Death Coming

Have you ever picked up a Where’s Waldo book and wanted to massacre all the extras? No? Just me? Scary? Okay. Well, Death Coming is basically that. You take the role of an assistant Grim Reaper, specifically targeting three people per a level. But hey, you also have quotas to fill, and look at all the fleshy people just walking around, being all quota-like. Each stage requires you to kill a certain amount before you can move on. On the Switch, you can use a cursor or a touch screen. My brain has bad wiring and for some reason I kept alternating between the two, but in a nutshell, you click objects and if you click them at the right time, people die. And if that’s all Death Coming had going for it, it’d be fine. Not memorable, but a decent little time waster.

You get to pull off such kills as locking someone in a room with radioactive material and let them die of radiation poisoning. It’s the feel good game of the year!

But, Death Coming has a lot more going on for it. It’s all the proof developers need that it’s not what you do, but how you do it. Developer NEXT Studios was smart enough to give the NPCs personality and character. Don’t get me wrong: the NPCs follow strict parameters and aren’t exactly subject to free will despite what the game says. But at least it feels like they were given enough heart to be a bit more than just a body count. An ongoing story during your reaping shenanigans is a series of heists that you inadvertently foil through your death-dealing duties. Some NPCs carry on torrid love affairs, complete with scootilypooping (censored behind giant hearts, aww isn’t that sweet). Even alien invasions go down while working. None of this has anything to do with you being a Grim Reaper, though your presence certainly can work out for and against them. You just simply take souls while these cannon-fodder go about the (last moments of their) lives. It makes Death Coming fun in a fly-on-the-wall kind of way. If that fly were armed and wanted you dead.

You don’t directly kill anyone in Death Coming. Rather, you click objects and hope they do the deed for you. At its most base level, this means waiting for an NPC to walk onto a single square of the playfield that a trap will catch them on, like having something fall and squash them, or having them fall down a manhole. The more puzzlely aspects involve using various objects as complex series of rube-goldberg antics in order to free the meatbags from the mortal coil. Like there might be a target character lounging by a swimming pool. You close the umbrella above his head, wait for him to get into the pool, then click an electrical wire above the pool, frying him and all the other NPCs in the pool with him. I don’t know what is says about me that I found the gameplay so satisfying. Nothing good. Or, according to my increasingly terrified family, surprising.

But, as cathartic as it is to resurrect a tyrannosaurus and send it on a rampage, I take issue with some of Death Coming’s design choices. In order to add “challenge”, the game employs “angel police” that feel you’re just a little too blood-lustful. In order to activate any trap, you have to click it twice. The angels only catch you if they spot you between the first and second clicks of an object. If they spot you three times.. I’m honestly not sure what happens since it never once happened to me. I mean, it’s a point and click game. There’s no avatar that has to avoid detection of the angels. The only time I got spotted was when the camera auto-zoomed in because I triggered some event and I forgot to zoom back out afterwards. Death Coming didn’t need this shit. All it does is slow the gameplay down, making me have to wait longer to kill NPCs because I had to watch an angel slowly fly by. And it’s not like Death Coming was fast paced to begin with. It’s one of those “minimum indie badness” decisions that seems so obviously unnecessary in retrospect and makes me wonder if there was anyone along the way who told the devs “no”. It gets really out of hand in the last level. You’re given a chance to activate weather-based events, but doing so spawns an angel. It’s not optional to do this, but the game also spawns even more angels as you go along. I don’t know if this was done to feel climatic or to pad the run time, but it grinds the level into something resembling a slog. The Indiana Jones theme is so fun for that level too. It doesn’t ruin it, but it comes close.

The angels spotting your finger does absolutely nothing. As long as you zoom out, you shouldn’t get spotted at all. It’s like someone spent a day with the world’s least threatening hall monitor and said “this pussy man would make a great video game antagonist!”

The bigger problem is how many replays you’ll need to get a feel for the traps. Sometimes they’re not so predictable, but once they’re used (or used X amount of times), they can’t be reused. If the word bubbles that appeared above the traps had been more descriptive, maybe you could more accurately predict what way they’ll fall or what part of the current rube-goldberg puzzle they’ll activate, and what path that will take once you do. In each of the six levels, I would find myself restarting them several times each, which I found necessary to figure out how the traps are used and how many characters you can take out in each. The only time I didn’t was in the sixth and final stage, where I put over an hour into it before realizing that it’d probably be in my best interest to start over. Once I did, I finished it in about fifteen minutes. In fact, I realized late in the game that you don’t even need to kill the three “target” NPCs featured on each stage to advance to the next level. You just need to fill your quota. I honestly don’t even know what the point of it was. Maybe it’d make sense if it were a different three characters every time you started each stage again and getting all three was necessary in addition to reaching your quota. But it’s not. Strange.

And I always hate to say this stuff, but the current Death Coming release is a bit unstable. The game skipped a bit sometimes when events would be triggered or when I scrolled around, or zoomed in or out. The skip never went away, but wasn’t a deal breaker or anything. I think one time it messed with my timing of activating a trap. A bigger worry is that I crashed the game a couple times in the final stage, once loading it, once when I went to take pics for this very review, uploaded them, then returned to the game only for me to code out to the Switch main menu. I’m sure it’ll get patched out eventually, but I hope the irony that a game about the Grim Reaper kept dying on me isn’t lost on anyone.

This is fun an all, but getting high scores would require keeping track of so many things that really you can probably chalk all the top people down to blowing lottery-levels of luck on a $7 Switch game instead of a lottery ticket. Only they know if it was worth it. Probably not.

Being a puzzler, once you finish Death Coming, in theory you should be done. Thankfully, NEXT came up a novel solution: a scoring system with online leaderboards. I figured there must be an absolute max score and the boards would be filled with multiple identical numbers. As of this writing, they’re not. None of the six levels feature the same person or same score in the top spots. That’s promising, and makes me think that the potential for higher scores might be on the table. So, Death Coming is more than your run-of-the-mill puzzler. But I wish it realized that. The angels and the arcadey scoring I think might have come at the cost of more of the more complex, multi-phase traps that made me giggle like an sadistic five year old who just discovered what you can do with ants and a magnifying glass. But hell, even a single-phase kill, like dropping an anchor on a boat, made me smile and feel warm inside. Death Coming isn’t perfect, but it’s a lot of fun. It’s the exact sort of pick-me-up you want to play when you’re suffering from the flu and have pondered whether you’d welcome the loving embrace of death. Can you tell what kind of week I’m having?

Death Coming was developed by NEXT Studios
Point of Sale: Nintendo Switch, PlayStation 4, Steam, iOS, Android

$6.99 didn’t fear the reaper in the making of this review.

Death Coming is Chick Approved and ranked on the Indie Gamer Chick Leaderboard

Cuphead: The (NOT SO) Final Review

UPDATE – DECEMBER 31, 2021: Um, yeah, so at the end of 2021, I did a four-part re-re-re-review of Cuphead, and flipped my opinion on it. Cuphead is Chick Approved now. I still worked very hard on all three original Cuphead reviews, so I hope you read them anyway, but seriously, read my FOR-REAL HONEST-TO-GOD FINAL *FINAL* THOUGHTS ON CUPHEAD (at least until the DLC hits) head over to part one of Cuphead: The Definitive Review!

I’ve already reviewed Cuphead twice, once when it first came out in 2017, and again in late October of last year. I didn’t like it. This is no secret. The problem is, a fairly large section of gamers that need people to like the games they like because they subconsciously look at it as affirmation for their own self-worth said my opinions didn’t count because I didn’t beat the game. Mind you, some of them.. most of them probably judging by the percentages.. didn’t beat it either. But they plan on it. It’s on their increasingly yellowed, tattered to-do list, right under games like Battletoads or Ghosts ‘N Goblins. Which they will get to any day now. When they get some free time and Netflix has nothing good on. And hey, since they say they’ll eventually find the time to beat these things, it’s totally cool that they white knight for them, while not cool that you point out the flaws in these games or their argument. It’s not a double standard at all. Apples and oranges. Totally different, as anyone can see.

I wasn’t sure what “gitting gud” or beating Cuphead would change about the stuff I primarily disliked about it. The cheap shots. The lack of checkpoints. The fact that there is a simple mode for the first seventeen bosses (though not for the Run ‘N Gun stages, which are technically optional as long as you don’t want to buy any upgrades), but using the Simple option gates you off the final two boss fights. Proponents of the Headed Cup say that the enjoyment and fun is when you finally triumph, and that getting to that point isn’t necessarily meant to be fun because the point is the challenge. By giving up on that challenge, they say my opinion is voided and nothing I say about the game counts because I played it wrong, I guess? By not failing enough? Or getting bored with failing? Even though they say the point is to fail? I think? Wait, what is their argument again? That it couldn’t have the easy modes that it already fucking has.. why? And my opinion doesn’t count until I beat it, why? I don’t get it. It’s like saying you can’t be grateful for airbags until you’ve hit a deer doing 80mph.

I mean, you can just say what you really want to say: “I can’t handle you not liking this game because I base all my self-esteem on the success of games by developers who would find me Steven Urkel levels of annoying if they knew me.” Whatever, my reviews for Cuphead don’t count unless I beat it.

Fine, I’ll play it their way.

I just beat Cuphead. Here’s a playlist of me beating all 19 boss stages. I also beat three Run ‘N Gun stages so I could get the 15 coins out of them plus all the hidden coins so I could buy all the guns.

My friends thought I’d lost my mind. Why would I subject myself to hours upon hours of a game I didn’t like? Because, out of fairness, the critics of my criticism might have had a point. While I was fairly certain, based on my nearly 23-years of gaming experience, that I wouldn’t have liked Cuphead even if I forced myself to sit down and beat it all the way through, I couldn’t know for sure.

I’m a moderately well-known indie game critic. But who am I to double-down on every single review I make and say that IĀ know the stuff I’m guessing is right? Doing so makes me no better than the fans who sent me hate mail for these reviews. How can I expect anyone to try to see it my way when I myself am unwilling to try to see it their way? So, I decided to take that complaint off the table, permanently and put the ball in their court. And really, the only way to do that was to finish the game.

My goal was to get all seventeen “contracts” from the bosses of Cuphead’s first three worlds, giving me access to the final stages against antagonists King Dice and the Devil. And I took it very seriously. I spent over a week studying videos of “professional” Cuphead players, learning the tactics and strategies, then attempted to apply what I learned and see if I could watch the credits roll and add the finished game achievement points to my account. Originally I was going to do it one hour at a time once a day, but I shit canned that when I realized that I’d need at least that much time to warm-up every day. And some days, like Thursday evening to Friday early morning, I was doing insanely good.

