Archive for the ‘Free’ tag
‘Radiant Defense’ Review – Towers, Aliens, and a Ton of Hard Work
On paper, Radiant Defense [Free] doesn’t stack up when compared to other tower defense titles. It shouldn’t be as good as it is. I mean, it only has ten levels, and its free-to-play model gives you just a handful of towers to work with unless you want to pay more. But is full of surprises, and this free tower defense game is certainly one of them. It might not work on paper, but it sure works in practice.
All too often, freemium titles either lock all the fun behind a paywall or let you skip right over the gameplay if you put down your money. Radiant Defense does neither. I can’t say for sure that you can get through all ten levels without making a purchase. I couldn’t, because Radiant Defense is crazy hard. Buying any (or all) of the four optional tower packs gives you more room to strategize, but it just barely makes the game easier. Paid or free, you’re going to have to get your hands dirty.
Radiant Defense offers a mix between static path defense and the ability to create complex mazes. Players are often handed a few loose modules between waves. These can be used to build walls. Sometimes this is advantageous—drawing enemies out along long, winding paths is a good way to make sure they die well before reaching their goal. Other times it’s suicidal. Some enemies regenerate, so luring them away from your carefully crafted kill zone just means they’ll continue on, fresh and ready for more.
The tower selection adapts to any situation the game throws at you. You start out with the ability to build or research ballistic weapons for pure damage, energy weapons to take out shields, and the other usual suspects—towers that slow or weaken the enemies, and powerful area-of-effect towers. The purchasable packs add variety, with mines and blades to bar passage, weapons of mass destruction, and a few things that are just plain odd. Each has its own cost and drawbacks, though, making for a decently balanced experience no matter how many (or few) packs you own.
That balance falls on the side of intensely challenging throughout. Radiant Defense is unforgiving, with brutally long levels (making up for their limited selection) and increasingly aggressive waves. The game never lets up—every time you think you might have a handle on all the tricks you’ll need, it throws even more enemies at you in even more aggressive combinations. It can be aggravating, but it makes winning all the sweeter.
Not every part of the challenge is as sweet, unfortunately. The worst bit is dealing with frustrating tower AI. Towers will happily shoot the first thing that crosses their paths, blithely ignoring targets that are about to hit the goal. This behavior is consistent, so you can plan for it. It might even be intentional—it certainly gives players a reason not to use tight corridors to their advantage each and every time. But as difficulty goes, this isn’t the fun sort. It can leave you floundering moments after you’re sure you have everything under control.
There are concessions to this frustration, though. Each wave can be restarted as many times as you need without penalty, so you’re free to experiment with the best possible moves you can make with the resources you have. Anything you do before beginning the wave will stick, though, and while you can sell back unused towers at cost, upgrades can’t really be reversed. Your strategy may hinge on what seems like a simple decision: whether to spend your cash in the lull between waves or save it for the madness in the midst of combat. The latter is easier to revert but much harder to pull off.
That sort of decision-making drives the strategy of Radiant Defense. It’s rarely just a matter of this tower or that tower. Instead you’re balancing upgrades, positioning, and pathing, all while you decide if you should meet the current threat with force or save up for an unknown future.
If you’re comfortable with difficult games, Radiant Defense is easily worth the download. It’s a nice little package—decent art and music wrapped around generally excellent gameplay—and the price is more than right. It’s refreshing to find a game that respects your intelligence, money, and time. All the better that it’s good fun, too. Take a look, and stop by our to share your thoughts.
TouchArcade Rating: 
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‘Hatchi’ Goes Free For A Day
Man. Hatchi [Free] has come a long way since we’ve last visited it. One update ago, creator made good on its promise of future iPad support by adding… iPad support. Also, it tossed in four new mini-games, a coin exchange mechanic that lets you use in-game coins to power up things like energy bars, new iPad retina support, and an evolution tree that displays what paths your pocket monsters have taken. That’s a lot of stuff for an app that already felt good without these additions and notable changes for those of you out there who may have fallen out of the loop like we have.
