60 Seconds Reatomized (Review)

Source: Free because I had both games on release 😛
Price: £6.99 (or £17.98 for both this and 60 Parsecs)
Where To Get It: Steam

I had, in the past, quite enjoyed 60 Parsecs, the 50s themed science fiction sequel to this game, so, when I’d heard 60 Seconds was getting a remaster of sorts, I thought: Good golly, I can have a jolly old time with a quite literal nuclear family, radiation sickness, marauders, and all!

The cat, meanwhile, lives on. It goes where it damn well pleases in this new wasteland, as it always has.

And, as I expected, I’ve been having a mostly good time with the remaster or 60 Seconds. After all, I came in with the expectation I wouldn’t survive for a long time, just build up an interesting collection of events before the family’s inevitable demise. In retrospect, I maybe should have gotten more soup. More soup is important.

RIP the nuclear family, who never had enough rich, nutritios tomato soup that claims to last for 763 years (It probably wouldn’t. But it would at least survive long enough for us to eat it.)

Shit, shit, where’s the medkit, where’s the medki- BOOOOOOOOM.

In any case, 60 seconds is a game of two parts, both of which you can play separately for practice. In the first, you’re rushing around your home, with 60 seconds to get as much as you can for your shelter, including family members, and then… The days go by. You go on expeditions, try to deal with problems, and keep your family hale and hearty, because if everyone’s too sick to go out, or dead, or starved… Well, you didn’t survive. Your eventual goal is to be rescued by the military, but, partly because events are random, and you’ll never know quite what you need for your particular run, and partly because the military is slow as heck to get things going, it is, as you might guess, unsurprisingly difficult.

Now, one thing that remains slightly jarring about 60 Seconds Reatomized is the difference in styles. For the majority of the game, it’s 2D and cartoonish, wonderfully so. But for the actual gathering of supplies, it’s 3D, and, not gonna lie, I would have enjoyed the style being consistent, as it is in 60 Parsecs, more. But I respect that they stuck with that decision, at the very least. It is, overall, aesthetically pleasing, with everything except the collection being very clear (the 3D portion is, as part of that gripe, less so), the music sticking to that 50s style, and fitting sound effects that warn you what type of event is coming, or when someone comes back, about five to ten seconds before you see it for yourself, and the writing remains amusing for many of the events.

“Where did you get them rocks, then? Basalt isn’t native to the midwest!”

If I had any other gripes, it would be that the tutorial is very slow paced, but that, honestly, is a one time thing, so it is a minor gripe. Otherwise… Well, I expected exactly what I got, considering I’d reviewed the sequel beforehand: A fun, easy to learn, but difficult to master survival game, with adjustable difficulty (always nice), and solid writing and aesthetics. If you enjoyed 60 Parsecs, and hadn’t gotten 60 Seconds, the Reatomized is a good purchase… If you don’t already have it.

The Mad Welshman would, also, probably not survive a nuclear apocalypse. His mutated bones, however, would probably have a whale of a time.

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Marble Skies (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

Way back, in the mists of time, I used to play a wee game called Marble Madness. Good lord, it was frustrating, and was my first experience with a trackball. Many twenty-pences were lost, and, honestly, I never finished it. But hot dang if I had a love-hate relationship with that marble. Loved the idea, hated the levels.

The years have been somewhat kind to marble based racing games, thankfully, and, while Marble Skies is somewhat minimalistic, it’s also got its charm. It’s also got… Some demoralising best times. We’ll come back to those.

I’m pretty sure I’ve managed to get this down to 21 seconds, but, on watching the best time replay… So many edge leaps… So… Many…

Okay, let’s back up. Effectively, Marble Skies involves, as most marble games do, controlling an unruly, heavy marble along an obstacle course (sometimes needing to collect gems, sometimes merely needing to get to the exit) as quickly as possible, without dying. Want to get in among the speedrunners? Well, prepare to get acquainted with this marble’s physics, and jump segments of the course. Lots of them. Hell, at first, I doubted the current leaderboard times, but then I managed to get close enough to see how it could be done on a couple of levels. (I still doubt some of them, though, to be honest. But much fewer than I did…)

Aesthetically, like I said, the game is minimalist. It uses Unreal’s glows and gloss fairly well, but what it treasures more over looking pretty is clarity. Simple menus, clear differentiation of features.. The worst I could say, aesthetically, is that the music is rare, and that some of the main features are not really very clear (like jumps or gravity switches.) The sound of the rolling ball is nice, as well, and customisation is alright, all using points earned via play.