At 6:50AM yesterday morning, I beat the Devil and rolled the credits. I can now say I’ve beaten Cuphead. Mic drop.

So, under my authority as someone who gitted gud at Cuphead: Cuphead still fucking sucks. Hell, if anything I have more stuff to complain about now. For those of you who can’t handle hearing people make valid complaints about your favorite games, do yourself a favor and leave now. I promise I’ll return to under-the-radar games you don’t base your self-esteem on in the coming days.

And the shit thing is, Cuphead didn’t have to suck. There is no reason why the game had to be this hard, or at times play as unfair as it did. Having now finished the whole thing (no I’m not playing it again on expert. This isn’t politics, assholes. You don’t get to keep moving the goalposts on me), I did manage to find more fun than either of my previous two sessions, though never to an astonishing degree. What limited fun I did have, we can’t rule out Stockholm Syndrome for either. But, I’m getting ahead of myself.

In 2017, I actually did get all the contracts for Inkwell Isle I. But, I decided to start over from scratch with my project (titled “Vice Versus” which isn’t as clever as I thought, in fact it doesn’t really sound as much like vice-versa as I was hoping when spoken out-loud) and re-collect the Inkwell Isle I contracts. Among other reasons, I knew that the key to success was getting the hang of the parry, something I never got the hang of it my first couple forays. I needed the practice.

And I got it in my first encounter where random elements play a significant role in the battle: a pair of frogs who Megazord-together to form a giant slot machine. Yeah. This was the point where I realized I was in big, big trouble. The slot machine has three primary, randomly chosen attack modes. Unlike most bosses, you at least have a warning of what random element you’re going to face-off with when the reels line up. The one that kept screwing me was a series of inner-tubes that would randomly (double the random!!) have a column of fire going up or down. I couldn’t get the hang of this attack in particular and got right to the end multiple times. Fatigue and nerves began to set in and I started taking damage on phases that I had previously got past with no sweat. I even got killed by the slow-moving coins that it launched at me. After 20 or so attempts, I did beat it with a perfect score. Was I overcome with happiness? No. Relief? Well, yeah. If you fail at something dozens of times and then succeed, you’ll be grateful when it’s over because that means you don’t need to do it again. That’s not exactly entertainment. Well, unless you count Joss Whedon’s career.

But, was any bit of it fun? Nope. Not even a little. BUT, I’m willing to concede that I had a little bit of fun with the other four bosses in Inkwell Isle I, and various other bosses in other worlds. Even the shmup bosses I didn’t hate nearly as much. Or at all, really. Truth be told, I found them nearly enjoyable this play-through, having studied-up on how to beat them. The Blimp Chick (she’s literally a blimp, not fat, please don’t accuse me of fat-shaming) along with the Genie and Giant Bird battles from Inkwell Isle II were actually pretty fucking sweet. I didn’t expect that. Especially since I found these stages so dull the first time. Alright, gentlemen: set your faces to “stun.”

I, Indie Gamer Chick, am willing to admit that I was wrong the first couple times I played Cuphead. The shmup stages, previously a sore spot for me, were probably the most consistently decent parts this time around, and yea, sorta fun. Kinda.

Hell, I even beat the giant robot in six attempts and didn’t hate the experience of fighting it. I only really got annoyed on the 4th lost life because the final phase is far too spongy, repetitive, and lasts so long that the tension is lost and it just sort of becomes boring. It’s simply spams the screen with bullets while electrified poles get in the way. Before this, you had a clever set up with three different body parts to attack, each of which has its own unique moves and patterns. I heard more fans of the game complain about this stage than any other, but I thought it was the most fun of the shmups. Then, suddenly, it became an uninspired, lazy bore. And sadly that section lasts half the fight. Half! One constant thing I noticed in the interviews with the developers is they always go back to using the difficulty as a crutch to preemptively reject complaints. But Dr. Kahl’s Robot, one of the most cool and memorable designs in Cuphead, with one of the best sequences in the entire game, goes down as being one of the least popular stages. Someone involved in the game should ask themselves how that can be? Because it’s mostly boring and the boring part ends the fight. It leaves a bad taste in people’s mouths. They don’t remember how clever that intro was. They don’t remember the fun when the head flew off. They remember a lazy, first-year game design bullet-hell effort that closed the fight. What a shame.

It shows that the overall difficulty is hardly the only mistake Cuphead makes. Scaling might be an issue. Yes, bosses can be tackled in different orders, but after needing over one-hundred attempts and three days to beat the Dragon, followed by another couple dozen attempts at beating a giant Queen Bee, something strange happened: I annihilated the remaining six bosses in Inkwell III, needing seven or less attempts to beat each. Did I “GiT GuD?” Perhaps. Or maybe the bosses were ordered wrong. Sally Stageplay I beat in just two attempts. Two! She clearly should have been a stage one boss. The pirate could have been a great intro to stage two. The frogs belonged in stage two, maybe stage three. The Dragon SHOULD have been stage three’s final boss and the gatekeeper of the final level. And God Damn, when I finally got to King Dice, he was a bit of a pussy. After making my way through his mini-bosses (all of which but one are thankfully simple, though in a good way that makes sense from a game design perspective), I beat King Dice in my very first direct fight with him despite completely shitting the bed. He was dead in barely half a minute. THAT was the boss that was hyped the entire game? Yeesh.

But, my main complaint is still with the difficulty. I realized by the end that the truly tough bosses were tough because of RNG. The Candy Bitch has an assortment of mini-bosses, three of which are chosen at random to do battle with. And during the second and third fights with those bosses, more elements are added to dodge. If I got the Flying Waffle as the third boss, it meant I was dodging its attacks PLUS little jelly bean things running along the ground PLUS the Candy Bitch shooting projectiles at me. In my successful run, the Waffle was the first of the three I encountered. Yea, I won that round, and did so without taking a hit. But I owe that just as much to good luck as I do any skills I picked up.

The same went for The Dragon the Queen Bee. Those fights have auto-scrolling platforms that come out in random patterns. Many times I found myself in a position where I had to jump, but the level stopped spitting out platforms for me to jump to. I won’t complain about needing over one-hundred attempts to beat the Dragon because my epilepsy came into play and the steps I needed to play it (drowning out my game room with lighting to offset the lightning storm strobe-effect) caused visibility issues for some of the obstacles. I mean, they could have included photosensitive options, but truthfully there’s more color-blind gamers than epileptic ones and they get no help with the pink-shaded parry objects. I sort of feel like colorblind gamers are told to get fucked here by a couple of pretentious “our way or the highway” brothers, but what can you do? I stand with the devs on it. I’m giving them bunny ears with my fingers while doing it, but I stand with them.

UPDATE: Colorblind readers alerted me that black & white mode wouldn’t help either. After sharing a full play-through video of that mode with me, they’re right: you couldn’t possibly know which stuff is a parry or not unless you already knew. The Two-Strip mode (which, like Black & White mode, is gated off unless you perform extra-difficult tasks in the game) I guess would work better for seeing the parryable objects, but at a cost of having other important aspects bleed into each-other. Their solution was to add some kind of shimmer, glow, or other subtle visual cue to the parry objects using an effect that is distinctive from other effects used in the game. This could have been an adjustable option, not something that is present for all players. “There’s plenty of design options that could have been used that are true to the vintage aesthetic.” I normally don’t get pissy about this type of stuff, but given this is such a tentpole indie, having visual accessibility options could have set new standards for the entire scene, and instead of the Moldenhauers seemingly gave no consideration at all.Ā 

My question is, if the bosses are as well designed as fans of the game insist they are, why did it need so many random elements that have NOTHING to do with pattern recognition or defensive maneuvering? Of course, I can’t be 100% for sure. I’m not that good. But, I suspect the random elements led to situations where I couldn’t have possibly hoped to not take damage, based on nothing I did but rather on luck of the draw. I’m not the only person complaining about this, either. Players who do speed-runs complain about the Mermaid/Medusa shmup battle essentially requiring the luck of good RNG to get a perfect score on Expert. This came up constantly on videos from players much better than I, so I figure there must be something to it. So, are you going to tell those guys to shut up and “git gud” when they’re making world-record speed runs that are screwed not by their own skills but because the game’s lottery spit out an unwinnable situation? That fight sucks enough with stun-locking beams that you have to wiggle-the-stick to be able to move again. That wiggling happens in a narrow corridor with lethal coral, like the dam stage from the NES Ninja Turtles game. God damn, devs: stop copying bad levels from old games. Or, if you insist on doing so, try making them good at least, will ya?

Cuphead is well produced, but don’t mistake that for “well made.” McDonalds hamburgers are well produced. No joke. They’re designed by some of the most highly paid food scientists in the world. But that doesn’t mean their food will be up for Michelin Stars. With Cuphead, there’s just too many little things wrong, where someone should have told the Moldenhauers “have you guys considered that you’ve taken things a bit too far during this part?” Like during the King Dice fight, you might encounter a skeletal race horse that’s challenge comes not from enemy design, but by having a TON of objects in the foreground cover up the actual action. It’s an indefensible design decision. I’m sorry but if someone is playing a game and I stand in front of the TV, telling that person “isn’t this hard? Git gud!” isn’t going to fly. They’re going to ask me why I’m being a bitch. Apparently by that point they were so out of ideas that their only solution to add challenge was to make it hard for players to see. They could have added different enemies or basically anything else. It’s a video game. You’re limited only their imagination. But no, they went with blocking the screen. Does it look like a 1930s cartoon? Yea. But Cuphead, get this, isn’t really a 1930s cartoon. It’s a 2017 video game and that section is one you are expected to play. I was embarrassed for the Moldenhauers during that fight. It was so uninspired. Not the character design or the fight itself. Just the challenge. Let’s block the screen. Maybe they have fond memories of standing in front of the TV while each took turns playing Gradius as kids and this was an inside joke for them. Probably not. It was the best they could come up with to add difficulty. And it was fucking lazy.

