The Kreator

I don’t know whether this game is supposed to be called The Kreator or simply Kreator. There is some marketing inconsistency going on with this title, but in any event, I think it’s fairly clear that this is a whimsical take on the word ‘Creator.’

From what I can gather, the actual creation in this game comes from manipulating your small, yellow orb about an ever-rotating world, at which point any pre-existing flora on the surface ‘grows’ a bit when you touch it. Voila! ‘Look what I have created!’ It’s actually not quite as exciting as that, but I think that, in terms of connection between the title and the actions goes? Well, this is it.

While growing plants is nice and all, the substance of this game comes in the form of taking the aforementioned dot and collecting more yellow dots. Repeat ad nauseam. From time to time there’ll be a missed dot which turns evil, or you’ll collect some white guardian angel dots which help save the day, but there’s no huge narrative to explore here. No compelling protagonist. You collect dots.

Do I love it? No. Do I hate it? No. It is what it is. The reviews on the App Store tout this game as the perfect way to end the day or any one of a number of cathartic environments that need a quick mobile fix.

Gardenscapes Level 135

As I mentioned the other day, for a few weeks now, I’ve been getting back into Gardenscapes on iOS, which is essentially just a matching game with a bit of a narrative overlay thrown in for flavour.

I actually think that making it to Level 135 is more representative of my ability to stay with the game this long, rather than any sort of skill. All of the games like this seem to have a mechanism built in that tries to entice you into spending some real life money, and when it sees you’re not going to, it gives you a fast-tracked win and then tries again another day.

That nugget of wisdom comes to you thanks to over 135 levels of staying power.

My only criticism in the game (other than microtransactions and incessant ways to make you spend your real money – a criticism I level at most mobile games now, not unique to Gardenscapes), is its inability to skip over some rather dry narrative beats. I don’t mind tapping through a few dialogue boxes every now and then – but depending on what options you choose, you can start to feel a bit dry after the tenth line of dialogue in a game.

And so, the journey continues. It’s hard to tell where the Gardenscapes journey ends or if it’s just a never-ending road of developer updates and tweaks, but I’ll keep checking in with it as time goes on.

Besides, it beats having to try and work on my own garden!

Homescapes Level 43

When I think of some of the earliest games I played on the iPhone, a few notable titles come to mind: Angry Birds, Cut the Rope, and Homescapes all rung-in a new generation of gaming that made mobile phones a legitimate vehicle for contemporary gaming.

With all that in mind, I’m not sure whether I’m just a bad player or if I played more Gardenscapes than Homescapes, but I’m not sure why I’m still only at level 43!

Ah, I know what it is … parenting.

Without getting into a long monologue about contemporary parenting as a gamer, what I will say is that, often, overnight when you have a newborn, you want a quick fix of a short, sharp, but – most importantly – fun video game. Since the birth of my third child, I’ve been leaning quite heavily into Gardenscapes, cf. Homescapes, and so while they’re both great titles, I’m considerably ahead on the former.

The other thing that I think draws me to Gardenscapes over Homescapes is the story. While it’s nice that the whole narrative focuses on improving our protagonist’s parent’s home, I think it feels more engaging to be working on the expansive garden in Gardenscapes. There is real aesthetic changes rather than just the small tweaks and occasional new asset dropped into the environment of the home.

So … with that in mind … I better get back to it. This house won’t renovate itself, and the cat needs a new bed to sleep in!

AoM Forbidden Valley 1-7 Flicker of Hope

As it turns out, you can only use your ‘borrow a minion off a friend’ once a day, and so with a whole roster full of woefully underpowered heroes, I elected to mix up the path a little and head into the Forbidden Valley.

I didn’t think there was anything special about this fight – it was fairly evenly matched and both sides lost a person or two (though, obviously, I still had some standing at the end!), but my main takeaway out of this whole encounter was that I had completely missed the auto advance button on the left hand side of the screen. So, instead of trying to find the best attack/defend option on each round, I can increase the speed to 4x, let it auto-play, and I believe it’s going quicker than I’ve ever been able to get through a game that didn’t use an auto-clicker or a few player-friendly enhancements!

AoM Light Campaign 2-7 Valley of the Shadow

It’s been a few days since I last opened up Age of Magic, so imagine my delight when I logged on and got bumped to level 19 straight away. Lucky me!

Back into the throng of the fight, and this was a level that wasn’t shy about introducing quite a few enemies into the mix. The main antagonist for this level was a floating demon-like creature called an ‘Arekhon Shadow’, who was big, nasty, and did a good job of taking the focus – and the damage – off the rest of the group.

Of course, the whole fight was made a lot easier given I ‘borrowed’ a Level 41 Roland from a ‘friend’!

Super Mario Run 6-4 Bowser’s Bob-ombing Run

This is it.

This is the end.

This run is largely about both keeping on the path (to collect coins) and timing your jumps so that you turn-the-tables on Bowser, and throw his own bombs back to him. This part takes a little more practice than you would think, but once you’ve done it once or twice, you can smash through the level pretty quickly.

In short:

Step 1. Follow Bowser
Step 2. Throw his own bombs at him
Step 3. Save the Princess
Step 4. Live happily every after

And thus, we end our romp through the core levels of Mario, or the ‘Tour’ levels anyway. There’s plenty of other places to play and ways to indulge in Super Mario Run, but this brings me to the end of this adventure.

Still … plenty of other games to play!

In the wise words of President Bartlet, “What’s Next?”

Super Mario Run 6-3 Throwing It All Overboard

This is the penultimate level of the game and it makes up with another boss run. This time, the only real difference is that the bad guy jumps more, but this is far from a challenge.

No, if anything, there was some minor challenge just getting to the boss with a bunch of wrench-throwing guys on the path.

Super Mario Run 6-2 Switch Ghost House

Another ghost level – ghosts ghosts everywhere! This level involved a lot of jumping, back flipping and timing to get through platforms that either need to appear or reappear thanks to well-timed switches with no way to get around it.

It is absolutely evident that we’re getting near to the end.

Super Mario Run 6-1 Land of Spikes

It’s dry. It’s dusty. And it’s a desert … with guys who through spikey balls at you.

This level is largely dodging bullets, but there is some complexity in getting the coins if you want a completionist run.

Super Mario Run 5-4 Rings of Fire

This is a great level of jumping puzzles, which is a bit hard to work out in some places on account of semi-3D rings being in a 2D side-scrolling game, but nothing insurmountable.

The big boss is back to pseudo-Bowser again, who is easy enough to hit if you’re ‘big’, where you can just take the hit and walk on through.

Oh, and this time around – he turns into a turtle again.