Produce Wars

I’m an Angry Birds fan of sorts.  I admit, I lost interest with the Rio and Seasons editions, but they totally hooked me back in with the innovative Space and Star Wars versions.  Along with Mario Galaxy, they prove that when characters get over-saturated and boring, just fire their asses into space and wait for the cash to come rolling it.  It never fails.

Jason X

Okay, well, almost never.

Angry Birds is also probably the most knocked-off game of this century.  Anyone perusing the iOS or Android markets runs into one clone after another, none of which really aspire to do more than create marketplace confusion.  They can’t really claim to be the cheap, off-brand, dollar-store versions either.  Angry Birds is only a dollar per edition, or even has ad-supported free versions.  At least the XBLIG clones of Angry Birds, horrible as they can be, have the mandate of not having a full, cheap version on a console.  Seriously, $40 fucking dollars for Star Wars Angry Birds?  Are they high?  Hey Rovio, you’re supposed to light CIGARS with those stacks of $100 bills, not smoke the C-notes themselves.

I would prefer someone take the basic concept behind Angry Birds and tweak it enough to make something original and compelling.  Early on in my Indie Gamer Chick existence, I discovered a wonderful title called Star Ninja that did just that.  It still holds up as one of my favorite XBLIGs.  And now we have Produce Wars.  On first look, anyone would mistake it for a bad Angry Birds clone with a different theme.  Sometimes it’s animals.  Sometimes it’s fish.  Here, it’s fruits and vegetables.  Yawn, right?  Actually, the game has a personality of its own.  Not amazingly so or anything, but at least an effort was made.  Still, I wasn’t expecting much from Produce Wars except a basic, been-there, done-that Angry Birds clone.

Wrong.

Though anyone looking at just screen shots wouldn't know that.

Though anyone looking at just screen shots wouldn’t know that.

Produce Wars combines Angry Birds’ flinger-gameplay with Donkey Kong Country style barrel-platforming.  And then the game gets meaner than the groundskeeper of the golf course next to me on employee happy-hour night.  Kidding, Harv.

There’s no question Produce Wars strives to be a more intelligent, difficult Angry Birds.  The problem is, Produce Wars is too intelligent for its own good.  Unlike the relatively straight-forward, knock-the-structures-over gameplay of Angry Birds, stages in Produce Wars can be complex and sprawling.  Although check-points are provided, Produce Wars has all the frustration and demoralization of the most brutal punisher-platformers.  It doesn’t take too long either.  The game jumps from a relatively simple opening tutorial to precision shooting and timing puzzles.  There is no difficulty curve.  There’s a difficulty corner.  One that bends straight up and reaches the heavens.

It’s still fun, but Produce Wars lacks that pick-up-and-play addictive quality that can lead to what is legally classified as a “gaming bender.”  I offer my kudos to the guys at Gigaloth for managing to almost completely eliminate the luck-aspect of the genre.  The levels are well laid out, thoughtful, and the solutions aren’t always self-evident, which is something I look for in a puzzler.  However, I’m not entire convinced that the genre lends itself to this type of gameplay.  I swayed back and forth between being awed by the intelligence of Produce Wars to being bored by the slowness and frustration of it.  Imagine if the best athlete in school was also the biggest egghead, and you showed up to watch him dunk basketballs.  At first, that’s what he’s doing, and everyone is amazed.  Then he takes the podium and starts lecturing on quantum physics, while all the doors and emergency exits get chained shut.  Sure, it’s still kind of interesting to hear, and occasionally he’ll pick up the ball and do a fabulous between-the-legs dunk out of nowhere, but it’s not what you were expecting when you showed up, and your only way out is for it to end, or for a fire to breakout in the gymnasium.

If more than 1% of all players stick around long enough to see this stage, I'll eat my hat.

If more than 1% of all players stick around long enough to see this stage, I’ll eat my hat.

That’s what Produce Wars is.  It’s original for sure, or at least the way it combines parts from other games is.  But it suffers from bad pacing issues and improper difficulty scaling, and even when it is fun (which can be quite often), it’s fun in a slow, methodical type of way.  Even the scoring and unlocking system feels a bit off.  Sometimes, you’ll reach a level where the stage’s star is unobtainable until later in the game when you unlock a different support character.  I’ve always felt games like this should not have levels that you can’t ace immediately.  Forcing a replay later just artificially pads the play-time, and Produce Wars certainly didn’t need that.  The game’s 100 stages will take you several hours to slog through, and by the end, it will have felt longer.  I still kind of liked it, but it felt like I should have liked it more.  Mechanically, everything works just fine, and the destruction-physics are easily the most accurate of their breed on XBLIG.  I really wish I could pin down why I didn’t fall in love with Produce Wars.  Some games can be well made and still a bit dull.  Maybe if it wasn’t so hair-pullingly evil in short-order, I could have fallen into a groove with it.  Many XBLIGs have difficulty nailing the learning curve, but Produce Wars is perhaps the most tragically off in that regard.  So yea, these fruits and veggies are a bit rotten, but they’re still fun to throw at stuff.

xboxboxartProduce Wars was developed by Gigaloth Games

IGC_Approved$1 thinks Watermelon tastes like lightly sugared water and tofu in the making of this review.

