TurretZ is a weird mix between twin stick shooter, idle game and tower defense. I'm not sure which of these genres this game is supposed to be, but it isn't very fun. You have a planet in the middle of the screen with a whole lot of enemies around, and the planet rotates while auto-firing with various weapons, after you defeat a bunch of enemies, a boss appears. Defeat that boss, and you get to the next level, which is almost identical to the previous one. The planet is tough to control, your weaponry is unreliable, and progression is extremely slow, I didn't enjoy TurretZ much.
While Diablo 3 remains one of my favorite games right now, the Necromancer pack wasn't the greatest thing in the history of the universe. It adds a new class and a bunch of other cosmetic things for other blizzard games, a few new areas and some items and quality-of-life fixes to go with all of that. We're very far from Reaper Of Souls, an expansion that brought a ton of new gameplay systems, fixed itemization and made the game endlessly enjoyable, alongside a new act of story content.
Crashlands is a neat little game almost in the vein of something like Don't Starve combined with Minecraft or Terraria. It's not entirely a survival game, it's not entirely a crafting/decoration game, but it has elements of both and it pits you against a large world where you must accomplish missions, mine resources, craft better gear, rinse, repeat. It's a fun and interesting idea, but I'm not sure it works 100% well on iOS, both because of control issues, and also because when I have hours to spend doing nothing but tight loops of crafting and fighting, it's rarely on my iPad.
Steamworld Heist is a weird strategy RPG with shooting and platforming aesthetics that I really enjoyed. You build up your team of robots and bring them on missions where you have to gather loot and defeat enemies to get stronger and advance through the story. It's really fun and the challenge level is customizable enough where you can tweak the difficulty if it's too tough for you. I really enjoyed playing it and I almost completed it because I kept wanting to see more of the skills, items and challenges it had to offer.
Layton's Mystery Journey is an iOS/Android version of an upcoming 3DS game featuring the daughter of Professor Layton as a detective going around the Level-5 version of London, solving puzzles and figuring out the implausible logic behind a series of weird cases. It's a good version of such a game, although it's clear that they haven't put enough work into making it a complete mobile experience. Not to say that LMJ isn't good, but it's for sure not exactly at the quality of a DS or 3DS game.
Inexistence is a platformer RPG that didn't do anything for me. I've found it too difficult and I've found that it didn't offer me enough customization or options in order to defeat the challenges in front of me. I feel like I've gave it its fair shot, but couldn't muster enjoyment out of it. On the positive side, I liked the graphics and style of the game.
Sonny was a game I had played on my browser ages ago; it was a turn-based RPG with a lot of depth, a good amount of skill effects and difficult challenges. When I saw it on the app store, I wondered if it was going to be the same as I once played. It's almost that, but not quite. Sonny on iOS is a cool RPG with enough customization and difficulty to keep you engaged. It does mostly one thing - fighting enemies - and it does it well. I didn't manage to get through it, but I've played enough to know that I liked it.
Super Star Path is an interesting arcade-like space shooter with a twist; Enemies you kill chain together with nearby same-colored enemies, and other enemies at the extremities of these chains get turned into indestructible crystallized versions of themselves. By defeating certain enemies on each level, you get power-ups and collectible to upgrade your ships and you constantly get gold to purchase new ones. At the end of each stage there are bosses that mix up the gameplay a bit by having you rapid-fire them down before they deplete your health. I loved Super Star Path enough to complete the game but I didn't think it was perfect.
Mini Metro is a puzzle masterpiece that puts you to the task of building metro lines between various stations in order to get passengers from station A to station B, which each station differentiated by its shape. Passengers at Triangle station might want to get to Square or Circle station, and they take automatically moving subway trains to get there. Over time, more and more stations pop up and you get various items to help you keep your stations from being overcrowded. If too many people stay at the same place for too long, you lose. There are plenty of levels to try your metro building skills on and I've really enjoyed it.
Gigachess is a small puzzle game where you need to defeat pawns with a team composed of rooks, towers and knights. there are three modes in this game and I have felt that all of them are lacking in some ways. I don't think that Gigachess is a bad game, it has neat concepts embedded in it. but overall I felt like I was done with the game more quickly than I thought I would. Some more depth could've been given to the endless mode while the more puzzle-based needed a bit of tweaking on the navigation side.
