“We become what we behold. We shape our tools, and then our tools shape us.”
Today, we’re taking a look at a game from itch.io called We Become What We Behold. WBWWB is all about cycles: How does the media influence us? How do we influence the media? How does this cycle start and does it ever end?
Developer:Nicky Case Publisher: Nicky Case Genre: Free-to-Play, Comedy, Experimental, Dark Release Date: October 18th, 2016 Reviewed on: PC Available on: PC Copy was available for free on itch.
In the beginning, we’re tasked with pointing and clicking anywhere in the window. People are walking around and we can take a snap of them. Everything that happens on the screen can become something worthy to be shown on television in the middle of the screen.
“#ooh nice hat” makes a headline and everyone wears hats now! “Violence goes viral” though, so you try to provoke and get people to do stuff that you can take out of context. As time goes on and on, more events lead to other events and eventually, the catastrophe arrives. People go crazy. People go mad. People kill people. #bescaredbeangry
We Become What We Behold is a fun little experience with a playtime of roughly five minutes. I personally like the theme of it even though the ending becomes a bit extreme.
The art style really compliments the simplicity of the title, allowing you to enjoy and understand what’s going on on-screen. Take a dive into the topic and the philosophy behind and speculate on a metaphysical level if you want to… or try to find some of the fun easter eggs built in by ncase!
Generally, I feel like this is a fun title to try out. It’s free. You can support the developer if you want to. If you’re into that kind of stuff, you can check out the open source behind the game yourself and remix it.
Feel free to check out the game on itch.io over here if you haven’t yet.
There is just something about H.P. Lovecraft’s universe and stories that one could describe as “out of this world”. The way Lovecraft manages to cast a spell on you and get you to devour his stories sentence after sentence, word after word, is truly enigmatic. Not to mention that the topics of his stories and the genre of Cosmic Horror generally offer a lot of creative freedom when it comes to other sorts of media like video games, movies, stories, books, etc.
Today I wanted to write about Call of Myth, an upcoming CCG with some rather interesting mechanics that you need to try out for sure. Just like in other CCG, your cards feature traits, effects, and stats. The attack stat determines the amount of damage your card deals to the target enemy while the health stat determines how much damage your ally can take. Apart from that, CoM introduces a sanity-stat that works around the Madness-effect that your deck has.
Developer: Kadath studio
Publisher: Kadath studio
Genre: Lovecraftian, CCG, Strategy, Card Game, Free-to-Play
Release Date: Soon! - Demo: December 15th, 2020
Played on: PC
Available on: PC, Android, iOs
Copy was sent by the developers.
When your creature dies, your terror increases, resulting in creatures with a sanity stat equal or below the terror stat to go mad. There are a few different statuses that madness can inflict, like Depression, for instance, which increases a random card’s cost in your hand by one per proc. Other madness statues include Masochism which deals damage to target creature equal to its attack, Despair which reduces the creature’s strength by half and Mania which reduces the cost of a random card in the opponent’s hand by two!
This Sanity/Terror/Madness mechanic is really interesting as it changes how you play the game. Hastur, one of the leaders, can make an enemy lose all of its sanity to activate your madness. Other cards destroy insane creatures, steal them or have other interesting mechanics among them.
On top of that, the game plays in two lanes, making positioning rather important. You can only place melee characters in the front row and gunslingers in the back, although there are also a lot of flexible characters that can be placed anywhere. Gunslingers can attack without getting attacked back while Non-Euclidean characters can ignore the Melee row to attack the enemy leader. There are a lot of possibilities with this game design and I really like a lot of its mechanics. Pair those with the items, spells, events, and other cards, and you’ve got a fantastic CCG that rivals in my opinion other more established CCGs without any issues.
Apart from that, there are also plenty of leaders with their own abilities and features. C’thulhu has regeneration when your health is at ten or below while Yog-Sototh’s events cost one energy less.
Every turn your maximum energy pool is increased by one whereas your Research-ability (draw a card) increases its cost with each usage by one, up to a maximum of twelve energy.