Produce Wars is Chick Approved and Ranked on the Indie Gamer Chick Leaderboard. Because I had fun 50.28% of the time with it. Yes, I counted. Okay, no I didn’t.

Grand Class Melee

If a game is fun, then is that game good? Has the objective of the game design been fulfilled, or are there more criteria we demand before we can deem a game quality? What relegates a game to the realm of “guilty pleasure,” instead of simply being a good game? Artistic intent, perhaps?If that is indeed the case, and artistry is the deciding factor, then Grand Class Melee is a guilty pleasure game of mine. It’s unbalanced, random, and more chaotic than an All Rainbow Road Cup in Mario Kart. Certainly, one wouldn’t leverage the title in an “Are Games Art?” debate. But perhaps they could successfully leverage it in an argument against the need for games to be emotionally exhausting affairs. Maybe it could make a stand against games that put complicated mechanics at the heart of their systems. Grand Class Melee sticks to the most fundamental property of game design, in so much that it is simply a blast.
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Fun or not, the objective of a review is to be objective about subjectivity, so let’s try to break down the experience, which is so much greater than the sum of its parts, into its most primitive elements.
Firstly, the art is far from what one would call inspired. As with a lot of games on the Xbox Live Indie Games market, Grand Class Melee utilizes pixel art in its design. While sometimes pixel art can feel like the right choice, artistically, it more often than not feels like the easy way out; placeholder graphics to be overlooked, as they’re only there to facilitate gameplay itself.
The maps are equally uninspired, randomized, I believe. There is a breeze present that marginally affects movement speed and tall grass that some classes will be able to take advantage of for stat bonuses. Unfortunately, a lack of truly clever level mechanics does hinder the game, leaving the player wondering what could have been.
Where the game comes together, sensibly, is within the mechanics themselves. Up to four players can gain agency over the sprites in an all out brawl. If four players aren’t available, computer characters can fill in for them, at one of 3 different difficulty settings. But, like with Smash Bros., the ability to communicate with other players in order to gang up on an alpha player is an essential part of the experience. Especially given the occasional balancing issues, but more on that in a moment.
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The game controls very simply. If you’ve ever played a classic Legend of Zelda, with the overhead camera, then you will be right at home. Characters can move in any of the four compass directions, and have a stationary and a lunge attack mapped to A and B. The triggers will sport two abilities; one inherent to your current class, one a leftover from a lower rung of your class tree. Between matches, choosing these abilities allows for a tiny degree of customization that actually ends up being essential to the upcoming match’s dynamics.
The 60 classes —which can be seen here— are supposedly balanced by fan interaction, and, while certain class combinations feel broken, the sequel will likely opt for more fairness in classes. Honestly, I prefer the outlandish combinations, as teleporting characters fire Dragon Ball Z inspired kai beams across the stage, threatening bulky characters who can’t close the distance. It’s comical, and lends itself to a sort of party-game atmosphere.
Like Dynasty Warriors, I urge people to play this game, and to play it with friends. The game isn’t revolutionary, won’t address social issues, will not engage you with riveting narrative, and I promise, the art direction won’t sweep you away. But, it should be fun. If it isn’t, then it’s definitely because your friends suck.
How’s that for objective?
xboxboxartGland Class Melee was developed by Gigatross GamesIGTlogo-01$1 says, “it’s a way to prove to your friends that you are better at Zelda, which is about as likely to get you laid as being one dollar richer. So, you know, why not? in the making of this review.Benjamin has awarded Grand Class Melee the Indie Gamer Team Seal of Approval. 

MULLETMAN

MULLETMAN (has to be written in all caps, like it’s being screamed), is the latest title from Total Commitment Games.  My only previous experience with them was briefly playing their Escape from Robot Doom, a very good-looking 3D title that I had to quit playing after around ten minutes because it wasn’t compatible with my epilepsy.  But, from what little I did play of it, I honestly thought it had the worst play control of any 3D game I’ve ever played.  Like someone played Bubsy 3D and tried to emulate it, only they made it worse.  I’m not exaggerating.  It’s one of those games where, if I had been able to put more time in it, might have been a contender for the worst game I’ve ever played.

MULLETMAN is not quite that bad, but it is one of the worst games I’ve played in 2013.  Like Escape From Robot Doom, it comes down to terrible play control.  Essentially a run-and-gun platformer, MULLETMAN stars a very close Mega Man lookalike, which is what attracted me to the game in the first place.  Having played the truly amazing Vintage Hero just a few months ago, a game I consider to be, as of this writing, the best XBLIG ever made, I figure that games inspired by the Blue Bomber might generally be of higher quality.  But beyond having a similar character design, including a blatant copy of Mega Man’s iconic jumping posture, MULLETMAN is nothing like Capcom’s franchise.  There’s only one type of enemy, along with various traps and timed-jumping areas.  Good character models are really the only positive thing to say about the graphics.  They’re not bad or anything, but it’s very bland and drab.  Certainly not something that gets you excited to be playing it.  Atompshere matters.  If you don’t believe that, go live on the moon.

For some reason, the main character's arms flail up and down, like he's trying to fan his armpit BO at enemies.

For some reason, the main character’s arms flail up and down, like he’s trying to fan his armpit BO at enemies.

