Archive for February, 2014


Keith Otto (Ramble Interactive) interview

February 27, 2014

Keith Otto from Ramble Interactive kindly agreed to be interviewed for Arcadelife. Keith is responsible for two of Arcadelife’s favourite hop-em-ups: Toxic Frog and Revenge of Toxic Frog. A free version, RoTF Marathon has recently hopped onto the app store. Here’s Keith to tell us all about his gaming history, favourite games, design philosophies and much more…

Please give us a bit of information about the company, Ramble Interactive – where are you based, what do you do, that sort of thing.
Ramble Interactive is based in Southern California, a little outside of San Diego in a town called Escondido. The whole goal of the studio is to create incredibly unique and exciting games for mobile platforms. We are available for contracting, but our main focus has been producing our own games.

What is your gaming history? Do you go back as far as the golden arcade age?
I go back as far as the abacus. We used to play this game to see who could arrange the stones in a specific pattern the fastest and the loser was hit on the head with a small club made from deer antler. I probably shouldn’t go into my whole history, you know punch cards and vacuum tubes and so on, that could get a little boring.


I suppose my first real game console that people might be at least a little familiar with was the Magnavox Odyssey 2. Around the same time I had a Commodore VIC-20 with a cassette tape drive. Yes, a cassette tape drive that took 2 years to load anything.


Even so, the VIC-20 is what really got me into programming. I became more fascinated with what made a game work rather than playing them, so I started programming that little thing in Basic. As I was also learning music at the time, my first program was actually a very simple music synthesizer.

What was the first video game that you played, or that you (vaguely) remember playing?
That would have to be Alien Invaders-Plus on the Odyssey:

I played that game until the joystick fell apart. The Odyssey quickly took the back seat to the Vic-20 and the eventual Commodore 64. I fell in love with the Ultima games and could play those all night long no problem.


Eventually, my Dad bought a PC for his business. It was one of the first ‘portables’ from Compaq and it was like a suitcase. Literally. I quickly commandeered this machine to play even more games such as the Wizardry series.


However, my all time favourite to this day has to be Rogue. That pathetically addictive game made up of nothing but ASCII symbols and letters for monsters. Dungeon crawling at its finest! To this day I still get nervous around the letter ‘D’. I found an emulator online that I still play when I am feeling particularly nostalgic:


Have you ever named a friend, pet or partner after a video game character?
It’s funny you should ask this question. Actually I have a game planned that is entirely based around a very special little dog in our life, a little Italian Greyhound named Frankie.


This one has a real story behind it, but I won’t reveal too much just yet! I’m a fan of things that have a little more to them than meets the eye. For instance, I digress a bit here, but the opening lines to the ‘Revenge of Toxic Frog’ trailer are actually a fully intended metaphor:

“Little Frog,
floating free on your Jungle Pond.
You only have one life to live,
where will you hop?”

Little Frog = That’s you.
Floating free on your Jungle Pond = Jungle Pond is the world, floating free means free to make choices, be who you want to be, choose your path.
You only have one life to live = You only have one life to live.
Where will you hop? = What will you choose?

I definitely don’t plan on doing this with all my games, but there’s even more things like that sprinkled throughout the original Toxic Frog on the opening of some levels (not that anyone would ever guess, I did it more for my own amusement). For instance:

Level 9 says:
‘Hop on. Do not tarry. To go forward is to hop toward perfection.’
The original quote is from Kahlil Gibran:
‘March on. Do not tarry. To go forward is to move toward perfection.’

Level 11 says:
‘Courage is resistance to fear, mastery of hopping, not absence of fear.’
The original is Mark Twain:
‘Courage is resistance to fear, mastery of fear, not absence of fear.’

