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3 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 161)
Welcome welcome, my fellow Android gamers, to this weekly tradition where I summarize the most interesting mobile games I have played this week :) This episode includes an awesome samurai-inspired action fighting game, a fantastic RPG with Heroes of Might and Magic-inspired combat, and an old-school turn-based tactical indie RPG with more features and systems than most RPGs I’ve played on mobile. Disagree with my opinion? Let’s have a friendly discussion below. New to these posts? Check out the first one from 161 weeks ago here. The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
Let's get to the games:
Ronin: The Last Samurai [Game Size: 310 MB] (free)
Genre: Fighting / Action / Rogulite progression - Requires Online Access Orientation: Landscape Required Attention: Full tl;dr review: Ronin: The Last Samurai is a unique action fighting game with a beautiful "ink wash" art-style and Archero-inspired roguelike progression systems. With only an attack and a defend button, combat seems deceptively simple at first but quickly turns into a game of masterfully blocking incoming attacks and identifying each enemy’s attack patterns. Most importantly, combat just feels great, and any attack or animation can be interrupted to block an incoming attack, which plays a big part in making it feel responsive. In fact, blocking at just the right time allows us to parry incoming attacks, which reduces the enemy’s “Posture”. Once posture has been fully reduced, the enemy gets stunned for a few seconds. The core gameplay consists of a series of one-screen stages that each contain a few enemies, with bosses at every fifth and tenth stage. Every time we level up by defeating enemies, we get to pick one of three available abilities that last until we die, allowing us to gradually grow stronger. We fight until we die, and between deaths, we can then equip or upgrade loot found during combat, or spend gold to unlock random new permanent stat boosts to hopefully progress further the next time – much like in Archero. Ronin: The Last Samurai monetizes through incentivized ads to revive once, an energy system that limits our play-session length, and iAPs for a premium currency used to instantly acquire new loot, buy forging scrolls used to upgrade equipment, and get more energy. If you can live with the monetization and just play the game for 30-40 minutes at a time, it provides a challenging combat experience that is definitely worth checking out. Google Play: Here MiniReview link: Here
Rivengard [Total Game Size: 414 MB] (free)
Genre: RPG / Turn-based - Online & Offline Playable Orientation: Portrait Required Attention: Some tl;dr review: Rivengard is a fantasy-themed tactical RPG with an interesting turn-based combat system that has us build out a large team of heroes to fight through PvE campaign missions, AI PvP matches, guild raids, and much more, while collecting loot and gold to upgrade our heroes and forge better gear. Every hero has unique stats and abilities, and at the start of each match, we select which to use and where to position them on the hex-grid playing field to best counter the opponents. We get to move every hero on each turn, and attack opponents with normal attacks or abilities if we’re within range, much like in the Heroes of Might and Magic PC games. The terrain even increases the strategic gameplay depth by including bushes to hide in, HP-recovering tiles, and elevated platforms that provide a damage boost, and since there is no auto-combat system, each fight is both engaging and fun. Progression happens primarily through completing campaign levels and quests that provide shards, laurels, and gacha tokens used to unlock new and level up existing heroes. While it didn’t hinder my enjoyment of the game, there is an energy system that caps the speed of this progression by limiting our play-session length to roughly 20-30 minutes at a time. Monetization happens through iAPs for a premium currency used to buy chests with resources and items, summon heroes, and recover energy when it has depleted. With lots of game modes and a guild system that the developer is actively expanding, Rivengard is a promising and fun RPG primarily held back by a monetization system that may frustrate some players. Google Play: Here MiniReview link: Here
Grim Wanderings 2 [Game Size: 114 MB] (free)
Genre: Strategy / Turn-Based / RPG / Indie / Complex - Offline Playable Orientation: Landscape Required Attention: Some tl;dr review: Grim Wanderings 2 is a deep old-school indie RPG with turn-based tactical combat, large hex-grid maps, lots of quests and random events, and 25 unique character classes. In either the Adventure or Strategy mode, we travel a hex-grid world to fight enemies, hire new troops in towns, build new buildings, and complete quests or random events – a bit like in Heroes of Might and Magic. Once we’re ready, we can start exploring the many events and locations each hexagon world tile contains. For example, we may travel to a lake and meet a fisherman who we can forcefully ask to share his fish, or even rob. After selecting an action, we're shown eight cards of which we pick one to determine if our action fails or succeeds. While there is already lots to dive into, the developer have an incredible amount of plans for the future, including an arena PvP mode, an endless mode, many more events, and even a game editor that will allow the community to create its own quests and events. The game’s biggest flaw is its complex UI, which, in combination with the overwhelming amount of systems and features that are all available from the beginning, makes the game difficult to get into. There is also no auto-save, which can be a blessing or a curse depending on how you view it. Grim Wanderings 2 monetizes through occasional ads and a 60-minute daily play-time limit, all of which can be removed through a single $2.99 iAP. If you’re ready to dedicate the time it takes to fully understand the game, it may provide one of the deepest and most unique turn-based RPG experiences on mobile. Google Play: Here MiniReview link: Here NEW REVIEW APP: You can search and filter reviews and games I've played (and more) in my app MiniReview:https://play.google.com/store/apps/details?id=minireview.best.android.games.reviews Outdated (replaced by MiniReview): Sheet of all games I've played so far: https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing TL;DR Video Summary (with gameplay) of last week's 3 games:https://youtu.be/188UCN2mcAo
3 Quick tl;dr iOS Game Reviews / Recommendations (Episode 74)
Welcome welcome, my fellow mobile gamers, to this weekly tradition where I summarize the most interesting mobile games I have played this week :) This episode includes an awesome samurai-inspired action fighting game, a fantastic RPG with Heroes of Might and Magic-inspired combat, and an old-school turn-based tactical indie RPG with more features and systems than most RPGs I’ve played on mobile. Disagree with my opinion? Let’s have a friendly discussion below. New to these posts? Check out the first one from 74 weeks ago here. The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
