I played the demo and did not get far enough into the game to be able to form an opinion about it one way or the other.
I played the casual mode with the full tutorial and reading through the tutorial takes a lot of time. However, I don't think trying to play without the tutorial would be successful as the game has a lot of unique applications that are not readily decipherable.
At one point, I got stuck and couldn't get anything to work. I started over under a different player name and was able to get past the sticking point, but by that time, the demo was over. I never got to any of the HOS. The only other information I found out about the game is that there are a large set of achievements/trophies to be won with interesting titles that say little about what it may take to reach the goal.
So, due to lack of sufficient information, I am not going to make any recommendation about this game, one way or the other. If I couldn't find anything else to play, I might use a coupon to buy it to satisfy my curiosity about it, but at this point, I'm deleting the demo and moving on to other games.
The BF support staff found this game for me after I played my first chain-style Match 3 game and fell in love with the format. In this type of Match 3, instead of switching tiles to make a match, the matching tiles are highlighted by the cursor in any order to make a match. The chain of matching tiles can go in any direction, making curves and circles and other shapes. More points are earned for making longer matches, just like in the standard version of Match 3.
There are 3 levels of difficulty; Casual, Normal and Expert. These levels cannot be changed once a game has begun. I started out In the Normal mode but when I reached level 4 and could not complete the grid in the allotted time, even after many attempts, I start ed a new game (I used a different Player name) and chose the Casual level of difficulty. I'm not sure, but I think the only difference among the difficulty modes is the amount of time allowed to complete the grid.
Trophies are awarded for various completed actions, one of which is to complete the grids without using any of the available power-ups. The additional time allowed in the Casual mode made this an attainable objective. Under the Normal mode, even with using the power-ups as soon as they became available, I still could not beat the clock. This is extremely frustrating to me and if there had not been a choice for more time or an untimed mode, I would have quit the game and given it an extremely bad review. Now I can look forward to playing the other games in this series without frustration.
Power-ups are in the form of various Greek gods and are activated by matching "X" number of tiles of a certain color. Progress through the game consists of completing one level at a time, at the end of which a new god is made available for use as a power-up. Each god accomplishes a different task, such as eliminating one tile, reshuffling the grid, etc. Zeus, the kind of the gods, is available immediately when the game starts and allows the grid to be reshuffled. This power-up recharges through the passage of time, while the other gods have to be "charged" by clearing the correct number of colored tiles associated with that god.
In addition to trophies, coins won during play can be used to build a temple. At the end of each level (which consists of numerous grids to be played) when a new god is unlocked, a jigsaw puzzle can be played where tiles must be swapped to create a picture that can then be used as a screensaver.
This is a great game using the unique chain-style of play to create matches.
This Match 3 game has elements of a marble popper game where stones are aimed into the grid to push more stones together to make up a set of 3, which then disappear from the grid. There are glyphs hidden behind the stones and when all the glyphs have been uncovered and removed, the game is over.
The grid is surrounded by arrows facing into the grid. The cursor has a stone attached that must be placed on one of the arrows and clicked, sending the stone across the grid to bump up against another stone. The stones are of different colors and the cursor has two stone options attached that can be switched by clicking the right mouse button. Sometimes these two stones are of different colors, other times they are the same.
The stones and grids increase in complexity. Glass stones are added that must be broken, locked stones must be unlocked before the stones behind it can be matched, and there are "bomb" stones that when crossed by a matching stone attach to the cursor and can be sent into the grid with the arrows, exploding and eliminating stones. I'm sure continued play beyond the demo would have opened up additional options and power ups.
Normal, Relaxed, and Timed play modes are available, which makes this game accessible to many levels of player skills. There is a help menu option that covers the basics of game play, and pop-ups during play explain additional options. Still, figuring out how to make optimal plays is really a case of hit and miss and trial and error, as you try to remember what you did and what happened as a result.
The storyline, if you can call it that, made no impression on me at all and I can't even recall what it was about. Periodically, a screen would appear with text as a transition between completed levels, but its relevance to the game was not apparent to me.
