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Once Human: RaidZone

Once Human: RaidZone

4.2

My review will be from the perspective of a casual gamer.
Meaning that I do not rush for end game PvP yet still enjoy learning the mechanics and exploring the game and the game's world.

For the start, the tutorial is kind of overwhelming.
You get a handgun and start fighting enemies that move fast and mini boss that deal quite alot of damage.
Here I learn about the usefulness of auto firing, something I would prefer not to use in other zombie games. However, it becomes a necessity when playing Once Human on mobile due to the mobility of the enemy.
Also, boss and mini boss deal alot of damage, so its kind of a shock when I am just in tutorial.
However, it seems that you are given auto revive while in the tutorial, giving you a chance to learn how to fight without dumbing down the difficulty.
(I know PC might be easier or that Pros will find it easy but I am new to this >_>)

Story wise, I googled online and it seems the tutorial story was changed so it does not really explain the story as well anymore. I also feel its abit weird like how after the tutorial areas, you are called "MayFly" but without an explaination on it.
So yeah, story is abit... off or disjointed?

Finally the good part
1) The game does not rush you to level up.
No more super xp boost where 1 mission boost you afew 10 levels
No more limited time reward for newbie progress.

2) Food, water and basic resources are easy to get, though you may need to learn the mechanics abit. You may also wish to learn how to move your base so it is near food, water and ore, so you can resupply easily. Its one of the top right buttons when you enter build mode in a different area.
(Also, yeah, I guess base and stuff will be different in harder modes but I am still learning in novice area)

3) There isn't a rush to progress.
You can slowly learn the mechanics by reading and trying things out.
The boxes respawn (online says is every 4 hours?) so you can clear each area a few times. Allowing you to get used to combat, try out weapons and accumulate resources to become stronger.

4) resources are limitless.
Even the research part, you can recover furniture from the areas cleared and convert them into research points. So no locking you out

5) True multiplayer.
You can see other player's base on the map and sometimes run into other players too.
But being in novice zone, for now, the number of players I see is few.

Also, there are 2 modes.
The one with the bus stop is the story mode with different zones.
Click the top left button and there is a PvP zone.
To my knowledge, the story area has no PvP, so it will be less stressful.
While those who rush end game, will probably join the PvP servers

After trying a few zombie survivor game, this has been one of the best experience.
At least for the beginning.
After all, I am still in the novice zone bumbling about.
Though the game mechanics is alittle more complicated than I would have expected and preferred.

Undawn | SEA

Undawn | SEA

3.4

Similar to Life After but so far, no game breaking bugs.
But there is still non-newbie friendly.

Here is how it goes:
- you as a newbie are given a huge xp boost. (Sounds good?)
- Level in game does not directly translate to higher attack or defence
- Daily quest under "Schedule" are based off level
- Level does unlock crafting of higher level equipment but you will need time to farm and gather

Basically it means that you will be forced to fight high level enemy with low level equipment.
Well, unless you are a returning player and know tricks a newbie does not know.
Or you have someone to carry you?

Either way, the point is that it is extremely non newbie friendly.
But at least no game breaking bugs.

NTE: Neverness to Everness | Global

The "Value" in the review is rated on my own experience.
For those with more powerful mobile devices or playing on other platforms, it will probably be a different story.

The game has beautiful graphics. The music and sound are pretty nice although the voiceover can sometimes be alittle off-key.
Battle system is hack-n-slash with dodge and counters. Also, you can switch char mid battle for some combinations.

Now, before even going into the game features, the thing that is first shoved into my face is LAG.
For a game that features high speed action and requires dodge and counters, LAG is a fatal flaw.
The game jerks or becomes blurry, making the movement awkward and the battles difficult to react to. And even if you can fight well, you probably will not enjoy it with these flaws.

Next is the features of the game.
Which sadly, I do not know.
It lags so much that I seriously am not sure I want to continue playing or not.
Given that similar battle systems are already available in other games.

I will give the game a day or two to see if any updates improves the quality of the game before uninstalling.
After all, with a download exceeding 16 gb (and that is just 1 of the patches, not the inital installation nor the later updates), I would expect that the game would execute a little more smoothly.

LifeAfter | Global

LifeAfter | Global

2.8

(Not worth playing for new players. Check the updated info at the end of the review)

An old zombie survival game where you salvage craft and fight.
I just started but I read that there was a revamp in the graphics, so thats a good thing I guess?
Mechanics look interesting such as hunger depleting on actions instead of by time. So you can actually look at your menu, inventory and stuff to learn and plan.
(unlike other games where just taking a short break will cause your hunger to go down by half)

Now, the bad part.
For all its wonderful graphics and game mechanics, the game seems designed to confused every new player.

