Autonauts (Review)

Source: Review Copy
Price: £17.99
Where To Get It: Steam

Robots can be frustrating things. Colonists and their needs can be frustrating things. So… What happens when you put them together? Well, it sure ain’t cherry pie, friends. So… Autonauts is a colony building game, but instead of a group of colonists you control (directly or indirectly), it’s robots. Robots you… “Program.”

I would say we’ll get to that in a second, but no, it’s a core issue with why I find the game so damn frustrating. It’s got a programming language, programming limitations, but, apart from being able to delete instructions, what is it actually? It’s monkey-see, monkey-do. You set the robot to record actions, you do the things, and… Once you’ve done that, you’d think it was over, right?

This, funnily enough, still doesn’t seem to do the job right. If only I had… A variable to compare rather than a binary state…

Well, not quite. You can change some conditions, such as loop conditions, but without knowing that (It doesn’t actually teach you that explicitly, you have to futz with that menu you see (or know Scratch, and how it does that too) to know this.) But otherwise, there’s not a lot of programming going on, and, since the robots were designed by the Department of Cut Corners, the early game is a massive drag for several reasons. Let’s start with getting your basic industry up and running.

So, in the tutorial, it tells you you need three robots to log and replant an area. Fine, cool, this is technically true. What it doesn’t tell you is that, if you don’t want to be rushing around trying to fill every one of their needs, from recharging (the default bot’s battery life can best be described as “Shit”) to needing tools when they break, you’ll want an extra two bots, one for recharging, one for making tools, a set of crates to put those tools in, and to go back and adjust the robots so they get a tool from the crate when theirs is broken. Not to mention the log chopping bots, the plank chopping bots, the storing bots, the recharge bots for all of these, the mining bot, the stone storing bot, the charging bot for those

Pictured: A bot about to run out of battery, halting progress until I recharge him, because I hadn’t, at this early point, realised you can program a robot to recharge other robots (Disclaimer: A robot needs to not be charged for this instruction to be programmed.)

And until you have that basic logging and mining setup, you’re going to be manually doing a lot of this work. Does it get any easier later on? Not… Really. Because then, there are colonists. Who are factories of a resource called, no joke, Wuv. Suffice to say, I have very little Wuv for these parasites, because while I and the robots are working our asses off to fill their pyramid of needs, they… Well, they don’t really do anything except generate Wuv. Which you need for research to improve their needs, and…

Oh shit. We’ve got more industries to deal with. Which you’ll be setting up bots for. You can, to be fair, make this slightly easier by… Building several robots to build robots, a specified number, rather than an infinite loop. That way, you can just hit play on up to four bots to build a more complicated bot. (their charging bot is always active unless it loses battery, and no, another charging bot won’t solve the problem, it’ll just delay it a fair bit (Unless their batteries run down simultaneously early))

But I hope I’m getting across my main problem with this game: It is perhaps the most busywork colony builder I’ve come across in a while, because there’s not much breathing room for things to just work without… Oh. Yeah. Doing the legwork to build, program, and equip several bots for a single task that… I dunno, maybe those lazy bastards we’re feeding, clothing, and housing could help with?

Okay, arable land, check… Cooking pot, check… Wait, crap, now I need, like, three or four new robots. Per meal type. SOD.

Aesthetically, by the way, it’s quite pleasing. Nice low poly look, good sound, the music is… Well, it’s meant to be relaxing, but, as you might gather, it hasn’t helped a lot. It has clear menus (Although it should be noted that the Blueprint encyclopedia is also the “What’s in the world” encyclopedia. So you know), the Scratch interface for robots is somewhat clear (Yes, I missed conditional loops for hours, so you can imagine how frustrated I was before this small, but very significant detail was spotted), so… This is alright.

But I have to admit, I’m not having fun with it. My colonists are parasites, my robots are flawed, and for every new task I need to do, there’s a lot more setup than is perhaps necessary, and I didn’t feel like the tutorialising was clear. Is it an interesting approach to a colony building game? Yes. Is it unfortunately an unenjoyable romp into this territory? Well, for me, at least, it was.

The Mad Welshman does count his blessings. At least it’s not the SP10 series we’re using.

Okay, that one was a little obscure, even for me.

Become a Patron!

