Legend of Keepers (Early Access Review)

Source: Cashmoneys
Price: £15.99 (Supporter pack £7.19)
Where To Get It: Steam

Ah, being a dungeon keeper. It’s a good job, all told. Protect yourself, lure adventurers in (those damn assholes), and murder them horribly with a combination of traps and monsterfolk.

I mean, it’s better than letting the little gits run rackets, blow up small villages or forests (accidentally or otherwise), cause diplomatic incidents… The list goes on.

And on…

If your heroes keep getting this far… You might be in trouble. Just… Overall.

And on. In any case, such is the idea of Legend of Keeper. Except you’re basically part of a miserly dungeon keeping corporation. The health plan’s good… When you can find the staff doctor. But everything else is performance based, and staff turnover and morale… God, they’re awful. All to keep adventurers away from the boss.

Okay, maybe it’s not a good job after all.

In any case, Legend of Keeper is one of those rogue like (Sorta. Maybe. Kinda) deals, where you go through two years of defending the dungeon. It’s not like the adventurers come every day… In fact, you often have a fair breather. But with each party you run off or murder (intimidate into running for tears, kill for blood), they get stronger. More assholish.

No, actually, some of them start off assholes. Like the fire mage, whose first action on entering the first battle is to shuffle your carefully curated battle line. The only way of possibly preserving your tactically placed monsters (for the elemental rock/paper/scissors of attack and defence) when you see that particular one is to deliberately place your first team out of order. And pray.

THIS GIT ON THE FAR LEFT. THIS GIT CANNOT DIE ENOUGH. I WILL RESURRECT HIM JUST TO KILL HIM AGAIN!

I hate that guy, and each time I send him to hell, I wish him the iciest time, and extremely pointy sticks. Anyway, yes, dungeon fights, when they happen, are turn based, and consist of several rooms, always with two trap rooms, two monster rooms, a spell room, and your chosen class of boss. There are three bosses, and each has something to recommend them. The Slaver, for example, has a good monster selection, and gets a free big monster, with a room of its own, each year you win (I really hope there’s a third year, because yeah, just having the one big monster feels like a waste.)

But, funnily enough, I have the best time with the glassiest of glass cannons, reliant on shields and a nasty air attack, the Mechanic.

So, how does it feel, is it accessible, does it look good? Well, apart from no subtitles for the three or four barks for each boss (You’re not missing much, especially with the Slaver, who has a bad case of internet poisoning. “Come at me, bro!” … Nyuh huh. I’ll get right on that, really I will), it’s okay. No colourblindness issues that I could see, text is okay, buttons for attacks are very clear, tooltips are easy mouse overs… Visually, it looks quite nice, actually, relatively hi-fi pixel art, with some fun and silly event pictures (like the orc caught reading an anthro magazine. Ohhh, you dirty boy, you!)

Audio wise, it’s okay. Nothing stunning, it works, that’s fine.

Yes, we’re Dungeon Keeping salarymen… And oh boy, the Marketing Department, for what it does, can go to the same place as the fire mage.

Still, this is definitely not a bad roguelike dungeon keeper deal. I’ve been having a nice, tactical time with it, getting comfortably into the swing of murdering the shit out of heroes I definitely don’t sympathise with, and if you like turn based strategy, of the “series of battles” SRPG type deal, yeah, this is a solid choice.

The Mad Welshman floats an idea… How about… We make a dungeon which unceremoniously dumps the hero(ine)s into black company office jobs? That’s MUCH more evil than what we’re doing…

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Rogue (Going Back)

Source: Cashmoneys
Price: £2.09
Where To Get It: Steam

So… Rogue. The original Rogue, or, more accurately, one of the Epyx releases of this, the progenitor of the roguelike genre. Oh boy, what a historical artefact this is.

I am a little miffed this isn’t the graphically pleasing version that was released on the Atari ST and Amiga, but… What can you do?

There are two secret rooms here. But me spending the time to search for them would mean my hunger meter runs low. Time to move on after murdering this Kestrel!

