Ironkill: Robot Fighting Game Review

Ironkill: Robot Fighting Game Review

Nov 20, 2014

Ironkill: Robot Fighting Game wants you to fight; it might be the easiest directive to follow in handheld gaming.

The gameplay boils down to combat. The initial run is a tutorial of sorts, and the gameplay is laid out with the help of an appropriately named intro robot. The fighting is works as player against a CPU opponent, and is a war of attrition: whoever depletes the other’s life bar first wins, and doing a damage is performed with the help of the control buttons at the bottom. One initiates a quick attack, one does a harder type of attack, and there is a defense button.

To be the most effective fighting is done by using the virtual buttons in a creative tandem while keeping an eye ironkill2on both life bars. Winning is ranked with a star system (just like in Angry Birds) and payouts are given. The play is leveled, so one gets to battle successively harder opponents the further one gets into the game. Winning yields experience points too; eventually, the idea is to have a team of robots to choose from.

The game cash serves an important purpose: upgrades. it is possible to improve one’s offense or defense in increments with game gold, and doing so increases the rating of one’s robot, and gains experience points as well. As one goes on, other elements show up… championship funds, match boosts, faction advantages, special timed bouts and more. Of course, real money can be used to expedite progress, but does not seem entirely necessary.

The game’s greatest attribute is probably the artwork. It’s grim and underworldly, with a dash of desperate. The animations are fun, if a bit repetitive, and the cutscenes are quite helpful.

The game flows smoothly, and the elements all tie-in well together, creating a gladiatorial series that is quite fun to traverse. The freemium nature is the perfect lure, too. All in all, it hearkens respectfully to the genre and underlying concept (related movies) in equal parts, which is probably why it is easy to fall in love with.

The Sandbox Introduces Killer Robots In Its Latest Update

The Sandbox Introduces Killer Robots In Its Latest Update

Nov 28, 2013

Everyone’s favorite pixilated open world mobile game, where SimWorld meets Minecraft, has yet again been updated, this time bringing robots from the future hell bent on destruction. Sound familiar?

With this update players are given some cool new features such as new robot oriented campaigns to choose from, along with some updates to the app icon, the menu, bug fixes, new elements and a whole lot more.

As always, The Sandbox remains free for anyone of any budget to enjoy.

Blastron Review

Blastron Review

Aug 26, 2013

Blastron is a heady trip into a fantasy world where robot combat is not only the norm… it is encouraged.

It all starts with the graphics. Simply put, I like the look of this game. The virtual landscapes are bright, and there was an eerie feel to the 3d renderings. The animations employed, like the robot characterizations, are whimsical without being too cartoon-y, and as a whole, the whole package comes together nicely.

For games of this type to get on my good side, I like to see a decent tutorial. This game is on my good side. The teaching mode makes up one of the three modes (the others being multiplayer and single person campaign), and shows how to use the dual virtual buttons that make up most of the controls. The game uses adjustable arcing controls to control blast1the metal-bending artillery. In may ways, it mimics the dimension bending arcing in Angry Birds, in that dragging and manipulating that specific button adjusts power, velocity and more for the weapon chosen. With practice, it actually feels logical, and the physics feels almost natural. The other button controls movement in the fighting area.

Actual gameplay is best described as a war of attrition: blast others, and avoid being blasted. It’s fast and furious, and both actual play modes provide a good deal of fun, even though the limited play turns per time period in campaign mode was a tad disappointing. Real cash can solve this particular problem.

The game does give rewards, but I am still a bit salty about the ticket system. As a consolation, I cannot find the same restriction on the multiplayer mode, so there’s that, as well as the daily gift.

It’s a fun quick-hitter, with upgrades that can keep folks engaged.

Epoch Review

Epoch Review

Jun 3, 2013

Epoch is a fantastically laid out cover shooter that does a remarkable job of bringing the robots that make up the gameplay to life.

For backstory, we have a never-ending war between robots that masks the mystery of what happened to a past civilization. The only way to piece it together is to fight through waves of enemy robots.

The built-in tutorial helps you along in this battle of metal. Waves of enemy combatants migrate towards our singular robot, who starts off with a low level gun. To move around, swipe gestures are employed, and they control movement. To shoot an opponent, the opponent just needs to be tapped; aim on that robot is maintained till the robot is destroyed, epoch1or another target is selected. Or our robot is destroyed. To gain an advantage, the right balance of cover and attack has to be maintained.

