Voxelgram (Going Back)

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

Voxelgram is an interesting beast. A 3D Nonagram, or Picross game, where the objective is to take the clues of row, column, and… Other row? Yes, that works… Anyway, to take the contextual clues on the relevant axes of “(maybe a gap) Number (gap of at least 1) Number, etcetera”, until you have a shape that, when coloured, creates an object or scene. In this case, it’s all objects, but this is the general idea.

A fine example of a relatively simple puzzle.

But it differs in a few aspects beyond the obvious “In 3D.” Aspects that work, but may at first annoy. And they work precisely because the puzzles are designed around them. For example, that explanation of the clue format? Untrue in this case. Instead, it’s “Number [number of gaps].” It doesn’t specify the gap length, just as a normal Picross puzzle doesn’t… It simply rephrases the format in a way that makes it a little more difficult to decipher, needing more clues to be placed. Similarly, instead of the usual “maybe, yes, no” options, there’s marking blocks and deleting blocks (the yes and no), and… Putting blocks on other blocks, effectively a means of erasing mistakes. And again, this pretty much works because you’re not marking blocks as wrong or right: You’re deleting them.

This proved to be one of the more difficult puzzles I came across.

And finally, there’s the layering system. You can rotate the puzzle fairly easily, and, since the puzzle clues are written on the cubes themselves, rotating doesn’t make things awkward. What takes a tiny bit of getting used to, however, is switching between layers. It’ll always pick the frontmost side, and when you change sides, the entire slice resets before you go through the layers from that direction. Just like every mechanical change in the game, it makes sense in the context, but takes a little getting used to.

Aesthetically, it’s visually clear, with only the gap number being a little small (but only a little), the dioramas look nice when they’re done, and the solemn piano music (with the occasional small choir) gives it this odd, melancholy vibe. This is an unfinished world. Why don’t you finish it?

So it’s interesting. It doesn’t have a lot, but it does a fair bit with it. So, do I have any gripes?

ARGH! Until a friend helped me out, this one enraged me.

Well, yes. The puzzles vary quite widely in difficulty. There are a few real posers early on, and then… A diorama or two later, it’s a series of easy puzzles, every clue leading very clearly to its conclusion. Which, honestly, feels odd to say considering this is the ideal state of a puzzle of this nature, but it feels oddly… Unsatisfying.

Does this mean I don’t recommend it? Well, no, I do recommend it. Because it makes for a relatively relaxing time, Picross puzzle wise. And there’s at least one less than obvious quality of life feature: For all that it looks like you can go outside of a row or column if you unwisely mouse over another part of the puzzle, it doesn’t actually let you. Makes life easier when deleting blocks. And finally, a word of caution that may apply only to me… Every time I did the tutorial, it erased my progress when I restarted the game. An odd bug, but a minor one where the solution is, essentially, to do the tutorial for the achievement, quit, then start with the diorama puzzles, and never touch the tutorial again.

3D Picross is an interesting deal. And I hope we see more of it, over time.

5 4 3… The Mad Welshman didn’t want to make a puzzle… He just wanted to say out loud a row or column from a Picross puzzle. He doesn’t need a reason.

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Murder By Numbers (Review)

Source: Cashmoneys
Price: £11.99 (Soundtrack £6.99)
Where To Get It: Steam

Murder By Numbers is a great Picross Murder Mystery Visual Novel… In which, oddly enough, the Picross is the weakest part. Not terrible, by any means… But it is missing some quality of life stuff that somewhat baffles. But let’s talk about the good, first, since, as mentioned, the Picross part isn’t awful.

This is, er… It’s… I’ll get back to you… (It’s a phone receiver. But the coloured version is only somewhat clearer)

The good is… A lot of the rest. Let me start by saying that this is the first game in a long while I’ve encountered who actually understands what makes a good Saturday Morning style theme. And the rest of the music is great, slipping into its mood, and, just as importantly, humorously cutting off a triumphant theme when whoops… Moment ruined. It’s a little touch, but it’s a good one.

Then there’s the rest of the aesthetic. Big, clear icons, with the eye being led to the two less obtrusive ones. Large sans serif fonts. White borders around the characters, adding a note of differentation between the styles of the foreground and background, that helps cut down on any minor style dissonance… It’s good work, being both visually appealing and clear.

Becky. Being a badass.

And the writing. For example, I hated Becky at first. She’s a diva with a temper, and she seems oblivious to the feelings of those around her as she storms and lashes about. But she gets nuance. I started to empathise. The characters each get their spotlight, potential motives for characters dying becomes clear, and the murderers… Well, I can perfectly understand why comparisons to Phoenix Wright: Ace Attorney have been made. When the killer loses it… They lose it. And it’s your guide to when you’re on the right track, although the clues do connect the dots well, even toward the red herring paths you’re meant to go down, before the real culprit is found. Nice touch, that, and it shows the developers know their murder mysteries, because I couldn’t find wasted foreshadowing or hinting. What I’m getting at is, it’s well written, and I love that.

