Showing posts with label iOS. Show all posts
Showing posts with label iOS. Show all posts

Wednesday, March 01, 2017

Shall We Do It? (Dandy Dungeon, Forget-Me-Not and Heart Star)

Now that I've finally put the Dragon Quest VII 3DS remake to bed, I have tons of time and energy to play other games--a fact that should be obvious by the number of titles discussed in this post as well as my next one.

I know what some of you are thinking: no Vita games? Nope, sorry. I keep meaning to boot up that system and play some Dragon Quest Builders or Mystery Chronicle: One Way Heroics or Yomawari, but I'm so wrapped up in the iOS games mentioned here (and the 3DS games that'll be highlighted in the write-up I'll publish in just a couple of days) that those plans inevitably fall by the wayside.

Who knows, though? Maybe I'll turn my attention to the Vita once I'm done with these titles. In the meantime, I hope you enjoy the impressions that follow.

Dandy Dungeon--I first downloaded this free-to-play mobile game because I heard Yoshiro Kimura had a hand in it. That was a big deal to me, as his past credits include Chulip, Little King's Story and Moon: Remix RPG Adventure. I also was pleased to discover Kazuyuki Kurashima acted as this title's art director, as he previously crafted the character designs for games like Freshly-Pickled Tingle's Rosy Rupeeland and UFO: A Day in the Life.

Dandy Dungeon
As you might imagine given its pedigree, Dandy Dungeon shares the bizarre quirkiness that's front and center in basically all of the aforementioned games. It plays nothing like them, though. Instead, Dandy Dungeon is one part roguelike and one part puzzler.

That likely won't make much sense to you until you experience the game for yourself, but the gist is that you're regularly sent into dungeons made up of five-square-by-five-square rooms and then tasked with drawing a single line that'll take the digital representation of the game's protagonist, Yamada-kun, from its entrance to its exit. As he wanders along that route, he'll grab any items in his path and fight any enemies in his way. (Your involvement in those battles is more or less limited to healing or reviving Yamada-kun or casting the occasional spell.)

Dandy Dungeon is a lot more engaging and interesting than that description likely makes it sound, so don't be shy about downloading it if you have a device that's capable of running it.

Forget-Me-Not--What timing! Just a week after I published a post about my five favorite Pac-Man clones, my friend Jess introduced me to another one. Will I be updating the write-up I just mentioned to include this 2011 release? Perhaps in the future, but not right now. Still, I'd be lying if I implied Forget-Me-Not failed to impress me during the handful of minutes I devoted to it over the last few days.

The thing I like about it most so far is that it turns the Pac-Man formula on its head just enough to feel fresh. For starters, Forget-Me-Not's maze-like stages are decidedly asymmetrical. Also, its Qbby-esque protagonist (if it can even be called that) automatically shoots lasers or bullets or some other sort of projectile in whichever direction it happens to be facing.

Forget-Me-Not
Oh, and to move from one level to the next, you first have to collect all of the current board's "flowers" (this game's version of the pac-dots that fill Namco's arcade classic) and then you have to unlock the door that appears in their wake using a key.

Beyond that, Forget-Me-Not sports an appealing aesthetic that makes it look like a minimalist Pac-Man Championship Edition. Also, destroying any of the enemy creatures that slither about each stage produces a plethora of yummy-looking food items that can be picked up for bonus points--and anyone who knows me knows I love games with nabbable noshies.

Unfortunately, this Nyarlu Labs creation lacks the kind of thumping soundtrack most would expect from such a game, but the bleeps and bloops that accompany the action on hand still do a good job of setting the right mood, so don't let that keep you from giving Forget-Me-Not a try.

Heart Star--I became aware of this mobile game while casually perusing Twitter a few days ago. A chap named Peter Willington praised its retro aesthetic and called it a "top puzzle platformer" while passing along a smattering of screenshots. That's all I needed to jump in with both feet. And guess what? Peter was right to applaud this Jussi Simpanen-made title. First, it looks like something Taito would've released back in its heyday (think Bubble Bobble and Rainbow Islands--or, better yet, Parasol Stars). Second, its gameplay hook is brilliantly unique.

Regarding the latter, your goal while playing Heart Star is to guide two characters--a red-headed girl and a blue-haired boy--through 60 single-screen stages. The catch: she can only stand on red platforms, while he can only stand on blue ones. So, to successfully complete a level you have to
switch between the two--don't worry, it can be done with the press of a button--while also carefully and creatively positioning them. (Sometimes one will have to carry the other, for example. Or one will have to serve as a temporary platform for the other.)

