Hero Express

Source: Review Copy
Price: £4.49
Where To Get It: Steam

Superhero(in)es are, as has often been proven, less powerful without folks who support them. Without Alfred, the Bat Family, and, of course, Ace, Bruce Wayne would have had a much harder time of things, possibly an impossible one (not to mention the many other folks who helped over the years.) And not all of them are in glorious roles. Mo Schreibnitz, for example, is… taxi driver to The Shadow.

You seriously mean to tell me you forgot? Ohhh boy…

In this particular case, you are a delivery driver, getting items to a superhero who… Regularly forgets them. No, really, the conceit is that he’s forgotten something vital to beating a villain, somehow, and you are meant to deliver it to him. In a very real way, you’re keeping this hero afloat in the business. By driving in a horizontal, 2D environment made of lakes, hills, valleys and assorted other obstacles and physicsy things, trying to get to the end by accelerating, slowing down, reversing, and tilting your vehicle to make sure it doesn’t explode.

You must be this grippy to ride the rollercoaster, kid.

And I think my main problem with this game is that, from the beginning, it’s a tough job. Trials eased you in. Heck, most games of this genre ease you in. But nope, from the outset, the level you start in is loooong. While there are vehicle upgrades, on that old “Each level is more expensive than the last” deal… This isn’t as helpful as, say… Designing the levels around a vehicle? Because, of course, the faster your engine is, the more airtime you get, the more traction you have on surfaces… This adds to what already happens in such games, where a slightly different landing or jump snowballs into changes down the line. Also, a more powerful engine might let you clear a jump more easily… Or it might mean that reversing to get a better run up is too effective, and you fall down a ramp that was going to make you too slow to make that jump in the first place.

It makes less sense that some of the other tracks seem shorter, so… Should be first, right? Well… No, they all have problems. Not least because they’re all different vehicles. Normally, I would say “Oh, great, different challenges, cool!” … But they have little dirty tricks. For example, in the Mamba stage, there are big hills. Big hills, and your allegedly off-road beast… Can’t handle them without upgrades. There are power ups that help… Well, a jump that is sometimes useful, and a cleaning spray that’s only good for if you’ve been hit with rubbish… But mostly, this appears to be a case of “Awww, sorry buddy, only folks with Traction this high can enter!”

Ah yes, the old “replace the chicken in the ritual with a rubber one” trick. The one that’s worked, er… No, I’m sure there’s a pulp story where that actually happened. SIGH.

It is, aesthetically, pretty nice. The music’s good, the tracks clearly signpost what’s bad and what isn’t, what things do make sense, and the hero is rightly portrayed as a berk (Although that he’s a dumpy man is… I don’t know how to feel about that, honestly, and that yes, there’s a stereotypical “Voodoo Queen” villain is… Ehhhhh….) But in terms of play, while I’m sure fans of the harder games of this genre may enjoy it, it’s definitely not a great introduction to such games (Which, to be fair, are often frustrating whether they tutorialise or not. But still…)

As The Mad Welshman is a villain, well… You can guess who he’s rooting for, even if his pride won’t let him lose this damn thing again.

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Pyromind

Source: Review Copy
Price: £2.99
Where To Get It: Steam

Pyromind, in its own words, is a turn based, but also real time action puzzler, in which you are a “Mind” , in a minefield (A… Mindfield? Your groans sustain me), trying to defuse bombs before they go off, reaching a higher and higher score, with more difficult elements, every time you do so. There are two kinds of mines, but there only needs to be two kinds of mines, because a Pobomb (1 square radius) or a chain of them can kill you just as easily as a Limonka (Cross effect across the entire field) or its chain can. Your only saving grace? You can cross from one side of the field to the other.

WHOOPS!

So… That, and the fact you can earn minds (slowly, oh so slowly at first) with their own special abilities (you start with none, obviously) is pretty much the core of things. There’s a time attack mode, a multiplayer battle mode (alas, I can’t say much about that… Not much of a multiplayer guy), and a campaign in the battle arena mode, essentially a CPU vs Player version of the multiplayer mode.

Alas, while single player modes earn gems for new characters, the Battle Arena does not, although the idea is fun: Essentially, the more points a player has over their opponent, the quicker a screen splitting laser moves toward the opponent, and horizontal screen movement isn’t allowed, only vertical.

So, simple to describe, and indeed learn, and not difficult to master, just requires keeping a sharp eye on where bombs are. Still ramps up the difficulty quickly, and I do wish difficulty was selectable once you’d cleared more than one difficulty, but this isn’t really a big flaw. A middling flaw, really.