So here I am, three reviews later, conqueror of Cuphead, and I still don’t like the game. I’m in the 7.19% of Xbox One Cuphead owners who have beaten the game. I got good. So why wasn’t it fun? Why couldn’t it be fun? I want Cuphead owners to take me down this road, where Cuphead exists with checkpoints or the ability to play the final bosses whether you beat the first seventeen on simple or not. Why is this game not as good? Because you lacked the self-restraint to beat the game on normal? That sort of makes it sound like you’re who needs to “git gud” if you can’t resist the siren call of optional difficulty. Like, people truly think that if these options existed, there wouldn’t be people playing on Expert difficulty (which is optional) and doing full 19 – 0 perfect boss runs. Or making up their own challenges, like beating every boss using just the pea-shooter or not parrying unless absolutely necessary to open up a gameplay mechanic. Because people are doing those things. They’re all over YouTube. Hell, this week, I saw someone who discovered you could beat Super Punch-Out!! without ducking, blocking, or dodging. The majority of gamers who want a challenge can find it whether forced by the game or not. Why should the rest of society be held back from having fun because you can’t control yourself? If you think Cuphead should only be played on normal, go play it on normal. If you need games to not have optional difficulty, who the fuck died and anointed you the gatekeeper of real gaming?

I can’t complain about Cuphead’s controls. I’ll vouch for them. They’re solid and responsive. I can’t complain about its concept. I like boss rushes and bullet-sprayers. I can’t complain about its soundtrack or appearance. It’s the best looking video game ever made. Cuphead is a game I want to love, because holy shit, has there ever been an indie this fun to watch? It’s in a league of its own in every single regard except being fun to play. Not that it’s never fun, but too many aspects of the game are based around being difficult just for the sake of doing so. It’s why I find the art almost obnoxious. Because fanboys of Cuphead, and even the developers themselves, use it as a deflect-all shield for why they couldn’t make the game easier. Even though they, you know, did include an easier mode. Those fucking sell-outs! What a weird choice for the Git Gud crowd to defend, no? Then again, I don’t recall hearing that Celeste is for pussies all that much.

I don’t feel good about having accomplished something that only 7% of owners did. This wasn’t some special challenge or rare event or extra difficult optional path. This is just beating the game. I know you can’t rely on achievement percentages because so many people (including me most of the time, guilty as charged) buy games and sit on them, but 7%? If that doesn’t hurt your heart, given how much work they put into the game, you need to check and make sure it’s still beating.

By far the worst argument for I’ve heard is “well, what about King Dice or the Devil? How were they supposed to make THOSE fights easier? So, as you can see, they HAVE to gate it off.” Hmmm.. here’s a thought: they don’t. They could have just left those two fights exactly as they are in the standard mode, unchanged. I have no objection to a game’s final bosses being harder than others. They’re the last bosses. Being harder is how final bosses are supposed to work. If they’re too hard for those who finished on simple, I don’t know what to say. Git gud?

Cuphead was developed by StudioMDHR Entertainment
Point of Sale: Xbox One, Nintendo Switch, Steam

$19.99 told the Moldenhauers “Git Fun” in the making of this review.

You Died But a Necromancer Revived You

You Died but a Necromancer revived you (the b in “but”, the r in “revived” and the y in “you” aren’t capitalized for no god damned reason) is proof that I’ll buy ANYTHING as long as the name is silly enough. I’m not even joking when I say the first time I ever bought a DVD for myself, my dad gave me $20 and I ended up picking out Killer Klowns from Outer Space. I had just turned 12 years-old and money didn’t just burn a hole in my pocket, but pretty much napalmed it. I saw Klowns. I saw they were killer. I saw they were from not just space, but outer space. I had to have it. Of course, we bought it at Suncoast at the Oakridge Mall in San Jose, which sold VHS tapes for $100 each (I’m not even kidding) and DVDs cost a multiple of what they cost anywhere else. (I’m sure you’ll be shocked to hear this, but they’ve since shut down. Who knew $100 for a VHS copy of Saving Private Ryan wouldn’t fly?) I’m guessing that $20 barely paid for the price tag, but Daddy covered the rest, bitching the entire time that I had terrible taste and probably wouldn’t even watch it. He was right. When we got home, I remembered I was scared of clowns and aliens, so the disc went unused for years.

But, come on, Killer Klowns! From Outer Space! What a name!

Seriously, no joke, it’s a lot of fun. Not really that scary, either. I only pissed myself twice.

That was in 2001. Here we are in 2019, and I still can’t resist an absurd name. Hell, my dream project is “Zombie Tyrannosaurus That Eats People and Shits Zombies.” We can change “shit” to “poop” if it becomes a made for SyFy film. Just start making it, whoever. Script? What script? Look at the name! That is the script! What’s Billy Zane doing these days?

The best part of You Died But a Necromancer Revived You (I’m not playing along with the lowercase stuff) is the name. Because, when you get down to it, the actual gameplay is very basic. You’re placed in a top-down 2D, retroy room. You have to make your way to the ladder in the center of it. There are tons of traps to kill you. If you die, you start over from whatever checkpoint you last reached (checkpoints are determined by the game’s difficulty). The primary challenge comes from the speed required to clear each stage. After a few seconds, the floor begins to cave-in behind you. Personally, I’d preferred to be chased by a giant boulder Indiana Jones style, but beggars can’t be choosers.

Interesting creative decision to not go wide-screen and instead have a bezel like an arcade machine. Also, while I have your attention: set the control stick’s deadzone in the options to 90%. I had a whole paragraph of control complaints I had to delete when I discovered the option. It was a sick paragraph too. It had a dynamite Tim Duncan joke I had to shitcan.

You Died is perfectly fine as a quickie time waster. And I do mean quick. My first successful play-through took 22 minutes to clear all the rooms and the boss. If you want to challenge yourself to play on difficulties that spread the checkpoints apart and add more stuff to avoid, you’ll certainly need a little more patience and time to invest. I tried it for an hour, cussed a blue streak, but still beat it on normal. This is actually one of the few games where randomly-generated stages work pretty well, switching up the order and placement of the traps and obstacles to assure you won’t be memorizing layouts. There’s not a whole lot of “gotcha” style deaths, though it does happen. In one stage, you reach the ladder only for the ladder to come alive and chase you towards the real exit. I can’t imagine anyone surviving that on their first encounter with it, but otherwise the cheapness is kept to a minimum.

The real issue is how little meat is on You Died’s bones. There’s a huge variety of characters, but I’m pretty sure they’re just skins without different attributes. Maybe. I swear, the character that looks like the ghost of Sweetie seems to move looser (even after I adjusted the controls), but I can’t be certain on that. But once you clear out the game’s 20 rooms and the boss, that’s really all there is. There’s not a big enough variety of traps, and once you have them clocked, you have them clocked no matter what order they’re placed in. Before typing this paragraph, I was on-board with the random level layouts, but I just realized having them probably limited the variety of obstacles that could be used since the game required them to work no matter what order the RNG spits them out. Maybe there needed to be an endless mode (which there is) alongside a hand-crafted tower with more elegantly, elaborately designed puzzles and traps. It certainly would have added to the value. And this is one of those rare times where the value is probably the biggest problem. But I’m getting ahead of myself..

There’s multiplayer modes, one of which is a co-op sort of deal where you all play together and if one person finishes the room, everyone does. The other is a versus mode where you race to the ladder. It sounds great in theory. In practice, You Died is one of those games where the owner of the copy will inevitably be unbeatable against friends and family since they’ll be familiar with all the ways you die. I won a match 8 to 2, with the two losses coming because the Joycon sucks as a stand-alone controller but I was too lazy to get off my ass and hook up my pro controllers. That’s not a joke, either. In my review of Not Not, the Joycons killed both myself and my Mother more than our own mistakes did. I have extremely tiny hands and even with them the Joycon turned on its side like an NES controller doesn’t work at all. That configuration might be the worst controller in gaming history. And I owned an Ouya. I wasn’t able to play the game with a room full of experienced players, and I couldn’t convince anyone to put the twenty minutes of time needed to GiT GuD needed into Necromancer. That’s more on my family than it is the game. Not holding that against it. It’d be like shaming a cat for shedding on your bed to the point that you have to change your sheets every night. It’s can’t help it. And my family can’t help indifference to retro multiplayer games.

This is the one and only boss in the game. It’s a fun fight with a clever mechanic to inflict damage on the Necromancer. But actually, it’s so good and so fun and so clever that it just left me wanting a lot more.

So, let’s talk value. You Died but a Necromancer Revived You is one of the few games that highlights the biggest flaw in my review system. My rule is that if I like a game 50.1% but dislike it 49.9%, it wins my seal of approval. Nothing else matters. Well, I like You Died a lot more than 50.1%. It’s short, but it’s fun while it lasts. It’s Slam dunk for my seal of approval. But the problem is, I approve of it but I can’t really recommend it either. At least at full price. Necromancer is so light in gameplay and content that I can’t in good conscience tell anyone to buy it for $8.99. It’s far too over-priced. Hell, it’s over-priced at $7.64, which is what I got it for. And no, I’m not advocating a “race to the bottom”, a term that gets abused more than Orange County breathalyzers. But there’s just too many games that offer more for less. Not that it’ll never go on sale. Switch is magnificent for indies going el-cheapo and tickling the impulse-buy sector of your brains. But, when You Died hits that $4.99 range that it should have been all along, it’ll still be competing head-to-head with beefier titles at cut-rate prices. You’re not racing to the bottom, fellas. Keeping it real: you’re a no-name indie game by a no-name developer. You are at the bottom. The race is to get attention and get people playing your games so you can make fans. A name like “You Died but a Necromancer Revived You” will get that attention. A price like $8.99 won’t get you players.

But seriously, it’s fun.

You Died But a Necromancer Revived You was developed by BolHut
Point of Sale: Nintendo Switch, Steam

$7.64 (normally $8.99) blue screened but a technomancer revived me in the making of this review.

You Died But a Necromancer Revived You is Chick-Approved and ranked on the Indie Chick Leaderboard.

 

Not Not – A Brain Buster

Well, this one is different. Because Not Not – A Brain Buster (which I was disappointed to learn isn’t a spinoff of BrainSmasher: A Love Story) is the first time in 594 indies played where the person who asked me to give it a try was my Mother. Now, that might not be significant to some, but my Mom isn’t exactly someone who I gamed a lot with growing up. Which is not to say we never played video games together in the Vice household. I’ve written previously about the time a brain parasite called Peggle had us under its thrall. And, like almost any family with a gaming child and non-gaming parents, when the Wii arrived there was a brief but potent Wii Sports period where we’d do the bowling (and sometimes the less fun golfing) every day. And then there was the month where we played Boom Blox for hours every night, usually until someone started complaining their shoulders were hurting. The classic “I’m getting my ass kicked and can’t hit the broad side of a barn today but I don’t want to seem like a total pussy so I’ll claim a non-existent injury” move. In the Bay, we call it “Pulling a Monta Ellis.”

