Today, on the Lookout Post, we’re taking a look at an up-and-coming game developed by Alter Games and published by Daedalic Entertainment called Partisans 1941. In Partisans 1941, you explore WWII from the side of the Polish partisans – an occupation resistance movement on the Eastern Front.
In this game, you discover how the story of Captain Zorin and his comrades unfold, how they battle the Nazi invaders and how they help the people while struggling to survive from day to day. While the story and its characters are purely fictional, the setting is very real and doesn’t always get explored in games, which is why I found this game so alluring.
To write this post, I played the Demo available on Steam. Check it out yourself to get your own opinions of it. The game comes out on October 14th, so be sure to wishlist it!
As Commander Zorin, you escape the enemy – known as the “Polizei” – and try to flee with your comrades. You have to sneak away from enemy soldiers, find loot and weapons, equip yourself and use your wits against the enemy to make sure that everyone makes it out alive.
Gameplay-wise, Partisans 1941 combines Real-Time-Tactics with Stealth mechanics, allowing you to sneak around and set up ambushes. Of course, you can also just storm the castle and try getting them that way but more often than not, you’re at a disadvantage on top of them being better equipped than you.
I really enjoyed being stealthy and sneaking around, spectating and observing the enemies movements and their paths. Right-clicking on enemies shows their vision cones. Pressing Alt allows you to see doors, loot, and places to hide in. You can silently kill enemies, drag their bodies away and hide them in the bushes before making your way through levels, and it’s actually quite well done. It doesn’t feel slow or too easy at any given time. While still giving you a hand and explaining things to you, the first few levels left me impressed at how challenging the game can get and how nice it feels to make it without casualties.
Each character features their own skill tree with abilities and passive bonuses that improve their ability to wield certain weapons or give them better chances of survival overall. Zorin’s able to throw knives, for instance, making for an easy stealth kill at times, although you’ll have to retrieve your knife afterwards.
The demo lasts about 90 minutes (at least, in my case) and features the first few levels. I noticed no bugs yet and was impressed with the quality of the demo. I can’t wait for the full-release. The music and visuals have been really nice and overall, I really did enjoy the voice acting and how the game felt.
The full game is going to contain 20 unique mission scenarios, 8 different characters with unique skills, a large variety of weapons, armaments and equipment, on top of a moral system, side missions, errands and the resistance base. The latter being used for preparations, crafting and treatment but also to help your allies survive. Judging from press screenshots, you’ll be able to accumulate a vast variety of weapons on top of preparing your allies according to different needs.
Overall, Partisans 1941 seems to be a promising title.
Mortal Shell is a deep action-RPG that tests your sanity and resilience in a shattered world. Your adversaries spare no mercy, with survival demanding superior awareness, precision, and instincts. Possess lost warriors, track down hidden sanctums of the devout, and face formidable foes.
And well,… the Beta/Demo of it arrived not too long ago and it’s still live until the 10th of July! You can grab it over here. It is an Epic Game temporary exlusive BUT the developer, Cold Symmetry, was at a critical stage of the development of the game and needed the financial support that Epic Games provided to them, so it should be understandable. Worst case, you’ll wait for the steam release and wishlist it over here. I have been excited about it ever since I saw the Trailer on April 1st this year… and yeah, I thought it was a joke as well… and luckily, I got a chance to play it!
Mortal Shell plays quite interestingly, in my opinion. The only souls-like I’ve played so far has been Dark Souls 3 and I don’t really have too much experience with the genre, especially as I just arrived at the Cathedral of the Deep… but Mortal Shell feels really different, in my opinion. Not only does it have some interesting mechanics like the Hardening-Mechanic that allows you to resist incoming blows by hardening your body, negating the damage of one hit or the Shell-Mechanic that essentially allows you to possess fallen warriors (aka Shells) and inherit their abilities. I also liked some other points so far but I first wanted to talk about the demo’s contents.
