Source: Cashmoneys
Price: £7.19
Where To Get It: Steam
Agent A is, some Simon puzzles and a couple of brute forcers aside, a fairly good puzzle game where I’ve never felt the need for a walkthrough (the urge, yes. But not the need.) So that’s quite a pleasant start, both to the review and the game itself. But hot-damn, it also has some moments in the game that make this review really hard to write, because I have to avoid spoilers that I really want to talk about.
Still, let’s give this a go. Agent A is, as you might have guessed from the subheader, a Myst style “Explore a place, solving puzzles as you go.” Except it’s not uninhabited, and it is, in fact, the home of the antagonist, enemy spy Ruby LaRouge, who has a reputation for “dismissing” enemy agents, a reputation you witness the truth of just a few hours before you trail her to her hideout.
And ohhh, she’s a good antagonist. Vaudevillainous as a James Bond villain, confident, sadistic… It feels like she’s taunting you a lot more than she actually is, because her presence lingers. So… What about the puzzles?
Well, the good news is that with most of them, the clues are there if you know where to look for them, and the item puzzles only take a little bit of wandering and futzing before you work them out. The colour ones appear to be colour blind friendly (As always, corrections on this from folks with colourblindness appreciated, but it does seem to be holding to the “Difference in both hue and light value” rule that works best), and there are only a few Simon style or brute force puzzles (of which the piano, in Chapter 1, is the worst to my mind. As soon as I saw a pianola roll, I audibly groaned.)
The controls are also pretty simple, although there’s some slowness to the movement that may not be appreciated: Left click does a thing, left drag moves a thing or drags a thing from inventory to be used, right click is “Go back a bit.” And that last one works because the tree of rooms and zones is kept relatively tight. But it should be noted that the perceptive player, who has their screenshot button handy, is rewarded (not just in puzzle clues, but… Other information), whereas the one not looking at everything they humanly can will have a much tougher time. It’s that sort of game. Heck, there are even secret things to do, ones I’ve definitely missed on this review playthrough.
Still… The game looks good. The music is good. The voice acting is solid, especially the antagonist who comprises the majority of the game, and its clarity works for it. It’s also an experience that feels longer than it is (in a good way), and has some replay value if you’re a perfectionist. But mostly, it does what it says on the tin, tightly, and with a little panache, and I can quite easily recommend this one for the puzzlers out there. But remember, Ruby is mean, and that is all the warning I can give you!
The Mad Welshman sometimes chafes under the need to hide spoilers, as many people do. Although… He does like hearing the shocked cries of “The hell?” as people get to certain plot points too… Decisions, decisions…
Source: Cashmoneys
Price: £2.89
Where To Get It: Steam
Singers, and indeed musicians of all kinds, get groupies. People who fan over them so much that they want to be inappropriate with their adored musician. But in Kawaii Deathu Desu, the handsy fans have invaded perhaps the last stage they should have… The stage of various supernatural Idol Singers, starting with… Death herself.
Yes, Death is an Idol Singer now. And her fans appear to love being reaped.
More accurately, Kawaii Deathu Desu is an extremely twitchy version of One Finger Death Punch, in which you use the left and right mouse buttons or arrow keys to murderise fans, levelling up idols, unlocking idols and their costumes, using their special ability with either space or both arrow keys at once, a thing you can accidentally do if you’re having to really lash out (and you are. Often.) And, funnily enough, it’s that levelling up and unlocking that’s precisely the problem. But we’ll get back to that in a moment.
Aesthetically, it’s an interesting mix of cutesy pixels… And grim pixels, moving seamlessly between both. The Idols are cute, swaying, headbanging, playing to their hearts’ content… Until they strike, whereupon they become horrific weapons of destruction, their fans vanishing into ash, being sliced in two…
And then their ghosts pop up, and most of them have heart eyes, with hearts flashing down from their ruined bodies as they vanish. The music is good, reminiscent of various styles from kitschy J-Pop, to harder tracks, and everything is pretty clear, even down to showing the keyboard controls for the menu only when you’re using the keyboard. I enjoy that. Oh, and the developer splash screen UwU’s you. Shouldn’t forget that.
