Time comes and goes, kingdoms rise and wane, and one thing remains the same: we can never get enough of zombies. As such, it feels like good news that Android developer HeroCraft has just launched Zombie Derby 2 on Google Play.
If the game looks familiar, it’s probably because it is based off of a popular arcade game. The game sports upgradable vehicles, guns, multiple modes and gritty 3D graphics that underscore the post-apocalyptic time frame. The vehicles have a Mad Max-ish feel to them, and there is plenty of gory splashing to go around, as well as hilly jumps to traverse.
Oh yeah, and all the zombies a gamer could ever want.
The game is free to download now, and there are in-app purchase opportunities for those truly looking to get immersed.
There are a lot of things that I think are pretty cool, but have NO intention of ever doing. Say what you want, but I have a healthy respect for my own limitations. I don’t mind watching professionals do these things… heck, I’d even pay to observe.
I’m talking about stuff like surfing killer waves. Skiing slopes that have a hint of dangerously cascading snow. Base jumping. All things I have no problem passing on.
Oh yeah… and cliff diving.
Keeping this in mind, it’s easy to see why a game like Flip Diving — from prolific Android publisher Miniclip.com — is made for wusses like me.
If complexity is a problem, this one is all but home free. The basic premise is ultra easy-to-understand, and the graphics mostly do the job of giving context to the gameplay. The player controls a diver, with everything in a vivid 2D presentation. Using a simple tap/release system, one can make the person jump and start to do flips in the air.
One aspect to getting a good score is releasing at just the right time, such that the diving character goes hands and headfirst/feet-first into the water. This small piece really works; release at the wrong time, and the diver may default to a detestable belly or black flop.
Another element are the collectible gold coins that line the flight path, and the landing area that decreases in size as one goes further and further. New tricks are unlocked with progress, and there are other arcade elements to keep things interesting.
When it’s all said and done, having a good sense of timing is probably the easiest way to make gains. As stated earlier, the game controls are quite intuitive, and as such, getting one’s tuck-on feels natural and is easily invoked.
Satellina Zero is a new arcade game that just arrived on Google Play, and for now, the Android version has an exclusive: achievements.
In this fast-paced, addictive follow-up to the indie hit Satellina, swipe and tap to collect a stream of colorful descending particles, generating original soundscapes as you go. Get into a flow to beat your score, unlock new colors and music, and reach ever more dangerous speeds.
* Addictive gameplay
* Simple control
* Multiple color palettes
* Procedurally generated music
* Compete against the world with global leaderboards
* Endless mode on all levels, plus unlockable, super-challenging secret mode
* Android version contains exclusive achievements
The game is free (with in-app purchases); check out the trailer below.
When it comes to Mirror Man, it’s okay if one does a double take.
It’s an interesting game concept; there is a runner traveling from left to right, in what most folks would consider the right side up. Now, one gets several obstacles and such that one needs to avoid. One can jump over or slide under several objects, all in a bid to not trip and go on further. There are also coins to collect, and these provide opportunity costs opportunities.
The control mechanism is fairly easy to get with, as it calls for liberal use of either side of the screen to make the character perform the aforementioned jump or slide.
What makes this one a bit different is a cool wrinkle: the addition of a mirror character on the opposite plane. Whatever occurs to the topmost person is mirrored by the actions on the bottom. They both jump in tandem, slide in tandem and, well, trip/fail in tandem. the one is the imaginary alter ego of the other, by way of explanation.
This element is further expanded upon by adding in two different paths. See, while the actions that one performs are performed together, the paths that they travel are not, so one has to keep an eye on both travelways. This is an interesting challenge, because, for one, watching the bottom character somewhat goes against one’s natural instinct. There are clear arcade twists, such as health pick-ups/pills, revive ability and more. One should look out for the switch that occurs at specific thresholds.
The artwork is a valid element on its own. It’s definitely retro in conception. The developer highlights a fun imagination, what with two side-by-side playing areas from different time periods. The animations are purposely stilted, and add to the games charm, as does the genial use of color.
Simple, engaging and perfectly capable of being played over hours or minutes. Toss in high scores, combos and more, and one gets a game worth checking out.
