Archive for the ‘Game Reviews’ Category:

Going Back – TAROTICA VOO DOO

Source: Supporter Gift
Price: £6.99
Where To Get It: Steam

At first, I was, I’ll admit, a little confused over being asked to review TAROTICA VOO DOO, even as an advocate of old games, and the joy (and pain) of programming for older systems as a good thing to do. It’s not the friendliest of games. It’s not the easiest of games. It definitely has its flaws, and, even as someone who likes a lo-fi aesthetic, 2-bit “hand drawn” (read: Pixel doodles) wasn’t immediately endearing to me.

One of our three family members, completely ignoring us because dinner’s not on the table… Ohhhh, I hope a pla- ah wait, that’s exactly what I hope to prevent!

Tarotica Voo Doo is a somewhat surreal “Escape Room” game, in which you solve puzzles (Some of which spread over the entire house, like the Salamanders who light up rooms), in order to break into a family’s home, cook them dinner as an apology, and get them out of the house, all before a plane crashes into it. It’s also a game coded for the MSX. Not the MSX 2, or 3, or Turbo. The MSX, played via the official MSX emulator. So… A game coded for a 1980s platform, in 2018. Normally, very much my jam.

And, in terms of the technical wizardry behind it, it very much is. If you want some idea of the kind of crap people had to pull to code games for the MSX, the PDF attached to the game (hand written by the developer in both English and Japanese versions) is worth the price of the game alone, and explains the 2-bit aesthetic (It was the only way to get as many frames of animation as the game has.)

This poor dog’s only crime is that it’s holding the front door shut (somehow.) The zombies, skeletons, salamanders, and the like inside, on the other hand…

As to the game? Well, it mostly comes out middling. I like, for example, how four frames of animation are used to good effect in puzzles and combat alike, with the latter a sort of rhythm deal where you have to time pulling fully back (for defending) and forward (for attacking) carefully, with the only pressure being that failure means restarting the (short) fight. I like how smoothly the developer has papered over the cracks of a slow Video RAM, meaning that the experience doesn’t jerk or stutter, even in the short, equally 2-bit cutscenes. I like how its control scheme (arrow keys to move, space to start interacting with a highlighted object, up and down to interact with it, space again to leave that interaction) is simple, and similarly smooth. I’m not so fond, however, of some of the more house-spanning puzzles, like going back between various rooms and the basement, in order to release the salamanders that provide light for the torches… Or block them off. A few fights (such as with one of the aforementioned salamanders) are just a tadge counter-intuitive, and, as mentioned, despite liking lo-fi aesthetics, Tarotica Voo Doo’s didn’t really grab me.

Nonetheless, it’s not a bad couple of hours, even if it didn’t quite grab me, and, with the attached “CHRONICLES OF TAROTICA VOO DOO”, detailing how the program was built up, it’s an alright, actually retro game with a post-mortem dissection of how it was put together that’s well worth a look for 8-bit programming enthusiasts, or even folks who just want an idea of why pushing the limits of an older machine was hard as hell.

This puzzle’s explanation is one thing, practice another. Thankfully, with only four frames per statue, it’s easy enough to work out.

The Mad Welshman is heartened by the fact that, even today, people struggle with assembler. It puts his own struggles in perspective.

One Deck Dungeon (Early Access Review)

Source: Supporter Donation
Price: £11.39
Where To Get It: Steam
Other Reviews: Release

Adaptations of board games, for better or for ill, generally have to be faithful to the original. And so it is with One Deck Dungeon, a game that toes the line between “Yeah, that’s fair” and some good, old fashioned table flipping. You might be unsurprised to learn that dice are heavily involved. But let’s get into that.

If I’m clever, and my Black Die of General Usefulness roll well… I can still take it. Let’s do this.

One Deck Dungeon is a game where the majority of the deck remains roughly the same. Here, a beetle, armoured up the wazoo, and able to run away with its loot rather than die (as it should) if its armour remains unbreached, regardless of how much it hurt. There, a Wraith, avoided by many an adventurer, not for the traditional reason of life drain, but because it converts items (Which give you dice) into XP (Which, while useful in a fair few contexts, doesn’t give you dice, and gives you nothing if you haven’t levelled up yet.) So, it’s a game where, like a traditional RPG, knowing what something is on first glance (even without things helpfully being labelled and clearly explained on encountering them) means you can answer that age old question: Kill, Flee, Disarm. Every dungeon has the same timer, ticking down by a base 2 per turn, ticking further down if time is spent murdering an enemy (IE – boxes with an hourglass in them aren’t fitted with a corresponding die), and, once time has been used up, staying in that level of the dungeon hurts the adventurers (Presumably they have a bad case of loot itch, a horrid affliction that means not-looking for loot somewhere more powerful than where you were causes physical pain.)

