+ Great "match 3" mechanics
+ Pretty good chip-tunes and pixel art (if you're into that sort of art)
+ Delivers the "just one more turn" mindset
+ Equipment upgrading mechanics
- Very repetitive and has little to offer
- Relies on pure luck for extremely high scores
- Obviously a mobile port, even though it is ported well for PC
10000000 is a "match 3" type puzzler with a "retro" art style with chip-tune music and pixel graphics by EightyEightGames. As with most games of this type, you don't need many words to describe how you play.
The core gameplay consists of sliding rows and columns of various icons so that three or more align, making the aligned icons disappear and making new ones fall out of the top to replace them. The spin that 10000000 has to offer is that you're a prisoner of a dungeon, and you must score, well, 10 million points to get out. You earn points by killing monsters and opening doors and chests, by matching staffs and swords, or keys, respectively. Matching backpacks gives a chance of earning items, which you can then use to kill monsters, to give you more time in the dungeon or to open chests and doors. There are also wood and stone icons, which give you those as a resource that stays the same between playthroughs. There are two other, similarly working resources: experience and gold, which are earned by killing monsters and opening chests. Once you run out of time in the dungeon, you return to the main hub where you can use the resources you've amassed to upgrade your statistics in rooms that can be upgraded. To progress through the dungeon you must complete quests such as "match x amount of y tiles", or "make x amount of triple matches". Eventually, a quest involving scoring a set amount of points during a round appears, and upon completing the quest, you gain a new rank and may now start the next run further in the dungeon.
Now, that looks like a ton of words, but that is literally all the game has to offer. There is nothing else in this game (apart from the ending, which I won't spoil, but trust me when I say that I wouldn't need many more words to describe what happens after getting 10000000 points).
The game sports a "retro" feel to complement the mechanics, which works fine. The pixel graphics are good, but not amazing. The music is also pretty nice, but there aren't many tracks. After a few runs, it gets very repetitive, to the point where I, a person who usually sticks through with a games music until the end, had to use my music library instead.
Unfortunately, all of these facts point toward the game being an obvious mobile port, designed to be played in short bursts of playtime. As a result, the interface is a bit huge when playing in full screen, and the options menu is very lackluster (not that it needs to not be, given the simple graphics of the game).
The RPG-ish equipment upgrading mechanics aren't bad (I love it when the name of your armor changes based on the aspects you choose to upgrade, possibly giving names such as "immovable cloth ring mail" or "soft diamond shirt"), but what's the point of having a visual representation of your character if he looks like a pixelated Indiana Jones regardless of whether he has mythril plate-mail or a cloth shirt? It's not like there's thousands of equipment possibilities.
Overall, 10000000 feels very repetitive. It's good at what it does, and presents a spin on the "match 3" puzzler mechanics, but this doesn't remove the repetitiveness problem completely. The equipment upgrades seem like an after-thought because of how they do not affect the character visually. This game hangs in the balance between "I recommend it" and "I don't recommend it", but equipment non-visualization forces me to say that I don't recommend 10000000.
This does not mean it is a bad game at all, but I just wouldn't recommend it to anyone but the most hardcore "match 3" fans. The developers still update the game though, so I promise to change the recommendation if they do visualize the equipment upgrades. In my opinion, a good "match 3" has to have a good core system and a great spin on the formula. Visualizing the upgrades would make the spin in this one great, instead of "just" good.