We’re bringing all of this up, by the way, because for the next 24 hours Hatchi is free of charge. We’re talking a zero dollar exchange for easily one of the best pocket monster growing game things currently on the market. Do yourself a favor and check this app out, but do note that we’re not responsible for any future digital pet deaths. You knew you should have fed the little guy.
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‘Tentacle Wars HD’ for iPad Review – A Fast-paced Strategy Game Reminiscent of ‘Galcon’
Tentacle Wars HD [ $2.99 (HD)], the new title from FDG Entertainment, is a port of the online of the same name by Lumarama. It’s a fast-paced iPad strategy game that reminds me a lot of Galcon [$1.99 / Free ], another iOS strategy game from 2008. In fact, I’d go as far as to say it’s “Galcon with tentacles” …along with superior graphics, ambient music and better sound effects.
Playing Tentacle Wars is like being a general overlooking a battlefield. Although in this case the battlefield exists inside the body of an alien life-form. The battles are between antibodies, spores, pulsars and embryos. Each cell can use DNA energy tentacles to attack each other. If your green antibody cells can turn all the other cells green, you’ve cured the zone. Once you clear all the zones, you’ve saved the alien life-form.
To launch an attack, you swipe a line from your green cell to any other cell in range. The more powerful your cell (as indicated by a number inside it), the further it’s tentacles can extend. You can target a red cell (enemy) to engage in battle, target a neutral grey cell to claim it, or target one of your own cells to transfer energy to where it’s needed.
The battles are based on a simple premise: The more powerful cell(s) always win, every time. So if your cell has a weaker strength it will slowly be drained until it’s defeated. But, if you attack the same opponent with tentacles from another cell simultaneously, you can defeat it, because your two cells are collectively more powerful. So, as in real war, choosing your targets carefully (but quickly) is important.
Once your tentacle has latched on to another cell, you can either remain connected to slowly drain it or swipe across your tentacle to cut it. Interestingly, it makes a difference where you sever your tentacle. So, if you slice it right in the middle, half the resources return to the attacking cell and the other half do a rapid attack-burst (ie: a 50-50 split). Whereas, if you cut your tentacle right at one end, all the resources in the tentacle will quickly retreat or attack, depending which end you slice.
To add variation, there’s impenetrable barriers within some levels, purple cells with superior intelligence to overcome, and limits for how powerful a single cell can become within each level. Each cell type also has a limit to the number of tentacles it can extend at one. These factors, plus some interesting level designs, encourage you to modify your strategies to suit each level.
The single player campaign (2 worlds, 40 levels total) is entertaining and satisfying, but far too short. By the time you’re settling in, the single player campaign is over. Additional levels are promised – but randomly-generated levels would be better. Lastly, the campaigns are rather anti-climatic once you complete each world, as nothing really happens, except a small note in the corner of the iPad screen confirming a Game Center achievement.
Multiplayer mode offers two-player online action via a random match-up or by challenging a friend, via Game Center. Choose an arena and color, then engage in a microscopic war ….and in my case, get totally owned by superior players. The online play worked flawlessly once started, but it was often unable or slow to complete a random match-up. That isn’t ideal since the single player mode is completed so quickly, but isn’t a problem if you’re playing friends online.
Tentacle Wars blends strategic gameplay with arcade-style swipes and cuts to create a fast-paced strategy game that’s ideally suited for touch screens. The game is similar to Galcon, but has enough innovation to feel fresh and new. Yet, it needs more levels and online players, otherwise the fun feels as if it’s over too quickly. According to our , an iPhone/iPod touch version is expected around May or June.
TouchArcade Rating: 
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‘Codea’-Created ‘Cargo-Bot’ Hits the App Store
Late last year, iOS game developer released Codea [ $9.99 (HD)]. Originally known as Codify, Codea offered developers everything they needed to rapidly prototype an iPad game… On an actual iPad. Codea has come a long way since then, and today, the first game developed entirely inside of the app has been released.
