World of Horror (Early Access Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam, Itch.IO

Content Warning: This game has body horror and mutilation imagery, mentions of suicide, self harm, and murder.

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Jupiter Hell (Early Access Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam
Previous Reviews: Early Access 1

There is perhaps nothing more satisfying than riddling demons with holes with dual wielded SMGs. The kickback, the satisfying noise, the rapid thuds followed by the larger thud (or boom) as the monstrosity from another dimension finally keels over. In your imagination, of course, because while there’s bullet trails in Jupiter Hell (allowing you to see just how much ammo you wasted murdering them), death animations aren’t really that impressive, nor do they need to be.

Oh. Wait. There is perhaps nothing more satisfying than seeing the sizzling holes, melting a demon piece by piece, with dual wielded plasma SMGs. I stand corrected.

Buddy, you can… See all these bodies around, right? And me, without a scratch?

What I’m saying is, 0.8.8, the Dual Wield update for Jupiter Hell, has a feature that’s pretty damn satisfying, even if it has some qualifiers, like “You get this cool thing if you survive your first three level ups”, “It will still take up two weapon slots”, “Remember how you had that ammo problem? It will chew through ammo faster”, and “Only Marines and Scouts get this. Sorry Techies.”

Of course, it’s not the only change, although hacking turrets feels… A little underwhelming, as an example. Find the computer terminal on a level, spend 3 of the new combo armour replacement/hacking items, the multitool, and bam, turrets are… Deactivated, seemingly. Since I’ve never seen a turret shoot someone, and they have an ammo drop next to them, that’s basically what I assume, anyways. I mean, it makes levels slightly easier?

And now I’m on fire, how ’bout that?

Anyway, yes, I forgot, all this time, to say what Jupiter Hell is, for the folks in the back. Jupiter Hell is a turn-based roguelike, heavily inspired by Doom (Its spiritual predecessor actually was Doom: The Roguelike, and it was only Bethesda’s litigiousness, in spite of Id Software being cool with it, even flattered, that it is not called DoomRL2 today.) Actions like moving, reloading, firing… All take a certain amount of time, and the enemies, similarly, work on a timer. Diagonal movement costs two squares of movement, but moving doubles your chance of evading shots, so it’s valid to, when seeing a big old bundle of enemies, to book it to a safer position. Indeed, considering enemies will now hit cover when they see you most times, and only get out if you destroy it (sometimes possible) or lure them out (a risky move in some cases, but risk management is the name of the game.)

And how does all this feel? Well, easy mode feels pretty do-able, although you definitely have hairy moments. Normal is a roguelike experience, something that takes a fair amount of tactical thought to defeat… And, of course, there’s challenge modes. I don’t recommend challenge modes for the casual player, or the higher difficulties. But it is casual playthrough accessible, with relatively minimal unlocks for getting certain achievements.

Poor dualjay. He never got to see the plasma pistols…

It helps that it also looks and sounds pretty good. Shots sound satisfying, the clank of one of the chonky security robots is a sound that, once you know the enemy itself, makes you break into a cold sweat and hunt cautiously for both the robot and the best cover, the maps look pretty good for being tile based, quite atmospheric, and the music… Well, as with its inspiration, it veers between heavy, driving metal, and ominous, low tunes, setting the mood for each area. Oh, and then there’s the Marine/Scout/Techie, whose angry growls evoke that 90s protag feel, but in a way that’s not, like quite a few of the 90s FPS protags, a dickwad. Just a dude very, very angry that shit’s gone to hell.

So yeah, Jupiter Hell is getting closeish to release now, the devs have been very good about trying to balance it while maintaining interesting mechanics, and, while I don’t think they’re quite there yet, it’s a pretty good roguelike to start your entrance into the genre.

The Mad Welshman has nothing against demonic denizens. He just wished they’d stop trying to kill him.

