TouchArcade.ru

Игры для iPhone и iPod Touch

Archive for the ‘Puzzle’ tag

‘Super Lemonade Factory’ Review – A Post-War Platforming Delight

without comments

How refreshing it is to play a game with a down-to-earth plot? Even the most grounded of games usually bear their fair share of swords and sorcery or bombastic battles. Super Lemonade Factory [$1.99] goes a different route, telling a simple story from one particular moment in time. Lisolet and Andre are newly married in the days after World War II. Andre is set to take up his father’s lemonade factory, but first he and Lisolet must tour the premises, meeting the workers and learning about the challenges they face.

It might sound a little dry, but the tale accompanies a clever platformer designed to play on the strengths and weaknesses of its stars. Andre is blessed with physical strength and can break through boxes that bar the couple’s path. Lisolet is agile; she can double jump and reach places Andre can’t, often giving him a foot up with a crate from a higher perch. Isn’t it lovely to see a marriage with partners that complement each other so well?

The journey through the factory is surprisingly perilous—you’d think it had been designed as a deathtrap. Often, either Andre or Lisolet will need rescuing right from the start. You’ll have to direct the other across a pit of spikes, perhaps, over floating platforms and around the surprisingly deadly people of the factory. Once one has saved the other, they can travel together—Andre is happy to give Lisolet a piggyback so you needn’t cover the same ground twice. From there it’s usually a hop, skip and a jump to the level’s exit.

A detour may be necessary on the way. Though it seems like the sort of thing aimed at completionists, you’ll want to collect each level’s bottle cap. These are occasionally well hidden and usually hard to reach, but behind them sits half the game’s content. Collect all the caps in a given area and you’ll unlock the hardcore version of that area, where platforms are smaller and faster and spikes are everywhere. Brushing against a spike is deadly, and Andre and Lisolet only have two lives to work with if you can’t find any bags of sugar to replenish them.

Controlling the couple is simple, with on-screen controls for walking, jumping and dashing. These are responsive and rarely get in the way, but they suffer the usual flaw of being a little too easily mis-tapped. You can swap between Andre and Lisolet with a horizontal swipe; a vertical swipe puts Lisolet on Andre’s back.

Lisolet is blessed with one more ability: a way with words. She can speak with any of the factory’s denizens. The foreman, the chef – these workers open up about their hopes and dreams, both for the company and for themselves. A food inspector waxes poetic on the need for cleanliness, and a General blusters about the misfortune that could befall a company that chose not to meet military requests for supplies.

These bits of flavor are woven into the metagame: Game Center achievements are awarded for speaking with all employees, and your progress is marked on the level select screen. But more than that, the dialogue is rather charming. The foreman is a burgeoning Bolshevik who loves to muse on the meaning of labor; Andre will share stories from his past. Much of it hits a bit heavy-handed, but it’s always a pleasant diversion—you’ll also find the occasional pop-culture reference if you’re paying attention.

In the end, the gameplay suffers for its simplicity. The most puzzling levels aren’t more complicated than pushing a couple boxes in the right order before jumping, and there are only so many spikes one can add to a level before it gets silly. If there’s more to be done with the formula, though, we may yet see it done. The developers offer a system for level creation and plan to add the best of the user-created content to the game. On top of 72 already entertaining levels, that sounds pretty good.

And hey, if you haven’t noticed, Super Lemonade Factory is a looker. If you’re into pixel art, you won’t be disappointed—both the style and the animation are fantastic. On top of that the chiptune soundtrack is pretty great, if a tad overly-aggressive for the content.

So while the game isn’t flawless, it’s still an easy recommendation. There are kinks to be worked out, but they don’t detract much from the good stuff: a solid, fun puzzle platformer with great ideas and outstanding presentation. And, frankly, how often do we get to play a game with such a delightfully low-key premise? For that, Super Lemonade Factory most certainly deserves a look. Still, it’s unlikely to push platformer fans, so know that going in. You might not find a challenge, but you’ll find a lot of charm.

App Store Link: Super Lemonade Factory, $1.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

April 6, 2012 at 20:15

UPDATE: ‘SpellTower’ Multiplayer Update Hitting Soon

without comments

In tomorrow’s update for SpellTower [$1.99], creator Zach Gage is giving fans a lot of reasons to stick with his beautiful word game. On top of adding new iPad support, night colors, tweaks, and various fixes, Gage is finally implementing a bluetooth battle mode, which looks as great as it sounds. We’ve got video of it just below, in fact.

If you’ve somehow missed out on SpellTower, now’s a good of time as ever to take the plunge. It’s a remarkable word game with a ton of clever puzzle games and its designed with elegance in mind. It ended up being one of our Game of the Year contenders, as it was easily the standout word game of 2011. Give it a look.

