In Invert you press buttons around a tile grid that flip a certain pattern of tiles. Your goal is to make all tiles the same color using as few moves as possible. Easy to solve, but hard to solve well.
– Campaign: Solve levels in certain amount of moves. Take as much time as you need – there’s no time limit.
– Challenge: Solve levels against the clock. Use as many moves as you want.
– Expert: Similar to Challenge Mode, but a lot harder. Like, a *lot* harder.
– 20 mind-bending patterns with 1000’s of combinations
– Over 120 hand crafted levels
– Custom soundtrack per level
– 2 unique gameplay modes
– 1 expert mode.
– 0 distracting advertisements or commercials
The game itself is presented in expansive top-down view, such that the simple touch controls easily guide the characters through simulated roofless buildings. The color is well done, and the animations quite smooth.
The leading narrative is dastardly indeed. Zoe is our main protagonist, and she is working on an exciting mechanical development. Unfortunately for her, mad scientist Gunderson takes a shining to her invention, and steals it with the help of a lobbed grenade. Zoe embarks on a trip with trusted friend Baxter to Gunderson’s lair to retrieve her stuff.
Simple backstory aside, this one gyrates into action immediately; the game gives pointers in the early going to help move things along. You, the player, take charge of Zoe (who is armed with a nifty gravity tool), and then look to make it from Point A to Point B in a series of levels.
Now, as one would expect, making if from the starting point to the the exit of each level isn’t as easy as walking in a dainty, straight line; there are interesting obstacles in the way. These obstacles are fairly interesting and varied, ranging from human to humanoid to whimsically evil (weaponized crab-like robot for the win). At the risk of playing spoiler, I especially liked — despised, really — the rotating gun, because it added an interesting challenge.
Through it all, the player is tasked with solving procedural puzzles, while collecting important data while avoiding and/or destroying sentries. The puzzles usually involve getting doors to open so as to move on, but might entail doubling back to get to something missed or recently unveiled.
The gameplay is simple, and the challenges competitive enough to keep interest piqued; it all comes together quite nicely.
As intuitive as the the touch controls are, this is definitely one game that I hope the developer does see fit to add gamepad support to; it could do fairly well casted to bigger screens.
For a one-time premium price, Island Delta just about feels like a seal. Rare in this day and age.
It’s a rough and tumble world, and plenty of mobile games that mimic it. Battling, strategy… heck, even simulated “reality” games. Pick your poison, eh?
Still, there are times when we all wanna just be like the Commodores on a weekend day… this one just about gets you hummin’.
At first rip, Gravity Duck Islands looks and feels like your regular platformer. The cavernous pathways, gaps to jump and the the like allow it feel familiar out the gate; the core idea, presented in leveled fashion, is to avoid all the potential stoppers and get from the entrance door to the stage-ending exit.
The obstacles start out being relatively easy, and start getting harder by type and manifestation: endless gullies, good old lethal spikes, animals and more. To navigate his, first, we have a the ubiquitous jump button; there is also movement buttons that allow you to control the left/right movement of our protagonist duck. Running with the jump button creates a leap and all that hood stuff.
But the main gimmick in this game is the gravity button. This allows the player to literally simulate the reversal of gravity — the ground becomes the ceiling and vice versa. Now, it’s a fine tool from the get-go, as it becomes apparent from the first level that it is impossible to move on without looking to switch perspective and path to a fixed piece of play area.
And the challenge then becomes timing jumps, gravity swaps and avoiding obstacles, while collecting collectibles and moving on. As you move on in the game, you will discover that our traveling duck does have a few more tricks up it’s wing feathers, like the ability o engorge itself with air like a balloon, and a funky teleporting skill.
It comes together fairly nicely, and overall, it’s a relatively enjoyable experience. premium, one-time pricing with no ads is the cherry on top.
The game hearkens to the good old old shooters like Portal, though at the look at the visuals makes one look forward to the assumed whimsical nature.
Island Delta is an exciting action filled adventure game where you wield a powerful anti-gravity weapon to defeat dangerous enemies, solve puzzles and overcome hazardous traps. Explore this retro-futuristic world with heroes, Zoe and Baxter, as you set out on a daring rescue mission and face the evil Doctor Gunderson and his mechanical minions.
Per the presser, Island Delta does not currently support gamepads; the developer doesn’t completely shut the door, as it notes that the game might gain such support in the future.
The new game is a platformer that splits 80 levels across 4 locales, each of the locales (islands) adds new movement mechanics.
Per the presskit:
As the Gravity Duck you will travel across 4 islands with unique mechanics while flipping gravity to help you reach the end of the level. Do this while avoiding obstacles in this silly puzzle platforming game!
– Flip gravity and walk on walls / ceilings
– Unique abilities for each island – Jump, Float, Teleport and Phasing
– Collect rubber ducks to buy hats
– Tricky puzzles
Gravity Duck Islands is available for the one-time price of $2.99; we’re looking forward to checking it out!
It’s a beautiful environment, distinctly island-y, with quiet paths,stone outcropping and interesting looking buildings.Go forward? Backwards?
This is pretty much how realMyst, the classic PC-borne puzzle game, unveils itself on Android.
And yes, the visuals are the a great intro. The graphics do underscore the PC roots, with plenty of attention to detail in the varied environments. Sunlight cuts to darkness appropriately, and the fantastic objects almost adopt a ring of truth. The game is all about discovery and exploration, and the game eye candy is clearly privy to this. The game is taken in in first person, just as it is in the original iterations.
The default controls make use of touchscreens, and the in-game helper gets one going fairly quickly; in short order, one learns how to move forward, normally and at pace, as well as going backwards. Swinging one’s view up and down and from side-to-side is fairly intuitive.
The action gets going. Immediately. Right from the start, the player is invited to move around, and interact with objects. Nothing is too obvious; one has to take in information, and look for patterns, and, every now and then, double back to find something missed. The puzzles are quite interesting; without playing spoiler, it pays to pay attention to shiny things and buttons. As already noted, exploration is the name of the game, and there are several mechanical solutions that become apparent when sequences are figured out.
It comes together quite well. It doesn’t deviate too far from the source ports, and the puzzles do provide a good deal of challenge. The combination of artwork and fantasy tales work well together, and the narrative is pretty decent. There are achievements to garner, and the game even packs an onboard guide (psst: if you get stuck, there are walkthroughs online. I think).
Still, those controls probably could be tweaked a bit, and the unilateral nature of solving puzzles might be a bit of a drag.
Nontheless, this is a fun one. It is very easy to get into, and the relaxing nature of the game is a great draw.
You might wanna check this one out… realMyst is here!
realMyst is all-things Myst, but amazingly more real. You can explore anywhere, unfettered, and in realtime! Pick your own path through the forest on Myst Island. Look lazily upward into the Channelwood Age trees. Relax next to the rippling fountain as the sun sets in the Selenitic Age. Spin around for a full panoramic tour of Sirrus’ throne room. Seek shelter from the thunderstorm in Stoneship Age.
Cyan head Rand Miller is excited about the partnership. “We’re thrilled to be partnering with Noodlecake Studios on introducing a new generation of mobile gamers to Myst and Riven,” he says.
Noodlecake operations chief Ryan Holowaty is equally thrilled. “Getting to work with Cyan on realMyst is about as surreal as the game itself,” he says. “Myst was such a huge part of our gaming histories that never in our wildest dreams did we ever think our small studio in the middle of nowhere Canada would work on such a storied franchise. Rand and Robyn’s work has had a huge influence on us and we’re excited for our fans to discover this magical game.”
The game is available now for $6.99. Check out the trailer:
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.