Formerly an iOS exclusive, the game is a PVP adventure that leans on strategic thinking.
Game features (per the press release):
· REAL-TIME TACTICS — Make decisions quickly to turn the tide of battle.
· COMPETITIVE PLAY — Dominate the map. Plan, attack, and defend on your schedule.
· INTUITIVE CONTROLS — Easy to learn, and fun to master. Quick-thinking beats quick fingers.
· PLAN YOUR BATTLES — Choose a mix of unique heroes and units for both attack and defense.
En Masse Entertainment Chief Sam Kim feels that Android users will appreciate the new game. “After the great reaction from mobile gamers on iOS, we’re thrilled to bring Battleplans to the Android gaming community,” he says. “We think Android gamers will agree that Battleplans is one of the most satisfying and challenging RTS games on their device, thanks to the intuitive touch controls, deep tactical gameplay, and aesthetically rich world of the game.”
The game is free (with in-app purchases) on Google Play now. Check out the trailer below:
In an increasingly saturated mobile app market, it is definitely hard to make a name for oneself; having a well-received big brother on the Play Store is definitely a benefit.
Clash Royale, from Supercell — yes, that Supercell — definitely has just that.
The graphics are fun to behold… deliberate, somewhat whimsical characterizations on a colorful background template. The main action is imbibed via a top-down view. The game incorporates animations that help the action along, and they do add visual pop that helps keep one engaged. From fireballs to marching duos, it comes together quite well, and even the side screens feel genially done. there’s detail in the little things — arrows look like arrows, for instance — and even the occasional dragon is easy spot and enjoy.
The sounds are quite appropriate, and all connect with the eye candy component.
If the game feels somewhat familiar — as in, say, Clash of Clans — the similarities are well-intentioned, as both games share creative DNA. This one stands firmly on its own, and the seven-part hands on tutorial helps one understand the flow of the action.
The main idea is to win PVP battles; at the base level, there are three enemy towers, and three home towers. Intuitively, one wants to take out the opponent towers before that person returns the favor.
Like any tower defense game worth its salt, this one has troops (cards) of different abilities, and one has a limited, rechargeable amount of “elixir” which is used to deploy these different pieces. Deployment does two things; they can generally attack enemy installations, and may even be able to take on enemy troops that are attacking one’s home towers. Since each piece has its own attributes, and also because one has to wait for recharging (plus different pieces have different costs), one has to deploy with a semblance of strategy. Each side gets a king’s tower and two sentry towers, and protecting the king is paramount. The cards run the gamut, bringing fantastical fighting personnel to the fore.
It boils down to a timed war of attrition, if time passes without a clearly winner, the game starts a sudden death overtime period.
Cool stuff, really.
There are a lot of other pieces, like chests of goodies, the upgradeability of the cards, the ability to collect other cards and create battle sets, achievements and more. Gems and gold coins make things happen, and can be supplemented by real cash if one wants to expedite processes. Players can level up, and some things (like selecting clans) are based on one’s level.
The game does slow down, creading a faux energy requirement, but it is possible to go rounds and rounds if one is willing to forego some payouts.
Altogether, it’s an engaging caper, if a bit overwhelming; simply put, it has great appeal.
Web games from days past? Sign us up. We’re all for Stick War: Legacy.
Looks-wise, it maintains a retro feel, from the use of stick people, to the delayed animations of the characters to the color scheme. It isn’t glossy, and really isn’t trying to be, which, in a way, sets it apart.
There are three difficulty levels (“normal,” “hard” and the pause-inducing “insane”), and the game itself manages to fit in several elements; it starts out with in an in-challenge tutorial that lets the player get a feel for how things work out.
There are different types of players, and each has a cost. the player starts out with a limited amount of coins, and the game has one select a miner. This one sports a pick-axe and gathers gold, and essentially, finances the civilization (as can be seen from the increase in usable coin as it/they begin work).
As coins are accumulated, one can “make” more miners, or select another class of stickmen… like a swordsman. these blokes are important as well, as they attack, defend and otherwise advance the player’s agenda.
