Indie game news, reviews, previews and everything else concerning indie game development.

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XBLIG Thursday: Jet Around in Jet Pack Wars

Jetpackwar000As a rule of thumb, I’ve been trained to ignore most Avatar games on the Xbox Live Indie Games channel. I mean, let’s face it, most of them are complete and utter rubbish when compared to some of the best games on the channel. Unfortunately, that specific prejudice of mine can backfire when coming across a genuinely interesting Avatar game like today’s Jet Pack War; a game I almost passed up entirely.

Jet Pack War is a game that takes its title in the most literal manner. If you were to guess what this game was about you would probably say something like: “a game where you fly around in jet packs killing other players,” right? Well, you’d be correct. That’s exactly what Jet Pack Wars is all about. It’s an online multiplayer, third person shooter that uses your Avatar as your character. You can play with 2-6 people in online matches where you just fly around and kill each other.

Unsurprisingly to anybody who has played a video game with a jet pack before, this idea is actually pretty fun. The mechanics are all sound and the jet pack offers enough freedom, with an equal amount of limitations to make sure that you know you are playing with a jet pack and not a flying device or something that just makes you jump really high (I hate it when games cant get their jet pack physics correct). Of course, that doesn’t mean the game isn’t without its own faults either.

Jet Pack Wars is a very simple game, and I mean that both graphically and in terms of features. For starters, you have just a single weapon, a rocket launcher which launches some really weak rockets. Second the game’s animations aren’t very great. Turning around while on the ground amounts to your entire character turning but without any sort of movement of the legs. It’s like the entire world is rotating around you. Finally, aside from the New York level, the rest of the level designs seem pretty weak and don’t offer much in the way of entertainment.

Still though, those are all pretty minor complaints when you consider that Jet Pack Wars offers this type of game for only 80 MS points. Plus the game’s soundtrack is easily one of the best on the XBLIG channel, with real songs all featuring some sort of tie in with jet packs. Some songs are catchy enough that you could very well end up doing some iTunes searching for an album to buy.

Jet Pack War is available on the XBLIG channel right now for 80 MS points.

[This is not a review. This is a "first impressions" piece based n less than an hour of gameplay.]

Screenshots

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Foreign Legion: Buckets of Blood Hits Mac, 50% Off on Steam

FLBOB_SaleSakari Indie’s me vs. everyone else shooter Foreign Legion: Buckets of Blood has landed on Mac, and is now available for OSX’ers to download and play on Steam. To celebrate the $5 title has cut itself down to just $2.50 for both PC and Mac owners through the weekend.

The game has you assuming the last and only Legionnaire left having to defend civilians and your turf from the entirety of an invading rebel army. It packs a small campaign, a literal arsenal of weaponry, 18 steam achievements and more.

Sale ends Monday, August 23.


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The Game-Maker Archive — Part 14: Laser Light

gireader My association with Recreational Software Designs started early, maybe around the time of my first game. I don’t remember the circumstances. Maybe I wrote in with some suggestions. Maybe I was trying to show off my work. Whatever my motivation, I was fourteen and unhampered with caution or tact. I mailed a letter and maybe a 3.5” diskette, and then forgot about it. Weeks later, the phone rang. Against my normal habits, I picked up. The voice, which asked for me by name, sounded uncannily like one of my friends. Being fourteen and tactless, I told the voice that it was an idiot. The voice was confused. I unleashed more rudeness. The exchange continued until the voice identified itself as the president of RSD, a certain Oliver Stone. Tickled with the oddness of the situation, I laughed for a minute or more.

I’m not sure why he stayed on the phone, or indeed continued contact with me. Eventually we developed a rapport. He would mail me pre-release versions of new Game-Maker updates; I would scour them for bugs and inconsistencies. I would mail in my newest creations; he would introduce me to other Game-Maker users and show me their work. This went on for a few years.

For the 3.0 release of Game-Maker, RSD chose to transition from floppies to CD-ROM. In 1995, this was a big step. It was like having a book or an album published. Within a year AOL mailers and demo discs would render the CD common; in 1995, it was still a magical endless data well. So RSD now had a whole CD to fill, and to justify the leap they needed to fill it.

