Showing posts sorted by relevance for query match 3 dungeon. Sort by date Show all posts
Showing posts sorted by relevance for query match 3 dungeon. Sort by date Show all posts

Sunday, November 25, 2018

My Hunt for Match-3 Dungeon Games Part 3 -- The deeper dive

Ok, all the standard searches have been expended, and now I'm going DEEP into the bowels of the Google Play store (and beyond) to see what I can dig up that's a match-3 and also in some way related to a dungeon. It's been a fun journey that's unveiled a lot of "match-3" and not a lot of "dungeon," but in my never-ending quest . . . I have MORE to share. MORE! MUHAHAHAHA!
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War of Heroes
Not to be confused with the now defunct MMO Marvel War of Heroes . . . this is War of Heroes the "Match 3 Puzzle RPG - War of Hero - Dungeon Battle" with 5,000 downloads. Yup, it was the "Dungeon Battle" part of the title that click-baited me into downloading this game. Unfortunately I've yet to run into anything resembling a Dungeon Battle . . . I think it may happen around level 30 or so? Getting there looks to be hard to do for the common Tom like me.


So the basic gist of the game is that you make matches to strike out at your enemy, and you're not really going to damage your opponent much unless you make 4-in-a-row or 5-in-a row matches or a cascade of "combo" matches. Speaking of enemies, you face the exact same enemy model for 10 encounters in a row until you reach that 11th encounter when you get to fight this blue-looking guy.


The difference here is that the combat is turned based between the "boss's turn" as it says and "your's turn" -- quote unquote. This game really needs the loving touch of a copy editor.


The only thing that makes me want to keep going is the leaderboard . . . I really want to rise above rank 0 and get in that Top 50! Why? Just imagine the clout I could throw around by saying, "I'm a Top 50 Player in the game Match 3 Puzzle RPG - War of Hero - Dungeon Battle." Good news is that I'm Level 8 and the lowest level 50 player is Level 9. I GOT THIS!

Unfortunately . . . the dungeon battle part of the game seems to be non-existent and there are strange grammar errors all over this thing.  It feels like it just exists to spit out Legendary Game of Heroes ads. In fact, if you watch 20 ads in a row, you can unlock Hercules as a playable hero. Too bad I can't actually take him into a dungeon, which is what I really want to do.

Dragon Strike Puzzle RPG
Honestly I don't know how this particular game got on my radar as a potential Dungeon Match-3 game. It's not, it's an Empires and Puzzles clone game with a more cartoony art style, which is great . . . don't get me wrong.


I haven't yet talked about Empires and Puzzles, and that's because it's not really a Dungeon Match-3.  An RPG-based Match-3 with guilds, evolvers, and a builder aspect, yes, a "Dungeon Match-3," no.

And that's why I'm going to stop the discussion of this game here and . . . uninstall. Doesn't mean it's a bad game (probably just the opposite), just not what I'm looking for.

Match 3 Dungeon
HOLY WOW . . . a game named exactly what I'm looking for?!  I sense a great lack of naming imagination and with an astounding 5+ installs . . . you read that right . . . this game has only been installed five plus times . . . could this be some strange diamond in the rough??

Well, I played it!  And, I'm now Number one on the leaderboards for this game. WOOT!


Basically, the board is made up of five colors and you make simple matches. Because the board is simple, you can get some pretty insane chain reactions. Unfortunately there is no real depth here.  It's basically the Flappy Bird of match-3 dungeon games. How long can you survive the onslaught of monotonous match 3?! Your fingers and eyes are so busy clicking around that you don't even notice the high-fantasy 2D art striking out in fury at you, but LOOK . . . YOU'RE IN A DUNGEON!


Eventually you just get to a point where you can't take it anymore, or reach a level where they start to do more damage to you than you can keep up with healing and BAM . . . game over, level up, try again?  That's basically all there is to this game.


Can you beat my high score?  Lemme know!

Dungeon Adventure Demo
It's another deep dig!  I downloaded the "demo" version in the app store for free, but you can also buy the full version on Steam for this game. This is another game with really small install counts . . . we're talking like 10+ on the app store it looks like.


Up front the concept doesn't seem horrible. Basically it's like Hearthstone meets Match 3, but without all the complexity and depth of Hearthstone. This game ends up being a lot like the game I reviewed above (Match 3 Dungeon) only . . . not as good, and there definitely aren't really any "dungeon" aspects other than the look of the game.


To sum up how combat works, you have control of a knight and a wolf. You make matches to power up their attacks.  Both the knight and the wolf have two attacks each. When you power up an attack, you drag that power in the direction of the enemy you want it to strike. It took a bit to discover how to do this since there really isn't a tutorial on playing.

After winning you're granted loot from the monsters you defeated.  The three types of loot I found were gems (no idea what these are used for), healing potions (use those out of combat to heal your knight and wolf), and a mortar and pestle (seems to be some kind of crafting component?).


