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148Apps' Best Games of 2012: 30-21

Posted by Carter Dotson on December 26th, 2012

All this week, we'll be sharing our 30 best games of the year, compiled with input from the 148Apps writing staff and editors. Agree or disagree with our choices? Read on and let us know in the comments.

30. Curiosity – what's inside the cube: A year-end list wouldn't feel complete without mentioning Peter Molyneux's strangely mysterious title. What is this game? Is it even a game? Is there actually something at the end of the cube? Whatever it is, the unique massively-multiplayer gameplay that has spurred player creativity and interaction while they try to crack open the game's secrets is certainly original. And odds are that you were intrigued enough to download it and see what was going on.

29. God of Blades: No game this year was perhaps as thematically comprehensive as White Whale Games' homage to 70's pulp fantasy and sci-fi novels and the artwork that graced their covers. The visual style, the way-over-the-top dialogue and character names, and the combat, trading blows to knock opponents back, all contributed to a game that made a firm statement as what it wanted to be. And boy did it ever stand out.

28. Bad Piggies: Rovio finally let players play as those porcine opponents from their Angry Birds games, and decided to focus on their building ingenuity. Best of all, the game's various goals and different parts that were made available really encouraged player creativity, along with timing-based elements, in a well-rounded package. As Dale Culp explains: "Sometimes, this is as simple as putting together a cart and rolling it down a hill. However, other stars require a lot more thought… and some rockets, wings, engines, shaken-up soda bottles and, well, it gets pretty crazy. As players try to collect items, beat timers and fulfill other requirements, vehicles just get more and more elaborate."

27. Bastion: Why does this isometric action game make the cut? Well, while it may still be a ton of fun after its initial XBLA release, it stands out thanks in large part to the amazing dynamic narrator. As Chris Kirby explained in our review: "This omniscient voice tells the story of The Kid and the world of Bastion, but he also narrates the various actions the character makes in the game. Stand around too long and the narrator will add that to the story. Go on a destructive frenzy with the Cael Hammer, and that becomes a part of the narrative as well. The narrator never feels intrusive, and actually makes the atmosphere of the game unique."

26. Slingshot Racing: This racing game used the physics of grappling hooks to make it stand out: the one-touch controls are extremely easy to pick up on, but mastering the physics takes time. Getting to race on the tracks forward and backward brings new challenges. Plus, it boasts both single-device multiplayer for up to 4 people on iPad, and an asynchronous multiplayer mode added in post-release. It all really hooked players in! It's a lot better than that pun, we swear.

25. Duckers and 24. Super Mole Escape: Weeks within each other, two games about burrowing through the ground came out and both were really good. Where Super Mole Escape boasts frantic burrowing gameplay, with plenty of powerups and hazards to quickly react to, Duckers was a more cerebral take on the same concept. Their casts were equally great: felonious moles in one, Mother Duckers in the other. Leaving one game off the list in favor of the other seems downright criminal when both were top-notch examples of how to approach a similar concept, yet in different ways.


23. Juggernaut Revenge of Sovering: Considering Infinity Blade's success in the past two years, it's no surprise that other studios would try to ape its format. This game does have a one-on-one combat base, but outside of that, it goes in its own satisfying directions. It's a great iteration on a tried-and-true concept, as Kevin Stout explains: "The difference between Juggernaut and Infinity Blade is that there’s significantly more to do in between fights in this game as well as tons of different mini-games for players to play."

22. Nihilumbra: Its storyline and dialogue could be overwrought and melodramatic, but its platforming gameplay mixed in puzzle elements that made fantastic use of the touch screen, and often forces players to think and react. It definitely shone through the darkness, and proved to be surprisingly compelling, becoming easy to just go and complete in one sitting. The ending winds up being a great payoff for the melodrama as well.

Penny Arcade's On The Rain-Slick Precipice of Darkness 3: Zeboyd teamed up with influential gaming web comic Penny Arcade to make the third entry in their series a 16-bit RPG homage. The gameplay is delightfully reminiscent of retro titles, and the dialogue is superbly original. This and the port of Cthulhu Saves The World are both must-plays. Rob Rich says that "It's really been growing on me the more I play. The story is fantastically weird and humorous, the combat is actually fun, and it screws around with typical RPG mechanics something fierce."

The Portable Podcast, Episode 157

Posted by Carter Dotson on October 2nd, 2012

Please excuse the popping sounds throughout the episode, the recording software was a very bad boy for mysterious reasons and has been sent to bed without his supper.

On This Episode:

  • 148Apps Senior Writer Rob Rich finally reveals the question plaguing everyone's mind: just why are people playing Rage of Bahamut, anyway?
  • Recent releases including God of Blades' fantasy world and the flawed energy system of A Space Shooter Blitz are discussed.

