Archive for the ‘Time’ tag
A Selection of Entries from the ‘Sword & Sworcery’ A/V Jam
‘Shark Dash’ Review – You’ll Believe a Shark Can Fly
Shark Dash [$0.99 / Free ] features all the trappings of a classic love story. At the tale’s outset, we meet our protagonist, a toy shark enjoying a romantic swim around the tub with his gal. Suddenly rubber ducks, the most vicious of water fowl, come splashing onto the scene and restrain our hero, who flails about while the diabolical ducks spirit his fair maiden away. Rather than flexing his fins, the shark sets off on his quest to save his lady love by solving a series of physics puzzles.
Swapping hungry sharks for Angry Birds [ $0.99 ] and googly-eyed ducks for slovenly hogs, Shark Dash oozes personality. Each level takes place in a tub filled with a mix of bath-time implements: Salts, soap bars, plastic rings, beach balls, and several unique props like explosive mines and inflatable blocks that burst at a touch.
Positioned around the tub are the scumbags that made off with your girl. Your goal is to pull back on your shark and line up your dotted trajectory like an expert billiards player, then release to send him careening into bath-time accessories like a pinball—blasting through speed tubes that fire you into the air, cleaving through chains that hold hanging platforms, knocking over structures to dump their feathery cargo into the water, swooping beneath the surface to gobble up stragglers. Once you’ve devoured all your prey, you move on to the next stage.
Besides dining on duck, each level poses two additional challenges: collect every coin, and try to meet the minimum number of moves needed to win. Hitting par or less on each level is optional, but presents the game’s greatest thrill. As you progress, levels gradually introduce new elements that make up Rube Goldberg-like constructions. Dots lining the bathtub drain show how many moves you have to finish the level until the game pulls the plug and throws victory out with the bath water.
You can spend all your available moves throwing yourself at ducks, brute-forcing your way from one level to the next. Or you can join the who analyze each layout, painstakingly calculate trajectories, and slingshot their sharks in just the right way to kick off a Goldberg sequence that ends with every last duck into your belly—usually in two moves or less. Watching a well-laid plan come off without a hitch brought about immense satisfaction and prompted me to retry stages until I scored a perfect rank.
Unfortunately, the game’s economy is its biggest flaw. Collecting the coins scattered around levels gives you the funds you need to skip tougher levels, buy elixirs to call mulligans on poorly executed moves, pick up new sharks, or break your bank and open up every level. The problem is, even netting every coin on every stage doesn’t fill your wallet fast enough.
You can get by without retry elixirs and new sharks (the game’s levels are divided across themed bathtubs, and you automatically receive control of a new shark whose abilities Gameloft designed specifically for his tub’s challenges), but at some point, you won’t have enough to skip a stage giving you trouble. That means either banging your shark’s head against a level’s porcelain walls until you figure out how to pass it, or admit defeat and buy IAP coin packs.
Don’t let an unbalanced economy make you shy away from Shark Dash, though. Cracking a level’s puzzle-like configuration is a real kick that comes wrapped in a fun theme, vibrant graphics, and, quite likely, the first and only time you’ll ever root for a shark.
Shark Dash, $0.99 (Universal)
Shark Dash FREE, Free (Universal)
TouchArcade Rating: 
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Freebie Alert: ‘Beyond Ynth’, ‘Braveheart’, ‘Escape the Ape’, ‘Fish Tycoon’ ‘Swordigo’ and More
It’s a Thursday on the App Store which is as just as good of a reason as any to set your games’ prices to free if you’re an iOS developer, or, at least, so it would seem. It sort of goes without saying, but due to the volatile nature of pricing on the App Store, you better grab these games now if you’re interested in them. Few things are more annoying in the world of iOS gaming than missing a killer freebie.

Get your downloading finger ready:
Beyond Ynth, Free – [Review] – [] – An absolutely fantastic puzzle game where you play as a little ladybug doing your best to survive each level, often by rotating curiously sectioned off boxes. Do not miss this game while it’s free. If you want to give it a go on your iPad, there’s Beyond Ynth HD [ $0.99 (HD)], too.
