Reiner Knizia's Labyrinth HD Labyrinth is the latest addictive puzzle from the legendary game designer, Dr. Reiner Knizia. You take the role of a her… $2.99 Buy Now Watch Media DetailsLabyrinth is the latest addictive puzzle from the legendary game designer, Dr. Reiner Knizia. You take the role of a hero venturing deep into the earth in search of unknown treasures. Along the way you must face both danger and opportunity.Can you find the way through the labyrinth to the hidden riches deep inside the mountain? Will you be able to defeat the dragons guarding the treasure?The game mechanics are very simple, but incredibly addictive. You build a labyrinth by dragging tiles into a 4x4 grid and rotating them into place. Your objectives while building the labyrinth are:1. Get through the labyrinth to the upper side2. Avoid the monsters3. Collect swords that let you deal with the monsters4. Collect treasures on the wayThe game is divided into 3 scenarios. You start off in the Hedge Maze, with the basic game as described above. When you have completed all levels of the Hedge Maze, you proceed into the Castle Ruins. This scenario is haunted by ghosts who randomly block tiles and make it harder for you to find your way out. The third scenario is in the Dungeons, and really quite hard to get through.We apologize in advance for wasting hours of your life, stuck in a digital labyrinth. Information Seller: Genre:Puzzle, Strategy Release:Dec 10, 2010 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating: (5) Your Rating:unrated Compatibility:HD Universal mrbass Well-Known Member Oct 7, 2008 2,210 0 0 United States of America http://mrbass.org/iphone/bestgames #2 mrbass, Dec 11, 2010 Hmmm I thought TribalFlames next release would be Through the Desert ...still this app needs a tad more explanation before I bite. BazookaTime Well-Known Member Sep 30, 2009 5,340 1 36 Kansas http://www.paulmcraelind.com #3 BazookaTime, Dec 11, 2010 Looks good but I am not sure what the play mechanics are. Fafner Well-Known Member Apr 18, 2009 334 0 0 #4 Fafner, Dec 11, 2010 I decided to give a good ole toftt on this one! This game comes with NO instructions at all! The goal seems to be to make a unobstructed path from the bottom of the screen to the top. It deals tiles kinda like carcassonne.. You take the tiles and place the anywhere on the playfield. You can also rotate the tile before you place them. Some tiles have treasure, swords or monsters on them. If a sword or treasure is on your path you pick them up. If there's a monster on the path you lose one of your swords to defeat it. You start with three swords so if any monsters pop up early you can deal with em! The level ends when you fill the playfield or if you run out of swords and get a monster on the path. If you get a open path all the way to the top of the screen you move to the next level. If you hit a monster and lack a sword or don't make a clear path to the top the game is over. It starts off with a hedge maze and there are two other types to unlock. So far I enjoy the game. Very relaxing solitaire kinda game torulf Well-Known Member May 5, 2010 79 0 0 #5 torulf, Dec 11, 2010 Hi, Through the Desert has also been submitted to Apple about a week ago. We made this puzzle game in parallel with it. It's very addictive, and for some reason seems to appeal to women a lot. My colleague's girlfriend was jetlagged after a vacation trip, which resulted in her playing the game for 6 hours straight until 5 am. My own girlfriend got angry at me when I forgot to bring home our development iPad with the beta version of the game. Of course, we did not mind having enthusiastic beta testers available.. The game mechanics are very simple and are summed up in one intro screen in the game. You basically build a labyrinth by dragging tiles into a 4x4 grid, and rotating them into place (you get a random tile each time, a bit like in Carcassonne). Your objectives while building the labyrinth are: 1. Get through the grid to the upper side 2. Avoid the monsters that are placed on some tiles 3. Collect swords that let you deal with the monsters (you start off with 3 swords) 4. Collect treasures on the way The game is divided into 3 scenarios. You start off in the Hedge Maze, with the basic game as described above. When you have completed all levels of the Hedge Maze, you proceed into the Castle Ruins. This scenario is haunted by ghosts who randomly block tiles and make it harder for you to find your way out. The third scenario is in the Dungeons, and really quite hard to