Recent Games

Review: Pair Solitaire for iPhone and iPad

Pair Solitaire by Vitaliy Zlotskiy played a nasty trick on me. I got my best score on the very first game, and haven't been able to replicate it since.
I like this game because even if it has the mechanics of a classic card solitaire, luck is not particularly involved. At the beginning, you have full knowledge of the position of all the cards, so it can be approached like a puzzle.

The goal is pretty simple. All 52 cards are put in a single line. You have to remove them one by one, until you have no more valid moves to make.
A valid move consists of removing a single card which is the same suit or same value of another cards two places away from it.

For example, in the position above you could remove the Ace or the 6 of diamonds because they are the same suit, but also the 5 of hearts or clubs, because they are the same value. The 5 of spaces cannot be removed, even if it is beteween two other 5s, because only the cards two places away matter.

When you're out of moves, the game calculates a score which depends on how many cards you removed, and on which specific ones (aces are the most valuable). Note that if you manage to remain with just two cards, they can't be removed because there is no longer a card two places away. So even if that means "finishing" the game, you won't necessarily get the maximum score. The maximum score would be when you remain with just two 2s.

I'm not sure it this is an original idea or a solitaire with these rule already existed. It might be original, because this is the kind of game that would be inconvenient to play with a real deck of cards, while it works very well on a digital device.

There are many things in the style of the tutorial, user interface, and promotional material that remind of Threes!, and indeed Asher Vollmer is mentioned in the credits.
The user interface is nice, and I liked that you can also play in landscape mode.
There is however an annoyance in how touching a card and then scrolling is handled. The iOS convention is that in such a case the touch should be cancelled, and only the scrolling performed. In Pair Solitaire, instead, if you touch a card that can be removed and then scroll, the card will be removed anyway. This is more of a problem in landscape mode since when playing in portrait you'll tend to scroll by touching the empty background rather than the cards. It's not the end of the world because you can undo your last move (and only the last one). But it breaks the flow.

The game is free, but with a single in-app purchase you can unlock extra features like additional decks of cards and, more interestingly, the ability to compete on a daily challenge. In this game mode, all players are given the same shuffle of cards, and two attempts to make the best score. The following day, you can see the best 50 scores. Actually this doesn't seem to always work, since sometimes instead of  the scores all I get is a cross.
I suspect this might happen when your score isn't among the best 50, but if that's the case, it doesn't make sense. Surely even if my score was lousy, I should be able to see what other people did.

Usually I do my first attempt starting from the top and the second starting from the bottom, though I haven't seen much difference in my scores, so I probably need to improve my strategy.

The funny thing is that I don't quite see what a good strategy could be. In a stroke of beginner's luck, I got my best score so far (remaining with just 4 cards) in the very first game I played. So I thought well, this is a nice game but it's a bit too easy. I haven't repeated that yet.
Looking at the results of the daily challenges, some people regularly end with just 2 cards, so clearly a good strategy must exist.

My main complaint is that when you quit the app, the current position isn't saved and you need to start a new game. I would like to be able to resume from where I left.
This is certainly a good addition to any collection of puzzle games. Thanks to the limited length of the games, it's perfect to play on short commutes.


Summary

Nontrivialness★★★☆☆
Logical Reasoning★★★★☆
User Interface★★★☆☆
Presentation★★★★☆
Loading Time★★★☆☆
Saves Partial Progress
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©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: Andy's Trains for iPad

Train shunting is a classic puzzle genre, but for some reason the App Store seems to be lacking that kind of games. The recently released Andy's Trains attempts to fill that void.

The game's title screen surprises, showing an animated railway full of switches, semaphores, and tunnels, where several trains are presumably on their way to solve some complicated puzzle.
Developed by the German Andreas Guenther, this is clearly a work of passion, and even if it looks a bit amateurish in places, or perhaps precisely because of that, it stood out amonge the weekly deluge of new puzzle games.