Braveheart, Free – [] – You probably have a lot of games on your iPhone, but how many of those games have you searching for the Holy Grail? (Not many, I’d guess.) You’ll hack and slash your way through all sorts of normal monsters, boss monsters, and other monsters. If you’re looking for the iPad version, Braveheart HD [ Free (HD)] is what you seek.
Escape The Ape, Free – [Review] – [] – This jumping game puts you to the task of drawing lines to create trampolines for JoJo the monkey to bounce on. While it looks simple, gameplay is deceptively deep especially when you start reaching higher altitudes and need to work harder to collect power ups.
Fish Tycoon, Free – [] – I’m including this game in the list because these dumb Tycoon games are responsible for soaking up countless hours of my time, going all the way back to my Palm Treo 650 days. Or, before that, now that I think about it. …And now, fair reader, I place this curse upon you.
Highway Rider, Free – [] – Have you ever been sitting in traffic when some dude on a motorcycle recklessly lane splits you at what seems like a million miles an hour? Well, in Highway Rider, you can be that jerk. The point system even encourages it, in fact.
Swordigo, Free – [Review] – [] – A side scrolling action RPG that is just fantastic. Imagine if you took something like Zelda II and released it in 2012, that’d be Swordigo. Download it. Play it. Love it. Trust me.
Towers N’ Trolls, Free – [] – I love tower defense games, you love tower defense games, and this is a tower defense game. It’s a pretty good one too, so if you haven’t scratched that whole laying out towers and murdering creeps itch in a while, here’s your chance.
Trigonon, Free – [] – The gimmick of this puzzle game is that it takes place in the factory of your mind. Your thoughts are represented by steel spheres, and you’ve got to get them out. Seems reasonable, and looks cool.
Vermes on Mars, Free – [Review] – [] – An interesting shooter where you control a small squad of robots (which are all upgradeable). You position them, and tap to target. It takes place on Mars, and your enemies are worms. The control scheme is worth giving this game a try.
Beyond Ynth, Free
Beyond Ynth HD, $0.99 (iPad Only)
Braveheart, Free
Braveheart HD, Free (iPad Only)
Escape The Ape, Free (Universal)
Fish Tycoon, Free
Highway Rider, Free (Universal)
Swordigo, Free (Universal)
Towers N’ Trolls, Free (Universal)
Trigonon, Free
Vermes on Mars, Free (Universal)
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‘Death Worm’ Celebrates 5 Million Downloads with a New Content Update
Way back in November of 2010, Playcreek released Death Worm [$0.99 / Free ], an official enhanced remake of the popular Flash game of the same name. By that point, we had already been enjoying a retro-inspired version of the “giant killer worm” formula for a few months with the excellent Super Mega Worm [$1.99 / Free ], but in our review for Death Worm we noted that both games offered decidedly different experiences and could happily coexist together.
Other people seemed to like Death Worm too, as this week Playcreek is celebrating hitting the 5 million download mark by releasing a big content update. The first new item on tap is a new ice-themed stage for the campaign, and more than 20 new enemies have been added to the game including a Mega Boss battle. A new trailer showcases the different features found in the latest Death Worm update.
The other big addition in this update is a brand new mini-game called Countdown. It tasks you with collecting lizards underground within a certain time limit and while avoiding hazards, with each lizard collected resetting the clock to allow you to keep going. Finally, there are a set of new achievements and some new in-game music to rock out to.
Death Worm is a game I thoroughly enjoyed when it came out in 2010, and the new update has reignited my interest once again. Definitely check it out if you’re into playing as a giant killer worm and enjoy challenging arcade games.
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New Trailer for ‘Defender Chronicles II’, Releasing May 24th
Last week we updated you on the status of Defender Chronicles II, the long-awaited sequel to the hit 2009 strategy defense game Defender Chronicles [$1.99 / $4.99 (HD)]. Today, we’ve learned the release date for the new game and it’s set to hit in just a couple of weeks, on May 24th. In addition, a new trailer has been released.
