Dear reader, I have admitted my handbrake turn from cynic to celebrant prior on the topic of iOS gaming. From a grouchy snob to gleeful pundit, there has been much to discover on the platform. Admittedly, there’s a lot of garbage, but by golly, there’s a growing amount of good stuff nowadays, too. So, let us not waste any more time and help you shuck bucks from that hideously overweight purse of yours.

No no, don’t pop that wallet clasp just yet. Halfbrick and Spryfox’s turn-based fighter game is, like the birds, free. The great DM Scheer and I used to frivolously fritter away afternoons and evenings hot-seating Achtung! Spitfire, the great grandfather of Steambirds: Survival. As with Achtung! Spitfire, players thrum about the map from a bird-eye perspective, directing their aircraft via a cursor that takes into account speed and inertia. Tight turns make for short distances travelled, with longer arcs and straight coursing allowing for larger gains to be made. It is far less complex than this bumbling description implies, and thus, simplicity is Steambirds’ strength. Plot course, end turn. Plot course, make for enemy, end turn. Use item, plot course, end turn, automatically engage enemy.
Survival is the central conceit, with waves of enemy fighters and bombers incrementally pouring onto the map over the various levels. New aircraft can be bought via coppers earned in the campaign or, in the spirit of the new Freemium model (no longer pay to win), bust out a little real-world currency to fast-track unlocks.
The aesthetic feels deliciously cribbed from a flyboy’s clubhouse in a Boy’s Own Annual, replete with wood panelled menus and a muted colour scheme evoking those glorious old stress-skinned monoplanes of World War Two. In-game, cute sprites soar over a parallax scrolling map, trading chunky machine-gun fire and other assorted weaponry picked up in the wake of a decimated foe. Steambirds: Survival is a quick and enjoyable slice of action-strategy that provides easily digestible fun. Thumbs up.
Alien Menace

Based on a French card game of the same name, Alien Menace is the perfect game for a single sitting. In an alien-infested offworld installation. taking cues more from Doom than the Alien films, a player must trudge through various rooms in order to flush out and take down the invading foe. Featuring a streamlined battle system, players utilise both luck and strategy to overcome the threat and destroy the portal in the final level. The game can be completed in under twenty minutes, but the replay value lies in the shuffling of locations and cards dealt with each session.
There’s nothing particularly outstanding or deep about Alien Menace, but the mix of card-based combat with a virtual coin toss-driven luck mechanic seem to keep the gameplay travelling at a brisk pace. Outside of the various weapon cards, there are items and order cards that allow for buffs, debuffs and hand augments – such as causing enemies to lose cards from their hand or gaining some for yours. Outside of the gameplay, the artwork is a tasty mix of stock post-Aliens-esque facility renderings within a well-conceived aesthetic. Proffering an early Nineties feel evocative of 2000AD, Alien Menace is a cheap, fun and straightforward card game with nary a skerrick of overreach.
Temple of the Spider God

Now here’s something interesting, dear reader. Remember the names ‘Steve Jackson’ and ‘Ian Livingstone? Yes, the fellows who ushered upon the geeky bookworm those eponymous Fighting Fantasy novels, with classics like The Warlock of Firetop Mountain and my personal favourite, Black Vein Prophecy. They transmogrified Warlock onto DS, but that’s essentially all she wrote for the series. It was most pleasing to see little Melbournian outfit Tin Man Games revive the idea of an interactive novel on iOS, and I dipped my toes into the subset with their most recent and accomplished title, Temple of the Spider God.
Boiled down, the experience is a Choose Your Own Adventure novel with dice combat and an inventory system. It’s slick and streamlined, with inventory management a breeze and the enemy encounters a painless affair. Upon coming to a fight, it’s a simple case of shaking the iOS device to roll virtual dice in either an offensive, defensive or fitness check capacity. Encounters take no longer than a minute or two, and are remarkably fun in such an abstracted format.
The presentation is simple and elegant. As this is, at heart, an ebook, the text is large and comfortable to read with non-intrusive menus, overlays and inventory a tap away.
Temple of the Spider God’s narrative is not particularly complex, but akin to any good storyline of its brethren past, the choices lead to an incredibly varied experience. Stories crisscross and intertwine, death or glory around each corner. Much like the genre forebears, Temple of the Spider God permeates a strange intrepid vicariousness and sense of spirited exploration simply by keeping the pre-encounter scenarios clipped and compact. Chapters rarely drag; a scene is painted and shortly thereafter, the reader/player arrives at a crossroads that will dictate entire story arcs. It’s thrilling stuff, and I must iterate my general disdain for fantasy.
The fantasy, however, within Temple of the Spider God is one mimicking Spanish Conquistador expeditions into the steamy jungles and fetid swamps of the New World, which does do wonders for those beleaguered by the tired old tropes of fantasy. It’s a pulpy read and certainly no great work of fiction, but if gamers are familiar with the Fighting Fantasy series, then there’s a good chance they’ll get a hefty kick out of Temple of the Spider God.
Squids