UPDATE: Sometimes things don’t go as planned, unfortunately. Some approval process stuff is holding back the update. The new release date is April 12th.

App Store Link: SpellTower, $1.99 (Universal)

[source]


Written by admin

April 6, 2012 at 8:15

‘SpellTower’ Multiplayer Update Hitting Tomorrow

without comments

In tomorrow’s update for SpellTower [$1.99], creator Zach Gage is giving fans a lot of reasons to stick with his beautiful word game. On top of adding new iPad support, night colors, tweaks, and various fixes, Gage is finally implementing a bluetooth battle mode, which looks as great as it sounds. We’ve got video of it just below, in fact.

If you’ve somehow missed out on SpellTower, now’s a good of time as ever to take the plunge. It’s a remarkable word game with a ton of clever puzzle games and its designed with elegance in mind. It ended up being one of our Game of the Year contenders, as it was easily the standout word game of 2011. Give it a look.

App Store Link: SpellTower, $1.99 (Universal)

[source]


Written by admin

April 6, 2012 at 0:15

Here’s A List of New Lite Versions to Check Out

without comments


Written by admin

April 5, 2012 at 16:15

‘Coco Loco’ Review – Marshmallows Love Cocoa Like Birds Hate Pigs

without comments

When you’re playing Coco Loco, [$0.99] it’s important to remember that you’re rescuing your marshmallow brethren from chocolate guardians. You’re absolutely not rescuing your eggs from pigs. Sure, if it looks like a duck, swims like a duck and quacks like a duck, it’s probably Angry Birds, but Twiitch deserves credit: this particular physics puzzler with slingshot mechanics is actually pretty great.

Some of Coco Loco’s levels could be pulled straight out of similar games—let’s just say there isn’t much difference between an egg-shaped mallow and an egg-shaped bird. But those structural similarities surround cunning levels designed for more than brute-force thinking. The formula takes another sharp turn with terribly entertaining liquid dynamics. It plays like a brand new game, even if it doesn’t look much like one.

Stop me if you’ve heard this one before: the Marshies were enjoying a simple dip in the hot chocolate springs when the cocoa guardians took them prisoner. Now it’s up to you to get revenge, rescue your pals, and free them from their, err, celebrity-costumed captivity. That sort of quirkiness gives Coco Loco a fresh angle to build on, and it extends through every bit of the game’s visual design.

From there it’s a matter of differentiating itself through gameplay. The liquids make up a big part of that: the Marshies can be freed by being swept up in cocoa, and the chocolate guardians can be melted away similarly. Many levels will see you redirecting cocoa, breaking through dams and barriers and generally splashing around.

Lest I give the impression this is just a damp Angry Birds (probably an obvious mashup in this post-Where’s My Water world), I should emphasize that the level design in Coco Loco is very, very good. Rarely are you left to smash down a structure with however many projectiles you feel like using. Instead, you’re often given exactly what you’ll need to solve a puzzle, one with moving parts, flowing liquid and tight corridors to aim your way through.

The tools you’re given are a good mix of familiar and new. You’ve got your standard Marshie, the one that knocks over the things it hits. Another one explodes on your command. But there’s also one that expands into a gelatinous wall on demand, and another that shoots cocoa out of a cannon, amongst others. Combined, they can pull of some excellent tricks.

You have to be creative when using them, as much as you need to be precise. Most of Coco Loco’s 75 levels are set up for specific solutions: toss this dude at that spot to clear the way for the next guy to knock over the cocoa just so, and the whole thing comes together. Or take each of your Marshies and land them in just the right places all over the screen. You’ll need to use your brain more often than you will your pixel-hunting skills.

I just wish the same creativity that’s been brought to bear on the level design had bumped into the rest of the game at some point. We have the three star rating system, “Fluffy,” the IAP that finishes any level for you, extra points for having Marshies left over, and that’s just scratching the surface. Coco Loco is strong enough to stand on its own, and hanging a lantern on its similarities to Angry Birds does it no favors.

Just don’t let that stop you from checking it out. Coco Loco isn’t a strikingly original game, even without the checklist of familiar interface elements, but it is one of the most thoroughly solid and entertaining physics puzzle games I’ve played in some time. Taken in a vacuum, it could have blown me away. In the context of the rest of the App Store, it’s still a heck of a lot of fun. Don’t just give it a look, give it a play and you might be impressed.

