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E3 2018: Command & Conquer: Rivals Announced

It’s not often that E3 throws up anything truly interesting on mobile, but you can always count on EA to do something in this space. This year, they announced a new 1v1 competitive real-time tactics mobile game in the form of Command & Conquer: Rivals.

Now, it IS a bit of a shame that a franchise with as storied a history as C&C’s now has to be used to give a new mobile game some legs, but if you look past that to what Rivals actually IS, there’s some potentially interesting dynamics at play. Here’s the official overview video that EA put out (don’t watch the EA conference segment, it’s awkward AF):

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The objective is ultimately to destroy the enemy’s base, but you do this by taking control of the missile silo in the centre of the map (although you can also attack directly). This is in turn achieved by owning at least 2/3 of the launch pads surrounding the silo. When you own the majority of the points, the Silo will tick up. If you lose control, the opposing team keeps your progress and when the Silo ticks up to completion, a missile will launch at whoever isn’t in control at the time. Rinse and repeat until your enemy’s base is destroyed.

Beyond this, you choose a faction, a commander (they all have different special abilities) and then six unit types you want to take into the field. This potential for variety means there’s going to be a meta to contend with, and how well EA balance’s it will determine how much potential the game will have. Tiberium does feature as the key resource, and both sides generate it at the same rate unless you deploy harvesters, but these can be attacked and destroyed.

Rivals shares a lot of key-points with another game we tried last year called Mini Guns. We ultimately didn’t end up reporting on it in any great detail as we weren’t 100% sure on the business model, but the core gameplay loop was actually pretty solid, and a lot of dun. The tactical problems presented by Rivals, and the constant jockeying of position over those control points could give rise to a genuinely fun strategy experience. You just have to look past the hallow shell that is now Command & Conquer.

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If you are genuinely interested in giving Rivals a shot, you can pre-register on Google Play if you’re an Android user or go directly to the game’s website to pre-register as an iOS player. There will be a pre-alpha launching sometime soon, although only residents of the US and Canada will have a chance to be invited in.

Engadget has a hands-on preview that you can read that gives a bit more insight – it’s going to be free-to-play (unsurprising), with the micro-transactions revolving around the purchase of more diverse and powerful units”. Doesn’t sound promising but then you can earn those same units via grinding, according to the article. Mini-Guns did something similar but you bought ‘packs’, which had a couple of minis that could be of any rarity, so it wasn’t a direct money-unit transaction.

We’re not going to rule it out just yet, but the key things to pay attention to will be that business model and how they take it, and then the ultimate balancing of abilities and units so that there is a healthy and accessible competitive meta.

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Six Ages (finally) comes to iOS June 28th

After nearly 19 years, we’re finally going to be getting that successor to King of Dragon Pass. A-Sharp’s Six Ages: Ride like the Wind has been on our radar for a while, but progress has been slow going up. Finally, we can see the light at the end of the tunnel.

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A press release that dropped last night informed us that Six Ages will be launching on iOS on 28th June for $9.99. Pre-orders will be available from June 21st.

Six Ages: Ride Like the Wind takes the elements that made KoDP unique (the mythic setting where you can visit the gods, multiple-choice decisions with consequences, advisors with personality, a generation-spanning story, story elements that recombine for replayability) and remixes them. Play is both simpler and richer (for example, you’ll get to make more decisions in combat), and the UI was designed with attention to mobile devices (the menu puts more information at your fingertips, and all artwork is high resolution).

Your device will need to have iOS 9 or later running, and A-sharp mentioned that the game is being developed for “other platforms”, which will materialise later in the year.

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The Weekender: Physics Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. We’ve got a few games to check out, a whole bunch of sales, and a couple great updates heading into the weekend.

Out Now

7 Wonders: The Cities (iOS Universal and Android)

The digital adaptation of the 7 Wonders board game got its second expansion since release. The Cities expansion is $1.99 and introduces black cards, which represent city ruins, along with new leaders, 2 additional wonders, and 4 new guilds.

Space Leagues (iOS Universal) – Full review coming soon!

