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> <channel><title>The Indie Game Magazine &#187; match 3</title> <atom:link href="http://www.indiegamemag.com/tag/match-3/feed/" rel="self" type="application/rss+xml" /><link>http://www.indiegamemag.com</link> <description>Indie Game Reviews, Previews, News &#38; Downloads</description> <lastBuildDate>Thu, 09 Feb 2012 15:47:06 +0000</lastBuildDate> <language>en</language> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <item><title>Bejeweled 3 Review</title><link>http://www.indiegamemag.com/bejeweled-3-review/</link> <comments>http://www.indiegamemag.com/bejeweled-3-review/#comments</comments> <pubDate>Fri, 22 Apr 2011 14:22:55 +0000</pubDate> <dc:creator>Mark O'Beirne</dc:creator> <category><![CDATA[review]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[B]]></category> <category><![CDATA[casual]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[Puzzle]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=6119</guid> <description><![CDATA[
“Breathe in, breathe out, you are strong, people like you.” I have only just loaded Bejeweled 3 and ...]]></description> <content:encoded><![CDATA[<p><img
src="http://www.indiegamemag.com/media/BEJ3_Screenshot_Poker_07-1-613x383.jpg" alt="" title="BEJ3_Screenshot_Poker_07-1" width="613" height="383" class="aligncenter size-large wp-image-6265" /></p><p>“Breathe in, breathe out, you are strong, people like you.” I have only just loaded Bejeweled 3 and checked out the newly added Zen mode but I am already enjoying the experience. It’s a novel addition to a successful franchise but it is a nice touch.</p><p>For the unaware, Bejeweled is a match-three game. Do this well enough, and you move on to the next stage. Bejeweled 3 builds on the basic game-play mechanics, adds another layer of depth, and another endless mode to lose hours to. Popcap has added the aforementioned Zen mode. This does away with timers, but adds the options of relaxing ambient sounds, messages of positivity and support, and a breathing modulator to keep the player relaxed.</p><p>While at its core, Bejeweled 3 is a match-three game, there is more involved than you would think. The Classic game mode is what you would expect. Try to match 3 or more jewels, build points and combos, rinse-and-repeat until you run out of moves. However, additional modes such as Poker, Butterflies, Ice Storm, and Diamond Mine require a bit more thought and, dare I say it, strategy. In these modes, it is often a case of planning matches rather than taking the match that is readily available.</p><p>The Quest mode is a great addition and provides its own lasting appeal. Some of the challenges are shorter versions of those available as stand alone modes, while others put their own spin on the basic principle of Bejewled. It is possible to move to the next stage once a quota of levels is cleared, but it is possible to go above the call of duty and fill the entire relic. If certain challenges were enjoyable enough, there is the option to go back and replay them.</p><p>Poker, for example, requires thinking ahead to ensure that you make up a strong hand. Every match of three or more equates to one card so, get five cards of the one jewel and you are in the money. However, if you don’t plan ahead, a chain reaction of matches could result in matches disappearing and being of no use whatsoever. Some of the game modes are genuinely tough, while the high scores table provide an additional challenge to keep the player pushing for better.</p><p>I found it difficult to go back and play the Classic mode after playing the variety of other game modes on offer. It doesn’t have the intensity of the Quest challenges and isn’t as relaxing as the Zen mode. However, it does have its place. It progresses towards an end and allows players to make progress towards badges. If you’re not looking for the subliminal messages and ambient noises, the Classic mode will suit your needs.</p><p>Bejeweled 3 is presented well and the visuals are clear and sharp. It could be argued that little is required from the visual side of the game but it goes a step beyond the basics required for a match-three game. Effects on the special gems are impressive and clearly mark them out as something beneficial to match. When they do get set off, it is an impressive sight. There are some other nice touches such as the warps between levels and the animated backgrounds. In a way, there is beauty in its simplicity.</p><p><img
