Pony Island (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

Lucifer, it appears, is a game developer. Through the receptacle of Daniel Mullins Games, they have created something devilishly amusing, and somewhat fourth wall breaking. There’s just one problem with reviewing it… If I tell you pretty much anything that happens, it’s going to spoil the damn game. So let’s talk in generalities, and in mood.

PonyIsland.JPG

PonyIsland.JPG

Your mood when you begin (Or, indeed, look at the Steam page) can be summed up as something like “Oh christ, ponies. Fucking ponies.” Followed quickly by “Oh christ, Creepypasta… Bloody creepypasta.” It is my recommendation that you ignore these first two instincts. After all, the store page pretty much told you that the game was (in-game, at least) written by the Devil themselves, so you only have yourself to blame if you think these things after it’s outright told you.

Indeed, once you ignore these two beginning urges, you get to the puzzle elements of the game. And they’re clever. At first, they’re simple, switching symbols to get code to work. That much, I can mention. But it gets cleverer, and requires timing, and both the puzzles and the game begin to escalate. Kill things as soon as you’re able. But don’t kill other things. Beat the devil at his own game, or rather through the code of his own game (While playing his own game), and eventually, you will come to an awesome, hectic, and somewhat odd finale. Then, if you’re a good person, you will uninstall the game. All the while, you will be encouraged to give your soul to the developer of the game within the game. But screw that! (At least partly because it is “common wisdom” that we reviewers don’t have one. Pfeh, common wisdom. We just don’t like giving them away.)

ALSO PonyIsland.JPG

ALSO PonyIsland.JPG

Of course, I am a moustache twirler, not a nice person. So I reinstalled, and went back in. And not everything fits as well as it could. The overall narrative? Yes. It twists, it turns, it has some clever moments that are only implied through showing, never outright shown, never outright told. But it has moments of “BUT THOU MUST” that you’ll probably only notice on a second playthrough. I can’t deliberately fail certain moments, though I know I want to fail them, no matter how innocent (or not) they appear.

But the simple sound, the lo-fi aesthetic, the implications within the story (Despite having all the time in the universe, the Devil, it seems, is an insecure and passive-aggressive game developer) draw me back in for another go, to see the rest of my life story (Such as it is, and slightly cliched though it may be), and to experience that finale one more time. For £4 , I won’t say it’s for everyone. Not everyone’s going to appreciate the puzzles, or the switches between a simple arcade style using the mouse, and the not so simple segments. But if you’re okay with games that switch between simple (And I do mean simple) arcade games, a boss fight or two (More complex), some logic and timing puzzles in between (Forming around half of the game), and humour that I’m guessing is aimed at “Oldschool Gamedev”… Y’know, the kind of folks who think a game isn’t fun without a death pit, or one-hit kills, then this might be worth a shot.

If you guessed this was also PonyIsland.JPG , you can now give me your soul as a reward.

If you guessed this was also PonyIsland.JPG , you can now give me your soul as a reward.

There’s a lot I could say about it. About how the dutch angles are a nice touch, nice and subtle. About how the developer has nailed “Sickeningly cutesy” in places, and “OhGodWhy” in others. Little touches, little things. But all I will say is: It’s worth a go if you like something moderately amusing that will take you about 3 or 4 hours to finish the first time, then go back to see if you can get all the tickets, or remember a password, or maybe learn the full story of… Well, something.

Things it is not too much like: Undertale. Things it is somewhat like: Frog Fractions. Things it is exactly like: Not a bleeding one, it’s its own thing.

The Mad Welshman also wants your soul. Well, actually, all he really wants is to pay his bills. He has enough trouble with one soul, ta muchly!

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Going Back: Musaic Box

Hidden Object Puzzle Adventures, in my considered opinion, are mostly creatively bankrupt. I’ll save the rant as to why for another time, but one of the main elements is that there is little to no consideration of where the puzzles fit. I’ve seen Memory puzzles in churches and “secret doors”, I’ve seen evil lairs guarded by the amazing security system that is… A brute forcable colour matching puzzle. The story, similarly, is often formulaic, and often has a “Tell” that conflicts with its “Show.”

Five rooms, each filled with bits of music trivia and puzzles for your puzzle box.

Five rooms, each filled with bits of music trivia and puzzles for your puzzle box.

But I have actually found a good HOPA. And I’d completely forgotten about it. Let me correct this injustice, and show people why it works, when so many others make me groan and grumble. Let me tell you about Musaic Box.

