When I started my first Round Guard game, I couldn't help but be surprised that this wasn't done before. At first glance, the Round Guard looks like a copy of Peggle's most famous, yet interesting title. That may not be enough to commend Wonderbelly's success, but the combination of roguel lifts this new project into its own cycle, turning what would be a shame into a simple but lucrative game with all its own identity.
Players control a rotund warrior, rogue, or wizard as it descends into the valleys below the castle. With each turn, introduce your target intruder into the field of animals, golden pots, and lungs, and watch as your character roars back and forth from one end of the stage to the other. Along the way, you incorporate spells and abilities that change the trajectory, damage badges, and increase your profits. Due to the different skills of each class, a healthy balance arises between the unexpected care of your character and when you choose to activate the skills. As with Peggle, there is something genuinely satisfying about the Pachinko style scene by category, looking forward to editing the chart straight down.
I enjoy all three categories; Wonderbelly has done a good job of mimicking the archetypes of ancient RPGs, from lightning bolts to witchcraft to double stamina-related stunts. I've spent most of my playing time getting back to my favorite, which is a sign of strong balance. The three classes in the presentation feel good but not great; without a wide selection of heroes, it's easy to choose to grow. As it is, I felt like I had seen more of each of the options to be offered after a few hours of play.
Fortunately, fog-like materials call for more restoration. The layout of the sections and the connected map between them change each time, so it's not unusual to leave in the sense that you've experienced the exact same play before. For each run, you gather and equip a variety of weapons and pieces of armor that enhance the given playstyle. That's a fun add-on, but it's sometimes frustrating when random machines back down catch you in success because they don't go well with your skills. Without the wide flexibility to collect and store items to equip my hobby, it is difficult to achieve good design. Being forced to throw something ahead of time (only to wish it after three paragraphs) sometimes leaves me confused.
Marker tickets can be limited, which is a fun way to build momentum during play. You provided a random trinket at the start of the run, which you received at the last of your runs. This is a good reason for the continuation of play, but without choosing that thinki, it sometimes feels like a pointless act, with a bonus that doesn't help your favorite playstyle.
In the meantime, the background characters provide a long engaging way for dedicated players. Finding how to complete a full-blown, doubtful operation by completing a second run is included in the relic. The often challenging adjustments provided by these pieces can be mixed and customized at any time, changing the flow of experienced players, and further extending the life of the game. It made me happy to try to find the winner with challenging colic metals.
The Round Guard is interesting and engaging, both in extended sit-down games and in shorter play times. Bullets and dumbbells pull over the piles of suspended cannons, and strike a tone appropriate for the bright nature of the game. Peggle veterans who are passionate about success should definitely play this clear concept. But even newcomers to this style of bouncy-ball fun will find plenty to smile about this prison-friendly range.