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
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.
I will say that the game is good. I can never get past wave 21. I wish there was a relax mode so I can just play without any attacks. There isn't anything to do after you hav built all the rooms and gotten to the monoliths. The attacks come to quick and you don't hav time to travel that far. I unlocked the 'faster minion' one and it didn't do anything. My minions were still as slow as they normally are. I also don't understand y my minions don't go into empty war rooms. They walk right past the closest one and the minion farthest away has to travel to the other side of the place. I also don't understand the whole thing in the middle. Sometimes I hav materials there and other times I don't. I ran out of materials and had to end the game. I also dont like the fact that you cant build on those. You can only build from one side which makes the game boring. You start with the same shape as a corridor EVERY SINGLE TIME! It would be cool if you could choose ur shape. Is there any way that you could fix these problems? And the pink floating things. Can you get them back? Or once they r gone, they r gone forever? I hope you release many more updates to fix everything that everyone has said. I feel that then the game will be a perfect 5 star game! :)
A brilliant alpha at best.
This game has the sleek style and great vision of an app that could be expanded on. Having said that, in my opinion it's not ready for primetime. It's also not worth the price at the level of development it's at. As people have stated in the reviews, the minion AI is In serious need of rethinking. And I'm sure that that's absolutely doable, let's hope the developer jumps right on it.
There's also the issue of goals. Right now this game is simply a survival mode game. Its goals are all based on seeing how long you can last which gets dull quickly.
After you've passed level 20, you more or less just have to keep running back to your battle stations as your minions get whittled down by increasing number of enemies that come in far more frequent waves. Pretty dull.
The game mentioned something about the exploration of space, but what could it possibly mean? Once monoliths are all decoded it's just a battle game.
In my opinion, this game is alpha stage. With some thought applied to missions, goals, expansion of concept, this game could be wonderful. It also needs a real look at game balancing so that it isn't just a repetitive puzzle game. It has the potential to be so much more.
- 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.