Where MULLETMAN really falls apart is the jumping physics.  Apparently by design, a game centered around running and jumping requires you to stop moving before attempting to jump.  This is a mind-boggling choice.  As a result, I often slipped off ledges while attempting to maneuver from platform to platform.  When you go to jump and you don’t stop moving, your character does a silly little bunny hop thing.  Mind you, because the controls are slightly unresponsive, sometimes you will stop moving and hit the jump, only to not jump.  Responsive controls are an absolute must for any platformer.  If you can’t get those right, the game should not be released.  MULLETMAN feels like the child of one of those parents that shoves their kids out the door at the stroke of midnight on their 18th birthday.  Ready or not, you’re out of here.

The controls don’t exactly lend themselves to the level design, either.  Many sections are single-block platforms that fire missiles vertically after you land on them.  These sections require tight jumping controls and fast movement physics, neither of which MULLETMAN possesses.  The jumping is slow and floaty, reminiscent of the Bubble Man sections of Mega Man 2.  It worked there, in stages designed around avoiding spiky walls.  Here, damage is almost inevitable.  The game is generous in the sense that you have infinite lives and checkpoints are liberally scattered around, but it never helps ease the frustration brought on by the terrible control.  On top of all that, the game has problems with choppy, stuttering frame-rate on occasion.  The developer was puzzled by this one, though every player I’ve spoken with has had issues with it.  Splazer Production’s gameplay footage shows it a few times.  For me, it was frequent, nearly every time I jumped with any other moving object on-screen.

You can see the choppiness early on in the vid. It seems to hit different, but consistently, among most players. By buddy Kyle, whose Extra Life charity events you should totally check out, also had issues with MULLETMAN.

Even without the problems, I don’t think MULLETMAN has a particularly high ceiling in terms of potential.  It only took me thirty minutes to complete the game.  At least I think I did.  I ended up in a jail cell with “The End” written above it.  If not for the bad controls, bland graphics, unfair level design, floaty physics, and technical issues, I’m not sure MULLETMAN would have been much better than mediocre.  Though I must say, the developer seems to have something resembling talent.  Escape from Robot Doom, horrible as it was, at least looked really good.  Very few XBLIGs look like they could pass as honest-to-goodness professional games, and it did.  And MULLETMAN would catch on just by being a Mega Man lookalike, if it could spread by word-of-mouth, which it simply can’t in the state it’s in.  Both games were ruined by poor control, which tells me that Total Commitment Games needs to bring someone in that can handle that aspect.  As it stands, their games are good for little more than causing players to invent entirely new swear words.  MULLETMAN controls are Fruckenrchist and the game is Arserunoff.

I know the feeling, buddy. If I had to play ten more minutes of MULLETMAN, I would have handed my boyfriend some nails and a mallet myself.

I know the feeling, buddy. If I had to play ten more minutes of MULLETMAN, I would have handed my boyfriend some nails and a mallet myself.

MULLETMAN was developed by Total Commitment Games

$1 said “watch, Fruckenchist is probably German for “Dazzling to the Senses” or something in the making of this review.

Poker Date

Poker Date combines a Royal Deck variation of five-card stud poker with the tired and true XBLIG staples of anime boobies and inept programming.  The result is one of the most hilariously awful games I’ve ever played.  First off, Royal Decks are constructed using everything 9 through Ace out of two decks.  Poker Date only uses one deck worth of cards.  Granted, this is simply a heads-up match, but still, it limits the amount of hands to work with.  Second, when the AI folds a hand, it pronounces it “I foiled.”

I foiled.

I swear to fucking God.

I.  F-O-I-L-E-D!

Maybe Sabrina thought she was at a fencing tournament.

Maybe Sabrina thought she was at a fencing tournament.

Now I’m certainly not one to cast stones at speech impediments.  I have enough trouble pronouncing my own name.  But seriously, you can’t say “fold” correctly?  Good God.  This totally trumps Capcom’s use of Sally from accounting in the all time horrible and lazy voice acting department.  And if any other aspect of this game had been remotely competent, “I foiled” could have become the next big gaming meme.  But, nobody’s going to stick around long enough for that.

The biggest problem is actually how damn smart the AI is.  Without fail, if I was dealt a good hand, the AI would foiled on the spot.  Unless it knew that it had me.  And by knew, I mean it could then change four cards in its hand while I’m holding a two pair, aces and tens.  It then wins with a full house or a flush.  This isn’t luck, we’re talking.  Every single time the AI chucked four cards or more, it won.  The only explanation is the AI could see what cards it would get, or which ones I would get.  But, most of the time, whenever I got anything remotely nice, it foiled immediately.  Fucking clairvoyants aren’t this good.

For some reason, none of the marketplace shots actually show any cards.

For some reason, none of the marketplace shots actually show any cards.

Oddly enough, after changing out cards, the AI almost never foiled.  I actually counted it out over the course of 100 hands that went to the second round of betting.  The AI never once foiled, and won 87 out of 100 hands.  What the fuck?  Which is not to say the AI doesn’t bluff.  During the first round, I took to raising every chance I had, because when I did this, out of 38 opportunities, the AI foiled 25 times.  So after a couple of hours of play, I settled into a rut where neither me nor the AI would gain enough ground to actually win.  Betting is slow and limited and you certainly can’t put all your chips in play.  Finally, I realized I was playing the single worst video poker game ever made and foileded myself.  Poker Date is pretty much the worst thing to happen to the game since Darvin Moon.

xboxboxartPoker Date was developed by Mikirius

$1 said “Poker? I barely know her” in the making of this review.

