Dungeon Origins (Review)

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

I admit it: Normally, I am not a fan of Tower Defence. It’s just a personal preference, and I’ve only enjoyed a few games in the genre. So for me to say Dungeon Origins is okay? It might be more than that for you. Who knows. Let’s get into it.

See this? This is a very bad idea. This is your actual bad management skills at work here.

The story idea is actually a pretty fun one: A hero has cleansed the land of the great evils, and the kingdom is at peace. Well, right up until the moment where the King makes the extremely unwise decision of trying to kill said hero, who has defeated great evils, because he’s too dangerous to let live.

Kind of a self-fulfilling prophecy, as said hero then resolves to create a great and evil dungeon, with which to punish the kingdom. And what results can basically be summed up as “Dungeon management tower defense.” With a tutorial that… Isn’t great. Basically, plonk down paths, making sure you have a nice twisty path with the space available to you (because, at the beginning, it ain’t much), traps, monsters (mostly monsters, as traps are less reliable), and, when you’re ready, go for the next wave! Every 10 or so waves, a boss spawns… And, of course, the more waves you get through, the tougher the obstacles on the way.

Whoops, I am dead, and so are all my minions. Gee willickers, I wish I could have been able to buy some corridors to distract them!

And here is where it’s alright instead of good. See, while it has some cool ideas, its implementation, even as a score attack type deal where you see how many days you last is… Not great. Monsters, for the most part, are fine. Learning how to mix monsters, like a tough melee type in front of weaker, ranged monsters, is a must, and, if worst comes to worst, the dungeon core itself can attack intruders who’ve reached it, with monsters respawning after each wave… That’s fine. But paths and tile placement is… Awkward. Mainly because you are encouraged to get certain dungeon features, which, in addition to costing… A lot, will also cost a tile worth of gold, an increasing cost, and those features will completely block that tile. Traps not being able to be placed with monsters? That’s more reasonable. But special rooms take up more of the economy than they claim to, and what they claim to is an arm and a leg for wherever they’re recommended.

There’s also a skill tree, which, again, is fine… But traps deserve another mention, because the earliest trap (indeed, the only trap I was able to unlock on the first run) has… a 10% chance of going off. Which, not going to lie, feels a little ridiculous. The idea is that, if it goes off, it does a significant chunk of damage… But it also does sod all to thieves, who will steal the hardest resource to get in the game: Gold.

Ah, raiding. The dungeon keeper’s equivalent of taking the kids to the park.

Mana gems are, it’s true, the rarest, but regular raids will provide you with a pretty consistent supply, whereas gold… Gold drops in relatively piddling amounts unless you’re going big with the raids (potentially disastrous, because raids cost your most common… And most used resource, Souls.) Spells… Exist, but have long cooldowns for what is, at first, not a great effect. Perhaps a scaling cooldown might have worked better there, but a single use, and then a several day cooldown is not great. (Hero assaults occur once a turn, which is a day, and raids for magic gems and gold take several days, a minimum of 2.)

Aesthetically, it’s alright. Lo-fi pixelwork, some chunky sounds, a relatively clear UX… But I found myself hemming and hawwing over this one, because while it was entertaining and a little interesting at first, the power creep of the heroes compared to the growth of me and my dungeon felt uncomfortable. So… If you want a Tower Defence game with RPG elements, then… Maybe?

The Mad Welshman has a dungeon. It’s where he reviews from. Quite nice, considering…

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Besiege (Review)

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

Way back when it entered Early Access, Besiege was a darling of streamers who loved contraption games. In a sense, I can see why they liked it. In another, it’s… Not the friendliest of games. But I can definitely see the appeal.

An attempt at building a rocket launcher. This failed.

Okay, so, the unfriendliness is a good start, because, honestly, this is going to be the biggest turn off. UX wise, the menu options are tiny. And, apparently, UI scaling was at its biggest level when I ran it, so… Yeah, that needs a rework, folks. You can do bigger than that. Indeed, only by zooming into the planet menu was I able to see where the heck I was meant to go for the first world. Secondly… Building, and the tutorialisation thereof.

