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‘Monster Wars’ Review – Legendary Wars, Remixed

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We first checked out Liv Games over a year ago with Legendary Wars [$0.99 / HD], a great take on castle defense. Now the developers are back with Monster Wars [$0.99], the latest addition to the genre. Billed as a ‘follow-up’ to their previous game, Monster Wars succeeds at preserving the same great gameplay of its predecessor while tweaking elements and offering a new story complete with a load of new units.

For folks that played Legendary Wars, Monster Wars will feel very familiar. The majority of campaign missions still feature the same castle defense-style gameplay where you collect resources, build units, defend your own castle from the opposition while simultaneously moving forward attack units to take out the opposing fortress.

The campaign also brings back the side-scrolling ‘hack n’ slash’ levels from the previous game (for better or worse). Each successful mission rewards players with coins to spend on unit upgrades, with an occasional soulstone (premium currency that you can also purchase using IAP). Most importantly, the deep character customization also returns, giving gamers a ton of incentive to play the game as much as possible simply to level up your character stats.

Despite these similarities, Monster Wars does tweak some of the gameplay by adding new variations on the types of missions we’ve seen in the past. For example, there are a lot more escort quests that have you guarding a ‘Named’ ally or a catapult as you make your way towards the enemy castle. In the case of the catapult, you have to actually use it to take down supplemental castle defenses before you can even damage it. The side scrolling levels have also seen some additions, with endless runner and other objective-based missions being thrown into the mix. In general, these tweaks don’t really do much to change the core gameplay, but considering how well done it is, I don’t care too much.

While Monster Wars improves upon its predecessor in a variety of different ways, I think the aspect that folks will appreciate the most is the sheer amount of content available. The campaign is huge and takes an investment to complete. If you want to take a break from the main story, the game features several endless modes which put you right into the action for as long as you want. The fact that you earn gems and soulstones, which can be used to improve your units within the campaign, is a nice (and necessary) touch. Finally, once you’ve conquered everything you think Monster Wars has to offer, additional difficulties are ready to challenge you all over again.

Another great way Monster Wars differentiates itself is with the all-new cast of monsters that you command in your army. There are over 15 new creatures, from the lowly Skelly to the awesome Lich, with each offering different attacks, special moves, and stats to improve upon. Each of the base units also allow you to upgrade its tier, giving the unit new stats, a new look, and even occasionally new specials.

There is a ton of variety in Monster Wars, and considering you can only take a certain number of units into battle, there are a lot of different ways to plan and play. I was a little disappointed in the fact that ‘tier-upgrades,’ (along with the ability to unlock some units) required as many soulstones as they do. Considering Monster Wars doesn’t pass out soulstones as much as I would want, players will either have to shell out some cash or grind a bit in the endless levels in order to earn enough stones to see everything.

From a controls standpoint, Monster Wars does a decent job. Buttons at the top of the screen let you quickly set attack and retreat orders as well as set simple formations. I did find it particularly tough to specifically select units during the heat of battle as your characters all tend to bunch up while attacking. However, I can’t really think of a better way of implementing something within the confines of castle defense.

Monster Wars also continues the excellent overall presentation started with Legendary Wars. A great soundtrack sets the overall tone of the game while retina-quality visuals paint a vivid picture throughout the course of your adventures. The story, a tongue-in-cheek narrative telling the Legendary (pun intended) tale from the monsters’ perspective, feels a bit trite at times, but still does a good job keeping the player engaged. There were a few strange UI issues, like certain screen buttons not registering taps (almost as if the tap window was smaller than the actual buttons), but nothing detracting from the gameplay too much.

I imagine some folks may complain that Monster Wars feels too much like its precursor without much of a change to the core gameplay. I say, why mess with a good thing? While the game does feel like a re-skin at times, Monster Wars still does a great job taking the classic gameplay from Legendary and transplanting it in a new setting. Add in all the new content combined with the deep character customization and there’s no reason you shouldn’t be checking out Monster Wars.

