The one thing that kills 10000000

One of the best ways to bring your game low is to fumble the basics. Imagine a shooter where the mouse sometimes turns off. Or a turn-based game that sometimes just skips your turn. Or a driving game where the car occasionally turns left when you turn the wheel to the right. That’s the sort of stuff you need to work out before you make the rest of your game. 10000000, a high-pressure time-based match-3, didn’t get that memo.

Which is too bad, since the rest of the game is pretty addicting. Taking a page from the superlative Dungeon Raid, 10000000′s match-3ing progresses you through a dungeon crawling adventure. Match swords and staves to attack monsters, match shields to build up your defense, match backpacks to earn power-ups, and match keys to get into chests and through doors. Your grid is also clogged up with stone and wood, which you can match to build up your supplies. Use this to upgrade the castle where you’ll spend gold and experience points to improve your character between games.

The name — which is awful — is based on trying to get your high score to a million. This is impossible at first, but once you start buying better equipment and unlocking new abilities, a million points gets plausible. Perhaps even inevitable. A potion shop lets you equip elixirs to tweak the rules with modifiers like doing less damage in favor of a higher chance of critical hits, or converting stone and wood into gold. It’s got a pleasantly Bastion feel to it. And overall, it’s all the sort of stuff that will absorb any videogamer.

But unlike Dungeon Raid, this game has a hard time limit. A little adventurer runs along the top of the screen, encountering randomized obstacles that will gradually push him off the edge and end your game. It’s up to you to keep him alive by matching as fast as you can and, more importantly, as precisely as you can. But unlike most match-3s, you don’t simply swap the place of two tiles. Instead, you grab a tile and scroll the entire row or column as far as you want. However, when you grab a tile, even the slightest jiggle in one direction will confuse the game into thinking you want to go left and right when you instead wanted to go up or down. There is no room for this sort of interface-based frustration in a game this relentlessly timed, a game so ruthlessly based on hurrying up and dragging a tile so far, a game demanding speed and precision. All the cool stuff 1000000 gets right — the strategy, the long-term persistence, the loot, the leveling up — falls apart when I have to back up and align two tiles just so in order to convince the game that I want to move in the direction I want to move. It doesn’t happen often. But it happens regularly enough to kill what would otherwise be a pretty cool game.

2 stars
iOS

  • Nightgaunt

    Actually the game is TEN MILLION: 10000000.

    This is totally right, Tom. I still enjoy playing it, but damned if I don’t grumble at the sensitivity sometimes. Even when I get it to go in the direction I want, sometimes it’s hard to align the symbols I want.

    I have another problem and that’s that I think there’s just too much going on at once and, in some cases, a lack of clear communication. For instance, why can’t the game warn me better when I’m about to get pushed off the end of the screen and be done? And why do I keep finding items in my inventory that didn’t seem to be there a second ago? Too much to process when every second counts.

    Guess we’ll have to wait for the refinements of 20000000.

  • http://twitter.com/SESSpackman SamSpackman

    I hate it when a number is substituted for a proper noun. Numbers have no meaning in and of themselves. They are just ciphers to represent a quantity of something else. There’s a cafe near where I live called ’80′ – because it’s number 80 on that street. Real imaginative guys, with the entire English language available to come up with a unique and memorable name, you plonk for a name that means ‘we are located between the numbers 78 and 82′. Google Maps can tell me that, what else does your name do for me that would make me want to go there? How about 0? There’s a number for you, the amount of coffee’s I will buy from your cafe.

  • amanda_chen

    But words have no meaning in and of themselves either.

  • http://twitter.com/SESSpackman SamSpackman

    But il n’y a pas de hors texte! Whereas numbers need modifiers to give them context.

  • http://twitter.com/clwheeljack Charles Wheeler

    Oh, the core mechanic is Chuzzle.

  • bigdruid

    Right on to this, Tom – this is my major complaint as well.

    And it really is too bad. It’s such a glaring flaw, I’m surprised they didn’t polish it up, especially since (as you say) they only have *two* in-game actions you can take (slide tiles, touch items).

    If they just made two changes: have the tiles “snap” to a match if you get “close enough”, and “if I move 5 pixels to the right, but 100 pixels down, assume I’m trying to scroll down even though the move to the right happened first”, this game would be like butter to play.

    As long as I’m wishing, I’d like to be able to make matches on lower rows even while a chain is still happening on upper rows, as long as the chain isn’t touching the row/column I’m working on. Hell, if Puyo-Puyo could do it 20 years ago, they could do it here too.

    Oh, well, I’m still gonna play it to the end.

  • NelsonMinar

    Thanks for writing up this bug, it’s been annoying me too. I don’t think it ruins the game but a bit of polish would make a big difference. My impression from the developer’s blog is it’s a one man shop and he was surprised to suddenly be a hit game. Maybe the sales will encourage him to tweak the UI a bit.
    http://eightyeightgames.com/2012/07/27/so-are-you-here-about-10000000/

  • FirstOfficer

    Just thought I would drop my two cents since I passed the game (total of 5.5 hours) and never really encountered the problem situation with the sliders that you described (could easily be the fact that I played it on my iPad). Like NelsonMinar mentioned, the developer is a one-man show, and was expecting to sell closer to 30 copies, so we should definitely cut him some slack. Hope he fixes the bug and you can re-rate the game higher – it deserves it.

  • Orsson

    Thanks for highlighting this game, Tom. I picked it up last week and have been playing through it. I wasn’t as bothered as you were with the functionality, but I suppose that I was giving it a bit more latitude because of the development story.

  • emgeejay

    I’ve literally never had this problem on my janky 3GS, and I made it to 10.5 million.

  • Mike hawk

    Here is a number for you 0, which is the number of people in the world that would like to spend time in a room with you.

  • http://twitter.com/luckyghostnyc Seth Berkowitz

    Interesting… not a problem I had. Potential groupings would highlight once I’d dragged them close enough and then indeed “snap” into place. Played on a first generation iPad, and took about six and a quarter hours to get 10,000,000. Got thoroughly addicted. Loved it.

  • pooman

    Funny that you talk about attention to detail and then call the game 1,000,000 when it’s actually 10,000,000!