I’ve had my eyes on Puzzle Strike for some time now, but apparently I don’t have enough friends to play the physical version so I’ve had to wait for a digital version. Well, my wishes have come true since next week Puzzle Strike will hit iOS, and it looks like it’s going to be a fun single-player and multi-player affair (although the UI looks a bit too busy). If you haven’t played the game before, Puzzle Strike is a deckbuilding puzzle game played among Fantasy Strike characters and is inspired by puzzle games such as Puzzle Fighter. The game has a high level of interactivity – unlike games like Dominion – and, therefore, you’ll need to adapt your strategies depending on your opponent. You can either focus on economy, offense, or even build an intricate engine in your attempt to knock the other player out.
According to the developers, Puzzle Strike is designed to hold up to thousands of games at the expert level, so they fully embrace the philosophy of even-playfield competition where fairness is the basic promise of competitive games. The game will offer cross-platform play with players from the Steam version, there will be leaderboards, replays, a new Puzzle Challenge mode to help you improve, and more.

The game will contain all 48 Puzzle chips from both Puzzle Strike Third Edition and Puzzle Strike: Shadows as well as the promo chips, Combinatories, Dashing Strike, and Custom Combo. And many will be happy to know that the game also offers offline AI matches. The game comes out at some point next week, and the initial $3.99 purchase will give you four characters with the rest available as IAP.


I really have been enjoying this game
glad you like our game,haha
wow, marvelous! Is you artist in this game? It's a masterpiece.
Wow!
Instabought it the minute someone mentioned it in one sentence with GS. I can not say that it is a "bad" game, but I wish the developers went with some more ideas of their own. Anyone who played GS, SoX and DD will have an impression this game is deliberately copying bits from those 3 successful iOS platformers. Literally by level2 you will feel that 3 times. Some of the ideas are nice, for example I like the sword progression that occurs when more and more enemies are killed. That was nice.
HD elements in graphics unfortunately look really cheap. Just like with recent Square Enix games they try to give a more detailed picture, which results in submision of imagination which results in a feeling of a less detailed picture, if you catch my drift.
GS was kind of a new high for the platform, SoX was nowhere near new, but it was bold just like Xolan himself. This game is neither new nor bold.
Developers, please understand that my message is not hate mail, I do like the game overall, I will finish it (maybe ignore some chests and diamonds), but it shows that you have room for improvement. I mean artistically and creatively, because technically you are pretty good. Also I applaud your decision to make it a premium game with 0 IAP. Now what I really hope you will do is make more games with the same level of execution, but with a voice of your own, I believe you can come up with really good and original stuff.
Does anyone have any hints for level 4-13 that are especially useful? I am level 21 and having a heck of a time passing this level.