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Review: Toy Rush (iOS)

av senses.se

Toy Rush, a free-to-play game, presents appealing visuals and a solid core concept, but its appeal is diminished by the restrictive nature of the “free version” and a noticeable pay-to-win element.

Toy Rush1

At senses.se, we are not inherently opposed to the free-to-play model. Indeed, several games skillfully implement this approach, exemplified by EA’s Plants vs Zombies 2 and Digital Extreme’s PS4 title, Warframe. The F2P model is likely a permanent fixture, and developers understandably need to monetize their investments. King, the Swedish gaming company, adopts a minimal initial entry fee for its Candy Crush saga, achieving a balanced approach by enticing players with engaging match-three gameplay while providing sufficient free play to encourage microtransactions, a strategy that has proven highly lucrative.

However, it is unlikely that Uber Entertainment will achieve similar financial success with their card-based RTS game, Toy Rush, despite its inherent charm and relatively accessible gameplay. Obvious parallels to Clash of Clans are immediately evident. Players assume the role of a commander within a toy-themed world, managing units represented as playing cards. These cards are acquired by expending tickets (generated passively over time) and collecting bottle caps, which are then used to purchase randomized packs containing new units and base upgrades.

toy rush super toy

The unit cards themselves are aesthetically pleasing, and the ability to customize the base with elements like plush fabrics and toys contributes to a child-friendly atmosphere. However, Toy Rush may not be entirely suitable for younger audiences due to its reliance on menus, strategic base planning, and a significant degree of grinding. The initial levels are straightforward, introducing core mechanics such as unit type advantages. Players also select a “super toy” with unique abilities, which requires rest between missions (unless expedited via in-app purchases). Base defenses can be expanded (as the base is also vulnerable to attack) and construction times accelerated by spending bottle caps (or, if depleted, real currency).

As our evaluation occurred prior to the game’s official launch, the multiplayer functionality was inactive (or sparsely populated). We anticipate that player-versus-player interactions will enhance the overall experience, enabling strategic raids on opposing bases with diverse unit compositions. While brute force can overcome many levels by overwhelming opponents with sheer unit quantity, achievable by deploying numerous cards (with no apparent deployment limit), card acquisition requires substantial bottle cap expenditure (or, in their absence, coins). Consequently, the free-to-play model impedes gameplay flow, mirroring criticisms levied against Clash of Clans: progression feels artificially slow and waiting times are excessive, while bypassing these limitations proves costly.

Final verdict: Toy Rush exhibits charming design and an accessible entry point, aided by a comprehensive tutorial. However, its complexity may present a challenge for younger players. Ultimately, the game feels somewhat restricted, prioritizing asset acquisition over skill and strategic depth – superior cards often dictate victory. Fans of multiplayer strategy games, particularly Clash of Clans, may find it appealing. Others are encouraged to sample the free version, available for download, to assess its suitability.

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