This Week's Sponsor:

Copilot Money

The Apple Editor’s Choice Award App for Tracking Your Money. Start Your Free Trial Today


Posts tagged with "games"

Game Day: Alone

Every week thousands of new games are released on the App Store. As I set up my new iPhone 7 Plus recently and scrolled through the Purchased tab in the App Store, I realized that there’s another ‘new’ category - new to me. I download a lot of apps, including games, and sometimes they get lost in the shuffle. That’s exactly what happened to Alone, a fantastic endless runner by Laser Dog released about two years ago. Alone may not be new to you, but even if you’ve played it before, Alone is worth rediscovering.

Alone, adds a sci-fi twist to the endless runner genre. You’re a spacecraft navigating thorough collapsing caves. Rocks fall as you maneuver your ship through the tunnels. The design of the game echoes its name. Your ship feels small and isolated in the harsh space environment. You can take a couple of small hits from debris, but more than that, or a collision with a wall, and it’s game over. Make it far enough in a world and you’ll be rewarded by unlocking new environments to explore.

Navigate your tiny spaceship through an unforgivingly bleak environment.

Navigate your tiny spaceship through an unforgivingly bleak environment.

Alone requires concentration and fast reflexes. Even though I’m not great at twitchy arcade games, I’ve had a lot of fun playing Alone. The focus it requires makes it easy to get absorbed in the game.

As you progress, Alone’s pace increases and additional obstacles, like rockets, are introduced, making for an even more harrowing journey. The controls are sensitive, which requires focus and concentration to make it very far. By default, dragging your finger down on the screen makes your ship rise and dragging it up does the opposite. If this feels counterintuitive, you can reverse the controls in the settings. The sensitivity of the controls would be more frustrating, but by building in the ability to survive small collisions, Alone has struck a good balance that makes it fun without being discouraging.

The fast pace of Alone and the relentless electronic beat of the soundtrack are a great combination. Endless runner games are by their nature somewhat one-dimensional, but Alone sets itself apart with its design and unique gameplay. Whether you’ve played Alone before or not, take it for a spin this weekend. Some of the best iOS games are hidden beneath a mountain of new releases.

Alone is available on the App Store for $1.99.


Game Day: Eggggg

Eggggg, by Norwegian developer Hyper Games, bills itself appropriately enough as a platform puker. You play as Gilbert who jumps out a window and into a giant egg to escape his mean Aunt Doris who won’t let him go to a birthday party. The trouble is, Gilbert is allergic to eggs. They make him vomit – a lot. Thrown into a world of eggs and cyborg chickens, Gilbert uses what he’s got – his vomit – to propel him through each level. If Eggggg sounds odd, that’s because it is, but it’s also not as gross as you might expect, and it’s a whole lot of fun.

Eggggg draws inspiration from many sources. The levels are reminiscent of Mario platformers. Each is full of secret items to collect and hard-to-reach areas to explore. Eggggg only has 20 levels, but they are more complex and varied in their look and feel than most mobile games, which makes them a joy to replay.

When I first tried Eggggg, I immediately thought of Adventure Time. Eggggg shares a certain visual absurdity and bizarreness with the popular Cartoon Network show thanks to the fantastic artwork of Brosmind, a design studio based in Barcelona, Spain. But the visual style of Eggggg also harkens back to 90s cartoons like Rugrats. It’s an interesting mix of styles that feels fresh and works well in the game.

The sound design of Eggggg is just as fun and fits perfectly with the game’s style. The sound effects all started with mouth sounds recorded by Bendik Høydahl who has a great post on Hyper Games’ website that demonstrates how he recorded the sound effects. I also love that there’s a compilation of the effects on SoundCloud.

Eggggg’s game mechanics are simple, but a little different than you might have seen in other games – not different in a bad way, but they take some getting used to. You can tap on either side of the screen to send Gilbert in that direction. A second tap makes Gilbert jump. So, if Gilbert is running left, tapping the right side of the screen changes his direction and tapping again makes him jump. If Gilbert is already running to the right tapping just makes him jump. Fortunately, the first two levels of the game have no obstacles and are enough practice to get the hang of the controls before you start battling enemies.

