Super Amazing Wagon Adventure

Update: Super Amazing Wagon Adventure recieved a Second Chance with the Chick to cover the Steam build of the game. Click here for my updated thoughts.

Super Amazing Wagon Adventure is alleged to be an Oregon Trail homage.  And it is, only you actually have to fight your own battles, there’s blood and gore, intentional humor, and it’s actually fun to play.  Okay, so that means it’s absolutely NOTHING like Oregon Trail, but that’s what people are comparing it to.  Basically, take everything that made Oregon Trail educational and strip it out.  Replace it with sadism and adult situations, and you have Super Amazing Wagon Adventure, a game that is most certainly NOT educational.  In fact, I think it might actually make you stupider while you play it.  I went from being a reasonably smart person to putting my shoes on the wrong feet and watching Jersey Shore in just a matter of hours.  Potent is the derp in this one.

I’m changing my name from Kairi Vice to Kairi Buffokill.

As a game, Wagon has little going for it.  It’s part space-shooter (well, minus the space part.. mostly) and part TwickS.  Both variations are fairly primitive in their play style, and other than the occasional power-up, this is really as basic as you can get.  Calling it Atari-esq would be fair.  Where it won me over was with its personality.  From the dead-pan descriptions of your frequent failures to the gleeful mass slaughter of indigenous animals,  this is a game that revels in its absurdity.  But never to the point that it becomes obnoxious, like Torque Quest did.  Thus a game that is very fundamental in its design actually becomes something you want to press on with, just to see what crazy shit will happen next.

What’s really cool is Wagon has so many different possible scenarios built into it, all of which are chosen at random.  I played it for over two hours and I never once had the same experience.  It doesn’t mean they’re all good ones.  Sometimes I would start a game and the first thing that would happen was one of the people in my wagon would get some kind of illness and immediately lose all their health but one.  Sometimes my wagon would break and I would have to walk to the nearest outpost to fix it, which might be one screen away, or it might be three screens away.  Either way, the enemies tend to move faster than your bullets shoot, so you’re pretty fucked.  Actually, a lot of the boards tend to overwhelm you with too many enemies, and you’re often not equipped to avoid them.  There’s even scenarios where you spawn and are almost immediately fired upon, before you even realize the round has begun.  As quirky as Wagon is, it can be pretty brutal as well, and that saps the fun out of it.  I probably would have kept playing, but I was so pissed by time I finally beat the damn thing that I didn’t want to see what I missed.

And they said Sputnik was the first thing in orbit. Psssh, historians. What do they know?

I missed a lot too.  Again, over the course of two hours the game never repeated itself in the same way twice.  I still had alternative wagons to unlock.  I kind of wanted to, because they actually have different abilities.  You can ride a dinosaur and hurl eggs at enemies.  You can fly a space shuttle that moves quickly.  My personal favorite was a wagon pulled by a buffalo where you send a falcon to attack enemies.  But, there were a lot of things I missed.  And I will continue to miss them.  Yes, I had fun playing Super Amazing Wagon Adventure, but sometimes it’s too damn frustrating for its own good.  One time I was close to the end, only to lose one member to disease and one member to artistically poor play control brought on alcoholism.  This is a game that does not want you to ever be comfortable.  You’ll have laughs, but you’ll also gnash your teeth when the game decides you’re doing just a little too good and pulls a dick move.  I suppose this is what the settlers went through, which means it actually is educational.  Wait, did the settlers really fight off pterodactyls and do mushrooms?  Wow.  History is way cooler than Little House on the Prairie made it seem.

Super Amazing Wagon Adventure was developed by Sparsevector
Point of Sale: SteamDesuraXbox Live Indie Games
Port played for this review: Xbox Live Indie Games.

IGC_Approved$1 Died of dysentery in the making of this review.

 Super Amazing Wagon Adventure is ranked on the Indie Gamer Chick Leaderboard.  Click here to see where it landed.

Happy Birthday Brian.  I love you with all my heart.

Obsessive Collecting Disorder

I had a problem with Obsessive Collecting Disorder.  It was the name.  The name is all wrong.  It should have been called Obsessive Collective Disorder.  You see, the name is a play on the anxiety disorder known as obsessive-compulsive disorder.  It’s not obsessive compulsing disorder, because there is no such word as compulsing.  But there is a word called collective, so the game should have used it.  Sure, Obsessive Collective Disorder sounds like something that happens to a cult that undergoes a mass suicide in order to catch a ride on a UFO, but it works better as a pun.

Welcome back to Xbox Live Indie Games: Your source for self-hating gameplay.

I had one other problem with Obese Cauliflower Disorder: the game is a punisher, and I hate those fucking things.  They seem like they’re some kind of repressed anger stemming from not getting enough love as a child, manifested in video game form.  The idea is you’re a stick figure who is being put through various test chambers owned by the, and I’m not making this up, the CrAperture Corporation.  Isn’t it ironic how one of the most clever and original games to come around in a long time has somehow managed to kill the creativity of an entire generation?  Let me guess, the game will end with some kind of reference to the cake being a lie.  Oh, yep, there it is.  Very nice, guys.  What, you couldn’t work in a psychotic artificial intelligence while you were at it?  Well, at least the ending was good for a small giggle.  You know what?  I guess kleptomania falls into the OCD spectrum, so we’ll just say they were running with the theme and move on.

As a game, Opal Chin Disorder is pretty much just like any other punisher.  The idea is similar to N+.  You run around, avoiding traps and collecting coins.  The platforming mechanics are pretty basic.  A jumps, X or the right trigger run, and that’s it.  There’s no double jumps, wall jumps, ducking, sliding, doing short-form taxes, or breaking out into the chorus line from Oklahoma.  It’s just you, jumping, and shit that wants you dead, like some ingenious Olympic Committee person combined the hurdles and archery events.

Platformers live and die on controls.  If a game wants you dead, like Omnipotent Cactus Disorder does, it’s typically because the controls are shit and it’s an over-compensation thing.  In Octogenarian Colon Disorder’s case, I don’t think the controls are shit.  Brian suggested the word “serviceable” to me, but that sounds a bit too generous.  I think I’ll go with “tolerable.”  That sounds unhating yet highly critical.  The controls are just so strange.  The jumping is simultaneously too floaty yet too stiff, like a cloud on Viagra.  You do get used to it, in the same way you would probably get used to hitting your thumb with a hammer if you kept it up long enough, though it would be preferable to not do that.

The developer assured me that people told them Ornery Cardinal Disorder had tight controls. Ha. Where did they get that from? A game of Scattergories? “Things that are tight that start with the letter ‘C’. And GO!” “Oh gee um, collar! Um, cage! Uh uh uh, controls!” BUZZ! “Yes, we challenge ‘control’ and also we can’t believe you guys didn’t come up with cu..”

Everything about Obsessive Collective Disorder does just enough to not suck but not enough to wow me.  The minimalist graphics are tiring and bland.  The level design freshens things up with new obstacles every ten stages, but some of the challenges are copied and pasted far more than needed.  If this makes it seem like I hated the game, I actually didn’t.  It’s short enough to not feel like you’re taking a vacation on death row.  The level design is fair, I guess.  Ultimately, it never feels like you’re trying to shout at the tide to turn back.  It’s a punisher that feels doable.  Assuming you don’t play on Hardcore mode which gives you a limited amount of lives.  Some whack jobs might give that a chance.  Me?  Ha ha ha, no.  Still, I recommend Obsessive Collective Disorder.  Not a ringing endorsement or anything.  I guess it’s like saying “if you want to forfeit your dignity to just one Xbox Live Indie Game this week, make it this one!”

Obsessive Collecting Disorder was developed by Super Smith Bros.

80 Microsoft Points washed their hands seven times, flicked the light switch on an off seven times, then washed their hands seven more times in the making of this review.

Obsessive Collective Disorder is ranked on the Indie Gamer Chick Leaderboard.  Click here to see where it landed

The Top 25 Xbox Live Indie Games of All-Time: Part 5

And finally we wrap things up with the top five titles you can get on Xbox Live Indie Games.  Of course, you could buy the other twenty to go along with these.  Check out the previous parts, starting with part one.  Remember to click the name of each game to read my review.

#5: Antipole

Developed by Saturnine Games

Sort of like: Bionic Commando, only with better controls and God-like powers over gravity.

Why I liked it: Antipole takes a passé genre, the platform-shooter, and invigorates it with a clever hook: the ability to reverse gravitational pull.  The result is a game that is steeped in tradition, but feels fresh and original.  You’ll even encounter some homages to gaming’s past, like a boss fight that will be familiar to fans of Super Metroid.  Antipole has some of the most clever platforming-level design on XBLIG.

How it could have been better: I don’t think Antipole ever reaches its fullest potential.  For the most part, the gravity features never extend outside the most obvious uses.  I don’t know if you could do more with it, but what is here is very basic (and very spectacular).

Who will like it: Manufacturers of red trench coats, would-be superheroes, Michael Jackson.

Who won’t like it: Galileo, Sir Issac Newton, the guys who have to clean ceilings.

#4: Chester

Developed by Brilliant Blue-G

Concept: Take a basic platform-shooter and include the ability to alter the presentation in ways that affect the gameplay.

Sort of like: Mega Man mixed with Nicktoons.

Why I liked it: Chester had the potential to be one of those annoying collect-a-thons that grew old for me around the time Donkey Kong 64 came out.  But Chester avoids that by providing one of the most original gameplay hooks I’ve seen in a while.  The idea is that you collect various backgrounds as you make your way through the game.  Using the bumpers, you can change the entire art style of a level on the fly.  Doing so might also change the strength of your character, or the enemies, or the frequency of which special items are dropped.  You also collect new forms for your character, all of which have different modes of attacks and special abilities.  Combine all that with what is probably the most stylized and breathtaking art of any XBLIG, and the end result is Chester is a winner.

How it could have been better: The conditions for unlocking some of the cool stuff really requires too much time and effort.  I’ve never looked at Xbox Live Indie Games as a source for games that can (or should) take ten or more hours to complete.  With all the crap to find or buy that Chester has packed in it, it will probably take several multiples of that.

Who will like it: Schizophrenics, Ralph Bakshi, Stalwarts.

Who won’t like it: Unemployed Cheetos mascots, grammar teachers, Green Lantern.

#3: Dead Pixels

Developed by CSR Studios

Concept: Zombie apocalypse gone old-school.

Sort of like: River City Ransom (NES) with guns.  And zombies.

Why I liked it: Having never been a huge fan of zombie games, I have to admit that I was pretty leery of Dead Pixels.  Shooting zombies?  Whoopee!  8-bit graphics?  Wow, you don’t ever see that on XBLIG!  But actually my snotty sarcasm was unjustified.  Dead Pixels is amazing.  It’s one of the few zombie survival games I’ve played that actually puts an emphasis on the whole “survival” part.  Yea, you have guns, but they’re limited in ammunition, and you can only buy so much from stores.  Sure, there is a huge variety of items and weapons, but the more you carry, the slower you get.  Yes, you can engage a mob of the undead, but maybe sometimes it’s best to just leg it.  These all combine to make a zombie game that doesn’t feel like a glorified gallery shooter, which has always been one of those things that bug me about zombie games.  They’re more about the body count.  Dead Pixels, on the other hand, is simply about making it out alive.