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Dungeon Origins (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

I admit it: Normally, I am not a fan of Tower Defence. It’s just a personal preference, and I’ve only enjoyed a few games in the genre. So for me to say Dungeon Origins is okay? It might be more than that for you. Who knows. Let’s get into it.

See this? This is a very bad idea. This is your actual bad management skills at work here.

The story idea is actually a pretty fun one: A hero has cleansed the land of the great evils, and the kingdom is at peace. Well, right up until the moment where the King makes the extremely unwise decision of trying to kill said hero, who has defeated great evils, because he’s too dangerous to let live.

Kind of a self-fulfilling prophecy, as said hero then resolves to create a great and evil dungeon, with which to punish the kingdom. And what results can basically be summed up as “Dungeon management tower defense.” With a tutorial that… Isn’t great. Basically, plonk down paths, making sure you have a nice twisty path with the space available to you (because, at the beginning, it ain’t much), traps, monsters (mostly monsters, as traps are less reliable), and, when you’re ready, go for the next wave! Every 10 or so waves, a boss spawns… And, of course, the more waves you get through, the tougher the obstacles on the way.

Whoops, I am dead, and so are all my minions. Gee willickers, I wish I could have been able to buy some corridors to distract them!

And here is where it’s alright instead of good. See, while it has some cool ideas, its implementation, even as a score attack type deal where you see how many days you last is… Not great. Monsters, for the most part, are fine. Learning how to mix monsters, like a tough melee type in front of weaker, ranged monsters, is a must, and, if worst comes to worst, the dungeon core itself can attack intruders who’ve reached it, with monsters respawning after each wave… That’s fine. But paths and tile placement is… Awkward. Mainly because you are encouraged to get certain dungeon features, which, in addition to costing… A lot, will also cost a tile worth of gold, an increasing cost, and those features will completely block that tile. Traps not being able to be placed with monsters? That’s more reasonable. But special rooms take up more of the economy than they claim to, and what they claim to is an arm and a leg for wherever they’re recommended.

There’s also a skill tree, which, again, is fine… But traps deserve another mention, because the earliest trap (indeed, the only trap I was able to unlock on the first run) has… a 10% chance of going off. Which, not going to lie, feels a little ridiculous. The idea is that, if it goes off, it does a significant chunk of damage… But it also does sod all to thieves, who will steal the hardest resource to get in the game: Gold.

Ah, raiding. The dungeon keeper’s equivalent of taking the kids to the park.

Mana gems are, it’s true, the rarest, but regular raids will provide you with a pretty consistent supply, whereas gold… Gold drops in relatively piddling amounts unless you’re going big with the raids (potentially disastrous, because raids cost your most common… And most used resource, Souls.) Spells… Exist, but have long cooldowns for what is, at first, not a great effect. Perhaps a scaling cooldown might have worked better there, but a single use, and then a several day cooldown is not great. (Hero assaults occur once a turn, which is a day, and raids for magic gems and gold take several days, a minimum of 2.)

Aesthetically, it’s alright. Lo-fi pixelwork, some chunky sounds, a relatively clear UX… But I found myself hemming and hawwing over this one, because while it was entertaining and a little interesting at first, the power creep of the heroes compared to the growth of me and my dungeon felt uncomfortable. So… If you want a Tower Defence game with RPG elements, then… Maybe?

The Mad Welshman has a dungeon. It’s where he reviews from. Quite nice, considering…

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Conglomerate 451 (Review)

Source: Review Copy
Price: £16.99
Where To Get It: Steam
Previous Reviews: Early Access

It is the far future. And you’ve got a job ahead of you, commander. Because you’re the head of a private agency (not a corporation, honestly, really!) who has been tasked with dealing with the criminal influence of four cacklingly evil corporations, on behalf of the government. In sector 451 of the city of Conglomerate, and yes, they did call it that. So… It’s cyber, but not punk. Still.

Two “Good Boys” (Spoiler: Not Good Boys At All) and a very angry man kitted out like a personal tank. Oh, and a bomb.