I get that it’s a toolbox to play with, and that experimenting is at least some of the fun, really I do. But how, pray tell, do I stop a bomb exploding instead of launching it? I don’t know. How do I aim a rocket well? I don’t know. How do I give my poor siege engine four wheel drive? This, I had to look up. Turns out you can rebind keys on individual parts. It ain’t the friendliest. You need boomy things to kersplode rock or brick. This, at least, I got.

Boom. Playing with bombs is rather difficult. I still haven’t worked out how to do it.

And I will admit that finding an unexpected solution to an early puzzle was amusing and interesting. You can see it pictured below. Well, the aftermath, anyway. Basically, bomb on top, what was meant to be a hinged holder for the bomb, with a piston to launch said bomb toward the obelisk I was meant to destroy. On the downside, the hinge tilted back, as it was meant to… And the entire machine exploded. On the upside, the machine did not, in this particular case, have to survive to do the job, as the burning, flying parts of my machine formed a giant, impromptu shotgun blast, and blew the obelisk to smithereens.

I don’t really see it catching on, though. Bit of an expensive solution for a medieval civilisation, that.

VICTORIOUS! What do you mean, is it sustainable? PFAH!

But I’ll also admit that some levels were just plain fun. Kill 70% of a group of knights and archers? Well, I added a few saw blades to the sides of my poorly steering machine (remember how I said I wanted to know how to 4WD that puppy? Well, I hadn’t learned it by that point. By the end of the fight, one of my wheels had fallen off, but the knights foolishly leapt forward, and were torn to shreds. The archers had been eviscerated just as they managed to shoot off one of my wheels. Somehow. With arrows.

Aesthetically, its low poly look is appealing, as is the calm, relaxing, and ambient tunes that form the background of… Well, blowing shit up, stealing things with grabbers, building improbable machines, and generally causing objective based chaos. But it’s very much a niche sort of game, and the unfriendliness of it isn’t… Well, it isn’t making a friend of me, for sure. Still, it’s relatively cheap, it’s got a lot of levels to it, and you can, if you really work at it, make some utterly ridiculous machines. So it’s got that going for it.

Obligatory worldmap shot!

The Mad Welshman, honestly, just wants to see his machines burn. That’s the best part.

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Spellsword Cards: Dungeon Top (Early Access Review)

Source: Review Copy
Price: £12.39
Where To Get It: Steam

Other Reviews: Early Access 2 Release Review

At first, I was a very trepid warrior indeed. I skulked through the dungeon, throwing myself at the enemy more out of blind terror than bravery, and wondered, as my skull was split by a goblin axe, why the people I commanded kept dying.

And then Jamie realised you could move and attack. Whoops!

This pair of cards is about to make my life rather difficult.

So yes, Spellsword Cards has, as you might imagine, cards. And a mana system. And loot, which just so happens to be cards to add to your starting deck… And enemies, each with their own deck. But these cards are most often minions, with a few spells, weapons and treasures into the mix. And fights aren’t just “Play card, hit guy with card, win if guy dead, lose if you’re dead.” They’re small, turn-based tactics arenas, in which carefully putting minions into play is the difference between life… And death.

Okay, so you do have to kill the other’s leader, and not have yours die, but there’s more to it than that, is what I’m saying.

Of course, you can pretty much expect death, and a fair amount of it. It is a roguelike, after all. Whether that’s from ranged enemies, the occasional wizard (I encountered one whose entire deck was “Fuck you, splash damage.” Beat that one down as quick as you can, he gets stronger the longer the fight goes on), or… The bosses.

He can attack all horizontally or vertically adjacent tiles at once. Plan around this, or you will die.

Let’s take the example of the Ogre. Oh boy, is he tough. He’s not unbeatable, but whenever he attacks, he attacks everyone around him, can do 5 damage to the Hero(ine) unless they have block on every other turn, and, every other turn, gets 4 Block. Add in that he will have slightly less than 3 times the max health you have, and… He’s a bit of a bastard. As to the second boss? Well, currently, level 2 is where the gauntlets not only come off, but make you slap yourself while loudly wondering why you’re still hitting yourself. An example enemy here would be Fire Titans, which cause burn every turn, and can do a chain attack when someone’s burning. Pack yourselves close, get mullered. Spread out, and his lava minions might murder you instead.