get past. If the game sells well, we have discussed a number of ideas with Reiner on how to make more scenarios. I hope you guys enjoy the game, and I apologize in advance for wasting hours of your life, stuck in a digital labyrinth. Of course, we'd be delighted to hear your comments on the game. cheers, Torulf from Tribeflame BazookaTime Well-Known Member Sep 30, 2009 5,340 1 36 Kansas http://www.paulmcraelind.com #6 BazookaTime, Dec 11, 2010 Thanks for the details. Does the game score you on how well you have done and is the a local leader board? Just wondering what the replay would be. FPE Well-Known Member Sep 25, 2010 3,031 0 36 World, now Belgium #7 FPE, Dec 11, 2010 Well, it would be wise for you to put the instructions in the game ..... For the rest, one day I will try it. It seems well executed but the price and, especially, the amount of buying I have done last week make it impossible for me now. torulf Well-Known Member May 5, 2010 79 0 0 #8 torulf, Dec 11, 2010 BazookaTime: yes, you will get points from the treasures you collect (and later on from the dragons you slay). FPE: we have just finished the iPhone version which will be cheaper (as they usually are). We will also make a free demo available once we get it ready. BazookaTime Well-Known Member Sep 30, 2009 5,340 1 36 Kansas http://www.paulmcraelind.com #9 BazookaTime, Dec 11, 2010 Thanks but does the game save the best scores? Local leader board wih name entry? FPE Well-Known Member Sep 25, 2010 3,031 0 36 World, now Belgium #10 FPE, Dec 11, 2010 I will get the ipad version of course! Just after I digested tha money I splurged last week ... Anyhow, I was serious about putting a tutorial in the game or some sort of instructions. Ps: as a note many board games are either uni or have same prices for iPhone and iPad. See carcassone. LordGek Well-Known Member Staff Member Patreon Silver Patreon Gold Patreon Bronze Feb 19, 2009 12,282 141 63 Software QA Engineer Saratoga, CA, USA #11 LordGek, Dec 11, 2010 Reiner Knizia does a Solo Carcassonne? This game is a hoot! This is a solo player high score based game with your first and foremost mission on each level to create a clear path from the entrance to the exit and make it out alive (i.e. don't make you path pass by too many monsters). Much like Carcassonne, each turn you are given a tile your are free to rotate and then place (or even rotate after placing but before locking in, it's your call) anywhere on the grid. Other than filling out the grid with a clear path from the entrance to the exit, you'll want to have it intersect with as many chests, gems, and swords while avoiding monsters as much as possible. Another part that really harkens to Carcassonne is that it isn't really that you have a little guy you're moving through the maze as much as the fact that you're trying to build contiguous paths, kind of like the fields of Carcassonne, that includes all of the good stuff while walling off the bad stuff. Each chest and gem connected to your path adds points progressively (the first chest is 40, the next is 50, then 60, and so on with gems being a much bigger boost). You'll want to connect your path to all of the swords possible as they act like lives since each monster connected to your path uses up a sword and the moment a monster is on your path without a sword handy to dispatch him the game is over. You start the game with 3 swords. Once the entire grid is filled and you have a path connecting the entrance and exit, you'll move onto the next level to do it all over again. If you end up filling the grid without a path all the way to the exit or run into too many monsters the game is over. The game tracks local scoring for each of the three mazes which have different graphical themes as well as other unique twists. I have yet to unlock anything beyond the initial hedge maze (which goes on so far for at least three levels, so I'm not sure if there is an end or how one gains access to the other maze types) but see there are also dungeon and a castle themed grids. Both a great design (RK never fails to deliver) and the actual devs did a very slick implementation of this design! 