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  #21  
Old 11-19-2010, 09:28 AM
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LordGek LordGek is offline
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Default Game Impressions

Yowza!

I just got to do a couple of initial run throughs of the game and this is PURE Abstract Resource Juggling Puzzley Fun!

At its most base level the game is about killing skulls to gain experience and level up for better stats and skills. Draw a continuous path through some skulls and swords will damage or kills those nasty bastages. Each turn the skulls are allowed to stay on the board they'll damage your armor and character himself. These twits start off pretty harmless as like little gnats, but later on they will likely be able to withstand a couple of attacks and will each be able to do much more damage to you.

But, of course it isn't THAT simple. There are potions to collect if you need to heal up, shields to collect to both repair and upgrade your equipment, coins you can use to buy better equipment.

There also is a lot of strategic resource juggling...like you could kill the two skulls on the board now or, as you currently can see a path that would net you a huge desperately needed health boost.

Another fun aspect is the game's skills. These are almost akin to Puzzle Quest spells. These skills can do any number of useful things although most seem to be based on collecting a certain tile type or converting a given tile type to another (i.e. Disarm which will turn all skulls currently on the board into swords). They cost nothing to cast/use, but depending on how potent the skill, will have a commensurate cool down period (number of turns you'll need to wait before you can use it again).

So if you want to stay alive long in the game you'll need to level up, get the best equipment possible, use your skills strategically for the biggest effect, and wisely choose the best equipment upgrades to complement your style of play.

Lastly, just so I can't be accused of misleading anyone, realize there is only the one enemy type nor any story but the opening little blurb before the game starts.

Once you finally succumb to the never ending hordes of skulls, you'll be presented with a nice detailed breakdown of how long you played, baddies killed, skills gained, final gear, etc. with your resulting score. Your top 10 local scores are kept in a Hall of Fame that also, via near microscopic icons, will show your ending gear and skills.

While I'm cool with there just being the one generic enemy, the skulls, I think it might be fun to give them some unique skills/abilities. Like poisonous Green Skulls, Experience Draining Purple Skulls, Armor Rusting Orange Skulls, etc. These skulls would still be eliminated and grouped with any other colored skulls just as before but when a player sees among the generic skulls and orange guy mixed in there he'll know that in addition to the normal damage he'll be suffering EXTRA armor damage until he takes that twit out.

Good Fun 5/5!

Last edited by LordGek; 11-19-2010 at 09:34 AM..
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  #22  
Old 11-19-2010, 09:44 AM
Vovin Vovin is offline
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Good Fun 5/5!

I hate you and will buy this game now.
You made me spend quite a heap of money so far.
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  #23  
Old 11-19-2010, 10:07 AM
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LordGek LordGek is offline
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I hate you and will buy this game now.
You made me spend quite a heap of money so far.
Sorry but you realize Steve Jobs holds me captive in his basement and MAKES me hype up all of these silly games against my will!
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  #24  
Old 11-19-2010, 10:33 AM
Qurao Qurao is offline
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Damn it, now I want the game too. Without having played the game I can agree with LordGek's sentiment of doing small twists on the enemy, so as to make them feel less generic to the player.

I have a question, though: do you gain anything, that carries over into new games? If the game relies purely on player progression, I'm not sure it's for me.
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  #25  
Old 11-19-2010, 10:42 AM
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LordGek LordGek is offline
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Originally Posted by Qurao View Post
Damn it, now I want the game too. Without having played the game I can agree with LordGek's sentiment of doing small twists on the enemy, so as to make them feel less generic to the player.

I have a question, though: do you gain anything, that carries over into new games? If the game relies purely on player progression, I'm not sure it's for me.
Nope!

In good the good ol' Roguelike form, once you die that's it and you'll start your next game from scratch (all of your gear goes to the grave with you).
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  #26  
Old 11-19-2010, 10:44 AM
Vovin Vovin is offline
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Nope!

In good the good ol' Roguelike form, once you die that's it and you'll start your next game from scratch (all of your gear goes to the grave with you).

