Showing posts with label Bandcamp. Show all posts
Showing posts with label Bandcamp. Show all posts

Wednesday, April 22, 2015

The peanut butter must flow! - Ring Runner: Flight of the Sages

So, crowdfunding. With the rise of sites like Kickstarter, and indiegogo, using crowdfunding to fun a game has been fairly popular with indie developers over the past couple of years. This has come with some problems, naturally. I won't name names, but I'm sure at least some of my readers can think of one or two projects that completely failed to deliver, been abandoned, or otherwise had something terrible happen to them. But while bad things do happen, there's also a number of games that could only really exist because of it.

One of those games would be Ring Runner, a very ambitious game, mixing top down shooting and space combat with a lot of customization options, that was in development for several years by a very small team, only two or three people from what I've read, based on a novel they wrote. It's the kind of game that would have a difficult time seeing the light of day without Kickstarter. Fortunately, they managed to run a successful Kickstarter campaign, making a bit over $27,000 and managing to release the game in July of 2013. So what are we looking at.

Ring Runner: Flight of the Sages takes place in a far future, where earth has been blown up, and an empire called the Consortium of the Inner rings rules the galaxy. Also hanging around the galaxy are sages, strange being who can warp reality. The game's story starts with you waking up in a medbay, with no memories and part of your brain scooped out to make room for an AI that's been lodged into your head, which as the game notes might explain the amnesia. It also turns out your a sage and a lot of the universe kind of has it out for you because of that. The story itself is surprisingly long and detailed and actually did a good job of keeping my interest the whole time I played. Though there is a lot of world-building and terminology to absorb and keeping track of it all can be a bit confusing.
Welcome to the galaxy, it's a bit weird out there.
The game's story also has something of an oddball sense of humor. While it doesn't shy away from pop-culture references, the game is fortunately not solely reliant on it and the story takes some very odd turns, such as a part of the story that sees  you working in a company obsessed with DVORAK keyboards, or one that sees you bullying what I can only describe as space hillbillies, living in a space trailer park, by killing their pets. Said pets being robotic weapons turrets. over all, While the main story is fairly serious, there's a lot of silly moment and I honestly chuckled at a few point.

At it's core, Ring Runner is a top down, 360 degree space shooter. You fly a ship in various levels from a top down view blowing up other ships and trying not to get blown up yourself. It's a simple game at it's core and the basic mechanics work just fine. I should note that your ship has some inertia to it, it'll keep floating in the last direction you moved in, even if you're not actively thrusting, and doing things like turning or reversing can take some effort as your engines need to overcome that inertia, if you've played the old Atari game Asteroids or anything like it? It's a lot like that. Flying can take some getting used to as you get a feel for how all of this works. The game does help you by giving your ship breaks though, allowing you to slow and eventually stop your ship fairly easily. It's useful for if you get knocked around by terrain or another ship and need to reorient yourself.
The game has a lot of ships, and you can customize the load-outs for each one.
While the core gameplay is very simple, there's a lot of complexity in ship customization. to start, there's a good number of ship hulls to choose from in this game, broken down into various classes. These include things like casters, who use a lot of powerful charged weapons, rogues, who have access to cloaking devices and can deploy decoys to confuse enemies, and grapplers, who favor close range weapons and can even grab and throw enemies and objects in the level. There's even hybred hulls that can mix the abilities of the various classes. from there you can load the hull with various weapons and abilities and there are a lot of them to choose from. Better still, it's not just the usual lasers and homing missiles, some of the things you can use are pretty unique. you can summon turrets to help you fight, make giant energy rings that slow down enemies caught inside them. There's even an ability in the game that involves firing a missile without actually launching it and riding it for a speed boost that ends in an explosion that damages nearby enemies. There's a lot fun stuff to use this game.

Customizing the ship is also pretty simple, Every hull has various nodes, each one has some slots that you can put things in, There's a lot of node types, with some mostly used by specific classes. but the game does a good job of keeping things manageable as clicking on a node shows only what you can readily install to it. Each hull also has a list of bullet-points listing it's main features, so you can get a good idea of what kind of ship it is all all of the equipment comes with a description of what it does. Unfortunately there's no way to readily test a ship outside of actually flying it in a mission.

There's also a shop you can get new equipment from, using money you earn in the campaign called Plex. The shop starts out fairly well stocked, and more stuff unlocks as you complete campaign missions. There's also research, which is rather weird. Instead of picking something specific you pick a category to research, and there's no cost it it except time, usually an hour or two. You don't need to run the game for research time to pass either, in fact you can start research, come back to the game a few hours later and find it's been completed multiple times while you were gone, unlocking several things in the process, though playing the game helps the time go faster, reducing it depending on how much Plex you earned in a mission. You can even do paid research, which doesn't unlock anything, but gives a good amount of Plex when it finishes. It's worth noting you can buy things that haven't been researched yet, it simply costs more, so there's no need to use research if you find the system too weird.

It's also worth noting that you can buy items that are unlocked for free by playing the campaign, and the game warns you when you're about to do that. It's actually a nice touch, as you don't have to worry about accidentally buying stuff you can unlock, but still have the option to just buy it if you'd rather not do things that hard way.
you can purchase new gear in the shop, or check on how your research is doing.
Graphically, the game is fairly nice looking. obviously, as a 2D game set in space, there's not actually a lot to the levels themselves, mostly it's simple asteroids or debris when you're not in open space, though the game also includes some unusual stuff. The space trailer park I mentioned earlier is exactly that, a trailer park floating in space. There's also cities, race tracks used for a few missions, etc. They look decent enough when they crop up, as do the ships themselves, though the games somewhat zoomed out view makes them kind of small.

What you'll be seeing a lot of however are the backgrounds, and they're honestly quite impressive, not just a simple star field, you'll see nebula, distant planets some of them even have stars fairly close, enough to cast a glow over the current level, though that does make things look a little foggy in my experience. Meanwhile, weapon effects are about as varied as the weapons themselves, from massive missile barrages to glowing energy balls, weapons and abilities all look very unique from each other, which is impressive consider there's about 400 of them.

