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Recent reviews by Moik

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Showing 1-10 of 23 entries
No one has rated this review as helpful yet
0.6 hrs on record
I did the thing where I bought it before looking at the reviews. Bad idea.
Refunded due to lack of integrated random maps. I'd have forgiven the absence of Conflux since I main Tower, but there's no easy replayability without random maps. It's not even worth the sale price without that.
Posted January 2, 2023.
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16 people found this review helpful
1 person found this review funny
7.5 hrs on record
Imagine an idle clicker where nothing is automatic.
There's a lot of just moving between places and the upgrades are imperceptibly small. It's a grind without meaningful payoff. I don't recall any branching quests, just Kill X, Talk to Y, Gather Z type things. I only recall getting one piece of loot which could be considered a surpise power spike type item, but it required different proficiencies than I had so I never got a power spike. My weapon and most of my armor were obtained from the market, only a minority of it was self looted or self crafted. It felt like I was grinding for currency moreso than quest rewards or drops, making it feel like I was working for the advanced crafting player rather than for myself, by myself.
Posted September 17, 2022.
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2 people found this review helpful
1 person found this review funny
1.0 hrs on record
P2W. There are legendary-tier bonus rewards behind a paywall at the end of quests.
Posted June 22, 2020.
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1 person found this review helpful
2 people found this review funny
25.5 hrs on record (6.1 hrs at review time)
RNG meteors/shooting stars can nuke your base.
Posted April 18, 2020.
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No one has rated this review as helpful yet
724.7 hrs on record (372.7 hrs at review time)
[Edit: Switching to Not Recommended because King Gobtruffle is the dumbest ♥♥♥♥. 90% of the infinite-convert teams I run into use him, and that's like 10% of all teams in Guild Wars. If everyone's using something as though there's no choice but to use it, as if the risk of being hard countered doesn't matter; it's over-tuned.]

[Edit 2: It seems they recently nerfed rewards. Treasure Maps seem to give a half the glory. I used to be able to "profit" glory on them, now I have a slight loss. My gut says they're trimming rewards to push people into microtransactions. Still keeping it at Not Recommended. I've formed a habit that has me stuck playing it. There's little value for new players getting into a habit.]

I haven't encountered any bugs on PC.

The AI is "decent", seemingly focused on gaining resources it can use, and largely unaware that it could deny you resources you need. It might skip a potential free-turn match if it doesn't use the mana type of the tokens, despite the fact it would lose nothing for doing so.

This is basically a gachapon game. There's a lot of things you can buy which are only a step or two away from direct pay to win. However, PVP is only a sideshow. You don't need to play 1v1s to grow, and it's only mildly more efficient than other modes. Guild wars can only occur for one week every four weeks, and a lot of guilds don't care if you participate. However, many of those guilds don't invest in the group rewards. I went through five or six guilds before I found one that invested at my level without requiring me to play certain minimum amounts. Getting that sense of a guild realistically takes a week or two.

Most of the modes are the same Match 3 mechanic you see in the promo video with different "contexts" to how you progress through harder rounds. Sometimes they restrict what troop types you can bring in by varied attributes. This can still sometimes be fun as it does help teach new mechanics which might have been overlooked.

There is one other mode which is something of an "endless mode" that's non-traditional match-3. Each time you make a match, a token of a higher tier is left behind (match 3 copper - get 1 silver, match 3 silver - get 1 gold). Over time, your board becomes filled with a progressively wider variety of tokens, so the game becomes harder since there are fewer tokens of the same type near each other (de-saturated). But each token on the board gives a reward at the end, with higher tiers giving better rewards. So there's an interesting new challenge in planning the position of these harder-to-match tokens to make space for the basic ones that drop in to fill the gaps. You end up with a second layer of planning-ahead, and it feels fresh and engaging as a match-3 mechanic. It's a solid change-of-pace to take a break from the other modes.

Troops are mostly (but not entirely) earned randomly. From what I can recall, I got good, PVP-viable troops early and often despite that. My most-used troop is a Hobgoblin (even though it fell out of my main teams months ago), which is a middle rarity that I got within the first few hours of playing. At the other end, after 370 hours of play, I only have four cards of the highest rarity level out of about 50. But, I'm only using one of them on my main team. Good team compositions are viable with more common cards. A team of just your rarest cards would be non-sensical mismatches which don't help each other. You don't need to chase the rarest cards to have a strong team. It doesn't guarantee wins.

