I didn't see a thread up yet, but since the game came out today, I figured one was warranted.
Platform | XBLA
Release Date | Out now!
Players | 2-player local co-op, 4-player Xbox Live (drop-in/out)
Developer | Ninjabee
Price | 800 MS Spacebucks (aka, $10)
Reviews | Gamerankings (82%)
About
Media
The first game was awesome, and from what I've seen and played so far, the sequel looks much better.
Platform | XBLA
Release Date | Out now!
Players | 2-player local co-op, 4-player Xbox Live (drop-in/out)
Developer | Ninjabee
Price | 800 MS Spacebucks (aka, $10)
Reviews | Gamerankings (82%)
IGN (8.0)
Game Informer (8.25)
Between its humor and pace of rewarding your efforts, A World of Keflings won me over. Yes, there are occasional frustrations with selecting Keflings in crowded spots, but to be fair, I did myself no favors by keeping my towns tight in hopes of decreasing travel time. I like the constant stream of new stuff in World of Keflings, as you are discovering a new building blueprint or special object every ten or fifteen minutes. Plus, the only punishment for making a mistake in World of Keflings is lost time. If you need a break this season from racing supercars or making the bad guy blow up real good, World of Keflings is a refreshing antidote.
Game Informer (8.25)
Ninja Bee has addressed practically every complaint from the previous title, and the experience flows much better because of it. You no longer need to backtrack constantly to build structures thanks to a cadre of devoted flunkies carrying components right to you (theyll even erect some buildings themselves). If you dont like where a structure ends up, you can just push it to a new location without having to break down and reassemble it.
Towering over the other improvements is the presence of local co-op, which was missing the last time around. Now you and your friend (or your kid) can sit on the same couch and go through the entire game together a process made even easier with the split-screen and drop-in features. The game supports up to four players over Xbox Live, but playing with more people in either multiplayer mode doesnt really change your approach. Its just more fun than plowing through the linear campaign solo.
Towering over the other improvements is the presence of local co-op, which was missing the last time around. Now you and your friend (or your kid) can sit on the same couch and go through the entire game together a process made even easier with the split-screen and drop-in features. The game supports up to four players over Xbox Live, but playing with more people in either multiplayer mode doesnt really change your approach. Its just more fun than plowing through the linear campaign solo.
About
A World of Keflings is a sequel to the successful A Kingdom for Keflings for XBLA. Like the first game, World is a simplified world building game, where players control their Avatar as a giant among a population of diminutive Keflings. What you do is build stuff.
The primary way to build things is to assign the Keflings a role. Place them on a resource, and they'll harvest it. Place the harvesters in a workshop, and they'll move what they harvest to the workshop as they go. Or, assign dedicated resources movers. Your job is to direct traffic, construct the buildings, complete objectives, and chip in yourself to help out where ever you see fit.
Use the resources to construct components, and assemble them into buildings. Doing so unlocks the next in a set of periodically branching blueprint trees. As you go you'll uncover additional ways to upgrade yourself and the Keflings and buildings around you. Gradually, additional resource processing is layered in, and you'll have a buzzing army of productive little workers to do your bidding.
Also, you can abuse them.
World of Keflings adds in same-system co-op building, multiple environments that link together, a longer story mode with a greater emphasis on objectives and characters, and greater customization options for the kingdom.
At no point will anything come along to wreak your stuff. The penalty for wanting to move something is the time it takes to break it down and move it. It's a low-stress, streamlined world building and resource management game.
The primary way to build things is to assign the Keflings a role. Place them on a resource, and they'll harvest it. Place the harvesters in a workshop, and they'll move what they harvest to the workshop as they go. Or, assign dedicated resources movers. Your job is to direct traffic, construct the buildings, complete objectives, and chip in yourself to help out where ever you see fit.
Use the resources to construct components, and assemble them into buildings. Doing so unlocks the next in a set of periodically branching blueprint trees. As you go you'll uncover additional ways to upgrade yourself and the Keflings and buildings around you. Gradually, additional resource processing is layered in, and you'll have a buzzing army of productive little workers to do your bidding.
Also, you can abuse them.
World of Keflings adds in same-system co-op building, multiple environments that link together, a longer story mode with a greater emphasis on objectives and characters, and greater customization options for the kingdom.
At no point will anything come along to wreak your stuff. The penalty for wanting to move something is the time it takes to break it down and move it. It's a low-stress, streamlined world building and resource management game.
Media
The first game was awesome, and from what I've seen and played so far, the sequel looks much better.