Monster Sanctuary (Early Access Review)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam

For me, Monster Sanctuary is a bit of an odd experience. It is, by no means, a bad game, a metroidvania combined with the monster raising and fighting type games many of us love so much. Its skill trees, balance, and difficulty curve appear pretty solid, and I like its pixel art designs.

So it’s bugging the hell out of me that I’m not terribly enthused with it, and can’t work out why.

Monsters, some tame, some not, protag, got it, I know where I stand!

It’s certainly not the thinnish story, or the obvious gamey unlocks of features based on progression. I’m used to those, and honestly, it’s not that big a deal. You want to be the very best Monster Tamer, bad things are happening, and you work in an organisation, so it’s all good there.

The grind, similarly, isn’t bad. After all, monsters in the line share XP, so if you’re in need of seriously levelling someone up, you can put them as a reserve, beat up some lower level monsters, and don’t put them in the frontlines until they’re needed. And, of course, monsters are the level you catch them at.

It’s some solid visrep of combat, and a clear UX too.

Even the combat is engaging, because it’s this balancing act of factors. Do you put a monster in the very front, where it won’t do as much damage, but it’ll rack up combos for the monsters after it? Do you use a powerful ability, or tone it down and do less damage, because the powerful version outstrips the mana regeneration that monster currently has? Adding to this, you can see the types of monsters in a group (and they are, apart from uniques, always in a group), and plan accordingly, looking at your monster journal for weaknesses, coming up with a plan for the following encounter.

So, the systems fit pretty well together, with multiple elements to play with, multiple different roles, and the fact that even healing will add to a combo helps you keep the flow going with a healer role in the party. Moving around isn’t bad, especially since different monsters have different abilities you can use in the world, from breaking open inaccessible areas, to mobility improvements…

An example of this would be the bird. Poor bird, he has to carry the protag. Can’t do it for too long, but it’s enough.

It’s a solid game. And yet… I had trouble keeping my enthusiasm going, and I don’t particularly know why. There’s still time to work it out. There’s still time to change my mind, or have my mind changed by some update or another. And it’s a solid mix of platformer and turn-based monster taming RPG. It just… Doesn’t really grab me right now.

The Mad Welshman hates not knowing why he doesn’t get on with a thing. Normally he’s much better than that.

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Bombing Quest (Early Access Review)

Source: Review Copy
Price: £11.39
Where To Get It: Steam

Ah, Bomberman. A game which has inspired many clones, over the years. Heck, I was tempted to do a Going Back on Super Bomberman R, and am still tempted. So, Bombing Quest… An overworld RPG Bomberman style game, in which you are on a grid with bombable obstacles, unbombable ones, and monsters, where all but the most basic have some sort of surprise, be it charging, invincible rolling, leaping over bombs and blocks… It’s fun stuff, and mechanically, I’m liking what Bombing Quest is doing with the formula.

Sometimes, you just need to wait a short while. To make sure the enemies aren’t going to leap down your throat the moment the doors close behind you.

Aesthetically, though… Well, the first area is, visually speaking, very dull. It’s clearish, but… Well, dull. Not a lot of colour variation, and so I found myself less enthusiastic about blowing the hell out of the various gribbleys. And the second area, alas, isn’t much better.

The gameplay is alright. There’s a somewhat interesting cap on items, based on finding certain collectibles (and somewhere you can equip the gadgets that improve your stats), there are variations on basic levels past the first area (for example, a smaller arena where the enemies are, but a series of traps beforehand.)

But the biggest problem with it right now is the somewhat dull nature aesthetically. Colour and value differentiation is low, so the health bar sometimes gets drowned out by the background (and, let’s face it, red/grey isn’t great when it comes to dingy lighting or backgrounds), the character portrait models are… Well, they exist… And the music, similarly, doesn’t really grab, or even get the pulse flowing.

The second area, for dinginess comparison purposes.

Bombing Quest still has a ways to go. It’s only at 0.4.3 at the time of writing. But I’m not terribly enthusiastic about this one, and a big part about it is the very workmanlike visuals, with their poor colour/value differentiation (not great for colourblind folks.) But mechanically, it works, with the usual disclaimer for games like this that you will get irritated when enemies avoid your bombs. Ohhh boy, you will.

The Mad Welshman doesn’t have a whole lot else to say, honestly. That’s why it’s short.

