Recent Games

Review: Shapist for iPad

Shapist by Ori Takemura and Dmitry Kurilchenko succeeds in bringing new life to the classic genre of sliding block puzzles, by providing challenging puzzles and novel mechanics. Unfortunately, the touch interface falls short of the quality one expects from an iPad app.
The game features an unusually minimalist interface, having no title screen, no menus, no instructions. On startup, you just zoom in on the current puzzle and start playing.

The first few puzzles start with classic sliding block mechanics, but the game immediately shows its originality with its choice of the goal. In this kind of games, you usually have to "free" a piece so that it can slide out of the board, or simply have to put the pieces in some predefined order. In Shapist, instead, you have to move the pieces away from a gray rectangle, which represents a door. When the rectangle is completely uncovered, the door opens and you fly through it to reach the next puzzle.
One thing that soon becomes apparent is that the pieces don't move "on rails", but attempt to model physical properties so that they e.g. bounce against a wall if you throw them fast enough, and you can move multiple pieces at once by pushing them against each other. This isn't a very common feature, but it isn't unique either: for example, Grabarchuk puzzles has apps with similar behaviour.

To be honest, I don't think the physics simulation is accurate enough to be believable, and actually more often than not the pieces seem to behave in odd ways, especially if you try to move them quickly. This isn't a major issue, however.

The usual, plain geometric shapes are soon joined by other pieces with special properties. The first ones you meet are magnets:
As you would expect, opposite poles attract each other, and equal poles repel each other. You can put two opposite magnets next to each other, but you need to keep them together using other pieces and the walls, otherwise they will move away. Also, when two magnets are joined you need some free space to separate them.

The second special element is springs:
Springs can be compressed and they will retain the compressed size for a few seconds, then extend again. Like magnets, to make them stay compressed you need to wedge them between other pieces and the walls. Frankly, in some of the puzzles the springs seem to have been added only because the engine supported them: they are just an annoyance because you need to compress them time and time again, but they don't provide an additional obstacle to the solution. In a few cases, they are a real part of the puzzle because it's not obvious how to keep them compressed while opening the door.

Late into the game, you get to use pieces that can be rotated:
Rotating a piece is harder than you might think, because you don't just make it turn by 90 degrees at a time like in many other games: you need to have enough free space around the piece while it rotates.

I'm not going to explain what the last special piece does, because figuring out how to interact with it is fun in itself. Suffice to say that it will force you to look at the puzzles from a different angle.
And actually, talking about angles, some of the late puzzles even have a rotated exit door! Clever idea.
There are about 50 puzzles in the game, and there is no time wasted in simple stuff either: the puzzles become fairly challenging right from the start, difficult enough to keep even an expert player interested, but not excessively hard. Usually you can do a good use of logic deductions to figure out what kind of moves are impossible (like swapping two large pieces) so that whatever remains, however improbable, must be the truth.

I got stuck many times, and putting the game aside for a while and coming back to it with a fresh mind helped getting past the hurdles. I found it annoying that if you quit the game, the current puzzle is reset instead of remembering the position where you left it.

I appreciated that some of the puzzles are not simply a matter of sliding the pieces around, but also need some more clever trick to reach the solution, requiring the player to think out of the box (sometimes literally).

The great limit of this game is the user interface. For some reason, even if it is currently only available for iPad (apart from a browser demo), it seems to have been designed to be used with a mouse. It requires good precision to pick up the pieces, which results in missed moves if you try to play more casually, but most importantly it only supports single touches for all interactions. This is a shame because many things feel counterintuitive.

For example, often you'd want a magnet to stay still while you slide another piece beside it to keep it in place. You'd be tempted to hold the magnet with one finger and slide the other piece with another finger, but that doesn't work; instead, you just have to rely on some (very short!) delay built into the engine.
Another example is compressing springs: you'd expect to be able to pinch them with two fingers, but instead you have to use just one finger and push them against another object. Similarly, it would seem natural to separate two magnets by spreading them apart with two fingers, but instead you have to double tap them.
The most annoying example is the rotating pieces. Instead of the widely accepted two fingers gesture, you have to grab the piece by one corner and drag it around to make it turn.

The list of puzzles is also painful to navigate quickly, and often stops altogether if you try to scroll it quickly.

Despite the shortcomings in the user interface, I recommend this game because the puzzles are challenging and interesting, and I had good fun solving all of them.