We’ve been playing an early build of Defender Chronicles II and will have a hand-on preview for you shortly, but without spoiling too much if you were a fan of the original then we think you’ll be in for a treat. And if you missed out on Defender Chronicles the first time around, this new release will be a great time to jump on board.
Stick around for our preview of Defender Chronicles II and mark your calendars down for a May 24th release.
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‘Spellsword’ Update Adds Control Options, New Level Teased
Late last month Everplay and FruitFireForge released Spellsword [ $0.99 ], a game we really enjoyed in our review. It took the arena-style action platforming of Super Crate Box [ $1.99 ] and added a ton of variety in the form of RPG-like upgradeable items and abilities. Even though the two titles shared a core idea, Spellsword really stood on its own as a different experience.
However, one of the main problems we had with the game had to do with the controls. They worked well on the smaller screen of the iPhone and iPod touch, but failed to scale very well to the iPad’s big screen. Today’s update addresses this very problem by allowing you to move the virtual buttons to wherever you feel is most comfortable. Also, an new option for “Pro Swipe Controls” has been added that makes the movement controls center on wherever you place down your thumb.
Speaking of options, there’s an actual Options screen you can access from the main menu. It’s here you can configure the controls and also some basic stuff like volume sliders, an option for disabling hints, and a new option to reset your current character if you want to start over.
In addition to all the new options, Everplay has also sent over a teaser for a new upcoming level which you can see above. This new stage will contain new enemies as well as new items for your character to unlock. No word on just when this new level will hit, but it shouldn’t be too far off. In the meantime enjoy the latest update which tightened up an already great overall package in Spellsword.
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‘Sam & Max Beyond Time and Space Ep 5′ Review – To Hell and Back
Season finales are undeniably difficult to pull off: they need to pull the disparate plots of the story together in a way that feels satisfying but not hackneyed, while still maintaining a sense of self-contained narrative. A serialized game like Sam & Max Beyond Time and Space carries the added weight of presenting us with the highest expression of the puzzles and mechanics its introduced thus far.
I’ve come to realize that the second half of Sam & Max Beyond Time and Space — say, starting with “Night of the Raving Dead,” [$4.99] and continuing through the finale, “What’s New Beelzebub?” [$4.99] — are funnier and generally better than the first two episodes. This is largely because the last three episodes are more tightly connected, with each cliffhanger transitioning smoothly into the next episode. They feel cohesive, and that makes me feel invested.
But it’s also because, in contrast to the procedural feel of the first two entries in the series “Ice Station Santa” and “Moai Better Blues,” these latter episodes are a perfect fit for the point-and-click adventure genre.
“Beelzebub”’s only narrative blunder comes during the series’ antagonists’ big reveal, which is funny enough on its own, but is probably much better if you’ve played Sam & Max Save the World as well. (This is a recurring problem for Beyond Time and Space as a whole, especially since Save the World isn’t available on the App Store.) Every thing else in “Beelzebub” – every piece of dialogue, every joke, every plot twist, every fan-service callback — feels earned, not only because it has the rest of the series supporting it, but also because the audience has had to work for it.
Steve Purcell’s writing doesn’t waste time with exposition or lengthy explanations, and players who haven’t been paying attention since “Ice Station Santa” probably won’t make sense of each villain’s plans or of the haphazard and absurd sequence of events that lead up to “Beelzebub.” The jokes, the dialogue, and even the over-arching plot of the series come tumbling out, rapid-fire, and only the quick-witted and observant will get much out of it. Beyond Time and Space hedges its bets, of course: even if you miss something ostensibly important, the games are light-hearted and silly enough to keep moving forward. Nevertheless, Sam & Max hews to point-and-click mechanics that prize attentiveness and lateral thinking, and “Beelzebub,” more than any other episode in the series provides a narrative structure and presentation to match.
