Each month, the iOS GAF community hosts a thread for new game releases, rumors and discussion that define the fast-moving world of iOS gaming.
The OP will contain games that released both towards the end of the previous month and games that have released during the current month.
All the games listed will have been highlighted by the GAF community in one way or another. This way you can keep tabs on the best games and at the same time curate an excellent resource to look back on to find games you may have missed.
Also keep an eye out for the ‘GAF iOS Challenges’; events where GAF battle it out on the Game Center leaderboards of a chosen game for both fame and fortune (prizes donated by members of our community).


Sometimes frustrating controls are just that...frustrating. But other times, it adds to the game and experience. Dawn of the Plow is the kind of game where imprecise controls are intentional and only add to the challenge and fun. You control a plow on a road grid of various sizes with the goal to keep the roads clear and allow civilian cars to get home
That task is easier said than done. Dawn of the Plow is a fun challenging mix of twitchy action and fast-paced puzzling. Roads wrap around the board, and it's up to you to plan out the best route while collecting power ups and avoiding cars.

Not sure if someone has mentioned it before, but yesterday Aksys released a visual novel called "Banshee's Last Cry". It's (as far as I know) the first time that the game "Kamaitachi no Yoru" ( "Night of the Sickleweasel") has been translated into English. It's a port of the first game that originally came out on the SNES/PSX. The story is fantastic, with all the twists and turns you expect from a good murder mystery. The "game" plays a lot like 999/VLR, only that you don't solve any puzzles. You read the story, make decisions and change the outcome of the story while listening to very moody music.
Banshee's Last Cry, it's like an interactive book and one of the first visual novels ever created, originally released for the SNES/SFC back in the 90's it has finally made its way over here translated by Aksys. The game is by the same developers of 999, VLR and 428 which Aksys also brought over (well, save for 428) and it's basically a thriller in visual novel form.
People who liked Year Walk or Device 6 definitely should check it out!
I just got the true ending myself but before that I got five bad endings, and you unlock more endings and story lines after getting the true ending.
Holy shit this game is amazing. Played it for 4 hours straight today, but I've yet to get the real ending.


Tunesmith said:This is a Kairosoft simulation game, they need no impressions! If you value a game about Ninjas taking up all your free time for a period of a week (or several) get this!![]()


If you like match 3 games with a RPG vibe...check out Glyph Quest, made by an ex Bullfrog (interesting and sometimes sad tidbits about the life of an indie too in his blog).
When you unlock the elemental combos it gets really really fantastic...was a while since I liked a match 3 this much.
Definitely worth the unlock...I LOVE when high level enemies cast some spell and destroy your plans of maintaining high level chains.
Simply brilliant.
Some things could be more evident (like enemies strengths instead of memorizing those reading the bestiary or when you are about to level up an element instead of checking the inn) but so far I had a blast...was really a long time since I had so much fun with a match 3 game.
Endless mode is the icing on the cake.
So far it misses just Gamecenter and possibly better fonts.
Glyph Quest is my top game this week. I've been playing all day whenever I get a few minutes, and am almost at the end.
The devs say there's an update in the works to add an endless mode, which will have leaderboards. I kind of hope they add achievements as well.
If you're playing the game and are on the fence about paying for the full thing, I recorded a video of gameplay much later on so you can see some of the tougher bosses, larger glyph area, and element combos you'll get:
http://youtu.be/1rX2_C8Wzrg


Holy crap man! I played about 5 hours this weekend and I think I just started chapter 2. Game is dang hard at points, just running the same area repeatedly trying to get through with no deaths (no resurrector on my team yet). Love it though. So bewilderingly massive, just taking my time taking in the sights and kicking arses all over the place.
It's a shame iOS is mostly home of the Short Attention Span gamer, because I would like more people playing and chiming with their thoughts. I doubt most folks will even scratch the surface of this if they even buy it at all.
I'm enjoying it a lot on the Air. In chapter 3 now, and holy shit there's so much more stuff to do than BG1. I think I played over 15 hours this weekend


Shadow Blade is really addictive. I've already completed half of the hardcore challenges and the entire first chapter with 3 sta... shurikens! I feel like the game resembles mirror's edge in a way. You can be terrible at it and the game's flow will be greatly impacted or you can pull off every move perfectly and it'll look really slick. The animations and control are perfect too.
I'm only up to level 3 of Shadow Blade and this game is fantastic. Swipe controls are iffy, but the virtual buttons are responsive. Gameplay is fast and fluid, with satisfying blood spray and great animations. Less of a stealth game, more of a fast paced platformer with some light stealth mechanics. Despite an attack button, this isn't a fighting game where you're pulling off cool moves. The enemies are more like obstacles. If you're stopping to fight them, your timing's off. The difficulty is in the platforming and getting faster times and smoother attempts. Like League of Evil, but with more blood and a badass ninja. Clearing a level in one fluid attempt feels so good. I'd definitely recommend Shadow Blade for any fan of platformers


It's *really* good and there's not much community yet. I'd love to have some people talking about builds and high scores and such. I created a thread to talk about it here if anyone is playing it yet.
It's quite fun! Good for a quick Rogue-like with clever strategy and situations.
My hoplite stabbed a footman, then threw his spear at a bomb thrower and proceeded to bum rush the archer to pick up said thrown spear and commence throwing it at said archer before he could get in range to hit me. Fantastic!