 

 

 

 

X S.E.E.D

Remember that scene in the movie “Big”? No, not the one with the giant keyboard. Nor the one where a 12-year-old-in-Tom-Hanks’-body knocks boots with a businesswoman and makes me wonder if the “I swear he was 30 last week” excuse would hold up in court for her. No, I’m talking about the scene where he’s sitting at a meeting with a bunch of suits, discussing a Transformers line, and just blurts out what the 12 year-old in him is thinking in that innocent kid sort of way. The “I don’t get it” line stuck with me more than anything else in that movie because it reminds me that, hey, kids have some awesome ideas, and many of those aren’t held back by the restrictions or reasoning that many of us adults place on what we think.  Which brings us to this short conversation about one of the more innovative takes on the side-scrolling shooter I’ve seen, X S.E.E.D.:

PUT THIS KID ON THE PAYROLL.

PUT THIS KID ON THE PAYROLL.

So, just in case that didn’t sink in. The only reason we got an original idea on XBLIG among the sea of sub-par voxel miners, first-person zombie shooters, one-button platformers, and puzzle games used as vehicles for displaying morally-bankrupt pictures of undressed anime teens is because someone listened to their kid. It’s the sort of “hey you got peanut butter on my chocolate” genius that keeps gamers digging through the XBLIG marketplace for innovation like this regardless of how much fly-infested sewage they have to wade through in the process.

And what is this original idea, you ask? Well, X S.E.E.D. is an old-school run-and-gun platformer, like Contra, but instead of using the normal arsenal of machine guns and grenade launchers you summon crazy-ass mutant plants that do things like shoot fire in various directions, act as a force-field, or spring up a platform for you to stand on. Summoning these plants is your character’s only defense, as he cannot harm anything himself and will die in only one hit. So essentially you’re constantly putting out temporary turrets and shields in an effort to both mount a forward-moving offense and put up a defense that will keep your goofy-looking scientist hero from dying. There’s a plot about plants taking over the island and you being the only scientist that can save everyone and blah blah blah. If you’ve ever played a game like Contra for the plot, I’m sure there’s a support group somewhere for that. What you expect out of a game like X S.E.E.D. is running and gunning (of sorts), and that’s what you’ll get.

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“This is not what I wanted you to feed me, Seymour.”

On the downside, when you innovate, you usually don’t get everything right the first time. And this is no exception. For just about everything X S.E.E.D. gets right, it misses on something else. For example, the pixel art is vibrant and well-animated in the most retro of ways, but the music and effects are forgettable at best. I went through entire stages without even noticing the music. Another miss is on the weapon selection. You’re given a large amount of plant types over the course of the game, which is nice, but with no way to rearrange them and with some of them being completely useless inventory padding there’s a bit of difficulty getting to the right one quickly via cycling through with LB and RB. And while the old school difficulty, unforgiving with only three lives and no continues, is necessary for such a short game and forces a nice balance between the risk of dying and the reward of more points and the better of two endings, there’s no reason for a death to stick you all the way back at the beginning of the stage. This last one didn’t really make me too angry until the later stages of the game where dying at a boss battle resulted in a solid 30 seconds of little more than holding right. The worst flaw of X S.E.E.D., however, is how slow the pace gets near the end when you try to play it safe with the shield vines. You’ll find yourself inching forward and tossing out barrier after barrier out of fear, and it’s made even worse with the knowledge that the enemy plants really don’t have much they can do about it. Even the bosses only have one attack that will ignore these, and those attacks always have the same pattern throughout that boss battle. It sucks a bit of the “run” out of the “run and gun” genre in which I’d throw this game.

But even with all the little quirks and flaws, X S.E.E.D. ended up being exactly the type of game I wanted right at that moment. It’s straight old-school, it’s speed run friendly with an in-game clock, it’s short enough that the limited lives and lack of continues don’t make me feel too frustrated and helpless, it controls well, and most importantly it’s fun and innovative. The only thing I’d ask for on the XBLIG version, a high score board, is present on the free-with-option-to-donate Ouya version, but without it I’d still say that X S.E.E.D. is worth both your time and the paltry dollar that it costs.

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IGTlogo-01

X S.E.E.D. was developed by Wide Pixel Games.

$1 wants to believe that Little Shop of Horrors is the prequel to this game in the making of this review.

X S.E.E.D. has earned has been awarded the Indie Gamer Team Seal of Approval by Shin Hogosha. Leaderboards for Indie Game Team are coming soon.

Star Runner

Have you ever thought you should dig out your old Game Boy and relive some old memories? Have you ever given thought to the idea that garage door openers and their one-button controls should also be able to play video games? If you answered yes to both of these questions, then do I have the game for you: Star Runner.

Their light-hearted advertisement.

Their light-hearted advertisement.

Unfortunately, Star Runner made me realize that there is a definite knack to recreating the Game Boy experience and that the guys at Revolvus do not have it. On the Game Boy you had a directional pad and two buttons to work with to create some fantastic experiences such as Wario Land, Link’s Awakening, and Kirby’s Dream Land. The creators of this game boiled what made the Game Boy great down to something between Tiger Electronics games and playing with a rock.