Mere seconds away from bouncing forward, past the grippy tiles, past the pillar, and into space. Eep.

Mainly, the biggest turnoff for folks will probably be an actual feature, in that glass balls are actually quite heavy, and turn, generally speaking, like a heavy thing that rolls easily. They also bounce quite a bit, and so, quite a few times in trying to get a quicker time, all I’ve done is bounce into oblivion, and hit the restart button with a gusty sigh (as dying during a run will not reset your time, presumably for speedrunners who want to be faithful with their times to complete) The level design does ramp up moderately quickly (By the time gravity switches got introduced, near the end of the beginner levels, I was sweating), so I honestly wouldn’t say this was a beginner’s marble rolling game, but the level layouts are interesting and sometimes pretty cool.

Finally, there’s a mini golf mode, and, honestly, this is the weakest feature. It’s an alright mini golf game, if you like golfing with marbles, but, not gonna lie, marbles or other glass balls would not be my first choice of ball, and the control scheme for it is fiddly (hold left, then mouse up and down for power, mouse left and right for direction. Release to fire.)

Go in. It’s sloped, y’git, go… IN!

Overall, then, Marble Skies is mostly a “Does what it says on the tin” release. For fans of marble puzzle racers, it’s an enjoyable one, but it’s not really going to bring anyone who’s on the fence into liking this style of game.

The Mad Welshman was, alas, too young for marbles in the playground to be a serious thing. I mean, Pogs, sure. But not marbles.

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Godhood (Early Access Review)

Source: Cashmoneys
Price: £22.39 (£9.29 for Supporter Edition upgrade)
Where To Get It: Steam

A nonbinary option for a deity is, honestly, just common sense. Sometimes, you want to manifest as a rock, and sometimes, you want to manifest as an enby. Sometimes, you want to be a wholesome deity, and… Well, it will come as precisely no surprise to anyone who keeps up with me that I have mainly been playing a Dark God of Endless Thirst. Chastity? PFAH. War or Peace? PSHAW. My deity advocates for shipping!

There are currently six potential virtues, two of which are locked off for now, in the next step. But this, honestly, is not a bad character creation screen.

Getting back to talking a little more specifically about the game (ahem), Godhood is a turn-based strategy title by Abbey Games, where you, the newest religion in the mesoamerican world in which the game is set, are kicked out of your home village for your beliefs, and swear, as a result, to spread the name of your deity, by force, by cunning argument, or, as is the case with my head prophetess, by flirtings and smoochings. And it’s a good idea to mix it up a bit, as some enemies are immune to your core attacks when you go looking for believers.

There’s a fair bit going on in the back of this game (to the point where the “Stats” subtab is an intimidating list of numbers), but the main elements are actually pretty clear. You level up by converting folks, it’s a good idea to keep your prophets of various types as happy as possible, and, over time, you build up a village capable of proselytising to ever greater audiences, balancing the faith and levels of your prophets against improving the village through the fact you can only inspire three prophets a day.

The virtue of Lust, obviously, means that pre-battle barks are more “Come hither…” than “Come at me!”

It’s good stuff, and I felt challenged so far without being overwhelmed, and, due to the ability to see what a village has by planning to convert it then painlessly backing out to the city (not wasting my turn, as normally a conversion uses a turn) allowed me to use my prophets efficiently (as, after all, the turn will go on, so anyone you don’t send can do prophet things at home)

Aesthetically, it works pretty well so far. Everything (except the stats tab) is clear, you know what resists what while you’re planning things, you get some idea of what keeps the faithful faithful, and what builds what, and the animations are alright.

So, while it’s obvious there’s more development, it’s got a pretty good start, and I’m quite enjoying my time as a thirsty deity.

The Mad Welshman would become a dark deity of Endless Thirst in reality, but alas, Vaudevillain Union rules dictate that I keep my quota of three failed grand schemes a year.

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Dungeon Munchies (Early Access Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam

A while ago, I reviewed Battle Chef Brigade, and… Well, I liked it. It presented an aspect of fantasy worlds we don’t think about too much. And now, we have dungeon cooking… Well, not really explored, per se, but at least a mechanical element in Dungeon Munchies.

BEST. ZOMBIE TELEPORTATION. EVER.