Based on playing the demo, I purchased this game, only to find out after longer play that it did not live up to my expectations. That is why I hesitate to post a review based only on the demo.
What first caught my attention was the fact that this game is one HOS after another. No extras, adventures, morphing objects, etc., etc. Just a game for people like me who love HOGs.
There are two modes of play, a round-based mode where you start out finding just a few objects in a short time period, then build on that level with increased objects to find and more stringent time constraints. Failing at any point requires you to restart the scene from the beginning.
Not being a fan of timed games, I changed to play the relaxed version, which I enjoyed more. But I couldn't understand the way this mode was awarded points, how to use those points or anything else about this mode. That left me between a rock and a hard place, liking parts of both modes but not really satisfied with either one. The game needs better instructions on how to play it and the differences between the two modes.
In addition, all the scenes are very dark and dreary. further reducing my enjoyment. I may revisit it sometime in the future to see if my second impressions hold, but probably not. I have so many games to play that there is no reason for me to spend time on one that I don't thoroughly enjoy.
This game is a twist on the usual hidden object list games. Instead of the objects being partially obscured, many of the objects in this game cannot be seen at all unless you move your cursor over the exact spot. So instead of using your eyes to find the objects, you must move your cursor all over the scene to find them. If you move too quickly, you won't see them. If you are off only a fraction of a fraction of a fraction of an inch, the item will not light up. Hints are available and I used several, particularly for that last pesky item after spending a lot of time already with the scene.
The scenes are complex and the list of objects to find is long. Further complicating matters is that perhaps twice as many items pop up under the cursor as are actually on the list.
Many of the locations are visited over and over again. The objects within a scene are also repetitive and often the exact same items that are in the other scenes. If it wasn't for the uniqueness of the gameplay that held my attention, this game would probably have become boring fairly quickly.
The storyline about a woman orphaned at a young age in search of the uncle who raised her is interesting. The game ends with a kind of cliff hanger, hinting at a sequel which may or may not exist.
As for the appeal of the Manhattan scenes, count me out. I'm not a big city girl and have no interest in New York. That is not what attracted me to the game; I just like good HOGs.
The penguin family is back, this time staying close to home. They are expecting a visit from their uncle and must furnish and decorate their home in anticipation. Every game in this series is a winner and this one is no exception.
Each grid is worked in 3 colors. Being able to switch among the three colors during play allows moves to still be made even if one color is at a stalemate.
The pictures created by filling in the grid are vibrant and easily recognized. After a series of grids are completed (10) then an item is added to the house. Three levels of stars are awarded to the playing of each grid, based on the number of errors made. Zero errors earns a gold star, one error a silver and two or more a bronze. Grids can be replayed as often as you want, which is great for me, as I want nothing but gold stars. LOL.
There are two modes of play, based on how the number of filled-in tiles are highlighted next to the columns/rows. In the easier mode, each time a set of numbers is completely filled in, that number next to the row/column turns to black. In the harder mode, none of the numbers next to the rows/columns are blacked out until the row/column is totally complete.
I still haven't finished number 12 in this series, as these games are very long. But I can't pass up another one or my set would not be complete. LOL.
This is a very frustrating game to play and I think that referencing a walk-through is the only way to figure it out. If the logic of a game is not apparent and requires this type of interpretation for the average player, it is not fun or challenging to me. The hint button often said something like "nothing to do here" and the jump map did not show areas that required some kind of action, making both useless. I found myself going around in circles with an inventory full of items but none of them applicable to any of the places the hint button, occasionally, pointed out needed attention.
I have better uses of my time and many games that are fun to play to waste time on something like this. Good thing it was on sale, or I used a coupon, can't remember which. I sure didn't pay full price for it, so deleting it was just a relief..
This is absolutely the best game I've every played. I like it so much that I'm actually filling it in as my favorite game on the reviews I post. I'm also seriously thinking about playing it over again, maybe more than once. I've already contacted the company to see when a sequel is coming out; they aren't sure yet as they are still getting feedback from this game.
