Archive for the ‘Free’ tag
Developer Alert: Cocos2d 1.0.0 Released
Before I get started with this, let's get folks up to speed that might not be aware of what cocos2d is- Cocos2d is an extremely popular totally free framework that provides core functionality for developers to use to build their games. The basic idea behind cocos2d and other similar projects is to provide easy to use tools to do things like handle sprites, sounds, physics, and more so developers can focus on building their games instead of, for example, investing time into writing their own text rendering or texture handling.
For examples of the kinds of things I'm talking about, check out the following demo video for cocos2d:
As of yesterday, . This is the product of 2600 commits to the codebase from 140 different contributors, with the first commit taking place just a little over 3 years ago. Cocos2d even saw 63 releases before it officially went 1.0.0.
It's been a long road too, cocos2D started as a Python project by Ricardo Quesada with some friends of his in the Argentinian town of Los Cocos, hence the name. The coconut logo comes from the spanish meaning of "cocos," although Ricardo admits that when it was originally named they didn't exactly have coconuts in mind. Oh, and check out the original roadmap as it was sketched out, emphasis has been placed on the original planned 1.0 release in February of 2009:

Even though cocos2d took forever to hit the 1.0.0 mark, it's easily among the best frameworks out there for iOS developers to use, and chances are you already have several games on your device(s) that utilize it. Ricardo estimates that more than 2500 iOS games are using it now, along with 50 or so on the Mac App Store. Feed Me Oil [99¢], League of Evil [$1.99], heck even FarmVille [Free] uses it.
Congratulations on turning 1.0.0, cocos2d team!
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GameProm Celebrates Release Of ‘Battle Slugs’ With Sale
In celebration of the July release of Battle Slugs [$.99], a hexagonal strategy game that has you, as a storm of slugs, claiming territory, German creator GameProm has slashed the price of one of its key releases to pennies, while also cutting cost of a select group of games to $0, which is always a great price.
Think of the money you’ll save as you devour the following free offerings. Now you’ll finally be able to afford Netflix! Or detergent! Or cat food! I’m screaming!
- Wild West Pinball – $.99 → Free
- The Deep Pinball – $.99 → Free
- Jungle Style Pinball – $.99 → Free
- Magnetar: Space Fighter – $.99 → Free
- Crimsonworld – $.99 → Free
- Crimsonworld HD – $.99 → Free
- Crimsonworld for Mac – $.99 → Free
One other game thus far has received a discounted price, which you know, will still save you a little bit money.
- Thunder Ball Pinball – $1.99 → $.99
I'm currently checking out Wild West Pinball. The other night, actually, I started thinking about how badly I wanted to see "Young Guns" again. Hopefully, this'll sate my grit and sand desires until the work day is over. If not… well, there's always Thunder Ball Pinball, which is alright but has nothing to do with cowboys.
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Trailer for Upcoming ‘Roboto’ – Fast Paced Platforming with Stunning Visuals
As a huge fan of both action-platforming games and endless runners, I’m pretty darn excited for the upcoming game Roboto from developer . Roboto looks to blend aspects from both of these genres. The levels in the game are heavily designed for running and jumping through quickly like an endless running game, except you aren’t moving automatically and you still have full control of your character. This means you can stop to turn around if you happen to miss an item, or engage in a quick gunfight with an enemy during your run towards the finish line.
There’s also a gravity flipping mechanic in Roboto, similar to Gravity Guy [99¢/Lite] or the gnomey level in Hook Worlds [99¢]. As you’re running along, passing through certain gates will trigger a gravity flip, and you’ll run upside down along the ceiling as if it was the ground. The core gameplay elements in Roboto all work together really well, as you can tell for yourself by playing the first 3 levels of the game via the . And here’s a free tip: the web demo plays wonderfully with the Joypad [Free] controller app paired with .
While the gameplay is indeed quite nice, what I’m really liking the most about Roboto are its striking visuals. The game is bright and colorful, with a sort of cel-shaded look to it. The backgrounds are rendered in 3D which gives the game a great sense of depth and movement as you’re running through a level. The whole thing gives me a bit of a Viewtiful Joe vibe, which certainly isn’t a bad thing. Check out the trailer for yourself:
The release date for Roboto is vaguely set for sometime this Summer for both the iPhone and iPad. It will feature more than 30 levels including several mini-games, one of which is playable in the web demo and is a fun little riff on Space Invaders. I’m really impressed with what I’ve seen and played of Roboto so far, and there’s a lot of commenters who seem pretty stoked on the game as well. We’ll keep a keen eye out for pricing details or a release date for the iOS version of Roboto, and in the meantime make sure you give the web demo a try.
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Coming Tonight: ‘9mm’, ‘Blobster’, ‘Captain America’, ‘Reckless Getaway’, and More
Today's Wednesday game release fiasco is a little later than most for two reasons- First off, we're really stoked to have finally gotten our hands on the iControlPad, and I wanted to give that story as much attention throughout the day as possible since it's an accessory that many (us included) have been following since its inception. Secondly, we got an adorable addition to the family today, who will serve as mascot and guard dog to the TouchArcade command center. So, this week this standard feature is less of a "coming tonight" and more of a "coming in like a half hour or already out" post. There's a ton of great games out tonight, too.
If you're new, here's how this works: iOS developers are able to set release dates for their apps in iTunes connect. The App Store is a global marketplace, and thanks to the magic of the International Date Line, things get released in New Zealand first, as their calendars roll over to that particular release date first. From there, things slowly filter out over Asia, and Europe, until finally being released in the USA at 11:00 PM Eastern.
Here's what's coming out tonight, or potentially already available in your region:
9mm, $6.99 – – This latest action game from Gameloft seems to be highly "inspired" by Max Payne. It's got a full single player campaign, online multiplayer, universal compatibility, and even graphics that have been optimized to take advantage of the additional horsepower of the iPad 2 (assuming you're playing it on an iPad 2). I'm totally impressed that Gameloft is going the universal route, and I really hope they keep it up.
Blobster, 99¢ / HD – – I got a look at this physics-powered platformer at E3, and I've been looking forward to playing through it since then. It uses a near fling-based input method where you go through levels by flinging your little blob around. Also, if the iTunes text is to be believed, more content is on the way through updates as well which is never a bad thing.