App Store Link: Monster Wars, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

February 3, 2012 at 21:15

‘Off The Leash’ Review – All Games Need a "Double Dogs" Power-Up

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I love Halfbrick’s Jetpack Joyride [Free], and if you like good iOS games, chances are you like Jetpack Joyride too. In fact, I’d like even more Jetpack Joyride, which, oddly enough, is where Big Pixel Studios’ Off The Leash [Free] comes in. You’re likely thinking to yourself, “But it seems obvious from the name alone that Off The Leash has to do with dogs, what does Jetpack Joyride have to do with anything?” I’ll explain.

You know how we raved about Jetpack Joyride’s mission system, its hefty in-game store full of customizables, and other single-user consumable perks? Well, Off The Leash does an incredible job of utilizing incredibly similar underlying systems to keep you playing game after game while feeling entirely new and fresh. In fact, in light of the recent NimbleBit cloning drama in the past week, it’s seems particularly important to tip our hats at games like Off The Leash that utilize these mechanics that work so well, but only as part of building an entirely new game experience.

In Off The Leash you initially control a single dog. It almost has a Mega Jump [Free] feel to it in that coins are everywhere, and you tilt your device to move your dog around to collect them. There’s also food to eat, and various power-ups to snag.

The premise of the game has you running from the police, as apparently dogs have been banned. This lends itself to my favorite gameplay mechanic, the dog rescue system. Since the cops are out in force to catch you (and presumably, all other dogs), you’ve got to snag every other dog you come across and recruit them into your coin collecting food devouring feral dog pack.

As you collect more dogs, you run in what could be best described as a massive canine swarm. Your dog friends you’ve picked up form behind you in a almost bird-like flying V formation which greatly increases the amount of coins and food you can pick up since any dog running into any coin or food product counts towards your total.

It’s not that easy enough, as there’s obstacles which make you lose dogs as the errant corners of your formation bumps into them. Thankfully, touching the screen makes your dogs form up in a line, but doing so greatly decreases your speed, which is really counterproductive since the game ends when your dog pack fails to make it through a checkpoint before you run out of time- Sort of like an old school racing game.

Like most of these games, you quickly find yourself in a rhythm of tilting tilting and tapping and the whole game melts away into this crazy dog pack management experience as you’re trying to go as quickly as possible without losing any of your puppy pals. There’s power-ups you can collect too such as your standard speed boost, time extension, a familiar coin magnet, and my favorite: DOUBLE DOGS. Collecting this power-up instantly doubles the dogs in your pack, which can result in a silly amount of dogs on screen.

Just like Jetpack Joyride, Off The Leash is totally free to download and play, with no ads or other restrictions as far as I can tell. Instead, it’s monetized through selling coins that are then used to buy cosmetic upgrades, better power-ups, and golden whistles which basically act like extra lives to keep playing if you fail to make it through a checkpoint. There’s also a similar permanent double coins add-on for 99¢, which seems to be a good place to start if you like playing the game since you can just earn coins for everything you’d want to unlock anyway.

I’m really sort of shocked by how much I find myself enjoying this game. The difficulty curve seems great, Jetpack Joyride already proved that this payment model works, and I love how they take the foundation that worked so well for Halfbrick but created what feels (and, really, is) an entirely new game around it. For the low, low price of free, you really shouldn’t miss Off The Leash.

App Store Link: Off The Leash, Free

TouchArcade Rating:

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February 3, 2012 at 1:15

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Hands-On With ‘Eufloria,’ A Lean-Back RTS

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It’s 2012, and I’ve had a few years to conjure a snappy explanation of what Eufloria is and how it rolls. I haven’t. So, before I even get into how much I dig it on iPad, I’ll let my main man Rudolf Kremers — one of the handful of dudes behind the original release — do the talking. In our latest “bonus” podcast, he cheekily broke it down like this:

Eufloria is a game of space, conquest, and exploration based on themes of plant life and flowers rather than space marines and spaceships.”

That’s the thing about Eufloria: it’s an RTS that goes against the grain. It doesn’t have any big dudes in big armor smashing space orcs in the face with apartment-sized space maces. It also doesn’t subscribe to any particular feel or taste, or really, any action-y RTS conventions. It’s a minimalist strategy game that has some cool, laid-back creative touches, and it’s all wrapped up in a sensitive production overhead that conveys the game’s core design ideals and gentle pacing well.

