Legend of Keepers (Early Access Review)

Source: Cashmoneys
Price: £15.99 (Supporter pack £7.19)
Where To Get It: Steam

Ah, being a dungeon keeper. It’s a good job, all told. Protect yourself, lure adventurers in (those damn assholes), and murder them horribly with a combination of traps and monsterfolk.

I mean, it’s better than letting the little gits run rackets, blow up small villages or forests (accidentally or otherwise), cause diplomatic incidents… The list goes on.

And on…

If your heroes keep getting this far… You might be in trouble. Just… Overall.

And on. In any case, such is the idea of Legend of Keeper. Except you’re basically part of a miserly dungeon keeping corporation. The health plan’s good… When you can find the staff doctor. But everything else is performance based, and staff turnover and morale… God, they’re awful. All to keep adventurers away from the boss.

Okay, maybe it’s not a good job after all.

In any case, Legend of Keeper is one of those rogue like (Sorta. Maybe. Kinda) deals, where you go through two years of defending the dungeon. It’s not like the adventurers come every day… In fact, you often have a fair breather. But with each party you run off or murder (intimidate into running for tears, kill for blood), they get stronger. More assholish.

No, actually, some of them start off assholes. Like the fire mage, whose first action on entering the first battle is to shuffle your carefully curated battle line. The only way of possibly preserving your tactically placed monsters (for the elemental rock/paper/scissors of attack and defence) when you see that particular one is to deliberately place your first team out of order. And pray.

THIS GIT ON THE FAR LEFT. THIS GIT CANNOT DIE ENOUGH. I WILL RESURRECT HIM JUST TO KILL HIM AGAIN!

I hate that guy, and each time I send him to hell, I wish him the iciest time, and extremely pointy sticks. Anyway, yes, dungeon fights, when they happen, are turn based, and consist of several rooms, always with two trap rooms, two monster rooms, a spell room, and your chosen class of boss. There are three bosses, and each has something to recommend them. The Slaver, for example, has a good monster selection, and gets a free big monster, with a room of its own, each year you win (I really hope there’s a third year, because yeah, just having the one big monster feels like a waste.)

But, funnily enough, I have the best time with the glassiest of glass cannons, reliant on shields and a nasty air attack, the Mechanic.

So, how does it feel, is it accessible, does it look good? Well, apart from no subtitles for the three or four barks for each boss (You’re not missing much, especially with the Slaver, who has a bad case of internet poisoning. “Come at me, bro!” … Nyuh huh. I’ll get right on that, really I will), it’s okay. No colourblindness issues that I could see, text is okay, buttons for attacks are very clear, tooltips are easy mouse overs… Visually, it looks quite nice, actually, relatively hi-fi pixel art, with some fun and silly event pictures (like the orc caught reading an anthro magazine. Ohhh, you dirty boy, you!)

Audio wise, it’s okay. Nothing stunning, it works, that’s fine.

Yes, we’re Dungeon Keeping salarymen… And oh boy, the Marketing Department, for what it does, can go to the same place as the fire mage.

Still, this is definitely not a bad roguelike dungeon keeper deal. I’ve been having a nice, tactical time with it, getting comfortably into the swing of murdering the shit out of heroes I definitely don’t sympathise with, and if you like turn based strategy, of the “series of battles” SRPG type deal, yeah, this is a solid choice.

The Mad Welshman floats an idea… How about… We make a dungeon which unceremoniously dumps the hero(ine)s into black company office jobs? That’s MUCH more evil than what we’re doing…

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Psychedelica of the Black Butterfly (Going Back)

Source: Cashmoneys
Price: £23.79 (Soundtrack £3.99)
Where To Get It: Steam

I love ghost stories. Tales of regrets, of vengeance, and sometimes, of telling a loved one it’s okay from beyond the grave. I also hate them, because few of their endings are happy, and even the “happy” ones are most often bittersweet.

ACTUAL BEST ENDING

And so it is with Psychedelica of the Black Butterfly, where I refuse to believe the ending called the Best Ending is, in fact, the best. And, to put it bluntly, some of the endings can fuck right off.

But, honestly, that’s what grief is. And grief, and the delusions thereof, the regrets, the unfulfilled desires, is essentially what it’s about.

Oh, and somebody who wants to murder existence itself. But that’s more set dressing, more characters for the plot to revolve around, more endings. We’ll get to the endings, believe me. But first, the game in general.

Aesthetically, it’s gorgeous. Soft, bishy visuals (no really, look at these cute boys! Unf!) and beautiful music, along with some solid Japanese voice acting, make this pleasant to play. It also has a VN flowchart, which, as I may have said before, is a godsend in general.

AaaaaaAAAaaAA, so Bishilicious!

However, for some endings of the game, it’s a pain in the ass, because you still basically have to play the routes from certain parts. So I’m two endings short, because I cannot be arsed to go through the entire game again just to get them. Besides, I’ve already unlocked the “Best” ending (Bullshit. The Happy Ending is much better.) And then there’s the minigame.