Captain America: Sentinel of Liberty, $4.99 – – Play as Captain America and throw your shield around through 24 levels of mayhem. I'm always nervous about games like this because games based on movies released around the same time as the movie can be incredibly hit or miss. Regardless, it's universal, which is always nice to see.

CurveBot, $1.99 – – I'm not entirely sure what is going on in this game as the iTunes text doesn't really say, and the isn't much help either. It seems like you control a robot to cut away parts of the level in some kind of puzzle centric gameplay? Whatever, my interest is piqued, and according to the thread on our forums a gameplay trailer is coming soon.
Honey Tribe: Colony Collapse, 99¢ – – Utilizing single-touch controls similar to a cave flying game, you play as a bee, making a beeline for flowers, while avoiding wasps and other nasty animals that want to prevent you from your duty of mass pollination.
Hungry Chicks, 99¢ / HD – – This physics-centric sorting game puts you in charge of keeping filthy yellow birds out of the purple nests and vice versa. 36 levels in all are included spread across 3 game worlds, and believe it or not, there's even stars to earn.
Milk and Coffee, Free – – I have no clue what the catch is with this game being free, but it looks awesome. The idea here is putting on a play where your cats use a Rube Goldberg-esque contraption of sorts to reach each other. If you're wondering, this will be the first game Jared downloads tonight, I guarantee.
Quiz Climber, $1.99 / Free (with ads) – – There are a bazillion jumping games on the App Store, but what about jumping games that put your brain to the test instead of your reflexes? Quiz Climber has a remarkably accurate title, and as someone who can't get enough of trivia games (especially ones that are done well) I'm totally excited for this.
Reckless Getaway, $2.99 – – The developers of Reckless Racing took the core of that game and applied it to this totally awesome looking game of cops and robbers where you try your hardest to evade the police. Getting a high wanted level and escaping in Grand Theft Auto games were always my favorite parts, so a game that's all that sounds really rad.

Shake Spears!, 99¢ / Lite / HD / HD Lite – – I could see a jousting game potentially being really cool, but the description doesn't specifically mention how the game is played. The name makes me think it might depend on a shaking mechanic, which could be a little weird, but I'm anxious to try it out.
SuperRope, Free – – We got a look at this game back at WWDC, and it's finally here. If you like simple high scoring games that get fast and difficult, give this one a spin.

Tom Clancy's Rainbow Six: Shadow Vanguard HD, $6.99 – – We had a great time with the iPhone version of this game, and if you're an iPad owner that has been holding out for a dedicated HD release, today is your lucky day.