This much has been proven in past iterations. And for the most part, what you’ve seen is what you’ll be getting Day Zero on iPad. Eufloria on iPad still looks gorgeous, it still runs as smooth as ever, and all the little technical touches on the movement, placement and execution phases of the game have made it over. But, on the other hand, I’m not seeing a major adjustment on anything anyone has complained about before — the balance appears to be still a little touch and go, and in some of the levels I’ve been playing, the pacing is brutally, brutally slow.

What the iPad port does bring, though, are new ways to interact more intimately with the experience. Pinch and zoom can be used liberally to explore every little nook and cranny of each level. Satisfying drag, hold, and swipe gestures take care of the rest. It’s all good stuff.

I asked Kremers after the show to explain what he was shooting for with this version’s controls. He said that the main idea was to strip “all barriers between playing the game and the device you play it on.” Mission accomplished as far as I’m concerned. This is appears to be as much of a lean-back experience as ever before, and delightfully so.

Here’s a breakdown for those of you just seeing Eufloria for the first time. This is a game about asteroids, trees, and tiny, winged seedlings. In almost every scenario, the goal is to take these seedlings to an asteroid, build a tree or two, and then usher even more seedlings on to other asteroids. The tech tree is simple: trees build seedlings and asteroids have one of three different effects on seedlings, either making them strong or fast or energetic. As trees age, they become more potent and harder to kill. Eventually you’ll see some variations on unit types as well as a defensive tree that’ll keep enemy seedlings off of your rock.

The strategy factors into the picture in a variety of ways. You can’t hit up an asteroid unless you have an asteroid connected to it. Also, most asteroids are inhabited, so you’ll need to kill the enemy seedlings and then destroy their trees, which are jacked into that asteroid’s core. Cracking the core boils and tearing down an impromptu space settlement boils down to a numbers game: basically, whoever has the larger wad of dudes wins. Much later in the game, you’ll be given very specific tasks, like say, defending or finding a path through a system.

On our show, Kremers explained where these ideas came from. Eufloria proper is based on a proof-of-concept called “Dyson,” which is named after a british physicist who theorized that you could explore space by growing mechanical trees on asteroids. It’s neat to see this crazy idea living on in a game.

The beauty of Eufloria is in its simplicity; it’s artfully stripped of graphical clutter and is fairly bare-boned on the UI and sound front. It’s also strikingly easy to play for a strategy game since most of the action happens on a macro-level: clicks, drags, and drops compose all you’ll need for galactic takeovers. This type of game feels great on iPad, and it seems like Team Eufloria and Tunatech pulled it off.

My time with the preview build, for reasons of avoiding anything other than modest scrutiny at this phase in its pre-release form, has been artificially shortened, so I don’t have a verdict for you. You’ll get that later at some point this month when the game sees a release across iOS at an unannounced price. We’re expecting more details to roll in shortly. Fingers crossed.

All the screens in this write-up are from the PSN version of the game. I can’t tell a difference between the two in picture-form.

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Written by admin

February 1, 2012 at 21:15

‘Blot’ Review – A Cave Flyer that Looks Great on Paper – and Everywhere Else

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It’s safe to say that cave flyers have been around the block a few times, and that a few of you might just be sick of ‘em. Hey, that’s fair—I know my enduring love of endless runners and cave flyers isn’t shared by everyone. But do me a favor: take a look at Blot’s [$0.99] trailer before writing it off. Yeah, it’s just another cave flyer, but goodness, it’s gorgeous.

We’ve seen the control scheme and basic design a thousand times before, and there’s nothing new about collecting coins for upgrades, cosmetic or otherwise. Blot won’t win many points for fundamental originality. But it’s a solid, fun cave flier that also happens to be beautiful, with an underlying sense of humor that’s sure to please.

Screenshots don’t do it justice — a big part of Blot’s appeal is how lovely its parallax backgrounds look in motion. Someone at Majestic Software has taken time to sketch out all manner of things — trees, candies, wastelands, ponies, helicopters wielding swords and morningstars, you name it—which the game then combines and recombines to build new backdrops each time you play.