src="http://www.indiegamemag.com/media/39693-hi-Screenshot_IceStorm-613x383.jpg" alt="" title="39693-hi-Screenshot_IceStorm" width="613" height="383" class="aligncenter size-large wp-image-6267" /></p><p>One of the great fears when playing any game that features long levels or endless modes is that the background soundtrack will start to grate. Thankfully, Popcap understands this challenge and has pieced together a soundtrack that flows nicely in the background without being intrusive or overbearing. It suits the game modes. In modes such as Lightning, the pressure is on and the music quickens in response. The voice actor is a nice touch. When he remarks at your awesomeness, there is a feeling of accomplishment, even if the chain reaction wasn’t quite choreographed.</p><p>Unfortunately, there is no way to compare your high scores to friends online. This is an odd omission considering how stressed scores and points are. However, this is a minor flaw in what is an excellent game.</p><p>The selling points of Bejeweled 3 are its lasting appeal and the ability to cater for all sorts of gamers. The eight different modes available from the main menu provide great variety. Each game mode features its own high score table, which is a natural port of call for the competitive player in all of us. However, the AI scores are not simply there to fill space. Some of them are tricky to top. Finally, there are badges to collect from different game modes and for accomplishing certain feats. The badges range from bronze to platinum depending on performance. Obtaining badges is one thing but if you seek perfection, pushing for platinum badges across the board will keep you going for hours on end!</p><p>Bejeweled is certainly a fun game and will entertain any player. The variety of game modes, challenges and settings means that there is something that will appeal to everyone. It is a great game to load up for a few minutes with quick challenges or for an extended period when the phrase, “one more go”, will be uttered countless times.</p> <a
name="review"></a></div></div></div><div
class="header reviewHeader"><h1>Review summary</h1></div><div
class="review"><div
class="procons clearfix"><div
class="left"> <strong>Pros:</strong><p>Great Variety, still addictive as ever</p></div><div
class="right"> <strong>Cons:</strong><p>No online high scores, simple visuals, still match 3</p></div></div> <strong
class="ratingLabel">Rating:</strong><div
class="rating clearfix" style="width: 604px"> <span
class="rating_bar" style="width: 513.4px;"> <span
class="rating_bar_content">85%</span> </span></div></div><div><div
class="pageBox box"><div> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/bejeweled-3-review/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>On Trial: Glow Worm</title><link>http://www.indiegamemag.com/on-trial-glow-worm/</link> <comments>http://www.indiegamemag.com/on-trial-glow-worm/#comments</comments> <pubDate>Sun, 25 Jul 2010 19:24:37 +0000</pubDate> <dc:creator>Mike Gnade</dc:creator> <category><![CDATA[mini review]]></category> <category><![CDATA[mac game]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[Puzzle]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=3301</guid> <description><![CDATA[
Glow Worm really stands the test of time.  Flashbang made it back in 2005 but the graphics, sound ...]]></description> <content:encoded><![CDATA[<p><a
rel="attachment wp-att-3302" href="http://www.indiegamemag.com/on-trial-glow-worm/glow_worm_02/"><img
class="aligncenter size-large wp-image-3302" title="glow_worm_02" src="http://www.indiegamemag.com/media/glow_worm_02-613x459.jpg" alt="" width="613" height="459" /></a></p><p>Glow Worm really stands the test of time.  Flashbang made it back in 2005 but the graphics, sound and overall production are still above average for most casual titles today.  Glow Worm is a pretty innovative spin on the Match 3 Genre.  I would describe it as a &#8216;strategic&#8217; match 3 (actually it takes 4 to match in this game) since you have a lot more control over your combos than in most games.  In Glow Worm, you place caterpillars onto a level grid.  The spots on the caterpillars indicate which color butterfly they will turn into allowing you to setup combos to your liking.  Casual Matching games are a dime a dozen and it&#8217;s pretty remarkable to see such an innovative spin on match 3 that hasn&#8217;t been cloned over and over again in the past 5 years. Glow Worm was not a success in the casual market or a moneymaker for Flashbang.  I guess that&#8217;s why there haven&#8217;t been a lot of imitators.</p><p><strong>Score: 8/10 &#8211; Rank: 5th</strong></p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/on-trial-glow-worm/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>On Trial: Splume</title><link>http://www.indiegamemag.com/on-trial-splume/</link> <comments>http://www.indiegamemag.com/on-trial-splume/#comments</comments> <pubDate>Fri, 23 Jul 2010 19:19:02 +0000</pubDate> <dc:creator>Mike Gnade</dc:creator> <category><![CDATA[Free Games]]></category> <category><![CDATA[mini review]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[free game]]></category> <category><![CDATA[linux game]]></category> <category><![CDATA[mac game]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PC Game]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=3291</guid> <description><![CDATA[Splume is a physics-based match-3 game.  If you&#8217;ve played Bust-a-Move or Snood, you&#8217;ll quickly pick up the game. ...]]></description> <content:encoded><![CDATA[<p><a