At the start this game had everything going for it to me: The devs seemed to have a sense of humor in their ad, it was $1, it had a female character, and she had pigtails. (Shut up, it doesn’t take much.) From the description of the game, things sounded like they were going to be great: You run from zombies, you run with parkour ninjas, and you collect pizzas from pizza delivery robots while jumping between planes that are flying in a very unsafe formation. I learned that last bit while attending a school known for its flight program. Hey, how do you know if a student is in aviation? They’ll tell you. (Go UND!)

The game itself is just flat out boring. There is only one thing you can do and that’s jump–jump over obstacles, jump over walls, and jump off the heads of other people. You’d think that with jumping being the only thing you’re able to do in the game, it would be very well refined. Nope. The hit detection when you land on an NPC, something vital to the first third of the game, is so horrible that you will constantly miss and wind up dead very quickly. It’s infuriating when, time after time, you feel as though you should have landed a jump yet wind up as zombie chow.

I tried this game three different times, and every attempt ended in a rage-quit, each caused by frustration at the jumping. My final and most ragey rage-quit happened during the ninja portion of the game. You follow a number of ninjas as they parkour their way over rooftops, timing your jumps with theirs to reach the end of each level. At first this was going better than the zombie area, and I thought that perhaps there was some enjoyment to be found in this title. That feeling faded instantly when I reached a section of the level that was completely obstructed from view, yet I was expected to avoid some obstacle. There was absolutely no way that I could discern when to jump to avoid a death caused by being unable to see my character. At that point it’s not even giving the player a chance, so I turned it off with a huff and promptly deleted the game.

I take it back. Even playing with a rock is more fun than playing this game. At least with a rock you could chuck it at some snobby aviation students.

xboxboxartStar Runner was developed by Revolvus.

At $1, you could buy batteries for your Tiger Electronics game at a discount store.

Cooties: Patient Zero and The Heckler

Sigh.  A few months ago, the much lambasted Silver Dollar Games released their long-awaited, DREAM-BUILD-PLAY winning title One Finger Death Punch onto the market.  Despite being well received by pretty much everyone who played it, it bombed hugely.  And now Silver Dollar is back to throwing out hastily produced mini-games in short order.  This is depressing.   It would be like if Ron Jeremy quit adult films to star in a Martin Scorsese crime epic, winning the critical acclaim and the respect of his peers while sweeping the Academy Awards and the Golden Globes, but the film bombed so it’s back to having bimbos suck him off to make his gas payment.  That’s what this feels like.

I’ve always said that talent is something that can’t be taught.  It’s something you inherently have.   You can improve upon it.  You can nurture it.  But you can’t create it from nothing.  I assure you all, a team that had no talent could not have come up with One Finger Death Punch.  Some people get lucky, but nobody could get that lucky.  Silver Dollar probably wishes they did have that kind of luck.  They’re heartbroken by OFDP’s performance.  I am too, and I barely got to play the game.  Everyone has their theories on why, with the most common explanation being karmic justice.  Look, I get that Silver Dollar is not the most beloved developer, but regardless of your feelings for them, OFDP under-performing is nobody’s victory, and shame of you if you feel that way.

My theory is still that the box art looked too generic, like a bad Last Airbender rip-off.  Allow me to elaborate.  Look at it.

One Finger Death Punch

It’s really good-looking.  Very professional.  A cut above your typical XBLIG release in terms of quality.  But, still kind of generic.  It looks like any other game.  And the art isn’t really representative of the quirky gameplay involving stick-figures pummeling each-other to death.  You would never guess that beautiful box art is connected to this game.

One Finger Death Punch 2

See what I mean?

More over, the box art doesn’t stick out.  Here’s a screenshot of One Finger Death Punch sitting alongside other games released around the same time.

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It blends in.  Gets easily lost in the shuffle.  The box art is good, but it doesn’t do that perfect siren song that lures potential buyers in, even to get a quick sneak peek.  Really, it looks like it could be just any other game.  Now compare it to Learn to Eat, SD’s first post-OFDP rush-job that immediately was a bigger hit despite taking about 1% of the effort OFDP did to create.

SD1

Say what you will about it being lazy or rushed out, but you can’t say it blends in. It sticks out.  People would want to see what that game is.  It’s unfortunate that Silver Dollar wasn’t able to carry that over to their big, award-winning, mega-hyped title.  I truly in my heart of hearts believe that is what cost it sales.

And now, SD is having a sulk and releasing unplayable shit back into the marketplace.  Again, depressing is the word that springs to mind.  I bought two of them.  First up was Cooties: Patient Zero.  It’s a text-based adventure featuring still images instead of static anime screens like a typical game in this genre does on XBLIG.  Here, you’re a loser with touching issues.  Your billionaire father gives you an ultimatum: get laid or get cut off from your inheritance.  Wait, didn’t Chris O’Donnell already make a movie about this?

Look, at the risk of getting quoted (again) in SD’s satirical “Awards” tab they include in games that contains all the hatred and anger they’ve generated from the community, this game really sucks.  And I’m not just saying that because it’s an SD game.  There are dozens of games exactly like this on XBLIG by a variety of developers, and all of them have the same problems.  Firstly, when presented with a multiple choice question for which path you’re taking, it’s impossible to determine which answer is the bad one that will get you killed and which one is the good answer that moves the story along.  In Cooties, three wrong guesses leads to you “getting Cooties” and starting over.  And, by wrong guess, I mean the girl you’re courting physically touches you on the hand.  No, really.

