Important information

This site uses cookies to store information on your computer. By continuing to use our site, you consent to Steel Media's privacy policy.

Steel Media websites use two types of cookie: (1) those that enable the site to function and perform as required; and (2) analytical cookies which anonymously track visitors only while using the site. If you are not happy with this use of these cookies please review our Privacy Policy to learn how they can be disabled. By disabling cookies some features of the site will not work.


Safari Hammer - Platformer Review

By Andrew Nesvadba, on October 5, 2010

Safari Hammer - Platformer
  • Publisher: Roy O Shea
  • Genre: Arcade
  • Released: 21 Sep, 2010
  • Size: 9.7 MB
  • Price: $0.99
Download on the AppStore
Rating

PROS

  • Cute manga-esque sprites and 2D visuals.
  • Attempts a unique control scheme...

CONS

  • ... but sadly doesn't follow through on the control scheme.
  • Platforming gameplay hard to justify in portrait mode.

VERDICT

Safari Hammer - Platformer is an interesting experiment in gameplay and ideas, putting a platformer in portrait mode with a single-stick control system, but the game just doesn't feel coherent at all and needs some serious updating.


  • Full Review
  • App Store Info

Safari Hammer - Platformer by S_Zero Games is possibly an unfinished title. It's probably the only way to explain the mysterious lack of balance or gameplay features required to make this 'platformer' playable.

The game's description describes its controls as being simplified to make the game fun and simple, however they're almost anything but simple or fun to use. While S_Zero Games should be applauded to attempting a new control scheme, managing to navigate, jump and attack units with one control stick can be challenging. Touching the outside edge performs basic movements, while touching the stick itself will perform an attack. This is simple enough, however transitioning smoothly between the two isn't easy and doing so while avoiding danger becomes a frustrating nightmare.

Visually there's nothing wrong with Safari Hammer, but that's about all that can be said for the title. Moving across the screen puts you so close to it that it's impossible to react to danger in time, forcing you to slowly step-toe you way through levels and even the simple act of jumping is hard to trust when your player can accidentally 'air jump' or hump the side of a wall until climbing over obstacles.

None of the gameplay really meshes together or makes much sense, but it seems this is also just par for the course with Safari Hammer. While it's great to see more experimentation with touch controls, the game is for all intents and purposes unplayable and best to be avoided for now.

Screenshots

Screenshot 1 of 5 Screenshot 2 of 5 Screenshot 3 of 5 Screenshot 4 of 5 Screenshot 5 of 5

Comments