Dungeon Girl (Review)

Source: Cashmoneys
Price: 
£8.99
Where To Get It: Steam

This review took a while because, at first, it’s somewhat hard to see what the problem is with Dungeon Girl. After all, how complex, or intricate, or messy could a game really be, when its main game loop consists of clicking on groups of same-coloured blocks to remove them, and other blocks fall down?

Looks p. simple, and the main action (clicking on those blocks) *is* . Everything else? Nooooot so much…

As it turns out, a fair bit. So let’s get into Dungeon Girl, in which a dungeon explorer for the Kingdom explores dungeons, albeit not in the fashion many are used to.

Dungeon Girl is, simply put, a block removing turn-based game with RPG mechanics. There are several kinds of blocks, but the most important (and common) are Life (Heals you), Work (Digs out ore), Search (Finds the exit to each floor), and Attack (Does what it says on the tin.) More blocks of the same colour make for a larger effect, and if one or more rows of the grid are filled with a block-type when you remove it, this has another extra effect. 200 dungeon floors, bosses roughly every fifteen floors, stairs roughly every 5 floors, and if you get damaged or your Mind meter goes to 0% , you lose that exploration run.

What’s that? I didn’t mention Mind? Are there Mind Blocks? What are these RPG mechanics? Well, this is where it gets a little complicated. Yes, there are Mind blocks, uncommon as they are. There are also items that heal mind. There’s also quests, and item mixing, and an item encyclopedia, and support members with their abilities and skill grids to put Friend Points in, and… Oh, your eyes are already glazing over. Yes. Mine did too, until suddenly some of these things become important. While others… Don’t. So much. So far. This, readers, is the problem here. It’s a game whose core game loop is simple enough, but everything surrounding it isn’t. And not a whole lot of it feels very useful, whether it is or isn’t. I can, for example, affect the tile drop rate by changing my Adventurer Type, unlocked by specific Friend Point tiles on their skill grids. I can also unlock their Stories, little vignettes, and extra HP, and Treasure Keys, and…

Yes. Yes. This is definitely a skill square. Those are definitely words, and abilities, and rising numbers.

…And while a fair amount of this is explained, not all of it is explained well, and so I’ve shied away from certain features because I genuinely can’t grasp their utility. These Object Points are good, huh? How do I… How do I get more of them? What does that actually do? I have Nono’s Bento at something like +4 , with 7 of them, at 0P. Looking at the help explains it a little, but I have 7 Nono’s Bentos, a +4 that doesn’t seem to do anything, and no bonus (the Help tells me it’s because I haven’t got enough of Nono’s Bento to unlock said bonus.) As such, mixes have largely been left the hell alone in my playthrough, and types left unchanged. Nothing seems to have suffered as a result.

But how are these items gotten? Treasure chests. Which require keys. Which require either unlocking skill grid items on party members (Considering how quickly the Friend Point requirement for the next grid item rises, this is not a preference) or Quests. Quests refresh every ten game days (three moves a day) in a dungeon, and, while some are perfectly do-able (Remove X blocks of Y type, Remove X blocks in one go of Y type Z times, Don’t Get Hurt for X turns), others seem, at best, counterproductive for their gains (Reduce yourself to 20% HP! Fight 5 enemies at once!) and others a matter of luck or speed, rather than skill (Fight X enemies, Fight Y rare enemies.) There’s conflicting elements here, and while choosing between them adds to the difficulty (because treasure chests can only be opened with keys), some seem particularly silly. Use X stairs? Er, yes, because I really want to be going deep quicker when my attack isn’t actually good enough for five floors down right now.

Dungeon Girl started somewhat enjoyable, a little confusing, a little popcorny, and I can see how folks who gave up on it early disliked it for “simple” gameplay. Over time, though, I’ve grown to dislike it because it’s not simple. It’s a hodgepodge of systems that aren’t terribly well explained, with elements fighting each other over how you should progress using its “simple” game loop. Which is less simple because that hodgepodge of elements seems to be affecting, behind the scenes, how well I attack, or the like. To the point where even explaining why it feels like a hodgepodge has turned this review… Into a hodgepodge.

While this ends well, I can’t help but feel this isn’t a good way of going about things. Also, I like pineapple on pizza.

