Hey everyone! Well, not like there are many of us here yet, but I don’t see why this place wouldn’t be blooming with crowds in a few weeks. In any event:
I tried a few games of SpellSouls at the GamesCon 2 months ago and I have to say my initial impressions were lukewarm. The game was obviously made after Clash Royale ( and as such, it practically begs, and deserves to be compared to that game on all levels ), something which I’ve dabbled with for a couple of weeks before. I own a smartphone only since recently, so I didn’t get to play that many mobile games, but I am a passionate PC video gamer all my life - so that’s where I’m coming from.
After playing the game for a few hours yesterday and today, I have to say I like it more than I expected I would. The fact that the initial impression wasn’t amazing still counts for quite a lot in the mobile world, I imagine, so its something to take into account.
Things I disliked
- Name of the game, sounds a bit prosaic, doesn’t really hook you
- Visual style, or rather lack of a recognizable style. Seems like it went for a League of Legends type of visual in a way, but the way the heroes look, especially Ameryl gives me that spammy Chinese MMO feel. There is nothing specific that tells a story of a special world with a story behind it, everything looks kinda fantasy-ish and that’s it. The minions look bland and uninspiring. Once again, perhaps all of this was just a clever plot to go for something palatable in the mobile world, but my impression stands.
Things I liked
- Music - gets old fast, but it’s really cool nonetheless. I suppose they will add more tracks to help with the repetitiveness.
- Sound Effects - also really good, they add weight to spell effects.
- The overall design with minions that spawn on their own, and you only casting spells is remarkably clever, and I think it has a good balance between how easy it is to play and how much strategic and tactical depth the game actually has. I wish there were unique unit types per hero, but there is room to do this sort of thing in the future perhaps. The idea also gives it enough novelty over Clash Royale.
- Another design tidbit, the way it’s set up, with you slowly getting to place more unit-spawning nodes over time, means every match starts off simple, but quickly gets more and more complicated, taxing the players’ awareness. The longer the game goes, the harder it is to play. This is really cool for many reasons, and is my favorite thing about the game, and is the main advantage the game has over Clash Royale imo.
- Interface and menus feel crisp and polished, although sometimes it’s hard to scroll up or down since clickable elements take up most of the screen.
That’s it for now I think