Pixel Puzzles Picross (Review)

Source: Cashmoneys
Price: £4.99
Where To Get It: Steam

You’d think, after all the times I’ve said “It does what it says on the tin”, that Pixel Puzzles Picross would be that. And you know what? Mostly, it’s true. At its most basic level, P-P-Picross (R-R-Raggy?) is exactly that: You logically deduce what bits should be filled in in a grid made of 5×5 grids, using numbers at the top of each column and the left of each row, and the knowledge that there has to be a single space between each number. Do it right, and you get a pixel picture that the game colours in, and the sweet, sweet acknowledgement of your intellectual prowess. Go you.

LOOK, IT’S A SPOILER, A MASSIVE SPO- h, wait, no, it’s just a fire hydrant. Silly me!

However, this is not quite the whole story, and what’s left… Somewhat confuses me. You see, there are bits of Normal mode that feel like they would have fit better in Hard mode, and bits of Hard mode that would have felt better in Normal mode. Normal mode doesn’t use lives, while Hard mode does. So far, so good. But Normal mode doesn’t properly inform you when you’ve filled a segment in properly, and has a timer, while Hard mode… does tell you, once you’ve done things the right way, that yes, you no longer need to worry about that 2, 1, 1, 3, and only have to worry about the 1, and 1 (To give an example), and has no timer to feed your ego.

This doesn’t really detract from the game, per se, but it does feel off, and I find myself flailing about a lot more in Normal mode than Hard. Beyond this, though, there’s honestly not a lot to say that hasn’t already been said. Normal puzzles and Hard puzzles have separate scores, despite the fact they appear to be the same images throughout, there are only a few tunes, the UI’s pretty friendly, but it’s not recommended to run this maximised unless you like to be annoyed by your steam overlay messages not going away and being drawn over by other steam overlay things (A relatively common draw problem, fixable, but also easily avoided), and the option exists to turn off what I found to be a very helpful feature (Once you’ve held down the left or right mouse button to draw and chosen a direction, it won’t go outside of that row or column until you release it.)

OMGIOD SPO- h wait, no, this is a good illustration of how you play Picross without finishing the image.

Beyond that, well… It’s a Picross puzzle game, it has a fair few puzzles, from ones you’ve probably seen before (Oh look, a heart) to things like space shuttles, pitcher’s mitts, and seahorses, all thematically arranged. It works, niggles aside, and it’s a perfectly serviceable game, all told. Are there better ones out there? Yes. But there’s very few puzzles here that are annoying, it’s accessible, it’s clear, and it’s got a perfectly acceptable price-tag about it.

I’m still somewhat confused about the difficulty differences though, and will probably remain so.

There are quite a few categories, with lots of levels, although, as mentioned, I’m somewhat befuddled by the idea that completing it on hard doesn’t also complete it on normal.

The Mad Welshman loves him some Picross. He will stamp those pixels down aaaaall day when he’s in the right mood.

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Alphabear (Review)

Source: Cashmoneys
Price: 6.99
Where To Get It: Steam

For a while, Alphabear was a sensation. Haha, look at the often strange things they say using words I spelled in game! Oh dear, Alphabears, I don’t think you really meant to say that! I’ll freely admit, I was mostly confused when this happened. Confusion is sort of my base state when it comes to what becomes a darling, so I think we can safely move onto the fact that Alphabear is now not just on your phone, but on your computer. So how is it?

Hehehe. When Thesaurus butts.

Well… It’s a word puzzle game. It’s kind of cute. And if you’ve already got it on your phone, you’re not missing out on special PC only content, just having it on a bigger screen. You make words with letters, which have point values that add up depending on the length of word and the kinds of bears you brought into the puzzle, and each time you make a word, the letters you used become bears (or become part of a bigger bear), the point value of any letters you didn’t use goes down by 1, adjacent letters get exposed, and if any of the letters go down to 0 point value, they become rocks that permanently block bear expansion. The bigger the bears you have at the end, the bigger the bonus, and you unlock more bears and levels by beating the score it asks you to. Did you get all that?

