You seen one top-scrolling space shooter, you've seen 'em all, am I right? No, as a matter of fact, I am not. Voxel Invaders is here to prove that. Take a look at the trailer below and you see that the game starts off simple enough. Some nice, 3D-ish graphics adorn an otherwise banal battleground. Or so it seems. Until around ten seconds into the video, when the world shifts and we see things from a whole new perspective.
We've been covering the OUYA since its original debut as an ambitious idea on Kickstarter in July. Within a month, the campaign had raised an astounding $8.6 million. We've also heard that OUYA is partnering with Square Enix, will include OnLive support, and a whole lot more (thanks to Founder Julie Uhrman's AMA on Reddit).
After a brief pause in OUYA news, Uhrman recently published a post to the official OUYA blog, giving readers a "full update" on the project.
No matter how hard I try, I can never really escape the weird cycle of clicking on everything possible in an effort to get something to work instead of methodically assessing my situation and thinking about what works. Perhaps it's part personal fault and part game design, but it really frustrates me when the most efficient way of progressing is just using every item in every possible way - something will eventually click, right?
Real innovation is suddenly becoming depressingly rare in the mobile space: look no further than the army of Temple Run clones that have come out in the last few months. Sure, most are fun, and some even eclipse the original (see Agent Dash), but they're all copying game mechanics pretty shamelessly. In this environment, it's so refreshing to see something like Fort Courage: a new game that adds compelling and exciting elements to an old formula.
Anyone who reads this blog often knows my disdain for touch-controls on mobile games. There are a few titles out there that are intuitive enough, like NBA Jam, Dark Meadow, and Horn, but past that, most games are just awkward to play. Thus, if a game supports it, I usually use some sort of controller, be it Bluetooth or USB. While that's practical enough at home, large controllers are too cumbersome for gaming on-the-go.
Noodlecake, the makers of Trainyard, HueBrix, and Continuity, have just made available their latest entry in the Play Store, Velocispider. Before continuing, I should explain that Velocispider's titular protagonist is a half dinosaur, half spider robot. Knowing that, the rest of the game's characters are relatively sensible.
The premise of the game is simple – you are a robot spider dinosaur with rare eggs to protect. The CEO of the Robot Seafood Corporation wants those eggs, and will send thousands of enemies your way over the span of 20 levels.
Android gaming is becoming a bigger deal all the time with high-end games launching on the platform every week. The Bard's Tale is something a little different, though. Not only is it a highly anticipated game with similarly high production values, it is the biggest game I'm aware of on Android. With 20-30 hours of content and 3.5GB of game data, this is a real time investment. Let's figure out just how special The Bard's Tale is.
We've seen more and more endless runner-style games show up in the Play Store, and, up to this point, they have all seemed basically the same. Enter Subway Surfers, a fun and whimsical take on the runner genre that just made its way to Android from iOS.
In Subway Surfers, you play the part of a delinquent kid named Jake who's running from an overly-grumpy inspector and his dog. You have to jump, flip, and grind from track to track on your hoverboard, picking up coins and avoiding trains as they pass by.
Not so fast there, limbless flyboy. While Rayman Jungle Run was scheduled to arrive on the Play Store today, it looks like a delay has set back those plans and now the side-scroller based on the popular Ubisoft character will be launching on Thursday, September 27th. Not a huge delay, but one that's being made to "provide the best gaming experience."
Here's the full comment from the Ubisoft rep we spoke to about the delay: