of you guys/gals might remember from your childhood, is Scotland Yard. The original publishers of the game in Canada and Germany, Ravensburger (who’s also released FiTS, Ramses II and more on the iOS), is responsible for bringing Scotland Yard to the AppStore.
For those of you, like me, who aren’t familiar with the game, it’s a simple premise. You either play as Mr. X, who is running from Scotland Yard, or as Scotland Yard, who is chasing down Mr. X. The board is made up of different stations, each linked together by colored lines. These colored lines show the means of travel between each of the stations. Taxi’s are yellow, busses are red, and the subway is blue. You’re given a certain number of tickets for each of the different means of travel, and use them to move about the city.
Mr. X does have a couple of advantages. He is hidden from the Scotland Yard pawns, except for on specific turns, when the other players will be able to see where Mr. X is. The game shows you what means of travel Mr. X is using, and the police will have to use that to try and track him down. However, Mr. X is also given a certain number of invisible tickets, which let him travel without the game showing the police is he’s on the bus, a taxi, or the subway. He also has a couple of double moves, which let him move twice in one turn. Along with those perks, Mr. X can also travel in the water if he hits certain spots next to the river. Combining all of these special abilities will be necessary to escape Scotland Yard.
As you can imagine, Scotland Yard is set up perfectly for online multiplayer games, and it is included. Async multiplayer via GameCenter along with Wifi/Bluetooth modes are available. You can also play with more than one player on one device. There is also solo local play with Easy, Normal and Hard difficulties.
With Scotland Yard being Universal, and with all of the multiplayer modes, the price-tag of $5 is very fair, especially when the original physical board game can costs anywhere between $25 and $40, and involves all of the setting up, clean up, and trying to find players who can sit around the board with you. Adding to the gameplay and replay value are 15 GameCenter achievements, some of which will require some very skillful gameplay. So you can add Scotland Yard to the list of board games that play fantastically on the iDevice, and cost a fraction of the price of the physical versions. The enhanced graphics, easy to learn gameplay, and high replayability make it a game that has the chance of staying on your device for as long as you own it. Also, being released by Ravensburger and FDG (Clear Vision, Cover Orange, Blueprint, Beyond Ynth, Tentacle Wars, and more) – you can be sure that it’s a high quality game, and that if any problems arise, they will be dealt with ASAP. Scotland Yard is highly recommended if you’re a fan of the genre, or if you’re looking for a game that the whole family can play.
So, you’re the best thief in the world. You’ve stolen enough goodies to keep you and your friends living like kings for more than a couple lifetimes. In fact, you’ve stolen so much, that the thrill is gone. Boredom sets in.
Thankfully, you have a close friend who happens to be a genius scientist named Doc, and he’s just discovered that there’s a top secret alien artifact, known as G.R.A.I.L., housed in Area 51. This artifact could change the course of history. Your heart starts to speed up, and you feel that thrill once again. It’s time to push yourself to your limits, and see if you’ve really got what it takes to steal the most prized possession on the planet.
Just Funny Games (developers of the unique puzzler, Trigonon) most recent addition to the AppStore, Jake Escapes, puts you through 17 Story Mode stages, as you try and steal the alien artifact, discover its secrets, and make your way around the world. There is also an Arcade Mode with the same 17 stages. There’s no differences between the modes that I can tell. Each of the levels have the same objectives, and same enemy layouts, which is awfully strange.
The controls in Jake Escapes might take a little getting use to, but once you do, you’ll be able to maneuver around the face of buildings with ease. To climb up, you’ll need to swipe down, and to move left you need to swipe right and right needs a left swipe. You’re also able to move diagonally up left and up right by swiping in the opposite direction there as well. In each of the levels, there’s different enemies which you’ll either need to avoid completely, or tap on to shoot with a laser from Doc’s flying ship. Some levels will require you to shoot the enemies so that they drop certain objects, while others will just have you searching the building for an object out in the open.
All the while, you’ve got a detective chasing you, adding some extra stress, and making you come to quick decisions on where to climb. Also adding some difficulty, there are some windowsills which are boarded up, and unable to grab. This means you’ll need to weave a path through enemies and the boarded up windows while running from the detective, and looking for the object in order to complete the level.
Graphics-wise, the game looks great. Each of the character models are well designed, and the buildings have plenty of detail. Accompanying the nice graphics are great animations, both for Jake’s climbing, as well as the characters you’ll encounter within the buildings throughout the game. Guys tossing mannequins, artists painting, mimes and drunkin weirdos walking out on the ledges, kids throwing toys at you, and even bears ready to grab at you are all smoothly animated. The music and sound effects also go along perfectly with the graphic look and feel of the game.