Let's get to the games:
Ronin: The Last Samurai [Game Size: 310 MB] (free)
Genre: Fighting / Action / Rogulite progression - Requires Online Access Orientation: Landscape Required Attention: Full tl;dr review: Ronin: The Last Samurai is a unique action fighting game with a beautiful "ink wash" art-style and Archero-inspired roguelike progression systems. With only an attack and a defend button, combat seems deceptively simple at first but quickly turns into a game of masterfully blocking incoming attacks and identifying each enemy’s attack patterns. Most importantly, combat just feels great, and any attack or animation can be interrupted to block an incoming attack, which plays a big part in making it feel responsive. In fact, blocking at just the right time allows us to parry incoming attacks, which reduces the enemy’s “Posture”. Once posture has been fully reduced, the enemy gets stunned for a few seconds. The core gameplay consists of a series of one-screen stages that each contain a few enemies, with bosses at every fifth and tenth stage. Every time we level up by defeating enemies, we get to pick one of three available abilities that last until we die, allowing us to gradually grow stronger. We fight until we die, and between deaths, we can then equip or upgrade loot found during combat, or spend gold to unlock random new permanent stat boosts to hopefully progress further the next time – much like in Archero. Ronin: The Last Samurai monetizes through incentivized ads to revive once, an energy system that limits our play-session length, and iAPs for a premium currency used to instantly acquire new loot, buy forging scrolls used to upgrade equipment, and get more energy. If you can live with the monetization and just play the game for 30-40 minutes at a time, it provides a challenging combat experience that is definitely worth checking out. App Store: Here
Rivengard [Total Game Size: 414 MB] (free)
Genre: RPG / Turn-based - Online & Offline Playable Orientation: Portrait Required Attention: Some tl;dr review: Rivengard is a fantasy-themed tactical RPG with an interesting turn-based combat system that has us build out a large team of heroes to fight through PvE campaign missions, AI PvP matches, guild raids, and much more, while collecting loot and gold to upgrade our heroes and forge better gear. Every hero has unique stats and abilities, and at the start of each match, we select which to use and where to position them on the hex-grid playing field to best counter the opponents. We get to move every hero on each turn, and attack opponents with normal attacks or abilities if we’re within range, much like in the Heroes of Might and Magic PC games. The terrain even increases the strategic gameplay depth by including bushes to hide in, HP-recovering tiles, and elevated platforms that provide a damage boost, and since there is no auto-combat system, each fight is both engaging and fun. Progression happens primarily through completing campaign levels and quests that provide shards, laurels, and gacha tokens used to unlock new and level up existing heroes. While it didn’t hinder my enjoyment of the game, there is an energy system that caps the speed of this progression by limiting our play-session length to roughly 20-30 minutes at a time. Monetization happens through iAPs for a premium currency used to buy chests with resources and items, summon heroes, and recover energy when it has depleted. With lots of game modes and a guild system that the developer is actively expanding, Rivengard is a promising and fun RPG primarily held back by a monetization system that may frustrate some players. App Store: Here
We live in an era of simplifying games (and therefore often stripping them of their interesting features), greedy developers feeding on unfinished products, shady business practices (sometimes revolving around world politics) and general surfeit of available products. In order to find a significant and memorable gaming experience one must - more than once - turn his eyes toward things created not by the professionals, but Players themselves. Due to a non-commercial and purely hobbyist nature of such ventures, they often come around unnoticed and underappreciated. Among them is Ultima Online: Requiem. In order to fix the unforgivably small range that the project is known in (and to know it better myself), I’ve decided to interview the Requiem’s Team Leader, Sicarius. The idea behind it is very similar to my previous interview with Vanilla+’s Vladmir. Please note, that aside from the chat with Sicarius, I’m in no other way involved in the project’s development, neither have I received any form of payment or compensation, be it in game or in real life. - - - Voidwards: Hello again, Sic. Thanks for agreeing to do this interview. How about you introduce yourself and the rest of the Team?
Thanks for taking the time to do this for us, Void. As you’ve already said, I’m the lead developer and team lead for Requiem. I’ve been involved in the UO community since the original boxed release of Ultima Online: Renaissance way back in April of 2000. I’ve had the pleasure of being a part of the UO role-playing community since the early days, having cut my teeth originally on the OSI shards Lake Superior (shout out toCWSandUDL) and Siege Perilous, and eventually moving to the player-ran community circuit once the OSI roleplaying communities began to migrate away from official shards after OSI phased out theSeer program. After spending a good amount of time running around the community RP shards for a while with my group of friends and guildmates, a group of us took a crack at trying to develop our own shard and community that sought to cater to a different niche of roleplaying and atmosphere than what was commonly available out there at the time. Those early efforts snowballed and persisted through over fifteen years, and have ultimately led us to where we are today; the pending release of Requiem: Act VI. As for our development staff, our current team for this iteration of our project consists of six core members of whom each have a unique skill set that play to the collaborative nature of our project well. Starting with the members that have been with us the longest, my co-adminRexis a phenomenal self-taught programmer who works with me to conjure up our custom take on traditional UO elements, and is also our lead liaison for other development communities and projects. Our senior GamemasterAlthas been with us for longer than I can remember and is also our lead map developer and decorator, and is one of the most talented mappers I’ve had the pleasure of working with. Co-adminMaldonadohas been with us for years and leads our in-game development and balancing, and does a phenomenal job to help translate our programming efforts in developing spawns and NPCs into enjoyable and balanced in-game content. He also serves as a check-and-balance over the final revisions of developed content that Rex and I work on to ensure that it’s actually fun, intuitive and can be considered balanced enough to implement to the project.
