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Hands-On With ‘8-bit Ninja’

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In a universe in which ninja tournaments aren’t just an elaborate excuse to stage a gory multidimensional melee, there’s an adorable little ninja on his way to castle Shimawa on a hill. Hatted and garbed in his finest eentsy weentsy blacks, this little ninja is on his way to the 200th annual ninja tournament. He doesn’t know it until he gets on the stage, but he’s not skilled enough to win, at all.

And thus little ninja’s failure becomes the premise of another game on mobile platforms that revolves around fruit. And while 8-bit Ninja might roll in one of the most dry and tired design elements in today’s market, it does have something to share: simple fun.

At its core, this is a 2D side-scrolling avoidance game. You’ll control little ninja as he dodges an infinite amount of fruit being fired at him from an upset crowd. The more fruit you dodge, the higher your point value at the end of your session. The game ends when a piece of watermelon, cantaloupe, an orange, or a pineapple hits you as you glide from left to right in the cutesy, though strangely not 8-bit, playing area. I doubt that users will ever receive an emotional rise from any of this, but the action model does a decent job of engaging me. Its immediately accessible and blunt, like an everyday simple pleasure.

If this sounds like something you’ve played before, it is. I asked developer DogByte where the idea for 8-bit Ninja came from, and unsurprisingly, it’s a product of its time. DogByte loves Falling Balls and Fruit Ninja and wanted to construct something that took elements from both, but iterated in important, though non-surface, areas.

And that’s the thing about 8-bit Ninja: it does have some interesting points of design buried within its cutesy art direction and simplistic play. For one, you’ll never walk into the game carrying tools that directly interact with enemy fruit. Little ninja can, however, pick up and utilize random items that spawn on the map. Weaponry, like blades or shurikens, act like timed but stationary turrets of fruit-slicing fury. Picking up these items up is a clear choice, and one that adds a light tactical flair to the game’s action. And then there’s the progression system, which is as sweet as chocolate.

“The game features multiple unlockable characters each with unique special powers to unleash, multiple arenas with unique extras and a lot of power-ups,” DogByte tells us. But that’s selling the progression a little short. As you play, you’ll earn EXP for your character, which seems to ramp up his speed and his special ability, which in the case of little ninja, is a shield. There are two other characters to unlock down the line, each of which boasts different abilities.

Also, you’ll collect two forms of in-game currency: gems and eggs. Gems can be used to level up those randomly spawned items so they last longer and have greater effects as you play. You can also buy a nifty one-use hat that acts as armor. Eggs, on the other hand, can be used to buy new characters with new abilities, new levels, or even gems. These constituent parts all feed into each other harmoniously, and really bolster that best-in-class one-more-play kind of tone, similar to, strangely, Call of Duty’s You’ll spend a senseless amount of time powering up my guy and abilities, all in the name of superior stats. This kind of stuff gets in your head in a satisfying way.

Gems and eggs also feed into the game’s free-to-play model, but this title’s brand of functionality appears to be inoffensive. Instead of annoying or nagging, it treats the user as a premium-level consumer from the get-go. The pre-release build of 8-bit Ninja has never made me feel like I need to dip into my wallet to enjoy the progression system and what it offers. Eggs and gems rain freely, though at the cost of ad support. Ads were off in the build I played.

8-bit Ninja might be simple, and the name might be a hair deceiving considering that this plainly isn’t an 8-bit game, but this is definitely something you’ll want to check out later this April when it hits iOS and Android for the price of free.

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March 29, 2012 at 22:15

‘Battleloot Adventure’ Review – An Approachable and Fun Strategy RPG with Personality

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Behold! The kingdom of Kameloot! A great land plagued by literature-loving rats, ruffians, maddened herbivores and stupefyingly high taxes. It is here that Battleloot Adventure [99¢/HD] takes place. In this turn-based strategy/RPG hybrid, you’ll be taking command of a motley crew of mercenaries.

