Tag Archives: $4.99

‘Real Racing’ Titles On Sale

Firemint has put its flagship racing titles on sale, with Real Racing 2 leading the list at only $4.99.  Real Racing 1 is on sale for $1.99, while Real Racing HD is $4.99.

While all are very good games, I can’t help but suggest Real Racing 2 over any of the other ones.  It contains real, licensed cars, GameCenter achievements, and online multiplayer.  The graphics are by and far superb compared to its predecessor, and it’s a complete racing experience that just cannot be duplicated.  Real Racing 1 is a solid game as well, and for only $1.99—even though it’s over a year old now—is a great steal.

The sale will run until February 14th, so I suggest you get buying before it ends.

Inotia 3: Children of Carnia Review

Korean developer Com2Us‘ The Chronicles of Inotia is one of the longest running and most notable Action RPG series on iOS.

Its first entry, Legend of Feanor [$0.99], released in late 2008, only months after the app store’s debut. The game was rough around the edges, but also the app store’s first notable role-playing game. The 2009 sequel, A Wanderer of Luone [$2.99], upped the ante manifold, adding multiple character classes, a party system, vastly improved mechanics, a larger world, better story and remarkably detailed graphics. The game wasn’t perfect, but earned NoDpad’s highest rating and our enduring admiration.

At the time its release, Legend of Feanor was unchallenged in the app store and stood out as a unique product. A year later, A Wanderer of Luone entered a more crowded market but stood apart from the competition on account of its substantial merits and vast improvements over its progenitor. The game really raised the bar, and even today holds its own against the very best Action RPGs on iOS.

Understandably, we were eager to get our hands on Inotia’s third, Children of Carnia [$4.99].

But with A Wanderer of Luone having set the bar so high, Children of Carnia has a lot to live up to. In some ways it succeeds, and in some ways it does not. Overall, Children of Carnia is a game worthy of the Inotia name, but it doesn’t offer much improvement over Inotia’s second and is really just more of the same. For anyone who enjoyed A Wanderer of Luone, that might be enough to spark interest.

Children of Carnia is a Korean Action RPG, which means — you guessed it! — grinding! And fetch quests! Hurray! The player steps into the shoes of Lucio on his day of ceremonial adulthood, who — in typical RPG fashion — is quickly swept into an adventure on which pivots the very fate of the world. Lucio may be assigned any one of six classes at the outset — Barbarian, Templar, Rogue, Shadow Hunter, Priest or Arc Mage — each with different strengths and skill trees, and able to use different types of equipment. The game then gets off on the wrong foot by asking you to kill deer to collect 8 scraps of leather to be sewn into your ceremonial clothes; yes, the moment you begin you are given a tedious fetch quest.

After completing this “quest” and performing a few other menial tasks about town, it’s time for your ceremony into adulthood alongside your childhood love interest Ameli, and the ball finally gets rolling. And here is where the game stands apart from A Wanderer of Luone:

In the previous game, your character was essentially a generic player in the larger tale. The player’s choice of class dictated not only the main character’s abilities, but also their appearance and gender. When additional party members joined up to fight alongside you, they were nameless mercenaries without any role in the story. The overall effect was that the characters participated in the story, but were not a part of the story. Children of Carnia brings the story more to the fore by developing a cast of characters who interact with each other, who relate to one another, and who each have a part to play in the larger tale. The game attempts to put a stronger emphasis on narrative than in the previous game, and for this I applaud Com2Us’ efforts.

When during their ceremony Lucio and Ameli discover a fallen orc in the forest, Ameli administers to his wounds while Lucio gathers the materials she requires to heal him. The orc is no sooner on his feet again than he is murdered by mysterious interlopers, but not before placing his charge — a set of gauntlets — into the youngsters’ hands, petitioning their assistance in completing his mission, and instructing them to hide from the approaching threat. And so the tale unfolds …

As in previous series entries, the bulk of the game will be spent exploring maps filled with monsters to be slain and running errands for characters met along the way. Some of these errands will advance the story and reveal significant plot points, while others will be rather trivial. Combat is frequent and consists of selecting a target and pressing the attack button; your party will then pound on the creature until it dies. At any time during combat, the player may use their character’s skills to turn the tide of combat — inflicting greater damage, striking multiple foes, buffing the party or healing its wounds — while AI controlled characters will use their assigned skills of their own volition so long as they have MP enough to power them.


