Source: Cashmoneys Price: £10 Where To Get It: Steam
Programming puzzle games are, normally, extremely my jam. Teaching the logic behind programming is good, and, while it doesn’t teach actual programming most of the time, it does help understand it better. And that’s nice.
Unfortunately, Robo Instructus doesn’t do a great job, for multiple
reasons. Starting with a start interface best described as “Not
great.” Okay, fun programmer joke, putting the save profiles in a
1d array. Cool. But when your options at the start are a small icon
in the top left of a mostly black screen (even if it is one of
the icons that is commonly accepted to be “Menu”), you’ve got
some accessiblity problems. Add in the fact that while windowed mode
is there, but it’s a resizable window, rather than one with
options for common sizes, and it becomes needlessly difficult for
streamers to get the right proportions, even with a scaling UI (and
UI scale options, which, admittedly, is a thing done right.)
Then, of course, there’s the things the game doesn’t tell you.
Some of them are par for the course, and thus not a complaint (such
as teaching the various parts piecemeal, so you don’t need to do a
thing), but others… Well, for example, the third level taught me,
although it took a while for me to realise, that a teleporter
in a multiple level area (which is most of them) seems to either not
count the teleporter as part of a robot_forward() command, or
automatically call that command without a call on teleporting to a
new area. Or it’s a bug. Finally, in terms of gripes, entering the
program is, in places, needlessly pernickety, specifically on
indenting. In most Object Oriented languages, anything contained
between { and } (and with each command ending in a ; ) is considered
as correct but in Robo Instructus, it needs to be indented
correctly, and it only autocorrects to this formatting if you started
with the instruction that isn’t indented (loop or if, for example.)
Sooo, a lot of gripes here, which isn’t great.
Aesthetically, it’s an odd mix. Most of it, visually, can best be
described as “workmanlike” (or, possibly more accurately, a
programmer’s visual design), but I’ll admit the actual robot section
is visually pleasing, and the music is good.
But, overall? These gripes are certainly not trivial, for the most part, annoyances and accessibility problems that add up to make a programming puzzle game that, for once, I haven’t particularly enjoyed from the get-go.
The Mad Welshman knows enough coding to get him into trouble. Apparently, this trouble now also involves running robots off triangular cliffs.
Source: Cashmoneys Price: £19.49 (£27.79 for all gubbins, £11.39 for soundtrack, artbook, and other gubbins) Where To Get It: Steam, Itch.IO Other Reviews: Early Access 1, Early Access 2
Nowhere Prophet has, over the course of its Early Access, been a promising, but sometimes frustrating ride. And with release? Well, there’s some improvement, including rejigging what the difficulty settings tell you, introducing and then toning down bosses for each checkpoint along the way to The Crypt, supposedly the salvation of this post-apocalyptic, Indian themed landscape, and rejigging items to create a more manageable version of the Leader decks, along with special abilities that can be used once a battle.
In short, Nowhere Prophet has changed quite a bit from when I last
reviewed it, and, on reflection, these changes are good, especially
after some of the bosses have been toned down.
Because, hot damn, they were frustrating a day or so ago. To recap,
Nowhere Prophet is a turn based game in which you balance food and
hope versus progress and better gear, and the life of your followers
versus your own life, because, in the fights, it’s a Hearthstone
style of “Play units, play leader cards, get one more energy than
the last turn, and your goal is to kill the leader.” There, a nice
executive summary.
What complaints I have essentially still remain: Some decks are damn
good, especially in the enemy’s hands, and the AI plays its deck
well, grinding you down quite efficiently. Which is why the
difficulty setting restatement is welcome: The AI does not play any
better or worse on any difficulty, but does have less synergy in
their own decks, and less powerful cards. On “Burdened”
difficulty (Previously described as “Normal”), some of those
decks can be, for want of a better word, bloody evil. But I’ve
talked about things like Taunt and Armour boys before, so we’ll
instead move on to bosses.
As mentioned, each checkpoint now has a boss fight, against one of 10
bosses (One for each of the factions), and the toning down has been
good, because previously, some were intriguing, but many were
downright frustrating, like the Union Bulwark essentially being the
ultimate Taunt-Armour Boy, or the Blue Devil Tormented’s
ability to level up all of his hand if you murder one of his
folks. Now, those abilities are toned down, and, in some cases,
limited to once a turn, for a limited number of turns, or both. Which
means I can actually be excited about King Lizard’s clever trick
without looking like a masochist.
King Lizard, on release, essentially straight up wounded/killed
whoever attacked him when he didn’t have armour (Your Leader cards
don’t count.) But now, it’s only the first unit a turn, and that is
still tactical (Who do I sacrifice for the most gain?) without, for
example, waiting to buff up some of your units so they really
count toward that goal. Each has their own schtick, and it’s
relatively easy to understand from the tooltips and what you’ve
encountered of a faction.
