Inferno 2 Review

Inferno 2 Review

Jan 12, 2015

Inferno 2 is an intense dual stick shooter. With its super cool looking graphics, frenetic gameplay and stiff challenge, Inferno 2 nails the twin stick shooter genre and is a lot of fun to play.

In Inferno 2 players control a small ship with the familiar two sticks for moving and shooting. Players make their way through maze like levels with barriers that must be unlocked and copious enemies to be destroyed.

Screenshot_2014-12-20-12-51-11Inferno 2 is literally packed with enemies. Each level contains Cores, tough objects that constantly crank out enemies, often as fast as the player can kill them. The idea then is to wipe out the Cores as fast as possible while trying to avoid/kill the sea of enemies that infest the levels. Of course since enemies are created as fast as the player can kill them this involves an exciting, high risk style of gameplay where the player must move around enemies and be aggressive, threading their way through them to pick off Cores and stop the flow of foes without getting swamped. There are plenty of frantic moments spraying huge clouds of enemies with powerful weapons to try to thin the herd a bit in Inferno 2. This is a lot of fun.

The game also has some fairly dirty tricks to make life difficult for the player. Some passages have tidal effects that push players down them into waiting enemies or there may be barriers that must be touched with your ship to be released. Naturally, these barriers are packed with enemies who will flood out at point blank range after the barrier is dispelled.

A robust upgrade system helps the game along. Killing enemies and grabbing items during gameplay awards experience which can be used to power up weapons or increase max armour. There are multiple weapons in the game, such as bullets which bounce off of walls and are great for tight areas, homing missiles, mines and others. Each of these is good in a different situation.

Screenshot_2015-01-07-06-56-34Inferno 2 has a whole lot of levels and additional bonus levels are unlocked with keys. Keys can be bought with in game cash and that’s it. There are no IAPs here. The only cost for playing Inferno 2 is the app’s initial cost. The only thing that matters is the player’s skill.

Inferno 2 looks fantastic. A really cool, glowy retro-style makes Inferno 2 looks like a combination of a retro arcade shooter and modern. The never-ending sea of enemies and sharp, defined graphics really make the game a great fit for mobiles.

Inferno 2 is a premier dual-stick shooter with lots of intense, fun gameplay, slick presentation and no in-app purchases. For any gamer this is a no brainer.

Powerpuff Girls: Defenders of Townsville Review

Powerpuff Girls: Defenders of Townsville Review

Jul 3, 2014

I admit to being a bit surprised back when Powerpuff Girls: Defenders of Townsville was announced – a Powerpuff Girls Metroidvania, developed by Radiangames, known for their dual-stick shooters and puzzle games? And it released on Steam? I didn’t get around to playing it until now, when it surprisingly released on mobile recently, but it makes a lot more sense that it’s a Radiangames title – and it’s a unique, if imperfect, take on the open-world adventure genre of Metroidvanias.

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The game starts out with Mojo Jojo, famed villain of the Powerpuff Girls, having erased all of the girls’ memories, imprisoning Bubbles and Blossom, with only a flightless Buttercup around. Flight is the first power earned back by collecting in the world, and here’s where the game shows its original qualities. Many games in the Metroidvania vein restrict progress by restraining movement, but this game relies solely on the lack of certain powers necessary to progress. I feel like it’s almost fairer, because it’s kind of nice to not have things that are just out of short jumping reach. It’s more artificial, but it feels more natural in a weird way.

Because the characters can fly everywhere, combat changes dramatically, and thus enemies come from all directions, and there’s often bullets to avoid by flying around them. It’s where Radiangames starts to make sense as the developer of this game: it’s essentially a dual-stick shooter Metroidvania, albeit with the ability to only attack horizontally. So, not the same, but very close. Like many other Radiangames titles, there’s controller support; the virtual controls are fine, but playing this with a gamepad comes highly recommended.

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Each of the girls is practically identical, except for one key power between each of them that can affect certain parts of the environment, allowing for further progress. The specific characters are the only real parts of the game that resemble the show: everything else is represented in the kind of abstract style that Radiangames uses. The enemies wind up not being very memorable, and the bosses are all just kind of giant spheres that shoot out lasers.

DoT is a little on the easy side, and considering it’s a kids’ game, that’s fair: it took me about 3 hours or so to beat it, and I died maybe twice. The bosses are generally pretty easy. There’s replay value in collecting missed items, the Hardcore difficulty, and the post-game Mojo’s Key Quest with remixed levels.

While I regret not playing on “Hardcore” difficulty the first time around, I like the uncommon elements that define Powerpuff Girls: Defenders of Townsville. Fans of the show (which is coming back in 2016 as a full series), of Metroidvanias, of Radiangames’ other titles, or even just those looking for good gamepad-supported games to try out should give this one a shot.