The Mad Welshman loves tooltips. But tooltips, as he’s found elsewhere, are of little use when you don’t know the tooltip is there.

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Ghostly Matter (Review)

Source: Cashmoneys
Price: £9.99
Where To Get It: Steam

Ghostly Matter is one of those games where, with its retro stylings and cool ideas, I want to like it. Mixing old action adventure titles (Not the modern definition, but essentially, platformers with adventure game elements), pulp horror, and survival horror.

Two professors, both alike in dignity…

But a common problem, it seems, with retro games is that they also take the less laudable elements of retro design, and Ghostly Matter, for all that it has an interesting world, won’t particularly let me get into it because it wants to be retro hard.

The general story is, admittedly, nice and pulpy. Two professors, both alike in dignity, work in the burgeoning field of ghostly research, but they split over an argument about whether something that lets you look into the abyss that is the realm of the dead will also let the abyss look into them. Years pass, and Dr. Penderghast, the protagonist, receives a mysterious message from beyond the grave that seems to be his old professorial friend. Cue horrors and hijinks.

I’d love to tell you more about those hijinks, about the direction the game goes, but, unfortunately, I can’t. Because there is a lot of dying in this game, and checkpoints… Are not terribly helpful. Fixed life with few healing items contrasts with contact damage, rapidly firing enemies, the fact that your Spectroscope is necessary to see certain enemies, but also drains your health at a rate of knots (and needs batteries) … Before we even get into things like the gotcha that opens up a shortcut in the second level, where you open up said shortcut, jump down, and… Are immediately assailed by four skeletons arising in very close proximity. Whups, opening this shortcut is going to cost you health, no matter what you do. What’s that? Your health is in short supply? Better remember where the nearest checkpoint is, then!

In game design philosophy, there is the problem of Schrodinger’s Monster Closet. When the waveform collapses, you either take damage or have an item (its usefulness also determined by a waveform.)

There are other, better weapons that, unfortunately, but I can, at least, tell you there are three different types of enemies, and certain weapons work better than others. But when maps are large and sprawling, health items are few and far between, checkpoints are equally pretty far… And the enemies like to be invisible (use the spectroscope to hit them, lose health anyway, because the spectroscope is a gateway to death), or pop up from the ground (with some being easy to spot, others not so much) or just have hard to dodge ranged options, I found myself hitting brick walls pretty often, to the point where I’m writing this review without having gotten nearly as far as I’d like.

Oddly, narratively, everything fits together well. The supernatural world is tough (enemies are bullet spongy) , the spectroscope drains life with use because it’s basically a gateway to the spirit realm (but is necessary for puzzles, while health items are rare) , and you can’t exactly have a horde of evil in a small room (maps are large, with only a few navigation aids.) Mechanically, as those little asides note, it doesn’t work so well, with a lot of factors contributing to the difficulty, while less factors ameliorate it. The controls are also a little tough to get into, sadly, but this is not a huge issue when a lot of the time, what you need is move, jump, and shoot, all of which are simple enough.

Still, it is an interesting story, and while I have a lot of trouble with it, if you’re fine with games being tougher than usual, this may be one to look at.

Even in the areas I’ve been able to struggle through, there’s at least some variety. From a normal house to… This. Cool!

The Mad Welshman loves him some horror. It’s part of why he’s often so harsh with horror titles, it must be said.

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La-Mulana 2 (Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam

Being an Archaeologist is, in many senses, about being observant. Clues can be as subtle as a passage in a book, the curvature of glacially moulded hillscapes, or the precise composition of a flint arrowhead, and it’s important to be able to see, to understand what you’re seeing. Being a Ninja, if we go by popular depictions or otherwise, is about being observant. Being a covert agent is all about what you perceive, about how quickly you can sense danger, and, equally, about seeing opportunity where others merely see a surly major-domo (for example.) In both cases, livelihood (and sometimes, your life) depends on being able to clearly see the clues set in front of you by circumstance.

“Do not pursue Le-Meza!” doesn’t have quite the same ring, but yes, the protag’s dad always seems to be near the most devlish traps. I’m in the *POISON LAVA* on the left. Terrible parent, I swear…

And so, funnily enough, it is with La Mulana 2, a game that does explain its puzzles… It’s just not always in the places you’d expect. This is less surprising when you consider that the only family line to have successfully explored the La Mulana ruins (and, with your control, hopefully explore the Eg-Lana ruins that seemingly coincide with them) is a family of… Archaeologist Ninjas. Lemeza and Shawn, from the last game, and, the main protagonist of this game, Lemeza’s daughter Lumisa.