In Space Leagues you play as the General Manager of a team in a fantasy combat league. You hire players, set roles (tank, blaster, striker, and so on) and the roster, and watch your team win or lose in weekly combat. Your goal is to win and win a lot, thus climbing all the way up to the premier league. Your door is always open to your players, unfortunately, and they come to you with weekly drama. Your reaction could push them to a season-best game or make them utterly useless. It’s an interesting take on the sports simulation genre.

space leagues

Physics Box (iOS Universal)

More a sandbox builder than game, Physics Box lets you tinker with gravity, anti-gravity, thrust, and more. You can even build your own pinball game if so inclined.

Shuyan Saga (iOS Universal)

Shuyan Saga is a graphic novel and video game rolled into one. It’s set in a martial-arts infused fantasy universe and follows Shuyan, a princess with a passion for Kung Fu, as she defends her kingdom from the Guer horde. You follow the story, as you might read a graphic novel, with various pause points for you to make a decision or engage in combat. The art and music are both quite good and help set a good atmosphere for the tale. The story itself isn’t particularly original, but certainly akin to what you might find in a good comic. Combat is pretty simple, you pick high or low strikes and set up different combos, but there does seem to be some character progression and enemies seem to be scaling up. The individual books have been out for a while, but you can now unlock the full story for $3.99.

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Sales

Threes! (iOS Universal and Android): $2.99 on iOS

One of the most-popular mobile puzzle games, Threes!, is on sale for half off. Threes is one of the first games, and maybe the most successful, to use the slide to combine/grow mechanic. Check it out if you dig that type of game and don’t have it already.

D&D Lords of Waterdeep (iOS Universal and Android): $3.99 (Review)

Dungeons & Dragons based board game D&D Lords of Waterdeep is available for a solid discount on both the App and Google Play stores. You play as a masked Lord of the city and must out wrangle your opponents to recruit adventurers to complete quests and thus increase your political power.

Planescape: Torment (iOS Universal and Android): $5.99/$3.99 (Review)

Classic post-apocalyptic RPG Planescape Torment got this special “enhanced edition” about a year ago with remastered music, updated graphics, and a new user interface. It’s normally $10, but right now you can grab it for $6 on iOS and $4 on Android.

Antihero (iOS Universal and Android): $2.99 (Review)

Digital board game Antihero came out for mobile earlier this year and does a great job delivering engaging turn-based tactics in a Victorian style setting. It’s also on sale for the first time ever, other than the introductory price. You can grab it for 3 bucks, down from five.

Evoland 2 (iOS Universal): $3.99

Also on sale for the first time ever is video-game nostalgia simulator Evoland 2. RPG your way through video game history (again) for just $4.

2K Games Sale

2K Games most notable mobile games are on sale for a couple bucks off each.

Updates

Sir Questionnaire (iOS Universal and Android)

Brand new roguelike dungeon crawler Sir Questionnaire is getting an update sooner than expected due to the discovery of a rather nasty bug. It adds fire and water dragons and improved outfit options.

Minecraft (iOS Universal and Android)

Minecraft has added a bunch of new fish including pufferfish, tropical fish, cod and salmon. You can whip up a trident and go swimming and collect fish in your bucket. There are nine ocean biomes packed with kelp, icebergs, blue ice, coral, sea grass, sea pickles and more. Oh, and there are now swimming animations.

Seen anything else you liked? Played any of the above? Let us know in the comments! 

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Asmodee Digital will be taking their boardgames to Switch

By Joe Robinson 07 Jun 2018

Granted, we’re not really ones for Nintendo Switch coverage here at Pocket Tactics, but I think you’d agree that Asmodee Digital are a company worth keeping an eye on.

Not content with owning or publishing as many digital boardgames as it can get its hands on, the company is now setting its sights on new frontiers. Starting with Carcassonne in the winter, Asmodee will be bringing their digital catalogue to Nintendo Switch.

switch carcassonne

“Carcassonne is the first Asmodee Digital title of many to follow on Nintendo’s platforms,” says Pierre Ortolan CEO of Asmodee Digital. “This partnership is based on Nintendo’s need for new user experiences, and Asmodee Digital’s continued goal of bringing great board game IPs to new platforms.”