Beyond Time and Space is at its best deconstructing horror tropes and, while I liked the time travel puzzles from “Chariots of the Dogs [$4.99],” “Beelzebub” and “Raving Dead” have the best settings and ambiance. The finale tasks the Freelance Police with scrambling between the well-worn block near their office, caught in the middle of the apocalypse, and a snarky, tongue-in-cheek version of Fortune 500 Hell. It’s clever and atmospheric, and it drives the games most interesting puzzles, which involve attempting to disrupt Hell’s operations long enough to free some damned souls.
“Beelzebub”’s narrative hook literalizes an abstract idea like the afterlife and reduces it to another explorable screen to interact with. In other words, there’s no difference between Hell and the “real” world for Sam and Max, in the same way that there’s no difference between 1967 and 2008, or between being alive and being a zombie. It’s right there in the title: Beyond Time and Space. Without intellectualizing too much, that’s a pretty sophisticated concept, but Sam & Max is charming and self-aware enough to keep it in check. Purcell doesn’t let metaphysics get in the way of Max’ fart humor, and the result is a series that allows for outlandish puzzles and silly in-game logic without sacrificing pithy dialogue or character interaction. It’s also why, for example, one of “Beelzebub”’s puzzles can call for the death of Jimmy Two-Teeth’s entire family, and no one really has to feel bad about it.
There’s a lot to admire about the way “Beelzebub” illuminates and caps off the various narrative and thematic threads running through a five-game series, but its puzzles generally lack punch, an unfortunate side-effect of following the preternaturally clever “Chariots of the Dogs.” Over the course of Beyond Time and Space, the best puzzles have challenged our perception of the game world, mutating and iterating on inventory-based puzzle design with portals, zombies, and time travel. “Beelzebub” has a few standout puzzles, including a fourth-wall-breaking language trick, but is generally less ambitious in its design than previous titles.
Telltale is, as a rule, well-versed in designing accessible, intuitive puzzle games and “Beelzebub” is generally no exception, despite featuring a few textbook examples of adventure game pratfalls: guess-what-the-developer-is-thinking crops up once or twice, as do scenarios that require thorough, exhaustive clicking and hunting instead of puzzle-solving. “Beelzebub”’s occasional clunkiness is somewhat mitigated by a retroactive appreciation of the funny in-game logic, but that’s to substitute for the thrill that accompanies solving Sam & Max‘ best puzzles.
While “Beelzebub” lacks the unified theme of “Chariots of the Dogs,” it’s no slouch. A few missteps aside, the puzzles — while of the traditional match-this-item-with-this-NPC sort — are clever and well-realized, even if they tend to be a little on the nose. It’s still one of the best in the series, funnier than “Moai Better Blues” and with clearer puzzle design than “Raving Dead.” If you haven’t played any of Sam & Max Beyond Time and Space, now’s a good time to start: “What’s New Beelzebub” is a fine capstone to a great series.
TouchArcade Rating: 
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‘N.O.V.A. 3′ Single Player Review – Volterites Never Looked This Good
Say what you will about Gameloft, the developer occasionally does a good job of filling the App Store void with iOS versions of console staples. N.O.V.A. 3 [ $6.99 ], the third game in the company’s perennial FPS series is one such title. Capitalizing on the success of the previous two titles, as well as offering full support for the latest and greatest in Apple hardware, N.O.V.A. 3 offers a great action-packed single player experience complete with some very impressive visuals.
Following the never-ending trials and tribulations of Kal Warden, N.O.V.A. 3 continues the story as Warden is yet again recalled into action, this time to the ruins of San Francisco to aid an old friend. From there, you’ll travel to several more planets, a derelict ship, and even the home planet of the Volterites. I’ll save the spoilers for those of you that care about the story, but suffice to Kal gets tasked with saving the human race (again) from certain doom and will go through humans, Volterites and Judgers alike to accomplish that feat.
You’ll be saving humanity via gameplay that should be largely familiar for genre veterans. Like its predecessor, N.O.V.A. 3 has you exploring a wide variety of locales while battling enemy archetypes and hitting objective-marker based goals that shouldn’t offer much in terms of surprise. Also, you can expect the occasional break from the on-foot battle heroics by piloting Mechs, manning the weaponry on top of AI driven trucks and serving as sniper support for other NPCs. By now, it should be apparent that Gameloft has uncovered the formula for a successful FPS, and while N.O.V.A. 3 doesn’t offer much in terms of revolutionary gameplay, it certainly succeeds in what it does implement.
