Cliff Empire (Review)

Source: Cashmoneys
Price: £8.99
Where To Get It: Steam
Other Reviews: Early Access

Last time I looked at Cliff Empire, it was aesthetically pleasing, with some exceptions, but, honestly, a god-damn mess to actually play. There was a lot of waiting, unclear resource imbalances, poor tutorialisation, and a trading UI that was as clear as mud, with Dead Man Walking scenarios everywhere.

Starts to construct a Matter Mi– Oh. No matter to make a matter mine with. CRAP.

Oh, and let’s not forget that the implicit subtext, with only decades passed since nuclear disaster, the survivors on a space station recolonising, and them recolonising literal ivory towers (Well, okay, some sort of white stone, but still) with the power of actually working for once, and bitcoin as currency… Well, suffice to say, despite the criticisms of the game being legitimate ones, I am much less sympathetic to the colonists in this game than I have been for many others. I have more sympathies for the marauders who occasionally crop up, even if they make my teeth grind, gameplay wise.

So yes, Cliff Empire is one of those colonisation survival games, where you start with limited resources, that you have to use efficiently, because getting more is dependent on several things, not all of which you know beforehand. Is this the tower you start on with 100% Uranium yield, 40% Uranium yield, or precisely fuck all? You don’t know. Is the soil fertile enough for crops to do well? You don’t know until much later on. Can you afford the Uranium from your somewhat richer masters up top, or will you just have to cope with what you can eke out? You don’t know.

And large towers were constructed by… Well, actually, why were they constructed, if what was left were rich people?

What you do know is how much groundwater there is in each tower, how well wind or solar power works there, and, the most obvious, if there’s a big honking pool of water that may contain enough fish worth harvesting, but definitely takes up valuable space which you could have used for one more maintennance panel.

Okay, so let’s briefly take a trip into “This is nice” town. The aesthetic is pretty cool. The music is chill and relaxing, the cities are neofuturist, and the inclusion of a tourist mode, where you can spend your spare time wandering around the city (sort of) is nice. On the downside, the trade UX still has that trap of “No clear input fields, so you butt your head against the lack of buttonage, when you’re actually meant to put numbers in the ‘sell if more’ and ‘buy if less’ fields” I complained about last time. But mechanically, it’s slow, it can be very trying, it has several Dead Man Walking scenarios, even in the early game, and then… There are the quests.

WELP. I had enough engines… But not enough were delivered in time. Not least because it takes a while to get more than the three drones you start with. What with concentrating on survival and all…

The bougie masters up top demand resources. And if they do not get those resources in time, you will lose some of the money you desperately need, and only have limited means of generating for yourself. Oh, and your colonists, if unemployed, despite being fed, given furniture (never enough), gadgets (never enough), appliances (never enough), and parks and other nice little perks, will steal from your coffers. Hell, sometimes, if you haven’t provided enough for the pampered little darlings, they’ll steal from your coffers anyway.

There is definitely potential in Cliff Empire, and maybe, one day, that potential will turn up, subtext of the narrative aside (Honestly, there’s not really any redemption on that front, especially in the current climate.) But it’s such a frustrating grind of a city builder, that I’m not having a good time, even with the relaxing music and nice aesthetic.

The Mad Welshman’s stance remains the same as it has been for quite a while: Eat the rich. Well, eat the rich who fertilise plants, the rich are quite unhealthy meals.

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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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Reventure (Review)

Source: Cashmoneys
Price: £4.99 (£1.69 for soundtrack)
Where To Get It: Steam

What if you were not, in fact, the hero, but some random jackass chosen to wield a magical sword? Such is the question asked by Reventure, and the answer is: You die. A lot. Sometimes entertainingly, sometimes anticlimactically. And this, funnily enough, is the whole point: A collectathon of endings.

He’s Lump, He’s Lump, He’s in mah head…

To say that mileage will vary on this one is… Kind of an understatement. After all, we’ve seen obscure game endings, some of us have gotten those obscure game endings, and always, the question arises: Was that worth the effort to get it? By the time the obvious ones, involving the sword, Power of Love, and just dying to things had come and gone, I was apparently in the top thirtieth percentile of players. By where I am right now, where a lot of what I need to do involves either completing the game’s stated goal of saving the Princess in some fashion, finding obscure things, and the like, I am top 10% of people who bought it already.

