Let’s talk about … – The Room Three Will Be Here Soon

The Room series has become one of the more beloved mini-franchises in app gaming, a combination between the ultimate escape the room experience and an immersive digital narrative. The original game (The Room) was sort of an out-of-nowhere hit for developer Fireproof Games, and the follow-up (The Room Two) built on its predecessor’s success with a very similar format.

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The third game in the series has been delayed a couple times throughout 2015, but now Fireproof has announced it’s coming soon, with the design complete and only testing and approval by Apple for iOS distribution holding it back. By the sound of the announcement, a late October or early November release appears likely, though it’s difficult to say with any degree of certainty.

If The Room Three does make it out for a 2015 release, it’ll likely immediately become one of the most popular and well-reviewed mobile games of the year. This is a tad presumptuous to say, but given the success of the first two games, as well as the similarity between them, it’s a fairly safe bet to expect Fireproof to deliver once again. And for the most part, the elements that have made these games so enjoyable are actually pretty simple.

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First among these elements is pure, visual beauty. This has become a greater point of emphasis in the app gaming industry in general, as evidenced by Design Instruct’s list of the most beautiful iOS games. Most of these games are familiar titles that have at times risen to the top of the charts not necessarily because of complexity or gameplay, but because of aesthetic appeal (which isn’t to say some of them aren’t fantastic games as well). Neither of the two existing The Room games is mentioned on this list in particular, but this is the company these games are in, and in this regard at least we can already be sure that Fireproof has done it again. Earlier this year, TouchArcade published some screenshots from The Room Three, and the look is close to what players have grown used to.

Within its overall look, The Room series has also thrived by its nonstop use of basic tools and instruments of mysterious intrigue, long established in mystery and horror genres alike. Some of this even gets back to genre staples like Sherlock Holmes, known for a few little props that have since come to represent the very idea of mystery and detective-like exploration. Even a Sherlock Holmes slot machine game at Betfair taps into some of these basic props. Pipes, magnifying glasses and the like—pre-technological tools for work and recreation alike—take the place of typical slot machine icons, providing light touches that facilitate a detective atmosphere for players. The Room series has taken this same idea and run with it, its games populated with a dizzying array of Victorian era instruments. And this, too, is a very simple source of the games’ intrigue that will surely be repeated in satisfying fashion in its third version.

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Finally, the other reason that The Room Three seems destined to thrive is that it really doesn’t have much responsibility on its shoulders in terms of narrative. While these games do follow a story, that story is intentionally vague, such that at this point a satisfying conclusion isn’t exactly the main goal of the average player. The story involves following a friend deeper into mysterious locations and alternate dimensions by way of allowing his cryptic notes to guide you through the game. But by the end of The Room Two, things have gotten so crazy that players will basically accept whatever’s tossed up as an ending or resolution. Basically, that means that whatever story is in The Room Three would have a hard time disappointing.

It should become clear in the next few weeks just when this game is coming. But in the meantime, players can safely anticipate yet another wonderful game from Fireproof.

Let’s take a look at … – Warhammer: Arcane Magic (IOS)

[EDIT: Since publishing this article, Turbo Tape Games have removed the purchase of gems from the game. They are also now rewarded when entering Arcane Fulcrums and when casting a certain spell. Bear that in-mind when you reach my IAP rant.]

Warhammer: Arcane Magic is a Warhammer themed turn-based strategy game from Turbo Tape Games. A premium app for IOS, it promises ‘epic battles and tactical gameplay that challenge both novice and veteran’. Does it deliver? Let’s take a look.

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The game starts with a lengths tutorial covering all game controls and features. While certainly in-depth, it’s incredibly boring! There is lots of text, and control is taken away from the player. This lasts way too long, and you’re soon itching to get playing, but are held up by a slowly narrated tutorial. This could have been presented better. I have to admit, I skipped through towards the end as I just wanted to get playing.

Once you’re through that and let free things get more interesting. Your squad consists of up to three characters. After the tutorial you have 2 of the 3 slots filled, with a further 5 characters available to unlock. 2 of these are unlocked by progressing through the game, and the other 3 are unlocked via in-app purchases. More on IAP later.

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Each character has a selection of slots available for spell cards. These are the attacks and abilities that each character takes into battle. There are 45 of these to collect, and are purchased via in-game currency. They can either be purchases directly from the character select screen, or unlocked in Plunder Packs, a pack of 3 random items, which can either be purchased for in-game currency, or found hidden throughout the levels.