A pretty big downfall for Jake Escapes is the lack of GameCenter or any other online leaderboard or achievement system. Even though they are coming in a future update, it’s always strange when a development company doesn’t include GameCenter in an action arcade game like this in the very beginning. Until the update goes through, there’s very little in terms of replayability. Also taking away from the replay value is the lack of any sort of scoring system. There’s no clock to see how quickly you complete a level, no score for taking out a kid who’s chucking toys at you, no special bonuses for multiple combos or big scores for beating the end of the game boss. It really seems pretty bare bones if you’re a huge fan of high score chasing or achievement collecting. And a nice scoring system would add immensely to the replay value, as well as general enjoyment for a game that’s set up like Jake Escapes. There’s also the no real noticeable difference between Story and Arcade Modes, giving even less drive to play through Arcade Mode once you unlock all of the levels by playing through Story Mode.
Hopefully more features can be added to Jake Escapes in the near future. Aside from the lack of all that I’ve mentioned, it really is a nice flowing, highly entertaining game with fantastic cut-scenes, a nice story, and great gameplay. Being Universal and priced at $1.99, it’s definitely worth picking up, but only if you’re willing to wait for some real replay value in a future update. The developers are closely working with players on the Touch Arcade forums, asking what features they’d like, what kind of achievements they prefer, and more, so hopefully, Jake Escapes will become a nice rounded out game when everything is said and done. But right now, it’s a little barebones to really stand out among some of the better action arcade games available for the iDevice.
As the surprisingly long list of strategy games that are available in the AppStore keeps increasing, fans of the genre are in heaven. Strategy games are one of the few genres that completely and totally feel like they iDevice was specifically made for them. The latest Strategy title to hit my device is Brainss, developed by Lonely Few LLC. A game in which you run around a city hunting down humans and turning them into zombies.
Right off the bat, there are a couple of things that bug me about Brainsss. You can’t zoom in or out. That’s right, there’s no pinch to zoom, which can be a real hassle, especially when you’re trying to control more than one group of zombies. There’s also no way to assign zombies to a specific group. So every time you want to move a zombie, or a group of zombies, it either needs to already be selected, or you’ll need to reselect it. This, coupled with no zooming out, means you can’t corner a group of humans by moving half of your zombies to one side of a building and then moving another group to the other side without having to select the first group, move them, then pan and scroll over to the other group, make sure that they’re selected, and then scroll back to where you want them to end up, and just hope that the first group didn’t drive away the humans already so that you can tap where you want your second group to go. Confusing? Yeah, confusing, and frustrating. Especially when every other RTS game has an easy select for groups of troops, and zooming in and out, and that’s what you’re use to having at your disposal while playing.
Aside from those couple of issues, Brainsss still is fairly fun to play. The action is fast, and so long as you’re fine with moving around one huge group of zombies around the maps, and don’t care about the time limit, getting 3 stars in a level, or earning achievements, there’s some fun to be had here.
Right now, there are 5 Phases (or worlds) to play through, each having 4 different levels except for Phase 1, which has 5 and is the Tutorial Phase. Each level has an objective that you’ll need to complete in order to progress. These range from turning all humans into zombies, or finding a certain type of human, like a policeman, or scientist, and turning him into a zombie, to stopping humans from reaching a helicopter, or getting a zombie to a specific zone on the map.
Unlike other RTS titles, there are no resources to be found and used, no skirmish mode, and no online multiplayer. You might want to call it a ‘RTS Lite’. And actually, as it plays right now, it’s more like an action game because it’s so difficult to use separate groups of zombies to pin down humans, and really go for achievements. However, if these issues are addressed, this could turn into a very nice strategy game. One that’s very fast moving, and will challenge you quite a bit, especially if you’re going to go for 3 stars, and going to try and snag all 70 (yes, that’s right, a whopping SEVENTY) achievements.
With the game being Universal, supporting the iPad 3 Retina display, having fantastic graphics, and great comic strips that you can unlock as you progress through the levels, as well as the promise of new levels released “each week”, $2.99 isn’t a bad price at all. I just hope that the developers include some of these features that are typical of most strategy games in one of their soon to come updates.
