Recent Games

Promo Codes for 10

Andrew Juell was the first to solve the secret ending of the game 10:
As a reward, Andrew got (not surprisingly!) ten promo codes for the game, and generously decided to donate them to the readers of this blog.

I haven't reviewed 10 yet, but it is very good and it's on the list of games I'll review in the future. If you don't have it yet, waste no time and take advantage of this opportunity.

Ten cheers for Andrew and his prowess!

Here are the promo codes:

PLWPJT6A9TE4
J9A6WK7L37TR
7WP4TYAAPHMK
ENH7XW96PJJL
X3XYL9JLF74E
MLXF69RXPTA9
K7KAPX939MWW
AEEN9KKPKMMR
LML4HA7367MT
YKLYYHK9HJFE

If you don't want to miss news like this, follow me on Twitter.


©2014 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: Cube Trick for iPhone and iPad

Cube Trick by the Russian (I think!) Rutony Studio has some challenging puzzles and nice, clean graphics, but it's difficult to forgive some major shortcomings in the user interface and design.
The mechanics are similar to other games I reviewed in the past, Escapology and Move, but unfortunately here the play area is 3D. You'll soon see why that's unfortunate.

You control some cubes. Every time you move in one direction, all the cubes move by one step in that direction, unless they are blocked by a wall. The goal is to bring all the white cubes over the green tiles (at the same time).
There are also black cubes, which move like the others, but don't have to be placed over the green tiles.
The striking thing you should have noticed in these screenshots is the virtual joypad. This is quite unusual: normally, games like this simply use swiping gestures. There is an option to turn off the virtual joypad, but it seemed to often confuse the movement commands with camera rotation, so I preferred to use the joypad.

One of the initial puzzles teaches you that the cubes can fall off edges, in which case you have to restart, however I found this a bit confusing because this doesn't happen again for some time: cubes that reach the edge of the board just stop.
The puzzles get challenging very soon, and I enjoyed solving the first few, for example this one was fun:
Sadly, I then reached this puzzle, where the earlier tutorial about falling finally made sense:
This puzzle is laid on multiple levels, and you are supposed to fall to lower levels to reach the goal. The problem is that because of the perspective used, it is close to impossible to understand how things are actually arranged in 3D space. When you rotate the camera, you get brief glimpses of the layout, then are stuck again in a isometric projection that hides everything. This is the exact same problem that MindTilt had. Am I missing something here?

I think additional mechanics like teleports are introduced in later puzzles, but I'm afraid I won't be able to see them. Get this only if you enjoy navigating mazes blindfolded.


Summary

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

©2014 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.

Nontrivial Games on Twitter

The most attentive readers will have noticed the new gadget I added on the top right, showing my newly created Twitter account.

I needed some quicker form of communication for smaller things that can't qualify for a blog post, like sharing some interesting article that I read. It looks like Twitter would be the best option, so if you like this blog, please make sure to follow me on Twitter. Don't worry, I won't bother you with what I'm eating for dinner (pizza!).

Also if there's some puzzle game that you like and I haven't reviewed yet, don't be shy and tweet me about it—I'll consider all requests.



©2014 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: KAMI for iPhone and iPad

When I originally downloaded KAMI by State of Play Games, I wasn't particularly impressed so I left it aside for the time being. Maybe I'm in more of a zen mood now because I picked it up again and enjoyed it—though more for the presentation than for the puzzles themselves.
The presentation is indeed gorgeous, which isn't surprising if you think that State of Play are the people behind the critically acclaimed Lume. As any origami folder knows, kami means paper in Japanese, and that's the theme of the game.

The play area is a grid covered with colored squares of paper. Select a color on the right side of the screen, then tap any square and the paper will start folding and change to the color you selected. The goal is to make all the grid of a single color.
The animation is beautiful, and will go on until all the contiguous squares of the same color have changed to the new color.

The animation is also quite slow, and will take some time to complete. You can, however, do other moves before the previous ones finish, which makes the animations even more fascinating. Interestingly, unlike Puzzle Retreat, the moves interact in real time, so if you make two moves too close together (both in time and space) the end result might not be what you expected.