BulkyPix probably has the most diverse set of games in its stable, and brings in newer ones frequently, so it’s usually a fun endeavor to see what the veteran developer has coming out. Frantic Shooter is relatively new, and, off the bat, looks just like the type of game its developer would have us love.
It’s a flashy one, but not in a gruesome way; the artwork is definitely zany, with a dash of the creatively eccentric. The color is vividly applied, and the animations sufficiently smooth such that the whole scene remains active and eye-pleasing. Sounds work well with the gameplay too.
The whole experience is taken in from a top-down perspective, portrait style. The playing area looks just like an arena, and the changing backgrounds help expand the experience.
As for the game itself, it’s easy enough to understand and take in. The player takes control of a character that invariably starts off towards the middle, and looks to fight off enemy shooters that have varying levels of craftiness and lethality. The key is to use the gesture/tap control system to slide around, avoiding enemy fire and objects, while guiding the perpetually shooting protagonist around the action area. This one is proud to be an arcade thriller, and has the elements to prove it, including goodies that can are discarded by destroyed enemies, which can be collected.
Of course, getting too much damage is not optimal, and can cause level-failing death. The game does have a continue system in place.
The game has a leveling element, and other attributes can be upgraded as well. Game cash can also be used to unlock other characters.
It’s a well-contained game, with plenty of play available. The art, sound and system come together in an enviable way, and it’s easy to get into, and can be hard to put down.
A WWII-era air battler? Squadron 1945 could do much, much worse.
Looks-wise, the game has a quiet, almost understated type of elegance to it. The graphics are slick, with really smooth animations that almost make one miss the somewhat detailed underlying background pieces. The “lighting” works, as do the sounds, and the gameplay is advanced nicely in the standard portrait orientation.
Think of it as a squadron of four ships, each with unique abilities. The first ship takes on incoming enemy waves, guided by one’s finger, and perpetually shooting. The ships fly in a creative formation, mostly from either side, and, as to be expected, they have dangerous projectiles of their own. The main idea is to guide the current protagonist ship to take out the enemy ships, while avoiding the return fire.
Staying alive. For points. If a ship gets destroyed, one gets another ship, until all are depleted; in this sense, one has four lives. one can switch existing ships mid-flight if one so chooses.
The game is leveled, and includes a few more elements to boost its arcade cred. One interesting one is the passive control; one when takes the controlling finger off the screen, the game slows to a crawl. For anyone that has played this type of game, this is genius, as it, in essence, allows one to re-position one’s finger without losing serious ground.
The game also incorporates boosts too; these appear on the screen, and give extra attributes/powers for a time. There are also achievements which can be unlocked and tie into GP Games. And what type of arcade game would this be without boss battles? Check.
It comes together well, with a familiar feel, and is super-easy to get into. it probably could use a mini-game or two to shed some monotony, but it’s tough to dislike.
The ravenous sharks are back… in Hungry Shark World.
The game retains the visual charm of its predecessor, with fun 3d color use that clearly underscores the underwater/seaside environment. The developer does a pretty good job of simulating a natural aquatic environment, with dark hues and plenty of marine life wandering around in the three provided worlds.
The corresponding life and air scenes are believable as well, and the both scenes complement each other well. The animations are pretty slick, and, as an element to help convey aspects of the gameplay, are quite proficient.
Sounds? Appropriately gruesome when needed, and help frame the experience in a positive manner. The game is able to be played silently for those who need or want to, which is another testament to the graphics.
The core gameplay is fairly easy to understand, especially for those who played the original; one gets to start out with shark… basic, maybe a bit entry-level. Said sea beast is controlled via two main virtual buttons: one serves as a joystick, and the other is a boost button, which gives the shark temporary vitality. The shark has a life-bar that is continually consumed by just swimming around. If the bar is completely depleted, the shark dies.
There’s one way to keep the life-bar up. Consume food.
As such, one roams around, looking to eat smaller fish and a few other morsels. The schools of fish are smart enough to avoid the shark though, so one has to be crafty, quick of hand and willing to use that boost ability periodically.
Easy? Not so fast.
