Showing posts with label fun. Show all posts
Showing posts with label fun. Show all posts

Wednesday, May 16, 2018

Digerati Distribution's Monster Slayers Proves Fun Is Better Than Facade

Some games look amazing, but play poorly. Other games look somewhat primitive, but are tons of fun. I think the latter category is where "Monster Slayers" falls. It's not particularly the best looking indie, but it's rogue-like elements, and strategy RPG mechanics come together in such a manner as to make each playthrough just as fun as the first. Saying "Monster Slayers" is simply a rogue-like strategy RPG wouldn't do it justice though. It is a game inspired by a particular Hearthstone creator's work, and it has it's own unique card battle system in play along with several randomized elements.

The game, like many games in the genre features a cast of class based characters you can choose from, and visually/audibly customize for personality sake. Each class of characters whether it be the rogue, archer, knight, barbarian, dragon, merchant, or any of the remaining class options therein has an underlying class based perk or perks that change the way the player approaches battles in the game. The knight, for example, is a defensive character that can dabble in spells, and strong physical attacks. Others, of course, are a tilted balance of offense, defense, and a particular set of uniquely applied skills. While they all differ according to class they each can use their given AP (action points), HP (health points), MP (mana points), and card collection in the same manner to best the monstrous baddies that lie in wait in the equally rogue-like dungeon areas. Their action points along with their mana points will allow for the usage of color coded, and function varied cards (Attack, Defense, Support, Magic, Interrupt/Counter Spells). The cards, like just about everything else in the game, are initially randomized, and are offered in a class specific manner. Choosing the cards to play in the turn based combat sequences will weigh heavily on that characters' survival. Along the way they'll also pick up companions with helpful cool down focused skills of their own that can be utilized as well as gear/weapons, and additional cards or attribute boosts that can be equipped to better sustain them as they journey from dungeon to dungeon battling the lesser monsters, and even the monsters of legend.

Monday, February 26, 2018

Brad's Tips For Keeping Free To Play Games Free And Fun

We've all been there. We've played a free-to-play game to a point that we feel forced to pay up to make anymore progress. We hit a paywall, and simply can't get any further without paying real money for fake money, or in-game items that will aid us in our online journey of enjoying a game we would like to enjoy, but cannot enjoy otherwise. That seems to be the go to formula for a lot of studios. Indie or Triple A. Thankfully all is not lost, and we too can manipulate the marketplace to our advantage. We can turn the tables, and make studios give us freely that which we would usually have to pay for. You simply have to show disgust in the games bad business practices, raise a social stink on social media about it, and stop playing for a while. Once your disdain gets the studio's attention their embedded reward algorithm will reward you handsomely for your return to the game. Sure, this reward is short lived, but rinse & repeat the previously mentioned disgust to not playing cycle and you'll continue reaping the rewards while making progress that costs you nothing. A lot of developers create their games to reward strategically in a desperate attempt to maximize player payouts. By understanding that this is how things work you can take advantage of the advantageous practices of those who would take advantage of you. It's that simple. So, the next time you feel the urge to pad the pockets of free-to-play exploiters stop playing awhile, make a fuss (albeit intelligently), and wait patiently as you are rewarded for your patience. Patience is a virtue. Even as a gamer.