Princess Maker 5 (Review)

Source: Cashmoneys
Price: £23.79
Where To Get It: Steam

For all that the Princess Maker games are, in their way, somewhat unfriendly, there’s nearly always something delightful about raising your small child, be that into a great scholar, a dancer or musician, or a HELLION OF BATTLE. And Princess Maker 5, recently localised into English (A little clumsily, it must be said, but still mostly understandable) does well at showing the joyous end of raising children.

HRNGH, GONNA STUDY, YEAH! (I love how *pumped* she is for academia. Always)

So, the Princess Maker games have changed in the details many times over the years, but the core life-sim gameplay has remained the same: Schedule time for your daughter’s activities, grow her stats (while paying attention to her needs), take part in events, and, depending on what you’ve done over the years, get one of the many, many endings. For all that it is somewhat complex, since there are no, strictly speaking, bad endings (Or few, easily avoidable ones), I can somewhat forgive the unfriendliness of the Princess Maker series. This time, it’s set in the modern day, and adventuring has returned!

Wait… Modern day? Adventuring? What’s my daughter beating up, the undeserving homeless? No, monsters do exist, because your lovely daughter, saved by Cube during the revolution after the end of the (sadly unlocalised) Princess Maker 4, comes from another world. A world that impinges on ours soon enough…

…But this, like many elements of Princess Maker 5, take time to get to. For the first year or two, it’s the usual deal of taking part-time jobs, studies, electives… Of making friends, and going to events to destress… Of buying Winter and Summer dresses (Sidenote: I enjoy how accurate the game is that children’s clothes are much more sodding expensive) , and, of course, exams. Mostly, features work as well as they did before. Weekly scheduling is better than PM3’s more confusing system, the town is hard to get around at first because you don’t, without a guide, know where anything actually is, and, if you’re looking for a specific ending, then you’re probably not doing it without a wiki.

On the one hand, there are a *lot* of stats. On the other, don’t worry, focus on a few, others will come naturally.

Still, the issues of an older lifesim game re-released aside, and some odd translations that seem odder if you don’t know Japanese culture (Bathe with your daughter is communal bathing, a common practice, and not anything filthy), Princess Maker 5 shines in one area in particular: The job animations. When studying or practicing skills, good performance feels good (Such as Athletics club, where she pulls ahead of the pack and wins by a nose), and when failure occurs? Well, I’ve winced more than a couple of times in sympathy, especially with Karate club, where failing to break those planks is… Particularly painful. There’s a lot of character to the daughter, and the cast is also characterful and interesting. Adventuring makes a welcome return, albeit with less control, but hey, adventuring, heck yes!

If you like life-sims, Princess Maker was one of the first big series in the genre, and Princess Maker 5 is definitely worth a look. I wasn’t sold on the blond moppet at first, but the animation, the writing, and the world definitely charm, and, not gonna lie, one of the things that charms the most is the cultural references, such as going to see a Tokusatsu show and cheering on the protagonists twice a month. GO BLADE MAN! YOU CAN DO IIIIIT!

As you deepen relationships, even more events unlock. Alas, love relationships are hetero only, but still… BASEBALL.

The Mad Welshman would probably be a terrible parent in real life, but here, he’s raising a master of both art, both in the traditional and martial senses. Fran: The Demoness With A Paintbrush.

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The Spatials: Galactology (Review)

Source: Review Copy
Price: £9.99
Where To Get It: Steam

The Spatials: Galactology is an ambitious game, in some aspects. Building and managing a station, exploring worlds, diplomacy, tourism… There’s a lot to the game. And so, it’s perhaps unfortunate that I’ve not been able to get very far with it because it doesn’t explain most of its own complexities, and some of them? Just plain don’t make sense.

The Hygienizer 3000. On a permanent Spin Cycle, it seems…

Case in point: The shower has interrupted the sleeping. It will always interrupt sleeping if it’s in the same room. Even if, as in the above shot, it is neither in use or supplied. Now, I can’t speak for all showers, but my own? Doesn’t do this. In fact, it’s utterly silent until turned on. I have yet to encounter a shower that does more than silently sit there until turned on. Admittedly, putting a shower in your bedroom is probably not a wise idea (It’s clearly not a futuristic sonic shower, it needs soap. Which I don’t have) , but that it’s the noise that’s the problem? Baffles and infuriates.

Okay, a load from the nearest quicksave fixed that. Showers set to be built elsewhere… With a whole bunch of balloons in the shower room because, inexplicably, they also make the place look bad. So decorations are mandatory if you want people to feel good. Noise mainly seems to impact sleep. And then something breaks down. I’m also running out of metal to build things with. Ohhh yeah, I can set my ships to pick up cargo from more than one place, why didn’t the game tell me this before? So, off I go, to a thankfully human planet with metal on it, and… My first combat encounter, hoo boy! Combat, diplomacy, exploration, it has it… NO, STOP BUILDING THAT STORAGE DEVICE, KEEP YOUR FRIEND HEALTHY, YOU – Oh, the only guy with a gun is dead.

