By now the Steam Game Festival has already ended, but fear not! There will be more posts about the demos that I played! Alas, this post is about For the People – a game about time management and political choices. We take control of the newly appointed mayor of Iron-1, Francis Rivers, who has to try to appease all kinds of different parties from the working class to the military to other people that don’t just seem to get along.
Brezg Studio describes it as an “acute social novel with strategic elements”, which honestly fits really well as you sign documents, make difficult choices, appoint agents for different missions to deal with certain tasks, on top of managing all kinds of appointments, tasks and, at last, more paperwork.
You need to manage your time efficiently while also strategically distributing resources to the people in order to earn their trust and increase your influence over them. Of course, you can’t please everyone. I tried to do that… but it just seems as if you’ve got to take some sides here and there, which obviously results in the displeasure of other parties.
In my case, I ended up trying to provide sufficient healthcare to everyone, no matter their race, gender or class, but I couldn’t appease the military force or the fire force who were in need of resources. I also made some difficult decisions here and there where I denied funds to some people who would obviously abuse them for some bad things… meanwhile other times, I made the wrong choice and accepted proposals that were based on lies and misinformation.
It all comes down to this: You can’t do everything right. You can’t appease everyone. Just go your way and see what happens!
There are five different endings in the full game, although the demo only lets you play through the first few days, so I couldn’t really see what’s going to happen. I’m quite excited about how it all plays out. I’d love to see if there are any possible romance options as well, since I kind of ship Francis with our assistant, Helen.
And then there’s the style. It’s just insanely great. You’ve got these visual novel style cutscenes here and there with incredibly stylized moments in the next scene and cuts to different points in time, which I found rather impressive for a small studio’s first game! My explanation of all of this probably doesn’t make much sense unless you see it for yourself, so to make it easier to understand: The presentation is great. Just go see for yourself!
And then there’s the soundtrack. It was great! Yeah, I can’t really describe it too well, either…
Honestly, I’m really excited about this game. It kind of reminded me of “Papers, Please” and “Through the Darkest of Times” as well as (potentially) “Beholder”. All lovely games and all so unique that TtDoT probably fits the most style-wise and theme-wise, though the other games may fit more choice-wise and gameplay-wise.
Either way, this is a game that I’ve got wishlisted for sure. The Release Date (2020) is relatively unspecific, so I just hope that it arrives soon!
Some heroes are known for fighting windmills! Some others are known for getting tossed coins at! And some others… well… they have buckets on their heads and fight evil stuff to save their wife! In today’s Indietail we’re talking about the latest demo of ClunkyHero!
Developer: Chaosmonger StudioRelease Date: March, 2021
Genres: RPG, Action, 2D, Platformer, Metroidvania
Available on: PC for now (+more as stretch goals)
Reviewed on: PC
Copy was received from the Devs (demo available for free)
Clunky Hero is a humouristic and story-driven Platformer-Metroidvania-title with RPG-elements by Chaosmonger Studio. It’s being described as a mix of titles like Hollow Knight and MunchKin. The game features a rather adorable 2D world filled with a lot of surprises, references and dangers. You can now support the game on Kickstarter until the 15th of June, 2020, so I’ll just quickly talk about the demo that I got sent by this small dev studio!
“Set in a far-away village, a dull peasant named Rufus and wife, Brunilde, lived an ordinary life. Everything was great in the village until the Evil One was awakened by a magical mistake that unleashed his army of minions into the world. In an unsurprising twist, the Evil One kidnapped Brunilde and imprisoned her in his Super Evil Bad Guy Castle Fortress.
Determined to rescue her, Rufus ventures onto a great quest, only equipped with an ordinary broom for his weapon and a sturdy bucket as his helmet. Labelled the Clunky Hero, Rufus sets out on his quest to save his wife and the whole village!”
What seems like a rather generic RPG-story á la “heroine gets kidnapped and the protagonist must save her from some evil guy” is actually a rather comedic twist on the whole trope of a princess that can’t seem to not-get-captured. The game mocks the trope and the generic RPG-games that feature the same twists over and over again by tackling the issue with TONS of humour. In fact, on stream, I ended up actually laughing out when I saw the intro for the very first time. The narrator and the whole plot premise are just hilarious!
Soon after getting into the game, you’re being presented by hand-drawn backgrounds and the option of going towards a dangerous story to your left or a town filled with generic NPCs to your right. The NPCs either tend to mock or make fun of you while selling you items, or they’re breaking the fourth wall with critique points and jokes at the cost of the devs while also giving out quests for you. I personally really enjoyed some of these dialogue options quite a bit. Again, the writing seems alright when you read/hear it for the first time, especially when all the NPCs are voiced with some made-up language that further enhances the experience.
In the demo, there are a bunch of enemies that you can encounter in the world from goblins to drunk bees to derpy knights to jumping heads (reminding me of Spirited Away!). They usually are tricky to deal with and can deal a bunch of damage to you, which is rather annoying when you think about the fact that you can only get healed by heal-items.
The gameplay seems to feature a lot of exploration, some not too complex combat and a bunch of enemies as well as a ton of humour but nothing too out-of-the-ordinary. It all seems rather unpolished to me, which may be part of the appeal of a demo, I guess? I’m sure that the following issues will get fixed in the full version… or rather I hope so,… but I don’t know for sure.
I’ve noticed a bunch of bugs and issues with the controls. Controller inputs were not getting registered while controls in the inventory just did not work at all for the most parts. A lot of times I’d feel like the hitboxes were not matching up which was rather annoying and with you not being able to heal without items it became quite frustrating… Especially, when you then have to start the game up again and listen to the same cutscene again… for the fifth or sixth time. I GET IT! WE’RE SUPPOSED TO LAUGH ABOUT THE DUCKFACE JOKE! Yeah, it’s not funny after a few times, but that’s the case with all unskippable intro-sequences! (Looking at you there, Borderlands!)
But these are issues that can be fixed rather quickly. The devs are aware of these problems and mentioned them in a pop-up that you see when you start up the game. It’s impressive to see a demo like this being put out after only 4 months of development.
