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Exorcist Girl : Idle RPG

Tried this just because the graphics look nice.
(nice not as in super detailed, but rather clean, simple yet not pixelized)
Many of the other idle games feel kinda cramp, compressed.

In terms of features, it feels abit lacking.
It has weapon, rings (armor), skills, abilities, pets and awakening + merging for each of these.
The basic features just short of barebones.

But hey, if you played some of the other games, you get a feel of being overwhelmed.
Having to update multiple different "mini games" to farm resource daily can be a pain.
If you don't mind, then try Moonrabbit Idle instead. The number of features, progress and potential for different builds are there.

Back to this game, the growth is mainly by gacha.
Draw more equipment, combine them, level them up or awaken them.
But regardless, gacha is a must. Even for skills. So no gacha, you are pretty much stagnant.

The amount of free gems is quite alot.
Login, daily rewards from tier up, daily quest and ads.
The main push for new players would be the gems from clearing stages.
These give alot of gems needed to draw more and powerup more.

Now here is the gist.
Once you cannot progress in a stage any further, the number of gems you get daily will drop alot.
Your skills are level capped without duplicates.
Your weapons and armor don't improve much without getting to the next equipment tier. And you only have duplicates to awaken the lower tier equipment. Though awakening stones are also limited.
Stats barely increase since each level of stat up increase cost without increasing the added stat.
So compared to when "your stat is 100 and you add 10" and when "your stat is 10000 and you add 10". The later would increase by an extremely small percent. No idea how you would turn from defeat to victory with that amount.

So once you are stuck, you are stuck.
And for me... is where I write this review and quit.
Though for those who don't really have time to play much and plan builds, this game is generally relaxing and the graphics look cute enough to give it a try.

Lords of Loot

Lords of Loot

3.5

This is game is dungeon crawling based on decisions. No direct control of combat.

You start off each map with your base stats.
(what you unlocked outside of the dungeons such as equipment and stat increases)
You choose a door to enter and (auto) fight the mobs in the room you entered. After winning, you gain coins and will be given a choice of buffs you can receive for this dungeon map.
If you die, you keep the drops such as equipment or unidentified skills and weapons. Then exit to update your equipment and stats before trying again.

Every 3 dungeon is ruled by a Lord. So after clearing the 3rd dungeon which has the lord, you will move to the next set of 3 dungeons. You cannot return to the previous ones so any rare drops you missed is gone.
I missed the chest with skill twice already. But seeing as you can get gems from normal drops and can use gems to gacha skills, not too big a deal I guess?

Ads...
Lots of games have ads but this one does not.
Not "no forced ads" but rather "no ads at all"
Is nice to not get interrupted mid game or having to watch ads to unlock stuff.
But similarly, if you are stuck, then you are stuck. No OP drops from ads to help pull you through. Just grind your butts off.

And well, if you actually rushed abit too much, you might get stuck abit if you cannot kill even the first room's mobs.
Though... thats highly unlikely. I did get stuck with dying on 3 or 4 rooms before. Took quite abit of repeats to get the necessary resource to lv up to bypass that bottleneck.

Is quite an interesting game. Slightly fustrating at times but worth a peek for those who like short puzzle/battle games.

ROM: Remember Of Majesty

Was bored and curious about the stink reviews on playstore so I downloaded and tried it abit.
It feels like... life [白眼]
Similar to real life, little information is available. The damage you dealt, the opponent hp or even how to play the game. (just like no one teaches you how to live your life lol)

One of the biggest grief I read was that you cannot buy mp potions. (or was it sp in this game?)
So the complain was that mage runs out of mp real quick and eventually fall back on normal attacks.
However, I learn that there is a generic class skill that cost less than 1/3 the mage's starting attack skill.
Mage : Earthquake : 17mp
Generic skill : lighting : 5mp
- hope I don't get the names wrong, can't really remember some details

So if you pump up your mp recovery, even though it is low and slow, it should still be enough to allow you to auto cast lightning as you main attack skill without issues.
Btw, you will need to progress abit in the story and reach the town before buying the skill. So I can understand why some would rage quit before learning of lighting. Imagine starting the game with your mage whacking the mobs.