I was prolific, and able to hide my ineptitude behind polish and an intimate understanding of the game engine, so evidently I was just what RSD needed. They contracted me to design six games, and to sign over another two. My rudeness persisted; when asked to contribute, my first impulse was to toss them a couple of my least favorite games. It was only with later discussion that I twigged their desire for new, flashy, and instructive content. With that goal in mind, a certain inspiration struck me. I progressed at about a game a week. Some of the games served to demonstrate certain design concepts; others spun themselves out of a whim.

At reader request, here are those six games, in the rough order of development. I’ll hold off on the overt criticism, and instead try my best to explain what was going through my head. We’ll just see if a sensible train of thought develops.

Glubada Pond

glubada The best I can do here is reconstruct my motivation. It’s clear that I was inspired both by Taito’s Bubble Bobble and by Novotrade’s Ecco the Dolphin. It’s also clear that I was both fascinated with monster mechanics and eager to bend Game-Maker toward different goals and play structures, beyond the standard inventory-based action-adventure games.

The usual Game-Maker structure involves finding power-ups and defeating monsters as you travel a map in search of an end point. Here, I tried a more classical arcade structure. Instead of searching for a destination, how about we clear the level of enemies to move on. Sounds simple enough, right? The idea goes all the way back to Space Invaders — or Breakout, if you want to get philosophical. I also liked the hop-’n-bop structure of games like Mario Bros. or Tumblepop, where you disable enemies before knocking them out for prizes.

As usual, my ambitions led to wrangling with the engine’s eccentricities. And as usual the wrinkles that I could never quite smooth out determined the game’s identifying quirks. Limits in character idle sequences meant that a character couldn’t just stay put when done moving, so I had the my fish face the audience and wiggle back and forth. The end result is odd and a little creepy, but certainly memorable.

Since the only way for a player to progress was to touch a designated exit tile, I couldn’t directly tie success to monster deaths. My solution was for each monster to leave behind a tiny bubble; collect all the bubbles and insert them in a vending machine (I don’t know; I think I was out of ideas), and the machine would open, allowing access to the next level. A problem was in the power levels of enemies.

Any item left over from a monster death would also, technically, be a monster; it would just be a monster with positive rather than negative qualities. If the monster had a lower power level than the character, it would die on contact, passing to the player its positive qualities — such as increasing a counter. I didn’t want to make every monster of a lower power level, or else the player could simply ram them to defeat them; the point was to shoot bubbles at them to disable them. Yet if one of these higher-level monsters touched the reward bubbles, it would defeat those bubbles and cause them to disappear.

This was a dangerous situation. If there were only so many monsters, and thus only so many reward bubbles, what would happen if some of those bubbles vanished before the player could collect them? Basically, the player would be stuck. One solution might be to overload the level with monsters, or even allow them to respawn, and only ask for so-many bubbles to progress. That isn’t ideal either, as Game-Maker has no option to reset counters either on character death or on leaving an area. So if you were to die, or rack up bubbles in an early level, you would build up a backlog that you could trade in later to zoom right through the levels.

I never really worked out the problems, so in that respect the game is flawed. It is possible both to get stuck without bubbles and to mine bubbles for later. Despite the inelegance, the game finds its own flow and basically works. The faults almost open up a strategic element. It’s a strange game, though.

Crullo: Adventures of a Donut

crullo The premise here is pure whimsy. After Glubada Pond, I figured I’d go with a more traditional platform adventure. Instead of a fish shooting bubbles, I had a doughnut shooting raspberry jelly. I didn’t think really hard about this.

Once I settled on a theme, the rest of the game was me screwing around with tools. This may be the first game where I did all the visuals in Deluxe Paint, and I was anything but subtle about it. I just created piles of random blocks decorated with gradient fills. Likewise for the sound I pulled out an old Radio Shack keyboard that had been gathering dust since the late ’80s. Whether or not the notion was appropriate to a game about a doughnut, I figured all the sounds would be musical, or at least synthesized.

The game, then, has a strange atmosphere. The sound effects give it a cold, mournful, and sterile sound. The visuals are noisy and hard to differentiate. The only thing in keeping with the theme is the monsters; for foes I littered the levels with more savory bakery items: bagels, croissants, English muffins. I’m not sure what they were up to, and I didn’t bother to give them much personality or behavior. They were just sort of there, as obstacles.

I put just as much effort into the level design. I chose a block set, settled on a starting and an end point, and drew random, winding tunnels and passages and rooms to connect the two. I threw in the odd secret passage or geographical feature, but I never really made sure the geometry matched the character’s movements and abilities. I figured it was possible to progress, it was fine.

