Micro RPG

Micro RPG

With a unique fight system

App Report, Market and Ranking Data
category
price
Free (IAP)
Reviews
4.7 (5.2K)
United States United States
Description
With a unique fight system
- Turn-based game, combining reflex, strategy and luck.
- Unique spinning combat system
- Beat waves of monsters
- Collect amazing weapons and heroes
- 10 worlds in the campaign mode with boss fights
- 4 unique special events

Fred & Dom wish you a good game!
Category Ranking
Not enough information to display the data.
Review Breakdown
Not enough information to display the data.
Screenshots
Reviews

Cool, right MiTrans

Cutie and whimsical gameplay, but there’s a lot of video in micro transactions

Pointman13Sat, Apr 13, 2024
United StatesUnited States

unskipable ads

L for that, good game outside of being forced to watch ads or not level up stuff in events.

emmas funtime starsTue, Apr 2, 2024
United StatesUnited States

Starts out great, rapidly becomes unplayable

It starts out fun but the first sign of trouble came when I noticed the weapons and upgrades are random. Making some weapons completely useless if you never get the upgrade points. This incentives spending money to get more weapons and upgrades, while I understand this is a standard business practice, but it doesn’t make it any less scummy. I played the same level 15 times until I was lucky enough to have the enemies line up perfectly to complete it. The armor mechanic is a neat idea, making those big group shots important. But often times, especially with the clams, there is no way to hurt them as the enemies all wander away. It feels incredibly unfair as there is very often no possible way to complete main quests. The characters are boring. Having only a 10% chance to receive any sort of benefit is meaningless 90% of the time, literally. When a game is 5% skill and 95% luck with a heavy emphasis on RNG, its not worth the time investment only if you’re unwilling to spend money. Overall this is a great concept with terrible and greedy execution.

JimhaswingsThu, Mar 28, 2024
United StatesUnited States

Great potential, ruined by execution.

I loved everything about this game when I started. The concept, the character and world designs, the combat system. I am chronically ill and spend a lot of time too tired to even sit at a computer, so app games like this have been a great way for me to pass the time with fun, engaging activity. But the sudden difficulty amp-up with no clear instructions on how to improve my weapons and characters was a huge, huge bust. I dragged my way through the water level, relying on pure luck throughout most of the stages, hoping that it was just a fluke and the next level would balance out again. No dice. It's so incredibly frustrating how much you have to rely on luck and RNG to get you through a level. I think if the enemy AI wasn't randomized, but instead consistent in each playthrough, it'd be a lot better. The issue isn't my power level, it's how enemies frequently line up in unwinnable situations; eels and squids debuffing me multiple times every round, monsters who require a minimum combo in order to hit despite being isolated from everything else on the map... Consistent behavior would make the challenge something I, the player, have control of; failing would teach me something about how to beat the level. Instead, I'm stuck relying on RNG. I'm helpless, there's nothing I can learn or adjust to improve on past attempts, and nothing short of wildly overleveling or dumb luck will see me through the level. It's not about my skills or intelligence, and that's frustrating and unsatisfying. I'm not happy when I beat a level, because it reflects nothing about my skills as the player. I just got lucky. It's extremely disappointing, as I really do like a lot of the elements about this game, and I think with more intentional map design, or even just an improved AI pathing that isn't so random and uncooperative, the game would easily be a new staple in my collection. It's cute, it's visually and auditorally pleasing, it's got a lot going for it that made me fight really hard to enjoy it. But that's just it: it's not fun. It's random and frustrating and it gives me little to no opportunity to improve my own skills or knowledge, because nothing about each attempt is consistent. It doesn't matter if I've learned the tricks and mechanics of the enemies, because more often than not, how they line up in random, unintuitive places means I can't counter it anyway. Ultimately, my problem isn't that I'm struggling on these levels, it's how I'm struggling. Luck and severe overleveling are not things I can improve in; while the occasional happenstance of one or both can be thrilling, having to rely on these things alone leaves me extremely frustrated and, frankly, disillusioned. There is no, "Oh, I get it! I'll do better next time now," because no amount of 'getting it' will help me against 'waiting for luck, or simply breaking the level by being way too overpowered for it'. I really hope the developers might consider revisiting how their enemies behave in general. I think even just SOME consistent behavior would provide the player with more control and opportunity. Stuff like, "Okay, the eels are together on Turn 7, but on Turn 8 they'll separate and attack, so I have to take them out on 7," would help so much, because it creates problems that can be learned and countered without relying on chance. I also think it might be beneficial to nerf some of the debuffs like that of the eels and squids; for example, I really enjoy the concept of the shocks making my attack zone spin faster, and the ink removing the arrows telling me when the enemy is inside my attack zone. I think these are super interesting debuffs that require extra skill to overcome! I like them a lot for the challenge they present, while still leaving the player with some way to compensate for them. But I think when you add in the (frequent) possibility that you'll be debuffed every single turn, the damage reduction to your weapons, AND the fact that these enemies also have the highest damage outputs, PLUS the random AI that often separates attacking enemies, preventing me from ever countering all of them, it overwhelms the interesting challenges and forces reliance on luck or overleveling again. There are a lot of ways this could be improved, I think, with removing the high damage being the simplest, in my opinion. By letting these special enemies function as support to their legions of stronger, heavy-hitting monsters, it creates a better balance and an emphasis on strategy. "Do I take out the debuffer, or this group of brutes? Which is worse, the debuff or the damage?" Same for the clams; their combo minimum and their shell barrage are both super interesting, but both at once creates a really big problem that should be reserved for bosses. In fact, the bosses are the one monster I wouldn't want to see changed (aside from the overarching issue of AI pathing), and perhaps even beefed up a little! Bosses doing high damage, debuffs and having a combo minimum makes them formidable, but the balance is in the fact there's only one. They SHOULD be considerably stronger than the rest, but I think a lot of the enemies in the water level are nearly bosses in their own right. Again, it leads to luck and overleveling being the only factors in these fights. I write all this because I see so much thought, care and potential put into this game. It really is beautiful looking, and I think it has a ton of promise. I would genuinely love to see it rebalanced, with a much stronger focus on player skill and agency, and I'm going to keep it installed so I can check in every so often and see if that's been done. I spent $20 on the ad-free version, and despite my disappointment, I don't regret spending it. I hope the developers will consider it an investment to further emphasize my intentions with this review, and my hope for the future of this game. Thank you for your time.

