Salad Fields (Review)

Source: Cashmoneys
Price: £11.39 (£3.99 soundtrack)
Where to Get It: Steam

“It’s a leather mouse recipe… It was handed down to me by my leather daddy.”

I see what you did there, Salad Fields, and I thoroughly approve.

Heh… Skulls are cool…

So yes, Salad Fields, a block pushing puzzle game with a surreal, wildly contrasting set of aesthetics, dialogue and characters who toe the line between “Barely subtextually queer” and “Holy shit”, is… A game. Bear with me, I’m still blinking and staring into space contemplatively. Surreal queer retropunk games, relatively rare as they are, can do that to you.

Apart from the block pushing puzzles’ mechanics, which are pretty understandable (if having quite the variable difficulty curve), it’s… Well, I’ve described it above, but there’s a lot to potentially unpack. Like the depressed snake whose birthday apparently sucks. Or the bird who’s into self bondage, teleporting elsewhere if they get unbound to do it again.

God, saaaaaaame…

Okay, maybe there’s not a lot to unpack there. They like tying themselves up. But there’s others, like the computer who’s terrified of Y2K… Look, it’s got characters, and they’re characterful, even if they’re surreal at times. The contrasting aesthetic elements fit with this strange, broken world, in need of a whole load of vegetables and a helping, comforting hand from your furry protagonist.

Well, except the magical boyfriends, they seem to be alright (Indeed, between the first chapter and the second, they talk about how well you’re doing, and chat about thrifting and the other’s cool t-shirt.) But there is, for example, the aforementioned computer, or an ampersand who never wanted to be fancy, but was pressured into it. There’s characters who are run down, depressed, or don’t have the spoons to deal with you right now, and… Well, you don’t see that too often, it must be said.

I could have put another puzzle here, for you to pre-emptively figure out or something. But nah, magical furry boyfriend time.

There’s some fine music, the sounds aren’t bad, and the aesthetics of each area are unique and interesting, although your mileage will vary depending on how you like Windows 95 era 3D and sprites. My only real crit is that movement is smooth enough that holding down a movement button for fiddlier stuff is a really bad idea, as you may have to restart from pushing something a space… Too far. Edging against boundaries you already know about sorta thing.

Anyway, I like it, queerphobic people will probably be, at best, confused, and queer folks into puzzles might find a character who they react to with “God, saaaaaame…” And… Well, I’m going to continue staring into space and blinking.

I like how this game is simultaneously “Big mood”, “ARGH”, and “wat.” Nothing pithy here, just an extra observation.

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Meteorfall: Krumit’s Tale (Review)

Source: Review Copy
Price: £11.39 (£13.48 for game and soundtrack, £2.09 for soundtrack)
Where To Get It: Steam

Other Reviews: Early Access 2, Early Access 1

Glowmancers… Terrible to be in a relationship with, because they’re self destructive, toxic, and quite happy to take you down with them.

Oh, and they’re the same as enemies too.

WELP.

Yes, Meteorfall: Krumit’s Tale has left Early Access, and do you know what? Still humorous, still a good cartoony aesthetic, still a solid level of simplicity leading to all sorts of strategic fun. For those not caught up, it’s a sort of deckbuilding roguelike, in that you attain tiles, which can be weapons, abilities, etcetera, they fall onto the board in a random manner, and… Well, there, the similarities mostly end, because you still have to pay to put said tiles in your hand (most of the time), and, if you want good money, you want to be thrifty about which ones you use to defeat all the enemies that have also been shuffled into the deck, for lo, that is the goal: Kill ’em all before they kill you.

Rose actually looks less scary as the Evil Queen.

But what really makes it, for me, isn’t the strategy arising from dealing with the hand you’re dealt, it’s the characters. Not just the main characters, who are a right old band of murderous misfits (from Bruno the Warrior, to Rose, who is simultaneously a pure priestess (ha) and an evil queen, with part of her abilities being able to switch between the two. I talked about an enemy example right at the top, the Glowmancer, a boss of the game, and oh boy, she’s nasty. Heavy damage, but damages herself in the process, so you want to go in with things that stop her from damaging you (Damaging herself is less of an issue, that helps.)