Since this is kinda the core deal, it’s important to note, because, aesthetically, the game can shine as much as it wants, and it kind of does, with highly Zelda reminiscent tunage, some amusing writing (“Wait, ignore the heroic music, don’t go past the checkpoint without a weapon!”), and a solid tiled pixel aesthetic… But you’re going to be hearing that heroic music, the eerie temple and Dark Castle tunes, and seeing areas… A lot. And, later on, it’s going to be to the backdrop of “Shit, wait, shit, wait, where do I…?”

Get crushed, and… Well, you’ll be alive, at least? Poor Hero.

It’s basically about discovering things, and, funnily enough, one of the most amusing discoveries is that, for the majority of endings, our hero just… Won’t die. Crushed by a brick? With an “X time later” card, we come back to the house, to find… OH GOOD GOLLY… A boneless, flapping husk is now our player avatar. Eep. Zombies, pirates, even a Tingle… These form a component of its humour, and I definitely appreciate the variety. The other feature of the game, in which Twitch streamers can let a person play the role of the hero verbally, is… Well, the mileage on that can vary quite widely too. I didn’t use that one, even though I know my community’s pretty solid.

Still, this is definitely a game that does what it’s trying to do. It’s trying to give that feeling of hunting obscure endings, of the variety of possibilities that, normally, we just cover with some generic game over, or a brief animatic. It even tries to give them the same sort of weight. But that sort of even weighting isn’t entirely do-able, simply due to the nature of the beast. Its humour mostly works, and, overall, I would recommend this to the completionist in my life, even with that final stretch being a bit tiresome to achieve.

The Mad Welshman is a Grumpy Completionist. He likes completing things, but never has the time

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Deck Hunter (Early Access Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

The feel, the flow of progression is an awkward line to balance. Give nice things too much, and you devalue them. Punish the player too much, or give nice things not enough, and it feels… Well, not worth the time. This is the line Deck Hunter… Isn’t currently treading very well. And it’s a shame, because there’s a couple of decent ideas in there. It’s just there’s also a rather silly amount of grind, and the requirement for good play… Or no play. Well, no win, anyway.

Disclaimer: Cards must be low level, and this reduces the size of your deck. Terms and conditions may apply.

The general idea is one we’ve seen a fair amount before (heck, even this month): You, an adventurer, use cards as attacks, fighting monsters, defeating bosses, going through areas marked as combats, treasures, spin-to-win, and rest sites. Where it gets a little interesting is that cards upgrade through use, and can also be mixed with Alchemy cards to create new, different cards. Crafting items, two card combos…

It’s such a shame then, that, outside of the combos (a mixed blessing, as we’ll discuss), I haven’t been able to see much of it in hours of play. What I’ve seen… Is the first area, again… And again… And again. And, funnily enough, that palls pretty quickly. So… Let’s talk about the why, as I see it.

Thanks to that Corrosion effect, I am, essentially, just going to take damage. The question was “How much?”

A basic combat is, on its face, pretty simple: You have a five card hand, which, at first, consists of strikes (5 damage, 1 energy), defenses (5 damage blocked, 1 energy), and some other cards like a healing potion (usable once per combat, 1 energy… 3 hp recovered.) You have three energy per turn. Okay. So far, so simple. There are even three combos associated with this. And one of them… Is annoying. Strike, then Defend, as opposed to Defend, then Strike. See, the latter gives you another Defend card (can be useful, if you have energy to spend, and, say, had no other Defend cards.) The former, on the other hand, drains one energy, gives you… 2 defence, and… Well, it’s not worth the hassle.

Okay, now let’s look at our enemies and… Huh. 27 HP and 17 HP, with… 11 attack and 7 attack. And here, friends, is where we start to see problems.You can, if you have 3 Defend cards, defend against this, due to the Defend+Defend combo. 5+5(+3)+5. Cool. If you want to deal no damage. Similarly, if you have three Strikes, you can kill the one with less HP. 5+5(+5)+5. Cool. But you will take damage. The question is: Who’s got the 11 damage attack? And, more to the point, without either of these options, the math is not in your favour. Rarely does any enemy have less than 15 HP (or a Two Strike combo’s worth.) There is no defence against status attacks (such as the shroom’s Corrosion/Piro attacks), some of which do damage regardless of your armour. Sooo… On the Micro level, it’s actually pretty damn hard to avoid taking damage somewhere. Unless you play well, right out of the gate. Even if you do, certain enemy combinations are, essentially, a big middle finger to your desire to keep your HP up. Oh, hey, it’s a mushroom and a thief! A thief who has 34 HP, and the Unloader special skill (reduces your energy to 1 next turn.) Plans? The hell are those, you got none!