lookitsjoshyWed, Mar 27, 2024
United StatesUnited States

Fun concept but levels are too difficult

Game was fun and I was unlocking new weapons until I reached water world. The enemies are impossible to defeat and they have an almost 100% hit chance. Unless u p2w and get some of the rare weapons, it is impossible to get past a level. The benefits u get from chests is minimal and the gems dropped is also minimal. Ive been stuck on one level for 3 days and mind you I downloaded this game 3 days ago. I understand it takes time to create content but please understand that there is a reason why players are quitting and it’ll be best to fix that before anything else.

Kiela BreeTue, Mar 26, 2024
United StatesUnited States

Ta bueno

Ta muy bueno

E D E N el pnd xdddddSat, Mar 23, 2024
United StatesUnited States

Predatory p2w tactics

Just another game to stay clear of due to predatory tactics. The biggest is their absurd pricing for gems. It’s $11.99 usd for a pack of 1300 gems but if you want to use to 10x wishing well for better rates at pulling epic then it costs 10 trigems which costs 1600 gems. So you’re required to buy more than 1 pack just for that pull. The greedy tactics only get worse the more you play. Do not give into devs like this. Find another game to play.

Theconflict...Tue, Mar 19, 2024
United StatesUnited States
Download & Revenue
DOWNLOAD 34.2KMar 2024Worldwide
REVENUE$2.4KMar 2024Worldwide
download revenue
About
Bundle Id
com.joliyeti.microrpg
Min Os. Version
12.0
Release Date
Wed, Jan 26, 2022
Update Date
Fri, Mar 22, 2024
Content Rating
9+
Has IMessage
No
Support Watch
No
Support Siri
No
File Size
236.44MB
Has Game Center
Yes
Family Sharing
Yes
Support Passbook
No
Supported Languages
English, French, German, Italian, Korean, Polish, Portuguese, Spanish
Featured
Apr 28, 2024
Games
Essential Role Playing Games
6th
Apr 28, 2024
Games
Take It Offline
16th
Apr 27, 2024
Games
Essential Role Playing Games
6th
What's New
version
1.10.16
updated
1 month ago
- Fixed Bow's push back
- Fixed Whip collision zone, so it can reach hearts just outside the field)
- Fixed the highest damage dealt, which was sometime considering fatal hits numbers from Forest Fog

Please contact us through in-game settings if you have any issues.
Top In-App Purchases

Name

Price

Starter Pack
$4.99
VIP Permanent Ad-Free
$19.99
Ruby Pack 1
$1.99
7 days Ad-Free Rewards
$6.99
Ruby Pack 2
$4.99
Starter Pack
$4.99
Medium Pack
$9.99
Ruby Pack 4
$19.99
Ruby Pack 3
$11.99
Permanent Ad-Free
$14.99
Newsletter

Subscribe our newsletter and get useful information every week.

Stay Ahead of the Market with StoreSpy
Never miss opportunities
Watch your competitors closely
Start boosting your app right away
Start Now
stay a head