Noita (Early Access Review)

Source: Cashmoneys
Price: £13.99 (£3.99 soundtrack, £17.98 game and soundtrack)
Where To Get It: Steam

Even at this relatively early stage, there’s a fair amount to say about Noita. It simulates every pixel (Although this mostly applies to fluids, fire, and particulates like spurting blood, smoke, steam, and even flammable gas), has an interesting core weapon mechanic, is, at the current stage (and probably later too) hard as balls… And, for some reason, it quits and restarts after every run. Don’t take that as a criticism as in “This thing is bad.” The game still works just fine. It’s just odd.

In the beginning…

So, right now, this is a somewhat plot light game (who knows, maybe it’ll get more, maybe not.) It’s implied, the first time you play it (and never again afterwards, because it’s a first play cutscene) that the universe came from a great phoenix’s three eggs. One created the land and sky, one the stars and sea, and the other… Life, both the usual kinds, and the inimical kinds. You are a wizard, entering a mine which appears to be some sort of trial, or at least having temples between levels that conveniently give you useful things… Like filling your health back up, because there is no health regen.

Funnily enough, I don’t particularly see that as a bad thing, because, while the economy gets annoyingly sparse later on (requiring enemy murder to get gold), if you’ve played your cards right, or simply gotten lucky, you’ll have something powerful enough to deal, even if the enemies, unless you’re tactical, can most definitely do unto you as you do to them. The nastier foes in the early levels, for example, are acidic spitting eyeballs and your fellow wizards, corrupted into elemental forms (I’ve only ever seen fire and lightning wizards, but these three alone are an immediate “nope!” on low health, and a pause for thought as to whether you really want to do this otherwise.)

Ahhh, it burns so prettily. Of course, I had gold down there, gold I can’t get before it disappears.

So, how do you get better? Well, sometimes, you can use your environment. Kicking things that can be kicked. Destroying convenient explosives, gas canisters, toxic goo canisters and the like. Setting off oil pools. Firing lightning into steel beams to murderize anything standing on them (Caution, this includes you!) Perks got between levels, like the ones that allow you to ignore elements, the ones that cause you to bleed poison, or slime, or be able to survive a single hit if you had more than 1 hitpoint (Does not apply to fire or acid, for obvious reasons.) Potions, like Beserkium (gives you Beserk status), Blood (Useful for folks with the Vampire perk), and Invisibilium (Guess.) Protip: And empty bottle can be used to store other liquids. And, finally, wands, and the spells contained therein.

You start with just two of these: A weak magic missile wand that fires two (capacity of three spell effects) before needing to recharge (relatively quickly), and a bomb wand, that, obviously, makes a bomb. Of which you have three. But you can find wands, and spell effects, or you can buy them between levels, with the gold you’ve earned… And, once you have those spell effects (You can even take them out of a wand completely before levels, to store for later), you can swap them between any wands that can cast them. And some effects, obviously, combine. So, if you wanted, and found the right elements, you could have a flaming projectile… That leaves a trail of gunpowder behind it. Or two at once. Or three. Some wands even have a spell built into the wand itself.

You’d think this is powerful. And it is. But it is less powerful than about twelve enemies at once. So I died a little bit later.

Aesthetically, it pretty much works. The environments themselves aren’t amazing, but it’s a whole thing to see pixellated clouds of flammable gas wisping its way upwards from where, below, the acidic gribbley you’ve just murdered is spewing it’s blood all over the ground, eating into it. Or how pretty a massive oil fire looks in game, licking over and through the wood… Before you realise “Wait, shit, I’m too clo- AAAAA HOT HOT HOT!” Remember what I said about potion bottles being filled with liquids? This is but one good reason why. Soundwise, the enemies themselves make few sounds, but the music is good, the sound effects for the various wands work.

But, honestly, the biggest draw here is how it works mechanically, the interactions of the world. And I find this very interesting, and pretty cool, so… Yeah, promising, as mentioned, hard, although it’s still, as far as I’m aware, relatively early days… I like it!

The Mad Welshman points out that drinking and wanding is not recommended. Especially if one of your spells is Fire Breath.

Become a Patron!

Undermine (Early Access Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

Sometimes, even games within a genre get hybridised, to interesting results. And so we come to Undermine, which mixes the room-based dungeons, secret rooms, keys, bombs, top down forced perspective, and bosses every X levels (3, in this case) of games like The Binding of Isaac, and the throwing weapon, jumping, and iterative play (including “Don’t lose as much gold next time” purchases) through a panoply of characters you really shouldn’t get attached to, of Rogue Legacy.

