Heroes of Hammerwatch (Review)

Source: Cashmoneys
Price: £9.29
Where To Get It: Steam

Sometimes, it seems, more is less. So it is with Heroes of Hammerwatch, sequel, to, funnily enough, Hammerwatch, a Gauntlet inspired action roguelite with co-op, secrets, bosses…

I deliberately ran into danger to show off how dangerous the game can get if you’re not cautious with that grinding…

…And grind. So much grind. Bless, the devs have tried to make the early game more interesting, with monoliths, and portals, and gubbins that unlock as you go, but Heroes of Hammerwatch is both a game that takes a while (and many, many deaths) to get going, it’s also a game where the further you get, the more it puts in your way, from more taxes, to more deaths.

I am, it must be said, getting rather sick of the first area. Even the knowledge that beating a boss unlocks a portal to the next is small consolation, because, either way, there’s an endurance match. On the one hand, three levels an area, plus a boss (Who, your first time fighting it, with no upgrades to speak of, can best be described as the sound of a keyboard hitting a wall at great speed.) On the other, one level, plus several waves of enemies from the next area. Either way is painful, and death without first having sent money and ore up to town via a lift (not always available) means you’ve earned 75% of the experience, no money, and no ore. So, what’s it like to try a new character, seeing as there are three unlockables and four base classes?

This guy, his ever increasing bat horde, and his stalactite rush can all do anatomically improbable things to each other… Grumpety grump grump grump.

Well, money, ore, and town unlocks stay the same. That’s the good news. The bad news is that each new character is a several thousand coin investment to get them to anywhere near the same level of survivability as the rest of them. 2,250, for example, for three potion charges. Another 1500 for level 3 weaponry, same again for armour. The good news is that each of the classes are different, from the Knight, who can block some projectiles in an arc, and relies on melee, to the Priest, with an area effect clickathon attack, some healing abilities, and a murderbeam that takes a little bit to get going. The bad news? Each one has to fight that boss, and then make that same boss/enemy rush choice, and I’ve not been able to do that before several runs in the first area, and achieving at least level 4 in experience. A fairly good early run will probably net you… Maybe 3K. Minus taxes.

As such, you might be able to see why I’m sick of the first area, and the music of everything before the second. There is, it must be said, a multiplayer option. Which adds more enemies, more hitpoints, and the like, so… No, you’re not, generally speaking, going to have an easier time with friends.

While others decry the Ranger as weak, his piercing definitely helps in the enemy-rush you have to go through instead of a boss…

If the progression were somewhat quicker, and I hadn’t spent so much of my time in that first area, seeing the same traps, the same enemies, the same music, the same grind, I would perhaps be more charitable to Heroes of Hammerwatch. As it is, though, it can very easily be described as a slog, and a somewhat painful one at that.

The Mad Welshman really wants grind to be left in his childhood, where it belonged. Nuff said.

Become a Patron!

Dungreed (Review)

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

Dungreed is an odd game to me, in that it is, in its first hour or two, definitely enjoyable, but, due to the nature of its progression, becomes… Well, a bit of a slog from the middle of it onward. Which is a shame, because some of its bosses are actually quite interesting and amusing.

So, to sum Dungreed’s basics up simply, you are an adventurer, who’s come to rescue a town from a dungeon that’s literally eaten the village. It’s an action platformer shooty/slashy type deal with rooms put together procedurally, and, importantly, at the end of each run, you lose all but your basic shortsword, and most of your money.

Pictured: Possibly the most fun boss in the game so far.

“But wait, Jamie, why would the game do something so cruel?” Well, partly to introduce variety, partly to give you a chance to level up, and partly so you end up interacting with the villagers you save, all of whom add a selection of kit to the dungeon’s random drops, a few random NPCs wandering around, and features that are meant to make your next run just that little bit easier. The Blacksmith, for example, gives you a random item. Could be a weapon, could be an accessory, could be ranged, could be melee. The shopkeeper lets you buy things (for when you’ve not got any NPCs to build village features for), the trainer levels you up (with each 5 points in a stat adding an ability to your stable like double jumping, shopkeepers costing less, or extra damage), and so on.