Speaking of Boom Blox.. where the hell is it on Switch? I dare say the Joycons would be better for it than the Wiimotes. We need to bring this series back. It was just so god damned fun!

Beyond that, there was only one significant gaming moment I had with my Mother. A few years ago, we were playing Angry Birds Space on our phones. My Mom was, and still is, deeply into the series. I was stuck on a stage. Well, not stuck-stuck. More like I was casually exploring the nature of the level and searching for deeper meaning. But, before I achieved nirvana, she coldly snatched my phone from me, aced it on her first try, and handed my phone back to me with the most adorable/sickening look of pride on her face. No, I didn’t need her. It’s not like I’d spent twenty minutes on that stage, grinding my teeth and cussing under my breath. But I wanted her to feel like I needed her. I mean, she did give birth to me. Least I could do. I let her have it the moment. Really. No, I’m not willing to pinky swear. If that shit actually works, I’m fond of my pinkies so.. hey wait..

Okay, so gaming isn’t a Vice Family tradition. But my Mom, who spends roughly thirteen hours a day on her phone, found Not Not a while back and wanted me to review it for IGC. I told her “well, I don’t do mobile reviews” in the same tone of voice I have to use to tell her I don’t really want to watch vapid ignoramuses hock their shitty wares when she tells me the Kardashians are on. And then I made a grave mistake a few weeks ago when Not Not hit the Switch: I asked her if this was the game she was talking about. “No excuses now, Miss Indie Star.” D’oh!

It’s best to think of Not Not like it’s a mini-game from the Brain Age series. It’s basically a multiple-choice version of the Stroop Effect Test that is used to test reaction times of individuals. It’s not to be confused with the Schtoop Effect Test, which measures how long it takes for people to begin fucking when sex is offered. During a traditional Stroop Test, a labcoat with a stopwatch times how long it takes you to state the color the word is written in, which is difficult because the word says a completely different color. In Not Not, you’re placed on a cube and must choose to move up, down, left, right, or do nothing based on the directions given in a relatively short amount of time. There’s multiple tiers of levels that add increasingly more complex or roundabout directions to follow, with three levels of difficulty for each. It sounds fairly straight forward. And it is, until Not Not is not.

In fact, the name of the game comes from the fact that Not Not outright starts to fuck with you the further you progress. At first this comes from commands like “Not Up.” In response, you should move any direction but up. But then the game tells you to Not NOT move up. Meaning you should move up. And yes, it throws in Not NOT NOT commands eventually. If it sounds confusing, it is at first. But really, a decent brain should adjust to this quickly. Two nots = go the direction it says. Three nots = one not = don’t go the direction it says. “Ha, this shit is easy. Suck it, smug ass loser devs, bragging to me that only one person in the entire world beat the mobile version on the hardest difficulty. I’ll show them!”

And then, the directions just go completely into “humble this bitch” territory. Like here, for example.

Right and not Yellow. But wait, you can’t move right, because it’s yellow! Well, the game doesn’t really explain this (or, if it does, I missed it) but if it gives you a contradictory direction, you’re supposed to do nothing at all. It becomes really really confusing when it tells you to do things like to go up and down. Because I was used to the “not (direction)” commands earlier, my brain was wired to instead go left or right when these type of commands came up, resulting in a loss of life. And self-esteem. Seriously, you guys made me feel dumb when I was starting to feel smart. Not cool.

For what it’s worth, Not Not actually is fun. But I think the developers are wasting time targeting game critics with it. They should be sending it off to places that do cognitive testing. I like to go the extra mile so I checked around and found out that a testing kit that includes an instruction guide (like a teacher’s edition of a text-book) and Stroop Test flashcards can cost as much as $500. For a book and some cheap cards! A Nintendo Switch costs $300 and a copy of Not Not will run you $2. Gamers can enjoy it, but really, this belongs to academia.

So I guess that’s the only relevant stuff I have to say. Good day!

Not Not was devel..

Wait a second, missy..

Mom? How did you get into my review? And why are you typing in italics?

You skipped the part where I whooped your ass at the game. Tell them.

Really, I don’t think they’d be interested in hearing th..

TELL THEM!!

I.. uh.. yea she beat me at a few games of Not Not’s multiplayer mode, which is the same as the main game but racing against 2 to 4 players. Just a few. I let her win.

You let me win twenty-seven times?

Well, uh.. happy birthday Mom!

I wish that was a joke for the sake of this review, but she really did beat me 27 times to 0. Not fair! She’s been playing it longer!

It wasn’t my birthday.

But really Mom, I just love you so much that I feel like every day should be your birthday.

Also, you left out that the way you unlock more levels is a little out of whack. You have to beat the medium and hard difficulties of multiple levels to unlock the easiest mode on newer levels. Logically, beating the easiest level should unlock the next stage’s easiest level, and the medium for the next level’s medium, etc, etc.

Wow! Mom, that was actually an insightful point to make. Perhaps the one flaw of the game. And, well, the whole “so unforgivingly difficulty that one person in ten million has beaten the final stage” thing. You might want to rethink what you’re trying to accomplish there, devs.

Yea, that was me.

Um.. the developers told me it was an Italian Judge that beat it.

Well, I do have a life outside you and your father, you know.

……. Moonlighting as an Italian Judge?

Yeah.

And you guys thought your family was weird.

You’re just jealous that you couldn’t beat me.

Am not.

Hey Cathy..

Yes Mom?

GiT GuD!

Brian, I know it was you that taught her that phrase. I’m never blowing you again. Hope it was worth it.

Not Not – A Brain Buster was published by QubicGames
Point of Sale: Switch, iOS, Android

$0.99’s (normally $1.99’s) husband failed the Schtoop Effect in the making of this review.

Not Not is Not Not Chick Approved and Not Not ranked on the Indie Gamer Chick Leaderboard

Safety First (Review)

Alright everyone, pack it in. Cancel your ongoing projects. Indie gaming’s highest peak has been reached. There’s now a game on the Nintendo Switch marketplace where a stick figure pees on things. Including other stick figures. Everything that comes after this will pale in comparison on the grounds that it’s not a game about stick figures giving golden showers to each other. Meanwhile, that sound you hear coming from the east is Hiroshi Yamauchi spinning circles in his grave.

They’re trying to cover for the whole “it’s a guy peeing” thing by saying it’s a robot repairing electric cables using magical yellow repair liquid. Which is like a cop getting caught with prostitutes saying that he’s working undercover to bust them. Also I have to censor the dick. Sorry, rules are rules. I can talk about dicks until I’m blue in the face. I can describe the things I’ve done with dicks in ways that’ll assure my parents will never look at their little girl the same way again. But I can’t show them.

I’m normally not a fan of the whole rag-doll physics stuff. I never fell under the siren call of QWOP or Octodad. Games that offer all the fun of being drunk, only without the fun of being drunk. I’m almost positive that line came across the way I heard it in my head. What I mean is that I’m such a play-control supremacist that the thought of games that are based around unintuitive controls I find repulsive. In Safety First, an actual game for the Nintendo Switch, you control only the legs of a stick figure using the analog sticks, while the rest of the body is dead weight. Under this premise, your goal is to position your stick figure’s stick-cock to take aim and, well, pee on targets.

Never mind Yamauchi spinning in his grave. He’s doing full backflips in it.

It’s *so stupid* and so immature. But it’s also kind of fun. Of course, a lot of the humor is based around the console we’re playing on. If Safety First was on Xbox One, I honestly don’t know if I would have laughed as hard as I did. Probably not. I thought I was better than this, but I’d be lying if I said I didn’t find it funny that I was playing a game with stages that require you to pee on someone’s head between play sessions of wholesome Yoshi’s Crafted World. I mean, come on! That is objectively hilarious. The company that once willfully risked industry leadership by turning blood into sweat for Mortal Kombat now prominently has a game with stick figures peeing to solve puzzles on its marketplace. This is not a drill, people! The Bulletin of the Atomic Scientists played a round of Safety First and moved the Doomsday Clock to one minute before midnight!

I was going to use a pic of the golden shower stage, but honestly I’d have to cover all the fun stuff with Sweeties so here’s this pic where you can’t even see the dick instead.

But, a big part of why I was able to find Safety First humorous is because it’s at least playable and decent enough. If it’d been unplayable, I think I would have actually found it cynical and offensive. Like, the stick figure dick and piss stuff would have been a crutch to hide faulty, lazy game design. That’s not exactly the case, but almost. Just enough to make me wonder if they didn’t phone it in a bit. A big problem is the stick figure is so fragile that the Knicks are planning to offer it a max contract. If you pull the legs too far apart, or if the limp upper-body sways the wrong way, the appendages get severed and you have to start the stage over. The physics seem a bit unstable, and there were times where I would barely lift a leg to aim my stick dick at one of the targets only to have the leg suddenly go flying off for a death. Or sometimes while moving, the torso would tip over and completely snap with a spurt of red blood (oh yes, it’s TOTALLY a robot), like watching a horrible limbo bar accident. Sure, I giggled like a childish twat almost every single time it happened, but it got less funny on stages where I needed twenty or more tries. The physics are just too unforgiving too often. Plus, there’s limited drips of pee per stage and no quick reset button. You’re forced to rip your legs apart in order to start over. Also, congratulations to me for using the word “limp” earlier without tying it to the stick figure dick. I’m glad I’m here.

Safety First has a “drunken, swearing German” mode where the ground sways and your piss is brown. Oh and I’m pretty sure they replaced the normal stick figure head with a silhouette of David Hasselhoff’s head. I have no words.

But, it’s fun regardless. The stages have enough variety that Safety First never gets boring. Similar to puzzle games like SpellKeeper (of which I’m sure its developer will just LOVE being mentioned in the same breath as this dandy), Safety First is best to whip out when you have a few minutes to kill. There’s no commitment really needed. Hell, it’s even fun in failure, which is rare for a puzzler. AND it has novelty value. Tell someone you’re playing a game on your Nintendo where you pee on targets, or possible go the full urolagnia monty, and soak in the faces of those listening. I did it. It’s priceless. Of course, there’s the lingering fear that someone in Kyoto will find out about Safety First and get pissed about it. We’re laughing now, but if that comes to pass, urine trouble, indies!

Safety First was developed by JCO (published by Headup Games)
Point of Sale: Switch, Steam

$2.99 said it’s probably not as funny on Steam in the making of this review.

Safety First is Chick Approved and ranked on the Indie Gamer Chick Leaderboard. Yeah this is my jump the shark moment.

