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‘Rocket Fox’ Review – A Puzzle-Platformer as Fun For Your Mind as It is Your Reflexes

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I love the App Store. On a single platform, I can draw from a well of my favorite classics like Doom [ $4.99 ], and try out thousands games like N.O.V.A. 3 [ $6.99 ] that take their inspiration from popular console and PC games but offer an experience tailor-made for tablets and smartphones. But what I enjoy most about the App Store is the chance to drop a buck or two on quirky titles you don’t see on any other platform. Take Rocket Fox [ Free ], for example, a new puzzle/platformer game starring a fox named Guy who loves fireworks. He loves them so much that he’s not content to admire them from afar like your average Fourth-of-July party-goer. No, Guy likes to hop aboard rockets before they blast off and ride them skyward. Of course, what goes up must come down, and that’s where you come in.

Each level begins with Guy slipping inside a large flower while a counter ticks down from three. Once the clock strikes zero, the camera flips to an overhead view, the flower bursts open, and Guy, mounted on a rocket, shoots up to the clouds. Seconds later, his rocket blows apart in a torrent of colors, and Guy begins to freefall. From here, you tilt your iPhone to guide Guy away from the hard earth and watery depths, and toward trampoline-like flower pads. Flower pads come in different colors and designs that denote their functions. Red flowers give you a slight boost, blue ones throw you up even higher, and yellow pads give a breathtaking view of surrounding topography. Flowers can only be used once before withering away, leaving you to find the next one by the time Guy starts hurtling back down once again.

Because flower pads sit on lands of different heights and distances, you have to choose which flower pads to land on and in which order. Do you use a yellow pad first, which will send you soaring high and afford a breathtaking view of the sprawling topography? Or should you leave it and bop around the red pads first, since those ones won’t lend enough momentum to cross the water to the other isle where more flowers await? Other levels ask you to fly high enough to drop through flower rings, find and land on a level-winning finale flower, use flower rockets that fire off explosives on impact, and more.

The appearance of rocket flowers brought about a distinct and pleasant shift in Rocket Fox’s pace. Rocket flowers don’t shoot arbitrarily; an arrow blinking in one corner reveals which direction the rocket will fly when you land. Rockets destroy the first flower they come into contact with, but they also cause closed flowers to blossom into new launching pads. Figuring out which flowers to clear away so rockets wouldn’t blast them into charred petals en route to closed pads I needed to crack open, coupled with making split-second decisions during brief airborne periods and the addition of new elements like rockets that send you shooting forward, shifted the game’s pace from soporific to an intense brainteaser that rewards quick thinking and skill.

Upping the tension and satisfaction of a good plan coming to fruition are a few risk-reward factors thrown into the mix on each level. Players are graded according to factors such as the time they took to finish a level. As you grow in skill, you’ll find yourself tempted to make use of the dive button in the lower-right corner of the screen. With a touch, Guy stiffens like an arrow and streaks toward the ground headfirst, giving you no further chance to alter his direction but shaving several seconds off your record once you grow comfortable enough to use it from great heights. That, and it just reeks of style.

Another temptation comes in the form of Fox Fire, colored flames that spit out of flower pads each time you collide with one, swirling around Guy like leaves caught up in a gust of wind. You can tap flames to collect them, then use them to buy items that slow your descent, increase your buoyancy, and grant you a second chance should you accidentally take a nosedive into earth or sea. But, each item lasts only a single turn. Whether you win on your next turn or slip up and have to try again, you lose your power-ups. More importantly, collecting flames means tearing your eyes away from pressing concerns like landing on flowers instead of carving fox-shaped holes in the ground.

Fortunately, flames don’t disappear, so you can wait until you have more airtime than usual (say, after hitting a yellow pad) to frantically claw at your screen then give your attention back to Guy’s disagreements with gravity. And, although items do help, I never once felt like I needed one, even on the more trying stages. The only significant mark against Rocket Fox is that most levels must be solved in a particular way. Perform one move out of order and you’ll likely run out of flower pads and end up back at the retry screen. That wouldn’t be so bad, but the game takes several seconds to load between attempts, then makes you sit through Guy’s three-second launch countdown, totaling to almost ten seconds of downtime between each gaffe. You’re bound to play later levels many, many times before completing them, so keeping relevant data loaded in memory to expedite attempts would have been welcome.