The aesthetic and snarky humour basically supports this weird and wonderful world, where barbarian bikers brawl in belligerent bars, golems made of nuclear waste slop their way about, and killing buckethead goblinoids makes you feel less intelligent, thinking everything costs more than it does… What toll does the war on goblinoids take, mmm, mmm?

Look, it’s a good map, alright?

So yes… It’s a solid game. It has amusing humour, it has a good aesthetic, and characterful depictions. It has an oddball world. And it has an interesting take on the ol’ deckbuilding roguelike type experience, even if, like many of them, earlier areas become sort of rote after a while. Worth a go!

The Mad Welshman idly wonders what’s next for the procgen tile/card/dice based genre. Perhaps roguelike Shogi?

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Fareo: Shadowlands (Early Access Review)

Source: Cashmoneys
Price: £5.19
Where To Get It: Steam

Rifts in time and space. They let you do lots of fun things! Well, until they inevitably go wrong, and heroes from across time and space have to stop whatever’s behind all of it, or shut down the machine, or whatever.

And so it is with Fareo: Shadowlands, a combination of roguelite and strategy RPG that does a fair amount different to my usual experiences. And I appreciate that.

This guy is an asshole. I mean, he’s meant to be, but… Asshole.

Even if I most definitely don’t appreciate Yan, the final boss. So let’s get him out of the way first. Like any boss, he has pieces which are associated with some of his attacks, and he has several of them. Like any boss, he can attack all around him, some of his attacks at range (so nowhere’s really safe), and he can do three a turn… Most of which are area attacks. And any two of them in combination destroys one of my heroes.

I don’t like Yan, final boss of the dungeon or no.

Otherwise, however, I’m quite enjoying Fareo: Shadowlands, partly because it’s aesthetically solid. I wouldn’t really use superlatives, or go “gosh!”, but it’s solid stuff, a consistent aesthetic, and, apart from parts being a little hard to hover over or parse (tooltips and icons in battle, mainly), it’s okay in terms of accessibility.

Friends would skewer me if I didn’t mention Fadrake. Which is good, because I actually want to mention that oh hey, there’s a beefy shark with an anchor called Fadrake, and he kicks ass…

But mostly because of its interesting systems. The basic idea is that you take one of three paths offered to you, which can be a number of things. For example, Rifts are a normal fight, Huge Rifts are a more difficult fight, Priest can (for a price in one of the currencies of the game, the coins) resurrect dead party members, so on. But some of these are necessary for levelling up heroes you find, items you find, enchanting items you find… And there are good reasons for doing so.

Before Level 5 (the maximum, which all four of your base party members start with), you only have one special ability. Levels 1 to 4 are for rune slots, modifiers you can make to your hero, costing 1, 1, 3, and 5 runes out of the 10 allotted to you in the prep phase for a fight. For example, Fandrake, a beefy shark boy with a massive boomeranchor, can, with 5 runes, make the party immune to damage reflection. But with his first two rune slots, he can make half his damage be unblockable Chaos type (rather than wearing away the enemy’s armour), and every time he kills someone with his special Sweep ability, all the party gets their potion effect.

The other important thing is the card/movement system. Each turn, you’re dealt a number of cards (2 x the number of currently alive heroes, an important fact to remember for later) in one of four types: Attack, Defence, Mana, and Potion. They serve a quadruple purpose: They’re spent on movement, 1 a tile. They buff the hero (In the case of Attack and Defense, better attack and a shield respectively. The last two give mana or use your equipped potion.) They trigger special abilities when used in the correct order (like Sword and Shield for Hasaki, which unleashes a devastating attack.)

Awww crap, it’s a robot… That looks a bit like a buff cat! I don’t know whether to fight or scratch it behind the ears, HELP!

