Frantic Shooter Review

Frantic Shooter Review

Jun 29, 2016

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. fs3The 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.

Upcoming game ‘Fold+’ gets release date

Upcoming game ‘Fold+’ gets release date

Apr 18, 2016

Fold+ is an interesting geometrical puzzler from Once A Bird (via BulkyPix), and it is due quite soon.

Fold+ is the sequel to the acclaimed puzzler Fold released back in 2013. As a proper sequel, Fold+ comes packed with new brain-teasing puzzles, exciting new gameplay mechanics, redesigned graphics and a overhauled interface.

In Fold+, each puzzle starts with a set of colored blocks. To beat the level, players must cleverly fold, expand, rotate and bring these blocks together until only one single block of each color remains.

Per the informational, April 21st is launch day; Fold+ will cost $1.99.

In the mean time, enjoy the official trailer:

Upcoming Tastypill and BulkyPix collaboration Mars Mountain due out this month

Upcoming Tastypill and BulkyPix collaboration Mars Mountain due out this month

Apr 5, 2016

Mars Mountain is an arcade reminiscent of Q*bert, and we hear that is due out this month on Google Play.

Mars Mountain is a retro-inspired endless arcade game taking place on Mars. After their ship crashed, players must go down a dangerous mountain in an effort to locate repair canisters. Reminiscent of Q*bert or – more recently – Down the Mountain, Mars Mountain adds an exciting “dodgey” layer to the gameplay to step up the action and offer a new take on the genre.

As they go down the mountain, players will have to dodge fireballs and asteroids, evade UFOs and escape man-eating plants to survive. All of this while sidestepping explosives or spiked platforms.

Mars Mountain is a treat for the eye, standing out with its very unique and equally beautiful pixel art design crafted with care by Giuseppe Longo (who notably worked on Nitrome’s puzzle-platformer Gunbrick in the past).

Due date? April 14th, and it’ll be free.

The trailer is below:

New Game ‘Mad Aces’ Launches on Google Play

New Game ‘Mad Aces’ Launches on Google Play

Dec 7, 2015

BulkyPix and Carpazzi Soft have dropped a new runner on Google Play called Mad Aces.

Excerpts from the press release are below:

Mad Aces is a gorgeous side-scrolling runner. As they fly across a dangerous space filled with spiked bricks, players will have to carefully move up or down in order to avoid the crash. Alternatively, they can also just shoot the bricks… Provided they gathered some ammos first.

Although every run starts on a 3-lane pattern, the configuration will regularly change, switching from 3 to 4 or 5 lanes.

Mad Aces offers an awesome roster of characters, each coming with their own animations and sounds: Hipster, Unicorn, Whale, you name it. To unlock them, players can collect coins during a run, by watching a video ads or by opening free gifts. Each characters can also be purchased as in-apps.


Stunning graphics
Unforgiving gameplay
Ridiculous and expanding character roster
Fair monetization system based on rewarded video ads

The game is free (with in-app purchases).

New Puzzler ‘Please, Don’t Touch Anything’ Lands on Android

New Puzzler ‘Please, Don’t Touch Anything’ Lands on Android

Nov 26, 2015

Please, Don’t Touch Anything, a new game from mobile development heavyweight BulkyPix, is now available for puzzle fans on Google Play.

Please, Don’t Touch Anything is a cryptic, brain-racking puzzle game about bathroom breaks, screwdrivers and nuclear explosions.
Covering for a colleague taking a bathroom break, you find yourself in front of a mysterious panel which only component is a red button. And since you’ve clearly been instructed not to touch anything, the only thing you want to do now is pushing the damn button.

Push it and expect to be held liable for any unintended aftermath. And there will be many.


– 25 devious enigmas
– Singular pixel art
– Atmospheric chiptune soundtrack
– Touch screen optimized gameplay

The game carries a $4.99 price tag.

We are looking to touch that button soon; look for our review to be out shortly. In the mean time, enjoy the trailer:

[via Bulkypix Press Release]

Yurei Ninja Review

Yurei Ninja Review

Jul 14, 2015

Welcome to Yurei Ninja, another game with the Bulkpix imprint.

The game is set much like Temple Run; it’s a leveled endless runner in the familiar three lane format. Our protagonist is a mystical ninja, decked out in what looks to be ninja attire, and handling ninja weapons. He’s got all the ninja moves, but most importantly, he really, really likes to run.

Revenge is a speedy endeavor.

Our running area is a creative environment, and pays homage to an imaginative cursed temple. The game artwork is vivid, yn1but not overly serious; a lot of the action depends on artistic perspective, and the developer employs this element quite well. The mood is somber, almost dark, and the animations are pretty smooth. The sound is sharp and even the howling has a creepy place. The portrait orientation works, and altogether, it is nice to behold.

