F is for Falling, V is for Vortex and Z is for Zombie are three games for the iPhone by Jonathan Mulcahy (How I Hate the Night Studios). Adopting a drawing sketch style, each game is a cartoon like somewhat quirky and bizarre. Although the gameplay may not be particularly sophisticated I can’t help it but to enjoy how wonderfully these have been drawn, Zombies being my favourite (see video at the bottom of this post).
Each game costs $0.99, with great hand drawn art style with two of three games including Story Mode, Survival Mode and Free Play. Only F is for Falling is a single playmode to get the highest score. Both V is for Vortex and Z is for Zombie include lite versions which you can download here.
V is for Vortex
Inspired by the game Portal, V is for Vortex is a simple but addicting puzzle / action game. After waking up in a strange testing facility you find yourself thrust into a series of bizarre tests with only your wits and a strange gun by your side.
Z is for Zombie
Z is for Zombie is an exciting new Side Scroller featuring hand drawn art. Battle through three different levels as you fight from your doorstep through the city, into the sewers and finally to the mall. Will you survive?
F is for Falling
In F is for Falling, the goal is to fall as long as you can without dying. Your player, a stunt man, jumps out of a plane wearing a special oxygen tank, right above an airshow. Dodging Airplanes, Hot Air Balloons, Helicopters, Rockermen and Hang Gliders, not to mention all the birds, can you make it all the way back to earth without causing your oxygen tank to explode?
- Hook Champ + Super QuickHook [iPhone, Games] When the Hook Champ was first released back October last year I was instantly impressed but refrained from posting much about the game until I actually completed it. Now that the new version, Super QuickHook, is out I thought I'd take this opportunity to look back and also provide some insight into what I think about the first and the most recent version of the game. In a nutshell, Hook Champ is a physics platformer about using a grappling hook to swing through haunted ruins at high speeds. Featuring pixel style retro graphics, Hook Champ is basically a 'single tap on the screen' type game. Your task is to complete the level as quickly as possible and at the same time collect as many gold coins which allow you to purchase power-ups and additional "style" goods from the store. The game starts pretty easy, where you may find yourself doing as much walking as swinging. 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: […]
- Niji [iPhone, Games] Niji is a beatiful colour arrangement tetris like vertical scroller by Grevolt, game studio based in Denmark. Your task is to guide the drops of paint to create rainbows of colour, ie a specific order of colour spectrum. The drops are moving so the time is running out. Getting the drops into the right buckets will put you a step closer to creating a rainbow. Letting a wrong colored paint into the buckets will however delay your rainbow and risk your passing onto the next level. The game is free to start with, including one level and for $0.99 via an in-app purchase you will receive additional 13 stages. All of this is of course wrapped up in a beautiful dark interface. See movie below. Platform: iPhone Version: 1.0 Cost: Free + $0.99 In-App Purchase Developer: […]
- harmonious. [iPhone] Inspired by Mr. Doob's 'Harmony' web app, harmonious is an iPhone version of the same created by The Angry Robot Zombie Factory allowing you to create drawings using smart generative brushes some devised and others evolved by Mr. Doob. Harmonious uses clever procedural drawing techniques so that, with only a few lines, you can create something worth showing off. You can then save the image to your iPhone, iPad or iPod Touch or upload it to the Harmonious Gallery at harmoniousapp.com where others can see it and tell you if they like it. Although the webapp was created by Mr. Doob to encourage others to develop brushes for the application, it appears that a number of people have tried to monetise the idea. harmonious is nevertheless best iPhone port we have seen yet and although it does not offer any additional brushes we haven't already seen in the webapp, it's a great little sketching tool for the iPhone. I should also point out that although somewhat slow, Mr. Doob's 'Harmony' also works on the iPhone. Platform: iPhone Version: 1.0 Cost: $0.99 Developer: The Angry Robot Zombie […]
- Rot.Sketch [iPhone, openFrameworks] Created by Jean Helfenstein, Rot.Sketch is an experimental creative sketching tool that allows you to create drawings by spinning your iPhone/iPod Touch. You begin by drawing lines/objects on the iPhone and by sinning the device, objects are duplicated on the screen. The app has been submitted to Apple for approval and should be available in the AppStore shortly. Now available! jeanhelfenstein.com/rotsketch Platform: iPhone Version: 1.0 Cost: Free Developer: Jean Helfenstein see also 'Spinning vinyl ipod app' + Dr. Mandala […]