rel="attachment wp-att-3292" href="http://www.indiegamemag.com/on-trial-splume/splume/"><img
class="aligncenter size-large wp-image-3292" title="splume" src="http://www.indiegamemag.com/media/splume-613x457.jpg" alt="" width="613" height="457" /></a><a
href="http://blurst.com/splume/">Splume </a>is a physics-based match-3 game.  If you&#8217;ve played Bust-a-Move or Snood, you&#8217;ll quickly pick up the game.  There&#8217;s a bunch of colored balls hanging from the top of (or side of) the screen and you shoot other balls at them in order to get 3 of the same color together.  When there&#8217;s a bunch of like colored spheres together, they explode.  Splume adds in some physics to the mix, so things break and react a little differently and more interestingly.  The game has different levels that really start to show off the physics and how it evolves the match 3 gameplay.  It&#8217;s nice to have some level progression in a Blurst title. The art style of Splume is a little too simplistic for my liking.  A Splume sphere is just a paintball with an eyeball and the backgrounds are flat vector drawings. I like where Blurst was going with the paint effects, but when you&#8217;re looking at their whole portfolio, Splume&#8217;s visuals are definitely sub par.  The game&#8217;s core concept is simple and very familiar which makes the game easy to pickup and play, but also makes Splume a little forgettable.</p><p><strong>Score: 6/10 &#8211; Rank: 7th</strong></p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/on-trial-splume/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>On Trial: Beesley&#8217;s Buzzwords</title><link>http://www.indiegamemag.com/on-trial-beesleys-buzzwords/</link> <comments>http://www.indiegamemag.com/on-trial-beesleys-buzzwords/#comments</comments> <pubDate>Thu, 22 Jul 2010 19:15:02 +0000</pubDate> <dc:creator>Mike Gnade</dc:creator> <category><![CDATA[mini review]]></category> <category><![CDATA[casual]]></category> <category><![CDATA[mac game]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[word]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=3287</guid> <description><![CDATA[
Beesley&#8217;s Buzzwords is a pretty decent game considering it&#8217;s 7 years old.  Flashbang&#8217;s first title came out right ...]]></description> <content:encoded><![CDATA[<p><a
rel="attachment wp-att-3288" href="http://www.indiegamemag.com/on-trial-beesleys-buzzwords/beesleysbuzzwords/"><img
class="aligncenter size-large wp-image-3288" title="beesleysbuzzwords" src="http://www.indiegamemag.com/media/beesleysbuzzwords-613x459.jpg" alt="" width="613" height="459" /></a></p><p>Beesley&#8217;s Buzzwords is a pretty decent game considering it&#8217;s 7 years old.  Flashbang&#8217;s first title came out right after Popcap&#8217;s Bookworm in 2003.  It took Bookworm&#8217;s word matching concept and innovated it by creating a hexagonal board.  Beesley&#8217;s is very similar to bookworm.  You click the hexagonal honeycombed letters to create words and collect honey.  Once you collect enough honey, the game progresses. Beesley went on to be a Finalist at the Independent Games Festival in 2004, but it&#8217;s 2010 now and Beesley is showing its age.  Unlike Popcap, Flashbang has not reiterated upon the Beesley concept with sequels and while the game&#8217;s word gameplay is still great, the graphics, sounds and overall polish of the game are lacking.  I am a huge fan of word games both digital and classics such as Scrabble so Beesley&#8217;s gameplay makes up for a lot of it&#8217;s technical shortcomings.</p><p><strong>Score: 6/10 &#8211; Rank: 8th</strong></p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/on-trial-beesleys-buzzwords/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Critter Crunch Review</title><link>http://www.indiegamemag.com/critter-crunch-review/</link> <comments>http://www.indiegamemag.com/critter-crunch-review/#comments</comments> <pubDate>Fri, 16 Apr 2010 12:51:25 +0000</pubDate> <dc:creator>Mike Gnade</dc:creator> <category><![CDATA[review]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[A]]></category> <category><![CDATA[casual]]></category> <category><![CDATA[iPhone]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PSN]]></category> <category><![CDATA[Puzzle]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=2166</guid> <description><![CDATA[
