February 09, 2023 by RSS Feed
Source link: http://appadvice.com/apps-gone-free
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February 09, 2023 by RSS Feed
In a lot of ways, Punch Kick Duck feels like an arcade game ported to mobile. It follows the classic idea of "easy to learn but hard to master" and applies it to a duck that is trying to fight its way through floor after floor of different animal enemies. There's a certain charm to the way this game looks and feels, but it isn't a game that will really stick with you.
3 button fighter
Punch Kick Duck is a game where you play as a duck who has broken out of a holding cell and must battle their way through rabbits, pigs, ferrets, and more in an attempt to escape. The duck automatically marches forward on a given floor, but you can tap and hold to make the duck run and use virtual buttons on the side of the screen to punch, kick, or duck kick to take down enemies standing in your way.
Each enemy requires a certain kind of attack to defeat it. Waist-high pigs, for example, are easy to kick away, while ferret arms are so high up that you can duck kick them as their punches sail over your head. Everyone (yourself included) can be taken out with a single blow, so the game is an exercise in trying to memorize and manage sequences of attacks that can get you through enemies as quickly as possible without getting hit.
Beware the bear
When you complete a floor in Punch Kick Duck, you get scored for your performance before moving right up to the next one to keep advancing. As you climb higher and higher, fights become more and more complicated as well. Enemies start carrying items to throw at you, try to run you over with carts, and there's even a timer that unleashes a bear to chase you if you are taking too long to get to the next set of stairs.
You don't really get additional advantages to help you deal with all of these complications. Your tools stay the same, and it's just up to you to be able to juggle the combinations of attacks to get through enemies while trying to reach the next floor as quickly as possible. As a bit of a cushion, though, players start with ability to take a free hit that doesn't immediately end a run, which you can re-earn by defeating a certain number of enemies in a level. You also gather coins as you play and can spend 40 of them to revive mid-level if you get knocked down.
Tough but fair
It doesn't take long for Punch Kick Duck to get quite demanding by stacking up loads of enemies coming from different directions with all kinds of special attacks. Dealing with these on their own is tough, but even moreso when considering the bear timer. In true arcade fashion, the only way to overcome these things is to just practice and get better at the game.
If playing in its free-to-play state, your various retries get interrupted by ads, which you can disable via a one-time purchase of $ 1.99. There are also additional characters you can unlock to play as, some of which you can only pay for and add additional perks like a coin doubler or discounts on characters unlockable via in-game currency. Overall, it's a pretty tame and unobtrusive monetization model.
The bottom line
It is really satisfying to chain together a ton of attacks and whip through a level in Punch Kick Duck. Doing so is a tough but fair challenges that rewards persistence and practice. There isn't much more to it than that, but for what it is it is well made and fairly monetized.
Source link:https://www.148apps.com/reviews/punch-kick-duck-review/
credit : 148apps
February 08, 2023 by RSS Feed
Source link: http://appadvice.com/apps-gone-free
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February 07, 2023 by RSS Feed
Source link: http://appadvice.com/apps-gone-free
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February 07, 2023 by RSS Feed
It's not too common these days to see a mobile action game like Madness/Endless. This stealth/action/horror game supplies plenty of challenges using its unique control scheme and isn't shy about being downright devilish in its level design. Not everything Madness/Endlessquite satisfies, but even at its lowest points, the feeling of bouncing around a room at breakneck speeds to kill a room full of enemies feels great just about every time you do it.
Slo-mo slayer
In Madness/Endless, you play as a warrior who wields a sentient blade as they head into dungeons full of creatures so horrific that meeting their gaze instantly drives you mad. While in these dungeons, your character can only shuffle along the wall, though at any point you can dash across the room, killing anything in your path with your blade.
Your goal is to clear out every room by killing every monster in it, and you must do so quickly, as merely being in the presence of these creatures erodes at a sanity meter displayed at the top of your screen. You can gain this sanity back by killing creatures, particularly through chaining combos of dashes together, which is made manageable through a slo-mo mechanic that allows you change your trajectory mid-dash by tapping and holding on the screen.
Story slog
Madness/Endless has a story, and it's about what you'd expect from something featuring "eldritch monstrosities." The world is in a dark place, you can save it, but it's hard to tell who to work with because of your mysterious past and the fact that everyone seems bad. There are two possible endings you can reach by the end of Madness/Endless, though if you're like me reaching one of them feels like more than plenty of game to play through.
This is to say Madness/Endless is quite a long game, though gaging length on a game like is also kind of tough to do. You will die and have to retry levels a lot, and the number of times you have to do that will likely be the main determinant of your playtime. On top of that though, Madness/Endless does this strange thing in its story where it starts dropping hints that you're near the end of the game around its midpoint. Even if this doesn't impact the actual length of Madness/Endless, it made the back half of the game feel super dragged out as I was expecting resolution much earlier than I got it.
Retry till rote
The back-half of Madness/Endless doesn't just feel sloggy because you feel like it should be done quicker, it is also a lot harder to complete quickly. As expected, Madness/Endless ramps up its challenges as you get further into the game, but the ways in which it does are sometimes not entirely fun. Late game enemies, stage designs, and bosses all seem to get to a certain level of challenge where your only hope at making it through them it to die a lot while memorizing level layouts and attack patterns.
I get that this is a kind of challenge some folks may want. I am also not opposed to it in theory, but my problem with it in Madness/Endless comes from its somewhat inconsistent control scheme. While it feels amazing to leap and dash between tons of enemies to rack up a combo, sometimes the tap-to-pause and re-target command doesn't work and you run headlong into spikes or some other hazard. This results in a lot more retrying, to the point that the last few levels of the game I basically had to memorize perfectly and even then would still have to retry a few times because of unpredictable control issues.
The bottom line
By the time I finished Madness/Endless, I wasn't interested in playing through its endless mode or exploring an alternative ending. I was satisfied that I had conquered its challenge despite what felt like occasionally faulty controls. I only stuck it out because--when working--Madness/Endless feels like one of the best action titles you can find on mobile.
Source link:https://www.148apps.com/reviews/madnessendless-review/
credit : 148apps
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