Destiny or Fate (Review)

Source: Cashmoneys
Price: £15.99
Where To Get It:Steam
Other Reviews: Early Access

It just doesn’t seem to be my month for games coming out of Early Access. It seems it’s… Fated to be a grim one. Because yes, Destiny or Fate is another one which… Hasn’t really done much to correct the issues I talked about last time.

Oh gee, I love all party attacks on a regular basis! [said through gritted teeth]

When it goes well, it goes well. When it doesn’t, it’s a bloody mess, and a tedious slog. Because there’s not much return on your 3 energy, a lot of the time, special abilities vary wildly in utility, levelling up and buying cards is a grindy affair when you don’t actually have room to grind… And bosses… Ohhhh, bosses…

As defence stacks, some bosses have absolutely ridiculous defence that, sometimes, can’t even be broken through with every special used, and focusing on attack (A dangerous strategy at best.) Some curse the hell out of you, so you have to win the fight quickly, but… Whoop, this particular guy is showing that he’s going to lay down two counter attacks, sod! Enemies do show you what they’re going to do, and this can definitely help in not-boss fights… But bosses are just bastards, and it’s not often at all I reach the second area… Not least because even normal enemies can, if fights go even halfway badly, result in a total party wipe. Because a surprising amount of things have “Attack all” to some degree or another.

While we’re on the subject of enemies… Two of these look awfully familiar.

There remains, as far as I know, one JRPGish battle tune, which becomes wearing incredibly quickly, as does going through the first area several times. The first area… Of five.

Honestly, the most trouble I’ve had with this review is that, because nearly everything I’ve said in the last one, a year ago, remains true (That it’s humdrum in presentation, poorly balanced, wears quickly, and seemingly doesn’t seem to want me to explore its systems), and… What can I say to add to that? Not a whole lot.

This is, in short, a game I can’t even really recommend to experience procgen, card battler players. The few things you unlock mid game don’t stay unlocked, except for hero(in)es, and it’s not worth the grind to try and keep them both alive and levelled. I don’t often say a game is outright bad, but… This is definitely one of those times.

The Mad Welshman’s lot in life is mostly set. He thinks it was because he stole Fate’s lunch money in school. Look, sorry Fate, can I get a leg-up?

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Wayward Souls (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam
Other Reviews: Early Access

Last time I looked at Wayward Souls, at least a year ago now, I felt it was a game of no in between. It was soft, until it was very hard. It was hellishly dark, except for when it was brightly lit. Overall, it felt oddly arbitrary. Well, it’s been over a year, how does it shape up on release?

Looks impressive… But it usually takes about two of these charged attacks to murderise some enemies.

Not… Really. A lot of my criticisms remain completely unchanged. The dark levels are super dark, and then… Oh look, lots of brightness. Bosses remain, on the whole, easier than the actual enemy encounters, incremental abilities remain… Frankly unimpressive, and the procedural level design… Well, it appears to be using some pretty loose rules, which make the difficulty even more variable than it usually would be.

Sometimes, you will find the exit right away. And, apart from gathering coins, maybe some items, there’s no real reason you can’t just take those stairs, with most characters. And there is always a teleporter near the exit. Teleporters, as an aside, apparently work in some sort of sequence, perhaps discovery? But it’s not “select a place to go”, it’s the somewhat tedious “Teleport, nope, teleport, nope” until you hit the “Yep” you were aiming to go.

…You’ve gotta be kiddin’ me…

Which, considering teleporters can generate right next to each other, not just in the example given… Well, that makes it more annoying. Speaking of that, there can be big ol’ branches in the dungeons which… Don’t lead anywhere, or at least, don’t lead anywhere that’s useful to you. Oh, a healing fountain. Very close to… Two healing wells. After two fights I’d aced. Huh.Well, er… Thanks for having no confidence in me, level generation?

Each class, as you’d expect, has their own quirks, their own abilities. The mage is… Well, to call her a glass cannon is somewhat disingenuous. More a glass .22, if anything, because everything in her arsenal is either reliant on mana, or spell inventory. Whee. The rogue, meanwhile, has the backstabbing you’d expect, and a dodge that passes through enemies that… Honestly, seems too fiddly to do just right for the gains. Oh dear, you overshot, just a little? Enemy turns around. Of the four I’ve unlocked so far, Warrior has been, of course, the safest, vanilla bet, and the one I’ve gotten farthest with, but…

I didn’t mention this in the review, but… This is a seemingly inconsistent feature in the dungeons, and… The point of this was, considering this… ???

