Claire Keane

祝日 / Permanent Vacation
🪼

blake kathryn

JVL
hello vonnie
Mike Driver
AnasAbdin
noise dept.

❣ Chile in a Photography ❣
Sade Olutola
Keni
One Nice Bug Per Day
Show & Tell
Monterey Bay Aquarium
he wasn't even looking at me and he found me
we're not kids anymore.
Lint Roller? I Barely Know Her

Andulka
DEAR READER
seen from Belarus

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@spareminutes
Bad Piggies by Rovio Entertainment
Released: September 2012
Size: 45.4/45.7MB
Requirements: iPhone 3GS; iPad (separate apps, iOS 4.3 or newer)
Bad Piggies is, like the name imposes, a spin-off off Rovio's hugely popular and admired Angry Birds franchise. The menus and presentation of Bad Piggies is very similar to that of Angry Birds, but the gameplay is naturally very different. The objective of Bad Piggies is not to place those cursed, physics-defying, immortal green pigs tactically in a somewhat collapsable building, but instead, the objective of the game is to build different types of vehicles, and then pilot these creations to the finish line.
An example of the build interface. And no, it didn't work out even nearly as well as I thought...
One of the similar aspects of Bad Piggies and Angry Birds is the three-star level system. However, here lies also one of the differences between the two, which makes Bad Piggies much more enjoyable and laid-back, and that is the difference in how the player can get all three stars in each level. The system has been reworked so that instead of the player having to score higher and/or use less birds to complete the level in Angry Birds, in Bad Piggies every star has it's own objective — such as completing the level under certain time, without using certain part when building the vehicle, passing the level without the vehicle 'cracking', etc — and the first star is always given for just getting through the level. The main difference is that the player does not have to achieve all three stars in one go, but he or she can later return to the level and grab that last star to 'complete' it.
Magnificent piece of design... And I am applying for engineering courses at the moment, so the world better watch out!
What I like about Bad Piggies is that the game does not require very much action by the player after building the vehicle, so it can be played when dead tired, more or less drunk, or then just commuting from one place to another. It took me ages to find time to write about the game, but I did pick up the game right when it was published, and I find it very enjoyable and much less aggravating than any of the Angry Birds games. Also, although I don't tend to get games for both my iPhone and iPad (unless they're discounted) because I really like the idea of apps being 'universal', but when I first got Bad Piggies for my iPhone, I almost immediately decided to get it for my iPad instead and play it on it. A good decision in my opinion, since the bigger screen really does it honour.
I really liked the game and would recommend it for everyone who's looking for something to do while on a train, bus, etc. Like I mentioned before, Bad Piggies is much less aggravating than Angry Birds which really makes it much more enjoyable and easy-going. Give it a go, you'll surely like it.
Strategery by Affogato
Released: December 2008
Size: 6.6MB
Requirements: iPhone; iPad (universal, iOS 3.1 or newer)
Strategery is a very simplistic strategy game for iPhone and iPad, which I somehow managed to completely miss out till this September and even thought it to be quite new when I first found out about it. (I mean it has not even been updated in over a year and still I... Oh well, silly me...) The object of the game is to capture and control tiles on a randomly generated board, until you are either annihilated or become dominant on the realm of black/white background and colourful dots.
If you have ever played Risk (originally a board game and these days it, naturally, has been translated to mobile devices), Lux DLX or anything similar, you've got a good handle on the idea of the game. However, where Strategery differs from these games, is in its simplicity of design and randomness of the game board. The latter is always generated randomly in the beginning of the game (the player can keep recreating the board until he or she accepts the board). The simplicity part is quite obvious when you look at the game; Strategery takes the basic ideas of Risk and essentially removes everything else except for the game mechanism which it then simplifies to deliver this fine game.
Comparison between the bright and dark background options.