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The Inner Friend (Going Back)

Source: Review Copy
Price: £11.39
Where To Get It: Steam

Ah, Carl Jung and David Lynch. One an odd student of Sigmund Freud’s, whose theory of the Shadow (the unconscious, unknown part of ourselves, which we both strive against and come to acknowledge) inspired quite a few dream based media. One a film-maker well known for his surrealism, and, of course, Twin Peaks. Which, itself, inspired Stranger Things, and that last part, as well as elements of the soundtrack to the game showing similarities, is why, if you watch a Let’s Play of this game, Stranger Things gets mentioned. It’s the most recent thing someone can point to that it’s “Like.”

YOU! YES, YOU! STAND STILL, LADDIE!

So, The Inner Friend is a puzzle game with horror elements, because what the protagonist (depicted as broken and incomplete) deals with is fears. Traumas in surreal, dream-like form. School, where the teachers can seem like monsters, and the books and educational television shows seem to drain our life. A museum, symbolic of our anxious and self critical nature, our damaged nature for all the world to gawk at, while our damaged self scans and finds wanting… Our damaged self.

Of course, these are just interpretations. That’s the thing about symbolic representations in a surrealist dreamscape… But the facts that they are a dreamscape, and they are the products of someone in pain, trying to comfort their Shadow… To acknowledge them.

Oh, and let’s not forget the horror that is being reminded of Junji Ito’s “The Amigara Fault” in a symbolic unbirthing/rebirthing that happens before every dream dive.

However, part of a dream is not knowing the rules of the dream. So each area, while it has a single puzzle type you repeat a few times, is a different puzzle in each area. And the game does some interesting things. Despite being a linear experience, it gives that dreamlike illusion of nonlinearity by turning you back on yourself, making the path forward be the way you came, and giving you the impression that which lit window you take to the next world, which of the buildings twirling in the void you visit, even matters. All roads lead to the next dream. There is a second cutscene at the end if you collect all of the objects in each dream (Listen for the tinkles. Always listen for the tinkles), but its original ending still interests.

The music is good, the visuals are good, the soundscapes are bewildering (aka good) and, generally speaking, there’s clear hints leading you through what you’re meant to do, which is good. It even does some fun visual tricks in some areas, like the fish-eye lensing in the museum. Less good is that the camera can be a little wilful at times, that I experienced a hang on trying to enter the third dream (I got past it, but it is a bug I encountered), and… Well, not so much less good as an interesting choice is that it frontloads its more difficult puzzles early. By the time of the hospital, what you want to be doing is pretty well communicated.

A cold, sterile place to be displayed, this…

So, would I recommend it overall? Well, I’m a bit jaded on the horror front, so I can’t really say anything did more than somewhat unsettle me, and chase segments merely feel… Well, like chase segments. Try real hard to focus on the objective, don’t look at the gribbley, got it, done. But it definitely unsettles in places, and it is an interesting game, so, overall? Yeah, I’d recommend this. If you’re turned off by short games, yup, it’s pretty short, jog on, but if that isn’t a turnoff, and you find an hour or two of an interesting experience worth more than 30 hours of a bland one, then yes, this is an interesting experience.

The Mad Welshman can’t really say that he’s fully up on his Jungian Psychology. But he does enjoy some David Lynch.

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Iratus: Lord of the Dead (Review)

Source: Review Copy
Price: £18.99 (£26.58 for Supporter Edition, £7.59 for upgrade to Supporter Edition)
Where to Get It: Steam

Other Reviews: Early Access Review

And so, the Dark Lord is finally out of the dungeon. Well, metaphorically. For the goal remains, in Iratus, to get your necromantic Dark Lord… Out of the dungeon. Which he had been trapped in, until some foolish adventurers opened his crypt and gave him some starting materials…

Screeeeaaaam.

Speaking of materials, goodness me, there’ve been some changes since last I played, and they do make the experience more challenging!

In any case, this is a turn based strategy game in which you, a very sarcastic Dark Lord (the best kind), have found yourself awakened once again, and you have to beat or frighten your way back up through the depths, to claim your right to conquer once more. Encounter by encounter, battle by battle, you earn resources to build up your army of the dead, maybe unlock more types, and balance for the encounters you see coming.

Now that is a welcome change. Because while frightening enemies to death (as opposed to shooting, stabbing, magicking, and bludgeoning them to death) is the path to the best rewards, risky as it is, there are some enemies, most notably the golems early on, who are not only immune to Stress damage, but can also redirect the stress damage they can’t take from others… Onto themselves. You really want a high damage build for these bastards, as they have a lot of armour too.

