Showing posts with label iCade. Show all posts
Showing posts with label iCade. Show all posts
Saturday, January 19, 2013
Gunslugs [OrangePixel] - $1.99
It’s no secret that we here at The App Shack love our retro games, and that OrangePixel is one of our favorite ‘old-school’ developers on the AppStore. Since the middle of last year, we’ve been anticipating their newest release, Gunslugs, sharing videos and info whenever they became available. Well, now all that waiting is over, as Gunslugs was released this Wednesday, and we’ve already put quite a bit of time into it. We should also mention, beforehand, that we are bias. OrangePixel has impressed and surprised us numerous times in the past with their previous releases, Meganoid, Stardash, INC and others and already, Gunslugs has done the same.
As we mentioned in our release posting for the game, Gunslugs started off as a prequel to INC, which is probably why it looks pretty similar. However, it doesn’t exactly play the same. At the beginning of Gunslugs you’re able to choose from 2 different characters. As you progress throughout the game, you’ll be able to save 5 other characters which you’ll then be able to choose from as well, each starting off in the environment that you saved them in.
We haven’t reached the end of the game yet (and, as Pascal, the developer behind Gunslugs has stated, there is no official ending to the game because ATM, it’s quite the ‘impossible’ task), but as you start, you’re given 3 ‘missions’, or stages, that make up each environment, to make your way through. The first two require you to take out buildings with beacons on top of them while the third is a boss battle.
Making your way through the stage, you’ll come across a whole slew of enemies from the Black Duck Army, helicopters that drop off more enemies, and can also be taken out with mines and explosive barrels that litter the stages, ammo, gun and health will be dropped by enemies and can also be found in crates, tanks can be acquired and used for short periods of time - now, I say short because it depends on when you acquire the tanks; they can not climb up any inclines in the ground, so you will not be able to take advantage of them for too long - and better yet, coins that add to your score and that you can collect and use when entering various buildings that can contain either a mini-game, armor, an extra life or power drinks. The buildings can also house extra ammo crates, characters that will refill your health and princesses hiding from the evil army but willing to bribe you so you keep quiet. These buildings are also where you’ll be able to find the trapped characters that you’ll need to save in order to choose them as a playable character.
The very mention of mini-games might turn some of you off, but if you’re familiar with OrangePixel’s past work, it shouldn’t worry you too much. The mini-games fit in with the gameplay of Gunslugs quite well, with one game throwing you onto the top of a moving train while you blast enemies away and jump from cart to cart while trying to make it to the front of the train. Another mini-game puts you in a Stardash (or Super Mario Land - GameBoy style) level, where you’ll need to jump on enemies heads in order to dispatch them, and make it to the end, while another is built looking kind of like Donkey Kong and has you jumping from platform to platform, taking out enemies and again, trying to make it to the finish line.
Each of these mini-games has no real effect on your main game health or ammo, so dying just sends you back to the building that you found the mini-game in, but if you can manage to complete the games, they will help you rack up a huge score, and work your way up the leader boards.
At first, the game does start off a little mindless. Throughout the first world, you’re pretty much able to run around holding down the fire button, blasting everything in sight, and wasting ammo as you go along. But in the second world, thing start to become a little more strategic, as running out of ammo is a real option, leaving you to fend for yourself with no gun, being chased by enemies until you can run over a mine, and blow them up, hopefully grabbing some ammo refills after the process, but obviously leaving you battered and broken after being shot at while running around trying to find a mine. Picking up a new gun, like a flame-thrower, grenade launcher, electro gun, two way gun, ect… and depleting its ammo will refill your main gun’s ammo though, and, as stated, ammo drops are all over the place so long as you don’t just run around with your finger on the trigger constantly, you should be fine. Even during boss battles, bosses send out waves of army troops so that you can recoup some of your ammo and health.
Also, entering a building that does not have a beacon on top of it can only be done once, meaning that if you do not have enough coins to play the housed mini-game or purchase the extra life or armor, you will not be able to enter the building again. This does give a sort of risk/reward feature, as quite a few of the buildings have characters that give you coins or refill health, but you can also play through the stage, destroying everything and gathering coins, and then go back and enter the buildings in order to take advantage of their treasures.
The controls, as you might imagine, are flawless. This is made even more apparent by the fact that Ravenous (yes that Ravenous, the ones who created League of Evil, the game that was so highly praised for it’s controls) has been saying for months that they are going to look into making their controls more comfortable for iPad play, but have not, and then released their new game, Infestor, on the same day as Gunslugs, only to have a horrid button layout, made even more apparent on the bigger iPad screen, while OrangePixel’s Gunslugs, as with all of their previous games, has fully customizable controls, able to be positioned anywhere on the screen when playing on any iDevice.
Another huge perk is that Gunslugs has co-op play. However, it is set up in a not too familiar way for a lot of people. 3 devices will be necessary, with one acting as the ‘console’ while the other two are used as controllers through the Joypad app, which is also supported by all of OrangePixel’s previous releases. But if you’ve got any friends with an iPad, the Joypad app is free, and only takes a second to download, so you could be playing with friends in no time, so long as they can physically sit next to you.