Anyway, it's a lot of fun, it's free--as long as you don't mind an ad popping up every few levels (and if you do mind it, forking over $1.99 will remove them)--and it's highly recommended by moi.

Have you played any mobile games that really left an impression on you? If so, let me and others know about them in this post's comments section.

Wednesday, June 22, 2016

Help me remain strong as I wait for the Vita version of VA-11 Hall-A to be released

I've been curious about Sukeban Games' VA-11 Hall-A, which the developer describes as a "cyberpunk bartender action" title, since I first became aware of it some time ago.

Considering publisher Ysbryd Games' finally made it available to the world yesterday, you might assume I'm currently feeling ecstatic. Unfortunately, you'd be wrong.

That's not because I've reconsidered my stance on this lovely looking visual novel, mind you. Rather, it's because only the Linux, Mac and PC versions of VA-11 Hall-A are able to be purchased at the moment.



The Vita iteration, the one I've been dreaming of playing since this deliciously retro title was unveiled, is nowhere to be seen.

Apparently it'll see the light of day later this year, if the word on the street is to believed, so in the meantime I've either got to sit tight until VA-11 Hall-A Vita hits both virtual and physical store shelves, or I've got to bite the bullet and buy the Mac release for a not-inconsiderable $14.99.

While I decide which path to take, check out the game's final trailer (above). Or, if you've already played some form of VA-11 Hall-A, share your thoughts on it in the comments section below.

Saturday, May 28, 2016

If you own a Vita and haven't yet bought the just-released Romancing SaGa 2 remake, you may want to wait a while longer

I was all set to plop down $18 on the iOS remake of Romancing SaGa 2 that hit the Apple App Store a few days ago when I saw a tweet that suggested Square Enix is busy working on localizing and releasing the Vita iteration of this updated Super Famicom RPG to our shores as well.

After a bit of digging, I came across the following "smoking gun."



That tweet was sent out by Akitoshi Kawazu. Name doesn't ring a bell? Kawazu's basically the father of the SaGa series, so him saying an English version of Romancing SaGa 2 for Vita is on the way means something.

As a result, I've decided to save my $18 for this supposedly impending release. How about those of you who are interested in Romancing SaGa 2 and have both a smartphone and a Vita? Are you also planning to wait out the console version, or are you picking up the iOS or Android iteration?

Actually, I have a feeling at least a couple of you already bought one of the above-mentioned mobile ports. If that describes you, what do you think of your purchase so far?

Saturday, May 21, 2016

Looks like I'll be blowing $18 bucks on the Romancing SaGa 2 mobile remake this week

If you read this recent post or this recent post, you know I've been drooling in anticipation of the English release of Square Enix's recently revealed Romancing SaGa 2 mobile remake.

Well, it seems my husband won't have to put up with my errant slobber for much longer, as the game will be made available to owners of Android and iOS devices this coming Thursday (May 26).

OK, so the damn thing's going to have a price tag of $17.99 attached to it, which normally would be way too rich for my blood (when it comes to buying a mobile game, at least).



I've wanted to play all three of the Romancing SaGa games in a language I can understand since I was a kid, though, so I'll do whatever's needed to keep those instincts at bay long enough to purchase this sucker on or shortly after its street date. I don't suppose any of you are planning to do the same?

Speaking of this wonderfully weird RPG series, by the way, the Romancing SaGa 2 Twitter account recently teased that a mobile remake of its third entry, which first hit the Super Famicom back in 1995, is on the way.

It even directed interested parties to romasaga3.jp. There's nothing to see there yet, although you can listen to some sweet music--taken from the 16-bit original, if I were to guess.

Friday, April 29, 2016

Here's the first English footage of Romancing SaGa 2's mobile remake

OK, so the text highlighted in the trailer below is a bit stilted, but it's hard to care about that when you've been waiting to play the game--in a language you understand--for more than two decades. (Just under 23 years, if you want to be specific.)

It helps, of course, when the game surrounding that text looks as fun, interesting and unique as Romancing SaGa 2's mobile port-remake-whatever-you-want-to-call-it does.

I'm not at all sure I prefer the aesthetics of this updated iteration to the original, mind you. The backdrops are almost too slick, in my opinion. Plus, they tend to dwarf the character sprites, which I find a tad off-putting.