Obligatory “Big Rock Guy is a scary bastard” picture.

But there are other changes too, that make things more challenging. To pick one example, a common means of buffing your troops was to turn crap materials into less-crap materials. A strategy that is less do-able now, because the chances of better items coming out is minimal without some talent upgrades, but this is counterbalanced by the fact that new parts for your undead don’t buff specific stats… But give you more stat points to do with as you please.

I said before that the game is pretty clear, aesthetically speaking, and this is mostly true, but what I failed to mention last time is that, alas, there is no text scaling option. Beyond this, however, you know what’s what, the tooltips are fine, and the visuals, music, and voicework are all high quality. It really gets across this atmosphere of a dark world, a world which… Honestly, the villain could probably conquer in other ways, considering how there are slavers, beserkers, mad mages, dwarves gone bad… Well, Iratus does Iratus, I guess!

Although, y’know, a guy who poses like this? Prooobably a bit narcissistic. Either that, or taking a rocking selfie…

And what Iratus does, it does well: A turn based strategy game with a fair amount of depth, a good amount of polish, a protagonist with a bleak sense of humour, and some tense, challenging gameplay. Your minions are not that replaceable. Try not to get them killed a second time, eh?

The Mad Welshman likes to see a fellow villain go up in the world. Well, unless they’re encroaching on his areas, in which case, he likes to see them go down.

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Spellsword Cards: Dungeontop (Early Access Review 2)

Source: Review Copy
Price: £12.39
Where To Get It: Steam

Other Reviews: Early Access 1 Release Review

Rogues. We love them. Or hate them. It really depends on which party got backstabbed. And this is the latest addition to Spellsword Cards: Dungeon Top (Stop snickering!), a card based strategy game where the cards summoned are units, your hero is a unit too, and if your hero dies, you lose, good job, start over… And if their hero in a fight dies… Congrats, you won a fight.

Redirect Yo Momma Joke is a powerful and deadly spell.

And our old friend incremental unlocks, where winning gets you resources to get more stuff, which may help you win… So on. Aesthetically, it’s pretty nice, some dramatic, tense music, some cool painted faces for the assorted minions and hero(in)es, and…

Sigh. A menu UI that’s still small, with no scaling option. It’s been what, [insert time here], folks? Come on, I know your dungeon door is pretty, but you can make the menu options bigger than that.

In any case, play still revolves around a deck themed around the Hero/Faction dichotomy, where some cards are unique, others are general, and the themes are obvious. The Karim remain the faction which eats itself for power, sacrificing minions to make the few glorious murderbastards. Helm, meanwhile, has the philosophy of “Build ’em up slow, take the enemy down.” And the Warrior, Mage, and Rogue? Well, they stab hard, throw spells, and sneakily take down the enemy, respectively.

Have a big wall of “The enemy is very boned.”

Okay, the rogue, being a new addition, needs a little more detail: His weapons come in melee and ranged flavours, but if you can get throwing knives (giving you multistrike at higher levels), go for them, and build around them. Because knockback is a thing, and knockback damage is a thing, the rogue can do well as a ranged murderer supreme, mainly needing his minions as meatshields. Or they can go all out on certain spells, and get through a fair few fights making the minions or the boss hit each other (and get free attacks from your own units.) They fight quick, and they fight decisively, one way or the other.

You will fail at first. It’s one of those games. But from each battle, you learn an enemy’s (pretty fixed) patterns. You learn how to beat them. In a way, it’s more of a puzzle game than a strategy one, although the random element does make it more “Hrm, of these five cards, which three of these do I apply to most effectively murder this giant golem that runs pretty quickly, attacks all units around it once every two turns, and will murder even my strongest warriors without too much hassle (and me with only slightly less)?”

Because yes, you have limited amounts of cards you can play in a turn, although some level up choices can make that more reasonable, as can some treasures.

Each character now has their own dialogue for the invidual chapters. It’s a little touch. But a nice touch.

How does it feel? Well, it feels much the same as when I last reviewed it: It’s an interesting game, it’s got a good aesthetic, it still needs to make those menu options bigger, and with a new area of the game added to boot, it’s got its rough difficulty curve laid out. It also has a draft option, allowing you to build a specific deck, seeds, and adding threat, so… Overall, it’s looking pretty promising!

Hi devs. Decent size on them main menu buttons, ta. Right now, it’s my only crit.

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