Looking to build on the residual success of hit game Flappy Golf (and current popularity of recently launched Super Stickman Golf 3), Noodlecake Studios is set to release the sequel to former — aptly named Flappy Golf 2.
According to the press release, the game includes a lot of goodness from the aforementioned Super Stickman Golf 3, and a lot of new content.
Per the presser, the game description is as follows:
Play our famous Race Mode either online against your friends or locally for some serious fun! Or flap your way to the hole in as few flaps as possible to earn all the Gold Stars. Can you get them all and unlock Super Star Mode?
– Online and Local Multiplayer
– 29 Courses with More Coming!
– Simple flap controls
The game, like its predecessor, will be be free and ad-supported; the actual due date is September 22nd.
Fired Up! is a new game that is due out soon. Very soon.
The gameplay of Fired Up! is quite simple. One tap of the screen sends a blast of water out of your fireman’s hose (no real other way of writing that) and rockets your hero higher and higher up the building.
Your hero automatically moves from right to left and then left to right as he bounces off the edges of the screen. It is up to you to strategically time the blasts to move up and down, avoiding the fires above climbing higher and higher. For every story of the building you climb you get a point.
However there are also innocent victims who need your help. Put out fires along the way and save the residents of the burning building. For every 3 you save, the chopper gets called in and douses all the flames in your path, giving you a free burst of points. You can also unlock new residents to save as you play.
September 15th is the due date; the game will be free (with ads). Check out the trailer below.
When it comes to making mobile game sequels, I imagine its tough, especially if the preceding game was a hit of sorts. Building something that is familiar, but also compelling enough over its predecessor can be a difficult proposition. On the one hand, creating a whole new title does give a developer an opportunity to put something out that is current with regards to trends, but on the other hand, we gamers can be very tempermental. Do NOT mess with what works.
Sequels to sequels? Oh my.
Super Stickman Golf 3 is finally here, and it has a lot of legacy to live up to and, hopefully, build upon.
Once again, the player takes on the persona of the ubuiquitous stick figure; again, it’s armed with clubs and is tasked with navigating some very interesting designed golf courses.
The graphics make the game, really; the game utilizes a lot of telltale green to begin, plus other colors that provide nice contrast further on. The animations are clean and effective, and altogether, the game looks familiar with a dash of the whimsical.
The control mechanism remains virtual; one button serves as a shot power meter, and is crucial with regards to getting the right amount of force on a shot. There are direction buttons that one can use to be the perfect flight path, and other visual tools as well (such as spin).
The gameplay is easy to get into, especially versus the game engine: get the ball into the hole in as few strokes as possible. The fun is in the getting there, because, as noted, the courses almost defy physics in places. There are nooks and crannies to to avoid, and some that one might actually have use. The game incorporates “bux” in places, and these are great to get, but are not always conducive to the main goal of minimizing strokes. Cards can be collected, and the “hat” system is pretty cool. There are a few multiplayer options one can get into, and extra courses one can access.
It’s a sequel’s sequel, in that it stands on its own, but is a pretty compelling franchise extender too. It needs little by way of tutorial, and is playable on the go.
In Tiny Rogue you will descend as deep into the randomized dungeons as you can. Strategize your turns moving through the dungeons collecting treasure, using potions and spells, slaying foes, earning experiences and levelling up your hero. Can you compete on the high-score leaderboard?
â€“ Random maps
â€“ RPG styled upgrades
â€“ Potions and spells
â€“ Main missions and collectable treasures
â€“ Achievements & Leaderboards
Tis the season of lizard games. Add Chameleon Run to the mix.
If one is looking for a visual treat, one need not look much further; Chameleon Run is veritable mix of glossy graphics and high-end animations that seemingly splashes color with every collision of virtual bits. In the default landscape presentation, the 3D imagery really pops. After a few goes, it’s hard to imaging playing the game in any other way than the angled view, and overall, it is a very becoming visual experience.
Extending into the gameplay, our protagonist animal is an agile being, and looks to get through the leveled action as quickly as possible. The opening tutorial level allows one to understand the basics of gameplay: the running area initially has gaps, and one taps o jump over the gapped or black areas. Secondarily to that, our running thingie has to match the color of the running area beneath it (the platforms change colors periodically). Thankfully, our chameleon can — yes, you guessed right — has the ability to change colors.
So, tapping on one side causes our hero to jump and tapping on the other side allows it o change color. To begin, the core idea is to navigate the holes and change colors quickly, back and forth as needed, and make it to the end of the run.
As one progresses, the gameplay becomes a bit more complex. One will find the need to double jump, look for aerial obstacles, take risks by dropping, etc to move on. There are collectibles as well, so one has to figure what is worth getting. There are tasks, including time trials, and each becomes a bit tougher as the levels become more intricate.
It’s a lot of the same — on paper. The way it is structured allows for levels to not only be repeated, but relatively evergreen with regards to advancement. It is an engaging experience that tests one reflexes on the way yo infinite pain and/or satisfaction.