How it could have been better: A wider variety of settings and enemies would have been nice.  It does have a tendency to feel a little samey after a while.

Who will like it: People unaware that The Zombie Survival Guide is not an actual zombie survival guide, that one stock character that has his shit together in every single fucking piece of zombie fiction ever created, barterers.

Who won’t like it: Hoarders, the Commerce Department, zombies.

#2: We Are Cubes

Developed by 1BK

Concept: You’re a cube and you shoot spheres, because fuck spheres, am I right?

Sort of like: Tempest crossed with Pang.

Why I liked it: I was born in 1989, so the Golden Age of Arcade Gaming was pushing up daisies long before I came around.  I need games like this to make me ponder what I missed out on.  Featuring absolutely lightning-fast gameplay with remarkable wire-frame style vector graphics, We Are Cubes is a neo-retro game that does it right, taking traditional mechanics and using them in original ways that retain a familiarity about them.  It strips gaming down to its core: twitchy, reflexive, fast-paced fun in its purest form.  If this had come out in 1982, it would be remembered as one of the all-time classics.

How it could have been better: The multiplayer modes are pretty weak.

Who will like it: L-7s, neon enthusiasts, teachers trying to find fun ways to explain cell division to students.

Who won’t like it:  People who use the circle when they play Tic-Tac-Toe, things that don’t have corners, Kevin Flynn.

#1: Escape Goat

Developed by Magical Time Bean

Concept: Help a wrongly-convicted (or least I hope so) goat bust out of the clink.

Sort of like: Solomon’s Key.

Why I liked it: I’ve been playing XBLIGs for a year now.  After 240 games, nothing has remotely touched Escape Goat for overall quality.  The two most important factors to me in games are always play control and level design.  Escape Goat is the best in both of those areas.  Play control?  Escape Goat is without peer on the platform.  Level design?  The puzzles are clever, whether they’re logic based or dexterity based, they are so smart and so intuitively constructed that you never feel lost.  And they’re accessible to everyone, not just brainiacs.  It never made it to #1 on my site, because sometimes you don’t know a good thing when it’s staring you right in the face.  I realized that tonight.  While Dead Pixels changed my perceptions on how conventional gameplay mechanics can be retooled for the modern era, and We Are Cubes made me regret that I didn’t grow up in an era where a quarter bought you a chance at glory on a high score table, the one game that will stick with me long after the Xbox 360 is put out to the pasture is Escape Goat.  It is the greatest Xbox Live Indie Game ever made.

How it could have been better: Escape Goat features the Mega Man-ish ability to choose the levels in any order.  Although this works fine, it means that the difficulty can never truly ramp up, and thus there really is never any true head-scratching stages.

Who will like it: Satyrs, Thor, the Sorting Hat.

Who won’t like it: The guy in this video, Steve Bartman, actually the Sorting Hat now that I think about it.  Fucking thing doesn’t even have hands.

The Top 25 Xbox Live Indie Games of All-Time: Part 4

We’ve reached the top 10.  Which are featured right there on the sidebar of this very site.  So much for building anticipation.  Oh well.  You can read parts 1, 2, and 3.  Here are games #10 through #6.  Click the names to read my full review.

#10: Star Ninja

Developed by Bounding Box Games

Concept: Throw bouncy throwing-stars at pirates.

Sort of like: Angry Birds, only better.

Why I liked it: Star Ninja was an early review on this site, but it remains my personal barometer for the potential of Xbox Live Indie Games.  If I had to bet on which of the 240 previous games I’ve reviewed had the greatest chance to be a major world-wide commercial success, it would be this.  It does the “aim & fire” action-puzzler genre better than Angry Birds, and it also features better characters, puzzles, humor, and graphics.  If Bounding Box Games can get this on iPhone, it could very well be the next big runaway hit.

How it could have been better: It’s not always clear what is something that the ninja star will bounce off of and what it will get stuck in, so building the stages out of a more distinctive material is probably necessary.

Who will like it: People who take the “ninja” side in the pirates or ninjas debate, the guys at Disney making a movie where Steven Seagal discovers Flubber, Splinter.

Who won’t like it: Butters, Honus Wagner, Oroku Saki.

#9: Cthulhu Saves the World

Developed by Zeboyd Games

Concept: Help Cthulhu get his mojo back in this comedic 16-bit RPG.

Sort of like: H. P. Lovecraft as read by Mel Brooks.

Why I liked it: Although Zeboyd’s technical masterpiece was Penny Arcade, I thought the writing in that was often mediocre.  In Cthulhu, the idea that you’re playing as the Great Old One kind of wears thin quickly, but the overall story and humor remain strong through-out.  In that sense, it made a hypocrite of me, because I’ve always said gameplay is king.  Penny Arcade plays better, but Cthulhu Saves the World is the better game.  Not that CStW is a slouch in the gameplay department.  The battles are fast paced, the insanity system is fun, and it packs bonus content like developer commentary and an original second quest, all for $4 less than their recent title.

How it could have been better: Zeboyd didn’t realize fast enough that random encounters are a thing of the past.  If you could combine Penny Arcade’s gameplay with Cthulhu’s story, it would have been the #1 game on this site.

Who will like it: People who can spell “Cthulhu” without having to check Wikipedia, Metallica, unimaginative Scribblenauts players.

Who will dislike it: The Roivas family, Hastur the Unspeakable, Megazord.

