10,000,000 – A Big Number for a Great Tiny Puzzle Game

Part 3 of the Conquering the Pile of Shame Series

Some video games are so good that you could play for hours and never notice the time flying by or the day turning into night. Other games are so addicting that you end up staying up so late at night that it’s embarrassing. 10,000,000 falls neatly into both of these categories and believe me, with the streamlined and simple gameplay, you will fall into this game for hours without even realizing, too.

At its heart, 10,000,000 is very simple. The player moves the different rows and columns to match at least three tiles together, which deletes those tiles and shifts the board downwards. Everyone has seen this type of thing before, most often on a cellphone or possibly an old Facebook game. 10,000,000 is unique because it gives you both a goal, a way to make yourself better, and the game easier. You have various different shops to buy a variety of upgrades and items to make your journey to 10,000,000 points (the goal of the game) easier. As someone who has played the Civilization series, this game exhibits the same “one more turn” mentality that has sucked away so many hours from players across the globe. For those unfamiliar, Civilization is a city building game that is segmented in turns. You use these turns to research, build buildings, units, and technologies to put you ahead of your enemies and allies. The addictive tendencies come into play after you play for roughly an hour or less; at which point you become always one more turn away from something new or something that might change the tide of a battle or a negotiation. This causes you, the player, to perpetually push off quitting the game for one more turn until you realize the game is over, your family has grown old, you haven’t been to work in three years, and most of your friends have presumed you dead. 10,000,000 gives you the ability to quickly play and restart, putting almost no time between these two actions. That means that you are constantly in-game trying to improve and gain experience to upgrade your capacities to go further, fight harder, and forever push for that one more turn.

The actual game itself revolves around gaining different resources from enemies to build your little castle-esque living quarters into a bustling hub of commerce (for your perusal only of course) and then breaking out of said living quarters. You gain these resources by matching tiles of wood, stone, gold, or items together as much as humanly possible and shoving all of those resources into building rooms and upgrading your equipment which lets you achieve more every time you play. Some enemies have armor and are harder to kill while others are weak to your sword but laugh at you mockingly when you try to use magic against them. So more often than not you have to switch up your tactics with each different enemy you fight and find their weakness and utilize that weakness to get farther in your run. Unless you find a Treant, because those guys are the worst and they hate you.

 

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With the recent rise in “Match-3” style games (Bejeweled, Gardenscapes, Homescapes, Candy Crush, etc.) there has also been a tendency to create a game that is so large and so difficult that it forces the player to buy into small payments of micro-transactions to either extend the amount of turns they have or to give them more digital currency to buy power-ups. 10,000,000 asks for no extra money other than paying for the game itself, which at the time of writing is $4.99 (or on sale for as low as $1.24). 10,000,000 is a great game to pick up and play any time of the day. You don’t need to get invested into a story, or remember any dialogue; all you need to do is sit down and play. With the recent onslaught of games that try to suck money out of you by paying for “optional” pieces of the respective game, it’s refreshing to play a game every now and again that expects nothing out of you other than the slow build to success. If you need a quick and light game to play I would heartily recommend 10,000,000.

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