It’s… Alright? Okay, obviously I can’t leave it at that. What it is is that it has this interesting mechanic… That it doesn’t quite play with enough to be excellent, but does give enough to see the fun potential. Food as buff. We’ll come back to it, because first… What the heck’s going on?

Well, we are a zombie. A zombie raised by a necromancer chef who does her best to do the whole evil overlady schtick while also having a corporate overlady schtick. And it mostly works, to boot. She charges us, as seemingly the only “employee” who’s been able to do this so far, to get her magical cookbooks from various places, fighting bosses along the way. From there, things get… Interestingly complex, story wise.

Even main level enemies can wear you down. The bees shoot lasers. The crabs shoot water jets and slash hard.

Also along the way, we use the monsters as ingredients to form a limited set of buffs, some of which become permanent later on. One of the earliest, for example, is a double jump, made by giant skeeter wings, while others add things like elemental damage, extra damage, extra healing… And with 6 slots allowed, you can’t become some godlike undead shitwrecker through these, which is a nice touch. It has a cool animation (honestly, the animations in general are pretty good, even if weapons don’t really have that much impact, everything else works either smoothly or in a cool fashion), but, essentially, it’s like any other crafting: Got the ingredients? Bam, thing is made.

Structure wise, it’s more of a linear level dealio, although revisiting earlier areas is possible if, say, you need some earlier ingredients too. You wander through, hopefully not dying a lot (You thankfully don’t lose much by dying, but it is annoying to go through an area multiple times), with, of course, a boss at the end. And the bosses, happy to say, are alright to deal with. No super annoying ones, and, since your movement and combat are fairly easy to get the hang of, you can learn their tricks relatively safely, only taking maybe two or three tries until you get the general idea.

Ah, gotta love those fishing photos. Oh, wait, no I don’t, I hate fishing.

Right now, it definitely has charm, and the story seems like it’s going interesting places, with some equally good ideas within the crafting, and I wouldn’t feel guilty saying it’s worth a try right now.

Writing this review has made The Mad Welshman hungry. He could murder a good Beholder Sautee…

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Deck of Ashes (Early Access Review)

Source: Cashmoneys
Price: £11.39 (£5.19 each for OST and Print-Ready Posters)
Where To Get It: Steam

Other Reviews: Release Review

At first, I was honestly a little unconvinced by Deck of Ashes. Grimdark world, of grimness and darkness and fire? Hrm. Relatively small deck you have to build up, and if you run out of cards, you lose health to regain some? Hrrrrrm. A limited amount of time in each area before you have to fight the boss? Hrrrrm? Health and cards burned stick with you, and you can only regain a limited amount of them, balancing cards regained versus healing? Aaargh.

Oh dear, out of cards. Time to… Take the pact. Again. The early game is the roughest part.

But then I gave it a serious chance after some unfortunate runs early on, and… While it looks intimidating, only the boss or elite fights take a fair chunk of time, and it’s not nearly as bad as how it seems at first glance (Although yes, the difficulty does ramp up fairly quickly areawise, as you’d somewhat expect from these procgen card fighting titles.) And some of its ideas really play into its idea of a world fighting against you, and that the bosses are powerful, corrupted entities that, given a choice, you’d probably run from.

For example, bosses can, in the later stages of each area, just… Blow up an area, and if it’s somewhere you wanted to go, well… Sorry. The resting is also more reasonable than it sounds, as quick fights rarely req uire more than 5 cards, which leaves you with 20 percent health to recover. Harder fights, obviously, require more than that, and it’s that grind that leaves you worried, but health cards have been pretty good, and a per-turn limit of cards, obviously, helps a little too. Although it would be nice to fry an enemy in a single turn, it honestly works better this way.

I should mention, at this point, that some of the enemies like succubi are nude in some fashion. Just so’s you know.

Aesthetically, well… It’s grim, but not necessarily all that dark, saturated colours really making the enemy designs pop, with at least some impact when cards hit. Status symbols could maybe do with being a bit more clear, though. The maps are fine, the cards are clear, and the controls are all mouse based. Finally, the soundtrack is, as you’d expect, grim horns, violins… You know what you’re in for with grimdark games, I’ll definitely give them that.

While it does need some polish and balance, right now, Deck of Ashes is, as noted, less intimidating than it looks, and isn’t a bad card battler, all told.

The Mad Welshman doesn’t really like pacts. He doesn’t like a devilish deal he can’t wriggle out of villainously, you see.

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