Look, I love a good minigame, which probably gets me some weird looks. But I had an abysmal time with the butterfly shooting game, which you’ll have to do several times, either in the main menu or by selecting a chapter where you fight one of the dangerous shadows of the mansion. On keyboard, it seems to only take one input at a time, on mouse, if it goes outside of a window, you have to click back at the window, wasting valuable time (and probably a butterfly)… And considering it’s the method to unlock the side stories (necessary for certain endings), I was… Annoyed. See also the lack of fastskip.

The thing is, overall? This is a solid, well written visual novel, and I basically played this in one sitting, all the way through (except the Yamato endings. Sorry dude), before writing this review. I don’t often manage to get a VN like this played through in one sitting, and that’s basically a recommendation right there.

So, for folks who like a good supernatural or psychological horror, this one comes recommended.

Okay… Now we deal with the story. Five amnesiac characters, one of which is our lady protagonist, who wake up in a strange mansion, immediately hunted by beasts who used to be people, and cryptically told to finish some sort of kaleidoscope, by finding gems dropped from said beasts wot used to be people. And it’s got its scary moments, its heartwarming moments, its heartbreaking moments, and its funny moments.

SPOILERS NOW AHEAD

(more…)

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Rogue (Going Back)

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

So… Rogue. The original Rogue, or, more accurately, one of the Epyx releases of this, the progenitor of the roguelike genre. Oh boy, what a historical artefact this is.

I am a little miffed this isn’t the graphically pleasing version that was released on the Atari ST and Amiga, but… What can you do?

There are two secret rooms here. But me spending the time to search for them would mean my hunger meter runs low. Time to move on after murdering this Kestrel!

Anyway, yes, the original Rogue. If you’ve ever played a roguelike, you know the deal: A procedurally generated level is made, you move in a turn based fashion, so do the monsters, you hit things (or shoot things), you don’t know what a potion or scroll does until you use it (in a run, because it doesn’t stay the same between runs), once you die, that’s it, and the number of things that can kill you is pretty high.

Funnily enough, as one of the earliest examples… Rogue is dull as dishwater. Its generation is boring, its enemies are few until later levels (although enemies constantly spawn), its difficulty is very much random (sometimes, you’re just going to die of hunger because you haven’t found edibles in time), and, beyond the excitement of potions and scrolls, there’s… Really not a lot to keep track of, or use, or play with.

Make no mistake, this isn’t a death to be sneezed at. Slimes are bastards in Rogue.

Hit points. Strength. Weapon bonuses and types. What enemies do. Is there a secret room. That’s… Pretty much it.

So, it’s good as a historical curiosity, and an example of how far the genre has come, and branched out, and evolved… But… That’s about it, honestly. As mentioned, it’s not even the one with tiles as an option over ASCII, so… Recommended to people who love the history of roguelikes that somehow don’t have Rogue?

That’s… Kind of a small demographic, really.

It always starts with chainmail. That’s a gateway into adventuring, and next thing you know, they’re 20 levels deep and looking for a +8 sword.

Remember, just say no.

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Crown Trick (Review)

Source: Cashmoneys
Price: £15.99
Where To Get It: Steam

Hrm… Sometimes, it’s clear that you’re not having fun, be it a good or bad game. Sometimes, it’s clear that you’re having fun with a bad game. But with Crown Trick… Despite knowing it’s a well designed game… I’m not actually sure I’m having fun. And it feels awkward to say that.

Y’gotta respect a bird who wants to derring-a-doodle-doo.

The general story idea is a pretty cool one: There is a plague of nightmares upon the land, nightmares that draw people in, ne’er to return, and the last hope, the last of her world saving kind, is a child who appears to have no arms, aided by a large crown with a single, annoyed eye (generally speaking, not a sign that this assistance isn’t due to villainous ulterior motives, but that’s by the by.) And so a turn based, procedurally generated roguesortakindamaybelike begins, with shenanigans and buying stuff to improve future runs ahoy.

And make no mistake, it does interesting things with its formula, having a cool visual aesthetic, nice soundwork, and a cast of enemies and bosses that are interesting and challenging without being frustrating.

Except for Dr. Frank. Fuck that guy.

Like, you see those words, and you know he’s a bastard.

So, how does it change up the formula? Well, the level structure is more of an episode thing, with a unique final boss to each area, than a single sprawling “Beat this in one run.” It has familiars, which add special abilities to the list, interesting gimmicks in each area, and a variety of weapon types with their own quirks, such as the shotgun, which can either hit three enemies, one 2 tiles away, the other two on each side, or it can hit a single creature point blank 3 times in one shot. So yes, it’s a video game shotgun.