All that looks to frame the action, and there is plenty of it. As with most three-laned runners of this type (and as underscored by the interactive tutorial that is part of the first level) there are obstacles to avoid. This can be accomplished by gesture swiping; up does jumping, to the left are right to make our runner hop to the corresponding lane, and down to invoke a slide. Easy to understand, and an endless runner staple. Where this game gets a bit more interesting is the addition of a few more elements. One are the enemy fighters that run towards the runner; because of the increased speed of of potential contact, one has to react faster.

But there is the option of combat, which is, well, cool. If in the same lane as an oncoming enemy, one can attack with a sword slash from close, or a thrown shuriken from further away. Also, there are moving traps, such that one has to react quickly to, say, a sliding wall of stakes or dropping debris, and the dangers increase the further one goes along.

As noted earlier, it’s leveled; there are objectives in each level… stuff like dispatching a set number of enemies, or surviving a set time period. Achievements have thresholds, and one earns stars for meeting them. Said stars can be used to unlock subsequent levels. Further, there are rubies which line the runway, and can they serve as in-game currency, for upgrading attributes and bonuses and the like.

Altogether, it’s a heady experience. Bosses, increased difficulty, RPG-ish leveling up and more. it’s easy to like and even get addicted to. Truth be told, we’ve seen runners. A lot. It takes a bit more to keep folks tuned in.

Yurei Ninja just might do it.

Uncover Dark Secrets with Corto Maltese: Secrets of Venice Tomorrow

A few days ago Bulkypix announced that a new game known as Corto Maltese: Secrets of Venice will hit Android on December 11th.

This marks the first time that a character by the well known comic writer Hugo Pratt has featured in a any video game and it looks to be an old school point and clicker, a rather uncommon genre on the platform.

The plot seems to be a pretty Film Noir like tale. The central character has been poisoned by unknowns forces and he now must embark on a journey to find a cure for himself as well as the pieces of a mysterious artifact known as the Clavicule of Solomon that fits into the story as well.

Corto looks very striking and is said to pay homage to Hugo’s style. It certainly nails its comic bonk roots.

While details are light on Corto Maltese the game as said lands tomorrow and you can rely on Android Rundown to feature a review of this promising new tale.

Luminux Review

Luminux Review

Jun 10, 2014

Luminix is a story of saving worlds pleasantly cloaked on match-3 robes.

The backstory is simple, but players should be happy to know that their efforts in this game go to keeping a solar system alive; matching the tiles releases energy that prevents disastrous cosmic meltdowns.

The gameplay deviates somewhat — positively — from “standard” match-3 gameplay. The playing area is a grid made to fit the square tile playing pieces in a 5 X 4 manner, and the luminescent tiles pop up randomly on the grid. The tiles themselves come in different colors: green, yellow, blue, purple and orange, and the key is to line up three or more sets of the same color to dissolve them, release energy and score points.

Moving the tiles to be matched can be done by tap, holding and dragging tiles to where one wants them to be. With lum2tiles popping up all over the place, quick movements are key, and it is also strategic to keep the board as empty as possible by matching early and often. Keeping holes open is another valuable concept, as it is tough to find space to manipulate movement when the board is filled up. Getting fixated on a color when the board is getting crowded can backfire too, as there are usually several possible combinations at any given time. As one progresses, the action gets wild, with quick, continual gestures needed to continue the matching which makes longevity possible.

If the board gets completely filled, the run is over, and points are tallied. When particular point thresholds are met, a player can level up, and it’s interesting how the game tells players how close they are to the next rank in percentage points.

I think the gesture controls are intuitive, but could use a sensitivity meter; landscape play functionality might also be welcome. All in all though, its simplicity is hard to dislike.

Dark Lands Review

Dark Lands Review

May 15, 2014

Dark Lands looks to be another fun title from Bulkypix that packs in action with running adventure.

As with most running games, the action proceeds from left to right of the screen. The playing environment is dark, and borders on the creatively gloomy, which jives with the game’s premise. Even though bright colors are sparse, the dark hues and grays are combined with splotches of white that signify action item. The animations work well, and the action works well with the background.

