Spellsword Cards: Dungeontop (Review)

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

Other Reviews: Early Access 1 Early Access 2

I’ve spoken a few times before about how enjoyable I find the many tactics you can find in the simple decks of Dungeontop, the aesthetic, the battles.

You’re a big feller, ain’tcha?

And now, I’m faced with a door. A door to the final level. Between me and the final level is… A lock. And, not having encountered a key anywhere else but the first level, I think to myself.

Ah. So I have to survive four bosses without a heal after each one, to get to this, the final level. Sod.

So, yes, Dungeontop now has a challenge mode level. And it both amuses and frustrates, tipping toward the former. After all, you can exit the dungeon, earning your due gold for a run, at this point. Still… Mean.

A recap for folks, then. Spellsword Cards: Dungeontop is a strategy deckbuilding roguelike, which is to say, you start with a deck taken from your class (Warrior, Mage, Rogue) and your allegiance (Hand of Karim, Guardians of Helm, Tribes of the North.) From there, you go through a dungeon, moving from fight to fight, and the fights…

Looks grim, doesn’t it? But no. The asshole next to me is the boss.

The fights are a grid, on which you play units, and have a hero. You have 3 mana, cards cost between 1 and 3 mana, can only be placed adjacent to each other (or your hero), and they get to move, attack, or both (Some folks have abilities like multistrike or leap, which changes this.) Kill the enemy hero, you win the fight. Your hero dies, you lose. Them’s the basics.

Now, we’ve talked about the various decks in previous reviews, but what we haven’t covered is the final faction, the Tribes of the North. They’re a pretty interesting one, because many of their units rely… On fungus spores. It makes them grow in power, so setting up a good spore economy means your units have the potential to be absolute shitkickers… Provided they live long enough, because many of them are individually weak. Also in the deck are Evolve cards. These ones are also interesting, because every time they kill a minion, everything with evolve gets an ability. Where Helm relies on bruisers, and Karim relies on sacrificing your own, the Tribes of the North rely on teamwork and growth. So… I’m liking the cut of their jib!

Alas, in some situations, even teamwork can’t stop things from getting hairy.

Nonetheless, as mentioned earlier, the aesthetics are good, with some solid card art, some good atmosphere in the music, and sounds that do the job. The menu is still, somehow, a little small, not unreadably so, but… There’s a lot of screen real estate they aren’t using, and it somewhat annoys me.

Beyond this, though, Spellsword Cards: Dungeontop is a strong roguelike of its ilk, and comes recommended. It’s got a lot to play with, a lot to unlock, and the tactical end of things, even by the time you become familiar with the enemies you come across, is interesting. Worth a try!

Teamwork shall destroy our enemies far better than throwing others to the wolves.

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Wicked Willow (Review)

Source: Review Copy
Price: £15.49 (£17.70 for game, OST, and art book, OST and art book £2.09 each)
Where To Get It: Steam

Magic has a Price. This is a common theme in fantasy fiction, especially in magical realism or urban fantasy, in which yes, magic takes a toll, isn’t always predictable, and sometimes… That price is too much. And when you are only just starting out? Well… A beginning is a delicate time.

…A delicate time that involves an axe murderer. Uhhh…

Good thing you’re able to go through it over and over again until you know what’s going on, know the consequences, and are maybe… Maybe able to deal with them.

And I’ll admit, the first few endings I got, I was… A little disappointed. I fucked things up royally several times, got myself in a coma… But eventually, I found other endings, the good ones… And I appreciated it for the good, queer funtime that it can be, when you get that happy ending.

One straight ending, and a whole lot of gay ones, including a transgender character. Yep, fair! Still… The writing, and the voice acting…

Valid.

They are… Alright. The premise is a good one, a groundhog day of a witch whose magic always has an unintended price, with a shady organisation (or, more accurately, way of life, the One Right Way) behind the scenes… Mostly… Still, the One Right Way speech, by the nominal villainess, is an interesting one, and unsubtle. People do often go through the world thinking there is One Right Way of living your life. One Right Type of Relationship. One Right Way to look at it all. I can’t really say more without spoiling things, but alas, the character who represents ORW, and their philosophy is… An unsurprising choice. Still, seeing some trans-euphoria happen in a story is definitely nice, so… Another good reason to like this.

Cheerful British Cat Called Shadow is my new band name.

Aesthetically, it’s a clear visual novel, it’s voiced, its progress checkpoints are both a system I rarely see outside of, say, the wild rides of Kotaro Uchikoshi (look them up, I’ve reviewed Zero Time Dilemma and 428: Shibuya Scramble here, as fine examples), and well represented and checkpointed, letting you know where you can find more endings…

Overall, I must say I’ve enjoyed my time with Wicked Willow. It’s writing may be a little stiff or overdone in a few places, but overall, it is, as the technical term goes, “Dat Good Queer Shit.”

Yes, “Dat Good Queer Shit” is a technical term. Don’t @ me.

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Wintermoor Tactics Club (Review)

Source: Cashmoneys
Price: £11.39 (£6.39 OST)
Where To Get It: Steam

Our hobbies don’t define us… But they sure as hell can bring us together, and tell others things about ourselves. I love art, and roleplaying, and generally, creative stuff. I love writing these reviews, and being critical and informative as best I can. And clubs… That’s where many people had their formative experiences, for good or for ill. Finding belonging, or exclusion, finding friends, ideas… Sharing.

Yes, the clubs are cartoonishly represented. But each one deeply connects with their hobby. And each other.

But what if, for some completely arbitrary reason, that club was shut down? How would that make you feel? Even if there was a reason, even if you didn’t lose the friends you made from those clubs, you would have less of a chance, less time to share that love of your hobby with your friends. And all because of something arbitrary.

And this, in a sense, is the core conflict of the Wintermoor Tactics Club, where the principal, for some unknown reason, begins holding a snowball contest between all the clubs of the school. The stakes? The club that loses each battle gets shut down. For good. All to find… The Ultimate Club. The Club of Clubs.

Look, I wanted to add this one in instead of a second tactics picture because it’s a Devo reference.

There is a reason for it, but, for the majority of the game, it’s going to feel arbitrary as hell, and corny when you do get there. Well played corny, with good writing… But even as a tabletop player who’s played some corny scenarios… Corny.

Anyways, yes, power of friendship, power of shared interests, a theme of tabletop tactics, because our protagonists are the members of the Wintermoor Tactics Club (plus folks who join the club after defeats, for various reasons), and the game is a cool hybrid of point and click adventure, visual novel, and turn based strategy. When you’re outside of battles, you do quests, talk to people, look at items for often humorous dialogue (love the library!), and progress the story in some fashion or another. And then… The battles. They’re all turn based and tactical, usually with three or four characters (sometimes more or less), but sometimes, they’re snowball fights, sometimes, they’re adventures to help the characters think, or to bring someone new to the group, sometimes, they’re progressing a character’s adventure to give them swanky new abilities. It’s solid stuff!

This is the kind of player character naming I can get behind…

Some of them are challenge maps with fixed stuff, which I know is a turn off for some folks, but, overall, it’s got give in how you play and which characters you use.

Aesthetically, I love it. Solid, cartoonish and expressive artwork, fitting and, in places, quite stirring music, a good, clear UX with solid text sizes and easy tooltips… And, as mentioned, some pretty solid writing, with very little tonal whiplash. When things get heavy, they get heavy. When things are meant to be light… You get the picture.

This is a solid game. It’s not a hugely long game, but it doesn’t need to be. I’d rather have something like this, tight, well written, and with elegance, over some bloated, over or underdesigned monstrosity. Turn based strategy newbies may well have a good time with this one, as it’s a nice, gentle introduction to the genre, with a good difficulty curve, and giving you useful information, such as who is going to attack who and why. Which is something you can exploit.

The Mad Welshman does 2 Psychic Damage for a nerdy tabletop reference. It may inflict confusion, or do extra damage if you are weak to Nerd.

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Hnefatafl (Review)

Source: Cashmoneys
Price: £4.79
Where To Get It: Steam

Ah, the ancient board game Hnefatafl. Originally a Scandinavian game of unknown rules (although variants existed in different portions of Europe, especially the Irish and Scottish versions), there was, nonetheless, a version that we now know as Hnefatafl: Tablut, from Lapland. And the general idea is that there is a king, who sits at his table with his men, and… Whoops, turns out this was a pretext by another king to murder him, and he is surrounded on all four sides. Can the king escape, guarded by his men? Or is he fucked?

koff

Well… That’s a common narrative interpretation, anyway. Nonetheless, it’s a competitive board game that is hard. Get hemmed in as the king? Lose. Get captured as the king, lose. (Depending on which rules you use, that requires a simple two capture, or completely surrounding the king) Don’t have enough pieces to capture the king? Lose. King gets to the corner, or edge in some rulesets, and is surrounded by men, so you can’t take him? Lose.

I love Hnefatafl, despite being atrocious at it.

So it’s a bit of a shame that, aesthetically, this isn’t all that strong. The main store image for the game is somewhat misrepresentative, as it isn’t 3D at all. It’s your standard top down deal, ala some chess games, and its UX is clear, but… Eh, it isn’t the greatest, really. There is online multiplayer for the game, so you could very conceivably play a friend (or play them with Steam’s Remote Play function.) It does, however, have most, if not all of the rule variations that exist of the game, so that’s definitely a plus, as is a chess like scoring system for online play, so… Plus?

Big ol’ list of variants, see?

And that, honestly, is the real choice here, when it comes to Hnefatafl games. If you want the most complete game with most, if not all of the rulesets, this is your choice, £5. If you want something older, with a little more flair, King’s Table, £4. If you want a 3D hnefatafl game with some visual polish, Hnefatafl: Viking Chess, £4. None of them will really go into the deep strategy of it, that’s for you to research… But they all offer different things, and this Hnefatafl game? It offers the variations.

Thud is, by the way, a hnefatafl variant. In case you didn’t know.

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Kingdom: New Lands (Going Back)

Source: Cashmoneys
Price: £10.99 (OST £13.59)
Where To Get It: Steam

I’d actually been eyeing Kingdom for a while, but… Something put me off. I think, honestly, it was the tower defense aspect of it, for, as long time readers of my work may know, I’m not the biggest fan of tower defense style gameplay.

The Greed is attacking… And they’ll only become stronger the more I linger…

But, while there are aspects of that to Kingdom, and indeed, defending the kingdom is a core element of what’s going on, the other aspects are what keep me going to it. The decisions, for example. Huh, I’m short on coins… Do I create some farms? Do I chop some trees? Pay the merchant? Two of those can have consequences, if you aren’t careful. Chopping trees pulls back the forest, which is great if you want more land, more walls between you and the Dark Portals of Greed.

Not so good if you want to carry on recruiting people to become bowmen, knights (later), or farmers, maybe keep the merchant, or get a steady supply of deer. Creating farms is fine if you can defend them, or your temporary farms aren’t too far away from your settlement… But risky business nonetheless, because a slow citizen is a lost citizen, their tools stolen, trudging sadly back to the forest because you’ve failed them…

I am a queen who leads the way for my people… Such… Such as they are… Am I the bad queen, for leaving them behind?

…And, of course… Do I spend money on the main goals yet? Because there are two, or, more accurately, there’s one, but the second may be necessary to get the other. Building a ship to carry the King (or Queen) to a new land, and destroying the portals, the source of the dark Greed. The capital letter because it’s become an anthropomorphic force, rather than just, y’know… A lust for money or things you don’t have.

It’s an interesting idea. Story light, but it brought me back, quite a few times, to explore it. To take risks as the King (or Queen), because, for the majority of the game, there’s a lot you need to take a direct hand in, like distributing that coin to various projects, dropping coins beyond the battlements to maybe keep the Greed away for just one night, recruiting people by giving them coin… Riding out from the settlement, and god help you if you’re out at night, because if you don’t have coin to drop, to distract the Greed, they’ll take your crown. And if they take your crown, it’s all over.

This wasn’t the smartest idea. Somehow it panned out. Somehow.

Aesthetically, it’s good pixelwork, some cool music, fitting the theme of a kingdom lost, a kingdom renewed… A kingdom threatened… And gameplay wise, it’s got depth from simple elements, resource management and tower defense… I like it. The tower defense aspects, the slowish pace, the almost roguelike nature of “You will fail to learn the systems”, and the ramping difficulty may turn folks off, but the original game, the proof of concept, is available much cheaper than this for you to try (£4), and, if that grabs your attention, it may be worth taking a look at this one, which adds various features.

The Mad Welshman would make a terrible monarch, or any sort of ruler, really. He’s more the “Laser his name on the moon” type.

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