I had the game lock up on me once and eventually lost my wolf and reached an unbeatable point in the game. In the options you could trash your data and start again, so I did that and started up again.


I don't know if I could recommend buying the game off of steam since the demo lacked so much, but there's something here that if developed correctly might have some legs?  Best of luck to the developer! Hope to see this improve in the future.

Dungeon Cleaning Crew: The Puzzle Game
We now leave our comfortable home of the Google Play Store and Steam and travel to the lands of the iOS app store.

Here's a free game for all ages that really isn't much of a match 3. It's more of just a "match" game. Basically you click on a matching item, around the edges of the pile of items, to that shown on the top right corner of the screen. The object is to clear at least half of the items from the pile.


As you progress, the board gains more items that you can "find," in the "dungeon," like a backpack or a helm.


So while dungeon themed, this is basically a puzzle game that isn't really what I'm looking for, but it's headed in the right direction. I like the idea of a cleaning crew going through a dungeon! I just wish there was more to it.

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I'm not sure if I'll find more dungeon match-3 games out there, but for now I'm thinking the dungeon-based match-3 game I'm hunting for has yet to be developed! Again, if you hear wind of any games that haven't been mentioned yet, let me know, and I'll give it a shot.

Happy Dueling!

Saturday, November 17, 2018

My Hunt for Match-3 Dungeon Games

I've been on the hunt lately for a casual match-3 dungeon game (that isn't Puzzle and Dragons), and it's led me to a few interesting finds that I probably wouldn't have played otherwise. It's varied from Not-really-match-3 to a couple Puzzle and Dragon clones.

Never played Puzzle and Dragons?  Start here. It's had over 5 million installs, so . . . well worth your time based on that number alone.

Now that that's out of the way, let me tell you a bit more about the apps and games I've journeyed through the past month.

Battle Camp
Here's your link! This one actually has more installs than Puzzle and Dragons! It's kind of a cuter style and reminds me of Puzzles and Dragons mixed with something like Poptropica. Apparently as you get deeper, there are things like cooperative raids? I'm not sure. I didn't make it past the second area of the game because I was looking for something that wasn't . . . you guessed it . . . Puzzle and Dragons.


I have to say my outfit was pretty good for being free, but I saw some people walking around with crazy stuff on and epic pets at their side.

Heroic Dungeon
You wanna link?  Here it is! This bad boy only has 5,000 installs, but I have to say, I had more fun playing it than I did Battle Camp. It's a little strange. Kind of like Minesweeper meets an AlphaCat style Match-3 game in a way.


I'm actually kind of surprised more people haven't played this game, but on the other hand, combat does get a little repetitive in that the match-3 doesn't last more than 2-4 moves usually and it's very easy to die in a dungeon and get your butt kicked. I dig the art style and cute monsters in this one (if that Kobold in the above screenshot doesn't scream "you no take candle" I don't know what does). It feels like a lot of work went into this creation, but ultimately it's not really what I'm looking for.



3 in a row pixel aka Match 3 RPG
Now THIS is a deep dig. It only has 1,000 installs and I think might have been created by a couple of kids?


I'm not sure, but at first the match-3 seemed very limited and archaic; however, as it turns out . . . it's actually an attempt to clone another couple of games that I found in my search for a Match-3 Dungeon Game . . .


10,000,000 and You Must Build a Boat
Now we're talking! I laid down $5 or so (on sale) on Steam to try out these games. I finished 10,000,000 just the other day, and it felt awesome!  Basically, the match-3 style would be what I call "Potion Motion" match-3.


I know the KingsIsle folks didn't invent this particular kind of Match-3, but most people that read this blog would know what I'm talking about when I say "potion-motion" match-3 (because it's a very well known mini-game inside Wizard101). You drag rows and columns in order to create a match rather than select-one-swap ala Candy Crush style.

The object of 10,000,000 is to raise your score to 10 million in order to escape the dungeon. Along the way, you level up in dungeon ranks; you level up your weapons, armor, shield, and magic; you fulfill quests; and you train special abilities that help raise your score.


I absolutely enjoyed myself playing game and there's nothing really like "winning" a casual game. guilty pleasure and move along.


Not surprisingly, You Must Build A Boat is the spiritual successor to 10,000,000.  It's basically the same game, but with a few more systems, hidden traps, and . . . a boat!  You start off with basically a boat the size of motor boat and end up with a giant party barge full of monsters who give you little bonuses.


Unfortunately this one requires a bit more grinding at the end game than I was hoping to encounter. Running the same dungeon 30 times just in hopes of getting a little bit gold to level up your dude's equipment was a little boring.  If I want to grind, I'll play an MMO. You know?

That said, my tolerance for punishment is high thanks to MMOs, so I'll probably grind out a few more hours in hopes of beating the game  . . . and then I probably won't be looking back.


