You move around by WASD - i.e pressing W or A or S or D on your keyboard to move forward, left etc. This is IMPOSSIBLE for someone who is left-handed. Especially since you also need to use the mouse to look around. . I could find no way of customizing this to e.g the arrow-buttons on the right of my keyboard. So I simply could not play the game. Not recommended for left-handed players.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Mahjong, Match 3, Puzzle, Strategy, Time Management, Word
Fun Factor
2/ 5
Visual/Sound Quality
2/ 5
Level of Challenge
4/ 5
Storyline
2/ 5
I really wanted to like this game, but based on the trial I don't think I will get the CE. I haven't played the first game, but as this is a sequel I am surprised at the clumsy feel to it. It is poorly executed, in my opinion. I like the level of challenge with the tiles that spread chains, and the Ice tiles that you need to lead fire to, but the fact that the fire doesn't disappear after all the Ice tiles are melted is annoying. This is a feature I first saw in the Laruaville-series and they do it much better. . The whole game just feels a bit clunky and lacking in finesse. . The hints are breathless - you haven't got much time to read and process the first hint before the next one pops up. Playing the game in Timeless mode the first few levels may be easier to get the feel of the game. I hope the developer polishes their next game a bit better, as I really like their ideas.
Favorite Genre(s):Brain Teaser, Card & Board, Mahjong, Match 3, Puzzle, Strategy, Time Management
Fun Factor
2/ 5
Visual/Sound Quality
2/ 5
Level of Challenge
2/ 5
Storyline
3/ 5
I played a few minutes of the trial but uninstalled soon - this game is for right-handed players only on PC. I am left-handed and have my mouse set up accordingly, but this game just ignores that and forces the mouse buttons to right-hand play. This makes it impossible for me to play for more than a few minutes, unfortunately.
What little I did observe was that it is a standard manage-your-resources to remove obstacles along the route.
You start out with two workers, but cannot chain actions.
Two modes - normal and easy, and since normal was timed I assume easy was untimed. But I didn't check.
The whole thing seemed slow and clumsy to me, and having a voice saying "level finished" as soon as the worker completed the last command, but time still ran on while the worker made his way back to camp was confusing and unnecessary.
A thrilling gem-matching adventure awaits those who dare to explore the jungle of the Aztecs, where untold treasure lies hidden deep within an ancient temple!
Favorite Genre(s):Puzzle, Time Management, Match 3, Strategy, Arcade & Action, Word, Mahjong, Card & Board, Brain Teaser
Fun Factor
4/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
3/ 5
Storyline
2/ 5
* Mainly swap match-3 * Timed only * 14 "areas" on the map, each with 5 matching levels - so in all 70 m3 levels. * 3 additional 'modes' or temples will unlock as stand-alone minigames. * Slot-machine minigame and Shop to get totems/bonuses.
Treasures of Montezuma 5 seems to me to be a cross of the Montezuma1-2 style, with the Montezuma 3-4 play style.
Montezuma 1 and 2: the main goal was simply to gather gems embedded in the tiles. Make a M3 or better, the tiles will explode and any gems will be 'collected'. One had to collect an increasing amount of gems each level to win. It was timed, but on normal difficulty it was 4 minutes per level. Hard mode would open after finishing normal. This continued more or less unchanged to Montezuma 2 - the main focus was on collecting gems.
In Montezuma 3 this changed; now the levels were what one might call "blitz": you had 1 minute to collect a certain amount of points (score). You got points by making matches, i.e exploding the tiles. The larger match, the bigger score. The gems were still embedded, but no longer had that importance. Now they would give bonus points to help multiply the score per level. In all a very much more frantic pace, but one could choose difficulty level. Still timed, but the score requirement per level would be lessened in easy mode. And Montezuma 4 continued in this style - the "blitz" style.
For MONTEZUMA 5 - this present game - the developers seem to have tried to blend the two types.
We are now back to collecting gems as the MAIN GOAL of each level, one must collect a set number of gems within the allotted time. However - the timer is no longer "blitz", and it is not the generous 4-5 minutes of Monte1 but something in between - around 3 minutes per level.
On some levels they made a variation to the main goal: - collect x amound of amulets ( drop them to the bottom) - collect gold nuggets (first remove 'soil' covering them) - collect flasks (include a red flask in a red token match to collect) - find artifacts (they are hidden, so first remove the background, also found in Monte4) - collect golden lizards ( a variation of the Ice tile minigames in Monte4) - Fireflies (remember the Catch the frog in Monte4)
These alternate main goals show up regularly, so gives a nice variation to the game.
