Meteorfall: Krumit’s Tale (Early Access Review)

Source: Review Copy
Price: £5.79 (£7.09 for game and soundtrack, £2.09 for soundtrack)
Where To Get It: Steam

Other Reviews: Early Access 2 , Release Review

Adventurers are not the smartest of folks. They run heedlessly into dungeons, and then scratch their heads as they’re faced with… A grid? A small economy system? A… Puzzle? BRUNO SMASH. Bruno dead. Whoops, Bruno should have listened to the tutorial of Krumit’s Tale, a fun little puzzle and deckbuilding roguelite in which you try to efficiently clear out a dungeon, with the only major criteria being survival. Of course, if you survive and leave a lot of item tiles on the board, you get more opportunities to beef up your deck. And that’s so very tempting.

All these tiles will be lost… Like tears in the rain. Time to die…

The actual rules of Krumit’s Tale are pretty simple. With an enemy, you attack first, unless they’re ambushing or blitzing you (the lightning symbol.) Killing an enemy nets you 1 gold, and gold is used to buy abilities. I mention this before things like parrying, where if you have more armour the the enemy’s attack? They’re stunned for a turn, which, effectively, counts for either two turns of damage, or the enemy’s death, depending on how much they have left in the (heart) tank, because you don’t start with weapons or armour.

You have to buy them, if you have the option. Once all enemies are dead, you’ve won, and the equipment and ability tiles you have left on the board are counted toward your bonus points. You get a free tile, you pick a special ability out of four, and then you buy tiles and rubbish cards you don’t want anymore until your deck size is the current maximum. Then you do it again. Die? You’ve earned XP, which will, over runs, unlock you new abilities for the character you’ve played.

A dangerous foe indeed!

The devil’s in the details, of course, with each new enemy having something that complicates matters, but the base ideas are tight, simple, and easily understandable. It doesn’t take long to get the hang of. Which is good, I like me some tight design! But what about… Everything else?

Well, it just so happens that I like the aesthetic too. Visually, it’s a cartoonish style, with some interestingly grim elements, and lovely little touches like the M of Krumit’s fluttering above the candle flame of the L, and the animations of each character. Speaking of characters, both of the currently available characters have their own… I won’t quite say “charm” , but character works. Bruno is definitely a barbarian of a man, with a constant, low key gargling of suppressed rage, and similarly, Greybeard the wizard is toothily muttering his incantations. Their designs, and that of the monsters, are pretty cool, and the music? Suitably creepy. Nice!

Yes, this would be an ideal spot. I love sneks!

This, the difficulty curve, the clever little things you can do (If your inventory isn’t used up, it counts toward that tile bonus, friends!), and its sarcastic, sometimes grim humour works well for me. As far as deckbuilder roguelites go, it comes recommended, even in this early stage, showing promise and polish.

The Mad Welshman loves the description of W’aggu. Alas, he didn’t screenshot it. Go play the game.

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Hentasia: Rod of Power (NSFW Review)

Source: Cashmoneys
Price: $5 (Approximately £4, with the option to donate more if you like it)
Where To Get It: Itch.IO

Content Warning: Monstergirls, analingus.

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Abyss Manager (Review)

Source: Cashmoneys
Price: £5.79
Where To Get It: Steam
Other Reviews: Early Access

Sometimes, a game changes in Early Access. Quite dramatically, at times. Others… Not so much. Case in point: Abyss Manager, a game where, last time I looked at it, I effectively said that the game didn’t want to be played, what with poor tutorialisation, lots and lots of grind, and, due to a big part of that grind being trying to balance beefy bastards of various species trying to kick down your door as a dungeon keeper, tournaments between other dungeon keepers, exploration, research, building up your funds… And beefy bastards takes up the majority of that time. And this, as I’ve mentioned before, is a crying shame, because there’s a cool research tree. Exploration is an interesting idea, even if its implementation is pretty basic: Send X of your employees to a site, hopefully pass a skill check, get loot.

FFFFFFFFFF-

…Come to think of it, most of the systems in the game are like that. It’s a very dry game. It’s colourful, aesthetically, with some good lo-fi spritework, but battling is the majority of what you do, and everything else… Well, it’s just kind of there, and some of it (exploration and matches) will take some of your most powerful creatures away from either employment or the battlefield for several turns (As in, easily 7-10, sometimes more.)

As such, there really… Isn’t much to say. The grind still exists, as bad as before, the systems are ho-hum, the aesthetic can’t really save it from that, and, even turn based as it is, it’s somewhat stressful to play. I find myself struggling to write more, and so… I guess I’ll finish up by saying that, alas, things didn’t improve, and I can’t recommend this unless you’re really a fan of grind. It’s no doubt added some things, but… I can’t see them, precisely because the overall experience is dry and unappealing.

Yup. It’s pretty much a loss all round.

The Mad Welshman sighs. Sometimes he hates his job.