Each level includes unique obstacles like chicken-spiders, buzzsaws, chickens in flying saucers, and more. You are timed as you race through each level, which gives you some incentive to go back and try levels again to see if you can beat your time and move up the Game Center leaderboards, though the game is just as fun when you take it at your own pace.

Platformers are hard to get right on mobile devices without joysticks and dedicated buttons. Eggggg’s controls took some getting used to, but I think Hyper Games made the right choice by avoiding dedicated buttons or simulated joystick controls on the screen. The blend of deep Mario-style levels, colorful artwork, and squishy sound effects come together to make Eggggg one of the best platform games I’ve seen on iOS. It’s definitely one worth trying.

Eggggg is available on the App Store for $1.99.


Game Day: Mini Metro

I haven’t been able to put Mini Metro down all week. The game, by New Zealand-based Dinosaur Polo Club, debuted on the desktop with promises of an iOS version ‘soon.’ It took about two years, but the wait was worth it. Touch Arcade is right on point with its assessment:

the iOS version [of Mini Metro] may well be the definitive version of one of the best indie puzzle games of recent years.

That’s high praise, but deserved. Mini Metro combines simple mechanics with elegant, minimalist artwork and challenging puzzles into a whole that transcends the sum of its parts.

What makes the iOS version of Mini Metro special is how you interact with it. The premise of the game is simple. You are in charge of building a transit system for your citizens. Mini Metro starts by tasking you with building London’s Tube from a few initial train stops that you connect with rail lines by dragging your finger between them. It’s the direct manipulation of the transit system – building parts up and tearing others down – that makes Mini Metro so engrossing.

Read more


Game Day: Invisible, Inc.

iOS gaming is epitomized by games with short, simple interactions, which is why arcade and puzzle games dominate the platform. There’s nothing inherently wrong with that – it plays to the strengths of the iPhone where most iOS game are played. But the success of Apple’s smallest iOS device doesn’t have to be at the expense of its bigger cousin, the iPad. With lots of power under the hood, a big battery and a gorgeous screen, the iPad has a lot to offer as a gaming platform. Yet, games that take advantage of the iPad’s strengths feel few and far between.

Earlier this month, Klei Entertainment, the Canadian studio behind Don’t Starve, released Invisible, Inc., an iPad-only turn-based stealth and strategy game that demonstrates what’s possible on the iPad. Invisible isn’t a new title. The game debuted on the PC and Mac in 2015 and earlier this year on the PS4, but this is Invisible’s first appearance on a touch-based device.

Invisible is set in a future where the world is dominated by corporations. Your security team has been compromised and you have 72 hours to solve a variety of missions leading up to a counterstrike against your enemy. Each mission poses unique challenges and obstacles that require stealth and strategy. The missions are also necessary to collect gear you will need to make your final assault on your enemy’s base.

The turn-based nature of Invisible gives you time to consider the best way to get around guards, cameras, drones, and other obstacles, but at the same time, Invisible creates a sense of urgency. Each turn you take raises the alarm status in the facility you’ve infiltrated, which leads to further complications as you navigate your enemy’s defenses. Guards you take out don’t remain unconscious indefinitely either. Waste too many turns and guards start to come to and look for you. Add to that an ominous electronic soundtrack, and you’ve got a game with a nearly perfect level of intensity.

Invisible is a deep game that is worth playing multiple times. You can unlock ten different agents to take through the missions, which are procedurally generated, adding variety to each play-through. You will fail missions over and over, but Invisible gives you ‘rewinds’ to retry missions, learning the best way to navigate their threats. On top of that, there are five game modes, all of which adds up to hours of challenges that are never the same twice.

Klei’s experience with bringing desktop gaming to the iPad shows. Invisible feels perfectly natural as an iPad app. The choice to bring the game to iPad only for now was a smart one. The game benefits from the larger screen. Klei did the same with Don’t Starve, but eventually did bring that game to the iPhone too. I could see that happening here as well, but doing so would undoubtedly require significant effort to make the interface work on a smaller screen.