Hammer Bomb hasn’t been out too long, and already, it’s seeing improvements via an update that’s rolling out now.
The update brings, among other things, new quests and a save system to the game. The full changelog is below:
-New save system – lets you start a new game or continue a run
-Added Daily coins in the main menu – Tap the cat!
-Control enhancement – Swiping left or right against
the wall nudges you over to show when a turn can happen
-Fixed bug with weapon slots not working correctly
-More bug fixes
The game is free — with in-app purchases — on Google Play.
We’ve been keeping an eye out for Alto’s Adventure.
It’s here. About time.
The game unfurls simply, the basic idea is to corral a bunch of happily escaped llamas. Our environment is very snowy and mountainous, and the llamas are quite adept at running downhill.
This particular llama herder that is our protagonist is quite prepared for lamoid excursions, and has a trusty snowboard at hand. Using said tool, he quickly takes on the speedy (and dangerous) job of overtaking and retrieving the animals, while avoiding obstacles that could otherwise end the recovery run.
The game is especially easy to control; our heroic snowboarder goes downhill automatically, and the main idea, as noted, is to catch up to the llamas and (more importantly) travel as far as possible. The occasional obstacle does appear, and one has to tap to jump over it to continue down the snow hill.
There are a bunch of secondary elements. There are ramps and caverns, and timing one’s jump is especially important. There are also collectibles that line the ski way, including power-ups and gold coins. Beyond that, the game incorporates run-based tasks and leveling, adding to the challenge of the game.
One aspect that is pertinent is how the developer melds the elements. Take the coins and obstacles for instance… they are entwined several times, such that one might risk the one for the other. Also, the game encourages one to do tricks while airborne. The payoff is important speed, but not performing the jump correctly has consequences. The continued push-pull of opportunity costs really makes the game interesting.
The game is a fun diversion; it works well becomes it manages to pack in action into a an otherwise serene experience, and holds it all together with catchy graphics and sound. The downhill system makes sense, and brings a degree of delightful uncertainty to the gameplay. Toss in the excellent artwork, and we get a game that is worth getting addicted to.
Combining two very different card games? I am curious as to how Sage Solitaire intends to do that.
If the game sorta kinda feels like a mix between solitaire and say, poker, you ain’t crazy; Sage Solitaire actually merges elements from both card games. Off the bat, it may be hard to imagine, but as as one goes on, it is fairly cohesive.
In terms of layout, it is played in portrait, with a simple top-down view that reveals cards stacked in three rows and three columns. The artwork is simplistic, and the cards are easily identifiable to anyone who has played around with a deck of playing cards; helping out with the visuals is the color scheme, as the developer adds color-coding to each suite. The game is controlled by taps, and the resulting animations and such are quite smooth.
With regards to gameplay, again, one need not think too long about “conventional” solitaire. Yes, one constant element is flipping cards, but getting point-garnering “hands” (just like in poker) is a main goal. So, taking chance into account, one can look to get, say, a pair (two matching numbers for a modest 10 points), or one can shoot for big payouts by going for the admirable straight flush (hello: 150 points)… or any of the combos (like three of a kind, regular flush, four of a kind, etc). One can trash cards — up to two, and regenerated by successive combos. It takes a bit of skill to go along with luck, and several scenarios inevitably play out… should one gamble on “trashing” a card, or go for what’s safe? There are hints and special cards as well.
In the end, clearing the board completely is what one hopes to do.
It all comes together quite well, almost surprisingly slow. It is quite addictive, and the high score system encourages one to get in battle with self and others locally. Extra modes (past the stock two) are available via in-app purchase, as well as other goodies.
When it’s all said and done, this is game that has to be played to be properly beheld. Get on with it.
Noodlecake is set to publish a new game on Google Play this week; this one is a solitaire title named Sage Solitaire.
Sage Solitaire is free and comes with Single Deck and Vegas Modes. One iap will remove ads, unlock the other modes (Double Deck, Grit and Fifteens) as well as more wallpapers, themes and decks that pair with any situation.
The core behind the game is as follows. Players are tasked with clearing all the cards from each stack. To do so, you must select poker hands from the available cards and you must use cards from at least 2 different rows in the process. You are awarded points for how rare the hands are you can make, clearing stacks as well using the special Suit card to add bonus points to you hand. Players can also trash a card if they want to remove one from the pile. Completing a hand will add a trash slot back for players to use.
Single and Double deck are just that. Players are required to clear one or two decks worth of cards. In Fifteens mode, players can make poker hands but also can cash in hands that total 15 no matter what the numbers or suit are. As long as the cards total 15.
In Vegas and Grit mode things get a little more intense. Players place a bet on their game before it starts. Then as they clear stacks, they earn a score multiplier instead of points. This multiplier needs to get above 1, else you might lose your money! Players also earn money for completing the various poker hands. Grit mode is the mecca of this mode. In Grit, you are given a stack of money and if you lose it, thatâ€™s it. No more. You never get to play Grit mode again. Do you have the guts to gamble in Grit?
Can’t wait to see this one; the actual due date is February 4th. Check out the trailer below: