Mad Crown (Early Access Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam
Other Reviews: Release

IMPORTANT REVIEW NOTE: The Steam Store page will tell you it is not English supporting. This is an oversight. Second menu button, third tab, bottom drop down menu option, select English. You’re welcome.

This past year, it seems, my cup runneth over with interesting, accessible, yet challenging Roguelikes. And Mad Crown was an especially nice surprise to review, considering the developers hadn’t originally planned to localise it until release. So, thanks for that, S-Game (M-Game?) , and thanks also for making said localisation moddable. Perhaps, with this, I could make a Wenglish translation. Enemy is BLEEDIN’ TAMPIN’ , BUTT.

Three thieves, and a treasure containing monster. I foresee pretty much everything running away this fight, some of it with my hard-earned…

But I digress. Mad Crown is a turn based roguelike, in which a slowly growing group of adventurers try to head deeper into a nether dungeon, to seek an artefact of great power that had gone missing previously. So far, so… Wait, buzzsaw robots? Grinning goblinoids and zombie gangers? Huh. Mad Crown’s world is an interesting and eclectic mix, and the hand drawn art style both stands out and sells it quite well. The music’s good, the UI’s clear, and the game?

The game isn’t bad at all. Difficult, yes. But difficult in a way that can be understood. Enemies debuff a lot, from Chaos (confusion) to Disarming (Removes equipment), and against that, each character has one basic attack, one special attack, one defensive ability, and a passive. Almost everything else is cards, from equipment cards (adding armour, damage, and special abilities), spells (The instant action Heraldries and the all group Upanishads providing an interesting balance: Do you want to attack as well as debuff or hurt a single enemy, or do you want to try affecting everyone with the debuff? Tough call), and items. Each dungeon run starts you at a low level (levelling up as you go), and the longer you take in the dungeon, the more overlevelled enemies get. Add in the other wrinkle, that if an enemy kills another enemy, it levels up, and…

The further into the dungeon you get, the more interesting it becomes. Although, y’know, also the more *lethal* it becomes…

…Look, there’s a lot of depth here, both in the dungeon, and the town. Individual dungeons are relatively short, the game mostly tutorialises well, and it gets a lot of good mileage out of the features currently present in the game. I’ve crowed with delight as I killed multiple opponents in a single turn, and recoiled as what I thought was going to be an easy enemy ate its friends, and suddenly became a miniboss. Said “easy” enemy is now higher on my target list in a fight, precisely because it’s one of the few that willingly attacks its own friends without confusion.

And yet, it remains at least moderately fair, due to its rescue system. Got a friend with the game? Good, because they can save your kit, and you can save theirs, once you get far enough in the story that the rescue of your equipment from your corpses is no longer automatic. Copy a code to your clipboard, give it to your friend, and they rescue your kit. Nice, encourages you having friends playing, and makes the difficulty curve just that little bit smoother in the earlier stages of the game.

Overall, I quite like Mad Crown, occasional frustrations aside. It’s got promise, it’s got a lot to unpack and unlock, and its systems are easily explained and learned in play. I look forward to seeing where this one goes.

Eep.

The Mad Welshman is pleased to be the first english language reviewer of this game. Wooooooo!

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Tangledeep (Review)

Source: Review Copy
Price: £10.99 (£5.19 for soundtrack)
Where To Get It: Steam

One of the many things I find interesting about game design is how, individually, elements can be nothing new, but… In combination, the magic happens. Tangledeep is, in many ways, a traditional roguelike: On its intended difficulty, survival involves genuine consideration and thought, knowledge of its rules (The game likes to remind you, on death, that those healing potions you get don’t take a turn to use, for example), and memorisation, to an extent, of the challenges that face you. This level branches into these levels, this boss is at 6F, and so on.

With the Keen Eye perk, a frankly silly amount of information is easily available about your enemy.