Zark

zark Whereas Glubada Pond gets caught up in mechanics, and Crullo gets caught up in the design tools, Zark gets caught up in genre. After Crullo, I wanted to stretch the boundaries again. Game-Maker really wasn’t made for shooters, especially scrolling space shooters, but I was determined.

Based on some earlier experience, I knew what really didn’t work; I just wasn’t sure what did. I figured that the only way to create a constant scroll was to ensure that the player’s ship always moved right. Even when backing up, it would move at a lower speed than when moving forward. It did little good to prevent scrolling back to the left, so I let the player flit around and explore at will.

I also had poor experience with weapon pick-ups. With Game-Maker you can’t just exchange one weapon type for another on the fly; you can only upgrade from one to the next. That is, if you load all the weapons onto the same key — which I intended to do. So instead, I chose a numbered system. Each number represented the number of shots the ship would emit at a time. They would spread in various directions and patterns, depending on the number. This worked out well, except in that fast-moving monsters tend to skip across the screen rather than moving smoothly. Any shots are classified as monsters. Thus any fast-moving shots have a good chance of skipping past a target even if you shoot it head-on.

This may be the first time that I experimented with large, multi-block monsters. When the player destroyed a weak point, it would unleash a high-power “explosion” monster that would swirl around and destroy all the other boss parts, which would themselves unleash swirling explosion monsters. It worked pretty well, if you could ignore the occasional engine bug that would cause an explosion to randomly spawn a boss segment. Not sure why that happened.

Peach the Lobster

peach Back to the familiar action-platformer. I figured that RSD deserved its own mascot, to help give the company an identity. My solution: throw a lobster in a track suit, and rip off the general design of another mascot game.

By now I was comfortable with importing graphics from Deluxe Paint, and indeed a bit more skilled at it. I even managed to pay some attention to the theme and storyline. Yet I was just as distracted by the process as I was on Crullo, and so made some strange errors of judgment. All of the monsters are one block tall, and Peach is two blocks tall. His only attack is with a claw gun, which shoots from above the waist. This means that, all things being equal, there is no way to hit the enemies. Oh, if you screwed around and fought with the game you could eventually kill them. It was just a nuisance to do.

Again when designing the levels I paid little attention to the character’s abilities. If a jump required the player to hammer on the jump keys and glitch out the game, that was fine — so long as it was possible in the end. If it was possible to avoid an enemy, even if it was nearly impossible to do so, then that was all I asked.

I’m not sure what happened to Peach’s other six limbs. Maybe they’re under his clothes?

The Patchwork Heart

heart Peach was an exhausting project, and it took much longer than I expected. I cooled off by tossing together what I felt was a simple, brainless game. It consists of three maps, one tile set, a character with basically no animation, and no grand plan behind its design.

The character is a golden orb; for variety, and just to dink around with a technique I hadn’t used before, I had it emit motion lines when it jumped. The result was a kind of neat trail effect, which also served as a secondary attack. To set the levels apart, I played around with palette swapping. To further break up the sameness, which I felt made the game confusing in places, I made it so every surface touched would also turn golden. This allowed the player to sort of leave a trail, as well as generally establish a sense of ownership over the level geometry.

I borrowed monsters from Zark; since they were mostly body parts, I had them drop pools of blood when defeated. Thinking back to a secret from Wolfenstein 3D, I had the pools restore energy whenever the player touched them. With the sharing of resources, I gave the game a tenuous story connection to Zark.

Aside from a weird super-jump gimmick, that right there was the game. In retrospect, despite the lack of effort, it’s probably the most playable and progressive of the bunch.

Clyde & Zeke

ducks The deadline was quickly approaching, and I wanted to get in one last game. I figured I’d do a simple demo to show how monsters could also be used as helpful partners. I looked out the back window of my parents’ house, at the lake. The lake was full of ducks. There was a theme: one duck following another duck. Why not.

I found a photograph of a duck, and shrank it down to 20×20 pixels. It was going to be swimming, so it didn’t need much animation. I whipped up some actually pretty decent marsh tiles and imported them from Deluxe Paint. I created a single adversary — a paper boat — and a single pick-up — a school of fish, which restored health. I then quickly threw together a maze level. Find your way from A to B; use your AI partner to protect you. That’s it.

