A Toast! Bossa Studios Confirms 'I Am Bread' is Coming to iOS Posted: 28 Jan 2015 11:07 AM PST I'm not super religious or anything, but every once in a while I need to call upon a higher power to make my dreams become a reality. When Surgeon Simulator developer Bossa Studios announced their new game I Am Bread back in October of last year, I had a simple request for the Big Man/Woman upstairs: Please Lord let it come to mobile. Ask and ye shall receive, they say. Today in Bossa's weekly I Am Bread video series, aptly titled the Bread Diaries, the studio officially announced that I Am Bread will be heading to iOS. In case you missed the official trailer the first time around, go ahead and bask in its toasty goodness.
As you can see, I Am Bread is by far the most robust and realistic sentient bread simulator available on the market today. It's been available on Steam Early Access since early December, and the plan, as explained in the Bread Diaries video linked above, is to wrap up what Bossa considers the "finished" version of the game sometime in the next couple of months to release on Steam and then immediately start working on the iOS port. That means it likely won't be anytime soon that we'll be living the life of a slice of bread on our iOS devices, but just knowing that it's coming makes me feel all warm and toasty inside. |
'Criminel' is a Cool Looking Upcoming Crime Investigation Mystery Posted: 28 Jan 2015 10:00 AM PST |
'Platform Panic' Gets Character Upgrades in New Update, Available Now Posted: 28 Jan 2015 09:15 AM PST Nitrome's Platform Panic [Free] was a really cool endless take on retro-style platformers, and they've got an update available now that adds a new dimension to the game: character upgrades. Previously, each character was only a cosmetic change from the other ones. Now, for 200 coins per character, you can unlock a special ability for each one. The Plumber can kill enemies by jumping on their heads, which makes too much sense because he is a Mario pastiche. Sadly, the Blue Rodent doesn't go super-fast, with a Nitrome rep saying "it was tempting...it's not actually a very good idea in this game so it didn't make the cut." he gets a coin magnet, which, hey, Sonic did get with the lightning shield in Sonic 3. Hey Sega, you should release that on iOS.
Each character gets their own upgrade, and while different characters are different costs, it's a flat 200 coin cost per character. You can unlock a bunch of the characters and upgrades with the $3.99 5000 coin IAP if you feel like just doing that in one straight shot. Nitrome's got more games in the works, including one you may just get to see next month if all goes well. They can't stop, won't stop! The update for Platform Panic went live this morning, so you should be able to nab it now. |
'Space Marshals' Chapter Two Update Coming in March Posted: 28 Jan 2015 08:30 AM PST Space Marshals [$4.99] was released a few short weeks ago, and while it was a fun game in its own right, the game also left things hanging with the promise of more content in an upcoming second episode. I remarked that Pixelbite was likely to deliver – they successfully did an episodic content model with Repulze [$0.99], so while many promises of future content updates often fall flat, there was reason to be optimistic about Pixelbite's promise. And it looks like we won't have to wait too long, as Pixelbite has announced that Space Marshals Chapter 2 is coming in March. The game ended on a bit of a story cliffhanger, which should likely be resolved once this picks back up. The second episode will be a free update, and will likely fit in seamlessly, as the game uses a global mission structure, where you can return to previous missions for better loot for better performance. As such, it'll be interesting to see just what loot becomes available in the update – and what new mission types and enemies await in the update. |
'Particle Mace' Review - Come and Swing with Me Posted: 28 Jan 2015 07:00 AM PST As a rule, I try not to buy early access games unless I absolutely feel the need to. Particle Mace [$2.99] on desktop was one of those games I stayed away from, but always had in my mind: the concept seemed intriguing, plus it was iOS bound sometime down the road. As such, when I found out that the game was leaving early access and releasing for iOS, I was extremely excited. One, I like seeing games actually leaving early access and becoming finished products, because early access trades on respecting your customer, and delivering on the promise that you're finishing what you started as a developer. Early access can be a really great thing for developers and for players, but when developers use it as an excuse to just make money off of unfinished games, it's saddening. Two, I was excited to actually play the game without compromising my principles. I'm willing to bend them when I feel like it, so I'm perhaps not the person to listen to, but I stick to it more often than not. Well, Particle Mace was well worth the wait. And the developer, Andy Makes Games, was smart in tweaking the game to fit iOS. Particle Mace puts you in control of a ship that has a series of maces tethered to it. As such, your goal is to fly around, swinging the mace and mastering the physics in order to bash enemies and asteroids which populate the game's playing field, the asteroids splitting into smaller rocks when hit. There are multiple ships with different behaviors, so you not only have to learn how to fly the ship around, you have to use the tethered mace to your advantage. Flying around in circles can swing it around but may not be precise. I like to fly in one direction, then stop and reverse field, allowing it to swing back behind me and hit enemies that were once in front of me. Hitting asteroids gives you a single point, with 10 points awarded for hitting the red enemies, and a score multiplier awarded for killing enemies in succession, which also counts toward rock smashes, but enemy bopping is necessary to keep it going – and those extended enemy kill chains are absurdly lucrative. The game does a fantastic job at making hitting an enemy feel impactful, with a slowdown moment allowing for the impact to set in, and the large point value prominently displayed. It's worth killing enemies, and it feels good to do so. Making actions in a game feel good to do is an important part of making a game fun. The whole thing is just so much fun to play, and perfect for picking up and playing again and again. It's like everything I love about the Tilt to Live series but with a joystick and a giant physics mace that I can smash stuff with. The game is identical to the desktop version minus the multiplayer modes, but that still leaves four different modes for a fraction of the desktop version's price. Easy and Hard both have you trying to get as high a score as possible, with Hard providing more threats. Asteroid Field eliminates the enemies, but puts a whole lot of asteroids in your way. Mission mode is a unique beast, where you have three missions to complete at one time, and if you complete or get the fail condition for all three, the game ends. It's ultimately about short bursts to complete all 150 missions over time, and provides a fun progression system to play with. Performance in the different modes unlocks different ships to play with, though you'll get the Normal, Fast, and Heavy ships pretty quickly. I like the Heavy: it forces me to be careful with movements, but really deals a wallop, and feels really satisfying to swing around. The different ship unlocks do provide a great amount of longevity to the game, and each plays in a different way. Different ships are tied to milestones in different modes, too, so you need to play every mode to get everything. Particle Mace is played entirely in portrait orientation, which makes a lot of sense for this game: it's perfect for playing casually, making it a different experience than on the desktop. This is now a game that you can play on the bus, or just sitting back watching TV, or however you want to play. Playing a game in portrait is just such a different experience than playing in landscape. While I would appreciate the option to play in landscape, and even with an MFi gamepad, they're not the most dire of omissions. I have gotten to play the game on desktop, and I have to say that playing with an actual physical controller feels better, but my iPhone 6 Plus is a more convenient portable gaming device than my Surface Pro is, at least at the moment! There's no syncing between devices with iCloud, which I would love for the ship unlocks and mission mode in particular. I appreciate the options given with the game, as well: while the default is to have the control wheel centered, which works great on the iPhone, this is perhaps suboptimal on the iPad. Thankfully, you can disable the center positioning and move it off to either side, which makes the game feel great. There's also a colorblind mode, which is always a great addition for those who need such functionality.