That… Yes, case in point.

So… The Picross element. If this were great, it would be the cherry on the cake, considering it was a core advertising element. And it isn’t, to make this clear, bad, although snobs of this genre of the puzzle like myself may feel uncomfortable with it. And it is, apart from finished sprites that sometimes seem less than clear, mostly to do with little things we’ve come to expect. Like being held within a row or column if we’re moving down that column. Or a restart puzzle button in easy reach. Or maybes being turned into either crosses or pixels, instead of just being erased. Little things that merely make it… Alright, verging on good. Thankfully, they’re things that are fixable, for the most part. And they do, to be fair, ease you in. Although in the later cases, it can merely look like they’re easing you in, instead posing you a devious one in less space than you’d think you can be devious. Save before you investigate, and after each puzzle. You’ll thank yourself later.

The characters get so expressive! Also… NEEEEEERD!

It is a shame that a core element isn’t great, but, as noted, these are fixable problems, and the rest of the game is otherwise great. As such, it gets a recommendation, with the caveat that, until the aforementioned Picross Problems (heh) are sorted, folks like me who play a lot of such games are going to be grinding their teeth.

The Mad Welshman played the theme tune no less than thirty times in a row while writing this.

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Picto Quest (Review)

Source: Cashmoneys
Price: £5.79
Where To Get It: Steam

Nonagrams, or Picross, as they are often called, are a favourite puzzle type of mine. Their solve methods, the hemming and hawing about placement, the desire to not fuck up, because who knows what interesting pixellated picture might result!

So, at first, I was a little wary of PictoQuest, because it promised to be a Picross RPG, and… How? How would that work? Well, as it turns out, I still don’t really have an answer, because while PictoQuest has RPG stylings… It’s essentially Picross puzzles, most timed, with some abilities, a limited inventory system for those abilities, and a lick of paint over it. The closest it really comes is in boss battles, where the bosses have the ability to affect the board.

I mean, you collect pixel-art, Moonface. Why would you not want to discuss why this is such a cool artform with a lot more nuance and variation than the average joe on the street appreciates?

Now, I’m going to make it clear that this isn’t a bad thing, although the bosses affecting the board may not be to your taste. The monsters look very pretty, the chests and shop look very pretty, the world, and having fast travel between areas… That’s nice. Aesthetically, it’s clear, it’s cool, I like it, from the cutesy visuals to the enemy designs to the music. Mechanically… Well, it’s honestly hard as hell to screw up Picross, although there are some minor gripes I’ll get to. And the purchasable abilities do help when there’s a monster involved, as the ice blast essentially freezes their attack timer for a few seconds, perhaps giving you time to wallop them but good by completing a row or column, or, in the case of the fire powerup, reveal the contents of a row and a column, briefly. So they’re nice, but… Not really sure if it’s an RPG per se… Well, it does have grinding earlier levels for coin to buy abilities, so… I guess that’s somewhat RPGish…

Poor rock man. He’s only defended by a 10×10 grid.

Anyway, that aside, it looks good, it sounds good, it’s PICROSS, so what can I gripe about? Well, slightly sticky controls and an awkward means of accessing your inventory, for a start. Draw a line across a row or column, and, if you’re too quick, it might not register it all. It might not register the first tile if it’s feeling finicky, as it does sometimes, and the inventory… Well, you can only access it in battle, with I and then clicking on whatever doohickey you’re going to use, and there’s consequently no way to drop items that I’ve seen.

Finally, there’s my personal bane: Single save. As I’m writing, I’m preparing to stream this, and I’m grimacing, because there’s already spoilers, and once I’ve completed those 100 puzzles (plus some change), well… What then?

Clearly, this is a giraffe. There’s no other possible interpretation…

These are, overall though, not enough gripes to really not recommend it. It’s a Picross game, it’s got a good aesthetic, it does have some thought needing to be put in beyond the puzzles (attacking an enemy also knocks back their attack timer, and, y’know, bosses), and it’s fun. Good enough for me!

The Mad Welshman doesn’t have a lot to say today. He’s not feeling too well.

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Gizmos: Steampunk Nonagrams (Review)

Source: Review Copy
Price: £3.99
Where To Get It: Steam

Two Picross games on my docket, and this one has one of my favourite creatures in fantasy, the humble goblin? Well, sign me u- Steampunk lick of paint you say? Jigsaws with somewhat finicky “You’ve placed this!” detection, you say? Character designs that are expressive, but not used outside the cutscenes and that expressiveness isn’t… Really used?

