• submit tip •




‘iPod games’ Category Articles

'Forever Drive' Preview - Drive Forever, No, Really

Tuesday, September 27th, 2011

So, we got a build of Forever Drive and decided to put the pedal on the floor in order to bring you some early impressions. And, wow, guys, does this seem cool.

With Forever Drive, Supermono Studios is taking a way smarter approach to user-created content design: instead of asking players to shape entire experiences, it asks that they mold a fraction of a blip of an infinitely expandable super-highway. By managing expectations before you even start creating, Supermono is freeing you from failure and the game’s players at wide from having to filter out tons of garbage. Most user-created content leaning titles, including Media Molecule’s venerable series, don't enforce any kind of control or creative constraint, which makes Forever Drive unique, and as we’ve been discovering, pretty fun.

Forever Drive is built by you and everyone else. There are no curated races, no lifeless campaign, and no attempts at narrative. Supermono is shooting from the hip and guessing that its approach to user-content will be enough to keep everyone interested in the racing part, which by the way, is more about the journey instead of the destination or wins. It's some next level stuff.

“What we've tried to create is a very streamlined experience — something a little different from the "load a track, do 3 laps, stop, repeat" gameplay that's become almost universal in driving games,” Supermono’s Dave Ferner told us earlier this year.

“We're trying to create something that feels more like an epic journey, with that feeling of discovery and wonder you get driving fast into an unfamiliar land…”

I recently gave the level editing portion of the title a go and I’ve been surprised by how deceptively simple it is and how graceful most of your projects end up being, even if you’re just goofing around and attempting to make something phallic. You’ll probably never make a level on par with 1-1, but you’ll make something that works and fits with the game.

Basically, there are two parts to the creation process: track editing and environmental editing. The former editor lets you build a small swathe of track from one end of the editor to the other, while the latter gives you the power to add scenery. Other tools give you the power to raise or lower the track where you please, as well as make fine adjustments on the turns you may or may not choose to have.

It’s not rocket science and I think that’s important: executing on the design concepts floating around in your head at any given time is about as hard as drawing your bedroom realistically from the mental picture you see when you close your eyes. By making the editor simple and keeping the bar low with the amount of content you’re responsible for, Supermono is constricting the scope of your ideas, but not their potential.

And while whatever you make will probably be gold, there are tricks to making a good track, as I’ve learned from Dave. He suggests paying attention to the actual curvature of tracks, how a straight benefits the overall design, other high-concept-y things. He also suggests checking out this article by Luke McMillan called A Rational Approach To Racing Game Track Design, which is crazy good read if you’re into design or production.

"One of the main barriers to mainstream acceptance of user-created tracks is the complexity of the editors -- we didn't want a PC style professional tool with a million hotkeys, we wanted a super-streamlined editor which was fun to use," Ferner tells us. "We honestly spent months on that thing -- it takes a lot of work to make something simple out of something complicated!

"And because our game relies on users to create the content, we aimed to create an editor that was almost a mini-game in itself -- there's even some unlocks which you can only get by building popular tracks, and we may even put a highscore table for track creators... it's all a big experiment, but hey, you never know until you've tried it!"

If a section of track somehow manages to suck, you’ll be able to down-vote it. After enough, it’ll be removed from the rotation.

The track I made while farting around (after the no-no shaped one, that is) was a simple “S”-shaped joint. The game automatically integrates in spots where players can drift to earn XP (which is currency used to purchase upgrades, cars, and more stuff for the editor) and it also auto-scaled the height in order to accommodate some lackluster building placement. The actual placement was a simple as dragging and dropping or pinching to zoom to smooth out the rough spots. You’ll see a few images of it if you look around this write-up.

We still haven’t seen the full-full game -- you know, the one with the potentially hundreds of thousands of user-created sections of tracks, so we haven’t really dug into the core of the experience. We’ll definitely do that when the game goes wide later this October.

On that note, this is definitely a game that’ll live and die by its audience. It’s a title that will rely on a community and a vast one at that, so we’ll have to wait and see how people react to it when it hits and how long they’ll stick with the user-creation component in a post-release environment. Provided there is an audience, Forever Drive has the potential to fulfill the promise of its insane conceit, and really, we can’t wait to see if it can manage.

