Verfasst: 20. Juli
Because Clickr is a great multi-player game, IGR decided to pass it around the writing crew and do a round-table review – we wanted more than one point of view on the game and see whether it held up at all ends of the game board. So please enjoy this multi-player review of this colorful new game from NTREEV Soft.
Four main game modes: Puzzle, Battle, Push, and IQ modes
Multiple sub-modes and missions for various playing preferences
Three sub-modes at Puzzle Mode: Point Challenge, Combo Challenge and Stage Challenge with 50 stages
16 missions and self-challenge mode at Battle and Push Modes
200 smart puzzles at IQ Mode
Multi-play also available: Head-to-head match-ups in Battle and Push Modes
Three different themes: Each of Basic, Africa and Zombie theme provides different characters, effects, skins and sounds!
More than 70 Steam Achievements to unlock
Additional Features: Help-video, controls for left-handers, and global leaderboards
Although I went feeling a little burned out on casual chain-seeking family games with little more than a new icon set – I really liked Clickr – I was more than half expecting another Bejeweled/Puzzle Quest variation, but instead found something more akin to the new wave of slick tile-based puzzle games like Cipher Prime’s Fractal.
When we started playing the multiplayer, I was both confused and distracted by the interface (the little marching characters at the top) but after I had had more time to play the solo campaign, it started to make sense and I couldn’t wait to get back to some more PvP.
Speaking of which, I love how the solo campaign keeps changing up not only the style and size of the game board, but the nature of the puzzles. Actually, once the the dead blocks and wild cards (stars) started piling up, and I started getting a little further under the hood of the game’s mechanics, I was reminded of real puzzle games like Cogs – a very good thing. I was actually strategizing forward five or six moves. I could never quite beat level 17, but it was fun getting up to that.
In terms of design and presentation, I got a kick out of the weird, annoying “It’s A Small World”-on-crack music and SFX, the smooth vectors graphics and sugary Harajuku animation. Don’t have much to complain about.