.
Astral Towers brands
itself as a card game, but this is a little misleading. The cards in the
game represent spells but you don’t have a hand and there’s not even
really a deck to shuffle. Instead you start with a selection of cards
and power points spread across five schools. You can cast one spell each
turn by paying its points cost from your power reserve in the
appropriate school. Your play area consists of six slots in two rows,
with your avatar inhabiting the middle at the back. You can summon
creatures and buildings into the rest, all of which have attack and life
values. After your spell for the turn, all your creatures attack,
removing their attack value from the defender’s life. Front row
creatures have to be destroyed before you can attack back row ones, and
on it goes until one player succumbs.
It’s
really pretty easy to pick up: your first game includes tutorial steps
and it's mostly smooth sailing after that. But that simplicity is
deceptive. On top of those bare mechanics the designers have built up a
considerable variety of card effects and strategies you can follow,
aided greatly by the positional play offered by the two rows of cards.
It’s also almost entirely non-random except for your initial spell
selection in two of the three game modes, which are play against varied
AI levels or - if possible - another human. The third mode is a
map-based game where you follow a very simplistic fantasy plot and pick
up new spells and other power-ups as you battle sequences of
increasingly powerful enemies.
This story mode could be
seen as the centerpiece of the game. And it certainly has that
ephemeral, addictive quality of collecting upgrades that keeps you
wanting just one more battle before you turn off, however long you’ve
been playing. Since your cards and your enemy are fixed, each battle
becomes a bit like an engaging, absorbing puzzle where failure means you
have to go back and plan out a different set of combinations to try and
defeat the foe. Sadly, the AI in this mode seems stuck on a relatively
weak level, the plot proves risible and overly linear, and the text
butchered by grammatical errors. It’s good fun, but it could have been
better with relatively little extra effort.
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