Now, in each level, there is an opposing group. This group has its own fighters and miners, and, like the player, have a sacred statue they are willing to die to protect. The basic idea, as demonstrated in the introductory level, is to tear down the opposing statue while protecting one’s own. This entails using the any of the virtual buttons which can make one’s fighting force to attack, drop back or defend. If one works his/her pieces right, it’s possible to garner victories, which give one gems for boosts (spells) and the ability to upgrade attributes.
One learns how to control solitary players, which is a fantastic tool; more types are unlocked with success.
There are also levels with subtle tweaks. one might, for instance, be tasked with protecting one’s statue only for a set period.
So, when it’s all said and done, one gets a bunch: tower defense, some “capture the flag, resource management and raw strategy with regards to managing numerous ebbs and flows. To be successful, one needs to be patient and know when move, and what to develop when. Every break creates opportunity costs situations, and the different locations bring light changes in the strategy needed.
It’s a fun game that doesn’t tax the brain too hard, and is well worth a free-to-play try.
Tribe Domination is a spanking brand new turn-based strategy game that is now available on Google Play courtesy of developer Alexandre Delbarre.
In this one, San Francisco is the land to conquer.
The finer details (per Google Play):
Are you a Hipster, Geek or a Hippie? Pick your tribe and battle your friends to control the San Francisco Bay Area. Tribe Domination is a turn-based strategy game for 2-3 players – easy to learn but difficult to master. Log in with Facebook and battle your friends; youâ€™ll be notified when itâ€™s your turn to play!
Each turn is composed of 3 phases:
1. Place your troops strategically.
2. Attack your opponents, conquer territories and try to own a county in order to receive more troops at your next turn.
3. Make a strategic fortification move at the end of your turn.
Conquer counties (San Francisco, Alameda, Contra Costa and Marin) and get extra troops! Conquer at least one territory during your turn and receive coins at your next turn. The more coins you have, the more strategic attacks you can make:
If the game feels a bit like Risk, it shouldn’t be surprising, as the developer is a fan. â€œIâ€™m a huge fan of classic board games such as chess and Risk, but I also love strategy video games like StarCraft,” Mr Delbarre says. “Tribe Domination merges both, and itâ€™s something that everyone can enjoy. More than a bare bones digital board game, Tribe Domination was intended from the start to fit the mobile lifestyle — with asynchronous multiplayer and the ability to join several games at the same time. See you on the battlefield!â€
The game is free, and allows for unlimited parallel play.
Popular strategy and real-time battle game This Means WAR! is getting a pretty big update.
The much-requested base transfer feature is now live, plus a whole lot more (per Google Play):
â–º With This Means WAR’s new BASE TRANSFER feature, you can move your base seamlessly from one mobile device to another!
â–º Unleash the new EMP STUN MINE on enemies to stop them dead in their tracks. Immobilized enemies are easy pickings!
â–º Troop AI fixes include: Seeker Drones from an ambush can now find something new to blow up, and your Troops no longer freeze when enemy targets are directly on a wall.
â–º Fixed a client error when visiting bases that had Missile Strikes, visit away!
We had a chance to review the game recently, and liked it a lot. It remains free (with in-app purchases) on Google Play.
Some games demand to be played. Add This Means WAR! to the list.
Graphically, the game is beautifully garnished, with vivid imagery that is expressive and whimsical at the same time. The animations are simple and almost enjoyable to observe, with a lot of bright colors and a landscape that is interestingly bereft (is that a dinosaur skeleton?). The view is abbreviated top-down, and one can drag to scroll.
And folks will love the scrolling action, if only to take all the action in. The gameplay incorporates several elements in a quest to create a homogeneous battling experience, and as such, folks with differing gaming lies are catered to.
The hands on tutorial reveals the entirety of the play concepts in easy-to-digest chunks. As a new commander in this army, one learns how to collect supplies, mine for valuable resources and construct buildings, all of which are important with regards to winning battles. In this game, supplies, mined red crystals and elusive power cells serve as game currency, and the underlying idea is to manage one’s resources in such a way as to maximize output.
