Archive for the ‘Adventure’ tag
Creators of ‘Pizza Boy’ Tease Upcoming Game ‘My Little Hero’
One of the all-time best platformers on iOS would have to be ’s Pizza Boy [ $1.99 ]. Released back in September of 2010, Pizza Boy absolutely nailed the virtual controls thing on the touchscreen, and almost more importantly they totally got the “feel” right – that is, the weight and movement of your character as he ran and jumped through the world felt perfectly tuned, like a classic 2D Mario game.
We thought Pizza Boy was great when it hit, though it was a bit on the short side, something that was rectified a few months later. Now, after all this time since Pizza Boy’s release, Acne Play, in conjunction with , has announced their newest game for iOS and Android called My Little Hero with the following teaser trailer.
The problem with this teaser trailer is, well, that it’s just one big tease. There’s no gameplay shown and we’re really left wondering what kind of game My Little Hero is. I guess that is the point of a teaser, right? At the very least our interest is piqued.
The only other information we’ve been able to is that My Little Hero is an action adventure title and we should be hearing more on the game in the way of screens and videos soon. Given how awesome Pizza Boy is, consider us excited for whatever My Little Hero turns out to be.
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‘DevilDark: The Fallen Kingdom’ Review – A Simple Dungeon Grind
Being a fan of Diablo-style loot grinds, I was pretty excited to try DevilDark: The Fallen Kingdom [$0.99], ’s take on the classic dungeon hack and slash. For the most part, DevilDark actually does a good job recreating the experience with nice visuals and a decent amount of weapons and armor. Unfortunately, simplistic gameplay combined with some general miscues hold the title back from stardom.
DevilDark follows the story of a wandering (and clueless) adventurer that sets out on a journey to save the world from being ravaged by an evil demon, who had been unleashed by a power-hungry king years beforehand. You’ll slowly accomplish this by doing a bunch of quests that involve fetching items and taking down hordes of baddies. An occasional boss battle permeates the monotony, but for the most part, DevilDark stays close to its dungeon crawling roots. While I realize that narrative may not be the priority in such a game, I would have liked something more than the intro cutscene and what little I can glean from quest texts.
One of the keys to a successful dungeon hack and slash is a robust inventory. While DevilDark doesn’t provide the limitless customization of say a Diablo, there’s more than enough loot to keep you occupied. Additional features such as bonuses for wearing groups of armor as well as elemental infusion do a great job adding some much-needed customization. The inclusion of a slot machine that has the potential to toss out some high-leveled gear is a nice touch, as well. However, I wasn’t a fan of the fact that some weapons and armor required currency that could only be purchased via IAP. Suffice to say, these special items aren’t required to complete the game – just expect to grind a lot more to pick up the normal currency items.
DevilDark’s visual engine is another standout feature in the game. The cell-shaded style looks great on Retina-enabled iOS devices. While Retina Display compatibility extends to the new iPad, please note that there’s currently a UI bug that’s and should be fixed relatively soon. It’s also nice that items equipped on your character change his appearance. The music and character design do a decent job reflecting the overall tongue-in-cheek presentation, although the music does get a bit repetitive as you begin playing the same maps continuously.
Speaking of repetition, gameplay is quite simplistic, even for a dungeon hack and slash. There’s little in terms of additional abilities (which are tied to which weapon you wield) beyond simply attacking. In addition, DevilDark has a few quirks that, while hardly significant, still detract from the experience. For example, there are a lot of reused maps and assets which quickly become boring with the amount of grinding you’ll have to do. Navigation is also done via a static overworld map, which feels a bit disjointed.
Another annoyance is the fact that the game doesn’t warn you when you accidentally exit a map (and thus end the mission). Considering the camera angles can occasionally block the ‘world portal’ I had a few instances where I wandered into the exit and lost all of my mission progress. The lack of iCloud support is disappointing as well.
The pacing also feels a bit off. ‘Story-based’ missions seem to drastically jump in difficulty with the completion of each previous objective. While DevilDark offers plenty of optional missions to earn coin and experience in order to prepare for said story missions, I’m not a fan of the sheer amount of grinding necessary.
