As you might have guessed from my long absence, I got a new phone (and LG Optimus 3D a.k.a. Thrill a.k.a. p920), which meant that I couldn’t really in good conscience post LowDroid reviews anymore.
Thanks to BlueStacks, or more specifically the AMD AppZone Player I now have something that again qualifies as a LowDroid, even if it’s a very special one.
During the last two days I’ve tested a lot of games for compatibility and eventhough this is not really formatted or sorted yet, I’m posting it hoping that it may save other people from a lot of try-and-error testing.
Your aim is simple: shoot down a given number of zombies to advance to the next round. By hitting the zombies’ legs you can knock them down, which will slow them down for a while (if you don’t finish them within that time, they’ll stand up again and start running). That and performing head-shots will add money to your account which you can spend on new weapons. It’s nothing we haven’t seen before, but that’s not a criteria by which a game should be judged.
Anybody who has played a 2D shooter since the release of Capcom’s 1942 knows the drill: Shoot the enemies coming down the screen while dodging their bullets and collecting power-ups. Icarus-X doesn’t do much to improve on this formula, but it comes with good controls and nice graphics.
Our little LowDroid has always been pocket-sized, unfortunately his page was not. If you’re on a small- to medium-sized Android device, you should already see the new mobile page. If not, go
ScummVM is not a single game. Neither is it an emulator and does not come with the usual problems (both technical and legal) that these things usually bring (in fact some game developers actively support ScummVM). Instead, it is a rewrite of a few dozen different game engines so that they can quickly be ported to different platforms.
Drawdle is a quirky little game that requires you to throw stuff at balloons filled with Paint. Seems simple enough, right? Well, not exactly: The "stuff" actually has to be drawn by you and there are a lot of considerations going into each shape: Is it pointy enough to cut through that rope blocking the way? Will the balloon bounce of it at the right angle? When it hits that pin, will it start spinning?
When we see a new game, we always want to write a full review, but there are only so many hours in a day and a nearly endless supply of games that are worth mentioning. To address this dilemma we’re introducing the "First Look" category, where we’ll post short one paragraph descriptions of games that we think are worth a look.
In Walkabout, you lead an army of cute little dolls across a field where every floor tile may only be stepped on once, collecting all the stars as you go. There are quite a few moments when everything fits together perfectly, the problem being that these perfect moments raise expectations to the point where the rest of the game struggles to fulfill them.
Quell is one of those little gems that take an established game principle, in this case the maze genre (where you try to reach different points on a map, but neither you nor the objects you’ve pushed stop until they hit a wall) and make it beautiful. And while it’s not exactly adventurous, everything is executed so well and feels so great that you (almost) forget that this is a game you’ve played a thousand times before.
Space shooters have been around since the dawn of computing. The basic principle never really changed: Fly around and shoot things. But that hasn’t stopped these games from bringing joy to what are now generations of gamers. StarPagga doesn’t reinvent the genre. In fact, it doesn’t really change the formula at all, but can you blame a game for not fixing something that isn’t broken?