![]() ![]() ![]() ![]() This works to keep your Leader out of trouble and the enemies exposed to the widest range of attacks. pull a 180 – approach an enemy from the front, or aim to cross it’s path from the side, and quickly turn twice timing it so the U-bend in your chain is in range of them as they pass, walloping them with blows from your heroes.These are just what works for me, but feel free to contribute your own suggestions in the comments. Here’s some tips and tricks I’ve picked up that should guide you through your next Nimble Quest, ranging from the best choices for leader to tactical advice on the field. Pleasingly, there’s some tactical depth you can use to help make your next run that bit longer. Don’t let it get you down – every play earns you Gems, Tokens and EXP so pick a new Leader and head back in. Nimble Quest is as much a ‘Roguelike’ as it is a ‘Snakelike’ which means you’re expected to die, a lot. Nimblebit's Tiny Tower may get some flak for not having much actual gameplay, but if Nimble Quest is the alternative, I'll stick to my tower.Well, it is and it isn’t. On the other hand, even if you pay in, the core gameplay isn't satisfying, and your rewards aren't compelling. On one hand, this game is free, so the fact that it requires a small investment to enjoy might not seem like a big deal. Even though Nimble Quest functions as intended as you weave through enemies and dodge hazards, you have no incentive to do so. The characters you unlock for progressing fall into a small assortment of basic classes. The bonuses you get for leveling up (whether naturally or by paying) are passive buffs without any drastic impact. Those upgrades that you can buy? They only make temporary power-ups last longer they don't add any cool abilities or change your strategy in the slightest. The structure of Nimble Quest is ingenious from a milk-the-gamer standpoint, but it falls flat on other levels. When a major part of a game's design is making gamers want to skip as much of it as possible, something has gone wrong. You're going to want to buy more continue tokens once you run out, too, because starting over and slogging through the early levels again is tedious and time-consuming. That's just for one hero you can unlock 15 in all, and reaching max level with any of them practically requires you to buy gems. Reaching level 1 with a hero is easy, level 2 takes longer, and level 3 requires a prohibitive amount of experience that no sane gamer would accrue. Making any progress past the initial hour or two is practically impossible without forking over some cash. The design is built around making you pay. This approach isn't a surprise anymore the fault lies in how difficult Nimble Quest is to enjoy without spending any money. The gems you use to buy your upgrades are available for purchase, as are the tokens that serve as continues, and even the levels that your heroes gain. That's something Nimble Quest has the potential to achieve it's a free-to-play game loaded with opportunities to spend real money on in-game items. Then again, maybe it depends on how you define "success." In the mobile market, being successful often means simply being profitable. The easy-to-control action provides mild entertainment, but it does not lead to success. Between rounds, you power up your heroes and spend gems to upgrade the temporary bonuses you pick up on the battlefield. They follow you, and the whole party snakes along, automatically firing off powers at passing monsters as you swipe the screen to steer them away from obstacles. The concept is simple: You select one hero who moves in four directions around a series of enclosed arenas, defeating enemies and picking up other heroes along the way. The studio's latest project takes inspiration from RPGs and the classic game Snake, but lacks depth, longevity, and charm. A solid track record isn't a guarantee, however, as demonstrated by Nimble Quest. ![]() With games like Tiny Tower and Pocket Planes, Nimblebit has earned a reputation as one of the trusted names in mobile development. ![]()
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