The game only took a day or two to finish, and I sent it off. I know that RSD received it before finalizing the CD, but it arrived late enough that it seemed to skip their minds. Although I got paid for it, it never actually wound up on the disc. When I asked why not, they seemed as surprised as I. No great loss, but it is sort of curious.

The 3.0 release of Game-Maker was both the most influential and the final one. For another year I continued to pester RSD with suggestions for further updates, but the programmers moved on and soon after RSD ceased to exist.

[Read all of our Game-Maker Archive editorials]


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XBLIG Thursday: Stick Figures get Revenge in Return of the Noose!

Noose000If you’re anything like me then your artistic ability is limited by whatever you can draw with rudimentary stick figures. As a kid I used to draw stick figures all over the place. Pitting them in epic battles of crudely drawn warfare and carnage. Unfortunately, as it turns out, the stick men were none to fond of being hung every time I had the hankering to play hang man, the “guess the word” game of impending death, or so the story goes in Hangman’s Revenge: Return of the Noose!

Return of the Noose! is a fun little side scrolling shmup that does a lot to differentiate itself from the hordes of other side scrolling shmups out there. Namely, it’s unique art form that really speaks to my inner 5 year old. Aside from the backgrounds, which don’t look half bad, everything is drawn in the crude stick figure-esque drawing style, or, at least, in a style that somebody who can only draw stick figures would be able to draw jets and tanks.

The game plays out in a sort of invasion style plot. Apparently the stick figures have invaded the world and are strategically taking over places like Mexico and Australia. It’s your job to take four vehicles of your choice — jet, tank, missile truck, helicopter, bomber, etc. — and complete each level by driving the stick figures out of the area. Should one of your vehicles get destroyed mid level you’ll continue to have access to the other three.

Upon completion of each level you are able to upgrade each ship and also spend points to heal them should they prove to be too damaged to use for the next level. Each vehicle comes with a specific amount of armor (dependent on the vehicle), health, a primary weapon (machine gun) and a secondary weapon (dependent on the vehicle). Upgrading these will make you stronger, faster, and able to take on the exceedingly difficult missions in the latter part of the game.

Return of the Noose! is a surprisingly good shmup. In fact, I’d say it’s one of my favorites on the Xbox Live Indie Games channel thus far. While the artwork is endearingly crude and the voice work is lame at best, the game continues to provide a decent amount of fun for only 80 MS points. Plus, the game comes with both local and online multiplayer modes which, as we all know, can only make things better.

[This is not a review. This is a "first impressions" piece based on less than an hour of gameplay.]

Screenshots

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XBLIG Thursday: Mario meets A Jumper Robot Adventure

JumperRobot000There’s many ways you can describe A Jumper Robot Adventure, primarily as a platformer. However, the most standout features are actually the same ones that were featured in early NES and SNES Mario Bros. games. While you don’t play as a mustachioed plumber in this game — you play as a robot — there are many similarities like: destroying bricks by hitting them with your head,  having unique upgrades pop out of blocks you hit, jumping on enemies to kill them, etc.

But that’s not to say A Jumper Robot Adventure is a blatant rip off of the venerable Mario franchise. In fact, despite the odd similarities, A Jumper Robot Adventure is actually a pretty fun platformer and one that does in fact have a few differing philosophies in how the level designs were handled.

You see,  A Jumper Robot Adventure (terrible name, I know) doesn’t seem to have traditional levels, so to say. Instead it acts more like Cave Story in that, while you are exploring the game and going through the various stages, you’ll find random save points. Should you die, you’ll start at the last one you visited. There are no levels like 1 – 3, or 5 – 4 to go along with worlds, a la Mario Bros. 3.

Additionally,  A Jumper Robot Adventure is a pretty solid game. While it might not be the most exciting or challenging, you’d be hard pressed to find any real faults with it. It’s a platformer that offers mild adventures in a cheap package. The game is fairly polished and everything seems really sound with it.

A Jumper Robot Adventure is available on the Xbox Live Indie Games channel right now for the low price of 80 MS points, or $1. If you ever find yourself hankering for an old school platformer then check this game out, you could do a lot worse, for a lot more money.

[This is not a review. This is a "first impressions piece based on less than an hour of gameplay.]

Screenshots

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The Next Huge iOS Hit…’Monster Dash’ [Review]

monsterdash2My, my…how Halfbrick manages to develop so well for the iOS platform is beyond me. Luckily, since I’m a gamer and not a developer, I can live with it. After the monstrous success of their hit Fruit Ninja, Halfbrick has returned to iOS with Monster Dash — an action game featuring main character Barry Steakfries and loads of monsters that need to be handled.