But gameplay wise, while the core, basic gameplay is mostly alright, the difficulty ramps up way more quickly than the souls you need to level up and buy things does. I have, through sheer bloody mindedness, managed to unlock the second level of China, and Emmy, the second character (A zombie rocker who summons a handsy graveyard of their own as their special), but it feels, right now, as if I have a longer road ahead of me than is enjoyable. While the earlier stages, themselves, still feel enjoyable.
So, overall, I’m conflicted about Kawaii Deathu Desu. I love its mix of cutesy and not-cute-at-all, and its core mechanic works just fine, but it gets twitchy as hell quickly for too little reward, generally speaking, with farming of the earlier levels a must to progress, and that… That annoys me. Maybe it’ll be changed. But right now, it hasn’t, so… Only get this if you’ve read all this, and still want to give it a go.
OwO, what’s this? The Mad Welshman appreciates cutesy death deities.
Content Warning: This article discusses adult only games with content such as nonconsensual sex, sexual depiction of minors, and fantastical kinks such as mind control, vore, and the like. There are no images of such content in this article, although there are images of BDSM content.
(more…)Source: Cashmoneys
Price: £8.99
Where To Get It: Steam
Other Reviews: Early Access
Last time I looked at Cliff Empire, it was aesthetically pleasing, with some exceptions, but, honestly, a god-damn mess to actually play. There was a lot of waiting, unclear resource imbalances, poor tutorialisation, and a trading UI that was as clear as mud, with Dead Man Walking scenarios everywhere.
Oh, and let’s not forget that the implicit subtext, with only decades passed since nuclear disaster, the survivors on a space station recolonising, and them recolonising literal ivory towers (Well, okay, some sort of white stone, but still) with the power of actually working for once, and bitcoin as currency… Well, suffice to say, despite the criticisms of the game being legitimate ones, I am much less sympathetic to the colonists in this game than I have been for many others. I have more sympathies for the marauders who occasionally crop up, even if they make my teeth grind, gameplay wise.
So yes, Cliff Empire is one of those colonisation survival games, where you start with limited resources, that you have to use efficiently, because getting more is dependent on several things, not all of which you know beforehand. Is this the tower you start on with 100% Uranium yield, 40% Uranium yield, or precisely fuck all? You don’t know. Is the soil fertile enough for crops to do well? You don’t know until much later on. Can you afford the Uranium from your somewhat richer masters up top, or will you just have to cope with what you can eke out? You don’t know.
What you do know is how much groundwater there is in each tower, how well wind or solar power works there, and, the most obvious, if there’s a big honking pool of water that may contain enough fish worth harvesting, but definitely takes up valuable space which you could have used for one more maintennance panel.
Okay, so let’s briefly take a trip into “This is nice” town. The aesthetic is pretty cool. The music is chill and relaxing, the cities are neofuturist, and the inclusion of a tourist mode, where you can spend your spare time wandering around the city (sort of) is nice. On the downside, the trade UX still has that trap of “No clear input fields, so you butt your head against the lack of buttonage, when you’re actually meant to put numbers in the ‘sell if more’ and ‘buy if less’ fields” I complained about last time. But mechanically, it’s slow, it can be very trying, it has several Dead Man Walking scenarios, even in the early game, and then… There are the quests.
The bougie masters up top demand resources. And if they do not get those resources in time, you will lose some of the money you desperately need, and only have limited means of generating for yourself. Oh, and your colonists, if unemployed, despite being fed, given furniture (never enough), gadgets (never enough), appliances (never enough), and parks and other nice little perks, will steal from your coffers. Hell, sometimes, if you haven’t provided enough for the pampered little darlings, they’ll steal from your coffers anyway.
There is definitely potential in Cliff Empire, and maybe, one day, that potential will turn up, subtext of the narrative aside (Honestly, there’s not really any redemption on that front, especially in the current climate.) But it’s such a frustrating grind of a city builder, that I’m not having a good time, even with the relaxing music and nice aesthetic.
The Mad Welshman’s stance remains the same as it has been for quite a while: Eat the rich. Well, eat the rich who fertilise plants, the rich are quite unhealthy meals.