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Author
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Topic: Gyromancer (Read 2860 times)
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schild
Administrator
Posts: 60350
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my life wishes this game were never made
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caladein
Terracotta Army
Posts: 3174
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It took me a battle to get used to the clockwise movement but once I clicked into it... it's all over.
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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schild
Administrator
Posts: 60350
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I can't really put into words how amazing this game is. It's the definition of beauty in simplicity and it absolutely thrashes Puzzle Quest.
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Trippy
Administrator
Posts: 23657
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Okay now that I've been able to play through the first demo level without crashing out of battles I understand why you guys like it -- it's a twitch game. I prefer my "matching" puzzle games to be turned based. Also, it doesn't have nearly the depth that Puzzle Quest has (or at least the demo doesn't).
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schild
Administrator
Posts: 60350
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I never really thought about Puzzle Master as having depth, it was just Bejeweled with an AI alternating turns with you while you both hoped to mess the other person up. This is, effectively, the same thing - except the AI doesn't take a turn. Also, it's not really twitch. What made you think that?
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Trippy
Administrator
Posts: 23657
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You have a time limit on destroying the enemy "attack(s)" on the board.
The faster you can rotate to fill your own attacks and destroy the enemy attacks the better you will do.
Edit: Also, taking turns on the same board adds a significant amount of strategy (or at least mental calculations) that's missing in this game. Basically you always have to look an extra turn ahead so you don't leave the board in a state that will give your opponent a significant advantage on its turn.
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« Last Edit: November 19, 2009, 01:21:34 AM by Trippy »
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schild
Administrator
Posts: 60350
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The faster you can rotate to fill your own attacks and destroy the enemy attacks the better you will do. This really isn't quite how the game works. There is no faster, you can be leisurely. Also, it's more important to do damage than to worry about stopping damage.
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Trippy
Administrator
Posts: 23657
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I tried the demo. In the demo the enemy attacks show up as gems on the board with a timer on each gem. If you don't destroy the gems by the time the timers run out you take damage. The timers are relatively short as in ~5 - 7 seconds long. Is this not how the full version works?
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schild
Administrator
Posts: 60350
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Those aren't seconds, they're moves. One twist is -1 on the timer.
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Trippy
Administrator
Posts: 23657
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Samwise
Moderator
Posts: 19324
sentient yeast infection
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Xilren's Twin
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Im playing this and didnt realize that matching gems that are the color of your opponents affinity does NOT fill their gages. Took me until the second map to figure that out.  Not bad game, but quite frankly i think i like alternating turns with an opponent ala Puzzlequest than this "you make every move, just make good ones" style.
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"..but I'm by no means normal." - Schild
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Xilren's Twin
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Btw, i thought the first several areas of this game were quite frankly too easy. I was clearing whole maps without ever taking any damage at all. Somewhere around area 5 or 6, they made it harder. Basically now, any time you make a move that doesnt result in any matches at all, you are penalized for it: enemy time bomb have 2 come off the counter instead of one, and their gauges fill faster. Plus enemy hp in the teens is much higher so fights last longer which means you will generally take some damage on your critter. Wish they had more pokemon to collect rather than being able to unlock 3 version of the same creature, and the jrpg plot it typical 
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"..but I'm by no means normal." - Schild
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