Support Our Sponsors:

'Real Steel' Review - Rock 'Em Sock 'Em Movie Tie-In

Monday, September 26th, 2011

Real Steel [$4.99] was released to the App Store this month by Indian developers, Jump Games as a tie-in to the boxing movie of the same name. The film is due to be released on October 7th, and as far as we can tell from trailers, combines Wolverine and Kate from Lost with an $80 million dollar budget and a likely drunken bet in the Hollywood production rings that they could get people to pay money to sit through a movie based on Rock 'Em Sock 'Em Robots.

If you don't generally follow upcoming releases of robot-centric movies with lots of explosions, this trailer will get you up to speed:

(more...)

TouchArcade Rating:

'Where's My Water?' Review - Who Knew Alligators Love Bathing?

Friday, September 23rd, 2011

After writing reviews for Feed Me Oil [99¢ / HD / review] and Sprinkle [99c / review] earlier this year, I was keen to check out the latest liquid-based game from Disney Mobile, the people behind Jelly Car 3 [Lite / 99c]. Their popular new game, Where's my Water? [99c] is based on 'Swampy the Alligator', who lives in the sewers and enjoys taking relaxing baths, but unfortunately the other alligators keep sabotaging his water supply, so he needs some help.

Our job is to guide the water to Swampy's bath, by swiping tunnels through the dirt, to direct the water's flow. Along the way the water can collect three rubber duckies to unlock subsequent worlds and levels. Your score is based on the time taken to full the bath, number of rubber ducks collected and a bonus for water overflow.

(more...)

TouchArcade Rating:

'My Horse' Review - A Free Virtual Horse?

Wednesday, September 21st, 2011

It's expensive to buy and maintain a real horse, but now you can download a virtual one instead from the App Store-- What a world we live in. My Horse [Free] from NaturalMotion Games and MunkyFun is a realistic horse simulation game, which allows you to groom, feed and reward your very own horsey, without ever leaving the couch. Although the true cost of the virtual horse depends on whether you choose to invest in the optional in-app purchases.

The developers goal was to create a horse which is realistic enough for the player to form a bond with. And they've managed to successfully achieve this as the horse graphics and behavior is pretty realistic. It flicks it's tail, grazes, looks around, trots, bucks, walks backwards and neighs. There's no obvious repeated animation loops, or cartoon graphics. You're caring for a real-looking virtual horse.

(more...)

TouchArcade Rating:

'Kula Blox' Review - Animal Droppings!

Tuesday, September 20th, 2011

The answer to the eternal question of what happens when a plane filled with crates of animals crashes has finally been answered by pioneering iOS developer TransGaming. The answer is found in Kula Blox [99c / HD], and apparently, in the event of an airborne disaster, animals feel the need to eat everything under themselves in the food chain on the way to the ground. Hey, it seems plausible.

You choose an animal to control and then use tilt or tap controls (or both) to move left or right, through the air, preying on any animals smaller than yourself, chasing them down if they try to flee. If you collide with a larger predator, you'll lose one of your three hearts (lives) for that fall. The more animals you eat, the larger and more dominant you become, as you move up the food chain.

(more...)

TouchArcade Rating:

'Monsters Ate My Condo' Review - Adult Swim Matches Three… With Monsters

Monday, September 19th, 2011

Monsters Ate My Condo [99c] is a super-crazy vertical match-3 game, from Adult Swim and New Zealand developers PikPok, which features intentionally high-energy, cheesy, over-the-top Japanese-style graphics, music and sound effects...and obviously, monsters. There's basically three things to do:  Keep the monsters happy, score points and try to stop your condominium from toppling over. If you can do this, you'll score (quite literally) billions of points.

Four colored monsters are hanging around your residential high-rise. There's a blue unicorn called 'Reginald Starfire' who wears a leotard, a red crab with a boat on it's head,  a green Japanese business-man with one eye and a yellow chihuahua called Lord Ferocious with it's brain hard-wired into a robot-body.

(more...)