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: Chess Light for iPhone and iPad

Chess Light's elegant icon caught my eye while I was browsing the new releases. When I saw that it was developed by Pyrosphere, the makers of the excellent Lazors, I immediately bought it.
I'm a freak for games with elegant user interfaces. I loved Bézier, which looks like a physics textbook, but Chess Light might be even better. Everything from the font to the subtle color palette makes you think of a serious chess book.

The interesting idea behind Chess Light is to draw some shapes over the checkerboard, and require to light them up using a number of chess pieces.
Note that the pieces work like their chess counterparts, but they don't light up the square that they are placed on: you need to use another piece to attack that one. This is an important mechanic to make the puzzles more interesting.
The shapes to cover sometimes are symmetrical, like in the puzzle above, other times look completely random, like in this one.
The puzzles can be intriguingly challenging, even with a small number of pieces. As far as I can tell, the solution is always unique. Imagining the attack patterns of the pieces overlaid on the odd shapes can be difficult, so be prepared for a good amount of tinkering. You can use some logic to guide you towards the solution, but for me it was mostly trial and error.

In some puzzles there are also unmovable black pieces. When a white piece is attacked by a black piece, it doesn't light any square, so you'll usually want to avoid that. But if the black piece is e.g. a rook, you might want to put one of your pieces in front of it to protect another piece.
The game contains 140 puzzles, rated on 6 difficulty levels from Beginner to Grandmaster. Some of the puzzles are quite elegant.
The user interface is fine, but the pieces are a bit small when playing on an iPhone; I sometimes failed to pick them up on the first attempt, and while you drag them around it's difficult to see what's going on below your finger.

If you get stuck on a puzzle, you can use hints to reveal the position of one piece. You earn some hints by solving the puzzles, and can buy more with in-app purchases.

The game can surely be recommended, whether or not you like chess. It has simple mechanics, but solving all the puzzles will require some serious effort.


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: Clock Day for iPhone and iPad

Clock Day by Morningtea Studios is an interesting and fun way to present something that math students might otherwise find repetitive and boring.
It doesn't look like a math puzzle from the title screen, does it? Indeed it seems colorful and inoffensive. But what's behind the facade can get quite tricky.

The basic idea is simple: you have some clocks, which are connected by arrows. You can change the time shown by each clock, one hour at a time, but when you adjust one clock the movement will propagate to the other ones through the arrows. So for example, in the puzzle below, if you advance the clock on the top right by 1 hour, the one at the bottom will also advance by 1 hour, and the one on the top left will advance by 2 hours (because the arrow has a 2 on it).

The goal is to bring all clocks to 12 o'clock at the same time.
Now to solve this kind of puzzles you can just random tinker with the clocks until you get it, or you can think a little more about it and figure out the exact steps you need. Or, you can realize that this is nothing else that a representation of a system of equations using modular arithmetic.

For example, for the puzzle above the system would be:

x + 2y = 5 (mod 12)
x + y = 3 (mod 12)
y + z = 2 (mod 12)

you can solve it using your preferred method to find

x = 1
y = 2
z = 0

so advance the top left clock by 1 hour, advance the top right one by 2 hours. Done!

Clock Day has 120 puzzles (15 are free, the rest can be unlocked with a single in-app purchase). The nice thing about it is that it continues to introduce new mechanics, in the form of new clock characters, throughout the game, so the puzzles remain fresh. Here are the first ones I found.

A crazy clock, which moves backwards when affected by an arrow. This maps to minus signs in the equations.
A sleepy clock, which can't be moved directly but only awakened or put to sleep again. The arrows affect it only while it's awake.
A spinning clock which can be moved directly only in one direction; use the arrows to make it change direction.
A lazy clock (a bit sexistly depicted with a female face) which doesn't move directly and can only be moved using the arrows.
My favorite so far: a clock which propagates the commands received from the arrows. So in this example moving the top left clock will move the bottom clock which in turn will move the top right clock.
Kudos to the designer: it must not have been easy to come up with the ideas for the 11 different clocks included in the game.

I liked the puzzles, but the interactions between the clocks can be quite complicated and confusing. It sometimes was hard to find the solution without sitting down and converting the puzzle to a proper system of equations. This was more of a problem in some of the first few puzzles, where I thought that the difficulty curve hadn't been carefully balanced. For example, I think it would have made sense to introduce the Lazy clock at the beginning, because it makes the puzzles easier since it only affects other clocks and not itself.

Other minor flaws are lack of Game Center integration for the game's achievements, and a somewhat annoying short music loop (I just played with sound off).

Other than that, the game is pretty good and since it's free it's worth taking a look at.