The demo features the tutorial as well as portions of two areas: The Fallgrim Outskirts, which is a rather open area with a few camps, smaller fry enemies and some stronger enemies, and the Abandoned Chamber, which is a bit of a narrow and maybe even claustrophobic area that features the first boss of the game! On top of that, you get to try out two different shells with a few abilities each (well, 10 in total but some are locked in the demo), as well as a few different enemies to fight and die to. Fun!
Shells are essentially fallen warriors who you possess and who each feature unique abilities. Your character is essentially the Foundling who is rather weak and can only harden its body. Hardening prevents the next attack from damaging you, though it leaves you in a frozen state and it goes on cooldown afterwards. I found it quite interesting that you can play around with this mechanic in a lot of ways like hardening in the mid of a devastating swing only to block an attack followed by your own slash! Your first Shell is Harros who feels incredibly sluggish and is more of a chunky knight. Your second one is Tiel who is really nimble and fast but features less health. Tiel feels like the right character for me to play, though I haven’t gotten to unlock him just yet. His abilities are centred around mobility and poison damage/resistances. When your shell dies, you slip out as the Foundling and can either fight on (though as a one-hit target) or slip into the Shell again for just another life. After that one, you get reset to your last checkpoint.
And that gets us to something that I didn’t like:
You don’t have those RPG-mechanics like levelling your character. Instead, you get these “characters” to play as aka Shells to possess and you get to customize your build/loadout instead. I ended up playing with Harros for quite a bit before eventually realising that he’s way too clunky and slow for me personally. It’s not based on your dexterity or whatever. It’s based on you being that specific character, right now.
The other thing is that I often felt as if I was too slow or too bad at the game. Dark Souls 3 is rather hard for me personally but it’s doable. Hollow Knight is really difficult, too, but I never feel like it’s too difficult or that it’s too hard for me. I always wanted to continue playing Dark Souls 3 or Hollow Knight (and yeah, I know, HK is not exactly a souls-like) but I never felt as if it was unfair. Mortal Shell doesn’t give me that feeling just yet, mainly since the swings of Harros are super slow and since I feel like the game expects me to learn how to parry… I personally just didn’t like it, as a Newbie to the Genre. And well, this is a Demo after all… I doubt anyone would really play much Harros after unlocking Tiel anyways. Maybe the game needs a bit of balancing in that regard or maybe I’ll just have to “gid gud”.
But yeah, overall, I liked the game. Hardening and the Shells are interesting. You also can destroy the enemies’ morale by killing one of their allies, resulting in them seemingly cowering in fear and crawling away. I loved that about the game! And you also unlock more information and properties to some of the items the more you used them. Using an instrument a bunch of time improves your skill with it a bunch, resulting in you actually playing actual music! And when you get those parries and empowered attacks off, you also get to kill enemies in a really cool way with slow-motion and all of that goodness, which can be quite satisfying.
I really feel like a lot of the game is great and I feel like I should like it more… but the sluggish Harros is just not my cup of tea. I’ll give him a shot again tomorrow night… Maybe I’ll have some better luck next time – and worst case: I’ll just wait for the full-release and watch other streamers play it so that I can enjoy it without feeling limited by our character’s Mortal Shell.
And well, jokes aside (spot the joke): This game feels like more of a “hard-boiled Dark Fantasy Action Game with Souls-mechanics” to me and less like an RPG… which is a bit sad. I like collecting stuff in Dark Souls 3. I just unlocked a cool mage hat and I’m gonna wing it no matter what! And well, I hope stuff like that gets added to Mortal Shell, too. And if it doesn’t, then that’s fine. I just probably won’t play it.
I’ve enjoyed my fair share of shop or tavern keeping simulations from Recettear to Moonlighter to Shoppe Keep 1 & 2, so it was a bit of a no-brainer for me that I’d try out the demo for Traveller’s Rest.
But what exactly is Traveller’s Rest?