It’s a variation on the sudden death of other puzzle action games, but I like its touches.

Finally, we have the aesthetic. Everthing except the menu is relatively clear, there’s a fair amount of good music, both tense and charming, and its clean, vector style appeals. As mentioned, the menu could do with more clarity, rather than going fully stylistic as it has (Options and credits are currently the arrow in the top right, tooltip for what the hell something is in the top left.) But, apart from the flaws described, this is a solid title, with an interesting core mechanic, and I’m having fun with it.

The Mad Welshman hates Limonkas. They may have become his newest worst enemy.

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Marble Skies (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

Way back, in the mists of time, I used to play a wee game called Marble Madness. Good lord, it was frustrating, and was my first experience with a trackball. Many twenty-pences were lost, and, honestly, I never finished it. But hot dang if I had a love-hate relationship with that marble. Loved the idea, hated the levels.

The years have been somewhat kind to marble based racing games, thankfully, and, while Marble Skies is somewhat minimalistic, it’s also got its charm. It’s also got… Some demoralising best times. We’ll come back to those.

I’m pretty sure I’ve managed to get this down to 21 seconds, but, on watching the best time replay… So many edge leaps… So… Many…

Okay, let’s back up. Effectively, Marble Skies involves, as most marble games do, controlling an unruly, heavy marble along an obstacle course (sometimes needing to collect gems, sometimes merely needing to get to the exit) as quickly as possible, without dying. Want to get in among the speedrunners? Well, prepare to get acquainted with this marble’s physics, and jump segments of the course. Lots of them. Hell, at first, I doubted the current leaderboard times, but then I managed to get close enough to see how it could be done on a couple of levels. (I still doubt some of them, though, to be honest. But much fewer than I did…)

Aesthetically, like I said, the game is minimalist. It uses Unreal’s glows and gloss fairly well, but what it treasures more over looking pretty is clarity. Simple menus, clear differentiation of features.. The worst I could say, aesthetically, is that the music is rare, and that some of the main features are not really very clear (like jumps or gravity switches.) The sound of the rolling ball is nice, as well, and customisation is alright, all using points earned via play.

Mere seconds away from bouncing forward, past the grippy tiles, past the pillar, and into space. Eep.

Mainly, the biggest turnoff for folks will probably be an actual feature, in that glass balls are actually quite heavy, and turn, generally speaking, like a heavy thing that rolls easily. They also bounce quite a bit, and so, quite a few times in trying to get a quicker time, all I’ve done is bounce into oblivion, and hit the restart button with a gusty sigh (as dying during a run will not reset your time, presumably for speedrunners who want to be faithful with their times to complete) The level design does ramp up moderately quickly (By the time gravity switches got introduced, near the end of the beginner levels, I was sweating), so I honestly wouldn’t say this was a beginner’s marble rolling game, but the level layouts are interesting and sometimes pretty cool.

Finally, there’s a mini golf mode, and, honestly, this is the weakest feature. It’s an alright mini golf game, if you like golfing with marbles, but, not gonna lie, marbles or other glass balls would not be my first choice of ball, and the control scheme for it is fiddly (hold left, then mouse up and down for power, mouse left and right for direction. Release to fire.)

Go in. It’s sloped, y’git, go… IN!

Overall, then, Marble Skies is mostly a “Does what it says on the tin” release. For fans of marble puzzle racers, it’s an enjoyable one, but it’s not really going to bring anyone who’s on the fence into liking this style of game.

The Mad Welshman was, alas, too young for marbles in the playground to be a serious thing. I mean, Pogs, sure. But not marbles.

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Dungeon Munchies (Early Access Review)

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

A while ago, I reviewed Battle Chef Brigade, and… Well, I liked it. It presented an aspect of fantasy worlds we don’t think about too much. And now, we have dungeon cooking… Well, not really explored, per se, but at least a mechanical element in Dungeon Munchies.

BEST. ZOMBIE TELEPORTATION. EVER.

It’s… Alright? Okay, obviously I can’t leave it at that. What it is is that it has this interesting mechanic… That it doesn’t quite play with enough to be excellent, but does give enough to see the fun potential. Food as buff. We’ll come back to it, because first… What the heck’s going on?

Well, we are a zombie. A zombie raised by a necromancer chef who does her best to do the whole evil overlady schtick while also having a corporate overlady schtick. And it mostly works, to boot. She charges us, as seemingly the only “employee” who’s been able to do this so far, to get her magical cookbooks from various places, fighting bosses along the way. From there, things get… Interestingly complex, story wise.