On the surface, the mechanics are similar to other games we have seen recently, like Shapes, but the fact that you have to decide both the color and where to apply it change things significantly.

If you were allowed to make an unlimited number of moves, all the puzzles would be trivial because you could just change every small area to the color of your liking. Your moves are therefore limited; if you match the optimal count you get a Perfect, if you go above you get an Ok, but if you make too many moves you Fail and have to try again.

The level design is curious because there are several puzzles which are very similar in shape, but the small differences require you to approach them differently.
After buying the game, you get 45 puzzles divided in 5 packs. They aren't many and getting at least an Ok in all of them shouldn't take you long.
Getting all Perfects is a bit harder, and will require some serious planning. Sometimes the moves to make might be counterintuitive (like using the first move to change the color of a single square).

Some of the puzzles are certainly intricate.
In addition to the 45 puzzles that come with the game, you can buy two extra packs of 9 puzzles, with two separte in-app purchases. One of them replaces colors with patterns and frankly looks like an uncalled for gimmick.
The user interface works well, but some animations (especially the ones at the end of a puzzle) are a bit too long and make the game feel slower than it already is.

The price to pay for the gorgeous graphics is that the game uses a lot of memory and is a bit sluggish and prone to crashes even on an iPad Mini. I solved the crashes by rebooting the device, but I couldn't get the game to work reliably on a 4th gen iPod Touch, so keep that in mind before buying; there are currently many negative reviews on the App Store because of the crashes.


Summary

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

©2014 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.

Nontrivial Games on Paper


The Italian magazine Amico Logico, which should be out today, contains a page of puzzles that I designed.
Amico Logico is probably the best logic puzzle magazine currently available in Italy. Its strength is variety: in 84 pages, it contains about 150 puzzles of more than 40 different kinds, and the editors strive to provide new kinds of puzzles in every issue.

Here is the page with my puzzles:
If you want to print it out, open the PDF (it contains the solutions too).

The rule of the puzzle: draw a closed path that passes through every cell of the grid. The loop must not cross or touch itself.

This puzzle is very similar to Monorail by Glenn A. Iba. Effectively, it can be thought of as the dual: the difference is that Monorail tells you some segments where the path must pass, while my puzzle tells you segments where the path must not pass.

Do you like these puzzles? Would you like to play them on iPhone and iPad? Please let me know in the comments. Feedback will be crucial in the decision of whether or not to go ahead with the development of an app.




©2014 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: AntiVirus - The super duper accurate hacker simulator for iPhone and iPad

A reader of this blog kindly wrote to let me know of a few good games that I hadn't reviewed yet.
I had seen one of them, AntiVirus (also free) by Kevlanche, among the new releases, but I had skipped it because from the screenshots it looked like a quick two days work.
And it actually is! Because it was an entry in Ludum Dare 27 (it placed #47 out of 2213, so pretty good!). Ludum Dare is a competition where contestants are required to write a game from scratch in 48 hours.

If you are curious how a game can be written in 48 hours, there's an interesting timelapse video of how it was done.

AntiVirus is a clever twist on Sokoban. Your objective is to push all boxes onto the goal positions, but you don't control actions directly: instead, you have to create a script of no more than 10 moves.
Of course there's the usual arrangement of impenetrable walls and blocks that you can push.
Note that this isn't a programming game in a broader sense, because there are no subroutines and you are strickly limited to those 10 simple commands. However, the need to pre-record the commands is not a gimnick either, because in many of the puzzles you control more than one blue ball, so you need to write multiple programs which have to be perfectly synchronized.
The only commands that you can execute are up, down, left, right, and wait. Wait is crucial for synchronization, but also wastes one precious command slot, so you'll want to use it as little as possible.

Additionally to the balls you control, there are also orange balls. They execute predetermined programs which cannot be changed.
There are 60 puzzles, split across three chapters of 20 puzzles each; the puzzles in each chapter must be played in sequence, and you must solve at least 15 puzzles to unlock the next chapter.