Don’t think twice about tagging along with Guy as he journeys to and from the stars in a journey crafted from charming storybook graphics and a unique twist on puzzle games that only a platform as diverse as the App Store can provide. Rocket Fox is free with a single $1.99 unlock, but by the time you hit that pay wall you’ll know for sure whether or want you go the rest of the way. I think you will.

App Store Link: Rocket Fox, Free (Universal)

TouchArcade Rating:

[source]


Written by admin

May 17, 2012 at 22:15

‘LostWinds2: Winters of The Melodias’ Review – A Gorgeous Wind-powered Adventure

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Like the bad boy that every girl finds impossible to resist, Frontier Developments‘ sequel to their platform-adventure LostWinds [ $3.99 ] from last year isn’t always easy to control. Precision is not LostWinds2: Winter of the Melodias’ [ $3.99 ] best feature. With the sheer amount of things that LostWinds2 can occasionally demand of its players, this would normally be almost unforgivable but much like the hypothetical rapscallion, LostWinds2 is just too charming to give up.

Set shortly after the events of the first game, LostWinds2 follows the continuing adventures of the chubby-cheeked Toku, a brave and impossibly adorable young boy, and his companion Enril The Wind Spirit. After a brief introductory sequence, one that features a number of piscine-looking critters, you find yourself in control of Toku. His mother Magdi has somehow gone absent and it is your duty to go look for her. This eventually segues into an exploration of some phenomenally gorgeous places, the acquaintanceship of some new friends and an encounter with old evils.

Have I mentioned the fact that LostWinds2 is absolutely stunning? Yes? The music, the character design, the visuals – they all come together to make LostWinds2 beautiful with a capital B. The lush visuals are informed with such attention to detail, they would probably bring a tear to Walt Disney’s eyes were he still alive. Every swipe of a finger will cause grass to bend and petals to cascade from trees. When Toku slides across icy terrain, he bobs and sways, looking for all the world like the wide-eyed child that he is. Even the parallax backgrounds are more than magnificent-but-static pieces of eyecandy. Here, the backgrounds are rife with stuff like the occasional lurking enemy and behemothic reformed villains out to make our life easier. (You’ll understand in the first five minutes. Trust me on this.)

Shameless, wanton gushing aside, LostWinds2 is, I’m happy to say, more than a pretty face. For those unfamiliar with the original, much of Toku’s herculean tasks are, in fact, accomplished by the intangible Enril. Being a rather formidable Wind Spirit, Enril is kinda awesome at doing things like guiding flames from a torch into an icy wall, smashing Gloops into hard surfaces, relaying Toku from one ledge to another and snowballs. Not much is needed to accomplish these feats. Most of the time, all the game will require from you is a careful swipe of a finger or a well-timed pinch. Control of Toku works on a similar premise. In order to move him from one end of the map to another, you simply tap on the corresponding side. It’s that simple. Mostly.

Eight times out of ten, you will be able to hit that switch, drag that torrent of flame into that wall of brambles, flip Toku across the ravine and beat down that Gloop all in one glorious show of hand-eye coordination. Those other two times? You’re going to have to pick yourself up and try and try again. Toku will inexplicably float along with an updraft that you manufactured in spite of the fact he should be too far away to be affected. A hard swipe will occasionally cause an enemy to sit on the wall instead of exploding into blob-like bits. From time to time, things will just go wrong. There’s no better explanation for it. Fortunately, however, it’s an infrequent occurrence. So long as you’re willing to deal with the initial learning curve, your experience with LostWinds2 will be mostly favorable. That is, of course, if you are willing to brave this final caveat.

If you want to play LostWinds 2, you should probably be okay with a little bit of Metroid in your life. Frontier Development’s sequel to the original is not a game that exemplifies instant gratification. Backtracking will happen. Those who must simply acquire every collectible (a lot of the tale is told through scrolls that have been scattered across this lovely world) will find themselves wandering the game’s many nooks and crannies. If you can’t stand the idea of revisiting locations repeatedly (never mind the fact that you can change the seasons on whim, something that helps alleviates the tedium), you may want to consider giving this one a miss.

Everybody else? Buy it. You won’t regret it. LostWinds2: Winter of the Melodias is a beautifully presented bit of childlike magic and irrefutable proof that wholesomeness does not necessarily have to be boring.