In Traveller’s Rest, you take charge of a rundown Inn, serve guests food and ales, and where you farm your veggies, hops and grains yourself to become self-sufficient.
Since your tavern/inn’s kind of run-down, you’ve got decorate, clean and unlock a bunch of features as you progress through the quests that the game offers to you. As you gain experience and level up, you also unlock skills, tech trees, and features like ordering ingredients, renting rooms to guests, hiring staff and a ton of other things!
The demo starts off somewhat slowly as you’re being told how to build, clean and serve – the basics, basically. Over time, the Inn gets rather busy with guests swarming in and you having to clean after them when they trash your place, calm them down when they get mad and get rich when they pay up and leave!
I feel like Traveller’s Rest has a bunch of everything in there. The music is nice, the progressing feels steady and overall, it’s a nice little game with all kinds of features. It honestly kind of reminded me of Graveyard Keeper since the style is similar and since the malting and fermenting are quite similar as well. The only thing missing are the corpses that you throw down the river, but I doubt that would fit into Traveller’s Rest.
Overall, I had a lot of fun with this two-in-game-days-long demo, despite the fact that it was a tad annoying that you’ve got to wait so long for the fermenting or malting or whatever to be done. I guess, a speed-up-option of sorts for those kinds of things would be quite nice, like meditation or something.
The game’s coming out in Mid 2020. Be sure to wishlist and follow the game on Steam if you’re interested in supporting a solo-project.
Another interesting title that caught my eye during the Steam Game Festival (Summer Edition) was Cicle Interactive’s “Automaton”, which is planned to be released on August 3rd 2020! It’s a Puzzle-Adventure set in a post-apocalyptic desert world where a small little robot ventures out in search for fuel. You explore abandoned bunkers, stations and other facilities, solving puzzles, in a quest to find out what that thing was that fell from the sky.
When I started this game up, I saw a lot of potential in it!
Similar to NieR: Automata, Automaton features mixed third-person mechanics and 2D perspectives on top of vast open areas, which I find rather cool. You go from one landmark to another, only limited by the fuel reserves that shut you down when you run empty. There is little to no introduction into the game and little to no hand-holding. The game leaves you be, similar to thatgamecompany’s Journey where you also only orient yourself through different eyecatchers and landmarks that you see in the distance.
The world is really pretty, the protagonist is insanely adorable (a common theme at this point) and the soundtrack is just astonishing so far!
The only issues I have with the game are the fuel-mechanic itself. While limiting your access to the World with that mechanic is rather interesting and quite innovative, I find it a bit harsh on the player and flat-out frustrating to have the player die and start anew. A checkpoint here or there would have been really appreciated – but maybe that’s something that’s a thing in the full release.
Automaton will come out on August 3rd, 2020. Check it out yourself or wishlist/follow it on Steam if you’re intrigued by this little piece. 🙂
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!
Today here on the Lookout Post, we’re having an interview with The Molasses Flood’s Studio Director, Forrest Dowling, who was so kind to give me some answers to a bunch of questions!
Well, first up, please introduce yourself to my readers. Who are you? What do you do? What’s your job on your current project? What other titles have you worked on in the past? Oh, and maybe you can talk about what games you currently play!
Hi, my name is Forrest Dowling and I’m the Studio Director at The Molasses Flood, and currently the Creative Director on Drake Hollow. Our previous title was The Flame in the Flood. Prior to that, I worked in AAA as a level designer, where I ran the level design team on BioShock Infinite at Irrational Games. I also worked on Frontlines: Fuel of War and Homefront as my first experiences in the industry. I play a lot of everything. Right now it’s a lot of Drake Hollow as we get close to launch, and I’m binging The Last of Us 2.
Oh, so you also worked on The Flame In The Flood! I love that game. What were your experiences with that game? What part did you enjoy working on the most? What did you do specifically?