The final result is supposed to feature 25+ levels, 15+ interior levels, six different skills, six+ different weapons, 20+ side quests, 30+ consumables, 10+ magic items, 10+ bosses, 20+ NPCs and 30+ types of enemies.
And in the end, I would say that these smaller issues that have been spotted in the DEMO (!) will probably not be featured in the full game, coming out in 2021… and I’d say that it still has some beautiful art, some hilarious moments and a great narrator… so I’d recommend the game if the quality continues to improve from now on… but we don’t know for sure.
And I know that it’s difficult to trust some name on some Kickstarter campaign with one’s money. You obviously cannot just trust anyone… but in this case, Nicola Povesan – head of Chaosmonger Studio -, has been rather successful with backed projects on Kickstarter. There are short films like Attack of the Cyber Octopuses and Robot Will Protect You as well as the video game Encodya (coming out on Steam in 2020), so if you’d like to, you could very much go and help the studio out over here at the Kickstarter campaign.
Clunky Hero is currently about 2500€ away from getting released in an All-Or-Nothing campaign. You’ll be able to find the demo on that side as well as some stretch goals, so you may consider doing that.
Either way, have a nice day and always remember to greet your neighbours with enough safety distance!
Have you ever wondered what it’s like to be inside of a giant whale? Or what it’s like to manage your inventory properly if you only have one spot? Or have you ever thought about the possibility that a van is currently chasing you… from ABOVE?!
Well, if you didn’t really know what I want from you with any of these questions, then you’ve come to the right place! After all, we’re looking at the newly released arcade-ish rogue-lite-title “Gutwhale”!
At the beginning of March, Josh from Stuffed Wombat was fired from his job due to the Corona-Virus-outbreak, so he started developing this game. In the game, you essentially engage in a gameplay-loop where you dive into the whale’s gut and have to shoot enemies with your gun and die when you run out of lives. Your gun only holds one bullet at the time, so when it hits a wall or enemy, it bounces off and you’ll have to pick it up again before you’re able to shoot again. The enemies either move, jump or shoot at you as well, resulting in a little bit of a bullet-hell-feel that I overall found rather enjoyable.
Patience is key
If you die and your bullet is still on the ground, you may use it in the next life as well, which leads to strategy-opportunities. Each area or biome is divided into different levels where you need to clear all the enemies. Using arrows, the enemies of the next level below you are indicated to you so that you can position yourself in a good position.
Despite the in-your-face-techno kind of music that is blasting your ears in a rather fast manner that was created by Britt Brady (known for the Gato Roboto soundtrack), the game actually requires a lot of patience. I guess you can rush into the fights without any strategy at all but in my case, it never worked out and I got a bit frustrated. Not at the game but at myself for not doing what I wanted to do: Not Die.
You have to patiently wait for enemies to move a certain way and you have to position yourself accordingly, aim steadily and know when to move fast and when to wait for a second and reconsider your next move. Sure, the game may be a tiny bit fast-paced when you’re getting swarmed by four frogs at once or when it suddenly turned into a bullet hell game with all the mushrooms shooting at you… but it still punishes you for being overaggressive, which I found rather enjoyable.
The artstyle is…. gutsy?
Frankrekkk did a great job to portray the inside of a whale. It’s very red and it almost feels as moist as I’d imagine a gut to be… The enemies also come in a bit of variety with new enemies for each area and new patterns for their movement. There are small jellyfish that chase you around in the first level alongside mushrooms that are shooting bullets at you and small whales eating away at the blocks that stand before you. Down below, in the next bigger area, you’ll find a lot of skeleton foes that move based on your movement while there’s tankier enemies further below that hit hard and are able to take more than just one or two hits.
Overall, I didn’t get too far into the game yet. It’s mostly just this one frame away and I always get a bit too tilted when I play Gutwhale as I just am not really good at it. Regardless of that, I made it to the third area and nearly have beaten it… and I’ve unlocked new hats that unlock new modifiers for your gameplay like getting more points (that then can be spent on extra lives or extra bullets) but also only having one life or like replacing all enemies with frogs… or like having a high jump… and all of these hats and modifiers make the game not necessarily easier… they just change it up a bit keeping the difficulty and bringing something new to the table so that you can enjoy this finite rogue-like-experience for a ton of time.
Overall, I’d say that Gutwhale is a great game. The art style, music and gameplay are completely satisfactory but there are some issues that may get fixed in the future (the game just came out after all):
In the settings, the game gives you “options” but not really options. You’re able to play in “Fullscreen”, “Smollscreen” and “Bigscreen”, which is amusing at first but it gets rather annoying when you don’t have the option of turning on Borderless Windowed or change the resolution at all. Similar problem with the sound: Sure, the soundtrack is nice… but being able to either turn it on, off or have someone whistle, isn’t really helpful. The game is really blasting the music into your ears and generally, I find it rather annoying when I cannot turn down some of the volume settings or the brightness or anything like that.
I get it. These settings are supposed to be for entertainment only and stuff but “serious settings ON/OFF” would be a nice setting to have as well where you have these joke-settings on “on” and normal %-volume-settings for sound and music and brightness and everything else, too, on “off”. At first, I found them fun and even chuckled at them but over time it just got annoying, though I guess that you can either turn everything off or you use the computer’s audio mixer for it.
Apart from these issues with the settings, I didn’t encounter any other flaws or bugs or whatever and really enjoyed the game. Sure, it can be frustrating sometimes but I never felt like the game killed me. It always was my over-eagerness or my impatience or a false input.
Hence, I do recommend the game. For four bucks on Steam it’s a grab that is absolutely worth it, so check it out if you enjoyed this review.
This post is part of a challenge called BLAPRIL. The goal is to post as much as possible during the 30 days of April. There are different themes during some of the weeks and a lot of mentors, newbies and participants participating. Feel free to check this hub-post out and check out the other participants!
In today’s Indietail review, we’re talking about Original Journey: A hand-drawn, sci-fi action-adventure where we join the Ato as they embark on a mission to a distant planet, known as the Shadow Planet, to find a certain crystal that can save our own species and even our dying planet.
Developer: Bonfire Entertainment
Publisher: Another Indie
Genres: Roguelike, Action, Indie, Adventure, 2D, Sci-Fi
Release Date: Aug 16, 2017
Reviewed on: PC
Available on: PC
The copy was purchased.
