Ruthless Conquest
- First released: January 27, 2019
- Versions: 3 archived
- Installable: 3 of 3
- com.candyrufusgames.ruthlessconquest
Requirements: Compatible with iPhone and iPod touch. Requires iOS 9.0 or later.
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8 of 21EDIT: I’m going to preface this review by saying that the reason I’m so incredibly frustrated with this game is because it has so much potential. This could easily be my favorite mobile game of all time, but it’s so broken, it’s completely unplayable. Anyway, this is my original review right here.<br/>⬇️⬇️⬇️<br/><br/>This is the most insanely frustrating game I’ve ever played. No matter what you do, your AI enemy will always receive reinforcements to crush you, you will always get attacked by the white fleets. Your AI enemy will have every advantage, and you will never win, not if you played for a thousand years. The AI can have 8 planets each, and you only have 2, and your enemies will STILL receive random reinforcements. The game says that the weaker player will receive reinforcements. Really? Like, really? Are you sure? Because I played for three hours, and never received reinforcements once. The AI? They received reinforcements 18 times, EVEN IF they were already crushing me. There is no strategy that’ll ever help you against a game that has meticulously ensured that you will always lose no matter what you do.
Title says it all
I love the game, how it looks, and the space theme, but the white “Antarans” are NOT fun.<br/><br/>I want no Antarans and slightly fewer reinforcements. Then this game would be perfect. Reinforcements make some sense, but Antarans are lame and extremely strong.
iPhone 16 Pro 512GB, iOS 26<br/><br/>Praise:<br/>Man, where do I begin? This game is [phenomenal]. <br/><br/>If you ever played Solar Scuffle on Roblox, you’ll be very familiar with the game’s mechanics. If not, it’s pretty easy to learn.<br/><br/>There are people who complain that you can’t beat the AI in it, but I’ve beaten it on brutal mode a few times now and realized it really comes down to the user. Really you have to come up with your own method for every situation; that’s the beauty of actual strategy games (not most games engineered for dopamine today).<br/><br/>Literally this is the game I’ve been looking for on mobile for the longest time and I’m in love with it.<br/><br/>Complaint:<br/>With that being said, my main complaint comes down to the lack of optimization over these past couple of years. Mainly I can’t have my Spotify running and play the game without it disconnecting or crashing.<br/><br/>Tips:<br/>Add a feature or two to the gameplay. Not a complaint, but it may help with retaining players.<br/><br/>To those reading this:<br/>Get this game and review it to push the algorithm forward. This game genuinely deserves more attention as it’s one of the best I’ve played, period.
I’ve literally spent hours upon hours playing this game. 10/10 would recommend.
It would be hard to ask more of this game with how simple and good it is, let alone with it being free. It’s the perfect mobile game as it can be enjoyed for brief free moments or late into the night time hours.
I like the game it’s cool but number one fix how the antarans go after one planet. number two try to update the game and make it were you can chat in the game. After when you update that then I will see how the game is. But this game is really fun though.
After devising the best strategy with my partner we’ve found that the amount of unfair reinforcements and “white fleets” in the game that the enemy at an even playing field can have is simply abysmal.<br/><br/>“Forget about the fact that you and your opponent are equal in term of fleets. Let’s just give one side the extra boost they need to trample the other side!” So basically, if the game doesn’t aid you and you’re up against an amazing player who randomly receives help from the game, you should mind as well quit. (Not an actual quote, just a parodied example).<br/><br/>And this is for a match where distance is unlimited. If you play on unlimited the best strategy we’ve found is to forget about defenses and just dominate from least numbered planets to high, before focusing on dominating the opponent.<br/><br/>Don’t even focus on “special planets” enemy will just wait before taking it, or dominate you if you try to build up. Now with regards to if it’s a short distance match it’s an even bigger gamble (and this isn’t even scratching the surface of the overall reason for why it’s a big gamble).<br/><br/>Because first of all, the game is asymmetrical and the numbers it takes to colonize is asymmetrical (different) on both sides. This means that one side can have 8 planets while the other only has 6 or 7. One side requires less of a fleet to take over neutral planets. The other requires even more to take over their side of neutral planets.<br/><br/>Special planets can also be randomly generated in such a way where:<br/><br/>Player A - Captures one special planet from THEIR side of the map before accumulating higher numbers for the second special planet.<br/><br/>Player B - Does not have a special planet on his side; it’s located in the center or in such a position that player A can easily take it.<br/><br/>This means that player A can wait for player B to take the special planet, then fleet spam and instantly win since there’s no such thing as retaking a special planet.<br/><br/>With the current functions of the game randomly generated maps just isn’t practical. This is why games often have hand crafted maps. I can understand why the developer tried compensating with reinforcements and white fleets but it does so much more harm than good that it brings me to my final point:<br/><br/>Reinforcements and white fleets are either a broken part of the game or one of the worst decisions to make if the dev wants this to be a strategy based game. What’s the fun in trying to dominate your enemy in an EQUAL PLAY-FIELD when suddenly they gain the reinforcements necessary for instantly dominating you?<br/><br/>If two players were perfect, the game would randomly favor one of them and overall leads to why it’s such a gamble. Dev, here’s my advice:<br/><br/>Add minerals and/or energy to planets so that as you colonize, you can use minerals and/or energy to get reinforcements. My point here is essentially to grant both sides equal tools so it’s fair.<br/><br/>Next, hand craft maps or make it to where randomly generated maps are symmetrical. Also, I don’t know if this is a bug or what but:<br/><br/>When a player is on the verge of losing his special planet that the enemy is conquering, but manages to still pour in more fleets; don’t make player B instantly lose just because player A took it. After 10 seconds (or any time) is up for the duration required to keep the final special planet, that’s when they can win for holding the last one for a certain amount of time.<br/><br/>Add a tutorial, that’s just a must if you want players to have the incentive to keep playing without the frustrations of not understanding certain game mechanics. <br/><br/>Even if my advice is impractical, the emphasis is on the fact that it’s imbalanced and isn’t a strategy based game. It’s just a random cluster of circles where one has the advantage and the others doesn’t. In which even if it was symmetrical, these random white fleets and reinforcements unnecessarily favors one of the players.
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