The options of the gameplay are quite few in number. The player can choose from four map sizes and four difficulties; whether the bonus units received at the end of the turn are placed randomly, on borders or manually; whether the game starts with only one piece of land on every player or if the whole board has been divided among players and what colour the player wants to play with. The gameplay itself is very simple: one any tile you have that has at least two pieces ('dots') on it, you can attack a neighbouring tile; then you end the turn when you wish to do so or have moved all your pieces. The attacking is similarly simple: a die is rolled for every attacking and defending dot, and if the attackers roll is higher, he or she captures the tile.
Gameplay on iPhone.
What I found out to be much more fun than I expected was that, instead of playing the game on the biggest map size on my iPad, which brings the game experience very close to Risk and which I enjoyed a lot, I had much more fun playing the game on the smallest map size on my iPhone, a complete opposite to the approach I first took with the game. This way the game becomes a sort of an skirmish (à la "Rumble Pit" in Halo 3 (yes, three, it was and is the most magical one)) that only takes a minute or two, and can be immensely challenging and luck-based on the harder difficulties. This is the mobile side of the game and it plays out just fantastically.
The only negative thing I have about the game is that, as every map is appromaxitely a rectangle, five sides to the same battle seems like one too much. The thing is that one of the players is always spawned next to another one, and gets destroyed almost immediately, so I would rather have a total of four players on the map so that it would be a more equal fight.
Otherwise I really like this game. Being an universal app, it's really nice to have both on my iPhone and my iPad, especially because the game turns out to have that diversity to it depending on the device you're playing it on (iPad being more tactical, Risk-que (pun intended), and iPhone the more skirmish variant). Like I wrote before: "...Strategery takes the basic ideas of Risk and essentially removes everything else except for the game mechanism which it then simplifies to deliver this fine game."
(P.S. It took a while to get another review out, and I still have to work on the site's design a bit, but after I'm done with trying to raise my grades (in five'ish days) I'll do that and write about Bad Piggies and Ticket to Ride. After that I think I'll work on Angry Birds: Star Wars, Letterpress and Borderlands: Legends, so there is stuff coming out, no worries.)
This will be the laziest serious project I’ve worked on in a while ;’) – View on Path.
The Room by Fireproof Games
Released: September 2012
Size: 125MB
Platform: iPad (iOS 5.0 or newer)
How are you, old friend?
If you’re reading this, then it worked. I only hope you can still forgive me.
We’ve never seen eye to eye on my research, but you must put such things behind you. You are the only one to whom I can turn.
You must come at once, for we are all in great peril. I trust you remember the house? My study is the highest room.
Press forward with heart. There is no way back now.
AS.
The Room is a rather traditional "escape the room"-type puzzle game, a debut by the English Fireproof Studios' sister studio, Fireproof Games. The game is structured around four chapters, the objective of the game being for the player to work out the complicated locking mechanisms of three chests, each within the previous in similar fashion as matryoshka dolls, and discover the secret behind the Null element.
The game is mainly controlled by directly clicking and interacting with the chests "as in real life" and the gameplay follows the same logic, the box and its mechanisms act as if the box was a real physical object as the player can experience in the game with the presence of such everyday components as lenses and dials.
However, the theme of the game revolves around the aforementioned Null element, and the player discovers among the first things in the game an eyepiece the main character's old friend has left behind. This eyepiece, when equipped, allows the player to see markings in objects and even through some wooden panels. The eyepiece brings another dimension to what the player can see and encourages him or her to look in every corner to see if anything has been hidden from the view (with or without the eyepiece being worn), and this is very much the starting point for most of the game's puzzles.
The game is great fun for good few hours, and is innovative enough to entertain the player for at least a couple more play-throughs. The mobility of the game is surprisingly good, considering that it's an iPad only game, but I managed to log in the first hour of gameplay in my father's car while he was driving on a bumpy road and almost without any accidental 'taps', so I would give it a go even in a bus. In the end, I'd say that the game is worth the money and a nice way to spend a rainy day.