 Match Land
My new boss actually turned me on to this game.  Check it out! This one has 100,000 installs on it. It's a lot like . . . you guessed it . . . Puzzle and Dragons, but the match style is slightly different in that, in P&D, you can grab one gem and drag it all around creating multiple matches before finally placing your gem down. In Match land you move a gem into a match-3 and then are given a timer to move another gem into a match -- once you make that match, you can move another gem . . . and so on until the timer ends. It allows for some interesting board effects like chained pieces and null pieces that need to be broken. I think I like that even better than the click and drag style of P&D.


Anyway, you basically match your way through encounters that have 3-4 waves of enemies and collect their "goop."  Then you set up shop selling their goop to people as food. LOL! I find the concept hilarious.


It's an evolver in that you evolve your heroes and even your shops.  I'm currently on the second island in this game, and I'll probably keep it installed, but it still isn't exactly what I'm looking for.

(BTW, I'm not sure if they partnered with Cartoon Network, but there's a Cartoon Network Match Land that has like 1 million downloads, so that might be worth looking at as well.)

~~

So, I'm still on the hunt. If you happen to have any great game suggestions that would fit the bill for "Match-3 Dungeon game" . . . let me know in the comments! I'd love to try your suggestions!

Happy Dueling!

Thursday, November 22, 2018

My Hunt for Match-3 Dungeon Games Part 2!

Newsflash -- I've been continuing to hunt for the perfect match-3 Dungeon Game since the last time we talked and . . . Newsflash -- I'm still on the hunt for the perfect match-3 Dungeon Game.  That said, I have found a few new games, and they aren't half-bad and are therefore totally worth a mention here on The Friendly Necromancer blog. Here's what I've got:

Good Knight Story
Coming in at over half a million installs is a Match-3 app called Good Knight Story. Follow the link here to download. At first I thought this was the perfect match-3 dungeon game, but alas . . .

Possibly the biggest sin of Good Knight Story is that it makes a really bad joke.


Yup, that's a M. I. L. Fight

The second greatest sin of Good Knight Story is the difficulty pay wall found on Level 40.

The third greatest sin of Good Knight is that it looks to only have 125 levels.

However, outside of those three sins, I kind of liked this match-3 game, mainly because of the theme, and the interesting board mechanics like stone blocks that break after three matches have been made next to it. 

It also uses a battle mechanic where you strike at the enemy and a counter ticks down on their portrait. When that counter reaches zero, they strike back. 


To combat this you either have to have enough hearts to survive the blow or have connected at least three shield pieces to block the attack (and those shield pieces are few and far between).  Or use a third method where you cast a spell to block damage at the cost of 2000+ coins. Or use a fourth method where you let the monster knock you out and then resurrect to half health by watching an advertisement. Or use a fifth method where you let the monster knock you out and you resurrect to full health by paying a lot of coins.


Every 24 hours, you're given a gift of 2000 coins, so to continue playing without paying you just need to claim that gift every day and buy a bunch of protection scrolls over the period of a month or so would be my guess?

I *would* do this (because as we clarified in the last post, I'm a glutton for punishment), but they took me out of the dungeon I was so desperately wanting to journey through after the first five levels or so.  *sigh* I want to be IN the dungeon exploring, not out of the dungeon!  (admittedly, I'm probably in the minority)

I'm also looking for a slightly different dungeon exploration style, and this doesn't really fit the bill there either.  

It was chock full of dad puns though, so you may enjoy it! 

Adventure Quest Battle Gems
Another app with over half a million installs . . . Adventure Quest Battle Gems is a match-3 game based around the free flash-based PC game (you guessed it) Adventure Quest. That said, you definitely don't need to have played Adventure Quest to enjoy this game. Although you can link your Adventure Quest game to get a few extra bennies.

Battles in this game are relatively quick and painless. I'm on quest 34 (out of what appears to be hundreds of quests) and have yet to be defeated. As long as you keep buying clothes, weapons, and pets, there seems to be no problem with keeping up with the power curve. 


The one place you might be defeated is within PvP. I'm actually super surprised they didn't make the PvP in this game more prominent!  You find it within a sub menu and have to connect your account to your Facebook page.  Unfortunately it uses the same energy to PvP as it does to quest, so, while it was kind of fun taking down "The Incredible Magicsparkle," I don't know if I'll be doing more of that for a while when I have LOADS, and I mean LOADS, of PvE content to explore.


There are some pretty cool battle mechanics in this game such as "skull pieces." The more matches you make adjacent to the skull, the more powerful your critical attack becomes. It also uses things like chains and slimes to cover pieces where you have to break them free to do more damage.


You also get to take down Dragons who have special conditions to them such as being immune to weapon attacks.  Thank goodness you can also attack them with your pet or magic.


So far I really like this game, and while it really scratches my RPG itch, it doesn't do much in the way of dungeon delving, which is ultimately what I'm looking for (while keeping to the match-3 theme).