Vice Versus: Cuphead Diary (Day 2)

In Vice Versus, I’ll be returning to games I never previously beat. I will play them one hour at most a day until I’ve reached my goal. For Cuphead, that goal is to get the contracts for all the bosses, then defeat King Dice and The Devil. I’m keeping a daily diary of this project. The following is done out of the Indie Gamer Chick character.

My Cuphead journey got off to a pretty decent start. I made a lot more progress on day one than I figured I would. Of course, I pretty much only cleared out the two easiest bosses. The ones that I never struggled all that much with the first time around. Now, all that was left for Inkwell Isle I were bosses that I needed dozens of attempts to get the contracts for during my original Cuphead session. And once I get past these, I move on to Inkwell II, where I’ve not gotten any of the contracts. Ever. Today felt like my last attempt to get “study” in before the test begins. And it didn’t start so good.

I decided to start against Ribby and Croaks because I’d struggled the most with them during my first play-session with Cuphead back in 2017. And last year, while working on my Cuphead re-review, I publicly failed to put them away while streaming my playtime. It seemed like these guys would be ideal to get in practice time. And then I actually started playing, and it was like a splash of ice water to the face. My struggles to get the timing of the parry down are still apparent. Actually, for the first ten minutes my timing wasn’t there at all. I also somehow, in my research, didn’t realize that the fireballs Ribby shoots during phase 1 change the order of which one you can parry on. A complete failure to prepare on my part.

Regardless, clearing the first two phases was no issue for me. The final phase, however, I failed, failed, failed. The frogs merge to form a giant slot machine that has three primary attack patterns. The one that specifically screwed me was the Bison pattern, which features spiked platforms that have fire shooting either above or below it. I could (mostly) get the timing for the Tiger and Snake patterns. For the Bison, I took more damage hitting the sides of the platforms than I did from the fire. This is a world-one boss, and if this is a harbinger for things to come, I’m screwed. Several times in a row I got just seconds away from victory, more than once with more than a single hit-point left, only to squander it. It was genuinely heart-wrenching to see how bad I was croaking.. I mean choking.

And then, something that didn’t affect me at all during my first day started to mess with my game: nerves. Even if I could keep myself calm during the first two phases, inevitably that hot-cold nerve moment hit as soon as the animation of the frogs merging to form the slot machine began. My hands started sweating, which really didn’t help considering that they were already starting to cramp up as well. Mistakes started to pile up over and over. Soon, I was taking damage even during the Snake pattern, which I had previously found to be the most tolerable. Hell, I even took damage from one of the coins being launched at me, which is probably the easiest projectile to dodge in the entire fight.

I was coming so close to winning and coming up short, replay after replay. There was one run specifically that I was so disgusted with myself after dying that I forgot to save the replay. I had made it through phase one in what had to have been close to a world record time, hitting all the parries along the way. Then, during the second phase, I’d somehow timed the damage in such a way where Croaks (the one that becomes a giant fan) was stun-locked while Ribby went into his attack animation. This meant I’d caused enough damage to end phase 2 just a split second after Ribby began his attack. All the damage from here would carry over to the third and final phase: the slot machine. And I had all three hit points. Not only would I be on track to have less attack waves for the final phase but I might set a time actual Cuphead experts would find impressive. I was actually calm too. That was the weird part. Maybe I would have played better if the nerves were flowing, because during the very first attack pattern, which was Snake, my BEST ONE, I got three-quarters of the way through the attack before mistiming a jump and taking damage, then immediately took another hit on the very last platform of the attack. I was so stunned and knocked out of my senses by this that I ended up jumping right into one of the easy to dodge coins the slot machine spits out before you can open it up for attack. Dead again, with a meter showing me that I was probably less than one second work of bullets away from winning. I felt like I was going to throw-up.


What an absolute disaster. I probably should have taken a break, because following that, the next few runs had me making mistakes in phases 1 and 2 far worse than I had been making earlier. Before I knew it, over half the time I allotted for myself for this project (one hour of actual playtime at most per day) was gone. The clock element that I added myself just made things worse. I realized that there’s probably going to be days where I won’t make any progress at all. That’s a thought so sickening that I might change the rules so that I can keep playing after an hour if I haven’t beaten the boss I started on for the day. This was a world one boss and I couldn’t get past it.

OVER FORTY MINUTES LATER I finally made a breakthrough. My nerves were pretty much shot and my hands were now actively starting to hurt. But, on my nineteenth attempt, I beat Clip Joint Calamity, and had a perfect score too.

This whole battle really reinforced to me the problem with Cuphead. The time investment I had to make to get this contract and the anguish I felt playing it wasn’t worth the end result. I kept playing it because I simply HAD to beat this boss in order to get its contract so I can eventually be given access to the final level of the game. If I had switched to “simple mode” I’d won on my first attempt. Yes, I got a sense of relief, but gaming should be more than a sense of relief I think. I do admit, I was a little proud that the round that I finally won on ended with two straight waves of the toughest attack pattern for me and I still finished with a perfect score. But no, I don’t feel better for having beaten it. I feel stupid for having taken so long to do so.

And then this happened. On my very first attempt, I took down Cagney Carnation. Going into Vice Versus, I figured there was a chance I might have one or two “eye of the tiger” moments and get a perfect score on bosses, at least early in the game. I also had planned to beat the Forest Follies stage on my first attempt and knew with the Seeker gun I could do it. But this? It was so unexpected that I literally started screaming in elation. It was 3AM. I woke up the entire house. Fireball and Laika, my dogs, hid under the bed while I jumped around the room. This is not a joke. I was so happy.

Let me make something clear: the joy I felt in taking down Floral Fury without losing a life in no way negates all the suffering I had just been through with Clip Joint Calamity, or all the misery yet to come. But for one shining moment, Cuphead made me feel like a superhero. Even if, according to a couple of Cuphead experts, I can partially thank incredibly lucky RNG from the attack patterns Cagney used. I’m NEVER lucky with RNG, so if that’s the case, I’ll take it. Also, this was hardly a perfect boss fight. I forgot to switch guns more than once, and as a result I wasn’t doing damage when I should have been. I still won the fight, but I should have won it sooner than I did. I need to work on that.

I’m not a shmup person. The only one I’ve ever put significant time into was Ikaruga on the GameCube when I was 13 (surprise, I did beat it). In my post-epilepsy life, it’s the genre that poses the most risk to me. Consequently, it was these stages I struggled the most on, even in simple mode, during my first few Cuphead play-sessions. Even Hilda here took me over an hour to get the contract for the first time. The infamous dragon boss put up less of a fight than these stages did. I had about 15 minutes of playtime left and didn’t expect a victory before time was up. Then, on my first run, I got to phase three. I didn’t expect that.

In both of my first two attempts, I got to phase three only to die due to the UFOs. In my third run, I took damage against a tornado I should have been able to avoid, then botched the timing of using the super bomb while Hilda was in the animation to change into the moon, taking me down to my last health. I figured I was toast and decided I’d use the life to try and get the timing of the UFOs down. It didn’t work out that way, because I ended up getting it right and scoring a knockout using a missile. It took me over an hour to get the contract the first time around. On this day, it took me three attempts. Not bad.

I still had a couple of minutes left but decided to call it quits. I had planned to need three to four days for Inkwell Isle I. Instead, I got all five contracts and all the coins in the run & guns in just two days. Of course, I’d already accomplished everything up to this point before. The real challenge begins now. I’ve not gotten a single contract from any boss in Inkwell II or III. I don’t think I got the practice I needed in, but there’s no turning back now.

Super Mario Bros. 2: Outlasting the Test of Time

I have a reputation for being “anti-Nintendo” and “anti-Retro.” Neither is true. The reality is Nintendo was as important to my gaming upbringing as it was to any slobbering fanboy. The Nintendo 64 I got on my 9th birthday in July, 1998 is what solidified gaming as my passion. I think that’s a bit profound, especially given that it wasn’t the first game console I wanted for an important holiday. The first time I asked for anything gaming related, it was the original PlayStation over a year earlier. I loved my PlayStation, but I didn’t truly love gaming until Nintendo became part of my life. What a hater I am.

As for retro-gaming, fine, I’ve probably earned the “anti” perception, even if it’s not true of me. But, in my defense, I’m 29-years-old. I grew up in the 32 bit/64 bit era. The games of the past were just old games to me, nothing more. By the time I took interest in gaming’s history, I had developed epilepsy. Those older games relied heavily on strobe effects, which is my specific trigger. But, that really has nothing to do with my opinions on classic games. It’s more about how people from generations before me tend to put them on a pedestal based not on gameplay merit but on what the titles meant to their childhood. It’s something my generation doesn’t really do. Then again, I grew up in the early 3D era. It was a time full of games destined to age as badly as Lindsay Lohan.

Before we continue, shout out to Nintendo. They removed the dangerous strobe effects from the games in the Switch Online NES library. Now, when you die in Zelda II, the screen turns pink instead of trying to give players a seizure as punishment for not surviving their shitty, unplayable, prohibitively difficult Zelda sequel. Why pink you ask? Well, I can explain. You see, when you’re making love to your husband and then hear the horrifying sound of a “snap” commonly associated with a broken condom, you have to pee on a stick to find out whether or not you have to pay a visit to Dr. Coathanger. If the strip on the stick turns pink instead of blue, it means you’re not pregnant. Not pregnant means no life. See, it makes perfect sense!

I’ve always done my best to separate games I consider the best ever with games that are my personal favorites. I would never argue that WarioWare Inc.: Mega MicroGame$ for the Game Boy Advance is the best game of all-time. It’s not. If pinned into a corner, I’d probably say Tetris or Portal have to be up there because I can literally find no fault with them and they happen to be insanely fun. I think the drama mostly comes from people who truly believe that their childhood favorites like Super Mario 1 or the original Legend of Zelda are still the best games of all time and have never been topped. Which is just absurd. They’ve been topped many times. What hasn’t been topped is the blood-dopamine levels your prepubescent body generated when you played these for the first time. Your adult body isn’t even capable of naturally creating that much dopamine now. Hence, no game can ever match-up to how those games made you feel. I’m not making that up. That’s the actual science behind it. Well, unless you’re self-aware enough to realize that gaming is better now than it was during your childhood. For all the bitching we do about microtransactions and pay-to-win or too much DLC, gaming today is better than it was then. There is something for everyone now, at affordable prices to boot.

Take a deep breath, classic gamers: it’s alright for some of your childhood favorites to have aged badly. Almost all of mine did! Crash Bandicoot? Unplayable today. My entire 3D Nintendo 64 library? How did I never notice how shitty this frame rate was? Like seriously, who replaced my copy of Goldeneye, a game that gave me hundreds of hours of top-rate multiplayer mayhem with this slow, buggy, low-frame-rate, unbalanced biowaste dumpster fire?

