mojilove

dictionary jockey

JA→EN translator. Overeducated and unlearned. Writing systems / shmups / nanoloop / lumines / puns / nonsense / memories / banality

avatar stamp made by my thrice-verified soulmate. header made using The Death Generator


日英翻訳者 / ユダヤ人 / 文学バカせ / 文字マニア / 小並感の塊 / 人間(堕落者)

身体の104%が文字と文字愛でできおり、残りの29%は肉体。STG・PZLとFM音源も好き。

日本語垢: @mojilove-j


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got a chance to try out yumeiro yuram! it's gonna take a bit more getting used to but I like it. at my beginner level, I got an advantage against a similar beginner by screenwatching a little bit, and launching decent sized attacks as quickly as possible when I was confident that the opponent couldn't counter. but I also played someone else who was much better at planning yaku than me and I got pulverised

the game starts you off with a few tetrominos each time, so you have to plan yaku that work with that starting arrangement. I was just trying to match colours and make spreads (bottom half full of tetrominos) or squares, but I got a lot of "all colour" and "shape connect" yaku without planning anything

the character in the demo has a character skill that increases the chances of pieces with two of the same colour appearing. another character's skill increases the visible "next piece" queue from 3 to 5. I wonder what skills the other characters will have

gonna play a bit more now


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in reply to @mojilove's post:

I gave the demo a try, seems pretty interesting! Curious what the full game's going to be like. The way you can choose to fire off supers reminds me a bunch of Sakura Wars Columns; haven't really seen that style in other puzzle games.

I'm looking forward to the full game too - I haven't tried the story mode yet, but the conversations are apparently very similar to the interludes in puyo, so that sounds nice. I guess the mission mode will either be like nazo puyo, or maybe the stage attack modes in panel de pon.

Yeah, the only other puzzle game I can think of with an attack button is Nyoki Nyoki (ah I hope that gets a modern port one day)