On all levels, one must complete the main goal within the allotted time. In addition, there is a so-called Super goal on each level, usually "collect x amount of points/score" to get a key. Collecting 5 keys will open a bonus chest filled with more gems and tokens for the slot machine. Points/score is collected simply by making matches, as before. This Super goal is not required to finish the level, and one can always go back to any level where one didn't manage to collect the key - perhaps later you got a different Totem to help collect points.
To HELP manage the tasks in the allotted time, one has BONUSES, as in all Montezuma games.
The TOTEMS each give a different type of bonus: for example the Red totem (the first you unlock) will drop firebombs on the board. First prime it (or summon it) by making a match with red tiles. If you then immediately make another match with red tiles, you will release the charge and the totem will drop firebombs. One must purchase the different Totems or bonuses in the shop after they have been unlocked, and the currency you use is the collected gems.
There is also BONUSES that drop on the tiles after skillful playing - for example make a M5 and the bonus "One colour" will drop on a nearby tile. To release that bonus you must include the tile in a match, then every tile with that colour will be collected. Other bonuses will give more points for collecting gems, or add seconds to the timer, etc. These bonuses and totems can also be upgraded with gems.
Finally, new in Monte5, there are the so-called BOOSTERS. These are one-time bonuses you apply per level - so before each level start you get the chance to choose a booster or ability that will only be on this level, and they cost gems! If you find that you simply cannot finish in time, try a booster, or a different booster and you will perhaps have better luck.
To help you earn gems for use in the shop or boosters, there are 3 different modes, or mini-games that will open on the map (looks like small ruins), where you can play simply for fun, to earn gems. Also, new is the Slot machine. This is a very rudimentary slot minigame, where you use tokens/coins earned from the bonus chests or from claiming achievements. Sometimes you win a lot of gems, you can win more coins, or the Aztec mask (collect 3) to get a lot of gems. All these are designed to help you with gems, so that you can buy the Totems and bonuses, and also the running costs of the boosters.
I must say that I hardly ever used the boosters to win, as I found the 3 minute-long levels quite easy after Montezuma 4... I used them mainly to manage the Super goals and get the keys for chests.
The developers managed to go back to the original game, and at the same time hold on to the changes in the newer games, and I think they were quite sucessful. The game is easier than the 'blitz' type Montezuma, and more complex than the quite simple original Montezuma.
I like it, even though I found it a bit on the short side. There were no harder difficulty opening, or anything like that, it ended quite suddenly. There was no backstory as in Monte4, where you turn out to be the reincarnation of Anakaona, the love-interest of Montezuma. Here you are - I think - just an archaeologist on a dig, excavating the ruins and uncocvering these temples as you play. Still, it is fun, different, challenging AND somehow easy at the same time.
I really tried to like this game, as I love puzzles and a good story. The premise of this game is great; solve puzzles to find the missing pages of a magical book. The puzzles are varied both in type and in difficulty, and I imagine they get harder as one progress through the chapters.
So as a puzzle game, based on that alone, it is great.
However, there are some things that are so annoying it made me abandon the game.
FIRST- and the main - I am left-handed and have set up my mouse accordingly. I.e switched the mouse buttons to fit left-handed use. But this game seems to have only one set-up hardwired, it does not recognise a left-handed set-up. In order to solve some puzzles, such as turn-to-fit-the-shapes late in chapter one, I was forced to go to Control panel to set the mouse up to right-handed. Then everything worked, but I can not play for long with my fingers in such an unnatural position.
SECOND - the game is timed. In itself that is okay, but here it is timed in such a way that you have 30 minutes per chapter. And there are 10 puzzles in each chapter, the time accumulates for each puzzle. But - if you run out of time the chapter 'resets' and you will have to solve all puzzles in that chapter again. Very tedious!
For these reasons, I will not recommend this game. Simply because left-handed players cannot play comfortably, and because of the annoyance of having to re-play puzzles.
This is a very well made M3 - nothing really new and exciting going on, but it is a solid game that shows quality throughout, from an experienced M3 developer.
Choice of timed or untimed mode. 3 matching modes, each with 140 levels. So a satisfyingly long game.
