There's something to be said for developers that stray from the norm, and that something is "thank you". I've recently had the pleasure of playing Joyland Bounce from Gamesmith Studios, and despite the casual, no-die nature of the game - something unusual for a platform style game - I've been quite captivated. Some will find the lack of enemies and ultimate destruction a turn off, but its nice every once in a while to play something with a purpose that's also relaxing. Joyland Bounce fits the bill quite nice
I was recently contacted by Noel from Snappy Touch to let me know about a new software label being formed by several prominent independent developers. Now I could ramble on in my own words about it, but thankfully he was kind enough to provide me with a press release, so here goes:
The reality is that match 3 games - the genre made famous by the game Bejeweled - are currently a dime a dozen in the App Store. So what does a developer need to do to make their take on the match 3 game stand out from the crowd? I'd say that taking lessons from Treasures Of Montezuma would be a great start. I have several of the hotly anticipated iDevice titles that have come out over the past couple of months sitting on my device, yet I find myself continually drawn to playing TOM instead. To me that speaks to both the addictive nature of the genre and the creativity the designers employed to make TOM a match 3 experience unlike most others on the iDevice.
Eat Will Grow was one of those "hey, it's temporarily free so let's grab it" type downloads. As it turns out, I'm glad I did. The premise is simply to last as long as you can before colliding with what I would describe as a mine. Along the way you'll collect rings for points, but the rings will cause you to grow over time (it's sort of like the old snake game except you grow bigger around rather than longer). You can also collect a power up that will temporarily either speed up or slow down the flow of the game.
Toki Tori Enthusiasts Win Awesome Prizes For Promoting the Game
In preparation of the May 22nd Toki Tori iPhone launch, in conjunction with the celebration of the one year anniversary of the WiiWare™ game, Two Tribes and Chillingo are inviting gamers to show off their creative skills in the newly launched Toki Tori Promotion Contest. The contest challenges entrants to think of cool ways to promote the game.
My hope was to get this out before Mother's Day was over - at least by me - but I missed it by "that much". Anyway, I thought I'd take a couple minutes to talk about a relatively new iPhone application called Flower Garden. I hesitate to call this a game, because the only thing in it that's reminiscent of gaming is the need to unlock the various types of flowers you can grow. I suppose a better classification for this would be an "entertainment" package. In the end, though, it's really mostly one of those Zen like relaxation packages.&nb
Since the iPhone world seems to be filled with causal gamers, I'm really surprised G.I. Joyride got overlooked. The game is made by Trapdoor Inc., and it's the kind of mindless, humorous entertainment that can keep you busy for minutes... or hours if you're not careful.
Oceanic is the second game that I've reviewed from Pastel Games, and unlike the first it does not appear to be a flash conversion. In a lot of ways it feels like it, though. I think there's a potentially fun game trapped in here somewhere, but as it stands right now Oceanic feels more like a proof of concept than a full fledged game.
Almost a year and a half ago I reviewed the Pocket PC version of The Corsair. You can check that out here to get all my thoughts on that incarnation of the game. So how does the iPhone version compare? Well, it's really basically the same game. Thankfully, that's not such a bad thing.
I have been gaming since the early 80s, and one thing that hasn't changed in all those years is the impact music has on a game. I couldn't begin to tell you the high score I got on Tetris for the Gameboy, but I'm certain I could hum a few bars of the music. And who could froget the instrumentals that played in the background of Super Mario Brothers? I've played some games that have been less than stellar, but I still remember the experience because of the music. So why would a developer NOT want to have music in their game?