Yoku’s Island Express

Obviously I like Metroidvanias. Two of the top three games on the IGC Leaderboard as of this writing are just that. It’s probably my favorite genre. “Tell us something we didn’t know” you’re saying. Fine, how about the fact that I love pinball? Those who only know me through my reviews and not my Twitter probably wouldn’t guess that. I mean, I have photo-sensitive epilepsy. Pinball isn’t exactly the most epilepsy-friendly pastime out there. It probably ranks just below celebrating the 4th of July on stupid things I do. I don’t even really use fireworks. I just light my parents’ bed on fire. But anyway, pinball. I shouldn’t play it. I do. And yea, we remove the strobe-lights and mute other lights when I play (I have my own collection. Going to something like the Pinball Hall of Fame in Vegas isn’t optional), but still, sometimes I’ll be out and about, run into a pinball table, and have to use every fiber of restraint to not pop a few quarters in and play. If it wasn’t obvious from the cigarettes, the multiple daily energy shots, the frankly absurd amount of soda I consume, and eating habits that would embarrass a five-year-old living out of a candy store, I was apparently born without any survival instinct. So, yea, I play a lot of pinball.

Oh, video pinball? Forget about it. Those are NEVER epilepsy friendly. Oddly enough, the one and only game I’ve ever contributed to a Kickstarter for was The Pinball Arcade, and I got *nothing* out of it. I just felt it was the best way I could contribute to preserving pinball for those out there who can’t afford $4,000 for a used, routed table that the dude selling on Craig’s List SWEARS has been shopped but really he just gave it a quick waxing and it’s ready to fall apart if someone hits a flipper twice on it. Trust me, the pinball enthusiasts reading this review know what I’m talking about and are banging their heads on their desks as we speak. But really, it sucks to be me because it’s a golden age of video pinball and I can’t play the fucking things. (By the way, don’t harass them over it. I’m really good friends with people at Zen Studios of Zen Pinball fame, and I don’t take it personally at all I can’t touch their pinball stuff.)

Well, someone finally made a pinball game I can play.

And it’s a Metroidvania. You bet your sweet ass I came when I heard about this one.

This was pretty much my reaction when we signed Kevin Durant.

Yea, you heard me right. Yoku’s Island Express is a Metroidvania and a pinball game. Which is funny because there’s been a Metroid pinball game and it was NOT a Metroidvania (though it was probably the only video pinball game I ever liked). And it’s mostly epilepsy safe (the bosses weren’t, so I had to take extra-precautions) so, hey, I should like this right?

And I did, but I’m getting ahead of myself.

In Yoku’s Island Express, you play as a dung beetle tasked with becoming a postman. I have to say, as a child I wondered what it would be like to put a dung beetle on a pinball table, and now I know without being straight-up evil. Anyway, you traverse the world of Yoku via flippers and kickbacks. No plungers, oddly enough, or at least I didn’t find any. As you make progress you’ll gain a few special abilities like a lasso type thing that lets you swing around specialized pegs, or short-cuts around the sprawling map. Despite being a genre-salad that seems risky on the surface, Yoku’s Island Express (God I hate that name, it makes it sound like a stripped-down mobile version of a bigger game) is shockingly basic.

When I saw what Yoku was, my first concern was the physics. With no jump button and all platforming done via pinball shit, bad physics would kill this game dead. Thankfully, that was never once an issue. Don’t get me wrong: it never feels like real pinball. But it didn’t need to. This wasn’t meant to be a pinball game that plays like a Metroidvania. It’s a Metroidvania that plays like a pinball game. Or wait, should that be reversed? You know, you’re jumping straight to the next sentence, but I spent a solid hour wondering about it. My point is it’s an adventure game with a pinball gimmick. And it works. I never once felt I was screwed by momentum or physics or glitches or anything that the pinball stuff might lead to. Mechanically, it’s the perfect marriage of two concepts, like peanut butter and jelly, or Poptarts with melted garlic butter. Hey, don’t wince until you try it.

Having said all that, it never gets fully exhilarating. That mostly owes to the fact that the level design is very basic. I was never once floored by any section of Yoku’s Island. It feels like they put all the risk in the concept itself and didn’t want to experiment too much with layouts. The purely pinball “stages” play and feel like 60s era electro-mechanical tables. A few bumpers, a few chutes, with the only advancement over that style of design being video-gamey pick-ups or enemies that move around.

To be clear: the levels are never boring. Just a bit bland. And it never gets too complex no matter how much progress you’ve made, which means the basic table design takes the zing out of the inspired concept after a while.

I get it. Nothing like Yoku’s Island has been done before (NES fans, no, Pinball Quest couldn’t hold Yoku’s dungball) and they just had to get the damn thing working. Everything connects well and it’s never a full-on chore to navigate it. Still, the truly pinball-based parts of the game feel so limited and safe that it makes Yoku’s Island Express feel like a really good proof of concept instead of something mind-blowingly inspired. I’ve never wanted an indie I’ve played to become a franchise more. That includes SteamWorld or Shovel Knight games. Those were pretty much amazing right from the start. Yoku’s Island feels like its potential is still somewhere off in the distance, waiting to be realized.

And the areas to improve are self-evident. The shortcut system is overly complex and even required me to grind up money for it a few times. It costs too much to use and slows the pace down too much. The writing is bland and the big plot twist final boss would have been a bigger surprise if the game hadn’t fucking outright told me it was going to happen. It hints the chosen one would be betrayed by someone on the adventure with you, and there was literally only one thing that was on the adventure with you. Gee, I wonder who is going to betray me? It was either the thing that did it or the non-sentient ball itself was going to go rogue.

Actually, the coolest part of the game is also its biggest short-coming. Yoku reminds me of an N64 era Rare Ltd game. Like, this is the type of weird, experimental genre mashup they would have cranked out along with Blast Corps or Jet Force Gemini back in the day. It even looks like a Rare game, with lush settings and PBS-ish friendly character designs. And that’s awesome. It totally took me back to being that giggling nine-year-old playing Banjo-Kazooie on my 9th birthday. But, all the warts of a Rare-inspired game are along for the ride, with far too much emphasis on collecting for the sake of collecting. Unlike something like, say, Axiom Verge, where I got excited to stumble upon new guns or weapons, or complete side missions, I was soured on the fetch-questiness (that’s a word now, write it down) of Yoku quickly.

I’ll give you an example: at one point you get three big packages that you have to take from the central hub town and deliver one at a time. I pick up one of them and have to take it to a guy on the left side of the large world map. I get it to him. The dude simply did not want to open his door to take it. It looked like maybe I could try to go through a back door or something, but every time I tried to make my way around, I fell all the way to the bottom of the map, and it took a LONG TIME to work my way back to it. Now, at this point, I was doing that thing I do with a game I’m loving where I knew I was about to finish everything and I was stalling for time because I was enjoying things so much. But after that one bad experience, I was like, fuck it, I’m ready to be done with this game. I instantly lost all interest in all other hidden trinkets and I’m never going back to get them. About twenty minutes later, the end credits were rolling and I was satisfied and happy with the experience. If the developers wanted me to actually have fun finding all the frankly insane amounts of hidden content, I don’t know what to say. Next time actually try making it fun to do it? And not a chore? Just maybe?

Insert Saved by the Bell joke -here-.