Thankfully, it’s much less of a mouthful to play than explain, although sadly, if you screw up spelling a word, you’re better off just clicking the big X to completely erase than to try and remember the specific letter you were trying to get rid of. That niggle aside, it’s pretty clear, it’s pretty accessible, and the difficulty curve is just that… A curve, rather than a spiky mess.

Yes, I quite agree. Thunderous Plagiarisers be warned, neither I nor an actual thieving bear like you for plagiary.

Indeed, pretty much all of my problems with the game are not problems, but niggles. “Leaderboard” just links to the limited Steam Achievements. The bear unlocks are pretty much random chance, although you’d have to be fairly unlucky not to unlock all non-legendary bears before the end of a chapter. But the core of the game works, it’s just as cute as its original mobile/tablet incarnation, its dictionary has the same limitations (Sometimes it doesn’t have a definition for a word, like Wastel, sometimes, it doesn’t know things that totally are words), and essentially, whether you like it or not is dependent on whether you like word puzzles, specifically this kind of word puzzle, or not.

I happen to quite like it, and would thus finish by informing you that wastel bread was perhaps the best kind of bread you could get in the middle ages. So now you know.

As much as you may hate to admit it, this is the perfect Alphabear body.

The Mad Welshman is very fond of word games. Alas, generally he can’t enjoy them as much, since they are his 1.5th epileptic trigger. Sad times.

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20xx (Review)

Source: Review Copy
Price: £10.99
Where To Get It: Steam
Other Reviews: Early Access

20XX is a game with a laudable goal: A platformer heavily inspired by the MegaMan X games with random level generation. All the ideas, all the replayability! It’s just a shame it doesn’t really work out that way, for a variety of reasons.

Pictured: Ace and Nina’s unscrupulous creators don’t take failure kindly.

Aesthetically, 20XX has come a long way from when it was under a different name. It’s clean, it’s got good tunes, it’s got moderately good sounds. The enemies are visually distinct, and so you quickly learn what type is what, whether you can get nice things out of them, and what they do. That’s good.

Not so good is the fact I have little to no incentive to play Nina, the Not-megaman of the pair of Nina and Ace (who is Not-Protoman/Zero.) Equally not so good is the fact that the stages, very often, are more lethal than the bosses. And some of the bosses, honestly, are eh, even in their difficult forms. Let’s get into that a little more, starting with the linked problem of Nina and the levels.

The game features two characters: Nina, who shoots bullets, and has a piercing charge shot (with the option to change this basic attack to a variety of directional bullets or a wave-beam if you find the right powerup.) , and Ace, who has a sword, which he can charge, but, honestly, doesn’t need to (and, like Nina, can switch out for a variety of melee type weapons of varying utility, damage, range, and speed.) Both can dash jump. Both can use the same boss weapons, in the same way. Both can use the same permanent and per-run powerups that are unlocked by gaining one of the three types of currency in the game.

FUCKING BATS. Although thankfully not over a deathpit, or between two platforms, or any of the innumerable situations they just ANNOY THE HELL OUT OF ME.

When playing as Nina, to deal with hordes of bats, I need to waste a second or two charging my weapon, and lining it up. Without an alternate weapon, I have no means of dealing with enemies above me. When playing as Ace, most of my weapons can attack at least a little upward by default, have a wide area, and can chump hordes of bats with a few quick taps of the attack button. It’s not even a subtle difference. I have little incentive to play as Nina.

Meanwhile, one of the elements of the game is random level generation, using native enemy types, bats (Which are everywhere, and are annoying obstacles just as with videogame bats everywhere), and native trap types. Agnisort, the fire area, has conveyor belts and fireball launchers, with welding flames on the walls, belts, small pits… Anywhere they would fit, and a couple of places they shouldn’t. Vaculab, meanwhile, has that MegaMan staple, Yoku blocks (blocks that appear and disappear on a timer) and deadly vines. Skytemple relies on lasers, conveyor belts, and bottomless pits to kill you, while Frostor has spike shooters seemingly everywhere, even in places that are meant to be considered safe. It’s all generated according to a rough plan, it’s true, but I can almost guarantee you’re going to take, especially toward the end as the frequency of the traps increases, more damage from the stages than you are the bosses. Occasionally, the game will even generate a big ol’ middle finger, like the time my only path to progress was blocked by a pair of vertical lasers, each perfectly bisecting the platforms I needed, and seemingly timed to go active while the platforms were accessible.

