Engrossing game; much more so than screenshots, videos, or impressions were cluing me in. Does seem a shame there is not simply some sort of random endless mode with a map to be explored though.
Yes, it's kinda a unique and fun (but short) experience. It's very easy to learn the mechanics and the game is very simple (+ the tutorial is easy to understand). I hope the devs add more content...
Each play through is going to take you 1 hour or more, and it's impossible to put down, so if you don't have an hour to spare, don't even bother playing.
But it does have multitasking capability, right? So I can start a game and play a few minutes, then take a cal, play some Injustice iOS, and then a few hours later pick it right back up and it will be where I left it?
I am extremely satisfied with this game. I love the minimalist design and contemplative atmosphere. Unlike some of the other contributors to the discussion, I find it very challenging (probably due to my lack of experience with RTS games) and find much replay value in it because of this. Although bearing marked differences in terms of gameplay, it appeals to me in a very similar manner as Eufloria does with its abstract design and light RTS elements.
Just read the reviews on the AppStore. Almost all are saying its a great game, but provides no challenge (and thus no replay-ability) and that it lacks on missions (content). I'm hoping for an update, because I really liked what I played, but there's currently no point at playing the game again.
Yes, this game does lack a lot of the elements that most RTS type games usually have... But the point of this game is not to have a hardcore RTS experience. It is supposed to be a simplified, stripped down, casual experience without all the usual trappings of a typical RTS. Even the graphics are simplified to go with the minimalist design. I think it all works extremely well, from the combat, base building, and art style, to the UI and precise controls. An update with more missions, troop types, enemies, weapons, and maps would be great, but it isn't really necessary. It is the exact experience the dev had in mind and it works really well!
Lol, I must be an absolute rts moron cos I find this game maddeningly difficult! I almost wet my pants with joy when I completed the first mission an I'm way off getting the next two! So for me there is plenty of replay ability as I'm constantly trying again to tweak my approach. I would love a few more missions too though and potentially would it be that hard to make the monoliths change position with each game? Just to add a little bit of unpredictability.
Watched some videos of the game and here's a concern I have (that contains a question for you guys): It says there's "no cost" for cancelling rooms that aren't finished yet, but then the tetronimoes don't seem to "roll back". Or if they actually do and I missed that, at least you could quickly place two and then delete the first one, so that you got access to the second one without actually using the one before that. Do you know what I mean? Are there any counter-measures? Because otherwise this seems like a totally exploitable mechanic to me that lets you effectively circumvent the issue of randomized tetronimoes.
Yes, you can avoid certain tetrominos in this way. While there's no resource deductions for this; it does waste valuable time. I've tried this. It can take almost a minute sometimes to find the tetromino you want. Each time you must put the tetromino in the field, accept it and delete it before any minions begin building it.