Our newest members to our team includeArchin, who is our lead art asset developer and is a phenom when it comes to creating, developing and implementing custom assets and art to the project. Her addition to the staff has helped us take our project to an entirely new level for this latest iteration of the shard, and I’m truly excited to see the community be able to appreciate her work here soon. In addition to her direct development contributions, she has also elected to work on promotional video marketing, and also personally curates and performs quality assurance over in-game aesthetic content (for example, clothing, equipment and hair hues) to ensure things adhere to our level of aesthetic quality. She has essentially become our lead asset manager and we couldn’t be happier with her contributions during development. Along with Archin,Coty(https://www.cotypolk.com/) is also a new addition to our development team and is a very talented traditional and digital artist, of which we’re thrilled about having on the team. He has been able to take some of our conceptual ideas and put them to canvas, helping us develop new branding for the project as well as developing and implementing custom aesthetics and equipment for the game world. He has also proved to be an amazing conceptual developer and has personally spearheaded the development of a few of our new systems of this iteration of the project, and we’re very fortunate to have talent like his adding to the team of Requiem. In addition to our core development team, we also draw heavily from our community for assistance. We operate a community development team that we’ve invited dedicated veterans of our community to (shout out toBurzandCons!) that help us with development tasks, balancing and design workshopping. We’ve also have a group of community volunteers that help us out with the arduous and meticulous task of map development and decoration, and a few members whom contribute to the project with helping us out with our wiki, contributing lore, and even contributing music to use in-game (thanksLE!).
Not all of our Readers have experienced UO firsthand. Can you give us your description of the game, in general?
Ultima Online is one of the earliest MMOs and originally launched in 1997 to fairly decent popularity. I believe at its peak, it had around a quarter of a million paying subscribers. While that might sound a little low compared to the massive numbers games like World of Warcraft draw today, it’s touted as being the very first MMORPG to reach the 100,000 subscriber mark, and really blew a lot of the other early MMOs out of the water. In its prime, it was truly something special and new; one of the first real popular entries into a genre that was just starting to break ground with PC gamers. MMOs were so new back then that the idea of subscribing monthly to anything - let alone a video game - over the internet was still something that wasn’t at all mainstream.
What made Ultima Online fairly interesting for its time was that it launched as a true sandbox world; there hadn’t been many quests aside from escorting some Seekers of Adventurers around from town to town for a bit of gold, and any content outside of PvM was created by the players themselves. NPC vendors were limited, and the concepts of things such as reputation grinding for end-game loot simply weren’t ideas back then - to get good gear, you had to seek out players and their shops all over the map. Ultima’s aesthetic and game-engine choices had also lent itself to being something rather unique, even to this day, as the game engine is rendered in an isometric perspective just like early Infinity Engine RPGs, Diablo and Path of Exile, every piece of artwork in Ultima is hand-drawn, and even the animations themselves are illustrated frames of artwork as opposed to 3D models. While over the years many games have found more efficient ways of making games and handling equipment and models, UO’s art choices have kept it charming enough that it still ages well as opposed to early 3D games that suffered from simple models and low-res textures. When Origin originally designed UO, they seemed to have had a focus on semi-realism and immersion as guiding principles of their game design. For example, everything in the game world was represented as an item that could be placed on the ground, thrown away, stored in a chest or traded with another player - there were no generic “bag” models for some items the developers didn’t make art for. Building upon that idea, PvP was both meaningful and dangerous; if you lost a fight, odds were you lost everything you had on you, to include armor, weapons, gold, bandages and even the dining room furniture you might have been carrying back from the local vendor. For such an early entry into the genre of MMOs, the game design decisions had really captured a lot of people’s imaginations and interest, as they all culminated together to form something almost like a “middle-ages life” simulator.
The belief that I have that early UO was as much a sim as it was a MMO is further reinforced by the original creators work on UO’s character development systems - where most MMOs nowadays are class or role based, UO had around 50 seperate skills that were rated on a proficiency level from zero to one-hundred percent, which you raised mainly through use, such as hitting a monster with a sword to raise your Swordsmanship skill. You could have any combination of these skills, up to a 700% total cap, at any time. You could also raise and lower these skills whenever it suited you or your playstyle. You also had to raise your stats, Strength, Dexterity and Intelligence, through use and development of these skills. There were no levels or experience points, just you with a sword or a fishing pole trying to raise your skills up. Throw in a few craft skills which gave players the ability to not only craft traditional MMO gear such as weapons and armor, but also more “RP” items like furniture, clothing, musical instruments and food that existed almost solely for decorative purposes, and you were left with an truly unique and compelling game experience that wasn’t like anything else that had ever been on the market at the time. For many of us that cut our teeth with UO, it was an experience that has yet to have ever been recreated faithfully in games that have come after it, and that’s probably why the game’s emulation scene is still active to this very day.