One interesting inclusion is an in-game store that offers unique weapons and upgrades that takes currency you earn by completing single player levels. It’s nice to see a system that actually provides rewards proportionally to how well you complete a level run. Unfortunately, the inclusion of IAP to bypass said currency collection lessens experience somewhat.
A well-done FPS is in some ways far more reliant on its controls than other genres. Thankfully, N.O.V.A. 3 works within its limitations to provide a competent scheme for a touch screen. The standard dual-stick controls are available, as well as generous use of a swipe gestures for swapping weapons and powers. I was particularly a fan of the gyroscope inclusion, as proper use of that option goes a long way towards making the game’s aiming accurate and fun.
N.O.V.A. 3 plays well on the iPhone, but I found the screen to be a bit cramped compared to the roomy iPad controls. Either way, a host of options such as auto-aim, attempt to help even touch-screen novices blast away with ease. While I imagine there are some folks that will never get used to touchscreen controls for an FPS, the fact remains that N.O.V.A. 3’s control schemes do a decent job of letting you take out baddies and navigate the environments with ease.
By the way, those environments you’ll be traversing across look absolutely gorgeous. N.O.V.A. 3 takes full advantage of the hardware offerings of the iPhone 4S and new iPad, which leads to one of the most visually impressive FPS titles I’ve played on iOS. The textures, weather and visual effects – even the shadows are all well done and simply stunning.
As nice as the game looks on the small scree, N.O.V.A. 3 begs to be played on a new iPad. The larger retina-display of the tablet lets you truly appreciate just how far the visuals have come in the series. The fact that the game manages to look this good while successfully running (for the most part) at a decent framerate is probably the most impressive accomplishment. Granted, there were a few mishaps with the graphics engine, such as a few instances of falling through environments, the occasional slowdown when there’s a lot of action on the screen and the unusually lengthy loading screens (that occasionally make you think the game crashed), but these do little to detract from what is an otherwise impressive visual system.
It would be easy to simply classify N.O.V.A. 3 as impressive eye candy and leave it at that, but Gameloft deserves credit for continuing the trend of creating a well-rounded FPS experience complete with a full story-driven campaign, a plethora of control and gameplay options and a balanced gameplay experience. We sometimes talk about games that possess that certain something that make them ideal for showcasing the might of iOS. I’d argue that, while N.O.V.A. 3 may not necessarily be at the top of that shortlist, it has enough going for it to warrant being close to such a classification.
This is part one of our two-part N.O.V.A. 3 review. In previous N.O.V.A. games, multiplayer played a very large component of how much our community enjoyed the game. With our early review copy, there obviously wasn’t anyone to be found to play with online. As soon as the game is released, and we can spend some quality time with the multiplayer we’ll post a follow-up focusing on the multiplayer aspects of N.O.V.A. 3.
TouchArcade Rating: 
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Coming Tonight: ‘Exponential Invasion’, ‘Jake Escapes’, ‘LostWinds 2′, ‘N.O.V.A. 3′, ‘Penny Time’ and Much More
Despite Movement In The Opposite Direction, NimbleBit Continues To Make Free-to-Play Games That Are More Than Just Business Models With Graphics
In an age where game studios are talking to behavioral psychologists and hiring retention experts and monetization specialists in a rush to juice the most out of free-to-player gamers, there’s at least one studio developing free-to-play games that doesn’t care about metrics, compulsion loops, and user acquisition. Game business never informs game design at . Fun is first, the mechanics of free-to-play are secondary.
Pocket Planes is the next big thing from the two-man studio, and it’s philosophically linked with its other titles. Without shaking a virtual change cup in your face, Pocket Planes gives you a vibrant and customizable world and ownership over it as you ferry a fleet of planes from one airport to the next. Designers David and Ian Marsh believe that these components will be enough to organically drive the free-to-play aspect. No business trickery is required.
