Battle Chef Brigade is the combination of a light 2D monster hunting game and a match-3-like puzzle system where you collect food in order to cook great dishes in Iron Chef style competitions. It’s oozing with great style and characters and the mechanics are really interesting. I had a ton of fun with it and wish I could’ve spent even more time with the game. I have to say that it was a bit too stressful for me.
Konami Pixel Puzzle Collection is a game much like Picross - a style of game I simply adore - where you solve puzzles by filling lines and columns using numbers as clues. In this perticular version, you solve puzzles related to Konami characters and games and as a free product, it’s great. You only have to see ads after each puzzle, which isn’t too bad, and there is a timer on ‘boss’ puzzles which seems like it would make it take forever to go through them all, but otherwise I really recommend it.
Because of its name, I thought Infinifactory would be one of these games where you run a factory and need to expend infinitely in all directions, building more and more complex things in order to generate resources to unlock new technologies and all that. It’s not, instead I was faced with a neat puzzle game where you need to solve discrete problems by creating factory lines with blocks of various utilities. You can work to optimize the time necessary to solve them, the number of blocks and the space you take, but just solving each puzzle can be challenging while never feeling unfair, I really really liked Infinifactory!
Exception is a puzzle game based around programming where you control a fleet of robots and must accomplish certain objectives like defeating all enemies or moving a robot to a certain point. The type of puzzle programming in question here is all about setting triggers and actions in order to react to the condition of the level. I had a very limited time with it because I felt that the puzzles had a very small solution set (unlike programming) and I had to look at many answers on the internet and even then I couldn't figure out -why- they worked. A few interesting ideas bogged down by the lack of support and kinda bizarre engrish text, then.
Vignettes is a neat little puzzle experience where you rotate objects around and poke at them in order to find more objects, mainly by mimicking the shape of other things with them. Ultimately, the goal of the game is to find all objects and it doesn't wear out its welcome. I had a ton of fun going through the whole thing and I would recommend it wholeheartedly.
The Guides is an iOS puzzler that I haven't spent much time with. It was just too difficult and frustrating to use at times. While I appreciate the straightforwardness of the game's presentation and type of puzzle, I didn't have fun at all with it. Build around a series of logic puzzles, Vignettes has you try and decipher layer upon layer of mysteries in a series of screens that have only a vague link between them; Not letting you appreciate each mechanic of the puzzle long enough before moving on to something else.
Zombie Night Terror is a puzzle game somewhat alike to Lemmings where instead of harmless creatures stumbling around to their death you control a horde of zombies going through a rampage in a series of progressively more difficult missions. You start with a few zombie types and a lower number of actions you can do, but as things go forward you get more and more options that serve to solve puzzles - mostly getting zombies to some part of the map or killing a certain number of humans. I liked some of the ideas in ZNT but overall I found that the game was too difficult and didn't use it's own mechanics enough to create a feeling I would associate with leading a zombie apocalypse.
Splitter Critters is a neat puzzle game where you try to move aliens on a map so they get to their spaceships by avoiding hazards and moving around platforms. To do so, instead of controlling anything directly, you can just swipe around the screen to cut it and move the different pieces around, doing so makes characters follow various paths. It’s a really cool puzzler and it kept me engaged for most of the game.
PUSH is a neat little puzzle game with a simple, clean aesthetic that follows a pattern I've seen with iOS puzzle games these days; Start with a very simple mechanic, get a few levels with that mechanic, then move on to another mechanic and repeat that pattern. Sometimes you overlap two mechanics together, but most of the time they are lost after you encounter them and go through what they mean. It's a nice way to make sure you don't repeat the same puzzles over and over, but at the same time you also need to come up with a bunch of puzzle mechanics. PUSH managed to do it pretty well!
Cityglitch is a neat little puzzle game where you move around small grids of tiles in order to light up special panels while avoiding to lock yourself out of the puzzle or to be defeated by various enemies and bosses. It's pretty cool even if some of the later ones are quite fiendish and I couldn't finish the game. It's got style and its easy to control, so I'd recommend it to puzzle enthusiasts!
Klocki is an iOS puzzle game where a series of levels with varying and complex mechanics add on top of each other to create interesting little challenges. Starting with simple tile-swapping puzzles where you need to connect all lines and ending with complex tile-sliding with rotation and color puzzles added on top of that, I just burned through all of it. Not all puzzle types were hitting it 100% with me (and the rotating puzzles lagged like crazy on my old iPad) but Klocki is a great puzzle game.
Euclidean Lands is a small puzzle game for iOS where yo move your character around while trying to defeat enemies in a set number of turns, the interesting hook comes from the fact that you can rotate and turn around all parts of the map and that action is happening in all dimensions. I enjoyed it, but completing all levels with a perfect rating was a bit too much for me, and I kind of wish that they had an undo function, since sometimes it's easy to mistakenly move somewhere.
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.
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.
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.