Now, granted, I’m sure we’d rather see Asmodee Digital’s 2017 remake of Carcassonne come to iOS instead (we suspect TheCodingMonkeys have that store locked down with their version), but at the very least those of us with iPad and iPhones who also happen to own a Switch can now get in on the action.

No word yet on which titles may be following Carcassonne – in-development titles like Scythe or Terraforming Mars are likely to be out before the medieval tile-placement game makes its move, so last-minute Switch versions seem unlikely.

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ARK: Survival Evolved will launch on iOS & Android next week

By Joe Robinson 07 Jun 2018

Announcing hot on the heels of Battle Royale heavyweights Fortnite & PUBG, the makes of ARK: Survival Evolved also revealed that their dino-themed survival game would be coming to mobile devices.

As the poster-child for the PC survival-game genre as well as Steam Early Access in general, ARK‘s blend of gritty survivalism and, well, Dinosaurs, has pushed it head and shoulders above other similar projects, many of which are still floundering in Early Access (we’re looking at you, DayZ).

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If you’ve been waiting patiently for more news on this game rejoice – the wait is over.

Auralux developers War Drum and Studio Wildcard have announced that ARK mobile will be hitting both iOS and Android next week on June 14th. It will be free-to-play, which we knew, but we’ve also now been given some details as to ‘how’ it plans to present the often-controversial business model:

A new subscription service, called Primal Pass, gives survivors access to an ad-free experience with reserved server slots, free gifts, and more. Additionally, survivors can acquire optional upgrades using Ancient Amber, a new material found throughout the island that allows players to obtain certain buffs for extended periods of time, build unique crafting structures and even resurrect your favourite pet dinosaur back from the dead!

No word yet on how much this subscription service will cost, nor how the free experience will compare, but rest assured we’ll get you more information as soon as we can.

ark survival evolved

As well as a bespoke interface to keep the game accessible, ARK mobile is touting the following features set:

  • 80+ Dinosaurs: Use cunning strategy and tactics to tame, train, ride and breed the many dinosaurs and other primeval creatures roaming the dynamic, persistent ecosystems across land, sea, air, and even underground.
  • Discover: Unearth rare blueprints and Explorer Notes written by previous human denizens of the ARK from across the millennia, detailing the mysterious island’s creatures and backstory.
  • Exlore, Craft and Build: Survive –  using any means necessary –  craft weapons, clothes, and items, and build shelters, villages, or even large cities! Plant, Harvest, Build, Level-Up, and Customize everything visually and functionally, including procedurally-generated RPG statistics for creatures, characters, resources, clothing, gear, and weapons, both primitive and modern.
  • Play Alone or Team Up to Survive: Team up with, or prey on, up to 60 other players in a large-scale, multiplayer online first-person environment, or choose single player mode to test  your mettle against the dinos alone.
  • Join a Tribe: The ‘Tribe’ system encourages cooperation, by supporting dynamic parties to share resources, XP, and key re-spawn points.

Will you be trying ARK out on mobile when it drops next week?

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Review: Pocket-Run Pool

I have never been good at pool, partly because I was never in reliable proximity of a pool table in my formative years. As I got older, it became easier to get a rack going as there seems to be one stuffed in the corner of every bar in America. These days, though, my pool agnosticism is a choice. Ultimately, I find easier ways to embarrass myself for the cost of any given game.

But Pocket-Run Pool has me rethinking my entire relationship with billiards. Since it graced my iPhone, I’ve YouTubed pool competitions. I’ve watched trick shot exhibitions. Zach Gage developed this game because he couldn’t find a pool app he liked. Unbeknownst to him, he introduced me to a new hobby.

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I’m setting myself up for failure, because there’s something wholly unique about this pool experience. Gage has developed this knack for turning the puzzles in the back of your Sunday papers and those games that come pre-installed on your computer into this unbelievable concept that no one knew they needed.