I feel like a lot of the mechanics in the game are rather solid and this could become a nice alternative to other CCGs for players looking for a more complex design that offers a lot of creative freedom when it comes to deck-customization.
Apart from that, the art style of the cards and the background is just awesome and fits the whole setting. A lot of the cards have interesting names and mechanics to them that fit the theme as well and while I would love to see some QoL-features akin to ones in other CCGs as well in this one, I’m sure that the full game will receive a plethora of patches or maybe even include those once it’s fully developed and out.
From what I’ve gathered, the game is still in development but you’re able to play a demo, starting tomorrow (December 15th, 2020). The full game will be free-to-play and feature an in-game-store where you’re able to get cosmetic items as well as card packs, akin to other games. Despite that, there are also plenty of ways to gain cards and items through daily missions and free currencies, although I won’t know how fast you progress until the full game is out.
Either way, I’m looking forward to this title a lot and can’t wait to play with some of my friends who’ve been getting bored with Hearthstone and Legends of Runeterra. You can wishlist Call of Myth over here on Steam.
With Halloween around the corner, I thought I’d review my favourite Horror Game to play every year. It’s a free-to-play title that is truly horrifying and gets me every damn time. It may not be the scariest or the most refined game – but it does its job well at luring you into a sense of security before striking with a nice little scare! Welcome to my review on Spooky’s House of Jump ScaresSpooky’s Jump Scare Mansion!
As a quick note before we head into the review, the game does contain violence and flashing lights, so be warned if you have issues with that!
Developer: Lag Studios, Akuma Kira, AMGSheena
Publisher: Lag Studios
Genre: Horror, Cute, Atmospheric, First-Person
Release Date: July 28th, 2015
Reviewed on: PC
Available on: PC
Copy is available for free.
So, Spooky’s Jump Scare Mansion is, as the title suggests, about Spooky’s Mansion that is filled with an abundance of Jump Scares. You have to make your way through 1000 rooms in order to get out of there, diving deeper and deeper into the depths of the Mansion, finding bits and pieces of the lore of previous survivors or survival attempts, and in the end, you’re trying to survive.
As previously noted, the game lures you into a sense of security before striking with a nice little scare. The game does that by setting a certain atmosphere with creepy sounds, some memorable music as well as passages that are plain silent. Personally, I adore the use of silence in Horror Games as it allows the player to relax every once in a while before adding more suspense to the experience. It also lets them take a breather before striking even harder, something that usually works well. And well, the game does that often and exceptionally well, working with chase sequences, cardboard cutouts and different enemies to scare the shit out of you.
And that’s lovely. Usually, I don’t like cheap tricks like Jump Scares but, in this case, it’s the overall premise of the game, so I don’t really mind, especially with how cute the jump scares are at the beginning.
The simplicity of the UI combined with the easy-to-understand premise of the game allows for a great and memorable experience that I enjoyed. The gameplay consists of you walking through one door after another while the counter at the top-right corner of the screen counts up until it reaches 1000. You’re able to sprint, making use of your stamina, as well as take a few hits (as indicated by the health bar) and, well, that’s it. It’s simple but as time goes on the game features vast corridors, grand rooms and even forests filled with its enemy times.
As time goes on, the game also adds completely separate areas to the game, counting as one room but factually offering way more than just that. There you have to hide from enemies or find a key or solve another puzzle to get to the next “room”. The way that Lag Studios set up their game and the way that they execute the scares and the changes in the atmosphere is rather superb. They got me good quite often and were able to surprise me several times with new mechanics and areas.
The simple-looking graphics are effective at conveying a certain feeling with you, which is something that I really need in Horror titles. Meanwhile, the room-count that is steadily getting closer and closer to the big 1000 is giving you that feeling of progress that you need to go on. Personally, I had a blast, trying to complete it in one sitting, and as time went one, I ended up really enjoying this race to the thousand and my attempt of staying perseverant.
Furthermore, the soundtrack of the game is just superb. From time to time, you’re greeted by each of the specimens’ themes indicating who’s following you. There are a few different encounters but whenever you hear a certain tune, you know that it’s that specific encounter and not some other monster or ghost or puppet. That’s something that I enjoyed about the game. The sounds, the voice acting, and the times of quiet were well-placed and added a lot to the game!
