Going Back – Dungeon Manager Zombie Vital 1 and 2

Ahhh, the dungeon management genre, how I love it so. Defeating those righteous do-gooders with the promise of treasure, and maybe even a fellow dungeon owner that doesn’t agree with my platform of Mine, Mine, Mine. Which makes Dungeon Manager ZV 1 and 2 somewhat interesting, as the two games take very different approaches to, effectively, the same subject.

One problem for a reviewer is that it can sometimes be hard to get timing down. For example, there *was* a King Slime, and a powerful one, in that middle square. There isn’t now. And soon, those red dots will reach my boss. Dammit.

Dungeon Manager Zombie Vital Edition (to use its full name) hit the Western world in October 2015 (It had originally been developed in 2004), and… Well, it’s a game where the options expand as you play, but you’d be forgiven, for playing the game for an hour or two, to think that there was little beyond building rooms, watching heroes come in, and then they go and do whatever the heck they want, occasionally dying, occasionally leaving, and always, always aiming for the final treasure in your dungeon and the death of your boss monsters. If the last treasure in the dungeon goes, whoops, you’ve lost.

Thing is, there’s actually a lot more that can be done than the first, near-surface level game implies, and here comes both the draw and the problem of DMZV in general: Because it isn’t terribly clear at times, you’ll make mistakes on your first run, mistakes you won’t always be able to correct, and won’t always be made clear as mistakes until hours later, when the Big Boys of herodom come and play. Although there are multiple saves, that’s a lot of either work or faffing around that’s going down the drain.

This is a very un-optimal first level. Although, to be fair, those two slimes are the only two to have survived past heroes achieving level 3 to date.

Equally, there is an optimal play considering you always have a 3×3 grid to play with on each floor, and any room connects with every other adjacent room: One long path filled with your heavier monsters, nastier traps, and the like… And one, very short path, filled only with monsters beneath the notice of the groups you encounter, leading straight to your final boss. And you have to make it clear the difference in difficulty from the first room, as groups only judge where to go by adjacent rooms. The more heroes you kill, the more you let some vital few escape to tell the tale (having been satisfied by murdering some of yours, or defeating your traps… All the better to lure bigger, better heroes in), the more you can do. At first, it’s only traps, capped at the dungeon level you’re in, and some simple monsters. But once those monsters level up, you can merge them, making new, nastier monsters. You can change the elements of floors, giving advantage to certain types. You find Dragon Eggs. And, of course, treasures can change things up too.

Unfortunately for DMZV1, there is somewhat of a flaw: Very quickly, certain monsters are outpaced, so it becomes tougher to level them up so you can get them to be able to meld with other monsters. Also, time will proceed unless you’re holding down the CTRL key or have set it to Freeze, so keeping track of everything, even on slow, can become a slog. As such, while DMZV1 is interesting, it’s also a deeply, deeply unfriendly game.

Ah, how right you are, random Dungeon Invader. [finishes another review, sits back with a smile]

DMZV2, on the other hand, changes the formula. It’s still, at its heart, a tower defense game, but now it has puzzle elements, sprites and tiles, and a friendlier interface. The general idea is still the same: Monsters, it seems, are getting a lot of stick, and the Lord of Dungeons is beseeched to create a dungeon so deadly, so alluring, that it will bring even the king of the land to it, to be murdered horrribly as vengeance for all those cute slimes being murdered. Dungeon features are unlocked in a main campaign mode consisting of, well, puzzles. How do we stop the adventurers from taking the objective in the time allotted to us? With fireballs, traps, and a succubus who is not terribly good at hand to hand, but can summon zombies (Remember, the ZV stands for Zombie Vital!), and shoot rather nasty magic, so long as the ghostly power of heroes who were satisfied until we killed them horribly lasts out (Obviously, we get that ghostly power by satisfying their needs, then murdering them horribly before they can leave. Priorities, folks, priorities!)