Eventually, in addition to a gun, replenishable grenades and missiles become available.

After overcoming a wave and earning points that translate to cash our robot picked up supplies from other robots. This, in my mind, was another ode to realism. The collected materials are useful. The game cash can be used for valuable upgrades, as the quality of opponents and their arsenal increases. I liked the game purchasing system. Current equipment can be sold to help pay for new stuff. In-app purchasing also exists to expedite progress.

The post-apocalyptic scenery is startling in the dichotomy of emptiness and packed destruction; the danger and despair can almost be tasted. The city remains are the perfect backdrop for this type of game, and create natural feeling perches and covers from which to pop up and do damage. The excellent use of colors pretty much dictates the overall feel of the game, with dark hues effectively highlighting hopelessness. The robots looked realistic, inasmuch as one can imagine robots. The movements and animations had a mechanized degree of life-like-like attributes; the rolls, ducking, leaping and landing all just seemed to obey the major laws of physics.

Simply put, I enjoyed this game a great deal. The gameplay is simple but engrossing, and the game commerce makes sense.

Robo5 Review

Robo5 Review

Mar 6, 2013

Robots (cute ones) and puzzles? Now this I want to see.

Robo5 is another one of those zaney numbers that pulls in lovable robots, blocks and an urge to escape into a delightful Android puzzle game that almost demands to be solved.

The game was all about helping the robot escape the confines of the lab. The playing areas were generally heavily made up of boxes, and I generally had to make it to the exit at the top og the conglomeration of boxes. Now, to complicate matters, I sometimes had to move boxes… but not all boxes could me moved. Also, there were rules of egress, like needing “stepped” boxes to move up. I could do a “spiderman” on boxes if I moved down, and could move sideways for instance, but couldn’t scale upwards on the sides of two boxes.

Speed mattered. I wanted to get up to the apex exit as quickly as possible. The one thing that became apparent was that moving directly up was not only difficult, it was sometimes not the optimal strategy. I found there were times I had to guide the robot down, or slide a bx out and then back in a time or two to create a workable path. The collectible goodies and handicaps were fun diversions, and some were placed out of the way to increase the difficulty level.

I was graded on finishing and speed, but in the last level of every set, the race to the top was literally timed against a countdown clock, meaning I had to make it before running out of battery life and failing by default.

The animations were really nice; the robot literally looked, well, robot-y, with stiff mannerisms and wobbly legs. The browns looked great in the “light” sources of the game area.

It was a fun game, and with 40 levels (plus 5 hidden ones) and two alternate endings, there is plenty of playing to get involved in.

Kickstarter Spotlight: Botiful

Kickstarter Spotlight: Botiful

Aug 8, 2012

Note: Regular Kickstarter Spotlight author Joseph Bertolini is away this week, and editor Carter Dotson is taking his place. Joseph will be back next week.

The beauty of mobile data and smartphone/tablet devices has been the ability to connect people from completely different places by using more than just voice, providing video as well. Of course, there’s no real way to interact with the person on the other end. That’s what Botiful’s Kickstarter is aiming to do: it hopes to launch a remote-controlled robot for video chat.

Now, what Botiful claims to do is to connect with an Android phone over USB or Bluetooth, and allows the person on the other end of a Skype call to control the robot using their PC or Mac. It has wheels for moving forward and backward, and its head can tilt up and down to adjust the view. This is designed to allow the person on the other end to have a degree of interactivity with the person they’re talking to. The examples given include being able to play with a child, or being able to easily talk directly to specific people in a boardroom meeting. Of course, the downside is that while nobody puts baby in the corner, Botiful can be put in the corner.

What isn’t explained is how exactly it will work to be controlled by the phone. The Kickstarter page says it connects via Bluetooth, but will it use an app running in the background to control the Botiful’s motion? Or will it be able to detect commands via Skype alone? While Skype is certainly a conveinent way to integrate video, is there anything in particular with Skype that is needed for Botiful? There’s an SDK that will allow other applications to connect with Botiful, so there’s the potential for other applications to use this. Imagine an augmented reality game that used the Botiful to navigate around and target enemies, or explore an area?

Those worried about their phones staying on the Botiful will be assauged by the presence of a powerful magnet in the stand that can hold a small magnetic strip that can be attached to a phone (or preferably a case) and promises to keep it on the robot.