Virtual Villagers 5: New Believers $1.99 / HD – – Virtual Villagers is less of a series and more of a at this point. Similar to Fish Tycoon, you're in charge of a small ecosystem (an island, in this case) and you manage it the best you can. There's a reason there have been five games in this series, it's because they're really had to put down if you get into them.
Xtreme Wheels, $3.99 – – There have been a number of these kind of jumping games released throughout the life of the App Store, but this game's graphics look amazing judging by the trailer. Hopefully the gameplay follows suit.
Pocket RPG, $2.99 – – This was originally supposed to launch tonight, but a show-stopping bug caused the initial version to get pulled. Publisher Crescent Moon and developer Tasty Poison were all over the problem, though, and had an updated version uploaded within a matter of hours, thus still making the lineup of Thursday releases. If you've been looking for a dual-stick/action/dungeon crawler/RPG hybrid, Pocket RPG looks to be the real deal.
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A Close Look at the ‘iControlPad’ Bluetooth Control Accessory

Back in March 2008, when Apple announced the iPhone SDK and the then-forthcoming App Store, many people immediately though: GAMES. I know we did — that's why we started TouchArcade that very month. Another person who felt that gaming would be huge on the iPhone is Craig Rothwell of . Seeing an opportunity there in the button-lacking iPhone, Craig and company began designing the , a gaming accessory originally designed to mate with the iPhone and provide a D-pad plus four buttons. We first caught wind of this effort quite a while ago — over three years ago, in fact. In that time, the iControlPad has shape more than once, changed interfaces, and, finally, become a real product that can be .
Yesterday, we received a test unit and I've been putting it through its paces and learning its ins and outs all day. Let me share my impressions.
The first thing that strikes you about the iControlPad when you unpack it is its myriad inputs. There's a D-pad, a four-button diamond, a Select and Start button, two back buttons, and two analog sticks. Best of all, the glorious analog sticks! And…the first disappointment comes when you, iOS gamers, discover that they're rendered unusable due to Apple's restrictions on the type of Bluetooth devices that can interface with iOS.
The iControlPad is a complex device that features many different modes of Bluetooth operation: keyboard emulation, Serial Port Protocol (SPP), a slew of Human Interface Device (HID) modes, as well as custom combinations of several. What's more, it features firmware that can be flash-updated from Mac OS X, Windows, and Linux. While, due to the aforementioned restrictions, the iControlPad can only interface with un-jailbroken iOS devices by way of keyboard emulation, it can interface with other platforms, including Android and WebOS, via the more robust protocols and, thus, deliver its full range of capabilities. Keyboard emulation does allow all other controls on the device to work under iOS — but no analog sticks, which need to send a constant stream of positional data to the host device.
Jailbroken iOS devices can take full advantage of the analog sticks, as demonstrated in this iPhone demo video.
The iControlPad's keyboard emulation mode interfaces with iOS devices in a similar manner as the iCade, with one "keypress" being sent to the iPhone when an action begins, and another when that action ends. The following diagram, kindly provided by Stuart Carnie of Manomio, illustrates the basic event flow in this mode of operation.

