Recommended games in Platformer
Do you like a challenge? VVVVVV (that’s six Vs for those counting at home) is a super-tough, super fun platformer that’s been out for several years on other platforms, but has just made its way to iOS. And the App Store is all the better for it.
In this game you play as a pixelated captain whose crew members have been scattered all over the map. It’s up to you to traverse the 2D environments to gather them back on the ship. There’s one big catch: Instead of being able to jump like in most platformers, here you can upend gravity. Tap the right side of the screen, and your character shoots vertically into their air until he hits the ceiling, which then becomes his floor. It might sound like a simple tweak on standard platform gameplay, but in the hands of developer Terry Cavanagh (who also made Super Hexagon), it leads to all kinds of creative conundrums. (more…)
Posted June 12, 2014 by Chris Reed
Sometimes You Die Review
While there have been plenty of abstract mobile games that use basic shapes as characters, few of them challenge your notions of games themselves. Sometimes You Die offers a creative take on simple platforming, with a cerebral twist that makes it above average.
The controls couldn’t be simpler: You pilot a black square with easy left, right, and jump buttons. When you make your way to the exit, you’ll scroll over to the next screen as techno music loops and a computerized voice taunts you with psychological insights.
The twist arrives when you have to sacrifice your character to provide a route to the exit. You have unlimited lives, and can crawl over the corpses of your previous iterations to scale walls or cross a bed of spikes. If your path becomes too choked with dead, you can hit a reset button to try the level again.
The few dozen levels fly by quickly, especially if you’re experienced with platformers. There is also an ultra-challenging maze of bonus levels available beyond the main game that introduces a gravity-altering dynamic.
Posted April 8, 2014 by Andrew Podolsky
Rayman Fiesta Run Review
The sequel to last year’s Rayman Jungle Run (our pick for 2012’s Game of the Year Award), Rayman Fiesta Run offers much of the same automated run-and-jump gameplay that made the first game such a fast mover. Rayman (or one of his many selectable sidekicks) will run through the levels on his own, while you time the jumps, wall-jumps, punches, glides, and other acrobatic moves by pressing buttons on the screen. But unlike high-score games where the only goal is to survive, in Rayman Fiesta Run you also have to collect 100 firefly-like “lums” to obtain a perfect score.
Rayman Fiesta Run is the ideal combination of high-quality production values and thoughtful game design, with a range of challenges that scale along with the player’s skills. It’s a high-energy party, well worth the price of admission, and one we’ll be enjoying and talking about for a long time.
Posted November 7, 2013 by Andrew Podolsky
If feel-good movies have taught us anything, it’s that even the seemingly most insignificant individual can be a hero. In that vein, the shadowy, wide-eyed protagonist of Badland for iOS is a hero twice over. Not only does the little guy undertake a quest to save his world, but he also brings new life to side scrollers and endless runners, two genres oh-so in need of some fresh air.
Badland puts you in the fur of a nameless bat-hedgehog hybrid who wakes up one day to find his forest home in peril. Pipes, sinister constructs, and deadly traps have somehow intermingled with the vegetation. You need to get to the bottom of the weird invasion.
Badland mixes side-scrolling action with some endless runner elements. Levels automatically scroll from left to right, and there are plenty of obstacles to impede your progress. If you get pushed off the screen, you presumably go squish.
Posted April 5, 2013 by Nadia Oxford
We demand more depth all the time from our games. We expect alternate endings, skill trees, side quests, and endless hours of gameplay. For once, though, we appreciated a game that takes the opposite approach: creating an extremely compact, thoroughly memorable minute or so of intensity.
According to the developer, Canabalt was developed in the space of about five days as part of a micro-game experiment. This game’s impact is sure to be felt much longer than five days, though. Like a colony in a petri dish, or a one-act play, Canabalt offers just a self-contained glimpse of a larger world outside.
Canabalt is an interesting experiment, and it’s one we enjoyed. It’s a game that measures your involvement in minutes, not hours, but we’re confident you’ll still be thinking about it for weeks or months to come.
Posted October 16, 2009 by Andrew Podolsky