The game also has a nice soundtrack. Very spacey and synth heavy. it fits the game nicely, with a mix of fast, energetic tracks for combat and slower, more thoughtful ones for cutscenes and slower moments in game. it has a decent amount of music to boot, which is good as this is a roughly 20 hour game. Sound meanwhile, is also well done, much like with the graphics, there's a good number of sounds to go with all the weapons and abilities you have access to, making large battles nice and chaotic, and while there's no voice acting, the sound that accompanies thet being displayed is unique for several characters, to help them further stand out. Overall this game looks and sounds very nice.
The game's backgrounds can be very pretty.

The game unfortunatly does have a few flaws, the first is that the game can bee fairly slow. You actually have to go through quite a few missions before you finally get to start choosing what ships to use and making load-outs for them. It's longer still before the game opens up and lets you pick what missions to tackle yet. though I'll note that while the game is somewhat non-linear around the middle part of the story, it's not a sandbox. though at 20 hours long, you'll at least have a lot of time to enjoy it when the game finally opens up.

the biggest problem are the menus. The game's menus are nested, with parts opening and closing on screen as you access them, the problem is navigating them is  clunky, the game often locks your mouse to them and collapsing a menu with the mouse can be surprisingly difficult at times. worse still, the menus are fairly spread out, with some options and bits of information requiring you to dig down though several stages of sub-menu to look at them, this actually makes designing a ship load-out very slow when you have to keep looking up what the various parts you have do.

In the end, what we're looking at is a game with a nice, long campaign, and a good amount of replayability in the from of extra challenges on almost every mission, and the inclusion of some extra modes that can be played in online multiplayer if you have some friends to play with. More importantly, this is a very unique game, the result of years of development by developers who  clearly loved what they were doing. There's honestly not much like it out there and it's worth a look almost on that alone, even if the game can be a little rough around the edges.

Ring Runner: Flight of the Sages developed and published by Triple.B.Titles. It is available on Steam, GoG and Desura. It's homepage, which includes a demo and direct purchasing option is available here. It's soundtrack is available on Bandcamp.

Wednesday, April 8, 2015

To one who'll stand and fight - A Valley without Wind 2

So, a few weeks ago I reviewed A Valley without Wind (readable here). In that review, I mentioned how the game had a bit of a troubled development, seeing the game undergo many changes leading up until release. This went so far as to see the game still receiving changes after release, eventually reached a point where Arcen decided to do the following: They were going to take a lot of the ideas and improvements they had in mind for the game and use it to make a sequel instead. This sequel would then be sold in a bundle with the original game and this would be the only way to buy the games, they would not be available separately. Finally, to be fair to all the early adopters and those who brought the game before the sequel came out. The sequel would be given to these people free of charge.

That brings us  to where we are now, so how did the game turn out?

A Valley Without Wind 2 takes place in the same setting as a Valley Without Wind. A world named Environ where reality has shattered, resulting in a strange world made of various places form different time periods. A valley without wind 2 however, only takes place on a single continent and introduces a twist to the set up. The Ilari, strange living stones that help guard humanity and the glyph bearers never showed up on this continent. Worse yet The resident overlord, Demonaica has an Oblivion Stone, making him and his followers functionally immortal. Fortunately, your character is part of a resistance effort that's managed to get into Demonaica's ranks and get an oblivion stone themselves, giving you a chance to fight back and hopefully take down Demonaica for good.

Again like in the last game, this is mostly an excuse for the gameplay, but it's still a fairly unique setup.
You know you've got a bad job when it's only your first day, and you're already plotting to kill your boss.
At it's core, A Valley Without Wind 2's gameplay is very similar to the first game, you explore a randomly generated 2D world, pushing back windstorms and gathering things to strengthen your character. Although compared to the first game, things are far more focused. Each tile on the world map only has one map to play through, and there's far less in the way of side areas. As a result each area feels more like a level in a traditional platform game rather than a large open area to explore. Each area also has an obvious goal, usually taking down the wind generator at the end of the level, though some special locations give you bosses to fight or terminals to hack.

Also gone form the game are the random spells and enchantments. Instead, your character can pick a class from a random list, split into 5 tiers that decides what spells they have access to. There are a lot of classes in the game, about 50 and which ones you get to pick are randomized each time. Not only will you not see the same classes every game, but they'll be put in random tiers each time, meaning a weak tier 1 class one game could end up a tier 5 in the next. There's also equipment, which gives various bonuses and sometimes penalties like less movement speed in return for extra attack damage but you can only have one piece of equipment at a time and it breaks after you take enough damage, so it's not as big a deal as enchantments were in the last game.

Missions have also been removed from the game. Instead the game has special locations you can visit going to these places and completing the levels there awards you with various things. Windmills for example, level up your character, giving them access to more perks. There's also caverns, which give perk tokens, unlocking more perks to pick form when you level up, which give small bonuses like extra health or movement speed. finally there's robotic research facilities which give feats, which unlock special abilities like double jumping or the ability to shrink to fit through small spaces.
instead of finding random spells, you pick mage classes, like the ones shown here.
A new addition to the game is your resistance, unlike the last game where you had a single, protected colony, here you have resistance members, these members can be ordered around on the overworld and can do things like gathering food and scrap, building new buildings (which costs scrap), like farms, shelters and clinics and recruiting new members found on the world map. You're not really building a permanent settlement in this game, as structures can be destroyed and your resistance members will constantly need to move to either to other things or get away from danger. Instead structures are more of a temporary solution. You build them, get as much use from them as you can, then abandon them once things get too dangerous.

Speaking of danger, your main problem in the game is Demonaica himself. The overworld is turn based, with a turn passing every time you destroy a wind generator and purify some more land. as turns pass, monsters will come out of Demonaica's keep to attack your resistance members and destroy structures. and your resistance members have to deal with them, you can't just go fight them yourself. Eventually Demonaica himself will emerge and he's quite nasty, not only does he summon more monsters and cast spells like blizzards over the landscape. He's invincible, and will instantly kill any resistance member he encounters. You lose the game if all of your resistance members die, so it's in your best interest to hurry on doing what you need to beat the game once he shows up.
You can issue orders on the world map, but ultimately it's up to your resistance members to get things done.
A Valley without Wind 2's graphics are a major improvement over the first game. This time, Arcen handed the job of graphics over to Heavy Cat Studios and they came up with a nice, hand drawn graphics style. A lot of enemies form the first game have been given a new look. Environments look more distinct from each other, with more detailed tiles and backgrounds, characters are more detailed and better animated overall and everything works together, rather than oddly clashing like in the first game. Where the fist game could be downright ugly, this is a major improvement.