The objective is a standard one for shunting puzzles: you need to operate a switching engine to move rolling stock around the tracks, bringing them to a given destination, in the required order.
It goes without saying that you can operate the switches; the blue outlines indicate the area that must not be occupied by a wagon in order to let the switch toggle.

The care that has been put in the movement of the wagons is apparent. They closely follow the tracks and move very smoothly. Perhaps even too smoothly, as there is a certain amount of inertia that can make it difficult to move precisely.

An interesting twist is that there can be more than one train to put together. Here you have a green and a red wagon, but you must form a train with green and blue wagons.
What will happen is that after you take those two wagons away from the top section of track, another train will arrive bringing two more wagons.

Your solutions are measured by the total distance travelled by the engine, and you are challenged to take that below a given value. This is a deeper challenge than it might seem at first sight. The following puzzle, for example, had me stumped for a while.
Solving it was a piece of cake, but my first attempt was well over 1km, with the target being only 550m. After many attempts, I was convinced that I had optimized my solution as much as possible, but I was still over the target by a few meters. It just seemed impossible.

Eventually, I had an a-ha! moment and figured it out.
I'm not an expert of shunting puzzles, so I had to invent my strategies, and solving this puzzle made me feel smart. That's what I'm looking for in puzzle games: apparently simple challenges, that however require a significant, conscious effort to be mastered.

The game contains 36 puzzles, which must be played strictly in order. Currently I've done a bit less than half of them, and finding a non-optimal solution was reasonably simple even for an uninitiated like myself. Judging from the screenshots on the App Store, however, difficulty will significantly ramp up as the game progresses.

Apart from bridges and tunnels, which should just be cosmetical, I'm curious about the
humps that the App Store description talks about. It looks like those will allow the wagons to be moved by gravity while the engine is somewhere else. Should be fun.

The one thing I don't like about this game is that to get the shortest distance you need not only to find an optimal sequence of moves, but also to implement it with pixel perfect accuracy, fighting with the inertia of the simulation. This can be repetitive and frustrating. However, that's a fair choice, and fits well with the realistic simulation feel of the game.

What definitely should be added, however, is Game Center support! I'd like to compare my scores with the ones of other players.


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: Euclidea for iPad

To put it briefly, Euclidea is a game that every math student should have and, in an ideal world, every adult should like.
The game was developed by the Russian Horis International Limited, which seems to be specialising in apps with a strong maths background. Some time ago they also released Quick Route, a nice puzzle based on the Travelling Salesman Problem.

The concept isn't new; we have seen it for example in the browser game Euclid: The Game. However, the implementation in Euclidea is perfectly done, making it an absolute joy to play.

The idea of the game is to solve geometric problems by using compass and straightedge constructions. For example here you are asked to construct the perpendicular bisector to a segment.
Most of these constructions are things that all of us should have done in school; however, at least in my case, they were thought more to learn how to follow instructions and use the drawing tools precisely, than to understand why the constructions worked.

In Euclidea, you are on your own, and have to figure out what to draw to reach the requested goal. The user interface works beautifully, and as you draw your circles and segments they precisely snap to the reference points nearby.

A brilliant feature, not found in other similar games, is that you can freely move all the arbitrary points in your constructions, to verify that they work in general. For example, here I constructed the bisector of an angle.
The game has already highlighted it in yellow, to indicate that my solution is correct. But I can make angle smaller...
... or larger, and see how the circles I constructed change accordingly.
Some of the constructions you have to make are particularly significant, and after you do them they are added as shortcuts to the toolbox. For example you'll learn to draw a circle of given radius. This is equivalent to fixing the opening of the compass, something not directly allowed in pure compass and straightedge constructions.
The additional tools are just shortcuts that allow you to make common operations without explicitly doing all the steps, but their cost is still computed considering all the fundamental steps (in the case above, 5 moves). This is important because the funniest part of the game is not just to solve the problems, but to do it in the optimal number of moves.