The concept is the guy you're playing has can't stand any female contact. The voice actor playing him seemed miscast. The dude had a deeper voice, sort of like a bad Solid Snake knock-off, instead of a shrill, squeaky, geeky voice that would have been a better fit. But when you rush games out the door like you have a 30 minute delivery or-your-money-back guarantee, I guess casting isn't something you give a lot of thought to.

The concept is the guy you’re playing as can’t stand any female contact. The voice actor playing him seemed miscast. The dude had a deeper voice, sort of like a bad Solid Snake knock-off, instead of a shrill, squeaky, geeky voice that would have been a better fit. But when you rush games out the door like you have a 30 minute delivery or-your-money-back guarantee, I guess casting isn’t something you give a lot of thought to.

So at one point in the game, you end up in a restaurant.  The girl requests that you hand her a menu.  If you do so, you take a hit point because the girl touches you.  Later, she asks to have the salt passed to her.  Doing this does NOT result in a hit point.  Okay, how the fuck does passing a menu (which is typically a large piece of laminated paper) result in any physical contact, but passing a salt shaker, which is, you know, the size a fucking salt shaker, not result in some skin-on-skin contact?  And that’s exactly what I’m talking about.  It’s so random and so illogical that nobody can possibly guess what the correct answer is supposed to be.  All these games have this problem.  I’ve played over ten on XBLIG and not one was exempt.

Cooties: Patient Zero was developed by Silver Dollar Games ($1 said "check points alone might have led to the game getting a very mild recommendation in the making of this review)

Cooties: Patient Zero was developed by Silver Dollar Games ($1 said “checkpoints alone might have led to the game getting a very mild recommendation in the making of this review)

This leads to a bigger problem: no check points.  When you die, you have to start over again.  Only the opening scenes seem to be skippable.  Once you’re past those, you have to sit through the same dialog again and again until you get things right.  There’s no on-screen text here.  All the dialog in Cooties is done via voice acting from two performers that sound so bored that you can practically hear them doze off a few times.  The only thing that ever breaks up the dialog is the occasional quick-time button mashing event.  Ultimately, Cooties is just plain boring, and there is no bigger sin a game can commit.  Yea, it’s also dumb, but endearingly so.  I wanted to see how the story played out, but not so much that I would sit through endless replays of the same dialog until I hit the exact logic-string the developers used.  Beyond that, Cooties is confusing as to what you’re trying to accomplish.  The game encourages you to shack up with a girl, but discourages you from making any contact with them. It seems like a story that had no editing done before it was made.  Given the breakneck speed SD has been putting games out, I’m guessing that is the case.  They’re hardly alone in doing this, but unlike most developers that do, they’ve proven they know how to make really, really good games.  That’s why people like me get frustrated with them.

Every time you heckle, the meter fills up a little bit. If you fill it up all the way, the dude has a nervous breakdown and the game is over. It's so badly done.

Every time you heckle, the meter fills up a little bit. If you fill it up all the way, the dude has a nervous breakdown and the game is over. It’s so badly done.

So then I tried The Heckler, and it turned out to be even worse.  The idea is, a dude is on stage reading poetry and you press A to heckle him.  If you do so too much, you game over.  And that’s really it.  The poetry is hilariously pretentious and the concept of heckling someone vomiting it is solid, but there’s almost no play mechanics here.  I kind of wish there had been.  I was so mesmerized by the over-the-top dialog that I did a play-through without pushing anything, laughing my ass off at it.  But the actual game of heckling but not heckling too much, is dull.  What really sucks is that Silver Dollar provably knows how to make a game with minimalist gameplay be fun, exciting, and engaging.  I certainly wouldn’t expect it from every game of theirs, but they’ve put out three games since September 11, none of which really serve to entertain. They’ve been accused of trolling the marketplace in the past, and stuff like this just fuels that.  Why live down to that?  And why deflect everything with “we’re just having fun” or “we have no experience”.  Which, by the way, that’s tough to use when you’ve made nearly a hundred games and won prize money based on how much potential one had.

The Heckler was developed by Silver Dollar Games ($1 said the game really needed some kind of "throw rotten fruit" mechanic in the making of this review)

The Heckler was developed by Silver Dollar Games ($1 said the game really needed some kind of “throw rotten fruit” mechanic in the making of this review)

Silver Dollar has a reputation of not being open to criticism, and I’m fairly certain they hate my guts, but I do want to offer them this: I never say anything I don’t mean.  If I say you have talent, I would hope that means something.  I’ve reviewed over 400 games since 2011, and I’ve seen what games by people who truly have no talent look like.  You guys don’t fall into that category.  I know it must have been demoralizing to have a game you poured your heart and souls into not be well received on a commercial basis.  But you have something many out there only wish they could have: talent.  People aren’t pissed at you because you’re dumping out games in short order.  If the games were fun, nobody would care.  These games are boring, and that’s what bothers people.  One Finger Death Punch wasn’t a very complex game.  It featured minimalist play mechanics, and it was spectacular.  You guys have an eye for that play style, and this was hardly the only game of yours that was well received.  I’m not saying you should stress yourselves to death like you did with OFDP.  You need to find a healthy balance between having fun and making decent games.  Cooties and Heckler were boring.  That’s what pisses people off.  It feels like you’re not trying.  Be honest with yourselves: you’re really not.  With your amount of talent, the sky is the limit for you.  OFDP didn’t bomb because you tried too hard.  It was just shitty luck.  Don’t let that spoil your talent.  You don’t owe it to us.  You owe it to yourselves.  You can do better.