#8: Miner Dig Deep

Developed by Substance Games

Concept: Dig for precious metals that you use to buy equipment that you use to dig for more precious metals.

Sort of like: Dig Dug – Enemies + Minecraft = Heroin.

Why I liked it: You’ll either grow to like Miner Dig Deep or you’ll hate it immediately.  For months, I had people telling me that I had to play Miner Dig Deep, but they wouldn’t tell me why.  It was suspicious, and a bit ominous.  After a while, I caved in (no pun intended) and bought it.  Then, six hours later, I emerged from a dazed stupor after I accidentally beat the game.  Thank Christ it had an ending, or I would still be playing it.  If you want an actual explanation of why I liked Miner Dig Deep, I can’t really offer you any reason other than “I honestly don’t know.”  The gameplay is repetitive, grindy, and the game is nothing more than a time sink.  Its appeal exists on an almost primal level.  Or maybe it’s a Freudian thing relating to me just wanting to get drilled.

How it could have been better: As I stated, you can beat the game, and then it gives you the option to start over or keep digging up your currently map.  I wish it offered something more.

Who will like it: Geologists, people attracted to shiny things, Solomon.

Who won’t like it: OSHA, environmentalists, canaries.

#7 Chompy Chomp Chomp

Developed by Utopian World of Sandwiches

Concept: Eat-or-be-eaten party game.

Sort of like: Bomberman meets Pac-Man.

Why I like it: With the exception of Worms, I’ve never really been into party gaming.  Chompy Chomp Chomp must have something going for it, because I spent hours playing this online and off, with friends and family, colleagues and acquaintances.  Chompy keeps things simple enough that anyone can pick-up-and-play it.  Vast improvements have been made since the original build, fixing problems with spawning, and thus negating frustration.  With more fixes planned, Chompy has the potential to climb up these rankings.

How it could have been better: A lot of the stages are just no damn good for the type of game offered here, making it too easy to get cornered.  Try to figure out for yourself which ones don’t work before playing this with friends, because they can really kill the mood.

Who will like it: Social butterflies, hospitable hippos, the Donner Party.

Who won’t like it: Dieters, vegans, Katniss Everdeen.

#6: LaserCat

Developed by MonsterJail Games

Concept: Guide a cat around a castle in search of keys.

Sort of like: A 1980s PC -styled Metroidvania.

Why I liked it: I guess I’m a sucker for exploration-based platforming.  LaserCat takes a minimalist approach to this concept.  You have no offensive options at your disposal, there are no secondary items to collect, no cut scenes to sit through, and the whole game takes about two to three hours to finish.  It sounds limited, but LaserCat’s focus on pure gameplay works.  This is one of the most enjoyable experiences on a modern console.

How it could have been better: In order to collect keys, you have to answer trivia questions, some of which are non-nonsensical riddles.  This was done to meet XBLIG’s unwritten minimal shittiness quota.

Who will like it: Subscribers of Cat Fancy, Eleanor Abernathy, YouTube.

Who won’t like it: People with ailurophobia, Saturday Night Live, Mumm-Ra.

Continue to the Final Part

The Top 25 Xbox Live Indie Games of All-Time: Part 3

Continuing from Part 1 and Part 2, here are the best Xbox Live Indie Games, #15 through #11.  Click the names to read the full reviews.

#15: Blocks That Matter

Developed by Swing Swing Submarine

Concept: Solve puzzles and reach an exit by collecting blocks and then linking chains of four of them.  Oh, and it’s a platformer.

Sort of like: Mario mixed with Crafting mixed with Tetris.

What I liked about it: My top 25 might be a little bit on the brain-bendy-heavy side, but I can’t help it.  I’ve seen so many examples of very good puzzle design on the XBLIG platform and yet it I’m still always surprised by how smart they can be.  Blocks That Matter ups the ante by adding a clever hook (pausing the game to arrange platforms) that uses a trendy mechanic (material harvesting) to go with good (if somewhat unintuitive) play control and highly intelligent level design.  This won the grand prize of Dream-Build-Play 2011, and it deserved it.

How it could have been better: While movement and jumping physics are spot on, the controls for opening up the menu and placing blocks on the board never feel natural.  I’m not actually sure how they could do better, but that’s why they’re the game designers and I’m the.. point out what’s wrong.. person.

Who will like it: Blockheads (as in fans of blocks), miners who take the daily Sudoku down into the shaft with them for their breaks, Johnny 5.

Who won’t like it: Blockheads (as in people who skipped to #14 as soon as they read the word “puzzle”), miners who take whiskey down into the shaft with them for their breaks, Slimer.

#14: DLC Quest

Developed by Going Loud Studios

Concept: Satire of the game industry’s over-reliance on up-selling additional content for games you already paid for.

Sort of like: Super Mario Bros. mixed with Idiocracy.  You’re not sure if this is really a comedy or a bleak look into our future.

Why I liked it: DLC Quest mixes parody with an amusement park ride.  It’s not about what you do, but rather just taking in the experience.  The game only lasts anywhere between 30 minutes to an hour, enough time to make its point.  The jokes work, and we know they do because these are the exact same gags we think about when we kid around about the subject matter.  DLC Quest is a send-up, but one made because it feels your pain.

How it could have been better: It really couldn’t have been better.  The things people request most, like more gags or a longer length, would have just made it worse.  DLC Quest did it’s bit and walked away before the joke stopped being funny.

Who will like it: You must pay $1 to unlock this line.

Who won’t like it: Anyone who didn’t laugh at the previous line.