App Store Link: Coco Loco™, $0.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

April 4, 2012 at 20:15

Posted in новости

Tagged with , , , , , , , , , ,

Everyday I’m Shufflin’ – ‘Azkend 2′ Update Hits

without comments

I’ve made no attempt at hiding my love affair with the Azkend series of puzzle games. The original Azkend [$2.99 / $4.99 (HD)] was (and still is) one of my favorite puzzle games of all time. It had a great difficulty curve, a constant stream of unlockables to keep you interested, and did a fabulous job at dangling the next unlockable in front of you to endlessly keep you playing one more game. Oh, and the chain-forming matching mechanic is pretty sweet too. Not too long ago, Azkend 2 [$2.99 / $3.99 ] hit, and I was ready to shout out my window and tell the world how incredible it was… That is, until I got a little deeper into the game.

As Nissa explains in our review, the sequel features everything we loved about the original Azkend, and provides some great first impressions. Then the difficulty curve ramps up, and the game introduces more types of tiles. It’s at this point that Azkend 2 turns into the best part of any LMFAO song, which, in a puzzle game, is not a good thing. In other words, you’d reach a point where there were just too many types of tiles, leaving no available matches, forcing the game to re-shuffle the tiles. Sometimes you’d even get multiple re-shuffles in a row.

Well, an update hit earlier today which seems to totally fix this. The puzzles are now rebalanced in a way that you’re not hunting for the single match before the board reshuffles. If you were (understandably) holding off on the game after reading our review, it’s safe to pick up now. Or, if you were like me, and just shelved the game after getting frustrated, snag the update and give it another shot.

They’ve made some other tweaks and bug fixes too, including doing some logging to potentially further improve game balancing as well as adjusting the colors of some tiles to make them more distinct. The one down side of this update is that I’m pretty sure that Azkend 2 is now going to completely suck up my free time this evening.

I’m OK with that, I think.

NOTE: Right now I’m only seeing this update for the universal HD version, but it’d make sense that the iPhone-only version should be following very shortly.

App Store Links:
    Azkend 2 – The World Beneath, $2.99
    Azkend 2 HD – The World Beneath, $3.99 (Universal)

[source]


Written by admin

April 4, 2012 at 4:15

Hands-On With ‘Burger Cat’

without comments

A lot of studios are turning to the casual market to expand their base and diversify portfolios speckled in viscera and splatters of crimson. League of Evil studio Ravenous Games is doing just that with its side-scrolling puzzle game Burger Cat. The result is unique: Ravenous is undoubtedly delivering something that feels like a Ravenous joint, but it’s appropriate for our little ones and game-challenged family members.

It accomplishes this by removing the barrier of entry, while maintaining the vibe and the high-level production we expect from a Ravenous product. In the game, you play as a cat on a quest to find hamburgers. Functionally, this adventures boils down to a bunch of instanced quests where you, as a maestro of landscaping, have to alter the 2D world the cat inhabits in order to get him to a burger. The movement is automatic, but your ability to add and remove blocks of land or introduce an item that changes the way the cat interacts with its world is manual.

For example, in the game’s first level, you’ll need to add a block of land to the corner of a hill so the cat can scramble up the hill as if it were a stairway. In the next, you actually build a similar stairway with three blocks of land, two of which will need to be stacked on top of each other. As the game progresses, you’ll get much more imaginative items: a mouse that re-directs the cat’s attention, a spring that rockets the cat into the air, a pick-axe that removes pieces of the environment, and so on. Actual obstacles that add repercussions, like spinning cogs with blades, are added steadily. The items you’ll receive have a hard cap in each level, and I had the most fun really playing with what I could do with the least amount of stuff, though creating conga lines of items has its simple pleasures, too. In fact, Burger Cat seems to encourage experimentation, as it often gives you way too much.

It’s a different game from the folks who made League of Evil, but it feels similar from a production standpoint. The art is bright and bubbly like the new visuals in League of Evil 2, and the animation work is on par. Music, on the other hand, is exceedingly epic. It almost rewards you before you do anything. Excuse me, but I want my Ode To Joy when I get my hamburger, and not before.

If this looks familiar by the way, it’s because it existed on Flash before. Burger Cat is a new-look port of a WobblyWare title you can play for free right now. In this shot of the original below, take note of how smooth this new iteration looks: no more grids, a less clumsy UI, and less mess in general.

“We updated the graphics to be more cartoony and made some design changes to make another one of our polished iOS releases,” Ravenous told TouchArcade. “The game just felt more suited to touch screen controls and has a lot of potential with the casual market.” And it does play exceedingly better. This game is a breeze to control with your fingers. I’ve zero complaints with what I’ve played so far.

And that’s the thing: we haven’t seen everything Burger Cat has to offer, so stay tuned as we obtain a final build and deliver our final thoughts. My gut says, though, that this is something we’ll be pretty happy with, even though we’re not its market. Look for this to hit April 12 across iPhone and iPad.