Critter Crunch is a stellar PSN puzzle game with enchanting music and graphics.  I dare anyone to find ...]]></description> <content:encoded><![CDATA[<p><a
href="http://216.18.213.14/~indiegam/media/critter_crunch_profilelarge.jpg"><img
class="aligncenter size-large wp-image-2167" title="critter_crunch_profilelarge" src="http://www.indiegamemag.com/media/critter_crunch_profilelarge-600x337.jpg" alt="" width="600" height="337" /></a></p><p>Critter Crunch is a stellar PSN puzzle game with enchanting music and graphics.  I dare anyone to find as highly polished and addictive game at the $6.99 price point.  <a
href="http://www.capybaragames.com/">Cabybara games </a>has made Critter Crunch impossible not to recommend.</p><p>Critter Crunch is an interesting twist on match-3 and similar puzzle games.  It’s a much more polished version of Capybara’s 2007 iPhone game of the same name.  It may appear cutesy and seem to rely on simple color matching, but the game is much deeper.  Critter Crunch is a humorous tale of Biggs and the strange ecological system that he lives in.  Biggs eats crystals and barfs rainbows (literally), but all of this is really a humorous spin on the innovative “food chain” gameplay found at the core of Critter Crunch.</p><p>The player controls the rotund Biggs with the D-pad or Left Stick and uses his long tongue (the X button) to move critters around on the vines above.  Just like nature, larger critters eat smaller ones.  If a critter is overfed, it explodes into a crystal which Biggs can eat. There is a humorous national geographic type documentary that tries to explain the ecosystem of the game.  This goofy narrative actually gives the game more charm.  You see on the island of Krunchatoa, Biggs is at the top of the food chain.  Creatures hang on vines above him and he overfeeds them and darts to collect the crystals and powerups critters drop.  These tasty crystals fill Biggs hunger bar.  The goal is to fill this hunger bar before the creatures mosey their way down the vines to Biggs.</p><p>The gameplay has all the elements that make a great puzzle game.  The game is simple to pick up and play but has a ton of smaller features and slight variations that keep things interesting and provide a great deal of depth.  The game centers on the food chain mechanic, but there are also color matching elements which help you setup big chain reactions and combos.  The adventure mode does an excellent job of introducing new gameplay wrinkles such as “Power Foods” and Poisoned Critters.  Power foods include things like watermelons that let Biggs spit seeds to destroy critters above or Garlic which allows him to repel critters back up their vines.</p><p>The graphics of Critter Crunch are stunning.  The hand-drawn 2D graphics are bright, colorful and have excellent animations.  Everything pops really well off of the soft muted watercolor backgrounds. With the game’s excellent and anime-inspired character design, watching Critter Crunch has as much appeal as an episode of Pokemon (ok, let’s be honest… more appeal).  In a Cute &amp; Cuddly Pageant, Biggs could even steal Pikachu’s crown.</p><p>The visuals are coupled with great music and sound effects, but the big shocker of the whole package is the price.  At only $6.99, Critter Crunch is an absolute steal.  With the stellar graphics, core gameplay, and features, Capybara games could easily justify a $15-$20 price tag. The game’s adventure mode is littered with optional challenge and puzzle stages, not to mention the multiplayer offerings. Critter Crunch will give any puzzle fan hours upon hours to enjoy with Biggs and company.  All of these features add up to make Critter Crunch one of the best values on PSN.</p> <a
name="review"></a></div></div></div><div
class="header reviewHeader"><h1>Review summary</h1></div><div
class="review"><div
class="procons clearfix"><div
class="left"> <strong>Pros:</strong><p>Fantastic Art, Interesting new spin on Match 3, Incredible Price/Value</p></div><div
class="right"> <strong>Cons:</strong><p>rainbow barf is weird</p></div></div> <strong
class="ratingLabel">Rating:</strong><div
class="rating clearfix" style="width: 604px"> <span
class="rating_bar" style="width: 561.72px;"> <span
class="rating_bar_content">93%</span> </span></div></div><div><div
class="pageBox box"><div> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/critter-crunch-review/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>On Trial: Put Up</title><link>http://www.indiegamemag.com/on-trial-put-up/</link> <comments>http://www.indiegamemag.com/on-trial-put-up/#comments</comments> <pubDate>Tue, 30 Mar 2010 17:36:49 +0000</pubDate> <dc:creator>Mike Gnade</dc:creator> <category><![CDATA[mini review]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[casual]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[Puzzle]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=2105</guid> <description><![CDATA[
