Catacomb Kids (Early Access Review)

Source: Cashmoneys
Price: £12.39
Where To Get It: Steam
Version: 0.1.4c

Feel is a very important thing, from the feel of movement, to the feel of fairness. Like Vagante, which I reviewed, Catacomb Kids is dark… Has plenty of instant death traps… And mixes roguelike and platformer. But, unlike Vagante, Catacomb Kids feels more fair, more fluid, more fun. And it’s not even finished yet.

A hectic, joyful combat, just seconds before I combat-identify… A potion of flames. MY BAD.

So, how does it feel better? It’s a lot of things, adding up. Combat, for one, is somewhat easier. Yes, there’s rolling, and even bats and rats can harm you, but healing is fairly common, swings are mostly rapid, and there’s a sense of impact to even lighter blows. Magic, similarly, is very common, and can even be used by the most magic averse (with some risk.) More intelligent enemies run away, find friends, and even use potions, which makes it feel like, y’know, a living, breathing place. The traps still kind of suck, but I rarely find myself knocked back into spikes for an instadeath or the like.

No, more commonly, it’s the panic that results from rolling into the “SNAP” of a burning oil trap… Ohgodohgod the oil’s pouring, and if I do-FWOOSH. Dead. It’s quite avoidable, much like everything, and the signposting is there (the ceiling spike traps being the least signposted, the lava and crusher blocks the most.) But it’s a scary trap, and this, too, adds to the feel.

Popcorn also adds to the feel, in a pleasant way.

At the present time, the four classes appear to be locked in: Bullies, who can willingly alert nearby enemies and specialise in hitting things rather hard; Tinkers, who have a mechanical buddy for assistance, and are generally quite smart; Poets, also quite smart, but specialising in magic; and Wanderers, who can get an idea of their surroundings well, and specialise in being quick. Kids in each class are generated by set, and there’s a lot of choice in rolling a new character, from spending a little money to roll a new random Kid, spending a fair amount of money to make a custom kid who maybe, maybe, has the skills and equipment to do better than you did, to spending no money at all, and sending these poor, adventuring young adults to their doom, getting a new set when you exhaust the current one. Since each class is only limited in weapon use by things like wanting to use a weapon they like or have skill with, or not wanting to use a weapon they don’t like, and therefore suck at, there’s a lot of room, a lot of potential depth, in each run. And I like that.

The base tutorial for the game is good, but it should be noted that the character customisation screen isn’t terribly informative right now, so it’s a good idea to memorise those icons, checking what they do in play, before taking the leap of a custom Kid.

Visible representation of kit is pretty good, both in portrait and in the game.

That niggle aside, though, I’m having a lot of fun with Catacomb Kids at its present stage. It’s got a lot of tension, but not so much pressure, a fair amount of toys in the toybox to play with, and to see it so enjoyable, so early pleases me.

The Mad Welshman sometimes feels like a slime. Alas, no takeout in this world offers the good stuff.

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AMID EVIL (Early Access Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam
Version: Update #3
Other Reviews: Release

AMID EVIL (an anagram of a lot of things, but MEDIEVAL seems the best fit) is, much like DUSK, a love letter to 90s shooters, taking inspiration from Quake, Heretic and Hexen, and Rune. It does all of these things well, with one, glaring exception. Which itself is somewhat 90s.

Super dark areas are also, to be fair, somewhat 90s.

Specifically, the menu is a godawfully unreadable eyesore, and the ammo UI has hard to read elements. If both could be made clearer, then AMID EVIL would gain the coveted (ha) “Does What It Says On The Tin.” As is, however, it does enough well that the UI is, accurately, that glaring exception.

Storywise, it’s there, and there’s not really all that much to say about it. Like the games it’s inspired by, the story is a framing device, a Raison de l’assassinat more than anything else. Ancient evil, exiled sorcerer/warrior, a multidimensional horde of death and blood, just waiting to be gibbed.

I’ll give the AMID EVIL team this: The gibbing is pretty good, and comes in many dramatically named flavours. Starting with the Axe of the Black Labyrinth, and moving, weapon by weapon, to the Star of Torment (a flechette firing mace with wall pinning abilities) and the Aeternum (the BFG of the game, a super slow, but deadly multi-dimensional murder machine), each has their own quirks, and their own changes when you’ve killed enough enemies, and collected enough soul, to unlock a surge of SOUL POWER, aka “The weapons get nastier for a while, so long as you keep killing.” Currently, my favourite is the Star of Torment, as… Well, it does a fair amount of damage, is easy enough to aim, and… Wall pinning, geez!

