Alto’s Odyssey is a completely stunning and serene runner, but it can also be a bit tricky. Check out these to try and keep your cool while playing this endless runner:
Don’t focus too much on tasks
Alto’s Odyssey is a completely stunning and serene runner, but it can also be a bit tricky. Check out these to try and keep your cool while playing this endless runner:
Don’t focus too much on tasks
It’s yet another week in the never ending cycle of new games flooding the App Store, and as always we’re here to round up the best of the lot. This week sees the release of a highly-anticipated follow-up to one of the App Store’s all-time greats, and that is the beautiful Alto’s Odyssey. One thing I’ve learned is that the first few minutes feel like just more Alto, which is absolutely great, but the longer you play the more you uncover new and interesting twists on the formula and even at this early stage I’m pretty confident this tops the original Alto’s Adventure in every way. Of course there’s plenty more on offer besides that so give the full list of new games below a thorough look and let us know which games you’ll be playing this week.
Just beyond the horizon sits a majestic desert, vast and unexplored. Join Alto and his friends and set off on an endless sandboarding journey to discover its secrets.
Soar above windswept dunes, traverse thrilling canyons, and explore long-hidden temples in a fantastical place far from home.
Along the way, you’ll grind across vines, bounce atop hot air balloons, ride towering rock walls, and escape mischievous lemurs – all while uncovering the desert’s many mysteries.
Forum Thread: Alto’s Odyssey (By Snowman)
The Best Ninja
Night in Japan. Full moon. A new ninja has to climb the ninja tower as high as he can, avoiding the hitting hammers of the master ninjas.
Forum Thread: The Best Ninja (by Angel Navarro)
You are not alone in the sky!
It’s time to migrate to sunny lands. Grab your cute friends on the way and be careful, many dangers could smash you during your journey.
Forum Thread: Birdy Trip (by Bloop Games)
Bounce and smash across expertly designed levels bursting with color and light in Bouncy Smash!
Challenging gameplay and beautifully designed environments await you in this modern arcade platformer. Perfectly time your bounces to crush wave after wave of evil enemies – or unleash powerful smashing abilities to take them out in one single blow. Choose arcade mode for endless fun – or intense daily and weekly challenges to earn special outfits, skins, and skills. Bounce and smash your way to victory in this addictive arcade game with roguelike tendencies
Forum Thread: Bouncy Smash (by Identity Visuals)
Darkest Nightmare: Freeform
It’s going to be a long and dark night for Gerde, the only remaining survivor from a group of magicians. Join her in her quest to fight off the monsters and avoid the dying light. The mission isn’t going to be that easy, however, as intoxicating monsters have taken over the dreadful paths she need to traverse. It will take more than just five nights to defeat everything.
It’s not over yet. Gerde’s darkest nightmare is just about to begin.
Darkest Nightmare is now in freeform!
Forum Thread: Darkest Nightmare: Freeform (by Popsicle Games)
Dice Brawl: Captain’s League
In Dice Brawl you’ll build your team and embark on an exciting adventure across a world of fantasy ruled by Pirates, Elves, Beasts, Dragons and…Robots?!
Move around the board, build fortresses and fight your enemies. Climb through a variety of different Battleboards themed after all the different creatures living in this very odd world. Make your name known across the seas. Here the more fame you get, the higher your rewards are going to be. But beware, this is no place for the weak!
Forum Thread: Dice Brawl: Captain’s League (by Idiocracy, inc)
Dissembler is a subtle puzzle game about unraveling bold, abstract designs one color at a time.
Flip pairs of tiles to make matching color groups vanish, but that is where the resemblance to a standard match-three ends. In Dissembler no tiles will drop in to replace the ones you’ve matched: your task is to remove all tiles and leave behind a clean slate. The experience starts simply, leading you gently from basic principles to more complex puzzles, but before long it will require careful planning and lateral thinking.
Forum Thread: Dissembler (by Ian MacLarty)
Fuse Balls was created with inspirations of minimalistic art design. Circles of various colors fall towards a center gravitational force creating smooth transitions and requiring color matching to fuse circles.
The fun part about the game is how gravity reacts to circles, the circle gravity movements, music, and sound effects help with proving an unique game experience from a very basic match 3 game concept that can challenge the basic or advance player.
Forum Thread: Fuse Balls (by Dilmer Valecillos)
Dodge your way past hammers, axes, geometric obstacles and even lasers!