I would love to see more games of Invisible’s ambition and quality on the App Store. The success of a game like Invisible on iOS seems like a no-brainer. A high-quality game for $4.99 that would cost you $20 on another platform is a great bargain. Unfortunately, people have been conditioned to expect games on iOS that are free or maybe a dollar or two at most. That’s a problem for the future of gaming on iOS, but with releases of top-notch games like Invisible, Inc., I remain optimistic that there is still a place for premier games to carve out a place for themselves on iOS.

Invisible, Inc. is available on the App Store for $4.99.


Game Day: Zip Zap

Zip Zap, by Philipp Stollenmayer, combines physics and timing in a unique and lighthearted puzzle game. The interaction with the game couldn’t be simpler. You tap to contract Erector Set-like pieces at their hinges and release to retract the hinge, which makes pieces creep, hop, jump, and swing across the playing area. That’s it. The game even helpfully reminds you that swiping doesn’t do anything.

Each of the over 100 levels requires you to maneuver one of the pieces or a ball into a specific spot. What makes Zip Zap work is the realistic physics and variety of ways tapping affects the interaction of the piece you control with the obstacles in the game environment. Precise timing plays a big role too, complicating each level and requiring close attention and concentration.

The difficulty of the levels ramps up gradually, but before long, the route to the goal is no longer obvious and requires experimentation. There is no score or penalty for retrying a failed level and no timers. You just swipe from the right to reset the pieces to their starting positions if you want to retry a level. As a result, Zip Zap is low-stress. Add to that an upbeat soundtrack, bright colors, and the playfulness of the game mechanics and you’ve got an excellent puzzle game that’s great when you need a break fro whatever you’re doing.

Zip Zap is available on the App Store for $1.99.


Game Day: Sticklings

One of my favorite games on SNES was Lemmings. Sticklings, by Austrian development house Djinnworks, is a clear evolution of the core elements of Lemmings, but with creative twists that make Sticklings an addictive casual puzzle game in its own right.

Stick figures emerge from a box at regular intervals. Your job is to maneuver them to a glowing portal. Each progressively harder level requires you to steer a certain number of stick figures into the portal before time runs out.

If you do nothing, stick figures will walk off the end of platforms, disappearing as they seemly melt into the background. To get the stick figures to their destination, each level has some combination of up to six tools that give your stick figures special abilities. You need to use abilities sparingly though, because Sticklings limits the number of each tool you get per level. Among other things, you can use stick figures as ‘blockers’ that reverse the course of figures that walk into them, for building staircases to clear obstacles, or for throwing bombs that blow up barriers.

Sticklings is striking. The first thing you’ll notice is the spare use of color. Each 3D puzzle is rendered almost entirely in grayscale and lit from above in a way that adds to the game’s dimensionality. Special segments of the platforms are in color as is the the box from which your stick figures emerge and the portal goal to which you steer them, but that’s about it. The effect gives the game a modern, abstract feeling that I like.

There are a couple things that bother me about Sticklings. The first is interstitial ads for Djinnworks’ other apps when you start the game and between levels. I don’t mind a link to other apps by a developer that I can choose to tap, but these appear full screen and require you to tap a tiny ‘x’ that doesn’t appear for a couple seconds, which is is too disruptive for my taste. I also don’t like that progress isn’t synced between devices, which is an all too common occurrence among iOS games.

That said, I like Sticklings for the Lemmings nostalgia factor, the visual aesthetic, and the challenging puzzles. A few of the games I’ve reviewed lately have been ones where you’ll want to set aside some time to play. Sticklings is perfect for killing time and boredom by playing a few levels here and there as time permits.

Sticklings is available on the App Store for $0.99.


Game Day: Paul Pixel - The Awakening

Paul Pixel - The Awakening by Xoron GmbH is a classic adventure game reimagined for touch. The game is set in a post-apocalyptic world where alien space zombies have overrun the Earth. I felt like a change of pace this week and when I saw Paul Pixel, the combination of retro game art and zombies caught my eye. By and large the game delivers with a fun story, great artwork, chiptunes, and wry sense of humor, though it is fairly short and not difficult.