The game also has a pretty sizable soundtrack, though notable it doesn't sue much if any chiptune this time. A lot of the tracks are remixes and rearrangements of stuff from the first game, and it all sounds better for it, of particular note is the game's title track "to one Who'll Stand and fight" It's somewhat rare you get a vocal track in in an indie game, and it's also one of the first times Arcen games included one. Though it would become something of a tradition for them, with a lot of their later games including at least one vocal track. overall the soundtrack is very nice, though again I don't think the soundtrack on Bandcamp is the complete soundtrack.
Graphics are much nicer this time around, and the assets work nicely together.
In playing the game I did encounter one notable flaw: The game would pause for a few brief moments whenever the games music had to change or restart. it was annoying, but didn't cause me to much trouble. In reality, the games biggest flaw is more about preference. You see, A Vally Without Wind 2 fixes a lot of things, but for every thing they fixed it seems something had to be taken away. Mage classes allowed for a much better control scheme, especially for gamepad users, but less freedom in developing your character. Level design is much cleaner and better focused, but there's much less exploration. Fighting Demonaica and his followers gives the game a clear goal and much better direction overall, but the game is no longer endless, in fact, you can lose now, and is no longer a sandbox. While I'd argue the game is better overall, I can understand people preferring some of the features of the original game despite it's flaws

Overall, A lot of what I said about the first game applies to the second: If you can handle some of it's stranger ideas, A Vally Without Wind 2 offers a massive amount of replayability. That said, while it has to drop a lot of stuff to do so, the sequel cleans up a lot of the first game's rough edges and is far more accessable as a result. That said, the two game come bundled together so if you're getting one game, you'll have the other and as well give it a shot while you're at it.

A Valley Without Wind 2 developed and published by Arcen Games, LLC. It is available on Steam. It's homepage, which includes a direct purchasing option and demo is available here. It's soundtrack is available on Bandcamp.

Wednesday, March 25, 2015

Bigger, Better, Baaader - Escape Goat 2

So, way back in October of 2014, I reviewed Escape Goat, which you can read here, finding it to be a short but very fun puzzle platformer with an awesome soundtrack. I also mentioned the sequel and said I might get to reviewing it at some point. Well it took longer than it probably should have, but here we are. So, how does the sequel stack up?

Escape Goat 2 has the same basic setup as the last game. You're a purple goat, who has to explore a stronghold, solving puzzles and avoiding obstacles to rescue sheep. The first thing you're likely to notice is the map system. Instead of a single hub to select which area you want to go like in the first game, there's a map that shows all of the levels you can go to. with more areas unlocking as you clear previous ones. It's better laid out than the old hub as you can readily jump to any level you have unlocked though the map, rather than skipping through levels like in the previous game, and the roughly vertical layout of the map, along with numbering each area gives a better indication of how hard any given area is with stages getting harder the further up you go.

Another major change is that while levels all still fit within a single screen, the actual size of a level is now somewhat variable, with the game's view zooming in or out to accommodate. This allows for a bit more variety in level design, as the game can close in for small, tightly packed levels, or zoom out for larger, more complicated ones, and there's a good number of both to go around.
Some levels, like this one, are a bit smaller than the others, so the game zooms things in to compensate
Much like last time, the stages are heavily mechanical, full of moving parts, switches, conveyor belts and other things you'll have to manipulate or work around. Stages are a lot more complicated this time around, as while manipulating a level's layout is still a big part of solving puzzles, there's also a little more emphasis on how things interact with each other, as puzzles might require you to move blocks to help reposition an enemy or get a barrel into place. As another example, the game;s main enemy, a reaper can throw fireballs when it sees you, if these fireballs hit a crate, it lights on fire, burning not only that crate but other crates next to it. Several levels are based around this ability, using lines of crates to create fuses for the fire to travel though.

The mouse also makes it's return in Escape goat 2. Just like the last game, you can have it walk around the levels, climbing floors and ceilings, or having it sit in place. It's role however, has been greatly expanded. the mouse now has several new power ups you can get hold of. The hat that let you swap places with it returns, but there's also some new powerups you can find, like a hammer that can turn the mouse into a solid block, or a cape that lets it jump between walls, or the floor and ceiling depending on where it's standing. Some levels even allow you to have multiple mice to work with. There's even some levels that are almost entirely reliant on the mouse. Overall the game does a great job of taking advantage of using these new abilities to make some interesting puzzles.

Fire can slowly spread through crates.
Just like the previous game, Escape goat 2 has a good difficulty curve, steadily ramping things up without too much in the way of sudden lulls or spikes in difficulty. This is helped by the games size. Compared to the roughly 50 levels of Escape Goat, Escape Goat 2 is twice the size at about 100 levels long, and they take advantage of this, letting the difficulty rise at a slow, steady pace. The game is also harder then the first, several levels had me stumped for quite awhile, none of the stages seemed impossible, save for one or two end-game levels that had me stumped badly enough to look up the solution online. There's even some secrete levels, judging by the game telling me I haven't found all the rooms, though they're very well tucked away as I've yet to actually find any on my own.

The level editor also makes a return from the previous game, along with some good news and some bad news. The good news is this time the level editor has Steam workshop support, making user made levels readily accessible and while there's not a massive level making community, there's a good number available on the game's workshop page. The bad news is that's on the Steam version and this game is not exclusive to Steam. I'll note I only have the Steam version, so I'm not sure what the situation with the level editor is outside of Steam. I did do a little Googling to try and find places to download user made levels, but couldn't find any. So note user made levels might not be readily available outside Steam. Fortunately, the level editor isn't the primary focus of the game, so it's not a major loss if non-steam copies can't readily access it or levels made with it, but it's something to keep in mind when deciding where to get the game from.
The map is a stained glass window, that slowly fills in as you complete levels.
One of the biggest changes between Escape Goat 1 and 2 is the graphics. While the first Escape goat used simple Pixel art. Escape goat 2 get's rid of the pixel aesthetic. Instead, the game uses a very detailed art style that seems almost hand drawn in places. Areas look much more distinct from each other compared to the first game, including detailed backgrounds and some nice lighting effects to top things off. It's also very readable, even when levels are zoomed in or out I can readily recognize everything I'm looking at. I also liked the stained glass motif used for the map, with parts that fill in as you free sheep and complete levels. overall This is a very nice looking game.

