Recent Games

Update: BlockPath Pro for iPhone and iPad

My main regret in my original review of BlockPath was that it is too expensive to unlock all puzzles, since it requires four separate in-app purchases. This has been addressed today with the release of BlockPath Pro, which costs 99 cents and has all the worlds unlocked.
While I feel a bit cheated since I had already bought 3 worlds in the Free version, the good news is that the puzzles in the Pro version apparently are different, so I didn't buy the same stuff twice. Also, it looks like their size is large from the very beginning. In the Free version, the first few puzzles are played on smaller grids.

The developer is promising new puzzles to be added in September, so this looks like a bargain. Get it.

©2013 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Spliced Colors for iPhone and iPad

Make no mistake: Spliced Colors by Maria Cristian is not a logic puzzle. It is, instead, a game to exercise your visual-spatial abilities.
The goal is peculiarly odd. You have a set of 12 tiles, and a pattern shown on the right of the screen. You need to pick in order the 5 tiles that reproduce the pattern, but rotated 90 degrees counterclockwise.
So in the above case, the solution would be this one:
Picking the tiles is not intuitive: you must tap the tile and swipe up. Don't try to drag it into place, that won't work.

You get 10 points for every level you solve correctly, and lose 10 points (and a life) when you make a mistake or run out of time. Every 50 points, there is an extra level where the tiles scroll across the screen instead of being lined up at the bottom.
Every 50 points, the tile set changes. Don't be confused by the different shapes: topologically, it's always the same set, the lines just get more tortuous to be harder to recognise.
There are five tile sets in total, the fifth one is my favorite, it looks like mountain peaks.
At 250 points you restart from the beginning, but at higher speed, and your lives get reset. At 500 points speed raises again and lives are reset again. After that, you just go on at the same speed until you lose all your lives.

I found this game too easy. The proper way to play it would be to rotate the yellow shapes in your head and recognise the matching tile, but at the lower speeds you can just look at where the line starts and ends (in both cases it can be top, middle, bottom, or top+bottom) and look for the tile with the same properties, ignoring its shape completely. It's only at the fastest speed that this starts being inefficient, forcing you to look at the shapes to be quick enough.

Also, games last too long for a mobile game. I scored 960 on my second attempt; that's 96 levels played, so it took more than 30 minutes for sure. It's unlikely that I'll play again as it currently is, but if I were able to start at the third speed level, with the speed continuing to increase after that, it could be an interesting challenge.

When the game was released, it cost $0.99. Currently it's free, so it's worth giving it a look to test your shape recognition skills.

Summary

Nontrivialness★★☆☆☆
Logical Reasoning☆☆☆☆☆
User Interface★★☆☆☆
Presentation★★☆☆☆
Loading Time★★★★★
Saves Partial Progress
Status Bar


©2013 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content. 



Review: Reiner Knizia's Kaleidoscope for iPhone and iPad

Reiner Knizia's Kaleidoscope is a nice variation of domino placement puzzles, flawed by a mediocre user interface.
Whether Reiner Knizia was actually involved in the design of these puzzles, or his name is just used for marketing purposes, is unclear to me. The game uses the same double-hexagon domino pieces of Knizia's Ingenious (marketed as Kaleidoskop in some countries), but that's a totally different game.


There are six symbols, and 21 domino pieces showing all the possible pairs of symbols.
The playing area is a hexagonal grid, which in each puzzle is populated by a different pattern of symbols. You must place all the 21 pieces on the board, matching the existing symbols. Each puzzle has only one solution.
When you tap a piece on the right, the places where it can be moved are highlighted. This is helpful because to find the solution you only want to place a piece when you are sure of its position.

If you try to drag the piece over the board, which would be the natural thing to do on a touch screen device, you'll be disappointed: that doesn't work. To place the piece, you have to tap one of the highlighted spots.
The main shortcoming of the user interface is the fact that you don't see all your pieces. You start with 21, but there is space only for 8 on the screen. When you put down a piece, another one scrolls in to fill the gap.

The way how this has been implemented is confusing, because it seems that you can use only the pieces you can see, even if there would be better moves available. For example, looking at the position above, the double-yellow piece can only go in one place, but it isn't available on the right.

This annoyed me for some time, until I noticed the up and down arrows. Those let you scroll through your pieces. Again, this is not how one would expect things to work on a touch screen. You'd expect to just be able to scroll the list of pieces by swiping over it.

