One Week With 1000 Heroz

You may remember a while back when 1000 Heroz was first teased with the grandiose claim of being a game that lasted 1000 days. It was met with a fair bit of scepticism on TSA, so we thought we would bring you our impressions of 1000 Heroz after a week of play.

The premise behind the game is as simple as they come. Get your character from point A to point B as fast as possible, whilst collecting various stars along the way. Every level has a bronze, silver, and gold rank depending on whether you beat the relevant times, and if you get silver or above you are awarded that level’s ‘relic’. So far levels have been relatively easy, with a few jumps, a smattering of drops and a number of obstacles placed in your way.

The real hook comes when you open up the game the next day to find a new character awaits you, along with a new level, new times to beat and a new relic to try and win.

I guess the first thing to clear up is that if you’re looking for a really meaty, in-depth game then 1000 Heroz isn’t for you. Levels last under 30 seconds, with gold times normally around the 19 second mark, so this is very much for arcade enthusiasts who like to try and best their previous times, as well as conquering the leaderboards.

It’s this replayability that developer, RedLynx, is counting on to make 1000 Heroz a success, and to be honest they may be onto something. Despite being simplistic, enough carrots are dangled at the player to make them go back and try again. At first you will simply want to beat the level, but then you’ll want to improve enough to win the relic. Some may be satiated by that, but then you’ll glance upon the leaderboard and see your pitiful placing that needs to be improved ASAP. If that wasn’t enough you are also ranked, and you can only increase your rank by collecting more and more stars.

You can also join a Custom League to compete against friends, and in my opinion this would make from some interesting TSA battles.

After a week of play my only negative point to make is that the jumping mechanics are too floaty for my liking. I like my characters to have a sense of weight behind them, but this is sadly lacking in 1000 Heroz. It doesn’t break the game, but there is a period of adjustment needed for those brought up playing the likes of Mario.

I do like 1000 Heroz. It appeals to that part of my brain that strives to be the best and make others tremble before me. There is also the matter of the price: 59p. If you take the plunge and the game hooks you in it’ll be the best 59p you’ve ever spent, and if not…well, it’s 59p.

10 Comments

  1. Nice idea, but whats with the graphical style?! It seems that every developer is going for this bubbly, shiny look for a handheld game when it feels so dated and boring. COME ON PEOPLE!

    • Its the limits of flash.. (I think its flash)

      • it’s so far from flash it’s funny

      • Well they could’ve went for 16 bit or even hand-drawn sprites. It would put me off if I was buying this (just sayin)

  2. I like the idea, but that floaty jumping looks well annoying.

  3. Looks pretty decent. Might have to pick this one up after all.

  4. Good idea though huh? Must’ve taken some programming to make 1,000 characters, 1,000 relics, 1,000 levels etc. Shot themselves in the foot a little bit here though, nobody will buy any of their other games in the next 3 years as they’ll all still be hooked on this!

  5. This game has unleashed a rage inside me that I didn’t know I had. The jumping mechanics are a pain to put it politely and the gold times are unforgiving. I think I was actually crying while replaying the same level over and over and over and over again to get that gold time… I thought this was a casual game where the difficulty will rise slightly over time. I played the level for day 14 and it took me around 100 restarts to get the gold time. This game will destroy me. I hate it. I can’t stop playing it…

    • That last sentence is the absolute best way to describe it!

  6. Bought it, very interesting.

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