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Caves of Qud (Early Access Review)

Source: Review Copy
Price: £6.99
Where To Get It: Steam
Other Reviews: Early Access 2

The world of Caves of Qud (by Freehold Games, creators of Sproggiwood) is a harsh one. I’m too canny to starve, or go thirsty, but I’ve been killed by plants, by hyena-men, by mortars, and by bear-things that should not be. I’m having a whale of a time.

Genre wise, Caves of Qud is a roguelike set in a post-apocalyptic world. Three arcologies hold the last True Humans, who have all, in some fashion, been changed, and mutants are the “average” citizens. I’ve mainly been playing an Artifex, from the Ice Sheathed Arcology of Ibul, in the North, a caste not very good at fighting, but extremely good with the lost artefacts of the days where Things Weren’t Quite So Fucked. But that’s by no means the only option. There are four castes for each Arcology, and the variety of playing mutants, who start with much less money, but make up for it with powers like Light Manipulation (allowing them to not only light their surrounding area easily, but also create lasers by focussing light to a single, searing line). Of course, everyone has their flaws too, and no one build appears broken compared to the others. Perhaps because the world is so deadly.

The world is big, and even a trip to the nearest ruin or cave can lead to unexpected trouble.

The world is big, and even a trip to the nearest ruin or cave can lead to unexpected trouble.

If you’ve never played a Roguelike, you may be thinking “It’s turn based, and the graphics aren’t modern and shiny, where’s the tension, where’s the excitement?”

You would be surprised. A good example would be a monster found semi-regularly on later floors of the very first dungeon, the Slumberling. Basically a massive, speedy, nigh unkillable bear that, if woken up, can rip you to shreds without much effort at all. Imagine he’s in the middle of a cave, and you’re passing him, step, by step… And then a Snapjaw Hunter (A hyena-man with a bow) fires at you. He didn’t hit the Slumberling or you this turn… But there’s going to be a chance, even if he’s aiming for you, that he misses horribly, and wakes the organic death machine up. In the end, it’ll only be a small comfort that, after dealing with you, it’s probably going to kill the Snapjaw that killed you. What’s your move? Shoot him? Block the arrows as best you can with your body, and hope he doesn’t kill you before you close? Or worse, miss you and hit that Slumberling? Even with the game being turn based, tension is definitely there. It’s just you have all the time in the world to think how you’re going to react to the situation. Still doesn’t mean you’re definitely going to make the right choice.

Enemies can use items just like you can. Case in point: This acid cloud didn't come from me.

Enemies can use items just like you can. Case in point: This acid cloud didn’t come from me.

The interface for the game, as far as Roguelikes go, is actually quite good. Everything has a place, you can easily switch between inventory, or quests, or equipment, even if you went to one of the others without intending to, and everything is clear. The amount of artefacts isn’t huge, but it’s big enough that there’ll always be something you’ll find, providing you live that long, which makes you giggle and wiggle in your seat. And, if you want to stick with and master a single class, the option is there to replay your last character (Albeit with a different selection of equipment) There’s no single skill you have to have, and the skill tree gives you a fair bit of wiggle room. Do you go for Axes, tripping and headbutting enemies as you go? Long Swords, with a skill path that allows you to melee swathes of enemies at once? Or perhaps Persuasion, getting other people to do the dirty work for you, and taking the various traders to the cleaners instead of the other way around? There’s a lot of options, and I definitely enjoy that. Hell, some of the best fun I’ve had in this game is in getting lost, and encountering Gorilla cultists, hunting for water (Both the game’s currency and a necessity. Tip from one who found out the hard way: Don’t take traders for all their “money”, as they’ll die, and upset their friends. Some of whom are mutants with very big guns), and seeking strange new device plans, in equally strange locales (I really have to visit the ocean. I think I will, this run. Just for the hell of it.)

What I’ll admit I don’t enjoy so much is that some of the enemies are not entirely fair. I mentioned Slumberlings are nigh impossible to kill in the early game, but that won’t stop them spawning in the first caves you visit. Ruins are, in the early game, almost certainly deathtraps, with a much higher chance of encountering a still-active heavy weapon turret that ends your life than a much needed artefact. It’s not recommended for the easily frustrated, and it’s definitely not a beginner’s roguelike. But for the price they’re asking (£6.99), it’s definitely a good roguelike, with some interesting ideas. And there’s more on the way.