After a bit of an epilogue, we get thrown into the world of the Ato whose last hope, their battle-ship, has finally landed upon one of the floating islands of the Shadow Planet. The main character of the vegetable-like species of the Ato oversleeps, of course, and therefore ends up being used by the Commander as a meat shield. After beating the tutorial where we learn about movement, aiming, weapons and turret-placement, the Commander is astonished at how well we survived and did, which is why he lets us take part in actual missions that revolve around exploring the planet and beating enemies to receive resources and crystals, which are needed for new weapons and new suits, each with their own unique characteristics.
Essentially, you can fly out and explore the planet, landing on one level after another, each with randomly placed enemies and special events. On some islands, we get ambushed while on other islands we prepare and ambush the ambushers, one some islands we help out other people while on others we get healed and we receive free loot and ammo. There is a lot of variety between special events and normal islands and a variety of enemies as well, each with different strength levels and different attack/move sets. We can use two weapons at a time and place down two turrets per island, although we need to recycle turrets upon leaving an island to receive some Ammo back. Ammo and resources are limited, which is why you’ve got to either take a risk or frequently go back to base again to restock on Ammo and Health, store your loot and possibly upgrade or unlock new suits and weapons.
Levels get increasingly difficult and the farther you go, the more of the story you’ll be able to unlock.
At some point, you really need to take risks. There is a fast-travel option but it requires a lot of Crystals (the currency farmed from enemies) which is also important for weapons and suits. Therefore every hit has to land on every previous island to not waste too much ammo. Sometimes you need to do base-stops and sometimes you just risk going for another island in hope that you get a supply drop on the next one to refill on ammo. At some point, levels get too difficult with way too much going on, which is why you also need to level up your character and upgrade your stuff to proceed.
The game very much relies on „rinse and repeat“, which is standard for a bunch of games, I’d say, but it also needs to be done well.
While the game seems easy at first, it gets harder and harder over time, especially when you still need to grind certain rather rare materials to get your next weapon. And the worst thing: You don’t know what weapon you get. You can test it out after you’ve unlocked it but there’s no name to it before you unlock, resulting in a bit of a frustrating experience where you get something for the sake of unlocking it and don’t know if you like it. While I enjoyed the Saber, for instance, the other weapons so far have been difficult to use and are absolutely not my playstyle. Thus, I’m only using the grenade launcher and the sword, mainly as the sword doesn’t require ammo and alas can’t run out of ammo, despite having the drawback of having to get close to the enemy.
There are also other annoying elements to the game. For example, your health gets completely refilled when you level up, which can make some levels extremely close and very fun to do… but there are no enemies in some of the boss levels to give you the necessary experience to level up again and save yourself or save a run. When you die, you lose your stuff and need to retrieve it… but in boss levels, that mechanic is missing completely… and I haven’t even touched upon the art style…
The art style is hand-drawn and I’d describe it as either hit or miss. You either really like it or you hate it. In my case, I liked it in the beginning and really enjoyed the interesting mix between a sepia-esque colour-scheme and the green colour as the only thing that is different (apart from the red health bar of course). BUT over time I noticed a few major flaws with the design. Sometimes you have other characters/NPCs in your levels that help you out and look fairly similar to you, making it rather hard to distinguish who your character or who the NPC is… there is a bit of a green dot above your character but it isn’t really helping all that much and can be easily overlooked with a ton of enemies on the screen and all of that.
Another problem with the art style is that I couldn’t really distinguish where damage was coming from in some of the (mainly boss fight type) levels. Sometimes there’d be elements to the level that were in the background and sometimes there’d be elements in the foreground, resulting in the levels being rather messy. You don’t know where you can hide behind, you don’t know where you can stand on. You don’t know what’s destroyable and you don’t know what’s hurting you. Especially when one of the bosses can summon stones and roots that hurt you, it’s unnecessarily hard for you to dodge stuff when you don’t know what’s happening.
A nice and easy fix for that would have been a green (toggle-able?) outline for your character and a red (toggle-able?) outline for enemies, projectiles, traps, falling objects, etc. It would have been that easy but there’s nothing like that and therefore I at some point ragequit after having seen most of the things there are to this game.
It’s frustrating to lose your stuff because of dying in the boss fight without the option of retrieving it. It’s frustrating to die because of not seeing your character or the damage source. And it’s frustrating to not be able to distinguish between your character and NPCs or to not be able to see a trap in the foreground and some item in the background.
The game is quite repetitive and after getting used to the fiddly controls or rather after getting used to the two weapons that I wanted to use instead of the other even more fiddle weapons, I ended up being frustrated for the sole reason of the game being badly designed in a way. I guess this might be the right game for you if you like an unnecessary challenge game that (according to steam users) can be finished in anything between six and twenty hours, depending on your skill-level and play-style… but I personally can’t recommend a game that has so many flaws and isn’t able to outweigh the flaws with the good sides.
I hope that you liked this post. I was excited to play Original Journey as it has been sitting in my library for nearly two years now but sadly it kind of disappointed me, which is quite a bit of a bummer.
Until the next time, cheers!
This post is part of a challenge called BLAPRIL. The goal is to post as much as possible during the 30 days of April. There are different themes during some of the weeks and a lot of mentors, newbies and participants participating. Feel free to check this hub-post out and check out the other participants!
In today’s Indietail review, we’re taking a look at The Plan – it’s a short free-to-play Indie Game that I played ages ago and that I liked back then. Just now I started it up again and I just like it all over again. It’s by Krillbite Studio who also made Among The Sleep and Mosaic, two award-winning games that were highly recommended to me and that I’ll have to eventually play myself as well.
Developer: Krillbite StudioPublisher: Krillbite Studio
Genre: Indie, 2D, Experience, Short, atmospheric, Free to Play
Release Date: February 10, 2013
Reviewed on: PC
Available for: PC
Copy was free to play.
But what exactly is The Plan? Essentially it’s a game where you play as a Fly. You start up the game and after clicking on „Play“, you immediately are thrown into the game where a fly is sitting on some foresty ground doing what flies do. Just sitting there. You don’t get any instructions until you eventually figure out that you can lift off the ground into the dreamy atmosphere of this beautiful experience. Using AWSD you’ll be able to manoeuvre through the air and explore the small world that you live in.
