Wizard And Minion Idle reviews

Translated by
Microsoft from Russian
At the time of writing the review version of the game-0.0.73-1. The Author of the review realizes that this is an early access, and actually an alpha. What in this game is at the moment and why I do not advise it yet? My humble opinion is based on experience in other idle-games and on a vision of what kind of gaming experience I would like to get from this game. Drove. 1. What is in the game already? A Bunch of different mechanics, opening as you progress through the stages. To my regret, I was bored to play long before I saw them all, but if you look at the video of the gameplay above, it becomes clear that the game is conceived just a lot of everything: Kraft, a variety of minions, several types of currencies that you can spend for different improvements; Several layers of the game, where the player will have to dive again and again after each reset (here it is called rebirth); Several mechanics and bonuses that act permanently even after the restets; Challenges There is even cooking and fishing-lool. And now BUT: It seems that most of the mechanic worked superficially-just to be. The Type of Razrabi declared their presence in the game in this way, but some have moved aside as not the most priority. Absolutely all currencies, even Doninnoye, you can earn in-game way, but one fine moment there is a situation when they have nothing to spend. More precisely, to buy the next upgrade, you need to farm from one to two weeks. That is, there is such an abyss, inconsistency in the gameplay, excessive deliberate protracted, which completely kills interest. 2. What did I expect from the game personally? The Basic mechanics of a push of stages in my view looks like this: You're a little fuzzy--you get a bit of a ceiling--> Something slightly farthing that can be spent on improvements--> You're making a reset and you're getting a bonus that allows you to go back much faster to that Point where you're going before and push a little farther. And so on the spiral many times. And It is important that this cycle is rather limited in time. That is, from its beginning to the reset should go from a few hours to a day (maximum of two) depending on your goals. In this game you can try to push for weeks and collect a bonus for the reset, but to the same place where you stopped, you will go almost as much. Unless It's a couple of days faster. Other mechanics that open up to the extent of the push of certain threshold stages, as I wrote earlier, are rudimentary. For Example, the slides are not necessary in the game, although for them in the interface of the game has a whole separate tab. By the Way, the interface because of these tabs is unnecessarily cluttered. Prices for improvements for the Donovnuye currency is quite draconian. Even If you buy it for real money, then for $10, which are the red price for a game of this class, you buy from the power of improvements 5, and then not the most necessary. Challenges is a separate topic. So Far, this is the only way to somehow force the player to stay in the game. They give a delicious reward, BUT: Each new challenge you will start with almost the basic values of the basic characteristics, resulting in an already fast and difficult challenges stretch even more. Tezisno about the critical disadvantages of the game:-there is no sense of progress and reward for the efforts. -Interface because of the pile mechanic and a lot of different tabs-it's just a nightmare of the game designer-not the elaboration of the main idle-mechanics, which should be the pivot for everything else. Well, when the game after 100 hours of gameplay still have something to do. It is Bad when the classes are too much, but none of them are worked out thoroughly. It would be Better to concentrate on 2-3 mechanics in the first place, that their creation was playable at this stage of its development, and the others added later. As They say, if you are chasing two hares, you'll die with hunger.
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