OH . . . btw . . . the best thing about this game was that it had me take down forum trolls.  Thank you Adventure Quest Battle Gems.


I feel you Omni . . . I feel you.

Forge of Glory
I found this game after watching an advertisement in Good Knight Story. This game has over a million installs and can be downloaded here

At first what I thought from the ads I had seen was that this game was possibly a Diablo-esque dungeon crawl mixed with a match-3?!?  I was instantly like . . . HOLY CRAP THIS COULD BE THE HOLY GRAIL!  I was wrong, of course, but that said, this was a pretty good distraction for an afternoon and will be on my phone for a bit as I explore it more.

The Match-3 board on Forge of Glory is a basic four-color board in about a 5-by-6 hex style grid that during combat fills with "combat seals." These seals affect your gameplay in a variety of ways based on the type of creature you're facing. 


Basically, the seals make combat more difficult, and it's your job to try to get rid of them before the bonuses they give the enemy make you lose the level. To do this, you need to make matches that are five in a row or more to create powerups on the board that can be used to explode or zap the seals away. Sounds easy, right?  Not really.  It can be quite difficult.


Mixed into this game is a builder, an evolver, and a social guild structure. You gain heroes that you "feed" to your best heroes to level them up and upgrade them.  


You create guards to your castle and build buildings to amp your rewards. You join guilds to go on guild raids for big rewards. So, this game definitely has a ton more depth than say the previously two mentioned games because of all those systems being added on.

I really wish they hadn't given me an auto-play button for the match 3.  As soon as a game gives me an auto-play button, I instantly tap it and check out.  That said, the AI doesn't exactly play like I would, and if a level is more difficult, I'd probably rather have full control.

Because of the depth of this game, it feels like I'm going to need a few days of playing it before I can really see its extents, but I've played it enough to know . . . it's not what I'm looking for.  Pretty good, but not the "Holy Grail."

~~

I'm on the hunt still and will continue to look for great Dungeon-themed Match-3 games.  Again, if you have any suggestions, please leave them in the comments, and I'll be sure to check it out.

Happy Dueling!

Friday, May 10, 2024

Roguematch: A Nekomancer's Match-3 Love Letter

 A year ago, a dev from the Starstruck Games team reached out to me over Twitter and sent me one of the sweetest messages I'd ever heard. I wrote about it at the end of this post titled "Thank you, Readers."

To sum it up, they had read through my series of blog posts where I went on a quest for a good match-3 dungeon game and felt a sense of camaraderie. They too were in search of something amazing and kept falling short with what the world was offering. My blog was there for them at the right time, cheering them on.  Because of this, they gave me a free copy of the game with no demands for review or anything other than to say thank you. I got you.

That said, a review of Roguematch: The Extraplaner Invasion is overdue. As of today, I've put about 22 hours into the game, and it's pretty great. Now, is it without bugs? No, I mean, even with a larger team, we still had our fair share of bugs in Animal Cove. But I have to say that for a three-person indie team, Roguematch is pretty freaking clean, and it's a fantastic game worthy of a best-in-class study for a dungeon-based match-3 game.


Time to delve into the dungeon of many matches!

At its core, Roguematch feels like the answer to the question, what if you combined Binding of Issac's storytelling, dungeon crawling, and item building with the classic match-3 mechanics akin to those found in Candy Crush?  Bam, that's Roguematch!

Feya is all about moving fast and jumping out of danger

Each room you enter in Roguematch is a match-3 board where you not only move your character around on the board, shifting pieces as you move, but also you can make color matches to damage enemies that are definitely out to get you.

You have a health bar and each character you play has a different set of skills they can use. If you spend too long on a board, chaos pieces drop and increase the difficulty of the game, bringing a five-color matching system to a six-color matching system.

Sonya the nekomancer vs. the evil snail boss and his mini snail minions!

In addition, there are boss and mini-boss fights that have special conditions surrounding them. These are challenging fights. Some have really tight boards and rely on you pulling out all the stops with the items you've collected around the dungeon.

When you defeat a boss, you'll be presented with a stairway leading down further into the dungeon where the stakes are higher and the puzzles are meaner . . . where the questions remain: How good is your gear? How good are your matching skills? How lucky are you feeling, punk?

Each dungeon features all the dangers a harsh, extraplaner environment can dust you with

When you lose all your life, you're thrown out of the dungeon and graded on your performance. How many turns did you take, which bosses did you fight, what new items did you discover, and what stage did you make it to?

Sad Sonya is sad at her defeat

Of special note to me is the fact that one of the characters, Sonya, is a friendly "nekomancer," who went dungeon-delving in search of the "Nekonomicon." Any friendly nekomancer can be a friend to the Friendly Necromancer!

