World of Horror (Early Access Review)
Source: Cashmoneys
Price: £11.39
Where To Get It: Steam, Itch.IO
Content Warning: This game has body horror and mutilation imagery, mentions of suicide, self harm, and murder.
(more…)Source: Cashmoneys
Price: £11.39
Where To Get It: Steam, Itch.IO
Content Warning: This game has body horror and mutilation imagery, mentions of suicide, self harm, and murder.
(more…)Source: Cashmoneys
Price: £19.49
Where To Get It: Steam
Previous Reviews: Early Access 1
There is perhaps nothing more satisfying than riddling demons with holes with dual wielded SMGs. The kickback, the satisfying noise, the rapid thuds followed by the larger thud (or boom) as the monstrosity from another dimension finally keels over. In your imagination, of course, because while there’s bullet trails in Jupiter Hell (allowing you to see just how much ammo you wasted murdering them), death animations aren’t really that impressive, nor do they need to be.
Oh. Wait. There is perhaps nothing more satisfying than seeing the sizzling holes, melting a demon piece by piece, with dual wielded plasma SMGs. I stand corrected.
What I’m saying is, 0.8.8, the Dual Wield update for Jupiter Hell, has a feature that’s pretty damn satisfying, even if it has some qualifiers, like “You get this cool thing if you survive your first three level ups”, “It will still take up two weapon slots”, “Remember how you had that ammo problem? It will chew through ammo faster”, and “Only Marines and Scouts get this. Sorry Techies.”
Of course, it’s not the only change, although hacking turrets feels… A little underwhelming, as an example. Find the computer terminal on a level, spend 3 of the new combo armour replacement/hacking items, the multitool, and bam, turrets are… Deactivated, seemingly. Since I’ve never seen a turret shoot someone, and they have an ammo drop next to them, that’s basically what I assume, anyways. I mean, it makes levels slightly easier?
Anyway, yes, I forgot, all this time, to say what Jupiter Hell is, for the folks in the back. Jupiter Hell is a turn-based roguelike, heavily inspired by Doom (Its spiritual predecessor actually was Doom: The Roguelike, and it was only Bethesda’s litigiousness, in spite of Id Software being cool with it, even flattered, that it is not called DoomRL2 today.) Actions like moving, reloading, firing… All take a certain amount of time, and the enemies, similarly, work on a timer. Diagonal movement costs two squares of movement, but moving doubles your chance of evading shots, so it’s valid to, when seeing a big old bundle of enemies, to book it to a safer position. Indeed, considering enemies will now hit cover when they see you most times, and only get out if you destroy it (sometimes possible) or lure them out (a risky move in some cases, but risk management is the name of the game.)
And how does all this feel? Well, easy mode feels pretty do-able, although you definitely have hairy moments. Normal is a roguelike experience, something that takes a fair amount of tactical thought to defeat… And, of course, there’s challenge modes. I don’t recommend challenge modes for the casual player, or the higher difficulties. But it is casual playthrough accessible, with relatively minimal unlocks for getting certain achievements.
It helps that it also looks and sounds pretty good. Shots sound satisfying, the clank of one of the chonky security robots is a sound that, once you know the enemy itself, makes you break into a cold sweat and hunt cautiously for both the robot and the best cover, the maps look pretty good for being tile based, quite atmospheric, and the music… Well, as with its inspiration, it veers between heavy, driving metal, and ominous, low tunes, setting the mood for each area. Oh, and then there’s the Marine/Scout/Techie, whose angry growls evoke that 90s protag feel, but in a way that’s not, like quite a few of the 90s FPS protags, a dickwad. Just a dude very, very angry that shit’s gone to hell.
So yeah, Jupiter Hell is getting closeish to release now, the devs have been very good about trying to balance it while maintaining interesting mechanics, and, while I don’t think they’re quite there yet, it’s a pretty good roguelike to start your entrance into the genre.
The Mad Welshman has nothing against demonic denizens. He just wished they’d stop trying to kill him.
Source: Cashmoneys
Price: £12.99
Where To Get It: Steam
At first, Endcycle Vs didn’t interest me, despite loving Megaman Battle Network’s combat system of a 3×6 grid, split in two, in which the player and their opponents use abilities (Chips, in the case of the player) to attack the enemy, a new hand coming when the old one is used. After all, it was multiplayer only, and not even mod support was going to bring me to that party.
But now, it has singleplayer and… Well, I’m somewhat bouncing off it, to be quite honest.
Mainly, it’s for a very simple reason: Everything is fast. And can seemingly move diagonally, although that may be just that they’re… Going really fast. In its inspiration, MegaMan Battle Network, things generally don’t move quickly. And the few enemies that do are considered the biggest pains in the ass in the series. Similarly, some moves where instant hits (known as hitscan), so you at least knew that, the moment you hit the fire button, something would get damaged.
And neither of these appear to be true, with the exception of swords, in Endcycle Vs. Spreadshots? Slowish projectiles. Cannons? Slowish projectiles. The “Rush” Sword is, in fact, a leisurely dodge. And grenade and trap type weapons both have a specific range, and are, generally speaking, slow. Meanwhile, enemies fast. Can you perhaps see the problem here?
Now, less a problem and more “Something different, to maybe get used to” is the fact that, instead of getting a new “hand” of chips once you’ve used the last, you have three sets of four chips, each with cooldowns, and you can switch between chips with the space key, and use one of those four chips with the arrow keys. Okay, cool. But what this, generally speaking, means is that you’re either waiting on a cooldown, or rapidly switching between ability sets. Now, you can set everything to attack chips, if you really want, but it’s good to have some sort of healing, some sort of defence, and some sort of area or panel grab chip, which makes neutral panels yours, or enemy patterns neutral. Because you can only move on neutral or your panels, so without those, you can get hemmed in.
Aesthetically, it’s alright. The music is good, light, but pumping beats for combat, a synth theme, various other tunes, all inspired by… Well, its inspiration. The spritework’s alright, the menus have a consistent font, and my main gripe is that it’s hard to parse cooldowns when you’re concentrating more on the enemy’s position rather than, y’know, you. Where the icons and their cooldown shaders are.
Overall, it’s very obviously designed for the Pro E-Sports crowd, balanced around people who are twitchier, more timing aware, and fine with longish matches because they’re darting around so damn much. But that definitely isn’t for me, and I don’t particularly see it being appealing to more than a niche crowd within the niche that is people who like this sort of battle game overall, and the people who, like me, loved a game boy advance series from way back when.
There are other games like this in my future. And so, I don’t actually have all that much interest in coming back to this.
The Mad Welshman lives in the cyberworld. He has to admit, it’s a somewhat dull place. You get used to those rushing neon comets quite quickly.
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!
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.
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.
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.
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!
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.
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.