Glitch Dash is hard, REALLY hard. Your reflexes need to be on edge to get through the intense mazes that is Glitch Dash.
Run through the beautiful and abstract world and just try to survive. If you are looking for a really challenging Impossible Runner, then Glitch Dash is the game for you!
Forum Thread: Glitch Dash – (By David Marquardt)
Dive deep down into the fantasy – Play Maguss!
Maguss is a wizarding, location-based MMORPG set in the most amazing environment ever created – the Earth itself. Create your own customized character and embark on an unforgettable journey. Unleash powerful spells by drawing simple glyphs and battle magical creatures and other players in a semi-turned, strategic, action-filled combat. Earn experience, level up and unlock more spells, better equipment and other skill perks. Walk to encounter creatures and collect ingredients, learn spells, brew potions, find chests and fight other players to earn respect and glory. While the world is a stage, you are the lead actor.
Forum Thread: Maguss (by Mawa)
A fun and addictive tilt and ball rolling game, with popup platforms. Various levels are built to challenge your skills. Enjoy and complete each level by tilting and guiding your ball.
Use your skills to keep the ball on the narrow platforms by carefully tilting your phone to control the ball. Reach the green box to continue and unlock the next level. Yellow boxes popup bridges and platforms to complete each maze.
Hold you phone flat and start each level. Try and beat your previous time. Can you keep your nerve and carefully tilt and complete that next level?
Forum Thread: Popup Roller (by Neil Wallace)
Welcome to this modern reinterpretation of a rogue-like dungeon crawler! You will need a strategy with self-judgment and control, a necessity in SRPG and tactical games. Break through challenges and trials by controlling the character directly.
*Explore dungeons, and discover an unwanted and dark reality.
*Explore regions with diverse themes and randomly generated dungeons with optimized, intuitive, and easy-to-use mobile device controls.
*Fight boss monsters with deadly attack patterns and earn loot.
*Engage in these ordeals by using characters with close combat and long distance skills.
*Not only battles, but various traps and puzzles also lie in wait.
Forum Thread: Rogue Hearts (by NINETAILS CO.)
Romance of the Three Kingdoms
Romance of the Three Kingdoms: The Legend of CaoCao is now available on mobile platforms around the world! Come play the timeless SRPG classic!
■ The strategic tour de force “The Legend of Cao Cao,” remastered for mobile.
– Join Cao Cao in his legendary quest to dominate the Three Kingdoms!
– Assemble a team of elite commanders to conquer your foes!
– Reenact the tales of other legendary characters in [Story] mode!
Forum Thread: Romance of the Three Kingdoms (by NEXON Company)
Seul (Alone): The Entree
“Seul.(Alone) ticks all those boxes & is up there as one of the finer ‘choose your own adventure’ style games.” 7/10 – GBHBL.
Seul.(Alone) is a philosophical thriller, containing horror elements. A subsistence where characters dwell. It is a choose your own adventure type of game but there are mysteries to solve and connections to unfold. Journey through here but remember you may not stay.
Forum Thread: Seul. (Alone): The entrée (by Steven Koutsouliotas)
SiNKR: A Minimalist Puzzle
SiNKR is a minimalist puzzle game. There is just you, hooks, pucks, and various contraptions you need to clean up each level. Sink all the pucks to advance to the next challenge. Each level is handcrafted. No scores, no timers, no text, no distractions. Responsive ambient music.
This game has been designed as a premium game. There are no ads or in app purchases. Playtime approximately 1.5 hours (speedy) to 3 hours (relaxed). Reviews are not requested in game but they are very much appreciated. Thanks for playing!
Forum Thread: SiNKR: A minimalist puzzle (by Wahler Digital)
Up a Cave
Guide your cube through extremely challenging caves with variety of traps and enemies.
Up a Cave is a physics platformer game where you dash your way out of a cave while collecting gold and diamonds to boost the cube’s stats. If you find a level too challenging or even impossible, you can always upgrade your cube to make things easier.
Forum Thread: Up a Cave (by Niko Pesonen)
Challenge your puzzle game skills with this free exciting game that will keep you entertained for hours. No time limits! Easy to play and suitable for all age
A little about the game:
The game takes place on a square field of 9×9 cells and represents a series of moves. Each turn first on the board appear in random cells of 2 dice of random colors. Next you need to move any cube horizontally or vertically to another free cell, if after moving you collect 3 cubes or more of the same color in a line, horizontally or vertically, all such cubes disappear. If the whole field is full, you lose. The goal of the game is to collect the maximum number of points.