However, there’s enough differences and features that, in essence, listing them all would probably fill a review on its own. Crafting food, with a recipe book in your journal. A JRPG style Job system, where you mix and match both the skills and weapon talents of classes however you feel is optimal. Pets, seeds, a mysterious machine, and, somewhat surprisingly, an overarching narrative, set in a world where climbing up the Tangledeep, and attaining knowledge (Sometimes doing good along the way) is the goal, rather than, for example, climbing down the dungeon of Somuchforthat to gain The McOrbison of Clingfilming… Or something like that.

What this means, in practice, is that you always have a good reason to come back to town through the town portal, checking in on what’s going on, that there’s a fair amount to explore, and, thanks to an adjustable difficulty where you don’t necessarily have to die, you can chill the heck out while doing so, exploring the systems and getting the hang of things before maybe graduating to single character permadeath with unlocks, or, traditionally as heck, permadeath permadeath.

It shouldn’t really be said that you don’t disrespect a birdman’s nest, even if they *are* a jerk… But I went and did it.

Or not. Nice thing about games with a fair amount to do, and adjustable difficulty: You don’t have to explore the whole thing to have fun. It helps that, as Roguelikes go, Tangledeep is pretty accessible. Here, clear menus. This is equipment, food inventory, job point stuff, journal. There, a clear map, everything tile based with a key that leaves little doubt as to what everything is. With good music, sound effects, and visuals, all inspired by SNES JRPGs, a variety of classes, unlocks, etc, there’s a lot to recommend it.

Indeed, my main complaint is one that could be levelled at, honestly, a lot of roguelikes overall: Beyond the special areas and boss levels, going through some of the levels just feels a bit humdrum, a case of “Explore as much as possible, break things, go back to town, up some stairs, rinse, repeat.”

As such, overall? Tangledeep’s pretty good for a Roguelike. It’s got charm to it, and a solid, clear design to its UI that helps make it just that important, little bit more friendly. And that makes it a roguelike well worth checking out.

Please don’t ask me to name your own pets. This is part of why…

The Mad Welshman also has a nice nest. Well, as soon as he puts his many many books in order, preferably without loss of life or limb…

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Deep Sky Derelicts (Early Access Review)

Source: Cashmoneys
Price: £12.39
Where To Get It: Steam
Other Reviews: Release

Balance can be a very difficult thing to achieve. I don’t think that’s always a well understood thing. The more complex a game is, the more likely one of its pieces can fail to interact with its siblings. And although I am certain it will be fixed, it’s interesting to note where Deep Sky Derelicts hasn’t quite got the balance down just right yet.

This combat, which I foolishly walked into, could be a metaphor or something.
But no, it’s me about to be clowned by a superior force.

Before we get into that, however, what the heck is a Deep Sky Derelicts when it’s at home? Well, it’s a procedurally generated, turn based game involving entering ancient hulks, fighting aliens, pirates, and robots, all to find two dreams of humanity: The Mothership on which humanity arrived, previously thought by the game’s spacefaring civilisation to be mythical, and citizenship, for lo, the spacefaring civilisation is a wee bit dystopic. Hand drawn art in a comic book style, some solid music and sound effects, and a mostly clear UI. Good stuff, potentially, and, aesthetically, already shaping up very well.

And mechanically, a fair amount of it is shaping up well, too. Most of the various classes work well, each having specialities of their own, such as the Bruiser’s Heavy Melee (at the cost of not having a ranged weapon, or a second tool), the Leader’s flexibility, and so on, with guns and addons being the main methods of customising your character’s deck of cards for the fights. There’s a certain joy in finding new and effective methods of murderising the opposition while ensuring your health or suit energy doesn’t get too low, because regaining the former is expensive, and losing all the latter (Drained by both exploration and turns of combat) is an instant death state… Similarly, the tutorialising is good, and mostly feels natural.

Even the most basic of attacks look good.