JoyJoy Review

JoyJoy Review

May 15, 2014

Radiangames is back again, this time with a fun shooting game JoyJoy.

With regards to gameplay, JoyJoy incorporates dual-stick shooter methodology, allowing devices to feel like handheld game pads in the way the thumbs (presumably) have to be used. The big virtual buttons are for movement and dedicated shooting, and there are other special buttons present, but the aforementioned big ones are the main controls. The controls are somewhat faint, but quite responsive. The game also boasts Bluetooth control support.

The developer really wants one to play; I mean, how else does one explain the breadth of choice? The gameplay is broken down into Waves an Challenges, and then there are quite a few difficulty levels to choose from that line up with the players temperament and/or ability. Controlling the main unit is easily framed within the play. The joy1playing area is a a smaller rectangle within the bigger rectangle of the screen; within this rectangle, enemy crafts emanate from nothingness. The main premise is to avoid the bad guys, get power-ups and blast the enemy to smithereens.

Navigating the swarms is half the battle, and it’s a fun half. The game engine sends waves of enemy craft that follow the player incessantly, looking to inflict lethal damage. With auto-shooting functionality, it’s possible to concentrate on moving while the game engine allows for the home unit to blast the opposing forces. The power-ups definitely make it feel more arcade-y, with things like special shooting arrays, shields and health packs up for grabs before they disappear.

The game has a simple feel, but does not completely ignore colors; the scenery does change periodically, and the subtle touch works. the animations are pretty smooth, and the game comes together quite well.

It’s decently priced, easy to get lost in and packs a lot of levels.

SideSwype Review

SideSwype Review

Apr 10, 2014

Nice to meet you, SideSwype.

The playing area is a 5×5 grid, with space for 25 squares of different colors. if filled all the way. The sparse white background is a great counterpoint that highlights the coloring of the squares, and the smooth animations are just what we’d expect from a game that uses gestures as the main form of movement and problem-solving.

The game is fairly easy to understand: match 3 or more squares and strive to keep the board as empty as possible. In other words, the run ends when the grid is full of squares. To prevent this from happening, it is possible to slide the boxes present in either of the four cardinal directions (or, relative to the grid, to the right or left and up or down). The unique thing is that the squares all move in unison but obey physical logic. Squares that are plush against immovable squares or the walls of the grid will not move, but others will move until one of those side1conditions are met.

Any sets of three or more that are formed as a result of a gesture action will cause a mostly welcome reaction of dissolving the squares (according to rules of the gameplay), thereby opening up space and keeping the run alive. Countering the smashing of blocks is the replenishment system; like Tetris, there is an indicator telling the player which blocks are coming next, and after every swipe, the new ones are added; thus, constant removal is necessary for success. Points are awarded for smashes, and high scores are recorded.

There are special blocks with special powers that require just a bit more strategy. The game also allows for some customization with regards to sound and looks.

All in, it’s a fun, consuming game, priced to move ($1.99) and no extra purchases needed.


Super Crossfire Review

Super Crossfire Review

Oct 14, 2013

Earlier this year, Radiangames published all of its mobile games on Google Play. Well, all except one: Super Crossfire. iOS gamers were well aware of it from its Chillingo-published version in 2011. Even Blackberry Playbook owners knew about it because Unity Games published a version on there. Now in 2013, Android owners finally get to play this flip-floppy space shooter, and it has been well worth the wait because it is a brilliant game.

At its heart, Super Crossfire is essentially Galaxian but with the ability to flip to the other side of the playing field. This allows players to avoid shots that come in, of course, but it also becomes necessary to take on the complex enemy formations that are encountered. Some enemies can only be hit from one side. Some enemies with giant lasers are best faced from the back. Some enemies provide shielding to nearby enemies and must be taken out. Thankfully, players also have a powerful super attack that recharges by collecting gems, to help wipe out the trickier formations.

Honestly, the game is more fun than the average space shooter because of the simple complexity. Players learn how to survive in quick order, and it just becomes an instinctive thing. Basically, just avoid the bullets and lasers, kill the UFOs that go past to get their lucrative powerups, and just don’t screw up.


The upgrade system plays a helping hand as well. Players get additional points every 5 to 10 levels that go into one of eight stats from additional health to more firepower. The best part is that the upgrades can all be reconfigured as needed. Didn’t like that shot spread upgrade and want to bank the points toward an additional armor point? Do it! It’s kind of a Radiangames tradition, and it’s a great fit here.

The Android port is great: the game is faithfully intact, and its graphics, while largely flat, have the same great effects. It’s a stylish game. The touchscreen controls are effective enough, but want to really have some fun? Get a gamepad. Super Crossfire supports HID gamepads and is a ton of fun with it. I feel better at it, but it also might have just been a good run I got on where I beat the game in one sitting with a gamepad. Still, this is one where it’s fun to sit back and enjoy the game with actual controls where possible.