#13: Aesop’s Garden

Developed by Excalibur Studios

Concept: Extract weeds from your prize-winning lawn.  That actually sounds like something children spin on the chore wheel, but trust me, it’s fun.

Sort of like: The Adventures of Lolo, only more so than Crystal Hunters.

Why I liked it: Aesop’s Garden mixes 8-bit aesthetics with some absolutely stunning puzzle design.  Maybe I’ve over-saturated this list with logic-puzzlers, but when judging the top games on the basis of quality, you have to go with the games that are designed the smartest, and the funnest.  Aesop’s Garden probably is the best of the “hard-puzzler” breed on XBLIG.

What could have been better: The controls are touchy as hell, leading to all kinds of unnecessary deaths.

Who will like it: Green thumbs, Nebuchadnezzar II, people who can declare they enjoy hoeing without giggling to themselves about it.

Who won’t like it: Weed-Whacker advocates, migrant workers, Eve.

#12: Pixel Blocked!

Developed by Daniel Turong

Concept: Create patterns using a block gun.  Sigh.  I hate games that sound more boring than they really are when you write about them.

Sort of like: Picross mixed with Bust-a-Move (that’s Puzzle Bobble outside of the US).

Why I liked it: Pixel Blocked! was one of the first games I reviewed, and it stuck with me long after I finished writing about it.  Then the developer drastically altered the game mechanics, and it got even better.  It was the first (and so far only) game to be ranked in my top-ten list, fall off the list, and then return back to it.  The finished product is a very sharp puzzler that is probably the most professionally designed of any XBLIG I have played so far.  Dare I say it, Pixel Blocked! is primed for acquisition from a major developer.

How it could have been better: Although they are unnecessary towards making progress, the game offers some rewards that are borderline unobtainable.  These are typically related towards speed-runs, which have no place in logic-based puzzlers.

Who will like it: People with an abundance of grey-matter, people who don’t have an abundance of grey-matter and wish to grow some, people who have recently destroyed their grey-matter when they decided to give that whole paint-sniffing craze a try and now have buyer’s remorse.

Who won’t like it: People who don’t know what grey-matter is, people who think grey-matter is the stuff between your toes, people who tried to color their grey-matter purple by shoving a magic marker up their nose.

#11: Penny Arcade’s On the Rain-Slick Precipice of Darkness 3

Developed by Zeboyd Games

Concept: Sequel to the previous Penny Aracde RPGs, only this time it’s 16-bit, and on Xbox Live Indie Games.

Sort of like: The Far Side meets Final Fantasy.

Why I liked it: Games that try to look and feel retro often rely on archaic game mechanics and don’t take risks with the established formula.  Rain-Slick 3 takes everything Zeboyd knows has no place in modern gaming and chucks it out the window.  The battles are fast paced, the mechanics are hugely customizable, and the dialog can be very funny.  This is probably the most enjoyable “retro” RPG I’ve ever played from a technical perspective.

How it could have been better: The dialog can be very funny, but it often falls flat, and the banter between the characters can drone on and on forever.

Who will like it: LARPers, Walt Disney’s head, people who always wondered where the guys in RPGs keep all those fucking potions at.  Their pockets?  Where the fuck are black mage pockets at?

Who won’t like it: Tim Buckley, the rest of Walt Disney, that noise that happens when you get a random encounter in games that is now out of a job.

Continue to Part 4

Tales from the Dev Side: The Game Industry Needs More Clones by DJ Arcas

Games similar to Minecraft dominate the sales charts of Xbox Live Indie Games.  Four of the top-10 selling games in platform’s history fall into that category.  The first games on XBLIG to gross $1,000,000 USD are both what are refereed to as “Minecraft Clones.”  I’ve not yet played any of those top-selling games, but I understand why they exist.  The gaming industry has always followed-the-leader.

When Pong first hit the world in 1972, it was immediately imitated, copied, cloned, or outright pirated world-wide.  Even Atari cloned its own baby, releasing such titles as  Super Pong, Doubles Pong, Doctor Pong, Puppy Pong, Hong Pong Phooey, and Pong Arm of the Law.  This continued with Breakout (itself referred to during development as “one-player Pong”), Space Invaders, Pac-Man, Donkey Kong, Defender, Super Mario Bros., Final Fantasy, Street Fighter II, Doom, Bejeweled, Resident Evil, World of Warcraft, and Angry Birds.  Think about it.  There are major studios out there right now who saw the first trailers for Watch Dogs or The Last of Us at E3 and said “guys, we need our own version of that and we need it by Holiday of 2013.  Get to work.”

In an industry where there are few trend setters, it has kind of surprised me how much animosity there is for those that are simply doing what the major studios are doing.  But the bitterness is there.  DJ Arcas, creator of FortressCraft, has dealt with it.  Last year, FortressCraft was the first Xbox Live Indie Game to gross $1,000,000.  I really ought to get around to reviewing it.  But while the first XBLIG-made millionaire continues to tweak his creation, he also has had to deal with the criticism that his game is merely a knock-off of a game that happens to be absurdly trendy right now.  I did once joke that Xbox Live Indie Games needs some form of a 6th Day Law, but DJ has another thought.  Maybe clones aren’t so bad after all.

  Read more of this post

The Top 25 Xbox Live Indie Games of All-Time: Part 2

Continued from Part 1, here are the best Xbox Live Indie Games, #20 through #16.  Click the names to read the full reviews.

#20: Alien Jelly

Developed by Collective Mess

Concept: Sci-fi logic-puzzler where you move a group of gelatinous aliens around a maze.

Sort of like: Cuboid (PSN) as directed by Tim Burton.  Only it doesn’t suck, unlike everything Tim Burton has done over the last decade.