Pocket-Run doesn’t dramatically change the concept of eight-ball, just as Flipflop Solitaire didn’t completely overhaul the classic procedures of Patience. You still rack up a triangle of balls and use a cue ball to knock them into pockets. Good players still think shots ahead, computing both how they will sink what’s in front of them, and where their cue will end up post shot to sink what’s left.

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From there, the liberties start. Firstly, there are only ten balls with numbers spanning from 2 to 13, omitting 5 and 11. There’s no required order to sink these in, nor are there solid or stripe restrictions. Everything on the table, save for your cue ball, needs to find a pocket to call home. Maybe the biggest, most “a ha!” of changes, that make pool suddenly the most infatuating single player game ever, is that each pocket has a score multiplier.

When you sink a ball, it’ll get multiplied by the number the pocket shows, from a measly 1x to a mighty 10x. Every time you sink a ball, the pockets rotate clockwise. Now, not only are you trying to control the board based on ball contact, but also based on how you can anticipate the most valuable scores will be.

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Every time you ‘scratch’ the cue ball, you’ll lose one of your three lives. Altogether, pool stops looking like an indoor sport, and takes more the form of a puzzle. It seems strange, considering his gameography, that he’d dabble in a parlour room game until you realize it’s just another way to sneak a brain-teaser into an unassuming entertainment staple.

The actual act of aiming and shooting is its own meta version of borrowing an established concept and tweaking it into something that makes too much sense. You rotate your cue by dragging your finger around the ball. An outline of your shot will project itself forward. When the ghostly ball makes contact with another ball, a smaller line will predict its path to a lesser degree. This secondary line gets bigger and smaller the most solid the impact with the cue ball, making your aim more or less accurate depending on the angle you choose to play it.

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When it’s time to shoot, you tap one of the arrows and a cue pops in from the side. With a swipe of your finger, the cue thrusts, and the ball is let loose. How fast you swipe will determine how hard of a shot you produce. There’s no minute details like cue ball English to speak of here, which is a good and bad thing. You don’t have a great deal of control of how your cue ball moves after you shoot. You can’t reliably get it to stop on contact or manipulate it in different directions. Its absence does take the pressure off of you when shooting though. Not having to worry about all that stuff means you really just get to swipe and move on, letting the balls fall as they may.

The randomness doesn’t stop there. You have no control over the rack position during breaks. When your scratch, you have no control over where the ball goes. The latter can be devastating when you’re deep in a round of Standard Run, the game’s main mode. One scratch can put you out of position for a big score, and without the ability to try to influence your cue ball during your shot, any given exchange becomes a crap shoot. It’s possible to work around, if some of the outrageous scores on the leaderboard are to be trusted. A novice may have a hard time coping with that fact.

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There are other, even more puzzle-y modes to try your hands at. The Break of the Week gives players a table of already arranged balls and tasks them with making the highest score possible with them. The static features and the endless re-playabilty make this one of the most engrossing parts of Pocket-Run. After a set a score, I’m always returning to try and find a new sequence to try and push it to the next level. Experimentation can lead to breakthroughs in your technique that can travel back to Standard Run.

Insta-Tournaments are like hyper versions of BotW. It begins with a pre-set break, but you only have one attempt to set your best score. Once you sink all balls, or run out of lives, that is your contribution to that rack. New Insta-Tournament racks spawn every few minutes, so you’ll always have a new chance to make a mark.

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They spiciest mode in Pocket-Run is High Stakes, where you bet tokens that you’ll win your game. Your pay-out multiplier varies based on your score. Score less than 500 pts on the 1000 token table, and you’ll actually lose money. The variation doesn’t end there. After your break, you take a spin on a wheel that will further modify your game with crazy variables. Adding a time limit or randomly changing the sizes of your balls even further creases the game of pool into some happy perversion of it that I’m all in for.

Ironically, Pocket-Run Pool’s greatest trick is that it makes me wish I could regurgitate this in the physical world. I want to run down to my local watering hole, take the cues out of patrons hands, and show them that there’s been a better way to play this game the whole time, and it was right under our noses.