Have you ever been to Las Vegas?
Ha yes! But not for a long long time, even though it is only half a day’s drive from here. My family used to pass through there almost every summer vacation when I was a kid. Usually we were headed to the Grand Canyon or some National Park. It always included a stop in Vegas. The kids would go to Circus Circus and play carnival games and the adults would gamble of course. I think I still have one of the stupid stuffed parrots I won some place around here :0)

That last question was a bit random, sorry. Of all the video games that you have ever played, which ones would you say were the most influential for your own game development?
Believe it or not this is a tough one because nothing in particular comes to mind. I suppose they are all in there in one form or another. It’s really just a love of games and technology in general that influences me, but even more so for creating something. With games, I get to do a little of everything I love, art, music, and coding. I get inspired by an idea and it just blossoms from there. I get excited about coming up with the characters and the plot so to speak. There is so much involved, the way I look at it I imagine it is very much like creating a movie. I’m not saying any of my current games are epic, but I put a lot of work into them just as does every game developer who has a true passion for what they are making.

What have been some of your favourite games on iOS in the last couple of years?
You might not guess it from looking at the content I make, but I absolutely love Limbo.

Limbo ipad pic 1115

I never played it on the console but I was all over it when it came to the iPad, absolutely fantastic. Another total favorite is Stickman Downhill, 3 stars on every track wooohoooo! The retro in me was also heavily addicted to Luxor Evolved HD. The graphics reminded me a lot of Battle Tank and Tempest, two of my all time arcade game favorites.

You have recently released a sequel to your first iOS game, Toxic Frog. Why frogs? Did the hopping gameplay come first or did you always want to write games involving frogs?
The hopping gameplay was totally first, I do not have any type of frog addiction at least that I am aware of. The first one started out as a rather simple idea and a prototype in Flash (although the game is not written in Flash). I thought it would be a rather cool tapping game and and it grew quickly from there. It became more than the frog at least to me, although I love the frog. I kind of got sucked in creating the little jungle world, the characters, setting the mood down to the tiki on the settings screen with the settings gear tattoos. As far as the gameplay is concerned the idea is still rather simple and people always comment that it is more challenging than it appears. In the same way, ‘Revenge of Toxic Frog’ was born, I just liked the idea of the gameplay. God knows I did not do a sequel because the first one was a massive hit or anything :0)

revenge of toxic frog pic 2098

One thing I always thought was daringly different about TF and now the sequel, the game is named after one of the many hazards, not the protagonist character. The Toxic Frog doesn’t even feature in every level. I’m guessing you loved the title Toxic Frog when you thought of it, and stuck with it. Am I right?
You are absolutely right! I liked the name a lot. In fact, technically speaking there is no such creature as the ‘Toxic Frog’, the little guys are actually called Poison Dart Frogs. Then with RoTF there is no real element of revenge of course, I was just spoofing B-grade horror movies and it made me laugh.

How do you gauge whether a game’s difficulty is just right, or do you not even believe that is possible? I don’t actually think there’s a “right answer” to that question, but I’d be interested in hearing your views.
I think this is one of the most difficult things in game development, forget the programming and the art. I don’t think you can come up with a standard that is suitable across the board. Some people are intense gamers and score over a million points on silly little frog games, and some people don’t make it past a thousand. The best thing a developer can do is to have a large test audience and get some feedback. Even then it won’t be 100% unless your test audience is the entire world. Of course everyone knows that in both games with levels and endless runners you can always start out ridiculously easy and then ramp up the dangers as the player progresses. Of course the question remains, how quickly and to what degree do you ramp up the dangers 😉

I’m hooked on high-scoring in Revenge of Toxic Frog. Did you anticipate the scoring to be such a big part of the game (for me anyway) or was the progressive difficulty of the levels, plus the addition of the Marathon modes more the whole point of the sequel for you?
I never in my life imagined the scoring could be such a big part, but I was very pleasantly surprised! You very well opened my eyes to that one and now I am addicted to going for killer combos as well. The first Toxic Frog had combos too, but you really couldn’t do much more than 3 unless you were extremely lucky. So with RoTF, I just threw the combos in there, not giving any thought to the fact that you can really rack them up and it is really fun! The real motive behind the sequel was the game play itself, the physics based interaction of the lily pads was what got me going. It actually started out as an endless runner (endless hopper) which is what the Marathon modes are, but then I got the idea for the progressive level of difficulty and collecting the masks.