- Crayon Physics Deluxe [iPhone] Similar toÂ Touch Physics, a game for the iPhone available in the AppStore for some time,Â Crayon Physics is a new addition to the games incorporating physics and drawing. What makesÂ Crayon Physics special is that instead of just focusing on the creation of objects, team behind the game have included the crayon theme in all aspects of the game. From menus, tutorials, settings to the actual gameplay and custom creation tool. It is great to see a game that is totally consistent, avoiding fonts not native to the theme and sticking with a single concept throughout. As a result, the game appears very much cartoon like. Watching introduction clips to each level creates a feeling that you watching a cartoon clip that shortly after invites you to take part. This also applies to the gameplay. Each level is quite unique andÂ whilstÂ you may find yourself re-using techniques you have learnt in the previous levels, the way you actually resolve the puzzle varies from level to level. You will also quickly discover that resolving the puzzle is not about finding the answer but being creative in the way you contribute to the physical environment with the objects you create. Some solutions are simple, someÂ deceivingÂ appearing simpler than they actually are and some are really challenging that you may need help of others (iPhone's screen capture comes in very handy).Â All levels are all easilyÂ accessibleÂ from the main menu should you findÂ yourselfÂ wanting to venture into more difficult puzzles. The game also includes custom level creation tool. What is greatly missing is ability to share, over the web, you own creations and challenge friends to solve the puzzles you created. Â Nevertheless, a feature that will probably be addressed in the future updates, is currently a great addition to the game. It is also important to mention that the PC version of Crayon PhysicsÂ wonÂ the Grand AwardÂ in IndependentÂ Games Festival last year which is anotherÂ reassuranceÂ that you should mostÂ definitelyÂ buy this game. Priced atÂ $4.99 is slightly more than we would expect but it is evident that a lot of time and effort has gone into creatingÂ Crayon Physics.Â We did find few issues with the game. The loading time and fade-outs whenever you areÂ introducedÂ to the level, or when existing, take slightly too long. You may find yourself tapping on menus that are not yet available but are visible on the screen. This is something that requiresÂ tweakingÂ and considering that this game is as much about watching the clips as it is gameplay, patience is something you will need to get used to, ie being an observer as much as the participant. Crayon PhysicsÂ DeluxeÂ is aÂ gorgeous, unique and a very refreshingÂ addition to the AppStore. Get it! Platform: iPhone Version: 1.0 Cost: $4.99 Developer:Â Hudson [xrr […]
- sktch 2.0 [iPhone, iPad, openFrameworks] Created and published by CreativeApplications.Net, SKTCH is a generative drawing application for the iPhone / iPod Touch and now iPad. Version 2.0 brings a whole new UI utilising Apple's UIKit, for the iPhone - retina display support, two new presets, and finally after months of development we have released the iPad version. iPad is where SKTCH really comes to life. The larger screen, new 3D mode and the new UI allows you to truly immerse yourself in your creations. During the development we have found that features such as file open/save do not really work particularly well with the iPhone, likewise the edit more allowing you to move points with tap and drag. There are some of many features we would like to implement in the iPad version, of course, if there is a demand. Thus, iPad version of SKTCH is published as a separate app rather than as a universal. Please note that by purchasing SKTCH you directly help CAN, so we appreciate your support. Thank you. For more information on SKTCH, see http://sktchapp.com or download the press pack. In addition to SKTCH, RetroScreen has also received an update now supporting reina display on iPhone 4. RetroScreen source is now also available for download from […]
- Vellum [iPad] David Lu has just posted images of the iPad work-in-progress version of his Vellum drawing application for the iPhone. Where the iPhone version of the app included only 3 modes (graphite, ink and scratch), the new iPad application appears to feature more elaborative brushes including pencil smudge which looks absolutely fantastic - see images below. To follow the development, check out David's flickr stream. No word on the release just yet. About Vellum: A simple drawing app for the iPhone and iPod Touch. It aims to make drawing on a small touchscreen feel natural, by reducing complexity and interrupting the user as little as possible. The tactics employed include: reducing number of menus to a bare minimum, using the speed of one's gesture as a substitute for pressure, applying time-based effects to the marks made on screen, allowing overlapping marks to take on new qualities, and offering a tightly edited set of […]
- Vellum [iPhone] Just before you think 'Oh no, not another drawing app', here is something really refreshing, thinking about drawings in a whole/new/old way. If we were ever to understand marks that a pencil or charcoal makes, it would be a close networks of cross hatched lines endlessly overlapping one another. Thicker, bolder pencil points mark darker where lighter/sharper give us thin, razor sharp marks on the paper. Now if we think digitally, how would this be translated? Vellum does just that. Created by David Lu, instead of using brush (particle) mechanism so common amongst other drawing apps, it creates mesh like trails, wireframe ribbon like marks that resemble marks left by pencil pretty well i'd say. The app is now available! still in development, and should be available within few weeks. To follow development, make sure you follow Vellum on Twitter or David while he tackles ad-hoc provisioning for CAN amongst other things =]. Features: Minimal design · No complex menus or sliders Pinch to zoom · 2-Finger swipe to pan · Tap to toggle navigation bar 3 handsome tools · Graphite · Ink · Scratch (via Lenny on Twitter) Platform: iPhone Version: 1.0 Cost: $1.99 Developer: David […]
Posted on: 27/01/2010
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