Everything else I could say is nit-picky. But fuck it, it’s my job so here we go: the game is too easy (I never died once and as far as I know I never came close to it either), I thought every multiball section was crap, I never once felt a sense of tension or awe in any aspect of exploration, and the explanation for how to use the slug vacuum was so poorly written I almost had a rage-quit trying to get the hang of using it. Having said all that, Yoku’s Island Express is never boring. It only teeters on being a slog when you’re supposed to be high up on some platform, fall down, and have to make your way back up to it. And despite the flaws probably out-numbering the good stuff, Yoku’s Island Express is just plain fun. I want a sequel that goes all Twilight Zone pinball on the layouts and focuses more on clever world building, but what’s here is perfectly entertaining for six hours. And yea, they left a lot on the table, but we can’t expect them to show extra balls on something this different, so I tilt my hat to them.

Seven years writing these things and it’s come to this: closing a review with puns. Why does anyone read me again?

Yoku’s Island Express was developed by Villa Gorilla
Point of Sale: Steam, Xbox One, PlayStation 4, Switch

$19.99 honestly asked “wouldn’t the dung beetle have been squished by the flippers?” in the making of this review.

I purchased and played the Xbox One version of the game. Villa Gorilla supplied review copies for members of Indie Gamer Team for XB1, Switch, and PS4. We’re not done talking about Yoku’s Island Express yet.

Yoku’s Island Express is Chick Approved (with the brand-spanking-new Indie Gamer Chick Seal of Approval designed by Kevin Willingham) and ranked on the Indie Gamer Chick Leaderboard

FOX n FORESTS

Hi there, Fox n Forests. Take a seat please. We need to have a talk.

First thing’s first: the name. Do you know how many times I accidentally called you Fox & Friends? The name is basically begging for mockery or to be botched when spoken by sloppy wordsmiths such as myself. Also, the name is technically FOX n FORESTS, as if it were being screamed by a narcoleptic that briefly nodded off after the first syllable. What is with that “n” anyway? It’s so clumsy and distracting. You have a gorgeous sixteen-bit era game with magic spells and upgradable weapons and treasure chests that sometimes have traps designed to unfairly screw the player and..

Oh, I get it.

You were trying to dress up like Ghouls ‘N Ghosts huh?

It’s okay, you can tell me.

As far as I can tell, the dialog with the checkpoint critter has no payoff and is just supposed to be an “LOL, this character collects games, just like the majority of Kickstarter backers did judging by the end credits” joke. Also, whoever is the person shown in this picture, I want to thank you oh so much for the nightmares I’ve been having these last few weeks, you fucking monster, you.

Well, that makes things awkward. You see, I’m a child of the 2000s. I’m not nostalgic for the type of game you aspire to be. Oh, I don’t really care if a game is neo-retro or not. Take a look at the two games I hold up as the best two indie games ever developed: Axiom Verge and Shovel Knight. Both of them aspire to invoke the era you dress yourself in. So when people will inevitably say I had it out for you from the start, obviously that’s not the case. Truth be told, I haven’t followed your story at all. I had no idea you raised over $125K USD on Kickstarter. I had never heard of the studio that birthed you. I just said “hey, neat looking game.”

And you are neat looking. Authentic SNES look and feel. Of course, that’s where the issues start. Like having melee and projectile attacks mapped to the same button. Why? Because “back in the day” games had fewer buttons? Well, you see, I don’t really buy that. The SNES had four face buttons, just like the PS4 and Xbox One controllers I used playing you, plus two shoulder buttons, select, and start. Why do you have the same attack mapped to two different face buttons, when ranged attacks and melee cause different damage and are upgraded separately? So, in order to do a melee attack, you must either be in the act of jumping (when you can’t fire your projectiles) or you must be ducking.

Now, I’m not an anthropomorphic fox. Hell, I’m not even foxy. I’m sultry at best. But if I were an anthropomorphic fox, I would think that I would be able to comprehend that if my melee ability caused more damage than my ranged attack and an enemy was within close proximity, it would make more sense to just bonk them with my magical club thing without going through the effort of ducking or jumping to do it. It is so unbelievable that you can’t just swing your weapon while standing still that I kept checking the control screen to make sure I wasn’t missing it. I did this the entire length of the game, because it is that unfathomable.

It’s not even an exaggeration to say, as I uploaded this screenshot, I gave it one final glance over to make extra, extra, EXTRA sure I wasn’t missing something. I’m not.

That was pretty much how I felt about the entire Fox n Hannity experience. For every step forward, you stepped backwards into a cow patty. You have eight levels and five boss fights, one of which isn’t even really a boss fight. Of the eight levels, six of them are platformers and two of them are shmups. I’ve never understood why platform games do that. Oh, don’t worry Fox. I mean, even Nintendo did it with Super Mario Land, a game that came out in the United States exactly three weeks after I was born. Incredibly, in the nearly twenty-nine years since then, nobody has realized mixing these two completely incompatible genres is a combination surpassed in stupidity only by teriyaki-flavored soda.

Anyway, your shmup levels are bad. Like, bad-bad. Like, seriously, go put your nose in the corner for the next ten minutes. What were you thinking? No matter how much effort I put into building my health bar up, everything in those levels is a one-hit death. Even touching floor or ceiling. It’s a jarring, cringey gameplay shift, going from a very slightly above-average platform experience into a very mediocre Gradius-type of one. Cuphead did this too, and while I hated Cuphead, at least those shmup sections felt inspired and not out-of-place. YOUR shooting stages feel so lifeless and generic that they come across more like filler. And given how much you were already dipping your toes in the lake of blandness, that type of filler is like adding sawdust to bread and then chowing down on it. Not good for you, Fox n Forests. Your poop will be all pulpy, now.

See that itty-bitty little orange plant in the bottom right corner? Yea, the tip of my bird’s feet brushed up against it and I died. These stages are brought to you by Valium because you’ll need it to get all the rage you’ll feel playing them under control.

But let’s talk about the platform levels since that’s your bread and butter here. They’re not bad at all. Mostly nice design. Cool variety. The difficulty-scaling is a bit off since I had more issues beating stage 1-2 than I did stage 4-2. That could be because I had upgraded my offense significantly by that point. But otherwise they’re fine. They’re the best part of you. And while you’re not the first game to use the “change the level on the fly” mechanic (represented here by changing the seasons), what’s here mostly works. I mean, it was kind of annoying that there’s a pause every single time the main character raised his weapon up and was frozen while he was doing the “THUNDERCATS, HOOOO” pose every time you change the season but NOT when you change it back. But even then, while it’s not exactly original, it keeps things interesting.

Or, at least, it does the first time you play through a stage. Unfortunately, you relied heavily on forced-replays of levels to pad-out your length. I’ve tried padding myself to make up for my own inadequacies, so I get it. But nobody bought that my boobs had grown four sizes overnight, and nobody is going to believe you’re actually longer than your eight stages no matter how much gauze you stuff into your shorts.

Each of your stages contains five hidden acorns. If you do not find enough of these acorns, you won’t have access to the later stages. And I don’t mean the bonus stages for each game’s world (worlds consisting of two levels and a boss fight) that you unlock by finding all ten acorns in a world. Oh no. I mean actual levels that you need to finish to, you know, beat the game. Well, that fucking sucks.

Even THAT wouldn’t have been so bad if it had been possible to get all the acorns on your first run through each stage. But you had to be a dick and not allow that. Sometimes you won’t be able to access them until you have special arrows that you acquire only from beating bosses. Stages have bullseyes of different colors scattered around them that you must shoot with the matching color arrow to unlock access to different areas of each stage. That sounds fine, but the areas you’re unlocking are teeny-tiny. It might just be an extra platform or two that gives you access to the acorn, and that’s it. So you forced myself and others to fully replay the entire stage to get to these sections, and then finish the stage to keep them. If we were unlocking vast new areas of levels that contained new and innovative gameplay mechanics, maybe this would be justifiable. But we’re not. This is one of the worst instances of forced-level replaying I’ve ever seen. It’s like being forced to sit through a rerun that promises you never-before-seen deleted scenes that are really just 20-seconds long and add fuck-all to the plot. There might be an entire extra section to the game if you get all 40 acorns (it does unlock something), but I would have to care enough to get them all to find out. And I don’t.