This is part of a broader vision. Blot himself is an ink spatter, flying outwards from a pen. He dodges pencils and seeks out paint cans and smudges. The artistic theme isn’t carried through as far as it could be—art and coin collection don’t exactly go hand in hand—but it gets very, very close.

For controls you’re looking at something a lot like Jetpack Joyride [Free], to name one recent and popular example. The titular Blot is bigger and a bit floatier than Barry Steakfries and his jetpack, but it has the same inputs—tap to rise, let go to fall. The arc of its movement might take a bit of getting used to, but there are no drastic changes.

And what would a modern cave flyer be without a collection mechanic or two? Aside from coins, you’ll also seek out boost buddies. Blot grows as it absorbs these cute little dudes, making it easier to grab coins but harder to dodge obstacles. Once you pick up four, you get a big boost of speed and temporary invincibility. There are also colorful paint cans and smudges to be found that mess with speed, direction and magnetism.

The coins you collect can be exchanged for upgrades. The selection is pretty cool—stuff that makes paint effects or boosts last longer, alerts you to upcoming boost buddies, makes you magnetic or doubles your income. Since you can only pick one to equip, you’ll have to consider whether you’re grinding for coins, going the distance or working on a Game Center achievement that requires a bit of extra assistance.

The game takes any chance to serve up pop-culture references. Little things, mostly, like how the buddy detector is called the “pip-blot 2000,” and the unlockable costumes play off things like Star Trek and the Ace Attorney series. There are also achievements for flying past wild reference in the background sketches, although you’ll probably die if you take the time to look for them. Best of all, none of this feels as forced or out of place as memes so often do when they pop up in games.

Some of the foreground elements are a bit abrasive against the terribly sexy backgrounds, but everything else is awesome. There’s lovely (if brief) music to fly to, and Blot is stupidly charming for something with only a few frames of animation (that little scrunchy face…!). And while there isn’t a plot or a complicated mission system to keep you motivated, the high score grind is made valuable with coin rewards and a grading system. Practice makes perfect, but getting an A+ will take skill.

One little warning – you can purchase coins with cash. Don’t bother unless you’re out to support the developers or stockpile a huge supply of portals—you’ll just rob yourself of the fun of actually playing. The grind isn’t painful at all unless you need the highest end items right away. My only quibble is that the IAP coins come a bit cheap – a single $2.99 purchase can give you most of what you’d ever need, so grinding starts to look like a bad value proposition.

It’s hard to complain, though. While it fails to distinguish itself on mechanics, Blot blows most of its competition out of the water with style alone. It’s delightful, plain and simple, and when given the choice between equally solid games, I’ll take the one that delights me any day. Who wouldn’t want a little more joy in their games, right? So take a good long look at Blot, and let us know if you like what you see.

App Store Link: Blot, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

February 1, 2012 at 21:15

‘Warm Gun’ Receives Some Needed Fixes

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Emotional Robot’s FPS, Warm Gun, has received a notable update that aims to fix a lot of what owners have been rightfully grumbling about since the title’s release. According to the game’s latest patch notes, this update increases performance “across all devices by roughly 40%”, which should help a lot of folks with frame rate woes. It also adds in more control schemes, improves the AI and UI, and resolves what Emotional Robot calls “random crashes.” Yikes, that’s a lot tweaks and fixes for a release game!

There’s some content mixed into this update, too — specifically, an all new map called “Coldshot” has been added to the multiplayer rotation. In celebration of all of this, Warm Gun’s price has been dropped to $1.99 until the end of this month. But regardless of price, you definitely want to check in with our forums before diving into this one. You know, just to be safe.

App Store Link: Warm Gun, $1.99 (Universal)

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February 1, 2012 at 5:15

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‘Dungeon Crawlers’ Review – Heroes of Sloth and Strategy

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Brad Nicholson said it best in our preview of Dungeon Crawlers [$1.99]: “It’s the video game equivalent of a mullet, reserved and business-like, yet fun-loving and goofy.” I’d add “A little bit awkward in any situation,” for both the mullet and the game. It’s a quirky strategy RPG that invests heavily in tropes of old, glorifies the Ghostbusters, and isn’t quite ready for prime-time.