Eventually, you’ll see forests with its trees in the distance and fly higher and higher as you encounter threats of source like falling leaves that you have to dodge or strong winds that push you around. Overall the game is quite relaxing though, as there is no game-over for you. You just get thrown into this small world of a small fly and as you fly higher and higher you’ll see that the world grows bigger and the fly becomes smaller and smaller. Eventually, you’re seeing stars and a night-sky with its figures and dreaminess before eventually reaching your goal and succeeding in the plan.
The Plan is accompanied by a very atmospheric soundtrack, enabling you to get captured into the soundtrack while also providing a dreamy tune of sorts that you can listen to while enjoying your flight.
There is not much there when it comes to the gameplay but I can see that that’s not the goal. It’s more about the experience that the player has while playing the game. It’s interesting to see the world from a different perspective, even if it’s just in 2D.
The Plan succeeds in telling the tale of a fly and its pointless and brief existence. The “plan” being it leaving its birthground and going out into the vast world to eventually reach its goal and die – just like in real life. Our goal is essentially dying and nothing matters, as some philosophers would say. I really like these aspects of philosophical overthinking that is possible to some degree.
The Plan features one achievement called „Hey, Listen!“, which I found hilarious, and delivers a nice experience overall, even if it’s a bit short. You can have fun with this game and essentially just uninstall it later, nothing is lost. I enjoyed this short experience quite a lot and since it’s free, I’d definitely recommend The Plan to you guys as well.
I hope you’ve enjoyed reading this rather short review on a rather short game. There isn’t much to talk about when it comes to The Plan. I liked it, so I write about it – even with the review being just 569 words long, that’s okay in this case as I don’t think I could stretch it at all without spoiling any of its surprising elements.
Anyways, I hope that y’all have a nice morning, day, evening, night or whatever. Until the next time – Cheers!
Being a student, I wasn’t able to fund my new PC until I found this job here. It seemed rather easy: Scout for flaws in the security systems, watch out for the guards, break in, take everything valuable and leave without getting noticed!
Sadly, I’m not Kaito Kid or Lupin III and, hence, not a good thief.
Therefore, my new PC has still to wait but at least you get a review on The Swindle, a steampunk cybercrime rogue-lite about breaking into buildings, hacking their systems, stealing all their cash, and quickly running away again before the police show up.
Developer: Size Five Games Publisher: Size Five Games Genres: Stealth, Jump 'n Run, 2D, Indie, Rogue-lite, Action, Platformer Release Date: July 28, 2015 Reviewed on: PC Available on: PC, PSV, PS3, PS4, Xbox One, WiiU Copy was purchased.
> London, 1849_
> In 100 days, Scotland Yard will activate their breakthrough Artificial Intelligence technology, > codenamed “The Devil’s Basilisk”_
> Its surveillance capabilities will be total. If the project is completed, > your career as a master burglar will be untenable_
> Steal it before that can happen_
So, off we go onto some heists into the Slums! The clock is ticking before the Devil’s Basilisk is ready for Launch!
100 days seems like a long time but it only resembles 100 runs, no matter if we fail or if we’re successful. 100 runs to earn money to purchase new upgrades, skills and tools but also 100 runs to increase our affinity to unlock new areas and eventually be able to hack into Scotland Yard itself and win the game.
We’re heading into procedurally-generated houses and mansions in a few different areas, each more packed with security and possible loot than the other!
At first, we only have the Slums available – they offer low rewards at relatively low risk. In the beginning, we only have our jump-n-run-abilities available to us and have to try to be sneaky to get into those mansions. There are security guards, walking their routes, but none are equipped with microphones or dangerous guns and they all usually only pack one hit. More often than not, though, I got caught off-guard by some robot or was spotted due to my greed and stupidity. You are your biggest enemy, it seems.
After every run, you get to either go back to your airship and upgrade your characters or just go for another heist.
Getting the level 1 hacking skill is of utmost importance, however, as it quadruples your profits whenever you hack a PC. Once you get that skill, you should try to unlock bombs, as the procedural generation sometimes leaves you with unaccessible rooms and dead-ends. There’re also times where the building itself has no visible opening, resulting in frustrating runs with no earnings at all, although that’s happening rather seldom.
And then, eventually, you’ll be able to go into the Misc-Tree and buy your first upgrade to unlock new areas. Now there’s locked doors, mines, enemies that pack multiple hits, and overall it became a lot harder but your profits are doubled as well, resulting in faster upgrades and, in my case, in bigger greed.
Yeah, the greed. The most frustrating part of every game, I’d say. When your teammates throw a won game as they wanted to earn some extra kills on their way, or when you just go for the last few hits on the raid boss and get killed thanks to your stupidity (or rather… mine… I should know better, you probably do).
Greed’s the reason why the doom-day-counter was ticking faster for me than for everyone else (probably).
Sometimes I died because of me forgetting about fall damage… Sometimes I died because of landmines that I failed to hack… Sometimes I died because of me greeding for another computer-hack instead of just bailing with 3-6k pounds.
And before I even reached the fifth stage, I already reached Day 0: Gameover.
I had to start anew from Day 100 on, losing all of my progress and upgrades. But while a few heists were frustrating, the overall game wasn’t. It’s highly challenging, seeing new types of enemies and mechanics is interesting. There is a degree of strategy involved in the selection of upgrades, tools and skills. I liked the game and kept playing for a few more heists – until I stopped due to having to get ready for the Halloween Party I wanted to go to.
The colour-palette and music are interesting, and whenever your character gets caught, you respawn as a new character with a new look and a new name, both randomly generated! There’s also the world which is looking cool – but then again my view might be clouded due to my love for Steampunk games!
The presentation is topnotch in my opinion and while the learning curve is rather steep in the beginning, I really wanna become a master thief like Lupin III or Kaito Kid, resulting in me enjoying the game in itself and its challenging aspects.