Suffice to say, I didn’t appreciate that one tiny bit.

This jerk has gone through multiple iterations. He’s *less* annoying in the final release.

While we’re here, let’s talk about the bosses and their weapons. Bosses are, with only two exceptions, larger versions of the level enemies, with their highly pattern based gimmicks. Rollster is a robot hamster in a sawblade monowheel, and he bounces and fires sawblades. The Astral Twins are fireball spewing robot gorillas who will resurrect each other if you don’t kill them both within about ten seconds of each other. As the boss order is also randomly generated, both levels and bosses are meant to get harder the further you get. This is very true for the levels, but the bosses? The stages consistently seem to do more damage, and their weapons vary wildly in use. One, Skydragon’s, is essentially there as a reference to Aqua Teen Hunger Force. It’s a big, slow moving cuboid bullet. Yes, whatever it hits will take heavy damage, and it has some piercing, but it’s also easily blocked, and, just like the sketch with the Mooninites, it moves slowly enough that you might as well not bother with it.

In the end, one of the biggest problems with 20XX is that it’s trying to recreate the feel of a game series that mostly relied on tight level design with procedural generation, and so many of the obstacles and “set-pieces” feel arbitrary. Oh look, six bats. That I have to wait for, watching them crawl across the screen, because if I don’t, I’m going to screw up the timing of this conveyorbelt/fireball/welding torch “puzzle” that’s also going on.

Occasionally, the procgen will just outright screw you. Just quit to the menu at this point, you’re going to die.

BATS ARE BAD, DO NOT USE BATS. BATS ARE BAD, DO NOT USE BATS.

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R-Coil (Early Access Review)

Source: Review Copy
Price: Approximately £3 ($5 USD)
Where To Get It: Itch.IO
Other Reviews: Early Access 2, Release

Sometimes, the breadth of what people will experiment with interests me greatly. Asteroids, for example, is a simple formula, and yet, believe me, there are games that screw with that formula, some good, some bad. But I’ve had yet to see a game that experiments in order to encourage movement in an Asteroids game, and R-Coil, by Mike T, is one such game.

The spread shot is very nice, but one of the weapons to seriously push you back. So be careful!

If you’ve ever played Asteroids, you’d have the general idea: There are rocks, and you blow them up for some score. There are enemies attacking you, and you blow them up for a better score, while trying not to get blown up yourself. As in some Asteroids games, there are nastier enemies, and bosses, and yes, blowing them up involves big points … And a higher risk of dying. There’s a variety of limited use powerups, from the Death Ray, to drones that back you up (and serve as a shield.)

But the main thing is that R-Coil, when playing with the mouse, at least, is a one button game. Tapping the left mouse button fires, while holding it down thrusts. And so, not only do you have less control over movement than traditional Asteroids, you also have to consider that weapons fire knocks you back, from “A little way back” in the case of bog-standard bullets, to “WHEEEE!” in the case of the Death Ray. It is, in the scheme of things, a small change… But it makes all the difference, and remains challenging rather than frustratingly difficult. Only a few enemies fire shots directly at you, and those can quickly be prioritised due to the mostly clear visuals on the game (Screen shake and shudder can, at the time of writing, be turned on or off to taste.)

Alas, sooner or later, your lives run out, and it’s time to put another quarte- Oh, wait, no quarters needed? Isn’t progress wonderful!

As such, the game is one of those simple to play, but hard to master type games that I kind of enjoy, and the vector style graphics (inspired by the original Asteroids games) are pretty nice on the eyes. A little less nice on the ears is the retro beeps, boops, and sine noises that come from your weapons, especially the laser, although that may be subject to change, since the game is effectively in a fairly polished alpha state. It doesn’t have much of a story to speak of, which is skippable, and this works. Games don’t always need a story. Adding to the fun is the ability to locally co-op with both other players, and with AI companions, and a duel mode with the same features.