TouchArcade Rating:

'Gum Drop!' Review: A Puzzler With a Sweet Twist

Tuesday, September 13th, 2011

Sometimes I'm the mood for a puzzle game, and sometimes, I'm in the mood for a word game. Or the rare occasion that I'm in the mood for both, I don't have a lot of choices on my iPhone, but I believe Chillingo has fixed that with the addition of Gum Drop! [$0.99 ] to their library. A hybrid of both genres, Gum Drop! is a very attractive game that I believe will have staying power with kids and adults alike.

Like a lot of other Chillingo titles, Gum Drop! has a great look. Pastel colors and jazzy music will usher you into the title menu, which is so basic that there aren't even any instructions before you begin to play. This could be slightly disorienting if you're used to being instructed in the games you play, but really this one is so self-explanatory you hardly need it.

A stack of gumdrops sit on the far left corner of your screen, and the rest of it is dominated by a series of squares with pictures on them. A closer look at the gumdrops will show that each has a word on it. As you see the word represented by a picture on one of the squares, you touch it with a finger, and it vanishes. The gumdrop with the word on it deflates, and you take out as many as you can in order to drop another set of them and proceed to the next level of squares.

Simple, right?

Gum Drop!'s challenge begins as you make progress. To begin, you only have nine squares to match, and the gum drops don't expand too quickly. It's when you hit level 7 and the blocks increase to sixteen on a grid that things get tougher. It's also around this time that the items you have to identify on the blocks all start coming up one color, like yellow or blue. Let me tell you, this is where the game starts to become a total pain (albeit in a really challenging, kind of throw your phone at the wall kind of way). You'll have to speed up to keep going. If you make a mistake and stab a block with an image that is not represented by one of the gumdrops on the left, guess what happens? One of them expands, doubling in size. Isn't that super?

One thing you can use to your advantage is keeping an eye out for the items on the level above you. As you take blocks out, eventually, the upcoming level that's above you will fall. You'll be able to see one row of the blocks coming, and if you can match one to a word on a gumdrop, it takes out everything in the current level and moves you immediately to that one, which earns you a sweet little points bonus. It deflates the gum drops too, so you have a precious few moments of time to get your bearings on the new level. And believe me, you're going to need them.

In addition tot he basic gameplay, you also have 25 achievements to dig into and Game Center functionality to brag about your scores. There's a Facebook button too, so you can easily let people know you're digging the game and encourage them to check it out too.

I like how simple Gum Drop! is. Typically iPhone games are pretty easy to learn to play, but this one is so effortless that it reminds me a little of the "jump in and play" mentality of games from the early retro era. I miss that sentiment, and while obviously many wonderful games are in the world that require a bit of instruction, on occasion it's a breath of fresh air to play one that lets you jump in and play basically on instinct. It's an elegant formula, and it works. Now if I could only get a little better at the levels where all the items are the same color…

App Store Links:
    Gum Drop!, $0.99
    Gum Drop! HD, $1.99 (iPad Only)

TouchArcade Rating:

'Treemaker' Review - Unfurl Your Fronds in This Physics-Based Puzzler

Tuesday, August 30th, 2011

It seems like physics-based puzzlers are always popular with fans of iOS games, but the genre is undoubtedly saturated. Mikrotie's take on it is prettier than most -- in fact, graphics are likely to be the first thing to suck you into Treemaker [$0.99], which has a modern, atmospheric look to it that certainly is easy on the eyes. I admit that I am totally a sucker for extremely pretty games, so I was interested to see if Treemaker could offer great gameplay to accompany its uncommonly good looks.

Some iOS games like to supply a story, but Treemaker doesn't bother, and it's just as well. You play a silent, smiling character who uses frondlike arms to swing from platform to platform in each level, collecting orbs,setting smaller creatures free as you go and planting trees in the process. The levels are very short ( I admit I would have enjoyed it if they were longer), and each gives you the opportunity to score one, two or three stars, depending on how you play the level. You have an unlimited number of connections at your disposal when it comes to casting your branchy arms about, but only certain connections that allow you to score three stars in each level, so there is replay value in figuring out the best way to play each level.

