iOS games are very interesting because they can do microtransactions and try all kinds of business models to get things to the player and get money in return. Slayin is kind of squandering that opportunity even tho it would be very easy to implement hooks here and there so the player has the incentive to spend some money to get things in return. That being said, the gameplay loop is too simple and short as of right now for me.
Nimble Quest is similar to the 'snake' game, you need to move a line that grows longer without touching anything, nor the walls, nor the other parts of your snake. In this case, you have a line of heroes that walk alongside arena-style maps where you have to defeat enough enemies before you can proceed to the next level. You start with one hero from a list of fifteen heroes or so (albeit they are but all locked at the beginning) each with their attack types and armor values and then you acquire more heroes by finding them randomly in the levels.
Shufflepuck Cantina is a weird game, on one hand you have an interesting air hockey game with power-ups, special moves, and prizes to be won, on the other hand you have a deep achievement system, shops, different NPCs with stories and moves to master, quests and some gambling here and there.
You drop your line down the sea, you navigate carefully between fishes, you either hit fishes or go to the maximum depth you can go, then your line comes back up, during which you try to get as many fishes as you can, then they pop out of the sea and you hate to shoot them with guns to get money. You use that money to buy upgrades and you go to other maps with different fishes by catching different species. This is ridiculous fishing, and it's pretty good, almost perfect in the way that small games can be with their simplicity and amazing fun factor.
Pixel People is as casual as they go in term of iOS games, you have two resources, one of them can be paid for with real money and is used to save you the most time, the other grows slowly over time. The visual style is pretty neat and there one some very interesting game mechanics in there that made me bite the bullet and play tons of it, ultimately tho, it fails a bit short of what I wanted from it.
I was a big fan of King Cashing 1, the idea of random (and randomness-based) battles combined with some customisation and a little bit of grind here and there appealed to me, so when I heard that they were releasing a new one, I downloaded it and dove in. Three days later, I think I have a good idea of what I like, what I dislike and ultimately what design ideas make KC2 a game that I enjoyed very much.