Puzzle Quest: Galactrix
Game » consists of 6 releases. Released Feb 24, 2009
Take to the depths of space in this Sci-Fi-themed superior sequel to Puzzle Quest: Challenge of the Warlords.
Puzzle Quest: Galactrix Demo Released in Flash Form
Kind of a bummer, but then again, I guess that's what demos are for, right?
Kind of a bummer, but then again, I guess that's what demos are for, right?
Most enjoyable. Kicks Hexic's little preloaded bitch ass. *ahem*
Protip: The direction that you swap the pieces determines the direction the remaining pieces will shift into place for the turn. Once that lightbulb goes on it's a whole new level of strategy.
I like the shield pieces. Not being able to replenish health was a drag in PQ. Also the amazing cascading combos are back, but now it's 5 in a row that get you the free turn.
I'm still enjoying it but having difficulty adjusting to some of the new mechanics. I don't understand why 5 pieces matched in a row is 5-of-a-kind, but 5 pieces matched in a criss-cross or angle bracket shape is only considered 4-of-a-kind. Glitch, maybe? FWIW there is a glitch—it says using the Trident Laser doesn't end your turn, but it does.
Guess I'll wait to see the XBLA demo before making a final decision. I definitely need to see these issues addressed before I put down the money for the game; hopefully these things become known to Infinite Interactive and they explain the logic behind them, that is, if we're not simply discussing easily-overlooked glitches.
I'm not liking that demo. I'll just go back to plain old Puzzle Quest. That game is still addictive to me.
I like that you can control the flow of pieces, but there seem to be a few tweaks still necessary, just in this limited version, as far as I can tell.
How'd you find out about the demo, Ryan? Did they issue a press release?
I've beaten it, but I have about a 50-50 win/loss ratio. The latest criticism I have of it is that due to the fact that pieces can come in from any side, it is nigh impossible to prevent or guard against random mine matches from occurring when new pieces populate the playfield. In PQ, you could at least recognize the threat of skulls near the top of the screen, and work to either match them yourself or scatter them. Now, mines on the playfield are sitting there waiting to be activated by whoever is luckiest, since there is no way to move them into a safe area.
After playing it some more I've found that the game still has the same key flaw as PQ, over-reliance on random chance. The odds of winning at this game are tied so closely to the random chance of the tiles that strategy almost feels cursory, perhaps even more so this time around. Not my idea of a good time...
"After playing it some more I've found that the game still has the same key flaw as PQ, over-reliance on random chance. The odds of winning at this game are tied so closely to the random chance of the tiles that strategy almost feels cursory, perhaps even more so this time around. Not my idea of a good time..."Don't be so quick to dismiss it—or PQ for that matter. It feels random the first few times you get out there because you haven't learned to work with the pieces. I lost the first two games I played of Galactrix, a stunning win/loss ratio of 0:1. Shortly thereafter my w/l ratio climbed to 1:1 as I was winning about half my games. Now my ratio is about 4:1; I win most of the time.
Don't get me wrong—luck elements do exist, but a skilled player recognizes this, knows how to work with the pieces, plans a few moves ahead, and above all else, strategizes, allowing the player to make the best possible move at all times, taking the current playfield into account. The losses I currently experience, in many cases come as a direct result of some boneheaded move I made earlier on in the match—only now, I'm skilled enough to recognize when I've committed a game-losing error.
"Just put a little icon on the side of the screen that the blocks will fall from. I just need some indication of what I am doing."The blocks will come in from the direction that you moved the pieces. For example, if you move your selected piece up, the remaining blocks will move up to fill the gap, and new blocks will come in from the bottom of the screen, moving upwards as well.
If you move your selected piece down, the remaining blocks will move down to fill the gap, and new blocks will come in from the top of the screen, moving downwards as well.
If you move your selected piece up-left, the remaining blocks will move up-left to fill the gap, and new blocks will come in from the from the bottom-right section of the remaining space, moving up-left as well.
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