The game premise has become common - earn resources in the M3 levels to build a town (or rather; purchase buildings). In this case it is a sort of children's fairy town with houses such as Pumpkin House, Flower House, etc. There is no story to follow, as such, nothing that needs to be saved or released or anything- just pure matching and building. It is very cute, and the eternal night lit by the full moon gives it a dreamy, peaceful atmosphere. It was perhaps not the most challenging I have played, even on timed mode. there was only one level that gave me problems, but if you run into an impossible level, know that you can switch to Untimed mode without having to re-start.
The matching levels can be tailored to one's preference. At start you have swap-to-match only, but after playing a few levels the two other modes are unlocked. The board/ tile grid can be either sqare tiles, hexagonal tiles or random mix of both - this I liked because it gave a greater sense of variation. Object to match are attractive to look at - a mix of "nature" (pine cones, beetles etc), with "culture" (books, money bags etc) and familiar jewels, amulets and such.
Swap mode: smooth, seamless. Can make matches during a cascade or while pieces are still dropping.
Chain mode: same style as Cradle of Persia, where new tiles are ushered in following the path of your chain. So the direction and where you chose to start your chain matters, as it will affect what tiles will replace them. But for some reason this mode did not give a lot of gold, so if you like this mode your village building may be slow.
Group mode: the group will vibrate when you hover your cursor, to indicate a possible match.
For all modes: Large matches, combos, long chains and huge groups will create a discreet explosion that takes out neighbouring tiles, so it pays off to strive for large matches.
The usual obstacles; chains - single or double Crates - wooden or steel Coloured tiles to break - single or double
Powerups - also the usual bombs, hammer, row exploder, magnet that takes out all of the same tile etc. But strangely enough, no "extra time" powerup, would have been useful in timed mode. You can have 6 of them A nice touch is that you sometimes get the chance to choose which powerup to recharge.
Similar games; by this same developer Lost in Reefs, Wizard Land, Woodville Chronicles
As said, a solid, very well made game from a developer who knows what match3-players expect in a game, who also gives beginner players a chance. I experienced no glitches at all during many many hours of play (finished Swap-mode 140 levels on timed, almost finished Chain mode), the play area is large and tiles are big. And there are trophies and achievements to go for. A long game, pretty, peaceful - even in timed mode - very well recommended!
Favorite Genre(s):Match 3, Card & Board, Time Management, Puzzle, Mahjong
Fun Factor
3/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
4/ 5
Storyline
2/ 5
This game has a slightly unusual matching scheme - a sort of "exchange-to-match". Your cursor is a colour-cannon that you shoot at a tile to change its colour. Right-click to cycle to the next colour. (Marble-poppers have the same mechanism) Timed only Mini-puzzles in between (jig-saw and find-the-pairs) Awards for skillful playing. New difficulty levels unlock after finishing. The objects for matching are pretty to look at. You can keep on matching during cascades. If there are no matches of the current colour, the cannon will automatically cycle to the next.
Making a M3 (or more) will explode the matched tiles and new ones drop down from above. In some of the tiles are embedded Jewels or crystals that will be released when the tile explodes. You must collect a specified number of these each level. It starts out easy - 5 gems, but in the final levels you must gather more than 200 gems in the allotted time.
Apparently, someone has been building a Time Machine and you have been sent back in time. Starting in the pre-historic, you must gather crystals/gems that will power the Time Maching to move steadily forward. The "build buildings in different architectural styles" of the game blurb is a bit misleading, since you don't actually build anything. You only get to watch a house being put together after each level.
Length of gameplay - there are 5 eras/Ages. Each Age has 5 matching levels, and 2 mini-puzzles. But there are at least 3 more difficulty levels after you finish...so you can extend the game quite a lot.
The game has the normal sort of powerups you can purchase such as Fireballs, bombs, dynamite, extra time etc. Blocking tiles that can only be removed with a powerup.
Making a Match 4 will trigger a purchased powerup that will be put onto a tile on the board. That tile can now no longer be repainted. You must then match that tile to actually get the effect of the powerup. This was a cumbersome way of using a powerup and you couldn't really control which PU you'd get.
There are also 3 different super-bonuses that will automatically trigger when you fill the "mood bar" - witch fills up as long as you match tiles. In a way, dust from the exploded tiles fill your mood bar. Very much reminiscent of The Treasures of Montezuma games with their "totems".
