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Game total conquest
Game total conquest











I've made a decent chunk of progress in a week, but I don't feel that I would have done so had it not been for the Tokens. Suddenly you're re-positioning your Villa, when all you wanted to do was collect taxes from it. It's not fatally bad, but it does make actions like selecting buildings a hassle as the game occasionally mistakes a tap on the screen for a hold. Day 7: The magic potion is wearing offĮven after an update, Total Conquest's performance issues persist. Just before I started writing this, I noticed that the game had been posting to my Facebook profile - without checking with me first - each and every time I started it up. Pop-up ads for other games don't help, and I found myself accidentally tapping them, leading to tedious detours. The frame-rate drops when there's too much movement on-screen - especially in the building part of the game. Unfortunately, I've noticed that visual performance is becoming very spotty. Throw down a healing potion and your troops will withstand the horrors of war just that little bit longer. Throw down a fire potion and you'll significantly damage building and enemy troops. I also really like the potions you can wield during battles to instantly cripple enemy forces. You can build up troops and put them to work in your Militia, providing another layer of defence on top of your catapults, archers towers, imposing walls, and so on. However, you needn't necessarily strike out on the offensive. It's an annoying hangover from Clash of Clans, as you'll waste large forces if a missions is particularly easy. You still lose all the troops you send into battle, the game notifying you that the soldiers have "earned their freedom". Most of these changes are to be found in the military side of things. It's certainly not a revolution in game design, but it goes slightly further with a few of the ideas laid out in Supercell's modern classic. Day 3: Battling onĪt the mid-point of my time with Total Conquest, it seems it's more than just another take on Clash of Clans. From the big brassy fanfares to the gentle tweeting of birds, it's all top stuff.įingers crossed, then, that this isn't just another take on the same iOS classic, and that Total Conquest manages to bring something new to the PvP arena. The sacrifice is that this visual splendour means that the game takes marginally more time than its 2D alternatives to fire up from the home screen. Little special effects mark a new building being created, or an improvement being made, with a burst of light and energy. The UI is clear and gives you a clean view of the action. The citizens that make up your Roman town and the buildings you create to produce resources are 3D, but so richly coloured and detailed are they that you'd be forgiven for thinking that they were drawn by hand. I'll skip the systems of play for my first update, because a) you already know what they are thanks to my comparing it to Clash of Clans, and b) the presentation is more noteworthy. This week, it looks like I'll be doing exactly the same thing with Total Conquest. Last week, I reviewed a game that was very much another take on the management and strategy formula as laid out by Clash of Clans. The first impressions are below, so why not Getafix of Pocket Gamer and take a look? You know, Justforkix. I'll be playing Total Conquest over the next week to give you the Vitalstatistix. Total Conquest looks set to try and bottle some of that Roman Empire-era humour, albeit without the Gauls, in an irreverent freemium builder-cum-strategy game. The Asterix and Obelix comics were great, weren't they? Brilliant humour (for the most part), and a world that was simultaneously silly and authentic. Click on the links to jump straight to day three and day seven. That's what the strange sub-headings are all about.

game total conquest

This is a freemium game review, in which we give our impressions immediately after booting a game up, again after three days, and finally after seven days.













Game total conquest