Haimrik (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

Haimrik is a game with an interesting concept. What if you had the ability to take words, and use them to change the world? Not in a “Saying powerful things”, but literally picking the word Sword up, and bam… Sword. It’s a cool idea, and not having those words be entirely under your control (some words, after all, bite back, or are just hostile to you, personally) is also a neat touch.

It’s a shame then, that Haimrik feels so very constrained. Understandable… But also a shame.

I mean, to be fair, being attacked by an ice wizard on a day I was planning to write things for you wasn’t exactly expected for me either…

Protagonist Haimrik is a writer. Well, a scrivener. He writes books, in the hopes that they sell, and the only person who even reads them is his landlady (whom he has a thing for), while he’s behind on his rent, and a corrupt king supported by his Word Warriors rules tyrannically over the land. Enter The Book. Drop some blood onto it, and the narrative of the world can be changed. An artefact, and a power, that immediately gets him into trouble.

Nice concept, yeah? Unfortunately, less than an hour in, its prescriptive approach gets my goat. There are a couple of puzzles where there are multiple solutions, but a lot of the time, no, it’s just the one. And not always a terribly interesting one. Okay, yes, we plant the SEED (run to seed, hold down) in the FERTILE SOIL (Hold F, plant seed), and then we call for some RAIN (run to RAIN, hold down), and… Oh, crap, do we use FERTILISER or POISONOUS FUNGUS to grow the plant, considering the obstacle we can’t control, the SWARM OF LOCUSTS? Which, as a bonus to losing us the seed we need, will gruesomely kill us, just as we’ve gruesomely killed (and been killed by) several soldiers, some goblins, a rat, a snake, a crocodile, and an ice wizard by this point.

Ohcrapohcrapohcrap CODE VERMILLION TALON, I REPEAT, CODE VERMILLION TALON!

As you might have guessed by the description of this puzzle, and the accompanying screenshot, it’s pretty much an inventory puzzle of sorts, with nouns being the inventory in question. Occasionally, it becomes more interesting, such as the fight with Murdock the Ice Wizard, or the Dragon, which are… Well, they’re boss fights, with the twist being in the sentences they display. It’s a fairly good twist, to be honest, counterbalanced by Haimrik being… Kind of crap at fighting. Aiming is a somewhat slow affair, jumps in a couple of boss fights are tight, and, even with the fact that death leads to a scene restart, it can get frustrating quickly.

Narratively, it’s a story seen quite a bit before. Cruel king, young man raised in a rural town in obscurity, family and town gets brutalised very soon after he gains a magical ability… It’s not helped by the fact that, even toward the very end, Haimrik, as a character, is basically a punching bag, and so their Hero’s Journey seems… Flat.

But then, the game is trying to do several different things. It’s trying to be an old-school adventure game (Complete with “Ha-ha, what fool uses LEECHES without a BUCKET? Eat a death!”), a difficult platformer (Complete with deathpits), a gore comedy, and a traditional fantasy romp. But it doesn’t quite have the speed of many difficult platformers (Haimrik can best be described as “trundling”, even when his life depends on it), it doesn’t have a lot of charm behind its comedy, and part of that is because it’s also trying to go through the Serious Hero’s Journey In Fantasy checklist. Also, it doesn’t help that a lot of the comedy comes from “Ha ha, you died.”

See if you can spot which word would have saved me from YAHGD (Yet Another Horrific Gotcha Death)…

One of the few upsides is that it has a solid, consistent aesthetic, but that hasn’t stopped me from putting this game down again… And again… And again, out of frustration with the gotchas and sometimes nonsensical solutions.

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The Miskatonic (Review)

Source: Supporter Gift
Price: £4.79
Where To Get It: Steam

The Miskatonic, to get the things that turn some folks off right now, is a no-choice visual novel (click the right things to proceed, click everything else for more world/dialogue) with some body horror NSFW, and a lewd adjacent tone for most of its Post-Lovecraftian shenanigans (That’s a nice term, thanks RPS.) It takes about 2 hours to play through.

I don’t know *where* I got the idea it might be lewd-adjacent for a lot of it. Not. A. Clue.

Okay, has everyone who’s turned off by that gone?

Good.

The Miskatonic is an interesting visual novel, built in TyranoBuilder, because of all the subtle messaging we’ve got going on here. “Oh hey, wouldn’t it be nice if everyone was nice, let’s be nice and try to make the world nicer.” is the core philosophy of the main character. People who have been mutated in this strange, Miskatonic world aren’t irreperably disabled by it, but are folks who… Well, just get on with their lives, and are still people. There’s even some not-very subtle lewd adjacency and QUILTBAG+ imagery. And, at a certain point, it points out that when people reach extremes of an ideology, they become gatekeepy assholes. It tries to create a world, in the relatively short time available to it, that has not only met the Great Old Ones, but just… Dealt with it, and moved on.

