![]() The first pack has one hundred puzzles and start off rather simple and gradually work their way up in difficulty. Each pack has a rating out of five stars to show how difficult the puzzles can get. There are four you can purchase that range from $3 to $5 depending on the pack, or you can get all four for about $10. When you first start up the game you have several puzzles you can solve to learn the bare bones basics of the game, but beyond that you can’t do much else until you hit up the 3DS eShop to purchase a puzzle pack. Stretchmo is a game that falls into the category of “freemium” games. In the early going though it’s one of those things where if you’ve played Pushmo then you’ll have no problems with Stretchmo, even with any new mechanics the game throws at you. In later puzzles you’ll encounter different mechanics such as ladders that’ll take you to different parts of the puzzles, as well as arrows you can jump on and extend all blocks of that color up to two spaces out (the maximum you can pull any block) in the direction that the arrow points. You can also run around the back of the puzzle and push and pull the back out, basically making the puzzle 3D in a way. In Stretchmo you can now grab the sides of the blocks and pull and push them in and out as well. In Pushmo you can grab a block by the side and slide it in and out, but that’s it…well, in terms of grabbing it from the side. Stretchmo introduces a new way to move the blocks. However, if that’s all that Stretchmo was it wouldn’t make for a very compelling game and people would complain about why it wasn’t just DLC for Pushmo. The premise of Stretchmo is pretty much that of Pushmo in which you solve puzzles by pulling and pushing blocks in and out in order to reach your goal. Anyway, it’s time to see if Stretchmo can bring anything new to the table. I’d make a joke that the next game ought to be called Pullmo but since you can already pull blocks that would just be redundant. Now sadly I never played Crashmo but I now have the opportunity to review the next sequel Stretchmo. It was an interesting take on the puzzle game genre and later spawned a sequel Crashmo. To get to the goal you have to push and pull blocks in and out as well as utilize objects such as ladders to get there. So I understand your complaint entirely.A while back I had the chance to review Pushmo, a great puzzle game in which the goal was to reach the…well, goal of each stage. Having to purchase content, or for a server-dependent game like Collectible Badge Center, having to download new data, kills this off. No middleware logos, you start the game and see the title screen, or whatever you were last doing. ![]() My biggest problem so far is how these types of games take away the immediacy of portable gaming, which is something premium first party titles on 3DS and mobile get very right. Playing a chunk of the game at the start, before any payments - and this is true for EA's Free-to-Start Dragon Quest Inquisition- is arguably the main point of Free-to-Start. ![]() Who said Nintendo doesn't keep up to date with gaming trends. Nintendo's decided to follow the smartphone model, which is proven to engage players more than sending them out of the game and into another piece of software to purchase add-on data. ![]() The thing is, the problems you mention are hardly isolated to Nintendo - they are called "In app/game purchases" for a reason.
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