OM NOM NOM NOM NOM UNWARY PLAYER DELICIOUS.

Time to restart, I guess! Or… Not. The Spatials is, it’s true, an ambitious game, with a lot of elements. But I am, funnily enough, not one of those people who enjoys basic, important mechanics obfuscated from me, and it does this a whole lot. It has the dreaded Decoration Tax, a mechanic I’ve always despised, not least when it’s employed in the oddest of places. Yes, I can understand how a recycling machine may be noisy and clunky. I do not understand why a shower room won’t be enjoyable for its occupants unless it has a minimum of 2 balloons (1 to cancel the shower’s aesthetic penalty, 1 to improve the aesthetic to “slightly nice.”) Research, similarly, means the early game, normally a case of “Build things to make you self sufficient”, becomes “Research these eight things you need simply to get people to come to the planet and buy things before your money runs out.”

The Spatials: Galactology, will, I’m sure, be fine for people who actively enjoy the heavy amount of micromanagement and wikiplay needed to get off the ground here. I am not one of those folks, and the unfriendliness and lack of decent information is a major turn off. Its aesthetic is serviceable, but the bizarre internal logic… Not so much. Not so much by a long shot.

Every now and again, the VP will turn up and give you big demands for desperately needed money. It’s p. safe to say I did not, in fact, build 8 objects.

The Mad Welshman has already railed against the Cabinet Tax… But Balloon Tax? This is getting silly…

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One Deck Dungeon (Review)

Source: Supporter Donation
Price: £7.19 (Phoenix’s Den DLC :  79p)
Where To Get It: Steam
Other Reviews: Early Access

So… Here’s another one that caught me off guard with the release. Yes, One Deck Dungeon, a game I reviewed about two months ago is out. Its main addition? A gauntlet mode, in which the masochistic can try and beat all the dungeons in one go.

The Lich’s special ability is frustrating. Turns out Liches are like small children playing Cops and Robbers.

Considering I wasn’t sure I could beat the main dungeons without the Hero Progression system they added… I can’t really say much about that.

So, to recap, One Deck Dungeon, a computer game based on the tabletop game of the same name, has up to two adventurers, each with a special ability, try to make their way through one of five dungeons, based on a single deck of possible encounters, random loot, and a boss at the end. Each dungeon has special rules, such as the Lich’s Tomb, which removes all dice rolling a 2 (Combined with encountering an Ethereal, who removes 1s and 3s, this dungeon can get painful) , and a boss at the end. Everything is resolved by rolling dice, fitting dice of the required number or above into boxes with numbers to prevent damage, losing time, or other fun things, and this can be aided with skills, potions, and each heroine’s special ability.

Nice to see a game with all-women protags, to be quite honest.

The Ethereal, similarly, is quite evil. But still, that loot… I need that looooooot!

Everything said in the previous review with the appearance of fairness (Yes, it’s dice, but skills can affect them, multiply them, reroll them… Skills go a long way to helping), the aesthetic (Solid, if workmanlike in places), and the dungeon deck (Could do with some extra variation) still stand. But one thing has served to improve the game, for me, at least, quite a bit. Hero Progression.

See, with the base abilities, the later dungeons can best be described as the sound of a table being flipped through a monitor, which is itself being thrown through a window. They’re punishing. But finishing a dungeon lets you, with Hero Progression on, unlock useful things in four basic categories: Basic, Healing, Combat, and Dungeon. I’ve mainly gone with a Healing build, and it’s been fun to go through the lower dungeons to get basic abilities, do the higher dungeons, just… Levelling up. As you would. I asked, last time I took a look, if the game could be more fair. And the answer, funnily enough, was “Yes, here’s a big step toward that.”

So, in summary, One Deck Dungeon is fun. Its music is alright, its aesthetic mostly solid, and it’s pretty clear to understand and play. It could do with some extra monster variety, but, overall, it’s alright as it is. Just… Turn Hero Progression on if you’re having trouble, eh?

Another 3 Star Dungeon, another… Three armour for every enemy on the third level. Well, good for me I brought the Warrior then!

Dungeons… Dungeons never change.

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Starship Corporation (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam

Stop me if you’ve heard this one: A game that has a great idea, a good – Oh, you audibly heard the “But” from where you’re sitting? Yes, that’s the deal with Starship Corporation, a starship building and management game. But…

“No, you can’t shift a schematic that’s close enough to your spec that it only needs a reshuffle or parts added here, why would you want that?”

…It really, really isn’t friendly. It’s tried, and tried pretty hard, as, during the Early Access period, the game’s power, water, fuel, and air distribution was via laying pipes, whereas now, it’s done by floor and network. An auto-resolve system for the missions (The yardstick by which ships are judged) was introduced. The former genuinely helps. The latter feels more like avoiding the problem than fixing it.

Okay. Let’s back up a bit. Starship Corporation is a game about managing your own starship construction company. It’s a fixed universe, with some events, but progression is pretty fixed in both campaign and sandbox modes, with the main difference being that, in sandbox mode, you can change the amount of currency you own and your goal. The campaign goal? Get loaaadsamoneeey.