Musaic box is the tale of a woman of somewhat indeterminate age, who has an explorer grandfather with a taste for music that was passed down. She comes to visit her grandfather, on the promise of a very special birthday present. But first, she must solve the riddle of the Musaic Box, and the clues are left around the house. Doesn’t sound like much, does it? It even takes around the same time as your average HOPA (Two or so hours.) However…

You didn't really think I'd show you a completed puzzle, did you? For shame!

You didn’t really think I’d show you a completed puzzle, did you? For shame!

It’s tightly focused. One house, six rooms, and every room has something to do with music or musical history. Within each room is a collection of patterns for the Musaic Box, hidden in places like on the shade of a lamp, or on a printing press stamp, and those patterns lead to the core element of the game: The puzzles. The descriptions for the puzzles are from the character’s perspective, so we know that she was called ‘Little Figaro’ for singing the Barber of Seville at an early age, that she used to do ballet, that she skinned her knee while climbing trees… The puzzles round out her character in a way that supports her sometimes bemused commentary on Grandfather’s collection. In its small way, the story supports the game. And, because it’s in a small way, it doesn’t over-reach itself. There’s no moment to moment supernatural drama that falls apart after a slight examination here, just a young lady playing a game on her birthday. But, as I mentioned, the puzzles are the core element to the game. Let’s go into those.

Not only the core of the game, but where we get character backstory. Not a whole lot of it, but the game doesn't contradict itself.

Not only the core of the game, but where we get character backstory. Not a whole lot of it, but the game doesn’t contradict itself.

Musaic is a portmanteau of “music” and “mosaic”, and, essentially? That’s the puzzle right there. It’s a jigsaw, but a jigsaw that involves music. There’s usually (But not always!) one instrument that you can hear, and you’re supposed to piece together the short tune, making sure that matching colours of symbols aren’t on the same column. Sometimes there’s no lead instrument to listen to, sometimes there’s patterns to match up instead, but for the majority of the game, it goes like that, leading to one of my two criticisms of the game: It’s only moderately challenging until near the end. Otherwise, it does everything it sets out to do, it entertains, and everything fits together as a well designed game should. Of course, finishing the game nets you the birthday present, an “Atlantis amulet” (sic) that allows you to rearrange the tunes in the game any way you want (Which sounds horrible, for the most part: My second criticism of the game) , but then you realise “I spent a third of what I would spend on Hidden Secrets: The Horrific Jumble Of Items” , and you remember that the game has some pretty good short arrangements of classical tunes (Including a surfer rock version of “My Bonnie Lies Over The Ocean”, and a properly swinging “When The Saints Go Marching In”.) And you smile. You may not play it twice, but you have had fun.

HOPA devs could learn from this example, which goes to show that “more complex” doesn’t necessarily mean better.

The Mad Welshman smiled as he slotted the last part of the Musaic into place. Victory, as it turns out, sounds like The Entertainer.

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Dark Heritage: Guardians of Hope (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam

Every now and again, there comes a time when there’s no diplomatic way to say that a game is terrible. Dark Heritage: Guardians of Hope is one of those times. This game is appalling, even for a genre not exactly known for high production values, or even polish at times. That genre is Hidden Object Puzzle Adventures (or HOPAs). Bear with me, while I explain why this game is the pits.

It is an unwritten law that all houses must have a ResEvil Lock/Safe somewhere on the property. Ghosts are not exempted from this.

It is an unwritten law that all houses must have a ResEvil Lock/Safe somewhere on the property. Ghosts are not exempted from this.

For those who don’t know, HOPAs are a specific subgenre of adventure games, where at least a third of the puzzles (Usually more than half) involve finding hidden objects because… Well, between one and three of them (Usually just one) are important plot items, and the rest… Is just for the joy of finding hidden objects. Your mileage may vary immensely on whether that really is a joy, not only as a personal preference, but also within games. They mostly tend toward supernatural, sometimes romantic or familial stories, rely on simple characterisations, and have retained many of the same core UI elements as they had in their humble beginnings (Around 1998). Backgrounder over, let’s talk criticism.

For a start, unless specifically pluralised, hidden objects tend to be the only one of their kind in an individual puzzle. Not so with Dark Heritage, which not only has objects similar to each other (You may try and click on a “Hammer”, only to find out, near the end of the game, that it was actually a “Lever”. The actual hammer is on the other side), but exactly the same type of object (For example, two wheels. One’s a bicycle wheel, one’s a cart wheel. Only one of these choices is correct.