And then you start from the beginning. Which, funnily enough, is both its problem, and not one I can see much of a win for. See, the bosses are fine, and one, Niflheim, caused me to laugh and cry out to my friend “Wow, I just got killed by a Touhou in a roguelike!” (As her boss pattern, music, and aesthetic are all highly reminiscent of bullet hell shooters, specifically the Touhou games.) But by the time I’ve gotten to Niflheim, I’ve gone through several floors, with much the same preffered weaponry, having consigned much the same equipment to either use, or, more commonly, what can be called vendor/altar trash. Some, like the Matchlock Rifle with its pause before firing as well as a slow reload, more readily than others.

The further I get, the further I have to go, and the less I enjoy the preceding run up to whatever boss comes next, as, until I meet a new boss or a villager, all I’m doing is… Marking time. Time which increases the further I get.

A mix of melee and ranged is recommended, but heck, most of the ranged options are so much fun!

Which is a real shame to me, as the game’s aesthetically consistent, does some fun things with its music (As noted, Niflheim’s boss music is highly reminiscent of its inspiration) , and the enemies do have variety and interest… Just… Not quite enough to keep me going for this final stretch. Fun at first, it’s become, over time… Alright.

The Mad Welshman is a walker by habit, as opposed to a marathon runner.

Become a Patron!

Vagante (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam , Humble Store
Other Reviews: Early Access, Early Access 2

Called it. I said, in the first Early Access review I did of Vagante, that I would be tired of its shit by release, and lo… Release has hit, and I am well and truly glad to have this off my docket. That may seem mean, but let’s unpack exactly why I so heavily dislike Vagante.

Everything else I’ve been reviewing this month has, in its way, expanded upon the procgen/roguelike formula. Accessibility. Quality of life. Vagante, meanwhile, makes it quite clear that its response to issues I have with the difficulty curve are, essentially, “git gud.” And I’ve made it quite clear in the past how badly I respond to that.

Let’s play a game of “Spot the Character.” Take your time, I can wait…

Let us take, as an example, the bosses of the first three levels of the dungeon. Two of the three have projectile attacks with damage over time, and like to stay out of your reach. Combine this with the rarity of healing items, and melee is either a case of damage racing the enemy (Providing, of course, you have the hit points to do so, as all melee attacks are fixed animations you can’t interrupt, and daggers, previously a go-to, are now slow enough that they are once again a weak option), or timing your attacks just so, over a protracted period of waiting for your single-blow opening, dodging and leaping projectiles, and luring the boss somewhere where you can actually hit them before getting a blow off. Bosses are, naturally, a bundle of hit points, so this can take a while.

Okay, so we can cross the Warrior and Wildling off the “enjoyable to play” list in the very first area (The second area’s bosses seem to actively punish melee users.) What about the two ranged classes, the Rogue and the Mage? Well, as mentioned, while, previously, the Rogue’s dagger could avoid in-level enemy damage a lot of the time, and generally do well in the damage race due to sheer speed, the bow remains, as explored in the previous Early Access review, a case of “Draw for a second, release… Do as much damage as a single sword blow, maybe as much as a heavy axe on a crit. Enemy must be in shortish range from you, good luck avoiding those fireballs/poison globules.” It’s not often I say this, but the Mage, weak as their starting “weapon” is (a staff with a limited number of charges, charging by, er… hitting the enemy with its weak, slow attack), is a good choice, as they have some short range spells that do decent damage, relatively quickly… But, again, your starting attack relies on the enemy being nearby and in front of you, which, with fireballs and the like, isn’t a good idea, and it’s very much potluck if you get, for example, Frost Nova, a spell that has a chance of freezing the enemy for a vital few seconds.

DRAGON uses NOT ON SAME Y AXIS. It’s SUPER EFFECTIVE.