Under the keyboard emulation mode, the native iControlPad key protocol is a bit more complex than that of the iCade, and as a result it should exhibit slightly more latency than ThinkGeek's control device, though happily, it's not easy to see. No big worries though, as an imminent firmware update will allow the iControlPad to go into an iCade emulation mode, of sorts, using its same key protocol, which will allow it to work with any game coded to take advantage of the iCade controller.
A little more concerning is a situation I noticed when playing games that require a great deal of button mashing (like R-Type). At times in such games, the onscreen ship would continue going in the last direction I triggered, ultimately flying off the screen or into a wall. I'm not certain, but it seems more a key signal issue than a physical issue of the D-pad sticking. If that's indeed the case, I hope a firmware update will resolve the matter.
The iControlPad itself feels pretty substantial. It consists of a core rectangular control unit with rubber end-caps that can function as a free-standing Bluetooth control unit for many types of devices. The standard end-caps can be removed and replaced with a locking plastic frame that allows various phone-sized devices to be physically connected to the unit. For iPad use, you'd want the generic end-caps, while you'd want the iPhone end-cap-frames to attach an iPhone. Other phones can use other end-caps.
The unit features a non-removable, rechargeable 1350 mAh battery that can be used to charge your iPhone's battery by way of plugging a into the iControlPad's USB port. Given that the iPhone 4's battery is 1420 mAh, the unit can deliver a notable boost in usage time for the host device. A very nice feature.
As mentioned previously, I tested a number of games on the iControlPad-equipped iPhone, including R-Type. That's Amiga R-Type running under a build of Manomio's iAmiga emulator with iControlPad (and iCade) support built-in, kindly provided by Stuart Carnie. Any joystick-based game running under the developer iAmiga build in question can be played using the iControlPad. And played well — the experience feels great, aside from the occasional "sticking" issue that I spoke of earlier. If and when that gets ironed out, the iControlPad unquestionably delivers a far superior game experience than any manner of on-screen D-pad.
That said, I only have this iAmiga build thanks to a developer connection. I am not aware of a single game sitting in the App Store at this moment that natively supports the iControlPad. Several currently support the iCade, and when emulation for that device arrives, iControlPad users will have more to play with. I am sure that, in time, the device will gain app support, but it's something of a bleak playing field right now.
After spending a long day with the unit, I cannot recommend that the typical gamer run out right now and grab one. It's true that I recently praised the iCade in my review, but as a physical arcade machine replica, it delivers more of an overall retro "experience" than simply a new method of control. And, there's value there, to me and the other retro goons, I feel. I think the iControlPad needs to see some issues ironed out and a bit more adoption before it becomes a desirable accessory for the typical iOS gamer. For the hobbyist developer or the hacker sort with jailbreak in their blood, however, it's a pretty great device to tinker with. I am definitely intrigued and think it's got potential as something that might find itself on an iOS gamer's wish list.
Here's hoping Apple loosens up its Bluetooth restrictions so that the iControlPad and devices of its sort can deliver their full functionality to iOS gamers.
We'll keep readers updated as the iControlPad evolves. Stay tuned.
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EA Says It Won’t Break PopCap
“Another studio consumed and ruined by EA,” a TouchArcade reader said when the rumors were confirmed: EA has acquired PopCap Games in a deal that could reach upwards of a billion dollars. “Saddest news all day,” another reader said. “I do not look forward to seeing Peggle 5: Black Ops.”
These are extreme thoughts, but they speak to a basic concern: somehow, someway, the big publisher will find a way to screw up the inner-workings of the Seattle-based developer and smother its creative flame.
During an investor’s conference call the other afternoon, EA CEO John Riccitiello spoke to this, essentially stating that EA will be taking a “if it’s not broke” stance, but will help the developer meet certain production goals faster due to its larger pool of resources and greater bandwidth.
"It's already a rapidly expanding, margin-expanding business before we got there," Riccitiello said during the call, according to . "So on one level, don't break it."

"Some of their most important designers and creators and producers are stuck to perpetually working on language localization, individual handset adaptations, individual carrier adaptations. It's a lot of work… It's very unproductive work for great designers,” he said, adding that the publisher has the facilities to aid PopCap and get these designers off these tasks and onto more creative projects again.
"… sometimes there are a number of big revenue opportunities inside of PopCap, but they don't realize anywhere near as quickly as they could because they're servicing existing needs to push code for the next 25 handsets for Android. EA taking that up to low-cost locations frees them to realize against that opportunity.”
As if it wasn’t clear by previous activity, EA is serious about the digital space. In fact, it hopes to become a $1 billion dollar digital business. Chewing up, torturing, and then spitting out the studios that its acquiring to reach this goal isn’t a solid strategic move. That kinda runs contrary to its desires.
For what it’s worth, EA hasn’t mucked up Chillingo, Pogo, or Firemint. These companies are still churning out or scooping up the same caliber of games they were beforehand, but now with the oomph of a massive publisher behind them.
It'll be interesting to see moving forward if EA keeps good on these reassurances regarding PopCap Games. Based on EA's track record I have a feeling that, in the short-to-mid-term, not much is going to change creatively for the studio. We'll see.
[Via ]
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Hands-On with ‘Bumpy Road’ 2.0 Update, Coming Later this Month
Back in May, released Bumpy Road [$2.99], a title that was a mixture of endless runner and time trial gameplay with a whimsical art style and incredibly unique controls. I gushed about how much I enjoyed Bumpy Road in our review, and last month the game was improved further when Simogo released the first major update which added 2 new Sunday Trip time trial modes and a few other new gameplay features.
Now the 2nd major update to Bumpy Road is getting set to hit the App Store, and after giving some love to the Sunday Trip portion of the game last time, this latest update adds an entirely new endless level to Evergreen Ride. The original Evergreen Ride level has been subtitled Spring, and the new level is subtitled Autumn. It’s a fitting name too, as Autumn Evergreen Ride features new background environments and a color palette that reflects that season.