The amount of developers the AppStore has opened it’s arms to is pretty much unfathomable. With hundreds of releases every week, it’s really hard to wrap your head around how many apps the AppStore really has. This is both good and bad, as there’s loads of games that you might have to sift through before finding one that you’ll enjoy enough to play through til the end, but there’s also those rare occasions that you’ll be able to come across a game that totally blows you away, and you can’t help but feel lucky to be able to have such a wide range of games available to you. There’s also few games available in the AppStore that are described better as games you experience than games you play. Infinity Blade, Windosill, Waking Mars, Machinarium, Bumpy Road, and Superbrothers: Sword & Sorcery all come to mind as being more games focusing on a mesh of musical and artistic expression. Sunside Inc., a small 2 man development team’s new release, Crow, is definitely a game to add to that list.
Crow is a unique adventure game that takes you through the story of a Crow facing off against different forces, deciding whether to take the path of good or evil. With each boss encounter you have, you’ll be able to choose between cursing the enemy, or letting them go, both having different outcomes throughout the game, including the appearance of your crow.
The game is split into two different gameplay modes, the world map, and dungeons. While on the world map, you’ll explore the scenery, looking for trinkets, challenge levels, story points, and enemy encounters. During this section of the game, the controls might take a little getting use to. To move around, you need to hold on the screen in the direction you want the crow to fly, and tap to stop and hover. As you uncover the various items and interesting points throughout the level, you’ll need to tap on them to pick them up, set off the cut-scene and dialogue for the story, or activate the enemy battle or challenge level. In the challenge levels and enemy fights, or, the dungeon areas, controlling is a bit different. You’ll need to slide your finger around anywhere on the screen to move your crow around while you’re taken through the stage on pre-set path (rail). To attack, you’ll need to collect the orbs of energy until the circle in the lower left portion of the screen lights up, then tap on it, and be taken to the attack screen. Here, you can either attack by swiping where you want to attack, or draw a circle, and activate a shield.
Once you complete the challenge level or enemy battle, you’re taken to a results screen, where you’re able to see if you collected all of the orbs, trinkets, lost any health, completed the level under the par time, and what difficulty you completed the level on, all adding up to your total score. If you’d like to try and do better, you can reset your score, and replay the level. This option is only available for the challenge and enemy levels, and does not extend to the boss battles.
Each world is split into separate levels, with the first level being the exploration you’ll do before the first enemy battle, then the second level being after with separate trinkets and challenge levels found in both. Once you collect enough trinkets, you’re given a skill point, which you can use to upgrade how long your shield lasts, how quickly you regenerate health and magical energy, and how much energy it takes to attack. As you progress through the game, and depending on how you deal with the bosses, you’ll be given options to upgrade different abilities as well.
The graphics in Crow are top notch. There’s actually very few games in the AppStore that even come close to looking as good as this title, which is very impressive considering the game was developed by 2 guys who made their own engine, Radiance, for the game to run in. The story is very engaging, and well written, with the voice acting above par as well. The music is also a high point within the game, and really brings the whole package together, making it an incredibly immersive and entertaining gaming experience.
Most of the replay value is in high-score chasing and achievements. To get perfect scores on the 2 Challenge Levels and Enemy Battles in each world, you need to collect all of the energy orbs, all of the trinkets, and not take any damage from the environmental hazards. Once you get further into the game, these challenge levels get tougher and tougher, requiring you to really pay attention to everything that you’re flying towards, and almost perfect timing. The Guardian and Boss Battles are scored on the trinkets, energy, and health as well, but also include finding all of the story points that are available before the enemy level, a time bonus if you can beat the enemy level under the par time and a difficulty level bonus.
Needless to say, there’s quite a bit that you’ll need to do in order to maximize your score, which is also tracked by GameCenter, so if you’re a high-score chaser, you can compete for the best time with friends, and other players. Included with the GameCenter leaderboard are 18 achievements which will require multiple play-throughs, some of which will be very challenging to unlock, giving the game tons of replay value, which is a good thing, because completing the game only takes about 2 hours. There’s even an achievement for beating the game in under 35 minutes, so once you know your way around the worlds, you can complete the game fairly quickly. But being Universal, and only $5, you’ll definitely get your moneys worth. The gameplay is solid, the atmospheres, graphics, music, and story all blend together perfectly. However, if you’re looking for an adventure game with a long story that doesn’t focus on multiple play-throughs, chances are Crow will not be what you’re looking for. But if you’re trying to find a unique gameplay experience for your iDevice, Sunside Inc has definitely delivered a game with loads of depth below the surface. It’ll be hard for them to match this quality with future games, but they’ve, without question, made a solid name for themselves in the iOS development community, and I hope to see more games of this caliber hit the AppStore in the future.
