Wasteland 2 is a masterpiece, it's one of the best RPGs I've played recently, and while I wasn't aware of Wasteland 1, nor haven't I played the old Fallouts extensively, the setting and characters were something interesting vis-a-vis the fantasy settings of old. I might not have built the best team for the job - and I might be stubborn on some things, I might have some complaints about the way the game works in some spots, but overall if you enjoy turn based roleplaying games you owe it to yourself to try W2.
Area 777 is a slot machine 'rpg' where you fight aliens by spinning reels to match symbols and attack them. You're also trying to get more cash to continue playing and to get experience to level up and unlock new type of reels, new machines and new power-ups. I didn't have a terrible time with the game but the huge full-screen ads that popped out all the time, combined with unrefined RPG mechanics and the unpredictability of chance games made me uninstall it after I had seen one too many advertisement for some product I didn't care at all about.
Although for me, gameplay is king and systems will trump over the story and graphics of a game, LISA is a case that reminds me how I play games to escape reality and its brutal problems. I'm not a big fan of games that relate the sorrows and tribulations of people in our modern society - or in a realistic past. Games that deal with heavier subjects are things that I don't tend to consume, no matter what genre they belong in. LISA was no exception, presented as an earthbound-inspired RPG with a ton of party members and systems like using russian roulette to power-up your character, I didn't get very far in it and didn't enjoy my time with the game overall.
Hero Emblems is one of the best iOS games I've played in a long time. There are no IAPs and the game feels like a complete package with tons of content to go through, fun core mechanics and enough challenge and character customization to not feel bored of it. You play a party of four characters - mage, healer, paladin and fighter - and you match emblems to attack, defend or heal yourself. It's a classic formula turned into an amazing little game.
Combo Quest is the first paragraph in a design document for another game; CQ is the core mechanic that should be embedded into something much bigger than it is, while actually being all there is. CQ could have been a pretty neat RPG for touch devices, but it's barely a tech demo with some inappropriate in-app purchases. I didn't enjoy my time with Combo Quest for various reasons.
Fearless Fantasy is a neat concept - a turn-based RPG with some novel way to attack/defend, but poor execution, low amount of content and weird mechanics quickly turned me off from the game. It's not that the ideas are bad, but they're poorly explained, alongside the relatively low potential for character customization - something that I always look for in role playing games.
I really wish I could give CoE 5/5, it's one of the most interesting and most inspired RPG I've played in ages. It's inspired by Earthbound, for one, but also features deep gameplay mechanics both in battles and outside of them while pushing the player to collect more party members in a colorful world with tons of stuff to do. That being said, in its current state, 4 is the best I can give it, mostly because of technical issues but also because of some design choices that I didn't enjoy.
Words for Evil is a game where you make words out of tiles to attack enemies and use abilities. My experience with it was quite poor as the controls didn't work properly and some of the core ideas don't work really well for me. Besides that, the character system and the items you can get, the skill and their upgrades and the mechanics the game tosses here and there to help you try and beat it are a good effort and I had some fun with WoE.
It's a wipe! is a really bad game based on a cool concept - being a guild leader and running 'raids' against huge enemies with a bunch of people at your disposal. The interface is clunky and broken in spots, the battles take forever even if nothing is happening, you have close to no control over your characters and it's quite difficult to plan strategies properly so the end result is a depressing little RPG.
Maybe if Terra Battle was a game you'd pay money for and you didn't have to gamble to get new characters, maybe if there were no stamina system, maybe if it didn't use the timed drag-your-characters-around method of control in puzzle games, maybe if it didn't do all these things, I would've liked it better. TB is a RPG where you move your characters around a battlefield to "pincer" enemies in order to attack them. You have a wide cast of skills and abilities that trigger and alter the grid and there is also a wide range of characters to collect. Ultimately, I didn't like it much.
Outcast Odyssey isn't a terrible game even if there is a respawn timer, even if you have to be online, even if it's weirdly balanced and even if the core battle system is a bit flawed. I had fun with it at the beginning, but it deteriorated quickly. OO is a game where you explore maps, fight enemies and fuse cards together to become stronger and potentially fight stronger enemies while they slowly lower your HP until then you have to pay for potions or wait until you get healthy again.
EBF4 is a bit overwhelming and it's a bit silly, but it's one of these RPGs that I love - the kind that mostly base all of its strong points on gameplay systems and ditches most of the story and quest dynamic of RPGs you encounter nowadays. EBF4 might look and play like a flash game - the toggle to change the game quality is a good indicator of that - but I'm having fun with it and I'll continue playing it until I beat it.
Lost Viking is way too hard. It's a "puzzle" rpg where you slide tiles around to attack enemies, collect gold, unlock chests and do other things. It's way too hard and it's barely a puzzle. The core mechanic is that tiles appear and you slide the whole board - a bit like Threes - but with the tiles being pseudo-random and there being about six type of tiles, sometimes you just can't do anything. The game is also plagued with a bunch of progression-related issues and a few weird technical glitches here and there. But hey, at least there are no microtransactions.
This is a text-based browser game based on the Dragon Age universe where you have one week to gather resources before an event occurs for which you must be prepared. To do so, you draw cards from a deck and make decisions. Sometimes you'll get different decks (when you're working towards precise objectives) but otherwise, you govern your city as you want, hearing citizens and solving issues. It's a fairly decent game and I enjoyed my time with it.
Super Glyph Quest is one of the best iOS games I've played in a long time, it's not perfect, but it's simply a game. It's not a marketplace, it's not an opportunity, it's not a best deal, it's a game. You match glyphs on a grid to cast spells on your enemies, you get experience, materials and items to allow yourself to survive tougher challenges. Rinse and repeat for a good chunk of time. With glyphs to mix and match to create various spells and a bunch of enemies, it's a really cool little game.
The Bot Squad is half a puzzle game, half a black hole for your money, it's gameplay mechanics well thought in order to minimize your enjoyment of the game if you're not ready to annoy someone on facebook or to give them cash. It's something that looks like a puzzle game but quickly turns into something else, a primordial paste of energy timers, premium currencies, best values and robots.
Borderlands:The Pre-Sequel is a game I'm going to play for another 200 hours, I'm quite sure of that. Like Borderlands 2, the depth of character customization - with the promise of new characters coming as DLC - and the choice of weaponry and defensive apparatuses you can mix and match from combined with shooter RPG grind-and-loot action set against a humorous backdrop of interesting characters will keep me at it for a long while. That being said, B:TPS still has the issues of the second game and some other issues of its own.
Tiny Dice Dungeon isn't as bad as last week's game, but I found it an annoying game to play. No matter the fatigue system, it's one of the core mechanics that just turned me off the game. I know that the main theme here is risk versus reward, but the risk is too sharp, the potential reward is not worth the consequences except if you are extremely lucky.
Spellfall makes me angry as a designer. It's a neat game, you match things to attack with elements, you get powerful tiles if you match more than three, you equip stuff, you charge up to cast magic. Spellfall is also everything that is wrong with mobile gaming nowadays, a cheap experience that seems fine for a while but quickly becomes impossible to bear.
Blackguards is a dense RPG, perhaps too much for it's own good. I love turn-based strategy games such as the Fire Emblems of the world, but I feel that these games work because your characters are already well defined and most of the time each character represents an archetype that can be used in a very limited number of ways on the battlefield. Quite the contrary here with a game that goes all over the place with too much mechanics and little that is done in order for the player to know what he should do.