As originally posted on Twitter a year ago

The art style is extremely cute, very much in the style of anthropomorphized chibis, which I understand is a turn-off to some, but to others . . . well, it's just warm and inviting. Don't let that art look fool you though, cute does not equal easy by any means.  It's legitimately a hard game. In all of my 22 hours playing, I've never made it past the second dungeon. I've only ever unlocked the first two characters.  I got close once, but I failed on the final boss fight.

I have to say that since the beta that I played a year ago, Roguematch has really streamlined the story beats at the beginning of the game. Where once I was a little confused as to what was going on, now I fully understand why I'm heading into the extraplanar match-3 dungeon. Props to them for clarifying the story and getting the tutorial shaped up.

If you're up for a complex, but fun match-3 experience that meshes Roguelike and the matching of gems, I can confidently say this is a great game that belongs in your library . . . and that's coming from a guy who's reviewed a lot of match-3 games in my day.

Happy Dueling!

Friday, April 14, 2023

Defeating the Gem Monster!

Hello readers of the Friendly Necromancer blog. I have embraced my truth this week, and that is the truth found in the-matching-of-the-gems. Ye’ old match 3, but with a fantastically weird new twist . . .

So after receiving a most kind letter of a very fine developer with a very fine match 3 dungeon game, I thought to myself, "Self, you know what, let’s do some more good in the world today. FOR NO ONE IS REVIEWING THE WEIRDEST OF GENRE MASH UPS! Match 3 and VR." 

You heard me, match 3 VR games! Can you believe such a genre exists?  Who-woulda-thunk-it?  Well let me tell you, kind reader, it’s a wide open field out there currently as far as competition goes.  Until Candy Crush decides to take over the metaverse, it’s left up to the little guys to make match 3 games in VR! Over the next few posts, I'm going to see how they’ve done so far. 

Up first is this little beast known as Gem Monster.

Coming in at $3 on the Oculus Rift store and Steam, Gem Monster is a panic-driven matching game that marries a health bar, power ups, mecha-monsters covered in undulating gems in a 3D space, and tearing said monsters apart in pairs of 2. Check it out!

So, to explain it fully. You, the hero, are standing on a giant gem/teleport pad floating in 3D space. This giant gem has a color.  Other giant and different colored gems are scattered around the 3D space. You can teleport between these giant gems freely. This is important for two reasons: 

    1. You can escape the gem monster’s attacks by teleporting to another gem
    2. If you match two gems on the monster that match the color of the gem you’re standing on, it powers up your selected skill. 

Of course, you can stand on any color of gem, and matching two gems of the same color will still work, it’s just more efficient if, when you match two gems, you’re standing on a gem of the same color.

Sound confusing? Well, try doing all that while a giant gem monster is shooting guided missiles and laser beams at you!  That’s right, this isn’t your grandma’s match 3, this is your crazy uncle’s match 3 . . . in VR!

 Matching is done through point and click with a targeting reticle at the point where you are looking directly at. Not much movement is required in this game aside from slight head movements and a lot of turning around in 360.  If you use a link cable to connect to your PC like I do, spinning around in a chair just doesn’t work well because your cord will continually wrap around your chair until you’re a tangled mess.  I prefer standing up while playing Gem Monster.

The game’s UI is a little glued to your field of view, but for some reason it doesn’t bother me much while playing.   

It's a 3-star win every time! By the way "restart" means, return to the game selection screen.

Gem Monster is an older VR game from all the way back in the days of 2016, but I’ll be darned if these “keg game” developers didn’t deliver a great, action packed match 3 VR mash up! I'd link you to a company page, but it looks like keggame dot com doesn't exist anymore. 

There’s 20+ levels with 3 grades of difficulty each. It’s a little more exhausting than your traditional Match 3, so I had to take the game in spurts of about 4-5 levels at a time before needing a break.

Beat levels to unlock more levels! You got this!

As far as cons of this game, I'm going to give you a few opinions:

  1. This was a bit of nightmare fuel -- literally. I spent a couple hours last night matching gems in my head over and over. It was awful.
  2. The UI for this game is so ugly. It really lacked polish.
  3. This really isn't a traditional Match 3 . . . very creative, but not what I'd expect your average Match 3 player to enjoy
  4. Slightly confusing controls for using power ups, but I honestly don't know how I'd suggest it be done differently.
  5. It had a 3-star rating system for each level and you earned 3 stars no matter what . . . every time.  I don't get it.
  6. You know what would make this game better?  Multiplayer. Now, actually finding another person in the world to play this with you would be next to impossible and mitigating server costs with a $3 price point would be insane. So, let's forget I mentioned multiplayer as a con.

So there you go. I’ll be doing more match 3 VR game reviews over the coming weeks. Why? Who else is going to review this stuff if not for the Friendly Necromancer?!

You got a crazy match 3 VR game? Send it my way! I’d love to give it a shot.