Gold is rewarded for completing scenarios, so after a battle is complete you can return to the character screen and kit your squad out with better abilities. Gold can also be purchased by using gems, a more premium in-game currency, and in-turn, gems can be purchased for real-money. It’s a fremium model inside a premium app and it just doesn’t belong. A rant on this is still due later in the article.

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Combat is typical of a turn-based game. Each character can move once a turn, and has a set range. When out of combat however there is no movement restriction, and you’re free to wander around the level until you run into resistance. Your team has a set mana bar. This starts out at 10 each level, and each spell you cast gets deducted from the shared total, meaning you need to pick the best skill from the best character to suit a particular situation. There is no order imposed on this, so you can attack and move as you please which is great. You don’t have to move first then attack, it’s up to you.

When an attack is selected, each enemy that is in range will show a dice above their head. This is the number that is needed to hit them, and each of your attack is subject to a dice roll. Roll under the value for that enemy and they won’t take damage. The higher over that value you roll the more damage is dished out. There is also a skull value on the dice, which when rolled makes your attack instantly miss. It’s very frustrating when you need a clutch spell and the roll fails, but at-least enemies are subject to the same thing; they also roll their attacks and can miss just as you can. This addition of RNG adds a nice authentic feel to the game. It’s nerve-racking knowing you’re one duff dice roll away from oblivion.

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In each level there will be a number of glowing pads on the floor. The goal it to stand on each of them, unlocking the exit to the level. Each time a character stands on the pad, their special Cataclysm Spell is awarded, the mana cap is increased by 2, and all mana is replenished. These portals are very powerful, and need to be used at the right time in order to successfully defeat the enemies that swarm you.

You also have to be very careful with your attacks, as some of them will do friendly damage. If you want to lay down a blanket of fire to dispatch of multiple enemies once, you better move your other character(s) out of the way or their asses are getting cooked. It adds another challenge to combat, and while annoying at first, I grew to like the challenge of having to make sure I was positioning my characters correctly.

If characters do die, they can be revived by using gems. Gems are premium in-game currency and so are awarded slowly. While it is possible to collect them without paying, there are a number of IAP to get them which is silly. In a premium app the revival of characters should in no way be linked to IAP. Saying that, you can just leave the character dead until the end of the battle, at which time they will be revived, but when a character dies, the difficult of that level increases dramatically, so it’s usually just a restart.

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The game is set over 2 acts, each consisting of 8 battles. 16 battles is not a lot of content, and while I haven’t reached the end myself, the reviews on the IOS store confirm that it is indeed a short title. Each act has lore behind it, and each time a battle is entered the backstory is narrated. This is a nice feature and helps give some meaning to the battles and the progression through the game.

The combat and systems are fine. There’s nothing really more to it than that. They don’t do anything particularly badly, but they also don’t really excel anywhere either. It’s just fine. Gameplay feels a bit slow at times, and I think the UI could use some TLC, but it all works and does its job. Unfortunately that’s all it does, it doesn’t wow or make you want to continue playing.

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So let’s talk about the in-app purchases. Warhammer: Arcane Magic is a premium app, and comes at a price of £6.99 ($9.99). Why the hell are there in-app purchases here? Especially for something as intrinsic as characters. I’m not on-board with in-app purchases at all in a premium app, but at-least with the coins I can choose not to partake and it doesn’t affect my experience. But putting characters behind a paywall in a premium app is something I can’t get on-board with. It’s just greedy and NOT in the interest of the gamer. The reviews on the apple store reflect this, with the game having a rating of 2 stars, and people pointing fingers at the model. A fremium model in a premium app?! No excuse, that’s not ok.

Tl:dr – I was underwhelmed with Warhammer: Arcane Magic. While, gameplay wise, it doesn’t really do anything wrong, it also doesn’t excel anywhere. It’s all just ok. If this was a free app, I wouldn’t expect more, but since its premium I was expecting a better experience. The inclusion of a fremium model in the premium app left a horrible taste in my mouth, and made it difficult to overlook the shortcoming of the title.

Rating – 5/10

Purchase – IOS Store £8/$9.99

Trailer –

Indie Showcase … – Skyling: Garden Defense

Welcome to the first Indie Showcase! We receive lots of game for review, and we’re tight on writers! (If you want to be a part of IndieGamers UK, fire an email to greeny@indiegamers.co.uk) This unfortunately means that some of the smaller titles we receive don’t get any coverage and I don’t like that!

This new series, Indie Showcase, will allow us to put out shorter articles for the games we otherwise wouldn’t be able to cover, and raise a bit of awareness for them as we should be doing. There will be no review score, just us trying to raise some awareness for our Indies. J Think of it as a game suggestion from us!

For the first episode we’ll be starting with Skyline: Garden Defense, a short game from small indie studio Might Studios LLC.

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Skyling: Garden Defense is a cute platformer about a race called the Skyling. They built luscious gardens in the sky surrounded by green. But Blight Monsters came and destroyed all the green, turning the gardens to dirt. One brave Skying, Bloom, fought back!

Gameplay is a homage to classics such as Pac-Man, Q*bert and Crystal Castles, making Skyling feel familiar right off the bat. The goal of each level is to step on each square, turning it back to luscious greenery, whilst avoiding the nasty Blight Monsters, solving puzzles, and navigating lazy, sleeping cats!

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With a price tag of only ~£1.55, and 30 levels of content, Skyling is a cute little game worth the few pound that you can sink an hour or so into depending on how apt you are at the puzzles.

It’s also available on a whole bunch of platforms! Here are all the stores you can purchase Skyling on:

If you do check it out, let Mighty Studios know that we sent you!

Trailer –

Let’s take a look at … – Heroki

 

Heroki is a premium IOS app from the 4 man team that is Picomy games. With trailers on their YouTube Channel dating back to 2011, it’s been in the making for 4.5 years! Not wanting to sacrifice anything from their vision, Heroki has been built from the ground up, including the proprietary engine that it runs on, the Picon Engine. Let’s take a look.

Now, we usually leave trailers until the end of the article but I’m going to break tradition. The look of the game plays a big part in its charm and appeal, so we’ll check out its new trailer before getting into the meat of the review.

How charming is that! The world looks amazing, and it feels just as good in game. It’s full of whimsy and colourful, interesting characters that induce child-like awe as you work your way through the multiple paths each level offers. The music conveys the exactly same feeling and couldn’t be more perfectly matched for the aesthetics. There is a light-hearted and up-beat soundtrack underpinning all gameplay, and a tonne of high-quality sound effects to add to that.

Production wise, Heroki is extremely polished throughout with a great aesthetic. It’s cute, whimsical, and just fun!

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At the start of the trailer you see a couple of evil villains steal a big, golden artefact called the Emerix. That was Dr N Forchin and Vapor, sworn enemies of Heroki and the village of Levantia. It’s your job to return the relic and save the town. Through travelling across many levels, throughout 4 distinct worlds, you will face a multitude of enemies and recover the artefact.

Each level contains a number of enemies to defeat, or avoid, and a selection of puzzles and hidden areas to find. Each level also offers 6 letters to find, 5 special artefacts and a chest that will give you a gift. There are also many pickups throughout that act as the games currency. Each level has a maximum score of 100, so the completionists out there can go nuts and 100% each level.

Heroki has three possible control schemes available:

  • A virtual D-Pad
  • Push to move
  • Pull to move

It’s easy to get touch controls wrong, but all three control schemes are solid and offer some nice alternates so everyone can find a solution that suits them. I played the game on my iPad and had no problems with the controls. Your mileage may vary on a smaller screen!

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Through progressing through the levels you will collect pickups that act as the games currency. If you go back to town, which you can at any time, then there are a wide selection of shops and goods available for purchase. You can buy lives, health, pickups and new abilities.

Having all these shops here really encourages you to explore more in the levels. The more you explore, the more currency you have, and the more you can buy when you head back into town.

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All in all, Heroki is said to offer over 10 hours of gameplay. It’s an incredibly solid app, and is the first time in a long time that I’ve sat and gamed on my iPad for more than 15 minutes. The story is fairly generic, but the character is fresh and charming and the world is incredibly enticing. I had a lot of fun with it, and will be finishing it for sure!

Tl:dr – Heroki is an incredibly well polished, charming adventure game. While the story is fairly generic, the charm of the character and environment shine through and provide a whimsical experience throughout. If you’re looking for a great premium iApp, look to further.

Rating – 9/10

Purchase – Apple App Store, IOS only £5.99

Let’s talk about … – Sonic gets a free app to celebrate birthday!

For those unaware, as I was, Sonic was first seen June 23rd back in 1991! To celebrate, the renowned Sonic Team have created a 2D side-scrolling infinite runner, Sonic Runners,  that will be releasing 25th June for IOS and Android. Best of all, it’s free!