And then it makes a lot of the characters I previously empathised with douchebags, who had been working with the folks I already thought were douchebags, or just plain creepy. I could probably, given a while, a decent headspace, and a 2000+ wordcount, write quite a bit about… A 2 hour visual novel.

To have an eldritch horror have to tell you this is probably a galling experience, I would imagine.

But, in a way, this is precisely the problem I face with The Miskatonic. It packs a lot into a little, and it leaves the critical brain a little frazzled, because not everything works together (Although enough does that it makes for an interesting narrative.) It’s flirty until it takes a left turn into horrortown. It’s pretty inclusive in messaging, but the majority of the characters are caucasian (When they’re not a plant-being, or a tiny adorable avatar of Yog Sothoth, or a person whose head entirely consists of craters), and wheee that’s a lot of breastage implied there!

What I guess I’m trying to say here is that it works… Overall… But definitely isn’t perfect, and the tonal whiplash doesn’t so much shock, as feel… A little off. Text could use the accessibility option of being larger (Although, not having TyranoBuilder, I’m uncertain how that would be applied.), musically and visually it fits together with its themes and mood, and as such, while I would overall recommend it as an interesting piece of writing (and a good example of relatively well proportioned, thirsty artwork that also manages to, with one exception that’s jarringly deliberate, normalise the body horror elements), I would maybe suggest to the developers they look to add a few accessibility options if that’s at all possible.

The supersonic squeal at the cuteness (and probably Welshness) of this Avatar of Yog-Sothoth broke seventeen windows. Kindly support TMW to pay the bill for that, it wasn’t my fault!

The Mad Welshman sounds confused today because his brain got hit by Shoggoth matter. Moreso than the baseline amount, anyway.

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MOTHERGUNSHIP (Review)

Source: Review Copy
Price: £19.99
Where To Get It: Steam

Tower of Guns was an interesting game. A procgen first person shooter with, potentially, a silly amount of jumps, verticality, secrets, and guns, it lived up to its name. It also had an odd world. Now, with Mothergunship, the devs are doing it again, but this time in space. And it is good. And it is funny. And it is fast enough that I can’t give it any major points for accessibility. Even if it ticks all those other box type objects…

Boxes! That’s what they are!

Funnily enough, underneath the humour, the setting’s… Kinda bleak!

In any case, Mothergunship is a first person shooter with some procedural generation, a lot of bullets flying about, and the main selling point of being able to craft extremely silly guns from a whole bunch of parts. Of course, you have to get those parts first, by doing missions, buying them from a black marketeer, and the like, but you too, with a little hard work, can have a gun that fires slow moving rockets, mines, lightning, and lasers all at once, while reducing gravity. Somehow. With the tradeoff that the more bits you put in, the less you’re able to shoot it before having to wait for a reload.

And, considering Mothergunship’s enemy spawning and projectile philosophy is “More is better” , it’s fairly safe to say you want to pack the most bang for your energy bucks. Since the normal recharge time of around 5 seconds is an eternity if you haven’t made a dent in the boodles of enemies the game throws at you. Or the dirty tricks the Mothergunship’s armada has up its robotic sleeve, like lava floors, bouncy floors, bouncy walls, bouncy robots… It’s mean. Parts of it have adaptive difficulty of a sort (The more side-missions you successfully complete, the harder they get, and if you die in a side-mission, it eases the difficulty up a bit) , but the main story missions are a fixed difficulty, and losing a mission loses you all the gun parts you took to the mission.

This is a relatively mild example of a mid to late game room in motion. All-together now: AAAARGH!

I’m not entirely sure how I feel about that last bit, to be honest. While you have a very generous storage space (100 total connectors, barrels, and buff inducing “caps” ), losing your best guns is a frustrating experience, regardless of the inducement to experiment with different builds. Thankfully, Side missions lag behind in difficulty, and there are a few options for gaining back those precious weapon options, and, for those of us who just don’t like to lose their guns, there’s the Joe’s Arms & Armoury missions. Joe’s Arms & Armoury: Gun shaped solutions to mothergunship shaped problems.