For starters, they introduce you to cooking. So you can cook after that right?
WRONG!
The campfire will be removed and you cannot craft the furniture needed to cook.
You have to progress the story untill quite abit later to craft the furniture.
So don't be an idiot like me running around trying to find a place to cook the few meat I managed to scrape off the boars around the house.

Abit later in the story, you get introduced to Dailies.
And guided to some terminal to do some quests.
Now, that sounds normal, except the terminal does not prompt you on the mission.
The monsters are overwhelmingly powerful and unlike what you play until that point of time, its a mini game to hide and trigger/remove some goo. So sneak around.
But for a newbie? Run in and have no idea why they cannot win.

Shortly after that you return to base and after planting some berries, you find your weapon slot with some turret thing. Cannot shoot, cannot unequip, cannot change to other weapons. And suddenly there are zombies surrounding your base which used to be safe omg.

So I got busy and needed to stop at this point. Will try to learn how to use that turret later.
But as you can see, the game seems intent on making life miserable for a new player.
Moreover, there are way too many prompts about quests or something and the battle system using a gun? The cursor moves much slower than a zombie who for some reason has enough brains to zigzag towards you.

So yeah, it looks fun, if I ever get to properly learn how to play.
Or would I just throw my phone in a fit one day and cry as I uninstall the game thorugh the cracked screen of my poor phone. [不滿]

(Updates):
So I checked, googled and even went on discord to ask.
It seems that I got the turret before unlocking the feature, wow.
I reported it in support but until it gets fixed, I will keep the "Gameplay" and "Value" in this review as 1, given that new players will get bricked from playing the game.

Once this bug happens, you cannot fight at all given that the turret cannot be used and you cannot change into another weapon. So new players, good luck.

Play Together

Play Together

4.5

I found this game after heartopia, strange though it may be, given that this game is older.
The reason is lifestyle and luck. When the game was released, I was too busy and did not see the ads. So missed out on it.
And so, I will give a comparison after a basic review.

The game is a social game. Not sure if is called cozy.
The game is filled with stuff to do. Including
- furnishing your house
- having pets
- crafting
- farming
- delivery
- fishing

There are also multiplayer stuff like
- zombie house (my fav)
- racing
- climbing a tower (or was it more like obstacles), hate this one
And more, since I barely tried it out

There are also stuff like
- ferris wheel
- boat rides
- cinema

You can also customize your char with faces and costumes. (no gender lock)
And well, I saw someone starting fires so... might have more mini activities.
Is basically a whirlpool of activities that I will need to slowly discover

Now, some comparison with heartopia
- graphics : heartopia is definitely nicer. The faces are also dynamic compare to this game where the face is fixed, like applying a mask.
- heartopia can build houses but this game you only get to furnish it.

- social wise, heartopia is kinda solo. You do interact with others but the town is limited to a fixed number of plots. (Was it 12 ?) So that is the limits on the number of players you can see on your map at each point of time. (and not all are active or interactive)
Compared to this game, the number of players running around is far larger. Feels more like a real community.

- performance, heartopia's beautiful graphics and house customization comes at the cost of performance lag. Your system slows down, the game goes buggy and stuff sometimes disappear. They even had to reduce the range furnitures are rendered. Meaning, stand too far and the furniture goes poof.
Where as for this game, the game runs smoothly even with so many players running around.

- gameplay wise, the approach of both is different.
Heartopia is goal driven. You rush to complete quest to get limited currency. Then when quests are done, farm for resources to sell to earn gold to buy the expensive plots of land. Usually it involves gathering mushrooms and cooking.

For this game though, the number of things you can do is truely overwhelming. To the point where you don't really finish up a set of goals and move to farming. Instead is more of spontaneity. One moment your char wants to go to school. The next moment your pet needs a bath. You click on an npc you passed by and take on a quick quest. Then fish for abit before the next yearning of your char kicks in guiding you to yet another location you did not know. The hotel, the sewers, the cinema and more. For me at least, there really isn't something to focus on and leaves me rushing around in a daze

To summarize the gameplay:
- heartopia has a fixed number of things to do daily and leaves you alone to do stuff. Most of which involves either farming for gold or building your house.
After which, one is usually left empty wondering what else to do and what for.
- in this game however, it is more of an experience. There is no lack of things to do, so there isn't a need to try completing everything as it is impossible. Instead of a planned progress, it is more of an exploration and experience with both the world and the people in there. Npc or players.

If we were to compare, though both games are similar.
Heartopia will cater to those who love beautiful graphics and designing of art.
While this game will instead cater for those who crave social interaction. A world where you are never really alone yet are allowed to do what you wish. Without the need to be bound to goals planned by the system and developer.

Or so I feel anyways

Guild of Monster Girls

Grahpics is cute though pixelized. And combat is the kind where 3v3 units taking turns to hit each other. As such, can be said to be visually pleasing but alittle old.