But that’s not all there is to this game: There’s also the great and self-ironic writing, the cameos and easter eggs found in the Mansion, and the countless other jokes and references that really made me chuckle. Seeing Kyubey from Puella Magi Madoka Magica on a poster in the elevator was great, seeing a “Doom 1”-styled poster in another was even better, realising that there’s a Hatsune Miku doodle in one of the rooms, reading these self-aware notes as well as seeing images inspired by the SCP Foundation, and experiencing some areas themed around other horror games, really made my day. Rooms that look similar to some of the Silent Hill Games or other areas that were designed like a part in Amnesia: The Dark Descent freshen up the game and bring more variety into the pot of goodness that is cooking over this metaphorical fire of uh… jump scares… or something.
Aaaanyways,… the game is great – but here and there you can still find some issues with it.
An issue that I had, for instance, was that the screenshot-function in Steam as well as the in-built Screenshot-Function doesn’t seem to work properly. At times, you would get bad and weirdly cropped screenshots that are heavily delayed. At other times, it doesn’t take the screenshot at all, which is something that I as a reviewer didn’t like, mainly since I enjoy taking screenshots and posting them in my reviews – taken from the original game by me for you. Regardless of that, I still managed to get some good ones here and there, as you can see in this post.
Another thing that I disliked about the game was the use of graphical glitches to represent “hallucinations”. Now and then the room turns into a mess and the textures get switched out, making the game rather hard to play. This happens only for a short while or only one room but it makes it hard to see where the doors are, which is its intension… but it can also get quite frustrating, especially when you’re being chased by something. I don’t know how colour blindness would work with these features, so in theory, this could ruin someone’s experience a hefty amount… and overall, it doesn’t add much to the experience, so I would have left that out.
In the end, Spooky’s Jump Scare Mansion manages to scare the heck out of you while also amusing you with some great dialogues, interesting mechanics, cool easter eggs, and the cutest ghost in the world! I can highly recommend this game to anyone who’s in search of a short but scary experience! It’s available for free on Steam. I think you can also grab it on PlayStation VR but as I don’t have any consoles, I wasn’t able to check that out.
The main game can be played through in about three to four hours – but you also have some replayability with the Endless Mode that features an all-new mansion and a leaderboard. There is also a DLC for the game called Karamari Hospital, featuring less of a perserverance-challenge and more of a puzzle-area where exploration is rewarded and where try to progress through this bizarre and scary hospital!
I wish you an early Happy Halloween! If you end up playing this on October 31st, Spooky (the ghost from above) actually is shown in a different get-up, so I can highly recommend trying it out then!
A while ago, I wrote a review on Hyperscape and actually recommended it. I mean, it was fun and felt like Quake, on top of being free-to-play. But then I stopped playing Hyperscape again since I wanted to play other games and when I came back to another round or two, I noticed how hard it is for a Non-FPS-player to react in time or to make the right decisions or to aim properly. On top of that, there were some balancing issues and it felt just very frustrating to play it.
So, then I got an E-Mail about Proletariat’s Battle Royale game, Spellbreak, which is available on Epic Games (among other places) and even features crossplay! I was eyeing it for a while before eventually realising that it should, in theory, be just my cup of tea. I mean… Magic…. Combos…. Boom!
Developer:Proletariat, Inc.Publisher: Proletariat, Inc.
Genre: Battle Royale, Fast-Paced, 3D, Action, Fantasy, Third-Person
Release Date: September 3rd, 2020
Reviewed on: PC
Available on: PC, XONE, PS4, Nintendo Switch
Game is free to play
In Spellbreak, you essentially play as a mage using two magical gauntlets to battle it out on a big BR-style map. Before the round starts, you’ve got the choice between six different elements to use for your primary gauntlet: Poison, Wind, Lightning, Fire, Rock, and Frost. This gauntlet grants you bonus effects whenever you level up. Those effects range from immunity to your own spells to utility to more damage, so it’s worth looking into those bonuses.