Which is as good a segue as any into how crafting guns feels. Beyond my one minor irritation with the system (Switching between removal mode and attachment mode feels needlessly finicky), playing with that energy/part tradeoff feels good, and I’ve found myself affectionately naming some ideas. The Friendly Fire, for example, asks the question: What happens when you add a 20-40% chance of spawning lava mines to individual shots… When you have three chainguns? It doesn’t fire for long, but the damage over time helps while away the recharging! Similarly, The Finger, consisting of some railguns, damage multipliers, and bounce mods, generally means that anything obliging enough to stand in a rough line from where I’m standing… Definitely gets The Finger.

While this is a low intensity shot, I’d like to point out… This jump was 90% done with rockets. Not even your traditional rocket jump either. Just… Shootin’ those rockets downward.

So, apart from the fact the game is, if not twitchy, then hectic, which unfortunately shuts out some folks from the game, there’s a lot good about Mothergunship, but one last thing definitely deserves a mention: The farcical humour. Farce must be played with a straight face, and of the cast, only the long suffering AI Jasper consistently plays the put-upon straight man, with the overall result of a humour heavy, fully voiced dialogue through the story’s missions. The Colonel is a cheery, blowhard incompetent. Dr. Dove Simona, although arriving late to the story, enters it with bombast, arrogance, and… Look, I don’t think it’s the Colonel that wants a cigar (he has a lollipop, because who loves you, baby), it’s Dr. Simona. Wilkinson’s VO really sells the long-suffering woman techie, and even the side characters, such as Hylas, get their moment in the sun. Pretty good, for something where most of the dialogue involves characters we never see more than a portrait of.

As such, overall? Beyond its speed and difficulty, which, as mentioned, shut out some folks, there’s not a lot that goes against recommending Mothergunship. It’s funny, it’s silly, it’s bombastic, has only minor niggles with its core design pillars, and looks nice to boot. Enjoyable!

Dr. Dove Simona: Making damn sure you know she’s a top.

The Mad Welshman would like to state that he is not, in fact, secretly an Archivist Ship spreading Archivist Propaganda. Please step into the Not-Archiving Machine.

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Hot Lava! (Early Access Review)

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

Saying the words “First Person Platforming” is, in the majority of cases, a phrase to make one shudder. It’s rarely replied to politely, and, while there have been good games with first person platforming and movement elements, they’re rare enough that, for the most part, they don’t go down well.

Not pictured: The fifteen other attempts to get the sub 5 minute star, the buckets of sweat dumped over me, the grunts of EFFORT and the Body English. Also that this is a still of the middle of a series of jumps that take about a second, maybe a second and a half.

So it’s perhaps a good start for me to say that the most shudderworthy part of Hot Lava, a game that entirely revolves around first person platforming, was its attempt at a Saturday Morning Cartoon theme, and the lampshady humour about SatAm writing. Also the really thin poles, but we’ll get to those.

From what I can tell, the story of the game, such as it is, is that you’re a child with a highly active imagination (Who, as in my childhood, seems to be going through an “Imaginary self” phase), who is playing “The Floor Is Lava” , that game where the whole point isn’t to touch the carpet or flooring, because if you do… If you doooo… You’re sooooo dead. Because the floor is lava!

Now add in a score mechanic, collectibles, fake loot boxes bought with in-game currency, character customisation of your Action-Man jointed avatars, time-trial leaderboards, a pogo stick for some challenges, and a whole host of tricks and traps that could conceivably be how a child would imagine the danker and hidden parts of the school (like the ventilation being filled with deadly fans and crusher traps), and you have Hot Lava in its present, Early Access state.

Guess who gets the Boy Aquaman(TM) Short End of the Stick? #GiveSueNamiAChanceHackWriters

Aesthetically and accessiblity wise, insofar as a game about, basically, speedrunning a first person platforming level is pretty good. I never outright failed to notice something I could (in theory) jump to, there’s a checkpoint marker that is, unfortunately, not often all that useful, but it is there, and clear to boot, I had no problems with menu options or colourblindness issues, and things that can be swung from or grappled are highlighted well. The controls are, at their basic level, pretty simple: Tap space to jump, WASD to move, you control your jump mainly by mouse direction, rather than strafing, and you automatically grab anything that you can grab and have successfully reached.