For example, one of the problems is to translate a segment. Using the parallel line tool, this is trivial to do:
But with the parallel line costing 4 moves, this took us 9 moves. To do it in 6 moves as requested, we'll have to be more creative.

Some of the problems are even move restrictive, requiring to make constructions that use only the straightedge and not the compass, or the other way around. Those can be challenging. Find the instersection of a circle and a segment without drawing the segment? I haven't solved that one yet.
The game has been updated several times since the initial release and currently contains 36 challenges, plus some tutorials. Initially the levels must be solved in order, but after some point (I think after unlocking all the additional tools) everything is unlocked. The last few problems are not easy.

My main gripe is that the game doesn't store your constructions, so if you go back to a puzzle you played previously you have to start from scratch. I would have liked to be able to see my best effort, instead of having to reconstruct my steps every time.
I also don't like the horizontally scrolling list of puzzles, which is cumbersome to navigate and wastes a lot of space. A grid might have worked better.

But those are really minor things! The best part of all this is that the game is totally free, with an optional in-app purchase to turn off banner ads. It is so rare to see a game like this so well done, that I gladly made that purchase, hoping that the developers will continue to improve this gem.


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: Fallin Love for iPhone and iPad

What best time to talk about a game about love than... Halloween?

Surely Fallin Love will have a big promotion for Valentine's Day, however an update was released recently, featuring new levels and significantly improved performance on older devices, so it's worth talking about it now.
Technically, this game by the Italian Chestnut Games should be considered an action game: a platformer, where the usual ability to jump has been replaced by tilt mechanics. However, the action elements are minimal, and it plays more like a puzzle game.

Your goal in every level is to collect a costume (in this case, the astronaut suit in the top right), and reach the exit. Optionally, you can try to collect all three hearts.
You can walk by touching the sides of the screen, but you can't jump. Instead, you can rotate the whole world by turning the device. So if you rotate it clockwise you get this...
... and turning it upside down you get this. Note that as you turn the device your character and the blue block fall according to the new direction of gravity. You must be careful to not make the block fall on your head!
If you don't like turning around your device, there is an alternate control scheme where you only use swipes. However, I found the default controls more intuitive and fun, at least on an iPhone. Playing on an iPad is a bit more cumbersome.

You might wonder why you should be collecting costumes. The reason, sadly, is unrequited love. You're trying to impress a girl, but every time you approach her in your new disguise, she comes up with a new desire. This means that every level has a different costume. That's a really nice touch.
A small number of levels also include enemies that you must avoid. This adds an additional action element, but since your movement abilities are limited, it's more effective to deal with them strategically. They can die in the same ways as you: crushed by blocks, falling on spikes, etc. However, a new one will respawn shortly afterwards, so it's more effective to try and trap them in places where they cannot harm you.
The second world introduces new orange blocks which act like balloons: they float to the top of the screen.
The third world adds the yellow blocks, which join with other blocks when they touch them.
So if in the above level you turn the device clockwise, you end up in this position:
which isn't good at all, because you are now permanently trapped, because the block in the bottom left can't be moved! So you need to be careful of how you let those blocks join.

The fourth world added in the recent update doesn't seem to introduce new elements, but it makes you play with blocks of different type at the same time.
Playing this game is a pleasant digression from the kind of pure puzzles that I usually play. Even if it's a platformer, it doesn't require dexterity, and just using a bit of logic to plan your actions is usually enough. The average difficulty isn't high, but getting all three hearts requires some extra effort and can be tricky in a few cases.

If you want an extra challenge, there's an additional "Hardcore" world which I think can only be unlocked with an in-app purchase. It contains levels which are definitely harder than the rest of the game. The in-app purchase also unlocks all levels so you can play them in any order.

The graphics are cute and polished, with a very peculiar style which I really like. The're also a catchy background music which however might feel too repetitive after a while.

I would have recommended this game anyway, but currently it's also free, so there's really no reason not to get it.


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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