What Escape goat 2 got rid of the first game's pixel art, it fortunately kept the soundtrack. Escape goat 2's soundtrack picks up form where the first left off, giving more catchy, epic sounding chiptunes. The soundtrack's only a bit longer than the original games, 14 tracks instead of 9, but they're all good, especially Caper Erratus, the track that plays over the end credits. I'd highly recommend that if you don't get the game, at least give the soundtrack a listen on Bandcamp. Sound meanwhile is pretty good. There's not a lot to the game's sound, mostly you'll be hearing the sound of turning gears and moving stone, backed by the occasional fwoosh form a reapers fireball, or the sound of breaking wood, but sound quality is nice across the board and doesn't detract too much from the awesome music.
You're ultimate goal in each area to free sheep, like this one.
So, overall this game is pretty good, though one flaw with the game is that the levels don't always seem as tightly designed as they could be, namely a handful of levels felt like I didn't beat them quite as intended. There were spots where I made a weird jump I wasn't sure I was supposed to do, or I'd get passed an obstacle in a way that while it worked, didn't seem like it was what I was supposed to be doing. it's not horrible, and I could just be flat out wrong and everything I did was intended to be possible, but it is was something I noticed.

Also, there's a couple points in-game that require you to do things either very quickly or with some fairly precise timing and those were likely the games weakest points. Escape Goat works best when it plays somewhat slowly, giving you time to look the level over and think things through. So when they need you to time things or work quickly, it's kind of jarring and just doesn't sit well with me, especially when the game usually gives you some margin of error, or at least makes getting stuck in a level more a matter of doing things improperly rather than simply not being fast enough. Though as bad as these moments are, they're fortunately rare.

Overall, This is pretty much a no-brainer, almost everything Escape Goat 1 does, Escape Goat 2 does much better. If you liked the first game, defiantly get this. If you haven't tried either game yet however, you might want to try the first game and see if you like it before getting into this, as it's cheaper, and the core gameplay is pretty similar.

Escape goat 2 was developed by MagicalTimeBean and published by Double Fine Productions. It is available on Steam and GoG. It's homepage is available here. It's soundtrack is available on Bandcamp.

Friday, March 13, 2015

Exploration of an infinite world - A Valley Without Wind

Here's a game with a bit of troubled history. It started life as an exploration based top down RPG with a lot of crafting and some city building features. As time when on however, it changed. Features were reworked and cut, it changed from a top down game to a side scroller, even up to and past release it was undergoing changes, so many that The developers, Arcen games eventually decided to just up and make a sequel (which I will hopefully be covering sometime in the near future EDIT: you can read the review here), then sell both games together, giving the sequel to owners of the original game for free. The whole thing was a rough, confusing ride, so what exactly are we left with?

A Valley without wind starts with an Unusual setting. The world of Environ is suffering form a major problem: Reality has shattered. Rebuilding the world as a patchwork mess of different places and times, covered in unending windstorms and ruled over by overlords. Only glyph bearers can withstand venturing out of the safety of various settlements to look for supplies, build shelters to fight off the wind, and hopefully taken down the overlord that rules the continent. It's an interesting set up that mostly works as an excuse for the gameplay, though there are additional story snippets to uncover by exploring the game, they uncover more back story and fill out the world a bit more. It's interesting, and worth going after for those interested in the setting, though you can just as easily ignore it.
You'll be exploring several different environments in game, the layouts of which are randomly generated.
The gameplay of A Valley Without Wind is odd. Mostly it's a open world platformer, you can explore massive randomly generated worlds looking for weapons or other items you can use in your quest to beat the current continent's overlord. Which unlocks a new continent for you to tackle, the game is actually endless, and will generate an unlimited number of continents for you to explore and liberate, constantly getting harder as you go.

With that in mind, most of the gameplay for each continent is based around preparing to handle the overlord. you'll explore the world for supplies, attacking lieutenants to weaken the overlord, putting up wind shelters tot keep the wind storms at bay, or just searching the land for better spells and enchantments to fight with. Spells are your main weapon in the game, there's a lot of them though many are very samey, mostly they're simple projectiles or melee attacks that do different elemental damage, enchantments meanwhile act like equipment, doing things like increasing projectile speed, increasing damage with certain spells, or even more interesting things like double jumps or the ability to safety enter the acidic water that covers the world.

you get a lot of your rewards in the game through missions. They're also randomly generated and there's quite a few different ones you can find scattered across the world. Such as clearing a tower of bosses, protecting supply crates from falling meteors or even dodging obstacles as you fall down a tall building or cave. They do a good job of breaking up the random exploration and finding and completing them makes a good short term goal in game.
Missions  can have all sorts of objectives, such as falling to the bottom of a tall building.
There's also your settlement, you can survivors to live in your settlement, as well as buildings that give them or yourself some sort of bonus, such as extra movement speed or damage resistance. You can also send survivors out on dispatch missions though admittedly, this is perhaps the weakest part of the game. Settlement management is mostly about making sure there's enough farms to feed everybody, then dumping mood and skill improving items on people before sending them out on missions and hoping they succeed or at least not die. Fortunately, you can change the difficulty for various parts of the game individually, so if you don't like something like the settlement management, you can always drop it to it's easiest setting and not need to worry about it much.

Finally, there's how the game handles death and progress. The game has a sorta perma-death to it. you pick a character with semi-randomized stats and traits based on what time period they're from, and when they die, they're gone for good. But you get to keep your spells, enchantments, and inventory and simply continue the game with a new character. Progress meanwhile, is based mostly on a system of unlocks: doing things unlocks more things, both good ad bad. Kill a lot of enemies? new enemies of that basic type show up. Missions gain new features as you complete them. Killing all enemies in a section of land might add a new crafting ingredient and so on. There's a lot to unlock as well, more than enough that it should take a few continents at least to have unlocked and seen everything.
wind shelters are an important part of the game as you need them to push back the windstorms that cover the land.
Graphically... I'm not going to mince words and just say it's horrible. Terrain is basic, characters are poorly done CG. background elements stick out from the rest of the world like sore thumbs. When you're inside buildings, the walls and floors are pure black, there's no texture or detail to them. The whole thing just doesn't really want to come together. This is an ugly game, even the developers seem to think this, given how they made a point of completely redoing them for the sequel. To some people there might be a sort of charm to it, but this is honestly not a game you get for it's amazing graphics.