Don’t get me wrong; fans of traditional SRPGs will find a lot to love if they give Dungeon Crawlers a chance. It’s a funny, charming, and mostly well-crafted game. You’ll run into a few glaring omissions, and you might have trouble with the game’s high memory footprint, but rest assured that Ayopa Games and Drowning Monkeys plan to address all of that soon. No matter how much I enjoy myself, though, I keep coming back to the same problem: Dungeon Crawlers is just way too ponderous.

The mix of dungeon crawling and strategic combat works well. Basically, you poke around a dungeon floor by floor, fighting baddies, finding secrets, and occasionally solving puzzles. The game slips into turn-based combat mode the moment you enter an area with enemies. A movement grid is laid out on the floor. Enemies take their turns, one by one, and then the heroes take theirs. It’s a good formula, but every bit of it is too slow.

Enemy turns take too long, and can’t really be sped up. Every movement and attack feels a bit slower than it should, and everything has to happen in turn. Sometimes it feels like no one has any idea how to land a hit. In combat that already feels too slow, a whole round spent with weapons missing harmlessly (or landing glancing blows, a common problem) is dull, dull, dull. It would shorten the game, but combat would be a lot more fun if the developers cut out the weak hits, lowered everyone’s miss rates and let you fast-forward through enemy turns.

If only they could apply that sort of trimming to the rest of the experience. For example, you start with only three of your four heroes: Payter, Aegon and Roy (if you’re thinking Ghostbusters already, those should sound familiar), and each gets just one ability initially. For the first few levels combat is mindless. Payter walks up to an enemy and slashes it. Aegon casts Magic Missile from further back. Roy heals whoever is wounded. Rinse. Repeat. It’s a fine way to start, but the game takes far too long to start filling your arsenal with new friends and abilities.

It’s a shame, because I doubt many mobile gamers are going to wait the hour or two it takes for things to start getting interesting. Try to be the exception, because it’s worth it. Even though Dungeon Crawlers has a limited roster of characters, its encounters get both challenging and strategic. Much of the strategy is in learning to carefully position your party members. Payter, for instance, eventually learns to stun the enemies that surround him. Predicting where the enemies will move, you can put him in just the right place to get surrounded. Then you can line up Aegon to hit the grouped up baddies with an AOE, and keep Failston blocking the way back to Roy. Mana isn’t a consideration, but action limits are, so healing is a once-per-turn affair. If a character falls, they’re out of the game until the next floor.

Failing isn’t a a huge deal, since you can always restart from the beginning of a level or an encounter. But that decision really hurts when encounters start lasting for half an hour or longer. You should be able to offset this by using the coins you collect to buy potions in a tight spot, but you can’t. A shop is coming, as are IAP coins for the poor adventurer with a wealthy player. The game can already be completed without the store, though, so the IAP will be optional in the extreme.

Unless, that is, you try to plow straight through. Dungeon Crawler’s loot system rewards the explorer. You won’t find much if you just stomp around killing enemies and opening chests, and your equipment will quickly fall out of date. If, on the other hand, you manage to find the levers that hide secrets in nearly every level, you’ll be at the tip-top of your game. The game could use a balance tweak or two to keep less-curious players geared enough to fight, though. The loot is all pre-determined, and it really hurts your chances if you miss a few secrets.

Even with all the frustrations and issues, I really dig Dungeon Crawlers. If you’re a sucker for references, this game plays with a ton of them – from the blatant and encompassing Ghostbusters theme to jokes about things the younger crowd might still understand. That’s on top of an engaging adventure tale that does its best to keep you interested in slogging through fight after fight. The characters, the music, the level design and environments – all great. You get the idea: the game would be fantastic if only it were pared down, cleaned up and sent out much more streamlined.