Of course, for the “Pros” (ARGH) , there are tricks like perfect jump timing, a variation on Quake Bunny Hopping (If you jump, and both strafe and turn in a direction, then jump with the right rhythm, alternating directions, your momentum increases. A lot), and other such shenanigans. Oh, and a hidden comic and golden pin somewhere in the level, further cementing that one of the inspirations here (Beyond the child-to-tween-hood of a 30-40 something) is the Tony Hawks series. Or maybe Dave Mirra Pro BMX…

Scratch that, I have very unfond memories of playing the latter. In any case, the game, overall, feels alright, and you quickly get into the rhythm, except for the times you’re lost (The game relies on replay, so that’s less of a sin than you’d think), the times the way forward is awkward (Such as in the Ventilation Tunnels Of Crushing and Fanblades) , and… Thin rods that you have to jump on. The first person equivalent of “Pixel perfect platforming”, I despise them so, and am grateful that their somewhat easier to deal with cousin, Thin Rods You Can Jump On And Run Across, don’t have a tightrope or grind balance mechanic to – that is not a suggestion, Klei Entertainment… koff… Just to clarify.

Unlike either 80s playsets or loot boxes, the playsets of Hot Lava don’t ask for your blood, soul, money, or grandparents. All you need is to play. Plaaaaay. Plaaaaaaaaaaaayyyyyy!

As much as it feels odd to say this, Hot Lava… Looks promising. And this, funnily enough, is why I didn’t delay this review until the second area (Billed for about a week after the review hits) arrived… Because, even at this early stage, it’s oddly fun. With the exception of the SatAm theme… Sorry, folks, I know some SatAm themes were abominable, but that’s no excuse, dammit!

The Mad Welshman, overall, recommends this. The lava has told him it will eat all his favourite socks if he doesn’t. Joke’s on the lava, he likes the game anyway, and never mastered the art of wearing matching pairs.

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Yoku’s Island Express (Review)

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

Pinballtroidvania. That’s a word I never thought I’d use… And yet, here we are, with Yoku’s Island Express, which, in essence, is just that: Pinball, mixed with the design ideas behind the “Metroidvania” genre.

It’s cute, it’s fun, and, oh boy, is the post-game a slog. So, the more things change, the more they stay the same. Let’s talk about the main game instead for a bit.

Just a small, early sample of the map in Yoku’s Island Express. It’s quite nice, really.

Yoku’s Island Express is the story of a beetle, tied to a ball, working as a postmaster in a world of skullmonkeys, bearngineers, space monks, and great guardians being harmed by an ancient and terrible evil. And how does this tiny creature, held down as they are by a great weight, get around? Well, convenient pinball paddles, bumpers, and kickers. Makes perfect sense.

Needless to say, the world is not a serious one. You’re not going to find deep philosophical questions, and the narrative is very firmly subservient to justifying various elements of its world (such as the Dive Fish powerup, which involves… Wearing a fish friend as leggings) , but, props to the developers, it is internally consistent. Not much of it may be very deep, but it’s clearly considered, well sketched out, and, as odd as the world of Yoku’s Island Express is, it didn’t feel unnatural, and that, in and of itself, is something to praise. So… How does it look, how does it play, how does it feel?

Pleasant, overall. The aesthetic is good, with fitting, often heartwarming and cool music, the difficulty curve during the main story is smooth, and no individual “table” in this world is particularly bad or frustrating. Heck, some of them, especially the bosses and climactic moment tables (such as blocking hot-spring vents to help save the Skullmonkey tribe) are quite interesting, as multiball, in the context of this game, is always assistance from a group against some sort of threat. A sort of “Power of Friendship” thing, if you will. The world fits together well, and some of its secrets and powers (such as the Sootling Hookshot) are cool and interesting. The main game, it must be said, is enjoyable, if somewhat short, with a large world to explore, some funny dialogue, and a surreal world that can nonetheless be taken at face value, explored with that voice that says “This is silly” being relatively quiet throughout.

Oooh, buddy… Heroic or no, blocking a volcanically hot hot-spring like that, you’re gonna need some lotion…

It’s when the story is over, though, and there are still things left to do, that the game falls somewhat flat. Thing is, this has been a problem with troidvanias of all sorts in the past as well, and I’ve never really seen a good solution to finding post-game collectathons involving collecting 100 of a thing, or triggering all of the things… Both of which are examples of the post-game, 100% completion “fun.” Does it have a better, true ending at the end of doing all the scarab marked paddles and shots and ramps, and collecting all the wickerlings, working out how to deliver parcels, and whatever the heck that space-monk thing was? Don’t know, don’t particularly enjoy finding out, never have.

Annoyance with collectathon postgames aside, as noted, the aesthetic is cool, it’s a nice world, and it was fun and interesting enough that I’d recommend it as an interesting variation on an established formula that mostly works… My favourite kind of recommendation.

The currency of Yoku’s world is fruit, a currency I can get behind… Although one has to wonder what the exchange rates are…

The Mad Welshman loves that ancient sport, Pinne of ye Balle, experimentation with genre, and insectoids. He is a marketing anomaly.

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