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Review: Minesweeper Genius

Aristotle, the hero of Minesweeper Genius, takes a rather literal approach to mine disposal, whipping out his broom to sweep the surroundings for deadly devices. He is a peculiar little character, so proud of his superior brainpower that he keeps his smarts in a glass dome that is attached to the top of his head. The silly plot concerns aliens and scientific experiments, but sweep this aside and you are left with a smart update of a game that has its origin’s in the earliest mainframe games of the 1960’s and 1970’s.

The most well-known version of Minesweeper dates back to the early 1990’s, when it came bundled alongside Solitaire with Windows 3.1.  It may not have had the same mass appeal as solitaire, but countless hours of productivity were wasted by those bored office workers, who wanted something a little more tactical than just arranging playing cards. Better still, the unobtrusive graphics, consisting of a small grey grid, were much less likely to catch the eye of a wandering manager.

Small Level

Actually, Minesweeper Genius has just as much in common with number puzzler Sudoku as it does with its original namesake.  Aristotle begins each level placed in a grid, the exit will be marked but the rest of the spaces will be unexplored and could contain deadly mines. You can infer which spaces are safe from the numbers that appear along the edges of the grid. These reveal how many mines are in each row and column. On each level, Aristotle gingerly makes his way from square to square. He is never allowed to backtrack, and should he tread on a mine then he is returned to his starting position.

Minesweeper Genius consists of thirteen islands, each with ten levels apiece. Upon completing a level Aristotle will be awarded a star rating and the next level will unlock. Sometimes, after completing an island, a number of optional advanced levels will also become available.  As you progress, more features familiar to those who played the original minesweeper will become available. From the second island onwards, you can flag squares that you think contain mines. Simply press on a square or drag your finger across multiple squares to place flags. The third island introduces radial indicators; these appear in certain squares at the beginning of some levels and display a number that signifies how many of the adjacent spaces contain mines.

To spice things up, the game also introduces a range of special squares that trigger as soon as Aristotle steps on them. There are ones that allow Aristotle to belie his advanced years and leap over a square. Others will slide squares from one end of the grid to the other or swap entire rows and columns. All of the special squares in a grid must be triggered in order to successfully complete a level.

Large Island

My initial impressions of Minesweeper Genius were extremely favourable, the graphics are clear, the controls responsive and the puzzling initially feels very rewarding. It is obvious that the developers have spent a lot of time polishing and refining their game. It is also commendable that the game offers a generous amount of levels and comes as a complete package, with no extra purchases required. Unfortunately, after playing for a while things began to go downhill pretty fast. Some of the issues are easily remedied; the background music soon begins to grate, but it can be switched off, as can the annoying sound effects that have Aristotle nodding off and snoring after only the briefest period of inactivity. The old dear’s desire for frequent naps may initially be mildly amusing, but I soon felt like grabbing his broom and whacking him over his stupid fishbowl head.

Unfortunately, the game’s biggest issue is not one that can be so easily resolved with the flick of a switch. Minesweeper Genius really suffers from a lack of variety and challenge. Each island follows a similar pattern, starting on small grid layouts that gradually increase in size. It soon begins to feel very formulaic, even the graphics hardly change from island to island. Minesweeper, like Sudoku, is all about making inferences from the limited information on offer in order to build up a complete picture. A large part of Sudoku’s appeal is down to the leaps of logic that you have to make in order to arrive at the correct conclusion.  In comparison, the decisions here are much more straightforward and consequently less satisfying.

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So, whilst you may initially think, wow, that’s a neat twist on an old classic, Minesweeper Genius soon becomes a bit of a slog. It may make a neat casual game that you can play on your daily commute, but, in the long-term, the repetitive gameplay is a big disappointment. I’m no puzzle genius but still managed to cruise through the first sixty levels with ease, racking up a complete set of three-star ratings. Even at this relatively advanced stage it wasn’t really getting any more difficult. It seems that the game is too obliging and eager to help you succeed. This is largely down to the fact that the puzzles aren’t individually designed but procedurally generated.