On The Flame in the Flood, I was the lead designer. I most enjoyed working on a very small team of extremely talented developers who were able to make something complete and memorable in a really short period of time. I also really liked getting deep into systems design. In my career up to that point I mostly worked on levels, which meant a lot of geometry but less straight up designing the core systems that a player interacts with. It was a lot of fun to shift into that way of thinking.
That is really interesting! Right now you’re working on Drake Hollow, right? What’s Drake Hollow about?
Drake Hollow is an action village building game that you can play with your friends. You find yourself pulled into a world that’s been invaded by an ancient evil that has blighted and driven the local inhabitants into hiding. Your job is to rescue and care for these creatures known as Drakes by building structures to provide for their needs and defend them from attack.
So, Drake Hollow is an action village building game with survival aspects, right? What makes it different from other base-building survival games? Why would people want to get this title?
The main difference between Drake Hollow and other survival games is the Drakes. This isn’t a game about dying a lot and losing progress like most survival games are. It’s got a lot of similar mechanics, but without the same punishing results if you make a mistake. It’s also a game with a lot of character that we think feels really different and is a fun world to spend time in.
Did The Flame In The Flood have any influence on the development of this game? If so, in what way exactly?
As I mentioned above, Drake Hollow started off as a follow up to The Flame in the Flood, but it changed a lot along the way. The idea of survival mechanics and moving from island to island are really the main things that remained between the two.
What can the player expect from the combat system?
The combat in Drake Hollow is pretty straightforward: You’ve got a one or two handed melee weapon, and a handful of different ranged weapons, and the abilities to block and dodge. The player will find better versions of weapons over time as they level up their camp, that do more damage and allow them to take on higher level enemies. The player can also supplement their weapons with various buffs granted by Drakes, which also level up as you level up your Drakes.
How do different Drakes influence combat? Will the Drakes fight by your side as well?
Drakes can use defensive structures to help defend the camp, but they are not fighters, and stick around the home base while you explore. They can buff you with abilities that help you offensively or defensively, for example you can get a buff that adds fire to your weapons that applies damage over time to enemies on hit, or life steal that transfers enemy health to you.
What can you tell us about the overall story?
I don’t want to say too much about the story, so I’ll just say that it’s based on some New England history and we did a lot of research into witchcraft as part of the process of coming up with the lore and backstory.
Is there going to be an end to the game or is it an endless experience?
There is an end to the game. It’s important to me that players who want to have a fun story experience and move on are able to. We are adding on an endless sandbox shortly after launch as well for players who just want to go and go.
On your website and the Steam store page, it says that you’ll move around different areas instead of settling for one place and one place only. How do you end up packing up your whole base or do you have to decide on what to leave and what to take with you, just like in The Flame In The Flood? What has lead to the decision to go for a more nomadic approach to base-building?
When it’s time to move, your whole base is packed up and reassembled in a new location. We came to this decision because there’s only so far you can get from your base before it becomes too much of a chore to travel back and forth, and we needed some way to replenish depleted resources. We liked the idea of simply generating a new biome around your base as a way to solve these issues.
Multiplayer is going to be a thing in this game. How can you interact with other players?
You play together and share all your building resources. You can protect one another when running around the poisonous aether that surrounds everything. We don’t have many specific player to player interactions, just a shared space to play in.
How far is the game right now? Is it going to be completed by July 17th or will it start out in Early Access? How often do you think will you update the game? Will there be DLCs and expansions?
The game is very close to being complete. We’re launching 1.0 on July 17th. That being said, we want to keep supporting and adding on to it post launch. There’s a ton of things we’d like to do, but it’ll depend on the audience and what resonates with them. We don’t have concrete plans beyond the endless sandbox mode.
Is there a roadmap of sorts with what you’ve got planned for the future? What features are you the most excited about?
I’m excited about a lot of things, but I’m not going to say any of them yet because I don’t know if we’ll be able to do them. It all depends on our players. Like, do we have any, and if so what do they want to see more of.
