$2.993.5 starsReviews

‘Tiny Empire’ Review – Waging War With Cannons

TouchArcade Rating:

At first glance, Tiny Empire (Free) by Mother Gaia Studios acts suspiciously like another giant game franchise that resides within the physics-based launching genre. There’s projectile aiming, enemies you want to destroy, and a few twists on the ammunition being tossed. However, beyond the gameplay similarities is decent example of a title taking a genre that has been dominated by a huge developer and creating just enough change that it can stand on its own.

As mentioned above, Tiny Empire’s core mechanics are heavily inspired by the physics-based launching games pioneered on iOS by the likes of the Angry Birds series. However, Tiny Empire changes up the formula somewhat by removing a lot of the apparent randomization found in the destructible environments of Angry Birds. Instead, your primary goal is to launch your projectiles (which take the form of cannon fire) at an army of orcs. The orcs aren’t hidden behind buildings or crazy structures; for the most part this is an exercise in precision and is one of the reasons I enjoy Tiny Empire.

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This emphasis on precision is an aspect that certainly changed my view on the game, for better and worse. For one, the distinct lack of a randomization factor that makes shooting a perfect shot a lot more rewarding. On the flip side, that also means the margin of error is much smaller as there aren’t many external factors that a player can count on to bail them out. This in turn may lead to more of a trial-and-error gameplay session, which can be frustrating. Personally, I loved the difficulty and thought it was a pretty refreshing experience int terms of needing skill to move forward.

In addition to an emphasis on precision, Tiny Empire does try and inject in a bit of variety in terms of level design and added enemies and power-ups. For example, as players run through levels, they unlock different kinds of cannons that focus on large swaths of destruction or precision small hits. Levels that afford players the opportunity to choose their shots, so there’ almost a puzzle element added as players need to decide which types of ammo are most appropriate for which sections of a map. Adding to the strategy are levels that include your own foot soldiers on the map, forcing you to try and aim your shots to hit the enemy while leaving your troops intact. Finally, there’s a decent amount of level variety towards the end that keeps the game interesting while amping up the difficulty.

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Complementing the game is an old-school art style with an emphasis on pixels that’s almost ubiquitous at this point in certain genres. While it’s probably not the nicest looking game with such an art style, Tiny Empire still manages to capture some of the charm associated with it. A plethora of cannon and helmet options help break up some of the potential visual monotony. Unfortunately, other than this small amount of customizability, I didn’t really find much in terms of visual variety to overcome the fact that we’ve seen derivatives of this art style way too much lately.

With a decent quantity of levels and pretty tough difficulty curve, I had an enjoyable time with Tiny Empire. It’s probably not going to reach the high approachability or even enjoyability levels as an Angry Birds, but it’s good within its niche. There’s always room for a game that prioritizes skill over luck (or IAPs, for that matter) and in this regard alone, I’d recommend checking it out.

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  • 6 Comments

    1. bhornburg

      I have to agree with your critique of the IAP in this game. I bought the coin doubler because I believe most of these games really design their in game currency earn rate around these. However, after playing a few hours and only having a few thousand coins I noticed I could have bought 25k coins for $1.99. Maybe I'm just bad at earning coins, but honestly I would have just bought those coins if I had realized that the coin-to-dollar-to-time ratio was skewed towards just buying the coins outright. But alas, I don't really want to just buy the coins, as then I don't really have any incentive to grind up coins to get new stuff. It's a weird dynamic though, I feel like I kind of got punished for buying the doubler instead of just buying a coin pack.

      Curious if anyone else has felt this way. I love the game BTW, this is my only real complaint with it, and it's a minor one at that.

    2. Jacob Gehman

      Ski Safari has been an enduring favorite on my mobiles. This looks like an instabuy. Yaaaay, goodbye life!

    3. Qaioud

      Every time I find myself playing this, I feel my soul dying just a little bit more.

      It's like the deathly "you don't have the brainpower left to play anything interesting, and the repetitive shinies grabbed your idiot eye again" option. On my phone, at least. And for me, at least.

      There is just no substantial progression. Not much to learn. Not much in the way of skill.

      It's just the rat-pushing-the-button urge of flashy, shiny, repetitive, inglorious soul death.

      Ymmv.

      :)

      1. Qaioud

        That noted, of course we are all cruising towards a meaningless death, following a life that will ultimately prove pointless, filled with vacuous and futile activities that we undertake for no better reason than to distract ourselves from the insignificance of our meagre existence and the horror of our inevitable, impending, squalid death.

        It's just that this game feels like it rubs the ghastly existential blankness of it all in my face, just that little bit more.

        Again, ymmv.

        And I'm off to play some more rebuild 3.

    4. Scott

      What about multiplayer mode? We've had great fun in our office with that. There's a new photo mode that's pretty cool too.

    5. Tonk Montana

      Love both games but I have to agree with you about the coin magnet. That's just weird and should be permanent or upgradable or something.