Where does the change come in, the challenge from trying different things? Well, mainly two sources right now: The Adventurers (each with different values of stats-as-dice, in five flavours, and different skills if you play single player or two player) and the Dungeons (Each of which has a different boss, and different, stacking “Bad Things” per level.) My Warrior has, generally speaking, had a good time in the beginner dungeon (even getting me my sole win so far), but, due to a variety of factors, from 2s magically disappearing because of a Weakness Curse to magic based armour and damage, hasn’t done so well in, for example, The Lich’s Tomb, or against the Yeti. So… Everything is understandable, at a glance, and this is good.

So… Close, dammit! [dies]

You would think, at this point, that I’d then point to the dice and cry “BULLLL!” But no. Mainly because, while victory against a boss is only assured if you’re both good and a little lucky (and, in cases like the Yeti, heavily weighted toward hitting things while also having some dice to take care of, say, Magic and Agility), getting to the boss is, generally speaking, okay. The majority of the dungeon deck doesn’t change, as noted, so there’s a careful balance between taking damage to Get Cool Stuff (XP so you can hold more stuff, potions so you can live long enough to get stuff, or use special abilities in your quest to get stuff, stuff adds to your dice, skills to more easily turn crap dice into good dice, so on so forth) and knowing when it’s good to Just Run (The Wraith, for example, I generally avoid or potion out of if I can. No stuff for you, mister Wraith, only meeeee.) The feeling of being fair is important, and, for all that it is, at its core, a game about rolling dice and hoping for high numbers, One Deck Dungeon mostly feels fair.

Could it be more fair? Quite possibly. As implied, without a bit of luck, some good stats, and preferably a potion stashed away, the bosses of each of the five dungeons will mercilessly muller you. But then again, I’ve come so close… So close… So I know that these bosses can be killed, they can be beaten. Is it fair enough to keep me coming in without a friend to play with? Maybe. It does have a two player local mode at the moment, with each player’s stats and Heroic Abilities halved in effectiveness, but a good mix (Warrior/Rogue, for example, has served me well so far in Yeti’s Cavern) goes a long way, and that “X skills/items per character” wears thin slower (normally, in a single player run, I don’t bother going for items on higher floors.) I can even build synergy, so it helps.

5 Classes, 5 dungeons, and the only one I’ve not felt cool with so far was the Paladin. I more put this down to being a vaudevillain than any mechanical demerit with their play, though…

Overall, One Deck Dungeon explains itself and its rules quite well, seems mostly balanced and fair (for a given value of fair), and, if there were anything I’d maybe get tired of, it’s the main dungeon deck. Oh, right, another Goblin. Two flame traps in a row? Yaaawn. Still, it’s an alright pick if you like two player local play, or a single player game where you’re relatively free to expand your tactics in interesting directions. We’ll see how that progresses as time goes on.

The Mad Welshman appreciates well how the appearance of fairness is just as important as actually being fair. The game, thankfully, is both.

Lost In The Dungeon (Review)

Source: Cashmoneys
Price: £4.79
Where To Get It: Steam

Lost in the Dungeon is one of those games where the art is quite nice. The intro cutscene is a short motion comic, and it’s nice. The card art is nice. The music, while a little bland, is nice. Obvious work has gone into the assets.

I will die in two turns, counting this wasted one. I feel, somehow, this sets the mood.

It’s just a terrible shame that not nearly as much was put into the game. Let’s start with the basics: Sound control? Sort of, you have music on, music off. That’s your lot. Windowed mode? Sort of, you can alt-tab to have a full screen window instead of full screen. Accessibility? Well, here, it sorta wins out, as it’s a turn based game, everything is via the mouse, and there are few enough options (with “Click again to confirm” on things like quit) that it doesn’t take terribly long to learn them. Forced tutorial every single time you start a new character, with no option to turn it off? Yup!

These are minor niggles, it is true. But these are, if you will, an aperitif, a little starter, for, regardless of your character class, the difficulty curve begins at “No fuck you.” And it surprises me how the characters fail in the early game, more than the fact that they do.

Mood.JPG.