Oh dear. Never tell anyone that when it’s about time, that’s asking for trouble! And by trouble, I mean death at the hands of a villain.

In Undermine, I am a peasant. I know my place. And my place is to go into a vast mine on the orders of my landowner, a wizard, and find what’s causing the earthquakes below his residence, or die trying. And then…

I am a peasant. I know my place. And my place is to go into a… You get the picture. But this peasant is slightly better equipped. Thankfully, my loyalty card with the local merchant carries over between runs, because it unlocks a character. Phew, thank goodness for Family Loyalty Programs.

The basic gameplay is pretty simple: In each run, you walk into a room, murder whatever’s in there by either hucking your pickaxe like a boomerang, smacking things with your pickaxe, or, if you’re feeling ballsy, dropping a bomb and hoping they blow up. Then you can leave the room, after smashing everything you can smash in it, collecting gold as you go. Occasionally, you’ll find a locked room, a chest, a powerup, or something behind rocks of some description, and you decide whether you want to spend the resources to open said obstacle.

I somehow survived this fight. There was a lot of hucking my pickaxe and jumping in terror.

Oh, and there are Mimics (with small signs that they are Mimics), and Cursed Chests (Which are incredibly obvious, so your main decision is “Do I want to risk curses like ‘The torches start tossing fireballs my way’ to get whatever’s in here?”) Such are the basics, not counting bosses, which are big long fights with gimmicks and patterns you will probably die to a lot of times before you get the hang of them.

Cool, that’s the basics… Except, there’s little touches to a lot of these that I quite like. Combat, for example, on top of pits and traps and whatnots, makes your jump super useful, overall. It’s a dodge. It allows you to leap over pits, either to lure enemies toward them to save effort, or to reach something you sort of need now rather than later. Fast travel is unlocked as soon as you find the map of the next area, and it’s honestly a charming presentation (A mysterious being puts you to sleep, then deposits you, safe and sound, in the area you choose. Said being must be a badass to do this.) And smashing gold?

Anyone else getting Zelda flashbacks?

Well, that lures the adorable, but also frustrating Pilfers, who deserve their own paragraph. Their weakness, in the monster tome, is “Gold.” They love it, and, as soon as you break open an ore chunk of some description, the gold comes flying out in various directions, and the pilfers ooze out randomly, looking to steal your rightful spoils. It has the potential to be really frustrating, except for two facts: Firstly, they take only one hit to reclaim your gold, and secondly, no other pilfer will touch it, because they are assigned to one piece of gold only, and if you take that gold, or bop the Pilfer? That piece of gold is safe, and the Pilfer runs off in disappointment.

Seriously though, they’re cute as heck, even if you bop them.

So, overall, Undermine is pretty fun. Its pixel art is good, its music is pleasant, and the game? Well, while not all areas of the game are done yet, and I’m certain fine tuning is being done as the devs go, it’s already quite playable, and enjoyable to boot. I would, as a sidenote, recommend mouse and keyboard with this game, as it gives you somewhat firmer control over where your pickaxe goes.

The Mad Welshman is against peasant labour practices. Peasants should have a basic minimum (livable) wage!

Become a Patron!

Destiny or Fate (Review)

Source: Cashmoneys
Price: £15.99
Where To Get It:Steam
Other Reviews: Early Access

It just doesn’t seem to be my month for games coming out of Early Access. It seems it’s… Fated to be a grim one. Because yes, Destiny or Fate is another one which… Hasn’t really done much to correct the issues I talked about last time.

Oh gee, I love all party attacks on a regular basis! [said through gritted teeth]

When it goes well, it goes well. When it doesn’t, it’s a bloody mess, and a tedious slog. Because there’s not much return on your 3 energy, a lot of the time, special abilities vary wildly in utility, levelling up and buying cards is a grindy affair when you don’t actually have room to grind… And bosses… Ohhhh, bosses…

As defence stacks, some bosses have absolutely ridiculous defence that, sometimes, can’t even be broken through with every special used, and focusing on attack (A dangerous strategy at best.) Some curse the hell out of you, so you have to win the fight quickly, but… Whoop, this particular guy is showing that he’s going to lay down two counter attacks, sod! Enemies do show you what they’re going to do, and this can definitely help in not-boss fights… But bosses are just bastards, and it’s not often at all I reach the second area… Not least because even normal enemies can, if fights go even halfway badly, result in a total party wipe. Because a surprising amount of things have “Attack all” to some degree or another.

While we’re on the subject of enemies… Two of these look awfully familiar.