What is your favourite Drake? I personally am in love with the Dufflur that we’re able to see in one of the screenshots on Steam! It’s insanely adorable!
Personally, I like the woodcutter. I think of them in terms of their buff. Woodcutter helps you clear corruption faster, and there’s a lot of corruption clearing to be done.
Do you have a favourite area?
I think my favorite places are the factories. I love climbing around the structures, and there’s often an ambush waiting inside so you’ll have a good fight on your hands, and some good loot when it’s over.
How do the different seasons impact the game?
There are seasons. They can effect gameplay as well. In summer for example, Drakes need a lot more water to stay hydrated. In winter, anything that relies on water to operate will need a heater near by to keep it thawed and functioning.
How did the Covid-19 outbreak affect work on the game? Are you all safe over there?
We are really fortunate to have been pretty well positioned to handle the Covid-19 outbreak. We already had a very flexible work from home policy, in which people only had to be in the office Tuesdays and Thursdays, so going full work from home hasn’t been too bad. The main impact on us has been in marketing and promoting the game. We had specific plans to show the game at GDC and EGX which obviously fell through, and some hands on media events scheduled. We were also hoping to show at E3. It’s impossible to gauge the impact, but it’s definitely hurt awareness and exposure.
Do you guys play the game as well in your free time or do you plan to?
I’ve played it a lot. Steam has me at 160 hours, and that’s only playing the packaged version, not the time I’ve spend launching from the editor. As far as my free time… for sure, some, although at the end of the day I need to play something else a lot to keep my mind fresh and keep new ideas flowing.
Do you and the other people from The Molasses Flood play games together as well? If so, what do you go for?
We certainly have game nights now and then. A group of us was playing Overwatch quite a bit, and more recently have moved onto Deep Rock Galactic.
When you get rid of one bug, 99 more pop up, is what I’ve been told by other devs. What’s the most hilarious or peculiar bug that you’ve found in the game so far? (Forrest linked me this tweet over here.)
Are you fans of speedruns and do you think that the speedrunning community will like Drake Hollow?
I enjoy watching speedruns, but I expect that Drake Hollow won’t be of particular interest to speed runners. There’s too much randomization and reliance on random drops to allow for effective min maxing in a repeatable way.
What other games are you looking forward to in 2020/2021? Any recommendations for unknown games that I or my readers might find interesting?
Let’s see… from the Steam festival I really liked The Wild at Heart. I’m looking forward to Dreamscaper, which looks like an interesting take on an ARPG. Obviously I’m excited for Cyberpunk 2077. Röki looks really cool as well, I love the art. I’m excited to play Among Trees, although I’ve not yet had a chance to. Windbound also looks really cool. I don’t tend to keep very close track of upcoming releases these days, and just consume them as they come.
Are there any interesting stories about the game’s development that you’re willing to share?
I’ll share a bit of a personal story about the development. We wanted to make something that fit in a time and place, to help ground it. As we’re based in New England, we thought this would be a good base layer to build off of. In conceiving the story, I started researching Salem and the history of witchcraft there and the trials. I was talking with my folks about it and my dad told me that I had an ancestor who was hanged as a witch in the Salem Witch trials, which I never knew. I visited Salem and was able to find her grave. It was pretty cool to discover this weird little bit about my personal history while doing research on the game we were making.
Do you have some words that you’d like to share at last? Something you wanna say to my readers? Some puns to add to the mix or even some inspirational/motivational speech on why everyone should go and follow & wishlist your game on Steam?
Man, inspirational speeches are not my strong suit. I think if you want to play a game that offers a really different and joyful take on survival, you should wishlist us. Also if you made it all the way through this interview you’re a champ. I said a lot of stuff here!
Thanks a lot for your time!
And well, that’s it for the interview. Last year, I’ve done interviews with devs at the GamesCom and I didn’t really plan them out too much so this one was an experience for me as well. I packed in way too many questions, I think, but Forrest was kind enough to answer them all and he’s right, you’re a champ if you made it through all of this. Be sure to follow and wishlist the game on Steam if you’re as hyped as me about it!
