Escape Simulator (Review)

Source: Cashmoneys
Price: £11.99 (£3.19 soundtrack)
Where To Get It: Steam

You know, frustration is a powerful motivator for buying games sometimes. You see someone else play it, grit your teeth at the things they’re missing, or the obvious solution they’re not getting…

And then you play it yourself, and have a good meal of crow as you realise at least some of it isn’t anywhere near as easy as you thought it would be.

Argh. Crap. I see a lot of text here… But it’s CLUES, dammit!

This, in summary, was my early experience with Escape Simulator, a first person escape room game. And, honestly, that speaks in its favour, that what at first seems easy isn’t when you actually get down to it.

For those who haven’t experienced an escape room before, it’s usually a single room (multiple room escape rooms exist, but they’re less common) in which you solve puzzles to obtain the parts you need to achieve your objective. It isn’t always escape, but it most often is. Solve the riddle, and get a key to unlock a drawer, which contains a puzzle element for a major riddle, solve a few more, thus solving the major element, solve a few major elements to obtain the final key, that sort of thing. It’s pretty fun, and can be done solo or with friends.

Likewise, Escape Room can be played multiplayer, and it’s about as chaotic as you’d expect, since, after all, some puzzles require multiple elements, people accidentally drop things or forget they’ve got things… But definitely fun. It’s got some good UX elements too, like an indicator as to whether something’s a key item. Kind of important, since there’s a lot of trash, and you might accidentally throw something into the sole trash bin of each room, y’know?

Do love me a haunted occultist’s mansion, so I do. Gimme lots of money, I want one for myself!

In any case, the base game has 4 areas (plus a tutorial level and shorter, christmas themed one), each with a theme, and several rooms to complete. They don’t have to be completed in order, but they do tell a story of sorts, be it climbing a pyramid, or infiltrating EvilCorp Incorporated, so I would say do them in order. Each has some sort of unique element to it, with my personal favourite being the computer based puzzles of the infiltration (oh, BASIC, how I’ve missed you!), and my least favourite being the server puzzle in the SF themed area. Lovely. A puzzle in which I’m having to keep track of several flashes from three bloody sides. God fucking dammit.

But overall, it looks nice, the UX is clear, the puzzle hints are clear, the audio, such as it is, is nice, and the soft avatars add this element of friendliness that helps release tension some in multiplayer (and gives you a little extra dose of the warm fuzzies when you’re done with a room.) It ain’t bad at all.

Ahahahaha, oh, this brings back memories. I even used to have a tape drive like the one on the left!

I will say, however, that without some level of procgen on the puzzles, a small amount of randomisation, that you’re not going to get that many replays out of the main levels. That’s what the community levels are for.

Overall, I do like Escape Simulator. But, like pretty much any Escape Room game, I wish there was more to it, or, more accurately, that I could get my brain together enough to use the editor effectively. And, y’know, you always wish for a customised part, am I right?

The Mad Welshman has escaped his room several times. It’s a surprisingly complicated procedure.

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Ultimate ADOM (Review)

Source: Review Copy
Price: £17.49
Where To Get It: Steam
Previous Review: Early Access

Ah, ADOM. I’m going to say this now, if you don’t like hard, old school roguelikes, stay away, because ADOM is very, very traditional. In the “If you don’t know the systems, you’re unlikely to get past Level 3, and random start is Challenge Mode” sense.

MONSTER CLOSET, WOOOOOOOO!!!!

Also if you find a clunky UX which occasionally does things like have text that’s obviously code (such as, in at least one of these screenshots, “DRINK_SYMBOL”) offputting. Because that’s a thing too.

Anyway, yes, despite this, it’s not a bad roguelike. It is, after all, one of the earlier ones that’s gone through a lot of rejigging, although this version doesn’t have the massive world traditional ADOM does. Gender options are alright (including, as I mentioned in my Early Access review, Tentacled… Gotta love Tentacled and Non-Binary as options… Although, as with older RPGs, each gender comes with stat mods… Not my favourite), class and race options are pretty plentiful, and there’s certainly a fair few systems to interact with, like summoning, grafting, corruption and mutation… There’s not all that many roguelikes where I can say “I, a Gray Elf Necromancer, decided I wanted a third arm that belonged to a goblin. I never did find a third dagger for it before I died, but I could have, and that would have rocked. Damn you, dark elf immune to life draining magic, which was my main healing…”

Bree-Yark is… God-damn, I think that’s one of the oldest tabletop/roguelike memes in existence… Glad to see it here.

