App description: MEET THE MEEGO - wacky, volcano-dwelling villagers who need your help. Watch them grow from babies to adults, fall in love, and build the most epic village!

AWESOME FEATURES
Assign Meego to jobs and see them improve over time!
Watch your Meego grow from babies to adults, fall in love, and grow old!
Name and customize your Meego with hilarious items!
Build quirky buildings and yummy food stands
Launch Meego into the air to travel from your Launch Dock
Collect rare birthstones by strategically breeding villagers

Note: An Internet connection is required to play.

Follow us on Twitter:
http://twitter.com/athinkingape

What the gamers are saying:

"The cutest, most fun game I've played in awhile! Super well thought out and I love the mating dance!" - EYChick

"YOU'VE NEVER SEEN A GAME LIKE THIS BEFORE! I can't put it down." - ZGame18

C.Hannum's comments:



I discovered this pretty much by accident a few days ago but am impressed enough to bring it to the attention of TA since it's apparently unmentioned anywhere except an empty holder article in the front page database.

If you've got a soft spot for freemium builders but are tired of the vapid pointlessness in the genre, then you ought to take a look at this. First off, while superficially resembling your run of the mill freemium builder, it's anything but - it's a a real time building sim. It has a lot more to do with the building portion of games like Age of Empires than FarmVille.

You have to procure and manage four resources. Each Meego has three primary stats related to discovery of tech, "bartering" with neighbors, and gathering resources. It's a fairly complex game where you have to constantly make choices about how to manage your resources at hand, figure out which Meegos should be assigned to which tasks (performing tasks raises the related stat), when and which Meegos you need to breed...

Yes, that's the most original hook here: Meegos are born, become adults, grow old, and die over the course of about 5 days. You are effectively god and get to manage the "herd". Do it right, and you improve the genetics of your population (the stats of the parents determine the stats of the offspring), you can introduce strong genes from visitors to your village (you there, breed with my women!). Do it wrong and you can wind up waiting to clear a bunch of gravestones to start over from scratch.

The game is still really new (just came out of a limited beta in Canada/Australia about 2 weeks ago) and many features are still forthcoming, but I'm impressed. Neighbors are automatic through ATA's own network, there's world wide chat, etc.. Perhaps key for some of the more skittish around here, the monetization is coming in well after the game. The game does have a premium currency (crystal skulls) but you couldn't even purchase it for real money until the official launch, it's given out as random rewards when visiting neighbors, and, for now, the only thing it's good for is speeding things up so there's really not much point. Basically, it's a Tamagotchi on the level of an entire village built around a social game backbone that, at least for now, has pretty much zero reason to spend money on except to encourage the devs.
11-26-2012, 10:01 AM
#11
Anyone know what the various "moods" of the totem are? Apparently there is certain bonuses you can get by doing things for certain moods of totem, but i cant figure it out.
11-26-2012, 11:49 AM
#12
Quote:
Originally Posted by KeKhan View Post
Anyone know what the various "moods" of the totem are? Apparently there is certain bonuses you can get by doing things for certain moods of totem, but i cant figure it out.
The graven is either happy, sad, or outright mad. You don't get bonuses per se for keeping him happy, but you sure do suffer a gathering rate penalty for making him mad. So long as your villagers are kept fed (either because food gathering is positive or you have so much stock piled that even with the current deficit it's some significant length of time - think it's anything more than 24 hours worth of food but I've never tested it to work out the exact stockpile you need - before your villagers will go hungry) he will be happy. Once you reach a point your stockpiles of food are low and gathering is in the negative, he goes sad (still no penalty). Then, if you actually let your villagers go hungry, he goes old testament and starts spitting fireballs around the village that cause workers to go slower than normal.

Game Center : "Chip H.". Grand Poobah of Troop "Touch Arcade" in Battle Camp (referral code: hns1w1 )

12-07-2012, 10:10 PM
#13
There have been two big updates since I last posted that have improved the casual friendliness quotient, given the hardcore more to strive for, as well as brought the winter holidays to the volcanoe.

- A big change is there is now an option to resurrect the dead Meegos for free but with a 50% stat reduction. You still can't set the game down for more than a few of days without penalty, but this is a friendlier option for dealing with a Meego wipe out than the binary choice before of either starting your gene pool over with brand new Meegos or paying 8 skulls a resurrect (that option is still there, but you get the Meego back with full stats).

- Leaderboards are now more comprehensive, tracking all four quantitative aspects to the game (total mojo, average villager strength, intelligence, and charisma). Meego herd management is now going to be even more complicated if you're chasing the leader boards (/raises hand)

- Game name has been changed from Meego Village to The Meego (currently, The Meego: Holiday Edition) to emphasize the game's focus

- Holiday theming and music with more stuff being rolled out server side (at least that's the implication of dev statements on their forums) over the next few days.

Game Center : "Chip H.". Grand Poobah of Troop "Touch Arcade" in Battle Camp (referral code: hns1w1 )
05-20-2014, 05:13 PM
#14
Wondering why this never got much attention I played it a long while back and it was pretty good besides needing a constant connection
05-21-2014, 09:21 AM
#15
Quote:
Originally Posted by ste86uk View Post
Wondering why this never got much attention I played it a long while back and it was pretty good besides needing a constant connection
I can sum up the principle failure of the game's design: ZERO long term vision for the game.

With space and population being so finite and limited, all you were left to do after a while was breed to improve stats... which could have worked for an endgame if they'd bothered to give you something to do with those stats, but all you could gain from raising stats was amassing resources slightly faster, but you couldn't use the resources anyhow so what was the point again?

They kept people hanging around waiting for the promise of new areas to explore... and then when the update finally came out with the Turtle's Grotto you wondered how it took so long since it took them 4 months to do something that I'd wager Foursaken could have done over a few lunch breaks. It was just a pointless timer "mini game" that took more resources to play that it yielded and was of zero utility to longer term players. The single highlight of the "biggest patch ever" was a quick turtle fart joke that was only amusing once.

Then they kept monkeying with the villager lifespan stupidly concluding it was the 120 hour lifespan of villagers that was keeping the game from succeeding vs. their complete inability to imagine anything more than people contentedly paying money to check in on a builder sim where you couldn't build. When they did this they wound up ruining the one thing that was keeping people playing and by the time they changed it back I'd already given up in disgust at how they could take such a cute premise and run it into the ground so soundly.

Game Center : "Chip H.". Grand Poobah of Troop "Touch Arcade" in Battle Camp (referral code: hns1w1 )

Last edited by C.Hannum; 05-21-2014 at 09:23 AM.

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