Alas, not all is currently well, and some things feel a little lacklustre. The Bruiser, for example, has the lowest ratio of combat cards to non combat at first, so they are, oddly, a class you have to build up before it really gets going, whereas others, such as the Engineer, can mostly get going straight away. Equally, not all weapons are equal, with the Assault Rifle getting the least use in my runs because… Well, without a high Weapon stat, it rapidly becomes useless against anything with the least amount of armour. At the moment, the ships feel relatively empty, which, in a way, is fitting, but also makes for minutes of… Well, wandering just to find something, and it’s very important to check the level of the ship you’re invading before embarking. There are four ships to start with, and closest does not mean friendliest. Just so you know. Finally, and this is definitely something that is being worked on to my knowledge, the game is not complete, so unless you’re gunning for the main goal as directly as possible, yes, you’re going to run out of missions, and consequently money. Money you need to re-energise your suits and survive.

These points aside, though, Deep Sky Derelicts is shaping up to be pretty fun. Some of the questlines are well written, and give a sense of a universe which has a lot of odd things going on, like God Machines (or machines with delusions of godhood… Take your pick), creative means of getting around the limitations of a space suit (and the disgusting results thereof) , and, of course, the things that populate ships. What makes all the janitor robots so damn murder happy? We may never know. Finally, when a run goes well, it goes very, very well, and I’ve been dissuaded from wanting to murder my entire team by… Well, finding some particularly juicy pieces of loot that make the combat go by even quicker, new things to see in the comic frame presentation of moves, and convinced myself “Okay, you don’t get cut off yet. Your kit’s too good.”

On the one hand, minimalist, and not a whole lot of events over the whole ship. On the other, this is clear as crystal.

So that’s the current state of Deep Sky Derelicts: When it’s good, it’s entertaining and fun, and when it’s bad, it can get sloggy quickly, which, thankfully, is fixable. It’s an interesting take on an idea we’ve seen quite a bit of over the years, with a good aesthetic, and I look forward to seeing where it goes, because, as mentioned, balance problems can be fixed, and the writing of what’s in there so far is giving me confidence that, by release, I’ll be more positive about the game.

The Mad Welshman would give you more today, but he needs to get a suit refill. Stupid oxygen-nitrogen atmosphere…

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Mercenary Kings Reloaded (Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Sometimes, I’ll freely admit, reviewing can get a little odd. But when given the opportunity to compare a game’s experience both before and after a major free update, it’s an interesting window into game updates that would normally be reserved for Early Access releases.

That doesn’t, unfortunately, mean I particularly get along with Mercenary Kings, even after its Reloaded update. But in some areas, I can definitely see improvement, and I see this as a good thing, overall. Let’s get into it.

Big, lumbering… Does a hell of a lot of damage if it hits you though!

Mercenary Kings is a 2D platforming shooter with quite a few elements that are inspired by the gameplay of Monster Hunter and its ilk. Several repeatable missions in areas that expand as you get further toward the end of each chapter, with random drops from a set pool that depends on the enemy or, in the cases of boxes, on the mission itself. Said drops, along with the money reward, goes into unlocking or buying kit, skills, and usable items, which make your pretty damage and defense numbers go up, allowing you to fight bigger and nastier things… With the caveat that really big numbers tend to have a tradeoff, like weapons being heavy enough that you can’t run or jump nearly as well, for example. Mostly, getting through is a combination of knowing enemy patterns, good item usage, and picking your fights.

Thing is, flow becomes very important in such a game, and, before the Reloaded update, the early game flow was painful, at best. Certain enemies (Shield Joes, Pyros, and Drillerillas, for example) felt more like living roadblocks than an organic part of the experience, hard to avoid even with the lightest of equipment, and equally annoying to kill without damage, and, beyond the weapons, early game progress was slow.

Right is, in this case, the safer choice. This drill kills bullets.

Aesthetically, the game was (and is) strong, with the one notable exception being Empress (the original woman character) being… Well, an Escher Girl in her title appearance. Otherwise, the spritework’s good and clear, and the music is reminiscent of quite a few nostalgic treats, mostly platformers and shooters (The camp music, for some reason, reminds me of Blake Stone, an old Apogee published first person shooter. Maybe it’s the sound font.)

