Red Sky is a new addition to the App Store in the defence style game category. As a commander it is your task to defend your cities against incoming missiles through 50 levels of increasing difficulty. Collect score stars to activate the four powerups that are unlocked one at a time at every 10th level.
What may appear as an ordinary shooter, once you have loaded the game and have had a go at few levels, it turns out that besides having to destroy the incomingÂ missiles, your attacks have to be planned and strategic. With every attack your arsenal is depleted slightly so endlessly shooting at the missiles will not help. Of course, if have depleted your arsenal a more precise hit is necessary but this is extremely difficult. Considering that it may take time to again replenish your arsenal your attacks need to be planned so you can take out as many incoming missiles as possible with a single hit. What is also great is that the explosions have a chain reaction effect so if you take out one missile it may also destroy another in it’s proximity. Timing and location of your anti-air missiles play an essential part in you progress to next level.
As you progress through the game, new power-ups and challenges are unlocked in the challenge screen. Complete all levels and all challenges to finish the game. As we have only started playing the game earlier today, we are quite excited to see what is coming next. For now we have reached level 14 and have obtained one power-up which replenishes your arsenal with the right swipe on the screen. This comes in pretty handy when you are being attacked by large number of missiles. What is missing is some form of indication how long you have before you finish the current level but other than that the game is a lot of fun.
Red Sky is a great little shooter. Both challenging and beautifully designed, the game provides enough fun to make $0.99 investment well worth.
Developer: Red Sky
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The map is split into different areas, usually 2 at the time are unlocked and to access more you will need to collect enough coins and finish previous levels. As you unlock new levels, the only way to pass through them is by being in the air. Precision and timing is crucial but with practice you become the master, tapping perfectly at the right time swinging over and through obstacles at amazing pace. It is not enough just to grab onto something above, it is about finding the perfect swing radius to least disrupt the motion flow through the level. Did I mention there was a big bad black monster following you? Yep, that's it, speed and staying in front of it is important. Some power-ups include rocket shoes, longer rope, larger gold coin collection radius and all of these have different levels, ie you start with Level 1 rope and end with Level 4. Higher the level the more they will cost you so collecting as many gold coins as possible will make this process easier. I estimate about 5-6 hours playtime to complete the game. At times you may get stuck and some levels will take 10-20 replays to complete. This may sound somewhat mundane but in practice is very gratifying. This is also the case when you get to the last few levels where perfect precision and timing are crucial. The game is pretty balanced, with time your skill will improve and you will feel like you made the game yourself. This brings us to the new version of Hook Champ called Super QuickHook. Where you may expect this to be a very similar game it does feel very different. The UI and graphics have generally been improved, physics as well and the overall game feels a lot more fluid. The map for the levels has been abandoned (finally!, I hated that thing in the first version) and now you have a horizontal scroll menu showing different maps to play. The progression through the levels feels a little easier and I am not sure whether that's because I played Hook Champ before or because the team chose it to be that way. Once you get near the end levels the condition to unlock them is to beat developers' scores on the early levels. Now, this has proved very challenging, meaning that you MUST collect all the coins and complete in reasonable time. Once again, 10-20 replays have done it for the simple reason I had to learn the map off by heart. This is very different to the previous version of the game. In Hook Champ you could just run through the level without collecting most of the coins. Sure, it felt great to collect all but you didn't have to. In QuickHook, to unlock the new levels you will have to know some of the maps inside out. As you progress, faster than in Hook Champ you will obtain new items from the shop. In most case you will probably be focused on power-ups and where in the first version you re-played maps just to collect coins to purchase power-ups in the latest version you will find that as long as you work through the levels you will collect enough coins to fund your new power-ups. This is somewhat disappointing and it does feel like a lot less effort than previously. I am nevertheless enjoying it very much and with only 2 levels left to complete I am somewhat sad and resist playing until I am ready to face the end. If you have played Hook Champ before and you enjoyed it, I am sure you will love the Super QuickHook. If you haven't I strongly recommend trying the original version first before you get to the new one. The skill you will gain will only make Super QuickHook more enjoyable and once you have played it it's highly unlikely you will play the original version. The developers suggest high replay value in both games but unfortunately, I somewhat disagree. I have never been a big shopper of accessories in games and where power-ups do have purpose you will find the rest pretty useless. You also have the option of playing different characters but considering this is a pixel aesthetic game I much more enjoyed the environment than worrying which character I am playing. In other words I do not think having an option to buy 100 different hats will make this game worth replaying. Once you have reached the end it is unlikely you will go and play it again. I have tried, but did not feel the same joy as I did the first time around. To summarise, both games are fantastic! Hook Champ and Super QuickHook are probably (by my standards) some of the best games for the iPhone. For $2.99 a pop they will keep you entertained for hours and I can't recommend them more. Get them, you won't regret! Platform: iPhone Cost: $2.99 Developer: Jeremy Orlando Hook Champ: Super QuickHook: […]
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- Weewar Mini Contest [News] It's christmas time and what better way to celebrate then to give away things for free. You probably noticed the sheer amount of promo codes for the iPhone apps we announced in our AppSubs section. This is slightly different. We are launching a mini contest to win 3 x 3Â MonthsÂ free Pro subscriptions to the award winning strategy game Weewar. If you already have a Pro account, not to worry, tell us which friend's account you want awarded. Makes a great present too! About the Contest Weewar.com is an award winning turn based strategy game. There are thousands of maps and scenarios to choose from. Command your pixel armies against up to 5 other real players.Â And since it is all happening in the browser Weewar can be played from anywhere - including the office :) You can find out more about Weewar by reading our recent 5 star review here.Â How to Enter Simply write about why you love pixels in the form of a comment to this post. Please write at least one sentence, thats all you have to do! The contest begins now and three coolest comments will be chosen by CAN team and announced Thursday, January 1st of 2009. Contest Prizes 3 x free Â 3 Month subscriptions to Weewar.com! Schedule Contest Begins:Â Sunday, December 21st of 2008 Contest Ends:Â Tuesday,Â December 30th of 2008 Additional Comments and Rules Please provide a valid email so you can be contacted if you win We reserve the right to not approve any comments we deem inappropriate Minimum Age Limit: 16+ Weewar.com! We look forward to your comments! UPDATE (31.12.2008) Comments are now closed. Winners announced on 01/01/2009 UPDATEÂ (02.01.2009) Winners will be announced shortly (today). Apologies for delay ... UPDATEÂ (02.01.2009)Â Winners announced […]
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