And, speaking of guns, the guns are… Honestly the weakest weapon type. It’s not that they don’t have powerful abilities, as the rifle can hit everything in a line within a 4 tile range, and the pistol’s final shot is a double-tap… But the clip is ridiculously small, so, unlike any other weapon type, it’s 2-4 shots, depending on the weapon, and then a turn wasted reloading. I’m sure some people like it, but it just feels less useful than, uhhh, every other weapon, including the axe, which, for best effect, needs multiple enemies right up in your face, ready to inflict pain.

Speaking of things that are of, at best, dubious use, the cursed statues and their “blessings.” Cursed chests, I’m fine with. They provide interesting little wrinkles that make you balance the risk and reward, like not being able to change weapons for three floors, bleeding until you kill an enemy, and an “everything dies in one hit, including you (except in boss fights), for 8 rooms.”

But when it came to the cursed statues and their “blessings”? The risk well outweighed the reward, every time. I had no incentive to fuck with them.

I never noticed this nice little touch when you’re dying (the zooming in, which makes for this interesting look.) But it is nice.

Okay, I’ve been bitching a lot, but this is, legitimately, well designed overall. The weapon types are, for the most part, pretty cool, and I’ve been most at home with the dual knives, which, yes, can only attack adjacent enemies… But the enemies it does attack, it fucks up, especially as you get more stun in on enemies trying to attack you. Oh, yes, the stun system is fun too. Even bosses can be stunned, with a single attack knocking 1 off the stun counter, more if they’re either attacking you, or trying to use a special ability. And naturally, once stunned, you can fuck them up at your leisure, until they’re not stunned, after which… Well, they can’t be stunned again for a certain amount of time, and you have to whittle down the counter as before, but… The damage has been done.

There’s a fair amount of depth here, the game’s pretty accessible, it’s got some great visuals and good soundwork going on… And yet, I find myself unable to determine if I’m actually having fun with it. It’s still a good game, though, so maybe you’ll have an easier time working out if you’re having fun or not.

The Mad Welshman doesn’t have a lot to say here. Because review wizard needs coffee… Badly!

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Ziggurat 2 (Early Access Review)

Source: Cashmoneys
Price: £14.99 (Soundtrack £4.79, bundle £17.80)
Where To Get It: Steam

Well, well, well… Ziggurat was one of those games that, if you were into arena fight roguelites (Walk into room, if room has enemies, kill them all before you leave, get stuff, rinse, repeat, boss, end level) was not bad at all. Some cool bosses, interesting weapons (some of which were, alas, crap), and carnivorous carrots aplenty. Good times.

There is little more horrifying than seeing this as you close your eyes for the last time.

So now, we have a sequel, and it’s changed the formula somewhat. Let’s start with the story. In the first game, you, a wizard from a pool of wizards (some of whom were unlockable), had to go up the Ziggurat, a prison to seal away horrific beasties, as your wizarding exam. Turns out wizards don’t fuck around when it comes to higher education.

Alas, wizards are also known, beyond deadly educational procedures, for warring over things and causing apocalypses or other terrible events. So, yay, wizard schism, the Ziggurat (reminder: Prison to seal away very bad monsters) got blown up in the war. Now you, some of the few surviving wizards, have to clean up the mess this wizarding war caused by, er… Doing what you did last time, but in discrete areas.

And this is honestly one of the more interesting changes: Rather than a strict level based structure, it’s a more quest based deal, in which solving mini dungeons gets you cool stuff and money. Which you’ll need to level up your wands, staffs, spellbooks, amulets, and alchemical/mechanical weaponry. And your wizards. And, of course, you do that by blowing the shit out of stuff with those weapons and wizards.

Oh, whaddya know, one of my screenshots with shooting in it has the little bastards in it too. God-damn carnivorous carrots, cackling and getting everywhere…

But it’s still got a ways to go right now, and it shows. As far as looks go, it’s very pretty, and you can tell the modellers on the team have been improving their craft. And the new levelling system (XP and coins are necessary) and map system are definitely an interesting change. But it does need fine tuning, as, right now, coin drops are annoyingly hard to get, and I have far more things in need of a level up than I have coins to level them up. Add in that length 1 can mean 1 floor (okay, cool) or two floors (Less cool, that’s a war of attrition it’s not so easy to get through when you’re low level), and… Yeah, it needs a little work.

Aesthetically, a definite improvement, and pretty accessible to boot. Difficulty levels appear alright, although it’s definitely recommended you try the easiest difficulty first (don’t worry, you have multiple save slots, you’re good), and I can’t really say that being easy to be backed into a corner because you don’t dare look behind you is a flaw, as it’s very much by design (and a dash-dodge means you can leap over, for example, those fucking carnivorous carrots that are the bane of my existence.)

Hrm, what with running into this guy in repeated runs, would you say… Repetition helps hammer home a point?

It’s relatively early days, though, and as far as these arena type roguesortamaybekindalikes goes, it’s not a bad one, even now.

The Mad Welshman repeats that wizards should never be allowed to be prison guards. This sort of thing ends up happening, you get monsters everywhere… It’s a nightmare.

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