I don't think it had ever happened to me to be completely blown away by the aesthetics of a game as it happened for Hitman GO by Square Enix when I saw it during the TouchArcade live stream on Twitch.
After playing most of it I'd say that the puzzles are a bit on the easy side, and tend to be repetitive, but I certainly find it enjoyable enough to want to complete it (and wait for new levels to be released).
Saturday, April 26, 2014
Wednesday, April 9, 2014
A Visual Catalog of Threes! Clones
If you follow gaming news, you have probably read about the big drama spurred by the developers of Threes!, who posted a detailed history of the development of their game, to show how long it took them to create it, compared to how quickly it was copied. It's a very interesting read, especially if you are a game designer, so I'd encourage everyone to take a look at it. Threes might look simple, but the process that bought to its final state was far from simple.
The one thing I don't like about this story is how all the attention has been put on 2048, calling it a rip-off of Threes. This post was initially going to be about how I don't agree with that, but attempting to prove my point I turned it into a collection of real clones of Threes, so I'll focus on those for now and talk about 2048 another time.
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| Threes!, released February 6th |
Labels:
clones,
match-and-vanish,
merging,
numbers,
tilt
Friday, April 4, 2014
Update: Lazors 2.3
The beautiful Lazors has been updated again, adding a new type of block, the Portal!
The new block does what you would expect from any well behaved portal.
The new block does what you would expect from any well behaved portal.
Labels:
light and mirrors,
placement
Sunday, March 30, 2014
Review: Hard Logic for iPhone and iPad
I'm fond of puzzle games that just throw the players into the action and let them figure out what to do, without lengthy tutorials. Hard Logic by Maxim Urusov surely delivers on that front.
To be honest, I believe that the lack of a tutorial is more due to lack of polish rather than to a deliberate artistic expression, since the game is really bare bones, even lacking a title on the main menu (though it has an "Exit" button which is rarely seen in iOS apps!). Regardless, it worked for me and the first couple of puzzles sucked me in.
To be honest, I believe that the lack of a tutorial is more due to lack of polish rather than to a deliberate artistic expression, since the game is really bare bones, even lacking a title on the main menu (though it has an "Exit" button which is rarely seen in iOS apps!). Regardless, it worked for me and the first couple of puzzles sucked me in.
Labels:
sequential movement
Tuesday, March 25, 2014
Review: Lost Lands for iPhone and iPad
Lost Lands (also free) by Ryan Ding is a seriously challenging maze puzzle that suffered a bit from feature creep but is guaranteed to require all your attention.
The game is entirely based on a single, clever mechanic: L-shaped doors which can only be pushed. This is the same concept as Open Doors and Open Doors 2, two Flash games by Ozzie Mercado (thanks to Keith Harrison for pointing them out to me), but plays quite differently because of the puzzle layout.
The game is entirely based on a single, clever mechanic: L-shaped doors which can only be pushed. This is the same concept as Open Doors and Open Doors 2, two Flash games by Ozzie Mercado (thanks to Keith Harrison for pointing them out to me), but plays quite differently because of the puzzle layout.
Labels:
maze
Wednesday, March 19, 2014
Review: Niño for iPhone and iPad
Niño by Lennard Meijer, Reinder Nijhoff, and Peter Kortenhoeven is a nice turn-based strategy game which can be pretty challenging.
The movement rules are simple but they don't get boring because there are many different elements—maybe even too many.
The movement rules are simple but they don't get boring because there are many different elements—maybe even too many.
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