First of all thumbs up for the code. I gotta say it's not very often when I get a code for a game and I actually really like the game and know I'll be playing it more than once. This game is a great spin on a match three concept. I like the fact their is waiting cycle and if you want to spend stamina you can speed it up by swiping but you can gain stamina back for connecting the right blocks, great idea. Their is a loot system , excellent . More than one objective in the game, collect , gain items , ect. 5/5
Hadn't noticed the stamina being lost when swiping up..will look for it next time I play. Just wish one could speed up what you get in the loot. Likewise turn off the indicators to tell me to finish a recipe and/or spend coins for finishing a recipe. Perhaps an in game option after getting to particular gear level. More so for coins since one needs 10 coins for a bar if one wanted to save up for one.
Quick tips: Stamina is removed each time a tile is touched... no matter the result of the touch. So don't go crazy "missing" attacks. It will repeatedly auto warn you if you get too zealous. ~5 misses in a row. This mechanic becomes more relevant late game. About the time you get to the Torch holding Goblin... but that's a ways off. Swipes upward don't count as tile touches and don't remove stamina. Also, I realize initially it isn't obvious but again, it isn't super relevant until late game. At that point the popup dialogue explanation (for repeated miss taps) will give you another chance to grasp the mechanic. The yellow inventory arrow can be disabled after the 3rd or 4th set of dungeons. You find this in 'settings', it also prompts you when entering the backpack from the main menu...after dungeon 3-4. I hate the arrow too but ya gotta hold the hand of beginners or the backpack can be pretty confusing. The arrow was the only way to make it 'casual friendly.'
First off, thank you for the code. Ive played a few rounds and so far I am enjoying it. There are some quirks that (have been mentioned above) but overall its a different spin on the match/dungeon type of game. I like the option of speeding up the game..or not..but there are consequences when you do. I think if you hang around this forum you will get some valuable input on how to keep the game fresh and challenging. I was not clear on whether the game would eventually be free or paid..but I have not hit any pay wall as of yet.
After all the BIG match 3 releases last night I'm overwhelmed with games to play. For a small developer to compete against these big small companies this game holds up very well. Their were two or three match three games released last night and they were all good or great but they lack what this game has which is their own unique style . I've never played a match three in which the blocks come from the bottom and you can speed the game with Strategy involved. Like I posted earlier this game gets a 5/5 hands down. I really hope this game spreads because it certainly deserves praise . It's not everyday a fresh new twist on a overused genre that brings it back to life game comes out. If this game has iap I will buy them just to support this game. I always support games and developers who create the games I wait forever for. Ide like to know if you have a Twitter account setup for the game so I can follow and spread the word on it.
Thank you for the code. I can't review the game however, because the game wouldn't ever download no matter what I tried. I guess I will try the game once it officially releases.
Some quick opinions: this is a fun game but it is incredibly simple. I imagine some people will have a lot of fun with it. But unless the gameplay changes after a couple of hours I don't see a reason to invest more time into it. I would give an option to turn off the tutorial messages but as far as it goes this is a quick free dungeon romp that can be picked up and played. It's gameplay is incredibly simple and I see no way in which you hit a paywall. I highly suggest everyone at least try it out. The presentation is top notch.
Things: Game of Loot's Twitter is: https://twitter.com/GameOfLoot Pay Walls: There are no walls...you can and I have beaten it several times without using $. However, the game is monetized in a similar way as Candy Crush / via a Stamina Timer. "It is incredibly simple." - It starts off pretty slow but it gets quite a bit more complex and strategic as the game progresses...About when the Minotaur is introduced. The game really starts to change after that. More over, this is actually my biggest concern...pacing and ramping progress to keep players interested as more mechanics are added. I have thought alot about it and just need to see peoples opinions and see if they are quitting before the game gets to the point where I think it is the most fun...about 15-20% in. Each of the monsters after the Spider, Snake, and Wasp have different game mechanics that will add complexity to the game. Just wait!