Difference between revisions of "Antiyoy"

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(Bad)
 
Line 21: Line 21:
 
* The graphics are pretty bland, and there is no music.
 
* The graphics are pretty bland, and there is no music.
 
* There isn't very much variety in the units.
 
* There isn't very much variety in the units.
* The undo goes back too far allowing you to fix mistake you made dozens of moves ago.
+
* The undo goes back too far, allowing you to fix mistakes you made dozens of moves ago.
 
* I found towers to be overpriced and was able to beat all 70 levels of the campaign without ever building one. In fact, when I tried using them, I found that the AI would often skirt the rules and bypass them.
 
* I found towers to be overpriced and was able to beat all 70 levels of the campaign without ever building one. In fact, when I tried using them, I found that the AI would often skirt the rules and bypass them.
* I don't like that you can't walk through your own farms or towns.
+
* I don't like that you can't walk through your own farms or towns. I get that it was done to add to the game's strategy, but it doesn't make any thematic sense.
* Because the knight cannot be defeated, it's possible to create a stalemate by blocking off a narrow pass and then never moving. In fact, it seems like the AI had to be purposely directed to give up beneficial tiles just to avoid this.
+
* Because the knight cannot be defeated other than through starvation, it's possible to create a stalemate by blocking off a narrow pass and then never moving. In fact, it seems like the AI had to be programmed never to remain stagnant to avoid this because it often surrenders beneficial tiles.
 
* The campaign mode is less of a campaign, and more of a series of randomly generated maps with an increasingly difficult AI. There is no story or theme. The maps fail to take advantage of the game's mechanics. In my final campaign map, I began with two villages at the end of a long curving landmass, which I easily won. Had it started me in the middle of a circular landmass, surrounded by enemies, it would have been much harder.
 
* The campaign mode is less of a campaign, and more of a series of randomly generated maps with an increasingly difficult AI. There is no story or theme. The maps fail to take advantage of the game's mechanics. In my final campaign map, I began with two villages at the end of a long curving landmass, which I easily won. Had it started me in the middle of a circular landmass, surrounded by enemies, it would have been much harder.
 
* The bounciness of the zoom is annoying. If you zoom to the max, it should just remain at the max.
 
* The bounciness of the zoom is annoying. If you zoom to the max, it should just remain at the max.

Latest revision as of 16:03, 11 September 2017

A generated Antiyoy map.

Antiyoy is a turn-based strategy game of Medieval conquest for Android. You try to conquer all of the land in a randomly generated hex grid by building offensive units to invade and defensive units to defend.

I found this game on the Google Store in 2016 while looking for a new free game for my tablet.

Status

The game is free. I've beaten the the full 70-level campaign mode.

Review

  • Overall: 3/10
  • Best Version: Android

Good

  • The interface is pretty simple and easy to work with.
  • The undo button helps you cope with poor touch screens.
  • The units are easily understood and visually distinct.

Bad

  • Even at its highest AI difficulty, the game never gets very hard.
  • The graphics are pretty bland, and there is no music.
  • There isn't very much variety in the units.
  • The undo goes back too far, allowing you to fix mistakes you made dozens of moves ago.
  • I found towers to be overpriced and was able to beat all 70 levels of the campaign without ever building one. In fact, when I tried using them, I found that the AI would often skirt the rules and bypass them.
  • I don't like that you can't walk through your own farms or towns. I get that it was done to add to the game's strategy, but it doesn't make any thematic sense.
  • Because the knight cannot be defeated other than through starvation, it's possible to create a stalemate by blocking off a narrow pass and then never moving. In fact, it seems like the AI had to be programmed never to remain stagnant to avoid this because it often surrenders beneficial tiles.
  • The campaign mode is less of a campaign, and more of a series of randomly generated maps with an increasingly difficult AI. There is no story or theme. The maps fail to take advantage of the game's mechanics. In my final campaign map, I began with two villages at the end of a long curving landmass, which I easily won. Had it started me in the middle of a circular landmass, surrounded by enemies, it would have been much harder.
  • The bounciness of the zoom is annoying. If you zoom to the max, it should just remain at the max.
  • It's unusual (and not thematic) for trees to be a liability rather than an asset.

Ugly

  • Nothing.

Links