## Sumico – The Numbers Game Review

Sep 4, 2014

Who wouldâ€™ve thought that solving math challenges would be so much fun? In my book, that can only be when the gameâ€™s design is top notch and with Sumico, from the Dutch developer Ludomotion, that is just the case.

In Sumico, players will face some harsh math problems. That sounds utterly dull, but bear with me here. The gameâ€™s design is really flawless. At itâ€™s core, it is solving math, yes. But this game offers clever use of the renowned Candy Crush design. Players need to solve those problems at a grid full of hexagons. On these hexagons are numbers displayed. Players need to combine them with hexagons showing typical math signs, like the plus and minus, etcetera. By holding the first number, swiping and combining it with a math sign on to another number, a sum is made and the answer shows up on screen. With the answer, it is possible to make a new sum.

The coolest thing about this game, is that players can use as many tiles as they would like to use to come up with an answer for the to be solved problem (displayed at the left corner on screen). To more hexagon one uses, the greater the reward will be. Answer tiles will have extra benefit bonusses, like a multiplayer of just some extra points. Those will be add up to the score the player makes while solving a math problem, making him earn more points. And, just like any other Candy Crush-esque mobile game: the higher to score, the more stars one will get; with three stars at its maximum. After that, it is possible to compare high scores with friends.

What makes this game so challenging, is that when players use a math sign, it dissapears form the grid. And sometimes, it will not get replaced with a new one. So that means that players must think ahead of what to do, within the smallest numbers of swipes, but with the best possible outcome. It is a balance between going for some easy one star victories (which feels good) and going for the true golden three star masterpieces (which feels awesome). But I must say: it is unclear to me when I get three stars or why I just got one; so I hope this will be fixed. Also: it wasnâ€™t always clear to me when or why I got a particulair bonus; they just came to be.

At the end, Sumico is a clever and fun game to play. However, it fails to communicate directly to the player when and why some things happen on screen; as a player, I just took them for granted. But it felt I wasnâ€™t in totall control of my own score and that actually bugged me. But like I sad: the game design of Sumico is genius and solving math problems wasnâ€™t fun untill Sumico came around.

## Ludomotion Launches New Game SUMICO at Gamescom

Aug 19, 2014

With help from Vlambeer’s Rami Ismail, Ludomotion recently launched its new puzzler SUMICO right on the floor at Gamescom.

Excerpts from the informational email:

Vlambeerâ€™s Rami Ismail just minutes ago pushed the button to officially launch Ludomotionâ€™s new number puzzler SUMICO for Android.

SUMICO is an addictive numbers game for mobile, developed by a journalist and a game developer. It is released for Android, the iOS release will follow in September.

Ismail was among the first developers to play the original prototype and provided the SUMICO creators with loads of valuable feedback.

Ismail: “I’m super honoured to have a developer ask me to launch their game. Helps that I’ve been playing the game for a few weeks already.”

SUMICO is available for free (with optional in-app purchases) on the Play Store; the launch trailer is below.

## Bezircle Review

Jul 22, 2014

Bezircle is best described in two words: chaotic and paradoxical. Both descriptions are, however, in favor of the game, because it is very addictive and has some through through its game design.

It has been months since Bezircle first launched on iOS, but now it is finally available on Android: Bezircle, from the Dutch developer Ludomotion. It is a tactical â€˜beat-the-stuffing-out-of-that-buttonâ€™ game. That may sound a bit contradictory: in tactical games, players need time to reach certain goals in the game and those games give players the time they need. And an old fashioned button smasher is quite the opposite: the faster one reaches their goal, the better.

In the chaos of the paradox that Bezircle certainly is, players may find a true addictive game. The addictive nature of the game is what makes it truly unique. The goal is to â€˜bezircleâ€™ the circles on screen. Players need to move the worm from circle to circle, but that is only possible via the link road with just a tap of the only (digital) button. When the player is at the circle they want, they need to hold down the button, while the worm makes his round. After that, the circle is for the player.

In the singleplayer of the game, players are constantly getting introduced to new gameplay elements: new enemies, weapons and goals to reach â€“ there is really nothing one cannot think of that isnâ€™t here. Getting those circles costs energy and the worms can get that by eating smaller animals. Later on in the game, there are levels where there arenâ€™t much of those animal to collect, so players need to think about getting them as soon as possible. Otherwise, it is game over before one might know.

That one button in game is something that makes Bezircle that much accessible. But it is also a source of irritation and frustration. It is digital, and there isnâ€™t any feedback for the player. And because it is so small, one might press right next to the button. Also, it is all the way in the right corner of the screen; my thumb was in an uncomfortable position during gameplay. We it is not possible to just press anywhere on the screen, is a riddle for me. This is just frustrating.

The multiplayer is where the game shines. Bezircle is playable with four players, but on a smaller screen (my Nexus 5 has five inches of screen space, but that is still too small) is it hard to see what to do. The best way to enjoy this game with friends, is to play it on a tablet. That way, nobody will be in someones way with their hand or anything. The singleplayer of this game is actually a very long tutorial for the otherwise brilliant multiplayer, because it is much more fun when players know what to do and when to do it.