To top it all off, Gunslugs is priced at $1.99, is Universal, supports iCade and has GameCenter support with a leader board for your highest score and a whopping 60 achievements to try and snag. There are also 3 objectives which you’ll be able to try and complete while running through games, adding even more action and difficulty to the game.
If you’ve been looking for another hardcore run’n’gun title on the iOS, alongside Metal Slug and INC, Gunslugs fits in perfectly. It’s also a great representation of what OrangePixel is all about; retro graphics, perfect controls, great physics, hardcore gameplay and loads of fun and entertainment. While it might not appeal to the more hardcore platforming fan base, it is great to see OrangePixel deviate slightly from the typical speedrun platformers they’ve released in the past, and still holds up as one of their best games to date that should definitely be checked out by any and everyone even remotely interested in action packed, score driven gameplay.
Tuesday, December 20, 2011
Terra Noctis - 2.99 (Bulkypix + FireFruitForge)
FireFruitForge has been working on a little game that’s going by the name Terra Noctis (originally named After Dark, if any readers out there heard of it a while back, but they decided to change the name so as not to run into any legal issues). It’s a retro inspired platformer, with influences from Super Mario Brothers, Donkey Kong, and has quite a bit of exploration thrown in as well. There are 3 difficulty levels, Normal, Hard, and Nightmare, with the harder difficulties having more enemies, more traps, and less platforms.
There are 40 levels spread across 4 different worlds. Each level has a 100% completion rate available for it; to get a 100% completion, you’ve got to find all 15 of the red fairies scattered throughout the level, the large gold coin, usually hidden in a harder to reach area of the level, and grab 5 orbs, each with a letter in them, spelling out S-C-A-R-E. There are also blue fairies in each level, which you can collect, and use to buy items in the game’s shop. In the shop, you’re able to buy extra lives, as well as power-ups that you can equip and use as many times as you like until you loose a life, or complete a level. All of the items in the shop are very reasonably priced, all between 80 and 150 fairies. If you explore a little bit in each level, you can usually get around 200-350+ fairies in each level. All of the levels are also re-playable after you beat them, so if you get stuck, you can go back and play some previously completed levels, and buy some items to help you.
The controls for Terra Noctis are set-up like most platformer games on the iOS. You’ve got your left/right arrows in the bottom left corner, and then your bottom right corner has your duck/smash/option button, and your jump button. While standing on the ground, your duck/smash/option button is used to duck, while in the air, it can be used to make your character, Allen, curl his legs up, and smash down into the ground, which can break certain blocks, and be used as an attack, and when in front of a cave entrance, can be used to enter the cave. Your jump button is pretty self-explanatory, and you are able to double-jump, or fall off of a cliff, and use your 2nd jump while falling, which does come in handy quite a bit. You are able to throw projectiles as well, and this is done by tapping and holding on the play area, and then dragging your finger to aim where you want to throw your projectile, having it fly in the direction chosen when you lift your finger. Tapping on the play area while you‘re in the air will allow Allen to throw a projectile straight forward, which works perfectly for taking out enemies on higher up platforms. The controls are tight, and very responsive. Actually, they’re probably some of the most responsive controls for a non-speed run platformer within the AppStore. The movement arrows could go to be a tad bit smaller, but they are very transparent, so they don’t really get in the way. Would just be nice to have it look a little slicker.
Now, once you start up the game, choose a difficulty, enter the first level, and start making your way to the end of the level, you’ll notice immediately that the level design is very well thought out. You’ll have quite a bit to look forward to as you make your way through the game, because it only gets better as you progress. The level design throughout the game is actually some of the best I’ve ever experienced. The amount of time and thought that must have gone into the design is apparent pretty much every step you make. Not to mention how much time must have gone into testing the levels to make sure jumps were just right, and everything got lined up perfectly.
Now, once you start up the game, choose a difficulty, enter the first level, and start making your way to the end of the level, you’ll notice immediately that the level design is very well thought out. You’ll have quite a bit to look forward to as you make your way through the game, because it only gets better as you progress. The level design throughout the game is actually some of the best I’ve ever experienced. The amount of time and thought that must have gone into the design is apparent pretty much every step you make. Not to mention how much time must have gone into testing the levels to make sure jumps were just right, and everything got lined up perfectly.
Another aspect of the game that jumps right out at you once you first start playing are the graphics. The colors that have been chosen, the details that have been included, the backgrounds, objects throughout the levels that you can interact with, and objects that you can’t, there is not one thing that looks like it doesn‘t belong. The entire Terra Noctis world is mind-blowing. Smooth, modern graphics and textures that still hold a retro feeling within them, making it feel old-school while still being graphically impressive by the standards of today’s iOS games. This, along with the awesome back-ground-music, and smooth as butter animations for everything from walking and flying, to the fairies life like movement and particles of dust traveling through the air comes together to create one hell of an immersive environment.