The changes aren’t just visual though. Evergreen Ride Autumn contains 220 new level segments as well as 3 new types of platforms. There are elevator platforms that move vertically up and down, “flip” platforms that are constantly disappearing and reappearing, and conveyor belt platforms that will propel your car forward when you’re riding on them. Simogo has given me a preview version of the Bumpy Road 2.0 update, and I’m really digging how all of the new elements in Evergreen Ride Autumn mix up the normal gameplay.
Much in the same way that the previous update’s “brake gizmo” really changed up how you would play Sunday Trip, these new platforms take how you might normally play Evergreen Ride and turns it on its ear. Your speed, timing, and screen location are all much more important now. For example, you may have to stay closer to the right side of the screen in order to get on an elevator platform so that it lifts you up at the right time to hit a set of gizmos placed high in the air. I normally try to stay close to the left side of the screen to give myself the most amount of time to react to what’s coming, but with these new platforms that move that’s no longer the best tactic.
The video below does a great job at showing off all of the new elements in Evergreen Ride Autumn, and some of the new strategies you’ll need to utilize to be successful:
I really have adored Bumpy Road ever since its release, and the last update did a great job at adding interesting new gameplay elements while retaining the core feel of the game. This newest update is no different, and even feels more substantial than the last. The Bumpy Road 2.0 update is currently working its way through the Apple approval process, and Simogo hopes to have it release before the month is over. Make sure to and let everyone know what you think about Bumpy Road, and we'll let you know when the 2.0 update becomes available.
As an aside, Simogo's first iOS game Kosmo Spin [Link] is currently free to celebrate the 1 year anniversary of the company's inception. It contains a similar type of quirky art style and gameplay as Bumpy Road, and is definitely worth grabbing while free.
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Freebie Alert – Vertical Shooter ‘Sky Force’ Temporarily Free
A while back, developer promised that if they could get to 5,000 “Likes” on their that they would drop the price of their vertical shmup Sky Force [Link] to free for 48 hours. Yesterday they hit that goal, and true to their word you can now grab the full version of Sky Force for zero dollars.
Sky Force on iOS was released is actually a port of a game that Infinite Dreams had created several years ago for PocketPC, Palm, and various other handheld devices. It feels a little old-school compared to some of the other shmup offerings on the App Store, but Sky Force is still a really solid shooter that’s actually a lot of fun.
There are 8 different missions to play through and 3 different ships that you can use, each with their own unique attributes. The goal of each level is to destroy a set percentage of the enemies before you reach the end. There are a few different weapon upgrades to pick up along the way, and there are even survivors that can be rescued for additional points at the end of a level (providing you are eagle-eyed enough to spot them).
Sky Force doesn’t seem like much compared to some of the more contemporary shmup releases out there, but it’s a really decent little game that should appeal to shmup fans looking for a new fix. It’s definitely worth a download while free, and if you enjoy it like I do, then I can easily recommend its sequel Sky Force Reloaded [$1.99/Lite] (which actually appeared on iOS before the original did) for more of the same style of gameplay with new levels and a few additional tweaks.
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‘Sissy’s Magical Ponycorn Adventure’ – The Cutest Game, Basically Ever, Now on the App Store
when Ryan Henson Creighton, awesome dad and game developer, decided to take his daughter Cassie to the game jam in Toronto, Canada. With his daughter he created , a free to play Flash game with art, voices, and design done entirely by five year old Cassie. Since then it has become somewhat of , and through donations Ryan has raised nearly $3,000 to put towards Cassie's education. The game is good, too. It's probably the craziest point and click adventure game I've ever played through, and it's basically impossible for the story of its creation (and success) to be any more heartwarming.
Sissy's Magical Ponycorn Adventure [$2.99] was just released for the iPad on the App Store, further expanding the Cassie's Ponycorn empire. Check out the trailer below to see what it's all about:
The game itself is short, and really, you can play it if you want… Or if you've got an iPad you can grab it on the App Store to pitch an additional $3 to Cassie's education fund.
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‘Ascension: Chronicle of the Godslayer’ Review – On The Fly Deck Building
Reviewing card games is always tricky for me. As I've mentioned in previous card game reviews, I've been playing Magic: The Gathering on a competitive level since the earliest days of the game which gives me an entirely different perspective on card games from most gamers. People on are having a fantastic time with Ascension: Chronicle of the Godslayer [$4.99 / Lite], and from a technical perspective it's absolutely fantastic, but all this really does is make me wish that we could finally get iOS ports of some of the better card games out there.
From a technical standpoint, there's really not much more you could ask for. First off, the game is universal and plays great on both the iPad as well as smaller iOS devices. I find myself preferring it on the iPad since the increased screen real estate really lends itself to games like this, but it's just as good on the iPhone. The touch interface works great with card games, as anyone who has basically played any card game on an iOS device could tell you, and Ascension is no different. There's options to make the game run as fast (or as slow) as you'd like, multiple levels of AI, and even online multiplayer via Game Center.