The Party System: The party system first seen in A Wanderer of Luone returns in Children of Carnia with welcome improvements. Where party members were largely left to chance in the previous game, Children of Carnia provides a large cast of characters from which to choose, and allows the player to swap party members in and out of action at will from the menu, ultimately giving the player much greater freedom in choosing the lineup of their adventuring party than before.

An Emphasis on Story: Children of Carnia exhibits a greater emphasis on story and characters than in previous games. And while the story is ultimately lacking in originality, it is still nice to have personalities with whom to empathize during the journey, rather than the cardboard figurines of previous Inotia games.

Quest Indicators: The game not only puts quest indicators on characters you need to talk to, but also on doorways leading to characters or events. It’s a nice touch and ensures players won’t bypass quests without realizing they are there, if for example a quest is in a potion shop that I otherwise wouldn’t go into because I don’t need to buy potions.


Art Direction: By no means the worst looking Action RPG on the app store, Children of Carnia is far from attaining the visual splendor of its predecessor. A Wanderer of Luone was and still is one of the prettiest sprite-based RPGs on iOS, and a personal favorite for art direction in video games. Children of Carnia just looks beaten and bruised, smeared in the mud by comparison.

The characters are super-deformed, with heads disproportionately large to their bodies, and everything is far too cute. For example, the character art for the orcs shows them to be hulking and tough; their in-game sprites, however, look more like orc plushies.

The game’s use of color is also very subdued, seeming almost monochromatic compared to the both use of color as seen in A Wanderer of Luone.

Grinding and Fetch Quests: Typical of modern role-playing games, and of Korean role-playing games in particular, grinding and fetch quests have become a popular method of artificially extending the length of your game by forcing the player to dally in one location for far longer than they otherwise should have to. This is typically achieved by blocking story progression until certain conditions are met (usually too many conditions), or by populating the area ahead with opponents so overpowered that the player is forced to level-up their characters before having any chance of survival. And so you will often find yourself traipsing back and forth through the same areas fighting rabid badgers for the 200th time either because someone asked you to kill X-number of rabid badgers because they just don’t like badgers, or because someone asked you to collect 15 jelly beans and jelly beans are only carried by rabid badgers and so you will have to kill between 25 and 50 rabid badgers in order to liberate those 15 jelly beans from their dirty, greedy, jelly bean mongering paws. Having then collected said jelly beans, you might be asked to carry them across the street to Nancy, because Nancy loves jelly beans and doesn’t give one thought to the dead badgers who had to die to attain so many jelly beans …

Blatant Disregard for Animal Rights: If ever you’ve wondered how elephants made it onto the endangered species list, Children of Carnia should clear it right up for you. Much of the game is spent slaying adorable forest creatures. Kill deer to collect hides for leather. Kill Ostriches for their combs. Slay rattlesnakes for their venom. Also, bears, armadillos, wolves and more. Last I checked deer were relatively nonviolent creatures. Is everything in this world rabid? I don’t mind slaying countless droves of monsters, undead and the like. But I have to drawn the line at bunny massacre. Children of Carnia is far too much about the murder of innocent forest creatures, to the point that I would have serious hesitation handing the game off to a child for fear the impression it would make.

Interface and Menus: The beautifully crafted d-pad and buttons of the previous game are gone, replaced now with gaudy neon indicators that suit the game not at all, except to further promote the ugliness that abounds. The menu system is pleasantly informative, and it’s fairly easy to manage your party and whatnot. But it’s ugly as well and can be frustrating at times. For example, it is no longer possible to compare items in inventory to items equipped, and information windows for items and skills often obscure other things I’d like to be able to access (like the button to exit the menu). Interactive buttons for items are uncomfortably close together, and it’s a bit to easy to inadvertently make input mistakes, such as dropping items instead of using them.

Item Identification: Most of the weapons and armor you will find in your travels will need to be identified before they can be equipped or sold. Early in the game, though, equipment sells for far too little to recoup the expensive of having it identified, and most of the items you find will end up being worthless. It feels like the game is punishing you unnecessarily for finding items.

Universal Support is a Joke: Children of Carnia is listed as a universal app for both iPhone and iPad, but on the iPad essentially plays like an iPhone game in 2x mode; just without the 2x mode. In no way is the game optimized or designed to be played on the iPad.