Overall, I feel like the buy in, in terms of skills, how long you play to get abilities, what you find in levels… It’s frustration versus reward, and, for me at least, frustration wins. The first area is dark and drab, and it’s going to be a lot of what you see for the first few hours of the game, and… It wears.

The Mad Welshman appreciates an adventurer’s life is a hard one. But he mostly plays games to get away from that.

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Dicey Dungeons (Review)

Source: Supporter copy
Price: £11.39 (Soundtrack £5.19)
Where To Get It: Steam, Itch.IO

When you can build an entire, multifaceted procgen RPG out of dice, you pretty much know you’ve got it in the bag. And Dicey Dungeons is… Exactly that. It’s a game where yes, there are only D6s involved, but those dice? They go a long way, and are used in cool ways. Let’s get into this.

Ohno, I’m soooooo dead!

So, the story is pretty simple: Several adventurers are participating in a game show run by Lady Luck herself. A deadly game show, in which the winners take home a prize of their choosing (Disclaimer: Prize may in fact be an asshole genie wish), and the losers? Well, they get either death, or a lifetime of servitude in Lady Luck’s dungeon game show. Aesthetically, it’s got a great cartoony style, some synth beats that, to put it bluntly, fucking slap (Yes, technical term), and everything is very clear and understandable. Nice.

Mechanically? Well, let’s pick a few examples, both among equipment and characters. The game starts with the Warrior, who gets three rerolls a turn. This, honestly, isn’t bad. But I’ve had a lot more fun with the Robot, whose gimmick is that they don’t actually have a set number of dice, only a total they can’t roll above, their CPU count. Roll above it, and all abilities you have left become useless, Roll exactly on your CPU, and you get one of three special abilities in addition. It’s a tense game of chicken with the dice, and I love it. Especially since there are items, unique to the robot, that can play with both CPU count and the jackpot range, and one item in particular, the Ultima Sword, does double damage on a jackpot.

Music has quite the bite to it, and I have little doubt my poor thief is going to be on the receiving end of a shattering high note…

Meanwhile, there are abilities that seem useless unless upgraded (and even then, some aren’t great.) But, with certain other items, they become more useful, and, with the Inventor, whose gimmick is they have to destroy at least one item (more on that in a sec) for their special ability each combat, they’re a damn good way of keeping what you want to keep.

Anyway, each character’s arc is divided into 6 “episodes”, and only the first is the default experience. After that, Lady Luck starts introducing gimmicks. Nasty gimmicks that fit her charmingly mean spirited demeanour, like the Inventor having to destroy more items (but getting more in return), or doubles being destroyed (making certain items completely useless, and possibly doing you out of certain results you want.) Thankfully, each character is introduced whether you win or lose a run, and the further episodes are unlocked once you’ve got the hang of the five main characters (there is a sixth, but… Well, spoilers)

This is still the state of things on publishing this review… I am #cursed …

I wouldn’t really say the game is endlessly replayable, but, honestly, it doesn’t have to be. It’s got a lot of content, it’s easy to learn and middling to master, and its colourful cast, writing, and aesthetics are enjoyable as hell. Definitely worth giving a go, and I would say that this is one of those good first introductions to RPGs with some procgen content (Y’know, roguesortakindamaybelikes.)

The Mad Welshman would probably make a great D6. Would be hard to read black numbers on a black dice though. Ehehehe.

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Iratus: Lord of the Dead (Early Access Review)

Source: Review Copy
Price: £18.99 (£25.25 for Supporter Edition, £7.59 for upgrade to Supporter Edition)
Where to Get It: Steam

Other Reviews: Release Review

Iratus: Lord of the Dead has, very often, been described to me as “Darkest Dungeon, but you’re the villain.” This isn’t, on the face of it, a wholly inaccurate statement. But it is, in many respects, its own, shambling beast. In a good way.

So, as you might expect from the title, you are a necromancer. One who almost managed to conquer the world, until those pesky heroes shot you down. For a long time, you were locked in a casket (Normally a prelude to insanity, but, let’s face it, that’s Tuesday to a necromancer), but now you’re free, and… Have to escape a four level dungeon complex that was built over your tomb.

Good thing you can create undead, huh?

Things rapidly begin going south. We lost our Zombie. Along with his BIG CANNON.