I think this could be an excellent way to teach students how to formalize a problem into a system of equations. Solving the system and plugging the results into the game to see them work first time should be a particularly rewarding feeling and reinforce faith in the power and usefulness of mathematics :-)


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: Sushi Snake for iPhone and iPad

Sushi Snake by Benjamin Davis is a very original path finding game, featuring complex mechanics, small but challenging puzzles, and retro graphics that make my eyes hurt.
You control a snake, or more precisely a "sushi" snake. Don't ask, it's a long story.

The basic rule is: eat all the pills.
It's not clear from this first image, but as you eat the dots, the snake grows longer. In this case, since there is a pill in every space, the "tail" of the snake will remain where it is, and the body will just get longer. This means that you can pass on every tile only once.

There are also puzzles with empty spaces between the pills. In those cases the tail will follow the body, so you can pass again on the same tile provided that the tail has moved away.
Everyone will say it's like that Snake game which could be played on prehistoric phones (you know, the ones that hadgasp—a keypad) but for me it will always be Nibbler, which was one of the first games I emulated (MAME 0.10 no less, released on 13 March 1997. It's been a while).

But enough digression. Pills and walls can have multiple colors. The snake changes color to the color of the last pill eaten.
And here is the bizarre thing: the snake can actually eat the walls. But only if they are of a different color.
There are also puzzles with multiple snakes, where things get really complicated. All of the snakes move together in the same direction, unless they are blocked. The wicked part is that a snake can eat another snake (provided it's a different color).
The puzzles are usually small but complicated. The movement rules are restrictive, e.g. you cannot change direction while you are eating a wall, which limits your possibilities. In many cases, you can find the solution by logically excluding all other possibilities.

The game contains 48 puzzles split in 4 packs: Singles (1 snake, one pill on every tile), Multiples (multiple snakes, one pill on every tile), Blanks (1 snake, pills not on every tile) and Remix (multiple snakes, pills not on every tile). They are not many, but I think they are enough to make good use of the mechanics without growing repetitive.

The input handling doesn't seem to be perfect. I often moved the snake one step too far. That's not a big problem because there's an undo button to fix any mistake.

I'm not fond of pixel art, so I didn't particularly like the graphics, which I also found a bit confising. Also, there is no animation for the snake movement, it just instantly moves by one step at a time, so it is a bit jarring.
Most importantly, the play area is very small compared to the screen size: I would have liked it to fill more of the screen, especially on iPhone.

As you can see in the Twitter feed, the game is currently on sale, so if you're interested get it now. Follow me if you don't want to miss these notifications.


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: Threes! for iPhone and iPad

People who follow me on Twitter had already seen the heads-up about Threes!, the latest puzzle game by Sirvo LLC.
I wasn't the only one to notice this game, since it quickly climbed to #1 in the App Store charts, proving to be a perfect casual game. But is it also a good game for readers of this blog?

The mechanics are beautifully explained by the official trailer, which is just too good not to repost it here:
You have a 4x4 grid, containing some tiles. All tiles have a number of them.
Your moves consist of just swiping the screen, which makes all tiles move by one step in the same direction. When a tiles reaches the edge of the board, it stops. When pushed against each other, tiles will merge if they are identical (forming a new tile of double value) or if they are 1 and 2, which will produce a 3.
The other thing that happens when you make a move is that a new tile enters the board, at the end of one of the lines that moved. So you must keep merging tiles to make space for the new tiles. When the board is full and you can't make any more merging, it's game over.

The color of the tile you'll get next is shown at top of the screen, so you know for sure if it's a 1 or 2, but if it's white it could be anything, though it will usually be a 3.
In general, you also don't know for sure the exact line where the tile will be inserted, unless all lines but one are blocked.

Note that since all the tiles you merge remain on the board, the value of the tiles keeps increasing during the game, so after a typical game you'd be in a situation like this:

If you play well, 384 is the number you should be aiming to reach frequently. So far, a few people have managed to make a 768, but nobody has yet reached 1536 (apart from one person that hacked the game). The maximum tile available in the game is 6144. I don't think anybody will see it anytime soon. It would take 2048 3's to make one 6144.
The value of the highest tile is important because the score you get at the end of the game grows exponentially with the tile value, so one 384 is worth more than two 192 and so on.

Even if the mechanics are significantly different, I can't avoid comparing Threes! to Stickets, another excellent game released last year. Both games are played on a small board, and alternate moments of increasing tension, as the board fills up, with moments of relief, when you make a streak of matches and free up a lot of space.