5/5 BazookaTime Well-Known Member Sep 30, 2009 5,340 1 36 Kansas http://www.paulmcraelind.com #12 BazookaTime, Dec 11, 2010 Thanks LordGek. Sold...will buy now. torulf Well-Known Member May 5, 2010 79 0 0 #13 torulf, Dec 11, 2010 BazookaTime: The game saves high scores locally, and separately for each of the 3 scenarios. We did have an online global high score list based on OpenFeint, but removed it due to trouble getting it to work on both iOS 3.2 and 4.x. We appreciate your feedback regarding this. Should we work on putting that feature back in? FPE: there are instructions in the game. See screenshot 3 here: http://itunes.apple.com/us/app/reiner-knizias-labyrinth-hd/id407506903?mt=8 However, we do appreciate the feedback that this might be too terse. A short tutorial is coming up for the first update. LordGek: Thanks for the glowing review! pluto6 Well-Known Member Jun 21, 2009 5,837 3 38 Military #14 pluto6, Dec 11, 2010 @LordGek - Thanks for the great review! For replayability purposes - are the mazes generated all randomly? Do the monsters appear in different areas, as well as the various jewels, swords, etc? Or is the randomness in the form of the pieces that you get, but the background layout always going to be the same on each level? I realize that you have not played far enough, or likely started a new game, but if you or others could comment on that, it would be helpful. I am mostly looking at replayability - because random piece draws can get a bit tedious, if not combined with random backgrounds... FPE Well-Known Member Sep 25, 2010 3,031 0 36 World, now Belgium #15 FPE, Dec 11, 2010 LG you make it even mo difficult!! But given the games coming next week this needs to wait ... Except when my gift cared arrive! Devs - how realistic is that there will be extensions? BazookaTime Well-Known Member Sep 30, 2009 5,340 1 36 Kansas http://www.paulmcraelind.com #16 BazookaTime, Dec 11, 2010 Just played one game and damn this game is fantastic. The graphics are super polished, the screen shots don't do the game justice. The musics fits the game perfectly and the touch controls are spot on. I had no problem understanding how to play and because the nature of the game, this will have endless replay. I love the local high score boards for each level, as I can see my wife playing this a lot as well. Online leader boards would be nice but I am more than happy with local. Only one game in and I am blown away with the quality of this game. pluto6 Well-Known Member Jun 21, 2009 5,837 3 38 Military #17 pluto6, Dec 11, 2010 Hey BT - could you maybe answer my question above? I am just wondering about the replay - you seem to imply it is endless? I love the idea behind the game, and this is very tempting.... LordGek Well-Known Member Staff Member Patreon Silver Patreon Gold Patreon Bronze Feb 19, 2009 12,282 141 63 Software QA Engineer Saratoga, CA, USA #18 LordGek, Dec 11, 2010 Oh I HAVE to take this one! Each level's "rim" (the entrance, exit, and a few pre-seeded bits off to the side of the game's core 4x4 grid) is fixed but the 4x4 grid is entirely made by you the player with the cards you get and the cards themselves contain swords, monsters, and treasure chests. While I had only made it to the third screen of the hedge maze I noticed that all three of the hedge levels had identical rims with the only twist being where they placed the pre-seeded monster, chest, gem, and sword in the rim (as show in screenshots 1 & 3 in the App listing). I have no idea how big the deck of cards is that your pieces are drawn from but it is definitely more than 16 as there are some tiles I didn't see every game. FPE Well-Known Member Sep 25, 2010 3,031 0 36 World, now Belgium #19 FPE, Dec 11, 2010 Does it feel like a carcassone solo? torulf Well-Known Member May 5, 2010 79 0 0 #20 torulf, Dec 11, 2010 pluto6: there is a 4x4 grid to fill in each level, i.e. 16 spaces. To fill them, you will get a stack of 16 tiles in a random order, drawn randomly from a selection of 20 tiles (if I remember the details correctly). Each time you advance a level, we will replace one of the tiles with a more challenging one - more monsters and more treasures. When you advance to the next scenario, we will replace the whole tile set. FPE: we'd love to do more scenarios, if only the game sales can support it. A new scenario package would mean new graphics, and new game concepts in the code - which means that it does take a few man months. Sorry I can't commit just yet. I do, however, think that it is a really great game we have here, and that it does have the addictive replayability that the real iOS hits have. This game clearly has the potential to get the sales. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 6 1 2 3 4 5 6 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Hmmm I thought TribalFlames next release would be Through the Desert ...still this app needs a tad more explanation before I bite.