Game tip: not buying ALL the powerups can actually be helpful! Since the PUs attach to a tile, that means the tile can no longer be repainted - it becomes 'passive'. So having too many PU tiles on the screen may literally paint you in to a corner. I found that using fewer PUs and focusing on upgrading them to the max was better. Also, as you cannot control which PU you will get, you have the same chance of getting a not-so-useful one as getting a cherished Time-Extender. So is is only logical to not buy the unhelpful ones, to give the ones you really want more space... On Age 4 you get the MOST helpful PU - the one that lets you match complex lines - at angles. (a M3 does not have to be a straight line)
Another tip - don't look at your cannon while you match, look at your cursor. It shows the current colour, with a dot to indicate next colour up. This makes it easier to spot matches, not having to look down, look up, look down etc. Shaves off a few seconds every level. Also remember that you can change the colour of your cannon by right-clicking.
I do recommend the game, it is not bad. But there are flaws.
summing up: A not-bad matching game. It was quite fast-paced, but the way the powerup system was set up, it was actually more down to luck some times than skill at matching. A minus for me. Also, there was no change to the game in the subsequent difficulty levels other than a faster timer an a star next to your player profile name. No real sense of accomplishment. It got very repetitive and monotonous. A pretty game, slightly unusual in the matching scheme, fast-paced to the brink of hectic. But just not truly exciting.
Try "Treasures of Montezuma" 1, 2 and 3 to see what I mean. This game is similar to them in terms of PU system/general gameplay and even visually.
A matching game that has a lot going on. The matching scheme is not the standard match 3 but a nice variation - move pieces anywhere on a board as long as the way is open, but if your movement doesn't result in a Match, then other pieces will be put on the board. Other games call it "token path" matching.
Untimed. 3 game modes: adventure - the main game with matching and city building Lines - keep matching to empty the board Remove em - group match or popper. For access to these last modes, go to "Throne Room"
This game - Hexus - has the added bonus of getting to build an empire. There are also little bonus puzzles in between to relieve the matching, different varieties of hidden object, spot-the-difference, jigsaw puzzles, etc. They can be skipped, but I play them, naturally, as they earn you gold for building.
The graphics/colour scheme is a bit dull-looking and not very luscious, but it fits in nicely with the monochrome feeling of desert.
The tutorial is thorough, but unfortunately not very well thought out. There were too many things going on at once, and I felt stressed as it was trying to teach too many things at the same time. When that happened I started to wonder how important is *this*, when we get rushed to something else immediately? It would have been better if it gave more time between each new thing, giving us time to master it and see why it is important.
But after finishing the tutorial you can settle down and explore the game features a bit more, and the building part is just as much fun as the matching levels.
The game is also quite customizable in that you choose either male or female avatars, and then can choose between a variety of facial features. Also, you as the mighty and all-powerful King/Queen must look the part, lol, so you also get to dress up. Meaning purchase or win clothing items and jewelry to dress your avatar.
The matching levels are nicely varied - the matching scheme is the same all along but how you employ it changes, there are also locks, covered tiles etc. Bomb/lightnings/colour bonuses are available after you purchase certain buildings.
One good tip is to always look closely at the requirements for the level; sometimes you only need a specific number of red balls, green balls etc. Other times you must have an exact match, a Match-8 of red balls, a Match-9 red balls etc.
It is thankfully not timed, and so far I have not had too much trouble finishing the levels. The coulours/graphics are muted in a very desert-like ochre palette (this is supposedly Egypt your re-building after a war), the writing could be better - some of the exposition and written conversations looks like it was written by someone not too familiar with English.
This aside: A good, long, relatively varied matching game, with city building and a little bit of dressing up. Excellent replayability.
Other games with a similar matching scheme: Oriental Dreams Ancient Quest of Saqqarah - specifically the Token Path puzzles in the Temple of Bast
Favorite Genre(s):Time Management, Match 3, Card & Board, Puzzle, Mahjong
Fun Factor
4/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
3/ 5
Swap-to-match only. Timed only - but you have unlimited re-try on the levels if you run out of time so it is not impossible. Fairly long - 41 levels over 5 different 'locations' and when those are finished you can re-play on Hard mode. Unlimited Hint, but it costs points. 2 shuffles each level. But if there are no more matches possible, the game auto-shuffles with no penalty.