Ayopa Games is definitely one of our favorite publishers here at TAS. Not only do they have fantastic customer service and release high-quality games, but they’re very interested in listening to the gaming community, and so are the games developers; always trying to make their games better by tweaking controls, squashing bugs, fixing issues, and just listening to the general feedback from the players. Almost every Ayopa release (W.E.L.D.E.R., Chicken Rescue, BigBot Smash, M.U.S.E., Dungeon Crawlers and Mailmen) has been quickly updated to fix any problems or issues gamers brought to attention. They are also still being updated with more content, iCloud support, more fixes, changes, optimizations, or in some cases, being made Universal. Well, Ayopa’s latest release, MacGuffin’s Curse, from developer Brawsome, who won Freeplay’s “Best Australian Game” in 2010 for the PC+Mac title Jolly Rover. It’s slated for release on the 19th of this month for the AppStore, MacStore, and Steam.
In MacGuffin’s Curse, you’ll be playing as Lucas MacGuffin, a magician-turned-thief who’s desperate to come up with the rent he needs to keep his daughter and mother under a roof. In this state of mind, he decides to rob the town’s museum of their ancient amulet. While trying to find a way into the building, an ex-detective stops MacGuffin, and forces him to agree to steal the amulet for him. After grabbing the amulet and putting it on, MacGuffin finds out that the amulet is cursed, turning him into a werewolf, and sealing itself to him, making it unable to be pried off by anyone.
Now, with the city in total lockdown mode, MacGuffin still needs to find a way to come up with the rent, figure out how to get the amulet unstuck, and stop a criminal mastermind in the process. Along his journey, MacGuffin is able to switch between wolf and man when in the moon-light, needing to switch between both to smash through rocks that are in the way and move around large batteries and crates, as well as slide through small holes, pick locks, and activate doorways.
Graphics-wise, MacGuffin’s Curse isn’t really anything that shows off the potential of the iDevice, but they’re far from cheesy. The environments are well detailed, and the animations for walking, and moving objects look great, and once you get into the game, the graphics really end up fitting the gameplay. The atmospheric BGM also helps add to the feeling of the game, as do the great sound effects. There’s not one point where I was caught off guard by an annoying sound effect that totally took me out of the mood the game put me in. The controls are decent enough to fit the gameplay, but a d-pad and action button would have been a nice addition as well. To move your character, you’ll need to swipe and hold in the direction you want to move. If you want to make single step moves, a short quick swipe will get it done. A single tap anywhere on the screen will activate buttons, view different objects or use doors, while using two fingers to swipe will push and pull larger objects.
You’ll move from room to room (or a screen sized section of the city), solving puzzles to move onto the next one. They will usually require you to find a way to a power button, which will give you access to a battery, which you’ll then need to find a way to drag to the battery holder, finally opening up a door that will lead to the next room. As you progress through the game, more features are added, like large buttons which you’ll need to hold down with crates, steel crates which can only be pushed and not pulled, piles of rocks that will block off areas, and more. There’s also safes which house gold, as well as bits and pieces of a comic which tells the story of MacGuffin.
Throughout the city, you’ll also run into some pretty interesting characters, some of which will get in your way, while others will have quests for you. You’re given a quest log which will help you keep track of them, and not too far into the game, you’ll come across a character which will give you the ability to jump to certain places on the world map that you’ve already visited. Most of these characters and the conversations that MacGuffin has throughout the game, as well as the little dialogue sections when you check out various objects in each of the rooms, can add quite a bit to the gameplay. Sometimes you’ll come across a helpful hint, while other times it’ll just be there to help add some humor to the gameplay. Either way, the writing is definitely something that sets this puzzler apart from the herd.
MacGuffin’s Curse will be available on the AppStore, MacStore and on Steam April 19th. At $4.99, being Universal, and including GameCenter support with 18 achievements that will require you to do quite a bit of exploration, it’s a puzzler that fans of the genre or tongue n cheek humor won’t want to pass up. I haven’t come across any issues as of yet, no problems with sound cutting out when coming back to the App from the multitasking bar, not one crash, and no glitches to speak of, but since it is published by Ayopa, I’m pretty sure you can bet that if any issues are found, the developers will be ready and willing to jump on fixing them ASAP.
