is LIVE!

31 Aug

Hi everyone, 

I just wanted to share with you that our site is now officially live. We are gaining a great amount of traction to as well as our YouTube channel. 

I will continue to update this blog to provide personal updates of the site and we’re excited to see where this journey takes us in a few years! 

At the end of the day, we’re just a group of passionate gamers and we’ll continue to work on this project with zero followers. 



Cut The Rope: Time Travel

22 Apr

Om Nom is back but this time, traveling back in time to meet with fellow ancestors, who also find themselves being teased with candy dangling on a string. Cut The Rope: Time Travel is the third installment of the popular Cut The Rope franchise and with six brand new themed settings such as Ancient Egypt, the Renaissance, and Ancient Greece with a total of 90 levels to beat.

The creators ZeptoLab, known for creating cute but addicting puzzle games, have seen huge success with their previous titles Cut The Rope and Cut The Rope: Experiments. The original title has over 100 million downloads and has developed a successful brand identity, similar to what we see with Angry Birds by Rovio. As a huge fan of the previous games myself, I couldn’t wait to get my hands on Time Travel.

For new comers to the Cut The Rope franchise, the object of this physics-based puzzler is to release the candy into the little green monster’s mouth by cutting the rope with a simple swipe gesture.  This causes the candy to fall from midair and will either land in Om Noms mouth or miss completely. As you dive deeper into the game, feeding them becomes increasingly difficult as you must avoid obstacles, while directing the candy with the objects around you whether it’s a rocket, a bubble, or a warp machine.

The goal is to collect all three stars with the candy prior to feeding the two Om Noms.  If you are having trouble with a level, you can use a superpower which makes it easy for you to collect all the stars without the harm of falling or running into damaging objects.

Time Travel differs from previous titles not only with new settings but now you are tasked with feeding two Om Noms instead of one, while each can only stomach a single piece of candy.

As I was playing the game, I did have a ton of fun. It was exactly what I was expecting, cute graphics, fun music, and simple but engaging gameplay. It was easy to pick up if you’ve played the previous titles and keeping you coming back for more when you have a few minutes to spare.

However, I did feel this time around, the game catered more for the younger audience as the puzzles were not extremely challenging. There were only a handful of really tricky levels, but nothing where I would spend a significant amount of time trying to figure out. All puzzles were stationary within the screen space, whereas previous games incorporated extended surfaces within a level which added to the difficulty.

Nonetheless, with the understanding that this is game suitable for all ages, it is definitely enjoyable for the time being.

The game promises more levels down the road, so I have made sure they notified me with more levels, hoping to get a bit of a challenging in upcoming stages. Zeptolabs also incorporated “Om Nom Stories”, a series of shows to compliment the game.

Overall, Cut The Rope: Time Travel is a burst of fun and will not disappoint their dedicated fan base. The game is only $0.99 in the App Store and Google Play for both mobile and tablet devices. There is enough variation to enjoy a new experience and a good amount of puzzles to keep you brain circuits running.

Year Walk Review: A Walk Through a Snowy Scandinavian Landscape

5 Apr


Year Walk is an odd beast that won’t appeal to everyone. It’s a slow-paced, quiet and ambient title, nailing its atmosphere better than anything else. Which isn’t to say it doesn’t do other things well, because it does. The story focuses on an ancient Swedish ritual and vision quest known as “year walking.” If successful, those who choose to undergo a year walk would allegedly be able to see into the future.

And so begins your journey as a nameless, silent year walker. The controls are simple at first, swiping left or right, up or down, as if leafing through the pages of a book. Which is an apt description, as I would consider Year Walk somewhat of an interactive novella, riddled with mind-bending puzzles.

As you traverse through the snowy Scandinavian landscape, the wind whistles, the snow crunches beneath your feet. Just as important are the completely silent moments in the game, which work to heighten that feeling of tension and dread. The forest serves as a fittingly eerie setting and truly the best way to experience the environment is with a pair of headphones. After your first true scare (and trust me, the game has numerous) you’ll sometimes catch yourself too terrified to take another step.

Soon after getting to learn your surroundings the puzzles begin. Night falls, your year walk starts and you notice strange markings on trees, a locked box sitting in the snow, a creepy doll hanging in a shed. Every puzzle is unique and often leaves you stumped. I normally have no issues with puzzles that leave me scratching my head; that’s often the sign of a good mind-bender after all. Yet, I wish Year Walk was clearer on what kind of touch inputs are required. It becomes too much of a guessing game and I found myself in trial and error territory most of the time as I swiped frustratingly at the screen, trying to understand what the game wanted me to do.

Keeping a pen and paper handy is essential, as many of the puzzles will have you jotting down information necessary for puzzles later on. It’s a nice touch, making you feel more engaged and a real, tangible part of the year walking experience. When the puzzles work everything comes together in one seamlessly unsettling package.

The visuals are something out of a picture book, very minimalist in design, much like the game’s sound. It all works cohesively, luring you into a false sense of security before making you realize this isn’t one of those books you read as a child. And again, the scares take you completely off-guard, making you resent how endearing the visuals are. It all works in a smart and slick way.