Oh wait, nobody did. Goldeneye was cutting-edge back then. That’s why we never noticed. Games didn’t get more advanced at the time. They’re way more advanced now. That’s why those technical hitches stick out so much more today.

While playing Kid Icarus on Switch Online, I triggered slowdown as the result of having too many characters on-screen no less than five times during the first stage alone. To hell with “true to the originals” emulation. Can’t they patch this shit out?

Here’s the thing about the test of time: it’s gaming’s most unfair testing standard. Developers of the 70s, 80s, 90s, 2000s, or 2010s mostly didn’t have it in mind. They wanted to sell products and make money then. Most major tentpole releases were based on the tastes and trends of the moment. The test of time is the game industry’s version of a pop quiz. Nobody prepares for it, and yet we should have all known it was coming eventually.

Here’s another thing about the test of time: it’s gaming’s most cruel testing standard. You can factor in historical context or popularity or importance to culture all you want. It won’t change a single thing about how good a game is today.

One more thing about the test of time: whether you like it or not, it does exist and surviving it should be rare. It wouldn’t be special otherwise. And really, the vast majority of games don’t do it. Some games that are considered all-timers are just plain not fun today. It’s a major issue for retro gamers to come to terms with: that their childhood favorites aren’t fun anymore.

I don’t really think Super Mario 1 is fun at all. The same exact formula has been done better so many times. I didn’t like New Super Mario Bros. on the Nintendo DS either, and I got that the day it came out. I thought it was really boring. But I’d much rather play that installment in the franchise than the 1985 Super Mario. It controls better, has more stuff to do, has better level design, more replay value, and just is better on its own merit than Super Mario Bros. 1. It’s not even close, really. For those 80s gamers reading this and feeling their blood pressure spiking, I don’t know what else to tell you. It’s true. Old games were not made to be good thirty years later. Yes, it’s unfair to think they could hold up, but it’s downright delusional to think they should hold up.

Here’s one that retro fans SWEAR holds up. Well, change that. They swear Tecmo SUPER Bowl holds up. But we won’t see that one again anytime soon because it costs something like two trillion dollars to license the term “Super Bowl.” That’s why so many people call it “The Big Game” in advertising or other works. But, let’s face it, “Tecmo Big Game” sounds lame as fuck. My suggestion: Tecmo can just change the S to a D and re-release it on Switch online. Seriously, would anyone care if they called it “Tecmo Duper Bowl” instead. Wait.. really? You would? It’s literally the same game with a different name. Oh wait, I forgot you retro types lose your shit over having Mr. Dream in Punch-Out!! instead of Mike Tyson.

But there are some exceptions.

Take Super Mario Bros. 2. It’s still, to this day, my favorite 2D Mario game. Kind of. You see, up until this last week, I’d never played the NES port of it. I first played it in 2001 when a steroided up version of it, Super Mario Advance, was a launch title for the Game Boy Advance. And really, that version of it is the version that I hold up as my personal favorite 2D installment in the Mario franchise. Now cue the inevitable know-it-all fanboys who want to show off how deeply knowledgeable they are by pointing out that it’s not a real Mario game. Yes, yes, we all know about Doki Doki Panic. Yes, we all know there’s a different Super Mario 2 in Japan. Well, Japan sent the real Super Mario 2 to Nintendo of America. NOA said “this sucks, give us a better game.” Case closed: US Super Mario 2 is the real Super Mario 2. You fanboys can have your unplayable, anti-fun ROM hack of Mario 1. It’s all yours.

Super Mario 2 is a genuine gaming rarity: it’s every bit as fun today as it was in 1988. No matter your gaming background. No matter what order you play the Mario series in. Age does not factor in at all. Maybe the port you play does matter, but having just played the vastly inferior NES version, a major step backwards from the remake I played when I was 12, yeah, no, it’s still fun regardless. Besides, Mario Advance is actually just as much a port itself from the Mario 2 in Super Mario All-Stars. And ideas like having more hidden stuff or the bosses taunting you was borrowed from BS Super Mario USA Power Challenge, a game for the Super Famicom Satellaview. Have a look.

The step backwards from Mario Advance to Mario 2 isn’t merely graphical. There’s no score. There’s no super coins to find. There’s no Yoshi eggs. Instead of a Robo-Birdo for the boss of World 3, it’s just a pallet-swapped Mouser (in fact, Doki Doki has a third Mouser as the boss of world 5 instead of Clawgrip the crab). The most consequential change is if you die on a stage, you’re committed to using the character you just failed with instead of getting to re-pick. That’s brutal. I had buyer’s remorse selecting Luigi in level 5 – 1, but I was stuck. And finally, you can actually see the reels of the slot machines and use timing to win the lives. In the NES version it really is just luck. But using the Switch Online platform, I didn’t need luck. Just save states. I’m guessing that strategy wouldn’t work at a real casino. “Uh.. hey guys. Pause. Load state. I want to try that hand again. Let’s start at the flop. I checked when I should have raised. Give everyone the same hands as before. Now remember everyone, pretend like what just happened after the flop didn’t happen. Why are you calling security?”

There’s no point in doing a traditional review of Super Mario Bros. 2. It’s older than I am. It’s gotten its feedback. But, I’ve been a bit obsessed with it as of late. It seemed like a game that defied conventional wisdom. It should have aged as badly as every other NES game, because it hasĀ a lot wrong with it. There’s blind jumps that are completely unfair. Luigi is grossly overpowered to the point that you can bypass large sections of stages just by using his charge jump. Peach is nearly as bad, though at the cost of her being significantly slower at picking things up. A running Luigi jump clears as many blocks. A big part of why these balance issues exist is because Doki Doki Panic didn’t have a run button. Levels weren’t designed around running jumps. That’s why you can circumvent large sections of the game. So why did they add such a feature? Because you could hold B to run in Super Mario 1, and they wanted at least one mechanic from the original Super Mario Bros to carry over to the not-sequel that became the sequel. B-Running was chosen, and in doing so, they inadvertently nerfed nearly half the game.

The flash from the bombs is gone in Super Mario 2 as well. Thankfully when I tweeted about this the majority of classic gaming fans were happy for me and didn’t go all Star Wars fandom “rape my childhood” for Nintendo having done a couple very minor graphical changes that most non-epileptics didn’t like anyway. I think one person complained about the “slippery slope” of changing graphics in a game that came into existence by changing a previous game’s graphics.

And yet, Mario 2 is still a masterpiece. I’m writing these words over thirty-years after the game released in the United States. How the fuck did Mario 2 escape Father Time? I spent over a week studying the levels and the history of the game. I talked with fans who were around at the time it came out. For most Mario fans, Mario World is the one they still hold in the highest esteem, with Mario 3 close by it and Mario 2 left completely in the dust. And I get that. Mario 1 was probably the game that made them want an NES in the first place, and Mario 3 was the first direct-sequel to it. It took the franchise back its roots with question mark blocks, power-ups, end-goals at the end of levels instead of killing a Birdo and walking through the door. It’s what they wanted Mario 2 to be. Mario World doesn’t have as wide a variety of power-ups, but it makes up for that with (mostly) superior level-design, better innovations (Yoshi and the idea of having an item on reserve), and better balancing.

I’m not hating on Mario 3 or Mario World like I do Mario 1. In fact, I’d put them in the pantheon on platformers. They’re so good that it’s a no-brainer, really. But both have felt the ravages of time a lot more than Mario 2 has. Mario 3 has a lot of cheap design, under-utilizes some of the more fun power-ups (especially the Hammer Bros. suit), and most damning: a few of the worlds are actively boring (especially world 2, the desert) or just plain crappy (world 6, where the ice stages are). Mario World is a lot better, but also gets interrupted somewhat frequently with more basic, bland stages that feel like filler. And I think the auto-scrolling areas of both Mario 3 & World can go fuck themselves. With the exception of one incredibly cheap blind fall in Mario 2, its flaws have a lot less impact. It didn’t just age better. It practically didn’t age at all.

Of all the memorable moments in Super Mario 2, this is my personal favorite. It was just so unexpected. “Holy shit, the door is trying to kill me now!” My personal choice for the best surprise boss fight in gaming history.

And I know why: because it was never done again. The original Mario formula has had multiple chances to be re-worked. Super Mario 3, World, New Super Mario, and so forth. Not to mention the countless games that Super Mario 1 inspired. On the other hand, Mario 2 was pretty much never done again. The closest any game apparently ever came to it was an unlicensed game based on Bible characters for the NES. Sure, it was remade, but that’s different from being completely rebuilt. We’ve seen lots of games built on the foundation Mario 1 poured. But, thirty years later, there’s still only one Mario 2. It never got a direct sequel. Its primary mechanics never carried over to another major game. It defies aging on the basis of never having been attempted again. And that’s strange, because we’re talking about one of the single most important games ever made. Even StarTropics got a sequel, for fuck’s sake. Kid Icarus got a couple! Excitebike got a 3D remake! Mario 2 outsold them all combined and was still a one-off. Some of its characters became Mario staples, but its gameplay never resurfaced again. Even though almost everyone likes it, if not loves it. Weird.

So actually, Mario 2 is even more exceptional than you first realized. Think about it: the NES was scorching hot in 1988, when it released. Fans were clamoring for the sequel to Super Mario Bros. As popular as the NES was, it wasn’t quite solidified yet. For all the world knew, it was a brief resurgence of an otherwise passed fad: video games. If Mario 2 had sucked, or had outright bombed, it absolutely could have cooled Nintendo’s jets and put a grinding halt to their momentum.

And then gamers get Mario 2, and it’s so fucking weird. A complete departure from the original. No question mark blocks. No fire flowers. No Goombas or Koopas or Bowser or any enemies from Mario 1. No flagpole. No killing enemies by jumping on them. The coins work completely differently and aren’t just scattered around stages. Everything is built around picking up and throwing stuff, with only a few cursory nods to the original, like the star or the mushroom. It’s a Mario game in name only, with westerners mostly oblivious to its origins as a reskinning of a completely unrelated game based on mascots for a glorified Japanese state fair being put on by a television station.

You kill Wart by feeding him vegetables. He hates vegetables. Which is why he placed a fucking vegetable generator in his throne room. Like, seriously, have we considered he never returned because he’s too dumb to sign the contract?

