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jp's Jewel Master: Egypt (DS)
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[July 30, 2021 06:54:36 PM]
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...and I hit the "I think I'm done point".
The game's grindy in the sense that you need to get resources to unlock city buildings. I'm ok with that, what I don't enjoy is that the resources you collect on a level that you end up losing/failing at (time ran out) aren't collected. That feels more frustrating than it should.
What I did find interesting is that when you fail a level you play the same layout (level shape, background characteristics, locked things, etc.) BUT the resources that appear are different! So, you might go from being able to match the dynamite (that lets you destroy one tile) to matching the lightning bolts instead. The lighning powerup is better than the dynamite (mostly?) so I wonder if - when I played - trying the level again gave me access to a better power up the 2nd (or 3rd) time around? I'm not entirely sure, but if true this would make for a cool design element.
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[July 26, 2021 11:53:34 AM]
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Huh. So, this game's structure is essentially the same as Jewel Master: Cradle of Rome (which I played not too long ago). It's a match-3 game with progression in that you're "building a civilization" (in this case Egypt, but it was Rome before). You complete levels - moving up - and also gather resources (from matching during levels as well as bonuses for clearing levels quickly). All of this from the story/campaign mode - I haven't explored anything else yet...
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jp's Jewel Master: Egypt (DS)
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Current Status: Stopped playing - Got Bored
GameLog started on: Sunday 25 July, 2021
GameLog closed on: Friday 30 July, 2021 |
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This is the only GameLog for Jewel Master: Egypt. |
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