I’ve decided to review 3 iOS games in the one review, in order from least-played to most-played while I was travelling.
Here’s a zombie survival game from PicPok and Prodigy Design with a very simple goal. Run for as long as you can to avoid the zombie hoard. The further you can run without becoming zombie chow, the more points you get that can be spent on upgrades and perks for further tries. You can also pick up the occasional weapon to shoot your way through a tight spot. The controls are very simple. You run automatically with a first-person point of view. Touch the left and right parts of the screen to move and left and right and touch the middle of the screen to use weapons.
You are given missions where you have 3 tasks to complete. This may involve killing a certain amount of zombies, running a certain distance or using a certain perk, etc. Each time you complete the three of them, you move up to the next mission.
There is nothing more atmospheric than turning the lights off, turning the sound up and running though the noiseless night, just the sound of your running, your panting breath, the moan of zombies and the occasional growl as you narrowly avoid the grasp of a zombie. Eventually you try and fit through a gap in between zombies that’s just too small and suddenly you’re on your back being ripped apart by zombies.
The only issue I found was that sometimes my iPhone struggled with the game and lagged behind a bit, but that could be due to the fact it’s an older phone.
Into the Dead is available for the iPhone and iPad on the AppStore for FREE (you can purchase coins for for real money).
2. Game Dev Story
I thought this game was very suited for this blog since you play an independent game developer striving to make it big. This game comes from the Japanese company, Kairosoft, who are responsible for almost twenty other simulation games, often simulating obscure things such as a hot springs resort or Grand Prix racing team. It’s a simple management game where you hire your own employees, complete contracts and games for various platforms in various genres, advertise and attend events over a 20-year period. Like my FTL review, I’ll go through my career as the head of Icarus Studios (original, I know).
I started off producing simple puzzle games which never had much success and even tried Pokemon (this whole game is a parody, so copying games from the real world will only result in other company’s games that sound a lot like yours). My first hit simply called Golf which was for a 1st generation console produced by Intendo (one guess which company that’s meant to be). I finally made a decent amount of money with which I was able to make Golf! and Gold 3D for other platforms and monopolise on the sudden demand for golf simulations.
My first hit was after 10 years, being a Romance Simulation RPG called Puberty Blues (named after an Australia teenage TV show not thinking that the game would sell) which sold around 2.8 million copies. My almost immediate next hit was Cylon, a robot first-person shooter which sold about 4.5 million copies. Both these games scored highly with reviewers and made it into the hall of fame which means I was able to produce sequels.
It was around this time that I realised that my current staff were a little redundant since the people I outsourced too (for a fee) had far better skills than my guys. So I fired all my writers, sound engineers, programmers and graphic artists and instead hired hackers, producers and developers, all who had naturally higher scores.
I continued to produce sequels for the aforementioned games, each one selling more and more copies than the last. I was also winning most of the awards for these games. With this strategy, I made plenty of more hit games. I didn’t get the chance to make my own console since I only ever encountered one hardware developer and my hiring attempts, and didn’t have the money to hire at the time.
While this game was definitely fun and interesting, it’s not one I’ll play too often, maybe once a month and I’m not sure it was quite worth the $4.49 price tag.
Game Dev Story is available for the iPhone on the AppStore for $4.49.
Tiny Wings was easily my most-played game while I travelled with a horrible addictive quality. Maybe it’s because I could sympathise with the little buggers desire to fly or maybe it’s because I’ve been brainwashed to play any gravity-based games that involve cute, little, fat birds. Regardless, this game had hours of entertainment that often decimated the crappy battery of my iPhone.
The game is extremely simple. When your finger touches the screen, your bird closes its wings. When your finger is off the screen, your bird opens its wings. You use this to slide through the valleys and launch yourself off hills, travelling as far as you can and gaining as many points as you can before night comes and your bird literally falls asleep mid-flight.
Like Into the Dead, you have missions to complete where each mission you have three challenges that range from travelling a certain distance to launching yourself into the clouds a certain amount of times.
There was nothing more satisfying than getting three great jumps in a row, entering frenzy mode and watching your score go ballistic as your earn double points.
This game also has a race feature as you race against other birds to try and reach your mother’s nest.
The developer of this game is a single German named Andreas Illiger who has not only sold near 6 million copies of the game but is entirely self-taught. This is the kind of arcade game I recommend to anyone with a couple of hundred hours to kill.