It's a good thing the Count knows how to count. Tallying up all the undead creatures slaughtered under your hands in iDracula is a gargantuan task that would awaken any undead from a fitful slumber.

The intense, non-stop action of this gorgeous game give it equally big appeal, even though its full potential still lies dormant in the good Count's coffin.

iDracula plays like a top-down arcade shooter. Using a pair of digital analogue sticks rendered as circles in the bottom corners of the touchscreen, you control your vampire hunter's movement and direction of fire.

Weapons automatically fire whenever you place your thumb on the right analog circle, so all you need to concern yourself with is finding a target and moving out of harm's way.

That's a surprisingly tall order considering the slew of supernatural enemies that come after you. All manner of nocturnal beasts and demonic creatures flood the screen ranging from grizzly werewolves to mutant insects to crafty witches and even Dracula himself.

Their purpose is to kill you, the proof coming in the beeline made whenever a new foe pops on the scene. The intensity is palpable as you struggle against insurmountable odds, smudging the screen with sweaty thumbs in desperation.

Thankfully, you're given a robust arsenal with which to obliterate these creatures of the night. Beginning with a basic pistol, you come into a rifle, crossbow, grenade launcher, machine gun, and laser gun (nostalgically refer to as the BFG).

You're able to maintain a stock of multiple weapons, switching among them with a flick along the bottom of the screen. Enemies randomly drop guns and ammunition, so defeating as many enemies as possible is the only means by which to acquire new weapons.

While it would be preferrable to ensure weapon availability at set intervals, it isn't a problem because weapons and ammo are dropped frequently enough that you're never in need.

You do earn perks whenever you hit a set points total. Defeated enemies reward you with points. Upon reaching specific amounts of points (3000, then 6000, then 12000, etc.) you're given an option of activating one of four perks.

These special abilities include an extension to your health, increased running speed, and telepathic drawing of items toward you among others. Unfortunately, they don't persist from one game to the next; in other words, you have to earn them for each game you play. At least it affords depth to a game that would otherwise be a mindless shooter.

That depth, however, is extremely limited. With only two modes of play that share the same sole environment, iDracula hardly offers variety to go along with its action.

Survival is the mode of choice, featuring all of the weapons and perks previously mentioned. It's where the game shines, unlike Rush mode, which simply puts a pistol in your hand and has you face a neverending wave of monsters - no perks, no alternative weapons.

The game feels incomplete. What iDracula presents is a set of point-fests that hardly capitalises on its own potential. Additional levels, new modes, and persistent upgrades could transform this new blood into a heart-pounding adventure.