Nice concept incorporating elements of the three genres, but could only rate this at 3 stars, maybe 3.5 at a stretch.
This is the standard 'card higher or lower than deck card' type of patience. There are 20 levels, each containing 5 rounds. You obtain a score and also gold coins as you play, which can be spent on power ups in the shop.
As well, you must obtain 10 'rubies' in each level of 5 rounds. These are hidden randomly under cards. You do not progress to the next level unless you get the 10 rubies. In the demo hour, I struck this twice on one level, so it looks to be the main stumbling block to game progress.
You are joined by 'helpers' along the way who assist you in various ways, and these were a welcome addition to making the play more interesting. Combos of 5 or more cards increase the score multiplier.
Options: Adjustments available for music and sound volume, as well as screen brightness. Full screen/wide screen, and custom cursor options. Perhaps my biggest complaint about this game is that the graphics resolution on the actual faces of the cards are somewhat less than sharp. I find this rather off-putting, especially when you compare it to the background scene resolution, which is noticeably sharper. [On the plus side, the face-card illustrations themselves are somewhat quirky, however]. The colour hues throughout are in the blue spectrum, in keeping with the winter theme.
The adventure component is rather lame, but because it is really just an adjunct to the patience game, it is acceptable in this respect. Likewise, the hidden object scenes, which seem fairly simplistic. e.g. find ten keys in a snow scene. On the plus side, the background scenes are quite colourful and attractive to the eye.
Ambient music is light orchestral, fairly non-descript, but fits the game Ok. Game sounds must have been fairly unmemorable, as I don't recall enough to actually comment on them!
Overall, this game is just 'OK' and probably will not be a buy for me. If the card resolution had been better, then it would be a different story.
I have reviewed all the games in this series as they came out, with superlatives getting better with each one. This fourth edition carries on the tradition with a brilliant new innovation! Those who have played FTP 'World Mosaic's Chrome' will know what I am talking about, as it introduces different colours into the gameplay, albeit in a slightly different way than 'Chrome'.
So, without reiterating, the comments I made in my review of the last Fantasy Mosaics, apply here also. In short, everything is superb. As before, there are twenty locations each with five boards. You make an addition to your fantasy location, which this time is a winter snow scene, after each set of five boards. In addition, you are awarded one of three 'Stars' depending on your time and 'cleverness' of your play.
There are two modes of play: Casual and Advanced. In Advance mode, the numbers at the sides of the grid are 'crossed off' only when a row is fully complete. As in previous games, auto-fill of empty squares is a feature.
I have to say that the resultant images that you make when a board is completed, are excellent, and unlike many others in this genre, are depicted very well.
So, if you liked the previous 'Fantasy Mosaics' games, you will definitely love this fourth version. Highly recommended.
This is another in the seemingly endless stream of mahjong games from this developer. Again it misses the mark in most respects except for level of challenge.
There are 6 'themed' areas, each having 20 boards, and you progress in 'rank' as you level up. Each board has a set of 3 individual goals, and you receive a star for each if you reach those goals...not an easy task.
There is a choice of 3 tile categories, one of which is Jurassic Park-themed with various creatures etc. However, I thought the tile colours were rather drab and lifeless, and the designs uninspiring. Add to this the fact that the graphics were a bit fuzzy, and you will be hard-pressed to become enthusiastic about this game.
There are options for adjusting sound effects and music volume, both of which were so-so and uninspiring. Options also for full screen, custom cursor, and highlighted tiles in play.
If this developer continues to put out more in this series, they need to ramp up their production if they are to impress players. Not a buy for me.
In this latest installment of Imperial Island, accompany Emperor Omadan on an exciting journey through uncharted lands in search of his son - Prince Caleb.
When 'Imperial Island: Birth of an Empire' came out, it set a new standard in Match 3 games. This second edition is of an equally high standard. There is no empire to build this time, thankfully. Instead, you go on an exciting journey through uncharted islands in search of the Emperor's son, Prince Caleb.
Gameplay is along similar lines to the first edition, but with some new pleasing innovations, especially in the bonuses and power ups.