What it lacks in good graphics, A Valley without Wind more than makes up for with it's soundtrack. The game has a massive soundtrack with dozens of songs, ranging from chiptunes, to piano pieces, even a bit of synth music for good measure. The music is nice and varied and it'll take awhile for the songs in it to start wearing thin, which is great given the size of this game. Unfortunately, while there is a soundtrack available on Bandcamp, which I linked below. It's not the full soundtrack. In fact it's only a volume 1 but I never saw any further volumes put out which is sad as the game's soundtrack is easily one of it's stronger points.
Overworlds like this help tie the game's many locations together.
Outside of the graphics, the game has two other notable flaws, the first is that the controls are somewhat awkward, the game works best with a mouse and keyboard, but between all the hot bars and using various spells and abilities it's a lot to manage. You can adjust the controls and it helps to a point, but it's hard to play the game without having to occasionally rearrange hotbars, to say nothing of thumbing through the games various menus. The bigger problem is the games random nature. The world is absolutely massive and doesn't do much to guide you, which is nice when you're just wandering around, but when you need something specific, like a certain building or adventurer with a certain skill, trying to find it in that near infinite landscape can be a major pain. There is a store in the settlement which lets you buy this stuff with an in-game currency call consciousness shards, which you can find scattered around the world or off defeated enemies. It's meant to help alleviate this problem, and it does to a point. Though the prices for the bigger things like the all important wind shelters are quite expensive.

Overall I'd recommend this game, but with a small warning: There's a lot of weirdness and rough edges to this game. If you can work with that and look past all those rough spots I've mentioned in this review, there's a massive game you can sink dozens of hours into, and you get the sequel as a bonus. Otherwise? It's probably best to skip this unless you wanted the sequel, since the two games are sold in a two game bundle and can't be brought separately.

A Valley Without Wind developed and published by Arcen Games, LLC. It is available on Steam and Desura. It's homepage, which includes a direct purchasing option and demo is available here. It's soundtrack is available on Bandcamp.

Sunday, January 11, 2015

More spells than you can shake a wand at - Magicmaker

With the rise of games like Minecraft and Terraria. Several games have followed in their wake, offering large, randomly generated open worlds with complex crafting systems and plenty of character customization. Even when games aren't trying to follow directly in the footsteps of those titles, some games have taken those ideas and incorporated the into their own designs. One of the games to do this would be Magicmaker, a platform game that uses procedural content and a simple crafting system to create an amazing amount of content.

Magic maker sees you as an unemployed wizard who's taken on a temp job as a security guard at Dörwall Community College, being sent out on various tasks, risking life and limb in the name of a steady paycheck. The game actually has a fairly quirky sense of humor, the game's text includes a lot of wit and sarcasm, characters are weird when they're not being smart-assed and the game very obviously does not take itself seriously. That said while this can be amusing it should be noted that story is very much not the focus of the game and what story the game has exists simply as a cheap excuse to make spells, then go out into the world and hit things with them.
There's a lot of interested spells to play with.
Gameplay in Magicmaker is fairly straightforward, you choose a randomly generated level to take on, using the spells you've made to fight off enemies as you search for new spell materials and make your way towards the exit. The game is actually good at keeping levels interesting, there are several zones you can visit to complete missions, each of which has it's own enemies and gimmicks to deal with, such as the desert zone's periodic sandstorms, which require you to hide indoors. Missions are also rarely if ever a simple case of beating the boss and find the exit, and often require you to search the level for hidden objects, or avoid killing a certain kind of monster.

A big part of the game is customization. You're allowed to carry three spells and a single robe into each level, making these spells and robes is actually fairly detailed as there's millions of possible spells and robes to make and use. going beyond simple mechanical effects, you can even tweak their appearance, and there's a lot of options to change the look of your character. The game even lets you save what you've made to reload later. This is actually somewhat important as the game's levels make good use of this customization: you'll often have to tailor your spells for the mission ahead. for example, if a level doesn't want you to kill a certain kind of enemy, you'll likely want a spell more controlled than the one that rapid fires exploding projectiles that home in on enemies and bounce off walls.
You have a lot of options for editing your character.
One of the game's biggest strengths is how it handles making spells and robes. While the game offers a wealth of options for making the perfect spell or robe. Actually making them is surprisingly simple. Each of your spells or robe has a number of slots, and you fit the materials you gain from clearing levels into them.  Each material has 2 effects, one for use in spells, and one for use in robes. You simply simply pick the materials you want, limited by the number of slots you have, and the game will create the spell or robe by combining their effects. There's no special rules or complex systems to deal with, as long as you have the materials, you can quickly throw a new spell together and get right back into the action.

Perhaps even better than how the game keeps it's wealth of options simple to handle, is how quickly it gives you access to them. Most game that make heavy use of crafting tend to save the interesting things you can make for later. Spending most of the early game with fairly simple, straightforward things. Magicmaker wastes virtually no time on getting to the good stuff. Even in the tutorial, you'll have to make a projectile spell that lights things on fire to deal damage over time, and has a limited ability to pass through walls, and it only gets better from there. Almost immediately, you'll be making spells with crazy abilities. Even better, you can freely replace the materials used for spells and robes without penalty, meaning not only can you readily make fun and interesting spells, but are free to experiment and try out new things. This is a game that wastes no time in getting to the good stuff.
Each level ends with a fight against a gigantic boss.
Graphically, the game's art style is made to look like paper cutouts, complete with little folds and crinkles. The result is a actually pretty nice looking, everything is bright and colorful. Characters, bosses in particular are nice and detailed. The few things that don't look like paper, namely your spells, are nice and flashy without sticking out much. While the game isn't a graphical masterpiece, it's a very cute style that makes a nice change of pace from all the pixel art out there.

Along with the graphics, Magicmaker has a lovely soundtrack. The songs all fit the light tone of the game, though they do get a bit more serious for the boss fights, each zone of the game has several songs to use, so the soundtrack avoids getting repetitive. Everything holds up well wither your exploring or fighting, and it again makes a nice change of pace from the usual chiptunes found in a lot of indie games. Sound effects meanwhile are unfortunately fairly minimal. There's a handful of sounds for firing spells and enemy attacks, along with effects going off, Everything works and sounds more or less like you might expect but there's nothing really exceptional about any of it.
The game's levels are spread between several different zones.
While playing the game, I haven't encountered any major bugs, but I did encounter some issues. namely, when saving spells, every time you click save, you save a new copy of the spell, you can't overwrite saves, so when you adjust or add to a spell, you have to remember to delete the old version, otherwise you end up with a bunch of redundant spells in your list. A larger problem is, at least going by the requirements on Steam the devs seem unsure of the game's ability to readily run on any operating system besides windows 7. Fortunately there is a demo available to make sure the game will run properly, and the GoG version claims to be compatible with Windows 8 and Vista. If in doubt, remember to try the demo first.