The 2nd biggest grief is that you cannot see your damage nor the opponent's health.
Yeah just like life, you don't punch someone and see "5 dmg" nor see the opponent's hp drop, heh.
So without the ability to quantify your damage, some of the excitement from either seeing large damage numbers or opponent hp dropping faster than you drain your sink, is lost.
I too understand the wow factor when the damage goes to the millions, the billions, then so high that a new unit is created, aa, ab, ac, ad, etc etc
And when you flick your wrist and the boss hp bar drops to zero or simply drops multiple bar like x5 > x4 > x3 > x2 and you go wow OP.
All these cannot be felt in ROM.

The game is also a little laggy, takes up a large amount of memory and the graphics is kinda old , even if not ugly. The characters are also gender locked and the game non-intuitive.

I would say that the game is not really as bad as most bad reviews make it out to be.
But without much guidance in game, I can't really say what makes it stand out and worth playing too

Gear Defenders

Gear Defenders

4.0

You have an inventory which has a main gear and each round, you get to add gears which are either to summon units, trigger buffs or speed up the other gears.
(btw, gear as in clockwork gears, not generic term for equipment)
When a gear fully rotates, it triggers its effect, either summoning the unit to fight or casting the buff.

1) ads:
One of the main concerns of most players and a potential of complains.
For this game, ads is relatively mild compared to bag games.
- first, you get the full space to place gears, unlike bag games where you add it piece by piece and many locked by ads.
- next, like bag games, 1 of the 3 gears generated has a chance to be very strong and locked by ads. But in most cases (at least early game), what you have is already sufficient to win. Those ads locked gears just make it easier if you somehow keep losing or just want to take it easy
- also, gears are 1 bag slot.
What does that mean? If you need to merge 4 gears (or tier 3?), basically you need hold 2 unit slots (tier 2 and tier 1 then draw a tier 1 to merge). For bag games, if the unit needs 4 bag slots, that would be 8 slots, basically eating up almost all your bag space.
This makes it a gamble as you can only chose 1 unit type to merge and pray you draw it. But for this gear game, given that it is only 1 slot, you have more leeway to keep different copies so the difficulty of merging to get the same unit locked by the ads is lower

Basically, mid game, you don't really need to watch ads. After the stage is complete, the ads don't feel as intrusive anyways

2) Game mechanics:
The game mechanics is weird.
One would think that the gears to speed up must be placced before the buff or unit summoning gear.
Like "main gear" > "speedup gear" > "unit summoning gear"
So the speedup gear will multiply the rorations and pass it on to the unit summoning gear. Well, at least that was how I imagined before I actually played it.

But on testing, both the setup below have the same speed
"main gear" > "speedup gear" > "unit summoning gear"
"main gear" > "unit summoning gear" > "speedup gear"
Meaning that the logic is not physics but some unexplained method by the developer

Some rules I observed is
- number of unlinked buff or unit summoning gears that are rotated, will slow down all gears
- linking them up = 1 chain with more contact to main gear = more speed (no idea why)
- so linking 7 gears to the main gear would be the fastest (1 corner can be kept unused)
- attaching a speedup gear any where speeds up all gears linked to it, even if the speedup gear is at the outer most of the group ofr chain of gears (weird huh?)
- higher lv speedup gear gives more speed than individual speedup gears before merge, but compared to speed increase from increasing contact with main gear, is still lower. So the 7 gears should finish setting up before level up the gears?

Also, the game has a cap on the number of units summoned.
This means that even if you use ads to get lots of units summoned at once, most of them will sit waiting behind the wall until an active unit dies. Making it kind of pointless to get ads locked units.

3) Gacha:
The game does not have the conventional level up. Where you gain xp in stages and level up your units. Rather, it is closer to tier up of units.
You gain shards from either rewards or gacha which is used to "level up" a unit and that is capped by the number of stars of the unit. You can up the stars by getting duplicates of the unit from gacha.
So is basically gacha shards to tier up and duplicates to breakthrough in other games without the conventional lv up. In my opinion at least.

Meaning, if you get stuck, you just gotta wait and do more dailies for gacha attempts. Running stages don't seem to help that much.
While tactics may help, if your units get 1 shot by the enemy, there really isn't anyway you can win even if you managed to swarm them. A bunch of catus mobs shooting their piercing shot will wipe your army clean and advance to your wall before your next wave arrives

Conclusion is that the ads portion is not that bad and the game mechanics though not properly explained, is still quite interesting. Progress is locked by unit stats so there isn't a need to rush as you will probably need to slowly gacha your units to becoming stronger.

Hunters Origin

Hunters Origin

3.8

Not your generic lv up game. If you jump in thinking that properly planned skills and stats will allow you to progress as long as your level is high enough, think again.