Why I like it: I know logic-puzzle games are not extraordinarily popular.   I would say they are an especially tough-sell on XBLIG, but Alien Jelly really shines brightly with great graphics to go along with some absolutely brilliant (and difficult) level design.

How it could have been better: The camera was terrible, leading to all kinds of problems with perspectives and depth-perception.

Who will like it: Puzzle fans, Sci-Fi fans, you know what?  Fuck it, let’s just save time and say “nerds.”

Who won’t like it: SETI personnel, Martians, Travis Walton.

#19: Flight Adventure 2

Developed by CAVOK Games

Concept: Pilot a P-51 Mustang across a beautiful landscape in this shockingly detailed flight simulator that is officially licensed by Boeing.

Sort of like: Take your pick of any flight sim out there.  It’s like that.

Why I like it: I’m not into this genre.  At all.  But Flight Adventure 2 absolutely hooked me.  Don’t get me wrong, it’s anything but newb friendly.  Yet the game has no actual “goals” in the strictest sense, freeing you to not feel any pressure to perform.  It’s just about flying around and enjoying the sights.  But it’s done in a very impressive way.  It was released before the file size limit for XBLIGs was increased to 400MB.  I’m actually scared what these guys could do with the extra space, considering that Flight Adventure 2 had incredible draw distance, mostly realistic physics, and even online multiplayer (with a tacked on and somewhat dull race mode).  It’s also worth mentioning that this is Brian’s favorite XBLIG by a vertical mile.

How it could have been better: More landscapes, planes, or modes.  I sure hope Flight Adventure 3 is on the way.

Who will like it: Amateur aviators, armchair pilots, people with pteromerhanophobia.

Who won’t like it: People with pteromerhanophobia, Germans, The Big Bopper.

#18: TIC Part 1

Developed by RedCandy Games

Concept: A mechanical robot man thingie tries to save the environment from evil oil drillers.

Sort of like: Any non-threatening, Nintendo-esq platformer.  For some reason it reminded me of Super Princess Peach (DS).

Why I like it: XBLIG is populated by platformers that want you to suffer, but TIC is a tender loving game that would rather you enjoy the experience instead of cursing the day the spike was invented.  The production values are nothing short of spectacular, but the smooth gameplay and excellent level design really put this one over the top as one of the best of its genre on the format.

How it could have been better: As the name implies, TIC: Part 1 an incomplete game.  It’s been a year since I played the original and there has been no word on when Part 2 can be expected, which does sour the experience.

Who will like it: People who try to live “green”, Greenpeace, The Jolly Green Giant.

Who will dislike it: Sarah Palin, Texans, Hoggish Greedly.

#17: Minigame Marathon

Developed by Battenberg Software

Concept: Fast-paced minigames that you try to complete in as minimal time as possible.

Sort of like: Nintendo’s WarioWare series done with old-school game concepts.

Why I liked it: WarioWare, Inc.: Mega Microgame$ was undoubtedly my favorite Game Boy Advance game (and I would consider calling it the absolute best game I’ve ever played.  Feel free to ponder that for a while), and Minigame Marathon is as close as I’ve seen an XBLIG come to that.  But while WarioWare focuses on absurd themes and juvenile humor, Marathon looks to gaming’s distant past for inspiration.  Bite-sized versions of Pong, Frogger, Breakout, and their kin are sandwiched together in a game that’s potently addictive.

How it could have been better: In split-screen multiplayer, the graphics get too scrunched down, rendering some of the games nearly unplayable.  The game features online leaderboards, but not multiplayer, and that’s a shame.

Who will like it: People with short attention spans, speed-run enthusiasts, people with short attention spans.

Who won’t like it: Fans of the color blue, Pheidippides, Rosie Ruiz.

#16: Orbitron: Revolution

Developed by Firebase Industries

Concept: Try for combos as you shoot down enemies while under a huge time crunch.

Sort of like: Defender if it was remade today like Pac-Man Championship Edition.

Why I liked it: Orbitron: Revolution has professional-level graphics, a true rarity on XBLIG.  But that has nothing to do with why I like it.  The gameplay is pure white-knuckle, high-pressure, score-driven, golden-age era fun.  It really is like Defender, only with a time limit and without any little dudes to rescue.  I never liked those guys much anyway.  The constant rescuing of them really harshed my mojo.  Orbitron is currently priced at 80MSP, but the price goes up to 240MSP on July 9, so get it now.

How it could have been better: Each wave of enemies spawns in different positions on the board, and sometimes achieving a high score is dependent on having a wave spawn in a way that is just perfectly set up to string together a combo.  Success in Orbitron is not totally dependent on luck, but that unquestionably factors in, perhaps too much.

Who will like it: High-score fans, Eugene Jarvis, guys who have Buckner & Garcia’s “The Defender” on their iPod.

Who won’t like it: People who like the ability to reverse, guys waiting for Radarscope: Championship Edition, Darth Vader.

Continue to Part 3

The Top 25 Xbox Live Indie Games of All-Time: Part 1

As promised, I’ll close out my first anniversary celebration in style.  Here we go, the Top 25 Xbox Live Indie Games of All-Time.  According to me at least.  For the sake of this not taking up too much space, and because I’ve been having trouble finding time to write this out, I’m breaking this up into five parts  If you’re looking for the very best Xbox Live Indie Games has to offer, this is where you should start.  As a reminder, you can purchase all 25 games on this list for less than the price of one single disc-based release.  25 amazing games for the price of 1?  How can you say no to that?  You can click on the titles to read my reviews.  You can also visit the Leaderboard to see what the remaining twenty games are.  I really kind of did this in the wrong order.  I suck.  This list doesn’t.  Let’s roll!