Touch controls are very responsive, but getting the swing of things (yeah, I went there) takes some practice if you don't have a lot of experience with physics-based titles. The movement is pitch perfect, and after you learn to control the treemaker, you'll be swinging him all over the place to land on the platforms you want. You can also pinch the screen to zoom in or out, which makes it easier for you to plan your next move rather than go sailing of finto the abyss.

While Treemaker is a lot of fun to play and really lovely to look at, I have to admit that I was disappointed with the lack of variety when it came to the appearance of the levels. The level design is great as far as gameplay goes, but the look of the levels only changes by way of color, and there are only a total of four platforms in the game to land on. Some new elements are introduced as you progress, such as exploding blocks and spring blocks, but the game feels like it could have benefitted from a wider variety of things to do.

The other letdown in Treemaker is that it has absolutely no online compatibility, so you can't share your scores with friends with GameCenter or any other similar service. Considering the scoring aspect, I think this would have made it more fun. The game itself has a great vibe, and I enjoyed my time with it, but it feels like the ball was dropped when it came to the social elements that people seem to enjoy in iOS titles. Achievements would have been great oto and given the game more of a replay value. In other words, what's there is great, but if you play these types of games often, you can't help but see the missed opportunities that feel as if they should have been fleshed out.

App Store Link: Treemaker, $0.99 (Universal)

TouchArcade Rating:

'Chain Surfer' Review - Can You "Tame the Chain?"

Tuesday, August 16th, 2011

In case you're not aware (and we can't blame you) chain surfing is an "extreme" street-sport which involves balancing on a hanging chain-fence strung between two posts, for as long as possible, whilst possibly performing tricks.

Words can't do this strange activity justice, so check out the clip below, for a little introductory chain surfing demonstration:

(more...)

TouchArcade Rating:

'Pigs In Trees' Review - 'Angry Birds' In Reverse Plus Line Drawing

Friday, August 12th, 2011

The hardest thing about reviewing Pigs in Trees [99c / HD] is deciding which part to praise first, because there's just so many things I like about it. Launching the app leads into a delightful animated trailer which introduces the family of pigs who reside in a tree and the woodpeckers, who (obviously) like to peck on wood.  Did you spot the tension there? (Hint: They both want the tree.) This game from PAN Vision and Tactile Entertainment represents a role reversal from Angry Birds [99c / Lite] as the pigs are the good guys and the aggressive birds are the nasty villains.

(more...)

TouchArcade Rating:

'Sticky' Review - Flinging Jelly All Night Long

Thursday, August 11th, 2011

Back in February, Sticky [99c / HD] developed by Gamistry, was released for the iPhone. This month and the recent release of the iPad version made the game re-appear on our radar, and it still has some good things and not so good things about it.

The game opens with an entirely ridiculous storyline: Two scientists with ironic names - Dr. Bunsen and Dr. Globule - were trying to create the perfect energy source, but their experiment went terribly wrong and accidentally created an orange jelly creature, named 'Sticky'. Dr. Bunsen decided to adopt Sticky as his own son, and in a remarkable coincidence, their next experiment also had unexpected consequences causing Dr Globule to lose his mind and become evil. He's now locked in his laboratory where he's creating grey monsters, called 'toxins', to pollute the world.

(more...)

TouchArcade Rating:

'Pixel Ghost' Review - A Quirky Study of Pixelated Ghosts

Tuesday, August 9th, 2011

Eggcode's Pixel Ghost [0.99] is a retro side scrolling game, with the same style of play as Squareball [$0.99 / Review] from 2009. Your pixelated red ghost bounces up and down automatically, as you try to maneuver it through the level within the time limit, by moving the background. That's right, you don't move the ghost, you move the maze, by dragging the entire level left or right.  And you help the ghost avoid stuff, like spikes, bats, shooty things or holes in the maze. Some blocks disappear after being touched and sometimes there's no floor on the maze, so there's little room for error.

