Entwined Challenge Review

Entwined Challenge Review

Oct 16, 2014

Twitch games are an addiction of mine now, so checking out Entwined Challenge was destined to be.

The visuals rely on simulated distance perspective; to start, the two flying beings are colored red and blue. In the distance is a circle with colored segments; the colors of the segments are generally red, blue and green. the flying beings can be controlled by thumb gestures on either side to move along the axis of the circle, so that each flying being is guided through a matching color segment.

As progress is made, the game adjusts too; for example, where the color segments were stationary, they begin to move, forcing the player to make adjustments and quicker decisions on the fly. While the concept remains simple, the developer does a good job of delicately layering levels of difficulty upon the easy-to-understand premise, and it flows well, with no major deviations to distract from the chase of excellence.entwined3

Success in matching yields points and more playing time, and there is only a set number of misses allowed before the run ends, so accuracy is key. Dexterity is also an asset, as is the ability to react quickly. There are combos that can be attained, and high scores are recorded; the high score mechanism making it easy for folks to find an excuse to beat the previous score.

The game is split into five levels, with the threshold of a preceding one needing to be met for the next to be unlocked. The graphics of each level have subtle characteristics that highlight the Asian elements the developer based them upon.

I liked the way the game flows; the console roots show, and that is a good thing. While I think the controls can be tweaked a little to account for shifts in gameplay, I like that the sensitivity of said controls can be tweaked for sensitivity. Big ups for the upfront payment model.

It’s the perfect time waster, and is easy to get into. What more can we ask for while we test our reflexes?

Jupiter Jump Review

Jupiter Jump Review

Jul 7, 2014

Nowadays, it’s all about the difficulty. Twitch gaming rules the roost, and it feels that reflex-driven games like Jupiter Jump shamelessly looks to move in on the throne.

As already noted, it’s all about the reflexes. The 2D environment unfurls just like a runner, with several graphical odes to a generic space motif. The color works well within the the design of the game, and does a good job of proffering a story line, which has to do with a space traveler of sorts ejecting from a crash-landing space vehicle.

The action ostensibly starts with the eject button being tapped; the game action moves from right to left, and it’s the movement controls that are somewhat unique. As the pilot is ejected, he/she naturally bounces off the ground injj1 wide arcs that continue unabated unless obstructed by something unsavory. To avoid these type of objects, a tap to the screen forces the leaping protagonist to dart straight down. This adjusts the natural path of the arc, and as such, alters the direction either above or below the dangerous object. It takes a bit of timing and quick reflexes to master the avoidance technique, and that is part of the games charge.

To add to the challenge, there are good, green channel gates that are beneficial to pass through; thus, the gameplay has elements to avoid and elements to collect in one continual, non-ending sequence. Hitting one of the baddies ends the run. Additionally, there are some cool arcade-type enhancements, like encouraging players to get as close to the bad bombs without touching them to get valuable score multipliers.

The simple, old-school feel and simple gameplay make it an interesting diversion, but I do think some more play modes could add to the overall experience.

Simplicity is always welcome though, and as such, this game mostly delivers.

Wave Wave Review

Wave Wave Review

Jul 3, 2014

Life is sweeter when it’s easy. When everything moves the way it should for as long as it should, one can’t complain. There isn’t any shame in appreciating that. With video games, we like reasonable levels of difficulty, but I think that deep down, we all really want an epic battle… something seemingly impossible to conquer.

Basically, we love torture by pixel. Why else would games like Wave Wave be so addictive?

We’ve known about this game for a while, and finally had a chance to take it for a spin. It is a twitch/reaction games, so it makes sense to go into it with a soothed state of mind. Simplistically explained, the playing area is an insane, jazzy splash of altering colors. A lined arrow travels through this playing area, and the base idea is to use the controls to avoid the quick-appearing obstacles that appear.wave1

It’s the controls — along with said obstacles — that really make the game what it is. The line travels on its own, initially in a straight line; tapping (and holding) anywhere on the screen causes the arrow to dart upwards at an angle for as long as the the screen is pressed on. Releasing it makes it the arrowed line dart downwards at a similar angle. With the thin travel-way, the controlled darting must be on point, or the line will hit a lethal obstacle. As more gameplay is consumed, one finds rapidly changing color schemes and some major changes in viewing perspective, and these do affect success a great deal. The game success is generally measured in time one is able to stay alive, and the game has leaderboards and marks records.

The game serves up versions under the “Endless” tag (Random, Rotator, Repeater and Galaxy) as well as scripted levels.

For a twitch game, it is easy to pick up and play. I love he infuriating nature, and the way the developer incorporates simple concepts like perspective to make things happen. On the flip side, I think a few more mode challenges would be well received.

It’s another fine game under the Noodlecake banner, and should be great at ensuring those blood pressure cuffs don’t fall out of use.