Aren't you afraid that the original game's age could discourage some of your audience? How does such an aged production translate into modern trends and our understanding of game development in 2021?
I think a lot of the early design decisions that went into the initial creation of Ultima Online have helped keep it relevant as a medium for what we on the team of Requiem try to do best; the support of enforced roleplaying. The isometric perspective, the art decisions, the free-form gameplay and sandbox elements of the base-game all come together to make a really strong foundation for a project like ours. Where we can truly achieve modernization and keeping the game relevant is through taking advantage of the community that exists to support and further player-ran UO development. Combining the game’s base foundation with the larger community efforts of private server emulation (such as RunUO and ServUO) along with the excellent work of the ClassicUO client emulation scene (a project that has modernized and expanded UO’s client with new quality of life features for a modern era), we’re able to update and expand upon a twenty year-old game with modern game design decisions and features. We’re not just limited to editing a game through config files and settings when developing our project; we’re actually able to use UO as more of a game engine to house any and every idea our development team can conceptualize and create. Using C# and modern art and asset development tools, we’ve been able to develop and implement new skills, completely custom mechanics, new art assets to include UI updates, new animations, and even custom sounds and music. Only our imagination (and time!) is the limit, and we’ve really taken advantage of this fact with Requiem.
Ultima Online in of itself is also a title that has still remained operational as a live product for more than twenty years now too. It has seen numerous updates, expansions, upgrades and content additions. Our entire development team are also avid MMO fans and have collectively played together in modern numerous titles, ranging from mainstream games such as WoW, all the way to more niche projects such as Life is Feudal. All in all, while the spirit of UO is very old soul so to say, it is not a direct transplant from the late 90s, and neither is the development team working on this project.
All right, but what’s the main concept of Requiem? How does it differ from the “default” Ultima Online?
“Default” Ultima Online is in itself a sandbox MMO in which players are expected to seek out and create their own content, be it anything from harvesting and crafting, fighting monsters and exploring the map, or waylaying unexpecting travelers and striking them down for their belongings. In the early heyday of UO, the idea of structured quests, reputation farming or even raids did not exist. MMOs have come a long way since the early days of UO, and while Requiem owes its DNA to UO, we have tried to lean more heavily into modern game design philosophies than those of the late 90s.
As for the concept of Requiem, I’d say that is two-fold. First, Requiem is a project based around the ideas of providing to the community an enforced role-playing environment in which every element of the project, from it’s aesthetics to it’s mechanics, are designed in mind for such an activity. We have sought to establish a community in which we’re not just modding Ultima Online, but creating our own take on it, imagining if it had followed a path that focused upon intricate, pen and paper inspired character development and an enforced role-playing environment. A very small example of this design philosophy that comes to mind immediately are our player profiles. In traditional Ultima Online, role-players were given a small profile window to tell a little about their character, be it their immediate appearance or their back story. On Requiem, this is taken to a much more intricate level of detail; we provide to our players the means to write and save profiles of their characters and to choose graphical avatars that represent their facial features. You can then use a simple command or menu option to look at any player-character in the game and get a window that shows to you the basic bodily attributes the player’s character chose for their persona, such as height and weight, along with their description and character Avatar artwork. While such a feature might sound like a minor thing at first glance, we’ve found that these small quality of life additions help promote and propagate role-playing in our community, and leads to more immersion and more fun.
The second half of Requiem’s overall concept is its story, which has been running more or less for the better part of fifteen years. Where default Ultima Online really didn’t have that much of an overall story outside of founding lore and plot, Requiem is far different. In order for us to have an enforced role-playing environment, players have to know what sort of world their characters are a part of. For Requiem, that world is one that is heavily inspired by a low to medium fantasy concept that draws upon the spirit of Lovecraftian horror, the genre of Grimdark fantasy, and the horror elements of IPs like Diablo. While a lot of people instantly think of knights in shining armor, lithe and beautiful elves, Arthorian legends and the round table, and epic battles against building-sized dragons when they think of medieval enforced roleplaying, Requiem is quite a different beast. The world at large, Eden, is about thirty years into what many believe is the Apocalypse, and large swaths of the Venerated Republic of Decus, the story’s main setting, are consumed by mindless hordes of the undead. Knights and elves are replaced with Templar and Inquisitors scouring the lands for enemies of the Church and Faith, and building-sizes dragons have been traded our for sentient mounds of viscera, hordes of shambling zombies, and daemonic cambions whom stalk the countryside, stalking and hunting unsuspecting adventurers for sport.
You have mentioned – be it on Discord or in the forum posts – that most of your playerbase are grown people with professional and personal responsibilities leading to a very limited amount of time available for playing. How does it relate to the fact that it’s an enforced RP server, full of player-led factions, Game Master-driven, Player-supported events and the world is really living, even when the Player’s offline? Shouldn’t we be afraid of falling behind: both mechanically and story-wise?