The Art Of Good Free-To-Play
“[Our] philosophy is to consider monetization as little as possible during the design of the game,” Ian tells TouchArcade. “The in-game currencies are balanced to be a natural part of the game without the option to even purchase more during design and beta,” he points out. “Adding IAP and deciding how much to charge is always one of the last things we do before launch. We take care to make sure that everything in the game is accessible and achievable without every purchasing IAP.”
Ian and David proved that this approach works with Tiny Tower. The game made money even though monetization aspects weren’t a focal point. The game also did well with critics, earning all sorts of amazing reviews and even a Game of the Year nod in 2011 from the editorial team at Apple. Millions of people played Tiny Tower, too.
Pocket Planes is still deeply in beta, but I’m as hopelessly … hooked on it as I was Tiny Tower. Every ten or so minutes I pick up my phone and plan more flights. When I’m not playing, I spend time thinking about new planes and creative ways to expand my cash and transport flow. Should I grind in my current selection of airports until I can buy New York’s airport? Or should I keep expanding with much smaller airports to broaden my empire, and slowly build up the necessary resources to acquire international hubs? What if I converted all my fleet to four-seat airplanes? How much could I earn then?
These are the questions running through my head, in part because the simulation aspect of the experience is so good. But I’m also just straight-up invested in the world that I’m creating, and I want to keep making it bigger and better. There are so many small, yet beautiful touches in Pocket Planes that drive my mania. I can name all my planes and customize each of my pilots. My passengers post their thoughts on an in-app Facebook client called “BitBook.” I can buy any airport that I can afford, and I can also upgrade it to make it bigger and better. I can build my planes and when I watch them fly, I can collect the game’s two currencies randomly floating in the air. Pocket Planes also knows when I’m flying. The day and night cycle is synced to the real world. When I receive a Push notification, my phone emits a soft airplane cabin ding.
These are the aspects that David and Ian believe drive users to spend. These are the things it spends all of its time developing. There is no conversation about loops or feedback. The duo spend their time making games with character, real progression, and meaningful stuff. Their games have a soul.
“I’m not sure if there is some kind of secret sauce, but we definitely focus a lot of time on adding lots of things to our simulation games that make them feel like a functional little world inside,” David tells us. “I think the stronger the feeling that there is a buzzing simulation going on inside the game, the more fun it is to influence it and use your actions to mould and direct it.”
“I agree with Dave completely,” Ian says. “The more detail and emotion you put into these little worlds the more immersed players become and the more they enjoy spending time with it.”
“I think the customization has a lot to do with it as well,” he continues. “That isn’t just a plane flying in the game, it is your plane that you named yourself and spent time finding the perfect paint job for. In Tiny Tower, it isn’t just a generic bakery, it’s Brad’s Bread with interior decoration of his choosing and hand picked employees that took work for him to recruit.”
David explains that Tiny Tower and the feedback blowing up NimbleBit’s inbox is actively informing the development of Pocket Planes. Users are lauding their game design ideals and are actually thanking David and Ian for making a fun game first.
“I think we definitely are trying to strike the same balance and attitude in all our future free-to-play games because it resonates with players and matches the type of games we prefer to play ourselves,” David says. “The other thing we have learned from Tiny Tower and also Pocket Frogs is that the more we can stimulate players imaginations the better. The kind of fan art and fan communities that have grown around those games is amazing and that is a target we are always aiming for.”
Pocket Planes is shaping up to be a tremendous game and my praise is coming at a time when more and more new free-to-play games continue to feel like skinner boxes instead of fun things to play with. Ian and David are doing important work here, proving that free-to-play doesn’t need to inform fundamental game design.
“Even without spending a dime, players become heavily invested in these worlds because of their character and charm — not some carefully crafted compulsion loop. That is what keeps them coming back,” Ian says.
Fun doesn’t need to cost a penny, and that’s what NimbleBit strives to make a reality with each release.
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