During the round, you essentially try to find equipment and scrolls, as well as gauntlets that have a different magical property to your primary one. For instance, if I were to play as a Conduit (Lightning Mage), I’d be able to pick up the five other elements but I wouldn’t be able to get a second lightning gauntlet. This is quite well-made since the different gauntlets influence each other in different ways. Using the Tornado spell for instance and infusing it with Lightning, Fire or Poison damage caused it to turn into a Lightning Storm, a Fire Tornado or even a Poison Tornado, which is quite nice.
Similarily the Poison Cloud can be infused with Electricity, Fire or Ice, resulting in either an electrifying poison cloud, a big explosion or a frozen poison cloud that entraps and poisons everything inside of it! Some elements don’t mesh well together while others are unique and have very good offensive capabilities, but overall you pick what you get or what suits your playstyle the most. After all, your primary attacks (aka not the spells) also change based on your elements. Rock mages only hit ground targets with their primary attacks but can generate shockwaves and armour using their class-specific skills. Ice mages are more precise but also rather slow while Tempest mages deal less damage but can shoot out a barrage of shots!
Another interesting mechanic in Spellbreak is the Mana bar that you deplete while floating or while shooting out your primary attacks. With amulets, you’re able to gain more maximum mana, while belts increase your armour and boots increase your movement speed. If you don’t find certain items, it can get a bit hard for you to spam or run all the times. Meanwhile, as a Tempest mage with a Legendary amulet, you could very much kite enemies away.
And then, you also have potions, shield shards and abilities. Abilities also have rarities like your equipment but basically enable you to use another set of utility. Chase enemies, fly through the air or become invisible. It enhances the playstyle and I really like how there are no offensive abilities for the Shift-Slot. Unlike Hyperscape, you have your damage in your gauntlets and spells, while you use the abilities to gain momentum, push forward or flee.
And then there’s the art style. The game’s heavily influenced by shows and movies like Princess Mononoke, Akira, and Avatar – The Last Airbender. This is resembled quite well in the charakter designs and how the world looks. There are different parts to the map that all have a distinct nature to them and just feel different overall. That’s something that I really enjoyed. I really like the influences the game has in terms of the art, although it got a bit hard to discern certain damaging effects on the ground from normal grounds in certain areas, which is a bit troublesome.
An issue that I have with the game, though, is how you at times can get locked into walls and you just get combo’d away. On top of that, some enemies play quite good but you have no way of adding them or making friends, overall, which is a bit of a bummer, in my opinion. Unless you write down their names or memorize them or whatever, there is not really an option, from what I’ve seen.
And at last, I had the issue of me having a hard time with the map borders. At times, I’d go and loot a place but then the circle would move again and suddenly, I’m more than 2000 meters away from the next safe zone and the circle just runs over me. This gets annoying and frustrating over time when the game just decides to place the inner-most circle on the other side of the map. I mean, the map also gets slower at a more drastic pace compared to other games, so personally I would have changed the interval or allowed bigger circles, potentially.
In the end, Spellbreak is just another battle royale game. You have good players in there and bad players. Aiming is not as hard and important as in other games, though zoning, strafing and fast reactions are even more so.
Spellbreak has a certain tactical component to it but in the rounds that I played it always ended up being about me and other players butting our heads in when the circle stops by. It’s a battle royale, after all. It’s different from Fortnite and other games, for sure, but I’m not sure if it’s something I’m going to play forever. This is going to be something that I’ll play with friends now and then, I guess, and then I’ll get frustrated because of the meta or because of my lack of skills… and then I’ll play something else.
In the end, Spellbreak is a free-to-play battle royale game, so try it out if you wanna and don’t if you don’t wanna. I enjoyed it so far but I’d imagine that others wouldn’t. Due to the nice combo system and the mobility you have in the game, though, I’d recommend it to fans of the genre or fans of Quake and Unreal Tournament!
For the past couple of days, I’ve been playing Viridi while working on different stuff, which was quite relaxing. Suddenly, an epiphany came to me as I had a very good idea involving different bloggers… and these plants.
