Prune Review

Prune Review

Nov 2, 2015

Prune, from the get-go, feels so peaceful.

From the deliberate (yet soft) pastels through to the smooth, animations that frame the gameplay, it is serene in appearance, but translates relatively well visually.

With regards to gameplay, it’s a quiet game, with definite horticultural undertones. The main idea is hinted at by the the game’s name itself, in that one is tasked with guiding the growth of a plant, past obstacles and/or towards helper light, to the point it is viable and the level is completed.prune3

More specifically, one has to initiate a high-growing plant by swiping up in the defined soil area, and to tend to the resulting sprout that pops out. The idea is to manipulate the growth of the tree by slicing off errant branches and giving an opportunity to one main lead branch to reach light, which allows it to bloom and unlocks the next play level.

Of course, the game is not that simple. It starts off with dead areas that one must avoid; the light is not so easily gotten to, and as such, one has to prune in the right direction. Also, the plant grows at a fast clip, so one has to nip fairly quickly. As one advances, more wrinkles are tossed in, and they are fairly creative. For example, a gentle breeze makes swiping to cut pretty difficult, which isn’t too good, because lopping off the very top kills that level. Then there are things like colored globe viruses that one cannot stay in physical contact with too long, and layers of zones one has to get to to finish the level

It’s a very calming experience; it is almost ethereal in presentation, and somehow manages to be genteel and challenging simultaneously. It ratchets up the gameplay oh so imperceptibly, adding in new elements as it goes, and mostly disallowing for boredom to set in.

It’s a safe game, bereft of in-game disturbances, and probably worth the investment its one-time $3.99 price tag calls for.

Triple Town Review

Triple Town Review

Feb 2, 2012

There are some words I don’t like to throw around lightly, in case it devalues them. The example I’m thinking of is “addictive”. There are a lot of games that are fun, but the list of games that I physically can’t put down is not long. But some games really are so entrancing that they consume my thoughts even when I’m not playing them. And Triple Town is one of them.

The makers of Triple Town, Spry Fox, have done a brilliant job of combining three gaming aspects that are sure-fire draws: pattern-completion, building, and strategy. It’s called Triple Town because items on the game field must be matched in threes. Place three identical items in proximity of each other and they combine to make a new item of a higher class. Three swatches of grass become a bush. Three bushes become a tree. Three trees become a hut, and three huts become a cottage. I haven’t found out yet what three cottages might become because it is much harder than I expected to build up the item levels without filling the gamespace too quickly. Each game session ends when the gamespace is completely filled with items and there are no more moves to be made. And to make things more complicated there are opponents in the way -bears!- slowing down progress. The bears are adorable and when I saw them in the game logo I assumed that they’d be friendly. But once they are in play, they roam around the board and growl menacingly at the tiny villagers that dare poke their heads out of the huts. Luckily the bears can be of some use. Trap a bear and it becomes a gravestone. Three gravestones become a church, three churches become a cathedral, and three cathedrals become treasure.

There are some hitches though. Items appear for placement in a seemingly random order (think Tetris pieces), and can be difficult to plan around. As well, items can only be placed so long as there some in queue. Play too fast and the queue empties, halting the game. The queue can refill over time, or additional items/turns can be purchased with the in-game coins. This is still maddening as the game really does cast a hypnotic spell that is painful to have interrupted.

It’s a very simple concept but beautifully executed. Pattern-completion is inherently appealing to the human psyche, and the little villages are a joy to create and behold. As items are placed the points rack up and the quest to achieve higher points ranking never ends. I’ve made it to the second level of points only a few times, and I really want to get to level three. Every time I’m playing and have to stop (to eat, sleep, work) I’m sad. And I’ve fallen asleep more than once dreaming about placing some trees in the perfect place.

There is a pretty huge problem with Triple Town though, and it seems to be new as of the last update. The game freezes a lot and badly. Nearly every single time I’ve opened it to play it has frozen irreparably. Twice it has spontaneously re-started my phone completely. It’s a pretty serious problem that affects more than just my enjoyment of the game.