Initially, this seems to be very neat and clever, an insurance against player frustration. Yet it turns out that it also makes things too easy, even the special squares that should really add some extra challenge turn out to be a big disappointment.  You would think that switching around the grid would really increase the challenge, but actually, the special squares just feel like they are just a point on the board that you have to reach. No matter how drastically they change the layout you can be assured that there will always be a valid move. Consequently, there is never any need to think further ahead than your current move, which is never that taxing, even if you are not a genius.

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The Best Roguelikes on iOS and Android

Roguelikes are a tricky genre to pin down, seeing as the name itself began popping up everywhere at once without much structural rigor once a certain type of game started to in win players over. Conspicuous features include turn-based gameplay, usually with exploration or combat, and limited-to-no persistent progress carried across different play sessions.

Not feeling Rogue enough? How about trying out some of the best puzzle games instead.

These constraints made for entertaining, thoughtful and compact games which acquit themselves well to on-the-go bursts of play. This list includes the most classic and favorite members of the roguelike genre on mobile, as well as some unusual hybrids, noteworthy and exciting in their own right.

Auro (Review)

Developer: Dinofarm Games
Platforms: Android
Price: $1.99 

auro
Auro
is the result of Keith Burgen’s careful tinkering and experimentations with game design. He’s an outspoken creator with a definite vision which hinges on useful distinctions like the knowledge horizon (a player can’t know everything at once, the designer draws a line beyond which information is out of reach). The prince must save the kingdom by bumping enemies and judiciously using spells and skills across this hex-based battler. Speed, precision and efficiency are paramount; score-chasing the measure of success. Not praised enough, the game’s only drawback is its exclusive availability on android.

Road Not Taken (Review)

Developer: Spryfox Games
Platforms: iOS, Android
Price: $4.99

road not taken

In Road Not Taken, the winter is harsh and full of children, lost and dearly missed by the village. You, a sackcloth-clad stranger, take your torch and use what precious energy you have to brave the elements, to find and rescue each child. Along the way, the stranger will fend off wolves and spiteful ghosts, scavenging for food and the materials to make campfires. Each step drains energy, more so if carrying items, so the whole game is turn-based but with a soft cap on the number of steps. ‘Soft’ because energy can be replenished by eating various foodstuffs. The procedural generation behind each run belies the handcrafted puzzle levels which recur. This hybrid game wears many hats, though it is primarily a puzzler with crafting elements and a dash of combat. The secrets are a delight to discover and add to your book of recipes, while the multiple play modes offer a softer means of approach for newcomers.

FTL (Review)

Developer: Subset Games
Platforms:  iOS
Price: $9.99

FTL Rogue
Faster Than Light is a quest to save one corner of the galaxy, powering your ship through sections whilst questing for a handy crew, a devastating array of weapons, and sometimes just a glug of fuel. Real-time with pause combat works around cooldowns, with each battle encounter ending once the enemy ship is destroyed or its crew incapacitated. Honestly, the ship is the real hero, suffering hull breaches and 1 HP scrapes while slowly updating its bells and whistles till it can slay the beast. The chiptune beats and graphics were neither wholly retro nor AAA trendy but instead creating their own cool aesthetic. An uncontested classic.

Dream Quest (Review)

Publisher: Peter M Whalen
Platforms: iOS Universal
Price: $2.99

dream quest

The challenge in Dream Quest is always the same: proceed through three levels as a chosen class, building a deck strong enough to escape the realm of dreams at last. But like its namesake, the twists and turns this progression takes are strange and wonderful. Rogue-likes typically rely on stochastic events and imperfect knowledge, yet Dream Quest transforms these uncertainties into a must-try challenge for strategy buffs.