Forum Thread: 81! (Vyacheslav Sergeev)
Alto’s Odyssey, the follow up to the hugely popular Alto’s Adventure, is now available for download, with the iOS and tvOS game now in the App Store priced at $ 4.99.
[ Continue reading this over at RedmondPie.com ]
Today, the endless sandboarding journey from Alto’s Adventure creators launched for iPhone, iPad and Apple TV a day early. We’ve had the last few weeks to test it out and while a lot of the mechanics the same, we found it a thoroughly satisfying follow-up to a classic.
“Review: Alto’s Odyssey—a worthy follow up to a classic?” is an article by iDownloadBlog.com.
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Come to the dark side of the desert: We have sandboards.
But Alto’s Odyssey isn’t only about beautiful, summery landscapes: The first game’s characters have all-new terrain types to learn, and goals to accomplish. That includes running away from angry lemurs, soaring through the sky with birds of paradise, grinding on vines that snap away if you stay on them too long, flying into the sky on a balloon bounce, and getting caught up in a tornado.
I’ve played the entire game through, and the goals are just as challenging as the original Alto — and twice as fun. If you’re struggling to land a combo or curious how to best ride walls with your sandboard to escape chasms, let me help you on your own journey.
Beware: Spoilers abound for the game below. Don’t read this unless you don’t mind getting spoiled on a few of the new aspects of the game!
As with Alto’s Adventure, the backflip — where you tap to jump and hold that tap to pull your characters legs in for a flip — is the easiest trick you can do in the game: You need only a bit of speed and elevation.
Each character handles backflips a bit differently: Alto has an all-purpose jump, while Maya needs a little more speed to get elevation; Maya rotates much more quickly while in the flip, however, while characters like Paz have great land speed but poor rotation.
Whether you’re trying to escape a lemur or build up a trick score to activate your wingsuit, you can use backflips to get yourself started before encountering chain-based tricks like grinding, walls, balloons, and tornadoes.
You can also do backflips close to the ground to gain even more trick points and a better speed boost, or continue holding to rotate into a double, triple, or even quadruple backflip.
Any trick you do between leaving the ground and returning to it adds points to your trick score: For instance, doing a single backflip will net you 10 points. But when you do multiple tricks in a single jump, each trick not only has its own separate point value — every trick you do adds to a multiplier.
To give you an example, if you did a double backflip followed by a chasm jump, your counter would look as follows:
Your point total from tricks alone is 120, but in addition, you’ll add a multiplier for every trick you’ve done — in this case, 3 — to make your total point total for the run 360.
Alto’s Odyssey qualifies “the ground” as the sand slopes themselves: Other objects just count toward your trick score. You can use these objects — which include hot air balloons, water ponds, tornadoes, rocks, ramps, vine grinds, rope grinds, ship grinds, ruin grinds, and rock walls — to help chain tricks and up your trick score.
When you land on a grind-, ramp-, or wall-based item, you may have ended your initial jump or backflip rotation, but you continue grinding and rack up additional points for your current combo. When you finish the grind, you can flip off it again to continue racking up points.
TIP: When you buy the wingsuit, you can also use it to chain tricks by avoiding the ground, or sending your character back up into the sky to do more jump rotations.
For instance, if I did a backflip into a wall grind, wall jumped onto a balloon grind, then backflipped off of that, my score would look like this:
That’d give me 115 points for the raw tricks before adding a 5x multiplier, bringing me to 575.
But the best trick-chaining items in the game are arguably Odyssey’s balloons, tornadoes, rocks, and water ponds. Unlike grinds, you don’t have to land on them with your board — you can bounce off their surface (or, in the case of ponds, slingshot through the water) facing any way you choose.
Bouncing off these items won’t end your backflip or jump chain, even if you briefly let go of your tap-and-hold — you can re-hold to continue whatever rotation you were on. For instance, if I did a double backflip off a cliff, landed on a balloon, and rotated two more times before landing back on the sand, it would look like this:
That’s 930 points raw, and the 5x multiplier makes it a total 4650 trick score. Not too shabby for what otherwise would have been two double backflips!