I can't fault any facet of this game. The graphics equal the sharpest I have seen in any Match 3, with bright colours and the innovative designs easily distinguishable from one another. Tiles are also of a reasonably large size. Music and sound effects are very nice on the ear. In fact both are probably the best I have come across in this type of game.
Two modes: Casual and Timed. That will please all players I expect. Option for custom cursor and full screen. There is a tutorial, which is very helpful and keeps you on the right track. I did not find it intrusive. Boards expand as you solve them, but they were not 'floating', at least in the demo hour. [I know some are averse to that type of Match 3].
As in 'Birth of an Empire', each level has certain tasks to complete, and if you achieve them, you win the level. As well, you are awarded stars [1-3] depending on your time taken and game play. During play, there is a gauge on the left of the screen which indicates how you are doing in this respect.
As you play, you unlock new trophies. Once you have a trophy, you can improve it to bronze, silver and gold by completing additional goals.
Matches can be made whilst other tiles are falling, and there is auto-shuffle when no moves available. With excellent play, you will trigger 'Combo' mode, whereby for 10 seconds matches made will score much higher [I call this 'mad' mode!].
So this is a Match 3 that comes with my highest recommendation and is a definite buy.
If you like a solitaire game which is a bit out of the ordinary, then this is it. There are 3 Modes of play: Story, Challenge, Five Peaks. I played the Story mode in the demo hour.
It's 1935, and you are a detective on the hunt for Jimmy Menendez and his boys, or so the story goes.
You visit over 100 locations in the town on your quest to hunt down the criminals. Each location has a game of solitaire [1 higher or lower than foundation card]. You must get at least 3 Silver stars in each location to progress. If you get a 'perfect', you gain 3 Gold stars.
As you play, you earn cash which is then spent in the 'Shop' to buy power-ups. You also have an 'inventory' wherein useful items appear, and are used appealingly as you progress. There is a Trophy Room where 25 trophies can be earned.
There perhaps could have been an explanation at the start as to navigation on the town map. It took me a while to discover how it worked...you click on a yellow arrow at edge of the circular ring. The ring then moves to that location, and you click on centre of ring to play the location.
There is a reasonable amount of dialogue at certain points, which makes the flow of the game a little interrupted, but it is light-hearted in nature. Graphics are bright and sharp [including importantly, the card faces], ambient music pleasant and non-intrusive, and sound effects interesting.
Overall, a different and interesting type of solitaire, and one which I will continue to play to hopefully catch the villains!
Everything about this game is OK, but not exceptional in any respect, except for level of challenge, which increased quite quickly from the very start of the game.
The story is a very familiar one in which you have to build a village by spending resources which are obtained during game play. There is some minor humour in the dialogue of the story which provides some light-hearted relief.
Before you start a new building, you have to obtain a blueprint, and you get this by completing a mini puzzle. In the demo hour, these were fairly easy.
The game is timed, but I found the timer very generous. Graphics are good, but not as sharp as they could be, and colours are bright. Tile symbols are of a good size and reasonably distinctive from one another. Matches can be made whilst tiles are still falling. All the familiar types of obstacles and power-ups appear as play progresses.
Ambient music is fairly non-descript, but can be turned off. Sound effects are so-so, nothing to get excited about there. Option for custom cursor.
Overall, just an average Match 3 game, certainly not up there in the realms of the best that is available, but one that I can recommend, only just.
An excellent game here which is a Match 3/Brick Breaker hybrid, though more Brick Breaker than Match 3.
You drop Aztec bricks from above to create groups of 3 or more, which then break up. However, if you make a few 'bad' moves in a row, the whole 'brick wall' drops down a bit, hindering your play. Conversely, good moves will raise the wall, making play easier. The level is complete when you clear all the bricks.
As you move through the levels, various obstacles are put in your way to slow your progress. e.g. chained bricks, which have to be smashed from above by matching bricks on top of them. Power ups do become available however, which aid game play.
There are 4 difficulty levels which are actually in the form of 'Timers'. i.e. hardest level has a very fast timer, and easiest level has a slow timer. Basically, the faster you break bricks, the slower the timer counts down. There is also an option for No timer, which will suit players who do not want to be stressed.