Cargo-Bot [ Free (HD)] is a puzzle game where players program a robot to move crates around. 36 levels in all are included, there’s a 3 star grading system, and you can even record solutions to upload them to YouTube.
Cargo-Bot is free, and worth a look to see what’s possible inside of Codea. According to the , the Codea Xcode Template used to convert the Codea files into an actual game that can be submitted to Apple will be released soon. Neat!
Codea, $9.99 (iPad Only)
Cargo-Bot, Free (iPad Only)
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Ubisoft Announces ‘Might & Magic’ Card Game
Need more CCG action in your life? Great! You and Ubisoft are on level. Earlier this morning, the publisher popped the lid off of Might & Magic Duel of Champions, a free-to-play card game set in the universe.
Ubisoft didn’t divulge hard mechanical details in today’s announcement materials for whatever reason, but it has confirmed the following about the game: (a) Duel of Champions will have collectible cards, (b) players will fight each other with these cards, and (c) users will also be able to buy these cards. So, yeah… this sure is card game.
More information will be coming to the , and apparently a beta is open right now in France. We’re doing our best to dig up some more substantial details so stick with us. If the Assassin’s Creed card game proved anything, it’s that Ubisoft knows how to fund decent tabletop experiences.
[images via ]
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‘Chopper’ Developer Majic Jungle Announces 2D ‘Minecraft’-inspired iOS Title ‘The Blockheads’
Developer and all-around great guy David Frampton from , creator of the early App Store breakout success Chopper [$2.99 / Free ] and its greatly improved sequel Chopper 2 [ $2.99 ], has revealed to us his next upcoming iOS project called The Blockheads.
As you can see from the embedded screens, The Blockheads looks heavily inspired by the sandbox game Minecraft, and David isn’t shy about stating as much. However, he notes that during the development process he tried to make sure that The Blockheads let’s you do the sort of things that make Minecraft fun but tried to do them in a different way. For example, there is a crafting component to the game, but David explains the different approach he is taking to that in The Blockheads:
Instead of needing to know recipes and being able to craft everything in one location, there are many different kinds of workbenches, each with a handful of items they can craft. The crafting interface lists what is required and describes what the crafted item can do. This creates a technology tree of sorts, easing the player into the game, and slowly making more advanced items available.
The Blockheads is being built from the ground up with touch screens in mind, and it will try to utilize an non-abrasive freemium approach. Essentially, there will be an in-game currency which you can spend real money to acquire through IAP and speed up certain processes, but it is also earned through play and won’t be required to enjoy the game.
We’ve been enjoying an excellent 2D Minecraft/Terraria game on iOS for a while now with Junk Jack [$2.99 / Free ], but I still think that there’s plenty of room for iteration in the genre and a chance for a good title to stand out in the sea of the many Minecraft copycats and clones on the App Store. The Blockheads sounds like it has a lot of promise, and I’m very much looking forward to seeing how it turns out.
You can keep your eye on for updates, and of course we’ll bring you any new information that we get on The Blockheads as development continues.
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Unlocking the Gaming Secrets of ‘Clear’ in New Update
Back when released EpicWin [$2.99], its to-do list RPG, we spent some time contemplating whether adding game mechanics to productivity apps would really help people be more productive. That’s the question that rests at the heart of all discussions about “gamification”—do carefully tuned game mechanics drive us to perform tasks we might otherwise ignore? Has Farmville claimed so many man-hours because it’s fun, or because it’s designed to feed on impulses that could be better used for good?
Don’t count it as a blow against gamification, but, personally, EpicWin never quite clicked. I found the experience bars and loot rewards intriguing, but the work I had to put into maintaining my tasks outweighed the benefits. More recently I’ve found myself back in the world of gamified productivity with the help of a to-do app that doesn’t look game-like on the surface at all: Realmac Software’s [$1.99]. Beneath all its lovely minimalistic design you’ll find the potential for a compelling game experience. With today’s update, Clear realizes some of that potential—and it brings a few easter eggs for the discerning iOS gamer along for the ride.