 Happy Dueling

Friday, November 15, 2024

From Match-3 to Cathulhu: Roland Kie’s Vision for Roguematch

Hello, Readers of the Friendly Necromancer blog! I have a special treat for you today. I've asked Game Designer Roland Kie from Starstruck Games, makers of Roguematch: The Extraplaner Invasion, if he'd be willing to sit down and answer a few questions for us in an interview format. 

I've talked about Roguematch a few times here on the blog and after making it into the credits for the game with a special thank-you, it's only fair that I return the favor. Roland highly deserves a spot here on the sidebar of the blog as a VIP! 

Read on for more insights into Roland's special kind of awesomeness. 

~~ 

Q: So Roland, why don't you take a second to introduce yourself to those who may not know you! Let us know how you found yourself in this state of life and why you're doing what you're doing. 

A: Hi! I'm Roland Kie, born and bred in Singapore! Games have always been a major part of my life, and when I got a chance to work at EA as localisation QA 20 years ago, I joined the games industry and never looked back! I eventually made my way to become a game designer, co-founded Inzen Studios, focusing on mobile games, and then subsequently left and found Starstruck Games.

~~

Q: Let's talk for a moment about Starstruck Games. Where is Starstruck Games based, and how do you feel that location has or hasn't influenced your approach to development and marketing?

A: We are based in sunny Singapore! For us, I think it's been a fairly good spot for development. For example, Sony, Microsoft and Nintendo do make it fairly straightforward to get Devkits here, so that was a blessing! Marketing wise, it's been a challenge, as always, because we don't use a publisher, so we have to look for marketing companies in the different regions, or try to approach social media influencers ourselves!

~~

Q: What inspired you to take the leap into indie game development, especially with the risks involved? 

A: There's this deep...yearning? Want? To create something that somebody would love to consume and appreciate, the way I've appreciated the games I've played throughout my life. 

I don't think the freedom to do so would be easily available in a bigger company. Games have been such a deep part of my journey that making them feels like the natural direction of my life. The risks are 100% definitely (Still) there, but this is really one of those things where, if I don't try the darndest for it, it would be something I would regret later on.

~~

Q: Could you walk us through your team’s workflow—are roles more defined, or do you collaborate on multiple aspects of the game? Are there certain fingerprints in Roguematch that you could identify as yours or Jesmond's or Yi Chuin's?

A: Chuinny is our Artist, Jesmond is the Coder and I'm the Game Designer. That's the very basics of it. We discuss and bounce ideas off each other all the time though. 

The character design is definitely in Chuinny's style, that's the most visual 'fingerprint' we can see. She really does the cutest stuff. UI/UX is a good mix of the three of us, but eventually Chuinny finds the best look. I come up with the narrative and features but always bounce them off Jesmond and Chuinny. I also did the music, but also with their input on whether it sounds appropriate. We balance each other out quite a lot!

~~

Q: As a fellow game designer, I’m curious: what design principles do you hold closest, especially when blending genres like match-3 and roguelike?

A: This is a tough one! Personally, I feel like I need to have a narrative to the games we make. 

For Roguematch though... In some ways, I have to adhere to the limits that Match 3 and Roguelikes bring to the table. I kept shifting focus between many principles, but ultimately kept going back to, and having difficulty in, designing the best tutorial because these are two disparate genres merged into one. We still don't feel it's good enough! It's too long, it's too short, we should break it up into different stages, there's so many mechanics because it's two genres, etc.

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Q: Do you or your team have a particular fondness for both roguelike and match-3 games, or did Roguematch come together more organically from different ideas?

A: I have a reasonable fondness for Match 3. It started with Bejewelled, and it went on to the many iterations of games like Candy Crush and Puzzle Quest and Gardenscapes and so many in between I forget them. Oh Angry Birds, Harry Potter, and Stranger Things just rushed through my mind. 

I do not play Roguelikes like Angband and Dwarf Fortress, but I did play the Mystery Dungeons like Torneko's Quest, and a bit of Chocobo Dungeon, I can't remember if I've played Shiren it was so long ago, and a few years back, Dragonfangz and Crown Trick

Roguematch did not come from just appreciating both genres. Roguematch came together from the years noticing that out there, games are tagged as 'Match 3 Roguelikes' or 'Match 3 RPGs', and they were in a sense, but not truly combined in the way I imagined it. I always felt that the next step for a Match 3 RPG is...what Roguematch is. Where Match 3 is real to the characters in the game. Where Match3 players can put their skills to test in a more 'real' situation. Where Roguelike players are playing a turn-based, grid-based RPG with Match 3 for real.

We also want to push Match 3 further into a space where the mechanics of it aren't viewed as 'casual'. There have been other Match 3 RPGs that have managed to do it in some ways, like the Puzzle Quests 1, 2, 3 and Marvel Puzzle Quest, which is more of a Match 3 deckbuilder, and many of the games that you've covered and talked about a few years back. What we wanted was for the Match 3 aspect of it to be way more involved within the game itself.

