With the idle twists (twists that don't result in a complete set) introduced, you need to methodically choose your twists and if the enemy sends a trap you are forced to ignore it or chance idle twists to get rid of the trapped crystal. If you twist without clearing a set, you speed up any traps and add power to your opponent. This makes clearing a level against an opponent whose power is
close to your own very hard and nearly impossible if they are more then a few levels higher than you.
I have to wonder about this implementation and how it was tested. Did the team test this enough and determine it was actually enjoyable? This mechanic alone made me grind my teeth as I played through the game. Forget the miniscule RPG elements, forget the minimal graphics, it is this punishment mechanic that makes this a game that at times is frustrating to play. It pulls the normally fast system in Bejeweled Twist to a slow process that took a great deal of time per match and the maps were getting bigger and bigger to navigate.
The idea of the game is a great one: combine the ideas and concepts of an RPG great with a proven puzzle game like Bejeweled Twist. The core game is minimal and addictive, but the grind inducing scenarios and matches make this an average game and not the great successor to Puzzle Quest we were hoping for.
Gyromancer is rated T (Teen) by the ESRB for Blood and Mild Fantasy Violence. This game can also be found on: PC







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