The luxury of having pieces which can go in only one place on the board quickly goes away as the puzzles progress and the layouts get more ambiguous.
It would be useful to be able to place dividers on the board, to keep track of positions where a piece can't be placed, like you can do for example in the Dominosa puzzles of Simon Tatham's Portable Puzzle Collection. Unfortunately, that's not possible, so you have to do all logic deductions in your mind.

There's a total of 30 puzzles, which are all playable from the start with no need to unlock them. The last couple of puzzles further increase the difficulty by replacing a few symbols with question marks, so you have to figure out which symbol goes there.
30 puzzles aren't many, but they take a good amount of time to solve so I think it is adequate value for 99 cents. The user interface, however, would need some serious redesign.


Summary

Nontrivialness★★★★☆
Logical Reasoning★★★★☆
User Interface★★☆☆☆
Presentation★★★☆☆
Loading Time★★★☆☆
Saves Partial Progress
Status Bar

©2013 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Update: Lazors 2.2

An update to the popular Lazors was released a few days ago, featuring 5 new groups of puzzles with cleverly thought themes, for a total of 50 new puzzles.

Numbered features grids shaped like the numbers 1 to 10, and each puzzle even has a matching number of blocks!
Grande contains grids larger than average. I found these puzzles to be the hardest of new ones.
Tinier has the smallest grids in the game. These are so small that it's easy to stumble on the solution by accident.
Glassware only uses glass and crystal blocks.
Elementary is a set of puzzles all using the 4 "elements" of the game, that is one of each kind of block.
The new puzzles are all entertaining as usual, so if you deleted the game from your device for some reason, it's time to download it again.

©2013 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: BlockPath for iPhone and iPad

BlockPath Pro (also free) is a fascinatingly minimalistic path finding puzzle which hooked me from the beginning.
It was created by Tehnio, a Latvian developer, which is an interesting thing in itself since Latvia is one of the smallest countries in Europe, with a population smaller than Houston, Texas.

The puzzle concept is not entirely new, but the implementation in this case is excellent, making the game very enjoyable to play.

You start with a grid mostly empty, except for one blue and a few red cells. Your goal is to draw a continuous path starting from the blue cell and passing through all the cells except for the red ones.
For example, the solution of the above puzzle would be this one.
Surprisingly, even when the grid size increases, every puzzle has a unique solution. I think the largest
size is 6x8, which is perfect for the iPhone screen size.

I haven't found previous instances of the exact rules used by this game.
The 21st World Puzzle Championship featured a very similar puzzle called Simple Loop, with the only difference that the path had to form a closed loop. See page 5 of the instruction booklet.

The lack of explicit clues makes these puzzles simple and elegant, in a way similar to Monorail, which is another favorite of mine.

If I were to solve these puzzles with pen and paper, I'd draw parts of the path all around the grid in random order, as logic deductions made me to exclude other possibilities. BlockPath doesn't allow to do that, because you must draw the path from beginning to end, but this isn't a problem; it just means you have to use visual intuition more than strict logic deductions. If you make a mistake you can restart from any point, so the game is not frustrating.

Both the Free and Pro versions have a total of 175 puzzles, split across 5 worlds of 35 puzzles each; the puzzles are different in the two versions.
The puzzles in each world must be played in sequence; the Pro version has all worlds unlocked, while in the Free version each world after the first must be bought individually using in-app purchases.

The technical implementation of the in-app purchases is actually the worst part of this game, because it is very slow and there is no visual indication that the request is being processed. It took me a lot of perseverance to successfully complete the purchases; other users might not have the same patience.

Another minor problem I had with the user interface is that frequently the swipe used to move between worlds was misinterpeted as a tap to select a puzzle. But that's just a nuisance; the puzzle solving interface is rock solid.

Definitely try out this game; it's relaxing and almost hypnotic in its simplicity. Just grab the free version, and if you like it, avoid the in-app purchases and simply buy the Pro version.


Summary

Nontrivialness★★★☆☆
Logical Reasoning★★★★☆
User Interface★★★☆☆
Presentation★★★☆☆
Loading Time★★★★★
Saves Partial Progress
Status Bar

©2013 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Second Look: Fold

My main complaint in the review of Fold was that the puzzles are too easy. +Ricardo Moura, the author of the game, kindly wrote me to point out that if you get a gold medal in all the puzzles of the game, you'll be brought to a "The End" screen which is actually a playable puzzle.
Solving the final puzzle unlocks a bonus world which contains just 5 puzzles, but noticeably harder than the other ones in the game.

This doesn't change the game much, but surely should be a good incentive to look for a proper solution to all the puzzles.