Though I admit, it does suck that OFDP bombed.  Hell, you would have been better off spending your DREAM-BUILD-PLAY prize money on hiring Patrick Stewart to do the poetry for The Heckler.  That.. that would have been fucking awesome.

Arcadecraft (Second Chance with the Chick)

Arcadecraft has been updated three times since I last played it back in February.  Not only have a few bugs been squashed, but a lot of content has been added.  The length of the game has been extended by a full in-game year, with new machines being released during the course of it.  To give the game a more authentic arcade feel, different machine types have been added, including 2-player upright games, pinball machines, more cocktail tables, and more options to dress up your arcade.  Gameplay mechanics have been cleaned up as well, including the problematic hooligan, who is now easier to deal with.  The power doesn’t go out as much, and coin doors don’t jam as much.  Because the busy-work has been significantly toned down, Arcadecraft feels less like one of those plate-spinning things carnies do and more like an actual, professional sim game.

My arcade was never this organized. Nowhere near as bad as my Sim Cities were, but still..

My arcade was never this organized. Nowhere near as bad as my Sim Cities were, but still..

Which is not to say the game’s shelf-life is that much longer.  When Arcadecraft is done, it’s done. There isn’t a whole lot more you can do once you’ve run out the clock.  Replay value is lacking sorely.  Unless the developers could come up with scenario-style missions and side-quests, Arcadecraft probably won’t be the type of game you go back to again and again.  It also still gets off to too slow a start, though this can be negated if you have Firebase’s other game, Orbitron, or Bad Caterpillar by Kris Steele.  If you do, you can unlock cabinets for those games in Arcadecraft.  Games that you can bump up to 50 cents and push the difficulty to hard without them taking a hit.  Arcadecraft was a bit too easy to begin with.  I can’t believe I’m saying this, given that the Bad Caterpillar cabinet has what I think is a shout-out to me in it (or possibly Donna Bailey, but the narcissist in me thinks it’s me), but avoid those two cabinets if you’re looking for a challenge.

A game set in the 1980s has characters using the word "retro". That somehow seems wrong.

A game set in the 1980s has characters using the word “retro”. That somehow seems wrong.

Despite the lack of difficulty, I love Arcadecraft.  Love it.  It no longer feels like it’s in the Beta stage of development.  Arcadecraft is now a fully realized, glorious game.  It’s one of the ten best Xbox Live Indie Games ever made.  By all rights, this should be the next big simulation mega-franchise.  Unfortunately, Firebase has no plans to put Arcadecraft on PC.  Well, I simply cannot accept that.  So I propose that fans of this game line up in single file to set themselves on fire in protest of that.  Their charred remains are on your head, Firebase.  We’ll go in alphabetical order by surname.  I’ve never been happier that my real name is Cathy Zykozawitz.

xboxboxartArcadecraft was developed by Firebase Industries

IGC_Approved$1 (originally $3) have no idea how you would pronounce that in the making of this review.

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

Power-Up

The timing on being asked to look over this game was impeccable as I recently watched the movie “100 Yen: The Japanese Arcade Experience” which featured a section on the classic Japanese bullet hell shooters. I have had a craving to play one ever since, and Power-Up helped fill that need.

Powerup1
Power-Up is a throwback to the classic space shoot ‘em ups of yesterday such as R-Type and Gradius. There are aliens, upgrades to your ships or weapons, and bullets galore to dodge. It’s a tried and true formula and a general description of most of these games that have come out over the past thirty years.

In Power-Up there are five weapon types that you can select at any time: straight ahead, straight back, straight up/down, a forward spread, and a plasma weapon that… does something? I’ll get back to that in a moment. Each weapon can be “powered-up” to give it an incremental boost from items that fly onto the screen as is tradition. From what I could tell, for the most part, these upgrades only increase the rate of fire and lengthen the beam for each shot. If weapons actually do increase in strength it was a small enough increase that they never felt stronger to me. Enemies appeared to take just as long to kill as with “weaker” weapons. The upgrades you collect also don’t appear to be based on anything such as killing a particular enemy; they appear on a set schedule. It took me a number of plays to realize this: “What did I just do to make the bonus points appear? Did I kill something to spawn that power-up?”

Although there are five weapons, you really only need two of them to advance far into the game: the forward spread and the reverse laser. I was able to cheese my way easily through the first three chapters by upgrading my spread weapon before I touched the reverse-firing weapon. It wasn’t until chapter 4, and those little assholes running around on the ground shooting at me, that I needed to work on the up/down-firing weapons. I felt severely outgunned when trying to play with only the single forward shot, and even worse, I never quite figured out what the plasma weapon was supposed to be good for. Its firing range is extremely short so you have to get very close to enemies to be able to use it. I thought perhaps it would deflect bullets like one of the weapons in the classic game 1942 but nope. It felt useless except to fill my screen with a pretty purple.

Purple lasers of ???

Purple lasers of ???

