When comparing Mage Gauntlet vs Always Sometimes Monsters, the Slant community recommends Mage Gauntlet for most people. In the question“What are the best Android RPGs?” Mage Gauntlet is ranked 39th while Always Sometimes Monsters is ranked 48th. The most important reason people chose Mage Gauntlet is:
Once the game is beaten, master mode unlocks which has mixed levels and new secret areas.
Ranked in these QuestionsQuestion Ranking
Pros
Pro Master mode
Once the game is beaten, master mode unlocks which has mixed levels and new secret areas.
Pro Robust loot system
Mage gauntlet has a very robust loot system that includes many different armor and weapon sets as well as upgrades for spells.
Pro Unique magic system
The magic system in Mage Gauntlet consists of a limited moveset of four spells that need to be replenished from in world urns, making for a bit of a balancing act of when to use spells in order to get through the tougher parts of each level.
Pro Touch screen controls work great
Like other RocketCat games, the on screen controls are spot on.
Pro Very reminiscent of SNES era games
Mage Gauntlet has the design similar of games such as Chrono Trigger or Secret of Mana, making for a experience full of nostalgia.
Pro An interactive tale of morals
The player is given many choices throughout the game, should they do something good or do something bad. Each will have their own outcome, of which will influence later parts of the game.
Cons
Con Lacks depth in gameplay
Mage Gauntlet is primarily focused on action-based gameplay and tends to forget many traditional RPG-elements such as upgrading and gathering loot. Mage Gauntlet is filled with corridor fights that aren't ideal for extended play, while boss fights lack variety because they all behave in a similar way.
Con Story is lackluster
While borrowing from many RPG greats from the past, the plot feels a bit derivative while also falling a bit flat. Better writing could have definitely helped flesh out the adventure more.
Con Depressing to play
The overall narrative of the game tends to frame the player as some form of loser. Despite all the choices the player is given in the game the outcome tends to be one of two scenarios that are either sappy or flat out sad, neither of which given any sense of fulfillment or happiness.
Con More interactive story than RPG
This game is more or less and interactive story with branching choices. Despite being made with RPG Maker and defining itself as an RPG it plays at best as a casual RPG that leans more towards a regular adventure game.