You may not understand if you've never played Roguelikes, but seeing this was both awesome and terrifying. I don't *like* it when the RNG likes me. And, sure enough, I died shortly thereafter.

You may not understand if you’ve never played Roguelikes, but seeing this was both awesome and terrifying. I don’t *like* it when the RNG likes me. And, sure enough, I died shortly thereafter.

The Mad Welshman wanders the jungles of Qud, forever dying, forever going back in time. Sometimes he’s a mutant, sometimes he’s a True Human. One day, he shall find the mythical “dying of old age.”

Yatagarasu: Attack on Cataclysm (Review)

Source: Kickstarter Backer
Price: £10.99
Where To Get ItSteam

Attack on Cataclysm looks like an old school fighter. It has the story mode of an old school fighter: Two characters, standing in nothingness and talking to each other before character relevant fights (Everyone gets the “Go home and be a family man” type victory/defeat screens), and with the difficulty increasing as you get further in. 11 characters to compare to the frankly silly rosters of some modern fighters, including Jet, who the game as much as stated was “White Dudley” in the beta, Crow the creepy Shota (He plays a bit like Ryu or Guile from SF, but sounds like the creepy villains who’re “Only doing what’s best for you, darling”), and… Look, suffice to say, nearly every style of fighting, from chargers to grapplers is represented here, so thought was put into the roster. So far, so normal fightin’ game, right?

Attacks are pretty meaty, and use the SNK style direction + Low/High button.

Attacks are pretty meaty, and use the SNK style direction + Low/High button.

Well… Not quite. The devs, you see, are ex-SNK, and they wanted to fiddle around with the formula, so there is no single block or parry. Sounds like a small thing, but in fighting games, little details like this matter. Specifically, it has a High-Low parry system. Two buttons for punching (Low and High), two buttons for kicking (Low and High), two button combos for throwing (Low and High), and two parries (Low and High). That last one is important, because if you get it right, you get to immediately counterattack, and will do more damage. Get it wrong, and not only will they get more attacks in, you’ll be completely open. Similarly, superjumps (down, then jump) are different, being lower when you jump forward, and they, also, have the risk of getting damaged more if somebody gets priority on you (IE – they hit first.) Don’t make the mistake of thinking that, because the controls are simple, and the special moves relatively limited, there’s no depth to this game.

So what does this mean? It means it’s a more thoughtful fighter, in a sense. Button mashing will mostly work against a normal CPU (Although bad matchups can obviously work against you), but against another player, you’re going to get wrecked harder than normal for attacking without consideration. It’s e-sports focused, and part of that can be seen in its social media plugin (Allowing you to tweet your victories/fights/losses), its tournament registry, and the commentators system. Yes, multiple commentators. Normally, in a fighting game, you just have one voice yelling things like WHAT A HIT or SPECTACULAR FAIL, but in Attack on Cataclysm, e-sports players and commentators like Kokujin (SFIII) or Kamichang (Soul Calibur 5) have recorded some lines of commentary, each with their own personalities, along with character commentary (so Chadha can tell you how bad your combos are), and you can pick between them (or, of course, have no commentator, for blessed silence while you beat the living snot out of your opponents without a sudden AIIEEEEEEE! Breaking your concentration.)

The game is alright, but the designs have a bad habit of boob-windows and spray-on clothes.

The game is alright, but the designs have a bad habit of boob-windows and spray-on clothes.

This isn’t to say I don’t have niggles. I have yet to find how to set my keyboard keys (It seems stuck in gamepad mode for key reassignment, and while I know a keyboard is “worse”, it still annoys), the game is always 4:3, so running in fullscreen is generally recommended (Leaving my windowed choices as Somewhat Small, or bigger vertically than my screen can handle at 2x, none of which are really optimal for me streaming my ass getting kicked), and the story mode seems a bit rough… Not in the sense of difficulty, I can generally beat Normal CPU in story mode, despite being relatively bad at fighting games, but in visual terms. Design wise, well… Hanzo in particular has a bad case of boob-window clothing design, and everybody has, to some extent or another, spray-on-clothing. Doesn’t make the game any worse in terms of gameplay, but I’m not a big fan of the ladies in this game, in terms of visual design.