It’s extremely important to explain that Year Walk requires you to download a secondary free app titled the “Year Walk Companion.” In order to truly appreciate the entirety of the game, the companion is essential. Again, my comparison to a novella rings true, as the companion is all about reading back-story and learning more about the Swedish folklore of year walking. But if that doesn’t interest you, simply wait until you’ve finished the actual game – the companion will come into play in an exciting new way that will truly surprise you.

Giving myself a few days after I completed the game before writing this review, I’m surprised to find how Year Walk has stayed in my mind. Walking through those woods, I was there. I was a part of it all as the story began to unravel. Maybe in the moment, the obscure puzzle design will take you out of the experience. But once it’s all said and done, the visions feel like they’re yours. Year Walk isn’t for everyone, but if you’ve read this far it probably is for you. Treat yourself to something different. At the very worst, you’ve just experienced something wholly unique on your mobile device. At the very best, all of those feelings Year Walk made you feel will resonate with you for years to come.

Written by Phillip Maciel

Disney and Imangi Studios Partner Once Again to Bring ‘Temple Run Oz’ [iOS and Android]

8 Mar

‘Temple Run Oz’ is an endless runner based on the previous Temple Run franchise. With enhanced environments based on the new film ‘Oz the Great and Powerful’, the game brings forth an adventurous experience through the land of Oz. Check out the review and gameplay below!

Zynga releases new multiplayer for iOS titled “What’s the Phrase?”

2 Mar

If you were ever a fan of “Wheel of Fortune”, the newly released title by Zynga will catch your attention. “Wheel of Fortune” was a successful game show and across various console devices in the past, the game was able to easily create a fun gaming experience.

Not too long ago, I remember playing “Wheel of Fortune” on my Super Nintendo and this classic title never gets old. It’s a perfect experience for playing with your friends.

Now “What’s the Phrase” takes the concept and combines it with a similar experience to Zynga’s previous titles such as “Word’s with Friends”.

Players can connect via Facebook and either play Facebook friends or random opponents across the globe. It’s very simple as you are given an option to select a category and given an empty phase. Each round you are given an opportunity to guess a letter after spinning the wheel. The wheel will determine how many points you receive for each letter chosen correctly within the phase.

You are given three tries to guess a letter or the phrase within each round. There are a total of three rounds and both players must complete the round before attempting the second round.

There is a free version with ads and an opportunity to purchase the full version which excludes ads.

Speed Kills (iOS) Looks Awesome…Coming This Month!

20 Feb

As already mentioned, Speed Kills is a death racing game, powered by Unreal Engine, inspired by the old school classics. The game features:

  • Over 100 races
  •  More that 50 unique tracks
  • 5 championships
  • Diverse locations: from postnuclear wastelands to futuristic cityscapes
  • Upgradable vehicles, ranging from monster trucks to hi-tech hovercars

Mobile and Tablets Games: Playing and Paying

20 Feb

Hampshire, UK – 20th February 2013: A new study into the fast moving Mobile & Tablet Games market has highlighted the pivotal role of tablet devices in the future growth of the sector. The rapid take-up of tablets, combined with the growing acceptance of in-game purchasing and virtual currencies will result in an estimated $3.03 billion of sales in 2016, reaching over ten times the $301 million figure calculated for 2012.

The Shift to Tablets
The report, which investigates the impact of mobile games on the wider video games industry, found that there had been a clear migration of users from dedicated portable gaming devices across to tablets, and to some extent, smartphones. The freemium model, which is being embraced by tablet users, cannot be implemented as easily on portable gaming devices, as games have to be purchased upfront and the devices themselves often do not allow for a 3G or 4G connection.

Virtual Currency
Increasingly, developers are using virtual currencies to monetise their handset or tablet games, rather than offering in-game items or pay-per-download titles. This can increase users’ engagement with the game, as once the virtual currency is purchased, it can only be spent within that game. Developers are now beginning to focus more on the stickiness of their game, as they realise that creating a high-quality game is not enough to guarantee a profit.

Report author Siân Rowlands added that ‘when we consider that only a small amount of gamers actually make in-game purchases, and those that do typically only spend a few dollars, it becomes apparent that there are a small proportion of consumers spending thousands annually on these virtual currencies, who subsidise the game for everyone else.’

Stacks of Chips 
Furthermore, the report went on to point out how free-to-play casino style games were beginning to see increased profits from in-app purchases, even though users are not playing for real money stakes. Games such asSlotomaniaPoker by Zynga and Texas Poker were seeing a sharp increase in the number of users buying chips and other in-game items, in some instances spending as much as $100 in one transaction, to allow for a lengthy, uninterrupted gameplay session.

Other Key Findings Include:

  • The majority of in-game purchase revenue on tablets will be made in the Far East & China and North America, which will account for over 86% of users’ spend in 2016.
  • Smartphones will remain the primary device which users make in-app purchases on, with more than $6 billion spent on them in 2016, over double the amount spent on tablets.

The ‘Mobile & Tablet Games ~ Playing & Paying’ whitepaper is available to download from the Juniper website together with further details of the full report.
Juniper Research provides research and analytical services to the global hi-tech communications sector, providing consultancy, analyst reports and industry commentary.

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