Everyone knows the story of Nintendo risking everything when they launched the NES in North America, offering an insane no-risk deal to stores in order to get them to carry the console. That move deserves the recognition it gets, but I wonder why nobody looks at Super Mario Bros. 2 in the same light. Because it certainly was a huge risk for Nintendo. If fans had rejected Super Mario 2, imagine what a catastrophe it would have been. Especially considering that Zelda II: The Adventure of Link released around the same time and was an even more polarizing departure from the original game in its series. Early Nintendo adopters could very easily have decided that Nintendo wasn’t giving them the type of games they were asking for and moved on to other things. It seems absurd now, but it was definitely on the table back then.

Thankfully, Super Mario 2 was so good on its own merit that it continued to sell even after word-of-mouth that it was nothing like Super Mario 1 had a chance to take hold. Ten million copies on the NES were sold. You don’t get sales like that on name value alone. And Super Mario 2 as an entity unto itself was so viable that a remake of it was chosen to be the Mario launch game for the Game Boy Advance. It was thirteen years later. Thirteen! Thirteen years ago today, George W. Bush was still President and nobody knew who Barack Obama was. That’s how fast the world changes, and yet, Super Mario 2, thirteen years-old, was still good enough to be a flagship launch game for a major platform. I’d never argue against Super Mario Bros. being the reason there were so many Nintendo Entertainment Systems in households in the 80s. But in a major way, Super Mario Bros. 2 is what assured there would continue to be Nintendo devices in American households into the 90s and beyond. Yes, it’s the “weird one” in the series. But it’s the one that I most tip my hat to. Against all odds, it holds up better than any “real” Mario game. To paraphrase an old adage: man fears time. But time fears Super Mario 2.

Super Mario Bros. 2 was developed by Nintendo
Free to Play with a Switch Online Subscription

Interested in Super Mario Bros 2? Boss Fight Books has a book detailing its history by Jon Irwin. Check it out here for $4.99.

indie-gamer-chick-approvedSuper Mario Bros 2. is Chick-Approved, but as a non-indie is not ranked on the IGC Leaderboard.

Vice Versus: Cuphead Diary (Day 1)

In Vice Versus, I’ll be returning to games I never previously beat. I will play them one hour at most a day until I’ve reached my goal. For Cuphead, that goal is to get the contracts for all the bosses, then defeat King Dice and The Devil. I’m keeping a daily diary of this project. The following is done out of the Indie Gamer Chick character.

I don’t know what exactly I’ve gotten myself into here. My friends and family thought I lost my mind when I told them about my idea for this project. Yet here I am, at 4:08AM, typing up my report on my first day of Vice Versus: Cuphead. My family kept asking me what I expect to get out of this. Validation? I don’t know the answer to that. Maybe. Cuphead isn’t a game I like, and I don’t expect my opinion to change. But yea, I want to shut up the people who say my reviews don’t count because I didn’t beat the game. Even though I made it further than the vast majority of players, including some people who were pissed at me and defended the game. It’s weird that it doesn’t work both ways. In theory, shouldn’t a person who defends a game against a critic who was unable to beat the game despite a good faith effort themselves have beaten the game? Or at least made it further? But it’s gaming. What can you do?

I’m nervous. This is a big commitment to a game I can’t stand, and one that I’m not particularly good at. In preparation for this, I watched a LOT of Cuphead videos on YouTube. I watched the best players in the world and as many complete Hard and Expert mode videos that showed ever boss fight as I could. I’d be stoked to do half as good as they did, but some key strategies became apparent, stuff that hopefully I’ll remember during the actual play time. When I played Cuphead the first two times, I often just straight-up forgot to use things like the smoke dash. You essentially start the game with three coins so, before playing any bosses or run & gun stages, I purchased it from the shop and will try to get used to using it.

I’m going to try to practice up at the parry move as much as I can in the early days of the project. I need to get better at it. I could never quite get the timing down pat and it’s absolutely essentially to successful play, especially since it fills your attack meter up faster. I’m also going to try to do everything without the hair tie around holding down the trigger. I can handle one hour a day of this. It shouldn’t be necessary.

Most of the videos I went to show Botanic Panic! as the first stage, and I get why. There’s three phases that feel like a tutorial to the type of attacks you’ll be expected to dodge. With my goal for the early days to be focused on getting the timing of the parry down, I went for broke and tried to get a parry on every pink object within reach. And right away, I had timing issues. The window for getting the parry down is weird and almost seems inconsistent.

Getting past the first phase, Moe Tato, was easy. But then I shit the bed and died on the easiest (and shortest) phase, Weepy. He cries like a sprinkler, which has deadly tears rain down on you. I didn’t position myself right, and not only did I die but I realized it’d be too hard to predict when to get the melees down. I also forgot that there’s no point in building up all my attack energy when I haven’t even gotten my first super attack yet, and I died for the first time. On my second attempt, I cleared Moe and Weepy, then made it fairly deep into the final phase against Psycarrot and died. Fun fact about Psycarrot: he’s the only final phase of any boss you see in Simple Mode.

Thankfully, I had a major break-through on my third attempt. I successfully parried all three pink dirt balls Moe Tato spit at me, and took no damage for the remainder of the fight. With Psycarrot appeared, I did struggle a bit to line up my shot on him (I’ll have to practice on accuracy) but I did manage to blast him five straight times with my charged shot and avoided all his attacks for the knockout. When it tallied my results, I had a perfect score. Couldn’t believe it. Nice start to the project.

Actually, I started with the second chronological run & gun stage. There was a method to my madness: I struggled greatly to get the parries for this stage down the first couple times I played Cuphead. I need to get better at them to make any progress later in the game, especially against King Dice. This was the logical “jump in the deep end” stage. And I really exposed myself to how bad I am at the parry in doing so. Early in the stage there’s a section where you need to parry off a pink pillbug to get a coin. I could NOT get this down and had to constantly restart the stage.

In fact, getting through Treetop Trouble with all five coins proved to be such a hassle that I burned over half my Day 1 hour on it. I just couldn’t make progress. I was sloppy and reckless. It’s made me rethink whether or not an hour each day is going to be enough to make enough progress to not have Vice Versus go into 2020. Or, if I’m going to try to score the pacifist achievement during this project. The run & gun stages are just pure annoyance. I actually enjoyed them more than most of the bosses before, as I noted in my reviews. But with the clock ticking and me feeling no closer to getting the parry timing down, I really started to question whether I chose the correct stage first. It took me over thirty minutes just to get to the end for the first time, only to get killed by the Dragonfly. But, I deserved to lose, because like a complete moron I forgot to use my special attacks. Bravo, Cathy.

Thankfully I was finally able to have a successful run, grabbing all five coins. I only had one successful parry the entire time, and it was the one I needed to grab the first coin. So my plan to use this stage to get my timing for it down was a complete failure. I’m genuinely worried at this point about my ability to get the timing into muscle memory.

http://twitter.com/IndieGamerChick/status/1114485763654053889

Mausoleum I

You might think a mini-game based around the parry would be the best way to practice it. But the truth is, it feels easier to score a parry in these stages than it does in the boss fights or run & gun stages. I don’t know if there’s a wider collision-box for the ghosts or what. But in my first play-through of Cuphead, I actually cleared both the first two Mausoleums on my first attempt and the third one in just two attempts. I don’t find these helpful at practicing the parry at all, but at least I now have my first super attack. I also followed this up by buying the Seeker gun from the store.

The first time I played Cuphead, this was the first boss I bought. It seems like it should be the first boss, but apparently the Root Pack is meant to be fought first even though its way below everything else on the map. The main thing I struggled with here was his bounce-off-the-walls timing, and also the timing of the Seeker, which I wanted to get a feel for. It does below-average damage, but basically never misses no matter which direction you’re facing. I reset in the middle of the first attempt even though I’m not going for perfect scores. My second attempt saw me take two damage during the first phase of the battle only to run the table on the rest of the bout. I even parried the question marks on my first attempt. The Seeker paid off big time in the second and third stages, where I spent most of the fight running away. Phase three with the gravestone especially worked well. It makes me wonder if a strategy or relying on the Seeker and just focusing on dodging attacks will work later in the game. Probably not.

http://twitter.com/IndieGamerChick/status/1114494549462736896

The timer ran out on day one right as I entered the level, but the rules I made up for myself say that I can finish the current life I’m on or the stage I’m on. So I had one attempt to beat this run & gun stage, and the Seeker allowed me to do just that. I did take a bit of damage and, in fact, was down to my last health. This time, I did remember the super attack and used it to clear myself past the acorn maker. I honestly never expected to beat any aspect of Cuphead in one attempt. I don’t want to say it feels good, because I honestly didn’t really have any fun playing any of it, but I have to admit it was satisfying to have that one moment of glorious victory, even if I was bleeding out and on my last hit point.

I finished the first day of Vice Versus having completed 18% of Cuphead. Of course, all I did was knock out the four easiest parts of Inkwell I, but hey, it’s done, and I did play well. I have to keep practicing the parry. I have a couple bosses coming up that are not so ideal for it. I just bought the Spread gun so I should be able to get more damage on bosses during lulls, but I want to also see if my concept for relying on the Seeker is viable. But I’m happy with the progress of day one. Despite the fact that I don’t really like Cuphead at all, this feels like something worth doing. Maybe I’ll even walk away from it having learned something about myself as a gamer. Or maybe the next few entries in my Cuphead diary will be me typing the word “fuck” over and over again.

Job the Leprechaun

Job the Leprechaun takes me back. It’s exactly the type of small, unassuming game I used to crank out four or five reviews a week for back when I launched Indie Gamer Chick in 2011. A quick, forty-level platformer that isn’t quite retro-authentic, but close enough to be titillating. Not that I have high expectations for such games. I always try to keep that shit in check. But stuff like Job catches my attention on marketplace pages. That doesn’t necessarily mean I’ll actually play the game. It turns out I bought Job the Leprechaun on Steam way back in 2015 and just never got around to playing it. In a completely unrelated story, I have limited-edition candy bars as old as this blog in my desk drawer that I swear I bought with the intent of eating, but I wouldn’t now because they’re old and moldy.

Oh shit, segue into what’s happening recently on Switch..

You can see why I’d want to at least play Job. It has a very old school, single-roomed NES quality about it. I didn’t even grow up in that era, but I have more faith in indies based on those for absolutely no reason. It’s so weird.