Unlike most titles within the genre, Battleloot Adventure will not have you galloping off to the castle in order to decapitate the state dignitaries. I mean, the local oppression is sort of what keeps you rolling in the dough. While, in theory, your purpose in life is to assist the city you’ve sworn fealty to in its attempt to win the ‘Grand Gossip Notoriety Prize’ , you’re really just in it for the gold.

As you might have guessed already, Battleloot Adventures is not a game that takes itself too seriously. It’s a game plagued with sheep, after all. Black sheep. Red-eyed, rabid-looking sheep. Be-tentacled, flatulent purple sheep. Battleloot Adventure has a sheep for all occasions. Can you honestly imagine something like this being grim and dark?

The bright, cartoony art style certainly enforces the light-hearted atmosphere. Characters are well-drawn and vividly colored albeit often encumbered with slightly overlarge heads, something that may not appeal to those who do not enjoy Japanese anime. In contrast, the watercolor backgrounds look as though they deserve a spot in a children storybook somewhere.

Now, let’s talk about the gameplay. Combat in Battleloot Adventure is wonderfully simple. To attack, you tap on your target. To defend, you tap on yourself. To utilize an item or a skill, you tap on the appropriate icon before tapping on the desired target. Simple, right?

Sort of. Once you dive into it, things start to get complicated. One of the things that you’re going to have to monitor is energy. Almost everything you do (item consumption being the notable exception here) requires expenditure of that precious resource. If you permit a character’s energy to drop below a certain percentage, they’ll be useless up till the point their bar replenishes. And no, you can’t block under these circumstances either, something that will be the cause of despair at least once.

There’s an element of ‘rock, paper, scissors’ to the fights. You see, each entity in the game is associated with one of four classes. Each class, in turn, is represented by a color. Bandits are red, soldiers are blue, healers are green and wizards are flamboyantly purple. As you might have guessed already, certain classes will do well against others. The rogues of the game, for example, do well against soldiers but fare poorly against a wizard’s assault. Needless to say, the ecosystem of colors is something you’ll want to keep in mind if you want to perform effectively in combat.

Skills have been done in a rather interesting fashion here. While most games demand payment in mana or energy, Battleloot Adventure wants payment in stars. Stars are what you acquire when you’ve inflicted sufficient amounts of damage on an enemy. Stars are also essential to some quests and provide bonus gold at the successful completion of a stage. Stars are great. Unfortunately, in order to use a skill, you’re going to have to spend a star. Will it be worth it? That’s entirely up to you.

On top of all that, you’ll also have to take passive abilities, talents, equipment, environmental effects, the fact you can rope your characters together to assist one another in attacks, and quest objectives into consideration. It’s a lot to juggle, but what makes Battleloot Adventure so neat is the fact that it’s not mandatory for you to know exactly what you’re doing. It is exactly as easy or as difficult as you want it to be. You can elect to finish everything in two rounds via a strategic usage of skills and physical prowess or you can work through each enemy slowly. It’s up to you.

One of the things that make me incredibly happy about Battleloot Adventure is the way they’ve handled IAPs in the game. They’ve done an excellent job with it. I think this is the first time I’ve said that about any game’s usage of the freemium model, but it’s true. Instead of ransoming your headgear or demanding money to unlock new quests, Battleloot Adventure will offer you in-game gold for real-life cash, and if you don’t want to, you don’t actually need to buy the gold. Things in Battleloot Adventure do not cost an arm and a leg. At most, they might cost a toe or an unimportant finger. It’s definitely a refreshing change.

That said, with Battleloot Adventure, patience is important. In spite of all the praise I’ve lavished onto it, Battleloot Adventure is one of those games that takes a little warming up. The dialogue isn’t atrocious but it’s certainly not the most impressive in the world. As for the first Act, well, the less said about it the better. I understand wanting to ease the new player into the world but the pacing’s slightly off for Act 1.

Nonetheless, for those willing to persevere, the game opens up when you reach Act II. Suddenly, there are things to do everywhere. There is equipment to unlock. There are feats to complete. With every quest you fulfill, more areas become unlocked. Speaking of equipment, I love the fact that all of the gear that you acquire will be visible on your party members in a wonderful display of attention to detail.