The game will see Sonic, Tails, and Knuckles racing across endless worlds, collecting coins and gems whilst avoiding enemies from all directions. The environments look great, and are a throwback to the SEGA Mega Drive generation.

Sonic Runners was first released in Japan back in February, and from June 25th will be available worldwide* for both IOS and Android devices. A nice gesture from the Sonic Team to celebrate its 24th birthday!

*excluding China and Panama

Let’s take a look at … – The Trace

The Trace is a gritty, crime murder-mystery, puzzle solving game released earlier this week from the team over at Relentless Software. It’s available on the iOS store for £3.99 or your regional equivalent. We’ve played through the game and are ready to share our thought, so let’s take a look.

The Trace sees you playing as a detective working your way through an investigation that keeps getting deeper and deeper. You start in a garage with the body of a man who’s unfortunately had his head crushed by a hydraulic platform. Ouch. Apparently a suicide, something doesn’t seem quite right. The investigation begins.

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Working your way around the environment you have to find items of interest. Some of these will pose questions, and others will be clues to help answer those questions. It’s a neat system, and through working your way through the environment you will find more of these until you have enough clues to answer a question.

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Once you have found a clue you will have to search it for evidence. Sometimes you may be using your black light to look for fingerprints, and other times you may be looking for a unique serial number. It lets you get hands-on with items you’re searching for and inspect them yourself; further immersion into the investigation.

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Along the bottom of the Investigation screen you have all the clues that you have found so far. It kindly tells you how many there are in total! The web above is an abstract view of the case. The bigger nodes are a video cut scene that will play once you have answer all the questions in the smaller surrounding nodes. Find your questions, find your clues, and piece the puzzle together to learn what has happened.

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I found the movement in the game to be really nice to use. You look around your environment by moving your finger, you move to a location (a pre-defined location, you don’t have total-freedom over where you go) by tapping there, and you interact with the environment in a very natural way. What I mean by that is if you find a light switch, you swipe down on it to turn it on. If you find a drawer you slide it open the way you would do IRL. I found the whole system very fluid and had no trouble navigating the environment for the most part. There were just a few seldom occasions where I was tapping looking for clues and it would move me to a different part of the level, but overall I found the system to be well executed.

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Speaking of the environments, the game looks and sounds great. It’s a fully modelled 3D environment that ran perfectly on my iPad Air. On the main menu there’s a notification that states that the best experience can be gained by using headphones. I definitely agree with this. The game makes use of stereophonic sound, and which the headphones on it really is immersive! Just little things like you can hear a clock ticking over to your left. And on one of the levels you can hear ringing and have to find it. Well with headphones on you can follow the direction of the sound which felt great. Incredibly immersive and I sat through the entire game in a single sitting.

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This is actually one of the main complaints I’ve seen on iOS store reviews; that the game is too short. I’m not the best with puzzle games like this, I found myself stuck multiple times, so I recon I’m a good representation of the average user. It took me ~3 hours to complete. The game costs £3.99 (or your regional equivalent), and full disclosure, we received a review copy, but I don’t think the game is too overpriced.

I enjoyed the Trace greatly. In a mobile world full of micro-transactions and social-media bullshit, I really enjoyed playing just a solid game. The storyline is intriguing, there’s a good number of puzzles and activates the give gameplay some variety and the environments are nicely constructed. Sure, it’s not the longest game you’ll play, and the replayability value isn’t really there as once you’ve solved the puzzled you’ve solved them, but if you’re into this type of game then you’ll definitely enjoy your time with it.

The game is available in English, French, Italian, German and Spanish.

Rating – 8/10
Closing Summary – Trace a well-executed and interesting murder-mystery puzzle game. While not amazingly long, I think the quality of the game justifies the price tag. A must-have for puzzle fans.
Purchase – iOS Store, £3.99 (or your regional equivalent)

Let’s take a look at … – Glorkian Warrior: The Trials of Glork

Glorkian Warrior:The Trials of Glork is a vertical shooter/platformer* hybrid from the team over at Pixel Jam. Originally Kickstarted back in 2010, a rough journey, details of which you can read here, saw the game take 4 years to arrive on IOS. Now, ~1 year later, the game has arrived on Steam. Let’s a take a look.

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Glorkian Warrior is an undeniably charming game. The art was created by Eisner-award-winning cartoonist James Kochalka and gives the game a very warm and friendly feel. It takes you back to those cartoons you’d watch as a child (or as an adult in my case :D), making everything feel incredibly familiar; it’s playful and innocent.