It is, so far, my favourite of the series, because, although the unlocking of features to use in the Create A Dungeon mode is through the campaign, that extension of DMZV1 and Resurrection’s “You get more things to play with the more you play”, it has selectable difficulty (indeed, Easy is mandatory the first time), the ability to go back, and the sound and visuals are less straining on a nice long game. It’s also, to my mind, the most characterful of the three, with at least some heroes introducing themselves, the sprites having their own character, and, sometimes, the black humour in levels. One of the early easy levels has you doing… Well, exactly nothing. The dungeon’s set up pretty much perfectly, and it harms your ability to murder folks to interfere with a trap setup that catapults heroes in laps round the dungeon until they die from impact damage.

And it’s not about you adventurers either, that go round and around and arou-

Finally, to my knowledge, this is the only game in the series with an expansion, released earlier this year. A fairly cheap one, too, with extra puzzle dungeons, 10 extra items, and second sets of transformations of monsters into better, nastier forms for, around £3. In fact, both of the first games and the expansion comes to just over £13 for all three in a bundle. It’s pretty reasonable, although DMZV1 and the newly released (and separately reviewed) Resurrection both involve making mistakes that you may not notice for an hour or two. Try them out if you like to see interesting experiments with dungeon management games.

Dungeon Manager Zombie Vital 1 is available on Steam here, and DMZV2 here. Both pages have a link to the bundle.

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Pit People (Early Access Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam

I’ve been staring at the page for a couple of minutes now, trying to marshall my thoughts. Behemoth’s strange worlds tend to do that to you, and Pit People… Well, Pit People is a doozy, world wise. A strange, disconnected world that somehow still works, both bright and malevolent. But, before we talk about that, let’s talk about the game itself.

Not pictured: Everything is bouncing to the music. The world is very much alive.

Pit People is a game with turn based combat, but real time exploration, where you explore the shattered world to which you belong, doing quests as Horatio the Boring Blueberry Farmer and his cohorts, gathered through accident, capture, and the whim of the malevolent and petty Narrator. It also has co-op and PVP, and it’s hard enough to describe that, for the first time in perhaps ever, I’m going to be putting one of my stream videos here. Warning, there are cries of “What the helllllll?!”

A lot of them. In any case, Pit People is quite accessible (Blue and Red are the main colours), easy to learn (the various character types are fairly well tutorialised, as are weapons and armour), and a little bit grindy (You have a loot limit in exploration, meaning multiple trips or a co-op partner if you want to collect things) , but, thanks in part to the Behemoth art style (simple, clear, characterful), in part to the music (pumping), and in part to the occasional interjection by the narrator (voiced by Will Stamper, the narrator of Battleblock Theater), it doesn’t feel that much of a grind a lot of the time. Enemies can be avoided in the exploration, with cannons or with movement, battles are usually over moderately quickly (And the rock-paper-scissors type elements are easy to understand.)

Yes, I actually quite like how Pit People is going.

Story wise, it’s… A thing. A giant, dying space bear crashed into the world, shattering it and turning it into a post-apocalyptic hellscape, where its malevolent god, The Narrator, malevolently snickers and directly manipulates events. He’s taken an interest in Horatio, a humble Blueberry Farmer, and so a great adventure begins. An adventure in a world where cupcakes are people (and also delicious), Queen Isabella waits to conquer the world, and the evil Helmetites (so called because they wear helmets, you know?) bully the weak. Oh, and there are pit fights, demiclops, medusas, ghosts with keyboards… It’s all very strange. It would perhaps be unbearably so, if it weren’t for the black humour provided by the Narrator’s pettiness, and the charm of how most of the characters speak nonverbally, but somehow clearly. “After giving her half of his remaining blueberries…” , “HUH? HUMEHUHNUH!”, “NO, you GAVE her your BLUEBERRIES.”

Why yes, that *is* a Cupcake Friend. He has waffles. And buttercream…

See? Perfectly clear! Pit People is perhaps the first game where I’d recommend watching the stream video, which covers the earliest moments in the game, then decide for themselves. I happen to like it, but tastes may vary widely.