The warrior, for example, does great damage. Hell, when he has the energy to use his best attack, and rolls well? He cleans house, taking even the armour of giant spiders off (That’s 7 armour at start, as an aside.) But his own armour is very prone to coming off, not just because, when energy is low, he’s unable to do more than defend, but because enemies like removing armour in the first dungeon, and one of his best early options for quickly barrelling armour… Costs armour. This is before we factor in that poison and bloodsucking, two abilities common to enemies in the very first dungeon… Completely bypass armour. Hope you’ve got an antidote card handy for that damage over time with your health, friend, and hope the snakes and spiders don’t decide to poison you all over again, because antidotes and potions cost 5 gold a pop, even if you got ’em in your hand of 3 cards!

Okay, how about the mage? Usually, when the warrior suffers, the Mage makes bank, right? Well, they have superior armouring options, and a good spell for removing armour… But when it comes to damage, somehow, fireball does bupkiss. It’s got some damage over time, but you’re not going to get very far when nothing is dying and everything is still poisoning or leeching or attacking you. Welp.

Be it vendor trash or new, good or not, the same, flashy presentation awaits your hard earned chests. There’s a lootbox joke in there somewhere.

I get where the game’s going with this. It wants me to grind those first few rooms of the first dungeon, again and again and again until I have Good Stuff, enough money for my potions and antidotes not to embarassingly run out (along with my money, making for a potionless grind of… The first few rooms), and some extra, better cards under my belt from its limited toolset (perhaps mixing classes, since there appears to be no restriction on that beyond… Well, starting from First Cards of varying utility. Thing is… I don’t want to do that. I don’t particularly care if it Gets Better Later (and I’m informed it does) , because what I’m experiencing now is some of the most painful, joyless grind I’ve experienced in a long time. And I’m not down for that.

The Mad Welshman is an adventurous type. He just prefers to be able to conquer early dungeons fairly easily. As tradition dictates.

My Lovely Daughter (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

How far would you go to save a loved one, or a family member? In a world of magic, such as My Lovely Daughter, the answer is mass murder. But it’s okay, honest, because they’re homunculi, things created to be used and killed. Right… Right?

I’m gonna go with “Nooooo” here. Somehow.

My Lovely Daughter is, described mechanically and reductively, a life-sim VN. You’re trying to earn enough money for upkeep (of the corpse of your daughter, and ensuring your homunculi don’t run away) by doing jobs for your fellow townsfolk (Because a pitchfork and torch up the strap often offends, and they have money) or selling them better materials (made from homunculus-daughters who have levelled up enough), in order to achieve the statistics needed for an ending (or the perfect ending, all of which are obtained by… Slaughtering homunculus-daughters to feed the stripped out soul of your daughter, and are essentially the Four Humours of greek medicine and their appropriate moods.)

Goodness me, there’s a lot of murder and tragedy hiding under that mechanical description, isn’t there? And this is part of why I’m so fond of My Lovely Daughter: It goes all in on the Gothic front. All of your homunculi daughters love you, in their own ways… But they’re often twisted by the emotion they represent (such as the Mud daughter’s attempts to seek attention) or the form they take (Don’t worry about your other daughters, kill ’em all, and we can play in the water together, daddy – Mermaid Daughter) , or indeed both (Poor Animal daughter… Already depressed, and people call her a freak for having a fox head on top of that. Rude!) The Alchemist Faust is, mysteriously, alive again after a spell of being dead, and… Well, the whole thing oozes of tragedy, well written tragedy, from that of Faust, whose ego drives him to force that soul back into his daughter’s body, again and again, to the homunculus-daughters (who are not all innocents, but are, in their way, the most blameless of the cast), and the townsfolk, outcasts all, each with their own secrets, their own stories to tell.

Oh, no, you must be confusing me with my daughter, I’m sure she shopper here t- ohwait.

So yes, I quite enjoy the writing. I also quite enjoy the art, being hand drawn sketches, reminiscent somewhat of woodcuts, with procedural stains of various types giving the impression of a run down, grimy world, a world of obsession that’s slowly winding down… And leads me to that eternal question: But is there anything you don’t like?

Well, yes. But not a lot. Mostly, the fact that everything can be discovered in a single night is sad, it’s true. The game loop being repetitive is not something I’m annoyed with, because on the one hand, the game loop becomes quicker the further you get into actively searching for those endings, and on the other, as mentioned, the game is relatively short. Are these, even in combination, enough to stop me from recommending My Lovely Daughter? No. I feel I’ve seen an interesting, bleak world, I’ve been allowed to play in it, to explore its gloomy environs, and gotten a good, tragic tale of gothic hubris into the bargain. I’ve easily understood how the game is to be played, and I appreciate how even the forced tutorial at the beginning is part of its storytelling. Like gothic horror? My Lovely Daughter is, I feel, pretty good.