What music do you like? Do you listen to music while you’re coding?
I am literally all over the place with music. When I am coding I tend to listen to electronica with the likes of Amon Tobin and DJ Krush, or sometimes I listen to film score music from movies such as Coraline, The Corpse Bride, How to Train your Dragon, etc. Then some days I am listening to Limp Bizkit. I started out playing music at young age and was classically trained on flute, so for awhile I got into old traditional music. In fact, during the one trip I took to the UK I spent a lot of time hunting out pubs where they had open sessions and I would go and sit in to play old English and Irish folk tunes. That was a blast, just sitting around the table playing these old tunes with all these nice people, and everyone buying you drinks! From flute, I went into playing piano and keyboards and was in all kinds of bands growing up. I think it helps to have varied musical tastes when you are writing the music for your own games. That way you can sink yourself into the musical style that has the write feel for the atmosphere of the game. When I wrote the music for the first Toxic Frog, I was listening to Ali Farka Toure, AfroCubism and a bunch of World Beat music to get the right feel for what the Toxic Frog music should sound like. As for me though, I listen to a little bit of everything as long as I like it and there is definite talent or artistry there. Some days call for Loreena McKennitt, and some days call for Korn. In fact, here is a little video I caught recently of my wife,  ‘Grumpy Bear Listens to Korn’ (she is going to kill me for this):

How about films? Could you give me your top 3 favourites, or top 5 if you feel like it.
I am a huge Lord of the Rings fan. I was always a fan of the books, I read them all the time, but then the three films in that trilogy were just excellent. If you take those out of the picture, I really enjoy the stuff that comes out of Laika House including Paranorman and Coraline.

If you had to have a tattoo of a video game character, which character would it be and where on your body would you have the tattoo? I’m assuming that you don’t already have one…!
Well it would definitely have to be the Toxic Frog of course, and I think upper right shoulder :0)

Thanks very much to Keith from Ramble Interactive for taking part in this interview for Arcadelife.
Thank you so much, it was really my pleasure!


R-TYPE II review (iOS / Universal)

February 15, 2014


10 word description: Horizontally scrolling shooter sequel from 1989. 6 levels. Various options.

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10 word review: Classic game, excellent sequel, virtually flawless iOS port. Hard. Recommended. 

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You will like this if you enjoy: R-Type. Challenging shoot-em-up games. 

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The good news: It’s a great port of a classic shooter. Graphics are very nice, even though they’re close to 25 years old. Music – very atmospheric and 80’s. Gameplay – rock solid and rock hard. Relative touch, in addition to making the game easier, is the only viable option (aside from hardware controllers) and it works really well. The icon and in-game menus are really cool.

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The bad news: It’s a sequel that will never quite match the original for feel, classic status and just being there first. It’s probably too hard for you, but that’s your bad news, not this game’s.

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Arcadelife verdict: This is just great. It’s a lovely looking game and the iOS port is spot-on. However, it isn’t easy and a sizeable percentage of players will never make it all the way through. Putting in the required hours to learn and memorise the levels is a prerequisite for making any kind of progress, but it’s all so much fun this is hardly a criticism. Uninstall all your crappy freemium bollocks and get this game. Pay your £1.49 once – I know, that’s a novel concept, isn’t it – and spend your time, not your money, playing it.   

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Arcadelife rating

Presentation – 9/10
Visuals – 8.5/10
Controls – 9/10
Content – 8/10
Fun – 8.5/10
Final rating – 9/10


Rating categories explained here.
Version reviewed by Arcadelife is 1,0,1
iTunes link

DotEmu website link

Arcadelife played and reviewed this game on:
5th gen iPod Touch (iOS 7.0.4)
4th gen iPad (iOS 7.0.4)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.