As well, there’s Google+ support for leaderboards, achievements, and cloud saves, featuring a friendly warning dialogue when switching devices to load from the cloud.

The intense retro-style shoot ’em up action that encapsulates Super Crossfire makes it one of my favorite mobile games of all time. Two years later, with this perfect Android version, it only reiterates how great this game is, with its hundreds of levels, upgrades to unlock, multiple difficulty levels, and more. There’s a lot to do and a lot of fun to be had. Buy this game.

Super Crossfire Now on Android: Video of the Day

Super Crossfire Now on Android: Video of the Day

Oct 7, 2013

Super Crossfire by Radiangames has been around for a bit: it’s made appearances on Xbox Live’s Indie Games, PC & Mac, and even was on iOS a couple years ago. While Radiangames has published most of its library for Android, this has been the one notable exception. But no longer! Unity Games has published Super Crossfire for Android, and it’s featured as our video of the day.

This is an intense shoot ’em up in the vein of old school Galaxian or Space Invaders, but flipped: literally, players can flip from one side of the screen to the other in order to get away from enemy shots, and to take advantage of weak spots. Much like Inferno+ or Ballistic SE, there’s a mid-game upgrade system where every few levels, additional upgrade points are given to boost stats. There’s also victory points earned that can be used on permanent upgrades.

The game is colorful and challenging, and is well worth watching the footage below to get a taste of the game. If interested, buy the game on Google Play.

Ballistic SE Review

Ballistic SE Review

Jul 26, 2013

Ballistic SE is something of the second game in a trilogy of titles from Radiangames. Fireball SE is the arena survival game, Ballistic SE asks what would happen if we gave the player guns to fire back at the enemies with, and Inferno+ (which we’ll review soon) asks: what if we made the dual-stick shooter deeper, with levels and upgrades?

Well, Ballistic SE, like I said, lies somewhere in between there. This is a traditional arena-based dual-stick shooter at its core: there are lots of enemies, and lots of shooting of them. It’s possible to go ballistic occasionally through a meter that charges up, making weapons extra-powerful and slowing everything down to make it more manageable. A lot of enemies will be on screen at once, so good luck with that.

The other thing that separates this a bit from other dual-stick shooters is that there’s an upgrade system: every few levels, players get an extra upgrade point that can be used to upgrade stats like ship speed, ballistic recharging, or unlock mines that drop behind the player.


The game has very abstract visuals: everything’s pretty much an orb, as opposed to anything representing ships or enemies. It’s orb-on-orb violence. Oh, the humanity! Er, orb-anity! At least it all looks great in high resolutions.

There’s a main mode with over 100 levels, and five challenge modes that feature specific parameters and limited lives to play with. The latter are especially great for pick-up-and-play gameplay.

Controls-wise, I was disappointed to see that physical controls aren’t supported on the standard Android version (at least not the MOGA Pro in both MOGA API and HID modes) while there is at least an Ouya version. Still, this is a game that would be perfect for a controller! The virtual joysticks do a decent job, and are highly configurable as well at least.

The ability to auto-fire when not firing on the second joystick helps keep the chaos manageable, as it does a good job at handling general nearby threats. In cases where it may be preferable to blow on through a series of enemies in one direction, manual fire comes in handy.

Ballistic SE is fairly familiar territory for the dual-stick shooter, but its chaotic gameplay can also be a ton of fun.

Bombcats Special Edition Review

Bombcats Special Edition Review

Jun 26, 2013

Bombcats Special Edition is Radiangames’ entry into the casual physics-puzzler genre after an assortment of action-oriented titles and block-based puzzle games, and it stands out as a fun and addictive title.

The gameplay can be best described as a hybrid between Angry Birds and iBlast Moki. The goal is to free all the bombkittens from their electric cages by launching the bombcats around the levels, eventually using their ability to “tele-splode” (so they don’t actually die) to free them from the cages. However, there’s a fuse on the bombcats, so getting them from point A to point B in a timely fashion is key!


Now, early on, this involves getting the bombcats near the bombkittens and having the explosion free them. But where the game becomes extremely clever is that it starts to really mix up not only how the bombkittens are freed, but how the player has to get the bombcats around in the first place! Smaller bombs may help break up debris or to free the bombkittens, but multiple of them may be needed. The bombcats’ tele-splosion may be used to get the necessary objects in place, rather than freeing the kittens.

New bombcats are introduced over time, each with new abilities and challenges to use them. Most levels just involve one bombcat, but then others will have multiple that must be used in sequence, adding a level of planning and forethought to the equation. As well, challenge levels that force players to use different bombcats in levels designed for certain ones, and marathon levels where the goal is to get the bombcats as far as possible before they tele-splode.