  • Episode Cast:

  • Host: Carter Dotson
  • Co-Host: Rob Rich, 148Apps
  • Music:

    How to Listen:

    Apps Mentioned in this Episode:




    God of Blades Review

    + Universal App - Designed for iPhone and iPad
    By Carter Dotson on September 27th, 2012
    Our rating: starstarstarstarhalfstar :: GODLY
    God of Blades, one of the first games to be funded via Kickstarter, has finally come out, and it is a fun action-packed romp through fantastic landscapes.
    Read The Full Review »

    The Portable Podcast, Episode 137

    Posted by Carter Dotson on May 16th, 2012
    + Universal App - Designed for iPhone and iPad

    Kickstart my heart!

    On This Episode:

  • Carter and Brett Nolan discuss the recent uprising of Kickstarter projects around iOS and the gaming world in general.
  • Carter talks about the new game Damn You Dragons! with developer Mark Peterson, discussing their launch strategy and thoughts on Android as well.
  • Episode Cast:

  • Host: Carter Dotson
  • Co-Host: Brett Nolan
  • Guest: Mark Peterson, VisionaryX

  • Music:

  • "Beatnes7 (Theme to The Portable Podcast)" by The Eternal - Download on iTunes here:


  • "Nanocarp" by The Eternal

  • How to Listen:

  • Click Here to Subscribe in iTunes:
  • Click Here to Subscribe via RSS.
  • Listen Here: [powerpress]
  • Apps Featured On This Episode:

    The Portable Podcast, Episode 134

    Posted by Carter Dotson on April 25th, 2012
    + Universal App - Designed for iPhone and iPad
    Our rating: starstarstarstarhalfstar :: KILLS IT :: Read Review »

    This week, we bring guns to a sword fight.

    On This Episode:

  • Carter talks to White Whale Games, creators of the upcoming God of Blades, about how they designed their title to take advantage of touch screens, but why it's not inherently dependent on them. As well, they discuss the game's bonus geolocation features, as well as the effect that their Kickstarter funding has had on the game's development.
  • Carter discusses Lock 'n' Load with GameLab's Pawel Weder, discussing what they did differently with this dual-stick shooter than their previous games D.A.R.K. and Pirate's Treasure.
  • Episode Cast:

  • Host: Carter Dotson
  • Guests: Jo Lammert (Studio Director), George Royer (Lead Designer), Jason Rosenstock (Lead Artist & Creative Director), White Whale Games
  • Guest: Pawel Weder, GameLab
  • Music:

  • "Beatnes7 (Theme to The Portable Podcast)" by The Eternal - Download on iTunes here:


  • "Nanocarp" by The Eternal

  • How to Listen:

  • Click Here to Subscribe in iTunes:
  • Click Here to Subscribe via RSS.
  • Listen Here: [powerpress]
  • Apps Featured On This Episode:

    White Whale Games Reveals Their Upcoming Fantasy-Inspired "God of Blades"

    Posted by Carter Dotson on December 6th, 2011

    Austin-based White Whale Games has announced their first game for iOS, God of Blades. While the game is in an early state at this point, the developers have launched a Kickstarter page to help fund continued development of the game. The page has already met its goal, though donations are still accepted, with rewards such as original artwork for those who donate funds. The game itself will be a 2.5D action-platformer, featuring weapon-based combat.

    The studio claims to be drawing inspiration from 70's fantasy themes that inspired the sword-and-sorcery (not Sworcery) stories and artwork that also had an influence on the burgeoning rock and metal of that era (which still has an influence on bands like The Sword to this day). The concept artwork shows off this influence rather clearly, as if they were plucked straight out of the 1970's, either by way of time travel or wizard's spell to bring them to the present. Lost artwork and books are also part of the story, as fictional fantasy novels will play a part in the game's world-building and internal fiction. There are also some ambiguous details on the use of geolocation to tie users in to the experience, although this should become more clear as the game enters further into development.

    White Whale Games is comprised of 3 primary employees, working with outside programmers and musicians to help work on the game. Of particular note is the studio's Creative Director, Jason Rosenstock. He most recently worked on Star Wars: The Old Republic for BioWare, and some of his work designing planets in that game will be seen when the game releases.


    God of Blades is still a long way out, as work continues on the gameplay and artwork to make it look as close to their vision as possible. We'll have more on this title as it nears its completion, as White Whale offers up a general release date of pre-Summer 2012. Want to check out a very, very early taste of what the game has to offer? Try this "First stage preview build" of an "interactive environment" in the Unity Web Player.