Just a quickie review here, since Circix doesn’t exactly lend itself to 1,000 words. In this free-to-play mobile game, you connect different circuits together to solve puzzles. Each circuit has a number on it telling you the amount of lines you must connect to other circuits. In order to solve a puzzle, all circuits must be connected to each-other while following each circuit’s required line count. It’s a relatively simple concept, but it’s pretty satisfying as a puzzler. It gets off to a slow start and some of the basic puzzles are insultingly easy, but you can easily skip them and just focus on the intermediate or advanced stages (although most of the intermediate stages are also far too easy). In the higher difficulty puzzles, sometimes you’ll have to double up or even triple-up the amount of lines coming from a single circuit. Circix is an ideal portable puzzler for killing a couple of minutes on a road trip, waiting in line, etc. Awesome game. Really, they probably should have charged money for it.
It doesn’t look like much, but Circix just owned my afternoon.
And.. well.. that’s really all I have to say. Again, Circix doesn’t really lend itself to the type of reviews I do here. The gameplay is one-dimensional, works, and doesn’t give me a lot to discuss. There’s no storyline quirks or control issues for me to get snarky about. It’s just a really solid, enjoyable puzzler that nobody will talk about or remember a day after they finish it. I get a lot of requests for simple, free-to-play iPhone games along these lines. Most of them I find enjoyable enough to tweet my approval of. In the case of Circix, I’m going a little bit further with it because I realized that I enjoyed it much more than the typical “I can’t possibly write a review about this” game. In fact, it’s one of the 50 best indies I’ve ever played. So even if it’s impossible for me to be all Indie Gamer Chickish on it, it deserves recognition. And a smack in the face for forcing me to bore myself and my readers writing up this review. Yeesh guys, some kind of annoying mascot or SOMETHING I could criticize would have killed you?
Where have I been the last two days? Well, I’ve been working, hanging out with Brian, going to church (that’s right, Indie Gamer Chick goes to church), and while I’m doing all that, I’ve been utterly hooked on an iPhone title named Infectonator. Day and night for the last 48 hours. And it’s all Brian’s fault. He bugged me for a while, saying “I found this game on my phone that’s really fun and pretty addictive and I think if you liked that OMG-Zombies!, you’ll really like this.” Spot on he was, although on reflection, he might have been looking for a way to get a break from me. If so, another point for him, the crafty bastard. Infectonator is an utterly addictive time sink, sort of like OMG-Zombies! on steroids.
And it’s free.
Really, this scene could have been done without the zombies. Make a game called “Black Friday” and instead of unleashing a virus, you throw the year’s hot Christmas item into a crowd of people. Would probably have a bigger body count too.
Oh sure, the game offers you a chance to pay cash in lieu of grinding, but I never found it necessary. I didn’t really play it totally non-stop. In truth, I put about six hours and change into Infectonator this weekend, but it felt longer. In a good way. The concept here is the opposite of OMG-Zombies! Instead of trying to exterminate the undead, you’re trying to create them, and wipe out humanity in the process. In the beginning, you’re given a single dose of a virus. Tapping the screen, you place the virus near humans, causing them to turn into zombies. They run around and kill humans, who may or may not turn into zombies. Every time you kill a person, you get coins that you can spend on upgrades, new zombie classes (that’s classes of zombies, not classes on zombies, but I think I’m onto something there if you’re short on game ideas), or special powers. Unlike some games like this, even the smallest upgrades feel like they make progress, which makes the gameplay very rewarding. An average game will take you about two hours to play-through.
I can sum up how potently addictive Infectonator is by saying that I played through it four times. Do you know how many games I’ve ever played through four times before this? None. Never once. Nor have I ever played through a game even three times. At most, I’ll play through a game once on one difficulty and once on a harder difficulty, then move on to something else. For whatever reason, I had trouble putting down Infectonator. A second play-through became a third. Then I realized I still hadn’t played the game with the super power-ups, so I saved up my cash in the third play-through and rolled it over to the fourth, immediately bought the super power-ups, and then beat the game a fourth time. I will admit, by this point, I wasn’t really having fun.
The first time around? Sublime. You couldn’t wipe the smile off my face (or the time-sink-induced drool from my mouth) with a jackhammer and dynamite. The second time around, I was waiting for “harder” mode to be, you know, harder, and it never came. But I was still having a good time. The third time around, I was just playing to save money to see how over-powered the super power-ups were. The fourth time, I was shaking my head at how easy the game was now that my virus spreader was passing through people and walls. Not only that, but I had so much money saved up (over $500,000) that I was also fully able to upgrade the amount of directions the virus spread in and beef up my zombies to the point that they were practically indestructible. I’ve always said I enjoy abusing leveling up systems, but I think I took it to a new extreme here and consequently ruined a game I had been having a damn good time with. I’m ashamed of myself, I really am.
This scene is begging to be made into a movie. Just don’t fuck it up by making the star Jack Black or Will Ferrell.
My only other complaints are the typical ones associated with iPhone games. Infectonator crashed every single time that I tried to “report” my score. The way they implemented Game Center support is among the worst I’ve ever seen on an iPhone title. Infectonator also bogged down several times. Never once did I have a problem on my first play through, but each subsequent game had slow-down issues. Plus I seriously question whether “hard” mode actually was hard, considering that I beat the game with fewer upgrades on my third play-through then I did the first time. I also found the endless mode to be quite dull. Of course, all these complaints are slightly muted by the fact that Infectonator is free. Free is a good price. Considering how horrible the values for Infectonator’s micro-transactions are ($9.99 nets you 100,000 gold coins, which isn’t enough for even one of those super power-ups that only works in one play-through), I wonder why they didn’t just slap a $0.99 price tag on their game? Maybe indie gaming really is a race to the bottom. If that’s the case, the guys behind this game strapped anvils to their backs and flung themselves down the Mariana Trench. No word on whether they waved to James Cameron on the way down. Or maybe they turned him into a zombie while they were at it.
I still enthusiastically recommend Infectonator. It’s free on iOS and Android. Are you one of those troglodytes that doesn’t have a phone? Well then you can play it for free online too. If I ranked non-XBLIGs on my Leaderboard, Infectonator would be somewhere near the top. It’s a glorious little time sink that does what any good time sink does: ruin your fucking life.
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