Though Alto caps its score for backflips at quadruples, you can continue to rack up individual backflip scores after that initial burst — I’ve racked up 20x multipliers from a well-chained series of balloons and backflips before.
Alto’s Odyssey, like its predecessor, has time pass as you sandboard through the desert. In addition to special achievements for sandboarding through a whole day and night, you’ll get a one-off addition of 1000 points to your trick score every time you witness a sunrise. If you’re trying to go for a high score, timing your runs with the rising of the sun can be a big advantage.
Odyssey also gives points at the end of the game for how many landscapes (or, as the game calls them, “biomes”) you’ve witnessed, as well as how many chasms you’ve jumped during your run.
All the characters from Alto’s Adventure are back to sandboard their way through Odyssey, along with a new desert friend, Sumara, whom you’ll meet after reaching level 51. Each of them has specific strengths and weaknesses, and you can achieve certain goals more easily by targeting your runs with specific characters.
Because both Maya and Sumara have quick rotation on their flips, you can use them to get the coveted “backflipping close to the ground” goal early on in the game: On the first few hills, tap to jump about 5m before peak of the dune; these jumps will let your character’s head come within 8 meters of the ground, netting you a nice 300 points and getting the goal, to boot. Maya (and Alto, too) is also a great pick for goals that require precision: Because of her slower sandboarding speed, you may be able to spot items (like super coins) in advance and line up your tricks accordingly to grab that goal.
What Paz lacks in rotational speed, the bigger boarder makes up in pure ground speed. Once you get him grinding — especially on rock walls and balloons — he’ll fly down the map, making him a great candidate for destroying multiple rocks quickly (or bouncing on them).
Izel, introduced at level 31, is responsible for all the gadgets you can buy (with virtual money only, thankfully — no in-app purchases to be found here) in the Workshop. She’s also one of the most versatile characters in the game: She can flip faster than Alto and Paz, outspeed Maya with her rocket sandboard, and she has the best wingsuit control of any character in the game. (No surprise: She invented it.)
Before rotating for a flip, both Felipe and Sumara can extend their air at any time with a second tap to double jump. It’s a great way to time a rock bounce or kiss the rail on a grind — as well as save yourself from almost certain annihilation falling into a chasm.
The newest member of Alto’s cadre, Sumara unlocks at Level 51 and combines the quick flip skills of Maya with Izel’s versatility and Felipe’s double-jump. In addition, while Sumara’s tricks will irritate the lemurs who live in the desert, they won’t actually attack her board, giving you the freedom to take your time amongst the desert wildlife.
Speaking of lemurs: The Elders of Alto’s mountain village may not have made the trek to the desert, but in their place you’ll find some wildlife not too thrilled to have sandboarders dropping into their environs.
Like the Elders before them, lemurs pop up every few thousand meters you snowboard. Unlike Elders, lemurs can jump and run on grinds: You can’t rest on your laurels (or balloon lines) when one’s chasing you.
The best way to quickly build speed to flee a lemur is with quick backflips, but you can chain tricks to get an even bigger boost. Just be careful of grinding too long if a lemur is in close pursuit — they’ll jump on your board to put an immediate stop your run.
One of the ways you can dodge lemurs even if your backflipping ability isn’t great is to out-jump them — if it’s starting to get too close for comfort, wait until the lemur starts to leap in the air, then jump yourself. If you get the timing right, the lemur will barely miss out on grabbing your board; from there, you can hopefully pull off a trick to regain your speed.
One of the new additions to Odyssey is Vine grinds. Like the flag grinds of Alto’s Adventure, vines are hoisted in the air on various types of poles and trees; unlike those flag grinds, the vines can break once you’re riding on them for a certain period of time. Alto’s haptic feedback and sound effects are both key here — you can feel and hear the vine start to give way, and if you want to save your combo, you can quickly jump to the next grind or flip off before you get dumped into the sand.
Wall grinding is the biggest gameplay change in Odyssey, allowing players to flip their boards and vertically ride canyons straight up, over chasms, and at angles. It’s a bit trickier to master than straight backflips, but the combo possibilities make these new tricks completely worth it.
To start, you’ll need to pick up a sandboard from Izel’s workshop — it’ll cost you 750 coins, which you should be able to earn fairly quickly on your opening runs.
Grinding against a wall or canyon is pretty easy: Once you jump onto it, hold your finger down (like you might during a backflip) until you reach the end of the wall.
