If you're just lounging around enjoying a lazy Sunday, here's something worth hopping off the couch for: One Man Left's frantic arcade game Tilt to Live [$2.99] is currently 100% FREE. Actually, now that I think about it, if your iOS device is at arm's length you probably don't even need to get off the couch to download this bad boy. Score!

If you need a refresher course on just what the heck Tilt to Live is, at its heart it's an object avoidance game where you, well, tilt to live. You move a tiny arrow around the game arena by tilting your device, avoiding enemy red dots that appear and gradually increase in numbers as you play, and every last one of them are hell-bent on taking you out. While avoiding these enemies, you'll also need to collect various weapons that appear in the arena, which are how you take out the red dots. Collide with an enemy even once and it's game over for you.

That's the gist of the game's Classic mode, which earned it a 5 star review from us in March of 2010, but tons more has been added to Tilt to Live since then. Just a couple months after release an update hit which added Code Red mode, lovingly described as "Classic mode on crack", and Gauntlet mode which is a survival mode where the red dots don't chase after you but rather scroll across the screen in various complex formations which you must avoid.

Later that year, another update was released which added Frostbite mode. Here the red dots are frozen and falling from the top of the screen. Your job is to bash through them with your arrow before they hit the bottom. If any of them do reach the bottom, they're defrosted into normal red dots which will then start coming after you, which red dots tend to do.

Finally, in December of 2010 yet another mode was added called ¡Viva La Turret! as an in-app purchase. Here, you can collect a weapon that turns you into a stationary gun turret. Red dots descend on you from every angle as you lay waste to them with a barrage of bullets. Gunned down red dots turn into lovely little blue crystals, which can be collected once you hop out of the turret and add to your multiplier which can lead to some insane scores. Also, if you have a buddy with Tilt to Live you can play this mode in local co-op, with one person manning the turret and the other collecting the sweet, sweet blue crystals.

So hey, there's all you need to know about Tilt to Live. Oh, and if you are an iPad owner, you can check out Tilt to Live HD [Free (HD)] which is free by default with a limited look at Classic mode but offers the full enchilada via an in-game purchase. The iPad version isn't just a scaled up version, either. Instead, the characters in the game are the same size and the arena itself is actually four times larger, offering quite a different experience from its smaller counterpart. The in-app purchase appears to be on sale currently too for just $1.99, though I haven't been paying close enough attention to know if that's a recent development or has been that way for a while. Either way, it's a steal for such a fantastic game.

Basically, Tilt to Live an absolute must download while free. It's only ever been free one time before a couple of years back, so definitely jump on this deal while you can because who knows if it will ever be free again. It's an App Store classic for sure, and one that needs to be in your collection. The only thing missing for me is widescreen support for my iPhone 5, but nonetheless it's one game that will never leave my device. While you're busy grabbing this freebie, you might also check out One Man Left's other title Outwitters [Free], which is a simply fantastic turn-based strategy game that doesn't get the attention it deserves.

  • Cameron Stark

    This might be my all time favorite iOS game, top 3 for sure. Anyone missing this needs to get on it.

    • bnagel1976

      What are your other 2 favorites?

      • Cameron Stark

        Fieldrunners 2 and Sword and Poker, probably.

      • Cameron Stark

        Fieldrunners 2 and Sword and Poker, probably.

  • http://www.facebook.com/nikus2k Nuno Lourenço

    Super Mole Escape

    De [adult swim] is free

  • Martin von Randow

    Any sign of it getting an iPhone 5 update? Not such a big deal as there is no touching involved I guess. Def good to pick up for free, always fun!

  • http://twitter.com/Grolubao Grolubao

    What is happening with the missing pictures in toucharcade posts? I cannot see any picture...

  • xzeldax3

    Slingo Supreme is also free. It's a classic mix of slots and bingo which is very addictive.

  • subshell001

    "The iPad version isn't just a scaled up version, either. Instead, the characters in the game are the same size and the arena itself is actually four times larger, offering quite a different experience from its smaller counterpart."

    ^^^ this is something that I wish ALL iPad versions did. It pisses me off when an iPad version is just the iPhone version scaled up. One of my biggest pet peeves with lazy iOS development. The larger screen requires more thoughtful redesign.