Toki Tori 2+ (PC / Steam) on sale

February 13, 2014

toki tori 2+ pic 1

The original Toki Tori is a classic puzzle platformer, released on multiple platforms and it’s one of my favourite genre games. The sequel is currently on sale on Steam (PC). Here’s a link to the game on the Steam store:


The game has a whopping 75% price reduction, dropping it to just under 3 quid. At the time of writing, you still have almost two whole days to take advantage of this sale.

toki tori 2+ pic 2

It’s gorgeous looking, has great controls and a very cute style that takes everything that was cool and fun about the original and expands or improves on it. The individual levels are gone, replaced with a huge map with large zones linked by portals.

toki tori 2+ pic 3

It’s a whole load of fun and it’s currently very cheap. These days, those are good things. I can’t do anything else; I’ve told you about it, now it’s up to you. Here’s the official description and another picture…

Toki Tori 2+ is a Metroidvania style puzzle adventure. There are no tutorials, there’s no hand-holding, no-one tells you what to do in Toki Tori 2+. The fun is in exploring and overcoming the obstacles of the lush forest island on your own merit.

toki tori 2+ pic 65




Dark Lands – iOS preview

February 11, 2014

This looks great. Here’s a link to the official website:

Dark Lands is an epic battle runner game in which you develop your hero to survive a battle by running as long as possible in what is called survival mode. You can also enjoy a challenge in hand crafted levels in the campaign mode.

Optimized for touch controls, Dark Lands is a mix of an auto runner game with a dynamic combat system, set in a beautiful fantasy horror world. Take your hero on an epic journey of defeating evil forces and enemies like goblins, orcs, skeletons or monstrous trolls and ogres on your way.

Dark Lands is available now for Windows Phone, with iOS, Android, Nintendo Wii U and PS VITA versions planned, should the Kickstarter be successful.


Lego Star Wars Microfighters review (iOS / Universal)

February 10, 2014

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10 word description: Vertically scrolling arcade shoot-em-up from the Lego Star Wars franchise.  

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10 word review: Surprisingly good retro action. Lots of addictive fun without IAPs.

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You will like this if you enjoy: Old school arcade shooters. Raiden, for example. Games based in the Star Wars universe.

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The good news: Graphics and sounds are very good. Relative touch movement control is virtually perfect. Level design and enemy attack patterns are traditional without feeling stale. Unlocks and upgrades are well conceived and fit both the gameplay and the Lego theme. For a franchise game on touch screens, the total lack of IAPs is worthy of special praise. Challenge is pitched about right, even for hardened veterans of space shooters.

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The bad news: Load times between menus and levels are quite long. Super-weapon is easy to accidentally deploy due to double-touch fire option. No progress sync between devices. 

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Arcadelife verdict: When I saw this one on the app store I expected it to be just another shallow disappointment riddled with IAPs. I love being wrong, particularly where iOS arcade shooters are involved. Microfighters plays a lot like Raiden, with fixed sequences of enemies and attack patterns, but also has unlockable upgrades as optional temporary power-ups that can be bought before each level and only last for that level. The currency is Lego studs, collected when destroying enemies and obstacles, and the items are unlocked by collecting red bricks by clearing a specific group of enemies in each level.

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This game is a lot of fun, a great homage to the original arcade shooters and a fine, solid iOS game in its own right.

microfighters pic 2152

Arcadelife rating

Presentation – 8.5/10
Visuals – 9/10
Controls – 9/10
Content – 8/10
Fun – 8.5/10
Final rating – 8.5/10


Rating categories explained here.
Version reviewed by Arcadelife is 1.1
iTunes link
Arcadelife played and reviewed this game on:
5th gen iPod Touch (iOS 7.0.4)
4th gen iPad (iOS 7.0.4)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.

