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  #11  
Old 05-09-2012, 05:56 AM
Appletini Appletini is offline
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Picking this one up as we speak.
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  #12  
Old 05-09-2012, 06:09 AM
ReadingJim ReadingJim is offline
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Looks simply amazing.
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  #13  
Old 05-09-2012, 06:12 AM
Snozberry Snozberry is offline
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iPhone 4S, iOS 5.x
 
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Wicked. Instabuy but I wa hoping it played like a platformer..not sure how it'll play with 1 button to stop, but I'll soon find out.. COUOD make it or break it really
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  #14  
Old 05-09-2012, 06:39 AM
Capricornman Capricornman is offline
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iPad mini 2, iOS 7.x
 
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Location: Canada
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Hello Touch Arcade community
This is my first post
Thanks to all for the countless posts and reviews
That have led me to get many great games!!!
This game looks great but I'll wait for some impressions first!
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  #15  
Old 05-09-2012, 08:58 AM
Appletini Appletini is offline
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TCH is slightly reminiscent of Rinth Island, but it is an action game instead of a puzzle game. There are four "worlds": Forest, Ruins, Snow, and Lava, each with ten levels. Each world introduces new gameplay mechanics to the base set, and the levels are constructed out of a variety of blocks in such a way that it seems that it wouldn't be an overly difficult task to provide additional levels and/or an editor down the track. Connecting and bookending the worlds is the most superficial of stories, but the primary focus here is clearly on the gameplay.

The major thing about the game that might turn people off is that it is indeed a one-touch affair, with your character always running forward until you touch the screen to hold him in place in order to time your dash past the various traps and obstacles (flame jets, saw blades, spikes, guns, rolling boulders, moving platforms, piranhas, etc.). For the main part, your character runs along a clearly-marked path that winds around and through the level (sometimes quite extensively), although in some instances you can choose a different path by (for example) falling through a trapdoor rather than crossing over it. There are also ten special hidden areas to find in the game; finding all of them rewards an achievement and acorns (currency).

Like Rinth Island (amongst others), the levels in TCH each have a range of badges to win: simply finishing the level, taking no damage, beating a set time, getting a good overall score (a combination of speed and remaining health), and finding the powerup on the level if there is one. There aren't different modes, however: any and all of these badges can be achieved in a standard run. Badges you collect persist between runs, so it is sometimes easier just to run through traps and take damage to get the "speed run" badge, then replay the level and be cautious for the "no damage" badge. Each world has a completion percentage - simply finishing each level isn't enough to get you to 100%; you'll need to earn every badge for every level to pull this off.

As for the powerups, these are consumable but cheap, and are bought with the in-game "acorn" currency; you earn different amounts of these depending on your performance in a level, and you can earn more by replaying levels. Additional acorns can also be picked up within levels, and bought as IAP. The powerups include such abilities as a shield, trap slowdown, shrink ability, and more. They don't last very long, so are best chosen and saved for when they're needed most. You can only possess one powerup at the start of the game, but the second and third slots can be bought for 300 and 800 acorns, respectively.

On the IAP front, the game offers different amounts of acorns (pointless, considering how many are thrown at you during the course of normal gameplay), the ability to unlock all levels without playing through them, and the ability to unlock all powerups/powerup slots without finding/buying them. You'd have to be exceptionally lazy to feel the need to shell out for any of these, but they serve as a nice "donation" button if you're feeling generous. As for global/friends leaderboards and external achievements, these are handled through Crystal.

The graphics are clean and attractive (the level select screen that shows a miniature version of the entire level is neat), and the music is inoffensive, if not particularly memorable. As mentioned in one of the loading screen tips, the sound effects can be quite helpful as the traps tend to be regular in action, and can be avoided by sound cue timing as well as the more obvious visual clues.

While TCH is fun and challenging enough, with new mechanics introduced regularly throughout gameplay, I can't help thinking that I'd like to see it as a more fully-featured platformer without the limitations that one-touch gameplay brings. In the meantime, however, I'll settle for the addition of another world or two at some point if the developers are so inclined (and sales justify it).

Well worth the incredibly low asking price.