So far, I’ve described something unenjoyable, if not tedious. But wait, it gets better! It’s pretty dark, unless you have certain items (random drop chance), and instakill or damaging traps await, such as spikes (instadeath if you fall, or are knocked onto them, with the saving grace that enemies are also killed by them. Not bosses though), blockfall traps (mostly, thankfully, easy to spot once you know how, but still an occasional killer when, say, concentrating on an enemy), and worms (invincible until they attack, somewhat hard to see at times.) Want a heavier, more damaging weapon? Congratulations, you’ve found an axe, or a hammer, both of which… Are slow as hell, and have a minimum range on their hitbox. With melee enemies pretty much all rushing you as best they can.

In a way, it’s intriguing to me that a game can be so actively designed against its player characters, but alas, this has the side-effect that, for all that there may well be interesting things in the third dungeon area, for all that there may be new things to see, I most likely never will. Because the game is released, and I am so very done with it.

Goodbye, Vagante. I will fondly remember the time you had an option that wasn’t a tedious time.

Hrm. Big open area. 55 HP. Yup, I confidently predict I’m going to die, here on the first level.
And you’re probably as sick of seeing the Dragon now as I am.

The Mage is now seemingly the most viable class. I’d like that to sink in for a second.

Become a Patron!

Mad Crown (Early Access Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam
Other Reviews: Release

IMPORTANT REVIEW NOTE: The Steam Store page will tell you it is not English supporting. This is an oversight. Second menu button, third tab, bottom drop down menu option, select English. You’re welcome.

This past year, it seems, my cup runneth over with interesting, accessible, yet challenging Roguelikes. And Mad Crown was an especially nice surprise to review, considering the developers hadn’t originally planned to localise it until release. So, thanks for that, S-Game (M-Game?) , and thanks also for making said localisation moddable. Perhaps, with this, I could make a Wenglish translation. Enemy is BLEEDIN’ TAMPIN’ , BUTT.

Three thieves, and a treasure containing monster. I foresee pretty much everything running away this fight, some of it with my hard-earned…

But I digress. Mad Crown is a turn based roguelike, in which a slowly growing group of adventurers try to head deeper into a nether dungeon, to seek an artefact of great power that had gone missing previously. So far, so… Wait, buzzsaw robots? Grinning goblinoids and zombie gangers? Huh. Mad Crown’s world is an interesting and eclectic mix, and the hand drawn art style both stands out and sells it quite well. The music’s good, the UI’s clear, and the game?

The game isn’t bad at all. Difficult, yes. But difficult in a way that can be understood. Enemies debuff a lot, from Chaos (confusion) to Disarming (Removes equipment), and against that, each character has one basic attack, one special attack, one defensive ability, and a passive. Almost everything else is cards, from equipment cards (adding armour, damage, and special abilities), spells (The instant action Heraldries and the all group Upanishads providing an interesting balance: Do you want to attack as well as debuff or hurt a single enemy, or do you want to try affecting everyone with the debuff? Tough call), and items. Each dungeon run starts you at a low level (levelling up as you go), and the longer you take in the dungeon, the more overlevelled enemies get. Add in the other wrinkle, that if an enemy kills another enemy, it levels up, and…

The further into the dungeon you get, the more interesting it becomes. Although, y’know, also the more *lethal* it becomes…

…Look, there’s a lot of depth here, both in the dungeon, and the town. Individual dungeons are relatively short, the game mostly tutorialises well, and it gets a lot of good mileage out of the features currently present in the game. I’ve crowed with delight as I killed multiple opponents in a single turn, and recoiled as what I thought was going to be an easy enemy ate its friends, and suddenly became a miniboss. Said “easy” enemy is now higher on my target list in a fight, precisely because it’s one of the few that willingly attacks its own friends without confusion.

And yet, it remains at least moderately fair, due to its rescue system. Got a friend with the game? Good, because they can save your kit, and you can save theirs, once you get far enough in the story that the rescue of your equipment from your corpses is no longer automatic. Copy a code to your clipboard, give it to your friend, and they rescue your kit. Nice, encourages you having friends playing, and makes the difficulty curve just that little bit smoother in the earlier stages of the game.

Overall, I quite like Mad Crown, occasional frustrations aside. It’s got promise, it’s got a lot to unpack and unlock, and its systems are easily explained and learned in play. I look forward to seeing where this one goes.