Basically each level gives you
- 1 stat
- 1 skill point every 2nd (odd) level
- access to equipment of that level and below
- thats it. No extra dmg, hp or anything else

So if you level to max without using any stats and skillpoints, your power is basically level 1.

Now, you think that simply up the correct stats and skills will do, think again.
If you look at high rarity equipment, the difference can be huge.
To put it simply:
- 2 points of lifesteal = 1 skill point of vampire
- 1% cooldown reduce = 1 int stat or skill points worth 1 or 0.5
- 5 dmg increase in weapon = 5 str stat

So basically having a good equipment = many levels worth of stats.

Then do you think the game is such that when you equip high rarity equipment, you get to breeze through the game?
No, the opposite. High rarity equipment makes it possible to progress in the game. Without them, you will be struggling.

Then I finally come to the start of the experience of the game.
You start off levelling fast till lv 5 or so. The mobs are ok and if you take more quests you can level up even faster. NICE!
Then you start to struggle such that if you play offense stats like strength, you might get one hit killed by bosses.
Wait... If you fight bosses and its too hard, of course you get killed correct?
But... lv 10 vs a lv 6 and get squished in 1 hit... now thats strange

So then you search and understand the mechanics as above. The game is equipment based.
Then you check discord and oh... basically you got to farm mini bosses to try get rare drops.
And that level only helps unlock access rather than make you stronger like other games.
Then you understand that the whole game is about mini boss hunting.

So to conclude...
Graphics is borderline sux. Actually looks ok for block types?
Game character is customisable and can reset easily with an ads.
But instead of leveling to progress, its all about equipment farming.

Then again for all you hardcore gamers who do endgame farming, this really isn't new is it?
Its just those casual gamers who will suffer.
So... you know which you are and if the game is the type for you. [不滿]

OverField | Global

OverField | Global

5.0

The main attraction for this game is Chibi + 3D world exploration with multiplayer.

Chibi is chibi, but what bout the 2nd point?

1) In the given field, you will actually need to move up as much as forward, backwards, left and right.
What? Genshin and Tower of Fantasy already have them?
Those only have cliffs and buildings at best. The vertical movement in those games are simple compared to Overfield. Totally a different league.

2) Multiplayer. While tower of fantasy also has multiplayer, many games like Genshin are single player with a few other players being able to enter your world for short periods of time. Overfield is similar to Tower of Fantasy where you share the world with other players

Characters have a certain level of customisation based on costumes but not their skills and proficiency. So you would probably choose a character with skills and weapons you like then customise its looks. And yes, once you draw a character, given most of its looks are based on costumes, the looks can be replicated on a different character.
There are still limits such as gender and eye color though.

The draw rate is pretty good and new players will get Miao on the 7th day.
Although to get 5 star SSR, without paying, you would need patience and planning.
The game's difficulty however, does not need SSR and many SR characters perform pretty well.
My opinion is that SSR may be strong but their skill complexity may also be higher such as needing to time the skill or do specific sequence or actions.
SR is still pretty fun and with the ease, worth using.

In Tower of Fantasy, one of my main pain points was finding stuff on map for completing the 100% exploration. Some are so obsure and the map is too huge.
Overfield however, does unlock tracking of these items. Though not immediately.
And oh, did I mention, these features are unlocked free.

The main drawback of the game is that if you rush to complete the story and finding all the stuff on the map, you might be at a loss for what to do while waiting for a new map to release.
Though the game just released a new map at the point of this review, so 3 maps will definitely last you awhile.

So other than the withdrawal symptoms I experience when waiting for new content, Overfield truely gives a flawless experience of open world exploration.
In both beauty and cutenes, I truely can't recommend it enough.

Drop the Cat!

Drop the Cat!

4.0

Tried this abit for fun.
The game is shifting of blocks which acts as holes where you drop kittens into.
The blocks cannot move in a direction if there are kittens of other colors blocking it.

By itself, it has quite abit of thinking needed to complete each puzzle.
However, they added a time limit.
So the game difficulty mainly comes from the time limit than the complexity of the puzzle.

For me this kinda spoils the fun a little.
But else, it is cute and excluding the time limit, is an interesting puzzle solving concept.

Zombie Forest 3: Underground

This is a single player zombie survivor game. Not those 4x pvp ones.

