‘Polymer’ Review – A Puzzle Game For Creative Types
Most puzzle games would have you believe that fun only lies under a pile of rigid rules. That doesn’t seem quite right, when kids have the most fun playing without any rules at all. Whitaker Trebella’s Polymer [ ] isn’t child’s play, but it only demands one thing: a shape can’t have unfinished edges, or it’s not a shape. Everything else is fair game, and that sure feels freeing.
To create shapes in Polymer, you slide rows of pieces back and forth, columns up and down. When you’ve found a stopping point and slid your last piece into place, tapping the shape destroys it. With that, poof, your hard work is gone. In its place you’ll find a fresh canvas and a big pile of points to soothe you.
Polymer’s first mode serves as a good introduction. Called “Two Minutes,” it gives you that much time to create anything you like. A hundred tiny shapes in a row, cascading into ever multiplying combos? Sure. A few carefully crafted behemoths? Go ahead. Quality generally scores over quantity, but your masterpiece won’t be worth much if you can’t finish it in time.
“One Polymer” mode does what you might expect: it gives you as long as you need to create the ultimate shape. Each piece that you manage to add to it rockets your final score to new heights, but there comes a moment when your shape is so large and complex that every move you make will damage the surrounding structure. The most important skill you can learn here is how best to delay that moment.
“Bombs,” the third and final mode, adds, well, bombs to the mix. These are pieces with timers and four unfinished edges. Working them into a shape doubles its score, but the game ends if a single timer runs down to zero. More and more bombs are introduced as the game progresses. Here you need to know your limitations—how complex of a shape can you make within each time limit?
You’ll begin playing Polymer with only the first mode and two kinds of pieces, a rounded corner piece with two free edges and another that caps ends. Reaching a certain accumulated score unlocks the next piece, and then the next mode. It’s a good system, ensuring that you fully understand how to play with what you have before things get more complicated.
Unfortunately, this same system might prove frustrating for some players. Since the scoring scales on a steep curve, players who can’t pull off large shapes will find themselves pecking away at unlocks for much longer than necessary. There are two ways out of that hole: improve, or pay your way out. Each unlockable can be bought if you don’t have the patience to earn it. It’s a little too easy to see this as a push to make extra purchases.
Better to put your wallet away, though. The game is more fun when you have something to work toward aside from achievements and leaderboards, and playing without pushing yourself won’t get you far. Not only that: it’s entirely possible to get ridiculously high scores without the unlockable pieces. At the highest tier of play, you’re probably going to need them. Before then, though, they can actually get in the way, making the board too complicated for beginners. If you find yourself in over your head, you can toggle the more complex pieces off for as long as you need.
As mentioned in our preview, music plays a big part in the Polymer experience. The mood of each mode is enhanced by its soundtrack, cheery, studious and tense in turn. The tones created when you destroy a shape are equally fitting. This is one of those games you’ll want to play with the sound on.
The visuals are somewhat less appealing, at least at first. The look is clean and minimalistic, but when the pieces are all strung together they start to look a little sausage-like. It’s not the most pleasant association. I forgot all about that slight distaste after making a few complex shapes. I’ve saved pictures of a few of my successes for later, and been tempted to tweet more than one. If waiting to acclimate to the look doesn’t work for you, try one of the unlockable color schemes. Some are quite striking.
The thing that keeps me coming back isn’t color or music, though. It’s not even the selection of game modes. The game draws me in because it lets me be creative. It’s freeing to play a puzzle game that lets the player decide when a piece is finished. It’s great to have the choice to create something pretty, or huge, or sophisticated. Polymer cuts away all but the most necessary of rules, and the game is all the better for that. Take a look, and share your best creations in our
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Massive ‘Jetpack Joyride’ Update Featuring 15 New Gadgets is Now Available
The highly anticipated update to Jetpack Joyride [ Free ] which Halfbrick has been teasing us with since we first checked it out at GDC has finally gone live in the App Store. Version 1.3 brings the major new addition of Gadgets to good ol’ Barry Steakries’ arsenal. There are 15 Gadgets in all which are unlocked with coins in The Stash area of the game. You can assign up to 2 different Gadgets to Barry at a time, and each one brings with it a special ability.
For example, the “Air Barrys” Gadget gives Barry a pair of sneakers that let him immediately jump into the middle of the screen, rather than waiting for the jetpack to slowly raise him to the same point. Or the Missile Jammer which will cause the missiles that target you from offscreen to come at you wobbly and slow. Or the X-ray Specs, which lets you see ahead of time what vehicle is waiting for you in the icon, as demonstrated in this latest teaser trailer.
As you can tell, these new Gadgets can dramatically change how you play the game, and if you thought you’d had your fill of Jetpack Joyride before there’s now a bunch of new items to unlock and use to reinvigorate you. There’s also new Game Center achievements and new mission types that tie into the use of the new Gadgets. And of course Jetpack Joyride is free to download and play, so if you somehow still haven’t gotten on board yet then what are you waiting for?