Actually, I only enjoyed five of the platforming stages. This vertical level (or was this the vertical non-boss boss-fight?. Meh, both are boring) is hampered by some spotty collision detection and became such a chore that it’s where I declared my status as a wuss and started the game over on easy mode, just to finish it. Which is another issue: no on-the-fly difficulty switching. Fuck that noise. And I REALLY didn’t want to have to replay this one to grab the stuff I missed the first time around. So I didn’t. Because it was boring the first time.

Fox N Forests, you have fine level design, but not so fine that I want to play the exact same fucking levels again and again. There was nothing more agonizing for me than to play a stage for the third time, get to the end of it and STILL have a missing acorn. “WELL FUCK ME” I screamed as I hit the teeter-totter to end the level and then start over AGAIN, this time making sure to push up against every single fucking wall or making blind jumps off every platform, constantly switching between seasons while looking for the hide-and-seek champion of acorns. Yea, this was adding to the game’s run-time, but it long ceased being fun. This was busy work. Fox N Forests, you would have been SO much more enjoyable if finding these things hadn’t been forced upon me and I could just play the levels one time in sequential order and only go back if I wanted to grind up money and resources for better upgrades. An optional grind is always preferable to a forced one. Your parents, Bonus Level Entertainment, apparently never got that memo.

I hated you, Fox N Forests. I really and truly hated you. Mostly because it was frustrating watching you throw away so much potential. There’s a running gag I use about “minimum indie badness” that games must achieve for their indie cred. In your case, it’s like you were worried about not meeting your quota and overcompensated. Your levels are creative (except the shooting stages, which can go fuck themselves), but get boring when you forced me to replay them. Your controls are good, except the nonsensical button-mapping. Your bosses are well designed, except one encounter with a giant spider that is more of a copy of Metroid’s escape-the-shaft finale, only longer and less interesting. Your weapon upgrades are nifty, but I only bought one of the potion-weapons, used it once, never bought another, and was no worse off for it. Plus upgrading the weapons required even more forced replays of stages to find hidden mana-cores and stone wheels, to the point that I never even got all upgrades. Everything you did right is immediately nullified by something you did wrong, to the point that I didn’t like my time with you at all.

And the Children of the Forest approached the First Men and said “on second though, you can cut down SOME of the Weirwood Trees.”

So yea, you’re grounded Fox n Forests. Go to your room. I’m not your parent or anything. But fuck it. Go to your room, think about what you’ve done, and make some DLC that rights all the wrongs you just did. Be the first indie game I’ve ever played where the DLC is better than the main game. Because you have so much potential, and the fact that THIS is what you ended up being? You’re better than this. Way, way better than this.

Even your story was bland and predictable. During the open intro, the framing plot device made the finale so easy to guess that I wrote it down on a piece of paper and sealed it in an envelope. When the final boss battle began, I told Brian he could open the envelope. He shrugged and said “did you expect something better?” Yea, I was completely right, but it wasn’t exactly impressive. Helen Keller could see the big twist coming a mile away, and she’s not even a platforming game fan.

Fox n Forests was developed by Bonus Level Entertainment
Point of Sale: Steam, PlayStation, Xbox (Coming Soon), Switch

$17.99 (normally $19.99) accidentally called the game “Fox & Friends” 8 times for those who were taking bets in the making of this review.

Pre-release review copies were supplied to Cathy by Bonus Level Entertainment. She purchased a copy of Fox n Forests upon the game’s release. All games reviewed at Indie Gamer Chick are paid for by Cathy out of her own pocket. For more on this policy, read the FAQ.

Developers who receive review copy requests from Indie Gamer Chick: make sure you’re really getting them from me and not someone pretending to be me.

Check out Indie Gamer Team’s Obscure Games and Consoles review for an alternate take.

Wonder Boy: The Dragon’s Trap

I love making my readers feel old. There’s something satisfying on a primal level about sending them to their bathrooms to cry and check their hairlines when I mention things like how I was only ten-years-old when the Sega Dreamcast released in North America. In that spirit, here’s me reviewing a remake of Wonder Boy III, a game which released for the Sega Master System in July, 1989. Do you know what else released in July of 1989?

Me.

Into the world.

From my mother’s vagina.

Yep, you’re old. I’m not. Suck it.

Of course, it’s kind of bizarre that I’m reviewing a game that was, at the time of its original release, clearly not an indie. It was a major tent-pole console exclusive. Sega’s answer to Super Mario 3. Not only am I reviewing it, but I’m counting it as an indie game. For my new readers, I have a rule: for the rare non-indies that I cover here (South Park: Stick of Truth, The Simpsons Arcade Game, or Peggle 2 among others), win or lose, I don’t count them towards the IGC Leaderboard’s percentile rankings. Wonder Boy: The Dragon’s Trap will count, and spoiler alert, I’m giving it my Seal of Approval. But wait, you say: how can a major first-party game (it was published by Sega for the Master System) that was their best weapon in their war against Nintendo before the Genesis possibly be an indie today?

I’ve been doing Indie Gamer Chick for six years. I’ve reviewed over 550 games. I was, and probably still am, the defacto face of an entire indie gaming platform (rest in peace, XBLIG). If anyone would know what exactly makes a game “indie” or not, it would be me. But the truth is, I would have an easier time defining the meaning of life than defining an indie. (By the way, the meaning of life is that cream cheese mixed with powdered sugar makes a delicious frosting. Everything else is meaningless.) At one point, the gang at Zen Studios protested that I denied their Chick-Approved genre-smörgÃ¥sbord Castlestorm a spot on the Leaderboard on the basis that they made video-pinball games using the Star Wars IP. Star Wars clearly is not and never would be considered an indie game, and I felt at the time any studio big enough or reputable enough to be selected to develop for that license shouldn’t be considered for indie status. Zen Studios challenged that and convinced me otherwise. So while their work with the Star Wars IP wouldn’t qualify, Castlestorm certainly did.

I often complain about action-adventure indies that forget to make the hero “blink” long enough after taking damage. That’s not an issue with Wonder Boy. Actually, it goes to the other extreme: sometimes you blink so long it could take as long as a minute before you stop being juggled by enemies and regain the ability to, you know, move and fight back. But at least you’re not taking damage during that shit. This is the final boss, and I spent more time recoiling from damage during it than actually fighting it. Look closely to the right of it and you can see me stun-locked.

Which brings us to Wonder Boy III’s remake. The new one, not the old one. Uh, yea, in case you didn’t know, it’s already been remade once. Because of ambiguous rights issues that practically require a flow-chart (the original Wonder Boy was remade as Adventure Island for the NES and THAT spawned a completely different series, making it the Power Rangers of video games), Wonder Boy III: The Dragon’s Trap was released a year after the SMS version on the Turbo Grafx 16 (PC Engine in Japan) under the name “Dragon’s Curse.” This is the version I bought on Wii Virtual Console in 2007, so I was already familiar with it. And I quite liked it back then. I mean, the controls were so slippery that it felt like someone had buttered the floor, and this was also around the time my epilepsy developed and I had to look away from the screen quite a bit. But still, really nice game. As someone who grew up in the PlayStation era, it was one of my favorite lost classics the Virtual Console allowed me to rediscover.