It seems silly complaining about excessive grinding when the goal of games such as DevilDark are to, well, grind. However, there’s a lot of ways to implement the grind that keep it interesting without messing with the core formula. If DevilDark had a more cohesive story accompanied by randomized maps and a little more complex battle system, it would be at the top of my list on iOS. As it currently stands, the visual engine and sense of progression are enough to merit a recommendation, but there is potential for it to be much more.
TouchArcade Rating: 
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Freebie Alert: Immersive Hacking Adventure ‘The Hacker’ Now Free for a Limited Time
This past February I was very pleasantly surprised with the quirky title The Hacker [Free], a story-driven collection of puzzle mini-games that put you in the role as a member of an international computer hacking ring. The storyline itself was interesting if not a bit cliche, and the mini-games that served as the “hacking” in the game were both clever and challenging.
But where The Hacker really won me over in our review was in its level of immersion and attention to detail. It did a fantastic job of making you feel like you’re really the protagonist programmer in the story who must utilize an 80s-era computer and unravel an evil plot surrounding your former employer, the sinister Glider Corporation. It’s really an entertaining little escape from reality.
Currently, you can grab all this hackery goodness for the very affordable price of zero dollars. You should get at least a few solid hours of entertainment from the main campaign, not to mention the inclusion of fictional arcade games that are “emulated” on your system and come equipped with Game Center integration. Additional content packs are available as IAP if you crave more puzzle solving, but aren’t necessary to enjoy the main story.
The Hacker is a surprisingly fun experience that feels right at home on iOS, and everybody should make sure to check it out while it’s free.
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Epic Games Helps Students Bring New Life to the ‘Fighting Fantasy’ Series
Today, at in Birmingham, four teams of student developers will bring Steve Jackson and Ian Livingstone’s Fighting Fantasy series to the iOS audience in a brand new way. We’ve had the chance to look at the games in development, and they’re looking pretty hot.
The Make Something Unreal Live competition is the sort of opportunity most folks who’ve dabbled in game development would kill for. It’s organized by and . Student teams were given access to the Fighting Fantasy IP and, basically, told to go nuts with it. They’ve spent the last few months building games based off that IP using the Unreal Development Kit. Working with industry mentors, they’ve created new interpretations of the beloved books. Now they’ll go on stage and put the finishing touches on their titles with help from some of the industry’s biggest names.
If you don’t know the Fighting Fantasy IP, it’s a series of roleplaying gamebooks that were super popular in the 80s and 90s. A number of them have been brought to iOS in classic interactive fiction form by , but this is the first time they’ve been reimagined for the platform as full 3D games.
There are four teams of students competing in Make Something Unreal Live, each with members with expertise in art, design, programming and QA. Each team set out with a different title: The Warlock of Firetop Mountain, Armies of Death, The Citadel of Chaos and Deathtrap Dungeon. We’ve had some time with each of the titles, and they’re shaping up nicely.
Digital Mage is the team responsible for Armies of Death: Rise of Agglax. It turns the tale of Armies of Death on its head. Players will command the undead forces of Agglax as they travel down lanes destroying the heroes and defenses of the kingdom of Allansia. Defeating enemies releases their souls, which provide the power needed to raise the undead.
The levels of the game are inspired by events from the original book. Though we were only able to try out the early stages of the game, Digital Mage says that the final product will boast a lovingly crafted story that expands of the tale of Armies of Death.
Indigo Jam showed us its take on Deathtrap Dungeon. Like the book, the game pits players against rooms of devious traps and vicious enemies. It’s a first-person action adventure with areas and traps designed on a grand scale. From what we’ve seen so far, stealth will play a large role in the game, and sneaking around unseen is the surest way to survive while you try to solve the deadly puzzles of the dungeon.
