Ninja Smasher, the Metroidvania style action game by Rogue Ninja, is on sale.
The game will have you jumping around smashing monsters and exploring dungeons in you quest to save the princess. Ninja Smasher touts some adorable 8Bit graphics and fun chip tune music giving the game a fun retro feel.
You can pick up Ninja Smasher for $0.99 for limited time.
Badland developers Frogmind has announced that their popular side-scroller has reached the 20 million player mark worldwide, and their latest level pack 'Daydream' is coming out to celebrate.
Featuring ten new single-player levels, 30 missions, and five achievements, this new level pack also includes the journey of SNORF (one of the multiplayer characters) through the more bizarre sections of Badland. To celebrate the holiday season, the pack is also free for a limited time. Fans of Badland will also be happy to know that Frogmind has announced that they are working on 'multiple' titles in the series for release next year.
Badland is available from the App Store now, if you aren't one of the aforementioned 20 million players, for $3.99. The 'Daydream' pack is available for free for a unspecified 'limited' time.
Woah Dave!, by Choice Provisions, is a retro-style arcade platformer. This is the first game they are releasing since changing their name from Gaijin Games (perhaps best known for the BIT.TRIP series). Players fight aliens as Dave, a strange little fellow in teal pants. You can reach the top of the leader boards by pocketing the spare change that aliens drop when you kill them.
If you can't wait and need your Woah Dave! fix immediately, the soundtrack is available on iTunes and CD Baby.
You'll be able to pick up Woah Dave! this Thursday, October 30, for $1.99.
Monsu looks to be a cute and cuddly little runner/platformer from Angry Birds alum Boomlagoon. I was able to get my hands on it for a bit and I can confirm that it is, in fact, cute and cuddly. It's also got a lot of cards to collect and equip, which is a bit different for the genre. Good different, form what I've seen.
In between choosing a card to bring into battle, smashing houses while collecting coins, and generally laying waste to those who would oppose me, I had the chance to speak to Boomlagoon's CEO, Antti Sten, about the interesting hybrid.
148Apps: Would you say Monsu is a runner/platformer with card collecting elements, or a card collector with platformer/runner elements? Antti Sten (AS): It's like a platformer, endless runner, with this card-collecting aspect. Basically you get to collect 40 different cards, and you can equip three of them at a time. All of them bring this really cool visual and helping aspect to the game, so you can run with these companions and buddies that make it like a whole different experience depending on what cards you choose.
The core game is the runner, of course. You can play the game without the cards but you can't play it without the running.
148Apps: What was it like to hybridize two very different genres? Were there any particular challenges? Anything easier than you'd expected? AS: We thought we'd have trouble figuring out what the cards would be, because we wanted each of them to be richer than some power-up. There are some like that but most of them are really game-changing. It went pretty smoothly, really. We had a few challenges with other mechanics, like for example the social mechanics. We currently have leaderboards and you can share with other players, but we've been trying to figure out what would be the most convenient features to include.
148Apps: Where did the idea for a runner/card hybrid come from? AS: It's always hard to say specifically when the game idea was born. At one point we were trying to figure out how to make a different kind of endless runner - we had all kinds of ideas, like what kind of controls could you have, should there be attacking - and at one point we started to wonder "What if it was more like a platformer?"
Of course with platformers you're thinking about Super Mario Brothers, and one of the key aspects of that game is that you can get these power-ups that really change the way that you play the game; for example, when you get the fire flower you play totally differently than when you get the star. We wanted to create something like that with Monsu's cards. And of course we went overboard and now we have around 40 of them.
148Apps: Did you learn anything from the development of Angry Birds or Noble Nutlings that helped with the development of Monsu? AS: Simplistic UI is always something that we want to have - let users get straight to the game, and not have too many screens to handle. And of course there's the graphical style, which we've carried over from previous games.
148Apps: I imagine the climate of the App Store has changed a bit since releasing Angry Birds and even Noble Nutlings. Do you think that may have changed the way you approached Monsu? AS: Yeah, I guess that one of the things that really has changed for us is that now we require much more depth. We wouldn't want to publish a game with just like one mechanic and X amount of challenges or levels, so there has to be some kind of progression - something to fiddle with. That's one of the things that's going to be very different from Noble Nutlings.
148Apps: Have there been any trends or reactions you've seen in the App Store lately that have you concerned about how Monsu will be received? AS: The genre itself - really casual, easy to play games - there aren't many that have been all that successful. If you look in the App Store, the Top Grossing games based on revenue are usually like casino, resource management, and licensed games, which Monsu is not. But Monsu is a fun game, and there's always been room for these types of games!
Thanks to Antti Sten for his time. Monsu is available to download on the App Store now, for free.