Essentially, Monster Dash combines aspects of Canabalt and side-scrolling shooters to form a superior product with only two game mechanisms. It’s a title that could have just as easily ended up on PC or Xbox Live Indie Games, but Monster Dash works far too well on the iPhone/iPod Touch. Here’s a full rundown of what works and what doesn’t.

GAMEPLAY

As mentioned before, there’s two game mechanisms in Monster Dash: jumping and shooting. Why not running? Well, that’s because in plain Canabalt fashion the game does the running for you. You can tap the left area of the screen to jump and the right area of the screen to shoot. Initially, Barry will start out with a shotgun — a loud and satisfying weapon. The game will randomly pit you into a starting area — “Demon Dynasty,” “Vampire Kingdom” and so on. At every 1000 meters, it will transport you to a different area. Each area has its own set of enemies — obviously enough reflected by the name. On a side note, the pace of your running increases the further you get into your play-through.

So, most importantly, is the game fun? Absolutely. From the get-go, you’ll notice that blasting the monsters’ brains in a fast-paced manner as utilized in Monster Dash is highly enjoyable. Various different methods can be used to lower your enemy count — from jumping on enemies’ heads to weapon pickups like “The Pacifier,” “Machinegun Jetpack,” “Mr. Zappy” and others. Each of the weapons have their own special characteristics — “Mr. Zappy” shocks enemies at a medium range, “The Pacifier” is a handgun which shoots at a long range, and the “Machinegun Jetpack” is exactly what it sounds like: it’ll have you jumping over enemies whilst shooting them in the meantime. Monster Dash is beaming with personality and it’s so refreshing to see its mechanics brought to life the way they are.

That being said, however, it’s surprising to see the game offer only one mode. The unfortunate truth is that some gamers might just get bored with Monster Dash. The entire purpose of the game is to blast through monsters and run as far as possible — it’s like an arcade game, focusing on high scores. There is some solace, as OpenFeint integration will provide gamers with leaderboards and achievements. But will this type of gratification be enough to keep players interested? Not entirely. Knowing Halfbrick, though, updates are in store and new weapons/areas/game modes are probably in the works. For what it’s worth, Monster Dash is easily one of the funnest games on the App Store.

STYLE

Halfbrick’s expertise stretches beyond gameplay. Nearly every game I’ve seen from them looks beautiful; Monster Dash is no different. Barry and the monsters are distinct and each area has its own set pieces and dynamic backgrounds — even the music is catered to each different area, with a much more Eastern sound devoted to the Asian-themed “Demon Dynasty.” For a 2D side-scroller, Halfbrick has also managed to use a lively amount of color and helps the game stand out among the rest of what the App Store offers.

STORY

While I’m fond of the personality of the game, I’m a little disappointed that the story is not more elaborate. Barry Steakfries is an excellent character — reminiscent of Ash Williams-like badassery. Apparently, the world is now swarming with monsters of all different types and Barry just has a lust for killing. Why isn’t the game more story-based? It would make much more sense to me to see this character obtain some sort of closure at the end of the road. It’s especially disheartening because of how good of a game Monster Dash is. I suppose one could argue that this is meant to be a more casual game — as Fruit Ninja was — but there’s no denying that Monster Dash would have benefited greatly had Halfbrick strung together a few plot pieces.

EVERYTHING ELSE

OpenFeint rocks. Moreover, everybody loves achievements. Even if you think they’re tacky or gimmicky, there’s a sense of accomplishment for obtaining an achievement — you’re not just doing shit for no reason. The leaderboards clue you in as to where you rank among other Monster Dash players. According to the leaderboards, I’m not doing so well…but I’m having a ton of fun and that’s all that matters, right?

At an introductory price of $0.99 — Monster Dash will most likely blow up on the App Store just as Fruit Ninja had done so before. It’s a different genre and caters to a different audience, but Halfbrick’s newest has all the makings of a hit. You heard it here first. (Err…except for the other reviews, I suppose.)

[DIYgamer obtained a free copy of the game for review purposes. This in no way affected the outcome of the review.]