Until then, a cautious recommendation will have to do. If you’re looking for an old-school strategic romp through some very traditional dungeons, you’re in the right place. But these aren’t play sessions you can cram into five minute smoke breaks. Dungeon Crawlers is built to last – for better or worse, you’ll get hours out of it. If you’re a sit-back-and-be-patient sort, you’ll be just fine.

App Store Link: Dungeon Crawlers, $1.99 (Universal)

TouchArcade Rating:

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January 30, 2012 at 21:15

‘RoboHero’ Review – A Challenging Turn Based Puzzler

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I used to think I had a knack for strategy games. Then I checked out RoboHero [Free], a turn-based tank puzzler from Bravado Waffle Studios. Now, I’m not so sure if I have the chops to handle a game of this difficulty. While the game incorporates relatively simple (and slow) gameplay, this is buttressed by a wide variety of weapons and puzzles, along with a difficulty that’ll either keep you coming back for more or giving up in frustration.

RoboHero places you in the role of Blue Robo, the last defense for Earth in its fight against an evil robot army. As a last resort, you’re sent to the robot ship in order to infiltrate and destroy all the forces. As you progress through the game’s story mode, you’ll unlock new weapons and face new enemies and obstacles. However, the goal of the game is always to either get to the other side of the level or take out a certain amount of enemies.

You’ll accomplish this by planning each move for Blue Robo 15 turns in advance. Every turn, movement, shot, and even weapon change counts as a turn. Once you’ve planned everything out, you hit the start button and your robo executes its actions while the surrounding environment (and enemy baddies) executes theirs. There’s a lot of timing, predicting, and planning involved with each set of turns, much more than I think most players are used to.

The game is also quite unforgiving with planning turns – mistiming a turn or shot can spell doom for that entire set of turns (or even worse, put you in a position to get destroyed). Also, you have to plan out 15 turns; if you try and start the round sooner, your robo will simply stand still for those turns you don’t plan anything, effectively wasting precious moves.

RoboHero’s biggest strength is also its potentially biggest weakness. When all is said and done, this game is hard. You better have some pretty damn good timing and analytical skills if you want to completely finish this game by collecting all the level stars (three stars for each of the thirty missions).

Each level lets you earn up to three stars by accomplishing three different criteria. You can earn a star by collecting all the stars in a level, by keeping your health above a certain threshold, and by passing the level under a certain amount of turns (every individual action counts as a ‘turn’). Normally, I can do well enough to earn one of those at any one time, and if I tried pretty hard, I could probably handle both the health and collectible stars.

However, if you want to land all three, you’re going to have to do a lot of work analyzing your moves, the movements of your enemies, and creating the most streamlined route that takes out only the necessary enemies and gets you where you need to go without coming to harm. It’s an exercise in patience and planning that I rarely see in games these days.

It’s important to note that the difficulty is mostly restricted toward earning stars. In the case of simply wanting to pass a level, RoboHero is a little more forgiving, especially since Blue Robo has the ability to glimpse the future movement of the surrounding enemies and environment. However, you only have a limited amount of foresight, and it doesn’t really make it any easier to time some movement.

Regardless, later levels will still test both your reactive and puzzle solving senses. Annoyances such as the fact that you have to start over if you die make the later levels more annoying to complete (especially considering the latter half of the levels will take some time to actually run through and complete).

In addition to the Story Mode, RoboHero also features an Arena Mode and Multiplayer. I found Arena Mode far more enjoyable than the story mode, as you’re simply tossed into a small level with a bunch of other computer opponents with the sole purpose of kicking the crap out of everyone else. It’s very reminiscent of Bomberman and I think RoboHero does a great job capturing that frenetic feel in a turn based game.

Multiplayer is restricted to pass and play, which I think loses a lot of the excitement that might have occurred with Bluetooth or Wifi modes (asynchronous might have been interesting as well).  Thankfully, online multiplayer is supposedly on the horizon.

If you’re on the fence as to whether a game such a RoboHero is for you, here’s some good news: The game’s first ten levels (as well as Multiplayer and Arena) are offered for free, with IAP covering the other 20 story levels. In this regard, I suggest picking it up if you’re even remotely interested. Its slow, turn-based gameplay is a much different take than most tank games I’ve played on iOS, and it’s bound to turn some heads, but only for pretty hardcore puzzle or strategy fans.