But let’s get to some flaws, at last, before rounding up this review:
There is a certain problem with the generation of the levels that I found rather bothersome, even though I only encountered it once in about 230 heists… being locked out of the mansion. There are cases where the mansion you’re scouting has been generated in a certain way where it doesn’t let you in through any doors, mainly for the sole reason that there are no walls. You either have to bomb your way in or you just leave and start another Heist, which is bothersome for the sole reason of you losing one day.
There’s also the fact that explosions should result in big sounds that the guards should notice – but they usually don’t notice you, unless they are equipped with a microphone – and even then, they hardly notice. I would like it if they A.I. would pick up on stuff like this but the game is already hard enough as it is, so I shouldn’t complain about that stuff!
Apart from that, I didn’t encounter any problems or flaws in the game design. And while it surely is annoying when you lose a day or two because of bad level-generation, the game takes care of that by giving you the option of hacking Scotland Yard directly, for a price, of course, to give you a few more days until the Devil’s Basilisk is finished.
I enjoyed my time with The Swindle and, therefore, really recommend this game. I love the aesthetics, the gameplay and the overall idea of heists and the doom-clock-timer! I hope you enjoy it as well.
I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!
Note: I changed the date of this review to November 3rd as it bothered me that I accidentally posted two reviews on the same day. It’s a bit of an OCD-thing, so I can’t really help it. I’m sorry for that post-edit. Also, I put this little IntPiPoMo-section down at the bottom of this review after having already posted it, as I signed up for it after the day I posted it. Doesn’t make too much of a difference, though.
And another note: I did not perform any crimes IRL to fund my new PC parts. That was just a small introduction for the setting, similar to a small exposition. Please don’t call the cops. Thank you.
It’s time for Día de los Muertos – the memorial day of the dead! And for that we’re playing as the agave farmer, Juan Aguacate, who’s helping with the preparations in his village only to find his childhood friend, Lupita, be kidnapped by the undead villain Carlos Calaca to be sacrificed in a ritual to unify the world of the Living and the Dead and rule over them all! In our attempt to save Lupita, we are killed by Carlos only to find ourselves with the mask of the famous Luchador himself and some epic superpowers! Strap on for a review of Guacamelee! Super Turbo Championship Edition!
Guacamelee! Super Turbo Champion Edition (Trailer/Shop) is a Metroidvania-Action-game by Drinkbox Studios that is combining a colourful art style with 2D-Sidescrolling-Action, a lot of humour and tons of fighting!
Developer: Drinkbox Studios Publisher: Drinkbox Studios Genres: Action, Metroidvania, 2D, Platformer, Beat 'Em Up Release Date: April 9, 2013 Reviewed on: PC Available on: PC, Playstation Vita, Playstation 3 & 4, Xbox 360 & One, Nintendo Switch & WiiU, Linux Copy received for free during a giveaway
It’s using classic elements of the Metroidvania like wide branched out maps, paths that can only be accessed using certain abilities, and a lot of exploring! To proceed we’ve got to fight our way through waves of enemies in arena-levels while solving Jump-‘N-Run-areas in some of the wider levels and overall follow along in this rather linear story.
The story itself consists of going through different “temples”, fighting against Carlos’ generals and getting stronger to ultimately face Carlos himself and unlock one of two endings.
The fighting makes use of a wide range of attacks, throws, kicks and special attacks that also help you to get rid of previously encountered roadblocks. It feels rather fluid and you can chain almost all attacks to one another and unleash incredible combos on your unknowing foes! Truly fun!
And yet, the game itself is rather lacking in terms of difficulty. In my first playthrough of the game, I didn’t have any difficulties with the enemies at all.
There are a few different types of enemies that come in different colours, giving them different properties and making you fight each in a different style but most of the time you’re able to send all of them flying with a few simple button-presses. Some enemies are more annoying than others, for sure, and there are times where you need to shift between the world of the Dead and the world of the Living to fight them while also dodging the attacks of the enemies in the other world but it seemed rather lacklustre when it came to difficulty which was quite a letdown.
At some point during the final levels, you encounter two new enemies, though, that can give you quite a hard time. At first, you face them as mini-bosses but then you encounter them on the next few levels as well, which is a lot more challenging. The sudden rise in difficulty rose my total deaths to a two-digit number (not factoring in the final boss fight), but I would have loved to see a more consistent rise in difficulty as you might see in other games.
On top of just brawling your way through enemies, you can also find collectables in some interesting side-quests and puzzles, or upgrade your abilities and health/resource bars. But adding more damage and survivability to your character could be a reason for why the game felt so easy in the first games. On top of that, there’re way too many checkpoints in the early levels, even in areas where you can’t possibly die. Meanwhile, in later levels you’ve got to do Jump ‘N Run passages in dangerous spots with checkpoints that are far away, making a sudden misstep even more frustrating.
A great of making your way harder, however, is to buy costumes.
Costumes provide you with special perks that most often come with negative debuffs! For instance, there’s one that grants you “massive damage” but you also receive “massive damage”. My favourite one, though, was the El Diablo costume that grants you enhanced attacks and lifesteal but decreases your maximum health by a hefty amount!
But setting the difficulty aside, it was rather fun. There’s a lot of humour and even when you’re just smashing buttons and chaining attack after attack, you can have quite a fun time with this game. The game is mocking itself constantly, working with Mexican stereotypes and referencing other games while also adding running jokes into the mix that made me chuckle quite a bit here and there.
There’re collectable Choozo Statues (a direct reference to Metroid‘s Chozo Statues), for instance, or posters in some cities featuring Luchadors of all sorts from all kinds of different games! Next to “Los Casa Crashers” (Castle Crashers), “La Mascara” (The Legend of Zelda: Majora’s Mask), and “Mega Hombre” (Mega Man), you can find a lot more references in the game, which is most often a true delight!
The aforementioned art style is capturing that Mexican vibe quite well!
There are a lot of bright and vibrant colours involved while you’re in the world of the Living – while you see a rather dark and enigmatic colour palette in the world of the Dead. This mix of colours is quite pretty and caught my eye when I first stumbled across screenshots of this game. The music is rather fitting for the whole aesthetic and the overall Mecixan feel but it didn’t stick to my ear all that much. It’s not a soundtrack that I would recognize in a playlist or something like that, which is a bummer of sorts, I guess.
