Zombie Road Trip Review

Zombie Road Trip Review

Jan 29, 2013

Zombies are everywhere. Seriously, they’re not even real and they cannot be escaped. Zombie Road Trip from Spokko has plenty of zombies to run over, and run from. After all, when the zombies come, it’s best to have a quick finger on the trigger and foot down on the throttle.

The game plays similarly to other endless games and 2D racers like Extreme Road Trip and publisher Noodlecake Games’ Lunar Racer. Players control a car that drives forward unceasingly, and can do frontflips and backflips as tricks, which give the car a short turbo boost, and can build up a meter with a longer turbo boost that gets unleashed when it fills up. The game blends in a dollop of action with its racing, as players can tap on the screen to shoot their weapon, which is needed to take out the various earthbound and airborne zombies that populate the landscape. Crashing into them slows the player down, and allows the zombie horde that is chasing after the player to get closer. They’re like nightfall from Tiny Wings except deadlier.

The physics system does work extremely well: the cars have a good feeling while spinning in the air, like pulling off the spins is meant to work. Granted, sticking the landings properly is tricky, but the game does reward landing perfectly. In fact, I like that the zombie horde getting near is not inherently a sign that the game is over, like in Tiny Wings: the player still has ample opportunity to escape by doing tricks. Also, there’s plenty of style in the game: zombie decapitations during flips are possible, and there’s also just something cool about shooting out a bird with a lottery ticket in midair after you’ve just flown past it.

The weapon usage, while well-handled, can be frustrating to use because they’re generally burst-firing weapons; there’s no sweet satisfaction that comes from having a steady stream of fire to take down zombies. The reloading delay can slow down turbo boosts, as well, which just feels awkward. But it’s a minor complaint.

The game is free to play, though if it sold for $0.99 (such an uptick, I know) it would feel quite fair; the game hands out a good amount of coins by just playing, completing objectives, or through the lottery tickets that are earned, but naturally the best cars and upgrades will take a while to unlock without spending money. Still, this is definitely a free-to-have-fun game, not a free-to-pay one.

Fans of endless racers that feel like the genre has been lacking zombies (because they’re so underrepresented in modern culture) or just want an interesting new twist on the familiar concept should check this one out.

Lunar Racer Review

Lunar Racer Review

May 11, 2012

The first game in Noodlecake Games’ Game a Week Project is something of a nepotistic choice. Their 2D stunt racing game Lunar Racer has been ported over from iOS using their tools.

The game itself involves performing flips and collecting to weapons in order to try and collect turbo boosts and take out opponents on the way to get first place. There’s also MoonBux to collect to spend on cosmetic upgrades and new vehicle upgrades. Courses take place on circular planet, with laps going around the whole planet. There’s a gravity booster to pull vehicles back from the ground, and a nitro boost that can be collected by getting big air, performing many flips, and sexiest of all, performing perfect landings.

The difference between the iOS and Android versions is that there’s the ability to buy vehicle upgrades, boosting engine speed and nitro boost for example; as well, there are four additional tracks that can be bought with 5000 MoonBux. It also unlocks the best vehicle of all time: the sausage car. It’s a giant sausage with wheels that races in space. The local multiplayer is gone though. Woe and despair! I never really played it in the iOS version, though.

The game is easy to get into, with tilt controls that work very well, and simple two-finger controls for gravity boosting and using nitro. MoonBux can be bought, but they’re also earnable through in-game feats by collecting them, finishing highly, and completing objectives for a bonus multiplier. Even the harder Pro races feel like they can be done with just a perfect run. The level design is very creative, with levels that have multiple paths, and plenty of opportunities for big air.

The Android port is fantastic, running incredibly smoothly and error-free on an original Galaxy S model phone. If this is what can be expected from future Game a Week Project titles, then there’s plenty to be excited about, as Lunar Racer is kind of fantastic.

Noodlecake Games to Bring One New Game from iOS to Android Every Single Week with Game A Week Project

Noodlecake Games to Bring One New Game from iOS to Android Every Single Week with Game A Week Project

Apr 23, 2012

Android cross-platform tools are quickly increasing in quantity. However, what these tools fail to address is the issue of support. The Temple Run developers have had to deal with the literally thousands of Android devices out there, and the deluge of support emails that come along with them. So, Noodlecake Studios, creators of Super Stickman Golf, have announced that they’re going to take care of this. They have a set of tools that will allow them to quickly and easily port games to Android. In fact, they claim to be able to run iOS-native code directly on Android with their tools.

They’re so confident in their tools that through their new publishing arm, Noodlecake Games, they will be releasing a new iOS-to-Android title every single week starting May 10th. Their own Lunar Racer will launch the program, followed by Matt Rix’s Trainyard, with more titles to coming in the future.

Noodlecake Games will be handling all aspects making the games work on the many Android devices out there, from not just the port work, to making the games work on the many screen sizes and varieties of hardware out there, to even handling support issues for the games. Of course, they’ll handle the submission to various marketplaces, doing a revenue share with developers who wish to have their games released on Android with Noodlecake Games.

While the technical specifics aren’t really known of what Noodlecake Games’ tools are doing, that may not be the point – the point is that they want to get more games on Android from iOS, and believe they have the tools to make it happen on a regular basis. As well, they can take care of the most common issues that developers interested in launching on Android dread handling. If their tools can work well enough that an 8-man team can release a new port every week, then it could be possible for some games to have much smaller delays in coming to Android, which would be a major boon for the platform’s growth for gaming.