The power-ups, too, should be an unlock from the start, or at least something you can opt out of if needed, as they simply make the game better. The description of the power-up doesn’t portray it that way of course, so you’ll have to figure that one out yourself. So, if you have an element that has one match in total, but you have made that match already, well, Doodle Devil: 3volution will proudly shout ‘hey, this element has a match!’. We say ‘weird’ for a number of reasons: these power-ups don’t actually work as you’d expect, for a start, as they don’t show you feasible pairings now, they show you feasible pairings from the moment the game started. That’s the ‘impossible design problem’ of Doodle games, and we’re not convinced that they are wholly functional or enjoyable. There’s little joy to be had in it, but if you want to dodge the dead-ends and actually make progress, it’s essential. The game becomes a process, and you may as well be Homer Simpson’s bobbing bird toy. Everyone we’ve talked to does the same thing: you start methodically combining every element with every other element, working from row to row, ensuring that you haven’t missed a feasible match. So what happens? We devolve into the same pattern that we do in every Doodle game. It becomes some kind of torture as you wonder whether you’ve tried ‘fire’ on absolutely everything. You’ll forget that you’ve made a connection already, and a lengthy animation will produce the same element that you’ve had dozens of times before. This isn’t just because some connections are illogical (they are) and some perfectly logical matches don’t lead to anything (they do, like the vampire and blood), but it’s because the number of elements soon becomes unmanageably large, and you lose track of what you have or haven’t matched. The problem is, playing logically leads to dead-end after dead-end.
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