The story opens with zombies emerging from a spaceship before cutting to Paul Pixel’s home where the game begins. The first order of business is to escape the zombie-infested city, but ultimately, Paul must save the world. The mechanics of Paul Pixel are simple - tap where you want Paul to walk, tap things you want him to interact with or pick up, and tap a hand icon in the corner of the game to access your inventory.

In classic adventure game style, all of the dialogue in Paul Pixel is text-based. The dialogue is kept relatively short in most cases, with a touch of humor that helps to keep the text from getting tedious. If you tap a character and get the same interaction a second time though, it would be nice if there was a way to skip through the text more quickly.

The colorful pixel art of Paul Pixel is the handiwork of artist Paul Veer and adds a lot to the experience of the game. Because the pace of the game is relaxed, I enjoyed sitting back to absorb the vibrant colors and surprising detail of each scene. The soundtrack to Paul Pixel is solid too. In a fitting touch, all of the music was composed on an original Commodore C64 SID.

Paul Pixel does a great job of capturing the vibe of old-school adventure games, but with updated artwork and gameplay designed for touch. The release notes are up front about the fact that the game will only take 2.5 - 3 hours to play. Paul Pixel is also not that difficult, which may make this game a non-starter for some, but I have found that on balance, the story, humor, artwork, and soundtrack more than make up for its shortcomings.

According to the developers a Mac and Apple TV version of Paul Pixel will likely be made too, with the Apple TV version bundled with the iOS game at no additional cost. I can’t wait to see Paul Pixel on tvOS. The vivid artwork and chiptunes feel like they would be great on a TV and the simple game mechanics should work well with the Siri Remote.

Paul Pixel - The Awakening is available on the App Store for $1.99.


Game Day: Rubek

This week I’ve been playing a great-looking, tough puzzle game called Rubek from Xigma Games. As the name suggests, it’s a game involving colored cubes. Rubek is played from a three-quarters perspective, similar to Monument Valley. You guide a white cube along a path through each puzzle to the final goal by swiping on the screen to roll the cube.

The path you take is segmented into squares of different colors, including some with a small plus symbol in the center. Roll onto a colored square with a plus and the side of your cube the lands on that square changes to that color. This is where the game gets tough. You can roll any side of your cube across a dark grey square, but if you try to roll across a colored square along the path, the side of your cube that touches the square must match its color. The combination of color matching while accounting for where the six sides of your cube will land gets hard fast.

Your score is determined based on the number of moves necessary to complete the puzzle. At the end of each level you get a star rating based on how many moves it took you to finish the level. Rubek has over 75 levels in total, which add new mechanics as you progress like trigger blocks that modify the puzzle’s map when you roll over them, keeping the game fresh as you play through the levels.

Rubek’s settings let you turn off sounds and include a color-blind option that lets you adjust the color scheme used in the game. I’ve spent the last couple of months trying lots of different kinds of iOS games and found some great ones, but it’s nice to get back to a puzzle game, which is one of my favorite genres of all. Rubek is the sort of game you can play for 5 minutes or an hour depending on how much time you have, which I always appreciate, and it’s challenging without being frustrating. If you enjoy multidimensional puzzle games, Rubek is worth a try.

Rubek is available on the App Store for $1.99.


Game Day: Nightgate

In Nightgate, by Semidome, you navigate a glowing sphere through a grid of 3D geometric shapes guided by another sphere. This is where I suspect some people might stop me and ask ‘Didn’t you review this game last week?’ No, but I wouldn’t blame you if you mistook Nightgate for Gemini at first glance. There are some superficial similarities, but the two games are very distinct.

Nightgate is a follow up to Semidome’s Last Voyage, which was among Apple’s Best of 2015. The game features 50 levels of puzzles. The goal of each puzzle is roughly the same – guide your sphere through a maze of obstacles by dragging your finger anywhere on the screen to move over specific spots identified by dots surrounded by a circle. After you have flown over each node your companion sphere takes you to the next stage of the game.

Read more