This game is quirky, because you're looking at your IOS screen, which has a television screen inside of it, which has the game playing on it-- It's like you're watching the game being played on a television set, hence the word 'pixel' in the title.  Because the whole TV doesn't fit on the IOS screen, your perspective pans up and down, following the bouncing ghost.  Plus the game background rotates continuously and to top it off, the television is on a slight angle, which all adds to the overall visual quirkiness.

(more...)

TouchArcade Rating:

'Scryptic' Review - Scrabble Wars!

Sunday, August 7th, 2011

Scryptic [$1.99] from LKS GameWorks looks like a traditional Scrabble game. It has a board and letter tiles sitting on a rack, but trust me, the gameplay is VERY different. Two players start in different positions on the board and use words to combat each other. Each player can either build up words defensively around their starting point ("city"), or spread out towards the opposition, in an offensive attack. Sometimes there's additional city squares to be claimed, which can spark a word-race across the board to get there first, as cities offer extra protection.

There's not a 'double word score' or 'triple letter score' in sight. Instead, the squares on the board each represent terrain, like mountains, forests and water. And the rules around each type of terrain make this game really interesting. I'll give you two examples to demonstrate.  If you want to place your word on a blue water square, you must  form a bridge, by ensuring the first and last letter of your word are not in the water.  Whereas ice squares will crack and turn to water if you place any "heavy" letters worth 2+ points on them, drowning your entire word. The game mechanics may seem a little complicated initially, but the game walks you gently through the rules with tutorial levels and help screens, so you learn it pretty quickly. Although I took some notes, which proved helpful.

How does the combat work? Well, you simply deploy a word on top of, or adjacent to, the opponents word(s) to attack them. This isn't like scrabble where your letters need to fit in with the opponents words. You just link your own words together until your word-network reaches the enemy, then drop your word right over theirs to battle. The highest scoring word will be victorious, causing the defeated word to disappear. You can even cut off the opponents supply chain, by destroying connecting words to leave other words isolated and defenseless. It's like playing two different games of scrabble on one board, against each other.

The terrain also has an impact on combat. If your word crosses a mountain square, you have a higher-ground advantage so your word is strengthened. But if your word crosses water, it's weakened. And if you're fortunate enough to find a power token in the game, you can create "elemental forces" such as volcanoes, firestorms, droughts and floods, to strategically modify the terrain. I haven't discovered any of these yet, but I'm itching to flood my opponents words.

Your choice of words makes a difference, as the game is programmed to detect words associated with four topics:  Attacking, defense, sneaking or deforesting. So if you place a word like "kill"  or "sword" it automatically gains extra attacking power, whereas words like "fortify" or "shield" add defensive power. If you discover a word associated with one of these four headings is not rewarded, don't despair - you can add words via the options screen, or advise the developers via their word feedback form and they'll add it in.

The game ends when you capture your opponents city square(s) and you're rewarded by some obnoxiously loud trumpet blasts. Seriously, the occasional sound effects are not great. The game also ends if the letter tiles are all used or when both players pass twice in a row, in which case the player with the most points wins. Phew! That's enough about the rules. Although they are quite fascinating. It's quite unusual for the rules of a game to be a highlight!

Scryptic manages to successfully turn Scrabble into a strategic combat situation. You can play against a friend using pass-and-play or battle the AI opposition on 21 unlockable terrain boards, of different sizes. But be warned, this is a game of skill and strategy, and once you've completed the easy levels, the AI definitely steps up his game. The larger boards can take ages to complete, so there's many hours of game-play, plus 12 achievements and rankings via Game Center.

This game is perfect for Scrabble lovers, who enjoy competition and want to add combat to the mix. While playing the game for a few hours, I did experience one crash and a bug, but fortunately neither caused my game or progress to be lost. The developer advises he's currently working on his first patch upgrade. With Wooords and Scryptic both being released recently, plus a new update for Wurdle, it's a good time for word games!

App Store Link: Scryptic, $1.99

TouchArcade Rating:

'Vermes on Mars' Review - A 'Dune' Inspired Top-Down Shooter

Friday, August 5th, 2011

It's not out of the ordinary to see games appear on the App Store with lackluster screenshots, and Vermes On Mars [$0.99] by Aztlan Games couldn't be a better example of that. You couldn't tell what was going on, and all of the screenshots looked a little too similar to each other. Regardless, we decided to give it a spin just to see what the game had to offer, and boy are we glad we did. In fact, I've had such a good time with this top-down 2D Sci-Fi shooter that I'd much rather be playing the next level than writing this review.