The game gives you clues via the usual journal. Those clues are not always visually clear, however.

The game gives you clues via the usual journal. Those clues are not always visually clear, however.

The inventory puzzles, similarly, involve arbitrary interactions, much more so than usual. I couldn’t use a saw or an axe on some planks, because, since they had bolts on them, I was clearly meant to use a wrench. You’ll lose cutting tools (Because adventure game rules), then wonder why, as your main interactions appear to be cutting, smashing, and sawing of some description. Not all of them… But enough to leave you scratching your head, wondering why the hell you can’t smash this time.

As to the puzzles… There’s a lot of repeat puzzles, with at least two variations on the “Push levers which affect other levers, making sure they all go up/down” puzzle, a couple of jigsaws, and the lever push’s annoying cousin, “Three dials that go round and, bee tee dubs, affect each other. Good luck aligning them in patterns you may or may not have seen somewhere!”

This is the emotion portrayed throughout the conversation. Note also that that's a webcam wig. You can tell because of the odd movements compared to the head.

This is the emotion portrayed throughout the conversation. Note also that that’s a webcam wig. You can tell because of the odd movements compared to the head.

The game attempts to experiment, with FMV actors over the usual fare of mixed 2d/3d scenes. This would be interesting, if a) They had something worth saying, and b) The actors weren’t asked, for some bizarre reason, to mostly just portray a single emotion, maybe two (Sometimes none!), with little to no relation to what is being said, or how it’s being said. The story is paper thin, even for a HOPA, and it can basically be summed up as Hero’s Journey Lite. “Get McGuffin, Beat Evil Master, and also solve the fiendish mysteri-” Oh, wait, we already covered those mysteries, didn’t we? They’re fiendish, alright, but not in the way you’d like.

HOPA fans will find the hidden object annoyances frustrating, Adventure game fans will not be sustained by the story, the acting (Voice or otherwise), and both will be annoyed by the inventory puzzles. This is one of those times I can’t recommend a game to anybody except those of us who look at games to see what the hell went wrong. And that makes me sad.

The Mad Welshman checked his pockets and sighed. He’d left his keys at home, and would have to solve a jigsaw puzzle, find a crowbar in among 11 other objects, break some planks, find some nails and a hammer (One of which was behind a colour matching lock), and build a ladder to get back in. Just another day, he sighed, as a Ghoul engaged him in conversation at the bus stop.

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Doodle God (Review)

Source: Review Copy
Price: £4.79
Where To Get It: Steam

In the beginning, there was only void. And then God said “Hey, I’ve got these four elements, let’s bang them together and see what happens!”… And then the miracles of life, technology, and the like occurred, with the occasional muttering of “No, I’m pretty sure that should have done something.” Such is Doodle God, a simple, yet fairly entertaining puzzle game, where you put things together to make new things. Fire and Water, for example, makes Steam, while later on, Money and Banks make Debt suddenly come into existence.

Early on, the world is largely barren, and without form...

Early on, the world is largely barren, and without form…

For a puzzle game in the region of £5, it’s got a fair amount of content, with the main game (Containing four chapters of putting things together, with some simple and slightly silly story to go with it), puzzle mode (Where you’re aiming for something specific using a limited amount of elements), Quest mode (Mini stories), and Tournament (A daily quiz tournament, requiring coins to enter, that give hint rewards and more tournament coins). There’s a fair bit of variety, although not an amazing amount of replayability unless you really feel like it outside of Tournament mode. It looks alright, the music is relaxing, and the world of the main game fills up as you get more things made, which is a nice touch for such an accessible game, simple in both concept and control.

There’s just one small problem, and two larger ones. The first larger one is inherent to the game itself, in that, the further the game progresses, the more likely you are to be fruitlessly shoving things into each other in the hope that you’ll find the things you need to progress, as some elements only have a few interactions, while others… Have a lot. Humans, for example, get shoved into a fair few things, but Plasma is something that gets relatively little love. There is a hint system, but it leads to the other problem with this game: Microtransactions.

...But there are many things you can fill the world with.

…But there are many things you can fill the world with.

Thing is, the microtransactions are for… Er… Hints. And, in the main game at least, they’re just on a cooldown rather than “Once they run out, buy more please!” It honestly feels extraneous and pointless, since… It’s a Steam game. The series has been around long enough from its free game origins that guides exist. And I know people would rather look something up than give someone money for hints in this day and age.