But to truly master canyon grinding, you’ll want to get control of the wall jump — an additional 20-point trick awarded when you preemptively remove your finger off the screen to end a wall grind before the wall is done. Wall jumping will give you a small boost of momentum upward that you can either turn into a backflip or use to grab the wall again and ride even higher.
Wall jumping can be particularly effective because it’s one of the fastest ways to get a quick combo score: You can jump and grab onto a wall multiple times with a tap-hold-tap-hold-tap-hold combination of your fingers, racking up crazy multipliers in the process.
My best advice for wall grinding? Play the tutorial level multiple times after purchasing your sandboard. You can access the tutorial levels at any time without resetting your progress by doing the following:
You won’t be able to progress in the tutorial until you’ve completed the trick, but after your initial run, you can use this game mode to practice multiple wall jumps until you feel comfortable with the skill.
Like wingsuiting, wall grinds have an arc to them: If you start low, you’ll ride up the wall, then slowly arc downward. You can preempt this arc by continuing to wall jump and re-grind, but if you find yourself on the downslope, you can also use wall jumping to gain just a little bit more air.
This trick is especially effective when crossing chasms that start you low and end high: The angle often isn’t right for you to simply ride a wall from the start of a chasm to its end. Instead, use wall jumps mid-ride to keep your momentum and arc above the chasm’s edge to land on the sand dunes instead of a rocky bottom.
The wingsuit is your best secret weapon in the game: Available for 7500 in-game coins from Izel’s Workshop, you can activate a glider mode that lets you swoop and loop-de-loop your way through the desert skies. Each player has a slightly different wingsuit, with Izel’s — a freakin’ rocket pack — as the undeniable best.
After you earn the wingsuit by pulling off a set number of tricks in a period of time, you can tap or 3D Touch to activate it at any time. How long that wingsuit lasts depends on its fuel level — you’ll start at Level 0, but you can buy five more upgrades to extend its time for 1000-15,000 in-game coins, respectively.
By default, the wingsuit will activate after you pull off a set number of tricks in a certain period of time, but you can speed up that process by pulling off a trick combo with an 8x or more multiplier.
Additionally, you can refresh the fuel on a used wingsuit by landing combos with 1-7x multipliers before the wingsuit runs completely out. (If you can’t land an 8x combo, make sure to end your trick chain before your wingsuit timer ends, or you’ll have to earn it all over again.)
3D Touch allows you to easily switch between wingsuiting and regular gameplay with just one hand, but while it’s great to get into the suit, additional 3D Touch actions to end it can sometimes be tricky. Instead, I prefer disabling the feature if I know I want fine control over the wingsuit. You can do that by visiting the Menu button, then unchecking the 3D Touch box from the Settings screen.
Want to rack up your overall trick points score? Proximity flying, or flying within 8 meters of the sand, will give you ongoing points. It’s not unlike grinding, and you’ll see sand effects, hear specific sounds, and feel certain haptics if you’ve triggered it.
During your run, you may disturb some other wildlife, though they won’t be quite so testy as the lemurs. Your average vine-dwelling birds will simply fly away, but a few desert-native Birds of Paradise will follow and fly with you during your run. You can even fly through the sky with them if you activate your wingsuit while you have a bird companion.
New to Odyssey is the 4000-coin Compass, which lets you switch between the game’s various biomes after paying a 1000-coin fee. (Think of it like your own personal short-haul hot air balloon.)
Because each biome has specific features to it, certain goals may only be achievable in that area. For instance, you’ll find wall-grinding primarily in The Canyons, while the Temples are full of balloons and ruin grinds; the Dunes have a mix of waterfalls, ponds, and vine grinds.
I rarely use the Compass because the biomes automatically cycle through each other every 4000-6000 meters or so, but it has come in handy for a few goals (like wall riding five canyons in a row).
In addition to the Compass, Sandboard, and Wingsuit, Izel offers a variety of other useful gadgets for the sandboarding explorer:
Okay, so this isn’t really an in-game trick, but it’s still lovely: If you leave the main menu screen open on Alto’s Adventure for a few moments, the on-screen items will fade away, leaving the art of Alto’s main screen to shift through day and night, storms and sunrises, all with Monument Valley II composer Todd Baker‘s beautiful ambient soundscape.
Want advice on landing a specific goal? I’ve played the entire game and am more than happy to assist.