Clear launched with a bang, thanks to plenty of well-placed hype. at the time noted the simplicity of its design asthetic, the elegance of its colors. Those colors were customizable with a few built in theme options. Within a few hours of release, though, buzz started to build around secret unlockable themes people were finding tucked away in the app.
If you’ve ever felt the urge to master a game, to earn 100% completion on something, you might understand the effect that had on me. At first I only hoped to unlock a theme that was a little different because I wasn’t too fond of the baked in options. Then I had to have them all. The first two were easy—and I’m about to get into details, so stop reading and just grab the update if you want to go in unspoiled— one is unlocked for having Tweetbot [$2.99] installed. Another, Scorched, opens up if you follow any of the app’s creators on Twitter through the app’s menu.
The third is the one that made me realize gamification could work for me. The Socialite theme is unlocked by completing 100 tasks and then posting about it online. As soon as I heard that I starting using Clear obsessively. I added every important deadline, chore and errand and diligently checked them off. By the time I hit 100, I’d formed a habit. Sure, I unlocked the theme I’d been waiting for, but I also found myself more organized for it.
Then there was the letdown: with nothing left to unlock, Clear went back to being a pretty little to-do app that was great to use but not particularly game-like. Today’s update brings a return to that early entertainment with seven new themes to discover.
Three of the themes mirror the original set. There’s a shameless self-promotion option, which rewards you with a theme for gifting Clear when prompted. It’s called “Gifted.” The Path theme is a reward for having Path [Free] installed, just like the theme for using Tweetbot. And then there’s the self-improvement theme: Ultraviolet unlocks when you use the app each day for 7 days straight.
There’s a fundamental rule of any productivity system: you have to actually use it for it to do any good. Ultraviolet could provide that little tick of motivation someone like me would need to keep up the effort that requires, just like achievements might make you play a game longer than you might otherwise intend. There’s also a fourth unlockable theme, Night Owl, that encourages you to be productive after dark, between 12 and 3 a.m.
Now here’s the cool part, the part that reveals Clear’s affinity for games. Today’s update has within it the seeds of three other unlocks. Each one ties into a game: The Heist [$2.99], Temple Run [Free] and Bumpy Road [$2.99]. Those games will need to update before this works (The Heist’s update should come mid-week, and the others are on the way), but once they do we’ll get new themes in Clear for each of those games we have installed.
We’re pretty fond of all three of the games—hit the links to read our reviews—and any of them would be well worth the download with or without the theme. So far, the apps that accompany Clear themes seem hand-picked for quality, and these games are definitely no different. This update also brings in a selection of fixes and features, but the best thing here is using a to-do app that really is all fun and games.
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‘Cubis Creatures’ Review – A Match-Three Classic Comes to iOS
Though we generally file match-three titles under the puzzle genre, there isn’t often much that’s puzzling about them. Swap a few gems, watch cascades collapse—all good fun, but not exactly a stimulating mental challenge. Cubis Creatures [$0.99 / Lite] is one of the rare matching games that requires—and rewards—putting on your thinking cap.
Cubis Creatures is based off the popular PC game . It shares the same fundamentals: an isometric view, a grid of cubes, and loose cubes you shoot into the mix from two of the edges. But Cubis Creatures is entirely its own game, with plenty of great matching and a side of adorable art and cutesy creatures. Not a bad combo, in my books.
If you pick up Cubis Creatures, you’ll get access to four creatures, creatures that must be woken by, err, matching cubes in their mouths. Each one gives you 20 levels to work through, and there are two more critters available for purchase. That’s a hefty chunk of content, but if you manage to burn through it you’ll be happy to know there are also daily score tournaments that are well worth checking out.
Now things get complicated. Cubis Creatures is played on a square grid that has three vertical levels, only the bottom of which you can actively effect. You can slide cubes in from two of the sides, and they’ll continue on until they hit an obstruction. If that obstruction is solid, they’ll stop. If not, they’ll knock it forward a space first. If there happen to be two other cubes of the same color at that location, they’ll match and clear off the screen. If you’re lucky or clever that will set off a chain reaction, a combo (or “cubis”) or more skyrocketing your score.