App Store Link: RoboHero, Free (Universal)

TouchArcade Rating:

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Written by admin

January 27, 2012 at 21:15

‘Fingle’ iPad Review – Better Finger Games Than Mind Games

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Fingle [$0.99] should come with a warning. Maybe “Caution: always bring protection”? I mean, sure the iPad is great for co-op games with the fam, but not this time. This time, things might just get a little… heavy.

Finger twister isn’t new, but Fingle is a finger twister game with one purpose: flirtation. A cheesy soundtrack, suggestive backdrops and more than a few double entendres might be enough, but Fingle doesn’t settle for enough. Your fingers will stroke hers, or his. You’ll make terribly lewd gestures at one another. Fingle takes its premise all the way.

Here’s how you play the game: there are squares, and there are boxes, and the two must meet. Some are yellow, some are white. Your fingers rest on one set, hers on another. And then you do as you’re told.

At first this is simple. Drag a box here, hold it there. Your fingers might brush up against one another. Then things heat up. One player finds himself stroking his hand over the other’s. It gets pretty steamy.

Sort of, anyhow. There are a few rules you have to follow to get the full effect. You can’t really play solo, for, um, obvious reasons, and you need to use one hand each. Two hands is easier, but it’s a lot less fun. Stick to those rules, and one of you will basically end up in the other’s lap before long if you want to pull off some of the moves.

So you can see why you don’t want to play with a stranger, or your Grandma. You might also not want to play for too long. While Fingle starts out very flirty, it actually gets pretty hard over time. If one of you has small hands, long fingernails or sweaty palms, you might find it a bit out of your league. Nothing kills the mood quite so much as frustrated failure.

There are over 50 levels to work through, so as long as you know your limit you’ll be fine. If you’re actually playing to tease, work through the first level pack or two. It starts out slightly subtle and gets suggestive quickly. If you’re playing for a challenge, something that’s totally possible, work your way through all the rest. Fingle is missing a lot of the traditional game structures we’re used to — scores, points, achievements and the like — but it’s certainly a good time for two people who are comfortable with a little touching. The design that has gone into this game is truly charming, so it’s hard to say no.

In all seriousness, you need to know your audience if you’re going to play. You can definitely go at it platonically for a laugh, but first be sure you both know where you stand. And you could certainly make someone extremely uncomfortable if you’re not at the point where cheesy 70s-style music, suggestive sound effects and light touching is okay. Fingle is the sort of game that could start out funny and end up sexy, or start out cold and end up with a slap to the face. Judge carefully, and stop by our discussion thread to let us know how it goes – just keep it work safe, tiger.

App Store Link: Fingle, $0.99 (iPad Only)

TouchArcade Rating:

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January 27, 2012 at 5:15

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‘Paper Monsters’ Review – A Straightforward and Visually Stunning Platformer

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The just-released Paper Monsters [99¢], co-developed by Robots Vs Wizards and Crescent Moon Games, has been in the works for a long time. In fact, development originally began way back in mid-2010, and we didn’t learn until well into 2011 that Crescent Moon had actually jumped into the project to give it a graphical makeover (as they’ve been known to do from time to time).

With such a long development cycle, it’s easy for the hype over a game to do one of two things: either people start to lose interest as the months drag along, or the hype builds up to the kind of level that would be hard for any game to deliver on. Well, Paper Monsters finally has reached the App Store, so if you’re part of that first group then it’s time to start paying attention again.

More importantly, however, are the folks in that second group – the insanely hyped crew. Paper Monsters is an incredibly fun platformer, and it’s downright gorgeous to look at. Plus, it’s full of all kinds of whimsy and little touches that bring up those warm, fuzzy nostalgia feelings that will take you back to platformers of days gone by. But, if you’re looking for a genre-defining game that breaks all the boundaries that you thought you knew for platformers, well, Paper Monsters isn’t quite at that level. With tempered expectations, though, it’s one of the nicest platformers currently available on iOS.

