The geometric, moderate style comprises of lively tetromino-like shapes that you use to fabricate your base. Interlocking them perfectly a la Tetris is ideal (however not required) to keep the base running as effectively as possible. As the room shapes are ordered, minions go to work participating in different jobs like construction, food gathering, studying stone monuments, or defense. A portion of the base-building methodology was undermined, however, once we understood we could just cancel a room we had requested to get the next shape in line. For whatever length of time that we did it before the minions began building, we didn’t even get a penalty.
The cycle of battling off assaults, growing and building the base, and afterward bringing them back for another protective round made for an enjoyable tense tug-of-war. That rhythm puts a substantial accentuation on time and assignment administration. Since you won’t have enough cronies to give them devoted undertakings, the majority of your attention goes to swapping their obligations on the fly. A countdown timer is always ticking towards floods of foe assaults, which consistently increase in recurrence and violence. When they draw near, all minions need to get to their protective posts. It’s very stressful endeavoring to put out only some development just before the adversaries started their next flood.
Since the minion behavior is robotized, a lot of the control that fans may expect is missing. You can control what job a minion is assigned to, but they appear to pick their undertakings inside that obligation without your control. We frequently discovered them leaving a room task half-completed and chipping away at another, with no clear reason why. Now and again they settled on completely bewildering resource allocation choices, such as taking food from a living space to construct a room instead of taking it from the completely stocked kitchen. You have no immediate control to stop and divert them, which was frustrating when they would settle on such outlandish decisions.