I really enjoyed this game. It was a welcomed change from all the fetch & carry TM games. The game requires persistence and patience. Tutorials are scant. Most levels had to be replayed in order to make gold. Each level had an alternative level and a hero level. I think there were about 117 levels in total. Several artifacts could be created by picking up bits during the game play. Some artifacts were more useful than others. You could only use 3 at a time. Each level could be played better with some artifacts and not others. Potions could also be made from flowers picked up during game play. I found the potions to be extremely helpful in making gold. Three flower colors added mana, speed, or made production of 4 items. Mana could freeze time, speed workers, replenish resources, or other tasks. The main character changed into three other characters that could accomplish specific tasks. Choosing the right character took time. If the wrong character was selected, the right one flashed in the menu. The dragon character could produce a treasure chest of random resources. That was critical for gold on many levels. Goals for each level changed. Sometimes just one goal was listed then others added as the game went on. Some might find this annoying. I thought it was challenging. Graphics were old fashioned. Music and sound effects were OK but could be muted. My only really big complaint is that after making all achievements the ultimate champion achievement did not work for me or most of the fishes in the forum. That's a big glitch and very annoying. Overall, I recommend this game for anyone who really wants to multi-task and think. The dull fetch & carry game strategies will not work with this game.
I thought it was just me and my system. The graphics were really impressive. Nicely drawn and very 3D. The story-line is straight forward and cute. Very sweet and cute characters. Loved them. But --- it went downhill fast from there. I couldn't click where I needed to move the characters. Like another reviewer said, moving through the maze was backwards. I constantly had to pick up my mouse and re-roll it in the opposite direction that it had to move. Confusing, right. Got as far as the chicken with the shield that repels projectiles. Somehow I turned him the wrong way, he died, and it was all over. Had to start over again. I appreciate the developers who spent so much time and energy on the graphics. But, game play, navigation, and character voices need serious improvement.
The first time I tried this game I thought it was dumb. The first few levels were too easy to be fun. So I skipped buying at first. But real TM games are few and far between so I bought it. Having replayed the two different modes six times so far, I found the game to be challenging and interesting. The arrangements and choices of vendors, etc. is critical. I've played around with different set ups and found some work much better than others. Overall, it's a fun game for TM fans who enjoy farm/food themes. It's definitely not a typical fetch&carry game. Takes planning and familiarity with the various ingredients for the vendors product. There's quite a bit of clicking but not the frenzied clicking found in some games. The graphics are adequate for the theme and game play. I enjoyed the music but there's always mute if you don't. The two modes are "Relaxed" and "Challenge". Relaxed is still timed. There's no un-timed mode. Challenge is the same basic game but the timer runs down faster. That was where I fiddled around with the setups. I highly recommend it for TM fans who haven't tried it yet and can't find another game they like.
Enjoyed the theme and another TM game to play. TM mythical creatures get a bit repetitive after awhile. I won't play doom and gloom themes. The basic graphics were clear and coherent. But, some of the structures at the top disappeared into the heading. I missed a couple of houses that way. And some levels clustered the resource generators so tightly it was hard to see how to get to them. The character voices were annoying but could be muted. I didn't mind the music but it was repetitive. The three modes were all the same. The "Untimed" level was still timed. The "Normal" was still "MultiClick". A serious glitch in my opinion. I rarely play untimed but if someone doesn't like timed levels, this is a deal-breaker. There was more clicking than I usually enjoy. Game-play required pretty tight planning. For the most part, building up resource "mines" in the beginning of each level worked the best. Each level had a "hidden treat" that was so tiny I wondered why the developers bothered. It didn't seem to affect the score. Just that 50 treats were found. Since I was desperate for another TM game, I bought it on bogo day. For me it was OK. I can't really recommend it with the non-working modes, however.
So far, I've really enjoyed the SE Weather Lord series. The Princess art is the same as WL3 and WL4. Game play is about the same. Two major changes. The weather icons are now at the bottom left of the screen. I liked that. In the other WLs, they were scattered and sometimes hard to find and hold. However, I wasn't happy about not being able to click 3 workers at a time. That was a pretty good strategy. Now the game runs like most other fetch&carry games so I had to scatter the workers to 3 different tasks. Not a deal breaker but it was a plus for the WL series. Each level requires at least 2 tries to get gold. But I haven't needed a strategy guide or walkthrough. I recommend it for anyone who has enjoyed the WL series. It now has a casual untimed mode so it can be played by anyone who doesn't like the time feature. I don't buy CEs in general because I don't use the extras. I prefer not to have a strategy guide but it's nice for players who want one.