Strategy games have really secured a place in iOS gamers hearts over the years. Games like StarFront Collision, The Settlers, Civilian Revolution, Red Conquest, Land Air Sea Warfare, Ravenmark, and many more, including ports from other consoles, and old PC games (Ascendancy, Z, War Of The Lions, and more recently, Imperium Galactica II come to mind). Something that doesn’t happen enough is titles coming to the iOS that are slated for release on other platforms. Amoebattle, from Intrinsic Games (who was picked up by Grab Games in 2011), a 5 man development group who’s first game, Divergent Shift, a DSiWare title, was published by Konami. Since then, they’ve released Penguin Patrol in the AppStore, as well as this most recent title, Amoebattle, built by 3 of 5 members of the development team, from the ground up, which is also slated for DSiWare later in the year.
The first thing that really stuck me when starting up Amoebattle was the insane amount of polish. Generally when it comes to Strategy games, players don’t rely too heavily on the graphics aspect of the genre. However, there are some titles which go above and beyond in this area, Amoebattle happens to be one of them. The beautiful environments and wonderful character design as well as the animations, are all enhanced by the fantastic BGM. Putting that together with the spot on controls, and Amoebattle is almost the perfect RTS package. The only thing missing? Multiplayer or Skirmish Modes. As of now, there’s only a Campaign Mode.
Thankfully, it’s a pretty hefty Campaign, featuring 12 missions that stretch out to between 8 and 10 hours of gameplay, each having numerous quests. The goal in the Campaign is to lead your group of amoebas through different areas to defend against a spreading infection. This infection is taking over other amoebas, and threatening your entire amoeba world. As you progress through the missions, you’ll be able to collect DNA and use it to transform your own amoebas into stronger, faster beings, each having their own strengths and weaknesses. With a total of 9 different creatures, this adds quite a bit of strategy to the already strategic heavy gameplay.
As you explore the environments, you’ll also be able to harvest energy, and use the environment to grow your little amoeba army. Certain areas on the maps will give you boosts, like patches of grass that increases your herbivore’s attacks, goo-like areas that act as a one way mirror so that you can sneak up on the enemy, or get away from them with ease, different goo which lets you replicate quicker, and more.
Each of the different amoebas have different ways of raising their feeding gauges, like eating the plant-life, or destroying enemies, but once these gauges are filled, a little smiley face appears next to your amoeba. When in this state, your amoeba can either stay full, and have stronger attacks, or you can use the energy to replicate yourself. This will be essential in progressing throughout the missions. You’ll also need to be careful when you choose to replicate, because when in the cocoon-like state, your creature is incredibly vulnerable. So replicating mid-battle is a surefire way to kill off your clan.
Also helping out with the enemies are probes. With these, you can greatly turn the tide, using them to gather resources, which you can then use to morph your amoebas, as well as use other probes, like the Cryoprobe, which lets you slow down your enemies significantly for a short period of time. You’ll unlock these as you progress throughout the game, and they can turn out to be life-savers in tough situations.
The controls in Amoebattle are perfect. You can choose one of two control schemes, the first has you using one finger to select amoebas, two fingers to move the camera, and drawing a line towards your enemies to attack. The second control set-up uses one finger to move the camera, two fingers to select amoebas, and has you hold down on enemies to attack. You can also choose to have the camera control inverted, tap to move or tap to attack, and change the camera sensitivity. Along with this, you’ll have a HUD which you can use to select and un-select all of your amoebas, divide them into groups either by tapping to select or drawing any kind of shape around the amoebas you want to select, and then assigning them a quick tab number, which you can also use by double tapping to quick jump to the group, use the small level map to quick jump to areas, and control your replication, and power-ups. It might sound a little confusing, but the controls kind of reminded me of StarFront, which is a very good thing. The only control mechanic missing, and that I constantly found myself wishing was included in the game, was being able to use two fingers to zoom in and out of your main gameplay area. There were many times when I was against the edges of levels, and wound up de-selecting amoebas, triggering a power-up, or replicating because an area I was trying to reach, my amoebas, or the enemies, were right under the HUD Icons. Being able to zoom in and out would have greatly helped with this.