But first things first. What is Viridi?
Viridi is a chill free-to-play game that I’d like to review… but you essentially just plant seedlings and watch them grow… in real-time! This causes a problem for me. I want to take screenshots from the game… but the plants are all really small right now, so I can’t actually show much. Alas, I decided to play more of it until I can actually show some growth but it’s taking a while because the game doesn’t fast forward or anything like that. It just takes its time… just like real plants.
Hence, I thought about starting up a series of posts on this game where I talk about stuff while commenting on the plants’ growth and essentially, it’s going to be just The Stray Sheep but with screenshots from the game. Here’s the twist though: The stuff I’d like to talk about is blog posts that I’ve been reading. The plants will get named after different blogs/bloggers and if you’re interested in getting planted right here, right now, comment below and claim a plant!
Introducing to you: The Blaugust pot. [name may get changed in the future]
Currently, it’s inhabited by…
a snail that is circling around the pot,
two Aloe Vera plants (one of them has grown a bit more than the other one),
three little Echeveria glauca plants that are all rather small,
one red Aeonium plant,
one gree Aeonium plant,
one green Pachyphytum fittkaui plant,
one small red Pachyphytum fittkaui plant,
and one even smaller red Pachyphtytum fittkaui plant.
These are the plants that are plant (puns…) to be named. The snail can also be named but I thought of maybe being the snail? Names can be up to 20 letters long, so it’s stricter than Discord usernames! And every week we receive a new seedling for free. I could also invest some money into new seedlings, but I’d have to sell some steam trading cards first for that!
The idea of naming in-game objects and entities after things and people that are outside of the game is not new at all. Despite people having done it before him, I’d still like to refer to Naithin over here who has a “blogger city” going on in Cities: Skylines with streets and buildings named after bloggers (though I gotta catch up on those posts). So check out the blogger city right there!
You can check out the screenshots of the plants throughout this post! I’ll have to water them whenever they are “thirsty” and I need to sing to them to make them grow a tiny bit faster which is something you do in the game by just zooming in on them and leaving the PC running while doing so. I’d reckon that “I’ll sing to the plants” while reading the according posts.
Next up: Why?
Well, as to why I’m doing this: I’d love to read more blog posts but quite often, I end up doing something else instead. Which is a bummer! By doing this series, I’ll have more of a reason to read the posts… since I’m playing the game anyways. I mean, I clocked in 72 hours already of this game… so, if I spend some of that time doing studies and working on things… but also read some blog posts and write about my favourite posts each week… I feel like that would be quite a lot of fun.
And as to why I’d think that it would be interesting for others to “participate” in this:
Growth, I guess? I’d link to the posts I’ve read and liked. I’d talk about different topics. It’s not a lot of growth but depending on how long we’ll do this for, we’ll end up with a few centimetres for sure! (haha) – All jokes aside, backlinks and that kinda stuff usually tend to generate a lot of traffic which then gets rated highly by Google which then results in Google promoting your blog more. It’s just like with Tags and the Blaugust Promptapalooza: You link to others and others link to you. Since the people you link to are “valid” or “legit”, you get traffic. Since you don’t get linked by a spam site, you also get traffic. It may not be much but it’s something…
Mostly, though, it’s about Fun. I feel like it’s a fun idea and I’d love to name these plants after the different blogs and bloggers that are willing to participate!
And next up: What other plants are to come?
Honestly, depending on how I feel I may buy some from the steam store and add those in… Each week, I get a free seedling and I’ll be able to plant it and rename it. Therefore, there will be more plants in the future aka more spaces for more potted bloggers… and since the seed every week is random… I won’t know which ones I’ll get until I get them!
How long will this go on for?
No idea! Depends on how well these posts do. Depends on whether or not people are interested… Depends on whether or not I’ll ever stop playing Viridi. It depends! – For now? A long time!
Fellow bloggers, if you’re interested in “participating”, join in!
This post is part of the Blaugust 2020 event. Wanna know more about it? Then check out my post on it or Bel’s post where he also linked everyone who’s participating! Be sure to check out the others as well!