Hoplite review (iOS / Universal)

February 6, 2014

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10 word description: Turn-based strategy focussing on tactical movements around small maps. [From app store description]

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10 word review: Challenging, mini-epic rogue-like with absolutely killer gameplay. Recommended.

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You will like this if you enjoy: Turn-based combat. Hex tiles. The idea of Chess reimagined as a single player RPG. Games where every single move makes a difference. Puzzle games.

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The good news: The gameplay, above all else, is just ridiculously good. Restraint, whether it be in the graphics, sounds, music or overall design of the game, proves beyond doubt that less is undeniably more. Achievements are a mixture of straightforward, interesting and very tough; using them as the mechanism for unlocking powerful abilities adds immensely to the replayability and hook of the game.

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The bad news: Taps occasionally don’t seem to register, more often on the iPod Touch in my experience. It’s not a massive issue due to the turn-based nature of the game, but it is something that needs to be fixed. The lack of Game Center in a game that is all about achievements and high scores is a notable omission. Progress (unlocked achievements) is not synchronised between devices.

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Arcadelife verdict: Hoplite is such a solid, well designed, enjoyable game! Unlike many rogue-likes that end up as attribute-stacking lootfests pitting you against ever increasing hordes of impossible enemies, Hoplite plays more like a tactical puzzle game or a sequence of end-games from a grand masters’ chess match in a parallel universe. The action is turn-based but the pace of the game never lets up. A single wrong move can be disastrous and a string of good moves is one of the best feelings I’ve experienced in recent iOS games.

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The theme is epic, the style sublime and the restraint admirable. Progress does not rely on learning new skills but on how imaginative and lethal you can become with the ones that you have. It’s a great game and I’m glad to be one of its players.

Arcadelife rating

Presentation – 8/10
Visuals – 8/10
Controls – 7/10
Content – 8.5/10
Fun – 9.5/10
Final rating – 9/10


Rating categories explained here.
Version reviewed by Arcadelife is 2.2.2
iTunes link

Magma Fortress website link

Arcadelife played and reviewed this game on:
5th gen iPod Touch (iOS 7.0.4)
4th gen iPad (iOS 7.0.4)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.

Toxic Frog (iOS) – currently free

February 6, 2014

Toxic Frog (iOS/Universal) is currently free. As the all-time best player in the world ever, I invite you to step up and fail spectacularly to get anywhere near my top score. Why you don’t already own this game is a complete mystery, as it is just so good!

Get it now, for free… the link is right here:

iTunes link


Rocket Robo review (iOS / Universal)

February 3, 2014

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10 word description: Tilt controlled 2.5D scrolling puzzle game. Gravity, teleportation, water, traps.

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10 word review: Charming and visually attractive, occasionally frustrating with several missed opportunities.

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You will like this if you enjoy: Puzzle platformers (although it isn’t one). Physics puzzlers (it occasionally feels like one). 

rocket robo pic 0795

The good news: Very pretty. Lots of levels. A fair amount of visual and environmental variety between levels. Occasional glimpses of genius in the level designs. The tilt control method works well on iPhone/iPod Touch. The intro story is very endearing.

rocket robo pic 0801

The bad news: Although the tilt controls work well, the option of a relative touch control method would pull in a few more players, particularly on the iPad, where tilt controls are just not popular and for good reason. Some levels are frustrating enough to be annoying. There are no checkpoints. If this was my game, I’d give the robot some optional checkpoint flags to carry around, using them where the player felt it was necessary, with a level score adjusted depending on how many checkpoint flags were used. See, I come up with ideas like this in 5 minutes; this game was developed and play-tested for a lot longer than that. Anyway, moving on… No Game Center, no timed speed runs, no progress sync between devices, no real motivation to collecting the stars apart from to collect the stars. Map view is not as useful as it could be. The background and foreground blocks on some levels are sometimes way too similar in appearance. Game occasionally crashes.   