My best shot at the boss, in which several cards upgraded during the fight. Not that it helped.

Enemies, in general, seem to scale faster than you do.

Now we add in that, to upgrade a card, it has to be used a certain number of times. And those upgrades… Well, gee, my Defence got upgraded to… A slightly better Defence. As in, 1 point. And it can’t be used in Defence combos anymore, only Improved Defence combos. Thiiiis might not be the best plan unless I have several upgrades in a row real soon. (Narrator: It wasn’t. He did. It didn’t matter.)

And then you get to the first boss. Gee, I sure hope you have a plan which involves 40+ damage and some unblockable damage, 104 HP, and two adds that like to add corrosion, and, more importantly, boodles of defence to the boss!

Overall, right now, Deck Hunter feels more like a losing battle of attrition than a game of skill and tactics. It looks alright, but playing through that first area, with that first area music, and those first area enemies, time and time again, has palled me on it, and I just want to move on.

The Mad Welshman sighs. The Balance has been disturbed…

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Cliff Empire (Early Access Reviews)

Source: Cashmoneys
Price: £5.99
Where To Get It: Steam
Other Reviews: Release

Right now, Cliff Empire is a frustrating experience. Not because it doesn’t have a good idea. Not because it doesn’t have a good aesthetic (futurist and clean.) No, it’s simply because its tutorial… Does not actually teach very well. Or, more accurately, it doesn’t keep up very well with how it is currently balanced.

Our latest bunch of hapless colonists.

Example: You are asked to build one matter generator. Then you’re asked to build a whole bunch of stuff that uses matter. Congratulations, your matter economy is now borked. If you, yourself, fix that, well… Did you know the power economy is, in the early game, heavily weighted toward building a lot of power surplus during the day, then disabling buildings and using batteries constructed by power surplus for the night? No? Oh. Well now you do. Some other things are more obvious, such as needing enough food and water to keep your colonist fed. But some needs are… Irritating.

Oh, yes… Premise. Earth has been blasted by radioactive war, leaving a lot of the fallout. Some folks escaped to an orbital station (which is doing just fine, by the by. Bastards), while the ones who remained, out of some weird altruism (that I don’t think those station folk are owed) built giant cliffs to rise above the radioactive fog that now covers the Earth.

Fun fact: They don’t always fill your needs. Perhaps the survivors on Earth had a sense of humour. In any case, there are three modes of play: Sandbox (currently preferred), Default (In which raiders don’t appear to come, but you have to fill those needs), and Tower Defense, which I haven’t even touched because… Come the hell on, I don’t need powering missile stations and shit on top of the hot mess that is currently “Just keeping folks alive.”

Trying to go it alone resulted in a… Marginally better life. Marginally.

Because yes, you will have trouble balancing needs. Colonists come in groups of 15 (needing Uranium to land, something you will have to trade for in the early game because you don’t know how much is in your particular cliff top), but housing comes in… 13, with the options for more if you spend the money. The money you won’t have until you build a trading station.

While we’re on the subject, let’s talk about the UI. Most of the time, the UI is just fine. But currently, the trading UI is clear as mud. It specifically wants you to enter numbers in the more than columns and less than columns as needed (Once you’ve put in a number, entering 0 for less than, or a number higher than you think you can feasibly reach for more than, is needed.) Buuuut guess how the columns, and the rows are differentiated? Answer: Not at all. It’s a big black space that, honestly, confused me for far longer than it should have.

What this doesn’t tell you: Also have enough matter creation to be able to handle that 3d printing and everything else you’re about to do…

Overall, Cliff Empire has an interesting premise (Even if I feel antipathy toward the orbital station survivors, considering their likely background), and it doesn’t need much more work, aesthetically speaking (Music is fine and calming, buildings are clear and futurist, UI… Needs some scaling options, and the aforementioned Trading UI thing.) But the balancing seems to need work, considering that nearly every building past the first few has some sort of roadblock or bottleneck associated with it.

The Mad Welshman will not allow the rich to get to the orbital stations. His knife and fork are at the ready…

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