This is a great question, and we’ve put a lot of thought into how to support a community that can feel accessible and fair to a spectrum of players, ranging from those who can devote a lot of time in-game and to those that can't. First and foremost, from a mechanical standpoint, our philosophy and game design concerning how a player develops their character is influenced heavily by the concept that if they have become a part of our community, they are by nature a part of our story. Thus, characters have lives of their own that are independent from the physical time their players may be able to devote to them. It can be very discouraging as a player to know that you only have two or three hours to jump in the game and have some fun knowing that you're hundreds of hours behind your peers in terms of mechanical character development. What we have done with our core mechanics on Requiem to help alleviate these issues is the creation of a parallel character development system that exists in tandem with our more traditional mechanics. Known as our Animus system, characters in our game world earn a passive stipend of experience that can be spent to invest in nearly anything related to the development and progression of your character. This includes skill points, stat points, and even special skill abilities. Acquisition of this experience happens every hour, and it’s given a generous bonus depending on a few different factors to include how many other players are online at the time, and more importantly, a bonus if your character is within a local hot-spot that is used for role-playing, such as a tavern or a safe town. What this does is allow for players to spend their time as they see fit - even if you only have an hour or two to log in for the night, if you’d rather spend it just role-playing and catching up on the latest rumors, you won’t be completely neglecting the progression of your character while you do so. This system is extended to offline characters as well, for a period of up to two weeks, so if you have a busy week and can’t make it in-game until the weekend, you still have some built up Animus waiting for you to spend on raising a skill or purchasing some skill abilities. We think that with the incorporation of these two development ideas, our players are able to still make forward progression with their characters regardless of how much time they may be able to devote to being in-game in a given day or week.
The Animus system is also intertwined with everything else in-game that you can do, such as crafting, harvesting, exploration, and even hunting and slaying monsters and animals. Perhaps your ideal character is a legendary blacksmith that sits around town honing his trade in the public craft hall, considering that you don't have the time to go out and explore every inch of the map and claim dominion over every foe you come across. In many other games and UO shards, pure progression through harvesting and crafting would be very hard - in Requiem, it’s easily achievable through our Animus system. You can even use all of that experience your blacksmith has been earning to raise other skills, such as Swordsmanship, allowing you to role-play the idea that in his free time, your character has been taking lessons from a local expert or some such idea. What this does is allow our players to progress in a way that feels comfortable to them. Of course, natural progression through skill gain is still a thing too - and for those players that have a ton of time to devote to playing, the Animus system starts to have diminishing returns within a twenty-four hour period, as to keep things fair for all.
Falling behind with the story-line is a whole different problem, one in which we’ve also taken proactive steps to try and prepare for. First, any major storyline quest or event that our staff holds is held to a standard of requiring at least a week or two lead-time and out-of-character notification to the player base so people can plan accordingly - this gives everyone a chance to try and make it to our big events. Second, we have incorporated a means for our Faction leaders to be able to plan and advertise their own in-game events through in-client tools that allow the rest of the playerbase know when something might be going on or is planned. This allows our players to facilitate communication between themselves in regards to organizing and planning events big or small. Lastly, we have numerous mediums that we use to communicate to the shard what is going on with the story - this includes in-game newspapers, forum update threads, and most importantly our Living Story concept, which is a narratively written novella that we develop and publish to our website that explains our main plot and what the players have done to influence and affect the outcomes of our own internal and confidential plans for the story. This part is especially fun for us on staff, as we’ve a lot of ideas for where we want to go with the story, and depending on what the players do and accomplish in-game, those plans can go right out the window.
3 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 155)
Welcome, fellow mobile gamer, to this weekly series documenting my week of mobile gaming :) And trust me, this was a really good week! So today, I'll be covering a completely free and offline-playable pirate-themed adventure game, a super fun Worms-like 2D turn-based PvP shooter, and a unique arcade platformer with an awesome level editor and an active community of creative people creating some of the most challenging levels I’ve ever played in a mobile game. Disagree with my opinion? Let’s have a friendly discussion below. New to these posts? Check out the first one from 154 weeks ago here. The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
Let's get to the games:
Astrogon [Game Size: 122 MB] (free)
Genre: Arcade / Platformer / Level-editor / Indie / Neon-style - Offline Playable Orientation: Portrait Required Attention: Full tl;dr review: Astrogon is a fun and unique neon-style vertical arcade platformer with a solid level-editor and an active creative community that provides endless challenging levels. The objective is to collect 3 stars and finish each level as quickly as possible by tapping the left and right sides of the screen to swiftly jump from platform to platform. Our character and the platforms can be either red or blue, and touching platforms of the opposite color means instant death. Fortunately, red and blue orbs allow us to switch color, and along with other gameplay-altering objects scattered throughout each level, they’re what makes the game truly challenging. The elaborate community features allow us to comment on each user-created level and attempt to beat its world record. Combined with the simple controls, upbeat soundtracks, and levels that are relatively easy to finish but incredibly difficult to complete fast with all 3 stars, Astrogon provides one of the best arcade platforming experiences on mobile. Creating and unlocking individual community-built levels requires tokens we acquire by spending the stars we earn from playing levels. Astrogon monetizes by selling additional stars and occasional forced and incentivized ads between levels that can be removed through a $2.99 iAP. Google Play: Here MiniReview link: Here