In the end, this game is very good at what it does: Allowing the player to set about making various crazy spells to go blasting enemies with, and it wastes virtually no time in letting players get to the good stuff. While the main campaign is only a small handful of levels, random level generation, and plenty of side missions along with a new game+ option ensures plenty of replayability. If you like tinkering with options and trying various equipment loadouts, there's a lot to love here.

Magicmaker was developed and published by Tasty Stewdios LLC. It is available with a demo on Steam and GoG. It's soundtrack is available on Bandcamp. It's homepage is available here.

Sunday, December 7, 2014

When you play it, you'll shoot bricks - Hyper Princess Pitch

It's December, the holiday season, Christmas is in a few weeks, with the new year right behind it. the snow and cold means it's a good time to stay indoors and play some games. It also means idiots like me running stupid little blogs nobody reads are required to review Christmas games. Well, I say that but the truth is I've got a good Christmas themed game, one that I like to play for a bit each year and while my medical issues mentioned in my last post prevent me from readily playing and reviewing games for the time being, I figured rather than close the year here on that, I should try to put aside some time and pull myself together to give this game a review.

Hyper Princess Pitch is a top down action game based on an old action games like Smash TV, or the old DOS Operation: Carnage, which the developer says this title is a remake of. I'll admit I have never played operation Carnage and am not very familiar with it. but I don't think that's too important to enjoy the game, just under stand that this is a fast paced, arena based top down shooter and you'll have a good idea of what you're in for.
When a game starts with a scene like this, you know you're in for one hell of a ride.
The game has a simple story. you play as Princess Pitch who, along with her legless, jet powered cat named Catstrike, head to the north pole to rampage through the factories of Mecha Santa in an attempt to stop Christmas, because she never got any presents. while the story is mostly just an excuse to run around shooting things, I have to hand it to developer for coming up with a completely insane story that sets the tone for the rest of the game.

Gameplay in Hyper Princess Pitch is fairly simple. Each of the games stages are broken into several rooms, each room being a sort of set piece, with waves of enemies that swarm into the room that you have to defeat to move on. An interesting feature is that while the game boasts about 70 rooms to paly through, you don't see them all in one game, instead each room can have multiple exits, leading to each stage having several branching paths. it leads to a good amount of replayability as it will take several playthroughs to see all the rooms.
enemies like to attack in huge swarms
To clear the rooms, you have several weapons at your disposal. Starting with a basic gun that shoots bricks. Yes, bricks. you also have a rainbow gun that shoots bouncing projectiles, and an ice gun that has a short range, but can destroy some projectiles. There's also several powerups, giving you temporary access to abilities like spread fire or extra movement speed, or even an airstrike from your cat Catstrike to clear out large waves of enemies. while there's only a few weapons and powerups, each one feels unique and nothing feels redundant or useless.

The game also has plenty of enemies to fight. from killer elves and tops, to trains and sleighs armed with cannons, some rooms even have unique or rare enemies not readily found anywhere else in game. this culminates in the boss, which are as crazy as the rest of the game, wither it's a massive robot elf or cat headed tank, each boss is massive, filling most of the arena and takes some effort to bring down. there's also what happens when you beat the bosses that While I won't say what happens as I think it's best if you see it yourself, I will say it involves a lot of explosions and is fitting over the top for a game like this.

Some rooms like this, offer some unique challenges
The game uses pixel graphics and while it is Christmas themed, it handles it in a slight unusual way. This is a Mecha Santa we're dealing with and the game's graphics reflect it with you fighting off elves and Santa hats in giant metal factories. graphics for the most part are simple and fairly clean, every thing is nice and colorful, and simple enough that the details don't detract from the frantic action on screen.

The sound in the game is fairly retro, all bleeps and bloops that fit the game nicely, and don't become annoying when the action gets heated, there's even a few lines of voice acting which are suitibly over the top and fit the tone of the game nicely. The music however, is easily the games greatest strength. interestingly, Hyper princess Pitch does not use Christmas music, but instead has an original score that consists of some rocking chiptunes that while somewhat short, are a lot of fun to listen to and back the action perfectly.
Each stage ends in a fight against a large boss
The game surprisingly doesn't have any major flaws. i haven't encountered any bugs, helped by the fact that the developer still supports it, releasing a new patch about once a year or so two tweak things. The game even has two separate executables to make sure it's compatible with as many systems as possible, which is amazing given this game is a small freeware Christmas game. The game is fairly short, but is built around replayability with local high scores and multiple difficulty levels to play through. Plus it's free, meaning it's not like you're paying anything to start with.

Overall. If you want a good game to play around Christmas time, this is it. it's fun, crazy, highly replayable, and is freely available for download. It's even a very small download, only about 20mb zipped. so there's very little reason not to go and give this thing a try.

Hyper Princess Pitch was developed and published by Remar Games. It is available from the developer here. it's soundtrack is available on Bandcamp.

Thursday, October 16, 2014

Not Half Baaaad - Escape Goat

Escape Goat has a little history to it, it started life as an X-Box live indie game, and from what little I've heard it was a decent success there, enough at least to see a PC release, and later a sequel. While the game was well praised it seems to have fallen off the radar somewhat. as of this writing no curators recommend the original, and the sequel only has 2, one of which is the game's publisher. sounds like good material for here.

Escape goat sees you as a magical purple goat - yes, really - trying to escape a prison with the help of a small mouse, rescuing sheep around the way. to do that, you'll have to travel through about 50 some odd levels. each one a puzzle that takes up a single screen. The game is actually somewhat non linear here, levels are grouped into different areas, and you can tackle these areas in any order, with more areas unlocking as previous ones are cleared.
your ultimate goal is the rescue sheep, like this one here.
Another interesting thing about the levels is they consist of a lot of moving parts. puzzles mainly revolve around hitting switches or holding down pressure plates to rearrange various parts of the game world. Part of what stands out about this is that things don't just move, there's gears and pulleys and other things to show how and where things move, it can get very complicated and it's pretty neat to see large sections of a level move a shift about as you try to solve them.