LOL, now you founded a new sub-genre: "roguelike match-3"
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  #27  
Old 11-19-2010, 10:46 AM
Qurao Qurao is offline
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I think the price point of the game is a little steep, compared to other titles on the Store. $1.99 would probably be the sweet spot, though I'm hoping it'll go on sale some time, so I can snatch it up for cheap. I'll be keeping it on my AppShopper
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  #28  
Old 11-19-2010, 10:54 AM
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LordGek LordGek is offline
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Originally Posted by Vovin View Post
LOL, now you founded a new sub-genre: "roguelike match-3"
About time!

I love the game's pacing as well.

The monsters initially seem so harmless. You can have a few on the screen pounding on you and they won't even get past your pathetic armor allowing you to focus more on building up your money and equipment upgrades...but sooner than later those little bastages will start coming in larger groups and doing some significant damage requiring a massive mind shift.

Realize that while sometimes you might want to clear the screen of extra potions even when uninjured or link up some swords even without any skulls but you'll gain nothing for it (even if you don't need the health, until you clear them out these are just tiles taking up vital space).
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  #29  
Old 11-19-2010, 11:50 AM
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Hi guys, I'm the developer, the updated game's back in the store. Thanks for posting your impressions, Gabrien, a lot of care's been taken to playtest and polish the game and I'm glad that it shows.

Global leaderboards is definitely one of the things I plan to add in if there's interest, but I'd love to hear any other suggestions you have.

And I'd appreciate any positive or negative feedback from anyone else playing, hopefully I can fix any negatives and improve the game for everyone.
I have a question about equipment upgrades!

Are the equipment upgrades tied to specific pieces of equipment? Like say I opted for the +1 Vit upgrade to my shield, am I safe in assuming that +1 Vit would be lost the second I replace the shield? This seems kind of obvious but then again gets confusing when applied to something like "Potions" which aren't really tied to the equipment you might trade in at the shop.
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  #30  
Old 11-19-2010, 08:45 PM
fireflame fireflame is offline
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Quote:
Originally Posted by LordGek View Post
I have a question about equipment upgrades!

Are the equipment upgrades tied to specific pieces of equipment? Like say I opted for the +1 Vit upgrade to my shield, am I safe in assuming that +1 Vit would be lost the second I replace the shield? This seems kind of obvious but then again gets confusing when applied to something like "Potions" which aren't really tied to the equipment you might trade in at the shop.
Yep, upgrades are tied to whichever piece of equipment you apply them to, but adding more upgrades to equipment also makes you more likely to find better equipment in the shop.

For example, applying 2 life leech and 1 strength upgrade to a sword will make it possible to buy a +3 damage sword from the shop (if you're lucky), so upgrades aren't entirely wasted when you replace items, and there's usually a tradeoff between keeping your upgrades or getting a large boost to damage/armor.

Depending on the item, upgrades can also sometimes persist onto new items you buy from the shop.

The Potion that you're upgrading is actually a type of item you can buy at the shop, the fifth item type is "trinket", and this can be a ring, amulet or potion, etc. These can have a wide variety of miscellaneous upgrades (not +damage or +armor) and are most likely to maintain their upgrades when being traded in the shop.

Quote:
Originally Posted by LordGek View Post
While I'm cool with there just being the one generic enemy, the skulls, I think it might be fun to give them some unique skills/abilities. Like poisonous Green Skulls, Experience Draining Purple Skulls, Armor Rusting Orange Skulls, etc. These skulls would still be eliminated and grouped with any other colored skulls just as before but when a player sees among the generic skulls and orange guy mixed in there he'll know that in addition to the normal damage he'll be suffering EXTRA armor damage until he takes that twit out.
That's a great idea, I had toyed around with the idea of having different types of enemies but ultimately it seemed like it would get a bit confusing if there's constantly a half dozen different types of enemies onscreen. The way you describe it though, it could work - if the special enemies were more rare and the normal ones were still predominant, the player would have to make a an effort to get them off the grid and wouldn't get tired of constantly having to clear out the specials. I'll add this to the list of changes for next update
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