Boom Slingers [Game Size: 169 MB] (free)
Genre: Action / PvP / Worms-like / Indie - Requires Online Access Orientation: Landscape Required Attention: Full tl;dr review: Boom Slingers is a hilarious 2D turn-based PvP shooter with sling mechanics reminiscent of those found in popular PC-title “Worms” and wacky weapons ranging from ninja stars to fireballs and lasers. In the 1v1 real-time ranked or friendly fights, both players start with 2-3 characters scattered around the map and a pre-defined deck of 8 weapon cards, of which 4 are constantly in hand. On each turn, we select a weapon that we drag, aim, and release to destroy our opponents or blast them off the map. Every card has a mana cost, and for every turn, our mana pool increases by one, which means we can use multiple weapons per turn towards the end of each match. There are 50 unique character designs and 40 weapon cards to unlock and level up by collecting more of the same card. Cards are rewarded through playing matches and progressing in the free and paid battle passes. Boom Slingers is a highly polished indie game, its well-designed arena maps rotate throughout the day to keep things fresh, and the developer works closely with the community on Discord. It is the best and most frenetic PvP slingeartillery game I’ve played on mobile to date. Monetization happens through a few incentivized ads, a $4.99 season pass, and iAPs up to $12.99 that allow us to progress faster. Because we’re matched based on a rank system and all weapons cards can be grinded through normal gameplay, I have not yet met unfairly strong paying players, although they do have a pay-to-progress-faster advantage. Google Play: Here MiniReview link: Here
Elly and the Ruby Atlas [Total Game Size: 394 MB] (free)
3 Quick tl;dr iOS Game Reviews / Recommendations (Episode 68)
Welcome, fellow mobile gamer, to this weekly series documenting my week of mobile gaming :) And trust me, this was a really good week! So today, I'll be covering a completely free and offline-playable pirate-themed adventure game, a super fun Worms-like 2D turn-based PvP shooter, and a unique arcade platformer with an awesome level editor and an active community of creative people creating some of the most challenging levels I’ve ever played in a mobile game. Disagree with my opinion? Let’s have a friendly discussion below. New to these posts? Check out the first one from 66 weeks ago here. The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
Let's get to the games:
Astrogon [Game Size: 122 MB] (free)
Genre: Arcade / Platformer / Level-editor / Indie / Neon-style - Offline Playable Orientation: Portrait Required Attention: Full tl;dr review: Astrogon is a fun and unique neon-style vertical arcade platformer with a solid level-editor and an active creative community that provides endless challenging levels. The objective is to collect 3 stars and finish each level as quickly as possible by tapping the left and right sides of the screen to swiftly jump from platform to platform. Our character and the platforms can be either red or blue, and touching platforms of the opposite color means instant death. Fortunately, red and blue orbs allow us to switch color, and along with other gameplay-altering objects scattered throughout each level, they’re what makes the game truly challenging. The elaborate community features allow us to comment on each user-created level and attempt to beat its world record. Combined with the simple controls, upbeat soundtracks, and levels that are relatively easy to finish but incredibly difficult to complete fast with all 3 stars, Astrogon provides one of the best arcade platforming experiences on mobile. Creating and unlocking individual community-built levels requires tokens we acquire by spending the stars we earn from playing levels. Astrogon monetizes by selling additional stars and occasional forced and incentivized ads between levels that can be removed through a $2.99 iAP. App Store: Here
Boom Slingers [Game Size: 169 MB] (free)
Genre: Action / PvP / Worms-like / Indie - Requires Online Access Orientation: Landscape Required Attention: Full tl;dr review: Boom Slingers is a hilarious 2D turn-based PvP shooter with sling mechanics reminiscent of those found in popular PC-title “Worms” and wacky weapons ranging from ninja stars to fireballs and lasers. In the 1v1 real-time ranked or friendly fights, both players start with 2-3 characters scattered around the map and a pre-defined deck of 8 weapon cards, of which 4 are constantly in hand. On each turn, we select a weapon that we drag, aim, and release to destroy our opponents or blast them off the map. Every card has a mana cost, and for every turn, our mana pool increases by one, which means we can use multiple weapons per turn towards the end of each match. There are 50 unique character designs and 40 weapon cards to unlock and level up by collecting more of the same card. Cards are rewarded through playing matches and progressing in the free and paid battle passes. Boom Slingers is a highly polished indie game, its well-designed arena maps rotate throughout the day to keep things fresh, and the developer works closely with the community on Discord. It is the best and most frenetic PvP slingeartillery game I’ve played on mobile to date. Monetization happens through a few incentivized ads, a $4.99 season pass, and iAPs up to $12.99 that allow us to progress faster. Because we’re matched based on a rank system and all weapons cards can be grinded through normal gameplay, I have not yet met unfairly strong paying players, although they do have a pay-to-progress-faster advantage. App Store: Here
Elly and the Ruby Atlas [Total Game Size: 394 MB] (free)
3 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 150)
Welcome back, my fellow Android gamers! I'm so excited about this week's episode, as it includes some really awesome games that I've been wanting to share with you all for a while now! :) This includes a Runescape-inspired idle RPG developed by a solo indiedev, a sci-fi themed action dungeon-crawler sequel to "Ailment", and a super fun retro arcade game that is almost impossible to complete! Disagree with my opinion? Let’s have a friendly discussion below. New to these posts? Check out the first one from 150 weeks ago here. The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
