S-kladom Game Reviews
S-kladom Game Description & Overview
What is s-kladom app? S-kladom is a simple game about warehouse management. However, simple does not mean easy. Carelessness begets mess, and mess quickly leads to loss ;)
Features:
- Easy to learn
- Campaign with 250+ levels
- Map editor
- Clean UI
- Smooth animations
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S-kladom 1.240223.1 Tips, Tricks, Cheats and Rules
What do you think of the S-kladom app? Can you share your complaints, experiences, or thoughts about the application with Ivan Yakovliev and other users?
S-kladom 1.240223.1 Games Screenshots & Images
S-kladom iphone, ipad, apple watch and apple tv screenshot images, pictures.
Language | English |
Price | $1.99 |
Adult Rating | 4+ years and older |
Current Version | 1.240223.1 |
Play Store | yio.tro.kladom |
Compatibility | iOS 8.0 or later |
S-kladom (Versiyon 1.240223.1) Install & Download
The application S-kladom was published in the category Games on 15 September 2022, Thursday and was developed by Ivan Yakovliev [Developer ID: 1415296140]. This program file size is 64.2 MB. This app has been rated by 6 users and has a rating of 4 out of 5. S-kladom - Games app posted on 23 February 2024, Friday current version is 1.240223.1 and works well on iOS 8.0 and higher versions. Google Play ID: yio.tro.kladom. Languages supported by the app:
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Find on this site the customer service details of S-kladom. Besides contact details, the page also offers a brief overview of the digital toy company.
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S-kladom Comments & Reviews 2024
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Boring.. The game truly is just boring. There is no strategy, just move blocks from here to there and hope you guess which one is going to be needed first. Guess wrong? You lose. Guess right? You win that round, get ready for the next 5 rounds of hoping you guess correctly.
Another great Ivan game. Be nice to lose the frustrating hard time limit for Bronze/Silver/Gold time awards
Overall fun, but could use improvements. I liked the antiyoy game so I wanted to check this one out, too. Overall the concept is fun and I enjoy playing. I think the most important improvement is related to the pathfinding logic + UX improvements. To the developer, I recommend checking out Prison Architect (especially the mobile version) or Blockheads to get some comparison on player feel - the touch mechanics are quite similar, so I think it’d be beneficial. I find that a useful measure of how to make these specific changes are whether or not it’s the “player’s fault” when an issue goes wrong, or if it’s the “game’s fault”. Obviously these things can be subjective but here is what I’m driving at: Very often I find the bots cannot predict how actions I’ve assigned them will affect their future position, and as a result, they’ll be “trapped” in a corner by their own tail of minerals and can’t get out. I find I have to do some complex trickery to coerce the bots into not bumping into an object merely two squares away or picking up minerals in such a way that doesn’t completely trap them in the corner. On the one hand, (especially as a manager irl) managing the intellectual inferiority of your units may be a worthwhile challenge that can in some sense be part of the game’s appeal, but I find the frustration to be more related to the inconsistency. Like, sometimes they don’t trap themselves and sometimes they do, and there isn’t an obvious way to work around it. For that reason it comes across as a bug and not an intentional challenge. It’s most annoying when the bots run into each other and can’t foresee objects on their own path until they immediately bump into it. For the most part, it’s not an issue when I’ve clearly ordered the tasks in a way that is clearly wrong; for example sometimes I ask it to pick up three of an object but I queued the one far away instead of the first one the bot could reach: fair enough, that’s probably something I should avoid. If the bots are going to be dumb and require micromanaging, then imo it should be consistent how dumb they are. If they’re going to be smart they have to be really smart - it’s the inconsistency that causes the greatest frustration. The other bit is I can “cancel” a drop off action but not a walking action, so sometimes I’ll find my bots dropping off three blocks and then walking in all the places I cancelled, and getting stuck as a result - so I have to cancel all of my queued actions just to rescue them. That’s annoying. It should be possible to cancel walk actions as well, simply by tapping again. Those little UX and pathfinding issues are enough to make me want to quit and restart the level which is very aggravating. I wouldn’t call it game breaking but it definitely removes from the fun, which is unfortunate because I do find myself wanting to try and get better at it. So overall I think there’s a great game and concept, but it just needs a little polish. Great work as always 😊
Almost perfect. I’ve played a ton of your games and enjoy this one a lot, my only knock is when I give one bot an order and the mis tap the next bot and accidentally give the first bot a ton of useless instructions. Two things could be done I think: Have the option to replace the eraser in the bottom left with a simple undo so I can remove only one command from the stack. The other would be to diselect a bot after you designate where to place all the blocks it has and will have by the time it runs the accidental command, IE pick up three boxes and place three blocks the auto deselect that bot. I can’t wait to see what you make next!
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Great game, worth much more than its price. This developer consistently makes simple, challenging, and replayable games. There are no ads or micro transactions that impede play, just a thoughtfully designed game that makes me want to keep playing.
Great game.. Very addictive and quirky little game. Love it. Although, campaign levels could be harder.
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