See, it’s not all marine goodness for the shark; some creatures bite (and sting back). Some things are toxic, and some things are just bigger. Some edibles can only be overcome by bigger sharks, and one has to do all this stayin’ alive while completing tasks like looking for gold. The game incorporates leveling, and one can procure better sharks (up to the famed Great White), but it takes a bit of time and patience.
All in, it’s a fun going, with easy-to-understand progressions and the ability to be challenging and creative.
It’s hard not to like a game like Basketball Stars.
It’s a fun ride with regards to looks; it packs in tight hues and serious graphics that help underscore the gameplay. It sorta feels gritty, just like we’d expect from a street ball game, and the artwork subtly hints at the swagger that gives the game an engaging identity. The animations add some flair, and the developer does a good job of using color to enhance the action.
The sound matches up well, and with the eye-candy, it makes for a relatively well done sensory experience.
With regards to the gameplay, one can get wet via a few modes; first up is Practice, which is offline and allows one to understand the mechanics with regards to shooting. This portion is a must-do when it comes to being successful. Additionally, there are two main gameplay modes, Attacker-Defender and Shooting Race.
The former allows the player to go into multiplayer mode against an online opponent Iv1 to a basket; it’s mainly a jump-shooting exercise, with a few moves the player can perform. Offensively, one can sidestep and shoot, while defensively, one can jump to block or swipe to steal. The game goes to the traditional 11, and winner gets cash and XP.
In Shooting Race, the player again goes against an online opponent, but both are shooting for points in the same basket. It is indeed a race, so speed of action is key; continued accuracy earns multipliers, and there are bonus balls and trick shot extras that come into play. Again, winning earns cash and XP.
For both modes, playing costs cash. The game allows for oher ways to earn cash and gold
When it’s all said and played, Basketball Stars manages to entertain in a continuous manner in a few different ways. The multiplayer component is evergreen, in that it pits the player against any number of like-skilled players in 1V1 battles for game cash. The game themselves are exciting to play in in real time, and a bit of skill is actually needed to do well.
The artwork is wonderfully atypical. It’s described as “hand-crafted,” and the term works well to hint at the goodness to come. The game incorporates folded paper, and every physical permutation recorded photographically. The moves feel distinctly delayed and gappy via stop motion animation, but again, it is a feature that enhances the gameplay. The melding of reality and simulated graphics is unique and effective.
It plays in landscape, the better to experience the game in, the musical score is a core element that the gameplay depends on.
The gameplay is easy enough to understand and get into; it comes in two flavors: Exploit and Explore. The one is point race, while the other is about survival. For both, the main idea is the same. The playing area consists of four seemingly wooden paths, somewhat equidistant from each other. They all meet towards the center, and drop off into a “well” of sorts. Near the end of each platform is a jump circle that can be manipulated by tapping the specific platform.
Now, the pieces sashay down the platforms, doing tricks and unfurling themselves, sometimes even disassembling and re-assembling. In any case, eventually, each piece makes it to a jump button, and the trick is to tap the corresponding travelway at the exact moment it’s on the circle so that it pops up into the well. Easy to do, even when the pieces are coming from four sources simultaneously.
But then, it does speed up… as one expects. Eventually, one gets a game that tests one’s vision, reflexes and more. The stop motion graphics make judging movements a bit tougher too, so one really has to move quickly. A lot of the game is interconnected, as in one has do meet a threshold here to open something up there, and so on.
It’s a lot of the same, but inSynch works because it’s different, creative, and not afraid to describe itself as such. It’s easy to get immersed in, and definitely worth a look.
The visuals are clean, and seemingly meld retro with the glossy. It uses dark backgrounds to great effect, and this also allows the signature light effects pop more. We get pastels, shadows, perspective, and altogether, it has a vivid arcade feel, and the sounds to match.
The main concept is to make it through to the end line. Easy enough, yes, but we’re not talking about a straight line here. The playing area equates to a virtually dark maze, and the playing piece is an unassuming small square. Moving the playing piece is done by tapping either side to the screen — left to make the square bounce to the left, and right makes it bounce to the right. With a little bit of maneuvering, it is quite possible to move the square via continuous taps on either side, round corners and over ledges, on through the puzzle.