This remake is actually reverse-engineered from the SMS original. So, yea, it’s a $20 ROM hack. Only there’s never been a ROM hack like this. The guys at Lizardcube painted absolutely gorgeous facades over the original graphics. While I’m fairly sure that all the original collision boxes were retained, the effort is so admirable and so striking that you have to tip your hat to them. You can switch back and forth between the original graphics and the 2017 remake on the fly, and sometimes I found myself doing it just so I could be gobsmacked by how much work they put into it. Here’s what the game looked like in 1989.

And here’s the exact same shot, only with the 2017 graphics.

Wow.

Of course, being a ROM hack that aspires to faithfully recreate the original means all the warts are along for the ride. Wonder Boy has terrible platforming controls. Floaty, loose, laggy at times. The weird thing is, the developers did fix a few things, including the most obvious flaw. In the original game, you needed to acquire and equip a sword to break some of the stone blocks. Pausing the game to equip this killed the pace and was just tedious busy-work, especially when you acquire a sword that lets you create breakable blocks that you then have to switch back-and-forth with. Even for its time, it’s such an obviously stupid design choice that it’s astonishing it took nearly thirty years for someone to fix it. In the remake, they’ve eliminated the block-busting sword. Instead, the stone breaking thingy is a charm that, once you have it, is always equipped regardless of what sword you’re using. But besides adjustable difficulty (very welcome since the bad controls made the original a maddening experience), the block-breaking issue is the only major fix. It’s like a dermatologist saying “well, you’ve got a lot of moles, but we’re only going to remove the one on your nose. Because it’s cancerous. And also, we’re going to need you to pay in cash from now on.”

I can’t really blame the developers on some of the more glaring issues with the original. But, because they clearly recognized that some aspects of the game hadn’t aged gracefully, I can’t give them a pass on them either. While the concept of switching between different animal forms was, and still is, inspired, Wonder Boy III didn’t use the idea to its fullest. The level design varies from decent to atrocious. Each animal-form is acquired by completing a dungeon. The mouse’s dungeon is repeating a series of identical zig-zag rooms on the left side of a giant pyramid, then dropping to the bottom of it and doing a repeating series of identical zig-zag rooms from the right side of a giant pyramid.

See that? Repeat that six trillion times, or at least it feels that long. Only the enemies might change, but otherwise it’s exhausting in its dullness. But that’s not even the worst level! The lion’s stage is series of flat rooms without platforms or puzzles or anything but ninjas (random). It’s incredibly lazy and uninspired. It feels like the original developers just gave up or lost their will, or surrendered to writer’s block. I don’t know the story on it, but Wonder Boy III came out after Super Mario 2, a milestone title in the realm of level design. Even for its time, these stages are the rice cake of game design: better than tofu and edible, but certain to leave you wanting something more. It’s a stripped-down Metroidvania, and it shows its age.

The lion’s animal power is being able to swing its sword in a top-to-bottom slashing motion, allowing you to break blocks above you. So the lion’s power is awareness that “up” is a thing.

Still, there’s a lot of fun to be had in Wonder Boy: The Dragon’s Trap. Grinding up money is fun (assuming you don’t outright cheat the game by opening a treasure chest in the town, returning to the title screen and going back to the now full-again chest, which I, ahem, most certainly would not do, cough), the different animals are a blast, and the variety of weapons is nifty. I just wish instead of doing an artistic upgrade, they had just remade the whole game with new levels and new dungeons. In fact, LizardStation did add new dungeons called “The Unknown”, but they’re hidden and I didn’t find any in the three hours it took me to finish. I only discovered them because the final one unlocks after the credits and features you playing as the human Wonder Boy (or, optionally, Wonder Girl, which changes nothing but allows the game to be listed under the “female protagonist” tag on Steam, a tag which in no way feels like it’s mostly used as a cynical way of monetizing political correctness and equality. No sir or ma’am) and shows you where’s it’s located. There’s one of these new “Unknown” dungeons for each animal form, but I didn’t know they even existed when I played through it, let alone where they were hidden at. I tried to play the Human dungeon but literally the first screen was so poorly designed, requiring precision movement from a game infamous for shitty controls that I immediately lost interest in trying more. It felt like one of those, well, ROM-hacks.

When I first started playing it, I told Indie Gamer Team that this felt like a fan project that got noticed by the IP holders and made legitimate. As it turns out, that’s what 2017’s remake of Wonder Boy III actually is. That’s really cool. When we think of the nature of what makes something indie or not, something like The Dragon’s Trap doesn’t make things easier for us. It’s a fascinating anomaly that both suits and defies nearly every label. A former marquee console headliner that went on to become one of the most unsung indie gems three decades later. Just, weird. While I liked it, and I would love to see more remakes along these lines, I would have preferred Lizardbox fix the control issues and the stuff that actually matters to gameplay over painting over the problems, even though they were very good at painting. It would be like buying a 2017 Porsche 911 that has the option to transform instantly into the original 1964 Porsche 911. That would be fucking sweet, right? But what if it turned out the car’s specs, no matter which version of the Porsche it looked like, were the 1964 model’s, with the only modern concession being a CD player instead of a radio? I’m not sure that’s something most people would want. Hell, maybe not even fans of the original would want it. It’s why I have to give the nod to DuckTales Remastered as the better remake. It remembered that it had a chance to right every wrong, not just the really obvious stuff. Whereas DuckTales was a trip down memory lane for retro gamers but still modern and slick (granted over-produced to the point of annoyance), I don’t think Wonder Boy: The Dragon’s Trap 2017 will be that for gamers of all ages. I showed it to my Godfather’s 10-year-old grandson C.J. and it didn’t hold his attention. His father said “it would have probably made a good rental from the video store back in the day.”

Then C.J. asked “what’s a video store?”

What’s a video store? Why you little twerp, a video store is a place that people used to go to..

OH GOD, IT’S HAPPENING TO ME TOO NOW!

Wonder Boy: The Dragon’s Trap was developed by Lizardcube
Point of Sale: Steam, PS4, Xbox One, Switch

$19.99 just won a $100 bet that she could work in the phrase “from my mother’s vagina” seamlessly into a review in the making of this review. Pay up, Dad!

Wonder Boy: The Dragon’s Trap is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. Debate if should be eligible in the comments.

Cuphead

Update: Cuphead received a Second Chance with the Chick. Click here to read IGC’s continued thoughts on where Cuphead went wrong and why.

♪♪ Well Cuphead released to Indieland,

And gaming fans thought it was nice,

They figured no one would bad review it, and they turned to Cathy Vice,

CAAAATHY VICE!

Aaaaand now her hands ache, like stabbed by knives

And her timeline fills her with dread

If her review should proceed but Cuphead don’t succeeeeeeddd..

Welllllllll..

Xbox fans will take her head! ♪♪

Mom?

Here I am, reviewing 2017’s indie game of the year. Oh, the year isn’t even over yet. But let’s face it, Cuphead was fated to win universal accolades and more nominations than Meryl Streep regardless of quality the minute it debuted. Which, actually that’s exactly like Meryl Streep, come to think of it.

So yea, for those of you who already have formed an opinion and are fishing the internets for people who don’t share your opinion to hate-hoo, no, I didn’t like Cuphead. Oh I wanted to. Trust me, I like my windows. The thought of them having bricks thrown through them has me positively distraught. But I have two options: I can lie to my readers and say I liked something that I didn’t. That seems like a bad way for a critic to have integrity. My second option is to admit that I didn’t think Cuphead was fun. My father has an expression: sometimes you have to eat shit and learn to like the taste of it. Which, granted that could apply to forcing myself to play Cuphead until I like it. But, in this case the shit I’ll be eating is the mountains of it I expect from Xbox fanboys emotionally invested in the success and accolades in a game that they need to be universally praised because if it isn’t that means they can’t rub it in the face of PS4 or Switch owners because they base their self-esteem on owning the “best” console.

