'Dungeon x Balls' Review - The Title Checks Out
It's interesting watching the flow of game design over time. While it's sometimes painful to watch established game designs hop from a paid model to a free-to-play set-up, those very same free-to-play hits have now been around long enough to start inspiring developers to travel that road in the opposite direction. The basic structure and look of Dungeon x Balls [$0.99] seem heavily informed by social RPG sensations like Puzzle and Dragons [Free], but rather than send the player down an endless rabbit hole of collection, evolution, and battling, it opts for a more traditional style. You'll find new characters with their own special abilities, battle boss creatures, and work your way through the story, and while there are IAP, they're solely of the cosmetic variety. Best of all, its core gameplay mechanic feels intuitive and fresh, a difficult thing to accomplish in the wildly crowded mobile market. Each of the game's 100 stages takes place on a single screen filled with enemies, traps, obstacles, and collectible goodies. During gameplay, your characters take the form of balls that you can fire from the top corner of the screen by tapping. You can fire as many of them as you want, though there is a limit to the number that can appear on-screen at once. Your only real limit beyond that is your life meter. If your balls hit anything dangerous or sink down the bottom of the screen, you'll take damage. Run out of life, and you fail the stage. Generally speaking, it's not too toug...
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