Sea Salt (Review)

Source: Cashmoneys
Price: £13.99 (£18.78 Digital Deluxe, £4.79 Digital Deluxe upgrade)
Where To Get It: Steam

“Argh, why did the Eldritch Horror bite my face off?!” asked the primary worshipper of the “Eldritch Horrors Biting People’s Faces Off” cult. That’s a good way to sum up the general story of Sea Salt, in which a town’s archbishop, of the Church of Dagon, the fish god, refuses to go quietly when he is ordered not only to sacrifice others (which he’s alright with), but himself.

Guess who voted for the aforementioned Eldritch Horrors Cult? Well, what goes around comes around.

You are Dagon, who summons your horde from afar, controls them from afar, and slaughters the chosen townsfolk and anyone who gets in the way. And, while the game is alright, and aesthetically works quite well, I do have some problems with it. So let’s talk gribbleys.

The basic idea is just fine: You start a level with some kind of creature, you surround townsfolk and murder them by leading them with your cursor to an enemy, then holding SPACE once you’re reasonably sure they’re surrounded. Nearly every enemy in the early game will panic once you’re close enough, so, even with ranged enemies becoming a thing very early on, this, and the idea that not holding space allows your gribbleys to navigate hazards like fire are the basics (but not bullets, or the impending fire of a molotov cocktail: Those, you just have to deal with, one way or another.) When you find a summoning circle, or simply collect enough gold from townsfolk, you can summon more, of any type that you’ve unlocked in the playthrough so far (yes, this includes restarting entirely.)

Case in point, this sailor (and his friends strewn around off screen behind us) are even more screwed than they were on my first run, because now I have Cultists.

And that, plus the narrative of a church leader deceiving his people into thinking this horde is a test of faith, rather than a punishment for the leader of the church refusing to be faithful, is pretty interesting. Hell, even the bosses are interesting, although they may frustrate the first time you meet them. But it’s okay, you’re not expected to win in one go. Play an arena. Try again with different folks. You’re still progressing toward unlocking new cult leaders with which to try something different.

Aesthetically, it looks pretty good. Good, gothic music, the UX is well presented, the sprites for the various townsfolk, monsters, etc, are evocative with a low pixel count, and the world is suitably grimy.

It is perhaps a shame then, that it’s been an utter bastard to screenshot due to problem number one: Yes, there is a windowed mode, via alt+enter. No, it isn’t in the options. Yes, it’s tiny, and you have to manually resize. And if that were all, I wouldn’t mind so much, and this wouldn’t be getting the thumb being waved back and fore uncertainly. But it isn’t. The game being somewhat slow, I understand. It gives you room to think, even if it doesn’t particularly feel great.

A good simulation of how my eyeballs felt in areas of the game where there were a lot of fires.

But the fires causing this godawful blur effect that makes my eyes hurt is bloody terrible, and it only gets worse the more fire there is. No, there isn’t an option to turn that off, although there is for “Ye Olde School Graine Filtre” Similarly, while the UX is alright, what isn’t alright is the lack of clarity in the menu organisation: When it says “Start” , it means “Continue”, and, when leaving an arena, it asks “Retry” when, in fact, it means “Back to menu.” And the difficulty starts spiking pretty early also.

If you like playing the monsters or villains, as I do, and want something a little different, this one’s a moderately good pick. But I know I’m going to be waiting until the eyestrain inducing post-effects can be turned off, because that’s the kind of Eldritch Horror I’m not into. Where I’m going, I will need eyes.

The Mad Welshman is more of a Labour voter than the Eldritch Horror Party, but he does support the “Great Cthulhu Eats The Rich” platform.

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Cat Lady (Early Access Review)

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

Cats are magical creatures. But even I have to admit that a ghost cat with deadly psychokinetic hairballs is a new one on me. But this is one of the cats available to shoot with in Cat Lady, a roguelite twin-stick shooter that isn’t to be confused with The Cat Lady. Which isn’t even in the same genre.

Grandma, as it turns out, has a lot of stuffed rabbits, among other things.

The story is quite simple: You’re visiting Grandma’s house, but, oh dear, it’s been haunted by a poltergeist, who is commanding a legion of ghosts infesting household objects, and they’re out for Grandma for some reason! Luckily for you, now her small horde of cats can talk, and have gained magical abilities. Including the aforementioned ghost cat, one who throws deadly kisses, a wizard cat you start with… And this is without mentioning secondary cats and their abilities (Personal favourite is Box Cat, who paws at anything near where you told him to set up shop)

And, while the first few areas can be breezed through, not only does it definitely show promise, I appreciate being able to see everything the game has to offer. As far as the mechanical formula goes, it’s not a new deal (nor does it have to be.) You walk into a room, if it has enemies in it, it locks the doors until all the enemies are dead, you pick up one of two kinds of currency (the in-run Kibble, and the between-run Ghostly Spirits), you sometimes trade up your primary and secondary cats, exit levels via stairs, fight bosses (currently 3), and you get powerups.

Approximately 3 seconds before everything in this room dies.

Let’s take a brief digression into the powerups, because, while some are a little iffy, they do combine, so when you have a good combo, your shots break the game over their knees. For example, at first, I made my life more difficult by getting erratic shots. I couldn’t reliably aim at enemies, so… Whoops! But then… Bouncing projectiles (cool, less worries), burst fire (Wow, that’s a fair few bouncy projectiles!), giant projectiles (I… I’m having trouble seeing what’s going on, but I’m reasonably sure everything except me is dying), and finally… A poison effect.