Squids is one hell of a charming little physics-based strategy title. There appears to be a shared cultural aesthetic kernel that French developers have, at least when you set Squids against Michel Ancel of Rayman fame. A bubbly and bright clutch of characters within a breathtaking – yes, an iOS title can offer such a physiological response – undersea world. Where to start, where to start…
The player controls a small squad of cephalopod cuties and battle all manner of lurking beasts beneath the waves. It sounds simple, and perhaps that’s one the highlights; Squids’ conceit is flinging calamari about like rubber bands. Using a simple interface, players stretch their units in a showcase of elastic energy to fire them at or within range of their opponents. Making contact with an enemy pushes them in the appropriate direction, whereby they might be shunted off the edge of a map or into environmental dangers like urchins, amongst other things. Dear reader, this is sealife billiards.
There’s not much more to it than that, but travelling on the strengths of its art design and some inventive level design involving current streams etc., Squids is just plain old fun and entirely disarming. Oh, and there’s a stack of unit customisation, too!
As an addendum, I have seen some reviews be a little scathing on the In-App Purchase options with Squids. There is absolutely no reason to purchase in-game currency in this game, so I wonder how much of the title the reviewers played to come to that conclusion. So, fear not and nab.
Bike Baron

Here’s a nice little collaboration between Mountain Sheep and Qwiboo. I do love Mountain Sheep very much, those plucky Finns who worked on one of my favourite PSP titles from a few years ago in Superhind. Well, they’ve firmly implanted themselves as iOS heavies and Bike Baron is certainly a showcase of that. Portable Joe Danger, anyone?
Many might mistake Bike Baron as riffing on the Trials HD mechanic – heavy physics-based terrain traversal – though the Baron and his passenger cat ride firmly around the Joe Danger encampment of item collecting and and playing it fast and loose against the clock.
There’s a heavy emphasis on physics, but Bike Baron is far from the squirrelly perfection required in Trials HD. Levels have various objectives, including coin collection, tricks to complete and the ever present ticking of the clock. Despite having a few quirks here and there – bikes should not explode if the Baron touches his helmet on an overhead beam – Bike Baron is a clean and efficient experience on iOS. Throttling a motorcycle over incredibly inconvenient terrain is well-represented in gaming, but there’s no reason Bike Baron cannot find its place in this two-stroke pantheon.
Worth the price of admission alone is the track editor – a simply marvellous and, most importantly, logical level construction kit where players can build to their hearts content, then upload to a server for others to try out. Admittedly, the user-created content has no in-app browser, forcing players to go to the Bike Baron website to scroll for maps they’re interested in. Once selected, a code is supplied and players input that into Bike Baron, upon which the level is downloaded. Clunky and well behind the times, but a solution nonetheless. Fingers crossed for a proper system to be included in a future update.
Elder Sign: Omens

Here’s one for the boardgame buffs. A spin-off from the Arkham Horror franchise, a Twenties era Lovecraftian world of mystery and the macabre, Elder Sign: Omen is a single player team-centric adventure into the heart of a unnerving museum to keep the Great Old One Azathoth from rising and consuming all.
The game can be played solo or via a hotseat method for up to four players. A team of four investigators, selected on merit of their individual statistics and abilities, are chosen from a pool of sixteen varied characters. Within the game itself, turns are taken as each character attempts a particular mission within an area of the museum.
The way missions are attempted is through the use of glyphs. These glyphs, conjured randomly in place of the boardgame’s dice mechanic, are matched against the horrors within the mission. One particular section of a mission may require two Lore glyphs to pass, then require a Peril and two Terror glyphs upon the next encounter. The strategy comes in via the investigator’s abilities. One character-specific ability might be a re-conjuring of the entire glyph roll-out or the ability to convert one glyph type to another. In overcoming particular horrors, the investigator is gifted with further ability cards that can be added to their ability stack. However, if they lose an encounter, they lose stamina, health, sanity and, direly, may incur a Doom count.
Sending Azathoth back to the depths can only be achieved via collecting Elder Signs, of which there are fourteen spread out over the various missions. The Doom Track is a twelve-piece progression towards the end of the world at the hands of the Great Old One and must be avoided at all costs. If, dear reader, one is not familiar with the boardgame, this might sound a little overwhelming or confusing. Luckily, Elder Sign: Omens ships with a terrific set of video tutorials and they’re smashingly informative. I certainly was no closer to winning a game, but understanding why is one step towards crafting the strategies between the metaphoric dice rolls.
I would heartily recommend Elder Sign: Omens to anyone looking for that quick fix of boardgame on the go. It certainly isn’t a Reiner Knizia-level title, but I personally find it a gorgeous gem. On iPad, too, if that floats your boat.
BANG! The Spaghetti-Western Online Game