The Mad Welshman gave his ups to Pit People [HUH? HUHME] YOU GAVE YOUR UPS TO PIT PEOPLE, JAAAAMES.

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Lobotomy Corp (Early Access Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Release

Lobotomy Corp is, at its heart, a management sim. You control a limited number of agents by assigning them tasks, which they take time to do, and you have perhaps more to do than you can. Manage the results.

You always start with the thankfully easy to please Hundred Sins and One Good Deed. But it quickly ramps up…

Thing is, those “results” are death, madness, and horror. Because what you’re managing is an SCP facility. For those who haven’t heard of the SCP files, it’s a community led horror universe, where the horrors are being exploited and studied (or just held in the hope that they don’t go off) by the SCP Foundation (SCP standing for Secure, Contain, Protect), and they range quite widely from deadly buildings, to monsters and people-as-monsters, to seemingly innocuous objects with secrets. Often deadly secrets. Unfortunately for you, most of the items in Lobotomy Corp are unknown to you unless you either have an encyclopaedic knowledge of SCP files. So there’s a lot of death and screaming and… Restarting.

Lobotomy Corp is not an easy game. Each successful mission (Which involves keeping said objects, monsters, and things “happy” enough to harvest some unspecified energy from them) adds a few more, only some of which are known to you from previous experience, and from the second mission on, it’s very easy to get, say, The Red Shoes, which is an instant no go area for women operatives due to its effect. Making things tougher, when some SCPs are unhappy, they lure the non-playable staff in, causing havoc all on their own. It’s interesting from a world standpoint, and very fitting, but unfortunately, makes the game feel a bit arbitrary until, y’know, you’ve worked out what a thing does and how to keep it happy. Considering each agent has four “skills”, four types of overall approach, and that, in the case of a gender or approach “liking” SCP, that agent cannot be used, it’s hard. Uncomfortably so.

WHOOPS! I DID THE WRONG THING, AND NOW WE’RE AAAAAALLL GOING TO DIEEEE.

Visually, it’s thankfully very clear. You know what things do fairly quickly, the contained things’ happinesses are in clear bars, and the game helpfully informs you, both visually and textually, when things have gone horribly wrong. In between missions, there’s chat between you and an AI, and this seems quite interesting, but the meat of the game is, really, levelling and getting agents, researching things to help your agents survive, and figuratively throwing them to the wolves to see what the wolves do.

Thing is, I’d still say to check the game out if you’re interested in the SCP universe, firstly because it’s certainly different than the various creepypasta games I’ve seen that are inspired by it, and secondly because it’s also a somewhat fitting game. Hopefully, there will be some options to tone the difficulty down some, but I can’t say I don’t enjoy the game. I’m just not fond of the restarts.

So… Many restarts. Damn you, Red Shoes. Damn you to heck.

The Mad Welshman can be found under SCP-[REDACTED]. Just so you know how to greet me at expos.

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Dawn of Andromeda (Review)

Source: Review Copy
Price: £22.99
Where To Get It: Steam, Humble Store

Real Time Strategy in space has always been a tough proposition. Mainly because space is big, and the early game of any such endeavour can, done “realistically”, have all the fun of watching paint dry, while the mid to late game can be plagued with doing a thing wrong, then not realising for a good hour (or until it’s too late, whichever comes sooner.) Dawn of Andromeda, sadly, is no different in this, despite a potentially interesting main campaign.

Pictured: an interesting *description*

Let’s talk about that campaign narrative a little, because honestly, it’s a feature I see very little of in the old 4X (eXpand, eXplore, eXploit, eXterminate) genre these days, and one involving multiple alien races in a grand tapestry of war, tragedy, and shenanigans? Sign me u-

Oh. Oh wait. I can’t find that mercenary I just hired and sent to kill a bounty for my current best friends, the Sython (Who the Terran Empire totally isn’t going to go to a long, expensive war with several times over the next few millennia before somebody else screws it all up.) Wait, I found him again, and… Wait, I lost a survey ship? When did I? Oh, while I was watching this guy half a galaxy away. Meanwhile, I’m debating which of the more far flung colony worlds I should try expanding to, in the hope I can actually defend them.