And aesthetically, it’s alright. No major issues besides skinny text for accessibility, the chibis and monsters look alright… Honestly, my main problem is that it’s clunky. Progression has gotten faster, so levelling isn’t a big problem, but going through a mini-menu when you want to do certain things gets annoying quickly, even with a turn based game where taking your time and thinking is the preferable path.

In the end, Ultimate ADOM may well please traditional roguelike fans who don’t mind a little jank, but folks looking to get into roguelikes should definitely look elsewhere. I honestly wish I could say more, but… There’s not a lot else to say that I haven’t said before.

The Mad Welshman is one of the deities in this game. Well, he’s like one of the deities in this game. Certainly as stylish.

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Deep Sea Valentine (Review)

Source: Review Copy
Price: £3.99 (£3.99 artbook)
Where To Get It: Steam

On the one hand, I love my Good Queer Shit, this is well known. I like gijinkas (human anthropomorphisations of various stuff), and I like games that use engines that aren’t really built for the game. But…

When you’re not talking to people, you’re walking through a smallish world. Considering this is using a visual novel engine, I’m slightly impressed.

…This game tries way too hard. And the result is a little painful.

Okay, maybe more than a little, this thing… I think I heard ten memes in the space of five minutes, and my brain (and teeth) ache a little.

So… Anyway, the game. It’s a visual novel made in Ren’py, simple choices, a choice of sea life gals to smooch on Valentine’s Day, short, to the point… And it has top down walking in it. Top down walking that scrolls somewhat jankily, and… Feels superfluous, honestly. There are set situations you’re faced with, things only opening up (a little) when you get to a certain point, so… Why not go with a more traditional structure, choosing where to go, etcetera?

Cheese. Health Advisory: Do not use this line.

Honestly, that’s mostly dissatisfaction with the jank of the top-down, majority segment of the game. Aesthetically, it be pixels, with hand drawn character art for the conversations, so I’m not complaining about the aesthetics.

The writing, on the other hand… Ohhh boy. See, I was down with “It’s time to pick up women. [pause] Respectfully.” But then, shortly after?… Stans, Stands, Darude’s Sandstorm, lots of cheesy lines… It grated. It grated a whole lot, and the humour seemed forced. I didn’t really feel any attraction to anyone (much less the protag), and…

I… Really wasn’t joking about the Darude Sandstorm thing. SIGH.

As such, I… Really can’t recommend this, unless you’re a masochist, or are as internet poisoned as the two jackass boys who seem to be the nominal antagonists of the story. I like my Good Queer Shit, but this… This ain’t it.

The Mad Welshman would like to be, under the sea, in a cute dolphingirl’s parlour, in a cave… Alas…

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Hell Architect (Review)

Source: Review Copy
Price: £19.49
Where To Get It: Steam

Much like describing my issues with demons/Lucifer as tempters, knowing where the hell (ha) to start with this review has been difficult for me. But what I can say is that I felt… An odd sense of disappointment with it. Maybe I’m just being picky. Maybe. But nonetheless, let’s start there.

Hahaha, clothes? Why would you need clothes in hell?… I bet you’re all 1%ers too, how does it feel to lose your underwear, let alone your shirt?

There is, on the surface, nothing wrong with Hell Architect. It’s one of those pauseable real time management and building deals, in which you take care of your sinners while torturing them (sinners, apparently, still need food, drink, and proper toilet breaks (to make drinks) in Hell), building various things to look good to your boss (Lucifer, naturally), set underground (again, this is natural and common imagery of Hell), coming with a sandbox (the most commonly played), a solid tutorial, and scenarios to play with. All well and good.