I think that the game that took part in the Ludum Dare competition consisted of just the first chapter. The two additional chapters add several new mechanics which make the puzzles a lot more interesting.
HyperThreading cells give you more power so you move by two steps at once (and can jump over walls, for example):
Ice cells keep objects moving in the same direction; if you step on them with your ball, this has the additional effect of making a command last more than one turn, so they also affect the synchronization of multiple programs.
Clone cells create a duplicate of your program so that you will have two balls executing the same program, but in different positions and with different side effects.
The puzzles are great: you often need to coordinate the movements of several objects, with perfect timing, and also make everything fit in just 10 commands. In some cases there are so many things going on at the same time that I missed a slow motion button.

Difficulty grows significantly throughout the game and the last puzzles of chapter 3 are pretty hard.

There are several delightful subtleties, for example normally if you hit another ball you would crash, but if two balls go towards each other at exactly the same time, instead of crashing they simply swap places.

The user interface works ok, but I didn't find it particuarly intuitive, and often entered incorrect commands by mistake. That might just be me.

The free version contains the full first chapter, but you want to try it first be warned that when you buy the full version you will have to start again from the beginning. I would go for the paid version right away, it's well worth the price.


Summary

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

©2014 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: Help Me Fly 1.0.2

Help Me Fly, another of this humble reviewer's top 10 games of 2013, was also recently updated.

The meat of the update is 30 new puzzle (actually 26, since 4 are just instructions), which however have to be unlocked with a $1.99 in-app purchase.

The new puzzles contain four new elements. The first is a beam which powers pieces remotely:

Then there are boxes which must not be next to a powered piece:
Batteries that can send power in only one direction:
And finally, pieces that split the energy beam:
The new elements didn't impress me particularly; they feel a bit forced, with the exception of the short circuit element which is used to good effect in some of the puzzles.

Also, I think that the average difficulty of the new puzzles is a bit easier than the original ones. Either that, or I've learned to think like the designers, and go in the opposite direction of what would seem the obvious solution :-)

The new puzzles can be tried before buying, so if you have the game give them a try.
If you don't have the game, what are you waiting for? Buy it, it's good.


©2014 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: Sky Scramble 1.5

Sky Scramble, one (in this humble reviewer's opinion) of the top 10 games of 2013, was recently updated with major changes.
While the most obvious change is the addition of a title screen (above) and changes to the star graphics so that they are more colorful, the most important change is the order of the levels.

In my original review, I pointed out how the level order was very unconventional: instead of a simple progress from easy to hard puzzles, you'd get groups of three puzzles with the same topology, but increasing difficulty:
While this was great from a mathematical point of view, it wasn't the best choice for gameplay, because it exposed the player to harder puzzles too soon, and because it caused the same layout to be played three times in a row; even if the difficulty was different, it could get boring. So now the puzzles are ordered in a more conventional way:
Additionally, the way how in-app purchases work is simpler. Previously you would earn stars by solving puzzles, and used them to unlock further packs, but even if you solved all puzzles perfectly you would reach a point where you would have to buy more stars to unlock the remaining packs.

Now the puzzles are simply split in 6 packs of 30 puzzles each. The first one is free, the others can be unlocked individually through in-app purchases, or you can unlock all of them with a single purchase. If you upgrade from a previous version, some of the packs will be already unlocked.

Finally, a small but significant change which I like is that if you track back your moves while solving a puzzle, it is as if you had tapped the undo button, so the move count decreases and the recorded solution (which you can play back after solving the puzzle) will not contain the redundant moves. This makes it easier to get decent star ratings without having to use the undo button every time you make a mistake, so the experience is smoother and more satisfying.

Overall, this is an excellent update; if you had put the game aside, it's worth looking at it again.


©2014 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: LYNE for iPhone and iPad

As often happens for good puzzle games, one of my first thoughts while playing Lyne by Thomas Bowker was: why hadn't anybody thought of this before?
More precisely, since I've been thinking about path puzzles for several weeks now, my thought was why hadn't I thought of this?

The idea is indeed pretty simple. You have a grid of shapes. Draw paths that go over all the identical shapes, starting and ending over the highlighted ones.
You can move at 45 degrees angles too, but when doing so the path must not intersect itself.
So far, so good. There wouldn't be much to do using just these rules, so we'll add octagons to the mix.
What's special about the octagons is that the paths must go through them two or three times, depending on the number of dots inside the octagon. Also, the same path can go through the same octagon multiple times, but it must do so through different routes.