The total card-pool is modest and manageable but in total produces a surprising variety of synergies and unique challenges. Inscrutable sphinxes, malicious mimes, and immortal hydras all make an appearance as foes, giving show-stopping battles. The art is so bad it has become iconic; the theoretical possibilities it provides are captivating. Dream Quest’s endgame is supremely satisfying in of itself, but the arduous journey to meet the Master of Dreams is equally thoughtful and intense. A pleasure throughout.

Dungeon of the Endless

Developer: Amplitude Studios
Platforms:  iOS
Price: $3.99

dungeon endless

One-part tower defense, one-part dungeon crawler with a party-squad dynamic and thoughtful exploration system, Dungeon of the Endless exists as a kind of in-universe spinoff for Endless Space and Legend, other offerings from Amplitude Studios and good games in their own right. Pick a ship to explore and a crew with various perks and stats and start carving a path through. The game is split into two phases: the initial exploration phase, where each room could reveal a trap, a merchant, an artefact or many other space oddities besides. The game should be Frankenstein of unlikely parts and genres, but its flow is seamless, its gameplay familiar yet inspired.

Crypt of the Necrodancer

Developer: Brace Yourself Games
Platforms:  iOS
Price: $4.99

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Dance like no one but the lord of death is watching. The rhythm-based gameplay calls back to Audiosurf, Dance Revolution and Guitar Hero, but the skill-split here favors combat and planning over split-second reflexes and a perfect internal metronome. The dungeon pulses to the beat, with everyone’s movement on the grid bound by this universal time. Import your own playlist, pick a character and get questing for loot, boss battles and a jig to remember. The graphics are simple and the size of the maps, the variety of enemies are not colossal, but these actually work in the game’s favor. Entrancement: a simple compulsion to move to the beat. Fill the game with your own personal library of earworms and enjoy the groove.

Binding of Isaac: Rebirth

Developer: Nicalis, Inc.
Platforms:  iOS
Price: $14.99

binding

Binding of Isaac refuses to die. Lurching from platform to platform, from expansion to expansion, with an ever-multiplying list of secrets, mini-bosses and bonus-final-final-final zones. Conceived as part of a game jam, its inspiration is simply the biblical namesake, with a maternal twist. A child told to wait in the basement with pullulating horrors. The game’s enemies are filthy, rotten, grotesque, and the player’s weapons are literally mewling infant’s tears. If the setting is twisted, the mechanics are straightforward. Its real-time combat is frantic but not chaotic, the oodles of possible weapons and upgrades not to RNGesus-dependent. A good player acquires knowledge as well as skills with each run-through. Not as easy to play on the go, but besides that practical concern, a worthy and immortal, depraved challenge.

Crowntakers

Developer: Kalypso Media Group
Platforms:  iOS, Android
Price: $2.99, $3.49

crowntakers

Crowntakers has a sense of scale, uniquely balancing tactical combat with long-term investments via the overworld. It needn’t even be played as a roguelike at all, strictly speaking, for one of its alternate play modes is a persistent RPG with unlockables. The emphasis on individual decisions in either case remains paramount, from the exploration phase to combat. Its limitations are in how carelessly it hides some information, about enemy abilities, for example, from the player. In short, an excellent refreshing roguelike-RPG-lite which might be outmatched by other roguelikes but remains a distinct favorite.

Hoplite (Review)

Developer: Magma Fortress
Platforms:  iOS, Android
Price: $2.99, (free demo on Android)

hoplite

Hoplite might very well delight that wight who likes only the right sort of roguelike. The hoplites of history aren’t usually considered lone wolves or heroes, but this is exactly what the game casts you as: one nameless figure on a tight hexa-based on a quest to retrieve the golden fleece. Soldiering across levels of escalating difficulty, visiting temples to get incremental bonuses. The movement and decisions are simple, just a series of swipes along with the odd special ability. Small numbers and single turns are always decisive, and the ability effects are simple yet profound, little deus ex machinas bestowed each level. The skill synergies are tantalizing enough to draw you in, and the fiendishly difficult achievements (pacifist run, anyone?) will keep even veterans engaged. This one is a relic of the genre that is sterling.