I got to play the game a bunch over the PAX South weekend, and it swiftly became my go-to game whenever I had downtime. And I see myself continuing to play it long after this, because the combat system is so much fun to play with, and there's depth in the various modes and systems in play here. I really recommend this game: it's just so much fun and I see myself playing this for a long time to come. |
New iPhone Games Coming Tonight: 'Exiles', 'Exit Strategy', 'Football Showdown 2015' and More Posted: 28 Jan 2015 05:38 AM PST It's Wednesday again, which is indisputably the best day of the week for iOS gamers. This should be a great week, as this list has a ton of great games on it and there's a bunch of other games I know are coming out at some point today, tonight, or tomorrow which simply haven't appeared on any international App Stores yet. Radiation Island and a few other titles I've agreed to not say anything about yet are due to appear on the App Store today-ish.
Here's the list so far:
Be sure to keep an eye on TouchArcade later tonight for our full release roundup. Unless there's App Store weirdness (which is something you can almost always count on) we should be in for a hell of a night. |
'Heroes of Loot 2' from Orangepixel in Development, Maybe Turn-Based? Posted: 27 Jan 2015 05:45 PM PST Prolific solo developer Orangepixel doesn't rest on his druthers. Gunslugs 2 [$2.99] released scant weeks ago, but already he's working on his next game, Heroes of Loot 2. Obviously a sequel to Heroes of Loot [$1.99], the hack 'n slash dungeon crawler, this one's currently planned to take a drastically different turn, by being turn-based. Orangepixel posted a teaser for the game on his Youtube channel, which you can check out here:
The game's still showing a speedy pace, but it's showing off a bit of a futuristic bent compared to the fantasy-inspired original. While this is obviously just a prototype and a lot could change, there's plenty to get excited about, as Orangepixel's sequels usually improve greatly on the originals. Plus, I'm really curious as to what Orangepixel is going to do with a turn-based roguelike, if that's even what this winds up being. Who knows, it could eventually become a Clash of Clans [Free] clone, because hey, prototypes can go in wildly-different directions! It seems unlikely, but I'd be really curious to see how that would turn out... |
'Deep Loot' 2.0 Update Drops This Thursday, with More of Everything Posted: 27 Jan 2015 03:05 PM PST Deep Loot [Free] was a particularly cool ocean exploration and loot collection game released last year, and now the game is getting a 2.0 update adding a variety of new content, coming this Thursday. What can you expect? Well, there's new locations to explore, for one. New outfits will be available, including Cthulhu. A number of new missions, loot collections, ships, and achievements are inbound. Plus, it'll be possible to sell and level up loot collections, making it even more lucrative to get duplicate pieces of loot. New cameos are inbound, including Fist of Awesome [$3.99], and a number of other easter eggs can be found.
The game will also be getting iPhone 6 and Plus support with the update, though it doesn't look terrible on the 6 Plus right now. A number of bug fixes are also inbound, and the update will be coming to both the iOS and Android versions of the game. While there's free-to-play skeptics out there, this is one of the friendlier free-to-play games, with no wait timers and just one currency, and valuable IAP, so I recommend checking it out, especially with the update incoming. |
'Plague Inc.' Has Raised Over $76,000 for Ebola Posted: 27 Jan 2015 01:53 PM PST Plague Inc [$0.99] became a particualarly curious game over the past few months as panic fear over Ebola spread throughout the globe. Well, the gmae that simulates global outbreaks managed to use its platform to raise money to fight Ebola, with over $76,000 raised so far to various charities, such as The International Federation of Red Cross and Red Crescent Socieities. While the brunt of the Ebola epidemic remains contained to West Africa, the game showed how a pandemic like that can spread globally – even the CDC has used Plague Inc. to talk about how diseases spread. It's pretty cool that a game like this can be used to raise awareness and money for a disease that's affecting so many people, even if the fear of Ebola in America was perhaps overblown. Ebola isn't actually a disease you can unlock in Plague Inc. But hey, I'd rather kill people with simian flu. Or, the deadliest disease of them all: Truly, I will be the one to doom us all. I am so sorry. You can donate to support Plague Inc.'s Ebola efforts here. |
Wednesday, 28 January 2015
Touch Arcade
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