Anyway, yes, the original Rogue. If you’ve ever played a roguelike, you know the deal: A procedurally generated level is made, you move in a turn based fashion, so do the monsters, you hit things (or shoot things), you don’t know what a potion or scroll does until you use it (in a run, because it doesn’t stay the same between runs), once you die, that’s it, and the number of things that can kill you is pretty high.

Funnily enough, as one of the earliest examples… Rogue is dull as dishwater. Its generation is boring, its enemies are few until later levels (although enemies constantly spawn), its difficulty is very much random (sometimes, you’re just going to die of hunger because you haven’t found edibles in time), and, beyond the excitement of potions and scrolls, there’s… Really not a lot to keep track of, or use, or play with.

Make no mistake, this isn’t a death to be sneezed at. Slimes are bastards in Rogue.

Hit points. Strength. Weapon bonuses and types. What enemies do. Is there a secret room. That’s… Pretty much it.

So, it’s good as a historical curiosity, and an example of how far the genre has come, and branched out, and evolved… But… That’s about it, honestly. As mentioned, it’s not even the one with tiles as an option over ASCII, so… Recommended to people who love the history of roguelikes that somehow don’t have Rogue?

That’s… Kind of a small demographic, really.

It always starts with chainmail. That’s a gateway into adventuring, and next thing you know, they’re 20 levels deep and looking for a +8 sword.

Remember, just say no.

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Crown Trick (Review)

Source: Cashmoneys
Price: £15.99
Where To Get It: Steam

Hrm… Sometimes, it’s clear that you’re not having fun, be it a good or bad game. Sometimes, it’s clear that you’re having fun with a bad game. But with Crown Trick… Despite knowing it’s a well designed game… I’m not actually sure I’m having fun. And it feels awkward to say that.

Y’gotta respect a bird who wants to derring-a-doodle-doo.

The general story idea is a pretty cool one: There is a plague of nightmares upon the land, nightmares that draw people in, ne’er to return, and the last hope, the last of her world saving kind, is a child who appears to have no arms, aided by a large crown with a single, annoyed eye (generally speaking, not a sign that this assistance isn’t due to villainous ulterior motives, but that’s by the by.) And so a turn based, procedurally generated roguesortakindamaybelike begins, with shenanigans and buying stuff to improve future runs ahoy.

And make no mistake, it does interesting things with its formula, having a cool visual aesthetic, nice soundwork, and a cast of enemies and bosses that are interesting and challenging without being frustrating.

Except for Dr. Frank. Fuck that guy.

Like, you see those words, and you know he’s a bastard.

So, how does it change up the formula? Well, the level structure is more of an episode thing, with a unique final boss to each area, than a single sprawling “Beat this in one run.” It has familiars, which add special abilities to the list, interesting gimmicks in each area, and a variety of weapon types with their own quirks, such as the shotgun, which can either hit three enemies, one 2 tiles away, the other two on each side, or it can hit a single creature point blank 3 times in one shot. So yes, it’s a video game shotgun.

And, speaking of guns, the guns are… Honestly the weakest weapon type. It’s not that they don’t have powerful abilities, as the rifle can hit everything in a line within a 4 tile range, and the pistol’s final shot is a double-tap… But the clip is ridiculously small, so, unlike any other weapon type, it’s 2-4 shots, depending on the weapon, and then a turn wasted reloading. I’m sure some people like it, but it just feels less useful than, uhhh, every other weapon, including the axe, which, for best effect, needs multiple enemies right up in your face, ready to inflict pain.

Speaking of things that are of, at best, dubious use, the cursed statues and their “blessings.” Cursed chests, I’m fine with. They provide interesting little wrinkles that make you balance the risk and reward, like not being able to change weapons for three floors, bleeding until you kill an enemy, and an “everything dies in one hit, including you (except in boss fights), for 8 rooms.”

But when it came to the cursed statues and their “blessings”? The risk well outweighed the reward, every time. I had no incentive to fuck with them.