Finally, there’s the second larger problem: Some of the combinations are logical stretches at best, and somewhat nonsensical at worst. I often found myself scratching my head, thinking “Okay, how does this and this… Make that?” A good example (Only occurs once, to my knowledge, so not a huge spoiler) is that, at one point, Astral and Death makes… Er… Mindflayers (Y’know, the DnD monster. Psychic, has tentacles, octopus headed, eats brains?). That’s by no means a simple connection, and you occasionally feel that there could have been a simpler way to do things.

Tournament mode, it must be noted, has one somewhat annoying bug. See if you can spot it.

Tournament mode, it must be noted, has one somewhat annoying bug. See if you can spot it.

Still, Microtransactions can be ignored, there’s a fair amount of content for the price, and puzzle fans might find this one interesting. You’ll know fairly quickly whether you like it, hate it, or don’t particularly care about it. Just be aware that, unless you’re a completionist, you’re going to finish the game, finish the puzzles, quests, and artefacts, and be left with… 3 to 5 achievements to the game left, and the tournament. Personally, I finished the review and the game in a day’s worth of play, and don’t find the tournament all that “Addicting”. But I’m not you.

The Mad Welshman accessed his GodPod, clicked on Electrons, then on Printing Press. And Lo, Dideth Reviews Come To Pass.

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The Cat Machine (Review)

As any cat owner can tell you, cats domesticated humans, not the other way around. It was a clever scheme, but only recently have we acknowledged precisely how clever cats really are. In a video game. Obviously, I’m not being entirely truthful here, this is just a charming puzzle game, but it’s hard not to talk as I have been considering the concept of this puzzle game: Descendants of Schrödinger’s Cat, stopping the earth from leaving its orbit and plunging into the sun… With cats riding on trains.

Simple. Logical. Cute.

Simple. Logical. Cute.

Yes, that is The Cat Machine. Much like a cat, it is audacious, clever yet simple, and unbearably cute.

I could have made the screenshots the first three messages of the tutorial, and I’m pretty sure people would have flocked to buy the game for charm. But enough purring in delight, let’s talk what it all means.

Essentially, it’s a track puzzle. There is at least one train of cats, different coloured tracks, and always, at the end of each, a white cat. The cats must be directed to tracks of the correct colour (So they fly off and preserve the Earth’s angular momentum), and all the white cats must leave on the white tracks that are pre-placed. It’s a logic puzzle, and, while it’s simple in concept, it adds new wrinkles as time goes by. You cannot cross tracks, for example. Not even if they’re the same colour. And the cat train must never collide with itself.

Things start pretty simple, and clear...

Things start pretty simple, and clear…

In fact, half the problem with reviewing this game is because its rules, and its spaces are clear. Solutions, on the other hand, are not so clear cut. For example, you do not have to use all the tracks. But you have to be careful where loops are placed. I know in one level, I have to get the cats to finish, no matter how they travel, with two yellow cats. I have to think, not just in terms of order, but loops. And there’s this nagging feeling I’m not being as efficient as I could be. And I know it can be broken down by whether there’s an even or odd number of cats…

There’s not a whole lot of variety in the music or visuals, but you know what? The puzzle music is simple, giving you room to think, and the colours are very clear, which, as a colourblind person, I am very grateful for. However, one bug, which definitely needs to be fixed, is that trying to speed up the game will inevitably lead to a collision of cats… Even, it sometimes appears, on straights. That’s slightly frustrating, please fix it, devs!

...But ramp up in difficulty as the game goes on. This is still a fairly early puzzle.

…But ramp up in difficulty as the game goes on. This is still a fairly early puzzle.

For £6.99 though, there’s more than fifty of these puzzles (Which start to get difficult around six or seven puzzles in, and, if you like a good logic puzzle, this is definitely not a bad purchase. Apart from the tutorial, it concentrates on the puzzles themselves, leaving you to ignore the sometimes hit-or-miss dialogue from your mentor of the game, Science Cat. And I like that. It’s got a little charm, but nothing is getting in the way of what the game is: A good set of logic puzzles about herding cats. And we all know what they say about herding cats.

As he watched another cat fly by, The Mad Welshman mused about criticisms of Quantum Physics, Real Cats, and the elusive dream of the cat-and-toast motor. Truly, he thought, Cats are magnificent creatures.

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