The developers have said that the next major feature they would like to add is a Skirmish Mode, and that the game is already balanced for Multiplayer, and that they’re hoping to get that in. Either way, one of the two would be a fantastic addition, as Multiplayer and Skirmish Modes are a huge reason fans of the genre end up purchasing titles. Amoebattle is priced at $4.99, is Universal, supports the new iPad Retina display, which is fantastic, as the graphics in Amoebattle are definitely a highlight for the game, and make it a title to show off to friends. There’s also GameCenter support with 27 VERY challenging achievements, which add a surprising amount of replay value to an RTS Campaign Mode. For the price, Amoebattle is a great buy. It’s definitely one of the most polished, and well designed RTS games I’ve ever played, on any platform/console. If you’re a fan of the genre, and don’t mind waiting a bit for an extra mode, be it Skirmish or MP, Amoebattle is a title you need to snag. I can’t wait to see where the developers take this game with updates. It could very well wind up being one of the top 3 best RTS games for the iDevice.
Casual arcade games are kind of a staple of the AppStore. Easy to learn, easy to control, hard to master, score chasing titles have the possibility of drawing every type of gamer in. However, because of their crazy popularity, it’s fairly hard to find titles that stick out, and offer interesting and addictive gameplay. SunTownship, a 4 person development group based in China, has just released Mech Guardian, a title offering just that; interesting, addictive gameplay that stands out in a sea of titles. Great mechanics, enough challenge to keep hardcore gamers hooked while still remaining approachable for casual gamers, fantastic graphics, and a high-score chase that always leaves you with that ‘one more go’ desire.
The premise is simple. Use your mechanical creature to keep a body of water full of polluting robo-creatures clean for as long as you can by skimming across the top of the water, and using a claw to reach down and snag the ‘enemies.’ As you collect enemies, and raise your score, you progress through levels, with each level releasing more of the robotic sea creatures. So long as you can collect the creatures before they spew out their exhaust, polluting the water, you’ll be able to continue playing, raising your score, and quickly reaching more challenging levels. The enemies do warn you before they pollute the water, by having a red light on their backs start blinking and then blink faster and faster until they dump their waste.
There are quite a few different enemies, each with different swimming patterns, swimming speeds, sizes, as well as scores. There are also some enemies which you can not grab unless you activate a short term big claw power-up. This power-up allows you to grab any and all of the creatures in the water, as well as not having to worry about the size of the enemies slowing your claw down. It can also reach a little bit further, so you won’t have to move all the way over to the left side of the screen to grab an enemy that’s down towards the bottom of the water. Along with the super claw, there’s also a speed power-up, and bombs which are all collectible as orbs, and mixed in with the sea creatures. You’re also able to get a couple of these power-ups free every 24 hours in the game’s store.
The controls in Mech Guardian might seem a bit confusing at first, but after the first game, they’re pretty easy to get. Tilting your device will move your guardian across the top of the screen, while a gauge at the bottom of the screen lets you control your claw movement. It might have been a little easier to get comfortable with if the claw control was put in up-side-down, as the lower half of a circle, but it’s not too bad as is. To shoot your claw down, there’s a button on the movement gauge, and all you need to do is tap it. For the power-ups, there’s 3 buttons on the left side of the screen, each with a picture next to it of the power-up they represent.
The graphics and music are fantastic, making this score chasing arcade game pretty immersive, especially with headphones. The almost steam punk styled graphics are nice and crisp, and with Mech Guardian being Universal, they look great on both the iPod and iPad screens. Along with the chilled out ambient type BGM, it creates a sort of bittersweet melancholy atmosphere.
Even though there’s just one mode, and an upgrade shop or something along those lines would have really helped to round out the game. With the price at $1.99, being Universal, supporting GameCenter with a leader board and 16 hard to snag achievements helping to add to the replay value, all pilled on top of the fantastic, high-quality gameplay, makes Mech Guardian very easy to recommend. SunTownship has definitely provided a top notch gaming experience, and I can’t wait to see what they bring to the table in the future. If you’re a fan of the genre, this is definitely a title you should squeeze into that folder of great arcade games that will be locked on your device for a long time.
With the insane amount of physics puzzlers in the AppStore, I generally wind up staying away from most of them. There’s very few that look like they incorporate some sort of new mechanic, but then after watching a gameplay video or trailer for the game, it usually winds up looking like just another brick in the wall, and it’s hard to get excited about something you feel like you’ve played a hundred times before. I felt the same way about Pebble Universe when taking a quick glance at the screen shots, but then saw a gameplay video, and was instantly intrigued. It seems the two man studio out of Sweden, Itatake.com, had something very special planned for their first foray into the iOS gaming world.