The Citadel of Chaos: Dire Consequences is a wave-based first person action game built by Derp Studios. Players are tasked with protecting Dree Village against waves of monsters. You begin with a sword and shield, but with each wave you survive you’ll have the opportunity to purchase and upgrade spells with the souls you earn in combat. Players who survive 10 waves unlock new levels, and ultimately win after 20 waves.
Derp Studios plans to bring in a story mode as well. This will take place after the final moments of The Citadel of Chaos.
Finally, we took a look at The Warlock of Firetop Mountain: Lost Chapters, by Commando Kiwi. Though we won’t know which game takes the grand prize at Make Something Unreal Live until next week, this one really caught our attention. Built as a third-person RPG, it already has a progression system in place and some promising looking item collection. But the combat system is where it stands out.
Lost Chapters uses an active-time style combat system, with a selection of abilities that operate on individual timers. To capture the element of luck that the Fighting Fantasy titles so relied on, blocking is left to good fortune. Each time an enemy attacks the player is presented with three cards. Each has a shield on the other side, one red, one yellow and one green. If the green card is drawn, damage is escaped. The red card hits twice as hard.
The four teams will show their games off today at The Gadget Show Live, and they’ll receive feedback from the advisory board. The judges include Steve Jackson and Ian Livingstone themselves, as well as industry leaders that include, no joke, Peter Molyneux and Cliff Bleszinski. Teams will work to bring the games to their full potential over the course of the show, providing regular updates and showing their work off to an audience of over 100,000 attendees on the show floor. The winning team will be announced on Sunday, and it will get to take home a commercial Unreal Engine 3 license.
The games should all be heading to the App Store soon, though it sounds like the winning team might have a leg up on the others. The builds we played were still far from being ready for release, but they had real potential. Here’s hoping the final releases follow through, because we’re pretty jazzed about seeing more original RPGs and action-adventure titles on the App Store. So good luck to all the teams—we’ll be keeping an eye on what comes next.
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‘Rinth Island’ Review – A Picture-Perfect, Puzzle-Filled Adventure
What happens when you take all the block-sliding, switch-flipping, obstacle surmounting goodness of a competent 2D puzzle game and wrap it around a three dimensional, cylindrical frame? As it turns out, you get something like Rinth Island [99¢], of course. A tropical-looking puzzle/adventure with personality to spare, Rinth Island is about as much bang as you can demand from a solitary buck.
Set within the titular landmass, Rinth Island follows the tale of the island’s inhabitants after a moderately cataclysmic storm laid waste to their idyllic lifestyles. Okay, to be fair, things aren’t really as dire as it sounds. Here in Rinth Island, you won’t have to fight against the Four Horsemen of the Apocalypse or sacrifice your bobble-headed self to save your neighborhood. Instead, you’ll spend most of your time running about fetching things like lamps or strange runic blocks. As you might have guessed, the story is merely serviceable but that’s perfectly all right because the puzzles will keep you amply occupied.
I really, really like what developer did with the puzzles. While Rinth Island still would have been a perfectly decent way of spending a dollar, the creative usage of 2D and 3D space is what makes the game so special. To give you an idea as to how it works, try picturing your average 2D level, complete with a panoply of blocks and ladders to navigate, wrapped around an invisible tube.
It’s not an extravagant twist but it’s something that can give rise to some unique situation. Because of how things are structured, not everything will be visible at the same time. Additionally, you’re also going to have to interact with things that exist on the other side of your current platform. Failure to do so can result in you having to reset the level. Before you ask, the answer is no. There is no way you can salvage a mistake. One false step is all it takes unless, of course, you’re willing to invest in the on-off purchase of the ability to undo an error.
Compared to the grandiose amount of stages offered by other games within the genre, the 60 stages currently available in the title can feel slightly lacking. Fortunately, however, a decent amount of replayability can be found in the form of Rinth Island’s three additional game modes and the slick built-in level editor. Festooned with almost every one of the game’s assets and user-friendly enough to teach to a hamster, the game’s level editor is probably one of the best I’ve seen. As an added bonus, you’ll be privy to information like the number of people who successfully met your challenge and so on.
