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Étiqueté : Coins generator, Marble duel hack
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27 avril 2023 à 14 h 55 min #56529KieParticipant
Welcome!
About the Game:
At a basic level, Marble Duel does to the Zuma formula what Puzzle Quest did for Bejeweled , though with a bit more finesse. The matching mechanics will be immediately familiar to
Marble Duel. At a basic level, Marble Duel does to the Zuma formula what Puzzle Quest did for Bejeweled , though with a bit more finesse.CLICK HERE TO ACCESS MARBLE DUEL HACK
The matching mechanics will be immediately familiar to anyone who has ever played Zuma and will certainly be easy to pick up and learn for any who haven’t, but the focus on combat and light RPG elements give this game a surprising amount of strategic depth. With over 100 levels available and the promise of more coming at some point in the future there is a huge amount of content here and Marble Duel does a remarkably fantastic job of adding in new twists whenever the formula starts to get stale. The standard setup of Marble Duel keeps things simple and straightforward. Level progression is linear with the exception of four optional levels, every level has three experience-granting stars to earn based on how many full rounds it takes you to defeat your opponent, and the story largely exists as an excuse for the fights (an orphan girl named Evy gets transported to a fantasy land where she must defeat an evil witch named Sandra to get back to her own world). Each level begins with a light tracing the path or paths upon which the ‘marbles’ will come rolling out onto the field. As the goal is to defeat your opponent and not to clear the board, the paths immediately become filled with marbles and any space created from matching three or more marbles of the same color is quickly filled as new marbles roll in and push existing once forward to fill the gap. You control a marble launcher which can be moved horizontally along the bottom of the screen with the mouse, left clicking launches a marble straight forward while right clicking swaps between two different marbles. Most importantly, your opponent is positioned at the top of the screen. This last point may sound minor, but the choice to use this form of positioning instead of, for example, placing you and your opponent in a shared central location or having you take turns shooting from the bottom of the screen, radically changes the gameplay dynamics because nearly every level will contain parts of the field which only you or your opponent can access, moving a marble out of an opponent’s reach by making a combo can be just as important as the benefits of the combo itself. Like in most puzzle games of this type, you perform various actions depending on which colors you match and the strength of each action is based largely upon the size of the matching cluster of marbles. Combat is broken up into rounds (you always go first) and generally in the early levels you get to shoot out two marbles and then your opponent gets two shots and in the later levels this is expanded to allow for potentially setting up larger combos with three shots each. However, the trick here is that you can earn extra shots by creating chains of three or more matches (the number of marbles in each match doesn’t matter), creating a chain of three matches with a single shot nets you one additional shot, four matches grants two bonus shots, three for five, and so on while the AI only ever gets one additional shot for any chain of three or more matches, though it is still free to perform several of these lengthy chains in a row. The game starts as simplistically as possible with only red marbles, which deal damage to your opponent when matched, and white marbles, which do absolutely nothing at all other than to contribute to chains. Over the course of roughly the first half of the game you are gradually introduced to the other types of marbles, which are green healing marbles, blue marbles which grant you a temporary shield, purple marbles which boost the damage of your next attack, yellow marbles which launch a counterattack, and black marbles which deal a small amount of unpreventable damage to whoever matches them, which can still be worth it if you want to create a chain. Blue and yellow marbles are of particular note because of just how they interact with red marble attacks and each other. The shield buff granted by blue marbles prevents a percentage of damage from the next attack you take (even if it’s a counterattack) and, like with yellow and purple marbles, this number grows as you make additional matches for this color. This number can actually go well over 100% to allow it to block additional attacks (ex: a 130% shield will fully block one attack and then block 30% of the damage from the next attack). Meanwhile, yellow orbs build up the counterattack percentage far more quickly and can also go well above 100%, but automatically expend their full charge in a single shot and the damage is based on how strong the initial attack aimed at you was and not how much damage you actually took (ex: if you have an 80% shield and a 200% counterattack and your opponent launches a 50 damage attack at you the result would be that your shield gets knocked out, you only take 10 damage since 80% of it was mitigated, and you launch a 100 damage counterattack). As a result of these shield and counterattack dynamics, gameplay becomes more involved than the standard Puzzle Quest -style dynamics of constantly aiming for the largest matches possible.
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