Speaking of integrity, no, I didn’t finish Cuphead. I did beat all the bosses through the first three stages. That I could play it at all is a fucking miracle. As people know, I suffer from photosensitive epilepsy. And literally every stage and every boss in the game opens with something that is my specific trigger. Thankfully, we quickly discovered I could just look away when each section started, though that means I had to wait nearly a full second before I could get in and start shooting. If people need an excuse as to why I didn’t like it and the old chestnut “she just sucks at games” seems tired, you can blame my utter failure at Cuphead on that one fraction of a second longer I had to wait over everyone else. I’m sure that made all the difference.

It would seem most people use the heat-seeking bullets (pictured) with the spread gun. Which was my first instinct too. Huh, maybe I am slightly wired for shit like this.

But seriously, the hook here is that you have to fight a series of bosses, with all the actual levels being optional. You gotta give the Cuphead guys credit: they know their audience. Contra is one of the most beloved 8-bit era games, but I have never once heard a single fan of it fondly reminisce about its level design. Most of them bring up how the final boss was a giant heart (if that’s the case, I wonder what part of the body this thing is supposed to be?). So why bother with the levels at all? There’s six normal levels in Cuphead that are treated like afterthoughts. That’s kind of a shame because, like the bosses, there’s genuine inspiration behind them. Unlike the bosses, they don’t seem designed specifically to generate an absurd body count. I’m guessing that’s why they don’t offer a nerfed version of them when you enter them, which the boss fights do. You do need to complete the stages to be able to get upgrades. For a game so fixated on bosses (seriously, the developers wanted to set a Guinness World Record for most bosses in a shooter. I’m guessing they got it, along with “game with the most forced finger amputations.” In your face knifey-finger game!), it seems weird that you don’t earn any upgrades through beating the entire point of the game.

So yea, the bosses. There’s a ton. They can be quite clever in their design. The issue is they’re so insanely difficult to beat that unless you’re wired for this particular genre, you’re going to be spending a lot of time making incremental progress only to die and start over. There’s no checkpoints, so every failure takes you to the start of the battle. There is an option to play a “simplified” version of each boss, which is how I ended up beating everything through the first three stages. But, if you don’t beat each boss on normal difficulty, you don’t get access to the final area of the game, which is basically just more bosses. I didn’t get access to it. I wanted to, and I tried really hard. I was able to beat the first world’s bosses on normal difficulty. The bosses after that? I spent nearly an hour on this one..

Seen here beating the nerfed version of it after another dozen or so failed attempts.

And about twenty times in a row I died at the very end of the fight. Some people say “the point isn’t to be entertained or having fun while you’re playing Cuphead. It’s the sense of accomplishment you get when you finally do win. All the anger and all the frustration is washed away then.” Accomplishments are not entertainment. If I had lost my virginity and then had an encounter with Jason Voorhees and survived, yea, that would be an accomplishment and I’d probably have felt good about myself. The thing is, I know I’ll just end up having to survive him again and again and again. After a while, it becomes less an accomplishment and more a war of fucking attrition. And that’s how Cuphead feels. By time I gave up, I’d put over seven-and-a-half hours into it. My hands were killing me (take my word for it: map the shooting to one of the triggers, do not leave it on the X button if you value your hands), I had a pounding headache, and I was being told by the game that I had played it wrong and had to go back and do it the right way.

I can’t stress this enough: Cuphead is fucking gorgeous to gawk at. We’re used to games looking good these days, so I don’t think the average gamer appreciates the degree-of-difficulty in getting a video game to look just like a 1930s Fleischer Studios short. It’s insane how uncanny it is, and that’s commendable. I mean, it’s weird they went to all that effort but the cut-scenes unfold as a series of still images with text instead of, you know, a cartoon. It’s also kind of jarring how they chose a shooter of all things to fit into this art style. A Zack & Wiki style puzzle-adventure seems like it would have made more sense since those old 30s cartoon shorts were based around slapstick and visual gags. Here, the bullets don’t even look like they match the art style. They’re bright and look like they were overlaid on top of the hand-drawn animation, giving the whole experience a strange Dragon’s Lair-ish vibe. But even with those nits, Cuphead is probably the best looking indie game ever. I just wish it had been something that aspired to be fun, instead of difficult to the point of inaccessibility.

And this is where I stopped. Call me a pussified quitter all you want. By time I got here, my hands were hurting so bad that I asked myself what was I trying to prove? I hadn’t liked anything about actually playing Cuphead up to this point, and probably lost relationships after attempting to play it in co-op. It’s been 24 hours since I put it down and my hands legitimately still hurt. If I wanted that from a game, I’d buy a PainStation.

Go ahead and say I suck at games. It’s the fallback insult for every single person who disagrees with one of my reviews. “You didn’t like Hotline Miami because you sucked at it. You didn’t like Cuphead because you sucked at it. Just stick with Call of Duty you casualtard!” You’re right, I did suck at Cuphead. I also sucked at Spelunky, Kingdom, Super Amazing Wagon Adventure, and countless other indies I’ve loved. If a game required me to be good at it to enjoy it, my list of recommended games would be shorter than Mitt Romney’s bar tab. The problem with Cuphead is I didn’t find it fun. I found it tedious and maddening. I hate saying “it’s just not for me” because that sounds wishy-washy, but it’s just not for me. I don’t think not finishing it means I’m not qualified to say why I don’t like it. There was once this guy who ate an airplane. For real. His name was Michel Lotito, and he ate a lot of weird shit. He set a pretty high standard for what a person is willing to swallow in the process. Saying I’m not qualified to review Cuphead is like saying every food critic who hasn’t eaten an airplane isn’t qualified to review food. You’ll excuse me if I find that way of thinking, ahem, tough to swallow.

Sorry.

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

$19.99 noted that only 4.32% of Cuphead owners apparently have finished all the bosses on the first three stages regardless of what difficulty they chose in the making of this review. Well I finished all those bosses and got the achievement for it. In fact, only 12.51% have the achievement for beating all the bosses in the second world, and less-than-half of all owners (42.73% to be exact) have even finished the first world’s bosses. Kinda strange, given how angry Xbox fanboys are about any remotely critical opinions of Cuphead, that so few people who own it have actually made any progress and are instead screaming at people who did beat all those bosses because they didn’t have fun doing it. But I’m sure they’ve loved and relished every minute spent with it and it’s just a total coincidence the majority of owners apparently can’t pretend they’re having a good enough time to force themselves to get past even the first world. Fucking GAME OF THE YEAR, AMIRIGHT!

Christ, if I suck at games, I hate to think of how bad at them the other 95% who didn’t get this must be.

Space Cat!

Space Cat! is a tribute to Star Fox 64, and that’s fine. I love gaming tributes. But I’d be lying if I said the name didn’t crack me up on impact. Space Cat! If they sold cheap, off-brand games at dollar stores, you’d expect a knock-off of Star Fox 64 to be named Space Cat! sitting alongside such classic gaming luminaries as Legend of Zeltor, Pocketmen, Ronald the Hedgehog, or Mega Italian Bros.

Star Faux 64

Anyway, discount off-brand Star Fox 64 is free. Because of course it is. For some reason, a lot of the most eye-catching early XBLIG IIs are free. I can sort of understand the mindset behind this. XBLIG wasn’t exactly the most well received gaming platform ever. It’s funeral is set for this month and most gamers aren’t exactly weeping in their mourning suits over it. So what would you do if you were a launch game for a spiritual successor to a platform with a lower reputation than Itchy: the Poxxy Hooker? Well, you give away your stuff for free and hope that people remember you when you’re ready to actually make money, right?