In Vermes on Mars, you control four unmanned vehicles on Mars. These vehicles are used to patrol the area and search for minerals, while always watching out for alien lifeforms-- Specifically, worms. These big worms (also known as "Vermes") seem to be clearly inspired by the popular science fiction novel and movie, Dune, which I'm a-OK with.

The whole patrolling process works very nicely with the iOS touch controls. If you tap the screen, the four vehicles all move to that area, but if you draw a line, the vehicles automatically distribute themselves along it. While the vehicles are moving, you can draw the next line to modify their as well.  The AI navigation of your lines isn't perfect though, and occasionally the vehicles get stuck against some terrain and need extra help around the corner, but not too often.

When one of your vehicles enters the vicinity of a martian worm, it bursts from under the sand and attacks. This is a good time to switch to weapons mode and blast it before it eats your vehicle. There's eight varieties of worm to encounter but the most deadly are bossworms, which spawn other worms and spit fire. To stand a better chance against the legless alien creatures, you can upgrade each of your four vehicles individually. As you progress through the game, three additional vehicles are unlockable, to strengthen your fleet, if you've earned enough credits. Other items also come into play, like additional weapons, lightning to scare worms from the soil, plus items to provide more time or slow down the aggressive worms.

Once you've cleared an area of worms, the level is completed and the levels adjoining your current location are unlocked. There's a solid 40 levels in total. If you don't locate and neutralize the worms within the allocated time, a sand-storm will destroy your robotic vehicles. Your progress is not lost when you die, so you can retry the level until successful, although a destroyed vehicle does lose it's upgrades. The music and sound effects are pretty good too, and it even integrates with Game Center for a measly 7 achievements and score rankings.

I've had a ton of fun with Vermes on Mars, but it isn't without its flaws. It's a little awkward to switch between the navigation and combat modes, which is accomplished by double tapping the border of the screen. Also, the sandstorm animation could be better. It doesn't really give you a good indication of where its edges are, which often leads to vehicles being destroyed without looking like they're actually touching it. It would also be nice to be able to position vehicles individually in order to protect weakened vehicles with stronger ones.

Vermes on Mars constantly switches from "calmly patrolling the area" to being attacked, which provides a great feeling of tension and release, as you're constantly anticipating the worms--  Things become even more exciting when multiple worms or larger worms attack simultaneously which makes for a surprisingly fun gameplay experience.  The game is under 20MB so you can download it via 3G, and it's even universal, making it easy to grab and play on whatever device you'd like.

App Store Link: Vermes on Mars, $2.99 (Universal)

TouchArcade Rating:

Spiders With Propellor Hats On Their Butts? Yeah, Heli-Awesome Has Them

Tuesday, July 26th, 2011

Excuse the e-drool, but we’re quickly falling in love with the concepts behind Namco Bandai’s forthcoming Doodle Jump-ish vertical-scrolling platformer, Heli-Awesome. In addition to rocking a fascinatingly beautiful title, the game can boast the following features: spiders with helicopter hats, worms with helicopter hats, a colorful hand drawn-looking world, big and vibrant balls, and even floating pigs.

It’s like Namco Bandai broke into our skulls (or something), pillaged them, and then spit out our feverish video game ideas / dreams into a single title. Thanks, guys!

If you’re interested in hearing some spectacularly light specifics, I can satisfy those interests. Namco has told us that the game will launch this Thursday, July 27, with several levels to play in, as well as variety to characters to control. It’ll also be able to boast both Game Center and Open Feint support for all your service-based needs. Yep. That's all we know at the moment.

But, obviously, we’ll be keeping our eyes on this one as it releases this Thursday. You’ll be able to grab it at $.99, which seems like a steal for a game that has spiders that wear helicopter helmets on their butts. I mean, really. What a great idea.


SUPPORT OUR SPONSORS