I decided to give a good ole toftt on this one! This game comes with NO instructions at all! The goal seems to be to make a unobstructed path from the bottom of the screen to the top. It deals tiles kinda like carcassonne.. You take the tiles and place the anywhere on the playfield. You can also rotate the tile before you place them. Some tiles have treasure, swords or monsters on them. If a sword or treasure is on your path you pick them up. If there's a monster on the path you lose one of your swords to defeat it. You start with three swords so if any monsters pop up early you can deal with em! The level ends when you fill the playfield or if you run out of swords and get a monster on the path. If you get a open path all the way to the top of the screen you move to the next level. If you hit a monster and lack a sword or don't make a clear path to the top the game is over. It starts off with a hedge maze and there are two other types to unlock. So far I enjoy the game. Very relaxing solitaire kinda game
Hi, Through the Desert has also been submitted to Apple about a week ago. We made this puzzle game in parallel with it. It's very addictive, and for some reason seems to appeal to women a lot. My colleague's girlfriend was jetlagged after a vacation trip, which resulted in her playing the game for 6 hours straight until 5 am. My own girlfriend got angry at me when I forgot to bring home our development iPad with the beta version of the game. Of course, we did not mind having enthusiastic beta testers available.. The game mechanics are very simple and are summed up in one intro screen in the game. You basically build a labyrinth by dragging tiles into a 4x4 grid, and rotating them into place (you get a random tile each time, a bit like in Carcassonne). Your objectives while building the labyrinth are: 1. Get through the grid to the upper side 2. Avoid the monsters that are placed on some tiles 3. Collect swords that let you deal with the monsters (you start off with 3 swords) 4. Collect treasures on the way The game is divided into 3 scenarios. You start off in the Hedge Maze, with the basic game as described above. When you have completed all levels of the Hedge Maze, you proceed into the Castle Ruins. This scenario is haunted by ghosts who randomly block tiles and make it harder for you to find your way out. The third scenario is in the Dungeons, and really quite hard to get past. If the game sells well, we have discussed a number of ideas with Reiner on how to make more scenarios. I hope you guys enjoy the game, and I apologize in advance for wasting hours of your life, stuck in a digital labyrinth. Of course, we'd be delighted to hear your comments on the game. cheers, Torulf from Tribeflame
Thanks for the details. Does the game score you on how well you have done and is the a local leader board? Just wondering what the replay would be.
Well, it would be wise for you to put the instructions in the game ..... For the rest, one day I will try it. It seems well executed but the price and, especially, the amount of buying I have done last week make it impossible for me now.
BazookaTime: yes, you will get points from the treasures you collect (and later on from the dragons you slay). FPE: we have just finished the iPhone version which will be cheaper (as they usually are). We will also make a free demo available once we get it ready.
I will get the ipad version of course! Just after I digested tha money I splurged last week ... Anyhow, I was serious about putting a tutorial in the game or some sort of instructions. Ps: as a note many board games are either uni or have same prices for iPhone and iPad. See carcassone.