First off, Paper Monsters takes more than a few cues from the iconic Mario series. It doesn’t try to hide this fact, either. With every jump your character makes, he lets out an excited “whoo!” that you almost expect to be immediately followed by “here we gooooo!” or “it’s-a me, Mario!” The majority of enemies are dispatched by jumping on their head, you’ll hop into gigantic pipes to warp to different parts of the levels, and there’s even a giant mouth built into a mountain that you’ll escape through after beating up on a boss, à la Super Mario Bros. 2.

These things don’t detract from the game though, in fact, they add to the already rich character and personality of Paper Monsters. As I said previously, the game is gorgeous. Graphics are all done in colorful 3D, though gameplay is strictly old-school 2D style. The music is also a big part of the experience, and it manages to create incredibly moody atmospheres to explore and play through. The many Mario-like flourishes merely enhance the already fantastic presentation of Paper Monsters.

Gameplay itself is simple and straight forward. You can move left or right, jump, and double jump. And… that’s about it. Occasionally, a level will have you playing as a helicopter or submarine, effectively playing more like a shmup which breaks up all the platforming nicely. These sections are actually quite fun, and I wouldn’t have minded more of them. In fact, one of the big downfalls of Paper Monsters is that it’s a pretty short game.

You get 4 chapters in the game, each with 4 levels, for a total of 16 levels. The environments run the gamut of familiar themes like grass lands, ice levels, the desert, and jungle ruins. Each level is a fairly good length, with checkpoints in the middle so you don’t have to restart from the beginning should you die, but they really won’t take too long to complete anyway. Some replay value is added in the form of 3 golden paper clips and a single hidden tile that need to be collected in each level if you wish to fully beat it. You can also collect buttons, which are essentially the “coins” of the game, and which can be accumulated and spent in an in-game shop on additional clothing items to deck out your character. It’s a fun distraction, but pretty non-essential. Also, if you don’t have much patience, you can get more buttons as IAP if you wish.

Finally, a really cool inclusion in Paper Monsters is the Dash Mode. This is essentially an auto-running version of the game, where your character runs to the right on his own and you just need to worry about jumping on enemies and over hazards while collecting buttons. It’s really quite fun, and could easily have been a full game on its own, so the fact that it’s included as a bonus is pretty nice. You can also try this mode in your web browser for free, if you’re curious.

But where Paper Monsters really wins is in its presentation and overall “feel”, which is something that’s hard to describe. I’ve played a TON of platformers in my day, and while some of them appear to have all the right components, sometimes the most basic mechanics of running and jumping just don’t feel right, and it pretty much ruins the rest of the experience. Paper Monsters pulls this aspect off well, as just playing through the levels is fun in and of itself, even if it doesn’t wow you with a ton of new ideas or endless amounts of levels. For lack of a better expression, it just feels right.

It seems the developers set out to make a throwback to some of their favorite old-school platformers, with awesome graphics and solid controls, and at this they completely succeed with Paper Monsters. If you don’t go in expecting the game to reinvent the wheel, and can appreciate the eye candy and simple fun of platforming, then Paper Monsters should give you plenty of enjoyment for your dollar. People in our forums sure seem to dig it, and with some additional levels planned for updates, there should be even more fun coming in the future.

App Store Link: Paper Monsters, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

January 26, 2012 at 9:15

‘Epoch’ Gets Hard Mode, More Story In New Content Update

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That Epoch [$.99] update that Uppercut Games teased on our show a couple of weeks back is on its way out and will be available at the generous price of $0, while the game itself is celebrating the new update by going on sale for $.99. That’s dollars off, y’all — the usual price is $4.99.

In brief, the update rolls in an “ultra difficulty” mode that introduces harder to kill dudes as well as “trickier enemy variants.” It also adds some needed visual tweaks that show off your robot’s armor and weaponry and introduces new story content via new in-game pick-ups. Uppercut has updated the game’s trailer to reflect all of this, so check it out if you don’t dig the word picture we’re painting you. Lookin’ good!

App Store Link: EPOCH., $0.99 (Universal)

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Written by admin

January 26, 2012 at 1:15

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