The controls are shown via the brief tutorial. Our weapon-carrying protagonists can be made to jump, slide, go into a defensive posture, attack and even stop on a dime. All are useful, just about necessary, to get through the running areas.dark1

The gameplay comes in two modes (Survival and Adventure; the latter can be unlocked via Play Store purchase), and, as noted, feels fairly familiar. However, there are plenty of obstacles in the way, from red-eyed monsters and zombies to lethal whitish blades that swing and oscillate. The dangers are almost the most creative part of the game, as it is easy to look forward to what comes after the crushing boulder or the whistling spear. Jumping and sliding helps get through a bunch of stuff, but I liked that there are sometimes different paths that have different obstacles. Also, the playing area is lined with collectible crytals, and these crystals serve as in-game cash. Collecting them can be risky, so the player has to decide whether getting them (or other power ups that appear) is worth it or not on the fly. The crystals can be used to improve attributes that can make runs more successful; real cash can be used as well.

The game also incorporates achievements, so there is another element that can be enjoyed. Stuff like traveling a set distance and not attacking enemies gets tracked.

It’s an easy game to get into, with a simple premise and easy-to-understand gameplay.

Joe Dever’s Lone Wolf: Forest Hunt Coming To Android on April 3rd

Joe Dever’s Lone Wolf: Forest Hunt Coming To Android on April 3rd

Mar 27, 2014

Lone Wolf 4

The second act to the Lone Wolf series of action games, based on the popular gamebooks, will come to Android on the 3rd of April. The game will feature stunning graphics, violent monsters, and brutal sword-swinging action in the world of Lone Wolf. Stay tuned for updates on this upcoming Bulkypix release.

Penombre Review

Penombre Review

Mar 21, 2014

Penombre is a side-scroller with a dark mission.

For an endless runner, the game relies heavily on it’s theme. It’s a mostly black and white affair, with dark object silhouettes “moving” from right to left as the dark running avatar of Umbra is doing her thing in standard endless runner form. Lighter colors make an appearance, but play second fiddle to the absolutes and red, which mostly signifies dangerous objects. There is a life bar to the upper right and counters to the bottom right and top left.

Umbra, our witch with a knack for exploration, just wants to get home safely, but those red-tinged dangers and deadly animals can be a little difficult. Her most straightforward tool is her jumping ability, which is invoked bypen1 tapping on the screen. Double tapping causes a longer jump, which is useful for the taller dangers. As for the dangers, there are different ones; glowing bushes, trees, objects… anything reddish causes damage to Umbra if she touches them. The spinning blades and rotating scythes look ominous enough, and are matched by bats and rodents flying and running in the opposite direction. As one gets further along, the red dangers predictably appear at shorter intervals and with greater craftiness, and as such, to get through, Umbra will practically be springing triple jump style over stuff.

Jumping also helps access the power ups; things like temporary invincibility and soul magnets; souls are little floating baubles that can be collected by contact and serve as a game currency of sorts. Of course, collecting them can increase the danger due to potential proximity to red dangers, so there is that.

Charm aside, the game feels clunky in parts; the jumping mechanism feels a tad “heavy” and there is something about the graphics that feels forced. It is a bit of a challenge, and while the tutorial is a wwelcome feature, I still think a more streamlined sequencing would work.

Still, at a shade under a dollar, it might be worth a look for those with an eye for simplicity.

Meltdown Review

Meltdown Review

Dec 31, 2013

Meltdown takes the isometric action game and applies a cool feature to it: casual online co-op.

Really, the premise is quite simple: players control a space marine who’s shooting robots that get in his way, collecting coins and other baubles along the way. Coins and chips collected can be used for upgrades, of course. XP is earned and unlocks new skill points for players. Players are outfitted with two weapons and a melee attack. It’s all pretty familiar action game trappings, for better or for worse.

The Android version of Meltdown is free-to-play, and while coins, chips, and 1ups can all be obtained in-game, they are easier to get via purchasing, of course. As well, the game makes it so that levels have to be completed in order for any loot to be retained, so those 1ups become rather important no matter what. Chips are uncommon, and are required for weapon upgrades. So, long-term players might want to prepare to drop a few bucks down on the game to keep up with the Joneses.

What Meltdown succeeds at is two-fold: one, it exists as a game that is great with a controller, but still feels playable on a touchscreen. The use of multitouch and gestures to make the control scheme work is really quite ingenious; it also probably encourages players to play more cautiously than they would if they have a controller, because using cover is a bit more intuitive in that way. But still, the game is great with a gamepad.


The other thing this game does is to solve the real-time multiplayer problem on mobile: the co-op play is very casual, allowing strangers to drop in quickly to help finish a level, or for friends to find a game and help out. It allows for the kinds of short sessions that mobile reuires, but it doesn’t restrict the kind of fun that real-time multiplayer can provide. And shooting hordes of robots is more fun with others. The loot system provides each player with their own spoils, so there’s no competing over who gets what, which is important because hey, lag can be a concern with people all over the world on wireless connections. Oh, and it’s all cross-platform.

While Meltdown is a little generic, it carries out its mission statement well.