It does ease you in, however, and it’s got some interesting synergies going on, in both the main decks currently available as the Warrior, and the Sorceress. The Helm deck is mostly about building up overwhelming damage, while the Karim deck is about sacrificing units to buff or summon other units. As with other deckbuilding roguelikes, decks can become bloated… But apart from spells and potions coming and going before you actually need them (your hand gets discarded at the end of every turn), you can still work with the 3 cards you get each turn in some fashion… Even if it’s not the potbuster you wanted, it can still protect your hero, or do some damage to the enemy hero.

Proof that I even got this far. Because hey, I am good at videogames! Sometimes!

Accessibility wise, right now, my main bitch is that the main menu is too small. I know there’s a lot of items there, and I know folks love to have a good splash screen, but… It could definitely do with being bigger. Maybe fold some of those items like cheevo progress, the card library, and the rulebook into… A “codex” option, as a starting suggestion? Oh, and Tutorial into New Hero (the equivalent of New Game) In any case, if folks are curious as to what’s coming, the library does mention a third class (Rogue, because of course they’re going Warrior, Wizard, Thief), and 3 factions not currently in the game (Although only the names, so… I won’t be able to tell you what they do until the next review, be it early access or release.) Basically, a UI/tooltip/text scale would be nice, thanks. Status symbols are quite small, but there are tooltips, so… waves hand… That one somewhat evens out.

But otherwise, it’s a fairly easy to learn game, it has a good, inked visual style, fairly good music, the enemy decks are enemy specific, and currently, the enemies are easy to learn in each level, with a small selection of what’s in a level, and one boss per level (of the 3 currently in the game. No idea if that’ll be the lot.) Fair amount of replay value, interesting decks, lots of potential things to see in each one, and a good aesthetic make this one… Definitely one worth taking a look at, if you like small unit, turn-based tactics and card based roguelikes.

No, readers, there are no Dungeon Tops in this Dungeon Top game to my knowledge. It’s as disappointing to me as it is to you.

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Kelipot (Early Access Review)

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

Ah, the story of Cain and Abel. Two bears, both proud warriors, and one of whom is… No, this is the story of Cain and Abel. Cain definitely tries to kill Abel… It’s just…

Okay, alright, this is one of those procgen not quite metroidvania type deals, where some abilities are kept between runs at a castle, and others are only used or obtained during that run. And yes, the story involves a bear named Abel, whose brother, Cain, appears to have been corrupted by something, something that seems to have corrupted others, as Abel finds out when he and a doggy merchant are thrown into a world between worlds. And wouldn’tcha know it, Abel accidentally has the key to those worlds!

Except he isn’t, but he is, but he isn’t… Look, parallel worlds are confusing, alright?

It’s not a bad premise, all told, and the writing sells that confusion, the questioning and hurt that comes from seeing people you know and love become twisted. It also creates some interesting characters, although some are more fleshed out than others. As in… It’s pretty much Abel and the Merchant who flesh out over time. From what I’ve seen so far, at least. As to the game? Well, there’s a fair bit that I like, and a couple of things I’m… Not so fond of. But hey, Early Access, things are subject to change, including my opinion.

So let’s begin with what I like. The character designs are pretty damn nice. For example, Abel is a soft boy, for being a warrior, and that’s thematically fitting. Yet he still animates well, and while the enemies aren’t pushed back by normal blows, there’s nonetheless strength and speed in the swings. The secondary abilities, the passives… Most of them feel like powerups. The enemies are an interesting mix, and, once I’d learned to spot certain traps, I appreciated the tension in certain layouts. The fact that only some items and abilities stay from run to run is less fun, but there’s some compensation in picking one of the special abilities you earn (by finding in-run abilities you haven’t collected yet) for an extra benefit, such as being able to damage foes by jumping on their heads, having better healing, and that sort of thing.