The controls aren’t quite as slick as the level editor. While you’ll be able to select between a virtual d-pad and a more ‘hands-on’ approach, I personally found myself going for the former. Both felt a tad bit klunkier than I would have liked but the d-pad felt slightly more responsive compared to its counterpart.
And that’s my only real complaint about Rinth Island. Everything else is pretty spot-on. The art style is bright and happy, the music suitably atmospheric. Characters are cute and reasonably well-rendered. For those willing to spend a little extra, there’s a variety of outfits and pets that you can acquire for your chirpy looking avatar. But even without frivolous add-ons, Rinth Island is a solid and satisfying puzzle game with a big unique twist, and is worth having a look at.
TouchArcade Rating: 
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When One Studio’s Kickstarter Fails, It Just Gets Tougher, Bigger, And More Determined
PlayGround States logo, as it appears on Facebook.
“It’s been an amazing experience,” Double Fine founder Tim Schafer told fans via a live stream that celebrated the closing moments of Double Fine Adventure’s success on Kickstarter. The project generated over three million dollars worth of donations in a month. Double Fine had asked for $400,000. It wasn’t just amazing. It was magical.
Not every studio sees this kind of outcome. Lead artist and the brains behind , Barry Collins, is walking us through what his studio looks like, and what has happened to his game, after his project failed to receive funding.
Playground State was founded two years ago by Barry and his brother Brad to explore and express the ideas that Barry has had floating around in his head since childhood. If you , you’ll notice that there’s no physical address. It’s just a collective “willing people” across the globe coming together to build a series of sci-fi titles called Knights. A PC title called Knights: Spiral Islands was to be the first.
Spiral Island became a known project thanks to Kickstarter and a warm reception by PC enthusiast web site Rock, Paper, Shotgun, which featured it . Spiral Island is described as an episodic online action-adventure game in which you, as a knight in the game’s sci-fi universe, battle evil across the cosmos. Its hook, outside of its UDK visuals, is its lack of boundaries: in one mission, you’ll be hacking and shooting Vikings, in others space bees, mushroom zombies, robots, and large crabs.
Concept art of a playable Knight. You'll see other Knights in the upcoming preview game.
It has the look and feel of something incredible, especially if it were to be expanded as planned. Spiral Island was pitched to potential donors as game design in motion, as it would have seamlessly integrated new scenarios and enemies in a constant steam.
For whatever reason, it didn’t receive sufficient support. The Kickstarter effort ended with a thud later that April. Playground was looking for $10,000. A hair over $1,500 was pledged across 36 serial donators. One pledger, for example, has backed 48 other projects.
It’s easy to see this as a knockout shot, but to Barry, it’s just a glancing blow, and now the team is looking to iOS and its vast audience to continue.
“The lack of funds was frustrating, but it didn’t really kill our ambitions or desire to make this work,” Barry tells TouchArcade. In the ultimate show of confidence, the studio grew. It picked up an artist, a musician, a sound designer, and a couple of programmers following the failed attempt at funding.
That Playground is reacting in the exact opposite way you’d expect isn’t lost on Barry, and he explains that the reason is tied into how deeply his core team believes in what the studio is trying to accomplish.
“It’s our baby,” Barry tell us. “Amazingly, after maybe an hour or two of rambling with the various team members, they all irrevocably become hooked on the concept and what it has to offer, and slowly but surely begin to own it. Right now we have a team of guys all on the same page and all excited about the small steps as much as the bigger one that will come later — Knights as a whole.”
The crab monster we originally fell in love with, but now fewer polygons for mobile.
While the team grew, so did Knights. It’s now more than a game: it’s a series of mobile titles based in the same universe that spans multiple platforms and genres. Barry has an idea for several projects, some of which are in early stages of development. The most important is an Epic Citadel-like preview title, built specifically for iOS to show off what his team can do.