Let's get to the games:
Melvor Idle [Game Size: 21 MB] (free)
Genre: RPG / Idle / Indie / Runescape-like - Requires Online Access Orientation: Portrait Required Attention: Little (mostly idle) tl;dr review: Melvor Idle is a fun indie cross-platform browser, PC, and mobile idle RPG heavily inspired by the progression system of popular MMORPG, Runescape. Just like in Runescape, we level up a range of resource gathering, refinement, crafting, and combat skills from 1 to 99, which allows us to gradually defeat stronger and stronger enemies and bosses. All resources and skills are exact copies of those found in Runescape, which makes the gameplay experience a true nostalgia trip for any Runescape fan. While crafting and resource gathering is idle, combat requires the game to be open, so that we can collect loot and eat food to avoid dying – something that is especially important during the strong boss fight dungeons. Melvor Idle is gradually differentiating itself from Runescape by adding new content, such as minigames and milestones, and since the game is in open alpha, it receives frequent updates. Melvor Idle provides one of the best idle gameplay experiences I’ve had on mobile, and since it monetizes only through ads at the top or bottom of the screen and a one-time $4.99 purchase to remove these, the monetization is perfect too. Google Play: Here MiniReview link: Here
Endurance: space shooting RPG game [Game Size: 338 MB] (free)
Genre: Action / Top-down / Shooter / Indie - Offline Playable Orientation: Landscape Required Attention: Full tl;dr review: Endurance is a challenging action dungeon-crawler RPG prequel to the popular indie game “Ailment”. Set in the same top-down pixel-art sci-fi universe, our goal is to escape a spacecraft where most crew members have been infected by a disease that causes them to become aggressive and attack us. Exploring the huge spacecraft is a true adventure experience, with hidden objects to discover, countless enemies and bosses to defeat, allies to team up with, and lots of back-tracking once terminals that unlock previously locked doors have been found and activated. There’s a multitude of weapons to find or buy, and we progress by upgrading our health, speed, shield recharge, and trap detection using a single currency we earn as we play. The comical plot and numerous NPC interactions create a humorous yet sinister atmosphere. Combined with the unpredictable nature of exploring the spaceship, this makes for a unique and challenging space shooter experience. Endurance monetizes by showing forced ads between levels, incentivized ads to revive or for small upgrades, iAPs for more in-game currency, and a $2.99 iAP to remove all ads. The monetization isn’t pushed aggressively, and the iAP to remove ads is absolutely worth it for the many hours of entertainment the game offers. Google Play: Here MiniReview link: Here
3 Quick tl;dr iOS Game Reviews / Recommendations (Episode 66)
Happy first Friday of December! :) And welcome back to my roundup of the most interesting mobile games I played this week. This week, I played a new multiplayer arena shooter, a unique action dungeon-crawler RPG, and a polished hero collector RPG with an interesting real-time combat system. Disagree with my opinion? Let’s have a friendly discussion below. New to these posts? Check out the first one from 66 weeks ago here. The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
Genre: Shooter / PvP / Arena / Action / Dark / Indie - Requires Online Access Orientation: Landscape Required Attention: Full tl;dr review: Hellfire is a multiplayer arena first-person shooter that draws inspiration from old PC titles such as Quake III Arena and Unreal Tournament to create a dark, gritty, and high-intensity 2-8 player shooter experience with no pay-to-win. The indie game features 4 deathmatch maps that unlock as we level up. All players start each match with the same weapon, while better weapons, HP recovery orbs, and Shield recharges are scattered around the small map. The first player to reach the kill goal wins. The simple controls feature a left-side joystick, and two buttons to switch weapons and quickly dash forward. There are both manual and auto-fire options, but I personally think the auto-fire gives the game exactly the fast-paced feel it should have. The main downsides are that there are too few weapons and too few players, the latter of which means we often end up playing bots. However, since we can create our own private rooms, the game is perfect to play with friends – and this is where Hellfire really shines. Hellfire monetizes through premium currency iAPs ranging from $1.99 to $29.99 that are used to unlock new vanity cosmetic characters that provide no gameplay advantages. At this point, the game just needs more players, content, and polish to expand its solid foundation. App Store: Here
Drake n Trap [Game Size: 299 MB] (free)
Genre: RPG / Action / Top-down / Strategy / Dungeon-crawler - Offline + Online Orientation: Landscape Required Attention: Full tl;dr review: Drake n Trap is a unique action dungeon crawler RPG where we lead our main character and a team of spawnable fantasy heroes through dungeons full of traps, chests, monsters, and bosses in both PvE and PvP game modes. Before heading into the 500 dungeon levels, we define a deck of five heroes that each have unique stats, abilities, and a mana cost. During combat, we use a left-side joystick to control our character while spawning multiple of each hero by spending mana that recovers over time. The heroes trace our main character and automatically attack nearby enemies and traps unless we tap a button to make them passive. The strategy and almost puzzle-like nature of the dungeons force us to constantly switch between aggressive and passive hero behavior to avoid traps and strong boss attacks, which creates a fun and engaging gameplay experience. In addition to the normal dungeons, the game features both a ranked mode and an arena where we must finish a dungeon faster than six other players who recently played the same dungeon. Drake n Trap monetizes through incentivized ads and iAPs to unlock and level up heroes faster, acquire high-tier loot, and recover energy. The energy system limits our play-session length, but we get so much energy and premium currency for free through achievements and daily rewards that the game can easily be enjoyed as a free player. App Store: Here
3 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 153)
Happy first Friday of December! :) And welcome back to my roundup of the most interesting mobile games I played this week. This week, I played a new multiplayer arena shooter, a unique action dungeon-crawler RPG, and a polished hero collector RPG with an interesting real-time combat system. Disagree with my opinion? Let’s have a friendly discussion below. New to these posts? Check out the first one from 153 weeks ago here. The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