Stew: 8
Put Up is another entry into the straightforward puzzler genre, but it&#8217;s fun so who&#8217;s complaining? Each ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/media/putupforum2.jpg"><img
class="aligncenter size-large wp-image-2106" title="putupforum2" src="http://www.indiegamemag.com/media/putupforum2-533x400.jpg" alt="" width="533" height="400" /></a></p><p><strong>Stew: 8</strong><br
/> Put Up is another entry into the straightforward puzzler genre, but it&#8217;s fun so who&#8217;s complaining? Each level of Put Up is split into two stages. In the first, the goal is to match trios of different colored candies while racing against a time limit. In the second you need to catch said candies while they fall from the sky. The second mode isn&#8217;t bad, but the first is definitely more entertaining, especially in the more challenging levels offered toward the end of the demo. All of this is wrapped up in an attractively simple, autumn/Halloween themed visual package. The audio track is limited to a few beeps and bloops, but it fits. There are a lot of games out there like this, but Put Up is one of the better ones.</p><p><strong>Peter: 5</strong><br
/> PutUp is a mindless match-three puzzle game with adorable art but little depth. Like a simplified game of solitaire, you match three pieces of the same colored candy by drawing pieces from the bottom of each column. After clearing the board, your slime has to catch falling candy. Neither mode is challenging or new, and the scoring is off. Whether I got every piece of falling candy or purposely let rocks and leaves fall on me, I ended up with three white stars. I don&#8217;t know if that&#8217;s good or bad because I got it on every stage of the demo.</p><p><strong>Erika: 6</strong><br
/> While PutUp doesn&#8217;t offer anything too inventive, the puzzle game is definitely a fun experience.  Each level consists of pulling down candies and moving them to other columns with like-coloured sweets.  In addition, players must glide their little ghost protagonist towards falling sweets in your Halloween bag.  Oddly enough, this game sounds quite similar to Capybara Game&#8217;s Critter Crunch (reviewed on page 17), but without the food-chain system the game excelled at.  Unfortunately, PutUp is not quite there in its performance.  While the puzzle game is simple and fun, the game lacks a definite focus in both gameplay and visuals. The game is more of a, for lack of a better word, grab bag of ideas and lacks a sense of identity.</p><p><strong>Sam: 4</strong><br
/> Put Up is another &#8220;match three&#8221; game, where the same rule of match three or more of the same color objects apply. The twist here is that each level has a rule change. One gives you a time limit, another only lets you match the color they tell you, and so on.  Once you beat the &#8220;match three&#8221; portion, you have to catch candies as they fall, avoiding rocks and leaves. There are a few cute touches, and I get a World of Goo vibe from the graphics and sound. Different enough to be worth a try.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/on-trial-put-up/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>On Trial: Trio the Great Settlement</title><link>http://www.indiegamemag.com/on-trial-trio-the-great-settlement/</link> <comments>http://www.indiegamemag.com/on-trial-trio-the-great-settlement/#comments</comments> <pubDate>Tue, 23 Mar 2010 18:57:18 +0000</pubDate> <dc:creator>Mike Gnade</dc:creator> <category><![CDATA[mini review]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[casual]]></category> <category><![CDATA[demo download]]></category> <category><![CDATA[indie game shop]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[Puzzle]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=2096</guid> <description><![CDATA[Click to Download the Free PC Demo
Erika: 7
TriO: The Great Settlement is yet another title implementing the physics-based ...]]></description> <content:encoded><![CDATA[<div
id="attachment_2097" class="wp-caption aligncenter" style="width: 543px"><a
href="http://www.bigfishgames.com/download-games/6830/trio-the-great-settlement/index.html?channel=affiliates&amp;identifier=affc6e72f2e3"><img
class="size-large wp-image-2097" title="trio-the-great-settlement_screen1" src="http://www.indiegamemag.com/media/trio-the-great-settlement_screen1-533x400.jpg" alt="" width="533" height="400" /></a><p
class="wp-caption-text">Click to Download the Free PC Demo</p></div><p><strong>Erika: 7</strong><br