Battleloot Adventure isn’t perfect (I don’t want to look a gift horse in the mouth but that Witch is broken, guys. Broken. Also, there’s no Universal version. Why, Digital Tales, why?). Nonetheless, it’s still an impressive addition to the App Store and a game that belongs in your library. It’s immersive, it’s expansive (I’ve been playing it for a week), it’s simple, it’s something you can teach to your grandparents and your three-year old niece. As long as you’re OK with some minor quirks, Battleloot Adventure is one that you don’t want to miss.

App Store Links:
    Battleloot Adventure, $0.99
    Battleloot Adventure HD, $0.99 (iPad Only)

TouchArcade Rating:

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March 29, 2012 at 18:15

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‘Pebble Universe’ – Charmingly Gory Timing Puzzles

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If you’ve played many physics puzzle games (or classic point-and-click adventures, for that matter), then you’re undoubtedly familiar with pixel hunting. It’s when you know there’s a solution right in front of your nose that you could find if you just locate the exact pixel the developers expect you to find. That’s not quite the case in Pebble Universe [$0.99]—there are a few pixels that will work at any given moment. But they’re moving. And so are you. Feel like tearing your hair out yet?

Don’t get me wrong, here. Pixel hunting reeks of fake difficulty, but the timing you’ll need to perfect in Pebble Universe is very, very real. In any given level you’ll need to launch two pebbles, pebbles that may move at different speeds, down increasingly complex paths so that they smash into each other at the perfect moment. That moment is the one that sees them right beneath the (potentially mobile) soot monsters whose death will do maximum damage. This task gets pretty hard, and it’s worth knowing that up front. Are you the type to patiently wait for your moment, or are you the sort to throw things against the wall? An honest answer will tell you whether or not you’re likely to enjoy this game.

I have to give Itatake real credit here. The studio has created a physics puzzle game that doesn’t play like everything else on the market. You might pick up a new skill in Pebble Universe, the skill of timing two objects moving at different speeds down different paths at a glance. That’s something worth adding to your gaming toolbox, you know?

It doesn’t hurt that the game also happens to be stupidly cute. The pebbles are tiny, vulnerable, and look as dumb as, well, rocks. They squeak, babble and celebrate every success. The Sootlump monsters are nearly as cute, scared for their lives as they are. Stupidly violent might be another way to describe Pebble Universe. You smash two critters against each other until they explode, at which point their shrapnel shears other critters to bits. As they gib their eyeballs and horns can chain into other monsters. Yep. Eyeballs everywhere.

If you’re particularly skilled at blowing things up you can earn a couple awards per level. It’s not quite the three star system we know so well, but it’s not far off. You get one award for reaching a certain score, usually based on how many pebbles you have left when you kill the level’s royal monster. The second award is for destroying all the other monsters before you commit regicide.

You will, of course, run into all manner of complex challenges along your path through the game’s two worlds. The level layouts get quite complicated, so you’ll often need to roll one pebble down, over and around a few obstacles before knocking it into its partner. Add to that a few interactive elements like fans, geysers and bouncy sponges and you’re just asking for trouble. You have a few tools of your own as well—slow pebbles, fast pebbles, sniper pebbles and splitter pebbles, mostly. They’re pre-selected per level, though, so they’re part of the puzzle more than its solution.

There are 50 levels to work your way through and 6 bonus levels to unlock, so you won’t easily run out of game to play. It sounds as though Itatake has more to come, too. For more of a challenge, work your way up the leaderboards for each world. For less of a challenge, pay a buck to unlock all the levels so you don’t have to.

It can be hard to get excited for another physics puzzler, but Pebble Universe does a good job of freshening the genre up. If super careful timing sounds good to you, then you’re probably going to like this game. The folks on our forums certainly do. And really, what’s not to like about throwing rocks at things until their eyes burst out, right? Now there’s a selling point.