#25: Crystal Hunters

Developed by DreamRoot Studios

Concept: Collect crystals while avoiding enemies in this top-down logic puzzler.

Sort of like: The Adventures of Lolo (NES)

Why I like it: Crystal Hunters is an intelligently designed game.  Puzzlers on XBLIG sometimes forget to properly scale the difficult level, dumping players off in the deep-end early on.  Crystal Hunters eases players into the mechanics of the game.  Make no mistake though, the difficulty scales up hugely towards the end.  If you like mind benders, this sucker will go all origami on your brain.

What could have made it better: The play control is pretty touchy.  The graphics are small in resolution.

Who will like it: Mensa types, eggheads, grizzled old prospectors.

Who won’t like it: Dummies, the recently lobotomized, girls named Crystal Hunter.

#24: Lair of the Evildoer

Developed by Going Loud Studios

Concept: Fight various undead enemies while trying to escape the lair of an evil genius in this twin-stick shooter.

Sort of like: Zombies Ate My Neighbors (SNES) if it was a rogue-like.

Why I like it: Lair of the Evildoer is an intense, though very clever shooter.  Games that feature randomly-generated levels tend to feel generic, but Lair of the Evildoer is overflowing with personality.  With a wide variety of enemies, weapons, and customizable stats, this is probably one of the most intelligent shooters on the platform.

What could have made it better: It was practically begging for co-op.

Who will like it: Shooting fans, zombiephiles, Austin Powers.

Who won’t like it: Shag carpet salesmen, actual evil geniuses, human resources managers.

#23: Wizorb

Developed by Tribute Games

Concept: Old-timey brick-breaker with some RPG elements peppered in.

Sort of Like: Arkanoid set in Middle Earth.

Why I liked it: In my original review, I absolutely scorched Wizorb.  And I regret that I wrote that review the way I did, because I failed to articulate that I really did like the game.  I’m not exactly a fan of the genre, so the fact that Wizorb held my interest until the end is kind of a miracle.  The only other brick-breaker that has done that for me is Shatter on PlayStation Network.  The charming 8-bit graphics that are without a tinge of a modern influence are among the best of their breed on XBLIG.  Wizorb is really special.

What could have made it better: The RPG stuff is mostly smoke and mirrors, so I wish they had gone further with the concept than they did.

Who will like it: Retro gamers, Breakout enthusiasts, demolitionists.

Who won’t like it: Bricklayers, union contractors, people who would rather be the Elforb instead of the Wizorb when they play Dungeons & Dragorbs.

#22: Johnny Platform Saves Christmas

Developed by Ishisoft Games

Concept: Yuletide puzzle-platforming.

Sort of like: The Game Boy version of Donkey Kong.

Why I liked it: The sequel to Johnny Platform’s Biscuit Romp (#36 on the Leaderboard at the time of this writing) combined fast-paced platforming with some clever level design and puzzles.  There should be more games like this on XBLIG.

What could have made it better: Both Johnny Platform games feature a useless lives system that halts progress and forces replaying previously beaten levels for no reason whatsoever.

Who will like it: Platforming fans, people who like puzzlers that don’t require an IQ north of Albert Einstein, Ralphie.

Who won’t like it: Children on the naughty list, the Grinch, people waiting for Johnny Platform’s Hanukkah Brouhaha.

#21: Lexiv

Developed by Andrew Gaubatz

Concept: Build cities using words and parts of speech.

Sort of like: Scrabble and Sim City had a beautiful baby that is potentially a genius and occasionally shits on you.

Why I liked it: Lexiv is probably an acquired taste that requires a love of word games mixed with a deep fondness for simplified Sim City-esq strategy and maintenance.  Despite being a very rough build (I would safely call it a beta), you can see the potential.  I could see Hasbro licensing this and branding it as Scrabble City.

What could have made it better: Every stage begins with “L-E-X-I-V” as the starting word that you have to build on.  This is incredibly stupid because X and V are not the most versatile letters.  I actually hate V more than X.  V’s are the wisdom teeth of Scrabble.  When they show up, they cause nothing but pain and are in dire need of extraction.

Who will like it: City planners who play crossword puzzles, crossword fans who aspire to be city planners, those little shits that make the Scripps finals.

Who won’t like it: Pepole hoo relie to munch un spel chek, the dude who was planning to make “Words of Warcraft”, Charlie Brown.

Continue to Part 2

Tales from the Dev Side: What Xbox Live Indie Games Have Meant to Me

Trust me, nobody was more surprised that Indie Gamer Chick caught on than I was.  And I was even more caught off guard when I realized that I was starting to have an influence on the Xbox Live Indie Game community.  A positive one at that.  At most, I figured I would inspire people to raid my house with pitchforks and torches to tar and feather me while setting my dog on fire.  Instead, people actually use my reviews and my editorials as a case study on what people from my generation (gamers who started during the 32bit era) expect from gaming.  I have to admit, I never figured anyone would seek my advice when it came to game design.  I’m still a little stunned by that.  Part of me is flattered, while the other part thinks you guys need your fucking heads examined.

Realizing that I had something special going with Indie Gamer Chick, I thought about how so many people who come here previously had little to no awareness of Xbox Live Indie Games.  Obviously the lack of promotion on Microsoft’s part shares some of the blame for that.  But part of it is undoubtedly the fact that indie developers typically are faceless to the gaming population as a whole.  That’s not exclusive to XBLIGs, by the way, but I doubt anyone will be rushing to make an award-winning documentary on the trails and tribulations of creating Escape Goat.