Of course, to get money, you have to spend money, and, at a first glance, without YouTube tutorials and the like to back you up? It’s daunting. Okay, I need to buy a sickbay. Oh, and connectors for fuel, water, air, and power between ship floors. And some shields. And a mining laser. Oh, and a better cooli- There’s a lot of options, and you can get rather a way into building a ship before realising “Oh wait, I don’t have enough space for that cargo I need” , or “Wait, crap, this really needs a better [insert] than I have now to save space.” Time to save design, hit up R&D, to spend some of your budget, and back in until finally… It’s testing time.

Expect to be spending a fair amount of time in the research screen, hunting for what you need.

At which point, many people will hit “Auto-Resolve” and shuffle things around if the score isn’t good enough, wondering their first time through, for a minute or so, where the heck the “Save and Finish the Blueprint Already” button is (It’s to the left of the auto-resolve, once you’ve resolved or played enough missions.) Which is a dual shame, because, again, this is an interesting idea, but the execution is painful enough that yes, auto-resolve really is the better option in many cases. The manual will tell you that it’s ctrl+number to assign people to a group, shift+number to actually control that group, and number is for switching between decks. This is about as useful as it gets, sadly, and there’s a lot that doesn’t get explained.

Unfortunately, with auto-resolve, the game is less interesting, being a somewhat clunky and chuggingly slow ship building and management game with some story elements, and without it, half the game is a hell of micro-management to make the other half less friendly.

It took me a vital few seconds to realise that there were several parts overdue for maintennance… On the SOP mission. ARGH.

So… Great idea. Great idea. The execution, on the other hand, means I can’t really recommend this beyond said idea.

The Mad Welshman is always sad when a good idea is buried under unfortunate design decisions. He knows the baby gets thrown out with the bathwater a lot in this industry.

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Seek Etyliv (Review)

Source: Cashmoneys
Price: £5.19
Where To Get It: Steam

Long time readers may have noted that I have a taste for the minimalist. After all, the less elements there are to a design, the less there is that can go wrong. And so, when I saw Seek Etyliv, I was intrigued. A dungeon puzzler consisting of a 3×3 grid.

I have, it seems, somewhat borked myself. I can’t kill this skelly on the right with my batwings, and flying down is certain death.

Yes, that’s right… The game’s puzzles are on a 3×3 grid. There aren’t a ton of them, but they’re sometimes quite devious. A fine example is a grid with two Brain Skeletons (One hit knocks their brain to the nearest available tile clockwise) and a grave marker. Or, more accurately, the fact that half of its orientations have a different solution to the other half. In any case, the rules of the game are very simple: Move into enemies to attack them (Batwings require the target to be two tiles away to attack rather than shove), anything adjacent when you end your move (or are pushed) pushes you away from it, don’t get shoved off the board or into a hole, shove every enemy and their grave markers off the board or into a hole.

Easy idea, devious execution in places. Aesthetically, it is, like the game itself, minimalist, small sprites scaled to however you’ve set it in the options (Personally, 5x seems good enough, and this does appear to be one of those games that’s better off windowed.) , with some good lo-fi sound, being eerily silent otherwise. Works for me, but obviously, taste may differ there.

Well, here she is. We’ve found her, un-named imprisoners! We can go home now!
…Please?

There is a story, of a prisoner, trapped in a dungeon, seeking Etyliv, the Sorceress of Hope, it’s a little surreal (Presumably because there are only skeletons and chests in the dungeon, and not an ounce of food) , and it constitutes one of my few niggles with the game. It’s not that the story is bad, it’s that it’s mostly presented as a poem… Except when it’s not. And the meter feels off. Still, it is a thief imprisoned in a deadly dungeon writing this from starvation, I maybe shouldn’t be expecting Dickinson.

Beyond that, there’s a replayable dungeon mode, in which you unlock characters with which to play… A random selection of the levels from the story. That’s niggle 2: Needs a few Dungeon mode exclusive puzzles to shake things up a bit. Otherwise, this is also somewhat interesting, as it begins you with two letters to name yourself (“You do not deserve more letters” … Shocking dehumanisation there, un-named imprisoner!) , and the more characters you unlock, the closer you get to 6 letters, which, you may have guessed, allows you to rescue Etyliv. Alas, without a third act, leading to niggles 3 and 4: 1.7% of folks have unlocked all characters at the time of the writing, and I have confirmed with the creator that there is no third act to the story. Nonetheless, some of the character unlocking is clever, such as breaking the fourth wall and trying to select a character you can’t select yet to unlock them. They will not, for the sake of spoilers, be named.

I’m glad you’re aware of that, Prisoner… But that doesn’t stop you being here, and also doesn’t stop me wondering why you haven’t told me I won’t get information… Information!

Beyond that, well, it’s small, it’s cheap, and interesting on a couple of fronts.

The Mad Welshman also wouldn’t be here if it wasn’t his fault. In his case, however, he’s often luckier.

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