Critters for Sale is… interesting. It’s a weird and mesmerizing experience. I don’t exactly know what drew me to it when I saw it on the demo page but without really knowing anything about it, I installed it and started it up only to find myself in some surreal ride full of events that I’m not sure I really comprehend.
“Experience death from the comfort of your seat”, the Store description says. Sonoshee, the dev behind Critters for Sale, is also known for Rym 9000 but apart from the equally mesmerizing soundtrack and some weird symbols here and there, I couldn’t really draw a connection between the two games at all.
Critters for Sale is a text-based Noir Adventure… I think?
It features Gore and Violence on top of a lot of different symbols and metaphors as well as a story that I’m not quite following at this point in time. The demo lasts about 13 minutes as you play until a certain point of time of the first chapter, “Snake”. You play as Sergei, a taxi-driver, who gets messaged by… Michael Jackson? You’re supposed to come to the Limelight Club that is nearby.
Do you get out of the comfort of your bed or do you stay asleep? Do you take the bait or do you stay paranoid? Do you believe the man who’s looking like Michael Jackson? Do you listen to his crazy story of the future and your connection… or do you doubt it all and throw it all away? And what do you make of the weird sculptures and the people in the club?
It’s honestly a wild ride from start to end.
The sounds, the music, the aesthetic… it’s just insanely mysterious, mesmerizing and weirdly alluring. The different parts of the screen feel satisfying to click on. There are different parts and different ways to go through the story. You may leave the club early? You may find some interesting new detail? Who knows?
It’s sinister and grainy. It’s weird and grotesque. It’s unhinged and… I’m not sure but I think free describes it quite well? It doesn’t try to be overly scary or funny or dark or sad. It just does its thing. It’s not too sad, it’s not too funny. The game’s doing it right without trying too hard.
Critters for Sale looked “interesting” but caught me off-guard as I expected nothing and was flat-out overwhelmed.
I’m not sure what to say about it all. I love it. I’m excited. I’m hyped. I wanna play more. I wanna see where this goes. I want it now… but it’s getting released in 2021, so I guess we’ll have to wait for that…
Starmancer looked like the closest thing to any of the games that I’m usually enjoying and all the demos I’ve seen on the Steam Game Festival. It’s getting published by Chucklefish which fits most of my favourite games… it’s a strategy, base-building simulation game based in Space and you essentially play as a powerful A.I. who’s controlling a base while researching, expanding and upgrading everything.
You try to survive starvation, sabotage and other threats – and worst case, you’ll just regrow your humans.
The idea of either “following protocol or going rogue” was really interesting to me, so I thought I’d give Ominux Games’ “Starmancer” a shot and I’m pleasantly surprised.
You start up with researching some technologies and building up biomass synthesizers that fuel your production and are essential for your success. You then link up your machines with pipes and wires while managing your colonists.
You send out humans on missions, make money and advance your production further to ensure a happy life to your colonists. The full game will feature diplomacy, exploration, and modding support as well as the features that are already in available in the demo like personal relationships, memories, rumours, jobs, unique colonists, procedural generation, Insanity and Mutiny.
All the good stuff!
The demo features 60 minutes of gameplay, although you may restart it whenever you want. You’re also granted a lot of starting money for the sake of exploration, as well as unlocked misc items to ensure your colonists’ happiness.
It all plays surprisingly well for an Alpha. There are no bugs from what I’ve seen, yet, and the mechanics work rather well. I still need to create a successful colony to date as I’m always failing in the worst possible way. In one run, one of my colonists started picking fights with everyone as they were hungry. This lead to them making enemies out of everyone and eventually it started to pick fights with all the other colonists (who were all pacifists), resulting in two dead and one living colonist.