Except… I can’t help but compare it to an earlier game, not only because of the (very) similar gameplay, but because it’s precisely why I feel so dissatisfied. The game being Oxygen Not Included (review here.)

Always fond of a wee cutscene, and I do like the painted aesthetic on display…

Aesthetically, it’s alright. UX is a little small, even on max scaling (upside: It has UX scaling. No congratulations, devs, this really should be normal across the games industry), but the cutscenes are visually appealing, what’s what is pretty clear, the music’s fitting, and the voice acting’s solid.

But it’s lacking the same character I saw in Oxygen Not Included, except with the torture devices. It… Feels blander, if that makes sense. And this is the thing… If I didn’t have this comparison, it would be an alright game in my book. Hell, it still is, perfectly serviceable, lots of playtime ahead, things to look forward to, tortures, etcetera.

Wh-whoah-whoah-whoah-whoah-whoah… They actually do have needs? Well, shit…

Even so, this is one of those times where, despite my heavy dislike of doing this, I can’t help but compare it to another game, and find it wanting in comparison. Maybe, if you like strategy/management/building type deals, you’ll find pleasure in this. For me, however, it just didn’t gel, even if that feels unfair to say, even to me.

I can’t ignore the emotional component of playing a game, however. That, as well, wouldn’t be fair.

The Mad Welshman doesn’t mind visiting Hell. They’re all pretty chill down there. Very big on responsibility for one’s actions…

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Rogue Legacy 2 (Early Access Review 2)

Source: Supporter Gift
Price: £19.49
Where to Get It: Steam

For all that I enjoyed Rogue Legacy way back when, it had moments where you hated it, and felt it was extremely unfair. And sometimes? It was.

Screw you, challenge guy. Screw. You.

And so, I immediately turn to challenges for heirlooms, the items that, effectively, bar progression. Because yes, I feel those are extremely unfair. Here, in the path of empathy, a gauntlet of needing to use your kick to boost off the swinging braziers of death and pain to get to new platforms, culminating in a circle of them you have to navigate and, effectively, use twice to get to the end of that segment of the challenge. There, in the airdash path, a flamethrower segment that, if you don’t remember it exists, you won’t immediately hit the airdash button and hammer the fuckin’ thing until you get out of there. The first one is early on in the challenge, a difficulty spike that really feels out of place. The second is the same, although more forgivable because it seems to be toward the end, rather than the second part of a multi-stage challenge, exams to see if you can use these items.

This is not nearly as terrible a situation as you’d think. You can destroy these spikes. Others not so much.

Technically, I should have described the game for the newcomers before that, but it’s such a pressing piece of assholishness that I had to mention it, because right now, it is a turnoff, and a big one. So… Rogue Legacy 2 is a procgen platforming type dealio, where your bloodline has been cursed, and only by defeating the horrors of the haunted castle in which the curse began can you all be free. That’s harder than it sounds, by the way. A lot harder, because you start pretty weak. Weak enough that you’ll likely die within a few rooms at first.

But you do get better, and you get to experience new and interesting classes, regardless of whether you’ve played the first. This time, I’ll mention the Chef. Yes. Chef. A well made frying pan is an extremely powerful tool in the right hands, and if it’s also enchanted to burninate thy foes, and turn medium sized projectiles into fireballs? That’s… Pretty good.

So, aesthetically, it remains good (if it ain’t broke, don’t fix it), with important elements being clearly shown, some of the more irritating filters having been removed (yay!), and a pretty accessible UX and tooltipping. Cool!

Ahahaha… Fuck.

Less cool is the base keybinds. I’m going to be rebinding the keys next time, because the base keybind of WASD for movement (well, technically ASD, with W being for easy aiming of spears, and SPACE for jump, but) and Shift for… Errr… Bounce… Well, with shift being a little finger thing, that’s much more suited for prolonged actions, which a bounce… Definitely isn’t. I’m gonna have to move that somewhere more accessible.

But, overall, for all my bitching about these things, Rogue Legacy 2 remains a recommendation for folks into roguelike platformers, still being in Early Access as it is.

The Mad Welshman swears he’s got his shit toge- ahahaha sod, I’m dead.

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