App Store Link: LostWinds2: Winter of the Melodias, $3.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 16, 2012 at 18:16

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‘KOTOMON’ Review – No Controlling This Dance

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When we first found out about Kotomon [ $2.99 ] recently, I was excited for the possibilities especially considering that some of the developers at Monstars consisted of folks from Q Entertainment (Lumines, Rez). Unfortunately, reputation alone is not enough to carry this simple music platformer with iffy controls.

Kotomon follows the adventures of a cute red monster of the same name as he searches the world for other monsters. Gameplay is divided into levels and has you navigating Kotomon and his companions across the terrain, battling monsters of various strengths until you reach a campfire, signifying the end of the level. A three-star system grades your completion with points awarded for faster completion, combos, and the amount of food your companion eat (littered across each level).

As you progress, Kotomon will meet new monsters (which are hatched by finding eggs), each with their own abilities and attributes. While the help menu provides small blurbs in each monster, i still found it a but vague for trying to figure out the differences of some of them. Regardless there’s enough there for strategy in later levels when you have the choice of choosing who to bring with you in a level.

The platforming itself is enjoyable for being a simplistic title. Levels are usually divided into battle royales with tons of combat or terrain based missions with obstacles that can block or kill your companions. There’s an interesting dynamic of keeping tabs of your companions while simultaneously using them as weapons of destruction. The difficulty also cranks up in the latter half of the game for gamers that enjoy a challenge.

One of Kotomon’s features is a dynamic soundtrack affected by the actions of your Kotomon. For example, launch a monster at some baddies and the beat picks up temporarily for each enemy dispatched. Extras notes are also added when taking on more powerful bosses.

Other than those little nuances, I didn’t really find anything particularly special about the music features. True, watching the enemies and your monsters dance to the beats of the song is quite adorable, but it’s hardly game-changing. If anything, the emphasis on a dynamic soundtrack means that you’ll be hearing a lot of simple tunes until you get into the thick of the action.

By far, the biggest issue I encountered with Kotomon dealt with its frustrating control scheme. Kotomon utilizes a floating, non-static virtual joystick for movement, which means that movement is always relative and can lead to the joystick sliding all over the screen. Compounding the problems are the shooting mechanics, which are solely based on the direction of your character and just feels unintuitive. For me, this lead to a lot of misplaced shots primarily due to the controls which range from frustrating to level-ending (especially with levels that contain lava which can instantly kill your companions).

The control issue feels amplified when you start to get to later levels with enemies that actively seek you out. Since aiming is based on the direction of Kotomon, you’ll find yourself in a constant predicament of running away while trying to turn around to launch a shot before turning back to avoid dying.

Other facets of Kotomon simply felt average. The visuals were a mix of cell-shade for the characters coupled with bland backdrops and a heavy dose of particle effects. Meanwhile, content felt a bit light once you get past the star ranking system.

Maybe it’s just a case of irrational expectations, but I was a bit disappointed in the overall package of Kotomon. It feels less like a music/rhythm adventure and more of a simplified platformer with frustrating controls and little in terms of variety. The cute monsters and somewhat catchy music are sure to appeal to some but folks looking for the next great platformer may want to pass.

App Store Link: KOTOMON, $2.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 16, 2012 at 18:16

‘Monster Shooter: The Lost Levels’ Review – Exploding Alien Faces Is Quite Fun, Actually

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After seeing Monster Shooter: The Lost Levels [ $2.99 ] for the first time, you might be wondering why another dual stick shooter is necessary on iOS, considering the hundreds of others already available. The answer isn’t always an easy one, but let’s just say that Monster Shooter shows why we shouldn’t just be writing off the genre altogether.

Monster Shooter tells the story of alien battles from one planet to another, all with the ultimate goal of saving a kitten with a runny nose. These naughty aliens want to wreak havoc and torture the poor kitty, and are even traveling anywhere in the galaxy as to not be captured.

As the kitty rescuer, you travel from planet to planet in a level-based format, and are shooting down enemies in a dual stick style shooter. The controls of a shooter are of the upmost importance, and they work well in this game especially with the multiple options available. If you’re finding the aiming to be a difficult affair, you can turn on the auto aim option and then you’ll only have to tap when you want to shoot, rather than where. Having the option of a fixed d-pad is also a nice touch, meaning you can play in whatever way suits your style best.