Eep.

The Mad Welshman is pleased to be the first english language reviewer of this game. Wooooooo!

Become a Patron!

Slasher’s Keep (Early Access Review)

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

One thing that has always interested me is the use of older game design techniques, but with the quality of life improvements and changes that come from modern game design. So when I quite quickly noticed that Slasher’s Keep mixes hand drawn, eight angle “sprites” , mixed with cartoonishly textured 3D models, I immediately thought “IN.”

Why thank you for the kind offer of your loot, Mister Moleman. Nothing to do with this hammer I wield, I hope!

I’m happy to say that it’s been charming me more, the further I get. At least partly because, in its quiet way, it is ensuring I get further. And it feels good. Surviving to the second level means I can start finding chutes, through which I can drop equipment from higher levels to the beginning. It also means a shop, somewhat useful when I have vendor trash. Get to the third, and those bits of crafting materials I’ve found can be made into new, spankier weapons… Which it may sometimes be a good idea to just drop in the chute already, knowing that even the swanky kit won’t guarantee my continued breathing abilities.

Each time I die, yes, I lose money, stats, and all the kit I didn’t bung down the shoot… But stat gaining potions, the fact that potion drops scale with you, and the fact that a quarter of your XP can easily be regained (and a bit on top) in a good run, means that slowly, but surely, I’m making my way up, and, importantly, seeing more of the comedy of errors that is Slasher’s Keep.

And there’s no doubt, from the mumbling stone idol that occasionally crops up, goblinoid pin-ups (Including one I was cruelly… Okay, I wasn’t forced to destroy a really good goblinoid pin up, but it was in the way of a treasure chest), and even the introduction show that yes, this is a light hearted game. I mean, if you’d been locked in a cell all the time, with a hole in the wall showing keys just out of reach, would you just… Try pushing the cell door, to realise it didn’t have any hinges?

I like to think I craft metaphors as well as deadly, flaming-icy weaponry.

Well, okay, maybe you would, in reality. But this is a dungeon hack in a comic fantasy world, we’ll have none of this “Common sense” malarkey!

With all this gushing, you’d think, perhaps, that Old Grumpy Reviewer Durbin wouldn’t be unmasked as the monster this time, that there’d be nothing to criticise, and that the Mystery Gang wouldn’t have to pull his latest monster mask off his head to muttery grumblings. But alas, as I often say, no game is perfect, and Slasher’s Keep does do some things that get on my (perky) norks.

That map generation needs a bit more work is understandable. Procgen maps are surprisingly hard, and I can’t really begrudge that. But it must be said that yes, there are dead ends to no good purpose, sometimes at the end of a rather long corridor. Less forgivable, perhaps, are some of the ranged enemies. Specifically, the bugs and skulls. See, it’s Slasher’s Keep, not Waiter’s Keep, and I get rather annoyed when, due to an unforeseen mana shortage, I have to either laboriously trick my insectoid opponent to maybe not retreat over the chasm for the twelfth time, or my bony friends to maybe, just maybe, get on with that screaming plunge attack that inevitably leads to their demise, rather than the floating and shooting me from afar thing they seem so fond of? Mana shortages, in this context, are usually unforeseen because only one wand is effectively hitscan, and so shooting at bugs and skulls rapidly loses me all my mana. As such, skulls and bugs are rapidly achieving the not-really-coveted status of “Well, they’re FUCKING BATS to me, mate!”

Especially as, occasionally, challenge rooms (Where the challenge is “You walked into the room, and now you’re locked in until everything but you (or you) is (are) dead”) will entirely consist of… Bugs or skulls.

I mean, okay, I lost stuff, got stripped, and thrown back in, but not only am I stronger… I’m still hot. So my jailors can suck it.

Otherwise, it’s very enjoyable as a first person procgen comedy murderbrawl, and comes highly recommended otherwise.

The Mad Welshman kindly asks for confirmation whether the stone idol’s accent is indeed Brummy. He still has the scars from confusing Liverpool and Hove, and would like to avoid further accent related injuries…

Become a Patron!