The game launched as a free-to-play title on iOS, but the Android version is paid. Why is thatoid, here it is. The game definitely has the appearance of an F2P game, with the currency system and powerups, but the game is balanced in a way where the crystals are earned regularly enough to where upgrades can be easily bought regularly, and powerups used often as well. There’s no IAP in the game at all, so earning additional crystals is best done through grinding levels and completing objectives, but this is not really necessary on a regular basis. In fact, while the upgrades and powerups make the game easier, they’re not needed to beat the game, though they do help!

There’s a lot of reason to love Bombcats – there’s fun gameplay that lasts for a while with nearly 200 levels that encompass a wide variety of challenges, and there’s cute round cats that can be dressed up in hats.

Fireball SE Review

Fireball SE Review

Jun 24, 2013

Radiangames continues its assault on Android after earlier releases of puzzle games Slydris and CRUSH with one of the one-man studio’s action-oriented games: Fireball SE. An upgraded port of the Xbox Live Indie Games title Fireball, this is an arena survival game where the goal is to try and outmaneuver waves of enemies who will swarm together and come after the player, because of reasons.

The immediate similarity is Pacifism mode from Geometry Wars: Retro Evolved 2, where the game got entirely shifted from a dual-stick shooter to a frantic survival game, where hitting certain targets and managing waves of enemies became the goal. Fireball SE follows in that basic tradition, but varies largely in that the way one dispatches enemies has some strategy to it. Red glowing ‘mines’ are laid all about the arena, and they will explode immediately on contact. However, if coming in proximity with them, they’ll go off on a delayed release. The advantage in doing so? More enemies may be in proximity to a delayed mine if planned properly, as it could be in the middle of a giant group of enemies. . Also, when using a mine to take out fifty-plus enemies simultaneously, a nova mine gets left behind, which has a wider range than the standard mines. Of course, activating a mine right away might help eliminate an immediate threat, or help set off a chain reaction of mines to take out a wide swath of enemies.


There’s a lot that goes on in Fireball SE with its mechanics, and that’s without even mentioning the ‘meltdown’ ability to slow down time that gets replenished with the glowing bits that enemies drop. There’s any number of variations with which to enjoy Fireball SE: Waves, a level progression mode; Countdown, a collection of time-limited modes; finally, Survival, a collection of endless modes. Each contains different variations on the theme, such as different level shapes, and enemy behaviors. They make perhaps slight differences, but at least they serve as different ways to enjoy the game.

The virtual joystick that powers movement in Fireball SE is not the best, as I’ve died several times due to small adjustments not quite going the way I expected to. Such imperfections are to be expected from virtual joysticks, I suppose, but it does serve as a frustrating element. One suggestion would be gamepad support, of course. The visuals are minimalistic, serving just their purpose, but there’s something about the backgrounds where none of the color choices really ever feels right. More options, or the ability to customize player and enemy colors would help.

While it’s hardly an artistic breakthrough, Fireball SE‘s arena survival gameplay is exceptional. Definitely worth checking out.

Slydris Review

Slydris Review

Jun 10, 2013

When it comes to Slydris (from Radiangames), I believe one can be given pass for thinking one has seen it before.

Yes, the game is very reminiscent of a famous vertical falling block game, but to describe this game with the wide swathe descriptor of being just another Tetris clone does it a huge, tragic disservice.

Nevertheless, for clarity, it helps to describe the initial feel in Tetris-y terms. The rectangular playing area should look familiar. As in Tetris, blocks drop from the top all the way down as far as as possible. When a complete line of blocks is made, it evaporates, creating more space. The basic idea is to prevent the block structure from slydris1reaching the top, as that causes the run to end.

The playing mechanism is quite different from Tetris, though. Instead of rotating shapes to maximize the fit while continually fighting gravity, in this game, sliding the blocks into open space is what is needed to create the cascades. Periodically, depending on the mode , there are a set of pieces that fall down, potentially building the wall of blocks higher.

This concept creates a somewhat familiar game with a fresh feel that requires a degree of strategy to be successful at. There are various combos that can be activated via multiple sequences and making lines of one color. Additionally, there is a “bomb” meter that rises — matures, if you will — that can be a lifesaver, as it kills any three rows selected. These helper are especially valuable against some of the traps that appear; stuff like regenerated blocks from beneath and the strategy-breaking magnets keeps folks on their toes.

The game is a fine testament to high color, with spectacular depth. I really liked how, with a toggle, the game theme changed in game. I also like the different game modes (Survival, infinite and the relaxing Zen).

Slydris is a real fun game that sneaks up on you. It can be a burst of fun, or a casual adventure; the true joy of this particular game is that it is all in the player’s hands.