So, combat wise, yes, the game is quite similar to Darkest Dungeon. You have four slots, they have four slots (not always filled), and you have class abilities based on what undead you are. Where it begins to differ, however, is that units have three potential base damage types instead of two. Beyond the “Magic” and “Physical”, you have… “Dread.” And this is where the comparison mainly comes in, as some units specialise in causing sanity damage to enemies, who, after a certain point, will either have some form of insanity (although sometimes, that is a benefit in disguise), or are inspired (get a buff, regain all their sanity, very annoying.) Mixing and matching the two for maximum synergy is highly encouraged, especially as… Not everything has sanity. Lookin’ at you, Golem that wrecked my Dread based party the first run through.

My lord, we can’t scare it… WE CAN’T SCARE IT!

Beyond this, there are only a few similarities. Buildings exist, including the healing building, for sure, but they cost minions as well as resources. Your minions aren’t hired, they’re constructed, from parts of your enemies, or bits you dug up. You can make better parts, spec into spellcasting (I haven’t done this, having too much fun with brains, alchemy, and DREAD), refocus your minions using two choices of ability change per ability, and the dungeon itself is procgenned, sure, but it’s a map where you know roughly what’s ahead, ahead of time (Although enemy composition was, until the most recent updates, a mystery.)

So, in short, it’s got a lot of depth, and the game even has little things to help you recover from losses (brains, for example, automatically level up an undead to the same level as the brain, allowing you to quickly get units of comparable strength to the ones you lost onto the field), and I don’t really have any complaints mechanically. Similarly, aesthetically, the game is pretty clear, the music is suitably ominous and villainous, the soundwork is fine, and Iratus… Well, Iratus’ snark game is on point. Okay, maybe one gripe: Every female minion is of the big-breasted, eerily attractive variety. But mileage varies on that gripe, for obvious reasons.

“For a given value of smiled…”

So, what we have here, essentially, is a pretty polished turn-based strategy/roleplaying hybrid, which I quite like, and seems to be well on track to being a fine release.

The Mad Welshman always appreciates villainous snark. It expands his own repertoire, for the next heroic break in of his lair. So much tidying up afterwards…

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Deck of Ashes (Early Access Review)

Source: Cashmoneys
Price: £11.39 (£5.19 each for OST and Print-Ready Posters)
Where To Get It: Steam

Other Reviews: Release Review

At first, I was honestly a little unconvinced by Deck of Ashes. Grimdark world, of grimness and darkness and fire? Hrm. Relatively small deck you have to build up, and if you run out of cards, you lose health to regain some? Hrrrrrm. A limited amount of time in each area before you have to fight the boss? Hrrrrm? Health and cards burned stick with you, and you can only regain a limited amount of them, balancing cards regained versus healing? Aaargh.

Oh dear, out of cards. Time to… Take the pact. Again. The early game is the roughest part.

But then I gave it a serious chance after some unfortunate runs early on, and… While it looks intimidating, only the boss or elite fights take a fair chunk of time, and it’s not nearly as bad as how it seems at first glance (Although yes, the difficulty does ramp up fairly quickly areawise, as you’d somewhat expect from these procgen card fighting titles.) And some of its ideas really play into its idea of a world fighting against you, and that the bosses are powerful, corrupted entities that, given a choice, you’d probably run from.

For example, bosses can, in the later stages of each area, just… Blow up an area, and if it’s somewhere you wanted to go, well… Sorry. The resting is also more reasonable than it sounds, as quick fights rarely req uire more than 5 cards, which leaves you with 20 percent health to recover. Harder fights, obviously, require more than that, and it’s that grind that leaves you worried, but health cards have been pretty good, and a per-turn limit of cards, obviously, helps a little too. Although it would be nice to fry an enemy in a single turn, it honestly works better this way.

I should mention, at this point, that some of the enemies like succubi are nude in some fashion. Just so’s you know.

Aesthetically, well… It’s grim, but not necessarily all that dark, saturated colours really making the enemy designs pop, with at least some impact when cards hit. Status symbols could maybe do with being a bit more clear, though. The maps are fine, the cards are clear, and the controls are all mouse based. Finally, the soundtrack is, as you’d expect, grim horns, violins… You know what you’re in for with grimdark games, I’ll definitely give them that.

While it does need some polish and balance, right now, Deck of Ashes is, as noted, less intimidating than it looks, and isn’t a bad card battler, all told.

The Mad Welshman doesn’t really like pacts. He doesn’t like a devilish deal he can’t wriggle out of villainously, you see.

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