To conclude, I’d say that Guacamelee! is a delight to play. It’s a lot of fun and while it is rather short with its estimated ten hours of gameplay, there are a lot of sidequests and backtracking that one can do. There’s also the devil’s challenges that one may want to finish, on top of the Hard Mode which did a lot right for me. I guess that using the Hard Mode the game’s worth the recommendation, however, I’d recommend using the Super Turbo Championship Edition as well as it adds a lot to the game in terms of costumes, powers, puzzles and Hell, itself.
So, while I do recommend this game, I’d still say that it might not be something for everyone. Those that want a bigger challenge might not be satisfied with the main game but might have more fun with the Hordes-mode/Arena. I guess, the game is worth its money but, when in doubt, one can always wait for a sale on steam, right?
Hasta luego! (I hope I used that right..)
I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!
Note: I put this little IntPiPoMo-section down at the bottom of this review after having already posted it, as I signed up for it after the day I posted it. Doesn’t make too much of a difference, though.
Today’s we’re going on a catventure! I mean, we’re taking a look at Cat Quest after all! Cat Quest is not only a lovely homage to classic RPGs but also a parody of the same. It not only mocks the genre but also adds its features into it to make a purrfect game for every pun-loving RPG-fan!
Developer:The Gentle Bros Publisher:The Gentle Bros Genres: 2D, Open World, Action, RPG, Indie Release Date: August 8, 2017 Reviewed on: PC Available on: PC, Switch, PS4, Android/iOS Copy was purchased.
After a dark wizard has catnapped our dear sister, we find out that we’re a so-called Dragonborn! The wizard summoned dragons into the world and we’re the only one who can save the world from those nasty lizards! In Cat Quest, we’re able to roam the expansive continent of Felingard, fight monsters in real-time battles and not only upgrade our skills but also our equipment!
Combat in Cat Quest is kept relatively simple. We’re able to attack enemies with a normal attack, using our physical strength, to deal damage but also recharge our Mana. Our Health-bar can also be protected with Armor that recharges over time when out of combat, similar to the Shield in the Borderland series, although not as quickly. To not receive damage, we have to watch out for the enemy-attack-patterns: Indicated by red scorch marks on the ground, we can see what spell they are currently casting or when the next attack is coming. We simply have to roll or walk away from that zone then, making combat quite dynamic!
We’re also able to cast spells that consume Mana but also deal damage on top of other effects based on the spell’s nature: Fire sets enemies ablaze while your Ice-Spell deals damage to them and causes them to attack and move slower. For Spells to be stronger, you need ability power. Both physical and ability power are gained through level-ups and items.
Just like enemies, we also cast our spells in different directions. The Fire Spell is an AoE-spell around you, while Lightning is a horizontal and Ice is a vertical attack. There are also other spells with different patterns as well as a Heal Spell but I don’t want to spoil too much. Different enemy-types can use different spells, although they all resemble yours. Hence you sometimes have to dodge the ice attack while still attacking enemies.
There are also enemies with special properties that allow them to not receive damage from physical, magical or certain elemental attacks, although making them weaker to the opposite. I personally liked this feature quite a lot as it made me change my spell-loadout in between fights in order to be effective while also making me walk and roll around a lot more in combat instead of just mashing one attack-button.
Questing, Levelling and Items:
There are two types of quests: Side Quests (which are completely optional but also really hillarious) and the Main Quest (which is the Story basically). These are most often either “Kill these monsters”, “go there”, “find that” or “talk to these guys” quests, which is relatively repetitive. Once you complete the quest, you’re most often rewarded with Experience and Gold en masse. But while I said that the quests are repetitive, I must say that the dialogues between the characters are pawesome! Also most quests only take about 2-3 minutes and always grant you a level up until level 60-something. At that level, you’d also have to farm a few dungeons to level up and proceed with the story.
There are 99 Levels, 62 Side-Quests and 12 Main Quests to complete and 52 Dungeons to clear, so you’ve got a handful to do in this game. On top of that, there are also about 66 armors and weapons available in the game which can be broken down into different sets.
A set would be the Squire Armor + the Squire Helmet + the Squire Sword. While the Armor-pieces enhance your armor- and magic-stats, the sword only grants you physical and magical damage but no armor. There are also other pieces in the game that grant you different boni like more health or just one stat bonus or even grant you one bonus while also giving you a malus that you need to make up for with other items or that you just take into account. Hell, there’s even a “Crappy Set” that reduces everything – and the more you upgrade the different pieces, the worse these items get!
Overall, you can customize your playstyle a lot with these items, although I would loved it if these “sets” had actual set boni like in other RPGs. That would have been a great addition to the game! Set boni aside, I love the combinations that are possible with these armor pieces and also really enjoyed the fact that you can see the armor and weapons on your catracter.
Dungeons usually harbor a few enemies, experience points, gold and chests. There are normal and golden chests, the normal ones contain items while the golden chests contain better loot but require a key to be opened. When you loot dungeons, you’re able to obtain multiple pieces of the same set. If you already have those pieces, your existing armor/weapon gains more levels and hence better stats. Usually, you’d have to go to a blacksmith and pay 50 gold or even 5000 gold for a chest that contains some loot. This, however, is a crap mechanic, in my opinion, as you cannot directly upgrade your armor. Meanwhile, spells can just be upgraded with gold at Arcane Towers without the hassle of playing a loot-box-minigame.
Cat Quest really shines with its humour and the paw-ns (nope, a pun on puns doesn’t work) that are scattered all across the world. The Open World uses vibrant colours which is insanely cute! Also the overworld uses different colour palettes for the different zones/biomes while the dungeons always have a rather dark and enigmatic colour palette, which I found rather fitting. The music is okay but nothing special, in my opinion. It doesn’t really stick in your ear but there is no point in the game where the music doesn’t fit.
The world is nearly as huge as the devs’ cat-pun-repertoire, which makes it enjoyable to explore, especially as you unlock more ways of travelling later on, like “Water Walking” (cats don’t swim, they walk on water) and “Flying”, which renders you able to backtrack later on. Overall I really did get catventure-vibes from this game and enjoyed it through quite a few hours!