Hyper Scape is apparently “the new shit”. Though developed by Ubisoft, it seems to become rather popular as it introduces interesting mechanics to the BR-game genre. Here are my thoughts on it so far.
It’s a fast-take and less RNG-dependant take on the BR-genre and while I personally am not a fan of Ubisoft or battle royal games… I must say that they did a pretty good job with this title.
What’s different in Hyper Scape?
Well, first up, you’ve got a double jump and get to climb and jump around buildings which is very “Quake 3”-like. Some buildings and areas are blocked off by destructible barriers and provide you with loot – but there are no rarity levels per sé. Instead, you’re provided with a variety of weapons that you upgrade by fusing them with the same weapon, improving their damage, magazine size and other properties of them.
On top of battling enemies with shotguns, grenade launchers, your baton, snipers and other guns, you also have two abilities that you find in buildings, crates or on the ground. Essentially there is a vast variety of offensive, defensive and utility spells that allow you to outwit your opponents. By fusing them with abilities of the same type, you also enhance their cooldowns or other capabilities.
Overall, I really like this feature. In the few rounds I had so far, I didn’t really feel as if the game was dependant on luck. You’ll have to think about it in other ways: If you can’t find any upgrades for your wall-ability, you may as well try to make use of the other abilities you can find and try to upgrade those as much as possible. Even defensive abilities like the
Wall can be used offensively, as you block off escape routes for your enemies and shower them with your grenade launcher shells and mines, or you use it to boost yourself up and get some distance between yourself and the opponent.
The way you use your abilities and weapons, the way you jump around the map and try to get your kit together faster than your enemies while destroying foes, is really cool and I did enjoy myself quite a bit. I also love that the rounds aren’t taking too long. You either go in Solo or with a Squad of three – and you essentially butt heads with other people until nobody’s left – or until “the crown” spawns which you have to pick up and hold for 45 seconds to win. By holding the crown, however, you also are revealed to your enemies.
Of course, the map also gets narrowed down bit by bit as the different Sectors of the Map are falling apart and turning into blue dust… i don’t know. It fits the game. Instead of just having a circle of death coming in closer, you get these different city parts that get destroyed, so you essentially know where enemies might come from and can position yourself accordingly to catch them off-guard and rain down on them.
And speaking of the Map: The city of Neo Arcadia is wonderful. It’s bright and colourful and really fits the more cartoon-y feel of the game while providing you with some nice verticality as you climb among the roofs, walk along the mono rail or hop into the theatre or other land marks. Being up on the roof gives you the advantage of being swift and mobile, though it also presents you to snipers rather easily. Meanwhile on the ground you have to be careful since the escape routes can be quite difficult.
And well, just like in Darwin Project, there is Twitch Integration. Streamers are able to invite their viewers to play the game and they are able to decide on which sectors to get destroyed or which event to start next, which can be quite interesting for viewers but I can see some issues with streamers telling their viewers to vote in their favour… although viewers don’t usually equal slaves, so I guess there won’t be any issues with it and usually events like the “infinite ammo event” or the “zero gravity event” usually tend to harm and benefit everyone equally.
The only thing I don’t like about the game so far is the lacklustre gunplay. The first thing I liked about Destiny 2, for instance, is that the guns actually feel like they’ve got OOMPH behind them! They actually pack a punch and it feels great to shoot with them. Meanwhile, you’ve got the guns in Hyper Scape that quite often don’t really feel as destructive as they may be. The sniper feels alright but all the others don’t really convey the feeling that they’re actual guns. And don’t get me wrong: I’m completely against guns iRL… but when it comes to games… made for your personal enjoyment… shouldn’t the gunplay feel a bit better? The noises and all of that included?