Er… Yes. I will play with you in the water, my daughter. Certainly. Later. Yes.

Having confirmed that he would be a bad dad, The Mad Welshman returns to what he’s good at. Moustache twirling.

Crest (Review)

Source: Review Copy
Price: £6.99 (£9.99 Supporter Edition, £1.59 each for Art book and Soundtrack)
Where To Get It: Steam
Other Reviews: Early Access

Last time I looked at Crest, the indirect god game in which you set commandments for your tribes (and they try to weasel out of them as soon as they humanly can, using their faith as a bargaining chip) , food was a bit of a problem. I am, on the one hand, happy to report that this is no longer the case for the majority of your early to mid game.

At times, priests of cities will travel to others, to spread their version of The Word. In this particular case, I suspect the villagers were confused about this mention of berry bushes, although “Nookie” was understood.

Sustainability, on the other hand, is a bit of an issue, and, as you might have guessed… I mainly think it’s because my followers are a bunch of gits. My own fault, I suppose, because keeping your followers happy, and keeping them sustainable is, as it turns out, a bit of a struggle.

“Feed thyself!” , I cried. “Go forth, and plant many berries!” And lo, they did, and, for a while, it was good.

“Go forth, those of you with children!”, I declared. “Go forth, multiply further, and be fruitful!” And lo, they sort of did, grumbling a bit because they were currently into gathering as many resources as possible, not all this babymaking business. But eventually, and for a while, it was good.

“My children, now that you know about these Antelope things I have created, go forth, and eat well (But sustainably!)” I called. And lo, they went to that one with gusto, and, for a little while, it was good.

“Spread further, and learn more of this world!” I proclaimed. And funnily enough, not everybody was happy with that one. Or the one where I asked the folks near metal to mine it so they could grow strong (and maybe defend themselves against what I knew, in my omniscience, to be Lions, but they hadn’t quite gotten the picture yet.) At various points, these turned into things like “Let us make more children if we already have them!” , “Let us hunt ostriches if we’re near antelopes, because we’ve suddenly decided we like ostriches more!” , and, most odd of all, “Let’s expand this whole Desert thing until everybody can share in our bounty!”

And yea, did WelshGod look down upon what he had wrought, and mightily he did facepalm.

I hate to break it to you, my (sometimes, conditionally) loyal ones, but that doesn’t spread metal, gems, or even ostriches. So, er… I did nix these commandments, as far as I could with the faith I was given, and lo, faith in me did drop, so they did what the hell they wanted for a short while, until I had another bright idea.

“Young of the world, socialise with thy brethren, learn more of thy neighbour!” And lo, that one went down rather well. Of course, by this time, the antelope were looking a little thin, and the lions (they’d finally learned what they were… Painfully, in at least some cases) not very thin at all. Hummm…

“Go forth, those of you near lions, go forth with all that metal you have, and bang it loudly near the lion, to scare it from you unto the territory of those people you dislike!” I spoke. Well, more generally than that, working in Noun Verb Noun isn’t exactly a science, but they at least looked like they had the idea.

But, apart from, like, *one* war, everyone was talking, so most people were at *worst* apathetic! <3

And lo, that wasn’t very good at all. In fact, that’s the story of how a deity managed to kill the second city its followers had ever built, in under 10 minutes. Of course, by this time, I’d also taught my followers all but the final tier of words, which would have included useful things like “Ocean” (for sending my followers far, far away, to new lands), and firmly reached the point where, beyond keeping my followers alive and (relatively) faithful, there wasn’t really much of a goal.

Still, it was a fun time, being a deity, even if I was well on the way to cocking it up royally by the time I started writing this review. A shortish time (It takes only a few hours of judicious commandmenting to get the majority of words), but one I enjoyed a fair bit, due to a fair tutorial, an improved word discovery system, the fact that followers now fed themselves (and procreated, once they got the idea), and the lovely, low poly aesthetic of a sub-saharan world where survival very much meant living in balance with nature.

I didn’t get the hang of that bit (or rather, was heading toward the point where it was clear I hadn’t got the hang of that bit, not the point of no return), but for all my mistakes (and the aforementioned weaselling of my followers) , I can tell you this: Unhappy was a word they never learned. Also, annoyingly, Gems. But I’ll take the fact nobody knew they were unhappy as a win.

Mere days (minutes, in DeityTime) before the final follower of the village realised a single villager is not, in fact, scary to a lion that’s already eaten so many delicious humans.

The Mad Welshman is gonna be a god, he’s gonna be a naughty god…