The objects for matching are tokens in different colours, and at first glance this may make the boards look dull compared to newer M3 games. In some of these tokens are embedded gems. Matching 3 or more will explode the tokens and free the gems. This is the ultimate goal of each board; complete the level by collecting a set number of gems. The number increases by 5 each level.
As usual, 'skillful' playing #M4, M5, speed etc.# will give bonus items such as bombs, lightning rays, extra time, and these can be upgraded.
Power Totems are essential to winning. These are items that you purchase/upgrade, which holds special powers that will help you win the level on time. Their powers are activated by making its corresponding colour-match 2 times in a row, if upgraded enough additional powers are unleashed by making 3 matches of its colour in a row.
Obstacles: - Steel tokens - cannot be matched, but will move. Fills up the board and gives less colour tokens to make matches. - Chains - locks the tokens in place. Remove by include it in a match. - On later levels the grid #board# gets smaller, hence less tokens available for matching.
There are some mini-games to liven things up, quite easy on the lower levels but gets harder - i.e you have less time to finish, or things move faster. There are trophies to be earned, and they carry over to Hard mode.
There are some minuses: - The whole game feels quite sluggish - the tokens are quick to move when you grab them, but there is an annoying hesitation in the matching/exploding and resulting falling down. This can be taken advantage of, however, because you can make matches above if you are quick enough, before the tokens fall down. If you get into a rythm you can keep this up so that at one time half my board was 'empty' because the matched tokens had exploded but the above tokens hadn't had the time to fall down yet.
- In-game help cannot be turned off. Annoying if you re-play under a different profile.
- If you earn a trophy during a level, the trophy room will pop up while you play, interrupting your flow.
- The power Totems are not efficient enough on later levels, meaning that after you reach about 120 gems to be collected you spend what feels like an eternity on each level.
- The description of the help from the Power Totems is not exhaustive - after upgrading one, a new 'power' is mentioned, but not always what you need to do to activate it - which is usually making 3 consecutive matches of its colour, not just 2.
This is one of the staple Match 3 games that has in some ways formed a mould for later games. Although it is some years old #2009, I think# it has held up admirably. Even with the minuses is still better than many newer of the M3 genre.
Favorite Genre(s):Match 3, Card & Board, Time Management, Puzzle, Mahjong
Fun Factor
4/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
3/ 5
Match type: click-and-drag balls from one spot to another so that 3 balls of the same colour touch each other. There must be an open path on the board.
It is timed, in the sense that if you achieve the goal within a certain time, you are rewarded with goblets - Gold or Silver - wich will give more points - and look better on the map, lol. But you will still be able to finish the level if Gold/Silver time runs out. Finished levels are represented as dots on a map, and you may click on a dot to replay to get a better time.
Smaller see-through balls in a cell show where new balls will appear if your next move doesn't result in a match. So just moving the balls around without making matches will soon fill up the board making it impossible to move. The challenge becomes finding a balance between waiting to get balls of a desired colour, making matches to remove balls, and placing balls strategically either to block formation of balls or in anticipation of balls.
Points earned go towards coins, which may be used to purchase and upgrade bonuses (powerups).
The levels have different goals which add to a sense of variaition and challenge; Collect all runes - which are inside sparkly balls of a colour. Collect tiles - shown with a background colour; then find the matching tiles. Assemble the figure, some Hidden Object levels, collect hidden map - at the end of a chapter of your journey.
Obstacles to matching are Walls that will block balls you need to finish a goal; Protected balls - locked into place and unmovable until un-protected.
Awards/achievements for skillful playing, such as "make 10 successfull matches in a row", or "earn a goblet (i.e Gold or Silver time) on 10 levels"
Screen resolution can be changed in the game, option of custom cursor or not. Also, hints can be turned off, which is nice if you have played before.
There were some things I didn't like; - The achievements screen would pop up during regular play - that was very jarring and made me lose focus. - Movement of the balls - you have to click-hold-and drag to move, it would have been better to just click the ball, then click the desired location and the ball would move on its own. - The hidden object levels! I am not a fan of such, and do not enjoy them in Matching games.
This is a nice matching game with a slightly unusual matching scheme that hooked me by its sheer difference. There is a story to follow for those who want a bit of adventure, and the graphics and backgrounds are wonderfully done.
Other Match-3 games using the same matching premise; for instance Wonderlines - not currently available here, or the Token Path puzzles in Ancient Quest of Saqqarah - the Temple of Bast.