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Coming Tonight: ‘Ballistic SE’, ‘The Dictator’, ‘Escape from Age of Monsters’, ‘Polymer’, ‘Spellsword’, and More
New ‘Cut The Rope’ Update Adds … DJ Theme
Another new Cut the Rope [$.99 / HD] update has tumbled down the pipeline, and our gut says this is easily the most interesting one creator has put out. Today sees the introduction of 25 new levels packaged within the “DJ Box,” which is pretty much exactly what it sounds like — a new theme for the game that celebrates scratches, vinyl, bass drops, and … candy.
Much like any other update, the core game isn’t being changed for the new box, however it will introduce a couple of new mechanics. Take the turntable for example, which you can see below in the embedded video. Also, don’t freak out because it only shows the iPod or iPhone version: this has hit iPad, too.
Cut the Rope, $0.99
Cut the Rope HD, $1.99 (iPad Only)
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‘Junk Jack’ Definitely Going Universal Soon
Heads up: Junk Jack [$2.99 / Lite] is going Universal really, really soon — provided nothing goes wrong in the certification process. Creator has submitted the long-awaited, might-not-be-hey-it-could-happen update to Apple and are waiting for it to go live with just as much glee as we imagine the third-person mining game’s fans are.
This update also includes an exhaustive amount of fixes, tweaks, and changes, as we’ve come to expect from Pixbits. Of note, golems, mummies, frogs, new frogs, and headless zombies have joined the list of mobs. The game’s visuals have also been tweaked thanks to its “faster engine,” and cooking and farming are now a thing you can do. If you’re really into what’s new, definitely check out the game’s . For example, there is no way you would have known that the maximum stack count is 65535 unless you read it somewhere else. Nope, no way.
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‘The Heist’ Now Offering ‘Puzzle Agent’ And ‘World of Goo’ as Bonuses
Even though The Heist’s [$.99] puzzle design is sharp enough to stand up alongside some of the better puzzle games on the App Store, its post-game rewards are still what makes waves. If you play and beat all of The Heist’s puzzles, you’ll be given codes for actual Steam titles, which have generally been worth more than the app itself. It’s a neat idea, and now its offerings have been expanded. Starting now, and can be won by completing the game.
Developer tap tap tap’s math wizards say these two prizes, alongside a third game called , total up to $25 worth of gaming goodness. The Heist is currently sitting at $.99, which makes this entire package something of a, uh, decent value.
A word of caution: World of Goo is only being award to the first 25,000 users who make it to 100 percent completion. Play fast!
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‘Angry Birds Space’ Gets 10 New Levels and Some IAP Balance Tweaking
Rovio’s Angry Birds Space [$0.99 / $2.99 (HD)] hit the App Store close to a month ago, and we loved it in our review. (Shocker, I know.) The sole sticking point for us, and quite a few other people, was Rovio’s implementation of a new IAP mechanic. Some levels were only available via a 99¢ unlock, which made us question whether or not Rovio would keep the free level updates gravy train rolling. Also, the Mighty Eagle shifted gears from a buy-once-use-a- bunch item like Angry Birds proper to a consumable IAP.
Well, an update just hit which addresses our suspicions. 10 new levels are now available for free, and the way the Mighty Eagle works has been slightly tweaked. Just by downloading the update you’ll get a pack of 20 Mighty Eagles for free, and each day you’ll earn one additional Mighty Eagle. This goes a long way in making buying the Mighty Eagle feel a lot more optional, but I still can’t help but miss the unlimited use of the Mighty Eagle in completed levels like previous Angry Birds games.
But, whatever, if you just ignore the Mighty Eagle, Angry Birds Space is still a ton of fun, and highly recommended. If you’ve cleared all the initial launch levels, give these ten new ones a spin.
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‘Radiant Defense’ Review – Towers, Aliens, and a Ton of Hard Work
On paper, Radiant Defense [Free] doesn’t stack up when compared to other tower defense titles. It shouldn’t be as good as it is. I mean, it only has ten levels, and its free-to-play model gives you just a handful of towers to work with unless you want to pay more. But is full of surprises, and this free tower defense game is certainly one of them. It might not work on paper, but it sure works in practice.
All too often, freemium titles either lock all the fun behind a paywall or let you skip right over the gameplay if you put down your money. Radiant Defense does neither. I can’t say for sure that you can get through all ten levels without making a purchase. I couldn’t, because Radiant Defense is crazy hard. Buying any (or all) of the four optional tower packs gives you more room to strategize, but it just barely makes the game easier. Paid or free, you’re going to have to get your hands dirty.