To cut a long story short, by the time I’d gotten halfway through the third area, I was filling the screen with giant, deadly, knockbacktastic and poisonous catfarts. And my box cat? Well, I could set him down, and he would be batting murderously at a large portion of the room.

Suffice to say, I expect these powerups will get nerfed somewhat over the course of Early Access.

Your groans sustain me as much as they no doubt sustain the developers. Long live bad cat puns.

Aesthetically, I quite like it. It’s not quite 1-bit colouring (Black, and colour), but you, the room, and your cats have one colour (determined by area), and the enemies have another (determined by area), and the shadows are black. It’s clear, it’s highly readable, and I appreciate that. The telegraphing of enemy attacks is similarly good, and, indeed, the clear hurtboxes shown on the screen are sometimes used cleverly, as with the first boss’s bite attack, which has two forms in quick succession: A toothy mouth where the hurtboxes are the teeth, and, as soon as that one lands, it’s the inside of the mouth that’s the hurtbox. Nice touch, that.

So, problems? Well, right now, the hitboxes for interactions are finicky as hell, and buying something in the shop boots you away from the shop, so you have to… Interact again to buy more. I found myself shuffling back and fore, effectively pixel hunting for the area where I could do the thing I wanted to do. And, although the hurtboxes are clear, sometimes the attack lands before you think it would land (a problem with the muscle bunnies and the weird skeletal rabbit things that leap at you.) Some of the powerups seem outright detrimental, although maybe that’s just me not finding a good combo.

Silly Ally Marie, can’t you see your cat’s grumpy because you photobombed their sweet viral selfie?

Apart from that, though, while it’s currently moderately easy (Well, it becomes easy once you have a good powerup set), and there’s not a great amount to the game, it definitely shows promise, and I look forward to seeing where it goes. Nyaa.

More games with adorable murdercats, please.

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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.

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Felix The Reaper (Review)

Source: Review Copy
Price: £21.99 (Supporter edition £26.08, Supporter Pack £6.99)
Where To Get It: Steam

Not all cultures see Death as some grim figure. In some, he’s a laughing man who loves cigars, rum, and sweet cake. In others, they’re a pleasant guide for the departed. Some are beautiful women, some of whom can turn very ugly indeed (both in terms of appearance and temperament) if you aren’t meant to go to an afterlife.

This is a guy who enjoys his job. And I appreciate that.

And, in Felix the Reaper, Death is a Ministry Department, and one Death in particular is a fat, dancing skeleton with some serious moves, and the hots for one of his opposite numbers, Betty (Oh, Betty!), a similarly Rubenesque lady who works for the Ministry of Life. Star crossed lovers? A tragic tale in the making?

Well… Maybe. But this is a comedy puzzle game, so I wouldn’t lay money on it. But what kind of puzzle game is it?

Well, as a reaper, Felix struts his stuff, trying to arrange a series of events that will lead to the demise of his designated assignment (This includes arranging accidents for other living creatures.) Problem is, the sun is painful to him, so he has to stick to the shadows. Thankfully for him, the Ministry has equipped him with a sun-dial. As in, despite time being stopped, it literally moves the sun. What you have to do is work out how to get Felix from Alpha to Omega. And, like any good Ministry, you have targets. Although these mostly function in the scoring sense.

The game has a pretty unique character aesthetic, and both that and its sense of humour are solid.

Aesthetically, it’s gorgeous. Well crafted landscapes, handily blocked into tiles, some charming character models, all well animated (especially, obviously, Felix, who flips, slides, grooves, and cha chas his way through his work)… There is also, of course, the Mentor, voiced by Sir Patrick Stewart, who plays the beleaguered, but friendly bureacrat well. Writing wise, there’s a lot of humour, a lot of it nonverbal. Here, the poor hunter who can’t win, because his friend either disturbs his hunt by angrily yelling at the lack of beer (without Felix’s intervention) or belching so loudly he scares the prey away (With.)

As to the puzzles? Well, they ramp up relatively quickly, but each one has a tight solution. The trick is to get there. Thankfully, levels can be replayed, if you’re a completionist, like I am, and there are also harder levels, for those who like a bigger challenge. Nice! The game is also quite helpful in limiting the directions you can change the light in, so not only do you have less red herrings to think about, everything can be done with the mouse. And, for those having trouble with the puzzles themselves, it has a helpful “Show next Step” button. Nice!

Every time you get a little closer to murdering your chosen target by setting up unlikely coincidences, it gives you bright, colourful encouragement.

Now, it should be said, at this point, that it isn’t a complex game. It doesn’t layer mechanics, it’s pretty focused on just “How do I move objects and switch the light around to get where I need to?” If that’s a turnoff, I understand. Personally, I like the simplicity, and I’m sure others will too. The requirements for your completionist stickers (of Felix’s adorable skullface) get pretty strict at times, especially later on, but I have to admit, I’ve been having a lot of fun.

Maybe it’s Felix’s sweet moves, even when “idling.” Maybe it’s the charm and humour of the game’s writing. Maybe it’s the fact that its puzzle design is laser focused on a few elements, leaving the complexity down to the specifics of the individual puzzle. But with these elements coming together, I can’t not recommend this one.

The Mad Welshman appreciates the work of both Ministries of Life and Death. Without their efforts, existence wouldn’t be quite as fun. Although they could maybe do with being longer. That’s nitpicking though.

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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.

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