Level 40 - very frustrating

Level 40 – very frustrating

Arcadelife verdict: I liked this game enough to try really hard to ignore the omissions, missed opportunities and frustration of some levels. It’s a good game, not brilliant but good. Some of the levels are close to being extremely good, but there are enough average ones to balance it out, which isn’t really that great for the game. Compared to something similar like I Am Level, where I couldn’t stop thinking about the game when I wasn’t playing it, and kept going back again and again until I had 100% completed it, I never felt compelled to revisit a Rocket Robo level to collect all the stars. Much of the time, I was just relieved to reach the end of a level and move on to the next one.

rocket robo pic 0827

Overall, it’s a good looking variation on the platform/physics puzzling theme, but it has not quite nailed every aspect of the gameplay. I would recommend it with a few reservations on iPhone/iPod Touch, not so much on iPad where I gave up early on due to the tilt control method. 

Arcadelife rating

Presentation – 8/10
Visuals – 9/10
Controls – 8/10
Content – 8/10
Fun – 6/10
Final rating – 7/10


Rating categories explained here.
Version reviewed by Arcadelife is 1.01
iTunes link
Arcadelife played and reviewed this game on:
5th gen iPod Touch (iOS 7.0.4)
4th gen iPad (iOS 7.0.4) – not much, didn’t like the tilt control on this device.
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.

Dungeon Keeper review (iOS / Universal)

February 1, 2014

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10 word description: Dig, devise, dominate. It’s good to be bad in Dungeon Keeper. [App store description

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10 word review: The worst incarnation of IAP I have ever seen. Ever.

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You will like this if you enjoy: WAITING. Or just forking over hundreds of pounds so you don’t have to wait……………………… to play a game that really isn’t that good. 

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The good news: It’s called Dungeon Keeper. Scratch that, that’s the worst thing about this complete ****ing travesty.

dk pic 2140

The bad news: It is castrated, crippled, bogged down and utterly destroyed by the pay-to-play IAPs and the way the entire soul-destroying process of enduring this godawful farce is geared to emptying your wallet all over your iPad screen on a regular basis. It’s truly disappointing to see a great name from video game history associated with yet another heartless attempt to milk impatient players for all they’re worth.

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Arcadelife verdict: First of all, anyone who pays real money in order to speed up clearing one block at a bastard time from the screen is a total idiot. I thought I’d give this game a chance, but the real reason I downloaded it was to find out if it was anywhere near as bad as all the honest independent reviews I have read say it is. It is. It’s terrible. It takes the original game and twists it into a pathetic, player-hating con.

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I played through the tutorial, which seems to exist purely to show you that you need to use gems in order to bypass timers, and within only minutes I was up against a single block of generic terrain that had a one day timer on it. That means a whole day before the single tile is cleared by your digging minion. Or you could hand over 249 gems to clear it instantly. 500 gems cost 3 quid, by the way. One tile, £1.50 to clear it. Or wait a day. One tile. One ****ing tile.

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Or you could spend those 500 gems (£3 in real money) on a minion with a few special powers who lasts for 7 days.

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This is just shit. Download it so that you can leave a scathing 1 star review on the app store and then uninstall it. I’ll tell you what, if you do that and then email me a screenshot of your abusive, anti-EA review, I’ll gift my top 3 favourite abusive reviews with any game you want off the app store, up to and including XCOM. Seriously, and UK app store only I’m afraid. Because that would be fun. Much more fun than playing this titanic piss-take.  

Arcadelife rating

Presentation – 6/10
Visuals – 7/10
Controls – 8/10
Content – 1/10
Fun – 0/10
Final rating – 0/10


Rating categories explained here.
Version reviewed by Arcadelife is 1.0.51
iTunes link
Arcadelife hated this pile of crap on:
4th gen iPad (iOS 7.0.4)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.

Happy 3rd Anniversary Arcadelife

February 1, 2014

Arcadelife was 3 years old yesterday (31st January).