Well, yea, about that..

Very few gamers pay that close of attention to who developed what. To get that consideration, you have to create something so universally acclaimed and successful that people will check in daily to see what you’re cooking up next. And, no offense to the people behind Space Cat!, but this is not going to be one of those games. It’s not great. It’s not even good. It’s okay. Okay is fine! Okay still means you’ll have a jolly good time while you’re playing it, warts and all, maybe even chuckle at the absurd lack of balance because, hey, at least you didn’t pay for it. Like, on one stage I upgraded a gun to its maximum strength, at which point I was clearing out entire waves of baddies with literally no effort. So overpowered was this gun that I completely missed seeing a boss spawn and fighting it. The gun beat it before I even realized there was a boss to fight. The stage just ended. If I hadn’t found out later that there was a boss on the fire stage, I never would have known I beat it. 19 years of playing video games and I can’t ever recall beating a boss before it spawned, so that’s sort of an achievement, right?

This is the over-powered gun I was talking about, which I nicknamed “Señor Gran Polla” because use of it will make up for ANY inadequacy.

Don’t get me wrong, it was fun in a “using a Game Shark to utterly FUBAR a game” type of way, only without the Game Shark. But when all was said and done, Space Cat, a game that can be completed in about fifteen minutes, left no lasting impression on me. It was too easy, too quick, and so unbalanced that I couldn’t even take a moment to appreciate how close this came to Star Fox mimicry. I mean, look at it. It’s Voxel fucking Star Fox! Cool! And yea, maybe the fast pace and lack of balance obscured other flaws, like the controls being floaty garbage. But still, it’s Voxel fucking Star Fox!

VOXEL. MOTHER FUCKING. STAR. FOX!

That might be the most awesome sentence I’ve typed in Indie Gamer Chick history. And it’s free! Do you have Windows 10 or an Xbox One? You can play it right now! Click here!

The truth is, despite being a fairly thoughtful, convincing Star Fox knock-off, there’s so many rough spots that I’m convinced the developers spent almost no-time refining it and dumped it onto XBLIG II once they had a playable build up. It feels unfinished.

So why the fuck is this free? Throw a buck on it. Because nobody is going to follow the career of the studio that created this. You’re not going to get attention or exposure from something like this. And while Space Cat! barely wins the Indie Gamer Chick Seal of Approval, it’s still a borderline-quality game that inadvertently devalues other Creators Collection launch titles. It’s going to be hard for other devs to convince gamers to spend money on a borderline-quality game when other borderline-quality titles are free. If you think that’s bullshit, just ask iOS developers. During #GamesMatter events, my team and I can literally not hand out free copies of high-quality, highly desirable paid-iOS games. For the majority of iOS gamers, it’s not even worth the time it takes to punch in the code. We don’t want XBLIG II to become that. The original XBLIG had enough problems, but even as the service was about to shut down, I still had a lot of anxious gamers lining up to grab copies of XBLIGs during the #GamesMatter XBLIG send-off. XBLIG II has far too many games that are free. And to the guys at Gersh Games LLC, don’t you think your time is worth money? Throw a buck on Space Cat! at least. It’s worth at least a buck. It’s what Itchy charges. Um, I’m guessing.

Space Cat! was developed by Gersh Games LLC
Free to play on Xbox One and Windows 10

Space Cat! is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.

ERMO

I came *this* close to giving ERMO a bad review. And it had nothing to do with the gameplay. ERMO is the first of the XBLIG IIs to take advantage of streaming in-game advertising. And it does so in pretty-much the worst way possible. ERMO is a puzzler that’s basically a stripped-down, 2D Rubik’s Cube where you’re tasked to sort blocks so they line up properly in their assigned columns. It’s not the most thrilling premise and is better suited for mobile, but at least it’s another decent XBLIG II puzzler. They could have freshened it up by including Kinect support and calling it “Tickle-Me ERMO” if Microsoft would remember what Kinect is.

Got that? Good. Let’s talk about the Microsoft Modern Mouse.

Did you know it has a metal scroll wheel?

Well I knew it had a metal scroll wheel, because I was shown the fifteen-second advertisement for it roughly two-trillion times this weekend while playing, give or take a trillion. Once you run out of energy-points (and that will happen quick, since replaying stages costs ten of them), you’re forced to either watch an ad or take a game-over screen. Which actually only sets you back one puzzle or two at most, but still, it’s sort of annoying for a fairly simple puzzle game. For whatever reason, this weekend the only ad I got was for that fucking mouse. I came to hate it and dread it so much that I gave up on playing ERMO further. My plan for this review was to slowly start turning every three words to Microsoft Modern Mouse, until the entire review was nothing but Microsoft Modern Mouse. I wanted my fans to get a feel for the authentic ERMO experience I had this weekend.

Sorry, I can’t make this look any more exciting than this.

Well, thankfully I forgot to get screen caps of the actual game, because when I went back to get them, suddenly I was getting a few different ads. Which was nice, but then it started taking away the option of watching one of the ads if I messed up a puzzle twice. I thought “why couldn’t they just give me the option to pay for a premium build without any ads or bullshit?”

Well, actually ERMO did. It just never told me about it. On the main menu, you have to hit the right bumper once to call up an options menu (it doesn’t tell you that you can do this), then press the right bumper a second time to bring you to a page that allows you to purchase ad-free mode with (maybe) unlimited continues for $1.99. Oh for fuck’s sake, WHY DIDN’T YOU TELL ME THIS WHEN I WAS LOSING MY MIND LEARNING ABOUT HOW THE MICROSOFT MODERN MOUSE HAS A METAL SCROLL WHEEL FOR THE TWO DOZENTH TIME? I’ve never known a free-to-play game with a paid mode that doesn’t scream at you before every ad or forced break in the gameplay: “you can make the pain go away for the low-low price of X” until now. It’s like one of those bashful Girl Scouts that shows up at the door and gets all excited when you tell them you’ll take five boxes of cookies but then blushes and stammers when you ask them what the price is and try to hand them the money. ERMO, you’re the Girl Scout of indie games. I’m guessing that’s not what you were aiming for, so bravo.

Notice the little icons in the bottom-right corner. No labels to tell you how to access them, because this was clearly designed with touch-screens in mind and they didn’t optimize for Xbox One. Inexcusable, guys. I liked your game, but you are better than this.

I guess it’s fitting. Like Girl Scout Cookies, ERMO is perfectly palatable, if bland. Some of the levels are downright insulting in their simplicity, like the ones that require you to shuffle the blocks in a specific order that could very well be the easiest stages in any puzzler, ever. They might as well of made a video version of Simon Says with the most unenthusiastic caller imaginable. “Simon Says to, uh, do whatever you’re doing now I guess.” Throwing in levels with other ideas, like landmines that you can’t allow to line up with each-other, adds some challenge, but not nearly enough. The format for ERMO probably would lend itself to more mind-bending fare with the right level designers. As it stands, ERMO is about 50.0001% okay and 49.9999% boring. That technically wins it my seal of approval, which I’ll begrudgingly present it. But seriously, guys, optimize for the platform! No game in the history of forever has you open up the options menu with the right bumper. And why the hell doesn’t the game pop-out of the television like the girl in The Ring and beat you over the head with a baseball bat saying “you can make this stop for $1.99 anytime you cheap asshole!”?

Now, if you’ll excuse me, I have to go track down a Microsoft Modern Mouse. I’ve been craving one all weekend. No clue why. Maybe I’m the victim of subliminal advertising or something.