App Store Link: Pebble Universe, $0.99 (Universal)

TouchArcade Rating:

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March 29, 2012 at 18:15

Halfbrick Teases Another ‘Jetpack Joyride’ Gadget

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Halfbrick knows its Jetpack Joyride [Free] users, or Joyriders, need something to spend their hard-earned coin on, so this April will see the release of the gadget system. After the update, you’ll be able to unlock different kinds of gadgets that’ll do hip stuff, like say, give you the ability to jump to the middle of the screen without the jetpack. A new video that Halfbrick just shot out is showcasing another gadget: the gravity belt.

Halfbrick expects the update to hit, specifically, this April 12, so definitely give it a look if you’re a fan. If you’re not a fan, well, consider becoming one because what’s wrong with you. On a separate note entirely, yay, there’s dubstep in this trailer!

App Store Link: Jetpack Joyride, Free (Universal)

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March 29, 2012 at 2:15

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Coming Tonight: ‘Ow My Balls! XL’ and a Few Other Games That Aren’t ‘Ow My Balls! XL’

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March 28, 2012 at 22:15

Upcoming ‘Spellsword’ Looks Like a Fun Arena-Style Platformer

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At the beginning of February, the team behind the action platformer Terra Noctis [99¢] announced their new iOS project called Spellsword (no relation to Rocketcat’s upcoming game). After dishing out scant details for Spellsword in our forums, the team has been quiet for the last month or so while toiling away at the project. Today they’ve sent along the first video for Spellsword that finally shows the game in action.

The core gameplay in Spellsword is arcade-style action platforming similar to Super Crate Box [$1.99], but with lots of cool upgradeable items like hats, rings, amulets, and special powers. It will also be more structured and goal-oriented than SCB with 90 missions slated for the release version as well as unlockable endless arenas. It’s looking pretty sweet so far, and it sounds like Spellsword is very near its completion, so expect to hear a release date sometime in the near future.

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March 27, 2012 at 18:15

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Freebie Alert: ‘Lunar Racer’ and ‘Super Stickman Golf’

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Just a quick heads up to let you know that Noodlecake Games has made two of their iOS titles free for a limited time. First up is Lunar Racer [Free], a side-scrolling 2D racer that feels like a mashup of Excitebike and Mario Kart. The physics are crazy, due to being on the Moon and all, and Lunar Racer is a frantic arcade experience due to just how easily the tides can turn during a race.

There’s also a whole host of unlockable items to trick out your ride with, as well as 12 different lunar tracks to race on. Finally, there’s a local multiplayer mode over Bluetooth or WiFi that is a total blast if you have a friend handy with another copy of the game. You can read about that and more in our review of Lunar Racer, but since it’s free you might as well just go grab it anyway and find out how it is for yourself.

App Store Link: Lunar Racer, Free (Universal)


The other title Noodlecake is currently offering for free is the excellent Super Stickman Golf [Free]. It’s been free a few times before, but that is definitely no reason not to grab it if you haven’t already. Super Stickman Golf is what happens when you combine the trajectory-based mechanics of an artillery style game like Worms with the rules of golf. The results are spectacular. Super Stickman Golf offers a crazy amount of single player courses to play through, and a bunch of special “power-up” golf balls to use that give you unique abilities like sticking your ball to a surface or causing it to stop suddenly and drop right out of midair.

Despite all of this single player goodness, perhaps the biggest draw of Super Stickman Golf is its fantastic online multiplayer mode, which we covered when it first hit. It’s a ridiculous amount of fun and is easily one of the finest real-time multiplayer experiences I’ve had on iOS. Needless to say, make sure to grab both Super Stickman Golf and Lunar Racer while they’re currently free if you’re a fan of not paying anything for good games.

App Store Link: Super Stickman Golf, Free (Universal)

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March 27, 2012 at 18:15

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‘Daniel Johnston’s Space Ducks’ – An Interactive Glimpse into the Art and Music of Daniel Johnston

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Hey Daniel Johnston fans, there’s another Johnston-centric game on the App Store. Daniel Johnston’s Space Ducks [ Free (HD)] joins Hi, How Are You [$2.99 / Free ] with another look into his art and music. This time around, it’s much less of a game when compared to the puzzle elements of Hi, How Are You, and instead could be described as an “interactive comic book experience.”