One of the most polarizing topics of discussion on our forums is the game’s option to pay for additional upgrades and weapons through in-app purchases. As you play each level, you will consistently pick-up in-game cash that you can spend on these items anyway, and fortunately there seems to be enough cash in each level to purchase the items during the natural progression of play, making the actual buying of cash through IAP feel largely optional.

The upgrades and power-ups available in the shop amp up the gameplay in glorious fashion too, providing you with nukes, grenades, or stim-packs that could make all the difference when you’re caught in a tough situation. You can even buy a few select items while in the heat of battle, if you didn’t prepare well enough.

Even more interesting than the power-ups you can buy are the abilities you can only earn by leveling up, which range from a higher fire rate, more damage, or more cash dropped by enemies. These abilities are fantastic and can help out greatly while playing, but the way of unlocking them could use some work. The problem is that you can only unlock them while playing the game, meaning you have to stop mid-level, potentially costing you precious health or combo momentum.

Where Monster Shooter: The Lost Levels differentiates itself from other shooters on iOS is in its tight control, and cartoonish graphical style. The animation is fluid, and each planet has a distinct look to keep things fresh. Being on both iPad and iPhone as a universal app also helps, as the larger screen of an iPad lends itself well for keeping track of enemies, and a larger d-pad area for better control.

Packing in over 60 levels across 3 distinct planets, Monster Shooter is likely to hold on to your attention for quite a while. This is not even including the endless survival mode, which could potentially last you forever. Adding even more to the longevity are the in-game side missions (of Jetpack Joyride [ Free ] fame) that you can complete along your path of destruction. Game Center achievements and leaderboards should be standard fare by now, and are included.

Exploding alien faces with an awesome new weapon you just purchased almost never gets old, meaning you’ll probably keep playing Monster Shooter: The Lost Levels for hours on end. Packing in a huge amount of content and little in the way of problems means that you should probably grab this one on your next iOS shopping spree.

App Store Link: Monster Shooter: The Lost Levels, $2.99 (Universal)

TouchArcade Rating:

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Written by admin

May 16, 2012 at 18:16

‘Jumping Knights’ Review – Soar Into the Sky in an Endless Quest for Cuteness

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One glance at Jumping Knights [ $0.99 ] ought to pretty much explain the premise – it’s Doodle Jump with a tokidoki-inspired art style. I was expecting to pick it up, go a few rounds, and be able to name it as a clone and get on with my day. Except hours went by, and I was still playing, and thinking with tinges of guilt about the To Do list that I was ignoring. A little more time spent, and I had forgotten completely what a To Do list even was. Responsibilities? Don’t be silly, I just got sight of the princess, which means I’m getting closer. Who cares about grocery shopping?

Jumping Knights might share a lot of format similarities with Doodle Jump, but one can’t help feel it’s embroidered on the concept. In fact, Jumping Knights is actually one of those genre hybrids that I always tend to be so crazy about, a la Puzzle Quest. It takes a cute, cartoonlike world and puts you in the role of a determined little knight,  jumping from platform to platform with a trusty sword in hand. Just like Doodle Jump, control is managed by simply tilting the phone left and right.

As you go, the aim is to avoid falling, collect power-ups along the way that make your ascent easier, and to beat the bosses you meet at the top of each level in order to save a princess. It’s an action game, but it also has a taste of RPG spliced in since your character can gain levels. It also racks up items as you collect them, so you have a little inventory to use at will. There is no shortage of items either, so it’s a waste to try to hoard them in wait for the boss at the end. You’ll have more than enough to go around.

One area that Jumping Knights improves upon Doodle Jump is variety. Every time I played, I saw different power-ups, and I quickly learned that some were more rare than others. I looked forward to getting items like the kiss, which turns your eyes into hearts and sends you hurtling upwards into a momentary love frenzy. Or the dragon egg, which sets you upon a winged companion that soars towards the goal much more quickly than you can leap. Accompanied by basics such as shield power and weapons power-ups, it keeps you always aware of what’s coming next and what powers you always want to have at your disposal.