And apart from that, while the games themselves can be really fast-paced and quickly done… the time it takes before getting into the next round is just way too long in my opinion. It takes a few seconds to minutes to find a new game and you have to click yourself through the battle pass progress and the missions and who killed you and where you placed and all of that before heading into a lobby… only to find a game… and then it starts… and I’d love it if you could see the battle pass stats later or opt-out of the notifications as they get a tad annoying eventually when you have to click yourself through all of them one after one – only to start the game. I mean, you can look up what you unlocked in the Hyper Scape Hub anyways. It’s not exactly needed after every game… but maybe that’s just like yelling at clouds? I don’t know… it’s not the worst thing in the world and it doesn’t bother me the most, y’know? It’s just a wee bit annoying.
I am really enjoying this game. I guess it’s still in its open beta, so we’ll have to see how the game gets balanced and how it’s going to be received overall. I feel like there’re way too many Battle Royale titles out right now, so it’s all the more important that games like this one try to take a different approach regarding loot and combat. I might not be the best at the game yet since I’m not an FPS player but I feel like I’m doing a lot better already even after only having played a few games of it, so the learning curve might not be too steep. I just have to get better at reacting quickly!
Either way, that’s it for today’s post. I’ve been playing this now for a bit and have really been enjoying it… you can sneak in “just a quick round” in between study breaks, which is quite nice compared to other games… you don’t usually go for “just a quick round of League” or “just a quick hunt in MHW”, so this has been quite nice every now and then. It’s probably going to be one of those on-and-off games of mine, although that might change if more of my friends get into it.
Honestly, I’ve been staring at this blog post for way too long and no introduction that I could make up would be better than the description that Simon Boxer, Reuben Covington, Andrew Kasapidis, Abby Synth, and Jessi McNally came up with. What’s that about, you may ask? Well, I’ll quote it in a bit. After all, I’m reviewing a game called “Satan’s Workshop” today… Enjoy!
“Where do all the letters to Santa go? To Santa’s Workshop, right? What happens when those letters are accidentally addressed to Satan? Well, they go to Satan’s workshop. Satan is quite pleased with his new job and wants to put his best foot forward. Help Satan repair his bad guy reputation and bring joy to the world! “
Well, you heard it. We’re Satan in this game and we’re dealing with the naughty kids that don’t know how to spellcheck their own letters. Some of them are being really cocky, too, demanding gifts and presents while being picky about stuff like “eyeballs” or “coal” while some other kids even behave like heathens, neglecting the fact that we actually exist and claiming that we’re actually their parents.
This game was created by a few of the Twice Different guys who are currently working on Ring of Pain and who I’ve interviewed at last year’s GamesCom! The game was created during the 10th Melbourne Global Gam Jam using Unity and basically consists of you receiving one of a few letters that were written by, presumably, children. Once you’ve read them, you start using blocks and eyeballs to construct the children’s presents, usually creating some sort of abomination that is by no means fitting to be a gift for a child… but then again, we tried. And we’re Satan. Something like that.
The music is very spooky and yet kind of Christmas-y, which I personally found really intriguing. I kind of heard some bells and other tunes that reminded me of Jingle Bells… but at the same time it’s very creepy and fitting for Santa’s Workshop, I guess? I haven’t been there yet but it probably would have some song like that playing on the radio… nonstop… yup.
As far as the gameplay goes, it’s really just that. It’s a funny idea and it gets repetitive rather fast past the first laugh but it’s free, so I guess it’s really worth the laugh and the small time that you’ll enjoy this for.
Also the game has cookies in it. Very nice. Eat them all.
Hence, I’m recommending this game (wow, that’s a short review!). Have a nice day!
Stay healthy, stay safe! Don’t buy facemasks on Amazon for 120 bucks… because they’re not worth it if you stay at home and get your groceries delivered… yup.
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!
In today’s Indietail, we’re looking at a short relaxing eco-system-management-game that is called Among Ripples. In this game, we control a pond’s ecosystem by adjusting the oxygen levels of the water, adding new creatures into the pond and seeing what happens.
Developer: Eat Create SleepPublisher: Eat Create Sleep
Genres: Free to Play, Casual, Simulation, Relaxing, Indie
Release Date: January 22, 2015
Reviewed on: PC
Available on: PC
Game is available on steam for free.
