Latest Game Reviews
Konductra Review - DS
27th November 2006
by
Nick Schaedel
» Blog
7.5
Gameplay:
8
Graphics:
7
Audio:
7
Multiplayer:
8
Innovation:
8
8 Graphics:
7 Audio:
7 Multiplayer:
8 Innovation:
8 Introduction
It turns out that a game developed independently is just as good as a game created by a studio with hundreds of employees. Before we go on, you should read our huge interview with creator Ian Dunlop for an insight into the creative process, and to get an understanding of the basic idea of Konductra. In the end, it’s a great concept that just doesn't quite reach the lofty heights of other puzzle classics.
Gameplay
Pairs of coloured tiles can be arranged with the stylus in any position on a grid. Lining this grid is alternating black and grey conductors. By creating groups of coloured tiles, then dragging your stylus through a conductor, your blocks, and then back out to a different conductor of the same colour as the first, you can remove tiles from the board. There is your standard score mode, a task mode that tries to get you to conduct a certain shape away all at once, and a multiplayer mode against either a local friend or someone online. There’s a unique compromise you have to deal with – do you build an elaborate set-up for one massive chain (you get multiplied points for leaving the grid, travelling around the outside, and setting up a new conduction, all in one move) and fill your grid, or keep the grid free by making multiple smaller moves? It’s certainly interesting to see the different gameplay styles.
If the gameplay sounds complicated, that’s because it is. It’ll take a good five to ten minutes before you get the hang of it. Unlike the classic Tetris, to which nothing can ever compare, it lacks an appealing simplicity. Once you get Konductra, you’ll have a great time with the title, but there’s a definite learning curve attached to understanding the mechanics of the game. oeFun had the foresight to include a demo video and a tutorial – which you can see in H.264 here or MP4 here - which does make comprehending the game a little easier, but nonetheless it’s an issue worth noting.
The other main niggle with the game is the slightly odd difficulty curve. Okay, so we’ve established that the game takes a bit of time to understand and get into. However, once you’ve got into it, the score mode seems incredibly easy. With the top screen showing a duplicate grid, with each tile worth a different amount of points when removed, it becomes easy to rack up the points. As you score more, you increase your level, just like any puzzle title, which gives you less time to place a tile before it is automatically placed on the board, and a few more colours to deal with. You should easily be able to get up to level six or seven, with no effort whatsoever. (continued next page)
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