While Cat Quest has its flaws with the bad item-upgrade-system and the repetitive-ness of the quests, there are a lot more positive points to it as combat is superb, the puns and the humour is absolutely lovely and as the customization is also absolutely great! The World is HUGE and there is a lot of end-game-content to the game once you unlock Mew Game mode and play the game with different modifiers like having only nine lives, staying on level 1 for the whole playthrough, stronger enemies or even no armour.
So overall, I’m recommending this game to every lover of puns and RPGs who doesn’t want to play another dark and dramatic game but have a relaxed fun time in between Dark Souls deaths while groaning at least once in a while.
Note: This is already my 50th post. Thanks a lot for all the comments and feedback on my other ones!
In today’s Indietail, we’ll take a look at The Bonfire: Forsaken Lands, a game that I bought for two bucks and while I really want to like it, there’s some flaws that I can’t overlook. Stay tuned for a review on The Bonfire: Forsaken Lands!
Developer: Xigma Games Publisher: Xigma Games Genres: 2D, Strategy, Survival, Simulation Release Date: March 9th, 2018 Reviewed on: PC Available for: PC, Androids, iOs Copy was purchased
In The Bonfire, you’re a wanderer from distant lands who settles down and starts chopping some wood.There’s some background story to it but I haven’t really understood it for the past few playthroughs. The game has a few different menus: Actions, Build, Craft, Workers.
You’ve got one character that you control by selecting an action to do, like chopping wood to get some wood. This takes a lot of time, usually, but once you’ve managed to get your hands on a few pieces of wood (I guess), you’re able to build a Bonfire which then will attract wanderers that then can work for you.
In the Build-menu the different buildings, you’re able to build, are listed. That includes farms, mines, huts, and other buildings to get more resources and workers. Once you build the first buildings, the next ones are available. For instance, you need food at the beginning and therefore have to build a farm first to nurture your workers. Afterwards, you can build an Iron Mine to craft iron tools and improve your workers’ efficiency. After that, there’re sheep-herding, a tannery, coal mines, steelworks, a shipyard and other buildings for other jobs and resources.
Your additional workers can be assigned to different jobs via the workers-menu, while you still can work at the different places via action-menu. Workers will collect those materials automatically and bring them to your shed, one by one, day by day. Once they’re exhausted or once dusk arrives, they’ll head to the sheds or huts to go to sleep. During the night, you’re still able to work on your own since you apparently don’t need any sleep at all.
Here comes another mechanic into the game, though: During the night, monsters appear that try to kill your “villagers” aka workers. They range from wolves to giant spiders (ugh!) and even deer-monsters. After you managed to kill them, you’re able to skin them for leather, gems and other materials (it seems to be random). To combat these monsters at night, you can also make wanderers guard the village at night. When they’re guards, they can’t work during the day but will stay awake at night and fight the beasts. However, this requires you to craft a torch per guard.
That’s where I’d like to introduce items. As already mentioned, there’s the crafting-menu where you’re able to craft items for your work-efficiency. By crafting a cart (10 wood), your workers can carry more resources before returning to the shed instead of getting, e.g., one wood, bringing it back to the shed, going back to the woods, chopping another piece of wood and repeat. Instead, they chop five pieces of wood before they return to empty their cart. There’s the torch for one piece of wood that is needed for guards. There are iron tools, later one, that improve the work speed and also allow you to clear paths to the coast. Later on, you’ll need to upgrade your guards’ gear, too, as the few guards, equipped with wooden spears and torches, won’t deal enough damage to the enemy hordes. Instead, you’ll give them iron or even steel swords and armour.
What I really liked about the game was its simplicity and the fact that there are still a few mechanics that require strategy. The atmosphere is great and overall the game feels quite relaxed. You later unlock trading, research, dungeon crawling and now and then you even encounter mysterious wanderers that need food and tell you stories in return or reward you with equip. At some point, however, you notice the game’s flaws.
For instance, you can’t upgrade the protagonist. You’re able to give carts, tools and armour to everyone else but not use those yourselves? At some point, you’re short on wood or iron or something else and you click on that “mine iron” or “chop wood” button to only bring back one wood or one iron each time, which gets quite annoying. You’re not able to click on some “repeat until” or “repeat forever” button and let it run on for a bit but instead have to click on that button again and again and again. Quite repetitive. Also you can’t work at the tannery or the coal mines or somewhere else and only are limited to three to five options.
And you can’t get more efficient at it. There are workers with different traits like “Strong”, “Honest”, “Wise”, “Quick Footwork”, “Hardworking”, and others but there is no explanation for those traits and there are no bad traits, either. Sure, hardworking is good for workers, I get that. Strong is really good for warriors (that don’t protect your town btw), brave is nice to have on guards but I have no clue if I’d rather have a wise or an honest trader. Also, in the beginning, I thought that “Quick Footwork” would make them walk faster, like in Grim Nights but it doesn’t. It seems like it’s just good for Scouts, which is quite disappointing, to be honest.
Another flaw that I noticed was the material-list. You can’t move around the UI like in Banished at all and while the presentation of the game with its snowstorms and the snowy lands and all that is quite pretty, you sometimes can’t see your material list at all. Having it on a grey or darker background and just on the side of the screen instead of the top half of your monitor, would have been quite smart and handy. Instead, at nights, I’ll just have to guess what resources I’ve got and what not.
Speaking of the UI, changing jobs is a pain in the butt! You need a few different clicks in a menu that sometimes assignes jobs while you’re scrolling through the horizontal list of jobs. Afterwards you’ve got to re-asign stuff like pickaxes, carts, axes and other items. It would’ve been better if they just autoassigned those.
There are also other UI-choices that I can’t really support like the dungeon crawling having the retreat-button on the left, even when you’re travelling from right to left (which in my brain doesn’t make sense, leading to me pressing on “retreat” instead of “forward”, hence leaving a dungeon instead of proceeding).
The sound-design is horrible, too. The music is the same track all over again on days and a different one for combat. Sound and Music are often way too loud but you’re only able to turn it on or off in the settings. Once dusk arrives, you’ve got some time to work, still, before the beasts of the nights let out their demonic screech and visit your village for some tea with blood and sugar, as well as some villager-scones. That screech is even louder than the usual sounds. It’s so badly mixed that it’s too loud, even with it turned to the lowest settings in my windows sound mixer.