©2013 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Sky Scramble for iPhone and iPad

Sky Scramble by Roberto Canogar and Alberto Borobia is a puzzle game with a fascinating theme, and original mechanics which perfectly fit the setting.
After I solved the third puzzle and the view zoomed out to reveal the following picture, I couldn't avoid letting out a wow.

Indeed, the Hubble telescope pictures that the game shows as a reward for solving the puzzles are nothing short of stunning.

The puzzle mechanics are equally good. The playing area consists of a graph, where each node is occupied by a star of varying size. A move consists of swapping two adjacent stars; the goal is to move the red star to the red circle.
The catch is that two stars can be swapped only if they touch (or overlap). So in the picture below, the top two stars can be swapped, while the bottom two cannot.
Solving the puzzles is interesting and somewhat reminds me of the Tower of Hanoi. Clearly the largest star is the one that needs to be moved the most, because it has higher chances of touching another star. The tricky part is rearranging the order of the other stars to let the red star progress towards the goal.

As usual (and particularly fitting in this case), the game gives you stars for solving the puzzles. You don't need to find the optimal solution to get three stars; for optimal solutions, you get an additional "Perfect" flag.

There's a total of 198 puzzles, split across 11 "clusters". Each cluster contains 6 groups of 3 puzzles, each one tied to a Hubble image. The first few puzzles are easy, but difficulty quickly increases, especially if you try to find the optimal solution.

An odd peculiarity, which will make sense in a moment, is that instead of progressing from easy to hard, if you play the puzzles in sequence you continuously cycle through Easy, Medium and Hard.
The puzzles are unlocked in sequence, but when you solve an Easy puzzle you also unlock the Easy puzzle in the next line, so you can skip the harder puzzles and still make progress.
Looking at the image above, it becomes clear how much care has gone into the puzzle design.
This isn't immediately obvious, but the puzzles in every line are topologically equivalent, e.g. the puzzles in the A6 line all have the shape of a three-pointed star. What changes is the size of the stars, their relative distances, and the position of the red star and the goal; this significantly changes the number of moves needed, so you get an Easy, a Medium and a Hard variation.

The game is free to play, but to unlock new clusters you need a certain number of stars, and the ones you can get even if you play perfectly will only be enough to unlock the first five clusters. To unlock the others, you'll need to buy more stars through in-app purchases.

I like how the Game Center leaderboards have been implemented. There's one leaderboard for the number of puzzles you solved perfectly, and then a leaderboard for each cluster which counts the total number of moves. Simple and effective; I think I should borrow this idea for the next update of Brain Twirler.

Also, it's good that when you launch the game it automatically brings you to the last puzzle you were playing. Unfortunately, it doesn't store the moves you had made, so if you quit in the middle of a puzzle you have to restart from the beginning.

I was seriously impressed by this game. It is obvious that it was designed by people that had a clear vision of what they wanted to achieve. Definitely give it a try.

Summary

Nontrivialness★★★★☆
Logical Reasoning★★★★☆
User Interface★★★★☆
Presentation★★★★☆
Loading Time★★★★★
Saves Partial Progress
Status Bar

©2013 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: RIPPLE: A Game About Chain Reaction for iPhone and iPad

RIPPLE: A Game About Chain Reaction is a short game with a long title. What's there, however, is enjoyable, though not particularly challenging.

The concept is simple. Tap anywhere on the screen to start a ripple. Careful: you need to tap in any empty place of the screen. I hadn't understood that at first, and kept tapping the grey dots, which caused nothing to happen.


The ripple you create expands until it touches a dot. When that happens, a new ripple starts, forming a chain reaction, while the previous ripple becomes ineffective and won't create any more ripples. So there is only one "active" ripple at any one time.

Eventually, all dots will be touched by a ripple and the level ends. To win the level, the black dot must be the last one touched.

What makes the puzzles difficult is that the dots move, in fixed patterns. So you must choose the position and the timing of the first ripple carefully in order to make the chain reaction evolve in a suitable order.

The game currently has 16 levels, which can be solved in just a few minutes. It promises to deliver more in a future update, though.

What I found in the more difficult puzzle is that the most effective strategy to win is simply to pick a suitable starting point and randomly attempt different timings, until it works.

So this isn't really a puzzle game that requires much logic, but it is fun and relaxing for a short diversion.


Summary

Nontrivialness★★☆☆☆
Logical Reasoning★☆☆☆☆
User Interface★★☆☆☆
Presentation★★☆☆☆
Loading Time★★★★★
Saves Partial Progress
Status Bar

©2013 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.
 
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