One final problem with the weapons: the fully-charged shots all make the outside of the screen glow white when fired — the faster the shot, the more intense the flashing. I could usually ignore it under normal conditions, but when I was playing while tired one night, the flashing really got to me to the point that I had to turn off the game.

The story isn’t going to win the award for the next Lord of the Rings (that’s an award, right?), but it feels like a classic shooter tale. You’re one of the last humans alive, trying to destroy the people who destroyed Earth. The pilot is a bit easy to rile up and gets himself into trouble. It’s amusing listening to the pilot talk with his computer AI as they determine what to do next.

You don’t have access to a high score list like I would have hoped. The game keeps track of your high score, but the only time you ever get to see it is when you lose all of your lives. It would be nice either to see this score on the title screen or to be able to see a list of them somewhere.

This is beginning to sound like a long gripe-fest but to be honest, I had fun playing this game and it’s a good piece of work for a one-person entry. There are a number of things I feel could be improved upon, but it’s a good value for the price and there is plenty of fun to be had. None of the issues I describe above really make the game bad in any sense. If you’re a fan of shoot ‘em ups, definitely give this one a try.

xboxboxartPower-Up was developed by Psychotic Software.

IGTlogo-01For $1 you, too, can shit yourself when the logo appears at the launch of the game.

Power-Up has earned has been awarded the Indie Gamer Team Seal of Approval by Miko. Leaderboards for Indie Game Team are coming soon.

The Useful Dead

The Useful Dead is platform-puzzler where you must intentionally murder the current character you’re playing as in a way that allows the next character you get to finish the stage.  Perhaps a distant, platformer cousin of Lemmings, or maybe Voodoo Vince.  It’s a cool concept, but cool is as far as they get.  I certainly didn’t hate Useful Dead.  I like it enough to give it my seal of quality (spoiler alert).  But it ultimately felt more like a really good proof of concept than a fully realized game.

The biggest problem was the puzzles.  They were too damn easy.  Besides the “kill yourself to use your corpse as a platform and/or crate” gimmick, the difficulty hook comes from only having ten extra-expendable creatures throughout the length of the game.  In other words, if a level’s par is three creatures and you kill four before reaching the goal, you would only have nine expendable creatures left to beat the game.  I actually finished the game with thirteen expendable creatures, having finished a couple of stages under par.  Yea, that was in part by design, but at the same time, I’m pretty sure I was finishing more than one stage in ways the developer didn’t have in mind.  This was especially true of the last stage, which I beat after the game glitched and one of the critters clung to a platform for no reason.

The dude in the yellow circle is NOT supposed to be able to stick to the wall like that. Ironically, this would have been the only stage where I was incorrect about the solution if he had fallen to the ground.

This is the final stage of The Useful Dead.  The dude in the yellow circle is NOT supposed to be able to stick to the wall like that. Ironically, this would have been the only stage where I would have been incorrect about the solution if he had fallen to the ground.

The puzzles lack in variety as well.  Most involve impaling yourself on a spike, then maneuvering your corpse in a way that activates a button that opens the door.  Sometimes you’ll have to do this in two or three different ways.  Others might involve using wind to push corpses into switches, or jumping from high ledges in a way to die and land on a switch, or kicking corpses into switches.  Again, this is where the whole “proof of concept” thing kept beating me over the head like I was a baby seal.  There are multiple different animals, but none of them have unique abilities.  Perhaps having levels use specific animals with unique traits, weaknesses, vulnerabilities, or special maneuvers would have added to the complexity.  As it stands, all the puzzles have self-evident solutions and it’s just a matter of how much time you want to put into breaking the game and coming in under par.  XBLIG has been home to some of the most mind-bending puzzlers of this last console generation, such as Gateways, Spyleaks, and Pixel Blocked!  By comparison, Useful Dead is mere child’s play.  Easy to the point of being insulting.  And I really hate saying that about any indie developer’s puzzles.  I don’t know.  It feels like I’m telling someone that their child has funny ears.

screen3

PETA’s favorite game.

If you think of The Useful Dead as a bare-bones prototype, possibly something you would see if you were pitching a publisher on a concept, it does soften the blow somewhat.  I did like what I saw here, but not as much as I could have.  Yea, my recommendation is as tepid as I’m capable of giving, but I still hope you try it.  And I certainly don’t want to discourage the developer from working with this more.  In fact, I would be really disappointed if The Useful Dead was a one-off experiment.  Fuck that.  There’s a great puzzler somewhere in here.  Something with potential to short-circuit your grey matter, but absurd enough to be a big, word-of-mouth hit.  The product we have here feels like something that barely made it off the drawing board.  You know, Star Wars was originally about a search for a magical crystal.  Sonic the Hedgehog was originally going to be a clown.  Woody was originally an evil bastard trying to murder Buzz Lightyear in Toy Story.  In the case of The Useful Dead, it’s like we got the early draft instead of the finished product.  So help me God, this better not be the end of this project.  If it is, I’ll demonstrate how useful the dead really are when I re-purpose the developer’s corpse as a morbid coffee table.

xboxboxartThe Useful Dead was developed by Bootdisk Revolution

IGC_Approved$1 would have entered the Name the Game Contest with “Animals: They’re Not Just for Eatin’ Anymore” in the making of this review.

The Useful Dead is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.  Look somewhere near the bottom.