Another part of the challenge is that the square has an energy quotient of sorts. It is illuminated, and traveling along the maze kills some of that illumination. The problem therein is that if and/when that light goes completely dead, the run ends. Thankfully, there are several, lighted energy packs along the way that re-energize our little square.
The trick is getting to one of the light packs before the light dies out completely, and then make it all the way to the end line, so as to unlock the next level. Success is measured as a factor of the time and number of taps it takes to finish the level.
It all comes together well; it’s a simple simple methodology makes it easy to get into and enjoy over time. The in-game energy requirement works very well, allowing the player to have a degree of control over level completion. The game does get tougher as one goes on… as expected.
It’s a lot of the same, but it does do “same” pretty well, and is worth a look.
Well, it’s a zany experience, starting from the whimsical animations and easy-on0the-eyes animations; the developer does a good job of framing the arcade experience to come, and the game melds motion and sound well, with several types of backgrounds and such.
Playing requires a good pair of fingers… two hands seem to work best. The rambunctious goats start out at the bottom of the screen, joined at the mouth by a rope, and the desperate farmer in tow. In the area ahead (above) one finds miscellaneous junk strewn about.
There are other things as well, and it is a jumble of materials and objects that extend further into one’s field of vision.
Using the aforementioned fingers, one’s job is to guide the goats — and the rope in between — upwards and away from the chasing farmer, who’s run-stopping intent is to retrieve the wayward animals.
Secondarily, the rope has another purpose: to collect the pieces mentioned earlier. See, the goats and ropes act like a trawler system, collecting all collectibles as one guides both goats forward with the connecting rope. The problem is is that interspersed with the goodies are obstacles and monsters; the former in the manifestation of things like gaping holes which can swallow one or both goats, and the latter just break the connection anyways. In any case, the farmer catches up with the goats, and the run is ended.
Collected stuff translates into game gold, which can be used to improve the goats, pick up boosts or other things (like improving the quality of the rope). Thus, the core gameplay equates to an endless running challenge.
It’s a simple game; indeed, it’s rated to be a very kid-friendly game for a reason. That simplicity cuts both ways in some aspects though. On the one hand, it is enjoyably easy to get into, with basic finger controls and genteel gameplay elements. On the other hand, it’s a lot of the same, and sometimes borders on the overly predictable.
Still, it’s hard to dislike a game like Nasty Goats. It’s a great time waster, and the self-contained boosts and upgrade system allows for a slight degree of customization that should be able to keep one’s attention.
GyroSphere Trials is deceptively simple… On the surface, that is.
The visuals are sharp, invoking a sense of the futuristic and the surreal; it uses stark colors and perspective-laden 3D art to convey distance, angles and extreme heights. The developer does a good job and ensuring changes in view are represented ably and quickly, and the heart-in-throat moments are brought to life via the superb graphical interface, and the rear-leaning top down view just makes sense.
This one is a roller derby of sorts, but with rolling ball only. The playing area is flat — em, to begin, that is –, singular lane, seemingly raised very high, with no guard rails or protective equipment whatsoever. The idea is to roll a ball through the playing area, avoiding the edges to the end point.
Oh yeah… And one must do it as quickly as possible. Time trials, remember?
The control mechanism is part of the experience. It’s all about the gestures; one starts off with a swipe up, which gets the ball moving forward. Swiping to the left or right makes a moving ball swerve in the corresponding direction, just as swiping a slow-moving or dead ball creates a sharper angle. To slow down (or stop) a ball completely, one swipes downwards. It is a fairly intuitive process that is quit easy to master.
Now, as noted, the basic idea is to roll to the end point. After the first level, the game does get harder, with sharp turns, evil hairpins and even ramps which entail one throwing caution to the wind and taking to the skies. The developer, thankfully, doesn’t stop there; there are things like physical obstacles, switches, and combination puzzles that must be solved.
Moving platforms? Check. Make an errant move? Fall and fail.
The game works well because of the continued variety. Indeed, the tricks keep coming and coming. There is an energy requirement though, so one will want to use one’s spheres judiciously, as they are replenished either over time or with real money.
For a simple game, it does know how to touch one one’s nerve, and that is definitely a compliment.