I never noticed this nice little touch when you’re dying (the zooming in, which makes for this interesting look.) But it is nice.

Okay, I’ve been bitching a lot, but this is, legitimately, well designed overall. The weapon types are, for the most part, pretty cool, and I’ve been most at home with the dual knives, which, yes, can only attack adjacent enemies… But the enemies it does attack, it fucks up, especially as you get more stun in on enemies trying to attack you. Oh, yes, the stun system is fun too. Even bosses can be stunned, with a single attack knocking 1 off the stun counter, more if they’re either attacking you, or trying to use a special ability. And naturally, once stunned, you can fuck them up at your leisure, until they’re not stunned, after which… Well, they can’t be stunned again for a certain amount of time, and you have to whittle down the counter as before, but… The damage has been done.

There’s a fair amount of depth here, the game’s pretty accessible, it’s got some great visuals and good soundwork going on… And yet, I find myself unable to determine if I’m actually having fun with it. It’s still a good game, though, so maybe you’ll have an easier time working out if you’re having fun or not.

The Mad Welshman doesn’t have a lot to say here. Because review wizard needs coffee… Badly!

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Princess Maker: Go! Go! Princess (Going Back)

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

Princess Maker is a funny old series. It popularised the life simulation and trainer genres in the west, and, for all that its basic formula has remained the same, it managed to create different characters, moods, and refinements throughout the series.

A battle to the… Uhhh… Marriage? There’s no death here, so… Yeah. Battle to the marriage.

Even so, when I found Go! Go! Princess, I sat there for a while, just… Blinking. A board game with life-sim elements, containing the first four princesses to be of the series. Competitive princess making, if you will.

Naturally, I got some friends together to play it (after playing it hotseat and solo.) What we agreed on was that this… Definitely had its weirdnesses. Fun overall, but also with a fair bit of jank.

So yes, you are four princesses to be, and the king is setting a number of tasks, which will determine who has the right to join the Prince on the throne… And who gets any other one of the 36 endings (some of which are unique to the princesses.)

Yes, this is the default name for the Princess Maker 2 princess in this game. I wish I was joking.

There’s, er, just one problem with that last bit. You’ll have a bastard of a time achieving the ending you want unless you’re specifically gunning for it, completely ignoring the mad rush to the quests which are… All around the damn map. There is an option to have a smaller map to work with, and quicker games than the full 8 years (96 turns), but even so, there’s a lot of running around, and, with having to move the full value on the die or dice, without going back on your path, some of the quest locations are painful to get to, being at the end of a path. So right off the bat, you have a sometimes painful quest system, which either results in a mad, unstructured rush to each quest location, or, in the case of everyone but a single player ignoring the quests in favour of their ending (itself a problem due to needing to learn the board, rather than just thinking “Ah, yes, this job would do this, perfect for a General’s necessary stats!”), one player going for one quest, and then the rest of the game a cavalcade of “Ahh, fuck it.”

You’d think the odds are stacked in Maria’s favour. But actually, while Maria was dancing, Lisa was studying the blade…

It’s… A very odd design, where the incentive to faff around on the board is, once you’ve achieved a princess ending for the first time, much larger than winning, unless there’s conflict for a goal. Add in that behind the scenes is somewhat obfuscated, and you have further confusion. How does a high magic skill influence the magic roll in combat? Dunno. Is there any way to relieve stress beyond the random 500g doctor event or some specific churches on the map? Dunno. Do higher stats = higher rolls in general? Seems like, but dunno…

Aesthetically, the game is… Alright. It has the small text problem of earlier games, free mode in the map isn’t as helpful as “Original” mode, and while the icons tell you roughly what to expect, it takes practice to know how it benefits, but…

In the end, this is a weird one. I don’t really see it as appealing to lifesim fans, and similarly, it’s got enough board game annoyances and lack of incentive that I don’t really see it as appealing to them, either. It’s a hodgepodge which feels aimless, and, although we had fun, it was mostly because we were friends playing, not because the game was well designed.