The graphics sucks. Seriously. But Since you don't play zoomed in to the max, the quality is actually sufficiently good.
(Opposite those beautiful graphics game where you spend hours customising only to view a zoomed out backside 90% of the time)

Game play is pretty fun.
- no hunger or thirst (food and water is like potions)
- time does not actively flow other than fiddling with the radio. Only certain actions progress the time such as moving to an area to search or building/repairing stutff)
- you actually got to defend your base at night
- battle requires some skills

You start off with 1 layer of base and a radio.
Total 6 energy. Meaning you need 6 fuel a day if you wish to use the radio.
Radio is used to scan for new areas to scavenge. And requires certain buildings to expand the range later.
After scanning a new area, you can move to the area to kill zombies and scavenge stuff.
This will consume "Daylight" time. And is a 1 time consumption, so traveling back to camp is free.

Scavenging does not consume time. So you can slowly kill, explore and loot.
There are 2 camera modes. Default is from the side which provides a wider view.
You can press the camera icon to switch to top down view. This is useful for precise movement like combat.
Melee combat usually involves, stepping into range, attacking then stepping back out of range to avoid zombie's attacks.

I prefer using melee for a few reasons
- uses strength to boost dmg. Which also helps increase bag space. So pick up more, sell more
- don't use bullets so I sold all bullets making it easier to buy stuff for base defence
Drawback though is that later when you fight huge zombies, you need some skills to avoid being hit. Like short dash to move to their side or behind

It is best to kill all zombies as you need the experience to lv up.
I recommend up the 1st and 2nd stat which ups dmg, bag space, hp and stamina
At lv 5 and every 5 lv after, you gain passive skills.
I recommend the 1st skill to be the one that gain an additional stat on lv up.
The next would be hp recovery on returning to camp.

Traders is the main source of materials to build base defences.
Basic steps are
- sell
- buy materials
- sell more
- watch ads to refresh item list
- buy materials
- sell more until nothing left to sell or merchant not enough coins

Well, in all, though the graphics is abit crude.
The game has been quite fun for me.
Though well, each to each own right?
And the ads are not too intrusive too. Mostly when you move between areas and has a shorten version too.

Survival Shelter

Survival Shelter

2.8

Basic flow is
- Random draw units between waves of zombies
- place same units of same rank on each other to merge
- you start with 3x3 slots to place units (or was it 4x4? eh)

Zombie graphics looks cute as does the units you draw to fight the zombies.
Basically, a pretty nice game, if not for the ads.

Ads if for pre-battle or post-battle, I can accept.
But having to watch ads between waves is like watching commerical between scenes of a movie. It breaks the flow of the play. No matter how wonderful a movie is, once you start showing ads in the middle of the movie, it is basically a flop. For games, it is similar. If you show ads in the middle of battles, it is basically a flop no matter how good it is without the ads.

Now many would say that the ads are optional.
Do note
- the ads are randomly placed on the random draw of units. There is already "extras" with ads separate from the random unit draws.
- you do a 3 unit draw each attempt with number of attempts based on the currency your businessman unit produce
- so if you have 1 ads, it means that there is only 2 units for you to use. And if it is 2 ads then you only have 1 units you can use.
- majority of the ads are for slot expansion used to place units. So if you don't watch the ads, you have less space to place units. For a merge game, this would mean that you have less space to place units to merge

A unit worth 2 slots
- lv 1 = 2 slot
- lv 2 = 2 slot (current unit) + 2 slots (place unit and the next draw can merge)
- lv 3 = 2 slot (current unit) + 2 slot (a lv 2 unit) + 2 slot (lv 1 unit where you can merge the next level 1)

Means to advance beyond lv 3, you need 6 slots
But not to forget that there are multiple types of units and you do not know if this unit type will appear frequently or not. So focusing on 1 unit type is a gamble, but using multiple unit type may cause you to have insufficient slots to expand beyond lv 3 unless you watch lotsa ads between waves.

In all, I would say that it is a good game made shitty by the poor decision of the developer.
Not greed, after all, ads are needed to keep the game alive. The issue is placing the ads in a way to spoil the enjoyment of the game.

Trickcal:Chibi Go

Trickcal:Chibi Go

4.5

*Pinch* ... oops [無語]

The game at is core isn't too outstanding
- gacha for heroes
- make a team from heroes
- face of between your team and enemy team in dungeons or story

What catches my attention is the theme, graphics and *pinch* (oops) the cheeks of the chaharacters.
The character's cheeks can be pinched and stretched like mochi. And on releasing, it snaps back. With both pinching and releasing of cheeks having its own character reactions.
Pinching is not just in your lobby or some mode like romancing.
Pinching can be done almost anytime. So when watching the story and feeling bored, just grab that cheek and stretch it *pinch* (ah [不滿])

The theme is fun, chibi cuteness.
And the characters actions, reactions and thoughts are funny.