Our serendipitous discovery of your hunt for Match 3 Dungeon games also gave us a super boost in motivation during early development :D

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Q: What design or gameplay element of Roguematch are you the proudest of, and why?

A: We're proud that we even managed to find a playable balance between Match 3 and Turn-based Dungeon Crawling! 

We didn't have any references so it was a lot of trying to see how it could work. We had so many iterations of it. We ended up with this one because we realised that if we wanted to introduce this sub-genre, we had to make it more palatable for players, so it's the simpler version of what we thought it could be.

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Q: How do you incorporate player feedback into Roguematch's development, and were there specific changes you made based on that feedback? Where does most of your feedback come from? 

A: We have friends playtesting the game, which is useful for deeper-level game design issues. We went to some cons, like Tokyo Gameshow, Busan Indie Connect, and Gamescom Asia SG, and observed players playing, which is useful for silently observing beginner player issues. We listen to everyone and then we sit down and discuss what makes sense and what doesn't. 

Specific changes from player feedback? Quite a lot, some were additions, like multiple ways of shifting the pieces when using controls. We added a different color scheme for the color blind. We shortened the number of rooms to reach each level's boss. We shortened, then lengthened, then shortened the tutorial based on player feedback (or frustration).

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Q: How did the team approach the fusion of match-3 mechanics with turn-based gameplay? Was it challenging to keep it balanced and accessible for different types of players?

A: It was extremely challenging. We were facing two demographics of players that did not necessarily have any skill overlap, or skill transfer from one genre to the other. What we did attempt to figure out were the common motivations for playing these types of games. One of them was the 'tactics' aspect of both games. In both genres, you try to be efficient with your turns to get the optimal outcome. 

For the short version of this, In match 3, this could be solving one of the parts of the board, in a roguelike, it would be, defeating one enemy. The next step from that would be how to find ways to clear more of the board, or how to clear more enemies at one go. So the (not exactly) parallel tools for this are the special pieces in Match 3 and Magic/Skills in Mystery Dungeons.

Match 3 players are usually presented with one board to 'solve' in a number of turns. Dungeon crawlers, however, are often one large level with interconnecting rooms that you can freely travel around, and where monsters can chase you from one room to the next.

We decided to stick to one room at a time for Roguematch so that it would be easier to learn and play. We tried to find ways to reward players for clearing a room, and that came in the form of getting items, and later on, gaining Exp to level up.

During player testing, we would find an experienced match 3 player doing really well, defeating enemies further away...until one enemy reached them, and then they'd be just running away. Experienced Roguelike players with no Match 3 experience maybe could kite a bit, but without relying more on available matches, they would miss opportunities to defeat enemies and get overwhelmed. Fortunately we came across a few players who played both genres, and they were quite good and played it so naturally, and liked it. We also had players who were better at one genre than the other, but halfway through playtesting, had an 'Aha' moment, and then played through all the way to the boss. So on that end, we knew on average that the game was balanced and generally well received as long players stuck around to learn a bit of both genres.

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Q: Tell me more about the dynamic music in Roguematch—how each stage’s soundtrack shifts with elemental themes. What inspired this feature?

A: We started out that way because in each level, you could have rooms associated with one elemental plane, and a different one the next, so the music just faded in and out according to the room you were in. Also, the combining of music in the mixed elemental planes just 'made sense'. If you listen to the Cryo-Volcanic rooms, they're a mix of the music from the Ice rooms and from the Lava rooms, which in themselves are a mix of music from the four main planes. For example, the Elemental plane of Lava is associated with the elemental planes of Fire (Where we use more heavy Brass Instruments) and Earth (Where we use more percussions). Ice would have music from Water + Air. 

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Q: Sonya the “nekomancer” is such a unique character! Can you share more about her creation and the idea of her quest for the Nekonomicon?

A: We knew we had to have a Cat, Dog and Rabbit BFF adventuring party. So if there was a Cat, it absolutely (100000%) had to be a Nekomancer. If there was a Nekomancer, the Nekonomicon had to be involved. If the Nekonomicon was involved, Cathulhu had to be involved. If Cathulhu was involved, the other Meowter Gods, Elder Nyans/Elder Wans also had to be involved. If they were antagonists or protagonists, who would be their counterparts? And so on and so forth!

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Q: What were some of the most challenging technical aspects of Roguematch’s development? How did you approach them?

A: The Match 3 system was challenging. Characters interact with it in so many ways, walk into it and you switch places with it. Or maybe you have the item that makes you consume it. Or maybe you're the same color and you match with it! Then, matching them makes them disappear, or turn into new pieces, or explode, or stop time. Put in a new feature on the Roguelike side and something on the Match 3 side goes haywire. Honestly we could only approach it with hard work and time. Aka Brute Force. (Thank you Jesmond).

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Q: Is there a dream project you’d love to work on with unlimited resources, or are there aspects of Roguematch you’d expand on?