Genre: Shooter / PvP / Arena / Action / Dark / Indie - Requires Online Access Orientation: Landscape Required Attention: Full tl;dr review: Hellfire is a multiplayer arena first-person shooter that draws inspiration from old PC titles such as Quake III Arena and Unreal Tournament to create a dark, gritty, and high-intensity 2-8 player shooter experience with no pay-to-win. The indie game features 4 deathmatch maps that unlock as we level up. All players start each match with the same weapon, while better weapons, HP recovery orbs, and Shield recharges are scattered around the small map. The first player to reach the kill goal wins. The simple controls feature a left-side joystick, and two buttons to switch weapons and quickly dash forward. There are both manual and auto-fire options, but I personally think the auto-fire gives the game exactly the fast-paced feel it should have. The main downsides are that there are too few weapons and too few players, the latter of which means we often end up playing bots. However, since we can create our own private rooms, the game is perfect to play with friends – and this is where Hellfire really shines. Hellfire monetizes through premium currency iAPs ranging from $1.99 to $29.99 that are used to unlock new vanity cosmetic characters that provide no gameplay advantages. At this point, the game just needs more players, content, and polish to expand its solid foundation. Google Play: Here MiniReview link: Here
Drake n Trap [Game Size: 299 MB] (free)
Genre: RPG / Action / Strategy / Top-down / Dungeon-crawler - Offline + Online Orientation: Landscape Required Attention: Full tl;dr review: Drake n Trap is a unique action dungeon crawler RPG where we lead our main character and a team of spawnable fantasy heroes through dungeons full of traps, chests, monsters, and bosses in both PvE and PvP game modes. Before heading into the 500 dungeon levels, we define a deck of five heroes that each have unique stats, abilities, and a mana cost. During combat, we use a left-side joystick to control our character while spawning multiple of each hero by spending mana that recovers over time. The heroes trace our main character and automatically attack nearby enemies and traps unless we tap a button to make them passive. The strategy and almost puzzle-like nature of the dungeons force us to constantly switch between aggressive and passive hero behavior to avoid traps and strong boss attacks, which creates a fun and engaging gameplay experience. In addition to the normal dungeons, the game features both a ranked mode and an arena where we must finish a dungeon faster than six other players who recently played the same dungeon. Drake n Trap monetizes through incentivized ads and iAPs to unlock and level up heroes faster, acquire high-tier loot, and recover energy. The energy system limits our play-session length, but we get so much energy and premium currency for free through achievements and daily rewards that the game can easily be enjoyed as a free player. Google Play: Here MiniReview link: Here
3 Quick tl;dr iOS Game Reviews / Recommendations (Episode 63)
Welcome back, my fellow mobile gamers! I'm so excited about this week's episode, as it includes some really awesome games that I've been wanting to share with you all for a while now! :) This includes a Runescape-inspired idle RPG developed by a solo indiedev, a sci-fi themed action dungeon-crawler sequel to "Ailment", and a super fun retro arcade game that is almost impossible to complete! Disagree with my opinion? Let’s have a friendly discussion below. New to these posts? Check out the first one from 63 weeks ago here. The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
Let's get to the games:
Melvor Idle [Game Size: 21 MB] (free)
Genre: RPG / Idle / Indie / Runescape-like - Requires Online Access Orientation: Portrait Required Attention: Little (mostly idle) tl;dr review: Melvor Idle is a fun indie cross-platform browser, PC, and mobile idle RPG heavily inspired by the progression system of popular MMORPG, Runescape. Just like in Runescape, we level up a range of resource gathering, refinement, crafting, and combat skills from 1 to 99, which allows us to gradually defeat stronger and stronger enemies and bosses. All resources and skills are exact copies of those found in Runescape, which makes the gameplay experience a true nostalgia trip for any Runescape fan. While crafting and resource gathering is idle, combat requires the game to be open, so that we can collect loot and eat food to avoid dying – something that is especially important during the strong boss fight dungeons. Melvor Idle is gradually differentiating itself from Runescape by adding new content, such as minigames and milestones, and since the game is in open alpha, it receives frequent updates. Melvor Idle provides one of the best idle gameplay experiences I’ve had on mobile, and since it monetizes only through ads at the top or bottom of the screen and a one-time $4.99 purchase to remove these, the monetization is perfect too. App Store: Here
Endurance: space shooting RPG game [Game Size: 338 MB] (free)
Genre: Action / Top-down / Shooter / Indie - Offline Playable Orientation: Landscape Required Attention: Full tl;dr review: Endurance is a challenging action dungeon-crawler RPG prequel to the popular indie game “Ailment”. Set in the same top-down pixel-art sci-fi universe, our goal is to escape a spacecraft where most crew members have been infected by a disease that causes them to become aggressive and attack us. Exploring the huge spacecraft is a true adventure experience, with hidden objects to discover, countless enemies and bosses to defeat, allies to team up with, and lots of back-tracking once terminals that unlock previously locked doors have been found and activated. There’s a multitude of weapons to find or buy, and we progress by upgrading our health, speed, shield recharge, and trap detection using a single currency we earn as we play. The comical plot and numerous NPC interactions create a humorous yet sinister atmosphere. Combined with the unpredictable nature of exploring the spaceship, this makes for a unique and challenging space shooter experience. Endurance monetizes by showing forced ads between levels, incentivized ads to revive or for small upgrades, iAPs for more in-game currency, and a $2.99 iAP to remove all ads. The monetization isn’t pushed aggressively, and the iAP to remove ads is absolutely worth it for the many hours of entertainment the game offers. App Store: Here
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