For what the Yatagarasu team are asking for the main game, though (£10.99), it’s definitely worth a go if you like fighting games, although I personally think the pricing of the Custom Voice packs (£22.99) a bit much for something I’m not really going to use. Personal taste, I guess.

...Also, that. Le Sigh...

…Also, that. Le Sigh…

The Mad Welshman has a style known as Leap, Hit, and Pray He’s Not Parried. He proudly wears the bruises from sticking to this style.

Energy Balance (Review)

Source: Review Copy
Price: £1.59
Where To Get ItSteam

Energy Balance is, at its core, a game for math puzzle fans, and that’s about it. If you don’t like rearranging numbers to fit arbitrary goals in the name of mathematics (Okay, there’s something about fixing an engine so an alien and their robo-cat can get home) without hints, and you don’t like the idea of not being able to save your progress, then this game is not for you. Because that is, in essence, the entirety of the game. 12 configurations of numbers to arrange into their “true” forms, 12 static cutscenes, for a quid and a bit. Which makes it somewhat hard to review, beyond the statement I gave at the beginning. So let’s talk about aliens and robot cats for a bit.

If memory serves, I had only two numbers the wrong way round. >:C

If memory serves, I had only two numbers the wrong way round. >:C

Aliens, it seems, are similar to us, in that we don’t like to RTFM (Read The Fucking Manual), and that they give responsibility of driving powerful, deadly machines to people, then promptly forget about refreshers unless they fuck up. They’re prone to navel gazing, and talking to their robot cats. Robot cats, in the meantime, are often anthropomorphised by aliens in much the same way we do our cats, while being… Well, cats. One thing I didn’t know beforehand about aliens, however, is that their engines, navigation systems, weapons, et al, are all run on the same idiot proof UI that requires them to solve a math puzzle, thus showing basic competency in some of the skills they need to pilot the bloody things safely. Also they apparently enjoy war for nebulous, fallacious reasons like “honour” and “glory”, like some of us do.

I can confirm, as a human being, that these systems can be muddled through without much critical thought and brute forced without catastrophic systems damage. I can also confirm that it is more enjoyable to do so with your own music, as the aliens’ system apparently doesn’t have volume control, only an on-off switch. We are, thankfully, superior to these aliens in some respects, it seems. Mathematically inclined human beings who play games may find this simple, as proven by my friend, who quite helpfully informed me after ten minutes of brute forcing that I could switch two numbers around to finish the calibrations I was engaged in… Which was correct. I can also confirm that these engines will only tell you when you have correctly mathed up a solution to individual rows or columns, as opposed to the whole thing, which will mislead and frustrate those who aren’t mathematically inclined.

Robot cat is pleased you can math. They'd be more pleased if we weren't drifting with broken systems.

Robot cat is pleased you can math. They’d be more pleased if we weren’t drifting with broken systems.

Completing the 12 main configs nets you 3 more, and another static cutscene. Yaaay. I would, however, reiterate that this game is for the mathematics puzzle inclined, and probably not for anyone who doesn’t like doing that sort of puzzle over and over, smug in the knowledge that they can math better than the rest of us. It also serves as a reminder that, despite popular perception, puzzle games are not “casual” games. Learning this lesson will only cost you £1.59 , although alternatives with hints exist out there for those of us who don’t feel hinting ruins a puzzle.

Meow (Cautious)

Barony (Review)

Source: Own cashmoneys
Price: £4.24
Where To Get It: Steam, Developer’s Site

I knew, when I heard the gloating words of Lord Herx, that I was going to die. It was the second dungeon level, and he was sending a minotaur? I didn’t have much time, so I…

…Crap, it’s coming… It’s HUGE! It’s somehow phasing through the roof of the dungeon, it’s that bi-

-Last Words of Mika, Mercantile Adventurer into Lord Herx’s Dungeon.

Rocks Fall, But Strangely, Nobody Died.

This boulder trap… Didn’t really stand a chance

There are times when you celebrate someone for trying, for experimenting. Barony, by Turning Wheel LLC, is not one of those times. I’d just like to quote the Steam summary of this game for a moment:

Barony is a 3D, first-person roguelike that brings back the cryptic and intricate designs of classic roguelikes such as Nethack and melds them with RPGs like Ultima Underworld, System Shock, and Daggerfall. Challenge is the calling card of this hard-boiled dungeon-crawler.