The Chronicles of Inotia: Children of Carnia is a solid Action RPG for iOS. Not ground-breaking in any way and certainly flawed, but entertaining nonetheless. For gamers who found A Wanderer of Luone enjoyable, Children of Carnia is an easy recommendation; on the flip side, those who did not enjoy that game will likely find nothing of additional interest here. Compared to its predecessor, Children of Carnia offers some minor gameplay refinements, but it’s all rather similar. The game lacks the online multiplayer component introduced in A Wanderer of Luone, but I never much indulged in the feature and don’t really miss it; some players might.

Bottom-line, Children of Carnia is an enjoyable role-playing game, though it becomes occasionally tedious with its fetch quests and grinding. If you’ve played Korean RPGs in the past, you will pretty well know what to expect; Children of Carnia is one of the app store’s better entries to the genre. But if you haven’t yet played its predecessor, A Wanderer of Luone, you might save a few dollars and try it first.

The Chronicles of Inotia: Children of Luone [$4.99] is developed by Com2Us. Reviewed at version 1.0.3 on an iPhone 4 and iPad.

Weird Worlds – Return to Infinite Space Review: Something like a roguelike in space?!

It occurred to me once that Weird Worlds: Return to Infinite Space would make a pretty cool addition to the iOS gaming scene. Happily, it must also have occurred to someone whose opinion actually matters, because Weird Worlds is now available for iOS exclusively for the iPad. And I’m calling it the first notable release of 2011~!!

Have you ever wondered how a roguelike might play out if, oh say … the dungeon were instead the black of space? And your rogue were replaced by a starship? If ponderings such as these keep you up at night — I never sleep at all, I spend so much time thinking about such things — then Weird Worlds: Return to Infinite Space may be just the answer you’ve been seeking.

Weird Worlds is a game of space exploration and survival, set in a randomly generated universe each time you play. Beginning the game, you are given the choice of three starships in which to make your explorations of Sector Prime: a Science Vessel, a Pirate Corvette or a Terran Frigate. You may also set parameters for your universe including map size, nebula mass and enemy strength. You are given a limited number of years in which to explore the created universe — 20 years on a Medium sized map — and must return to the Glory system within that time to report your findings, else suffer stiff fines for defaulting on your contract.

Depending upon your ship choice, your primary and secondary objectives will vary. The goal of science missions to to catalog new lifeforms and to map as much of Sector Prime as possible. As a pirate privateer, your goal is simply to grab anything of value you can find: technology, alien artifacts, lifeforms, weapons and even hostages. And as captain of a military frigate, you are tasked to make First Contact with alien races, to determine whether they are peaceful or pose a threat to Terran interests; as a secondary goal, obtain any technologies, artifacts or information which may be useful for military purposes.

Embarking from the Glory system, Sector Prime becomes your playground as you venture from system-to-system discovering new planets, new lifeforms and many exciting space treasures. Travel amongst the stars takes time, however, and so it is always important to mind the date that you might return to Glory in time (the only way to ensure a good endgame score!).

There is much to be found in Sector Prime. New weapons and shields bolster your combat abilities, while allies may join your fleet to give you an even greater edge in hostile situations. Improved scanners can help you to make better decisions as you plot your course through the system, while faster propulsion drives will help to reduce your transit time between worlds, allowing you to explore more of the sector before your deadline comes looming. Drones can repair your damaged ship or provide other benefits, and artifacts and captured lifeforms may be exchanged in trade with other species, sometimes at currency value and sometimes in 1:1 trades regardless of an item’s inherent value (the Klakar are suckers!).

Events occur randomly as you travel the systems. You may encounter other lifeforms in healthy exchange, engage them in deadly combat, or encounter terrorists who will rob you of your cargo. There’s no telling what may occur in the black of space, where good decision making is the only thing that separates the living from the dead.


Bite-sized Spacefaring: Most space games are epic in scale, such that you may never see the end of the game, if the game even has an ending; many do not. A game of Weird Worlds will rarely last more than 30 minutes, making it ideal for quick bursts of quality spacefaring.

Random Encounters: There’s a lot to see and do in Sector Prime, and you’re not going to discover all the game has to offer in a single go, nor even in several. I think gamers will be pleasantly surprised by the amount of content there is to discover in the game on return sessions.

Variety: The different ship/mission types vary the goals of each game and change the way the game is played. Military missions favor an aggressive approach, while science missions had better avoid combat whenever possible. The objectives of your mission will motivate you to trade differently, and so prioritize your explorations in different ways. Combined with the many diverse random encounters to be had, Weird Worlds provides excellent replay value.