Do note that you can skip the theater (story) and focus on the battles. Then go back to watch them in one shot for the rewards.
Is more fun this way actually.

Halls of Torment

Halls of Torment

4.3

One of those survival games where you fight huge mobs and dodge a hail of spells and bullets.
- theme is kinda like diablo
- your char can equip some armors and accessories
- your weapon is locked by char (class?)
- you will unlock some skills to pick up on the battlefield
- char and equipment can be upgraded when you get the necessary resources

Pretty fun short game, story wise at least.
There are also dungeons with increasing difficulty and better drops

My opinion is that the swordsman you start of with is sufficiently strong.
Don't need to really unlock the other classes unless you want to try.
- some of the classes can be unlocked free
The sword is mighter than the bow... or so I feel?
While projectile and spells hit individual enemy then bounce or pierce, the sword just slice an arc. And well, the range and angle of the arc can be upgraded in battle so it covers quite a wide range. Near char lv 100, 1 swing can cover half the screen, like 180% if you focus on range and area. Moreover, as range increase, arrows spread out correct? And arrow counts do not increase that many so a sword arc can actually kill more.
However, sword is 1 hit while projectiles can be many so the dmg if shot at point blank is higher. Though... if possible we want to fight from range?

Fun for a short 20 to 30 minutes fight.
Not something to really hype about but might be worth giving it a try if bored.

Hidden Heroes: Fortune Dungeon

This game is catered to those who like to power up, gacha and flashy high rarity equipment.
Not really something I would play though.

Currently still in early access in Playstore.
For a long while (not sure how long since my patience wore out), you will be spending your time clicking rewards.
- up stats using gold (stat up stat up, oh I am strong!!!)
- collecting different achievements and rewards (oh I am rich!!! So many freebies for little ole f2p like me)
- gacha lots (wow, drew so many skills and characters. Oh a gold char omg omg!!!)

But seriously, at the end of the day, no idea what I am playing.
Sure, power up alot and fast. But well, might as well give me a max char with all equips and max stats or something? It feels just the same, nothing is understood and nothing is learnt.

Review ratings well... to be fair, there are players who like these kinda games so the review ratings is for them. Cheers

Huntopia

Huntopia

1.0

So, based on images in the playstore and qooapp and even a youtube gameplay by "Down to Top", I had some expectations. Never did realise that even youtube review with 1 mill subscribers can be fake.

Here is the gist:
- landscape mode? Nope, potrait mode
- open world? Nope, play by stages
- exploration? Nope, just auto quest to quest.
- pet capture? Nope, did not do any "Capture". Pets got so far are from some pet dungeon?

No idea what is the "Tribal", "Open World", etc etc mentioned

TOREROWA

TOREROWA

1.8

Stuck at config. So here goes
- start with tutorial, you cannot click settings and gotta use the default joystick. Its a fixed joystick so if your phone or tablet size makes it hard to control, gotta endure
- tutorial force you to use a 2-handed sword. Basically you pick up the sword and enhance it. You do have default wpn but the dmg is pitiful even in the 1st dungeon. (Seriously???)
- after tutorial ends, you can finally adjust settings, change wpn and gender/looks. But wait, how to test?
- you go into dungeon in party, others run around looting and killing so is hard to get a feel of the game and fine tune the controls
- fine, turn off party and enter solo. You get pk-ed by other players.

So yeah.
1) It is a dungeon cum battle royal game. All you pve only players, stay away.
2) There is no default place for you to tune your controls or test the wpn skills.

Tower of Fantasy | Global

This review is from the perspective of one who likes to explore the world. Instead of aiming to be the strongest or kill high difficulty bosses.

The game itself has minor issues like dialog text don't seem to have the option to display all at once. So gotta wait for it to display and the end text might be missed if it is too fast. A little laggy sometimes.

For exploration, it is an extreme test of patience.
In the 1st world (before chp 7) The issues are minor. Some supply and orbs belonging to the region are outside the region, so trying to get max completion can be abit confusing. Some of the water cores needed to solve some puzzles are hard to spot, too far or in difficult to transfer places.