So if you like retro shooters, R-Coil is currently available on Itch.IO, quite clearly informing you that it’s still in development, is approximately £3 ($5 USD) , and, to arcade fans like me, seems quite enjoyable, challenging without being arsey, and, generally speaking, a fun time. Worth a look.

Of course, one of the problems with screenshots is that they don’t sum up quite how the pace of the game is quick, but not overwhelming. These are but moments in a smooth experience, taken out of context.

The Mad Welshman is a fan of reworking old things in more fun ways. Why, a death ray that expands? GLORIOUS!

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Immortal Planet (Review)

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

I’m getting really tired of the word “soulslike.” I’m not ashamed to say this, because, like many game development fashions inspired by at least okay games, it can vary widely. Immortal Planet, sadly, is one of those that just doesn’t gel with me. Partly because it is as slow as advertised… And partly because it isn’t.

The game has an inventory, built up as you go through the game, weapons with multiple modes, and, of course, skulls and masks. A fair few of them.

The story is relatively simple: There is a planet, filled with folks who just won’t die (The justification for respawning enemies whenever you rest/level up.) It’s mysterious, and you, one of the big, hulking masked folk that populate this world, are a prisoner. Tromp and stomp and murder your way through the 5 bosses and 52 rooms. I know it’s 5 bosses from the achievements, and I know it’s 52 rooms because, for some odd reason, the room graphics are right there in the game’s directory (Found as I tried to get windowed mode to work. Which it still doesn’t seem to.)

Problem is, the game is frustratingly grindy, and, while the walk speed is slow (and the run isn’t a whole lot better), the combat is quick exchanges. And, like a Souls game, everything appears to be made of bricks that are made of bricks until you level up. Slash slash backstep to recover and let this fool get his two attacks off slash slash dead. This guy’s near an edge, haha, wait block dash the sod into the black ether and get the XP so much easier. Slash slash sla- dammit I’m out of stamina, backstep get hit get hit dammit now I have to use a healing item. So yes, it’s slow in one sense, but the fights are, comparatively, quick, twitchy exchanges. And then you meet the first boss, and realise another area the game is slow.

Block, slash, ohgods I barely scratched him, and even through my block that hurt. Slash, wait, he’s got a melee punish move, ohgod I’m almost dead, try to ba- aaaaaand dead. Lose all my XP, lose my healing items, reset, restart.

This enemy is about to be punished for having a dash-two slash combo that’s easily avoidable. His compatriots can be a lot more challenging.

Immortal Planet is not the friendliest of games. Funnily enough, though, most of this is feeling. On leaving a session, I was surprised to note that three loops around the first hub, combined with two deaths (one my fault, one due to somehow dashing off a cliff to my death when I’d intended to push someone else off the opposite cliff) took around 20 minutes. It felt like a lot longer, not least because while the game has sound (and some quite meaty sounds for the weapons too), it doesn’t have music, per se. Snatches, here and there, like when you die, but mostly, it’s silent, with that tromp tromp tromp tromp tromp of walking around the main punctuation for a lot of the time.

Eventually, I got used to the combat, which involves being as risk averse as humanly possible, and taking advantage of the fact that the enemies’ charge attacks are, for the most part, easily dodged, and well telegraphed. Now, I mention being risk averse, and you may be saying “Dark Souls also encourages risk aversion” , but this is not quite true. It involves calculated risk. While a single loop around the first area and level up purely into Strength (Damage) will ensure two of the first three enemy types will be chumps (Taking around 5-10 minutes) , the third enemy type (and the first boss) will punish you heavily for a mistake, and no, there is no option to just level up. You can level up and rest, resetting all enemies and any items you may have found beyond your basic allotment, or you can not level up. Bosses have multiple health bars, and, despite the fact it doesn’t actually take all that long to play, the grind and seeming slow pace makes it feel much longer than it is.

This exchange will take only a few seconds, but at this point, he’s already dead. If I’d misjudged, it would be *me* who was close to death.

In the end, Immortal Planet is very much a deal of “Your Mileage May Vary.” Myself, I prefer a different pace, and find elements of the game feeling iffy for me, but I can see how someone who wants a bit more challenge might enjoy this game. Aesthetically, it’s very clean, it has a moderately interesting story, but, alas, it’s not for me.

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