Because the genre of music games is pretty difficult one to enter into with an original concept, developers probably have quite a difficult time trying to think up an idea for a game that will truly stand out.
The fluid and flame duo Fireboy and Watergirl have had some crazy adventures in their time. They began in the forest temple, worked their way to the light temple, and then moved onto the ice temple. This pair of protagonists somehow manages to get themselves trapped in sticky situations which we have to bail them out of by controlling each of them simultaneously and using their strengths and weaknesses to overcome the pitfalls, traps, and obstacles getting in the way of your escape. This time, the pair are trapped in yet another temple of a crystal-based nature in Fireboy and Watergirl 4: The Crystal Temple. As well as the usual puzzles and gem-collecting that veteran players will be familiar with, a new gameplay mechanic is involved this time around: portals litter the levels, adding another layer of strategy and also something just new enough to stop anyone thinking that the series is getting repetitive.
If you loved the squishy physics of Sushi Cat, then you’ll definitely appreciate its expansion, Sushi Cat The Honeymoon. With all new sushi gobbling stages and handy boosts to boot, you will be raring to fill up the stripy blue cat’s belly.
Sushi Cat the Honeymoon’s story takes place right after the original. Remember that fuzzy pink cat Sushi Cat fell in love with? Well she’s back, and they are on a cruise ship for their honeymoon. Unfortunately, a kitchen accident puts them in dire straits. What could possibly keep the boat from sinking? A jumbo sized Sushi Cat of course.
Physics games come in all shapes and sizes, from simple vehicle-based stunt games that obey simulated laws of gravity to puzzle games that require the use of some heavy thinking and a number of given objects for an end goal such as turning on a switch or waking up a sleeping box (as in Wake Up the Box 5). Perfect balance falls more towards the straight-up puzzler genre and requires you to stack all provided objects of increasingly irregular shape and size into a perfectly-balanced structure. With a solid design and enough levels to keep you sufficiently challenged for the foreseeable future, you are unlikely to find many physics games as challenging or as well-established as Perfect Balance 3.
Having been an avid fan of the original Soccer Balls flash game (which can be found elsewhere on this site), I was eager to see what TurboNuke could do with the sequel. The questions I had primarily were: could they bring in any new exciting features to the game? Could they differentiate the scoring system, as to make it more challenging? Could they retain its user-friendliness?
Another, less important question I had was could they improve the sound effects? The original had me checking background windows to see if there were adverts open, as was the strangeness of the cheering and the almost seaside-sounding effects that accompanied the visual!