Tales of the Adventure Company: Hands-On Preview with Video of the Upcoming Disco Zoo Meets Dungeon Crawler Game

Tales of the Adventure Company: Hands-On Preview with Video of the Upcoming Disco Zoo Meets Dungeon Crawler Game

May 20, 2014

The upcoming Tales of an Adventure Company takes a very interesting approach to its RPG gameplay: and it’s one that feels like it could be free-to-play, but isn’t: and because it’s about just the game itself, it’s worth keeping an eye on..

Players are presented with a set of 5×5 grids, and must manage to defeat the enemy that has the key to the next floor, before eventually fighting the boss. Enemies are laid out in set formations, so players know where additional ones might be, and new allies are in similar formations, allowing for the party to get up to 4 strong. Attacking enemies does damage to the enemy, and then they do damage back, with certain effects coming into play depending on enemy and hero abilities. Players only have a limited number of turns to get to the bottom, so just exploring all willy-nilly is not wise. Nor is letting everyone in the party die, as that’s game over.

It’s essentially a hybrid of Disco Zoo and a dungeon crawling RPG. Plenty of tile-uncovering RPGs do exist, but this game is about making it to the end in a certain number of turns, not about leveling up or collecting anything in particular: it’s about survival in the current game session.


Luck does play a definite role in the game, but the game is about decision-making in the face of the luck of the draw. Using the right character for each attack is important, even the leader on each tile’s effect is key. There are some permanent bonuses that can be unlocked for completing certain challenges, like getting other character classes to appear in other levels, but this is mostly a game about solving the challenge at hand. And while many games would use IAP to sell more turns, this game notably abstains.

Interestingly, the game releases this week for Windows Phones first, then Android on May 29th, before iOS finally releases on June 6th. This is, of course, backwards from what most games progress to in their releases.

If the game sounds intriguing – and it certainly should be – be prepared for our review on the 29th. But until then, check out this video of how the game works, and how to succeed at the first level:

Disco Zoo Review

Disco Zoo Review

Apr 16, 2014

Disco Zoo is somewhat of an all-rounder. It’s chunky pixels are the perfect call to the joys contained within.

One of the biggest attributes of the game is the more-or-less logical flow. It is a management sim, and as such, there are resources, and a need to spend those resources wisely to expand.

As the tutorial cycles through, the player gets a bank of coins, which is useful to procure the vehicles and animals needed to make the gameplay work. Some elements are linked; for example, buying one hot air balloon unlocks the farm, and other unlocks and upgrades are affected by other factors such as number of animals and such.

And procuring animals to keep zoo animals patron paying for acess and tips is ultimately the name of the game. The first step is to “rescue” the animals from different habitats, but different habitats need different vehicles. Thedisco1 aforementioned hot air balloon is the bottom tier vehicle, and good for simple animals. To get more exotic animals, a better flying vehicle is needed to get to the outback, for instance. Well, to get that money to get the better vehicle, one needs to rescue the easy local ones.

Rescuing is a whole new element in and of itself; basically, there is a grid made up of smaller squares, and the operation plays out like reverse Minesweeper: locate the animals hidden underneath before running out of tries. To rescue a kangaroo, for instance, there are four kangaroo images hidden in a standard order; getting all four in ten tries gains the animal, which in turn gains money for the zoo operation. To move on to savanna animals, more money is needed, and so on. There are also coins to be gained from these searches. As new animals are garnered, more of the zoo is developed to accommodate them.

The game is enjoyable because it doesn’t require real cash, though it can be used if needed; there’s even the option to watch ads to get extra rescue attempts. The animals yield payouts every so often, and the rate can be increased by rescuing more of the same type. Animals go to sleep, and have to me wakened to earn money, but Disco Events can be organized (for a cost) that not only keep the animals awake, but yield more coins.

It’s an engaging game; it does require some amount of attention, and feels overly easy in parts, but it’s a fun game that can be tailored to fit individual and changing interest levels

Disco Zoo from the Creators of Tiny Tower and Trainyard Now on Android

NimbleBit has published Disco Zoo on Android after its iOS launch. This free-to-play zoo simulation game is developed by Milkbag Games, comprised of the creator of Trainyard, Matt Rix, and Owen Goss, known for projects such as Baby’s Musical Hands. Players will rescue animals from the wilds by playing a memory game that costs coins for each excursion, with the rescued animals raising money for the zoo to go and rescue more animals, until players have themselves the biggest, funkiest zoo on Earth. The game is available now from Google Play.

Disco Zoo Coming Soon from NimbleBit and Milkbag Games, Bringing Bouncy Hippos

Disco Zoo Coming Soon from NimbleBit and Milkbag Games, Bringing Bouncy Hippos

Jan 27, 2014

NimbleBit’s publishing its first game, the upcoming Disco Zoo from Milkbag Games. Comprised of Trainyard creator Matt Rix and Baby’s Musical Hands creator Owen Goss, this Canadian studio is about to put out their very first game, Disco Zoo.

Not much is known about how it plays, necessarily, but it will feature hippos, and disco. And really, does a game need anything else besides that? The game will hit iOS first, but given that all particulars work with Unity, an Android version should be in the pipeline at some point. Until then, I leave you with this catchy song…