868-HACK (Review)

Developer: Michael Brough
Platforms:  iOS
Price: $4.99

868hack

Of all the Roguelikes, 868-HACK ties reward to punishment most directly, scrambling the player’s usual risk-reward mindset. Thematically, a hacker scours the network for cash, energy and points while dodging hostile programs and warping across different nodes (i.e. levels). Mechanically, the poison and the cure are all the same stuff, because by hacking to gain a lead or even just catch your breath, the player spawns more foes. Resources are forever tight, and any attempt to siphon extra points or tools will aggravate the delicate game-state. As with many roguelikes, positioning is all-important, as is assembling an effective suite of programs to  clear enemies and generate rewards. Across multiple successful runs, enemies gain random passive bonuses, and the prestige builds as the risks compound.

What would your list of the best roguelike games on iOS and Android look like? Let us know!

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The Weekender: Words are Wind Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. It’s a slow week coming out of the long weekend in the United States, but we’ve still got several games worth checking out.

Out Now

Bardbarian Premium Edition (iOS Universal and Android– Full review coming soon!

Once upon a time there was an iOS game called Bardbarian. It was a dollar to buy and the developers hoped players would buy IAPs to speed up progress. Players did not, and due to some publisher problems the game went away (on iOS). The developers remade the game and rebalanced it as a premium game. This new premium edition, called the Golden Axe Edition on Android, has just been released on iOS and is supposed to play faster and be more skill based.

You play as Brad the Bardbarian. He was an axe-wielding berserker type, but he got tired of that and turned his axe into a lute to become a bard. Brad’s days of taking on foes aren’t over, however, as his town has come under attack. You play as Brad and must fend off waves of monsters, and bosses, not with your axe, but by summoning allies with your sweet lute music. You run around luting it up and dodging attacks while your buddies attack and hopefully beat down the bad guys. As you fend off waves you’re able to grab loot (lute-driven loot!), unlock new units, and upgrade them in time to face tougher and tougher foes. It plays out like a mix of action-RPG (combat and progression) and tower-defense (defending the town against waves of enemies) and is if you dig that type of game Bardbarian Premium Edition is an entertaining option.

WindWord (iOS Universal)

Sail the seas in a trading ship one word at a time in WindWord. It’s part simulation game, part word game where you spell words to sail your ship around, attempting to get to various ports to buy and sell goods. If your words are too short you risk attack by pirates. As you voyage and make money you can upgrade your ship, buy canons to take on pirates, and even pick up pieces of treasure maps. It’s a really intriguing idea that ends up being a bit flat in execution. It’s hard to find good, long words so it takes some time to move from one port to another. Coupled with the fact that you can’t really afford a lot of the trade goods until you’ve advanced the result is kind of puttering around. If early advancement moved quicker I think this could be a really fun game.

WindWord

Mazes and Mages (iOS Universal and Android– Full review coming soon!

Mazes and Mages is a new roguelike deckbuilder where you, a mage, work your way through mazes and battle enemies. Combat is a card game and will be easily picked up by anybody familiar with the genre. The game is fairly simple, both in terms of gameplay and graphics, but not bad if you’re looking for a new roguelike deckbuilder to mess around with. I like the character progression and always enjoy some card slinging, but combat is too biased toward aggro decks and fast starts with little opportunity to catch up if you miss an early drop.

Mazes and Mages

Sir Questionnaire (iOS Universal  and Android) – Full review coming soon!

Just last week I mentioned Orange Pixel’s new roguelike dungeon crawler Sir Questionnaire when it launched on iOS. Now Android users can get in on the fast-paced fun.

Updates

Portal Knights (iOS Universal and Android)

A fancy new creative mode has been added to action-RPG/craft-and-survive game Portal Knights. You can create and share your own islands with unlimited resources that can be mined with a single strike. You’ll have every item in your inventory in unlimited quantities, you can fly, and there’s nothing to kill you. Heck, you can’t even die by falling from on high or drowning. There’s also no quests or events, since you have everything. Same deal as Minecraft creative mode, really.

Seen anything else you liked? Played any of the above? Let us know in the comments!