Soul Power makes even the pistol analogues of the game seem godlike. Which makes me sad that it requires a lot to wield it well.

Alas, the soul power is my other niggle, purely a personal dislike, about AMID EVIL. I can understand, somewhat, how it’s meant to be a force multiplier for the skillful, and an ass saver otherwise. But once that meter’s full, the next time you hit the fire button, regardless of whether you want it, it unleashes. It won’t unleash while you’re firing, a recent improvement I like, but it’s still a cool thing I don’t really get to enjoy as much of because I don’t have as much control over its use as I’d like.

Beyond that, and the aforementioned UI though, the game plays to its aesthetic well, making good use of its low poly worlds, with mostly clear level design, 3 worlds out of the seven planned already in the game, an endless wave mode, accessibility options, and, of course, the old school “Type the word in” cheats. If Indefatigable and the New Blood team could improve that UI, make it more readable while keeping the ‘tude, I would have very little to complain about with its fast paced, retro inspired action. Even as it is, AMID EVIL is a bit of alright, a fairly good first person shooter taking the speed and aesthetic of predecessors.

Nothing like a boss in silent, pre-death repose to close up a review. Beautiful.

The Mad Welshman knows what it’s like to be keeper of ancient weaponry, wielding the Quiet Blade of Holistic Criticism.

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Q.U.B.E. 2 (Review)

Source: Cashmoneys
Price: £19.99 (£4.99 soundtrack. Season pass £9.99 , no DLC yet)
Where To Get It: Steam

QUBE was an interesting puzzle game, a silent, minimalist world, implying something big in its sterile, subtly disordered cubic world, a something that was clarified in its director’s cut (That the Cube was big, headed for Earth, and possibly about to do not nice things. Best be the spanner in the works humans are so good at being, then!)

One of the moments of beauty in QUBE 2. There’s a few of these.

QUBE 2? QUBE 2 improves upon the first in many ways. The general formula is the same: You have a suit, which has the power to affect certain squares of the cubic world, which, for most of the game, is one of one type of block (in Jump-pad, Extend-O-Block, and Cube Drop varieties) , and you use these powers to get around, reroute power in a cubic world, and explore two mysteries.

Why are you, Dr. Amelia Cross, here, in this alien, cubic world?

And what connection does this have to do with the massive cube that maybe threatened Earth last time?

Hrm… Kinda wavering now on whether we were right to blow up that first qube. For multiple reasons…

Unfortunately, explaining it in as minimalist and tight a fashion as the puzzles doesn’t really get across how enjoyable this game is. Yes, three powers. Yes, cubes. But none of that covers, for example, how threatening the world of QUBE 2 starts becoming, as it awakens, and, itself, starts to answer your questions. It doesn’t cover how aesthetically pretty it is, or how there’s a really good colour-blindness accessibility option. It doesn’t cover how the puzzles expand over time, but always iterating in such a way that you can usually see the solution just by stepping back and taking a look. Nothing here feels like a difficulty cliff, just short spikes before the eureka moment hits, and you get that sweet, sweet, puzzle solved endorphin rush. Nice, this goes here, I sit here, and I can switch between these thanks to the cubes I can throw here, and here… And bam, the door is opened, more interesting story awaits!

The long and short of it is: If you like first person puzzlers, QUBE 2 is not only good, it’s an improvement on the original in every way. Unlike the first game, I’m not annoyed at the ball puzzles, or feeling discomfited (at first. It grew on me) by the minimalist style of the game. Well worth a look.

Ahhh… Block C goes on Block B, Insert Person DAC, lift via Tab U. Nice!

One of those times there’s nothing really bad to say. A nice end to the month.

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Going Back – Death Coming

Source: Supporter Gift
Price: £4.99
Where To Get It: Steam

So here we are, looking at a game where the main character, after having died, is employed by death to… Use various items around the levels to crush, burn, boil, freeze, and, generally speaking, make a lot of pixel people very, very dead. Death Coming is a good dictionary definition of “Guilty Pleasure”, considering its subject matter.

Yup. Pushing tourists into toxic goop by means of plant is one of those “Guilty Pleasure” things.