Individual rooms can be complex, or simple, but they are nearly all populated by things that can, want to, and might just kill you.

I am less appreciative of the keyboard controls. Just, overall. The defaults feel a little confusing, and even with rebinding them to something I’m used to, I have problems. Controller is recommended for this one folks.

And similarly… I’m not exactly having fun with the bosses. Damage in the game is brutal, and bosses can quite easily murder the heck out of you with just a few hits, which, on the one hand, is similar to the enemies… On the other, you have to get through the enemies to reach the boss, and, while I didn’t have a problem with this in, say, Dead Cells, I feel like I’m having more trouble here.

Despite this, do I recommend it, at the present stage? Yes. It’s showing a lot of promise, some solid writing, a good aesthetic, and hell, you might have a much easier time of the bosses than I am.

The Mad Welshman dislikes when he’s having a tough time of it. Just… Overall, to be honest.

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Dragon Spear (Going Back)

Source: Cashmoneys
Price: £11.39 (£11.79 for DLC characters (£3.99 each))
Where To Get It: Steam

I missed Dragon Spear on the first pass. Budget didn’t allow, and, despite being interested in the idea (A fantasy belt scrolling beat-em-up with RPG elements, like Dragon’s Crown), it wasn’t quite enough. Besides, I seem to recall the monkey’s paw had curled on me with another “I wish there was a game like [insert console exclusive] on PC…”

But I am pleased to state that, while Dragon Spear has its flaws, I’ve enjoyed my time with it, enough to have considered it one of those cases where said monkey’s paw did not curl.

The characters you can play. The front 3 are DLC.

So, to begin with, the story is somewhat threadbare, but the basic idea is that there was a big bad, a bad that wanted to destroy humanity, and they created Nightmares, monstrous creatures deemed unstoppable by most. The important part being the “most” part. For some people managed to destroy them, and Witches managed to contain many of them… But all is not well, and six Nightmare Slayers are summoned to deal with the threat.

Like I said, it’s a little threadbare, but it does have some interesting moments, and a little character interplay. Some of it’s… Confusing, and inconsistently written, not to mention a little off in places. Er… Why did the Gunner (A pirate) intentionally misgender the Warrior (a dude)? And then be inconsistent even outside their hearing? There’s a fair amount of awkward translation, but it still manages to have some moments, such as a tragic fate, a little intrigue, and Magic Science Gone Wrong. Oh, and the titular Dragon’s Spear, and a Dragon to go with it.

Perhaps the translation is off, but any which way, it does seem to not be a great moment, writing wise.

It’s not a twitchy game. More accurately, it’s a button mashy game, with a few tactical decisions to make, but mostly, the catharsis of beating the everloving shit out of enemies while making sure they don’t surround, and then a boss, which is sometimes jugglable to a small extent (every character has at least one “Slam up” move), but… Not always. And, in a nice touch, the boss telegraphs are not only actual telegraphs, but, on Normal, at least, all enemy attacks that aren’t quick have their area of effect shown… Albeit as red with a slightly brighter outline. Which isn’t so great. Sigh.

And, despite my enjoyment, I do have to admit it’s a game where the upsides often come with qualifiers. Like the above example with the telegraphing, or the fact that you have multiple abilities to switch between, but armour… There’s no good reason not to just go to the next tier of armour as the story progresses. It’s just higher levelled. The characters share money, which means buying equipment and upgrades becomes easier the further you go, and the grind isn’t nearly as bad as you’d think… But there is some grind, especially when it comes to getting certain loot drops, like interesting pets and armour sets, and the game is single save, with no option to reset. BOOO!

When you properly wallop things, there’s a lot going on. So you know.

The thing is… Overall, that still comes to a net positive. Not a big net positive, but still enough for me to think: This is a spiritual successor, to a platform exclusive game I’ve wanted on PC for a while… And it breaks the streak of that monkey’s paw curling on me, and throwing spiritual successors I’ve disliked at me. As a belt scrolling beat-em-up goes, it’s worth a look.

The Mad Welshman is just happy that, just once, an “I wish there was a game like [console exclusive] on PC” didn’t go horribly wrong for him.

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