Of course, new weapons would have been the bare minimum in a sequel such as this. It’s a fun little collection of weapons (and I’m sure we’ll unlock more as we play), and each does a great job of adding to the mayhem on screen. The most noticeable of these is the new assortment of weapons you’ll find things like a double-bladed lightsaber (it has a different name, but the mock-John Williams score gives it away), a meteor that bounces around the playing field, and even a disguise to fool the dots into thinking you’re one of them. Veterans of the first game will feel right at home with Redonkulous, so much so that they may find themselves wondering what makes this worthy of the term “sequel.” But the differences, while subtle, are there. Tilt to Live 2: Redonkulous sticks very closely to the “if it ain’t broke, don’t fix it” school of game design. Now, three years later, developers One Man Left have returned to the game that started it all. It was beautiful in its simplicity and infuriating in its challenge. Power-ups would temporarily turn you into a pointy little Rambo, but in a matter of seconds you’d be back to avoiding the dots and scrambling to reach the next power-up. Players would tilt their devices to control a defenseless arrow while avoiding an ever-growing collection of deadly red dots. Released back in 2010, it was the sort of game that personified the “easy to learn, hard to master” mantra that defines great game design. The first game to bite me was Tilt to Live. Whether it’s the sneakers you’ve burned through in Temple Run, the mileage you’ve logged in Real Racing 3, or the family you’ve spent more time with in The Sims Freeplay than you have your own, we’ve all been bitten by the “just once more” bug when it comes to our pocket games. You can never have too much of a good thing
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