I’ve never been a big mobile game player, but I ended up working in a mobile games company (opinions are my own etc), so I’ve been trying to expose myself to more games in this market and attempt to gain an ever-better understanding of them. One of the ways I’ve been doing that is in trying out new games, seeing what they do wrong and right, and try to draw conclusions from them that I can use in the future to make our games better. One of the resources I’ve been using for this is TouchArcade (not sponsored), and their columns listing the new iOS games of the week.
This resulted in me playing a lot more new games during my daily bus rides, but I also feel the need to discuss them somewhere and keep a log of my thoughts instead of just internalising them. So, Commuting Cognition. These will be brief, bus-ride-long thoughts on these games, and should be seen less as reviews and more as first impressions. They also may not be daily, depending on how full the bus is that day.
Power Slide is an action game, where you hold the screen to move around and release it to dash forward, slicing up enemies on your path who are attempting to do the same to you.
This may just be personal preference given on how many games do it, but i’m really not fond of releasing to perform actions. It feels much less responsive than tapping. Luckily, due to the way the controls are implemented, you *can* play just by tapping, and i feel that it actually works better. It’s still balanced due to the cooldown between dashes, which leaves you vulnerable to attack, requiring you to time your attacks and commit to them. It also streamlines the game by removing the redundant movement mechanic. Not sure why they didn’t just go with this.
The game is what it is though, and what it is is pretty basic, very little changes as you play. You can buy stat upgrades and different characters, which are essentially stat upgrades too, none of which seem to have a significant enough impact to keep you hooked.
Not Match is a puzzle game. You have a board made out of two types of blocks and tap to invert them, with the intent to catch falling blocks with the opposite block. I played this before in Cage Away, so there’s not a lot to learn here. Curiously, that was made by the same developer; i guess they really like this mechanic.
This plays worse than Cage Away for me. The perspective makes it really difficult to figure out where the blocks will land. There’s a guideline to make up for this but it’s a generic block shape, so you have to keep looking up and down to be able to tell what it is and where it will land. When multiple blocks start falling at the same time, this proves to be an impossible task. Having the guideline keep the block’s pattern, instead of being generic, would’ve greatly helped with this.