Even main level enemies can wear you down. The bees shoot lasers. The crabs shoot water jets and slash hard.

Also along the way, we use the monsters as ingredients to form a limited set of buffs, some of which become permanent later on. One of the earliest, for example, is a double jump, made by giant skeeter wings, while others add things like elemental damage, extra damage, extra healing… And with 6 slots allowed, you can’t become some godlike undead shitwrecker through these, which is a nice touch. It has a cool animation (honestly, the animations in general are pretty good, even if weapons don’t really have that much impact, everything else works either smoothly or in a cool fashion), but, essentially, it’s like any other crafting: Got the ingredients? Bam, thing is made.

Structure wise, it’s more of a linear level dealio, although revisiting earlier areas is possible if, say, you need some earlier ingredients too. You wander through, hopefully not dying a lot (You thankfully don’t lose much by dying, but it is annoying to go through an area multiple times), with, of course, a boss at the end. And the bosses, happy to say, are alright to deal with. No super annoying ones, and, since your movement and combat are fairly easy to get the hang of, you can learn their tricks relatively safely, only taking maybe two or three tries until you get the general idea.

Ah, gotta love those fishing photos. Oh, wait, no I don’t, I hate fishing.

Right now, it definitely has charm, and the story seems like it’s going interesting places, with some equally good ideas within the crafting, and I wouldn’t feel guilty saying it’s worth a try right now.

Writing this review has made The Mad Welshman hungry. He could murder a good Beholder Sautee…

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Bloodstained: Ritual of the Night (Review)

Source: Supporter Gift
Price: £34.99 (Iga’s Back Pack £7.99, Soundtrack £7.99)
Where To Get It: Steam

Ohhh, Castlevania. The mere name evokes memories of violin and piano laden music, memorable monsters, and, of course, a castle with a monster in it who plans to destroy the world. But alas, Castlevania is no more.

Die, Barber! You Don’t Belong In This World!

Good thing ArtPlay have perhaps created a new name: Bloodstained. And, for a first outing, it’s… Pretty close, if not spot on, to what I wanted, at the very least. A castle to explore, with paths opening up the more I fight. Memorable monsters with a mythical bent (Props on the Welsh and Gaelic stuff, by the way. XD.) Equally memorable characters, even if some of them are, on the face of it, a little stereotypical (But still highly enjoyable.) And some bloody amazing music, paying homage to the tunes and world that the team had previously created.

Honestly, from the moment Castlevania big name Koji Igarashii threw down his wine glass, it was pretty clear that this was going to be polished to an eerie sheen. And, funnily enough, it mostly is, as I have very few complaints… Mostly things that could just be me (Zangetsu and Andrealphus were somewhat painful for me, but part of this could be I was going quite INT heavy), or things that have a solution (On keyboard and mouse, RMB hold + MMB click for directional spells is somewhat of a pain, but… That can be rebound in a way that’s more playable.)

Too cute to die… Too dangerous to live.

So, for those new to how a Castlevania game works, this is basically the deal: There is a big castle that has appeared out of nowhere, casting demons and other gribbleys across the land (Some of which looks too cute to destroy, but you sort of have to. Sorry, demon pupper!) You, Miriam, one of the two survivors of the first attempt to summon demons, have come to stop the other, Gebel, from conquering the world (but maybe not all is as it seems?), with the power of Shardbinding (Taking demon’s souls, and taking them into yourself to gain new abilities), whatever weapons you can find, get in quests, or craft (Often very lovely to boot, each with their own special moves), and the fact that nearly everything that looks vaguely like a torch contains money or mana when smashed, have to save the world.

Aaaaand inhale, after all that! I love the feel, the cries of the beasts as they vanish, or their characterful moves. I love the music, and, funnily enough, one of the best love letters to the departed Castlevania involves this (Sit at the piano. And just wait for a soulful goodbye to what was left behind.) I love the designs, especially those of the two Shardbinders, Gebel and Miriam. And I love all the little touches inspired by the Castlevania series. Shardbinding works like Circle of the Moon. The Crafting works like some of the later titles.

The game uses its 2.5D stylings well for dramatic effect, or just for prettiness, whenever it needs to.

Look… I could rhapsodise for a long while about the feeling of beating down demons, getting new stuff, finding new areas with the new stuff, and the laughter at, even to this day, finding Wall Chicken… But overall, Bloodstained is the developers showing their love to the series they couldn’t carry on, by bringing it a new name, and all the care and design they’d honed over the years. It’s good stuff.

The Mad Welshman kneels before the Dark Lord. Nuff said.

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