The Mad Welshman wonders what else could be shoehorned into a game like this. Doom? System Shock? Alan Wake, maybe?

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Monster Prom 2: Monster Camp (Review)

Source: Supporter Gift
Price: £9.99
Where To Get It: Steam

I enjoyed the hell out of Monster Prom. Truly, it was an experience that will always stay with me, the days of smooching monsterfolk that shaped me, a magical time fraught with drama and sometimes iffy humour…

This is what happens when you have an already horny player, and a mad lib entry that just begs for this answer. Yes, I do want to fuck the hot nonbinary reaper.

And now, it’s time for summer camp, with a mostly new cast, some new mechanics to shake things up, and, although the core of the game remains the same… Going to places that raise stats, successfully navigating events through picking which of the two choices correspond to the higher stat of the pair (yes, you have to deduce this), a campfire interlude in which you try to get hearts with the monster of your dreams by pandering… All of this remains the same, but there’s new wrinkles, changes. And some of them I like, some of them, I understand (but don’t necessarily like), and… Well, actually, there’s only one thing I don’t reallylike, but we’ll get to that.

It’s basically a VN dating sim type dealio, but with extra horny, a customisable content filter, and a competitive element if you’re playing together.

Damien: Finally outed as a dumbass. As if it wasn’t obvious already.

Anyway, changes. Character choices feel a little more natural, if a little bit more confusing for the first part, which is picking three items for your stat improvements to put in your backpack. With the quiz of the previous game, it was a little more clear, but I sorta get it, and it is a fitting way to work it in, as is trying to break the ice with your chosen bae before you’ve hit the camp.

The campfire, much like the lunch hall of the previous game, is mostly the same, except… There’s two differences, and they’re both fun. Want to give another player a boost? Spread some goss, honey, the mothman over there is dying to hear the latest! Haven’t seen it backfire yet (nope, just did, right now… -4 Boldness, OW), and there’s some fun madlibs. Now… Juan the Magical Latino Cat, this… Is a slightly different story. His role is to shake things up, by providing you with one drink, chosen from either one you can see, and maybe guess the effects of… Or the Mystery Box. There’s a couple that screw you over, but mostly, it’s interesting stuff, which does change your plans, and I like that.

Hello, Juan, I suppose some of these drinks are revenge for us stealing your FUN. Most of them are pretty cool, though, you’re one hell of a party animal.

Then there’s the little bit of rep, and this time, definitely intentional. Last game, we had Zoey, who many consider to be transgender (and awesome), and now? Milo, the nonbinary reaper. Who, like pretty much all of the main cast, is extremely cute. Would talk up on their instagram contents, 10/10. And someone’s parents being a gay couple. And pretty much all the main cast technically being pansexual. Okay, I take it back, this game’s pretty queer.

Aesthetically, it remains the same, although the music does feel samey pretty quickly, I kinda miss the “What they did after” vignettes, but the replacement of a cool credits animation makes up for that somewhat, and, while there’s stuff still needing to be put into the game (Hi there Gallery mode, I want a full screenshot of Milo’s hot bod, thanks in advance.) It remains accessible, the content filters are a nice feature, even if they don’t… Full cover everything, but I’m reasonably certain they’ve tried to keep it CW free, outside of the events and endings.

I love how adorably vulnerable looking Aaravi the monster slayer is when you date her. She’s opening up to you, and if you break her heart, we will end you

So, is it a recommendation? Yup, pretty much. I’d have liked it if they’d released with all the content, rather than putting it out now with some stuff missing, but, honestly, it’s definitely enjoyable right now, even if I do wish there was a cheat sheet built in that, once you’ve smooched your date once, helps narrow down what stats you need to smooch them again. Mostly because it’s tiresome remembering, and I want to enjoy the events along the way. Still, if you like smooching monsterfolk, Monster Prom remains a series to enjoy.

Well, unless you’re not up for thirst. Because hoo boy, there’s a lot of thirst.

As before, The Mad Welshman had real difficulty working out who they wanted to date. So they dated them all.

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