Alongside the goat you control, you have a mouse. The, which you can summon and un-summon at any time can climbs up walls and across ceilings, as well as fit through tiny spaces and activate most buttons and plates. There's even a powerup in some levels that give you the ability to swap places with him. The little guy actually allows for a lot of possibility in lever design and the game makes full use of him without making things overly complicated.
swapping places also destroys whatever is between you and the mouse
The game also has a surprisingly good difficulty curve. While the game might seem like it's insanely hard and rage inducing, that's actually not the case. The game starts out fairly simple, saving the crazier stuff for late game when you have a better idea of what you should be doing, and most levels don' rush you much, given you all the time you need to look things over and think about how to tackle them problem. The exception to this are the post game levels, which is where the devs pull all the stops out in favor of some utterly brutal challenges, but since they're fully optional, there's no need to really worry about them. They're there if you want that extra challenge, but easily ignored if you don't

The game also has a custom level editor which allows you to make your own campaigns, I'll admit I didn't tinker with this very much so I can't really comment on useability, and unfortunately the game doesn't have any sort of built in level sharing. I was however, able to find a forum here where people can share levels, and while there's not a lot on it, there's enough to help extend the game a bit.
Levels also contain various traps, such as the one I've fallen into here
Graphically, the game goes for a simple but effective 8-bit aesthetic. Graphics are nice and colorful and everything is readily recognizable, and there's a decent amount of detail to the artwork. Overall I might have seen better pixel graphics elsewhere, but what's here is pretty decent and at worst is perfectly serviceable without being ugly.

The music however, is incredible. The game has an incredible chiptune soundtrack. While the soundtrack only contains a handful of songs, each one is well done and very catchy to listen to. It's easily one of the games biggest strengths and I highly recommend at least giving it a listen at the Bandcamp link below
Explosive crates and barrels can take out enemies for you, or yourself if your not careful
As good as the game is however, it does have one major flaw: it's short, VERY short. I beat the game, doing all levels except the bonus levels, in just under 2 hours. You could likely beat this game in a single sitting if you wanted. it's unfortunate, and it would of been nice if there was another set or two of levels in the main game to play through. Though what's there is VERY good. Also, as of this writing the game is only $4.99, which is a perfectly fair price for a game this length.

Overall, Escape Goat is a perfectly solid puzzle platformer with a difficulty curve that keeps the challenge just right. While I'm told the sequel is even better (and I may yet play and review that somewhere down the road EDIT: I finally reviewed it here), I'd say the first is still worth a playthrough. At the very least? The soundtrack alone makes it worth getting.

Escape Goat was developed and published by MagicalTimeBean. It is available on Steam, GoG and Desura. It's soundtrack is available on Bandcamp. It's homepage, which includes a direct purchase option is available here.

Wednesday, October 8, 2014

This game kicks ASCII - SanctuaryRPG

NOTICE: This review is based on the free version of Sanctuary RPG, and does not account for content added in the Black Edition, which was not available at the time this review was written.

As I've said before, one of the reasons I started this blog was to steer people towards interesting games that have flown under the radar, and when it comes to being both interesting and under the radar. a retro text based rpg that's not on steam would be a hard thing to top.

SanctuaryRPG is very much a weird game, a text based RPG that plays with a keyboard only. You'd think it was a VERY old game from the early 80s or even the late 70s, but it was actually made in 2010. It's not quite a roguelike thought it takes some inspiration from them. The closest comparison I can think of is old BBS door games if you've ever played any of those: text only, turn based, and based mostly around menus.
I wasn't kidding about the text. This is the entire title screen
As an RPG, the game gives you a surprising amount of options upon starting a new game. On top of choosing a race or class, of which there's plenty of both, you also get to choose what kind of game to play. You can choose if you want permadeath or not, or to play a survival mode which has you keep fighting battles until you die. Your choice has some minor effect on the game outside of difficulty. playing without permadeath gives you a slight penalty to item drops, and you can't unlock augments, which are small bonuses you can pick on starting a new character.

The gameplay is based heavily around navigating menus. You're given a list of the actions you can take at any point, and go from there. Want to visit the blacksmith? Chose the blacksmith option to bring up the menu for it. Crafting? You've got an option for that. Need to check your stats? Character menu. Since the game is purely keyboard based, it helps keep the controls nice and simple. There's not really any commands to remember, just look at the menu, tell the game what you want, and off you go.
you'll be seeing a lot of menus like this in game.
Combat in the game is also menu based, and it's surprisingly good. Combat is based off chains of attacks and focuses on managing resources. Many attacks cost mana, so you need to avoid running out, though you can readily recharge it by choosing to reposition instead of attacking, at the same time, you might need to reposition to break an opponent's guard or use a turn to break free of a bind. There's also special options like focus or grapple that can show up under certain circumstances. This keeps combat interesting; you have to consider your options fairly carefully, as if you just spam attacks you could get penalized for missing a grapple opportunity, or find yourself unable to reposition when an enemy is charging you.

The game also has some other options outside of normal combat, you can run a tavern to gain gold and experience, there's an area that occasionally creates random dungeons, basically a string of harder than normal fights in return for a prize, and there's a crafting system. As you play, you'll gain various materials you can use in a crafting minigame, the result of which decide how powerful the resulting item is, though the item is unfortunately still somewhat random. You can choose the base type, like a weapon or armor, but not exactly what kind of stats it'll have. you even have a crafting skill that levels up independently of your main level, there's more than enough here to do outside of the usual fighting.
The crafting minigame lets you make new items, though the results are somewhat random
Graphically... well, technically the game has no graphics as it's all text based. That said the game uses a lot of ASCII art and colored text and despite how primitive it is, it's very nice looking. The game manages to throw in some little animated sequences for some things, and many screens have some sort of art to accompany them. Even when the screen is mostly a menu, the game includes various boarders and windows to organize things so it's not just a wall of text to read. The end result is a game that's not half bad looking despite how primitive the graphics are.