I wanted to revive both colonists but sadly the mad one also turned into a cannibal and started eating them while having this urge of bloodlust… So, I had to starve the mad cannibal out until I could regrow the other ones. Starving her out didn’t work out well… So then I just vented the oxygen into space, so that she suffocates and dies that way. That worked.
When I generated more oxygen a fire started spreading and destroyed the human growth machine, resulting in no way for me to grow more and alas one run ending.
In the next one, I ran out of money and had no way to recover… and in a different one, I ran out of time and had to restart the demo as I played it for yet another hour.
So, I guess, you could say that I had a blast! I really enjoyed this game. I’d describe it as a mix of Oxygen Not Included and RimWorld.
I really liked the fact that your colonists can get better at the jobs they’re doing which would then unlock more research options and alas more blueprints and items! I would have liked it a tad more if I had a better way to see the colonists happiness and if there were more ways to increase their happiness, like giving them some rest here and there or even changing their schedule completely.
So, this is essentially a winner. I’m really looking forward to the full release which is “coming soon”.
Wishlist it and get notified when it comes out! The Alpha Demo is also still available for download on Steam, so try it out if you want to! 🙂
It’s sadly not part of the Steam Game Festival but Drake Hollow is definitely something to look out for. I’m really excited about the game – and not only due it being made by the dev behind The Flame In The Flood! The Molasses Flood’s second game can best be described as a Base-Building Action-Survival-Game.
What is Drake Hollow about?
Well, in the blighted world of The Hollow, you’ve got to defend the small vegetable folk known as the Drake from the deadly feral beasts that are threatening to attack them! The Drake can’t really take care of themselves, so you’ve got to provide them with gardens, wells, and entertainment as well as defences against the previously mentioned terrors. The Drake can literally die of boredom, so they need your attention and help in order to survive – in return, they provide you with buffs that are helpful in your quest of Survival!
Take back The Hollow as you strive for the perfect village! Build solar panels and other important machines to progress! Play with friends and hold your ground together against the imminent danger, craft weapons and gear, pack your things and migrate from place to place, from season to season. Do what it takes to live on!
I really have been excited about this game for ages now. We’ve reviewed The Flame In The Flood about a year ago, so everyone should know what The Molasses Flood is capable of (the studio, not the event).
What do I expect from this game?
First up, the soundtrack is probably going to be amazing. The Flame In The Flood featured a lovely, adventurous soundtrack made by Chuck Ragan, and I can’t imagine what they are going to come up with for the soundtrack of this game. I’d expect maybe some more mysterious and enigmatic tunes, similar to the Dungeon of the Endless soundtrack, as well as some road trip vibes with other tracks for when you’re exploring, similar to Amarante Music.
Secondly, the peaceful aspects are going to be super wholesome. Taking care of these little fellows is going to be great. Just imagine all the cute little noises and dances they might make. I’m in love with Dufflur, the Drake that can be seen in the Steam Store Page. It’s just adorable, featuring a very lovely colour and some insanely pretty eyes!
Thirdly, Co-Op is going to be great when I find the right people to play this with – and I already have some in mind! I’d imagine that the resource gathering and base-building get infinite times better with friends, probably, just like it’s so much better to play games like Satisfactory or Ark with friends.
Fourth, the combat is going to be intense and exciting! A change of pace is always good, so the resource scavenging, base building, and Drake-caretaking are going to be rather relaxed and fun to play around while combatting the “raids” will result in your heart rate spiking, in a good way of course. I wanna feel that thrill and excitement when facing off against these eldritch-looking monsters!
And at last, exploration: There are going to be a lot of different regions and seasons with each region being over a square mile big! From what I’ve gathered, there are landmarks to explore and, well, with every passing season there is going to be dynamically generated and populated areas, so you’ll always have places to go and spaces to loot, I’d imagine.
So, in essence, I’m hyped. I’ve been hyped for ages but with the game coming out on July 17th, 2020, I’m getting excited again. I probably won’t be able to play it until after the 22nd, though, as I’ve got some exams on that day, but regardless of that, this is going to be great.