From the 2nd world (I have only played till here), the exploration becomes alot worse. The puzzle pieces are not properly explained. Like the mushroom needing a strange piece to grow. You don't know what to look for. And if you happen on it, you get the "buff" to pass to the mushroom, it disappears. Probably needing more than once, so if you don't know that is the method, may be hard to guess. (Or well, I might simply be a little dumb so bare with me?) Also, the elemental supply needs 4 cores to be destroyed. This again is not explained so after destroying the one obvious one, seeing no reaction is confusing.

Further more, the 2nd world has different level like caves and cliffs which are difficult to access from other levels, making the search even more confusing.

I had expected the exploration to be more like the 1st world where its more of moving around and picking up stuff while enjoying the scenary. Instead of searching, backtracking and finding hidden keys.

My conclusion from playing so far is... "An exploit is a valid method of playing"
After all some puzzles seem to need exploits.
Let me give you an example:
When you move water cores, you can pick them up if close enough, regardless of height and obstacles. So when moving the water cores up the building, one method is to shoot a pillar at the base of the water core which pushes it to the roof. Move to the next level and pick the water core up through the floor. (the roof of the floor below). And when you need to let go? Just move to the edge and fall. Repeat and you can move the water core up the 2 or 3 building level. Definitely an exploit since you pick up through the ground (and obstacle) but it is what it is.

Dead Impact: Survival Online

(warning: A semi paywall midgame. Will add the details in the reply of this review)

Similar to those zombie survival game where you need to eat, drink, scavenge and build a base.

However, it removes many of the difficult parts. For better or worse. (Better in my opinion)
- no more hunger and thirst so you don't need to hoard food and water and related stuff like empty bottles. More space in your bags and you can check stuff out without worrying. No more worrying about food running out while exploring the base or crafting
(Meat is basically healing potion instead of hunger mechanics)

- no more durability on equipment use. There is durability but it never depletes unless you die. So you don't really need to keep backup wpn and armor or scraps to craft them if you have more important use of the bag space

- no need of travel time unlike some zombie survival games. When you want to go to base or a map, you go straight to the entrance.

- no ads, as far as I know. This is both good and bad. Less freebies, less frustration. So take your pick.

From the above, can see it is a watered down version of zombie survival and becomes at its essence a game where you go out to collect stuff more than actual survival

Additionally
- classes are locked behind paywall or story progression
- but the easiest class with range, melee and healing is available. Bow and 2 handed sword are both energy weapons, so 1 stat (int) is needed instead of 2 (since range and melee uses different stats)
- has few variety of weapons and the most interesting are locked behind story progression
- kinda grindy. Repeatitively going out to collect stuff, return to upgrade equipment or base then off again.
- has real multiplayer. You see other players in the common city areas and when you enter a map, if someone happens to be starting the map too, both will merge so you can play with absolute strangers. (unlike most other games where other players are only seen in certain events)

To conclude, whether its good or bad depends on you.
Hardcore players may moan its too easy.
Casual players may enjoy the reduced difficulty.
For me, I find it fun so far, though the grind is abit much and getting far enough into the story to unlock those fun weapons seems to still be so far away

HungryAliens

HungryAliens

4.3

Gonna review here since playstore has character limits.
Else please download from playstore.

This is a regular bullet hell game. A survival game where you learn skills every lv up and try to kill fast enough not to die.
The game is stage based, so no infinite waves.

The good part of the game is the balance and progression.
Don't be fooled by thinking that just because you choose the correct skills, you will win.
Like most stage based bullet hell game, the ability to kill the enemy is an important factor in surviving and clearing the stage.
If you need to hit a regular mob 3 or 4 times to kill it, in most cases, you will get swamed and die.

Here is where this game excels.
The game gives regular gems, provide sufficient idle rewards and you can get abit extra from ads even without paying.
The regular gems allow you to occasionally gacha for rare drops. Choose the regular one where there is no time limit and you will eventually get the chronos gear. And with some luck, some rare char as well.
You can use 3x15 stamina daily for rewards daily instead of consuming all the stamina by playing the stages manually. And you get additional 15 stamina worth of rewards by ads. There is also idle reward, so you get exp, gold and drops when idle. After clearing a stage, if you were to replay, you can consume 3x the stamina for 3x the rewards. Meaning to say, one can get rewards through less gameplay, just at the cost of lesser rewards. Allowing you to enjoy leveling up without eating into your time in real life.
The ads are few and helps progress but are not really necessary. But lets support the developer with an ads or 2 daily?

With a constant progression in level, equipment and stats. Even if you cannot clear a stage today, it will not take long before you power up and clear it later.

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