Screenshots:

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Xbox Live Indie Games Releases: August 18, 2010

XBLIG_Releases[While our XBLIG Thursday feature fights against the main issue of Xbox 360’s Indie Games channel–gaming brilliance being lost in a sea of medicore titles and cheap apps–as good as anything out there, there’s just too many total releases for us to try them all.

That being said, we can still highlight them on a daily basis, and perhaps posting these new titles will benefit both player and developer by allowing a connection to be made before the game floats on down the river and into the backlogs of the channel. Whether it be an all-time great, a one time play-through or a complete lemon; all will have their chance to speak. Here are today’s releases.]

Escapism (240 MS Points)
“A puzzle game for those looking for something different. 12 levels each with unique background art, music and increasing difficulty. After the 12th level, Remix Mode is turned on to continue the experience until you are satisfied or until your awesomeness runs out and the game defeats you!”

Return of the Noose! (80 MS Points)
“Ready to kill some Stick Figures? You’ll get your chance in this hilarious and challenging 2D side-scrolling shooter. 14 Levels, 7 Bosses, 8 Vehicle Types including (Tank, Jet, Helicopter, Jeep, Hovercraft, LZR-80, Bomber, and Speed Boat). Play Campaign or Survival Modes, alone or with a friend on Xbox Live or System Link.”


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Grabarchuk’s Puzzler ‘LetsTans’ Receives New Features

letstanslogoDeveloper Grabarchuk Family has kept busy throughout the last few months since their release of LetsTans. Today, the developer has revealed a new update available for download on the App Store. The new update adds iOS4 capabilities, but also includes some extra features. Here’s a breakdown of the update straight from the horse’s mouth:

- 10 new Classic puzzles for free!

- Our LetsTans Deluxe app introduction.

- Compatibility with iOS4 multitasking.

- New puzzles will come soon, stay tuned!

Already boasting 10 different modes, one wonders what else Grabarchuk can offer in upcoming updates. You can be assured that we here at DIYgamer will keep track of LetsTans and its future.

[Buy from iTunes.]


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‘Alive 4-ever RETURNS’ Gets Updated

alive 4 everJust a quick note to whomever it may concern, Meridian Digital Entertainment has updated their acclaimed twin-stick shooter, Alive 4-ever RETURNS. The studio has added “support for iOS4 multitasking on compatible devices.” This is good news for fans of the shooter, and yet another developer is added to the list of updates for multitasking.

We reviewed Alive 4-ever RETURNS earlier this year and still recommend the game for fans of the dual-stick genre. With local multiplayer, 40 stages, and a survival and horde mode, Meridian’s $2.99 price tag for the game shouldn’t be questioned.

[Buy from iTunes.]


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Modern Warfare Meets Sesame Street… ‘Puppet War: FPS’

puppetwar1We’ve battled the undead. We’ve squared off with vampires. We’ve infiltrated terrorist organizations. So what’s next? Puppets. Damn right, you heard (read) me. Twindigo — a duo comprised of twin brothers — has released its first iOS title, Puppet War: FPS. As the name suggests, puppets have waged war on humanity. Also as the name suggests, expect a tongue-in-cheek first-person shooter (or rather, first-puppet shooter).

Basically, you play a janitor of a television studio who must take on hordes of evil puppets hell-bent on world domination. This is why we love indie games, folks. The most recent update (August 11th) has added new maps, zombie and ninja puppets, survival mode, OpenFeint integration, and other features. Twindigo notes that they’ve also submitted a lite version of the app which should see a release soon.

Here’s a full list of features and an amazing new trailer:

*Various puppet enemies with different abilities!
Now with zombie & ninja puppets! Chicken throwers, the annoying jumping puppet, the time bomb puppet, and more.
*Various freaky studio maps!
Like puppettown and the new creepy night maps.
*Over 15 realistic and unique weapons to unlock like:
Machine-guns, lightning sword, the funny plunger crossbow, all powerful minigun, grenades, chainsaw and more…
*Survival mode + survival zombie mode.
*Openfeint leaderboards and achievements.
*3 game difficulty choices.
*Impressive 3d graphics that include a freakishly colorful tv studio and realistic rendered weapons.
*Funny gameplay and animations filled with cute annoying puppet voices.
*Destructible studio set props.
*Endless levels with rising difficulty.
And even more weapons, stages, and puppet enemies are planned …

Currently at an introductory price of $1.99, the game is available on the App Store.

[Buy on iTunes.]

[Source: GamesPress]