ERMO was developed by Nonostante Games
Point of Sale: Microsoft Store (because Xbox.com STILL doesn’t have links to Creators Club games)

$1.99 (or free with ads if you’re a masochist) is bummed that this ended up winning the IGC Seal of Approval because I had to give up my “should you play ERMO? Errrrrr, no” joke that would have killed in the making of this review.

ERMO is Chick-Approved by the skin of its teeth and ranked on the Indie Gamer Chick Leaderboard

Block Dropper

I owe Block Dropper this: it made me realize how different I am from the little girl who started this blog. If I had played this in August of 2011, I would have been quite annoyed by it. It’s a horrible game. For lack of a better description, Block Dropper is an arcadey-physics game where you play a block that hops around a platform collecting other blocks. When the blocks land, they’re hypothetically supposed to cause the floor to collapse. I say hypothetically because sometimes it didn’t. It’s sort of a problem when the physics don’t work in a game based entirely around physics. At one point, a stage began and a tree that was on the ground casually fell over as soon as the timer started.

I guess you’re supposed to catch the blocks before they land, but it’s almost impossible to use the shadows to figure out where they’re at or what direction they’re going. The vast majority of blocks I acquired by picking them off the floor.

And that’s how I knew I was a different person now. 2011 Indie Gamer Chick would have flipped her controller in the air and screamed profanities at how she was out a dollar. 2017 Indie Gamer Chick started laughing. I laughed until my vision was blurry with tears and my sides were in pain. I mean, it was just such glorious shit. Nothing was ever consistent. Sometimes levels started and the floor started collapsing immediately. Sometimes I would attempt to collect a block and the game treated it like it was part of the floor, I guess, because I could push myself up against it from every angle and not be able to pick it up. Then, after walking away for a second, I would walk back to it and collect it with no problem, assuring the lulz would continue. This lasted for about fifteen minutes, and ended when the game did. Yep, it takes about fifteen minutes to finish. Did I mention this is normally priced $4.99?

There’s also a local-only (like all Creator’s Collection games, there’s no online play) versus mode that in-theory could go on forever. Whoever collects the most blocks in two minutes wins. Except the game drops clocks that increase the length of the game. So hypothetically, if neither misses any of the clocks, you could be stuck playing this endlessly. It got to the point that my Dad, who likes *everything*, was shouting “STOP GRABBING THE FUCKING CLOCKS!” Mind you, the game had only been going about a minute by that point. I’m not joking.

Given the fact that there was almost no world left every time I finished a stage, I saved the world in the same way Superman saved Metropolis in Man of Steel. I’m still technically a hero though.

So yea, another XBLIG II that feels more like an unfinished proof-of-concept. On the positive side, two of the levels are “boss battles” that actually feel sort of clever. The problem with them was falling off the stage is not grounds for failure. So, for the final boss, I would stand on the target boxes, wait for the boss to fire at me, then casually step off the side of the platform to respawn elsewhere while the damage registered. So yea, even these encounters were dumb and broken, but at least they were interesting. If the developer continues to tinker with this idea, I think a better idea would be to drop (no pun intended) the normal stages and just make eight boss fights. Maybe some would wince at the idea of boss-rush game with poor handling and inconsistent physics. Me? Hell, I liked Shadow of the Colossus, right?

Block Dropper was developed by Tresiris Games
Point of Sale: Microsoft Store

$0.99 (normally $4.99 LOL ) was further amused by pretending the block was Thomas from Thomas Was Alone in the making of this review.

Whispers in the Dark

It took about thirty seconds of playing Whispers in the Dark to realize this wasn’t going to be my happiest gaming experience. A first-person puzzler where you play as a camera hovering five feet off the ground in a world where the concept of diagonality (a word I invented about three seconds ago) doesn’t exist. I’m not sure why I chose this as my first XBLIG II to review. First-person games on XBLIG tended to be about as fun as when my parents forced me to have a funeral for my Chia Pet (who knew you had to water them?). However, I like both whispering and darkness. The thought never occurred to me to combine the two. That’s why you guys are the game makers and I’m the whatever the fuck you call this shit.

So the idea is that in 1974 two kids are found wearing glowing runes. Then in 1996, the sister dies but her body goes all Obi-Wan on everyone and just disappears. Then in 1997, the brother apparently speaks his last words at his own funeral before his body also blinked out of existence.

“Hey, did you hear something?” “Probably just air escaping from the body.” “It sounded like last words to me!” “Was it a Soliloquy?” “I don’t think so. The second sentence had only six syllables.” “I think you’re thinking of a haiku.”

Wait, was he dead before the funeral? Or was it his sister’s funeral? Why would they have it a year after she died? Did she die on December 31, 1996 and get buried a couple of days later? Wait, if she disappeared, why would there be a funeral? So it must be his funeral. Where he apparently spoke his last words at. Was he being executed? Was he euthanizing himself? Is this a metaphorical funeral? Like that time when I attempted to beer-batter Lucky Charms and Brian told me “Whatever. It’s your funeral, Cathy.” You see, people don’t typically speak at their own funeral. That’s the beauty of funerals. The corpse has to actually yield the conversation to other people, and in exchange for that people pretend like they didn’t hate them.

Anyway, he disappears too (I hope the attending priest was quick-witted enough to yell TA DAH!) and wakes up in what I, based on the gameplay, can only imagine is Hell. Whispers in the Dark is *terrible* to actually play. It’s the movement. It’s so laggy and sluggish that I can only imagine the game is being streamed to my Xbox via telegraph. I don’t understand how this happened, considering that the graphics are so ugly that star-nosed moles would be able to talk shit on them if they would get with the times and upgrade their relic Xbox 360s.

“Hey fuck you Indie Gamer Chick! You’re just jealous that we’ve only bricked one of our 360s so far!”

It’s a real shame too. As a proof of concept, Whispers in the Dark isn’t bad. The idea is you solve puzzles by collecting runes and combining two of them to cast spells. Hey Doodle God, see, this is a video game. I mean, wait, don’t see. I’ll find a better example. But seriously, there’s an idea in here that seems fun and refreshing. There’s no combat, though stationary robots that apparently lack peripheral vision occasionally show up to audition for the role of “most useless security robots this side of Volume.” And there’s a large number of combinations you can use to cast spells to solve puzzles with them. But, not all combinations actually cast something, which only serves to contribute to the “unfinished proof of concept” issue. But hey, unfinished, under-polished digital-trainwrecks. Oh XBLIG, it’s like you never left.

“Holy fuck, she wasn’t kidding.”

I never did get resolution for the story. The further I played into Whispers in the Darkness, the worst the lag became, to the point that the game was nearly unplayable and I quit about an hour in. So yea, it’s pretty awful. But, it’s actually free. In fact, a lot of XBLIG II launch games are. As bad as this is, I’m going to stress once again to those behind this game and any free games out there: your time is worth money. Throw a buck on your games and use the revenue for better developer tools or game programming lessons, or just have fun with it. But put something on it. Hell, if people like me are going to be saying your game sucks either way, you might as well be getting paid for it.

Whispers in the Darkness was developed by Voszcura
Free to play off Xbox One & Windows 10 Marketplace. Not sure why Xbox.com doesn’t have XBLIG II games yet.

