solarquest-iphone-thumb.jpg iPhone Game Screenshot

Reviewed: July 30th, 2008 | Action, Arcade, Space | paid iPhone Games

SolarQuest

A side scrolling space action game that's getting better with every update.

6
7

{ Agree or disagree? }

  • Saves game on exit
  • Decent graphics
  • Didn't crash
  • Crowded screen
  • Weak power ups
  • Sub par Controls
  • Repetitive levels
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solarquest-iphone-1.jpg iPhone iPod Touch Game Screenshot solarquest-iphone-2.jpg iPhone iPod Touch Game Screenshot solarquest-iphone-3.jpg iPhone iPod Touch Game Screenshot

SolarQuest from Neon Surge is a side scrolling space action game that challenges players to fly through space themed obstacle courses. SolarQuest made it first appearance back in 2004 at an independent Mac game developer competition. Four years later the open source desktop version has been ported to the iPhone. SolarQuest costs $2.99 and features 7+ levels, two-button play, 4 different obstacles and 3 different pickups. This review was based off the recently updated SolarQuest 1.1.

In Solar Quest player’s ships start on the far left hand side of the screen. A map of the level is displayed above and the controls/display information below. Once the level begins your ship begins to drop to the ground. Players can use the upward thrust button or tilt controls to move the ship up and down. Moving the ship forward is done exclusively with the forward thrust button located on the far right of the screen. As you fly through the levels you can use the controls to dodge objects and pickup shields, point coins or extra lives. If you hit an object, floor or ceiling you will loose part of your shields. Once your shields are gone a collision will cause your ship to explode.

Parts of SolarQuest are fun. There are times when zooming along at full hyper speed barely missing moving objects that feel pretty satisfying. Unfortunately, there are a lot of missing features, glitches and design choices getting in the way of those fun moments.

The SolarQuest screen is way to crowded. The top map should be replaced by a simple progress bar and the layout of the display information could be a lot simpler. To complicate the layout issues further, the forward thrust button is on the right side of the screen and must continually be pressed to sustain speed. The major problem here is that the game moves left to right, so you essentially cover up some of the oncoming level with the finger or thumb using the forward thrust control.

SolarQuest feels like it’s missing a lot of features. There are no weapons and no real goals, objectives or achievements for the levels. Your only motivation is score and staying alive to see the next level. There are also no checkpoints and no continues. As of version 1.1, SolarQuest will save your game upon exit.

Controlling Solar Quest is adequate but could stand for a lot of improvement. You shouldn’t have to continually hold down the forward thrust button and there are still some annoyances in the ships post collision physics.

There are a host of other minor things that bother me about SolarQuest. The first few levels have invisible ceilings, there isn’t anything noticeable above your ship, yet you loose shields for hitting the top of the screen. The powerups/pickups are weak, placed badly and are not worth the risk of picking up. The levels end abruptly with no visual change to indicate that you’ve reached a station, platform or some other safe haven. The music added in version 1.1 does not compliment the game and adds two more buttons to an already crowded screen.

SolarQuest is a side scrolling space action game which has a few moments of fun. It’s repetive game place, lack of features, crowded interface and questionable controls make the $2.99 price tag hard to justify. With lots of improvements and features, SolarQuest could be a great game.

By: Aaron Robbins

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  • Hey Aaron, the co-author of this game here. I’m glad to see your review, I found the gameplay and cost to be just right. It’s a good quality game for cheap. I do find it interesting your right-button click/hold objection. I also didn’t find that to be such a problem, but perhaps inverting it’s functionality might make it better? I find myself clicking it on and off so often that I think it wouldn’t matter, and that appears to be the only aspect of the game (besides up and down) that you control. You are the first to mention the real estate of the screen being too crowded. I have to say that almost all the gameplay is in the 100% visible part of the screen, so I did not find the screen all that crowded since the majority of the gameplay is really in the 100% visible area. Also, the overhead map really helps me know what’s coming next so I can keep myself in the faster speed longer (this is how I get over 100k points). So overall, what improvements and features are you suggesting that might redeem this game in your opinion? I’d love more input from others also. Some of the features you see in 1.1 are straight from people suggesting them. Thanks for the review, cheers. - Andrew Farley and the Neon Surge Duo

  • Hey Andrew. Congratulations on your iTunes game launch. I appreciate your comments regarding SolarQuest and am happy to respond to some of your points.

    First, considering the number of levels and features I found $2.99 a little high for this game. Once a player has finished the game there is virtually no replayability. Perhaps if there were a few more features (described below) or an achievement system the current price tag could be justified.

    Second, the placement of the forward thrust was more an issue for me than having to click on hold it.

    As far as the screen crowding issue goes. I think everything is too big and really makes the game feel claustrophobic. I did a quick mockup of a redesign which you can find here .

    Third, I really don’t like the overhead map. I don’t find that the levels are long enough or hard enough to justify the screen space dedicated to it.

    Features id like to see:
    1. Better power ups. (short term invincibility, 2x points . . .)

    2. Free lives based on point milestones (10,000, 15,000. . .)

    3. The option to cancel the high score entry

    4. No shield damage when hitting the top of non tunnel levels

    5. A graphic or animation at the end of levels.

    6. Collectible per level objects (ie: collect 10 space diamonds or something)

    7. Fixed number of continues

    8.Vehicle attachments (weapons, stronger top sheilds . . .)

    9. End of level “boss” challenges (a clearing followed by a challenging series of obstacle or a series of staggered narrow openings . . .)

    10. User created maps & user submitted high scores.

  • Thanks for the input Aaron. We’ll take some of your ideas and suggestions into consideration. Some things are just not possible due to time constraints (we have other games we’re working on) but some are reasonable and you’ll see slowly in the next versions, and we have internet scores done now for awhile, it will be in the next update for sure.

    Cheers!

  • Hey Aaron and fellow tiltgamer readers… version 2.1 of our game is sent and when it is approved by Apple it’ll have the following features (some obviously influenced by your review and demand of other consumers)

    - Fixed accelerometer bugs (stuck at top)
    - Smoothed out accelerometer
    - No collision into invisible top/bottom
    - Online Score Ranking Submission and Viewing
    - Ability to cancel high score entry
    - Greatly reduced memory usage
    - Added Localization: Spanish
    - Greatly reduced size of game (only 2MB)
    - Terrain engine performance improvements
    - Added end level animation and sound
    - Improved sound performance (no skipping)

    When it comes out, please check it out when it comes out and maybe revise the review…? :)

    Expect more to come from us!

    - Andrew and the Neon Surge Duo (almost trio)

  • Thanks for the updates Andrew. I’ll be watching my updates for the new version.

  • Aaron and fellow tiltgamer readers, the new version went live about a hour ago, and we’ve had some very positive input from our customers on it already. Thanks to everyone for downloading it, and for the continued support! Cheers!

  • Thanks Andrew. Great job! The SolarQuest review has been updated.