Puzzle Quest<\/em> does include a degree of this type of variation in the form of capture battles. Capture battles are self contained puzzles with only a handful of gems stacked upon each other. The player must re-align the gems so that all gem match up and are removed from the board. These battles pop up as an optional alternative to regular battles where the enemy can be captured and researched for spells at the citadel. Similarly, crafting spells tasks the player with battles that require the player to match several scrolls and a fixed number of mana gems.<\/p>\nSpells, are also something of an outlier, and interject additional elements of strategy into common battles. The spells which change the core elements (gem types, HP, mana, layout of gems) are the ones that are truly effective. Furthermore, spells require specific amounts of mana to be cast and that fuels the player to strategise which colours to align. The strategy here is dual layered as the player wants to align the mana they need to cast spells and at the same time obscure their opponent from gaining the mana they need to cast their most powerful spells. Most spells themselves also change conditions on the board that have ramifications for both players and again, there is a element of strategy further involved in deciding when and where to activate spells. As the player gains more levels, they also learn new spells which diversifies play somewhat.<\/p>\n
When it comes to the crunch though, the quests in Puzzle Quest<\/em> fall under the one mode of play (which I will call \u201cbattle mode\u201d<\/em>) and nothing else. What Puzzle Quest<\/em> needs is an array of new match types or scenarios which alter the way the player interacts with the \u201ccompetitive Bejewelled\u201d<\/em> component. These variations should then be sprinkled in amongst the \u201cbattle mode\u201d<\/em> quests as to deviate from the regular battle to the death gameplay.<\/p>\nStay tuned for the next instalment where I offer some suggestions for new modes of play for Puzzle Quest<\/em>.<\/p>\nConclusion<\/h3>\n
Puzzle Quest <\/em>is a straight combination of the puzzle and RPG genre where the primary puzzle mechanics (a competitive modification of Bejewelled<\/em>) take the form of battles and the RPG elements constitute underlying abstraction and an interface for progression (a map and the increase of statistics as the player levels). Puzzle Quest<\/em> advances on the player’s stats (RPG side of the fence) which have little influence on the core gameplay (puzzling) and therefore there is little variation in the core gameplay as the player makes their way through Puzzle Quest<\/em>. The quests are all exactly the same: battles. For these reasons I tired of the game very quickly, even though the battles (Bejewelled<\/em>) are interesting.<\/p>\nPuzzle Quest<\/em> needs more variation to the \u201ccompetitive Bejewelled\u201d<\/em> puzzle elements and it ought to look to other puzzle games to for clear examples. Puzzle Quest<\/em>‘s core elements ought to remain fixed, however, the conditions that govern the game ought to change. That is, by modifying the win state, gems, HP and other elements, and the injecting these new modes of play in amongst regular battles, Puzzle Quest <\/em>will be a more diverse title and likely to hold the player’s interest for longer.<\/p>\n<\/div>","protected":false},"excerpt":{"rendered":"
It’s rare that I shelve a game before I complete it. Usually, I try to pay the cheapest price and get the most mileage out of a game. This is a given considering the inexplicable 40-50% price mark-up on Australian games over the States. Further consider that our dollar has recently floated with the USD. […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[409],"tags":[681],"class_list":["post-2708","post","type-post","status-publish","format-standard","hentry","category-game-discussion","tag-puzzle-quest"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2708"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=2708"}],"version-history":[{"count":3,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2708\/revisions"}],"predecessor-version":[{"id":2717,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2708\/revisions\/2717"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=2708"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/categories?post=2708"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/tags?post=2708"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}