All that said, I can't wait for Romancing SaGa 2 to hit the App and Android stores.

When's that going to happen? I haven't the slightest clue, although I won't be surprised if the day arrives sooner rather than later. After all, the footage shown in the teaser above gives off the impression that the game's localization is pretty far along.

Are any of you similarly chomping at the bit to get your grubby hands on a non-Japanese version of this ages-old RPG?

See also: 'Romancing SaGa 2's Android/iOS/Vita remake is looking good, sounding great--and releasing soon' and 'Our prayers to Kawazu have been answered: Square Enix's Romancing SaGa 2 remake will be released outside of Japan'

Friday, April 08, 2016

Our prayers to Kawazu have been answered: Square Enix's Romancing SaGa 2 remake will be released 'soon' outside of Japan

Last night, the official Twitter account for the Android, iOS and Vita remake of Romancing SaGa 2 revealed that the game "will soon be released worldwide." (It's been available to those with Japanese accounts since late March.)



That's basically the extent of what was shared, aside from a handful of English screenshots--which, admittedly, would've been pretty darn newsworthy on their own.

Thankfully, the person in charge of the account later promised to "announce further information within this month, so stay tuned!"



The only potentially disappointing aspect of this otherwise amazing announcement: it appears as though only the Android and iOS iterations of the Romancing SaGa 2 remake are being prepped at the moment.

(I say this because the above-mentioned Twitterer shared that the folks at Square Enix are "working to create Romancing SaGa 2 for iOS and Android"--conspicuously leaving out the poor, oft-ignored Vita.)



Still, I can't be the only Westerner excited about this news, right? If it makes you want to jump for joy, too, let me and other SaGa fans know in the comments section that follows.

See also: 'Romancing SaGa 2's Android/iOS/Vita remake is looking good, sounding great--and releasing soon'

Wednesday, March 23, 2016

NightCry (aka Project Scissors) embraces its jankiness in this just-released trailer

Full disclosure: I haven't paid a whole lot of attention to NightCry, the spiritual successor to Clock Tower that began life with the working title Project Scissors, until now.

Of course, that makes a good amount of sense when you consider I've played just one Clock Tower game to date, and even then I've only played a small fraction of it.

Still, I've always loved the idea of Hifumi Kono's long-running series of survival horror titles thanks in large part to its giant-scissors-wielding antagonist.

Because of that long-ignored admiration, last night I eagerly clicked on a link that led me to the latest NightCry trailer that can be seen below.



After I watched it for the first time, I couldn't help but think, that's it? A few minutes later, though, I caught myself smirking at its unabashed jankiness, which reminds me of all the similarly rough PS1 and PS2 titles I've loved since I was a barely legal game fan.

The thing is, this trailer only mentions a PC release for NightCry--which is concerning, as its original Kickstarter mentioned Android, iOS and Vita versions as well.

Here's hoping the game finds its way onto the Vita in some form or fashion, and not too far down the road at that.

In the meantime, the PC iteration will hit Steam and the Playism site on Mar. 29 carrying a $24.99 price tag. I don't suppose any of you are planning to pick up this spooky looking title on or around that date?

Wednesday, March 16, 2016

Romancing SaGa 2's Android/iOS/Vita remake is looking good, sounding great--and releasing soon

My only issue with Square Enix's soon-to-hit-the-streets remake of Romancing SaGa 2: the Vita version seemingly isn't getting a retail release.

That's not a huge surprise, of course, but I thought the powers at be at The House of Final Fantasy might offer up at least a limited number of boxed copies just to get a few extra bucks out of the world's handful of remaining SaGa fans.

Anyway, as lovely as this updated iteration of the second Romancing SaGa--check out the trailer that follows for proof--looks at the moment, I'm not entirely sure I'll buy it when it's finally made available to Japanese Vita, iOS and Android users on March 24.



The main reason for that: Romancing SaGa 2's 2,200 yen asking price. For me, that's a bit too rich for a game that I'll barely be able to understand.

Not helping matters is I have a complete-in-box copy of the original Super Famicom release from 1993 that I've been meaning to (attempt to) play through since it arrived on my doorstep last year.

How about all of you? Are any of you planning to pick up either the Vita, iOS or Android version of this kinda-sorta remake on, around or even sometime long after March 24?

