![]() With the gameplay being enjoyably challenging, the level up system provides you with lovely bonuses that really do play a big role in gameplay. No real issues for a color blind reviewer. The pot of ‘blood’ that represents your health is big and easy to read, and all together, it’s well executed and easy to play. Upgrades, items, enemies, and the general user interface look really good and are easy to understand at first glance. The tiles are beautifully drawn with small details and a cartoony look. It actually get so frantic, it starts to feel like a real RPG. Healing, multitasking the collection of coins and potions in order to get a 3+ in-a-row chain of tiles, and fighting enemies all compile into one heck of app. You have to balance gathering swords to increase your attack power in order to trace over the enemies and deal more damage. Your shields block some damage but eventually your health will start lowering. Anytime they are on the screen, after each of your moves (assuming they aren’t killed) they will attack you. These represent monsters with health scores and attack strength. ![]() Wait? Attacks? Health? That leads us into the most important tiles: The skulls. ![]() Shields provide you defense points that absorb damage from your health, potions which heal your health, coins that allow you to buy new upgrades, and swords which increase the strength of your attacks. ![]() You have different tiles which all serve a different function. Gameplay has you sliding your finger across multiples of the same tiles. Brought to us by Fireflame Games, Dungeon Raid is available on the iPhone, iPod touch, and iPad for $2.99. It’s like a text based RPG adapted into a puzzle game like Bejeweled or other match-3 games. Dungeon Raid pits you in a puzzle game where you trace tiles, gather swords to fight monsters, and collect money to level up skills and powers. I picked it up and thought “Oh wow, maybe it’s like Diablo or a dungeon run in World of Warcraft…” then I started playing it and man was I wrong. ![]()
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