I will say that, while there’s definitely a lot of replay value (even
having beaten the game, there’s more I want to find), the final
unlockable ability of convoys is brought about by beating… 25
bosses. And that, honestly, is expecting a bit much, considering
there’s nine tribes to unlock this for, and four leaders, some of
which you can only unlock through certain circumstances.
Still, overall, it’s visually impressive, its music is good, and even with that brief day one hiccup, it shows promise, with its daily challenges adding a little spice to the game. I would recommend this, because it does have some clever ideas, and playing it on the easier settings is not a guilt trip.
The Mad Welshman says Rusters are People too. This is in no way due to the nanocontrollers in his head.
Source: Cashmoneys Price: £3.99 Where To Get It: Steam
I like me some Metroidvanias. I do love me some lo-fi pixels. And so, Grizzland immediately caught my interest, because it is, essentially, a short Metroidvania, with lo-fi pixels, that still has encounters, boss fights, and challenge.
Maybe a little too much challenge at some times… But what the hey,
checkpoints are mostly reasonable, so I’m not too irritable
with that.
In any case, Grizzland’s premise starts out simple. It’s a fantastic
world into which you’ve somehow teleported, except… Not all is as
clear cut as it seems, from the very first journal you find. Wait,
landed? Computer? Buddy, I’m swinging a sword and there are magicians
with giant triangles comin’ at me, what is this gobbledegook?
Well, it quickly turns out that someone did land here,
destroying the trees as they went toward the centre of the world,
and, considering there’s only 5 of them, and they’re sentient? Well,
that’s deep trouble indeed… Away we gooooo (to save the day)
Now, one thing that should be made clear is that enemy routines,
combined with the fact that very little can be slain in one swing,
make combat more difficult than you’d expect. Whether it’s the bats,
who wake up, and mercilessly chase you, but retreat on the first blow
far enough that you may have difficulty getting the three hits you
need in before they hit you, or enemies which revenge fire
when hit, it’s something to consider about the game’s difficulty.
Happily, I can say I’ve enjoyed my time with Grizzland. The world is
basic, but the journals, some of its stranger (1-bit) enemies help
bring some oddity, as do the secrets, which are sometimes… Quite
amusing. As the first you find states: Not everything has to make
sense.
So yes, overall, there’s a solid attention to a consistent style, there’s some good chiptunes and sound effects, and, as a short Metroidvania, it can still pretty easily eat up an hour or four of your life (more if you’re looking for eeeeeverything. Which I am.) Reasonably priced to boot, I would definitely recommend Grizzland.
The Mad Welshman would probably also go on a quest of sword swinging if he found people uprooting trees. He’s very pro tree.
Source: Cashmoneys Price: £23.79 (Soundtrack £6.79) Where To Get It: Steam
Fighting games are sometimes difficult to learn. Sometimes, they’re also difficult to master. But sometimes, as in Fantasy Strike, they’re mainly difficult to master. Which I appreciate, even if a tutorial before you can even change the window settings is not something I appreciate. Still, let’s talk Fantasy Strike.
The philosophy behind Fantasy Strike’s fighting shenanigans is
twofold: Firstly, to make a more accessible fighting game. But
secondly, the game is all about David Sirlin’s favourite part of
fighting games: Yomi.
It’s got multiple potential meanings, even in fighting games, but,
essentially, the idea is that high level play involves reading your
opponent well, so that you can adapt your strategies on the fly, be
that conditioning your opponent into certain reactions (that you then
punish with a different moveset), or simply knowing that an
opponent likes a certain pattern, then punishing them for using it
(It can go many ways, as you can see.) So, how does it do this? Well,
multiple ways.
Firstly, there are a total of six buttons: One for light, one for
heavy, two for specials, one for throwing, one for jump, and one for
super moves. Also there is no crouching. Okay, that’s a relatively
simple set up, especially since many characters don’t really have the
need for both specials (although directional inputs change a fair few
moves, as do, obviously, jumps.) There’s also a more limited health
bar that gets chipped away if you block three attacks consecutively
(some moves do double damage, such as Midori’s Dragon Throw, but most
either deal one, or combo, so blocking it is effectively one
damage, or two for not blocking.) It’s still somewhat twitchy,
requiring good reactions and not button mashing to win the day, but
that is, honestly, not bad. Enemies also flash various colours for
invincibility frames (white), throws (blue), and special throws
requiring a jump prompt to escape (green.) That still requires good
reactions, but it is helpful.
Secondly, beyond the things that you normally do with the
concept of Yomi (pattern punishes, baiting, jump cancels, etcetera),
there is the concept of the Yomi Counter. Somebody wants to throw
you, and normally this is tough to counter, but in Fantasy
Strike, the way you counter it is by… Doing absolutely nothing. Not
moving, not punching… Just very briefly letting go of the controls.
In practice, this is something that still requires mastering
the specific reaction needs of Fantasy Strike, but the mechanical
theory, at least, is clever.