The thing is, you have to use the cards while moving to get their effect. Just standing still does nothing. So it emphasises mobility and synergy for the best effect. But not moving, not spending those cards, unleashes the other, fourth use: Using the terrain. Sometimes this is necessary, to move a map obstacle out of the way. But each single tile terrain item has an effect, and putting it on top of someone, for good or ill, does things. Rocks stun. Snowy trees freeze. Scrolls power up. That sort of thing.

It still heavily incentivises moving around, which is a shift in thinking that’s important to playing, but it’s an interesting one. Flaws wise, well, apart from the bosses being fucking hard, and the aforementioned tiny icons, there’s some tiny amount of untranslated text, or poorly translated text, but that last one’s a minor niggle, and overall?

Overall, this is an interesting game, trying something different, and it seems to be working. I look forward to seeing what happens next with it, and recommend taking a look.

I feel like rifts between time and space throwing disparate groups together to clash in a fun way isn’t done enough. Just throwing that out there…

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Deck of Ashes (Review)

Source: Cashmoneys
Price: £15.49 (£5.19 each for OST and Print-Ready Posters, £7.19 each for expanded art book and unique character skins)
Where To Get It: Steam

Other Reviews: Early Access

Deck of Ashes is, to me, an odd one. It’s not often we deal with Grimdark (where the darkness almost seems so dark as to be comical, except… When it’s not.) A world where Death’s Curse has been unleashed by 3 fools and an evil jester who misled them. And now… A mysterious man leads all four back, to meet their fates.

Except it’s never that easy, is it?

Bah, you shall have the food in your mouth turn to ash, asshole.

Deck of Ashes is one of those card combat, turn based roguelike dealios, in which our four protagonists, each with their own unique gimmick, fight their way to Lady Death, unlocking cards for their deck along the way, along with useful items.

The deck part is important, because your deck… Has a direct effect on your health. No, no free reshuffles for you, boyo, every time you run out of cards, you have to spend 10 health points, to get 5 random cards back in. You can upgrade this to either 8 random cards or five selected cards, but the cost remains pretty much the same: Health, for cards back.

Buck’s friend Charon, when unable to lend their strength to Buck, gets mean.

And this, funnily enough, is both a help and a hindrance to all characters. Lucia’s fire magic, for example, is damaging to herself, so ending fights quickly is a must. Buck doesn’t want some of his cards back, because while they’re in the Ash deck, as the discard pile is known, some of them give him special abilities. So if one or more goes out… Whoops, there they go, and you only get one chance of putting all ash cards… In your hand… Back into the Ash pile to do their thing.

Similarly, everyone has a story, and the grimdark is strong with this one, as every single one of the characters has some kind of dark past, although the most relatable is Buck, who is highly empathetic, and wants to save his friend. Least relatable is Magnus the Jester, who is a manipulative, hateful asshole through and through, using his powers of manipulation not to solve his problem (people dismiss him and despise him for his deformity), but to ruin things, and even at the time we join him, after he unleashed the Ash Curse, nope, he wants to become a new god. Asshole. Suffice to say, nobody’s end seems happy, because grimdark.

That’s right. Go back to the hateful, small little fool you are, Magnus.

Despite the whole “Your mileage may vary on grimdark” thing, aesthetically, it’s pretty pleasing overall. Good art style (even if the loading screens are in a different style, they still show the characters well), solid music, with threatening bass lines and violins quavering at the violence (not actually, but this is the mood they were going for), and… Ah, yeah, we do have one problem: Although most of the tooltips, menus, etcetera are clear and readable, there is one very odd exception: The resource trade menu… Which is tiny. Not only is it hard to read, it’s hard to select, and I don’t know why this is.

Still, overall, there’s some interesting tactics here, an interesting take on the roguelike card battling type genre, and even though I’m not particularly a fan of grimdark, I do appreciate that the story is pretty well presented for what it is. So, overall, a recommendation.

Er, fix the menu though, folks, eh?

The Mad Welshman appreciates a good experiment. He’s less fond of all the screaming and gore during one, though…

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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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