So, yeah, this is my post on Drake Hollow. We’re going to write a review on this game after the release so that you can see if my hype was justified, and we soon will publish an interview with one of the lead devs on the game, so stay tuned for that!
Be sure to wishlist and follow it on Steam, if you’re interested! You may also be interested in checking out the website! Cheers!
I used to be a waiter, as I previously mentioned a couple of times, and, well,… I wasn’t all that great at it. I wasn’t the fastest but I cared about my guests. Sometimes I wished I could have hit “space” and restarted, only to add some extra servos, wheels and hinges… maybe some blocks here and there… and to top it off… a moustache. A glorious moustache! But I can’t just do that unless I hop into RoboCo, the cute little Robot-Building Physics game where we build adorable little robot waiters and stuff!
Filament Games did a great job with this one. They really did! There is only one challenge in the demo and it’s about serving a sandwich to a guest. Yep, that’s right! We have ONE job! Are we going to fail it? We’ll see.
When I started the game, I already an idea of how I wanted my robot to look like. He’d be rolling around on one wheel or a small platform with a few wheels while only being held up by one rod to which his body is attached to. He’d also be very classy and demand tips for his services.
Naturally, I started building and already had to realise that not only it’s hard to manoeuvre around on only two wheels… but it’s also hard to stop with four wheels only, so I need to do some balancing… or find a different solution!
I present to you: My solution! Four extendable pistons that essentially stop us from falling onto the ground… we always fall at an angle and get to get up again. While this worked well as a solution, I couldn’t figure out how to assign controls… until much later! Alas, I could have also used four rods for this instead… or one in the front and one in the back. Oh well! Sadly, the plate breaks when it falls onto the pistons, resulting in property damage, which is always tough to deal with as a waiter… be it as a human or as a robot.
Next up, I added two arms to the robot to make him look friendly… on top of adding a platform of soft blocks to his pistons… These essentially catch the plate but in case of falling, the plate would get smashed, too, so I ended up spacing out the wheels a bit for a stable ride… which rendered the pistons useless but whatever.
Since the “plate” was a tad low, though, it couldn’t reach the table… Furthermore, the plate with the sandwich would constantly be on the verge of shattering and/or falling, hence ruining our chance to get a tip! Alas, I had to take some actions to tackle both of these issues.
My solution? First up, we’ve got a piston that moves the soft tablet up and down, using Q and E, to adjust to the table’s height. The tablet also features an increase at the back of it, so that it doesn’t fall off the tablet before reaching the goal. Alas, there was still the problem of softly placing it down, so I added a rotating part to the tablet that would then softly tilt the tablet using I and K. This way we could ensure that we’re able to balance out the tablet while walking to the table… all while also ensuring that we can slowly drop off the plate with the sandwich UPRIGHT on the plate and without touching the table. This ended up only requiring one arm, so we built a second arm in the same anatomically correct fashion. It features the HANDinator-1337™!
Before we proceed with the end of the demo-challenge, I’d like to talk about my overall impressions:
The game is insanely cute and derpy featuring all kinds of cute little details and customizability-options. The demo let me build up this robot however I wanted. I got a bunch of blocks, wheels, hinges, motors and other objects to construct this beautiful lad here. The technical side of things is a bit hard to approach at first… but once you try some stuff out, you get the bigger picture of how things work.
The game was a ton of fun (the fact that I spend more than an hour building up this waiter-bot should testify for that) and the music and style are quite pleasant as well, which results in a great experience overall. Worth checking out! I’m going to wishlist this one! 🙂 It’s coming soon as well, so that’s a pleasure!
And here we are… after nearly two hours of work done on this robot… we created a lovely waiter, able to catch, deliver and place a sandwich without any problems. The guest, as you can see, is terrified about the fact that his sandwich could fall any minute…
But in the end, it all worked out! Hooray! Eureka!