Visual and Audio Presentation: Weird Worlds is a great looking game. Space is pretty, and the game is full of original artwork. Ambient radio transmissions, interference and ship chatter help to set the mood.

Combat: Combat happens in real-time, putting you in control of your fleet and issuing orders to attack or retreat. During battle, the view shifts away from the starmap to a zoomed-in, tactical view of your ship and the opposing forces. Here you can plot the movement of your ships, target opposing vessels, launch fighters and fire your weapons. Ships may be boarded, destroyed or run away from. Hell, if you get desperate you can even ram enemies with your ships!

Do you remember Warpgate and how it was an awesomely impressive game in almost every conceivable way, except having combat that dragged the game headfirst into the muck and grime of Yoda’s swamp, and not just any part of the swamp, but the part where Yoda poops? Combat in Weird Worlds is nothing like that. In fact, Warpgate would have been a much better game had it simply aped Weird World’s combat wholesale. Yeah Freeverse, I’m talking to you. Look here and see real-time, tactical space combat done right. Do you see how it doesn’t suck? Do you see how it doesn’t bring down the entire game?!


Small UI Elements: With the iPad’s big, beautiful display, there’s really no excuse for so many of the user-interface elements to be so frustratingly tiny. Every one of the game’s buttons — cargo and ship access, help/description icons, text buttons, close window buttons, etc. — is just too friggin’ small. They’re difficult to hit with any accuracy at all, so it’s lucky that buttons are usually (not always) spaced out enough that there’s nothing else to hit by mistake. Star systems can be difficult to select on the map, and you will often have to stab repeatedly at your destination before it will register for travel. Enlarging the sensitivity areas around systems would really help the game out. These issues really should be addressed by the developer at some point, so here’s to hoping …

A Little Rough Around the Edges: Having been ported from desktop operating systems, Weird Worlds is still a little rough around the edges. You will catch some of the tutorials referring to mouse clicks and movements rather than touch-interface controls, such as in the combat tutorial. I’ve also experienced some lag and unresponsiveness when dragging items between my cargo bay and the shop. The game suffers from occasional frame-rate drops and stutters; as the game does not require fast reflexes, this is usually not enough to hamper play, though it is fairly annoying. Hopefully these are issues that will be resolved in the game’s first update, whenever that comes.

Weird Worlds: Return to Infinite Space takes out a new lease on life on the iPad. The game has been around for more than five years now, and holds up incredibly well to the ravages of time. The game is every bit as fun as it ever was, and makes an ideal fit for the iPad. While many of the UI elements are too small to be comfortable, the touch-interface is functional and does work really well for a game like this one; hopefully the developers will work to improve the interface in updates. Spacefaring gamers should definitely find Weird Worlds a worthy addition to their gaming library, and fans of roguelikes should also find a lot to like in the game.

Weird Words: Return to Infinite Space is developed by Digital Eel and Astraware Limited, and is available exclusively for the iPad [$4.99]. Reviewed at version 1.00.000 on an iPad.

Miriel’s Enchanted Mystery Review: Brewing Potions Again

Time Management games seem to be the perfect genre for the iOS platform. Different of course from their Tycoon cousins, time management games lend to a little at a time gameplay. Miriel’s Enchanted Mystery by 10tons, Ltd is exactly one of those time management games that has you hooked from the get-go. In a typical “just one more level” fashion, you quickly find yourself devoting several hours into the game before coming up for air.

In the highly anticipated sequel to Miriel the Magical Merchant, you are again tasked by grandma to watch the shop. But this time there are answers to be found. What is the mystery behind the artifact shaped like an egg? What clues can anyone provide? In a search for answers, Miriel must go on a quest to different towns to help mind the shop while the owners help search for answers. This quest system separates Miriel’s Enchanged Mystery from other Time Management games that simply change around the “Dash” mechanics and story lines. As a twist to the overworked formula, the goal of some levels is collecting items from patrons as opposed to always collecting coins. The variety works very well as you are suddenly determined to trudge onward, not just for yourself but for Miriel and Grandma.


Gameplay: Of course the touch mechanics are similar to its predecessor and the tasks seem the same, but somehow they seem very fresh and different. Each town has a specialty item that you must unlock from the traveling merchant to offer your wide range of customers. Combinations of items and the line up of items for the rack is a strategic undertaking. Take too long and you will not be able to use your magic. Upgrade your equipment for optimal serve times, and set out your tasks in advance for best results. Serve your customers quickly enough to be able to use your magic which helps you beat each level optimally. Collect combos for more coins and more reward. Satisfy each customer quickly so a new one has a space at the counter giving you more opportunity to reach the expert goal in each level.