Has the Reloaded update improved this? Somewhat. The aforementioned roadblock enemies still feel like roadblocks, and are still somewhat annoying, but the weapon updates and balancing has definitely improved things, even if the early game flow remains a little slow and grindy. The two new characters are a welcome addition, as is objectives clearly being shown on the map (Something I don’t recall before Reloaded. Happy to be corrected if it was the case previously, and I just didn’t see it.) The bosses are mostly pretty interesting, even if I quickly saw the base enemies as a chore, rather than a challenge, or source of enjoyment, and seeing various new knives and guns is always a pleasure to my monster huntin’ mind.

*Sinks to his knees, fists clenched to the sky* GATHERING MISSSSIOOOONNSSSS!!!

As a platformer shooter, Mercenary Kings Reloaded feels a little slow (unless you have the sprinter upgrade), a little grindy at first, but it has taken steps to make its early game a little more friendly, and this is one of the few times where I will say “It Gets Better.” It’s no Contra, no quick, twitchy game this (Although some bosses do require a good handle on movement and dodging), and 4 player multiplayer definitely helps when you have friends to play with… But, as mentioned, despite its influences, it’s sadly not my cup of tea. Regardless of my opinion, though, I will state: The Reloaded update is an improvement. Respect for that.

The Mad Welshman killed 23 CLAW soldiers to make this review. It would only have been 7, but fabric drops were low on the mission he was on.

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Delver (Review)

Source: Cashmoneys
Price: £11.39 (or thereabouts)
Where To Get It: Steam, Official Site
Other Reviews: Early Access

Well, it’s been a wee while since I last looked at Delver, and now it’s hit release. And you know what? The game’s pretty solid, for what it is: A first person, moddable dungeon crawler building levels out of pre-built rooms, with random potions and kit, and fixed enemy types per area.

G’bye, broken dagger, you were an ok dagger while you lasted, but now you’re crap and gone!

A lot of what I’d previously said about Delver remains true: Weapons degrade over time, so you’re deeply encouraged to change things up (Unless you want to be walloping things for a grand total of 1 damage over and over again), inventory management is something you generally try not to do in the middle of combat, and you’ll want ranged options, and a fair amount of them, by the time you hit the second area. But it’s the little things, sometimes, that help.

What little things? Well, bigger room variety, for a start. The game really uses the vertical element now, and so rooms feel more fleshed out, more interesting. A few extra enemy types, a bit of rebalancing, and the addition of bombs (and bomb vases… Be wary of darker coloured vases, they go boom) all go a little way toward adding a little more flesh to what was already a fairly accessible, chunky dungeon crawler with a bit of charm to it. Potions can be exploded, if you use them right, and all of this goes toward giving a little more depth to a moderately simple game.

As such, yeah, Delver still charms me. Sure, there’s no incremental play (beyond gold carrying between runs), but it’s not designed around that, more about getting right in there and delving. No one combat option is superior to another, it’s simple to understand and get into, and deaths are simply a pause, a learning experience. Oh. Yeah. I maaaaybe shouldn’t stab the dark red vases, huh. Oh. Yeah… Wands and bows are actually useful. So that’s what that Skeleton does.

With the addition of bombs, things can get a little chaotic. The Fire Bomb is both the most rare and best example of this.

Another addition is that there are more… Sssseecretssss. Doors that don’t seem to be openable, locked areas, little branching paths. While I haven’t found the key to unlocking them yet, it is there, and the rewards, from what little I’ve been able to see, are pretty juicy. The sound really helps to create a living dungeon, and some monster noises echoing from further away really helps hit home that no, you are never safe.

The price has gone up since I last reviewed it, but I still feel, so long as you’re aware this is a pick up and play game, rather than The Big Roguelike of Complexity And Nuance (or something) , then I would still recommend this as a fun experience with a consistent, well put together aesthetic. And, of course, it’s got a mod scene. Not a big one yet, but the game is moddable.

A room? Just devoted to this elaborate patterned spike trap? Oh, you *shouldn’t* have! <3

The Mad Welshman gives this game the Sheev Palpatine Award for Health and Safety. Can confirm that handrails are mostly lacking over bottomless pits, and explosives are placed wherever the heck. Keep it up, villainy’s proud of you!

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