The Botiful Kickstarter has had over $68,000 pledged so far, and will end on August 22nd.

Overload Review

Robot toasters, mad scientists, a girl with an electro-gun, and a snarky pal. More than just a video game concept, Overload’s story brings to mind an 80’s Saturday morning cartoon. It’s even set in an airship! This game has so much whimsy I found myself grinning the second I got to the cut scenes.

The plot is simple: Professor Goodman is visited by his granddaughter Elle and her ennui-stricken friend James. Elle, to story’s protagonist, is a spunky girl who wastes no time getting to business when Goodman’s lab is attacked. His rival, Doctor Shwarzmann appears with destruction in mind, armed with a fleet of evil/possessed household appliances. Desk fans, toasters, and tea kettles begin destroying the airship and endangering the crew. Elle takes up Goodman’s most recent invention, the Elec-Glove, and uses it to literally over-power the robots until they explode. For such a developed storyline the gameplay is quite simple – tap the robots as they appear on screen until they explode.

The robots are released onto the game field via portals. The portals open slowly so you have a half-second’s warning before another one pops out. All you need to do is tap the robots enough times to blow them up. The stronger machines take more taps to blow up, and the evil toasters are my favourite because their little piece of toast pops out with a ding. They also zoom around the screen with increasing speed as you progress. At time the game field looks like a strange ant farm with all of the robots flying around blasting holes in your airship. You are fighting a timer in a lot of levels, so speed is the key to success in this game.

Overload’s strongest point is its simplicity. No complicated walk throughs are needed. Robots appear on screen, you tap them, they explode. It really is that simple. But just the same the developers clearly enjoyed creating this steampunky world. They put a lot of thought into the character personalities, the opponent design, and the music as well. Even the menus are steampunky, with clanking sounds as the options reveal themselves. The design is delightful from start to finish, it’s a game you’ll want to show your friends. Lots of little detail makes what is really a very simple game more engaging than you’d expect. My favourite touch is the *ding* sound made by the toaster as it explodes and toast pops out.

Unfortunately I found that Overload’s biggest drawback is that same simplicity. You tap robots and they explode – nothing more. The story is cute, but unnecessary to learning how to play. Not all games need a story (did Asteroids have a story?), but Overload needs help from its characters to get you to buy in to the action. After all, frantically tapping frantically on your phone’s screen gets old rather quickly. The story is cute, but there’s not a lot of draw to return to it.

This app has proven to be a nice, quick diversion when I have a few moments to kill when waiting for a bus, but otherwise it’s not worth devoting much time to.

Robotek Review

Robotek Review

May 31, 2011

What would you do if evil robots took over the world? Build giant robots of your own to fight back, utilizing obscure slot machine technology to select your armies, attacks and buffs? If you answered yes to that, then Robotek is the game for you. Heck, even if you answered “no,” you’ll probably still enjoy it.

Robotek is a strategy game by stealth; you build units, choose whether to attack or defend and protect your own power source from your opponents attacks. The game is turn-based, and at the start of your turn you choose one of three types of action – build, attack and hack. Once you’ve chosen your desired action, you spin the wheel and the game randomly assigns you three actions of that type.

For example, if you chose to attack your opponent, you might end up with a laser shot, a microwave charge and an electrical burst. If you’re lucky, your spin might land on three of the same symbols. Not only does that unleash a hyper powered version of the attack, buff or unit, it also lets you spin the wheels again, allowing for more carnage.

Robotek has a look all of its own, and it’s one that deserves special praise – the game is beautiful. From the menus to the world map where you choose your next mission, from the delicious bursts of light when you destroy an opponent to the simple symbols that show what actions you can perform, everything about the game is a visual delight. The sound too is remarkable – Robotek is clearly a labor of love by some hugely talented individuals.

Some might not like the in-app purchase system that the game uses – it’s perfectly possible to finish the game without spending a penny, but the purchases give you a better chance, as well as opening up the multiplayer component of the game. That’s a minor grumble though, because this is a game that’s more than worth paying for.

Robotek is a wonderful little title, that really shows off the creativity and innovation of the team behind it. It finds the perfect balance between action and strategy, presents itself in a unique and breathtaking way and, perhaps more importantly, is a barrel load of fun. Hexage and Robotek have set the bar, it’s now up to the rest of the developers on the Android Market to try and catch up.