But even though the team is growing and excited about the games Barry wants to make, it has a horrible issue: it’s hemorrhaging programmers. It can’t keep one on staff, and this is putting a kink in the size and scope of the Knights games Barry wants to make. Barry says they’re in a spiral of simplification, as no one has the expertise to implement complex content into builds. The lack of a revenue stream is undoubtedly one of the culprits here. It’s also the reason why it’s bothering with a showcase project in the first place, and opening its doors for outsourcing work.
“This constant tug of war is what pushed us to our current goals of producing a very basic, free to download visual demo — a means of walking around a crazy environment full of eye candy and talking to basic scripted actors within the world. This will lay the ground work for follow-up episodes to come afterwords,” Barry tells us.
That Knights is blowing up, too, isn’t lost on Barry. He says this game has two goals: to nab exposure and be a launching board. Barry believes it’ll generate new ideas for future Knights games, and argues that the scope in this game is much more manageable than the one he put out there with Spiral Island.
This is how Playground wants to tackle on-screen FPS controls.
Another game is another iPhone and iPad-specific title called Knights: Arena. This is also a victim of the rotunda of programmers cycling through the studio. It’s an FPS that revolves solely around online play: team deathmatch, capture the flag, and so on. Barry, with a lengthy Internet sigh capping off what he tells us about Arena, says the studio’s goal is to establish a revenue stream as quickly as possible. It needs to hire at least one, dedicated programmer. “But that in itself is a Catch 22,” he says. “Need a programmer to make revenue, need revenue to get a programmer.”
Playground State’s ability to keep its legs churning in the mud seems unreal, but it’s a human reaction. With a teeth-gnashing kind of pride, Barry plans to continue marching on beyond his studio’s funding failure. He doesn’t just want to make games — he wants to see his dreams realized.
“I don’t quite know how we managed to grow in quality, strength, and numbers. Faith in Knights among the team is stronger than ever today, despite everything,” he tells us.
“Knights is one of many projects I dream of making. So this is the blood, sweat, tears part of paving the way to eventually being able to produce these with a real budget and fully paid team. This is it. This is what I love. It’s what I want to do for the rest of my life.”
That’s why Barry is up for using Kickstarter again. He has at least two in the works right now. One is for an extensive indie bundle that features developers in the Vancouver area. The other is for Knights: Arena or a single-player variant of that idea, which he wants to launch “at the same time that we launch the free demo, so people can see or play it and discover it that way.”
Barry talks about Knights: Spiral Island in his Kickstarter promo.
Spiral Island’s crowd-funding failure didn’t come without costs in terms of people and revenue. There were lessons learned, though. The first was scalability. “No need to come out of the gate with a massive universe to embark on hundreds of small stories in other universes. A single story is good enough, or if finances and or programming get in the way, as we are discovering, there are still options,” he tells us.
“We did not go into this expecting it to be quick and easy, and it has not been quick or easy either,” he says.
And let’s say these Kickstarters don’t pan out? Barry isn’t worried. “We will keep pushing along until we are earning revenue on our own, find the right investment deal or get the attention of a publisher that wants to work with us.”
“But no matter what, this project will see the light of day, and as a series of mobile games to start.”
Towards the end of our Barry conversation, we pressed “pause” so we could ask what makes him so idealistic. His vision for these Knights games still seems almost too ambitious considering the lack of funding. The risk of what will happen if these ideas die could be monumental to the studio’s future and Barry. These games are the realization of his dreams, after all.
Honu are a species you'll be able to talk to in a preview. Here's one in a warrior outfit.
“Knights in general is an extremely ambitious concept,” he says. “It started big and the scope of the games we want to tell based in this setting have been cut back for the sake of getting something to market sooner. “
“The concept of Knights being so grand just means we always have room to grow. We realize that we may only ever produce the Knights preview or only ever get as far as Knights: Arena because there’s a real possibility that Knights is lame and we are all crazy people working away on an idea nobody else likes. “
“For me this would just be a continuation of exactly what I have done for 11 years, which is to just hire myself out to whatever studio wants to pay me, and doing so in mass with others is old hat. The grind of tracking down clients and deadlines, milestones, massive delays in payment and so on… it’s all a part of the job. But, Knights, to me, is a way out of this, to finally get all the ideas my brother and I have been brewing up for decades. It’s time we produce things we want rather than the things that pay the bills.”