In the game, you spawn in Dace fish by clicking the spawning grounds in the middle of the lake bed, Perch fish by clicking on the spawning grounds on the left of the pond, Clams by clicking on the right spawning ground on the lake bed, Crayfish by clicking on the left spawning ground on the lake bed, Pike fish by clicking on the right spawning grounds, and finally the otter by clicking on the left reeds at the surface of the lake.
There’s a limit to how much you can spawn in at the same time. Once reached, you’ll have to wait until they either grow or die. While this is somewhat realistic as an eco-system cannot sustain itself if there are too many of just one species, I thought of it as rather bothersome as you couldn’t mess with the pond’s system by filling it all with just clams or just lobsters. That was kind of a let-down, to be honest.
By clicking and dragging the mouse to the left or the right, you can adjust the oxygen levels which affect algae growth but also affects each creature differently. Algae is the foundation of the food chain as the smallest fish usually feast on it while bigger fish feast one the smaller ones and so on. Oxygen levels also affect the life-span of the different species, although the otter seems to only be able to starve to death. He can’t suffocate as he’s never swimming to the surface and that’s just a bummer, I’d say. Of course, I find otters cute, and of course, I don’t want them to die but more or less I would have wanted some sort of realism. Otters that can’t find food migrate, for instance, and mammals that don’t have air, try to get it if that makes sense.
There is also some pollution in the lake, which is why you need to spawn in some clams here and there so that they can clear or rather filter the water. Clams seem to not like high oxygen-levels and are usually eaten by lobsters. Lobsters on the other hand also keep the ground clean as the dying fish create pollution of their own. It’s rather interesting to see these connections and to find out more about these animals, but I’m not too sure about the accuracy of these and honestly, I don’t care enough to research about it myself. Instead, it would have been quite nice if there was a toggle-able tooltip that explains what’s happening or what the different creatures do or what they like. Maybe it could have been some facts from different sources so that you learn more about these animals. Maybe there could have been a scientist-log where you discover different habits of the creatures.
For a simulation or a sandbox type, your options are rather limited in this game. You can’t spawn in too many creatures, you cannot speed up the game, you cannot spawn in any food of sorts to artificially grow columns of fishes or kill off the otter who’s eating everyone and everything. You cannot change the water temperature or add and remove plants from the pond. Instead, you’re given the task to “watch” the eco-system and “spawn creatures to see what happens” but there’s not much else to the gameplay, which is a bummer.
Other than that, the graphics are fine. Changing the settings doesn’t do much for you and doesn’t drop the framerate at all. The creatures and the environment are really pretty and seem to be hand-drawn which I applaud a lot.
The music is quite serene and fitting for the game. The devs promise a soundtrack that changes with the different seasons but there really isn’t much to it. The seasons aren’t noticeable at all and the music doesn’t change much. It’s more or less the same music but looped for the whole game. After listening to the same song for an hour, I can’t seem to get it out of my head, though that’s a bad thing in this case.
I think that Among Ripples is a game that you start for a few minutes, play around a bit, and then drop and uninstall later again. It’s free on steam and quite interesting at first but loses its replay-value eventually, which is a bummer. I think it’s worth trying out even though I don’t think that it’s to everyone’s liking. I played an hour of it in hope that the gameplay or my understanding of it gets changed dramatically as time passes but it honestly was more of a letdown, so while I reckon that it’s worth checking out (it’s free after all), I don’t really recommend it as there isn’t much to it.
As a side note, the Kickstarter campaign for Among Ripples: Shallow Waters has just started on the last Tuesday and seems to be quite promising. It looks like more of a Tycoon-type of game where you add plants and rocks to the pond, change the terrain, and work with other scientists in-game to rehabilitate lakes that have died out, have been polluted or even destroyed. You create families of fish and can spectate them in third-person. You will be able to research more tools and other species during the story-campaign for your mobile research-base. While this first game seems to be more of a relaxing experiment, the second game seems to be a lot more ambitious and it’s actually something that I’d like to play.
Anyways, that’s it for today’s review. I hope you enjoyed this little dive into the pond. Check out the Kickstarter campaign if you want to or even support if you can spare a buck or two.