/> TriO: The Great Settlement is yet another title implementing the physics-based puzzle concept.  In the game, players are expected to free magical creatures called Orbics by dropping them to combine three of the same colour.  Instead of landing squarely on top of another Orbic, physics will make columns topple and lean so some strategy in where to drop your Orbic is required.  Let me just say right now, Orbics are really freaky looking creatures.  They are living, breathing emoticons full of magical energy.  They aren&#8217;t the cutest of creatures, but somehow I was compelled to save them and play through each increasingly difficult level.  While the game takes few risks, the gameplay is rewarding and is, at most, deserving of a free, one hour download.</p><p><strong>Sam: 5</strong><br
/> Trio is a &#8220;match three&#8221; game, where you drop blocks on other blocks of the same color, trying to form groups of three or more. What makes Trio different is that blocks have a simple physics model, with gravity and friction, so you can hit another block to make it drop down and make a match. The blocks are Orbics, little trapped colored spheres that you free by matching them. Once they&#8217;re free, they will wander around a clearing where you can build houses and amenities for them with the money you earn completing levels, but there&#8217;s no real reason to. Trio adds nothing that hasn&#8217;t already been done before.</p><p><strong>Peter: 7</strong><br
/> If you can get past the creepy faces on the orbic people you&#8217;re saving in Trio, there&#8217;s a deceptivly clever match-the-color puzzler here. While these kinds of games aren&#8217;t my cup of tea, the sticky, physics-based maneuvering is comfortably predictable. Because the blocks are a little slippery, and three of a color only have to be near each other to be cleared, it&#8217;s possible to force the caged orbs together, which feels pretty good. And the town building you do between stages is a nice break from the main game.</p><p><strong>Mike: 6</strong><br
/> Trio is a match-3 game with a physics twist.  The presentation, graphics, and music are good, but forgettable.  The only problem here is that unlike most games, physics negatively impacts the gameplay when it comes to match 3.  The way the boxes stick to each other and fall over makes it difficult to setup long chains and combos.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/on-trial-trio-the-great-settlement/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>On Trial: Vitamini</title><link>http://www.indiegamemag.com/on-trial-vitamini/</link> <comments>http://www.indiegamemag.com/on-trial-vitamini/#comments</comments> <pubDate>Tue, 02 Mar 2010 18:20:41 +0000</pubDate> <dc:creator>Mike Gnade</dc:creator> <category><![CDATA[mini review]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[casual]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[Puzzle]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=2086</guid> <description><![CDATA[
Stew: 5
Vitamini&#8217;s website describes it as “Tetris with physics.” That&#8217;s giving it a bit too much credit. The ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/media/1261596528-s3-VitaminiGame.jpg"><img
class="aligncenter size-large wp-image-2085" title="1261596528-s3-VitaminiGame" src="http://www.indiegamemag.com/media/1261596528-s3-VitaminiGame-533x400.jpg" alt="" width="533" height="400" /></a></p><p><strong>Stew: 5</strong><br
/> Vitamini&#8217;s website describes it as “Tetris with physics.” That&#8217;s giving it a bit too much credit. The core mechanic of the game can be described as bashing floating, spinning blocks into one another. The closest visible resemblance to Tetris is that blocks fall from the top of the screen and land on the bottom. After half an hour of play time, I had no clue what I was doing beyond the basic controls. That said, I can&#8217;t say the game is without any entertainment value. The rudimentary thrill of knocking things around is fun for a bit. While there are hints of a good game here, the current product is just mediocre.</p><p><strong>Peter: 4</strong><br
/> This is relaxing and stylish, and the way the sound effects mesh with the music is cool, but I don&#8217;t really see the point to Vitamini. There&#8217;s no tension and no fear of losing. I played for a while, wondering when the challenge would come, but it never did. I even had a hard time getting to a game over screen. My blocks kept disappearing, whether I wanted them to or not.</p><p><strong>Erika: 8</strong><br
/> Three words can sum up this this puzzle game: Tetris with physics.  Not to say that Vitamini is a straight-up Tetris clone, but the premise itself hints at this despite the developer&#8217;s desire to create a unique puzzle title.  However what makes this game shine is the ability to dictate the pace of the game, and thus manipulate the level of difficulty to further customize the experience.  This casual puzzle game is, indeed, relaxing and definitely worth the $2 asking price.</p><p><strong>Sam: 4</strong><br