Space is not only big, but also rather sparse. This is something I’m not actually that fond of being reminded of in space opera games, for some reason.

What I’m getting at here, folks, is that Dawn of Andromeda is not the friendliest of games. There are three game speeds (not counting pause), and while they’re marked “Slow”, “Normal”, and “Fast”, I have different names for them: “Can actually see a fight happening”, “Can watch bars slowly tick up”, and “The speed I go at while I’m waiting for things to happen.” Pause is pretty much my default state while I try to work out what the hell is going on with my scouts and survey ships and, in one particular case, watching a bounty slowly, but surely, escape the guy I’d just hired to take it.

Meanwhile, there’s a lot to take in, adding to the “A lot of the time you will be paused.” Understanding an alien race enough to talk to them is a research project, taking time away from your research. Adding to a world’s power requires an infrastructure investment, which will cost you some money a turn until it’s done. You have an approval rating, which will cause rebellions if it’s low, and goes up and down based on… Factors. Decent living conditions help, as does an assigned councillor who isn’t an asshole. It’s not very colour blind friendly, to the point where, zoomed in to a point where I have two ships chasing each other in my field of view, I can’t actually see the things without straining my eyes (Drag selecting will only select the ship I directly control.)

It tries to help, really it does. It has “Zoom in here” icons in the planet tables, fleet tables, anomaly tables… But the main screen is a mess. The UI isn’t the friendliest. Ships can chase each other for a long time without fights happening, and ships attacking from the front will move toward said fast ship, then tail along behind it, losing it like the other poor bastards chasing it in the first place. Providing you have the foresight (and opportunity) to pull such a maneuver off in the first place.

Gripping [YAWN] Space combat. [YAWN] Honest!

I’m sure the game has some interesting things in it. I’m sure it has something, some potential. But I’m finding frustration in even the easiest of scenarios (Where I am informed, and tentatively agree, that even finding the alien worlds may well eat up the whole 2 years allotted for “survival”), boredom from the sparse universe, and quickly realising that it amounts to “Build lots of ships, point them at whatever enemy while holding your own worlds safe”, despite its other trappings. As I am occasionally forced to say, the game resists being played.

The Mad Welshman accepts that Space is big. But surely it’s more interesting than this?

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Going Back: Dungeon Hack

Goodness me, that rhymed. Lovely. Well, anyway, once again, it’s time to set the Wayback Machine, and the interesting game for this outing to the groggy times of yore is Dungeon Hack, the only official, licensed Dungeons and Dragons roguelike. Which is highly amusing when you consider how much early roguelikes (And even some modern ones) have been influenced by 2nd Edition DnD.

Dungeon Hack, released just after another title I’ve briefly dealt with, Dark Sun: Shattered Lands, uses an interface very similar to the Eye of the Beholder games. Similar enough, in fact, that I’m halfway convinced it’s the same engine, despite being developed by Dreamforge (Who, like SSI, created strategy and roleplaying titles, and did not survive 2001.) Nonetheless, it’s not the engine, so much as the visual style that impresses. There are several different level themes, all of them have a variety of different locks, tapestries, paintings, and gewgaws, and, if it weren’t for the rest of it, I would say that every run is a refreshing and different experience.

One of something like… An absolutely *silly* number of potential locks.

Unfortunately, I’m not saying that. Every run is, in fact, a tedious nightmare that often ends on dungeon level 2, due to the mechanical aspects of the design. Procedural generation has come a long way since the days of rogue, ADOM, and the like, and Dungeon Hack shows one of the weaknesses of early experiments… It’s predictable, and the difficulty curve is not so much a slope as one of the cyclopean steps of Great Cthulhu’s abode. As is often the case with roguelikes, there is a single, playable character.