Monday, December 21, 2015

This soon-to-be-released Romancing SaGa 2 'remake' looks 100 times better than Square Enix's most recent Final Fantasy V and VI re-releases and that makes me really happy

Here's a bit of news I'm guessing will interest about four of you: Square Enix recently announced that it's working on a remake (of sorts) of Romancing SaGa 2 for Android, iOS and Vita.

I describe it as a "remake of sorts" because the few screenshots that have been released thus far suggest that this version of the game will retain the 1993 original's character and enemy sprites while the old backdrops will be replaced with ones that are a bit more detailed.



The result reminds me of the awesome Final Fantasy IV, V and VI Advance titles Square Enix published for the GameBoy Advance between 2005 and 2007.

As for when this reimagined Romancing SaGa 2 will be made available to the masses, all that's known at the moment is it'll see the light of day this "winter."



Will the Vita version earn a retail release? I have no idea, but I'm currently crossing my fingers in the hopes that it does.

I'm similarly clueless as to whether or not any iteration of the game--which began life as a Super Famicom cartridge--will be localized for regions outside of Japan. If I were a betting man, though, I'd probably put my money on "no way in hell."

Will any of you buy it even if it remains a Japan-only offering? If so, why? Also, do you think you'll pick it up for Android, iOS, Vita, or all of the above?

Sunday, July 26, 2015

Taito + Fez = Asterism?

OK, so I have no idea if the folks at Neutronized were at all inspired by Taito's highly recognizable style (see games like Bubble BobbleMizubaku Daibouken and The New Zealand Story) when they began working on Asterism's visuals, but it sure seems like that may have been the case.

At any rate, the game in question, which will be released for iOS at some future point in time, looks gorgeous.

Of course, that shouldn't be all that surprising to those of you who've experienced another Neutronized-made effort--the decidedly Parasol Stars-ish Drop Wizard, which hit the App Store earlier this year.



Unlike that earlier Neutronized product, however, Asterism seems like less of a Bubble Bobble clone than it does a Fez clone.

I've been assured there's more to Asterism than that, though. In fact, my contact at Neutronized suggests the game is "a sort of Metroidvania" that sees its protagonist regularly teleporting into parallel dimensions.

As if that didn't sound good enough, here's how the company's press department is promoting this intriguing upcoming release: "a game about stars, exploration and love."

With all of that said, who else is now chomping at the bit to add Asterism to the slew of apps on their iPads or iPhones?

Tuesday, March 31, 2015

Shall We Do It? (Danganronpa, Dokuro, Final Fantasy: Record Keeper and My World, My Way)

For the first time since I started my new job two-and-a-half-months ago, I'm finally feeling somewhat settled. One of the side effects of that feeling is that I'm playing--and enjoying--more games than I have in ages.

Given that, I thought now would be the perfect time to type up another "Shall We Do It?" post that compiles some of my thoughts on the four portable titles that are mentioned in the header above.

Danganronpa (Vita)--Although my precious pink-and-white Vita has been in my hands for a couple of weeks now, I didn't actually play a game on it until this weekend due to the vacation that popped up just after the system arrived on our doorstep.

The first game I stuck into my Vita's cart slot, of course, was NIS' acclaimed Danganronpa, a dark visual novel that certainly didn't disappoint in the couple of hours I spent with it on Saturday and Sunday. 

As much as I'm loving Danganronpa's well-crafted, whodunnit-style story, though, I'm loving Rui Komatsuzaki's delicious-looking art even more. I also really like how playing this game "feels." Stalking the halls of Hope's Peak Academy is more engaging than I thought it would be, for instance, and interacting with your surroundings in other ways (such as clicking on background elements to learn more about them, or doing the same to your comrades to converse with them) is similarly enjoyable.

That's about all I can say about Danganronpa at the moment, I'm afraid, but I can assure you I'll continue to plug away at it this coming week, so hopefully the impressions I share in my next "Shall We Do It?" post (which I hope to publish about seven days from now) will dig a bit deeper into the experience.



Dokuro (Vita)--Danganronpa isn't the only Vita game I spent some time with this past weekend. I also bought--for just $2.99 via PSN--and played Dokuro, a Game Arts-developed puzzler-platformer that's quite a looker in its own right.

This digital effort is attractive in a slightly different way than Danganronpa is, though; here, the visuals look like they've been created using colored chalk or crayons. The effect isn't quite as eye-popping as, say, the original Yoshi's Island, but it's still undeniably pretty.

