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Islands of Diamonds review (iOS / Universal)

March 12, 2012

“Diamonds are forever
They are all I need to please me”

10 word description: Guide coconut through traps & physics puzzles. Collect gems. 30 Islands.

10 word review: After only a couple of levels it becomes frustratingly difficult.

You will like this if you enjoy: Marble Madness, with a coconut and a very high difficulty level (even on easy).

The very first island isn't too bad. It's tough, but possible. Then things get a lot harder

The good news: Graphics and sound are fine and the basic concept is very good, however…

Get ready ... to throw your iPhone at the wall

The bad news: It’s incredibly difficult. The controls… well, maybe not exactly the controls but the erratic responsiveness and movement of the coconut combined with the narrow, sloping, utterly unforgiving nature of most elements of the tracks creates a terrifying vertical cliff of difficulty. And that’s with the halfway decent touch controls. The tilt controls are borderline impossible; at least they are for me. It’s a very, very hard game, frustratingly so. No Game Center.

Arcadelife verdict: It could be great, but the controls (and by that I mean the lack of control) plus some truly challenging (and by that I mean stupidly difficult) tracks make any progress beyond the second island an exercise in the kind of tooth-grinding persistence that only a tiny minority will be willing to endure. If you thought that sentence was rather awkward, there’s no way you’re ready for Islands of Diamonds.

Arcadelife rating

Visuals – 8.5/10
Audio – 8/10
Controls – 5/10
Content – 7/10
Fun – 4/10
Final rating – 65/100

Rating categories explained here.
Version reviewed by Arcadelife is 1.0.2
iTunes link

Islands of Diamonds website link

Arcadelife played and reviewed this game on:
4th gen iPod Touch (OS 5.0.1)
iPad (OS 5.0.1)
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One comment

  1. Thank you for your honest review.

    We take all feedback seriously and are working hard to ensure that players have a challenging but not frustrating experience with the game.

    We’re already readying an update for the game and awaiting Apple approval that will address some of the sensitivity issues you mention.

    As far as tilt controls are concerned, your iOS device should be held flat like a tabletop and then tilted from there. Holding the device facing you will mean that Seamus will immediately roll backwards. We’ll work on adding instruction to that effect to our next update to clear up any misunderstanding.

    Many thanks,

    Paul
    Founder, Partner, Happymonitor Games Studio.



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