Feb 3, 2016
Armadillo Gold Rush… what gives?
The game has a definite old-school feel to it, as seen in the graphics. it makes use of a lot of jumpy animations, and the animations are deliberately stilted, with muted colors across varied playing areas set in landscape.
The first few levels highlight the game well. Our protagonist creature can be launched to roll in either of the for cardinal directions, and this is initiated by gestures. Using paths in the playing area, one is gently guided to collect coins (which is the overarching goal) by completing the puzzle therein. As one gets used to the style of play, the puzzles do get a good deal more creative, with several things like switches, trap doors, lethal gulleys, bodies of waters and more (lobsters? Say what?). The creativity fused with the whimsical is an engaging mix.
Success is measured in time and points; as such, one can always look to better one’s high score; using less moves is best. As such, the extra goodies all involve a measure of opportunity costs. The race against time also adds to the game’s allure.
As the game evolves, it retains the core elements, and surrounds the basic premise with plenty of interesting material. Several new gameplay gimmicks begin to mage an appearance, from fans to movable boxes on to death traps and beyond. The difficulty level is directly proportional to the implicit requirement to think out of the box, and in this regard, the developer does a great job of bringing the player along with this tenured game. The puzzles become more intricate the further one goes, everything ties together fairly well
Still, the game might feel a bit unilateral after a few rounds; it does what it does well, but one might be forgiven for considering it a tad one-dimensional.
In the end, the pros do seem to outweigh any perceived cons, and this game is well worth a look.