So, for those just catching up, La Mulana was, and is, a love letter to the MSX (One of Microsoft’s early attempts at “A computer on every desk” , an 8-bit system that found popularity in quite a few places, but most notably Japan and Brazil), and the action adventures that could occasionally be found on the system. It’s an action platformer, but with puzzles of all stripes, some of which will kill the unwary instantly, a variety of enemies, and, of course, bosses… Some of whom will kill the unwary instantly. Save early, save often, and investigate things. Oh, except that tablet. They told you not to read that tablet for a reason, don’t do that. That’s the Hard Mode Tablet.

Don’t say I didn’t warn you. Or that the game didn’t.

Bosses and NPCs alike take from a variety of mythological sources, from the Aztec, Mayan, Norse, and Celto-Gaelic cycles. Ixtab, for example, is the Mayan goddess of… Well, you can probably guess. 😐

Overall, La Mulana 2 is a more focussed, somewhat improved version of its predecessor. Awkward to no air control has become “A little air control” (and jumping puzzles designed around this), the early game is less punishing (You can, with just a little prep, take on all the minibosses and boss of the first area without serious weapon upgrades), the writing’s improved a little, and the art style is about the same as the remaster of La Mulana 1 (Solid pixel art, combined with some amusing hand-drawn characters for the conversations.) It controls relatively well (although the keybinds take some getting used to, and, even as an 8-bit kid, it took me a short time to figure out that F2 is for inventory, settings, and apps, and F1 is for conversation, the area map (if you’ve found it), and the area teleport interface. Swimming is still somewhat painful, alas, but we can’t have everything.

Thing is, La Mulana 2 does exactly what it sets out to do: Be a tough, but mostly fair adventure platformer, with a sometimes humorous, sometimes tragic setting where not only were all myths real, they all had a single source, a progenitor who, as it turned out, just wanted to go home… And the world ending threat she represented. So, on the one hand, this review is very much a “Does what it says on the tin”, and, considering the Kickstarter campaign was on the platform of “Back this, and I will make a game that kills your character repeatedly” (not the exact words, but close enough), and the first game worked on exactly this notion… Yes, it does what it says on the tin. But I thought I’d finish up this review by describing the core loop of gameplay, because most people who get turned off by the game get turned off by the second part of the loop, and maybe hearing it will help.

At first, everything is very simple: You’ve opened doors, you’ve got the map to the area, you’ve remembered to ensure you can teleport to the area (by scanning the holy grail you normally save with), and you’ve killed pretty much everything you can kill that stays dead, such as minibosses. Good on you… But of course, the game isn’t over, and the question then arises… Well now what?

Once you’ve figured out part of the puzzle, the rest tends to fall into place. Which, let’s face it, is a good feeling.

Well, now you need to go somewhere new, solve some new puzzle, obviously. And sometimes, it seems like there’s no way forward. One optional example here is the chain whip. It’s a useful weapon, like your whip, but does double the damage, which is just enough not to hear the dreaded “tink” of “Haha, nope, this enemy didn’t even feel that.” But getting it involves observation, and the fact that you have water (poisonous), ice water (poisonous and cold), lava (hot), and poison lava (hot poison, and no, I’m not joking. Poison lava. Just for added “Screw you.”) All I will say is that identifying which is which is very valuable in determining whether a path is suicidally impossible… Or do-able, providing you know how to deal with the swimming. This is one example of where the way forward is there… You’re just not seeing it. Drawings on tablets give you hints to what these cryptic texts are talking about. Tablets tell you about things… Walls can look different, maybe crumbly, maybe hollow.

And then you find a way forward, and it probably kills you, because of something you hadn’t seen before. Sometimes it’s a miniboss. Sometimes it’s a new enemy. Sometimes, it’s gotcha traps, which, I’ll grant you, are a turn off (although even these mostly give clues to their presence… Even if the clues, sometimes, are bait.) But you know a way forward. Due to the relatively nonlinear nature of the game, it doesn’t even have to be the same path your friend took (I got two sigils before my friend did, but had to look at his footage to see where the hell the chain-whip was, for example.)