Each level has two meters: a timer and a cube limit. Hit the latter before the former runs out and you’ll complete the level. But to do things right and claim three stars you’ll need to collect all the star cubes in the level. Suddenly it doesn’t necessarily make sense to make every match, because if you hit the cube limit before collecting all the stars you’ll rake in a lousy score for your efforts. Yeah, that’s right. Strategy time.
There are a lot of ways to manipulate the board, randomly granted as they might be. You can launch bombs that scatter the cubes they don’t blow up. Lasers can take out any single cube, no matter how impenetrable. There are even dual-colored cubes that can (and must) match with both colors before clearing. You’ll need them all, because the level designs get increasingly devilish. Many can be puzzled through, leaving you to pick the right spots to set off the perfect chain reaction. Others require a good dose of brute force.
Cubis Creatures is both smart and fun, making it a worthy successor to the Cubis titles of old. It also fits in nicely amongst its modern peers, with Game Center support, lovely art, and a cheery soundtrack—the whole package when it comes to top-notch presentation. It deserves a look, whether you’re a long-time fan or a first timer. And really, who could say no to such darling creatures?
TouchArcade Rating: 
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Splash Damage Creates In-House iOS Publisher, Announces Turn-Based Strategy Game ‘RAD Soldiers’
You don’t see this often. developer is stepping into mobile, but it’s doing it with a newly created in-house publisher, . Consisting of staff sliced and diced from the Splash Damage team, WarChest is primed to deliver quality free-to-play games across iPhone, iPad, and other handsets. We spoke with a Splash Damage marketing dude at the studio the other night, and he seemed revved about the opportunity and the change of pace this represents for the studio. It as a whole, however, will continue developing games in the triple A space. In fact, there’s a PC-exclusive free-to-play game and a separate free-to-play console game in the works right now.
At the moment, WarChest is buckling down on a game called RAD Soldiers. It’s an asynchronous multiplayer strategy game with a beautiful look and a great premise. Set in London after an evacuation, you and a team of “collectible” mercenaries battle for control of the territory. As you play, you’ll assemble your group of ruffians, as well as customize their gear, outfits, and special abilities. It’s free-to-play, so you’ll be using in-game currency to unlock stuff, including new soldiers, equipment, and customization.
“Turn-based combat means there’s no rush, allowing you to ponder your next move at your leisure, and giving you ample time to unleash your inner tactical genius” WarChest CCO Richard Jolly said in a statement, “and you’ll earn valuable experience for your soldiers whenever you play, leveling up your squad commander to unlock new abilities”.
We’ve got the first trailer available for viewing just below, and we think it’ll give you a great idea of what to expect. RAD Soldiers is slated for a June 2012 launch across iPhone and iPad. Many map, solider, and weapon updates are planned to follow. We’ll be getting our hands on this soon, so stay tuned. Oh, and if that video got you jumpy to play, go ahead and .
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Both Versions Of ‘Plants vs. Zombies’ Receive Big Update
Plants vs. Zombies for iPhone [$2.99] and iPad [$6.99] both received some content loving while you were in bed last night. Plants vs. Zombies iPhone received Vasebreaker Endless mode, which packs in a total of nine levels. The iPad version, on the other hand, now supports Zen Garden, Vasebreaker Endless, “I, Zombies” mode, and four new mini-games: Slot Machine, Portal Combat, Beghouled Twist, and Zombiquarium have been included. has delightfully ridiculously in-depth looks on each of these modes, if you need to know exactly what you’ll be getting into before updating.
It’s notable that PopCap is continuing to push the free-to-play aspect of Plants vs. Zombies mobile. As , only the first levels of Vasebreaker and I, Zombie are available from the get-go. The rest of these game’s respective levels, and the other mentioned modes, need to be purchased with in-game coins, which of course can be earned or purchased straight-up.
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