A: Yes. It's Zelda related. And now that BOTW and TOTK have come out it made me think that it is even more possible now. But we're not Nintendo! So that's a pipe dream. (Wait, unlimited resources means we can buy Nintendo, yes?). There are others! But it has to do with past games we've worked on before.

Jesmond and I often have fun thinking of working on a fighting game. As for Roguematch, yes for sure. Though that largely depends on how the gaming community as a whole accepts diegetic Match 3 Roguelikes as something that they could learn to play.

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Q: What lessons from Roguematch’s development do you plan to apply to future games? 

A: Don't try to create new sub-genres unless you have plenty of resources. Especially one where half of it looks casual, and the other half looks hardcore. 

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Q: What’s next for you and Starstruck Games? Any exciting plans for new projects or updates to Roguematch? 

A: Roguematch is our Final Fantasy. We won't have the resources to carry on if we cannot get the world to see and try Roguematch. 

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Thank you so much for taking the time to answer a few questions for my readers. As someone who loves this style of gameplay and mashup, I'm extremely excited to see it happen and executed in such a fantastic way. You've done an amazing job and made a game you can be proud of! 

In a way you might say I am star-struck by Starstruck! Keep up the excellent work and thank you for your passion with Game Design, Match 3, and just being a downright great person. I wish you nothing but the best and success in all your endeavors. 

Happy Dueling!

Monday, February 25, 2019

Mobile Monday (2/25/2019) with Friendly!

Heya! It's a Mobile Monday kind of a day, so let me quickly catch you up on a few of the mobile games I've been playing lately.

Animal Cove

Lately I've just been logging on to participate in club events, collect my gardening treats, and start an oven cooking up a new sweet. I'm super happy that last week was Dezhead's first week ever for collecting all three milestones during the week and getting the final prize. WOOT DEZHEADS! (that's my wife's club in Animal Cove in case you didn't know.)

We are getting ever closer to that Level 4 club goal!

Props to iCurley and Anngee!

I'm currently on level 557 on the live game . . . obviously I've played all the levels multiple times behind the scenes, but I'm a bit behind on live. Gotta get up to Infinity mode!

Wake up sleepy butterflies!

Idle Apocalypse

This is a new idle game I downloaded, and I'm really digging it. Basically, you're an evil wizard bent on bringing about the apocalypse through building an enormous monster-spewing tower of wickedness . . . and you succeed.  When the apocalypse is over, you start the game over again, but with a batch of captured "souls" that you now spend on power ups to go even further in your evil plans before bringing about the apocalypse yet again!


. . . and all the while there are funny bits of dialog going on to really show how cute this game actually is.

Love how this demon is more interested in watching TV than destroying the world.

Yup! The graphics are in a fun 16-bit style as well . . . so that's a win win for me. I don't know how much longer I'll be playing the game, but there are things that I haven't seen yet, and perfecting a "system" to bringing about the apocalypse would be fun.

Overall, it's light. It's fun. It fulfills my need to be an evil wizard. BOOM! APOCALYPSE!

Gunspell 2

In case you forgot, I'm still on the hunt for the perfect Match-3 dungeon game. Me downloading this game was an attempt to scratch that itch that can't be scratched. And to ruin the suspense, no, this isn't the match-3 dungeon game I've been hunting for, but it is pretty fun regardless.

I'm down with destroying a Lich while playing as a naga lady!

So Gunspell 2 is a PvP game that at its heart has you making matches to 1- fill abilities that damage your opponent and 2- do damage to your opponent. I swear I mostly go up against bots and Russians in this game though.

You earn and level up heroes through loot crates, and eventually you amass an army of heroes to choose from when you PvP.

Every four wins in PvP, however, you also have enough keys to embark upon a quest for one of your heroes. At the end of the quest, you earn a loot crate. THIS, is what drew me into the game initially. I was hoping for more dungeon to be found in this quest portion.

There's not much to this. It's usually 3 fights and then a boss.

Anyway, that's the game basically.

Some games you can have a really lucky streak of matches and basically destroy your opponent without even trying, but there is that moment of OH YES I'M THE GREATEST! The addition of the abilities plays into skill a bit I suppose.  It is match-3, however, so a bit of randomness is bound to happen. The worst of it is when your match sets up your opponent since you're playing on the same board.

They even have a few smack talk buttons in the game much like Hearthstone. No one ever seems to use them though (also what makes me convinced I'm playing against mostly bots)

Dungeon Raid

I haven't actually played this game . . . why? It's iOS only, it's out of date (meaning it can't be played on the latest OS), and it's 99 cents.  I actually do happen to have an old iphone sitting around the house, so I might actually be able to eventually play this game, but from a 1000-miles view, this looks to actually be the closest to the Match-3 dungeon game I've been hoping for!!


Screenshots from the app store . . . check it out

I'll work on getting this game downloaded over the week and let you know how it goes.

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Thanks for reading and as always . . .

Happy Dueling!