To-Fu 2

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How far can you stretch a premise? That was a joke. You see in To-fu 2, you play a block of tofu who stretches to ping his way onto walls in search of the ever elusive kitty fortune cookie.
For those who played the original game, not too much has changed. You use your finger to stretch the tofu in the direction you want him to fly, and he'll stick to the corresponding piece of wood. Obviously spikes will kill him, but there's metal which he will ricochet off, glass he'll slide down, and switches that cause other things in the level to happen. If you stretch and hold for a while, the tofu will power up, which speeds up his travel along with the ability to crash through small wooden barriers.
Along with the fortune cookie, medals are awarded for completing the level in a requisite number of turns and collecting all the orbs, though a lot of the time these seem like additions to stretch out the re playability of the game rather than adding extra fun and challenge... and yes that was a joke too.
Visually the game looks like the first, which is not a bad thing at all. Everything is easily recognizable but often you'll find the level extends far past your visual range, and while you can drag the level around to scope things out, it seems most of the time you're firing blind. The music is tranquil and never gets tiresome as you're flinging yourself around levels with abandon.
To-fu 2 has a solid premise and fans of the first game will definitely want to pick this up. The problem lies in that there seems to be a lack of precision in regards to where your block of tofu is going to land, and constant trial and error, or missing that last orb in a row by a millimeter leads to more frustration than fun.

(Appspy)

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