On top of everything else, the amount of enemies you’ll face while making your way through the game is just perfect. Once you get through the first world, and start on the second, you might start to wonder if you’ve seen all the enemies there is to see, and then one will pop up that you haven’t run into previously. Then another, and another. To make things even more impressive, all of the enemy designs are incredibly well done, and fit perfectly within the game. There are also bosses at the end of each world, all of which are amazingly well done, with battles that change up the gameplay quite a bit, and throw an extremely high scoring situation at the player.
It’s clear, after playing the game, that Terra Noctis is very deserving of it’s $2.99 price-tag, if not more. Being Universal, including iCade support, the amount of content, especially for 100% completionist fanatics, and the OpenFeint leaderboards, 24 hard to snag achievements, as well as top scores for each level that are shown at the level select screen, should keep any gamer, even platformer fanatics, busy for quite some time. It’s easily one of the best platform games I’ve ever had the pleasure of playing, and the amount of work, time, effort, and testing that has gone into Terra Noctis, shines through with every single frame of the game. After being able to play this for the last two weeks, I can very confidently say that it is my #3 favorite game of 2011, right under Space Tripper and Anomaly Warzone Earth. With Normal difficulty very reminiscent of the difficulty in old-school Mario games, Terra Noctis is great for all gamers, and is HIGHLY recommended. FireFruitForge has given iOS gamers a phenomenal piece of art all wrapped up in a tightly controlled, highly enjoyable, modern/old-school mesh of a video game. Everyone with an iDevice should grab it as soon as possible
It’s clear, after playing the game, that Terra Noctis is very deserving of it’s $2.99 price-tag, if not more. Being Universal, including iCade support, the amount of content, especially for 100% completionist fanatics, and the OpenFeint leaderboards, 24 hard to snag achievements, as well as top scores for each level that are shown at the level select screen, should keep any gamer, even platformer fanatics, busy for quite some time. It’s easily one of the best platform games I’ve ever had the pleasure of playing, and the amount of work, time, effort, and testing that has gone into Terra Noctis, shines through with every single frame of the game. After being able to play this for the last two weeks, I can very confidently say that it is my #3 favorite game of 2011, right under Space Tripper and Anomaly Warzone Earth. With Normal difficulty very reminiscent of the difficulty in old-school Mario games, Terra Noctis is great for all gamers, and is HIGHLY recommended. FireFruitForge has given iOS gamers a phenomenal piece of art all wrapped up in a tightly controlled, highly enjoyable, modern/old-school mesh of a video game. Everyone with an iDevice should grab it as soon as possibleMonday, December 19, 2011
Bulkypix and FireFruitForge's retro platformer, Terra Noctis hits the AppStore tonight!
--=TERRA NOCTIS=--

Last week, we posted an announcement for developer, FireFruitForge's title, Terra Noctis (being published by Bulkypix). If you didn't have a chance to read the announcement, you can here. Terra Noctis is a retro-inspired platformer, influenced by the likes of Super Mario Brothers, and Donkey Kong, and has quite a bit of exploration tossed in, which expands the gameplay and level design quite a bit. Well, after obsessing over the game for the last couple of weeks, we'll finally be able to gush over the game with everyone else.

40 levels spread across 4 worlds, each having 100% completion available. To get it, you'll need to grab 15 red fairies, which are scattered throughout the levels, the large gold coin, which is almost always hidden in a harder to reach area, and 5 orbs with letters in them, spelling out S-C-A-R-E. You can also track your stats, like how many gold coins you've collected, how many enemies you've killed, how many fairies you've collected, your total distance ran, fallen, and more.
The controls, graphics, physics, animations, level designs, gameplay mechanics, they are all top notch and extremely professional. The story in Terra Noctis is also a high point within the game. The main character, a little nightmare creature named Allen, is attending the local Nightmare School, but with the teachings, he's still not quite scary enough. Then, after failing a test, he reads a local legend that says "Eat the heart of the scariest nightmare and become a scary nightmare, too." Here is where his journey begins to become the scariest nightmare in the land.
Terra Noctis will be available tonight at 11PM, EST, and 8PM PST, in the US. It is a Universal app, and is also supported by OpenFeint, as well as having iCade computability. It's easily one of the best platformers in the AppStore, if not the best, and ranks up there among the best platformers released on all consoles/platforms over the last 25+ years. FireFruitForge has definitely given gamers an exploratory platformer that hits all the right gaming nerves in our little video game obsessed brains. If you're a fan of the genre, DO NOT let yourself miss out on this amazing game. Even if you're not a fan of the genre, you should pick this one up, it might just make you a platformer freak.
You can also expect to see The App Shack's review posted up tomorrow, if you'd like to wait and read some more in-depth information about the game.
You can also get some more info about the game on the FireFruitForge website;
on the Touch Arcade's Upcoming Games Thread;
TA's Main Game Thread;
and -
The Bulkypix Webiste;
