The pieces fit together in a logical fashion, and are mostly entwined. To build and upgrade barracks, one must have an appropriately leveled command center, and to have the right command center, one has to have the right amount of red stuff, and so on. As one gets more involved, one gets to craft soldiers and weapons; as with other aspects, the diversity of options available generally depend on how strong other pieces are. Crafting fits have a time component, so planning based in this is required.
Actual fighting is a big portion of the game. The player looks to craft an army for skirmishes in a leveled track, taking on some interesting enemy leaders. In these battles, crafting and utilizing the right tools for the job is key, and they usually boil down to deploying troops and arsenal in a strategic manner. It’s fun seeing the virtual border move as advantages are won and lost; ultimate success is rewarded with limited resource payouts.
There are a number of other defined elements, like factions, tasks, multiplayer options and more. Real cash can be used to expedite stuff, but isn’t completely necessary.
It comes together well, is hard to put down, and the many angles help prevent it from feeling overly complex.
As a child of the 80s, I grew up loving some of the iconic shows of the time. The cop shows were the best; CHiPs was a staple, and for me T.J. Hooker — and not Star Trek — was my first introduction to William Shatner. One show I loved was from the preceding decade, and I got to enjoy it via reruns: S.W.A.T. From the opening score to the credits to the uniforms to, well everything, the show defined cool. Yep, the cops that “regular” cops called when stuff got tough.
Boyhood fantasies aside, there’s plenty of room for special tactics sims for mobile devices, and Door Kickers, one of the more notable PC ports, has made its way to Android.
The game is a full-fledged planning and action adventures. There isn’t much back story, no; this one gets right down to it.
The game has a gritty look, it comes in in landscape, and presents a top-down view that plays into the management aspect of the game; think of looking down on a roof-less house. The developer uses virtual lighting to highlight the gameplay and give action contest, and dragging and tapping is what generally is used to effect navigation and selection of tools and such. Visually, the game is intuitive, which makes it easy to get into.
The game gets going quickly; one gets to choose to go on a single mission, a full campaign or work through replays. To begin, one gets a rookie squad, and the idea is to do well enough to pick up experience. Using single mode as our test bed, the gameplay becomes apparent. Using a “planning mode” to pause and plan, one can use gestures to set travel areas, and also to use tools like flash bangs to effect justice. The team members shoot automatically when confronted by enemies, and it should be noted that said enemies shoot back.
Finishing levels entails neutralizing criminals without losing all the team members taking part; each level is graded, and success opens up more.
It plays well, has heaps of strategy built-in and feels pretty logical. I think it could use a dedicated tutorial, as the pre-play info seems a bit short.
For a premium game, it is much easier to like than not.
To be fair, tower defense games are a dime a dozen on Android, and for good reason really; the concept is simple, and supply will meet demand.
Still, it’s a crowded field, and newbies like Alien Robot Monsters do have to be a cut above to his their own.
The playing area is, well, alien terrain presented in a top-down view; generally, one gets a set of windy paths that culminate in an exit point.
The gameplay is leveled, and each frame essentially consists of waves of marching enemy robot hordes trying to get from point A to point B. The obvious objective for the player in this one is to build defenses to prevent the enemy robots from getting to their destination.
To do this, the player constructs towers in predetermined spots, using limited game cash that is replenished by taking out robots. The towers can be upgraded, torn down and reallocated, and even converted during the “live” action. Likewise, the enemy combatants vary in vitality and armor, such that some are much easier to destroy than others. Of course, letting too many enemy pieces past the threshold ends the level in failure; successfully withstanding the waves is ranked by stars (depending on how few robots get through) and opens up new levels to explore
The upgrade process is fairly easy to navigate, and the developer does a good job of providing info blocks to help explain related aspects. Unlike some games, the transition in towers is fairly varied, adding in cool elements like melee battles and a “technology” component. Because of the fixed building spots, a good degree of strategy and planning has to be employed to go further in the game.