The actual game of Ascension is a somewhat refreshing spin on fantasy-based card games in that instead of building a specific deck that you use in battles, you're building your deck on the fly from game to game. Players start the game with identical basic decks of ten cards consisting of two militia cards which provide the "power" resource and eight apprentice cards which provide the "rune" resource. Using power and runes you're able to interact with a common pool of cards to either acquire new cards for your deck or defeat monster cards. Most actions you do in the game award different amounts of victory points, and at the end of the game, the player with the most victory points wins.
Like most card games, Ascension: Chronicle of the Godslayer is infinitely easier to explain visually. The good news is, Ascension started its life as a physical card game, so there's no shortage of incredibly detailed videos on how the game works. Here's a particularly fantastic one from Tom Vasel of :
There's some things that I really like about Ascension. Similar to , it's really cool how each game starts off totally fresh. Unlike games where players have decks they've built themselves, no one can enter a game with a stacked deck filled with the best cards. Everyone has access to the same card pool, and there's a decent amount of variety in the deck building strategy you can try to follow from game to game. If you have an opponent that did something interesting with how they built their deck, you can try doing something similar the next game. As someone who has invested thousands of dollars into specific Magic decks that I've been more or less locked into playing through entire set rotations, this is just awesome.
But with the good, there's a hefty amount of bad. First off, the card art is laughably terrible. It seems like placeholder art that just never got refined, and some of the card art flat out looks unfinished. I'm not sure if this is intentional or not, but there is an incredibly odd contrast between how great Ascension is as an iOS game from a technical perspective and how poor the art is. It's easy enough to overlook, but the art totally jumps out in your first moments with the game which leads to some incredibly mediocre initial impressions.
While I really like the nature of these types of deck building games, Ascension is entirely too random, especially with more than two players in the mix. It's virtually impossible to follow any kind of deck building strategy, as you're faced with two layers of randomness: The cards you draw, and the cards that are drawn off the communal deck to replace other cards that have been acquired/defeated by other players. Instead of being able to follow a game-wide strategy, you're faced with focusing on tactics on a turn by turn basis resulting in often disjointed decks and just buying/defeating whatever cards you can that turn.
Lady luck can be a cruel mistress, and sometimes the seemingly awesome deck you've built can be rendered entirely useless based on a series of horrible card draws to the common pool. For instance, one viable deck building strategy involves focusing on cards that generate power to spend slay monsters which can generate a considerable amount of victory points. However, if you hit a unlucky streak of cards in the common card pool with other players being slow to acquire them to get fresh cards on the field, your whole deck stalls out without any substantial monster cards to kill. Also, the high levels of randomness can often let one player in a game get an incredible lead in victory points, making even attempting to finish the game bordering on fairly pointless.
Asynchronous online multiplayer seems incredibly promising, but Ascension is faced with the same problem that so many similar games fall victim to: It can be difficult finding people to play with, especially people of equal skill. I've managed to get a few games going, but a (seemingly) small player base combined with the length of the individual games doesn't lend itself at all to available random matches with people that will play games to completion. When the stars align and you do get into a four player online game, it's a ton of fun, but as soon as a single player becomes unresponsive the entire game grinds to a halt.

At the end of the day, the developers did an absolutely fantastic job porting Ascension: Chronicle of the Godslayer to iOS devices. I'm not sure what if anything they could have been done differently to make the game better, as all of my issues with Ascension are directly linked to the source material and are shared with the physical version of the game as well. I almost think it's biggest downfall is how precise of a port the game is.
Regardless, if you're interested in fantasty-based card games I'd highly recommend at least giving the lite version of Ascension (which is also universal) a try. As mentioned at the start of this review, I'm fully aware that my outlook towards card games in general might be a little more hardcore than most out there, so you might find my complaints to be not much of an issue for you. Either way, the lite version will give you a great idea whether or not the game of Ascension: Chronicle of the Godslayer jives with you, if it does, definitely grab the full version.
Ascension: Chronicle of the Godslayer, $4.99 (Universal)
Ascension: Chronicle of the Godslayer Lite, Free (Universal)
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