But many of the monsters in AD&D are, in fact, balanced around groups taking them on. A perfect example of this is the main monstrous feature of the second dungeon level: The humble Ghoul. The Ghoul is normally a cowardly eater of the dead, picking on things it thinks it can eat, and making corpses when… Well, the corpses it normally feeds on are scarce. To aid it, it has a paralytic venom in its claws and fangs. Now, to be perfectly fair to the developers of Dungeon Hack, unlike in Eye of the Beholder, when your character is paralysed, they can still move (but not attack or use items), whereas if a mass paralyse from a Beholder hit in EoB 1’s later levels, you were pretty much dead.

The problem arises, then, from the fact that it’s corridors… And rooms. And corridors predominate. Corridors in which the other monster type that always inhabits the second level, the Troglodyte (in 2E, a stronger, but less intelligent relative of the lizardman) are very likely to ambush someone who hasn’t cleared the way behind them, and, even then, may get surprised by a respawn. As a Mage, you may just about have fireball at this point (Requiring a rest after every cast to regain it… We’ll come back to resting), as a warrior, you don’t really have any recourse except that old first person RPG technique of the sideways shuffle (Exploiting the AI in… Er… A room… To, er…Well, crap, that sort of invalidates it in a large set of situations, doesn’t it?), and it’s only as a Priest that you get… Turn Undead. Which, on the one hand, you have an infinite supply of. On the other, it’s not guaranteed to work, and you’re not guaranteed to hit on the attack that will break the Ghoul out of its “OhGodsAHolySymbolRunRunRun” mode Turn Undead tends to put it in.

Ghouls. There are many words I have to say about a lone adventurer fighting even small groups of ghouls. The vast majority of it is unprintable, even here.

So yeah, the difficulty’s a little sharp. Adding to this tedium is the predictability of monsters. Yes, you will always encounter Ghouls and Troglodytes on level 2. Just as you will always encounter Goblins and Orcs on level 1, with only the occasional Out of Depth monster to liven things up… Usually in a rather fatal manner.

And then, there are the keys. I mentioned before that there are a variety of different locks, and hoo boy, does the game use as many as it can. Each locked door has a specific key type. I’ve never encountered a situation where the key was behind a door, but each level becomes a case of three things: A sweep and clear, not unlike those annoying missions in Hero Quest and Space Crusade (Remember those?) where the victory condition was “Kill everything”; A hunt for various keys (Ice keys, flower keys, gold keys, chrome keys, platinum keys, bone keys, missing bull horns… The list is quite large); And, another staple of first person games and DnD RPGs of the time, either being a Dwarf, able to sense secret doors, or looking at the map, noticing large empty spaces, and wondering which of the walls you’re going to try and walk into will, in fact, turn out to be illusory.

Fun! It’s interesting to look at a game like this, because it has a lavish (if overacted) introductory cutscene (Involving the sorceress/demigod/secret deity… I forget which… Who sends you on the quest, and Sir Not Appearing In This Game, possibly the biggest, dumbest adventurer I’ve seen since Lands of Lore’s Conrad “The Scones Are Still Intact” McAdventurerson), a lot of thought put into a lot of locks and tapestries and statuary and fun things that mostly don’t have any bearing beyond looking pretty (Which I approve of), and yet… Once you get past that, there’s almost no balance, a steep difficulty spike on the 2nd level, and even less context than Angband or Nethack, relative contemporaries (1990 and 1987-2015.)

…I smell a cutscene, VO so fine!

Would I recommend playing it for enjoyment? Oh, Mystra, no! Would I, however, encourage budding developers to look at it critically? If you’re into procgen, licensed RPGs, and step/tile-based first person RPGs, yes. Because it is, to me, interesting to examine. Even if the examination can be… Rather painful.

I’ll get you, Ghouls. And your little frogs, too…

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