As one goes further, newer pieces are unlocked, and, seemingly, tougher opponents. The challenge always rises, and this is part of the game’s charm. Real cash can be used to expedite progress, yes, and there are times it’s tempting to do so.
All in all, a fun offering that stand on its own two feet.
At last, Bethesda has released Fallout Shelter on the Android, and personally, I couldn’t be happier. Fallout series is almost as famous as Mario nowadays, so I don’t think I should describe it in-depth. Basically, it’s an RPG, set in a post nuclear apocalypse America, with a distinct cheerful 50-s style mashed together with a very dark atmosphere. Fallout Shelter is a minigame that’s set in one of the numerous iconic shelters that are scattered across America, some of them working as the only safe havens across the radioactive wasteland. The player is tasked with sustaining and expanding one of them, fighting off the horrors of the wasteland, while making his citizens happy, well-fed, and working their sorry asses off.
Fallout Shelter is a shining example of why the â€œeconomic simulatorsâ€, or, simply, Farmville clones, deserve every bit of criticism. It’s not in the genre. It’s all in how you treat it. From the mechanic point of view, Fallout Shelter is just an economic sim with a slight dash of action and RPG thrown in. But the game has all the right elements, and hits just the right balance, to the point where you don’t want to put it away, even if you don’t actually have to do anything. Maybe it’s because I’m a fan of Fallout, but there’s no doubt that this game is crafted with much care, and actually attempts to be engaging â€“ with great results.
The general mechanics of Fallout Shelter aren’t that unique. The player needs to construct various rooms that provide the shelter with everything, starting from the basic needs like power, water, and food, to medkits, weapons, and a lot more. The trick is that each room needs to have at least one human operator to function, so the player needs to manage his residents, assigning them to the room that best suits their abilities. The residents themselves can be acquired either by wandering randomly from the wasteland, or by being born from one of the female residents. The residents can also explore the wasteland and scavenge for various goods, including the main currency â€“ bottlecaps, clothes, weapons, and more. But the shelter also has to be protected on its own, as it often gets assaulted by radioactive roaches, raiders, and even more deadly things, roaming around the wasteland.
All in all, this game is almost frustratingly catchy. It catches with its style, actually challenging and intelligent gameplay, and with its nods to the other games from the Fallout universe. So, I’m sure that both fans of the mobile economic strategies, and the fans of the Fallout games, are going to find Fallout Shelter equally pleasing.
There’s no going around it, so I’ll just say it. EvoCreo is a blatant Pokemon ripoff. It’s a copy of the Pokemon Red down to the T. Or, at least it seems a lot like that to me, since I never actually followed the endless franchise that Pokemon became. EvoCreo has all the same mechanics, all the same gameplay â€“ hell, even the geography is a lot like the Pokemon. It is, for all intents and purposes, a Pokemon game, except with all obvious references cut and replaced by weirdly-named placeholders. But here’s the most interesting part: EvoCreo is actually pretty good.
For those that don’t know anything about the Pokemon, it’s basically a very simple turn-based tactical action, where the player needs to collect various weird creatures and then battle them against the enemy creatures. Each creature type has unique stats and abilities, and the creatures can level up and evolve into their more powerful selves. There’s quite a lot of management involved, so it’s very easy to become OCD about the stuff. As I mentioned, EvoCreo is exactly the same. The player takes a role of a boy/girl who travels all over a given region, gets involved with various stories, visits various places, inhabited and wild, and of course, collects a bunch of critters that will fight for him against their own kind.
EvoCreo is actually pretty fun, and copies Pokemon so perfectly that you can’t even blame it for its plagiarization, and start to actually admire its efforts. Although the creatures aren’t as memorable as the Pokemon, they’re still pretty well designed, and have different stats and abilities â€“ there’s even 130 of them. The battles are also the same: the player can use one of his creature’s abilities, switch it for another one, use one of his items, or attempt to flee the battle. If the battle is won, the player and his creature get some experience points that allow them to level up and learn new abilities. There’s also a store that allows the player to purchase various stuff, although for some reason, I couldn’t access it â€“ but I’m willing to write it off as a single-time bug.