Game play is exploring a map and fighting mosters.
Unlike other games where you walk around a map, the map is presented as a grid.
You click on a square to "explore" if and receive rewards.
Some grids may contain chest, monsters, monuments for buffs and larger structures which represent monsters hiding.
There will be 1 big structure with a boss sign, clicking that will allow you to fight the boss and is the main requirement for most maps to get 3 stars.

Maps can be cleared in 1 tap by spending 50 energy. Not sure how it affects the loot though.

Now on to the gacha mechanics. Don't run away, its not as bad as it sounds.
1) star up of units is done using shards. When you gacha, duplicate units will give shards depending on the rarity. So lowest rarity = 1 shard, highest = 50 shards.
Meaning, you don't need to pull high rarity duplicates to star up. Just gacha normally.
- and so once you get the "increased chance" hero in gacha, its best to just switch to a new one. Else kinda wasteful, just abit.

2) There is a support feature where you can use another unit's 3 stars or above ability on your main team's unit. As such, even low rarity units can be useful.
(Not sure if their stats are inferior or not, but some skills are definitely worth getting)

3) Talent uses a rare resource to "gacha" or well, reroll basically. The bonus are pretty nice but you sometimes get the wrong one on the main units.
Well, you can spend some gems to switch it between chars using the alchemist.
- I did not know initially. Basically in the guild, you can actually scroll up to see an alchemist

4) max level is based on how many weapon types you have obtained and star up. Basically, unlocking the codex level = higher max level.

To summarize, it is pokemon style, gotta catch them all lol.
Every unit gives you a potential to add to your main team.
Equipments are not too hard to farm and having more units is useful unlike other games that discards or make useless lower rarity stuff.

Also, an extra point (5)
The game has many buffs based on the char's skills, passive, equipment, talent. (Maybe more?)
These buffs should counter another buff (theortically, but I am noob so hard to explain)
So you got to mix and match the char, have a little lucky rolls and make a unique team of your own.

Btw, I first went for a mage mushroom as my choice of high rarity unit.
This one is so weird.
- mage but skill is team (not self) heal + recover mp)
- has high dmg reduction skills
- talent, by luck, rolled high dmg reduction if on the front line
Now, I put her infront to soak dmg and as her mp recover on hit, will cast her skill to recover team's mp.
So weird

Paranoize

Paranoize

4.0

The best way to view this game is to treat it as a free visual novel.
Most visual novels needs to be bought but Paranoize is free.
Though, it is more like watching short video clips without choices and the clips are released in intervals, so you cannot watch them all.

Attached to the game is a battle system + gacha and an idle town.

The battle system is just a simple team vs team of the old school style where your's and opponent's units take turns smacking each other.
The main aim of this is to unlock stuff like the video clips (once they are released of course) and the idle town upgrades.
Early game, there is sufficient xp so progressing is not an issue. But the actual xp generated passively is really small. So once you exhaust the xp from early game, your chars will have issues levelling up.

Gacha is well, pretty char and high rarity stuff. Meaning other than looking nice, it allows you to clear more battles and unlock more.
But the gacha rates are brutal so beware.

As for the idle town, you basically build buidlings, use the earnings to upgrade them to generate even more earnings.
Truely useless but is kinda exciting to see big numbers grow bigger.
Else truely useless feature. (Oops, did I repeat this?)

Basically, if you are just in it for the visual novels/videos , then it is fine to play casually as you wait.
If you are playing for the cool char and showing off, then you have been warned of the gacha rates. (Btw, I got 3 of the SSR equip item but 0 SSR char, and the guarantee for a char is 500 draws within the same banner)

Dead by Extraction

Dead by Extraction

3.5

Gameplay seems interesting.
You enter a haunted area.
Ghost and monsters spawn periodically.
Each waves gets stronger and sometimes there are even bosses.

You collect
- coins to advance
- candy to upgrade weapons
- survivors to unlock maps and achievements (in a sense)
- keys to unlock areas
- battery to allow instant exit (without survivors) once you collected enough

Ads
- outside of battle for some rewards like gems.
(I feel this is ok as it is a means for f2p to get currency)
- in maps to unlock bag space
(abit intrusive yes but you do get abit of perm bag space from ads too)
- unlock some doors
(feels like some doors are not needed while some are, so mixed feelings)
- revive, up to 3 times
(a 2nd chance so... abit intrusive but can't really complain)

Now the main drawbacks
1) multiple weapons without being able to filter.
You basically start off with 1 weapon and can get an item drop to unlock additional weapon while on the map. Candy will randomly provide a upgrade for one of the weapons.

