★ TouchArcade needs your help. Click here to support us on Patreon.

Indestructible - (by Glu Games Inc.)[Universal](Currently only in Canada out)

09-19-2012, 10:04 PM
#21
Game Impressions

And another. Last one since I'll be getting rid of the game permanently.

Found out through a wipe of my iPad that Indestructible doesn't even save your cash, gold or unlocked cars (or even freaking paint jobs you paid for) under your game center name. That's a game that wants you to spend money on it. ^^


Anyhow, there's a clear imbalance in the game. Newbies have to basically lose for at least 500 times before getting a chance in winning against an AVERAGE player. Oh, and kinetic weapons just blow balance wise - even the gold option one.

So, in short, don't spend your money (or even tapjoy points) on this game. And, unless it changes in how it handles new players, avoid even starting to play it since you'll just be wasting your time and never even have any fun.


Glu games is just not any fun. I'll be avoiding their games in the future.

Last edited by LooseMinded; 09-19-2012 at 10:09 PM.
01-11-2013, 07:30 PM
#22
game is good

Last edited by adriilabsjoy; 01-11-2013 at 07:32 PM.

01-11-2013, 07:44 PM
#23
Quote:
Originally Posted by Sanuku View Post











Battlefield - AirCrash:

YouTube: video

Battlefield - Iceberg:

YouTube: video

Battlefield - Rocketbase:

YouTube: video

Multiplayer - Capture The Flag:

YouTube: video

Multiplayer - King of the Hill:

Soon...

Menu/Cars/Tuning/iAP Trailer:

YouTube: video

Is it currently for US/CA only? I can't download it from my country.
01-11-2013, 07:51 PM
#24
Joined: Jul 2010
Location: Denmark
Posts: 921
Quote:
Originally Posted by Ayjona View Post
I'm surprised. While full of the normal trappings of the business model Glu helped create and uses as another small weapon in the war against conventional PC and console gaming, Indestructible is also reasonably entertaining (in mindless, dual stick shooting kinda way). How much of this might be the post-apocalyptic road warrior in me, finally let loose in the badlands again (with Auto Assault gone, Death Rally but a fading memory, and the always brilliant but time-consuming Darkwind Online as the only standing bastion of the true carrior, I haven't been doing much road raging these past years) with just a loincloth, wooden club and a broken bike as his ride, screaming and cackling in futuristic delight, I could not say. So I'll try to make up yer minds for you:

The primary reason for the surprising amount of fun (remember, relative definition) is probably the car physics model, and how it seems to add a little more strategy and skill to the dual stick shooting process. Unlike the vast majority of dual stickers, where movement is multi-directional without delay or complications, in Indestructible, you actually have to take into account turns, skids, drifts, acceleration, speed, and even the rare flip. This makes evasion, navigation and positional advantages more complicated, and more rewarding. You can jump off ramps, ram your opponent (both to damage and to put him on his roof), and even push your dreaded foe off cliffs, to see him explode off the nicely flat-textured landscape below. The physics are floaty, unsurprisingly, but so far it either seems to add to the experience, or at least not detract from it.

There is also more depth to what could not really be called "character development" in the previous Glu Gun Bros reskins I've had the displeasure of downloading or seeing someone else play. There is actually a skill tree with 18 different skills, each with one or several ranks. The skills include effects like increasing damage/rate of fire/armor, improved use of the active ability mentioned in the paragraph below, dealing more collision damage, extra speed after taking damage, converting incoming damage to energy, and other advantages. There are quite a few different effects, and they allow for some fairly divergent character builds. It's entirely viable to build a ramming character, a tank, an offensively focused speedy attacker that gains extra damage from sustained fire, etc.

The cars are also another concept which I can't really find an equivalent of in Gun Bros/clones, kinda the equivalent of classes/character types. There are 7 different cars (with their own complementary drivers), each with different stats in five categories (Capacitor, Offense, Defense, Agility and Difficulty), one active ability, and one passive ability. The cars differ in focus, from a quick little bugger that gains more weapon damage the faster it goes, a futuristic tank thingie that repairs armor as it deals damage, an area-of-effect-charging muscle car, a shockwaving big rig, and an energy-draining hovercraft.

The rest is standard practice. Instead of equipping your little soldiers, you deck your car out with new ranged weapons, ramming gear, capacitors, engines, batteries, intakes, exhausts, weapon mods, auto-repairing modules, armor, paint jobs, and so on, along a long list of gear.

Now, any good hobby reviewer saves the readers' favourite topic for last: the IAP! And... well, it is IAP, and therefore by nature evul and perverted (in a non-sexy way) and nasty and greedy and capitalistificient. But I suppose it could be worse:
  • There are no gameplay timers.
  • Character progression seems unhindered by IAP, and the IAP currency cannot actually be used to level a character more quickly or purchase skills from the skill tree.
  • There are no consumable IAP in-game boost.
  • Out of 58 pieces of equipment, 18 require the IAP currency. I've no idea if this is an outraging horror, or a karmalicient lenient amount, but that assessment is probably mostly subjective and comparative.
  • There is a chance all paint jobs require IAP purchases. (IAP for visual customization is one of the lesser ways of digital commercial evil, to my mind.)
  • I've found no way to earn the IAP currency in game.
  • Surprisingly, the best weapon (at least stat-wise) can be purchased for the in-game currency.
  • The cars (with their special abilities and stats) can all be purchased for the in-game currency as well, loosing Glu a probably very solid opportunity for profit.

As far as I can tell, this means that while IAPers might gain the upper hand early on, once a freemium player has reached the higher progression levels, the online arenas will not be dominated by those who see typing in their App Store password as the greatest challenge any game can offer. With the best stuff available for anyone with the right level and in-game funds, in the end, we'll all be equals.

But keep in mind that this is a beta (and boy, it shows, with placeholder art and strange app behaviour), so I suppose there is still time for Glu to go profitallistic on us and crank up the IAP machine. So, in the spirit of prevention, Glu guys, if yer reading this, the IAP is shameless and heartless, and you really need to tone it down or be accused of civil disobedience and of employing subversive or agitative language aimed at stirring unrest/overthrowing the political incumbent, dudes!

The rest of you, if you're either a fan of post-apocalyptic car combat (like me, who still sometimes surprises myself by choosing theme and setting over gameplay and mechanics), or arena-based single and multiplayer action games, the IAP might just not be bad enough yet to ruin this one for you.
Amazing write up. Thank you so much. :-)
08-10-2013, 05:08 PM
#25
Joined: Oct 2012
Posts: 619
Quote:
Originally Posted by Leegames View Post
Amazing write up. Thank you so much. :-)
In a new update, they added timers. Without it, I would say this is a solid F2P game from Glu, fun and great physics. At least they added real time shadows.
08-10-2013, 05:35 PM
#26
Joined: Oct 2012
Location: Area 51
Posts: 2,922
Is this worth starting?