Castle Doombad's also a GAF-made joint - MrCheez being with Grumpyface and myself with Adult Swim Games.![]()
Woke up to some stellar reviews, which I'm pretty humbled and blown away by! 5/5 on Touch Arcade and a 9.5/10 on Destructoid ( http://www.destructoid.com/review-castle-doombad-268539.phtml )
Pretty great morning so farLooking forward to hearing what you guys think!
Just played a couple stages. Reminds me of Orcs Must Die without the 3rd person or controlling a hero yourself with a little PvZ. I like it.
I admit that I'm a bit of a fanboy when it comes to Grumpyface's games, but man, Castle Doombad is insanely good. It's like they took the best parts of Dungeon Keeper, Defender Chronicles, and PvZ and just made it all work.
The game's basic concept is fun and plays well--it's a PvZ-esque cartoony tower defense game, where the roles are flipped and you're a villain fighting heroes. The traps are reasonably varied and the mix of automatic traps, minions, and manual traps is a nice twist on the genre. The basic gameplay works. Oh, and lots of points for having IAP that's not in-your-face and doesn't punish you for not buying it.
Where it doesn't work so well for me is in what you might call opacity. I've crowned every level but one, and I still don't really understand a whole lot of things. How many hits does a basic knight enemy take? A ninja? A mechanic? How many hits does a shield or helmet absorb? What causes enemies to attack some traps and ignore others, also on their path, of the exact same type? How much damage does a harpoon do vs a spike trap vs an acid drop vs a fireball etc. What do poison and fire actually do? Does being slowed slow attacks? And so on. It's really hard to tell exactly what you're getting when you upgrade a trap, and even when you first unlock one. There have been several traps that I've unlocked, only to find that they didn't really do what I thought they did (among others, the fireball trap was a disappointment. Even with both fully upgraded, the harpoon shooters seem to be better.)
And then there's the total unpredictability of each level. PvZ had a really simple thing where before each level, they'd scroll right to show you the types of enemies you'd be facing, so you could plan accordingly. Doombad doesn't do anything like this; you're left to build your defenses and either figure out something general or hope you haven't left out the counter for an enemy type that shows up. And then even once you've built them, you may need to completely rejigger your strategy when a new wave happens and the enemy gets unpredictable new paths of attack. This last I don't mind so much in the castle levels due to the windows, which let you plan ahead a bit. But the drills are really annoying.
I've come across a few minor bugs, one of which forced me to restart one of the dungeon expert levels when I was doing really well. :/
On the whole, Castle Doombad is fun enough to be worth playing, but for me, the feeling that I just don't have a grasp on it keeps it from true excellence.


Tunesmith said:This is a quite clever "line up shapes" puzzler, simplistic in execution but with some really kick ass music it makes it really enjoyable to play. You can try it out for free in a browser by visiting http://vested-interest.co/simian/


I tried out a few days of Cook Serve Delicious Mobile, and it's CSD alright (which means it's good. I'm fairly impressed with the game shrunk down to that size. The buttons are small but work fine, at least at the speed the first few days go. The game wants you to do one thing at a time, and sometimes using two thumbs I would go too fast and screw myself. But some steps are actually easier on the small screen, others harder. So while the same game, it definitely has a different feel. I'll probably stick with the PC version for now but just because I finally got a 3 star restaurant... (I suck at gaming...)
Yeah cook serve delicious is alright on phones. Gonna be curious how stuff like lasagna will work speedy.
just sat in the toilet at work for 30min playing cook serve delicious mobile, so i guess its pretty alright and will be 3rd time i buy this T_T;
feeling like i like the controls more than ipad lol.


IAP will be used to unlock the game at various price points depending on what you want from the game. CLICK QUOTE FOR DETAILS
I've done about 5 levels already and I can already see this game is a huge improvement and evolution over the first game. Everything you loved about the first JCS is back, and bigger than ever before. For $5, you technically get 120 levels, but it's actually around 220 because all the Platforming and Time Trials have alternate Hard versions. And that's not including the insane tracks people will create in the level editor.
All the vehicles control differently and each one needs to be learned and mastered if you want to perfect every level. From the get go, the levels and environments just seem more advanced and challenging than the first game. And I don't know what magic True Axis pulled, but somehow the physics and controls feel even tighter and I felt that the first Jet Car Stunts had the best tilt controls of any IOS game I've played.
Don't be put off by the IAP: you get a handful of levels to try for free, and then the full game is $4.99, or you can simply purchase different level packs suited to what interests you. No freemium crap here. So if you can't already tell, I highly recommend Jet Car Stunts 2
(---)the only blemish IMO, a minor blemish compared to all the quality content, is the level editor. Now the editor is fun to use. Hell, I spent two hours just messing around. But the key words there are "messing around." It just seems too difficult to make something that feels planned out and intended. However I will say this is the first editor that becomes easier to use once you become a better player. I think once I've gotten better at playing the game, the true depth of editor will be revealed, but for people who just want to jump in and create a complex track or create something with some artistic vision in mind, it will feel too hard and random
Game is pretty fantastic so far. runs silky smooth on iPhone 5 and iPad mini retina.
Love how medals aren't tied to super strict times any more and its now just about completing the course without retries.
And my god that jet car :O
And holy fuck, stunt mode!!!!!! Fuck is that sports car hard to control.
I really want to enjoy JCS2, but I just can't dig tilt steering. The first rocket level made me say 'ah, fuck this'.
None yet!


