There are creepy crawlies in the world too, but they can be avoided fairly easily if you aren’t in a sword swinging mood. Bosses are a bit harder, but I wouldn’t call them difficult. “Suitably challenging” is probably a better descriptor, which means if you don’t defeat them, you don’t feel too frustrated to try again right away (which I consider to be a very good thing). The game is connected to Game Center as well, so you can go there and check out how many other players are whipping your ass.

Bouncy music, crisp and colorful graphics and a basic but effective formula make Jumping Knights the kind of thing that I immediately considered to be one of those games that I will never delete from my phone. When an entire game lasts 25 seconds, it’s all too easy to say “just one more round” and keep going. I did that about thirty times, until I realized that it had gotten dark outside and I had been trying to beat my high score for way too long. Not a deep experience, but when you need something to play for your commute or while you waste ten minutes waiting for your take out order, Jumping Knights is sure to please.

App Store Link: Jumping Knights, $0.99

TouchArcade Rating:

[source]


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May 16, 2012 at 18:15

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‘Yggdrasil for iPad’ Review – The Battle of Asgard, Board Game Style

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It seems my favorite board games are about the end of the world. We’ve talked about my love of Elder Sign [$3.99 / $6.99 (HD)], the game about stopping (or failing to stop) the rise of the ancient ones. And now I have a new sweetheart: Yggdrasil [ $5.99 (HD)], a game about stopping the forces of evil from destroying the world tree and changing the fate of Ragnarok. While it has a decidedly more Norse spirit than its eldritch cousin, Yggdrasil is more familiar than it first looks.

That first look might be a killer, though. Like so many board games before it, Yggdrasil makes the mistake of data dumping all over the player on the first glance, which left me completely confused about what lightning strikes had to do with anything, how elves were even involved, and why on earth I’d want to take anything from the World of the Dead. But it’s not nearly as confusing as it seems. One game’s worth of flailing around Yggdrasil was more than enough for me to learn how to play—from there on out, it was all about learning how to win.

Let’s not break this down too far. If the game designers can’t explain it clearly, I don’t expect to have much more luck. But here are the basics: you begin with your choice of up to six Norse gods—you know, Thor, Odin, Freyja and the like. You can play any combination yourself or you can split them up for a cooperative pass-and-play experience; there is no online multiplayer so far. The more gods you add the longer you’ll need to survive. If that’s not enough of a challenge you can also throw yourself a few extra handicaps.

Good and evil take turns. On your god’s turn, you have to complete three actions (though some gods have unique talents that alter that total). Each of those actions must be done while visiting a different world, any of the nine that can be reached from Yggdrasil. In Asgard, for example, you’ll fight your enemies and push them back. In Midgard you recruit more vikings to die for your cause, and so on.

After each god takes his or her turn, one of the evil gods takes one too. One is drawn from the deck, be it Loki, Hel, Fenrir or any of the others, six in total. That one moves forward in Asgard, getting one step closer to Odin’s stronghold and the end of the game. Each enemy also takes a single action as determine by its card—Jormungand, for instance, destroys one of the islands where your Valkyries collect viking souls, and Fenrir requires you spend actions to calm him. Asgard has three lines of defense. If five of your enemies pass the first line, three pass the second, or one passes the third, you’ll only have one final turn to push back back or lose. This is complicated by the substantial strength they gain as they trek across the board.

All this together makes for an intensely strategic experience. Since the enemy is moving inexorably forward, every time you fail to push one back you’re losing ground permanently. So each turn you have to plan your three actions carefully. Elves and vikings can help guarantee your success in combat by lowering the number you need to hit on your dice rolls, but they’re a semi-limited resource and recruiting them costs actions. Weapons are similarly necessary and similarly costly. Early on you might be able to get away with a few full turns spent building up your strength, but if you don’t dig in and hold back the advance you’ll lose before you know it.

There’s quite a bit more to it. You have to manage the flow of viking souls, and move your valkyries across islands to recruit them. You have to defeat Loki’s ice giants as he summons them or they’ll cut you off from whole worlds. And at every step, you’re at the mercy of the cards and dice. Will Fenrir get drawn multiple turns in a row, eating away your actions? Will the dice give you the numbers you need to defeat your enemies? And do you have a backup plan? You’re definitely going to need one.