There remains, as far as I know, one JRPGish battle tune, which becomes wearing incredibly quickly, as does going through the first area several times. The first area… Of five.

Honestly, the most trouble I’ve had with this review is that, because nearly everything I’ve said in the last one, a year ago, remains true (That it’s humdrum in presentation, poorly balanced, wears quickly, and seemingly doesn’t seem to want me to explore its systems), and… What can I say to add to that? Not a whole lot.

This is, in short, a game I can’t even really recommend to experience procgen, card battler players. The few things you unlock mid game don’t stay unlocked, except for hero(in)es, and it’s not worth the grind to try and keep them both alive and levelled. I don’t often say a game is outright bad, but… This is definitely one of those times.

The Mad Welshman’s lot in life is mostly set. He thinks it was because he stole Fate’s lunch money in school. Look, sorry Fate, can I get a leg-up?

Become a Patron!

Jupiter Hell (Early Access Review)

Source: Cashmoneys
Price: £19.49
Where to Get It: Steam

Doom: The Roguelike was an interesting experience. Not just because I personally find it pleasant to see ASCII renditions of various video game enemies, and enjoy roguelikes, but because it emulated the feel of Doom (swearing as you unload, wondering when the next health pickup will be found, and moving, always moving), while being its own thing.

Every time you die, it helpfully reminds you what killed you a few seconds ago, but also assesses how risky you played, and how many you killed (This is important for certain achievements!)

And Jupiter Hell? Well, those of us who know, know that it is basically Doom: The Roguelike… Remastered. And how does it shape up? Pretty well so far. Let’s get into that.

The basic idea is that, as with most roguelikes, when you act, the enemies act also, and each action takes a certain amount of time (Moving, for example, is the 1.0 to calibrate everything by, while shooting can be slow or fast, depending on the weapon, and some abilities), and the game limits your motion to the four cardinal directions. I mean, you can move diagonally, but that isn’t a single move, but two. The maps use seeds for generation, and they always follow the same set of patterns and general enemy difficulty, although sometimes you get a doozy like coming out of the first area to find seven corrupted soldiers looking at you. And then shooting you to death (In a recent patch, this has been toned down, at least for the first level.)

Ehehe. Ohhh, you poor, undead and demonic bastards…

But, thankfully, I only encountered that once, and I’ve always understood where I’d screwed up overall. Another hallmark of a good roguelike. Your objective? To find out what the hell’s goi- It’s to murder everything, because nothing on any of these godforsaken bases can be saved, and a good chunk of it wants to turn you into good chunks. There is cover, and taking advantage of it, as well as baiting enemies into leaving theirs, is part of the tactics. And there are skills you earn at each level, which increase your power somewhat. And there are level branches, each with their own situations to make you feel either really powerful… Or that this was a bad idea.

So, your goal is pretty clear. Your controls are pretty clear, and rebindable to boot. There are CRT effects (including glitching and tearing of the UI at low health), but they can be turned off in the options. While the game is often somewhat dark, your currently targeted enemy is highlighted clearly, as is the next, automatically, when you kill the first, and you can still, most of the time, see the enemies well enough to shoot them. The menus can be a little odd to get used to at first (Mainly, remember that you can hit left and right to see other information, such as what your boomsticks, generally speaking, do. Beyond a practical test for further clarification, obviously.) And musically?

The wise thing to do would be to run back round that corner. Suffice to say, I was feeling ballsy, not wise.

Well, I did say it’s Doom: The Roguelike Remastered, and the music is reminiscent of, but definitely not a copy of, various iconic doom themes. Little riffs, here and there, and the overall tone clue you in, but they’re hard, they’re driving guitar, and sometimes… Sometimes they’re just downright ominous.

And so far, the only thing that I could really say was a turn-off is exactly the same turn-off for many a roguelike: Until you get the situations you see in later levels, it can be frustrating, as can not finding health kits and armour when you feel you really, really need them right about now. But it doesn’t shame you for picking Easy difficulty (In fact, I’m almost certain the entire Bronze achievements of the game can be completed on any difficulty), it’s aesthetically good, it’s mechanically sound while not feeling incomplete (Just a few minor balance issues), and I would say it’s a contender for being a good “First Roguelike I’ve Played.”

Doom was great, and Id are mostly great. And they were actually cool with this keeping the name. Just a friendly reminder for certain assholes from your local, mostly friendly Mad Welshman.

Become a Patron!