Then we have the soundtrack and sound effects which are a vintage synth/techno blend that compliments the graphics amazingly. The underlying music of the game is sort of synthy and upbeat which enhances the charm of the overall aesthetic. Then we have the games sound effects which are very classic-arcade sounding which brings those memories and associations back to the cartoony world. It creates a really nice familiarity, like your favourite cartoon character has jumped into an old space invaders game.

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You play as The Glorkian Warrior, a recruit of the Glorkian Academy, and it is your job to protect your asteroid from the invading alien forces from above. To do this you fire (autofire) bullets from your trusty talking backpack and move around the level to hit the enemies above in typical vertical shooter style.

At the beginning of the article I put an asterisk after platformer. The game is described as a vertical shooter/platformer hybrid, but I didn’t find any major platforming mechanics! The extent of the platforming, from what I can gather, is the ability to jump. I’ve looked at screenshots online, and the trailer, and haven’t seen any real platforming there either. If this comes later in the game I’ll recant my statement, but if that’s the case it needs to come much earlier.

As you fight off the invaders they will drop power-ups that make your backpack more powerful. Drops such as double laser, triple laser and fireballs give your weapon some variety. These power-ups also stack so you can end up with some really unique combinations that are really fun to play with. The enemies also come in quite a few shapes and sizes, each having different looking attacks, but which ultimately function quite similarly.

After a certain number of waves a boss will appear who has some mechanics not seen in standard enemies and a short boss battle ensues. You repeat these waves and boss fights until you inevitably become overwhelmed, at which point you recount on your spoils of war, unlock any items you may have unlocked and see if your rank in the Gloria Academy has increased. The whole cycle then begins anew.

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I don’t really have anything bad to say about Glorkian Warrior. It is a perfectly pleasant and charming implementation of a well-loved genre. My problem with it is that it feels like it’s in shoes it can’t fill on PC. It feels too small, and the casual gameplay feels it would suite a mobile device better. Something you can pick up, spend 10 minutes in, and then put it down. I did a first impressions of this game (at which point I didn’t know it was available for IOS first) and my conclusion was that it was perfectly suited to IOS. When I’d finished recording I did some more research on the game found indeed that it is originally an IOS game and I feel that’s where it belongs.

Glorkian Warrior is a good game, and I’ll most likely play it in the future. On my iPad. If you’re into your vertical shooters, or enjoyed the game on IOS, then you’ll most likely enjoy the PC version. Especially since it costs only £2.79! There’s nothing wrong with the PC version, it just feels a touch out of place for me.

Rating – 7/10
Closing Summary – Glorkian Warrior is a pleasant and charming vertical shooter, but one which I ultimately feel belongs on a mobile device.
Purchase – Steam, £2.79 (or your regional equivalent)

Let’s talk about … – ‘I Am Bread’ coming to IOS

Good news for all you ‘I Am Bread’ lovers; it’s coming to IOS … soon. Yes, in their latest video update Bossa Studios confirmed that the title would see an IOS release once the PC version is out of early access.

‘I Am Bread’ launched on Steam Early Access late last year and became someone of a viral hit with hit YouTubers like PewDiePie and Boogie2988 playing it on their channels. Bossa clarified that the PC version is still their main point of focus, and only after it leaves Early Access on Steam will a new team be put together to start development.

The IOS version of the game will feature all new content added to the Steam Early Access version, including the recent major update – an all new garage area. There’s been no mention so far of an Android version, so if you want to play with bread on the go, looks like you’ll be needing an iDevice. *We’ll update this article if that changes!*

For more information on what Bossa have been up, you can check out their latest update video below:

Are you IndieGamers fans of ‘I Am Bread’, and will you picking up the IOS version? Let us know in the comments below!

Till next time, Ciao.

Let’s take a look at … – A-Maze-In

A-Maze-In is a very polished, casual maze game from MAROBI Entertainment Inc. You play as Mino, a teenage Minotaur, and have to use his special abilities and potions to progress through many mazes, overcoming a range of enemies and obstacles as you do so. It’s currently available on IOS and is a free pickup.

A-Maze-In looks great and has quality production value. I love the cartoony-feeling art style and the sound quality is just as good. You can really feel that time and effort has been put into polish and as a result it feels nice and solid. The main menu has a couple of simple settings for sound and some social media buttons.