Enjoyed the western theme and story line. Cartoon graphics were clear and easy to see. Only the hidden treasure was tricky but it's supposed to be hidden, right. Music and sound effects were pleasant and relevant. Especially liked having so many upgraded workers and tax collectors without having to buy them. Sped up the pace of the game. Many other TM builder games require buying a worker and waiting for the worker to go back home and back out again. That slows the pace to the point of boredom. The player can select the level of difficulty for each level, Relaxed, Normal, or Extreme. Playing Relaxed lets the player upgrade all the workers and find all the hidden treasures. Then for Normal and Extreme, the player can just click away. My only suggestions for a sequel would be to allow sweeping to collect resources rather than clicking. And, adding more features other than the Chapel to add to Happiness. The early levels didn't allow the Chapel so time is wasted and the games slows down waiting for Happiness. TM players who like the mad-clicking, frenzy type games might think this is too slow and boring. Anyone who hasn't played TM games might try this one in Relaxed mode during the free trial. I found it to be a refreshing and pleasant change from hidden object games and fetch & carry games.
Just replayed it. As many others have said, the graphics are fun and clear. Sound effects relevant. Game play is interesting and not repetitive. Replaying the game, you can set every kingdom up differently. There's a relaxed and timed mode. The relaxed mode is enjoyable because you can fiddle around with the different buildings more. Timed is interesting but, I think, requires some practice in relaxed mode. I always hoped that the developers would create a sequel or a similar game.
I recommend this game!
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Westward III: Gold Rush
When gold is discovered in the Northern California wilderness, three adventurous pioneers set out to stake their claim.
The graphics are great. Rotating and zooming the screen are a terrific feature. The sweeping western music gets repetitive but can be muted. Game play involves completing several quests that require various resources and people. The developers did an amazing job with the game. It's very long. Unfortunately, at least for me, the quests are not intuitive. I couldn't complete most of them without a walk through. I don't like using a walk-through. I play games to use my mind. I can usually figure things out. Two of the quests, earthquake valley and haunted town, were impossible for me and I gave up the game. Something I very rarely do. I may go back and try again. Or not. I know it's difficult for developers to walk the thin line between challenging and frustrating but, for me, this game failed. Someone else might really enjoy it but buyer beware. The first hour is much easier than the rest of the game.
Enjoyed all the Weather Lord games. Thought Hidden Realms was the best overall -- graphics, music, game play, and challenge. The same artists did Shaman and Successor and the graphics are not as finely featured as Hidden Realms. Music is fair and tolerable. My only complaint for Successor was that the weather elements were hard to see sometimes. The tutorial was weak for anyone who never played the series. I remembered most of the features so it was OK for me. Game play is challenging and it takes two or three tries to get gold. In the Weather Lord series, you don't really know what you have to do until you play through the level. On the second try it's pretty easy to get gold. I enjoy that feature. I also enjoyed using the weather elements to bolster the warriors. That was different. It's different from most of the resource collector games in that regard. Takes more strategy and planning than the simple builder games. I recommend newcomers start with Weather Lord Hidden Realms. If you don't enjoy that game, you won't enjoy this one either. But for anyone who enjoys the series, this is a game to add to your collection.
Loved the first Moai game. Took me a whole year of off and on playing to make gold stars and chisel all the statues but it was fun. This sequel looks great so far. Played the demo and bought it. The graphics are bright, cute, accurate, and easy to click. The little characters are so cute and hard working. Music sounds tropical matching the island type of environment. Character chatter is still cute and indicates what's going on. Took me awhile in the first Moai to figure that out. Game play is pretty much the same as the first Moai so far. What I enjoy about the Moai series is that buildings are built and swept for resources rather than running characters along roads to pick up items. Strategy is critical. The only thing I didn't like about the first Moai was clicking on the ghosts but I found on my re-plays that I was doing too much clicking and not building statues. Don't know how this one will work out but hopefully it will be as interesting to plan activities. I highly recommend this game to anyone with the perseverance to play through and go back for gold stars later. It's not for anyone easily discouraged.