So yes, this is one of those step based RPGs (first person, move a tile at a time, moving costs time but turning or looking around doesn’t, effectively turn based), with random loot, random enemy placement, a pool of maps, a research tree… It seems like a lot, but what it boils down to is: You do missions, which are usually kill a thing, kill lots of things, or find a thing. And doing these things breaks the influence of one of the four corporations who are openly criminal in the sense of drug dealing, slavery, and the like. Them’s your basics.

So… Last time I reviewed this, I said it was mostly solid, pretty promising, with a few things that needed work. That opinion has, apart from the whole “It’s released” thing, not really changed all that much. Because it still has issues. It’s just that they’re now mostly in terms of writing and accessiblity, rather than one of the two minigames being tedious as hell (the hacking has changed to be something a little more quickfire than “Click on some text when you see it”), and the money part of the game’s economy not being great (unlocking the in-mission benefits like “Can always ambush enemies if they don’t see you” costs money now. Which I’m fine with.) Not changed, however, is the fact that the bigass gun which looks like it can chew a room to shreds has a range of… 9 meters.

Yup. This thing still only has a range of 9m, single shot. Who the heck knows why…

Now… Even if you have white writing, folks, it’s going to be nigh illegible with a moving background, or something of even roughly the same value. That’s an accessibility issue, for which there is no option to fix. Dark red health on a dark brown background? That’s hard to read, so… Colourblindness issue, no option to fix. These are both two examples of how the game could work on its accessibility (a third being UX/Text scaling.) And then… The writing/barks. I’m not expecting Great American Novel, folks. What I do expect, however, is not to be very tired of the AI’s yakking two minutes into a mission. Yes, I get she was built by bad people to help you do bad things to bad people. I got that in the first two voicelines about how gleeful she gets about murder.

What I’m less fond of is references, without a hint of self awareness. Ah yes, my training mission was a “Kobayashi Maru” type. Mmmhm. Why yes, AI, we did come, we did see, we did kick its ass… But both of these references are almost as old as I am. And no, there is no option to turn off these barks, which… Sorry, developers, they’re not well written, and in one case (SPU chips, which add a little to stats), it doesn’t even make sense. Copper and some wires, but maybe it will be useful? I… AI? Have you been trained? At all?

Okay, okay, lemme try one. “You fell for one of the classic blunders! The most famous of which is ‘Never get involved in a land war in Asia’, but only slightly less well known is this: Never make an 80s reference when a critic plays the game! Aha, ahahaha [dies]”

So, in terms of aesthetics, it’s alright. There’s some good enemy designs, the world maps are interesting and aptly get the feel across, the sound isn’t bad, and the visuals for attacks are kinda cool in places. In terms of gameplay, it’s a little grindy, but otherwise, I’m actually down for a limited set of map layouts, partly because you know vaguely what to expect. Improvements have been made in some areas… It’s still got jank, but… I’d still recommend it somewhat for fans of step-based RPGs, because it ain’t bad.

But it could definitely work on its accessibility.

The Mad Welshman would offer their services as a dystopia writing consultant, but… Well, not much point.

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Temtem (Early Access Review)

Source: Cashmoneys
Price: £27.99
Where To Get It: Steam

Ah, the games that try to give us the Pokemon experience on PC. The hunting of cute creatures, the training of cute creatures, the, er… Well, let’s skip over one of those points to the charm of gym leaders, the worlds, and the cartoonishly villainous antagonists. Yeah… And Temtem, in Early Access right now, is one of those, and is also… An MMO.

I already like this guy. You just know he’s a field researcher, with stories like that.

That’s right, a massively multiplayer game, in which you can, at times, interact with other trainers. Suffice to say, I am an internet hermit, so I shall most likely end up talking about that on the next Early Access review. For now, though, let’s talk about interesting differences, nice touches, aesthetics, and, of course, how it feels to play.