Finally, two colors are boring, so we can have three.
The game contains an unclear amount of built-in puzzles; they are grouped in packs of 25. When you complete a pack, further packs are unlocked. So far I've unlocked pack F, which looks like it could be the last one, onless the pack selection screen starts scrolling.

Update: it does start scrolling :-)
The puzzles start out very easy, but as the size and number of octagons increases, it can take a few attempts to find a solution. Here is what they look like in pack F.
Note that I said "a" solution, because solutions aren't necessarily unique. For example, the above puzzle has at least these two solutions:
Since a path can self intersect, the solutions cannot be unique in terms of the order of the segments, because the path after an intersection can be travelled in both directions. I was, however, hoping that at least the shape of the path was unique.
Unfortunately this isn't the case, so finding a solution will be more a matter of intuition or trial and error than pure logic.

Additionally to unlocking new puzzle sets, you should also be able to unlock new palettes. I haven't gotten that far yet, however.

Update: I got that far, and there are actually at least 12 palettes, requiring to solve an increasing number of packs.

If the built-in packs aren't enough, the game will also randomly generate two new packs every day.

Sound is very atmospheric, with tunes procedurally generated as you draw the path, and lots of reverb.

I have to note how abysmally long the loading time is on my 4th gen iPod. It takes well over a minute to get past the splash screen. This is unacceptable and will hopefully be fixed in a future update.

Currently the price is $2.99, which is quite expensive compared to most of the other puzzle apps. It's not that you aren't getting your money's worth, because there's lots of content plus the daily random packs, but it's essentially more of the same with no changes to gameplay, so it could get boring after a while.

Get it now if you are fond of this kind of path drawing mechanics, otherwise I'd wait for a price drop and, most importantly, a fix to the loading issue.


Summary

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


©2014 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: Comboline the Touch Action Puzzle for iPhone and iPad

Comboline (also free) is a match 3 game released in 2011 by the Italian indie studio Big Bang Pixel. Christian Costanza, the graphics and game designer, kindly sent me a promo code. He also had the honor of being the first person to reach 10th Dan in Zen Garden Puzzle, which is no small feat.
I'm not much into match 3 games, especially timed ones, but I liked the simplicity of this one: there are no silly powerups or other things you can buy, it's just you and the tiles.

I think that the mechanics for most match 3 games on the App Store involve swapping adjacent tiles, or simply selecting already existing connections.
Comboline is pretty original because you move whole rows or columns, like in a toroidal sliding block puzzle. A game with similar mechanics was Chuzzle, but it's no longer available.
You know the drill: to make a move, you must bring three or more tiles of the same color on the same line. All matching tiles will then disappear, and new ones will fall from the top.

A significant quality of this game is that the tiles that fall after a match will never create more random matches, so every point scored is a consequence of the player's moves and not of luck. Additionally, it is always guaranteed that it's possible to make at least one match, so the only way to lose is by running out of time.

The key to scoring is making combos. A combo is not just making multiple matches with a single move: it is making additional matches after the initial matches disappear and the tiles fall. When you do that, the score multiplier increases.

The number of tile colors increases while you play. Initially there are just 3 colors, so it's easy to make matches and combos. You go up a level when the score changes order of magnitude (10,000, then 100,000, 1,000,000, etc.), up to level 6 which has 8 colors.
Playing is more a matter of observation and reflexes than deep reasoning. In principle you can try to plan your moves and predict combos to maximize the score multiplier; in practice, I'm not very good at timed games, so my strategy is to just try and make matches as fast as possible, preferring horizontal lines, which have a higher chance of producing combos.

I particularly appreciated that you can quit the app and later resume from where you left; this is important because a game can last a good amount of time.

The customary check with a protanopia simulator shows that the game is probably not ideal for color blind people; using shapes additionally to colors would have been a welcome addition.
I'm usually not attracted to timed games, but this one was a pleasant exception; it's intuitive, smooth, and has a good rhythm.

The free version just limits the score you can achieve, so it's a good way to see if you like the game. Check it out.



Summary

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

©2014 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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