WildStar was very disappointing because I felt that it improved very little over World of Warcraft-era gameplay and systems. Yes, it did add a few things, but nothing that prevented me from being either overwhelmed by content spread across huge maps, stuck with no quests left to do or confused by some design decisions and apparently simple oversights that were had over a few systems across the game.
I've been very disappointed by MagRunner: Dark Pulse, the stuff I read about the game made it seemed like it was going to be much like portal and then at some point become scary/creepy/gory in some way shape or form, or involve monsters of some sort. After playing it for a few hours and being stuck at some puzzle at the beginning, I decided that I wasn't ready for what was to follow and didn't enjoy my time at all.
Angry Birds Epic might be a good game, it might just be. I would have gladly paid 10$ for that same product without the free to play junk, the unbalanced enemies and the random popups to try and bait you into clicking on ads. ABE might be a good game in a parallel universe, but in this one, it’s a neat idea flawed with greedy intentions.
There is not much to say about Demons vs Fairyland as it reminds me of many other tower defence games with a few things thrown in there to try and change the basic gameplay structure. I can’t say that I’m a fan of some of these things and while playing on easy, I’ve found the game too difficulty - a fact that is only exacerbated by the pay-to-win items you can buy.
Lego Marvel Super Heroes isn’t very good. The last lego game I’ve played was the first Star Wars one and that was a while ago. While I think this game has some charm with its characters and references and while I think somee of the core gameplay is quite solid, there was too much of a confusing mess when I tried playing this one and I stopped pretty quickly to go spend my time somewhere else.
Wayward Souls is too difficult for being on iOS. The quick, almost twitchy-like type of control you need for something like this action RPG is impossible to achieve with touch controls and to make matters worse, the upgrades and systems don’t really work in any way that helped me get better after each successive try.
Reaper - Tale of a Pale Swordsman isn’t a very good game, I feel like it was designed as separate things brought together in a confused result, with a good visual style and some interesting RPG mechanics here and there, I only grew frustrated and confused with it
I really enjoyed the first Half-Minute Hero game, in small bite-sized chunks of adventures, you went around fighting things, solving simple puzzles and completing challenges in less than 30 seconds (with some help from the money-grabbing time-rewinding goddess). This sequel bogs it down with long cutscenes and moves to a more linear way to frame the game instead of the level system it used before. I didn’t enjoy it nearly as much.
While it might look like an innocent match-3 game with RPG mechanics, Puzzling Rush is terrible, for the single reason that never ever, any mechanics are explained, leaving the player with a bunch of symbols and ‘HELP’ screens that are confusing and impossible to decipher.
Blowfish meets meteor is unfortunate. On one hand, it has a terrible control scheme for a breakout type game where taping left and right is imprecise and unpractical, on the other hand, the early level design felt so boring that I just turned it off.
Quest Lord is an old school RPG where you move in a 3d environment in first person. It’s very confusing and quirky and I lost attention pretty fast after not being sure where to go, fumbling around with a weird UI and not being sure if certain features of the game were bugs or just weird things.
I don't know if there was something I was doing wrong with Fiz when I played it but the game didn't explain much to me. Although I had a poor time with it, Fiz is well done, devoid of microtransactions with a bunch of systems to exploit and some sense of discovery and a ton of content, I thought at first that I would play through the whole thing, but got annoyed after a short while and stopped.
I had heard good things about EMPIRE: The Deck Building Strategy Game and decided to check it out! In my head, a strategy deck building game would have you start a campaign with very little cards and as you win fights you'd add more cards to your inventory until you beat the story. That idea sounded interesting in my idea; sadly for me my expectations weren't met. I was wrong about what this game was going to be, and what I got instead was too frustrating to keep me interested.
I'm on a bad streak of iPad games nowadays, okay, Devil's Attorney was great, but the games I've been trying out recently... They're not very good. Take Doom & Destiny for instance, I'm kinda baffled how a game full of RPG maker assets could land on iOS. Can you even use RPG Maker to make iOS games? Probably not, but this game feels like it. Also it's pretty immature and dumb, like Unepic was. I probably would've cared much more about it if it played the story straight.
Far from me to remind people of the review I wrote of the original PC version of Cook, Serve, Delicious but CSD was one of the contestants from my game of the year last year, it was a fun, fast paced wario-ware in spirit game where you made foods and accomplished chores in a restaurant in a micro-game fashion. I was pleased to try the iPad version - maybe it would've fixed the few things I didn't like about the original - oh, how wrong was I.
Not unlike Gun Runner - some game I've made - Escape From Doom is an endless runner with first person shooter elements, however, poor controls ruin the whole experience and no amount of little perks and unlockables will make me want to play any more of it.
Gunner Z is a sad state of affairs. The core gameplay (on-rails shooter) could be fine on its own, but it's bogged down by so much microtransactions and hooks to try and make you spend money that everything in this game is terrible. I had some fun with it, but it wasn't worth my time.
A bit like King Cashing, Tower of Fortune is a game based on slot machines. You explore maps by spinning slots, you fight enemies that way, you collect loot, forge items and interact with the tavern by pressing a 'SPIN' button. The comparison stops there, though. While King Cashing was a fun RPG, this game is a brutal roguelike and dying means having to start all over (except if you bought a thing that saves your equipment when you die) and the game kinda feels unfair at times.
Puzzle and Dragons is insanely successful, it seems. I've decided to try it out as soon as it went live on the Canadian app store, and my god, it is a load of nonsense. The core mechanic of the game (moving gems on a board) manages to be mostly luck-based and somehow less refined than old match-3 games and/or Tetris Attack and/or puzzle quest managed to do years ago. The monster collection part is also completely nonsensical and random but at the same time, vital to progress through the game.
I didn't "get" 868-Hack, a popular videogame where you datajack into the cell cubes to decrypt pointfiles while cyberdodging viruses and shooting them with your datagun. This feels like a roguelike, this feels like a small thing with no rhyme or reason. I can't say I've enjoyed 868-Hack much because I've failed miserably to progress past the first few screens and some mechanics are still incomprehensible to me.