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Why Is There A Girl In My House?! (NSFW Review)

Source: Cashmoneys
Price: £2.09
Where To Get It: Steam

Catgirls have served many purposes in fiction. As horrific huntresses. As comedy characters. And yes, sometimes, like real cats, they’re horny. And so we come to this game, where the setup is that a retail saleswoman is gifted a catgirl by her auntie. Yes, catgirls are intelligent. Yes, they are pets. No, it doesn’t engage with that, except to note that there’s basically catgirl breeds, care information, communities… Oh, and catgirls in porn. I’m reasonably sure that was referenced. So that, and the fact it’s a kinetic visual novel (No branching points, just sit back and enjoy the story), and that it’s short (Depends on reading speed, but I clock it at sub 2 hours) are the major points out of the way.

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Tower Hunter: Erza’s Trial (Review)

Source: Cashmoneys
Price: £13.99 (Soundtrack £1.69)
Where To Get It: Steam
Other Reviews: Early Access

Tower Hunter, the somewhat procgen action platformer, has hit release. And how do I feel about this game, after Early Access?

Wow, I can actually… See this guy this time.

Well… Okay. Some improvement was made. Let’s recap, before we get into that. Tower Hunter is a procgen action platformer, in which you, the titular Erza, must clear a magical tower, defeating its inhabitants, for… Nope, still haven’t remembered. In any case, there are five main weapon types, with you randomly getting a possibly different weapon before each run (and being able to find other, better versions of weapons, if not the one you started with sometimes, in the dungeon), and, should you die, you start over again, losing some of your powerup “chips” and money (gems) in the process. Which… Usually isn’t that bad, to be honest, because you’re usually spending gems on upgrades for much of the game, and the chips are in plentiful supply, so it’s only if you’ve lost some seriously good ones that it’s a setback, and it’s very much a temporary one.

Last time I looked at this, the mechanical aspects were somewhat interesting, such as a large bevy of upgrades, multiple unlockable special attacks, the powerup chips being replaceable in play if you find others, recycling of items you don’t want or need into gems, and an improvement of your abilities should you beat the increasingly difficult requirements (Bronze, Silver, Gold for each of the five or six stages, themselves broken into two levels, and, another relatively recent upgrade, an actual boss of a stage. We’ll get to that shortly.)

And while the mandatory spike segment of the first area annoys me, this? This never gets old.

But the visual flair was somewhat lacking, the seams of the level blocks very clear, and the animations… Well, so so, for the enemies. Oh, and the poor translation into English, which, while I could deal with it in general (It’s not the most plot heavy of deals), is, admittedly, a turn off. Sound alright, music alright…

Well, the animations have gotten a little better. And the bosses do have some visual flair to them, more attention having been lavished on them than, perhaps, the bread and butter of the basic enemies (Who, nonetheless, feel a little more organic in their movement. Not consistently, alas.)

So, mechanically, it remains interesting, rewarding speed and exploration. And it has, to be fair, improved visually somewhat (The levels themselves remain… Well, a bit blah. You have to work harder to make procgen 3D areas fit nicely, and harder still to make them look… Well, not like it’s a collection of single assets.) And now… Actual bosses. I haven’t faced many so far (two of the five or six), but so far, they have been both unique, somewhat of an improvement over the basic enemies (Admittedly, uniqueness is a part of that, I feel), and… Somewhat frustrating.

This guy. This… Frickin’ … Guy…

The game, as is, has a battle of attrition in the levels before a boss. Most enemies can be stunlocked to oblivion, or murdered quite quickly, but ranged enemies are introduced early, and some enemies are frustrating to hit because their preferred attack vector is… Well, out of reach unless you hop. Add in traps, status effects like blinding (thankfully, only a restriction of your vision, rather than total blindness), and the occasional time your character just doesn’t seem to respond properly (uncommon, but it does happen), and… Those health potions you have to help cope go relatively quickly, even with resting areas between each of the two levels and before a boss. And then you get to the boss…

…The first is not so bad: The Cockroach King is clear, you can dodge all of his attacks just fine, and, apart from the boss thing of breaking stunlock (and being immune to it after 50% health, with desperation moves being added), he’s a decent fight. Also one I was glad to beat, because he was a braggart asshole, and possibly skeevy to boot. The Centaur Knight, on the other hand… Is mean. Jump the dash, don’t try to dash dodge it, because it plain doesn’t work. Shields often, doesn’t always telegraph too well, and while your attacks don’t seem to do anything to an offscreen enemy, his definitely can affect from offscreen. He is, to put it bluntly, a big ol’ pile of dicks. I’ll beat him, eventually, I’m sure. But he is definitely quite the spike, compared to the first boss.

An apt metaphor, I feel.

So… Do I recommend it? Its core ideas remain interesting. It has shown some improvement on the aesthetic front, although not as much as I’d like. And, apart from those odd glitches (Which I’m sure are being worked on), it’s a solid, if still not-so-visually appealing procgen action platformer. So… A tentative yes.

The Mad Welshman, alas, is a Vaudevillain, and so the very definition of a Pattern Based Enemy.

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