The game also has a pretty nice soundtrack, it's all chiptune music that goes along with the retro text aesthetic nicely. The music makes heavy uses of square waves and is just a little scratchy so it sounds like it's from an older game. The battle themes, which you'll likely be hearing most often, are all very catchy and fun to listen to. The Game's sound is very minimal, but is a lot like the music, most of it is small jingles that play for certain events, but what few sounds are actually there are somewhat scratchy and low quality, overall the game really nails the look and feel of older games.
Enemies can have random modifiers, that change how they fight.
The game also fortunately runs very well. I didn't encounter any real bugs and since the game is text based, there's virtually no system requirements. The main problem I have with the game is there's no inventory for equipment, when you find new equipment, you have to equip or salvage it for crafting materials right then and there. Also there's no mouse support. I realize that's likely going against the game's retro ideology, and to be honest the game works just fine keyboard only. It doesn't NEED mouse support, but as the game is all menus it'd be nice if I could simply click through them. Call me lazy I guess.

In recommending this game, I have to admit that it leans somewhat on it's gimmick. This is a game that sells itself on using ASCII art and chiptunes in an age of 3D graphics. To it's credit however, it's not purely reliant on it. Underneath all that text and keyboard-only interface is a surprisingly good RPG that manages to accomplish quite a bit within the limitations the Devs put forward. Plus, as of this writing the game can be downloaded free off their homepage and is pretty cheap everywhere else so by all means, give this thing a spin and if you like it? Go buy it, it only costs a dollar or two.

Sanctuary RPG was developed and published by Black Shell Games. It is available on Desura and directly from the developer. It's soundtrack is available on Bandcamp. it's homepage is available here.

An upgraded version of SanctuaryRPG, called SanctuaryRPG: Black Edition, is available on Steam.

Friday, August 15, 2014

Someone get the glue and scotch tape! - Shattered planet

NOTICE: This is a port of a free-to-play android game. The PC version, which this review is based on is not free-to-play, but has had it's microtransactions removed.

Roguelikes are very difficult games, there's a lot of stats and skills to keep track of, a large list of commands to deal with, and all sorts of situations that can very quickly get you killed if your not careful, made harder by the fact that that death means starting all over from square one. It's not an easy genre to get into.

Shattered planet is a roguelike that does things very differently, the first thing to come to mind is its control scheme. The game has a one click control scheme that lets the entire game be played with the mouse. Want to move? Click on where you want to go and the game does the rest. Attack an enemy? click on it. use an item? click on it, then if needed, click on what you want to use it on. It's a very easy game to control, and being turn based, there's no need to worry about not clicking fast enough.
The start of a typical dungeon floor. your support is generally not much more helpful than this.
The other thing that immediately sticks out is the games progression system. Unlike most roguelikes, you do not level up by defeating enemies and gaining experience points. Instead, you gather scrap metal that's sometimes dropped from enemies, but can also be found laying around the dungeon floor. this scrap metal can be used to buy permanent stat upgrades that stick with you between games. There's also a little strategy to this, as you can find vendors that take scrap metal in the dungeons, so you have to decide if you want to use it to buy something to help this game, or save up for those stat upgrades, which do get more expensive as time goes on. On top of scrap metal, you also gain crystal, which is slightly harder to find, but lets you do other things between trips through the dungeon like purchase equipment or extra supplies to take with you.

On top of your character there's also your research level. This game has what's called a datalog, it starts out empty, but tracks every last thing you encounter in it. The first time you beat an enemy? Find a new piece of equipment? encounter a new type of terrain or random event? It's logged in the datalog and as you discover more stuff your research level increases, granting you things like new classes to play as or new vendors to visit on the ship between games, of course, these benefits help you better progress in the game and thus discover more things to go in the datalog. The datalog is fairly large at over 300+ entries, and filling it makes a nice long term goal to work towards while playing.
The datalog starts empty, but everything you encounter gets added to it.
The game is also surprisingly fast for a roguelike, you're typical game last only a few minuets making it a very east to squeeze a game or two into a fairly short session. A bit part of the reason for this is the blight. The blight is this purple terrain that's spreads throughout each floor of the dungeon, starting from the same spot you do. Once the blight fully covers a tile, standing in it deals damage, and it will even send enemies after you once it's big enough. while there are ways to slow it down or stop it completely on any given floor, these ways aren't always readily available. The end result is your encouraged to be quick about finding the teleporter leading to the next floor and no spend too much time exploring the area.

Finally, the game comes with a few game modes, on top of the default explorer mode, which has you traveling through as seemingly endless dungeon, there's a handful of extra challenges that are harder than normal, but see you going through a dungeon of fixed length. There's also daily mode Every day, you get a challenge to travel through a 10 floor dungeon with a fixed set of equipment, and you're only given one chance to beat it. These extra modes give the game a good bit of re-playability, giving you opportunities to discover new things for the datalog, as well as acting as a good challenge for characters that have been upgraded considerably.
New discoveries help raise your research level.
Graphically, the game is very nice looking. Everything is colorful and detailed, with a very clean art style. Items and creatures are readily identifiable, and they did a good job of varying the tile sets to keep terrain interesting. There's not a lot of animation as the game is turn based: most of the game just has everyone standing around waiting to make their next move, but what animation there is is nice and smooth. Overall it's a very nice game to look at.

Sound in the game is good. There's not a lot of sound in the game, but what sound is there works, everything sounds like it sound and there's nothing odd or out of place. Music in the game is very good, it's atmospheric and fits the tone of exploring the broken remains of the planet quite nicely. it's nice to listen to and given the lack of sound helps keeps things from being too quiet.
The ship is where you get ready for your next trip through the planet.
The game does have a few flaws, namely the games simplicity is a double edged sword it's simplicity makes it easy to get into and play, there's very little to learn and while the game has a good amount of content to it it doesn't actually demand much of your time. This is a game you can readily play without having to set a lot of time aside for and that's honestly really nice. The problem is it's simplistic. There's no skills, no crafting, no stat points or even many stats at all, if you're coming from a beefier roguelike, there's not a lot here.

Overall I like the game despite how simplistic it is, and will likely still be playing it every now and then for awhile yet. I'd say it's worth a look but you honestly need to know what you're getting into. It's a fun, simple game that's easy to get into. Great if you're new to the genre and want something simple to start with, or just simply want a lite roguelike to play every once in awhile. but if you're a hardcore rogue fanatic looking for something to replace Dungeons of Dreadmor or Sword of the Stars: The pit with? you might want to look elsewhere.

Shattered Planet is developed by Kitfox Games. It is available on Steam. It's homepage, which includes an option to purchase directly from the developer, is available here and it's soundtrack is available on Bandcamp.