Barry says that he likes to focus on what could happen with some success. He could hire programmers, no more lost time on contract projects, and the people he’s surrounded by could be supported.
“I just really hope people want to play a game about the Knights — the ultimate saviors of all things, the definition of heroic. Not a bad bone in their bodies, watching them take on any bad guy we can dream up and throw at them, across all history in any universe and time. I really want to play that game.”
When a Kickstarter fails, it’s not necessarily a catalyst for disaster. Barry is idealistic, and maybe too ambitious, but he’s not a quitter. He’ll keep creating. The success of Double Fine was magical, but the intensity of at least one man who didn’t win big is special, too.
While Barry’s story stands on its own, we are covering something larger here. This is part one of a two-part series of articles. In the next, we’ll introduce you to three more studios who haven’t had the greatest experience on Kickstarter. We’ll also discuss why we don’t normally cover games on the service and why we’re not certain of the long-term viability of crowd-funding sources like Kickstarter.
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‘Elder Sign: Omens’ Update Sets Its Sights on Cthulhu
Into the whole Chthulu mythos but not that interested in obscenely lengthy, difficult board games? Then this is the perfect time to hop in to Elder Sign: Omens [$3.99 / HD]. The dice game made its original transition to iOS with only one Ancient One, Azazoth. As we mentioned in our review, Azazoth has a habit of devouring the lives and sanity of every team of investigators you bring in until you happen on a great team and some good luck.
This week’s long-awaited update brings in two new Ancient Ones. The rather unimpressive-sounding Yig is included, and Cthulhu is available as an in-app purchase. Yig gives players a better starting point. He’s much less malevolent than Azazoth, both easier to seal away and quicker to wake. He also brings with him a few monsters and adventures that are a little less likely to leave your investigators inconsolable, mindless wrecks, or, you know, dead.
For those already adept at putting down Azazoth, you might want to do it again: you’ll unlock a new investigator that should add a little more variety to your playthroughs. Then you can grab the Call of Cthulhu campaign for a much bigger challenge.
The new campaign takes you back through the museum, but this time with a new goal: discovering the intent of some mysterious intruders (they probably want to raise Cthulhu, just sayin’). Once you do that, it’s off to the Pacific Rim to search for the lost city of R’lyeh and prevent the rising of Cthulhu. You do this by collecting extra investigation tokens, so you’ll have to balance succeeding at adventures and hoarding your tokens.
There are 30 new adventures to be had in the Call of Cthulhu campaign, each more horrifying than the last, no doubt. There are also four new investigators that you can use in any of the campaigns, and a fifth that’s unlocked when you complete Cthulhu. That’s a lot of new ways to play, whether it’s solo or pass-and-play with friends. And as usual, this update brings with it all sorts of fixes and tweaks that should smooth out the cultist-hunting experience, like skippable scene transitions and lowered memory requirements.
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Asynchronous Online RPG ‘Pocket Heroes’ Gets a Price and Release Date
Last year at E3, we got our first taste of ’ upcoming Pocket Heroes, and we were definitely intrigued by what we saw. Pocket Heroes looks to take a party-based adventure RPG and give it the asynchronous multiplayer treatment. In fact, it’s strictly online-only, with each player controlling a party member in the game and taking turns making moves asynchronously, with push notifications letting everybody know when it’s time for them to go.
It’s been described as Words With Friends meets turn-based RPG, and is probably best understood by watching the trailer below.
So, as you can see from that video, Pocket Heroes is a really cool idea. Since we first saw the game at E3 last June, F5 has been continuing to toil away at the project, and we got another chance to see where it was at during GDC last month. It had come a long way since E3, and actually looked very close to finished.