Mystery Castle

When I started Indie Gamer Chick in July of 2011, I figured I’d be playing a lot of new ideas and experimental concepts. Ha. Silly me. Most of indie games take their inspiration from games of yesteryear. This is fine, especially when those muses are properties that have long since been abandoned. Take the Adventures of Lolo, for example. Here’s a franchise whose last American release came when I was two-years-old. A series popular enough that it had three full releases for the NES, and even more globally, but has gotten no love since. Hell, the Smash Bros series is by HAL, the studio behind Lolo, and yet it can’t even get so much as a trophy in the series. Yea, him and Princess Lala were villains in the Kirby series, but that isn’t much comfort. That would be like Fox saying “yea, we cancelled Firefly, but hey, you can see Captain Mal flipping off Jack Bauer in the background of an episode of 24 so it’s fine!”

Working title: The Adventures of No-lo.

Working title: The Adventures of No-lo.

I hadn’t played Lolo until I found an XBLIG called Aesop’s Garden, and someone said “well it’s just a Lolo clone.” It’s not, though the inspiration is clearly there. Since then, I found another Lolo-inspired indie gem, SpyLeaks, which I liked so much that I included it in my Indie Royale bundle back in 2013. While those games expanded the Lolo concept, people who wanted just a straight re-imagining of franchise might not have liked them. For those unambitious types, Mystery Castle is probably their best bet. It holds the distinction of being the only Ouya game I ever finished. I liked it just fine, but never bothered to review it on account of it, well, being an Ouya game. My reviews of puzzle games here are already as well received as a diagnosis of Gonorrhea, and the double whammy of being on a platform only owned by people who hate money made it seem like a waste of time to write-up. But now it’s on Steam and Xbox One, so here’s what I have to say about it: it’s fine.

I mean, you’re not going to be enthusiastically singing the praises of it to anyone. Mystery Castle’s gameplay is as forgettable as its name (one fan of mine mistook it for a remake of an NES game called Milon’s Secret Castle, which I guess is known for being horrible), but it’s solid. The idea is you’re a gnome. You have to puzzle your way through rooms, collecting diamonds to open up an exit. The formula is somewhat adjusted by having things like warps to push boxes through, lanterns to light invisible paths, or keys that only work on certain doors. The controls are a little too floaty, which is common for the genre because you sort of have to be able to move one-half-space at a time, or else it would be too hard to maneuver blocks into the correct positions. Veterans of Lolo will get used to it quickly.

I do appreciate that the boss fights are still puzzles, as opposed to Lolo 3 where you just basically Care Bear Stare the bosses like a shooter.

I do appreciate that the boss fights are still puzzles, as opposed to Lolo 3 where you just basically Care Bear Stare the bosses like a shooter.

So is it fun? Yea. I probably would have enjoyed it more if I had played it only a couple of stages at a time instead of trying to plow through it as fast as possible. Puzzlers can be exhausting to attempt in one sit-through, something that I’ll fully admit is unfair for game developers since their genre doesn’t lend itself to the review process. Especially when the game has a lot of needless dialog and explanation. Really, the only part I truly hated were the ice stages, which feel closer to a game called Starzzle that I reviewed a week after launching IGC. I’ve given up on developers ever figuring out that most gamers would rather lick rust than play ice stages. But, whatever. There’s enough new ideas to keep things relatively fresh from start-to-finish, enough so I think anyone wanting a game like this will be satisfied. While I still prefer Aesop’s Garden and Spyleaks, Mystery Castle is really good for what it wants to be. Really, this is closest in feel to a direct sequel to Lolo you’ll probably get anytime soon. If you like that series, you’ll enjoy this. If you don’t, you won’t. Easiest. Review. Ever.

Mystery Castle logoMystery Castle was developed by Runestone Games
Point of Sale: Steam, Xbox-One, Ouya

igc_approved1$9.99 (I think, not sure what I paid for the Ouya version) said “Thank you to all my readers for five incredible years of support. Here’s to the next fifty!” in the making of this review.

Mystery Castle is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

Multitasking

Hello, old friend. It’s been a while. You look.. um.. great? You really wear dying a miserable death, barely mourned and unloved well.

Playing an XBLIG in early 2016 is like visiting a dying relative in hospice care. You know any visit could be the last you’ll have, but you go anyway in secret hopes that they’ll leave you something nice to remember them. For those confused by the situation, yes, Xbox Live Indie Games are still alive. The last rites have been administered and happy families have been notified that a donor for Daddy’s faulty platforming engine has been located, but it’s technically still alive in the same way Ben Carson’s campaign is still technically ongoing. For now. No new games will be uploaded after September, 2016 and the marketplace will shut down entirely after September, 2017. Will you be able to access the games you already bought after that? The fuck if I know.

I do know that here it is, nearly two years after my last XBLIG review and I’m still basically known as “that girl who reviews XBLIGs.” And you know what? I’m proud of that. Plus, a few last second hidden gems that savvy indie fans have come to associate with the XBLIG market are still showing up. Take today’s game, Multitasking. It caught my attention because it twists the formula of WarioWare (my favorite game ever) by making you play multiple microgames at the same time. My family had a terrific chuckle at the thought of me playing such a game. Some people have coordination that makes them capable of rubbing their bellies while patting their heads at the same time. Meanwhile, I have such good coordination that I once broke my ankle falling three-inches off a Dance Dance Revolution platform at a bowling alley. I wish I could say I was joking, but I’m not. Given that and the fact that I can’t chew gum and talk at the same time without either biting my cheek or gagging on the gum, they said maybe I should rethink my choice in games to play. But fuck them and their lack of faith in my ability to step up my abilities. I was determined to prove them wrong.

Four games at once? Ha, yea right. I couldn't even do three games at the same time.

Four games at once? Ha, yea right. I couldn’t even do three games at the same time.

I failed. Not even with honor either. I was just awful at Multitasking. Except on Easy Mode, but this is one of those games where success there carries an undeniable shame with it. Again, the idea is “WarioWare, only playing multiple games simultaneously.” Your TV is divided into four screens. The top screen is controlled by the bumpers, the left screen with the left analog stick, the center screen with the face buttons, and the right screen by the right analog stick. The games are very basic, many of them lifted directly from WarioWare. The difference here is, instead of the speed increasing, the amount of games thrown at you increases. The games play fine and control solid, with one exception involving moving the analog sticks at bullseyes, which feels a bit too loose. It’s kind of annoying because I can’t blame being awful on the controls. It’s all on me.

For what it’s worth, Multitasking is fun. But, unlike games where my comical badness didn’t affect my overall enjoyment (Spelunky for example), I have to admit that my ceiling of fun was lowered here. I was damn near ecstatic about it at first, but the further I played it, the more I realized I just could not get better at it. God knows I tried, but no strategy seemed to work. The games are spit out at random, and my best runs by far were the ones where one of the games being displayed required simple button mashing with no finesse. If both games required my attention, I was screwed. On the rare instances where I made it far enough to have three games on-screen, I never survived the first wave of it. I’m just not wired for games like this. Multitasking is fine, albeit basic and kind of boring in how it’s presented, but fine. The online scoreboards suck to use (presumably to be corrected in the upcoming PC port), but fine. I probably would have ranked it higher if I could get better, but it’s hard for me to get worked up over a game that’s as impossible for me to play well. Yea, I love WarioWare, but I wouldn’t want to play two of them at once. I already feel like a douche for that time I played WarioWare Twisted using my GameBoy Player. This isn’t helping.

xboxboxartMultitasking was developed by yyrGames
Point of Sale: Xbox Live Indie Games

igc_approved1$1 jumped the gun so many times in the Wild Gunman minigame that she lost count in the making of this review. Though I do have to ask, when people had those duels in the old days, what happened if someone shot too soon and hit? Did the person shot get to come back from the dead so they could pace off again? If not, damn, I would have been the best gunfighter in the west! How come nobody else thought of the “just shoot first and say MY BAD” strategy before me? Someone get me a time machine, I need to try this shit out.

Multitasking is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.