That, in the end, is the core of La Mulana 2: Explore, probably die a lot, save often so the deaths set you back less, find clues, find cool items and mythological beings to talk to (or fight), solve those puzzles, beat those bosses, eventually save the world, hopefully have a good time doing so. Despite being horribly stuck, I’m having fun, and I hope folks who get the game (if they do after reading this) enjoy it too, because while it’s sometimes old school, it’s a lot more fair than the old-school I’m used to. Looking at you, old text adventures… BITE LIP… Who the hell thinks BITE LIP is the proper solution to a puzzle, I ask you…

Even returning characters get some impro-H GODS, ALRIGHT, I’LL BUY SOME WEIGHTS, JUST DON’T HURT ME!

The Mad Welshman will draw the curtain on this review, to save you from a rant about the bullshittery of old text adventures… For now.

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Dead Cells (Review)

Source: Cashmoneys
Price: £21.99 (+£4.04 for the soundtrack)
Where To Get It: SteamHumble StoreItch.IO
Other Reviews: Early Access, Early Access 2

If you’ve looked at my past coverage of Dead Cells, you’ll know that I’ve been quite positive, and, over time, seeing things that I’d thought of as mild flaws within the game corrected, almost as soon as I thought of them. Motion Twin, as it turns out, have their heads firmly in the game, and now that Dead Cells is released?

It’s pretty nice! On the one hand, the game is a sort of deliberate twitch, in which you can hang back, but, in many situations, the best option is to get in there with one finger firmly controlling your dodge rolls, and the other on the weapon options. Combat with an enemy is never impossible, but the less you’ve found, weapon and power up wise, the more fraught it becomes.

Reminder: It’s not cowardice if your HP is this low. Even when it isn’t, it’s *being cautious* , and cautious goo blobs live longer. (But they probably won’t get the speedrun reward, booooo!)

In the Ossuary, for example, I never quite feel comfortable without some damage over time weaponry, like the Blazing Torch or Bleeding Sword, because the creatures that live specifically there are meaty, often quick, and their general theme is to punish both the close and unwary. Considering I am occasionally the latter, and often the former… Well, something where I can throw it, hide away for a second, then throw it again in order to get through relatively safely is my touchstone.

Part of the fun of Dead Cells, however, is that you don’t always get what you want, and adapting to the various weapon styles the game throws at you is important. Which makes it equally nice, then, that they’re easy to understand. Simple combos for each weapon mean that you very quickly “get” the weapon’s deal, and, equally, you can clearly see where there’s something you’ll be wanting to try and find later down the line. Somewhere. Somehow.

Example: There are doors. They don’t open right now, but they’re numbered. I’m not worried. Sooner, or later, I’ll work out what they’re there for, on the routes I have available. Similarly, I see areas only reached with a walljump, and I say to myself “Aha… I have to get further to get that.” The more you play, the more, seemingly, there is to find. Although that will, no doubt, have its limits as the end approaches.

This wasn’t here pre-release. And I’m okay with it being here, because I know, sooner or later, I’ll find the key(s) I need. Sooner… Or later…

It even has an interesting world, where, in the release version, Motion Twin have added something that was always subtly in the background, but is now available in a lot of the explorable lore of each area: Humour. This is, yes, an ooey-gooey game about smashing enemies into bits, before being smashed yourself, hopefully getting further each time, before being brutally killed and doing it all over again, from the beginning. But, as it turns out, our protagonist is a bit of a fish out of water. “Huh, all those bodies look a bit like… Me” , they think, examing what is presumably… Well, them, dead, over and over again. They do make the connection, but the subtle animation, the scratching of their slimey goop head, adds charm to it. The bratchests remain, just as bratty, just as into the act of being violently opened, and just as into punishing the player as they have been, but there are little bits where the protagonist lampshades the seriousness, such as the statue of the king. How did he see out of that helmet? Weird.

So, it’s got humour, and subtle humour at that. It’s got charm, it’s got good visuals, clean menus, and excellent sound design. What it also has is its core game loop, and this, fellow readers, is going to be your make or break with Dead Cells. Are you, the potential player, okay with the fact that, no matter how many shortcuts you do or don’t unlock, no matter what new toys you successfully get (You have to complete a level to keep them, complete more levels to attain them, after all), you are, upon death, going to be sent straight back to the beginning, albeit with some things retained?