Last edited by Appletini; 05-09-2012 at 10:52 AM..
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  #16  
Old 05-09-2012, 10:16 AM
slewis7 slewis7 is offline
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Thanks for the excellent in-depth review, Appletini!
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  #17  
Old 05-09-2012, 11:47 AM
Sanuku Sanuku is offline
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Default Game Impressions


Low bandwidth Version | Pop Up
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  #18  
Old 05-09-2012, 11:52 AM
LOLavi LOLavi is offline
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Looks like sminis with only one person! Good looking game indeed.
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  #19  
Old 05-09-2012, 11:54 AM
Capricornman Capricornman is offline
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iPad mini 2, iOS 7.x
 
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Quote:
Originally Posted by LOLavi View Post
Looks like sminis with only one person! Good looking game indeed.
Thanks Appletini for the review!
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  #20  
Old 05-09-2012, 11:56 AM
Capricornman Capricornman is offline
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iPad mini 2, iOS 7.x
 
Join Date: Dec 2011
Location: Canada
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Quote:
Originally Posted by Appletini View Post
TCH is slightly reminiscent of Rinth Island, but it is an action game instead of a puzzle game. There are four "worlds": Forest, Ruins, Snow, and Lava, each with ten levels. Each world introduces new gameplay mechanics to the base set, and the levels are constructed out of a variety of blocks in such a way that it seems that it wouldn't be an overly difficult task to provide additional levels and/or an editor down the track. Connecting and bookending the worlds is the most superficial of stories, but the primary focus here is clearly on the gameplay.

The major thing about the game that might turn people off is that it is indeed a one-touch affair, with your character always running forward until you touch the screen to hold him in place in order to time your dash past the various traps and obstacles (flame jets, saw blades, spikes, guns, rolling boulders, moving platforms, piranhas, etc.). For the main part, your character runs along a clearly-marked path that winds around and through the level (sometimes quite extensively), although in some instances you can choose a different path by (for example) falling through a trapdoor rather than crossing over it. There are also ten special hidden areas to find in the game; finding all of them rewards an achievement and acorns (currency).

Like Rinth Island (amongst others), the levels in TCH each have a range of badges to win: simply finishing the level, taking no damage, beating a set time, getting a good overall score (a combination of speed and remaining health), and finding the powerup on the level if there is one. There aren't different modes, however: any and all of these badges can be achieved in a standard run. Badges you collect persist between runs, so it is sometimes easier just to run through traps and take damage to get the "speed run" badge, then replay the level and be cautious for the "no damage" badge. Each world has a completion percentage - simply finishing each level isn't enough to get you to 100%; you'll need to earn every badge for every level to pull this off.

As for the powerups, these are consumable but cheap, and are bought with the in-game "acorn" currency; you earn different amounts of these depending on your performance in a level, and you can earn more by replaying levels. Additional acorns can also be picked up within levels, and bought as IAP. The powerups include such abilities as a shield, trap slowdown, shrink ability, and more. They don't last very long, so are best chosen and saved for when they're needed most. You can only possess one powerup at the start of the game, but the second and third slots can be bought for 300 and 800 acorns, respectively.

On the IAP front, the game offers different amounts of acorns (pointless, considering how many are thrown at you during the course of normal gameplay), the ability to unlock all levels without playing through them, and the ability to unlock all powerups/powerup slots without finding/buying them. You'd have to be exceptionally lazy to feel the need to shell out for any of these, but they serve as a nice "donation" button if you're feeling generous. As for global/friends leaderboards and external achievements, these are handled through Crystal.

The graphics are clean and attractive (the level select screen that shows a miniature version of the entire level is neat), and the music is inoffensive, if not particularly memorable. As mentioned in one of the loading screen tips, the sound effects can be quite helpful as the traps tend to be regular in action, and can be avoided by sound cue timing as well as the more obvious visual clues.

While TCH is fun and challenging enough, with new mechanics introduced regularly throughout gameplay, I can't help thinking that I'd like to see it as a more fully-featured platformer without the limitations that one-touch gameplay brings. In the meantime, however, I'll settle for the addition of another world or two at some point if the developers are so inclined (and sales justify it).

Well worth the incredibly low asking price.
Thanks Appletini for the review!
Still learning how to post a reply
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