    For example, in Pocket Planes when the map is zoomed out, it is the exact same on the iPad as on iPhone. It should have the functionality of the iPhone map when zoomed in since there is the space to show everything. ARRRGGGHH

    • jptestung

      You have to make a difference between an iPad only version (which is the case here) and an universal app. A universal binary, IMO, is just an iPhone game that you can play on iPad too if you wish, at a minimum adaptation cost for the developer. An iPad only version, which is the case here and I agree with you, should offer more than a scaled version of the iPhone version.

      • subshell001

        I completely disagree. I'm not sure if that is your opinion or if you think that's technically how it has to work, but it's not. Look at Apple's own iOS apps, for example GarageBand you get a much larger and better interface on the iPad (which it was originally designed and released for). Granted they did a great job of shrinking it down when they released the smaller iPhone/iPod touch version (as a universal app), but for example in a synth patch, on the iPad you get a few knobs to control parameters and a large keyboard to play in a single view. It would be IMPOSSIBLE to just shrink that down and put it on a smaller screen (you wouldn't be able to interact with it as the UI elements are already about as small as they can be), so instead on the iPhone you get a keyboard that basically takes up the entire screen, and then you can tap a toolbar button to scroll up to the knobs. I need to emphasize here that this scrolling view is not just the iPad view put into a scroll view. It is an entirely different interface designed for the hardware platform.
        Another good example is SpellTower. It's universal, but the iPad version gets extra tiles to play with (and subsequently uses a different leaderboard since the scoring would be not the same).
        My opinion is that a developer should *never* just do the minimum amount of work to get a universal build. That is the difference between truly quality developers and the rest. Developers: don't be lazy.
        the same is true for both ways. Cramming an iPad interface onto an iPhone screen is just as bad as putting an iPhone interface on an iPad.

      • jptestung

        It's not a matter of being lazy. Adapting the interface for iPad requires days of work. If you're app is popular (like the examples you've picked), you make the free update. If not, you don't (or you make another app iPad only). That's all and that's fair to me. For you information, most of the game developers are not lazy.

      • subshell001

        Lazy may have been a bad word choice. I meant willing to accept the bare minimum when they very well know it isn't the right thing to do for the user. #1 goal is good user experience. You might be OK with it, but I am not. I'll never boycott a game for this reason, but let it be known this is the wrong thing to do to your users.
        Actually, maybe lazy *is* the right word. They are avoiding work they don't feel like putting effort into because there is an easy way out that doesn't necessarily impact sales. Sounds like lazy to me. Solid devs go the extra mile because they know they should.
        I think you are confused about the point I am making. I am not saying the work should be free if the developer wants to charge. I am not a cheapskate, I happily spend money to support developers. They should put in the extra work and charge for it if they want (best model for this IMHO is smaller cost iPhone only version, and a higher cost universal version).

      • jptestung

        Yes you're talking about 2 different apps (one for iPhone and one for iPad), and I totally agree on this. But when a dev provides only one universal app, you must be ready to accept a scaled version on iPad. That's beter than an iPhone only version right?
        My universal games are just scaled versions, and I'm not a lazy person. I make this on purpose, it's a decision, not laziness. On the appstore, apps can be updated, if your app is popular, you can upgrade the UI on iPad. Do you have examples of universal games (from small teams if possible) that have been released from day 1 with dedicated iPad UI?

      • http://profiles.google.com/fleshman1992 Laszlo Tuss

        Yeah, good point, but the problem when developers make the same upscaled, universal app lik you, but at publishing, they separate it to iPhone and iPad only, and thats disgusting. (Rovio or like EA and GL did)
        And that is lazy and greed developing! Apple should ban the pointless HD-s, but it never will...

      • subshell001

        In my last reply I kind of digressed from my main point. I don't mean to get into a discussion about universal vs not universal. What the Tilt to Live dev did is fine. I was commending the developer for actually redesigning his UI and layout for the iPad idiom.
        Developers should never blow up an iPhone view for iPad support, nor should they shrink an iPad UI for iPhone. The changes might not need to be that big. Even the smallest change makes a big difference. Back to my original comparison to Pocket Planes, there is no good reason why the zoomed-out iPad map shouldn't have the full functionality of the zoomed-in iPhone version (it's not like they should release a different app bundle when it's A) already universal and B) free to play).
        Also for the record, SpellTower always had good universal support from the beginning and was a viral success. Small one man team, not Rovio or Apple. SpellTower wasn't a big game out of the gates, and did not have much hype at all. Point is it doesn't take a huge team making a huge app to make this possible. Bringing it all back to my original post, the same goes for Tilt to Live. The iPad version is awesome and different than the iPhone.
        I hope you are beginning to understand what I am trying to say.