The week flew by unnoticed, given the rich release of last Thursday. We were even a little taken aback today, they say, KOTOR has not yet passed, Ace Attorney is only half, and we have not reached Warhammer at all, and here a couple more at least very worthy projects are in line.
Kingdom Rush FrontiersThe continuation of the original tower defense came out very tasty: neat cartoon graphics, midcore gameplay, there are even role-playing elements.
As they say, fans of the original part will be happy to download, and newcomers will get hooked. Another thing is that the project is paid. It costs 169 rubles. As for the IAP, they are here, rather, made for the sake of decency. If you want to buy something, you’re welcome, but it’s not necessary at all. Prices don’t bite. You will not lose more than 329 “wooden” at a time.
As a result: heroes cannot be pumped for real, as well as buildings. In fact, Ironhide Game Studio deprived themselves of an additional source of income. The advantage of this project or its disadvantage – decide for yourself.
9th DawnThe most gorgeous thing in the game is the first screen: “we found a bug, contact us at such and such an address.”
Unfortunately, this is not a concern for users, but a warning, which, by the way, did not prevent developers from putting a price tag of 99 rubles on their test miracle.
Ideally, 9th Dawn is a classic role–playing game, an ideological and stylistic follower of rogue-like projects of the late 80s. In the presence of: a sea of characteristics, ascetic two-dimensional graphics, a giant world, the change of day and night, a sea of loot.
Implementation spoils everything.
I will keep silent about the monstrous interface and the lack of inventory. The main problem is management. In 9th Dawn, he is killed in the first two minutes of the game because of him. The decision to fasten the feature “and let’s have the player control the direction of impact” was fatal. Poorly-debugged stick, responsible for the combat functionality of the hero, turns the game into a torment.
You don’t expect this from the publishing initiative Made with Marmalade, responsible for publishing the game on iOS.
SiberiaWe have already written about the release of the mobile version of Siberia in Canada, however, then we did not have the opportunity to personally familiarize ourselves with it.
Fortunately, there wasn’t. Benoit Sokal’s creation turned out to be not one of those over which time is not subject. On the latest iPad generations, the project looks, to put it mildly, pale: blurred backgrounds, three-dimensional characters with a “ladder”.
Very rough porting – did not contribute to ennobling. Big Fish decided not to even redraw the interface. As a result, instead of a miracle, the player is waiting for a solid disappointment.
Yes, the game was also cut into several parts. The first one can be downloaded for free, you will have to pay for the rest.
Bridgy JonesPolish studio Grow App with the help of Chillingo released the most charismatic project of this week – Bridgy Jones.
The essence of the game is to build a bridge that will allow the train to get from point “A” to point “B”. It would seem that how many games have already been on this topic? Bridgy Jones rides on bright characters and a general fervent mood.
Take at least the plot: the user is standing bridges for a reason – he helps the driver and his dog catch up with the train carrying the purple chicken. The dog has fallen in love with her, and the machinist dreams of scrambled eggs. So even the launch of the game gives a good mood.
However, it was not without design jambs. For example, the tutorial (like all dialogues in the game) is accompanied by “voice acting”. It refers to the indistinct grumbling of the main characters. They say they are saying something, but it is unclear what exactly. Thus, the publisher apparently saved on localization. And everything would be fine if the speech didn’t seem coherent. The player hears the speech, reads the text at the same time, but they do not merge together, dissonance arises. Because of this, dialogues are perceived in the project with difficulty.
It is also about pirates, but it is not a quest, but a role-playing Match-3.
As we already wrote in the spring, the main difference between the project and similar games is the original combat system. As a rule, in normal combat Match 3, damage to an opponent is inflicted either when certain game chips (for example, skulls or swords) are arranged in a row, or when spells are cast after collecting chips of a certain color.
In Scurvy Scallywags, everything is completely different. The main character, like his opponent, is together with the chips on the playing field. In order to strike, it is necessary to be close to the enemy. The movement is carried out by removing rows of chips standing close to the character from the field. But the combat system is only the tip of the iceberg of game mechanics.
The hero in a seemingly casual game has several characteristics that affect his fighting qualities; resources are spent on building ships, and gold on bonuses, there is also a full-fledged plot and a bunch of nuances. So, in the end, Gilbert got not a simple entertainment at all, but a rather serious project, albeit with pirate songs about a bottle of rum.