Overall, EvoCreo is an almost perfect copy. So, if you’re a fan of the Pokemon and want to play it on your Android device, or simply want to see what all the fuss is about, you can try out EvoCreo. At least it’s easier than to buy a Nintendo.
Fortress Fury seems like it should have been released more than 5 years ago, back when Angry Birds were still kinda popular, since this seems like a logical evolution of the concept. Fortress Fury lets the player build his own fortress, arm it with various medieval weapons and fight off against the enemy fortress, trying to destroy its core while keeping your own intact. It’s very fun, and while the game looks a bit overwhelming on the first try, it’s actually fairly easy to grab a hold of.
There are two primary parts in Fortress Fury. The first part is constructing the fortress itself. The process is simple and complex at the same time. The â€œfortressâ€ is a vertical, rectangular patch of squared space that the player can fill in with blocks of different material, as well as with special parts. There is a number of upgrades that the player can purchase, some of which unlock the new blocks, while others improve the stats of those that are already unlocked. The material blocks are pretty straightforward, serving as the basis for the tower, and protecting the important bits. The special blocks are all different and serve different goals. The most important special block is the tower core. If this block is destroyed, the whole tower falls apart, so this block should be protected at all costs. Its unique ability is that it can disguise itself as any other block, so the enemy never truly knows where it’s situated.
Another important block is the armor that, when activated, can protect a certain amount of blocks from being damaged. There’s a bunch of other special blocks, which can be unlocked, but have to be put sparingly, since the more powerful blocks player puts on his tower, the heavier it gets, and there’s a maximum possible capacity to a tower, meaning the player should try to conserve his resources, or make sacrifices. Finally, there are the actual weapons. They are simple static ballistas and catapults, with the exception of the front archers, which evolve over the course of the battle, and later on become huge monstrosities, chunking blocks of land at the enemy. The aiming and shooting is the same simple drag and release action that was in Angry Birds, their spin-offs, and influences. The game tends to become spammy, but it still has a strategy requirement to it, combining perfectly the player’s ability to design a great fortress, and his ability to aim his troops for the enemy.
Overall, Fortress Fury is really fun, although it does require some concentration and dedication. It’s easily one of the funnest free-to-play strategies I’ve seen, and is a great example of why free-to-play system doesn’t automatically equal frustrating and dumbed-down gameplay.
A-and we’re back with the strategies. Storm of Swords, despite its catchy name, has nothing to do with Game Of Thrones universe, and thankfully, doesn’t try to. It’s a cartoony free-to-play strategy game with all the staple elements, and even with a couple more.
The gameplay of Storm of Swords looks a lot like Clash of Clans copycat, but in fact, it’s a bit different than that. There are a lot of similarities, of course. The player needs to maintain a medieval castle, while fighting with roaming bandit hordes, orcs, goblins, and other fantasy cliches. The castle requires a lot of different buildings, serving various purposes. The player can build resource-gathering buildings to haul the needed resources. He can also build castle defenses and barracks, in order to be prepared for the possible invasion, and to maintain his own army. Lastly, the player has a hero that he can equip, improve, as well as hire new ones. They are required for the army to function, and are the most powerful units out there, so they require a lot of preparation. I doubt that any of that is very different for experienced FTP strategy players, though. Oh, also, there’s no actual battle strategy. After two armies start clashing, there seems to be no way for the player to interact with the battle.
The big part of Storm of Swords is a sprawling multiplayer element. The player’s castle is situated on a server that also holds a bunch of different castles, and whenever a player reaches a certain kingdom level, he is able to transfer to another one, with different enemies and similarly powerful players. This keeps the players on a seemingly leveled playing field, at the same time making the game feel fresh. I’d say that this system works great.
Overall, Storm of Swords looks alright. It’s not flashy and doesn’t try to re-imagine things, but it works well as a casual free-to-play strategy. The gameplay emphasizes more of an economic accent, but there’s enough fighting for the aggressive types. I definitely see it becoming a favorite for some players.