
While such practices aren't admirable in the social game space (much less in any space), the shortcuts uCool has taken along the way in crafting Tynon have helped it become, well, a better, faster and less restrictive CityVille. What Tynon does best is take the tried and true concepts of Zynga's successful city-builder on Facebook and give them much-needed and more interesting purpose.
Again, combat is entirely passive. Players simply create formations for their heroes to attack the enemy in, click a button and watch the chaos unfold. While each hero that you recruit throughout the course of the story has a special ability and his or her own unique statistics, neither affect your participation in combat. Battles in Tynon are strictly a stats game with a dash of strategy in where you place your hero units.

The difference here is that it all ultimately serves to get you back into what Tynon is at its core, an RPG. For instance, Goods farmed from crops fuel upgrades to your buildings, which in turn increases the power of the upgrades you can offer your hero units from said buildings. This works inversely, too, since your player level directly correlates to your Town Hall level, which governs other restrictions across your kingdom.

It's almost painful to admit, given the lengths that uCool went to emulate what made the top city-builder on Facebook a success, but that's what Tynon amounts to. Actually, it's puzzling that Tynon isn't on Facebook (though it uses Facebook Connect rather well). Call it what you will, but Tynon is an unabashed one-up on CityVille. We're still on the fence on whether that should be applauded or condemned, but if you're going to play CityVille, you may as well just play Tynon.
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