Story and quest system: The game has a story that actually sucks you in, teasing you with bits and pieces as you go along, stringing you along to the finish of a heck of a lot of levels. Collecting items from customers instead of coin is a nice change. Having a chance to upgrade the equipment and Miriel’s abilities adds to the game for those inevitable hectic times where there is a mad rush of customers. Because the game is based on a story, there is no straight line to follow and Miriel bounces back and forth from place to place on an expansive map making gameplay fresh and fun.


Can’t replay levels: Ok so I am a perfectionist when it comes to these games and maybe in this case I need to let it go, but I find it annoying that if I merely complete a level without the expert goal satisfied, I can’t replay it to try again. I am used to following a path of levels and gold starring each one but in this case I can’t – because I am not allowed to. Miriel goes from town to town, satisfies the shopkeepers to gather her clues, but I am left a little empty when I am one point away from the expert score.

Frenetic gameplay: There are times where there is a rush of customers and poor Miriel is expected to balance 5 items at once, make different combinations and recipes, get the cheese and frostberries ready for sale etc but sometimes the touch screen just doesn’t register an action and you find yourself short one bag of flour, or one loaf of bread. Maybe I tap too quickly, maybe I miss the mark in my frenzy, but perhaps the touch mechanic is not as sensitive as it should be.

Hidden Object Mini Game: The items are too tiny and actually looking for the pieces of them is an exercise in futility. Thankfully there is no penalty for random tapping so in order to get through what to me became, a minor nuisance to pass before I could continue with the game, I just tapped the heck out of the screen until I passed the level. Unfortunately I have no idea what it was I was looking for or what it was I found.

So Miriel’s Enchanted Mystery by 10tons, Ltd arrives on the appstore as a sequel to Miriel the Magical Merchant without much of a change in mechanics but the addition of quest driven gameplay and the hunt for clues to figure out what exactly this artifact means. Thankfully all the real world recipes are available to unlock in case you have a hankering to make your own “Tasty Strawberry Soup.” Lots of Lifetime Achievements are calculated and there are several Awards to unlock in game. Game Center would add a new dimension to the game and you could share your achievements with friends but alas, there is no social network available.

If you are love Time Management games and are looking for something a little different than the usual, give Miriel a whirl. Collecting magical harps and dying cloth has never been so fun! But if you are new to the genre, start with Miriel the Magical Merchant for a solid time management title that pushes the limits of the genre to new directions.

Miriel’s Enchanted Mystery by 10tons, Ltd is available on the AppStore for $2.99. Version 1.0 and 1.0.1 were tested on both a 2g and 4g iPod Touch with iOS 4.1. (as a side note, 1.0.1 was released to remedy the “retry level bug” but I still can not find a way to replay a level as I mentioned above) An iPad HD version is available for $4.99.

Wizard Hex Review: Under Its Spell

Board games and the iOS are a match made in heaven. All of the fun and none of the mess. The AI does all the calculations for you and you never lose a piece under the couch. What more can you ask for? Well, add in some creativity and you get unique games for the platform and lookie here – Wizard Hex by Trouble Brothers is born! Trouble Brothers is affiliated with Fargoal, LLC. Developers of a game you might be familiar with – Sword of Fargoal? Hmm, yeah, I thought that might ring a bell!  Wizard Hex is the first of three board games being released under the Trouble Brothers, LLC umbrella and let me tell you they have a winner for their first release. Jeff McCord states that Trouble Brothers has a “cool philosophy about creating multiplayer game experiences so that people can play games together on iPad like you might have with traditional board games in the past! Also, no spilled game parts.” And this is completely and utterly true.

I loaded up the game, started to play, and I am embarrassed to say how much time went by before I took a breath!  And this was with an iPod Touch, and me against the AI! I can only imagine what a breath taking experience this is on the iPad. Not only that, with so many options to play even as a single player vs the AI, the possibilities are endless. Play with your allies at your side, play asymmetrically; truly you can set the game up any way you want, and because of this the strategy will be limitless.