And for disclaimer purposes, I’d like to say that I don’t want to trash the game or anything but I personally find these flaws so annoying that I don’t really want to play the game for more than an hour or two.. When I bought the game, it was only 2€ but they raised it to ten bucks now, which is outrageous for a game with only three hours worth of gameplay and this many flaws. I still enjoyed the game for a bit for its “city-building”-aspects, I guess, but I would never have bought it for the ten bucks it costs now. It has its good sides but there’re some aspects and flaws that I can’t overlook when it comes to a review like this.
So, in the end, I can’t recommend this game at full price.
If you’re in it for the experience, wait for a sale to come and buy it for two bucks or so. And, as I said, I want to like the game but I can’t fully recommend it because of the poor execution, the horrible sound issues, the repetitive gameplay, the bad boss-fight at the end (that I haven’t even touched here btw) and all that.
BUT the sequel is in the works and it’s going for a rather isometric style with a different UI and some more city building-like aspects. From what I’ve seen it looks a lot better and less problematic, hence, I’m quite interested in that one and will probably do a review on that, too. I don’t want to bash that one but the dev seems to be quite excited about that one, too.
In today’s review, we’re taking a look at Forager, “a 2D open-world game inspired by exploration, farming and crafting games like Terraria, Stardew Valley and Zelda” by HopFrog.
Developer: HopFrog Pubslisher: HumbleBundle Genres: Survival, Open-World, Adventure, Indie Release Date: April 18, 2019 Reviewed on: PC Available on: PC (Windows, Linux), PS4, Nintendo Switch Copy was purchased.
I actually planned on posting another format called “The Chase for Closure” where I try to get all achievements (in Forager, that’s 6 remaining for me!) but then I saw that I needed to have all achievements in one file for the last one and there’s one achievement that I can’t get in my other file and yadidadiyada. You get the drill. So, I created another save file and started anew for that last achievement… before I realised that there’s the Combat Update coming out soon that includes new skills, items, bosses, a whole new biome and also new achievements. So… I gave up on the chase for the 100% (for now!) and instead decided to release another review. This time on Forager.
At the start, you spawn on an island, only equipped with your basic backpack (with not that many slots) and a basic pickaxe. On the island, there are resources that you’ve got to mine, forage, etc. to proceed. By doing so, you gain experience points and, well.., the resources (trees -> wood, rocks -> stone, bushes -> berries, etc.), duh. Once you’ve earned enough experience, you level up and have to spend a skill point on one of four different available skill trees: Economy, Industry, Foraging, and Magic.
The different skill trees unlock new items, buildings, enemies, resources, equipment and overall make your life easier. For instance, I struggled a lot with coal at the beginning, which is necessary to smelt ores into ingots. Hence, I burned wood to gain coal instead before then burning that coal for the ingots. This, however, resulted in me struggling with wood at the beginning. But once I advanced far enough into the Foraging-Skilltree I earned a skill that lets coal drop from all rocks! And I never struggled with stone again.
The foraging-skill-tree is about grinding, mining, and foraging those resources, while the industry-skill-tree is all about machines and technology, granting you improved work speed, automation and other goodies that are quite neat! When you get into magic, you’re able to forge swords, brew potions and craft scrolls that have all kinds of effects! The economy-skill-tree gives you more coins, helps you with storage, improves the number of resource-drops, and overall is also a great addition to the game.
Speaking of coins, they’re very important! As I said, you’re on one island at the beginning. To gain more land, you need to craft up coins that then can be used to buy more islands. There’re also markets where you can buy and sell items with and for gold! Coins and materials are the heart of Forager but at some point later, you just won’t have to worry about them at all.
The map is divided into five areas: The Grass Biome (where you start), the Winter Biome (North), the Graveyard Biome (West), the Desert Biome (East) and the Fire Biome (South). Each area/biome has different enemies and resources, as well as many different Quest-NPCs, Puzzles, and even a Dungeon each! When you complete Quests, Puzzles or Dungeons you gain a reward.
The dungeons were my highlight in Forager as they felt really Zelda-ish! The Quest NPCs are also quite cool as some of them have great dialogues. There’s a ton of references and jokes in them as well as a whole lot of quests. For instance, there’s this old guy at a giant tree in the Grasslands who warns you about this small guy with a pickaxe who’s exploiting nature! Naturally, he asks you, not knowing that you’re the guy who is exploiting nature, to help him protect nature by capturing a few torch bugs and bring him other stuff so that that madman can’t harm them anymore. Quite paradox and fun! I had to chuckle at that quest.
While the levelling and grinding are a bit slow at the beginning, it picks up the pace quite quickly. Once you skill the right skills, you don’t have any struggles regarding stuff like coal, wood, food, etc. There’s even one skill that allows you to eat rocks! The next update will remove some of the skills that are “useless” while adding new skills in the skill trees that unlock all kinds of new items like trains and portals. There’s also going to be new bosses.
I’ve been playing Forager for quite some time. I’ve got about 23 online-hours on Steam but I also played the Alpha-version on itch.io that didn’t have that many features, yet, but was still really addicting. Forager is a nice game with many features, that has been improved a lot over time. There are weather effects, a day-night-cycle in place, new boss enemies and even hats – a ton of hats – in the game, that make the game quite fun.
I guess you can criticize that there’s not much end-game-content once you’ve upgraded all your gear, skilled every skill tree to the fullest, done all the dungeons, and built on every island, but the new item tiers and the new Void Dimension in the upcoming update should fix that quite neatly. The slow pace at the beginning feels necessary as you’re always “this close” to levelling up or advancing which makes you want to keep on playing “for just a little bit more”. So, I actually don’t have anything to criticize. I like the style, the music, the humour and all the frequent updates. Therefore, I’m recommending the game, duh. But then again, I should mention that I enjoy the grinding and leveling aspects of this game and am a big fan of the Zelda-ish dungeons and puzzles and an even bigger fan of games like Harvest Moon, Stardew Valley and Graveyard Keeper. This game might not be something for you when you don’t like games like those but you probably got an insight on this game by reading my review.
Anyways, feel free to leave feedback! Have a nice day 🙂