Deus Ex Go is the third game from Square-Enix using the 'Go' concept of turning another franchise into a smaller puzzle game with settings and elements from the original products. While Hitman Go had more of a board game aesthetic, Lara Croft Go started going in the direction of representing more of the Lara Croft universe and Deus Ex continues to go in that direction. I had fun with this game, although on my iPad 3, it was a bit laborious to play. I got to the end of the game and while I didn't 'master' every level, I felt it was a good balance of fairness and complexity.
Poly Bridge is a really nice bridge building simulator in theory. While it brings a great number of puzzles with increasingly complex constraints and challenges, backed up by leaderboards and money limits to have you surpass yourself, it failed flat for me in the lack of help I was given once I just struggled endlessly on the same level. Going overbudget didn't help, not caring about the state of my bridge didn't help. I was just stuck and there was no real help in-game for me, which soured my experience and made me stop.
Swap Sword is a little puzzle game where you swap tiles to create lines and clear them. Depending on the cleared tile, you either get some mana, hearts, keys to open doors to the next level, or money. You can also clear enemies that way, although a difference in this game is that while you can only swap identical tiles, you can move your character around in order to defeat enemies and collect gold. Once the ending door is opened, you have a set number of turns to leave before death arrives. New mechanics are slowly introduced and you get upgrades between each level. I probably could end my review here because that's all there is to Swap Sword, and that's why I was kinda bummed by it.
Blueprint Tychoon is a simulation game, a bit of a factory management mixed with light sim city touches that focuses on you constructing buildings in order to produce resources, move them around, build things with them, sell these things and/or build more complex things while managing the needs of your worker, pollution and supply routes. I enjoyed it quite a bit, although even after hours of play, some core concepts were still opaque to me and I never got into the eponymous "Blueprint" part of the title.
Realm Grinder is an incredible little idle game that has only a few flaws and works really well to engage the player into playing more in order to unlock new mechanics and systems. Instead of just making numbers grow higher, this game throws together plenty of interesting ways for you to interact with it and have different 'runs' most of the time. I'm still playing it after more than three weeks, and I plan on playing it until I grow bored, if that ever happens. If my iOS reviews seem to lag behind in the future, you know what game to blame!
There is an interesting nugget of an idea at the core of Puzzle Box, a game where you place colors on a grid to complete pixel-art like pictures, then complete platforming and other puzzle-like challenges on them to get coins and progress to more levels. All of its game modes could've been tweaked to make them more fun and new mechanics should've been added to make the game not feel stale. As-is, it's not a really good game, I was intrigued by its core concepts, but quickly lost interest.
Starward Rogue is a bullet hell action RPG roguelike where you move in procedurally generated levels, fighting enemies, gathering keys, power-ups, money and items all in service of getting to the final boss, defeating complex foes with hellish projectile patterns, and get stronger in the process. I enjoyed it quite a bit, but I feel like the roguelike elements have been wasted for a game that feels completed when you finish it for the first time.
Asymmetric is a neat idea executed in a frustrating fashion. At its core, it's a simple puzzle game where you move two characters on separate fields. When you move one, the other does the opposite. This create puzzles that should be interesting in theory, but I've found it very frustrating in practice. You can fail non-stop and it can become irritating to plan ahead for each levels. Furthermore, the game even gives you the complete solution if you get too stuck, which I have used too many times. You can almost do it on every level. I didn't have a great time with Asymmetric.
The Silver Case is one of Suda51's old games - a visual novel - that was remastered and brought back on Steam this year. Being a big Suda fan, I decided to check it out. The end result is a bit too weird for me - probably due to its ancient roots in the PS1 era - and I really couldn't get into it. Is The Silver Case interesting? Sure! It's also pretty stylish and you can see blobs of 'typical' Suda51 themes and touches here and there, but at the same time, I found it very confusing, both in the story and gameplay sense and ultimately it felt more like a chore than a fun game to spend time playing.
Make More! is an idle game where you manage five factories where a grid of 3x3 workers make items for you to sell. You use that money, alongside a premium currency, to improve your factories and your workers in various ways. After maxing all of your factories and leveling them to the maximum, you restart the cycle anew from scratch, with a few bonuses - daily cash and boosts for the characters you have already acquired in a previous run. It's a neat little idle game and it does the thing I kinda like with free-to-play games; Letting the player watch ads instead of paying for some 'premium' boosts.