Version Reviewed: 1.1.2
App Reviewed on: iPhone 4S
Graphics / Sound: Rating:
Game Controls: Rating:
Replay Value: Rating:
MUJO is an odd little game. On one hand, it's a relatively simple match-three puzzler that most iOS users would be very familiar with. On the other, it's much less about matching than it is about a collection meta game that hangs out on the edges of the its core. Although both of these perspectives reveal that MUJO is generally a competently made game with a fun, minimalistic aesthetic, the collection aspects create lasting appeal in what would otherwise feel like a pretty shallow game.
Much like many match-three games, players tap around on groups of three or more colored icons on a screen to score points and make progress. In the context of MUJO specifically, tapping on these icons performs an action relating to an epic battle between Greek gods and whatever foes stand in their way. Players start each game with up to three gods in their party, all of whom have unique skills and attributes to mix up the pure match-three gameplay.
If this was all there was to MUJO, it wouldn't feel particularly special - especially considering that, out of the four major block types present, three of them merely grant experience points to the player's party while the fourth unleashes an attack. The game also has additional block types, like bombs, filler squares, and chests that do a little to rectify the relatively boring properties of the main blocks, but it really shines with its grouping and collection mechanics.
Every time a group of three or more blocks are on the game board, players can choose to group those tiles instead of break them by tapping and holding on the group. This causes the blocks to consolidate into a concentrated "super block" in the space where the player held their tap. This feature makes it so players can build up multipliers that can be further grouped before being broken for an increased payoff.
Oh yeah, did I mention there are gods and loot to collect? Chest blocks that are redeemed can yield new gods or equipment, and collecting these chest blocks can be quite challenging. In fact, one could say that the collection aspect of MUJO is what gives it any challenge at all. For the most part, players can't really fail most stages, which makes hunting for chests challenging but enjoyable and relatively frustration free.
Of course, MUJO is not infallible just because it has a satisfying collection element. Players unmoved by collection may find it dull, since they can only really lose on stages with turn limits. Also, the game controls don't always recognize a tap-and-hold vs. a tap, but given the low difficulty this isn't a huge issue.
I don't want to give anyone false impressions about MUJO. At its core, it is very much a match-three game. But its willingness to let players tool around on a stage to setup large combos or collect better loot sets it apart. I highly recommend it to anyone itching for a match-three game that has a little something else to offer.