More than the pure mechanics, I think there are two important differences between the two games:
  • Stickets is an infinite game. If you don't make mistakes, a game can last forever. Threes!, instead, is inherently finite, because the numbers keep increasing and you reach point where there just isn't enough space to fit all the tiles needed to make a new merge.
  • Both games have an element of randomness, but in Stickets the player is in total control, because the game gives 4 pieces to choose from and you decide which piece to use and where to put it. In Threes!, you only have limited control on where the new piece will be inserted.
In my opinion, Stickets' lack of a definite end was its limit, because a game could take such a long time that after taking days to finish a game I couldn't find the motivation to start a new one. In Threes!, I have the opposite problem: after losing, it's difficult to resist the urge to start a new game :-)

I don't like, however, the excessive use of randomness, which appears unfair at times. It is particularly infuriating when you have planned your moves to accomodate a white tile, and then you get a 48 instead of the 3 you expected. I think this part of the randomness is uncalled for and I'd hope it to be changed in a future update.

I usually focus on the mechanics and don't talk much about the presentation, but in this case I need to spend a few words to say how good it is. All the tiles have subtle animations and have different personalities, making the game cheerful to play. The graphics might seem simple, but a very interesting article on Polygon shows how much work went into them and how many failed attempts were made before reaching the final result.

For me, the most notable achievement in the presentatin is the sound design. More often than not, I play puzzle games with sound turned off, but not this one. The background music is superb—I've been humming it all day—and the way how the tiles talk to you while you play, each one with its own personality, keeps the game lively.

A word of warning: the game currently doesn't work on 4th Generation iPod, it crashes before even reaching the title screen. Hopefully this will be addressed in a future update.

Apart from that, there is no reason not to buy this game immediately. It will definitely be one of the best games of the year.


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: Einstein™ Enigma for iPhone and iPad

Apologies for the infrequent updates. Follow me on Twitter for more.

Einstein™ Enigma (yes, "Einstein" is a trademark) by the German BBG Entertainment is an old style sliding puzzle with a couple of new twists.
The App Store blurb boasts that the game was inspired by the Enigma machine, but don't believe that marketing fluff: it has nothing to do with that.

The basic idea is similar to physical puzzles like Circle Puzzle (which is much easier) or to other apps like Rynglets, but with a more intuitive user interface and a few novel mechanics that make it more varied.

The play area consists of 6 intersecting rings which can be rotated by multiples of 90 degrees. When you rotate a ring you turn not only the 4 arcs that form its perimeter, but also the 4 additional arcs inside, which are part of the perimeter of the neighboring rings.

At the center of the rings you can see your goal: the colors of each ring must match the goal.
The image above shows the main limit of this game: many of the puzzles are sparsely populated, so they allow so much freedom of movement that they are of little interest for expert puzzle solvers. The difficulty does increase eventually, but you have to churn through a few naive puzzles before reaching a properly populated one:
The game contains 6 packs of 6 puzzles each, for a total of 36 puzzles. The good thing is that each puzzle is actually a "configuration", scrambled differently every time you play. So once you find the good puzzles (like the one above), you can play them multiple times.

Each puzzle can be played at four levels of difficulty, which basically is simply the amount of scrambling applied. The easy difficulty is just one move away from the solved state, and that single move is even shown to you at the beginning! Frankly you'd better just play the hard versions right away. You'll need to anyway, in order to earn stars and unlock the later puzzles.

If you are familiar with commutators solving these puzzles shouldn't be too difficult, but the additional gameplay elements introduced in later packs do make a difference and will require you to carefully think about the consequences of your moves.

First you get to play with cogwheels, which link the movement of multiple rings:
Then "mirrors", which link the right and left sides of the puzzle (and sometimes also top and bottom) so that it's like playing on a cylinder, or sphere. I found this mode very confusing at times.
And finally arrows, which change the way how the internal 4 arcs rotate when you turn a ring: they can either rotate in the opposite direction of the outer arcs, or rotate normally when the ring turns in one direction and stay still in the other case.
The final pack contains combinations of all the elements.

A nasty bug must have escaped QA testing, because a couple of the puzzles in the last pack seem to contain nonsensical gibberish, like this one:
Here the goal stated is to just have four cyan arcs in the top left, but the whole board is full of random colors. And this is on the Easy difficulty, so we were supposed to be just one move away from the solution.

I liked the variety of the puzzles included in this game, but I could have done without the churning needed to unlock them all. Still, if you like this kind of rearrangement puzzles, this can be a worthy addition to your library.


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.
 
Support : Creating Website | Johny Template | Mas Template
Copyright © 2013. IOS Puzzle Games Review - All Rights Reserved
Template Created by Creating Website Published by Mas Template
Proudly powered by Blogger