As for the rest of the game, well, I like it, but I can't say I'm head-over-heels in love with it. Players are given a good number of things to do--like pushing boxes, flipping switches and even carrying princesses--and the great majority of them provoke a lukewarm feeling of accomplishment, but on the whole, so far, Dokuro seems to lack a bit of energy.

Hopefully things will pick up as I continue to pick away at the adventure at hand, which is exactly what I'm planning to do (to an extent, at least) over the course of the following week or two.



Final Fantasy: Record Keeper (iOS)--This mobile RPG's North American launch came out of nowhere for me. I vaguely remember hearing about its Japanese release, but I assumed it would remain unique to that region and so quickly forgot about it.

Given its nostalgic content and liberal use of sprites, though, I nabbed it from the iOS App Store as soon as I heard about it.

Despite my eagerness to download it, I'm not sure how long it's going to maintain a presence on my iPhone. Why? For starters, Record Keeper's battle-centric gameplay isn't as engaging as I expected it to be given its pedigree. Also, as much as I love all of the spritework that's on display in this game, it's somewhat tarnished by all of the not-sprite art that tends to surround it. (Sorry, I've never been a fan of such juxtaposition. For me, I'd much rather a game focus entirely on sprites or entirely on hand-drawn illustrations, although I know I'm probably in the minority in feeling that way.)

Anyway, I'll give it a fair shake before dumping it--which means I'll give it at least a couple of more plays between now and the next time I write about this Final Fantasy offshoot. 



My World, My Way (DS)--Of all the games included in this write-up, this Atlus-published RPG is the one I put the most hours into over the last week. In fact, I'm pretty sure I've put more time into this title than any of the others than have been played as part of my "A Decade of DS" series.

I'm going to publish a more in-depth post about this quirky DS game shortly, so I don't want to share too much about it here, but one thing I definitely want to get across is that I'm having a blast with it.

If you've never heard of it, it's an RPG that stars a spoiled princess who channels her inner adventurer in order to attract the attention of a handsome bloke--an adventurer himself--who has melted her heart.

One of the handful of elements that sets My World, My Way apart from the JRPG pack is that its spoiled-princess protagonist has to juggle "pout points" as well as experience and hit points. By pouting, Elise (that's the princess' name) can alter the landscape around her, call more enemies to a particular area, force them to drop more items or experience points than they would otherwise and a number of other interesting actions.

As intriguing as that may sound, My World, My Way's definitely not for everyone. It's pretty repetitive, for one, plus it's far from the most attractive of DS games. That said, it's managed to keep my attention for more than five hours so far, so maybe its allure is more than the sum of its somewhat-unappealing parts?

Have any of you played some or all of the games discussed in this post? If so, please share your thoughts on them in the comments section below.

Thursday, March 05, 2015

A couple of Katamari Damacy + Solitiba doodles for anyone who cares

So, I recently started doodling again.

Not that I ever meant to stop, mind you--or not that I made some sort of specific pact with myself to stop, at least.

In fact, I can't remember when my "doodling" trailed off, although I'm pretty sure it was more than a year ago.

As for why this happened, I can only guess at this point, but I have a feeling I simply ran out of ideas. 

My brain recently became flooded with ideas, though, thanks to a project I'm working on for the technical writing certificate program I'm taking through the Seattle branch of the University of Washington. 

Specifically, I'm working on a "quick-reference guide" for the weird Game Freak-developed and -published 3DS (and iOS) title that has gotten so much attention here in the last six months or so, Solitiba

Although the focus of this document is its text--which is supposed to help people understand and remember the nuances of the various "phases" associated with Solitiba's racing segments--I want to make it visually appealing, too, so I decided a couple of weekends ago to whip up a few drawings that could be snuggled within all of the letters and punctuation.

My first creation wasn't a total success. (Check it out here, if you're feeling adventurous.) Later efforts were a lot better, though, if I do say so myself.


I don't know if I'd say this is an example of the latter, but I also wouldn't call it a complete turd. Granted, it was a quick-and-dirty sketch produced as a sort of placeholder image for my guide's cover. (In the end, I decided to go with something else.)


I like the doodle, above, a lot more. Of course, what's not to like about a cute little horse with a sparkly mane and stubby legs that's attempting (not very successfully, mind you) to play solitaire?


This drawing, on the other hand, is supposed to depict a similarly stylized undulate teetering atop a house of cards (or, "Horse of Cards," which is the name I gave to this image when I published it on deviantart a couple of days ago).