The game starts with comic book style narration that outlines the premise of the game. You’re Mino and your princess Mina gets kidnapped by another evil Minotaur and your adventure is to save her. It’s a neat way of introducing the player to the game; it’s much more engaging that a wall of text.

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And now we’re into the main screen of the game, the map, and it’s huge! There’s over 110 unique mazes in the game so there’s plenty of content to go at. My first nit-pick with the game comes here though and it lies in the ad. At the bottom of the map screen there is an ad and I think it’s a shame it’s there blocking the nice graphics.  It’s also there every time you view the screen which is a bit of a pain, I feel there’s other places it could be placed that’s less in the way.

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Gameplay is a very traditional maze game; work your way through each maze, find the key and get to the end. No awards for innovativeness but it’s certainly a solid implementation of the genre. As you progress through the levels there’s continuing running dialogue from Mino and cast which ensures the story doesn’t get lost along the way.

The controls feel great. I was worried when I saw the virtual D-pad as I’ve played games with a pretty awful implementation of it, but A-Maze-In’s is nice and fluid. Abilities and potions are used via 4 icons in the bottom left which is nice and simple and the quality of art is consistent with the rest of the game.

There are various enemies and obstacles throughout the levels that you can either avoid or fight and various pickups that give you score. Each level also has a number of objectives that you have to accomplish to get a maximum of three stars on each. I also believe there’s a number of unique bosses that you fight after X levels. I didn’t reach one myself, however I’ve been informed they add some interesting variety to the game and the screenshots I’ve seen certainly seem to hint at this. A-Maze-In is fun, but is certainly designed for a casual gaming audience. I think the gamers out there looking for a real challenge would be left somewhat short-changed.
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My main problem with A-Maze-In lies in the fact that once you run out of lives you have to either buy more, ask friends on Facebook or simply wait for 30 minutes; the whole social-coupling and pay-to-play game model. It’s a tricky subject. You can’t say ‘You wouldn’t have to buy lives for [insert AAA title here] so you should here”; they’re different markets. You don’t spend millions on an IOS title and making money in such a saturated market is hard and these are tried and tested techniques that have become a common feature in this type of game. I do however think that neither in-app purchases nor social integration should hold-back gameplay and in this case it does. If you want to add those things to extend gameplay to those willing to pay then fine, I’m still not a fan but I understand. I think however when it actively stops you playing the game a line has been crossed.

One item in the app-store I do like is the ability to remove ads. I like the fact that the game is free to attract an audience then you have the ability to pay and remove ads. That’s a good way of gaining an audience as opposed to having separate free and paid versions of the app.

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I’m going to give A-Maze-In a solid 8/10.  If I were to change my ways and become a social gamer A-Maze-In would be one of titles I’d download. As it currently stands however it’s a bit casual for me. Production value is there, it’s definitely a quality app, just I’m not a huge fan of social-media coupling and pay-to-play mechanics interfering with gameplay so directly.

Let’s take a look at … – 21 Dice

21 Dice is a mobile game developed by BitStern for both Android and IOS devices. To its credit it’s cute and intelligent but provides the consumer with no more than a slightly above average experience.

Although miles better than most of the drivel available for your mobile device, 21 Dice falls into an unpopular category so you’d be forgiven for having never heard about it. If you liked the insanely popular 2048 you may enjoy this as well as both games are based around the generally thoughtless and repetitive addition of numbers.

The aim of the game is simple; you add dice together to reach the number 21. If you go over that number, that dice it out. You get 3 dice each go and the goal is to reach 21 as many times as possible. The premise is really simple and I feel it could have been made more addictive with greater effort. The repetitive nature means you get bored quickly and even the various other game modes don’t do much to liven the atmosphere.

The interface serves its purpose but could greatly benefit from a rework. Graphics are basic and don’t really help with overall lack of production value. It’s definitely a case of function over form.


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I wasn’t a fan of the soundtrack, I think it sounds cheap and got highly irritating after listening to it for a long period of time. It’s also impossible to play your own music whilst using the app meaning your options are the soundtrack or silence.

Overall this game is solidly OK. It neither fails nor particularly exceeds anywhere. If you’re into this type of game I’m sure it will satisfy your cravings, at least until the next craze is released. I’d say it’s worth a go on the basis that it’s free, but this game as a whole isn’t anything to get too excited about.

As an Indie Gamer must I will rate the game 6/10; a slightly above average experience. For me it loses points for lack of originality and not really holding my interest. Here’re some links to get the game yourself.

Play now on IOS

Play now on Android