[source]


Written by admin

April 3, 2012 at 4:15

Fabrication Games Gets Rolled Into the King.com Katamari

without comments

We don’t normally dabble in business-centric news. Let’s be honest, buyouts are rarely interesting, and lately they all seem to have to do with the free to play world which is often even less interesting. With that caveat, here’s a recent buyout that might be interesting, mostly because Fabrication Games has made actual games (and great ones at that). We’ve actually reviewed quite a few of them.

Fabrication is responsible for the steampunk racer Ionocraft Racing, a slick little augmented reality game called Piclings, the retro platformer Niko, the absolutely fabulous casual puzzler Sprinkle among other titles. Oh, and when we met with them at GDC, they’ve got some even cooler stuff on deck.

Co-Founder Tommy Palm explained to me this morning that his acquisition should hopefully give the Fabrication Games team the resources to take these sort of games even further with the development budgets afforded by having access to the comparably deeper pockets of King.com. So, potentially games of the quality level of Sprinkle with even bigger budgets?

Where do I sign up?

Also, if you haven’t yet, mash some of those links up there and check out some of the games they’ve released. They’re great.

[source]


Written by admin

March 30, 2012 at 22:15

‘Light the Flower’ Review – This Puzzler Will Leave You Beaming

without comments

A new Chillingo puzzle game? You don’t say. Well, if there’s one thing we can expect from Chillingo, it’s a certain level of quality that all of their games exhibit. They may not blow us out of the water, but what they give us is normally a pretty solid product. Light the Flower [$0.99] falls squarely into this category, presenting an interesting puzzler that keeps you thinking, but doesn’t present too much frustration — usually a winning formula for iOS titles.

Most iOS games have fairly simple plots, but Light the Flower is even more pared down than the usual title, which I personally like (reminds me of old school gaming, in fact). Each level consists of a room with a happy flower inside (sometimes more than one).

Your job is to bring the flower back to life by directing a beam of light from a nearby window with your finger and making sure it hits the flower. While you are doing so, you can also aim carefully to make sure that the beam of light also lights up stars that are randomly scattered around the room. The number of stars you are able to capture dictates your score at the end of each level.

In the beginning, things will be simple, but Chillingo gives us plenty more to do as the game progresses. Later levels present colored filters for you to direct your light through, which you will have to match with the color of the flower you are trying to revive. You’ll learn that mirrors you use to direct the light are double sided, so that’s to your advantage. Throwing switches and splitting beams will also become part of your strategy to move forward.

Five “houses” of rooms are available to play, each with a dozen levels hiding inside. That’s a total of sixty levels to play, which should keep you busy for some time. You can unlock the houses as you progress, or if you are feeling impatient and want to see what later levels have to offer, you can skip the effort and unlock them all by paying a $0.99 fee. If Light the Flower was a harder game, I’d say this might be worth it, but I think it’s just challenging enough to keep you playing, but not to the point where it makes you miserable to try to get further.

Light the Flower has a cheerful, cartoon-inspired look, and it does present some replayability  if you want to try to snag all the stars in every level or improve your time. It’s also compatible with Crystal and Game Center, so you have achievements to aim for. I also noticed that there is an extra house with a ‘Coming Soon’ slapped on it, so apparently Chillingo is planning to release another dozen levels later down the line.

Some user reviews mentioned issues with the game crashing, but I never had the problem pop up once. Apparently, if you do, a delete and reinstall will fix it up just fine. Either way, I suspect you’ll be brightening up some poor flower’s day in no time. And people said you didn’t have a green thumb!

TouchArcade Rating:

[source]


Written by admin

March 30, 2012 at 18:15

Posted in новости

Tagged with , , , , , , , , , ,

Crytek Now On The App Store Thanks To ‘Fibble’

without comments

Crysis developer Crytek’s interest in iOS has been long noted, but it’s still blowing our minds that the AAA studio’s name is now on the App Store. Late the other night, and months after the release of Crysis 2 on PC, PS3 and Xbox 360, Crytek released Fibble — Flick ‘n’ Roll [$1.99 / HD] across iPhone and iPad respectively.

This is an interesting release on a couple of levels. For one, Crytek is a major player in a completely different circle, and it’s finally dipping its toes in our waters. Also, Fibble is managing to look like a Crytek game. This thing’s production values are off the charts considering what it is, which is to say, a fairly simple and cutesy puzzler. We’re giving this a good look for review, by the way, so expect that in the future. Until then, gives this teaser trailer a look… or eight.

App Store Links:
    Fibble, $1.99
    Fibble HD, $4.99 (iPad Only)

[source]


Written by admin

March 30, 2012 at 6:15

Posted in новости

Tagged with , , , , , ,