Had enough of my Solitiba-inspired illustrations (if they can even be called that)? How about a Katamari Damacy-inspired illustration? I concocted it after one of my new colleagues wore a Katamari-branded t-shirt to work last Friday.

I have a feeling Katamari Damacy's denizens usually don't alter their antennae like this one has, but what can you do?

Anyway, if you like any or all of the doodles shared here, you may want to head over to my deviantart gallery and take a gander the handful of others I've generated in the last few years.

See also: previous posts about Solitiba

Friday, February 20, 2015

Shall We Do It? (BATTRIX, Drop Wizard, rainblocks, Tumbledrop and Zoo Keeper DX)

You may remember how, in this recently published post, I said of the iOS puzzler, rainblocks: I'm not sure it's something I'll return to all that often.

Fast forward to today, just over a week later, and although I can't prove it, I'm pretty sure rainblocks--which was made by Eric Koziol--is now my most-played iOS game.

So, what's changed in the meantime? I don't really know, to be honest--well, other than I think my brain went on a walkabout during my initial experience with it, which prompted me to assume it was some sort of endless (or nearly so) puzzle game, like the Tokoton mode of the Zoo Keeper series.

In reality, it's a decidedly timed affair, with the result being that rainblocks feels like a mad-dash, try-to-beat-your-high-score kind of title--which is right up my alley, especially if it's stuck inside a portable device.

rainblocks
One aspect of this iOS game that I've always liked is its art style. It's very simple, but also very clean, colorful, consistent and even "classy," if that makes sense. In fact, I dare say it reminds me of something Nintendo or one of its second-party developers would have made during the GameBoy Advance era to fill the gaps between its heavy hitters.

As for the other games mentioned in this post's header, if I were to line them up based on how much time I've spent with them in the last week or so, I'd probably go with: BATTRIXZoo Keeper DX, Drop Wizard and then Tumbledrop.

I don't suppose you're up for taking in some of my thoughts on all of these lovely iOS games (and they truly are lovely, each and every one of them)? If so, please keep reading.

BATTRIX--This bite-sized RPG was made by the wizards at Opus Studio, who also brought the world the Half-Minute Hero games and Jikandia: The Timeless Land, which of course means it features some stunning spritework.

There's more to it than that, though--which probably won't shock anyone who's experienced any of the afore-mentioned PSP titles. This is most evident in BATTRIX's gameplay "hook," which tasks players with exposing its map one tile at a time. (You begin the game standing on a single, solitary tile, and nearly every step you take away from it reveals previously hidden areas and battle-able enemies.)

The idea is a perfect fit for the medium, and a lot of fun to boot. Also a perfect fit for the medium: the controls used in BATTRIX's battle scenes, which of course are intuitively touched-based and which also feature fast, frequent and intriguing weapon changes.

Drop Wizard

Drop Wizard--This was my first iOS game, and it's sure to remain one of my favorites for some time to come. The graphics here are absolutely adorable--and right up there with the best of the single-screen platformer genre, if you ask me.

The gameplay's great, too, in that it wisely considers and keeps in mind the iOS platform's weaknesses (generally unresponsive digital controls being the main one, of course) without letting them hamper the action at hand.

As for what all that nonsensical blather means for the end-user (me and you): instead of focusing on fast-paced leaps and twitchy, last-millisecond responses à la most other single-screen platformers, Drop Wizard focuses on strategy. Which is a good, as all you're able to do in this game, control-wise, is move your adorably behatted protagonist left and right. (Yes, that means there's no jump or other action button.)

I'm sure that sounds more than a bit nuts, but in reality it's brilliantly refreshing.

Zoo Keeper DX
Tumbledrop--Despite this game's title, it's nothing like the wonderful Bubble Bobble clone--or, rather, Snow Bros. clone--called Tumble Pop. That's disappointing at first, or at least it was for me, but it's doubtful you'll feel that way for long, as Tumbledrop's gameplay wastes little time in differentiating itself from any other title you're likely to compare it to.

So, what's Tumbledrop's gameplay like? I guess you could say it's a physics-based puzzler. Actually, it's kind of like Jenga, that block-balancing tabletop game that everybody's become obsessed with at one point or another. Only Tumbledrop is a lot more visually interesting, what with its on-point use of pastels as well as its bricks and blocks and stars that grin like non-creepy Kewpie dolls.

