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But I mean entirely (or almost) full, not just a couple of matches, in that case I sacrifice them for bonus time coming from massive matching.
Entirely my point.
As for resources other than wood/stone being wasted, I already said that I agree, they could've been at least enqueued to be used on incoming obstacle, maybe at halfed effect.
It was an interesting conversation anyway. :)
Good luck and have fun.
Saying you have all the achievements doesn't really count for much as I have them too and it appears I spent longer getting The Jose. Most of my failed runs were explicitly *because* unnecessary matches caused an unwanted combo that wiped out my keys/swords/staves.
It doesn't matter if the board is "flowing". You need to bring in lots of new tiles when you have a low number of key resources, but when you have a high number it is more vital that you don't lose them. Sometimes that means not making matches as that risks combos wiping them out by accident.
It seems like you got a little more lucky in that department, but that doesn't change the core of my issue: This is a match-3 game where matching a key resource outside of their use time causes them to be totally wasted, and where said key resources can be matched when you don't plan for them to be. To me that is an irredeemable design failure.
10.000.000 is a game of speed matching using a logic when required to solve obstacles. YMBAB is different... as there's almost no way to gain time, YMBAB requires more micro-management than speed to open new moves against monsters, specially since items occupy space in the board instead of having their own slots, and swords/staves appear more rarely, while you need plenty to kill a mob. Gold is slower to do, so you need to grind a lot of small runs, while upgrade are expensive and only apply small bonuses.
Useless combos are never useless, wood and stone, being the most useful in terms of time gain; if you're running, and you trigger a combo of 4-5 in a row containing at least some of these, you're gonna immediatly move from half screen to the extreme right, where the bonus in score starts counting.
With this I'm not saying that you should wipe everything, but too worry too much will prevent you from actually having long runs: you get more damaged by micromanaging the board than not. In 9 hours of gameplay it happened to me to remain out of keys/weapons only 5-10% of the time, and I solved very fast by matching other resources to make the wanted items appear back. In the long term, this way you last longer and your scores will increase.
I critically disagree that the worst move is always no move. If you have two or more possible matches for a resource you need now - say keys - it is absolutely advantageous to pause for a moment if you need to work out which is least likely to wipe out other useful resources.
Rushing to make the fastest match in that situation risks an unwanted combo. And since the character will just be walking through the chest/door, anything removed by an unplanned combo - swords, staves, or keys - will be completely wasted... and then shortly afterwards you'll reach the next obstacle and have no resources left to overcome it.
That's terrible design in my view. A design which one glance at the YMBAB video told me they made no effort to rectify.