Nintendo’s latest console has recently become a dumping ground for significantly older indies that never found their audience originally. Now, I’m all about helping smaller games find their audience. It’s why I created #IndieSelect. But the issue is there’s now so many new games hitting the Switch every day that it’s getting tougher to stand out in the increasingly crowded field. There’s a gold rush feel to the whole thing, and I get it. No console’s primary marketplace has been more accessible to developers as Switch is now. And no console has been this popular or had this enthusiastic of digital buyers in the modern indie game era as the Switch currently has. Devs are bringing their full catalogs to Switch because it just seems like they have a better chance to finally make it.

And they probably do. Let me make that clear.

But, maybe, just maybe, developers should refine their older libraries before these re-releases.

Job the Leprechaun is a good example of this. It’s pretty much a direct port of the Steam game from what I can tell. That would have been fine if the PC version from four years ago was so good that there wasn’t much to improve. But that’s not the case at all. Job is extraordinary in its blandness. It’s not horrible by any stretch. You hop around, smacking baddies with your hat while trying to collect all the shamrocks in a level to open up an exit. It’s a simple, beginner’s type of indie that is both uninspired and inoffensive. There’s forty levels that you can probably knock-out in an hour, give or take.

But, here’s the thing: Job the Leprechaun has a lot of stuff wrong with it. The controls are too loose. Levels that require you to transition from ladders to platforms are frustrating because I was constantly slipping off the ladders. Job’s stages have a tight time limit, sometimes without items that give you extra seconds, and fumbling with the ladders more than once are likely to leave you losing a life by running out of time. In fact, as far as I can remember I’ve never played a platformer that I died more as a result of timing-out. Well, except Plug Me, which is designed specifically around that. There’s jumping “puzzles” and the margin of error allowed by the timer is so thin that it’s almost unfair. There’s also limited lives and limited continues. Use up all your continues and you get to start all the way back at level 1-1. Allow me to get Irish for a second: fuck that.

I made the text green. That’s Irish, right?

The problems with the timer are compounded by levels that force players to wait for things, like the moving platforms or an EXTREMELY slow-moving cow that you use like a trampoline. If you’re going to have such a short timer, it’s not exactly fair to include slow-moving gameplay necessities. It’s just not!

And that whole starting over shit sucks because you’re not 100% assured the lives you’ll lose will be your fault. Sometimes the game shits the bed and doesn’t work the way it was supposed to. I played one stage with an odd platform that seemed to vibrate. I didn’t get what was up with that, but I was able to beat the stage regardless of it. Later in the game, another vibrating platform showed up, and I realized what was going on: the game was glitching out and the platform, which is supposed to move left and right, had somehow gotten stuck and wasn’t moving. And this time, it did cost me a life because the stage was unbeatable as a result. This combines with weird collision detection (the hat weapon felt flimsy and unreliable, to the point that I wanted to avoid directly confronting enemies if possible) and floaty jumping controls to make me really dislike Job. Playing it felt akin to being Job. In the biblical sense.

And this is what developers really need to avoid when porting your older games to Switch. I’m not singling out developer Herrero Games, who seems like a nice dude. A lot of developers are porting their previous work to Switch with minimum effort or polish. But in the case of Job, the game is four-years-old, and according to user reviews on Steam, a lot of the stuff I’ve been bringing up is stuff that’s been troubling the game all along. So why not put more development time before bringing it out for the most hungry, rabid, word-of-mouth spreading user base indies have seen on consoles? It’s not like we’re talking about an all-time classic that has to be ported exactly as it was before. You know, “for the fans.” As of this writing, it’s only had 32 user-reviews on Steam. In four years. There’s no valid reason to not give it a few months of extra development time and polish. Even if you’re only able to eliminate a couple of the issues, it allows you to say “I’ve grown as a developer, check out the progress I’ve made.” Especially when there is a good game in here somewhere.

Challenge yourselves, Switch developers. Because there is an audience waiting for you. But you do have to earn them. And if your games didn’t find an audience the first time around, take a long, hard look at your work and ask “what can I do to make this better for my customers?” Maybe you’re the victim or bad luck or rotten timing. It happens. Just ask Beyond Good & Evil. But maybe your work was just flawed enough to prevent it from getting that all-important word-of-mouth. Just because it didn’t happen before doesn’t mean it won’t happen now. But make sure when that game hits the market that it’s the best it can be. If you don’t, it’s unlikely you’ll find that pot of gold at the end of the rainbow.

Job the Leprechaun was developed by Herrero Games
Point of Sale: Nintendo Switch, Steam

$2.99 wants to get me Lucky Charms in the making of this review.

In fairness, Job the Leprechaun was also on Wii U. So basically this is its console debut šŸ˜›

Seriously Herrero Games: make a sequel, right every wrong, and make me eat crow. I believe in you.

SpellKeeper

There’s plenty of “place tiles on grid” games out there. SpellKeeper is just the latest one, and to be frank, it’s not particularly special. Which is not to say it sucks or anything. If you’re into puzzlers, it’s perfectly fine. Then again, with puzzle games nothing I say besides whether it works or not matters. If I say it works, puzzle fans buy it. If I say it’s broken, they don’t. Non-puzzle fans will never be swayed to give the genre a try. That’s just how it is. Yet, I keep reviewing them, because I love this genre. But it’s hard to go into full Indie Gamer Chick mode and really pick apart games like this. There’s not really all that much to pick apart. I feel like a food critic who has to do an entire review of an Olive Garden based on the bread sticks.

Credit where it’s due to SpellKeeper: the graphics are clean and beautiful. For some reason I couldn’t get the board game Pretty Pretty Princess that I forced my parents to play a LOT of in my youth out of my head while playing this. And by “youth” I mean we stopped playing around the time I was 28. Hey, that’s younger than I am now. It still counts!

For SpellKeeper the concept is to place tiles called “spells” on a grid that guide a source light to crystal cocoons that open up into butterflies. The old “reflect the light” mechanic has been done a zillion times before, most memorably in Zelda: Wind Waker. Hey, the classics are classics for a reason: they work. And SpellKeeper works and is pretty fun. But having played tons grid puzzlers, I’ve come to the conclusion that they’re the simplest of all logic-based brain-benders. Once you get a feel for reverse-engineering the levels, you should be able to breeze through most stages with minimum resistance. Often you can do this just by even the simplest of monkeying-around with the various tiles you have until the final move becomes self-evident. From there, you just sort of work backwards. I used this to solve 80% of the puzzles I finished in SpellKeeper in under a minute. Your mileage may vary, but as far as puzzle games go, this one was one of the easier ones I’ve dealt with. But hey, it is genuinely well done, fun, and who doesn’t like butterflies? I mean, I don’t. They’re glorified moths we’ve decided are less gross or annoying because their wings are pretty. Ladybugs get away with this too. Spiders could really learn a lesson from them. If they’d just put on a little makeup they’d be on the receiving end of significantly less rolled-up newspapers. Something nice looking, you know? A red splotch shaped like an hourglass isn’t enough. In fact, that just sort of makes you look like a serial killer.

Where was I?

It’s worth noting that I play a *lot* of puzzle games and so you might actually find SpellKeeper harder than I did. My fans on Twitter who got copies via #IndieSelect seemed to find it challenging.

I actually do have a few things to moan about, and not that fun bedroom type of moan. The interface is moderately clunky. You use the control stick to move the cursor, but you have to use the D-pad to point some of the tiles in the direction you want to use them. The left trigger cycles through the tiles you can use. For whatever reason, it never felt natural to me and I was constantly fumbling with it. And there’s a few stages with multiple-outs, which is a personal puzzle pet peeve developers productively pass-over perpetually. Hell, at least twice I finished stages without using all the tiles in my inventory. I like my logic puzzlers tightly designed and having several solutions is the complete opposite of tight (unless the game is based around that, which SpellKeeper isn’t). It led to situations where know I was beating levels in ways the developer never envisioned. And for some reason, when that happens I always picture developers screaming at me in Boss Hogg’s voice like he’s threatening to get the Dukes. No joke. And now you will too. You’re welcome.

Later in the game, SpellKeeper adds “moths” that are already hatched but turn back into cocoons if the light touches them. God, I wish that’s how it worked in real life. I’d make them so much easier to hit with a shoe.

But, by far the worst part of SpellKeeper is how many tutorial-feeling levels there are. When new mechanics are introduced, which happens in all four “worlds” of the game, you can count on the first few rooms using new titles being completely toothless. It seems like these are here to help players get the hang of new tile-types. That would be a fine, perfectly logical design choice. Except for the fact that there are tutorials besides the stages I’m talking about! When you start a new world, it opens with a few tutorial rooms. And then those finish and the next few rooms are like the world’s most embarrassing preschool. It’s a common mistake puzzle makers do. Have a little faith in your audience, puzzle developers! This isn’t a super-intense platformer or a white-knuckle rescue mission in a shooter. It’s a fucking puzzler. We buy them with expectations of having our grey matter put through the wringer. You don’t have to build-in rest periods for us. It’s not like baseball where there’s so much non-stop action that they had to create the seventh inning stretch just to assure players don’t die from exhaustion after strenuously standing around doing nothing but grabbing their crotches and spitting for the last two hours.

And that’s especially true of puzzle games, which are at their very best when you only play one or two levels per a session. Games like SpellKeeper have their place, but I’ve never felt comfortable with the idea of marathoning through them. I like a puzzler I can open up when I know I don’t have enough time to invest in a game that requires a lot of attention. Where I can put ten minutes into it, knock out a few stages, and then turn off my device feeling perfectly content and satisfied. If I’ve got a short time frame to work with, maybe I can open up Mario Odyssey and have enough time to grab a new moon. But I don’t know it. But with a game like SpellKeeper, I know my session will end with progress being made. That is a puzzler at its most idealized. SpellKeeper good for that. But it should be great for that, and it’s not. There’s just too much downtime with relatively weak stages. To be fair, if you enjoy the genre you’ll never be bored playing SpellKeeper and a lot of its puzzles offer real challenges. That’s why SpellKeeper has won my seal of approval. But far too many of the levels outside the tutorials would embarrass my niece, who just turned six and will appreciate the shout-out here. Happy Birthday, Angela. Yes, you’re right, that game with the butterflies was fucking easy.

SpellKeeper was developed by Silesia Games
Point of Sale: Nintendo Switch, Steam, App Store, Google Play

$5.99 put snuck away innocently while their niece got her mouth washed out with soap in the making of this review.

SpellKeeper is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

A review copy of SpellKeeper was provided to Indie Gamer Chick. On April 2, a copy of SpellKeeper was purchased by Cathy. All games reviewed at Indie Gamer Chick are paid for out-of-pocket by Indie Gamer Chick. For more on this policy, read the FAQ.