We continue the game marathon on App2Top.ru . Yesterday, the world release of “Colossatron: A Huge Global Threat” from the authors of Fruit Ninja and Jetpack Joyride took place. We managed to play it and we have something to say about it.

The crazy success of Fruit Ninja and Jetpack Joyride made the Australian studio Halfbrick a star of mobile development. However, the company’s golden years are behind us. This year, for the second time, the studio is trying to repeat its success. In the spring she released the strange Fish Out Of Water! The other day – no less wonderful Colossatron.

Colossatron gameplay

Colossatron, like Fish Out Of Water!, is an attempt to invent a new arcade gameplay, reworking well-known mechanics beyond recognition.

The project is positioned as a game about a huge mechanical monster (something like a Godzilla robot) that must destroy our planet, destroying a couple hundred armies along the way. 

You cannot control the robot directly. He, according to the script, moves on the map. The user’s task is to build a monster’s tail from the blocks scattered on the map. Each block is this or that type of weapon. The blocks come in six colors. When three blocks of the same color are connected, they turn into one more powerful.

The robot is constantly being attacked by enemy armies. It is also impossible to specify goals to the user (more precisely, it is possible, but not always). He must collect powerful military towers as quickly as possible. The more effectively he does it, the higher the chance of reaching the end. 

The game ends if the enemy army destroys all the blocks in the tail of the monster. 

How is it played?

Despite the constant explosions, a large amount of military equipment and the aggressive muzzle of the main character – the monster Colossatron, it is clearly visible where the legs of the project “grow” from. Colossatron is a mix of Tiny Tower and Zuma.

From the first game got the opportunity to combine blocks into larger ones, from the second – the dynamics. As a result, you can easily get hooked on the game.

But where Halfbrick’s creativity begins, the game has problems.

Moreover, it seems very strange, since many things that now seem self-evident in the industry were introduced by Halfbrick a couple of years ago (a quick start, slot elements in a non-slot game, the transition to free-to-play).

And in her latest projects, she refuses them herself. 

  • The plot, which is served through stylization for news releases, is very intrusive and does not allow you to enjoy the game.  
  • The snake itself, as a rule, does not fit entirely into the screen, the number of opponents is off the scale, there is no way to sort out the mess that reigns on the screen. For this reason, the game skill in the game almost does not matter. We managed to put together a cooler chain before the difficult moments – everything will be fine, we didn’t have time – replay. 
  • IAP plays a key role. At a certain stage, it becomes too difficult without them. In principle, this is normal, but at the same time the game is paid.  

In general, it seems that Halfbrick does not quite understand how their cult projects have achieved popularity, and now they are just randomly pointing a finger at the sky.

As for the first results: so far the project boasts only 21 positions in the paid top of iPhone applications in the USA.  

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