Developer: Jesse Freeman
Genre: Rogue-like/Turn Based Strategy (RPG/Minesweeper)
Replay Value: Moderate
Graphics/Art: 8.5/10
Sound/Music: 8.5/10
Gameplay: 8/10
PLAY!
Genre: Rogue-like/Turn Based Strategy (RPG/Minesweeper)
Replay Value: Moderate
Graphics/Art: 8.5/10
Sound/Music: 8.5/10
Gameplay: 8/10
PLAY!
Minesweeper and RPG Combined?!
Dragon Sweeper is a game that I haven't seen many games like. It's not just unique, it's so different, it makes me wonder why I haven't seen anything like it before. Basically, as the last title suggests, it's an RPG spin off of Minesweeper. Though there isn't much to it, as it's relatively simple and to the point, the game is so interesting and creative, I'm sure that a sequel title would create a lot of buzz on the app store, just as this relatively basic first installment will.
Now, don't get me wrong, just because I say it's simple doesn't mean that it's bad. It's minimalist design and representation feels more like Jesse is just starting us on a journey of a game that could spiral down to the same unique experience of a path of an indie title that dabs into genre bending that many other games have done in the past.
Now, don't get me wrong, just because I say it's simple doesn't mean that it's bad. It's minimalist design and representation feels more like Jesse is just starting us on a journey of a game that could spiral down to the same unique experience of a path of an indie title that dabs into genre bending that many other games have done in the past.
Adventure!
Dragon Sweeper gives me a strong Rogue vibe from it's mechanical representation. Right off the bat it has you looking at a grid based map, where you have to select an area by clicking on a tile. In the same way that Minesweeper does, if it's a group of blank space, it will clear it automatically, but otherwise it won't kill you. Instead it will either stop you or you'll encounter a monster lair of some kind, in which a battle initializes will you'll have to align an arrow with an icon in order to attack.
Just A Bit More
I really think that Dragon Sweeper is a genius idea, and a pretty good game, but I do have some criticism to add to it's awesome design.
Combat. I think firstly, what really needs addressed is combat. Combat is quite lacking, and doesn't really help to drag the player into the game, even though the rest of the mechanics could in good combination.
If, say, for example, you had a limited amount of turns to perform certain actions and would have more actions to perform (maybe inventory based?) that could change up the gameplay somehow, though that would of course require some more gameplay mechanics be brought in as well aside from inventory.
One thing that gives me interest in the game is that fact that elements like inventory themed things are hinted at with the ability to collect gold. I like that. It shows that there's more to come, so I'm definitely going to be keeping track of this game to see how it goes.
Also, I'd like to say that I personally think the combat system may be better off being nothing more than a roll of the dice encounter that, instead of killing you, would simply leave you with one less action point (if such a thing were to be incorporated) to work with. That way it would not only be a bit more redeeming, but save time from working on the not so well developed action to work on making that Turn Based Strategy elements of the game really shine, by not only adding more, but by improving on what is already there.
Progression. Another thing the game lacks, much more seriously, is a feeling of progression. Once you get near the boss battle, you know that you'll be done any time now, and that will be that. Now, I'm not talking story driven progression, because I personally don't think that'd help add much to the game.
This carries on another point I noted earlier about a hinted element of the game. Gold, Shops, and Inventory. I think that the feeling of progression would be perfectly demonstrated by the ability to buy armor, weapons, etc. The simple ability to buy such items (and maybe add in a skill tree? :D) would make you feel like a total bad ass as you progress.
Also, to make one last note on the combat if I may, as far as the mobile market goes, I think this game could easily be a world wide sensation. But that combat system may not be functional enough to bring it that far. Now, Mr. Dev man, if you've got some cool ideas on how to incorporate it better into the game later, then please feel free to prove me wrong, because I'd honestly enjoy that too!
Combat. I think firstly, what really needs addressed is combat. Combat is quite lacking, and doesn't really help to drag the player into the game, even though the rest of the mechanics could in good combination.
If, say, for example, you had a limited amount of turns to perform certain actions and would have more actions to perform (maybe inventory based?) that could change up the gameplay somehow, though that would of course require some more gameplay mechanics be brought in as well aside from inventory.
One thing that gives me interest in the game is that fact that elements like inventory themed things are hinted at with the ability to collect gold. I like that. It shows that there's more to come, so I'm definitely going to be keeping track of this game to see how it goes.
Also, I'd like to say that I personally think the combat system may be better off being nothing more than a roll of the dice encounter that, instead of killing you, would simply leave you with one less action point (if such a thing were to be incorporated) to work with. That way it would not only be a bit more redeeming, but save time from working on the not so well developed action to work on making that Turn Based Strategy elements of the game really shine, by not only adding more, but by improving on what is already there.
Progression. Another thing the game lacks, much more seriously, is a feeling of progression. Once you get near the boss battle, you know that you'll be done any time now, and that will be that. Now, I'm not talking story driven progression, because I personally don't think that'd help add much to the game.
This carries on another point I noted earlier about a hinted element of the game. Gold, Shops, and Inventory. I think that the feeling of progression would be perfectly demonstrated by the ability to buy armor, weapons, etc. The simple ability to buy such items (and maybe add in a skill tree? :D) would make you feel like a total bad ass as you progress.
Also, to make one last note on the combat if I may, as far as the mobile market goes, I think this game could easily be a world wide sensation. But that combat system may not be functional enough to bring it that far. Now, Mr. Dev man, if you've got some cool ideas on how to incorporate it better into the game later, then please feel free to prove me wrong, because I'd honestly enjoy that too!
Aaanywaays!
Disregard my mechanics critiques, I honestly really like the game. It's well rounded, but in the gameplay sense and in the artistic sense. I love the retro style of both the visuals and sound. Music is pretty awesome, and I don't mind listening it on repeat (although it is nice to have the option to turn it off once in a while).
So, what are you waiting for? Go try it yourself, and don't forget to help Jesse out by donating some moneys to his game! :D
So, what are you waiting for? Go try it yourself, and don't forget to help Jesse out by donating some moneys to his game! :D