Interspersed throughout are three different mini games, none too difficult, which make the game flow nicely. Graphics are excellent and colours bright. Everything is easy to see and sound effects are great.
You play to gain a 'star' rating from 1 to 5 stars, and levels can be replayed. A running score total is also kept, but beware, if you 'lose' a level, points are taken off you.
Overall, I thought this was a different enough game from the norm, and I enjoyed playing the demo. I reached level 24 in the hour, but by no means got maximum stars in all the levels. Some were quite tricky, even in the early stages.
Produced by Icarus Games, this is a decent enough who-done-it HOPA, somewhat along similar lines to 'Murder She Wrote - Return To Cabot Cove', but even better, with more interesting game play.
There are 3 difficulty levels. Options for full screen, aspect correction, custom cursor. Music and sound volume adjustable. Graphics are excellent with brightly-lit scenes and colours. The two puzzles that appeared in the demo hour were not difficult.
HOS are mostly junk pile type, with objects a decent size and mostly not too difficult to spot. There is some interactivity within the HOS as well. There is a jump map available, making moving around a breeze. When you have a new objective to achieve, a dialogue box appears on screen telling you so, and informing you where to go next.
There is a lot of dialogue between the characters, making for a fair bit of reading, but the story is reasonably interesting, so not too much of a chore. It can be skipped however. The lip synching, when present, is not great, and perhaps should have been done without.
There is a lockable inventory, and items are used fairly quickly, so not too much back and forth between scenes.
This is a good HOPA of its type, ideal for when you want to play without too much brain power involved.
Nothing special here. Perhaps it could be best described as almost an OK Match 3 game.
This game appears to be from a Japanese developer and it doesn't help that the attempt at the spoken English introduction is less than convincing...sounds like the narrator is still learning the English language.
There are 60 levels to conquer in either Timed or Untimed mode. You are tasked to rebuild a village from a previous dynasty. You gain coins from playing to pay for the resources. Nothing new there.
The graphics are Good, but not excellent, with the symbols being rather too indistinct from each other. My biggest gripe however, is that the game board is too small, making the symbols harder to see.
All the usual power ups are available, but their associated sound effects are somewhat lacking in power. Ambient music, whilst pleasant enough, quickly gets a bit annoying, and I had to almost turn it off to feel comfortable. One positive aspect is that matches can be made whilst tiles are still falling.
Overall, I thought this Match 3 game was of a technical standard of about 3 years ago. It just does not measure up to what is expected by today's players, and so is not a buy for me.
It seems only a couple of weeks or so ago that I reviewed Fantasy mosaics 2, and here we are with another instalment in the series. Entitled 'Distant Worlds', this one follows along similar lines to the previous two. In this one you have to restore a fantasy garden after it was destroyed by a terrible wizard.
There are 20 venues, each having 5 boards. Two game modes: Casual and Advanced. In Casual mode, the number clues at left and on top of grid are crossed off one by one #as is normal#. In Advanced mode, however, the number clues are crossed off only when the row is complete, and that does indeed make solving more difficult.
As with the first two Fantasy Mosaics, graphics, colour, and sound effects are both great. The ambient music in this game however, is different, being of a sombre, but haunting nature. As such, it is ok, but I found I had to have it at a low level to be comfortable. Gameplay is similar to the previous two in most respects.
Like Fantasy Mosaics 2, it's straight into the action, with virtually no tutorial, and a 20 x 15 grid by the third board. You are allowed a predetermined number of hints and mistakes with each grid. However, with 'clever' play, both of these can be increased. As before, there is auto fill of 'x' cells after all 'fill' cells are completed. One aspect you have to be careful about #unlike most games in this genre#, is when holding down the mouse button to fill in a number of consecutive cells, you must not deviate off the 'line', otherwise they will not actually be filled.
You play to achieve one of three trophies - bronze, silver or gold, depending on time taken. At the end of each venue #5 boards#, you are awarded an adornment to help restore the Fantasy Garden.
So, this is another fine game in the series, which can take its place up there with the previous two, and which I recommend highly.