By webbfarbror AB
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"Rymdkapsel makes its more ornate competitors feel needlessly garnished."
- New York Times, nytimes.com
rymdkapsel is a meditative strategy game set in space. Take on the challenge of building the best possible station by commanding your minions and exploring the galaxy around you.
Imagine a strategy game where you don't have to worry about selecting units or mounting attacks on your enemies, but rather can focus on building the best base possible.
That's what rymdkapsel is all about.
"Some games nearly make me miss my subway stop. Some games tempt me to keep on playing them while I'm walking down the street. This is one of them."
- Stephen Totilo, kotaku.com
“It is definitely my favorite game — and I haven’t even beaten the first level yet.”
- Trent Wolbe, theverge.com
"Rymdkapsel combines spatial puzzling, tower defence and base-building into a brilliantly coherent and stylish whole. This one's worth keeping an eye on."
- Christian Donlan, eurogamer.net
"Besides Eliss, Edge was one of those few games that defined the iOS platform (...) rymdkapsel may be the next one."
- Filip Visnjic, creativeapplications.net
Great Game Marred By A.I.
The greatest sin committed by this game is imperfect path finding and non-existent A.I. co-ordination. If you're not going to give the player direct control over their units, the the computer MUST make smart decisions.
There are way too many occasions where a minion allows himself to pass over an open and near weapons room.
A weaponless minion is a dead minion.
Furthermore a lone armed minion often won't survive either... So one false move can knock out two of your workers.
The construction portions are also affected by the A.I. I found myself throwing up my hands as 4 minions all grab a pink building item, go to the same part of the ship where 1 pink item is needed to then try and scramble back across the ship where three of them probably should have went to begin with.
As the time becomes shorter and shorter it becomes impossible to stay staffed as the computer can't facilitate the quick, coordinated dance of slime to kitchen, food to quarters. The A.I. almost always picked an inefficient quarters relative to the kitchen. More annoyingly sometimes two items of food were delivered to two quarters, giving you no minions.
Remember what I said about a lone minion? Right! So the inability to produce minions efficiently eventually costs you the game.
I'm not gonna hit it with one star because the game is limited, not broken. However I think most gamers will see the failing and probably won't cut it any slack.
A promising start!
This game is beautifully executed! The dynamic ambient music, the minimalistic graphics and the novel gameplay create an amazing experience.
For $3.99 you should definitely buy this game.
That being said, there are some flaws that I have noticed:
• Like other people have noted, after a certain point the enemies come to fast and there is no way to build anything between each turn. At that point all you can do is watch your civilization been destroyed.
Difficult game play is one thing, next-to-impossible gameplay is another.
• The objectives aren't very satisfying. Unlock all 5 monuments, Unlock all 5 in under 45 minutes, and survive 28 waves. These just don't do it for me. I survived 28 waves, then more waves come and destroyed everything.
There should be more compelling objectives.
• After a while the gameplay gets repetitive. No matter what you do eventually you die. While I know this is characteristic of most turret defense games, it is thoroughly saddening to se the civilization you've nurtured get destroyed... again and again.
The gameplay needs to become more varied.
I really hope that the developers of this game choose to add to to it, in ways that I've above suggested or in other even better ways. RYMDKAPSEL is really fun to play and with some improvements and adjustments it could be even better!
Good game, but crippled by design flaws.
Good game in theory, but absolutely crippled by obnoxiously stupid pathfinding AI and the complete inability to directly interact with your minions. Entire waves of enemies can come and go while one minion makes its way across the map to a weapons room to defend itself, while passing unoccupied ones along the way; other minions will cross the entire map to a construction site, while minions sit idle directly next to it. There is no way to direct which minions go where or in what order their tasks are performed, and when combined with the non-linear difficulty curve (whereby it becomes effectively, and abruptly, impossible to do anything except to sit and wait for your game to be over after wave 22), it transforms a pleasant, meditative strategy game to a tooth-grindingly infuriating waste of time. Devs: perhaps add a difficulty slider, and/or adjust time intervals between enemy waves; also, obviously adding minion directives or other direct minion-by-minion interaction introduces a gameplay element and mechanic that was deliberately left out (for some reason), but at least fix the pathfinding and unit / task selection prioritization. If there's a monolith being researched, a fully manned weapons room immediately next to it, and another weapons room all the way across the map, seriously? You're going to send the farthest possible one to the monolith while the ones right next to it sit idle? C'mon.
- Category: Games
- Released: Aug 01, 2013
- Version: 2.0.0
- Size: 27.7 MB
- Language: English
- Seller: webbfarbror AB
- © webbfarbror AB 2013
Compatibility: Requires iOS 5 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.