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Yes, Tamagotchi! Woo!

I tried Watch Quest. I didn't like it. You start a quest on your phone, a trial one lasting 30 minutes, load the game on the Watch and watch your character walk to the right. You can dig in the ground to earn coins but that's about it. Carry on with other things and if you forget about it you die. The game doesn't notify you of any required actions. You have to go back into the game yourself. Pointless and stupid.
 

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Lights Out is the latest retro game to be remade for the Apple Watch

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Called Singularity - Modern Lights Out, it takes the idea of the original 1995 puzzle game and makes it work on the Apple Watch's tiny screen.

In each of its 240 levels, you're given a grid of squares, some of which are lit up, and some that are dark. The idea is to turn all of the lights off to beat the level.

However, every time you tap a light to turn it off it causes other squares to light up. So you have to work out the order in which to turn the lights off to clear the grid.

In the game's latest update, Singularity's Classic mode got a new endless variant. The update also added the option to remove ads at a price, but it also gives you unlimited hints.

You can download Singularity - Modern Lights Out for free on the App Store right now.
 
Touted as the "first OPEN WORLD game for the Apple Watch", here's the trailer for Quest for Plunder.

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Lifeline appears to use a similar game mechanic to Spy_Watch...

It's a branching narrative that plays out in real-time, and asks you to make weighty decisions solely through Apple Watch notifications. The story, written by comic author Dave Justus, is about the last surviving astronaut after a crash landing on an alien moon.

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Here's the full review of Lifeline from PocketGamer...

Interactive fiction has an uphill struggle maintaining a sense of realism. Without the attention-grabbing graphics and sound of twitch titles, it's reliant on words and pictures.

So unless the writing is top-quality, it's hard to shake the sense you're reading an e-book.

Lifeline... has enough top quality writing from Dave Justus, writer on The Wolf Among Us, to avoid that fate. Yet it's chosen to take things a step further.

Rather than just letting the player wander through it at their own pace, Lifeline sets the speed. When the protagonist is sleeping, or busy with a task, you have to wait until he wakes until you can play again.

This sounds like some awful free to play nightmare. "Only $1.99 to wake Taylor early and continue your adventure!" Yet this is a premium app with all the cost upfront.

This sort of approach ought, by rights, to backfire, leaving gamers furious at shelling out for an app they can't play.

But amazingly, it works.

Hook

In retaining control of the pace at which the game unfolds, Lifeline... can do things that other titles can't. It shovels on dramatic tension with a big scoop. It helps maintain a passable sense of realism.

The whole setup for the game aids that sense of things unfolding slowly in real-time. When you start, you're contacted by Taylor, apparently the only survivor of a space ship crash on a distant moon. By some freak of technology, he's managed to open a communications channel to you, and you alone.

He's written as a believable and sympathetic human being. He has definite textual tics and mannerisms that the writer keeps spinning like a tricky set of plates.

At times, he can be pretty irritating. Sometimes he does his own thing, and tells you about it. More often, he asks you for support or advice.

Line

This is where the choices come in. They're always just a binary set of picks. Sometimes it feels as though there's no difference between them, especially when Taylor just wants some words of comfort.

For others though, the difference is very real. The game has multiple endings, many of them tragic. While there's no semblance of strategy here, you need to make sensible choices on Taylor's behalf.

It's amazing just how engrossed this simple, yet incredibly creative, bag of tricks makes you feel. At one point Taylor asked me to go off and research what radiation levels a human could withstand over the course of a night.

And I did. I went on to Google and looked it up, and it wasn't an easy find, either. Just so that I could have an answer for him when he next came calling. Just so I could feel that I'd helped.

To give away any more about the plot would be spoiling things, so we'll leave it there. It's not quite as imaginative as the premise for the game mechanics, but it's good enough. It kept me guessing until quite close to the end.

Sinker

Once you've reached the end, which will take three days, or more if you're not being attentive, what then? Well, you can replay and make different choices. Or even wind back the app to a particular point, take the other branch just to see where that leads.

It's kind of fun finding out where else the story might have gone to, but it's not as fun as the developer seems to think. Once you've played through to the end, the magic is kind of spoiled.

The power to restart or replay the story in chunks removes the sense of realism. You stop caring about Taylor as a person - he's just a tool to help you find new bits of the tale.

So if I was going to criticise the app, it'd be because it's asking a modestly high price for a fairly short play experience. But like other creative apps such as Monument Valley, the content is so unique that it's worth the entry price in spite of of its brevity.

For a few brief hours I cared - really cared - about the fate of a completely fictional character. I don't think any other game I've played has made me feel that way before.
 
This article is one of the first I've seen which provides numerical ratings on their Apple Watch game reviews...

  • Spy_Watch - 8/10
  • Battle Camp - 7/10
  • Rules! - 7/10
  • Cupcake Dungeon - 6/10
  • Lifeline - 5/10
  • Trivia Crack - 4/10
  • Runeblade - 2/10
 
I have found time-based app almost unusable on the Apple Watch. The lag (caused by the game being streamed by the phone) kills the game
 
We'll have to wait and see whether that holds true for the upcoming TriXium Project - - the first 3D shooter (!) for the Apple Watch - - here's the trailer.

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Snappy Word is a mini-Boggle clone which hits a nice balance of short (almost too short) play and good use of screen real estate for fans of word games.

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Interesting thread.
As someone looking to develop a product on this, it's interesting to see what others are doing.
 
Tiny Hill is an infinite runner that claims to provide 30 fps gameplay on the Apple Watch.

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I'm certainly enjoying Lifeline. It makes sense for the Watch and no risk of using up all your battery playing it as the game decides the timing of your next little chunk.
 
Four Letters is now available for Apple Watch.

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PikPok's brutally simple, and curiously addictive anagram game Four Letters now has a more natural home: the Apple Watch.

The game's all about turning four letters into a four-letter word, as quickly as possible. It's quick fire and massages your brain in weird, wonderful ways as you struggle to spell out the simplest words. In our Silver Award review, we said "this is quick fire wordplay at its very best, and it won't cost you anything to download it and give it a go".

The new update brings the game to Apple Watch, with a nice circular design and all the content from the main game. Except ads, which is nice. No wants ads on their watch. Or anywhere.
 
I'm certainly enjoying Lifeline. It makes sense for the Watch and no risk of using up all your battery playing it as the game decides the timing of your next little chunk.

Lifeline is great. I finished it pretty quickly though. Hopefully there will be updates with more story lines or similar "choose your own adventure" type alternatives.
 
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