For all its tension, Yggdrasil isn’t actually extremely difficult to win. Putting together a good team and using their godly powers to their limits isn’t a guarantee, but it improves your odds substantially. And ultimately all you really need to do is survive long enough to wear down the enemy and empty its deck. Once you do succeed, there’s a single Game Center leaderboard to compete on, but no achievements. You’ll be well-rewarded for good performance nonetheless—as you win more games by wider margins you unlock new gods and new Ragnarok scenarios. These can increase the game’s difficulty substantially, so you can customize the game to your skill level.

For the most part, I’m impressed. The Norse theme comes through with surprising depth as each element of the game takes its place in the overall story of Ragnarok. And despite a slightly slow start, the game gets immensely tense. If you’re passing the iPad around to play, expect long discussions about strategy. The evil gods come on like a tide, impossible to hold back forever. Carelessness can mean a loss before you have any idea that you’re failing.

There are a few small quirks of the iPad adaptation, which has some errors in the text and instructions that seem to be written for the physical board game. On the technical side, it’s a bummer that the game isn’t Retina-ready. It multitasks, thankfully, but it doesn’t have any longer-term saving. Longevity might be a problem, too; it seems that once you get a good strategy down it will be up to you to push for harder scenarios.

Those things aside, Yggdrasil is giving Elder Sign a serious run for its money in the field of board games I most like to play solo. It plays beautifully on iPad, and looks nearly as good as it plays. Most of all, I enjoy Ygdrassil because it’s a game that gives me a good measure of control over my fate, and the fate of the world by extension. You’ve gotta be lucky, but the game rides on much more than luck. Board game fans would do well to pick this one up, and maybe pop in to our discussion thread for some tips when you do.

App Store Link: Yggdrasil for iPad, $5.99 (iPad Only)

TouchArcade Rating:

[source]


Written by admin

May 16, 2012 at 18:15

The ‘Sworcery’ A/V Jam Wraps Up, Leaves Tons of Amazing Entries in Its Wake

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Written by admin

May 16, 2012 at 18:15

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‘Penny Time’ Review – Freeze Time and Escape the Blah, With a Dodo

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Late last week The New York Times published an op-ed debate titled, “Hip, or About to Break a Hip,” a discussion about whether 45 year-old skaters are “embarrassing and risky or inspiring and life-affirming?” Opinions ranged from “inspiring and life-affirming,” to “… do something productive: become an ultimate fighter, get your G.E.D., date an 18-year old.” Um, wow, guys.

Appropriate then is the release of Brisbane-based IV Motion’s Penny Time [$0.99 / Free ], which flies in the face of that rather unnecessary conversation. Shorn of the skating genre’s mechanical trappings, the game is allowed to focus on the sport’s anarchistic roots. Its reply, “Who gives a #$%*?”

Penny Time announces its care-free absurdity with a series of vignettes that see the player character using a Penny skateboard, crashed like a meteorite from the heavens, to freeze time and subsequently summon some spirit animals in the form of a pig, dodo and porpoise. Right. So, the player is off on his or her quest to skate through a series of time-frozen environments with the aid of the aforementioned Ghost Dodo.

Play is similar to rhythm runners like Tomena Sanner [ $1.99 ] and Bit.Trip Runner. The player proceeds left to right, clearing obstacles by swiping when rolling over a series of white (up), blue (left) and yellow (down) targets. Levels consist of three sections: a standard area where one acquires points based on timing of swipes, a multiplier section, and then a “cash-in” portion where the player is given the opportunity to bank their multiplied points, or take them on into the next area and risk bailing and losing the combo.

Touch controls are a little dodgy. There are a handful of times each run where I go flipping over a guardrail or a child or something because the game’s missed my inputs. This is sometimes exacerbated not only by how unforgiving the game can be (I’ve often hit my trick on the periphery of a target only to tumble into a sad pile), but by the minimalism of the flat, untextured 3D models. It borders on gorgeous abstraction in the vein of a Katamari Damacy, but the environments are so busy it’s often difficult to tell exactly what’s ahead. Case in point, during a particularly funny intro I held the iPhone up for my girlfriend, sitting behind me on the couch, who responded, “I can’t see… it just looks like a bunch of shapes.” Indeed.

That in mind, I’m not sure that it’s going to have much of a following among the leaderboard junkies. But, in addition to Game Center leaderboards, the game has a bevy of character and board customization options, along with the requisite Facebook and Twitter support, 84 achievements and a fantastic OST.