This is what we in the industry like to call “an overly ambitious description.” Also one that is wrong. What Barony actually is is a real-time first person roguelike using Minecraft style graphics that owes a little to Nethack, but hasn’t really learned what a good Roguelike is about. For example, for all that Roguelikes are about challenge, they are not, for the most part, about dicking you over. That segment I wrote at the top? Is a thing that is entirely likely to happen. The minotaur is big. He has oodles of hitpoints. And, if he is the “insane event” of the second level (Because hey, the game promises “insane events one could expect to find in games like Nethack”), there is very little you can do to stop it. There’s a chance you’ll find the imaginatively titled ZAP Brigade (Lightning staff wielding nutters who love to hunt Minotaurs), or the stairs out of the level, but, just as likely, you’ll note the event is coming, try and find the exit for a minute or two, then get squished in one or two attacks by a Minotaur that, if you’re “indoors”, will clip through the ceiling.

This didn't kill me. His two buddies, however...

Combat involves smacking things and hoping they don’t die first, or being a Wizard who has mana and winning. Shields are nigh useless.

…Or you could just hit enter, and type “/killmonsters”, hitting enter again at the right moment. Won’t get you any XP, but it’s clearly documented in the README (The only documentation for this game that I could find, apart from a new and largely incomplete Wikia), so why not use it, eh? These two things alone will give you some idea of the implementation of the grand vision described in the game’s Steam summary. Think I’m being unfair? Then pay the £5 for the game, open up the game’s directory, then go to the “books” subfolder, and read “The Lusty Goblin”, which I can only imagine to be a pastiche of the “Lusty Argonian Maid.” It’s easy to do, as, presumably to allow easy modding for the IP based multiplayer shenanigans, the 31 books of the game are all in .TXT format.

Character generation, similarly, is disappointing. Ten classes, two genders, and five skins that are all white human beings (presumably it’s to do with hair colour), and the classes are not amazingly balanced. The Merchant, for example, starts with weak weaponry and bad HP, but, and this is an important but, can quickly and efficiently identify nearly every item dropped on the first and second floors. The only one I’ve found trouble with? Glass Gems (Which are worthless.) By contrast, the warrior starts strong, but will quickly find himself in a world of death and pain if he encounters, say, a poisonous spider (Spawns on the second level.) The Wizard can cast Force Bolt to his heart’s content, murdering quite a few enemies quickly and efficiently, but Light will drain his mana more rapidly than you’d like.

Get Lantern, Kill Monsters

60% of this was gotten on the first level. 90% of it was identified without the use of scrolls. Merchants are great, in some respects…

In short, the game’s description is constantly reminding me of better games, and sometimes, the game itself is reminding me of better games. The graphics are voxel based, so, if you’re like me, you immediately think “I could be playing Minecraft right about now. Or maybe even Vox. Yeah, Vox sounds like a plan.” When you find that Lusty Goblin Maid book, you think “I could be playing Morrowind.” There’s enough replayability in this game for £5, but that same £5 could, by contrast, get me a better game. One which documents itself, tutorialises well, and doesn’t have a random event on the second floor that will most likely kill you, or rolling boulder traps, that, more often than not, you don’t even realise you’d triggered until it’s rolled past behind you.

This game, in short, is sadly not recommended for anybody, at least until some hefty reworking is done. Being able to starve on the second level is not good roguelike design. A “get through the level and/or find this thing before another thing kills you” on the second level is not good design. And I honestly can’t think how this would “improve” with Multiplayer.

Fuck This Game.

This is the Minotaur. Very often, he’ll spawn on the second level. The ZAP Brigade did way more than I did.

The Mad Welshman sighed as another boulder trap rolled merrily along behind him. The town of Hamlet remained unsaved, and Baron Herx’s Devil’s Dungeon remained closed.

Card Dungeon (Review)

Source: Own Cashmoneys
Price: £6.99
Where To Get ItSteam

Card Dungeons, like many roguelikes, can be short and painful… Long and glorious… Or long and painful, and, in a sense, this is exactly its problem. It’s an interesting game, in its way, but it definitely isn’t for everybody.

Well, that's one way to throw the horns... I got nothin'

A typical Card Dungeon Intro.