/> Vitamini is a game where you match colored blocks as they fall and bounce around. You can control the most recent one that dropped to try and match colors, but this seems pretty optional. I had more success holding down the Space bar and letting block clusters shower down rather than trying to herd them where I wanted. They seemed to match themselves without my help, so it got bored pretty quickly. The game calls itself the easiest ever, but it&#8217;s barely a game. Make colorful blocks fall down, move them around if you want, score points. It&#8217;s certainly colorful, but that&#8217;s about it.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/on-trial-vitamini/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>On Trial: Balloon Brothers</title><link>http://www.indiegamemag.com/on-trial-balloon-brothers/</link> <comments>http://www.indiegamemag.com/on-trial-balloon-brothers/#comments</comments> <pubDate>Fri, 08 Jan 2010 21:18:53 +0000</pubDate> <dc:creator>Andrew Groen</dc:creator> <category><![CDATA[mini review]]></category> <category><![CDATA[news]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[Puzzle]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=1910</guid> <description><![CDATA[
Ben: 5
Although the Bejeweled-inspired sub genre can get tired, Balloon Bros. has enough of a hook to justify ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/media/balloonbrothers.jpg"><img
class="aligncenter size-full wp-image-1911" title="balloonbrothers" src="http://www.indiegamemag.com/media/balloonbrothers.jpg" alt="balloonbrothers" width="475" height="399" /></a></p><p><strong>Ben: 5</strong><br
/> Although the Bejeweled-inspired sub genre can get tired, Balloon Bros. has enough of a hook to justify its creation. Popping balloons (complete with a morbidly comical pre-demise expression of horror on their inflated faces) causes the balloons below them to rise up, hopefully creating chains and combos. The gameplay does get a little tedious after a while, even with consistently new game mechanics being added throughout the game’s progression. The graphics are pretty under whelming, but the simplicity is also probably good for this kind of gameplay. Unfortunately, a lot of the challenge boils down to staring at the game field, trying to find a cluster of three balloons to pop.</p><p><strong>Andrew: 7</strong><br
/> I can scarcely believe there are still people out there making match-three puzzle games. However, as snooze inducing as the genre itself can be, if you&#8217;re into that sort of thing, Balloon Brothers is a pretty decent one. The circus themed soundtrack is highly entertaining, and most importantly, the feedback for matching balloons is quite well implemented. It also packs a surprising amount of personality, and seeing the little faces on the balloons turn to horror just as you&#8217;re about to pop them never really gets less funny.</p><p><strong>Peter: 6</strong><br
/> You&#8217;ve probably played a game where you line up three or more blocks of a similar color before. If you want to do it some more, go ahead and try Balloon Brothers. Balloon Brothers introduces a rotating board and puzzle pieces that rise instead of fall. If you pop a balloon, and the one below it doesn&#8217;t resolve a line when it rises, one of the other balloons turns into a skull. Skull balloons can only be popped by bomb balloons, which are rewards for lining up four balloons. If you accidentally put three skulls in a line, you lose. The gameplay is solid and the art design is competent, but neither is anything new.</p><p><strong>Colt: 2</strong><br
/> Bookworm adventures without the aptitude, Bubble Bobble without the kitsch.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/on-trial-balloon-brothers/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Slide Colors Review</title><link>http://www.indiegamemag.com/slide-colors-review/</link> <comments>http://www.indiegamemag.com/slide-colors-review/#comments</comments> <pubDate>Tue, 29 Dec 2009 13:25:33 +0000</pubDate> <dc:creator>Meg Stivison</dc:creator> <category><![CDATA[review]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[C]]></category> <category><![CDATA[casual]]></category> <category><![CDATA[demo download]]></category> <category><![CDATA[indie game shop]]></category> <category><![CDATA[linux game]]></category> <category><![CDATA[mac game]]></category> <category><![CDATA[match 3]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[Xbox Live Indie Games]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=1809</guid> <description><![CDATA[Click the picture to download the free demo
Slide Colors by TayKrOn is a new puzzle game reminiscent of ...]]></description> <content:encoded><![CDATA[<div
