By James Weatherley
Open iTunes to buy and download apps.
KotH, or King of the Hill, 3D game where you have to climb to the top of the landscape and defeat the watchtowers in a world where energy is strictly conserved.
KotH is a remake of Geoff Crammond's game 'The Sentinel' from the 1980s. You start at the bottom of the landscape, and have to work your way up. You gain energy by absorbing items in the landscape, but the watchtowers will absorb energy from you.
KotH has over 4 billion unique 3D landscapes for you to tackle.
KotH is OpenFeint Enabled.
What's New in Version 1.0.3
Trees planted by the player are drawn immediately,
Fixes to emergency teleport code.
Being a big fan of the original, I like what I've seen so far, having completed the 2nd level. It is a challenge, as the Sentinel sweeps around pretty fast, and there's not a lot of spare time, or spare squares, to waste. Since it's an iPhone app, the controls are going to be difficult to get used to. If you enjoyed the original then you'll enjoy this one, too.
For those unfamiliar with the concept, you climb up by finding an empty square, tap it to select it - it turns red - send a boulder (or more than just one) to it, then add a robot on top to the boulder(s), and then transfer yourself into the new robot. Lastly, try to absorb your old robot and boulder(s) (and any trees) to conserve energy. Once you are high enough to absorb the Sentinel you transfer yourself onto the top, and move on to the next map.
Update: I'm at level 3076 now, and am very pleased with this app. However, it would be great to be able to set the rate at which energy gets drained, as currently the Sentinels can drain energy very quickly.
My favorite Sentinel remake on iOS. A few tweaks and it'd be perfect!
I luckily stumbled upon this title mentioned in a iOS game forum. I saw several Sentinel fans recommend it and I took a gamble by grabbing it. I am so glad I did.
First things first: "The Sentinel" was and still is one of the most unique games in existence. A simple play mechanic that, at its best, induces sheer panic. All that with flat polygons. Crazy, huh? If you are unfamiliar with it, read up on it. Then if it interests you, this is the game to get.
KotH has several control setups, easy to tune to your liking and even allows you to try them out right from the options screen. (I personally use "Swipes Drag Landscape" with the sensitivity jacked all the way up so I can turn fast enough to stay on the move.) These movement controls work great on the iPhone/iPod, but on the iPad, you'll find yourself swiping more to turn.
Selecting items to absorb is intuitive, allowing you to simply touch the item instead of making you touch the square it occupies. This lets you gain energy quickly without fumbling around trying to hit the square "just right."
Building items is usually just as easy, but it can become problematic if the space you want is appears as a small sliver of pixels on screen. While playing on the iPod, I have often had to tap an area several times for an available square to highlight for building, sometimes leading to a quick death. On the iPad however, this is much, much less of a problem and I almost always hit my target square on the first tap.
Visually, the low poly look works very well for the game. It keeps the 80's feel and keeps the playfield from getting busy. Also, the color schemes work nicely together: bright without eye-bleeding clash.
Highly recommended for any "The Sentinel" fan...or anybody interested in a harrowing (but fun) experience in strategy, stealth, resource managment and low poly death.
As a note to the developer, Awesome job! A few tweaks, if I may (In order of preference):
Retina resolution or Univeral app status would make this a super iPad app, too.
Allow for the sensitivity slider to go even higher (For when playing on the iPad.)
A rotatable/multi-axis view of the field during the pause screen so player can get their bearings mid-game.
In the New Game map screen, add a "hold arrow to auto scroll" through maps faster. (As opposed to tapping a lot.)
Weird glitch in map selection screen if you hit the "map number" bar: a keypad pops up and won't go away unless you leave the game.
And just for fun:
User-made maps generator using adjustable variables for "skirmish" gameplay. (Variables could unlock through the "Campaign" mode.)
What the heck...How about user-selectable color schmes using RGB sliders?