Space Ducks is free, and as you play through it you slowly unlock all the songs from Johnston’s upcoming album. If you’ve never heard of Daniel Johnston, Hi, How Are You is likely a much better gateway drug than Space Ducks (Check out our review of Hi, How Are You.), but, either way, I dig these sort of gamified comic book apps.

Getting access to new music early (and for free) is just icing on the cake.

App Store Link: Daniel Johnston’s Space Ducks, Free (iPad Only)

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March 27, 2012 at 2:15

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‘Triple Town’ Updated with 2 New Maps, Unlimited Turns IAP On Sale for $2.99

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Back in January, developer Spry Fox released Triple Town [Free], an iOS version of their immensely popular Kindle, Facebook, and Google+ matching game. Triple Town was widely loved by gamers and gaming critics, including our own 4.5 star review, and it was great to see a developer that was able to innovate so heavily in what has become a stagnant match-3 genre.

Since its release, Triple Town has received several updates, but they have mostly amounted to maintenance type stuff. Over the weekend, another new update was released, this time adding some very welcome new gameplay maps.

First is the City on a Lake map, which you can see in the screen below. This gives you the standard 6×6 grid found in the original mode only this time there is an L-shaped body of water smack dab in the middle. Obviously this is going to affect your strategy by limiting the amount of space you have to make matches, since the water is unusable space. It puts a nice challenging spin on the regular Triple Town formula.

The second new map is called Peaceful Valley, pictured below, and is a much friendlier, casual experience. It gives you a 5×5 map grid to work with, but here there are no bears or ninjas to muck up your carefully planned town layout. This is another nice departure from the original mode like City on a Lake is, only instead of being more challenging it’s actually much less challenging, and really lets you concentrate on thinking ahead and making smart matches instead of dealing with those pesky bears.

Aside from the big addition of two new maps, there are some minor tweaks in this update as well. High scores are now saved locally in addition to online through OpenFeint, and can be viewed from the options screen. There is also now an in-game orientation lock for people like me who like to get their game on while laying in bed. Finally, there are even more optimizations and bug fixes.

There is one tiny catch, though. The two new maps are only available for those who have paid to unlock unlimited turns from within the game. If you aren’t one of those people then there’s some good news for you: to celebrate the new update the unlimited turns IAP is on sale for $2.99. I paid the original $6.99 for Triple Town when it first came out and felt it was completely worth it, so from where I stand 3 bucks is a fantastic deal for one of the finest match-3 games available, even more so after this latest update.

App Store Link: Triple Town, Free (Universal)

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March 26, 2012 at 18:15

‘King of Fighters-i’ Update Fix Now Available

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Earlier this month, SNK Playmore released an update for their excellent iOS version of their popular fighting game franchise King of Fighters-i [$6.99]. Unfortunately, there was a huge SNAFU with the update, and for a lot of people downloading it would wipe out all of their data as well as take away 6 characters which had been added in a previous update.

The good news is that SNK Playmore has released a new update for King of Fighters-i that fixes the issue of deleting the additional characters. The bad news is that if your data was previously erased, then you aren’t getting it back. At least not in my case. If you held off on the last update or your data wasn’t erased as a result of it then you should be good to go with the new update. Emphasis on the word “should” because at this point I’m sure anything could happen, so maybe you should proceed with caution.

The strange thing about all of this update drama is that in the end, it looks like the original offending update was merely an iOS 5 compatibility fix, and didn’t offer any new content or features. Sadly, the new update that fixes the old update doesn’t have any goodies in it either, unless you count the fun I’ll be having re-unlocking everything in the game over again.

I know that sounded snarky, but actually King of Fighters-i kicks all sorts of ass, and I really don’t have a problem playing through it all again. Still, I’d love to see an actual content update released someday, and hopefully there’s one in the works. In the meantime, make sure to grab the newest update if you were among those who were affected by the bug.

App Store Link: THE KING OF FIGHTERS-i-, $6.99

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March 26, 2012 at 18:15

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