“To be or not to be…” a slayer of cupcakes and dinos. Shakespeare throwing poetry in the head of candy, and prehistoric creatures create an interesting game world. The shite has hit the wind-up fan in Tin Town, and you get three different campaigns to battle it out for supremacy.
Trouble in Tin Town is a turn based strategy game. The controls are all touch based, and slightly annoying. As with all turn based strategy games you touch a unit, get a grid of available squares to move to, and touch to move. As characters stand close to each other it is easy to reset moves. Other than that the controls work quite well. When you slay an opponent you have to quickly pick up coins that spray out of the carcass.
There is one major flaw to this game, and that is the fact that there is barely any strategy to be found inside. I reviewed Rogue Planet from Gameloft ages ago, and got really annoyed at one of the levels where you only summoned troops to slowly grind the other army down. In Trouble in Tin Town all levels are played like this. Both you, and the opponent spawn too many troops all the time. Even if you kill ten enemies, and control all the coin-spawning chests the enemy keeps spawning. It is not known how much money the enemy has to spend either. To be completely honest it feels like the game doesn’t know either.
The AI is poor at best, and I have yet to see any strategy from it whatsoever. There are treasure chests that should be opened, and protected as the treasure respawns. The enemy never tries to protect those. All the enemy does is spawn units that it moves forward without any idea of how to best beat you. For example it can place the projectile units in front of the melee units.
If you have played Advance Wars on the DS, UniWar, Military Madness: Neo Nectaris, Rogue Planet or Mecho Wars on the iOS you know that a turn based strategy games takes a lot of skill and strategy. In Trouble in Tin Town there is no need to plan ahead, or use different unit types. I beat the entire Historicals campaign by only building Genghis Khan units. Why try to use a strategy when the game doesn’t require or reward it.
Between levels you can upgrade your units using leftover cash from the level. This is far too easy as you get more money than you will ever need if you just hog the spawning treasure chests for a couple of levels.
One thing that is cool, and that can be used as a strategic element is the environment. There are traps, graves and giant eyeballs of pain that can be used to kill and maim. At times you lure opponents into traps, and watch them die. Some traps are controlled by buttons, and timing it correctly can turn the tide of spawning toys.
The presentation in Trouble in Tin Town is ok, but I would have liked to have higher definition graphics. It is a bit gritty, and background are quite simple. The characters look cool, and the Historicals are for the most part hilarious. The Kandy and Prehistorics are less inspired, and quite frankly I got bored right away using those units. A dino can never compare to a dual-axe wielding Abe Lincoln.
The music is great, and the sound effects are decent. Voice acting is sorely missing, and that is sad as this is a game where the developer could have gone bonkers using over the top voice acting amateurs.
Trouble in Tin Town is not a strategy game suitable for the seasoned TBS gamer. It can be highly entertaining as a time waster if you just ignore the strategy, and go for large melee battles. At a buck it is worth getting for the entertainment value of the cool Historicals alone. I hope to see more games using these characters, as they are both memorable and bad-ass.
Trouble in Tin Town $0.99
Seller: Jovian Minds