“Help, help, I am stuck in the alien greetings card machine, send help.” But what could that mean?

Eh, honestly, most of those are just gripes, to be honest. It is Picross, the puzzles remain cool, the timers for the puzzles are alright, and not exactly a worry unless you’re into challenging yourself to gold every level. Hell, it even has the nice feature of locking you into a row or column when you’re placing tiles or crosses, showing you a count of your tiles from the ones you’ve selected, and pretty easy cancellation if you’ve suddenly realised “Damn, if I let go of the left/right mouse button now, I’m going to make a fuckup.” Just click the opposite mouse button while you’re still holding, and then you can let go. Nice!

There’s also voice acting in the game, and it’s okay, although I’m sure it’ll grate to some. And then… Story. Well, it’s there, alright. A NASA ship or satellite of some description crashes onto the world, three goblins come across it, and they decide not to tell anyone they’re trying to decipher the messages and what it is. That’s your basics.

Yup. That is indeed a nonagram!

Now, since it is basically Picross, and Picross is, generally speaking, Good, any gripes? Well, yes. Whether the starting tile you want is highlighted or not is a bit of a coin toss, leading to either clicking the tile in mild annoyance, or trying again, wasting a little time either way. And I’m not really sold on the cutscene paintings. Other than that, though, the jigsaws don’t really detract from the experience, and can be skipped, so in the end, it comes up as an alright Picross game, and that’s… Alright! I do kind of wish the goblin designs were better, and they’d have a bit of screentime beyond cutscenes and the occasional voice clip congratulating you for finishing a row (yes, they autocomplete the crossed-out tiles once you’ve correctly solved, saving you a little time), but… Yeah, it’s a decent game.

The Mad Welshman didn’t screenshot the jigsaws, because… Well, most people know what a jigsaw is, and a picture wouldn’t show the common problem of finicky placement hitboxes.

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Besiege (Review)

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

Way back when it entered Early Access, Besiege was a darling of streamers who loved contraption games. In a sense, I can see why they liked it. In another, it’s… Not the friendliest of games. But I can definitely see the appeal.

An attempt at building a rocket launcher. This failed.

Okay, so, the unfriendliness is a good start, because, honestly, this is going to be the biggest turn off. UX wise, the menu options are tiny. And, apparently, UI scaling was at its biggest level when I ran it, so… Yeah, that needs a rework, folks. You can do bigger than that. Indeed, only by zooming into the planet menu was I able to see where the heck I was meant to go for the first world. Secondly… Building, and the tutorialisation thereof.

I get that it’s a toolbox to play with, and that experimenting is at least some of the fun, really I do. But how, pray tell, do I stop a bomb exploding instead of launching it? I don’t know. How do I aim a rocket well? I don’t know. How do I give my poor siege engine four wheel drive? This, I had to look up. Turns out you can rebind keys on individual parts. It ain’t the friendliest. You need boomy things to kersplode rock or brick. This, at least, I got.

Boom. Playing with bombs is rather difficult. I still haven’t worked out how to do it.

And I will admit that finding an unexpected solution to an early puzzle was amusing and interesting. You can see it pictured below. Well, the aftermath, anyway. Basically, bomb on top, what was meant to be a hinged holder for the bomb, with a piston to launch said bomb toward the obelisk I was meant to destroy. On the downside, the hinge tilted back, as it was meant to… And the entire machine exploded. On the upside, the machine did not, in this particular case, have to survive to do the job, as the burning, flying parts of my machine formed a giant, impromptu shotgun blast, and blew the obelisk to smithereens.

I don’t really see it catching on, though. Bit of an expensive solution for a medieval civilisation, that.

VICTORIOUS! What do you mean, is it sustainable? PFAH!

But I’ll also admit that some levels were just plain fun. Kill 70% of a group of knights and archers? Well, I added a few saw blades to the sides of my poorly steering machine (remember how I said I wanted to know how to 4WD that puppy? Well, I hadn’t learned it by that point. By the end of the fight, one of my wheels had fallen off, but the knights foolishly leapt forward, and were torn to shreds. The archers had been eviscerated just as they managed to shoot off one of my wheels. Somehow. With arrows.

Aesthetically, its low poly look is appealing, as is the calm, relaxing, and ambient tunes that form the background of… Well, blowing shit up, stealing things with grabbers, building improbable machines, and generally causing objective based chaos. But it’s very much a niche sort of game, and the unfriendliness of it isn’t… Well, it isn’t making a friend of me, for sure. Still, it’s relatively cheap, it’s got a lot of levels to it, and you can, if you really work at it, make some utterly ridiculous machines. So it’s got that going for it.

Obligatory worldmap shot!

The Mad Welshman, honestly, just wants to see his machines burn. That’s the best part.

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