Unlike most other physics puzzlers, timing is very important in Pebble Universe. To progress through each of the 50 levels, you’ll need to time collisions between rocks just perfectly. In each stage, there’s a group of monsters, and to complete the level, you’ll need to destroy the monster king (the monster wearing a crown). To do this, you’re given a certain amount of little rock creatures to tap on, letting them roll down hills, or flinging them across the stage using fans, and crashing them into each other. Once they hit each other, they explode, raining bits of rock onto the monsters. Each monster that is hit with a piece of the rock creatures explodes, sending their horns, and eyeballs flying all over the level. If these bits and pieces of the monsters come into contact with another monster, that monster explodes, sometimes causing a huge chain reaction. If you hit the monster king before all of the other monsters, you’re docked points. The goal in each stage is to do this using as few rock creatures as you can.
As you make your way through the game, you’ll unlock different types of rock creatures. Some of which have bigger explosions, others send their exploded pieces straight up, while others have all of their pieces only fall downwards. Each one having a pretty big influence on how you’ll go about completing each of the levels. Also thrown into the mix are monsters that move around the environment, making the timing of the rock creature collisions even more important.
Of course, in all physics puzzlers, the physics are very important. In Pebble Universe, Itatake.com has done an amazing job getting the physics mechanics just right. The inertia of each object when it flies off of cliffs, or bounces off of something else, the angles of everything flying through the air after an explosion, the speed and general weight ‘feeling’ of everything is perfect. Even in the case of fans that only blow the bits of rock another direction after exploding have the look of real weight. It’s very clear that a lot of thought, research, effort, and work has gone into making the physics of Pebble Universe act and feel just right.
However, no matter how great the physics act and feel, it’s still kind of hard to actually get the game right without a lot of trial and error. Granted, a lot of great games come with that aspect, but even by the end of the second world, I felt that if the third world was included with this 1.0.1 build of the game, that I still wouldn’t be able to dive right in, and know exactly when to let pebbles go based on the level designs, rock physics, collection of pebbles, inclusion of fans, and moving monsters. There would still be quite a bit of trial and error involved, and I know there’s gamers out there that tend to shy away from that type of gameplay. But if you’re fine with, or even looking for a game that will have you playing a level once to learn it, again to get the timing right, and then a third time to try and max your score, Pebble Universe is a great game to check out. The satisfaction in seeing the chain reaction of monsters being set off is well worth the extra effort. And with the great physics, and movement of everything in the levels, there’s not just one specific solution for each of the levels. If you’re creative, chances are you’ll be able to have a blast with the game, while climbing the leader boards.
Sealing the deal are top notch graphics available in native resolution on both the iPhone and iPad, taking advantage of Universal support. Accompanying the great graphics, you’ll be able to track your scores through GameCenter, with Pebble Universe having 4 different leader boards, one for each of the 2 worlds, a total score leader board, and another separate board for the 6 extra bonus levels which can be unlocked while playing the game by hitting flowers that are set up in extra challenging positions. There are no achievements, but that doesn’t really hurt the replay value, with it being pretty challenging to hit all of the monsters in each of the levels, as well as unlocking all of the bonus levels. There’s also another world being worked on ATM, as well as an Android version (so those of you hybrid iPod/Android users out there – be sure and check it out in the Android market soon). With the price set at only $0.99, it’s very easy to recommend, and the high production values and unique gameplay make it even easier to add to our must-buy list.
Action Puzzlers have really found their place on the iOS. With titles like Robo5, Gears, Dark Nebula, Edge, Squirmee, Swingworm and loads more, developers have really taken advantage of the touch screen, and accelerometer capabilities of the iDevice, and at the same time, given us extremely entertaining and challenging gameplay. Angry Orange’s Glow Worm is one of the newest additions to the Action Puzzler genre, meshing together a nice challenge with arcade type gameplay, and toping it off with great graphics and tight, simple controls.
The goal in Glow Worm is to get all of the bacteria into your molecular orb. Doing this will not be an easy task, as you’ll need to avoid all of the hazards, make it through tough situations, and make sure that your glow worm does not run out of energy. As you guide more and more bacteria into your orb, you will gain little bits of energy for your glow worm, but not enough to be making mistakes around every corner.