At the risk of sounding cliche, Wizard Hex takes a minute to learn but a lifetime to master. The endless strategy and game play abounds and literally no two games will ever be alike. You think you have mastered a strategy when suddenly it fails and you must think quickly and move forward in that game another way. You will find yourself relying on your opponents / allies as much as yourself. The game rules are such that you can not attack a neighbor which leads you to progress with your neighboring element across the board, possibly attacking an ally to gain the upper hand and sneak into enemy territory, oh I am telling you, the possibilities are truly endless.

The gameplay is actually much simpler than it sounds. 1-6 players lay tiles on a hexagon board, each with elemental symbols on them. The goal? Occupy more of the board at the end of the round. There are some simple rules to follow as you begin your quest and whether you play one on one with the AI, or with 5 of your closest friends you will definitely use each other in your strategy. Build, attack, there will always be a strategic benefit to both; but it is up to you the player to determine when that time is. You may start each game at one of three levels: Apprentice, Journeyman, and the highest is Master. Do you have what it takes to challenge the Master?

As if this wasn’t enough, McCord promises more in an update:

Once people get used to the basic gameplay mechanics there will be “Spells” that we will add! Each time you master certain gameplay combinations (to be determined) you can unlock a new set of spells. We will start by introducing one into the spellbook. For example, for wind there may be a special spell for “blowing” a piece or pieces sideways. Or for Fire there might be a way to “burn” a piece or pieces next to you. Since spells will be powerful it might take the form of one enchantment or special token per game. AND it will always be evenly matched. If you unlock an Earth spell it will also unlock the other equivalent element spells. Some spells will be attack and others defense.

I finally was able to round up the troops and get some real life multiplayer action in and wow I can say that it exceeded any expectation that I had! It led to some interesting thought processes and insightful strategy. Not only that, everyone wanted to play a different element on a different round just to see how that would work out. Again, I have to remind you this was hovered around an iPod Touch. The experience around an iPad has GOT to be incredible and I can easily see this taking over Game Night at a future gathering.


Gameplay: As the developers themselves stated it is a mix of Go, Chess, Backgammon, Reversi, or any other strategy game you can think of in an entirely original presentation. There are so many variables with 1 to 6 players that you will never be playing the same game twice. Attack one of your allies to get to your opponent; use your ally to block your opponent; don’t forget to build the untouchable gold tower; there are so many ways to play! One thing remains constant though, control as much of the board as you can at the end to win.  And remember, even if you have “allies” they do not count as you conquering the board – so remember to play your own element. Don’t get too caught up in the “team” bonding thought like I did. Just because in a single player game you might control three elements, only one is yours. Think of the others as a support staff if you will.

The bottom line though bears repeating – this game has simple rules but very deep strategy. To consistently be successful you will need to learn several forms of strategy. The AI is very intelligent and will have you guessing each and every time.

Controls: The touch screen is very intuitive. The pieces you can move light up to give you a little assistance. Drag and dropping your pieces on the board is seamless. There has not been a better interface.

Overall presentation: I am not sure I can say much more about this. Everything is very polished with great graphics, sound effects and music that add to the atmosphere. You name it, it has it. At the risk of gushing too much, all I can say it is spectacular.


Tutorial: As easy as the gameplay actually is, the game could use a little more instruction. But that too is promised in an update. There are some intricacies in the game that I discovered by accident or by conversation with the developer. Since the average consumer won’t have the opportunity that I did, a bit more on the instructions would be great.

So even with all that, I am happy to say – but wait there is more! McCord has a list of additions as well. These include: the special spells for each element mentioned earlier, GameCenter support, continually improved AI for solo play, zoom into book pages for iPhone version for better viewing on screen, and as I hoped for, more detailed instructions and tips & tricks.

A dedicated Troubled Brothers Forum is in the early stages for all three of their new board games. Start to play this game and I am sure you will want to find your way over to chat with other fans and compare strategy notes.

Wizard Hex by Trouble Brothers makes its way into the appstore and while it was optimized for the iPad, iPhone and iPod Touch owners will want a piece of this Universal action as well. With depth and originality, the first of three board games by Troubled Brothers will exceed anyone’s wildest expectations. Packed with strategy and thought, no two games will be the same. Learn new techniques the more you play in this truly easy to learn, take your lifetime to master gem. I have to say this is one of the best games I have played in some time. I have no problem recommending this to everyone, whatever device you own!

Wizard Hex by Trouble Brothers is available on the appstore as a Universal application for $4.99. It was tested on a 4g iPod Touch with iOS 4.1.