Anyway, it's a lot of fun, and it's no pushover (pun not entirely intended), which always is a good thing, in my opinion. In fact, I've only made it through a few screens so far thanks to its general toughness. Still, I hope I can make it a bit further before I stick a fork in it and move on to some other technicolor iOS title.

Zoo Keeper DX--If you've played some version of Zoo Keeper over the years, you've pretty much played them all. In the case of almost any other series, I'd say that's a bad thing, but these bright, animal-themed puzzlers are such a blast to play that I can't bring myself to do it.

One somewhat negative thing I will say about the iOS iteration of Zoo Keeper is that it's a bit lacking when it comes to modes and options--there are just three of the latter, as far as I can tell, and one of them is an online battle mode I'm unlikely to use.

Other than that fairly minor quibble (especially given Zoo Keeper DX's cheap asking price), though, this one's a ... well, it's a keeper, as that old--and appropriate--cliché goes.

See also: previous 'Shall We Do It?' posts

Monday, February 16, 2015

In case you haven't heard elsewhere: I'm now on Instagram!

The very first thing I did after setting up my newly acquired iPhone a week or so ago was download as many games and apps as the wireless router in our basement could handle.

And given my love of photography, one of the first apps I nabbed was Instagram.

Should you be the sort of person who likes to follow others on social media, and should you specifically be the sort of person who wants to follow someone like me on Instagram, you can do so by punching my handle, rainbow_blight, into whichever smartphone you tend to choose.

You'll be seeing more of this sucker in tomorrow's post.

Or, if you don't have an Instagram-able smartphone, you can view my photostream (or whatever verbiage Instragram uses here) by aiming your browser to instagram.com/rainbow_blight.

I've only uploaded three photos so far, one of which is seen above, but more will be added in the coming days, weeks, months and (hopefully) years, I can assure you.

On a related note, I'm also on all sorts of other social media sites these days, including FacebookFlickr and Twitter, so check them out if any of them are your kind of thing.

Wednesday, February 11, 2015

Please share your iOS game and app suggestions and recommendations here

In news that is sure to thrill my pal Simon, the oh-so-British proprietor of the Red Parsley blog, I recently bought my first smartphone.

Specifically, I got an iPhone.

Which means, of course, that I'm in the market for a whole bunch of iOS games and apps.



Have any of you played any iOS games or used any iOS apps that you think I should experience as soon as possible? If so, I'd really appreciate it if you'd name them--and tell me why you like them, if you're willing--in the comments section below.

Just so you know, I've already purchased the following: Drop Wizardrainblocks and Sunburn!

I spent a few minutes with both Drop Wizard and rainblocks over the weekend, and I found the former game, especially, to be a lot of fun. (I also liked the latter, but I'm not sure it's something I'll return to all that often.)

Monday, January 19, 2015

And the winners of The Gay Gamer Giveaway™ (Drop Wizard Edition) are ...

Congratulations to the following trio for winning the Drop Wizard (iOS) codes the folks at Neuronized so kindly sent my way a week or so go:

* Rui
* Nightmare Bruce
* Justin Difazzio

Jeremy and Justin: I'll send your codes to you through Twitter and Facebook, respectively.

As for you, Rui, drop me an e-mail (bochalla at yahoo dot com) at your earliest convenience so I can get a code out to you, too.

Other than that, I'd just like to thank, once again, whoever mans the Neutronized Twitter account for being so kind as to offer up these codes.

Tuesday, January 13, 2015

The Gay Gamer Giveaway™: Drop Wizard Edition

Late last week, the folks at Neuronized offered me a free code for their just-released (on Jan. 8) single-screen platformer, Drop Wizard. (A game I previously discussed in this post.)

I had to turn them down, though, because I currently don't own any sort of iOS-enabled device. (At the moment, Drop Wizard is playable only on iPhones and iPads.)

Knowing that at least a few of you lovely people must own such gadgets, I quickly followed up that denial with a suggestion that I could pass along the code--as well as a couple of others, perhaps--to some of my blog's readers.



They liked the idea, so today I'm offering up three free codes for the company's lovely looking game (see trailer above), which apparently features more than 60 levels of Bubble Bobble-ish goodness.

Speaking of that Taito-made classic, if you'd like to nab one of these Drop Wizard codes, leave a comment below between now and 8 am Pacific time on Saturday morning that includes the name of your all-time favorite Bubble Bobble clone. (I'll announce the winners in a separate post later that same weekend.)

In the meantime, keep your fingers crossed in the hope that the powers that be at Neuronized eventually decide to bring this game to the Nintendo eShops, the PlayStation Store and Steam.