In most levels, you’ll have to maneuver the bacteria around rotating X Cells, and avoid touching the Red Cells, which destroy the bacteria on contact. To clear a level, you need to guide every bacteria to the molecular orb. Missing one, like having one bacteria touch a red cell, or leaving it out in the open, or running out of energy will result in a failed level, though this doesn‘t become apparent until you actually complete what you can of the level, and nothing happens. Having no leeway with how many bacteria you need to collect to move on from level to level can get pretty frustrating, but that’s where the challenge comes in. However, there is almost always a pretty thin line between all out frustrating, and challenging. In the levels where the rotating X Cells cause the bacteria on both sides of the level to move on their own towards red cells, giving you hardly any time to collect them before they’re destroyed can seem a little unfair, but if you’re quick, it’s definitely possible to complete. Thankfully, Angry Orange has done a very good job walking the line of challenging while keeping the game fair.
To collect the bacteria, you’ll need to place your finger on the glow worm, and drag where you want to move to. Once you’re in position, tapping on the worm will cause it to turn into a magnet of sorts, drawing all the bacteria that’s within range close to it. Here is where the energy of the glow worm comes into play. You only use energy when the glow worm is acting like a magnet, so you’ll need to activate it, and then quickly turn this ability off, having the bacteria use the inertia to keep moving in the desired direction. If you keep the glow worm’s magnetism activated while dragging the bacteria all the way to the orb, you’ll run out of energy very quickly.
Right now, Glow Worm is $0.99, and Universal. There is no GameCenter or OpenFeint support, and no in-game achievements. There’s also only 18 levels, and with the strict level progression guidelines, there’s no star ranking system like in most puzzlers, leaving little to no room for replay value. But the graphics are nice and crisp, the BGM is great, and fit’s the feel of the environments, while the gameplay is challenging enough to keep you busy for a while. If you’re easily frustrated by puzzlers, Glow Worm is probably a game you’ll want to stay away from, but if you’re looking for a challenge, and don’t mind low replayabilty, and no online support, it’s a game that’s worth checking out.
Physics based puzzlers have pretty much gone overboard in the AppStore, with at least 2 or 3 being released every week, and that’s not counting the massive amount released by unknown developers. Because of this, it’s obviously pretty hard to find a title within the genre that will keep your attention beyond looking at the screen shots. Coffee Powered Machine, a two person development group based out of Argentina, took a risky chance having their first iOS release fit into the already cramped physics puzzler genre, but with Gravity Fleet, C.P.M. introduced enough fresh mechanics to keep players hooked from beginning to end.
Gravity Fleet places you in space, going up against invading aliens. You’re able to use the gravity of nearby planets, and sometimes their moons, to fire an array of different missiles at the invaders. There are 8 different worlds, each with 10 levels, and as with almost every other iOS game, a 3 star ranking for each of the 80 levels. Depending on how many missiles you use and how much health each of the planets have when you destroy the last enemy, your score will rise, and the stars are given to you based on your final score.
With each of the stars that you collect, you’re given 5 coins which you can spend in the shop. You can also earn coins by destroying more than one enemy at a time, and you are also given coins by the game when it wants you to buy something in the shop, or a power-up to use in a certain situation. There are consumables which can help you quite a bit if you’re stuck, like a “Gravity Visualizator” which shows you the path your missile will take based on the planet’s gravitational pull, shields for planets, extra missiles, and “Precise Sight”, which will show you exactly where your missile will land. These consumables are priced fairly reasonably, and you can also gain them in-game with random item drops when destroying enemies.
There are also permanent items which you can purchase; different ships, which are only cosmetic, and different assistants, all of which have a special perk like a 20% more chance to drop items, 20% larger explosions, 30% extra health for your planets, and more. As you guessed, you can also buy coins with real money through IAPs, but these are not needed to complete the game, and are there for a quick speedup through the game, to make the game easier, or better yet, to support the developers.
What makes the game stand out is the missiles that you’re given. You start off with regular missiles, and from there, move up to missiles that have larger explosions, split into smaller missiles, lasers that cut through enemies, missiles that bounce off of objects and enemies, and even missiles that implode, sucking everything around it towards the explosion. To add to the difficulty, some planets have a moon, or moons, which rotate around the planets at a decent speed, as well as having some enemies which move instead of staying stationary. As well as having planets that can be destroyed, each of the planets has different gravitational pulls effecting how your missiles will arc around them, and there’s even black holes in some levels, sucking missiles away into oblivion.
Right now, Gravity Fleet is definitely worth the $0.99 price tag if you’re a fan of physics puzzlers. Being Universal helps quite a bit too. However, there is no GameCenter or OpenFeint support at the moment, but the developers are planning on adding GameCenter support along with new ships, new assistants, achievements, and of course, new levels. Coffee Powered Machine has definitely done a great job with their first iOS release, and will definitely be put on my list of developers to keep an eye on in the future.