Finally, the game lets you know what kind of character you’re playing, and, like other fighting games, allows you to see the moveset. “Wild Card”, alas, is a needlessly nebulous term, as the two fighters in this category, DeGrey and Lum, still have overlap with other categories. Lum is a sort of zoner in practice with random items as his special, while DeGrey is a sort of meld of grappler (slow-ish, but hard hitting), and “doll” fighter, with his ghost friend being a ranged grapple. But the other categories of zoner (specialises in controlling the battlefield in some fashion, and making areas of the battlefield dangerous. By the way, no crouch means projectiles are more dangerous), rushdown (relying on getting in someone’s face and comboing them with mixups (different attacks to different areas) to murderise them), and grappler (You hit hard, are slow, and mostly rely on throws) make sense. The majority category, by the way, are zoners, giving you some idea of the priorities here.
Aesthetically, the game is honestly not bad at all. The characters
are interesting visually, and you get a rough idea of what they can
do by their look, the stages are lovely, and the music, while a
little generic at times, is fitting and doesn’t steal the limelight.
The voicework, on the other hand, is variable. Yes, I get that
Valerie is a “Manic Painter”, but that isn’t always full ham,
buds. And she is full ham. Which is a shame, because she’s my
personal favourite. Similarly, the writing of Arcade Mode is… Well,
it’s a little like earlyish fighting games (we’re talking
Darkstalkers era more than original Stret Fighter), in that the plots
are mostly silly, and told via beginning and end cutscenes. Although
Valerie’s does start on a dark note, as her lady love is carted away
by the oppressive government of the world that… Doesn’t really get
that prominent a story role, to be honest? So, while there’s some
queer rep, the cast is, honestly, pretty white as far as it goes, so
it doesn’t really win any points for diverse representation overall.
I’ve already mentioned my main gripe (the tutorial being right at the beginning, rather than, say, a prompt before playing your first game that then allows you to change your options before play), and I will also mention that online requires a separate signup (Something I know some people aren’t a big fan of), but, overall? It isn’t a bad game, although I will say that the limited character roster is, considering the price, also a potential turn off. Finally, I’ll mention that yes, pro players will still kick your ass until you master things, with it being more to do with pattern recognition and timing than that and a hefty moveset. Otherwise, it honestly does most of what it sets out to do, isn’t a bad fighting game, and I found myself having an okay time with it, despite being normally bad and frustrated at fighting games.
The Mad Welshman dislikes explaining a lot, but, with fighting games, it’s kiiiinda necessary. There’s a lot of terms that only exist in fighting games.
Source: Cashmoneys Price: £5.79 Where To Get It: Steam Other Reviews: Release
Running a dungeon is, as we’ve seen multiple times in the thematic genre that is Dungeon Management (be it RTS, management sim, or some variety of adventure game), quite tough. There’s always those pesky murderhobos out to kill your monsters, raid your gold hoard, and ruin your plans for world domination, because apparently they’re the kind of jerks who don’t want the world to be under your totes-gentle-honest hand… Adventurers are such assholes.
Unfortunately for Abyss Manager, it’s also currently a slow descent
into hell to play. It is, on the one hand, turn based, so it
gives you, in a sense, plenty of time to decide things. However, you
are almost constantly assailed by adventurers, meaning that your two
main considerations are “Where can I put my exhausted staff to
productively recuperate their stamina?” and “Ohgod, who
can I pull from one kind of work to fight this set of beefy bastards
of various races?”
Progression in the game is, essentially, over grindy on Normal
difficulty, with buildings costing many, many turns worth of work,
tournaments between the various dungeon masters that totally
aren’t mandatory… If you like having Prestige and
Sponsorship for your dungeon, that is, and always, always, the choice
between spending what renown you have (for lo, Altars don’t
regenerate renown all that well), and whether swapping someone
out will be worth the 20 stamina lost for retreating mid battle to be
replaced, or if they can soooomehow survive the next turn, to
make it slightly less painful to do so.
Finally, on the gripes, the game doesn’t tell you a whole lot. Oh, it
has tooltips, but tutorialisation is thin on the ground, and tooltips
can only take you so far. So, that’s the gripes over with… What’s
enjoyable?
Well, the sound effects and pixel aesthetic are alright, and a
research tree which costs more the more you research (but can be
researched in several different directions) is an alright idea.
There’s a fair few races, lots of skills, exploration of the world…
The problem being that aforementioned “Oh hey, you can’t do
a lot of it a lot of the time, because you’re being assailed a whole
hell of a lot, and you’re playing the stamina shuffle constantly
(with the added annoyance that exploration and matches take several
turns to complete, leaving you relatively open to attacks)
While Abyss Manager does have some interesting ideas, hot damn, it really needs to cut down on that grind, maybe explain things a little better, before I could really recommend it.
The Mad Welshman does, however, appreciate that running a lair is hard. His imps absolutely refuse to help with the dishes, for example.