Another card game, another gem. This relatively simple class-based title is a quick and snappy affair with a focus on the recently patched-in online and cross-platform multiplayer. Players take the role of either a Sheriff, Deputy, Outlaw or Renegade and battle it out with winning conditions based on the heirarchy of opponents. A Sheriff and a Deputy must work together to defeat Outlaws, and as imagined, neither must kill each other. Outlaws aim for the lawmen, though they can win the game by default if another player kills the Sheriff. The Renegade may take down everyone else before assassinating the Sheriff. If the Sheriff wins, the Deputies also win.
The twist in BANG! is that, at the start of the game, every player knows who the Sheriff is – with all other roles a secret. This makes for very interesting late-game encounters, where Outlaws can direct their attacks onto players bar the Sheriff, who maybe be tricked into thinking the Outlaws are Deputies and aid in killing their underlings. Each player other than the Sheriff should attempt to disguise their role, but at the same time, be able to telegraph via action towards their cohorts in a bid to make a conjoined play.
Each player is given an initial hand of five cards, with a total of two cards drawn from the shared central stack upon each new turn. Basic cards revolve around attacking neighbouring opponents, dodging shots, drinking beer to regain depleted health – of which a player has five segments – and an assortment of active and passive cards, such as Duel cards (challenge between two players, first to not be able to produce an attack card loses), and card actions that affect every player.
Blue cards are permanent in their effect unless stolen or negated by other players. Players can place opponents in jail and until that opponent can counter the effect with a specific type of card, they remain unable to attack. Dynamite triggers a hot potato effect, where players must successfully draw a card that does not detonate the effect and thus pass it onto the next player. There are also a variety of special cards dealing in weaponry that allow for greater range and repeated attacks.
The final card type are Green. These are semi-permanent cards, played but not activated until the end of the turn. Players can effect attacks on opponents that do not count as regular attacks, which can make for decisive jabs once a player has finished his phase. Others include card pick-ups and health regeneration.
I’m quite fond of BANG!, though I’d like it even more if it offered asynchronous multiplayer. However, as the gameplay focuses on honing instinct and intuition over the course of the match, real time battling is the only way to go. A classy experience from top to bottom.
Galaxy Pirate Adventure

From a little studio out of Hong Kong comes the rambunctiously-titled Galaxy Pirate Adventure. Certainly one of the prettiest iOS titles on the market, GPA is a sci-fi starship combat game and trader-lite. Starting out with a measly tin can and gradually working towards owning a battleship with AI-controlled fleetmates, the closest living relative to GPA is Infinite Space on the DS. At the core, gamers can expect a lot of ship customisation, a fairly thin story and lots of space combat.
However, this isn’t a space dogfighter, dear reader. Players operate the offensive and defensive systems on their vessel, altering the targets and distance of the encounter. It sounds simple, and in the early game, it certainly feels a little grindy. However, as enemies become more numerous and better ships and onboard systems become available, the stakes in battle ramp up as you take missions of greater reward and ever-increasing danger. Ship management is quite intricate, as each facet of a ship’s components requires a crew member. It might seem unnecessary and verge on pointlessness, but if you’re a spaceship junkie, the thought of putting fellows into the gun pits aboard your vessel is a slice of ancillary deliciousness.
The main gripe of GPA is simply that it’s a bit of a one-trick pony outside of the customisation. It is simply an optimisation equation to get the best possible bang for offensive and defensive buck when engaging an enemy. That said, dear reader, if you once had a torrid love affair with games like Carnage Heart or Armored Core: Formula Front, then you know that the meat and potatoes of this buffet lie within the hangar and the two hundred-odd items and weaponry available for procurement.
Junk Jack

I, for some reason, own Minecraft. And, dear reader, unlike the many who adore it, just find it hellishly boring. I find the crafting aspect utterly tedious and the self-directed ‘gameplay’ nothing more than playing Legos when I really am yearning for Technic. Which is completely petulant on my behalf, because seeing folks build entire processor logic gates out of nothing but napalm and switches, or scale models of the Starship Enterprise, is mind-blowing. It is, perhaps, the most honest humanistic display of virtualising our innate need to create. So I had to press further and try a little harder. And in walks Junk Jack.
This is, ostensibly, a 2D Minecraft. From the blocky swine to the blocky trees, all the components are there. Scavenge and mine the rawest of raw, combine in your crafting menu and voila, you’ve created an axe or a hoe. Or a bamboo palisade. Or papyrus. Or a book. Or a shelf for the book. Or a house. Or an elevator. While by its very limited sprite-based engine gamers won’t find themselves crafting scale models of St. Paul’s Basilica, there’s perhaps more room for appreciation of one’s achievements in depth. I like viewing my entire labyrinthian network of tunnels, seam after seam of struck ore and coal – something I never could in Minecraft.
There’s a delightful day-night cycle, with the usual suspects of monsters appearing in the darkness and emphasising the need to build appropriate lodgings. Junk Jack is a relatively casual title with a deep crafting tree and one that certainly rewards those looking to scratch a forager’s itch.
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That’ll do for the moment, dear reader, but I’ve got another iOS title that deserves a review all of its own, so look out for that one.
Needless to say, parenthood makes for strange and enlightening gaming bedfellows – which is quite literally the case, as most iOS gaming gets done as I lie in bed. Rewind to a year and a half ago and you would have received nothing but a sneer and a scornful look at the mere mentioning of an iPhone game. The tables, how they do turn.