Reiner Knizia does a Solo Carcassonne? This game is a hoot! This is a solo player high score based game with your first and foremost mission on each level to create a clear path from the entrance to the exit and make it out alive (i.e. don't make you path pass by too many monsters). Much like Carcassonne, each turn you are given a tile your are free to rotate and then place (or even rotate after placing but before locking in, it's your call) anywhere on the grid. Other than filling out the grid with a clear path from the entrance to the exit, you'll want to have it intersect with as many chests, gems, and swords while avoiding monsters as much as possible. Another part that really harkens to Carcassonne is that it isn't really that you have a little guy you're moving through the maze as much as the fact that you're trying to build contiguous paths, kind of like the fields of Carcassonne, that includes all of the good stuff while walling off the bad stuff. Each chest and gem connected to your path adds points progressively (the first chest is 40, the next is 50, then 60, and so on with gems being a much bigger boost). You'll want to connect your path to all of the swords possible as they act like lives since each monster connected to your path uses up a sword and the moment a monster is on your path without a sword handy to dispatch him the game is over. You start the game with 3 swords. Once the entire grid is filled and you have a path connecting the entrance and exit, you'll move onto the next level to do it all over again. If you end up filling the grid without a path all the way to the exit or run into too many monsters the game is over. The game tracks local scoring for each of the three mazes which have different graphical themes as well as other unique twists. I have yet to unlock anything beyond the initial hedge maze (which goes on so far for at least three levels, so I'm not sure if there is an end or how one gains access to the other maze types) but see there are also dungeon and a castle themed grids. Both a great design (RK never fails to deliver) and the actual devs did a very slick implementation of this design! 5/5
BazookaTime: The game saves high scores locally, and separately for each of the 3 scenarios. We did have an online global high score list based on OpenFeint, but removed it due to trouble getting it to work on both iOS 3.2 and 4.x. We appreciate your feedback regarding this. Should we work on putting that feature back in? FPE: there are instructions in the game. See screenshot 3 here: http://itunes.apple.com/us/app/reiner-knizias-labyrinth-hd/id407506903?mt=8 However, we do appreciate the feedback that this might be too terse. A short tutorial is coming up for the first update. LordGek: Thanks for the glowing review!
@LordGek - Thanks for the great review! For replayability purposes - are the mazes generated all randomly? Do the monsters appear in different areas, as well as the various jewels, swords, etc? Or is the randomness in the form of the pieces that you get, but the background layout always going to be the same on each level? I realize that you have not played far enough, or likely started a new game, but if you or others could comment on that, it would be helpful. I am mostly looking at replayability - because random piece draws can get a bit tedious, if not combined with random backgrounds...
LG you make it even mo difficult!! But given the games coming next week this needs to wait ... Except when my gift cared arrive! Devs - how realistic is that there will be extensions?
Just played one game and damn this game is fantastic. The graphics are super polished, the screen shots don't do the game justice. The musics fits the game perfectly and the touch controls are spot on. I had no problem understanding how to play and because the nature of the game, this will have endless replay. I love the local high score boards for each level, as I can see my wife playing this a lot as well. Online leader boards would be nice but I am more than happy with local. Only one game in and I am blown away with the quality of this game.
Hey BT - could you maybe answer my question above? I am just wondering about the replay - you seem to imply it is endless? I love the idea behind the game, and this is very tempting....
Oh I HAVE to take this one! Each level's "rim" (the entrance, exit, and a few pre-seeded bits off to the side of the game's core 4x4 grid) is fixed but the 4x4 grid is entirely made by you the player with the cards you get and the cards themselves contain swords, monsters, and treasure chests. While I had only made it to the third screen of the hedge maze I noticed that all three of the hedge levels had identical rims with the only twist being where they placed the pre-seeded monster, chest, gem, and sword in the rim (as show in screenshots 1 & 3 in the App listing). I have no idea how big the deck of cards is that your pieces are drawn from but it is definitely more than 16 as there are some tiles I didn't see every game.
pluto6: there is a 4x4 grid to fill in each level, i.e. 16 spaces. To fill them, you will get a stack of 16 tiles in a random order, drawn randomly from a selection of 20 tiles (if I remember the details correctly). Each time you advance a level, we will replace one of the tiles with a more challenging one - more monsters and more treasures. When you advance to the next scenario, we will replace the whole tile set. FPE: we'd love to do more scenarios, if only the game sales can support it. A new scenario package would mean new graphics, and new game concepts in the code - which means that it does take a few man months. Sorry I can't commit just yet. I do, however, think that it is a really great game we have here, and that it does have the addictive replayability that the real iOS hits have. This game clearly has the potential to get the sales.