But y’know what? It’s fun, and I’m somehow shocked I missed this one back in November of last year. Ah well, let’s take a look now.

As noted, the basic gameplay idea is very simple: You have a town, and a certain number of items around town are imbued with the power of death. What this amounts to is that, when clicked for the first time, they (mostly) show you roughly what they’re going to kill, and, the second time around, they activate (With some later additions like guards who stop things going awry, and more complex, multipart death traps.) Aided with this knowledge, two goals are in sight: Kill a certain number of people (Who Death informs you have lived past their time), and kill three specific people in each level, because they, apparently, are both past their time and linked, in some fashion, to your own death.

Aesthetically, the game’s isometric, pixel artwork and ominous tunes give a good backdrop to this strategy game of mass murder, with a whole host of animations that only gets bigger as the varieties of death get stranger and stranger. Here, the manhole cover is opened, and there’s just a frame of suspension, before the fall into darkness, a meaty crunch, and an FPS style announcer deeply intoning “MEGAKILL.” This is not a game trying to step around its subject matter.

Some folks, apparently, need to die more than others. At least some of these can be related to the level’s narrative.

I like how it progresses, and I also like how there’s a very real sense, as the game goes on, that Death is maybe not playing ball, and that maaaaybe we’ve been duped. THE POLICE ARE HERE, as angels descend from the heavens to try and stop your murderous shenanigans. Wait, if the people really are past their time to live, then why… Ohhhhh…

The game does a fairly good job of adding to its replayability, with each area having a new wrinkle, unique feature, or extra step in difficulty (such as the introduction of changes due to different weather conditions. Dagnabbit, I missed my 3 minute window to use a manhole!) , and this leads me to the two niggles I have with this game: That it’s somewhat short (Delightful, but short), and that it has a single save system.

Otherwise, Death Coming is an interesting take on hidden object puzzle gameplay, with a solid focus around its theme, some black comedy, and good replayability. Worth a look.

Every level adding something new, some new wrinkle. Today’s wrinkle? Weather, part the second!

The Mad Welshman doesn’t have a lot more to say. The game kind of speaks for itself.

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Nonagram (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

A Nonagram puzzle, often known as a Picross or Griddler puzzle, is, usually, a calm exercise in logic, where rows and columns are broken into sets of numbers, and you have to deduce the position of blocks in them. The game simply titled “Nonagram” , wants to be the final word in such games, and, can’t lie, it takes a good stab at it.

It is a *pretty* Picross game, I’ll give it that!

Musically, it is quite calming, with lots of xylophones, wind, and piano that you’d find on an Easy Listening Instrumental album… In fact, I’m pretty sure a couple of the tunes are easy listening covers, but that’s by the by. It presents itself well in its Gallery mode and in presentation (I quite like how, rather than a straight grid, coloured puzzles are squares of different values. Pleasing to the eye.) It even has a third option beyond the usual two of “This is definitely a square” and “This is definitely not a square”, which I generally use for checking what could be a square. An editor, and community puzzles, a timed mode and a zoom control allowing for really big puzzles (Alt-Left mouse moves it around, and the column/row numbers don’t change with where you are, just to clarify. So it does work, and you can’t break the puzzles into smaller ones with it.)

Wait, what? AAAARGH, USE THAT NEGATIVE SPACE!

So… So far, so good. I might even go so far as to say “Damn fine.” But, as is often the case, niggles and problems do exist. Gallery mode is relatively accessible, but it’s important to note that timed mode is a challenge mode (So there is a limit), and “Classic” mode starts with a 50×35 puzzle (Definitely requiring zoom.) With or without the zoom to help, puzzles can get finicky, and the game’s definition of perfect is just that: One mistake, and no shiny crown for you!

The size of the puzzles is, itself, somewhat odd… There’s a lot of negative space there, and it’s not being used. Finally, although this is apparently on the roadmap to fixing, the automatic fade-out of numbers you’ve correctly worked out is currently bugged, and so doesn’t accurately display your solving status. Not a game-breaker, but still rather annoying.

As such, it is, undoubtedly, a good Picross game, and has the potential to be a great one. It just needs to somewhat up its game with the bigger puzzles, accessibility wise.

Ah, Gallery mode. Spot the video game references, there are quite a few…

The Mad Welshman wonders if, like with previous genres he’s looked at, he’s going to be known as “The Picross Guy” now. He rather hopes not.

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