Thursday, November 20, 2014

I'm sure I'd love this in-the-works Bubble Bobble clone called Drop Wizard ... if I could play it

It's no secret that I love so-called Bubble Bobble clones.

As such, I guess it shouldn't be much of a surprise to hear that I'm feeling a bit gaga about the game, called Drop Wizard, showcased in the trailer below. I mean, it's got an adorable, cherubic protagonist, similarly aww-inspiring enemies and all kinds of collectible fruit--how could I not go a bit gaga over it?

And then there's the cherry on top: its gameplay looks to include elements of one of my favorite Bubble Bobble clones, Snow Bros.



The only downside I can see to Drop Wizard at the moment is that the levels shown in this trailer seem a bit sparse--although that may be due to it being an iOS game?

Actually, it being an iOS game is another downside, if I'm to be honest. That's not me ripping on iOS game, mind you; it's me whining about the fact that I can't play this particular one because I don't own an iOS device.

Developers Neutronized suggest in the comments section of the trailer above that they'd like to follow up the initial iOS release with Android, PC, PS3/4/Vita, Wii U and 3DS versions, though, so here's hoping they're able to make that dream a reality sometime soon.

Friday, October 18, 2013

I'm always up for a Kotaro Yoshida-made game

Unfortunately, I don't own a device capable of playing the game in question, called PiyoPiyo Quest.

Those of you who actually own an iOS device or three and enjoy a good puzzler, though, should hunt it down and give it a go.

After all, it was made by Kotaro Yoshida, the same man who gave the world Half-Minute Hero, it features some lovely sprite work and it looks to play a bit like that other mobile puzzler all the kids seem to be talking about these days, Puzzle & Dragons.

Here's a brief PiyoPiyo Quest primer from NeoGAF user Goli, for all who are interested:

"You fight monsters by touching the different panels you can see above.

"The sword panels make Crest [the game's protagonist] attack with his sword, the fire ones make Crest cast magic, the leaf ones make Crest recover HP and the gold ones give you money, which you can use later to temper Crest's equipment and deal more physical/magical damage or increase his defense.

"The more panels you group together the better their effects. For example, if you group four sword panels, Crest will attack four times and so on."

Go here to read more of Goli's impressions.

Should any of you pick up PiyoPiyo Quest anytime soon, would you please share your impressions of it in the comments section below?

Friday, September 20, 2013

A handful of titillating trailers from this year's Tokyo Game Show

Tokyo Game Show 2013 is underway, and although it hasn't been as thrilling for me as some past events have been, I'd still say it's been all right so far.

Would I still deem it "all right" if Square Enix hadn't used the venue to unveil the first trailer for Theatrhythm Final Fantasy: Curtain Call? Probably not, but since that's really more of a hypothetical question I think we should ignore it for the time being.

Anyway, speaking of Theatrhythm Final Fantasy: Curtain Call, here's the upcoming 3DS title's trailer that I eluded to earlier:


Pretty slick, don't you think? Well, except for that segment (beginning at :50) that shows a bit of the game's multiplayer mode. That was just scary.

Another Tokyo Game Show 2013 trailer that's piqued my interest in the last 24 hours: the one the folks at Capcom produced for their PS4 Dark Souls clone, Deep Down.



Wait, it's not wrong to call Deep DownDark Souls clone, is it? Regardless, I don't mean it in a bad way. The more Dark Souls clones the better, I say. (And, yes, that's coming from someone who's yet to even play the real deal.)

Next up: a teaser trailer for the game that's sure to excite a bunch of Vita owners (yes, all five of them--just kidding), Gravity Daze 2 (aka Gravity Rush 2).



I don't yet own a Vita, of course, but I'm giving serious thought to buying one sometime next year--along with a copy of the first Gravity Rush. And maybe a copy of the sequel, too--assuming it's localized by the time I pick up a Vita, I mean.

Last, but not least, here's a trailer for what I'm guessing is the world's first RPPG (role-playing picross game), Pictlogica: Final Fantasy.



Would you believe me if I told you Pictlogica is a Square Enix production, and that it'll hit an app store (yes, that means it's a mobile affair rather than a 3DS or Vita one) near you ... uh, at some future point in time? Unless you've been living under a rock for the last year or two, I'm willing to bet you would.

Do any (or all, or none) of the trailers above titillate any of you? If so, which ones, and why?