I have never seen a Match 3 game set up this way. Instead of switching tiles to make matches, you draw lines through adjacent tiles to remove them. And the tiles don't have to be right next to each other, they can just be touching at a corner. The longer string of tiles you can connect, the more points you get. I did one string that went almost all across the board, lacking 1 tile on each end to go from side to side. Adding to that, the line was not straight, but wandered up and down and around so it was actually longer than the length of the grid. This is so much more fun than the standard Match 3 arrangement.
The game includes HOS and a shooting gallery game. These are nice breaks from playing the Match 3 all the time. The HOS are not difficult and I required no hints on any of them. The shooting gallery game wasn't too hard, but I'm just a little slow with the touch pad so couldn't get a perfect score.
As you play the game, you earn points. After completing a location, additional points are awarded for not using all the allowed moves and for the number of tiles connected. Using the points you win, you can purchase power ups. These power ups can be upgraded to a maximum, using, again, the points earned during play. For instance, upgrading the power up that clears a row or column gets you to the point that both a row and a column will be cleared when you use it. Prior to upgrading, it will only clear a row. Upgrading a bomb means it will clear more adjacent tiles.
I earned plenty of points to be able to upgrade all the power ups to the max. I did run out of moves a couple of times, before I could upgrade the power up for that, and before I learned how to use the other power ups judiciously. This just requires you to replay the grid.
I was sorry the game ended, even though it lasted a long time. Lots of locations. But I also kept playing it until I finished it because I liked it so much.
If you aren't an American West culture fan, then the theme and storyline of the game may turn you off. And perhaps it won't be challenging enough for some players. For me, the novelty of the way tiles are turned was enough to keep me interested well beyond the end of the game.
I played about 1/2 of the demo when I got interrupted and had to exit the game. Now I'm thinking I might not return to finish the demo.
The game has an intriguing structure. The protagonist, a psychiatrist, is asked by the police for help in finding a missing psychiatrist by interviewing his patients and trying to find out why they seem to be particularly upset about it. It seems the site of the office and living quarters for the patients is exerting some kind of control over them. Even the detective assigned to the case is affected by it.
By hypnotising the cop, various phobias are revealed in the dream-like state and the psychiatrist engages these phobias in a battle to overcome them. In the process, "frogs" are awarded for winning the fight which can be used to purchase things in the store. There are also achievements of some kind.
Movement of the protagonist is sort of 3 dimensional and this is a part of the game I do not like. Using inventory items requires you to click on the psychiatrist as there is no separate "inventory" location.
The awkwardness of the game play and the fact that the game did not really grab me makes this a no-buy for me.
This game uses 3 different colors for each grid, but handles the switching between colors differently than anything I've seen before. I found this new way pretty hard during the one hour demo, where the grids were only 10x10.
The grid has all the colors listed above the columns and beside the rows. All the tiles that must be turned are in the numbers, with the color of the number telling you which color you need to use. The rule that at least one blank tile must be between two numbers still applies, but only if the numbers next to each other are the same color. But if the next number is a different color, there may or may not be a blank tile between it and the previous tile.
Kind of hard to explain, but I found it a lot harder to figure out which tiles needed to be turned and which color needed to be used. As usual, if the numbers add up to the total number of tiles for that row/column, then it's a piece of cake. But you have to remember that numbers next to each other with different colors don't necessary have to have a blank tile in between.
In other multi-colored grids I've played, when you count the numbers you include a blank tile between the numbers. For instance, a row with the numbers 1-2-1-3 on a 10 tile row would fill up the row with 7 tiles turned and 3 blank. The same row of numbers in this game 1 red, 2 green, 1 white, 3 red would also mean that 7 tiles need to be turned, but you have no hint as to where the blank tiles fit, because numbers with different colors do not necessarily need a blank tile between them. Only if two numbers are the same color are you required to place one or more blank tiles between them. So given the same numbers but changing the colors would produce a different count; 1 red, 2 red, 1 white and 3 red means there are still 7 tiles to be turned and there is at least 1 blank tile between the two consecutive red numbers. That leaves 2 blank tiles that could be anywhere.
Takes some getting used to and some brain power to solve the grids, but this new challenge really makes the game fun.