What this means is that you cannot choose the option of 1 overpowered weapon or to spread it out. Its all luck on what you draw so if it spreads out too much, you get a bunch of weak weapons which makes it hard to survive.
It is also possible you don't get to draw the weapon you prefer in the map.

2) weapons feel unbalanced.
Other than the shorter range, the default gun is actually one of the more powerful weapon in my opinion. It has range, can shoot fast and the cooldown isn't too long or awkward.

Some weapons are weird
- katana : dmg high but stupidly long cooldown. And is not like you control the attack. So you cannot wait for more enemies to enter your attack range then wipe them out. Instead, you hit the front few then got to wait for ages as the enemies just slightly further closes in.
- rotating sword : initial dmg is stupidly low. Once you get a decent knockback, small mobs are fine and can no longer approach but larger ones still will. And dmg remains awkwardly low.
- tape : used by the char that look like oriental hades, is pretty strong but if it enters cooldown whien the enemy is close, you will be trapped. Also if it targets the enemy on 1 side, you will be left defenseless on the other side.
- bell : does a nice aoe on the spot you place it. But like katana, you don't exactly choose where you place it. So if it is placed in a wrong location, barely any enemies get hit. Feels like it would work well if running in an open space. But the game is designed to be a small area and mobs come from all directions

3) doomsday countdown :
No idea what this is but I notice a spike in difficulty as I played.
Not sure if this is one of the factors.

That said, imagine if you are learning and failed a few times.
Oops, difficulty spiked. Now you are left struggling without proper upgrades.
Then you lose and difficulty spike again.
So with less resources you must somehow win at a higher difficulty?
Oh and even if you clear cache or uninstall/reinstall, your account is stll linked to your phone, so no resets due to mistakes, nyahahaha >_>

Well, that is assuming the spike is due to the countdown.
I don't remember if it was explained or if it did, might be a dialog placed at a time where you accidentally clicked and poof, gone before you see it.

Conclusion is:
Lots of potential. Not totally unpolished. But lots of work still needed for it to be fun to play.
There are complains about the ads too but for that, is kinda subjective on whether it affects gameplay much.

Heartopia

Heartopia

4.3

The game is cute and pretty.
The building mechanism quite versatile.
You are allowed to design or draw on some of your clothes and furniture, giving them more variety.
There are quite abit of features and building structures locked behind level and your level's xp is capped daily. So a little patience is needed.
Thats the basics.

Now on to the meat.

1) Paid items:
There are lots of paid items, many that are flashy and most obtained through gacha. There are some which can be obtained using free currency, though provided in small amounts. While others which can only be bought using paid currency.

Paid items are flashy and beautiful. However, they are also expensive. Meaning, they give you a sense of exclusivity based on the amount you pay (and abit of luck). So if you don't want to pay or just want to pay a little, but desire the same stuff as the rich, then please don't play. You will grief yourself to death.

There are many free stuff available. but based on feedback, there are many who view free stuff as non existant and so the game "has little content" and "is ridiculously expensive" based on that perception.

2) Stuff to do in game:
This is a social game. Meaning after doing some dailies, you are meant to socialise.

There is nothing forcing you and others to interact. Fact is, to be friends, you need to pay 1 wishing star. Which is a limited free currency you can obtain daily. Before becoming friends, you can only communicate through emotes and the text between you 2 are crypted so you cannot chat.

Strangers usually have no reason to visit your house unless you piped their interest. Although some may enter your house to annoy you by eating all your food or using your furniture. Others may be kind enough to water your plants. But generally, there really isn't any reason to visit another player's house. So interaction has to be initiated by the players themselves.

So if you don't actively seek out friends and have nothing to attract them, you will be basically playing alone. Makes you wonder why you bother putting in so much effort to build the house when no one bothers to even enter and see it.

3) Discord :
The official discord, one of the main places to communicate and gather information, is toxic.
The moderators poorly handle the disputes and frequently ban without proper justification. For this, just google heartopia's discord toxic to see the issues.

Though to be fair, this is only at the point of time of this review. Might be better later? Who knows?
But for a social game, having one of its main social component killed, makes it questionable how much fun you can derive from the game

4) Jigsaw puzzle:
These are made using AI.

Feedback is that many are offended by the Jigsaw puzzle being made using AI.
So if such a small component of the game using AI irks you, it is best not to force yourself to play

To conclude:
- game has expensive stuff. If you are a "must buy" but "no money to buy", this game is torture
- game has jigsaw created by AI, so if you see AI as a must purge, then the game is offensive
- discord is toxic, kinda hard to find new friends
- gotta work hard to earn more to make a big beautiful house, but who will see? And if no one does, for what do I make the effort for?

The game looks nice and plays pretty well. But doesn't direct the attention in the correct areas.
Eventually, kind of feeling lost as to what to look forward to for every new day in game.

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.

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