It was in that spirit that I came up with Tales from the Dev Side.  Well, that and the fact that it would be an easy way to get content on my site without having to do much work myself.  Again, laziness prevails!  Since starting the feature in December, readers have enjoyed a wide range of topics from pricing to community acceptance.  Hell, one in particular has been cited as the definitive piece on creating online multiplayer games on the platform.  It’s really incredible to me how receptive my readers have been to the variety of topics discussed by developers here.  Thousands of views have been achieved between them.  The people want these, and I want you to contribute them.

Xbox Live Indie Games are niche.  The market is small.  The community is small.  But the people involved are wonderful human beings.  Being Indie Gamer Chick has changed my life, and all I do is write about the games.  I wondered if any developers out there would want to talk about what XBLIG has meant to them.  The results were, in a word, overwhelming.

Read more of this post

Introducing the New Indie Gamer Chick Leaderboard

One of the most popular features on my site has been the Xbox Live Indie Game Leaderboard.  But, I have to confess that I wish I had held off on implementing it.  You see, I started the board last August, after only having my site for one month.  Although people have had fun watching it evolve over the last eleven months, there have been games that probably would have never had a shot of making it today, and other games that would have made it on if I had played them earlier.  Maybe that’s the nature of such a ranking, but still, I wish I had waited until today to put it up.

But, I didn’t.  I can’t go back and do it over again, but I can make the board what I always envisioned it would be.  I based the concept on the Leaderboard on the BBC television series Top Gear and its Power Lap Time board.  On the show, they rank every car they’ve reviewed against each-other.  Although I don’t want to put every single game I’ve reviewed on the board, my intent has always been to have more rankings.  When my first anniversary approached, Brian and I talked about my options, and we both agreed that genre-based Leaderboards made the most sense.  So I started to put them together.

Here was the problem with that idea: developers have funny views of what genres their games belong to.  Dead Pixels, a shooter that has some stat-upgrade attributes, was labeled as an RPG.  Huh.  Party game Chompy Chomp Chomp was set up as an Action-Adventure title.  Weird.  Cute Things Dying Violently was listed as a platformer.  Okay, now you guys are just fucking with me.

Check out that platforming action. Super Mario ain’t got shit on this.

I do get it.  Puzzlers don’t attract a lot of interest.  Trust me, I know.  Every time I review one my page views nose dive like Mark Zuckerberg listed them on the stock exchange.  Still, that didn’t help me too much.  Brian and I kicked around the idea of assigning genres ourselves, but fuck it.  That would require more work than we’re willing to put in, so laziness prevails, as laziness tends to do.  Instead, I would take every game that received a positive review and rank them all against each other.  Wait, now.  I demanded the lazy solution.  That sounds like a lot of work!  Sigh.

After a few weeks of sorting and debating, I ranked all 105 games that received a “positive” review from me.  There has been some controversy in the process.  People have said that this is in violation of my “no review scores” policy.  It’s not.  If I said games 1 – 10 got 11 1/2 gold stars, maybe.  What I’ve done is just say which games I would prefer to play over others.  The process was actually very simple.  Have you ever been to the eye doctor?  Do you know the part where they ask you if image A is “better or worse” than image B?  That’s what I did, with every game on the list.

The board is now up, and you can go check it out for yourselves.  I’m very, very satisfied with the rankings.  They accurately represent my views on the top games on the platform.  The list is good.  The list is absolute.  I’m going to hell for using those lines on a video game list.  But, the list will always be changing.  New games will be added weekly.  Well, assuming I play good games that belong on it.

I would also like to point that the leaderboard operates with a paid sponsorship.  I had been getting inquires for months asking if I would take advertisements on my site.  I was against the idea of trying to make profit off Indie Gamer Chick.  I feel that the minute I start treating this like a business, it stops being my hobby and starts being a job.  I don’t want that.  I don’t need that.  So I had to think of a way to make it work, without my site looking like a billboard.

There are two really wonderful charities out there that I have benefited from in my life.  One is called Autism Speaks.  They’ve made amazing contributions in the field of autism research, but directly help the lives of those in the community that are affected by it.  The other is the Epilepsy Foundation.  As you can imagine, being a gamer and being epileptic mix about as well as Seth Brundle and a house fly.  The Epilepsy Foundation is dedicated to targeted research towards discovering the causes, triggers, and ultimately the cures for people like me that live with this condition.

If you want to sponsor the Leaderboard, I don’t want your money.  But these charities are worthwhile causes that will benefit many people all over the world.  So instead of giving me your money, give it to them.  If you want to sponsor the board, contact me and we’ll discuss the terms.  Sponsors will need to provide a receipt confirming donation to one (or both) of the charities above.  If you are donating with the intention of setting up a sponsorship here, do not do so before discussing it with me first, as the current sponsorship is locked up through September of 2012 and I’m already in discussion with other potential sponsors.

Official sponsor of ranking games.

That’s pretty much it.  I want to thank the community for their support.  I want to thank my first sponsor, Mario Wunderlich, whose game Count to a Billion (appropriate, no?) will be launching soon on iPhone.  In closing, I want to put this out there to all developers: challenge me.  If your game is on the board and you think you can do better, prove to me you can.  Patch your game, and let me know it.  I never turn down playing a game a second time.  If your game missed the board the first time, fix it and try again.  The worst thing that can happen is your game stays off the board.  Well, you’re already doing that.  But maybe you can make the board.  Since starting this site, I’ve had developers on the board credit their placement on the top ten with sales spikes.  That can be you.  It should be you.  And I want it to be you.