Pretty much from the beginning, there were interesting things that quickly became apparent. Now, before we talk about that, the way it usually goes for the new folks: You are a monster tamer, catching monsters in some form of digital storage (cards, in this case) after weakening them enough, and using them to fight other trainers, most of whom will pick a fight with you first. The wild temtem only exist in bodies of water and tall grasses, for the most part, and, once a fight begins, you engage in a turn based battle, which is where the first differences crop up.

Note that both kinds of breeding values are actually shown on the Temtem’s character profile. And the leaf is the number of times it can breed.

Some things stay the same. Your Temtem all have types, and those types are strong against one or more types… And weak against others. But here’s an important difference: Once you run out of stamina, the resource each Temtem has for using moves, it’s not “Oh heck, that move’s useless now.” No, you can do one of two things, both of which have different risks. You can rest that Temtem for a turn, which means you’re losing out on damage, but get stamina back… Or you can still use the move, but take the overflow of stamina loss to your hit points, then have to rest a turn. If you have healing items, and that move makes a win that turn likely, odds are high that one’s going to bring you the higher reward.

Even better, once you have a Temtem caught and registered in your codex, the game will colour code the target ring around the Temtem a bright green (for super-effective), or a dark red (for weak.) Value differences, people: They make a lot of difference. It’s by no means the only set of changes, which make for a more streamlined, nuanced experience, but it’s definitely one you notice straight away. Finally on the interesting and positive differences front, there is Temtem Essence, effectively, a full party heal and revive that can be used once, until you return to the nearest healing station. Cool.

Aesthetically, the game is cartoonish in nature, with cel shaded 3D models, nice, orchestral style music (I do love the cheery violin number you first hear when travelling the first route), and the writing… Well, from the moment you look at the Fire starter, and you hear the professor mention he won that starter in a pub brawl, you know the writing’s going to be a little more mature, and I appreciate this step. So… There’s a fair amount to like. What’s not so hot?

Omigosh yes, I don’t have to memorise type pairings anymore (except for those times I haven’t caught one yet.)

Okay, it’s only a few things so far, and I’m sure that, later in Early access, the devs will handle some of them. Balance wise, the first area is a little tough, and I had to rush back to the healing console a few times before I got to the first town, because some of the trainer fights (for example, the fight where there’s a level 11… I already forget the name, but it’s a bigass piranha.) are somewhat tough. Not unbeatable, for sure, but there’s some you’re definitely not coming out of without a Temtem being knocked out. Which neatly leads into another minor niggle… Unless you’re talking to everybody, you may not realise which of the three consoles you come across are the healing one, the storage one, or the vendor. It’s not a big problem, as experimentation quickly shows which is which (it’s the left one for healing), but it is an annoyance. But, on the other hand, it’s a definite improvement that there’s no unskippable speech, and the animation for healing is pretty quick. Very nice quality of life thing, right there.

You just know these guys are gonna try to double team you. Thankfully, only two Temtem are on the field at any one time.

Finally, the things that are interesting, but whether they please is to taste. Firstly, that some Temtem start without offensive moves when they’re caught. That one usually resolves itself relatively quickly, but in your first area, levelling up requires them to be in a fight to get experience, for at least one round. And secondly, that evolution levels are not “This level, full stop”, but “This many levels after the level you caught it at.” Personally, I found it an interesting touch that doesn’t overly affect my experience, but others may get turned off, so that has to be mentioned. There is also the fact that any one Temtem only has a limited number of breedings in them, and, when bred, the child has the lower breeding limit of the two parents. That one can, potentially sting.

Anyway, overall, I’ve had a pleasant time so far, now that the rush of the first few days has gone down. It has quite a few quality of life features (more than I could explain in my usual review size), interesting mechanical changes from its spiritual inspiration, a nice aesthetic, and, of course, playing with your friends. I can appreciate this a fair bit.

The Mad Welshman is a hermit, it’s true. But in his time in the mountains, he learned well the art of swearing at a monster-capturing device to make it work better. A valuable skill.

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