Radiant Defense offers a mix between static path defense and the ability to create complex mazes. Players are often handed a few loose modules between waves. These can be used to build walls. Sometimes this is advantageous—drawing enemies out along long, winding paths is a good way to make sure they die well before reaching their goal. Other times it’s suicidal. Some enemies regenerate, so luring them away from your carefully crafted kill zone just means they’ll continue on, fresh and ready for more.
The tower selection adapts to any situation the game throws at you. You start out with the ability to build or research ballistic weapons for pure damage, energy weapons to take out shields, and the other usual suspects—towers that slow or weaken the enemies, and powerful area-of-effect towers. The purchasable packs add variety, with mines and blades to bar passage, weapons of mass destruction, and a few things that are just plain odd. Each has its own cost and drawbacks, though, making for a decently balanced experience no matter how many (or few) packs you own.
That balance falls on the side of intensely challenging throughout. Radiant Defense is unforgiving, with brutally long levels (making up for their limited selection) and increasingly aggressive waves. The game never lets up—every time you think you might have a handle on all the tricks you’ll need, it throws even more enemies at you in even more aggressive combinations. It can be aggravating, but it makes winning all the sweeter.
Not every part of the challenge is as sweet, unfortunately. The worst bit is dealing with frustrating tower AI. Towers will happily shoot the first thing that crosses their paths, blithely ignoring targets that are about to hit the goal. This behavior is consistent, so you can plan for it. It might even be intentional—it certainly gives players a reason not to use tight corridors to their advantage each and every time. But as difficulty goes, this isn’t the fun sort. It can leave you floundering moments after you’re sure you have everything under control.
There are concessions to this frustration, though. Each wave can be restarted as many times as you need without penalty, so you’re free to experiment with the best possible moves you can make with the resources you have. Anything you do before beginning the wave will stick, though, and while you can sell back unused towers at cost, upgrades can’t really be reversed. Your strategy may hinge on what seems like a simple decision: whether to spend your cash in the lull between waves or save it for the madness in the midst of combat. The latter is easier to revert but much harder to pull off.
That sort of decision-making drives the strategy of Radiant Defense. It’s rarely just a matter of this tower or that tower. Instead you’re balancing upgrades, positioning, and pathing, all while you decide if you should meet the current threat with force or save up for an unknown future.
If you’re comfortable with difficult games, Radiant Defense is easily worth the download. It’s a nice little package—decent art and music wrapped around generally excellent gameplay—and the price is more than right. It’s refreshing to find a game that respects your intelligence, money, and time. All the better that it’s good fun, too. Take a look, and stop by our to share your thoughts.
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‘Sky Gnomes’ Gets Two New Characters and More in Latest Update
Earlier this month, dropped their latest iOS title Sky Gnomes [ $0.99 ] into the App Store and we thought it was pretty great in our review. You play as a gnome hurtling straight down through the sky riding a homemade rocket collecting snowflakes, coins and items in an effort to reach a landing zone as quickly as possible.
While that’s an awesome enough premise on its own, what pushed Sky Gnomes to the next level was its fantastic daily tournaments that matched you against the ghost runs of like-skilled players in competition for the best race time. Throw in a ton of upgradeable items to trick out your rocket and Sky Gnomes came together to be one of my favorite recent releases.
Today, Foursaken is sweetening the pot with the first of many planned content updates for Sky Gnomes. The big addition in this update is two brand new characters to play as: Girly the female racer and Skinny the uh, skinny racer. Each come with their own set of unique stats for their rocket, offering a change of pace from the original racer Gnomey. These new racers don’t come cheap though, as each one will set you back 10,000 coins.
Speaking of coins, this update also lowers the costs of all first tier upgrades and trinkets for your rocket, making it easier and quicker for new players to start customizing their machine. There are also a myriad of tweaks and bug fixes, as well as an empty menu screen that serves as a teaser for another major addition coming to Sky Gnomes: 1 vs 1 battles. More new characters are also in the works for future updates.
If you haven’t checked out Sky Gnomes yet, now might be the time as today’s update adds even more cool features to an already great package, with more new stuff already on the horizon.
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‘Marvel vs. Capcom 2′ Hits the App Store Tonight
When we said that Marvel vs Capcom 2 was hitting the App Store “next week” last week, I think we all assumed that meant it’d be in the standard barrage of Wednesday night releases. Well, this is not the case, as the game is already available in most international regions and should appear for download on the U.S. App Store at 11:00 PM Eastern tonight.
are starting to roll in, and so far it seems like the game is what you’d expect in that if you can handle the virtual controls, you’ll be in for a good time. Some forum members with 3GS-level hardware are noting some slowdown, but anything more recent than that seems to be A-OK. Also, the game is universal, which only makes things more awesome.
We’ll take a closer look at the game in the not too distant future.
App Store Link: Marvel vs. Capcom 2, $2.99 (Will be available in all regions at 11:00 PM Eastern.)
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