View Full Version : What ruined Gyromancer...
03-30-2010, 11:53 AM
I hope that developers are reading this...
I really enjoyed this game but stop playing all together after reaching stones that required cascadex7 or matchx8 and such...repeatedly.
Not that it was a huge problem seeing the solution but the fact of random triggering that couldn't be helped when you construct the solution in practically the whole gem area.
This became extremely frustrating so you lose incentive to play any further.
They should have just stick to the monster battles, really sad that this detail ruined the game and the re-playability of the game, who would want to go to those frustrating horrors more than once...
04-07-2010, 08:17 AM
I actually liked the stones. Yes, you basically build the same pattern again when you run into the same stone, and I can see why some would despise this.
However, I think it's good practice for seeing how jems fall and match up in the battle modes. Without rebuilding those puzzle layouts and learning to watch for the "accidental matches of puzzle destroying doom", I wouldn't be nearly as good at planning ahead in the later battle stages.
Yes, it's certainly not the best way to force the player to train, especally when it's required to proceed or get a glyph. I'm sure with some creativity, there is probably a better way to learn how the jems fall then having to repeatedly build the same puzzle patterns.
But I didn't mind so much, really. Especally after I noticed my mind was starting to be able to comprehend steps 2 or 3 jem matches ahead in battle, which would have never happened without the stone puzzles.
It also feels sort of cool to start memorizing your solution, like you know the secret to the stone and how to unlock them. At least to me, it was great at making me feel like I was that character, learning the secret codes the ancients used to lock the stuff up, and then applying my knowledge to the scrambled mess the last person had left on the stone.
The only stone type I didn't like was the "get your chain level to 5". There is no practical way to solve that one besides never missing a match, and unfortunetly the grid can just lock up, forcing you to idle spin. If it worked like in Bejeweled's Endless mode where the game never failed to give you a match, it could have been a great way to learn to look for matches and selectively take only one match at a time. But because it has the possibility of locking up like in battle mode, it's instead just random chance. I find that most frustrating, much more so then learning and memorizing the solutions to the other stones. :(
03-25-2011, 06:55 PM
The cascades were also a deal breaker for me. I did beat the game the fist time I played it (thanks to some on-line help to get past the cascades), but when I went back to play it a second time (some months later) I just didn't have the patience to deal with those cascades again.
I really don't see myself playing the game anymore because of those cascades.
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