An Overstuffed Hybrid Of Match-3 And Dungeon-Crawling
I’ve learn loads of books that felt like they wanted an editor, eager to tear pages out of them to make one thing rather less self-indulgent. However I haven’t performed many video games that really feel that method. Roguematch: The Extraplanar Invasion is an excellent recreation, virtually oozing with concepts and ideas, however boy do I want it had an editor.
Roguematch: The Extraplanar Invasion wonders what would occur if you happen to took Puzzle Quest or Gems of Battle, after which turned it right into a dungeon-crawler. It’s a winner of an thought, not least as a result of Puzzle Quest and Gems of Battle are feeling slightly musty these days. A reinvention by way of some genre-splicing seems like a cracking thought certainly.
However Roguematch: The Extraplanar Invasion doesn’t cease there (and a wee spoiler: we expect it in all probability ought to have stopped there). It staples a roguelike to that concept. You’re not simply doing a spot of match-3 puzzling inside some Binding of Isaac dungeons, you might be taking part in the dungeons again and again, hoping to make progress on a meta-layer.
Roguematch The Extraplanar Invasion is a bizarre hybrid of concepts
A Deckbuilding Roguelike Match-3 Dungeon-Crawler
That’s so much to digest, so we’ll house the thought out so you’ll be able to visualise it. Roguematch: The Extraplanar Invasion is 4 flooring of dungeon-crawling. Every flooring is a collection of tiled rooms, randomly positioned subsequent to one another. In every of those rooms is a match-3 puzzle. The room will get flooded with purple, yellow, inexperienced, blue and purple gems, amongst others.
Additionally in these rooms are some essential entities. There’s the participant, newly entered by way of one of many doorways. Plus there are enemies, most-often within the centre of the room. That instantly separates Roguematch: The Extraplanar Invasion from Puzzle Quest and Gems of Battle, the place the character is offscreen.
The killer thought which makes Roguematch: The Extraplanar Invasion click on is {that a} ‘match’ of three or extra gems will harm any enemy that’s subsequent to the match (up, down, left or proper of it). It’s so easy however good. Enemies transfer with every match, so their place shifts, and that may imply that the cat, ghost or skeleton is nearer to you however now close to a possible row of purples. You match the purples, and the enemy will get broken and doubtlessly killed. You now have fewer obstacles on the grid.
These enemies have been coming after your character, which provides one other layer to maintain monitor of. You wish to be shifting your character about, primarily for security as you dodge enemy assaults. However shifting your character can even displace gems, which go on to type matches and chain reactions. You may as well assault the enemies in hand-to-hand fight, if the gems weren’t fairly falling in your favour.
Going The place Puzzle Quest Refuses To Go
That is all of the stuff I really like. It really works so elegantly, and feels just like the refurb of a liked style. However Roguematch: The Extraplanar Invasion can’t cease including stuff, and I simply felt a bit overburdened with all of it.
Within the early recreation, Roguematch felt impenetrable, like I used to be by no means going to study it; within the mid-game it was irritating, as some new mechanic or boss would obliterate a protracted, forty-five minute run; and within the endgame, I used to be principally simply annoyed at how sluggish and flow-less Roguematch: The Extraplanar Invasion turned.
I’ll attempt to clarify why. Roguematch: The Extraplanar Invasion isn’t nearly matching gems subsequent to enemies. There are a number of different variables to consider. We’re barely scratching the floor right here, however there are elemental weaknesses at play, with some enemies being robust or weak to sure colors; there are spells and gear that require gems to energy; the degrees could be terraformed with the contact of a button; targets seem that aren’t combat-related, like switches and clearing flooring patterns; environmental results apply to every room, like lava and ice; pets and familiars could be summoned; and every character has quirks that must be realized.
There are a lot of concepts occurring right here – maybe too many
We needed to do an audit of Roguematch: The Extraplanar Invasion. A few of these concepts are beautiful, and provides it some a lot wanted longevity. With some extra usability (plus some higher tutorials on how they work), they’d have enriched Roguematch: The Extraplanar Invasion. However others simply really feel like waffle – pointless additions that complicate moderately than make the sport higher.
You’ll be able to categorise just a few of those pointless additions. Some have unusual, pointless guidelines that make them opaque. Take gear and spells. The participant features treasures which might be both lively (triggered manually and spending gem reserves) or passive (at all times benefitting the participant). However Roguematch: The Extraplanar Invasion limits the variety of gadgets a participant can have at a time, with out providing a transparent one-in-one-out system. Some gadgets could be switched from gear to spells and vice versa, however it’s not simple to see what the outcomes of that change are. At different occasions, you’ll be able to earn gadgets however not now: they’re vaguely handwaved as a reward for an additional time. And that usually doesn’t imply a lot.
Different guidelines are simply poorly defined. Roguematch: The Extraplanar Invasion is set to let you know about 80% of the sport within the opening 5 minutes. With out context, this washed over my head, and I wanted that Roguematch staggered its complexity extra. There’s an exquisite recreation right here, however I used to be hit around the cheeks with it within the opening hour.
After which there are additions which simply make the sport sluggish. I don’t wish to be scanning every monster to see their elemental weaknesses and strengths each match. It needs to be dirt-simple. Purple creatures needs to be robust to purple assaults; purple creatures needs to be robust to purple. However Roguematch: The Extraplanar Invasion doesn’t do that – not reliably, anyway. It’s so irritating.
The Define Of A Higher Recreation
I’m going on at size as a result of I actually do care. Roguematch: The Extraplanar Invasion is an excellent recreation, tied down by too many mechanics. There was a degree within the mid-game, as soon as the principles of a match turned clearer and I understood what sure gadgets and enemies represented, that I needed to gobble up Roguematch: The Extraplanar Invasion. Each free gaming hour, I needed to spend time diving into one other dungeon. There have been new characters to seek out, new bosses to kill, and new gear so as to add to the deck of potential rewards. I used to be grokking it.
The manifold mechanics by no means appeared to repeat themselves. I’d create builds that targeted on my purple gems and purple matches. I’d have builds that generated so many gems that I might spend them on auto-filling the map on each flooring, or teleporting to the boss. It’s the good thing about a sophisticated recreation, I suppose: you’ll be able to let the mechanics synergise with one another in methods that can shock the participant.
You may discover Roguematch The Extraplanar Invasion to be a bit love/hate
An Odd Hybrid
Roguematch: The Extraplanar Invasion made for an odd relationship. I liked it and hated it in roughly equal measure. The love got here from an ingenious hybrid of dungeon-crawling and match-3 puzzles. The hatred got here from Starstruck Video games stacking increasingly concepts on a easy idea, to the purpose that it turned unwieldy.
It’s an instance of game-design Buckaroo, however a few-too-many saddles or hats have been thrown on high.
Vital Hyperlinks
Purchase from the Xbox Retailer – https://www.xbox.com/en-gb/video games/retailer/roguematch-the-extraplanar-invasion/9nktg985vsvl