Pile of oddly reminiscent corpses may or may not reflect number of deaths in game. Looks a little short for my playthrough so far…

Personally, the answer is yes, because it’s an interesting world, and I want to see more. But I can perfectly understand players who’d be put off by this, because, until a shortcut is unlocked (and you know roughly how to get there, and through it), every new area, every new miniboss, every elite enemy or even new enemies, are potential run enders. Many give visual clues to their function, but, in the end, how much you like Dead Cells depends on how comfortable you are with being sent back to Jail, Do Not Pass Go, Okay Fine You Can Keep This Much Gold.

As mentioned, I’m fine with it. But it is a core part of the design, and I highly doubt it’s going away any time soon.

The Mad Welshman has died many times. But each time, he oozes back, because the Editors of Reality demand he keep up. Damn their galaxy-filled eyes…

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All-Stars Fruit Racing (Review)

Source: Cashmoneys
Price: £19.99 (With “Yogscast Exclusive DLC” for £1.69″ …)
Where To Get It: Steam
Other Reviews: Early Access

So… Cast’s still extremely white, then. Kind of a metaphor, really, for how the game has turned out, despite me being relatively nice last time I reviewed it. Perhaps too nice, as, over time, the flaws have become somewhat apparent.

This is the middle of the three skin tones on display, and poor Cora (Coconut) appears to stand alone in that midground.

Aesthetically, the game is mostly on point. There’s a lot of visual interest to the tracks, the UI’s pretty clear, the music’s good, and the devs have taken pains to ensure the tracks are part of their world, such as the snake from the first track of Papaya Island being a visual feature in at least one other track, and the like. And if it were just aesthetic, then I would be down for keeping this game on my Recommended list.

But it’s not. There’s a racing game in there, and, after time spent with it? It’s not that good. In fact, like the cast, it’s… Pretty bland. I had hoped, during the Early Access period, that it would get interesting, but there’s only so many variations of “This is a missile”, “This is a contact slowdown”, “This is a boost”, and “This is a trap” before it gets dull, and some of them last a long time. 5 or 6 places worth of time, which, when the AI preferentially targets you, can mean that you’ve just come out of a boost, somewhat ahead of everybody, when… BANANA, UNSPECIFIED ICE, PEACH, COCONUT, and bam, you’re last place, and not able to race for a vital second or two. Cars are cosmetic, so I’ve, unsurprisingly, been spending much of my time with Rebecca, whose special power is… A longish boost.

Started 1st, was made 8th by the AI ganging up, and, after this screenshot, I win by a nose *despite* being attacked a few more times.

The tracks are, for the most part, good, it must be said. Only a few exceptions exist, and most of those are due to arbitrary barriers. But… For all the unlockable characters, I have little incentive to pick them, because their special abilities… Are mostly eh. Some, like Amelia, have front firing missiles that auto target the next person along (and yes, there are shield powerups, so you at least have a chance of not losing five damn places to a Banana Rocket.) Many have mines of some description (with Gwendalyn’s Kiwi Mine being the most powerful, a slow field dropped onto the track.) One of the more inventive ones is Giselle’s Avocado Bite (A chomping, avocado coloured plant grows on the front, biting anyone directly in front of you.)

But all of them, in terms of pure competition, pale in comparison to being able to go faster. And that, honestly, is a problem. The karts themselves have no inherent advantages or disadvantages, so winning involves three things: Drifting a lot (preferably before a boost pad, as boosts stack.) A good racing line. And having boost abilities. Oh look, guess who’s the only character who has that? Strawberry Wings Awaaaaaaay!

There is multiplayer, and there are multiple game modes, but certain characters are a pain to unlock because, as is often the case with a racing game’s first outing, the time-trial gold times can best be described as “Race perfectly, and then some.” Which is decidedly unfun.

As such, despite having a visually interesting world and some good music, I can’t really recommend All-Star Fruit Racing, because it’s a case of style over substance, and, as a party racer, it has balance problems.

Obstacles, if hit, slow you down as if attacked by the weapons. Not, if you look in the bottom left, that it matters right now…

The Mad Welshman will always warn folks about giving one person a turbo nobody else has. Always.

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