There are two core gimmicks of the game, one visual, one in core gameplay, and both have their flaws. On the visual end of things, you may be noticing why it’s called Card Dungeons. That’s right, every character and door is a card stock figure, and everything else is a tile. You know, just like old RPGs used to do! In any case, again, like these old RPGs, you take a turn, the monsters take a turn, and opening doors reveals rooms, monsters, and, of course, loot. However, while this may appear like a run of the mill roguelike with a different visual style, there is a core difference, the other meaning behind Card Dungeons.

Every time you start the game, you start with a bonus (A card) and a downside (A card). At the beginning, these options are simple: A random heal that drains mana when it happens, and not being able to buy more than one upgrade when you find a shopkeeper, regardless of your gold. Your attacks are also cards, and you only get three of them. But do you know what happens to cards when they get used, slapped down on the table, and generally subject to the abuse of play? That’s right, folks, they degrade, until they’re eventually useless! And the same thing happens to your equipment (Cards) and your attacks (Cards!) So again, you have a downside… On the one hand, you can switch out abilities at will. On the other, you have to switch out abilities, and at the worst possible time, you could run out of uses on an ability (Say, in the middle of a boss-fight), and have to survive long enough to pick up what you hope is a new ability!

This is when it's good.

Hrm… Decisions, Decisions… Let him melt, hit him some more, or set him on fire?

It’s very gimmicky, and, despite it being an interesting idea, that gimmick is also its greatest flaw. It took me almost the entire first run to realise that everything that isn’t a trap and can be used may contain treasure. It took me almost the second to realise that no, looting everything in the hope of a snazzy new ability isn’t the best way to play, and almost a third to realise that matters a whole lot less once combat begins. See, this game is presenting itself as a roguelike, but, while it fills many of the criteria of a roguelike, it only inconsistently provides an enjoyable experience. For example, I mentioned running away. I found a few “hit things and run away” style moves, along with the equivalent of teleport other (again, random in both strength and effect), but of course, there is no guarantee you’ll have one at the right time… And some cards, honestly, I ignored for being obviously toss. Stun, for example, doesn’t stop movement, only attacks, so something that only stuns isn’t actually that much use to me, because I can still be cornered. Bleeding, on its own, is a painfully slow 1 damage. And conversion, for the most part, is of dubious use.

Blooming rays. Hah. Hehe. Hahahaha.

The glare of blooming rays can also obscure tiles you may want to click.

It doesn’t help that there are certain enemy groupings, later on, where it’s extremely difficult to do anything but waste time. Multiple Eyeball type creatures, for example, can heal each other and stun you… Which makes a certain boss tedious, and later still, there are enemies that can stun, curse (Drains health and mana), and heal each other… And they can come in large groups. What can you do about it? Not a lot if your cards run out.

This sounds somewhat like bitching that I’ve run out of ammo for my favourite guns, left with “only the pistol”, but in Card Dungeons, it’s somewhat worse than that. In the final screenshot I’m going to post, I’ve shown an excellent example of being hosed. This is about halfway through the game’s several dungeons, and I have a somewhat ineffective area attack ability, a powerful, but erratically effective “GO AWAY” card, and a broken (And thus unusable) melee attack. I was trying to reach a chest as I died. I had been stunlocked, cursed… I couldn’t close the door, and going to another door… Would just as likely have killed me as badly, as the room I had just left contained three of the same kind of creature that killed me here. Just like any dungeon crawl, monsters won’t politely wait in their rooms… But unlike a normal dungeon crawl, you can’t open a door, peek inside, say “NOPE!”, and slam the door shut with the fondest hope that next time, your DM won’t be sniggering so loudly when you say you want to open something.

These are theoretically Asshole Card Wizards. Every One.

When Card Dungeon goes bad, it rather frustratingly doesn’t fuck around.

In the end, Card Dungeons is an interesting experiment. But other games do the whole “card dungeon” gimmick better, such as the more expensive Hand of Fate (The game colloquially known as “Asshole Card Wizard”), or Boss Monster (Cheaper, currently Early Access), and while it’s got replay value in the sense of multiple tries needed to “beat” the game, or 100% complete it, and it’s got time value in the sense that a single “good” run took me an hour and a half to get roughly halfway through… I don’t personally feel it’s got that much enjoyment value. Still, if you like the idea of an “oldschool” dungeon crawler with heavy randomisation in abilities (Monster types stay the same in each dungeon, and dungeons themselves are always similar in style), you could at least try it.