A rhythm game lives or dies by the quality of its tunes, and electronic artist and fellow Brisbanite Hunz has crafted a score among the best on the platform. A warm, varied slice of electronica, it’s up there with the Groove Coaster [ $2.99 ] and Beat Sneak Bandit [ $2.99 ] soundtracks, well worth the dollar the game costs. It’s a trump card that staves off mediocrity in what is otherwise an “okay” game, an intelligent pairing that propelled me along on my quest to count the black cats littering the next area. Note: this game has its share of black cats.

With a smart few stylistic choices, IV Motion have made a fine if sometimes frustrating little game, worth the low price of entry. Like the skateboard brand it advertises, it is “designed and built to look good, perform well, and exceed your expectations.” A little rougher around the edges maybe, but a ridiculous, ageless thing that can be enjoyed by anyone. And that’s okay.

App Store Links:
    Penny Time, $0.99 (Universal)
    Penny Time Lite, Free (Universal)

TouchArcade Rating:

[source]


Written by admin

May 16, 2012 at 18:15

Freebie Alert: ‘Monster Wars’ Currently Free, New Update Detailed

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In January of last year, Liv Games’ debut title Legendary Wars [$0.99 / $1.99 (HD)] really redefined the side-scrolling castle defense genre. It had a huge cast of interesting heroes and enemies, a fantastic art style, tons of humorous dialogue, and a huge single-player campaign to play through. But what really made it stand out was how it used so many different iterations of the strategy defense formula, making it feel like many different games in one and a fresh experience throughout.

Exactly a year to the day after the release of Legendary Wars, Liv Games put out its pseudo-sequel Monster Wars [ Free ], which we really liked in our review. It took basically everything from the first game but re-imagined it from the bad guys’ perspective, letting you play with the monsters as the protagonists. Also, it dumped heaps of new content, improved visuals, and lots of new odds and ends that made it an even better overall experience.

Today, you can grab Monster Wars for free for a limited time. In addition, Liv Games has sent over some details of what to expect of the next new 1.2 update which will be hitting soon, along with a teaser image of some of the new tier 4 armor:

-11 New AWESOME Tier 4 Monster Armors! Each with a more powerful special designed to destroy heroes!
-Monster Arena! 12 New Challenges and 2 new bosses!
-NEW LEVEL featuring the Unisis boss (Pegasus Unicorn)
-New Sky Angel boss in 6-2 and Arena.
-New ‘Hero” Difficulty designed for Tier 4 Monsters.
-New Fear status that causes heroes to get scared, miss and run away!
-11 New Tier 4 Achievements and 1 new Leaderboard.

Definitely don’t miss the chance to grab Monster Wars while free, and if you like the game and find yourself curious about what it’s like for the heroes in the game, then definitely check out Legendary Wars at some point too.

App Store Link: Monster Wars, Free (Universal)

[source]


Written by admin

May 13, 2012 at 2:15

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The TouchArcade Show – 51 – Fluff. It. Out.

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On this week’s episode of The TouchArcade Show, we actually have to turn the car around in order to say something off-topic. At top, we discuss the arrival of the TouchArcade app [ Free ] and touch on its upcoming Universal-ness. Later, we dive into the latest, the best, and the hottest in iOS. From NOVA 3 to Pocket Planes, we’ve got your steamy games discussion covered. And in our front page section, we spend a good amount of time on Rovio’s latest moves and Team Meat’s latest stream of gripes.

If you’d like to give us a listen, go ahead and do so. Just hit up one of the handy links below. Additionally, you can subscribe to us on iTunes and Zune to get our latest episodes the second they hit the ‘net.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-051.mp3, 31.0MB

A couple of house-cleaning notes before the show notes: we fixed our audio issue from last week, so feel free to keep your iPod at a normal volume all the way through. Also, our official Minecraft server is a real thing. E-mail the podcast if you want in, and I’ll hit you back.

GAMES

  • Pocket Planes
  • NOVA 3 [$6.99]
  • Penny Time [$.99]

FRONT PAGE

  • Rovio Confirms That It Has Acquired ‘Casey’s Contraptions’
  • Team Meat Goes Full Blast On F2P

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Written by admin

May 12, 2012 at 6:15

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