I've found that I'm not really gambling to attack players with 50% more power rating on their teams if I go slow and be careful. Your own ability to plan and play still matters a lot. If you play a lot of match 3s, once you understand which troop abilities have what actual effects, you'll probably find you only really have problems when punching up on the better players in the better guilds during the guild wars.

In the end, I find it well balanced, and there's enough ripples around the match 3 concept to keep it feeling fresh and not repetitive.
Posted February 19, 2020. Last edited July 31, 2022.
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No one has rated this review as helpful yet
1,009.3 hrs on record (734.2 hrs at review time)
I've never encountered a gameplay bug. The only one I can think of was hearing the host's SFX instead of mine in a multiplayer game.

There's no tutorial, and the few sources of in-game tips are not pointed out. It's exceptionally easy to feel like you've hit a wall without using external information sources.
The progression is very unstructured. There are few true "checkpoints", so the sense of progression can be very grey.
Between those two things, it's easy to feel lost and unsure, or feel like you're at the end, or there's nothing else to do.

But, in actuality, there's so much to do and so many ways to do it. I've been preparing for an upcoming content patch which is slated to include a new difficulty mode, and I'm learning the value of so many things I had been ignoring. This is the deepest game I own. There's always something to do if you know how to find things to do. In a way, Terraria is a puzzle game because of this, so you're more likely to enjoy the game to its fullest if you like assessing your goals, obstacles, and means of circumvention; stopping and thinking about what you can do and how to do it. If you find yourself often drifting away from less structured sandbox games, you may not enjoy this.
Posted February 19, 2020.
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5 people found this review helpful
108.6 hrs on record
Many events and their special rewards are time sensitive and hyper-localized to individual stages.
Getting access to those stages often requires completing certain quest lines and increasing your mastery rank, which can take much longer than the event's window.
Completing quest lines involves playing a lot of different game modes, including ones you may not enjoy (in my case, it was "stealth & puzzle" stages).
Increasing your mastery rank involves playing with a lot of different gear, including ones you may not enjoy (in my case, it was the slow-firing high-damage weapons with small magazines and long reloads, meaning a lot of time being spent not shooting).
I found I was spending a lot of time in modes I didn't enjoy with gear I didn't enjoy just to end up still too far away to earn the rewards.
That makes the grind feel like even more of a grind, and missing out on the time-sensitive rewards makes it feel extra non-rewarding.
Posted February 16, 2019.
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No one has rated this review as helpful yet
2.8 hrs on record
Jerkbag game made me legit lol with one of its traps catching me offguard. That tells me it's challenging but fair.
I don't know how long the game goes. I'm chewing through levels pretty fast though.
I'm going to call it an "action puzzle", and it does that very well. Twitch gamers will probably adore this.
The difficulty ramp is fast, so you'll probably find your challenge level quickly.
Posted November 4, 2017.
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2 people found this review helpful
2.5 hrs on record
I need a mode easier than Easy.
You don't grind areas, you grind playthroughs; but items don't carry across playthroughs.
Healing potions* and resurrection scrolls are only randomly available, so you're very unlikely to have any most of the time.
The game rules require that your main guy not die; if he dies then that playthrough ends immediately (literal Game Over; no more actions) even if you have party members still alive and able to finish the fight.
The "encounters gain challenge rating with the more actions you spend on the overmap time" mechanic obligates a sort of "speed-running" style play which is anti-completionist or anti-collectionist.
Overall it feels very narrowly targeted at "optimizers" who are willing to skip treasure chests for the sake of pace.

* Out-of-combat healing food is common enough to generally fully re-heal between fights. The healing potions for in-combat are rare.
Posted October 28, 2017.
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1 person found this review helpful
3.1 hrs on record
My finger is sore. That told me I needed to leave a Recommend.

There's a lot to click, and I want to click it all, because it's better if I click it rather than wait. In other clickers there's always a point where clicking is sort of irrelevant and you just hand things over to the idle generators. But, you can't survove by clicks alone, it's still also better to extend your farm to get more helpers. Every activity, every selection, gows the output. That's a rare balance I don't think I've encountered in a clicker before.

My only complaint is the Dog AI. The wolves and foxes can get deep even when Dogs are my leading investment because the Dogs bunch up on one side.
Posted October 22, 2017.
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Showing 1-10 of 23 entries