id="attachment_1810" class="wp-caption aligncenter" style="width: 543px"><a
href="http://www.plimus.com/jsp/download_trial.jsp?contractId=2317190&amp;referrer=gradgames"><img
class="size-large wp-image-1810" title="sc2" src="http://www.indiegamemag.com/media/sc2-533x400.png" alt="Click the picture to download the free demo" width="533" height="400" /></a><p
class="wp-caption-text">Click the picture to download the free demo</p></div><p>Slide Colors by TayKrOn is a new puzzle game reminiscent of a 2D Rubik&#8217;s Cube, made up of sliding colored tiles into a goal location. Each row or column, which wraps around the back of the gameboard grid, can be rotated to slide game tiles into groups of other tiles or placed in its assigned goal. The challenge comes, just like the Rubik&#8217;s Cube challenge, from the interactions between the tile you&#8217;re bringing home, and any other tiles on the now-moving row. It&#8217;s the type of puzzle that would lend itself well to a break-time distraction or to a MegaTouch console in my local bar.</p><p>I should admit that I had some technical issues with the game. I couldn&#8217;t get the game window to maximize, and the game froze on me more than once. I tried installing it on a second computer, in case it was just Vista misbehaving, but that didn&#8217;t fix all the problems. Also, there was a moment&#8217;s delay before the game responded to my clicks, just long enough to be frustrating.</p><p>Gameplay:<br
/> The first few levels of the puzzle mode in Slide Colors are dully simple, leaving you plenty of time to look at the screen and spot room for improvement. All the text is awkwardly translated, with common ESL mistakes. Slide Colors could use some editing, but if you understand all your base are belong to us, it&#8217;s not too hard to understand what the game presents to you.</p><p>Stick it out for a few underwhelming levels &#8212; and only writing this article kept me playing &#8212; and the challenges are no longer lining up a couple tiles on slideable rows with a couple goal squares. With more boxes and targets, the placement of each box interacts with with others becomes a challenge. After several dull levels, Slide Colors reaches the brain-tickling mix of excitement and frustration that marks a good puzzle challenge.</p><p>In addition to puzzle mode, you can play a match-3 version. Sliding a row of tiles, instead of swapping adjacent tiles, adds a nice twist to the popular cubicle slacking game, Bejeweled. In match-3, a sliding move is only valid if the new location creates a set of three, while in puzzle mode, all moves are valid. Oddly, this game doesn&#8217;t seem to register combos&#8230; if you match and eliminate three tiles, and the refill tiles form their own group of three, nothing happens.</p><p>The different play modes keep players engaged by using essentially the same rules and interface for a different challenge.</p><p>Graphics:<br
/> TayKrOn took a simple, clear grid and added bright candy colors. Besides bold color choices, each colored tile also had a shaped icon, so it was extra easy to tell the different types of tile apart. You&#8217;ll still need to differentiate between the colors to find the right box in the puzzle mode, but the match-3 mode can be played using colors or icons to make groups. I&#8217;m not colorblind, but I do spend a lot of time squinting at MMO icons, so I really appreciate the extra accessibility for any visually impaired players.</p><p>Sound/Music:<br
/> The background music became annoying after just a few levels. Still, the game doesn&#8217;t rely on sound, so you can mute it and continue to solve puzzles without any disadvantage.</p><p>Lasting Appeal:<br
/> This is a solid breaktime puzzle game, and the different puzzle styles help hold players&#8217; interest. But any new puzzle game needs to distinguish itself in a very crowded genre, and unfortunately what made this game stand out from other puzzle games was mostly the English usage mistakes and the technical frustrations.</p> <a
name="review"></a></div></div></div><div
class="header reviewHeader"><h1>Review summary</h1></div><div
class="review"><div
class="procons clearfix"><div
class="left"> <strong>Pros:</strong><p>Varying puzzle styles if you stick around</p></div><div
class="right"> <strong>Cons:</strong><p>Poor English, Annoying Music</p></div></div> <strong
class="ratingLabel">Rating:</strong><div
class="rating clearfix" style="width: 604px"> <span
class="rating_bar" style="width: 453px;"> <span
class="rating_bar_content">75%</span> </span></div></div><div><div
class="pageBox box"><div> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/slide-colors-review/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> </channel> </rss>
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