Earlier this week, the game’s publisher Ayopa Games posted the for Pocket Heroes along with an official release date and pricing info. We can expect to get our hands on Pocket Heroes May 11th for the reasonable price of $1.99. Sweet! You can also see some brand spanking new promo art for the game and learn more about the different classes by visiting our forums, and we’ll definitely have more on Pocket Heroes as it nears its release next month.
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Hands-On With ‘Burger Cat’
A lot of studios are turning to the casual market to expand their base and diversify portfolios speckled in viscera and splatters of crimson. League of Evil studio is doing just that with its side-scrolling puzzle game Burger Cat. The result is unique: Ravenous is undoubtedly delivering something that feels like a Ravenous joint, but it’s appropriate for our little ones and game-challenged family members.
It accomplishes this by removing the barrier of entry, while maintaining the vibe and the high-level production we expect from a Ravenous product. In the game, you play as a cat on a quest to find hamburgers. Functionally, this adventures boils down to a bunch of instanced quests where you, as a maestro of landscaping, have to alter the 2D world the cat inhabits in order to get him to a burger. The movement is automatic, but your ability to add and remove blocks of land or introduce an item that changes the way the cat interacts with its world is manual.
For example, in the game’s first level, you’ll need to add a block of land to the corner of a hill so the cat can scramble up the hill as if it were a stairway. In the next, you actually build a similar stairway with three blocks of land, two of which will need to be stacked on top of each other. As the game progresses, you’ll get much more imaginative items: a mouse that re-directs the cat’s attention, a spring that rockets the cat into the air, a pick-axe that removes pieces of the environment, and so on. Actual obstacles that add repercussions, like spinning cogs with blades, are added steadily. The items you’ll receive have a hard cap in each level, and I had the most fun really playing with what I could do with the least amount of stuff, though creating conga lines of items has its simple pleasures, too. In fact, Burger Cat seems to encourage experimentation, as it often gives you way too much.
It’s a different game from the folks who made League of Evil, but it feels similar from a production standpoint. The art is bright and bubbly like the new visuals in League of Evil 2, and the animation work is on par. Music, on the other hand, is exceedingly epic. It almost rewards you before you do anything. Excuse me, but I want my Ode To Joy when I get my hamburger, and not before.
If this looks familiar by the way, it’s because it existed on Flash before. Burger Cat is a new-look port of a WobblyWare title you can play for free . In this shot of the original below, take note of how smooth this new iteration looks: no more grids, a less clumsy UI, and less mess in general.
“We updated the graphics to be more cartoony and made some design changes to make another one of our polished iOS releases,” Ravenous told TouchArcade. “The game just felt more suited to touch screen controls and has a lot of potential with the casual market.” And it does play exceedingly better. This game is a breeze to control with your fingers. I’ve zero complaints with what I’ve played so far.
And that’s the thing: we haven’t seen everything Burger Cat has to offer, so stay tuned as we obtain a final build and deliver our final thoughts. My gut says, though, that this is something we’ll be pretty happy with, even though we’re not its market. Look for this to hit April 12 across iPhone and iPad.
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‘Penny Arcade On the Rain-Slick Precipice of Darkness Episode Three’ Coming To iOS
Penny Arcade On the Rain-Slick Precipice of Darkness Episode Three, the long-awaited follow-up by developer , is coming to the iPhone and iPad, according to a . This version will hit this summer alongside the PC, Mac, Xbox Live Indie Games, and Android versions of the game. These guys have all their bases covered, right?
If you’re not in the loop, Episode 3 is a… change of pace. It has the look, and what seems to be the feel, of an old-school RPG. In a chat with Joystiq, Zeboyd said that its major influencers were Final Fantasy V and Grandia, so go figure.
Zeboyd says this will continue the story Hothead Games and Penny Arcade set out to tell before things didn’t pan out, but it’ll also operate as a stand-alone title, which is a great thing for us. I mean, we didn’t even see the previous two games on our tablet and phones of choice.
We’ll definitely keep our eyes on this as it nears release, but you should definitely go read . Episode Three sounds pretty hip.
[via ]
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