Triviador stripped of Indie Gamer Chick Seal of Approval

Update: Triviador is fixed and the Seal of Approval has been reinstated.

Well, this is a first.  Last month, I reviewed a really fun Facebook game called Triviador, which I awarded the Indie Gamer Chick Seal of Approval to.  I’ve never had to retract my Seal of Approval from a game after it won it.  Unfortunately, I have no choice but to do so with Triviador.  In November, the game received an update, taking it from its beta stage into a more polished, final version.

Unfortunately, the updated graphics are the only positive thing that came from the change over (and they’re not really that much better).  Triviador is so full of glitches now that unfair losses or cheap wins earned when another player gets dumped out of the game are sometimes more prevalent than a fully functional round.  The chief problem is disconnects.  Triviador frequently hangs up and disconnects players.  At least once every four games I was disconnected.  On games where it didn’t happen to me, it would typically happen to one of the other players, which eliminates the thrill of victory and the entire point of the game all at once.  This only happens during the fastest-finger tie-breaker questions, but it happens constantly.  This problem also doesn’t seem to discriminate between different operating systems or web browsers.  Often, the disconnects seem to be tied to using the premium boosters that you can either acquire through gameplay or purchase with real money.  I spent $9 to buy a stockpile of parrot and telescope boosters, but the game most frequently locks up when attempting to use those.  At the time I bought them, Triviador was stable and playable.  I wouldn’t have bought them in the game’s current state.  Nobody would have.

Such a shame.  Triviador was a wonderful game.  But the latest update is unstable.  In a game where experience points are based around winning streaks, making sure wins and losses are achieved via fair means is very important.  Unfortunately, those streaks are impossible to maintain because you’re unlikely to be able to play too many games before getting taken out via a disconnect.  For this reason, I have to strip Triviador of its Indie Gamer Chick Seal of Approval and remove it from the Leaderboard.  I have never seen a game so thoroughly ruined by an attempt at improving it in my life.

OMG HD Zombies

When the Indie Gamer Chick Leaderboard went multi-platform a couple of months back, OMG Zombies for PlayStation Mobile was the biggest surprise for me, and for most of my readers.  It landed #12 on the board.  It’s especially surprising considering that my previous review of it was a grand total of two paragraphs done as part of a shitty PlayStation Mobile round-up.  When the time came to start ranking every single game I had reviewed that qualified as an Indie, nobody was as surprised as me when I got to OMG Zombies.  I rank the games by comparing each game to the bottom game on the list. If I like it more than that game, I move up to the next game, and so forth, and so forth.  As it turned out, I would rather play OMG Zombies more than all but eleven other indie games.  That’s pretty significant.

This is either a picture of OMG HD Zombies or a picture of Wal Mart an hour after Black Friday begins.

One thing I’ve always wondered about zombie apocalypses: who cleans up the mess after all the zombies are gone? Seriously.  There are seven billion people on the planet, and all but a rag-tag group of ethnically-diverse outcasts with hearts of gold manage to survive.  What then?  Can you imagine the stench of seven billion corpses? I imagine it would be like E3, times seven billion. I would fucking kill myself just to avoid that. “Cathy, your turn for clean-up duty. Put on some rubber gloves and head to Topeka and get rid of..” BANG!!  “Oh.  Um.  Hey, Larry, another one shot themselves! Guess you’re working overtime again!”

OMG HD Zombies just hit Vita, for the modest price of $4.99.  It’s been out in Europe for months now.  The delay is probably some kind of payback for dragging our feet on the whole Hitler thing.  Hey, our President at the time was a cripple.  We couldn’t do anything but drag our feet.  Meanwhile, I’m curious why they delayed it.  I mean, yea, a zombie game releasing a couple of days before Halloween I guess means something.  Or it would, if there wasn’t a new zombie game every fucking day of the year and twice on Christmas.  Also, despite the “HD” tag, it doesn’t really look all that much better from the PlayStation Mobile version.  Maybe a little cleaner, but not so much so that I would call it a significant upgrade.

And with this new port comes some added technical issues.  Nothing directly tied to the gameplay, but navigating the menus was bothersome because the area of the touch screen that actually registers your touches seems too small.  I would poke and jab at the X in the corner of the dialog box trying to close the fucking thing and had to keep stabbing at it until the game was satisfied that yes, indeed, I wanted to close the dialog box.  This also happened sometimes with the larger “restart stage” box and the “back to the map” box.  Why make such a big fucking buttons if only small parts activate them?  Finally, I crashed the game a few times.  I’m used to this phenomenon, but OMG Zombies threw in the added twist of crashing so badly that the whole Vita had to be given a hard reset.  I think this happened while the game was saving, because when I rebooted it, the game had an error appear between every level, which caused a minute-long pause.  My attempts to run through the game a second time were officially dead, so I had to delete the save file and start over from scratch.  This certainly makes me wonder if the HD port is the one to go with right now.  The other two versions have less features, but they’re stable.  OMG HD is not.

In case you don’t know, the concept is you fire upon a crowd of zombies, who then explode like giant anamorphic piñatas.  Any zombies caught in the splash damage also explode, setting off a chain reaction.  Thus, you can clear an entire screen of zombies in a couple of shots.  OMG Zombies isn’t the first game to do this, but it’s the first one I played that I got completely hooked on.  When I played the PSM original, it became the first game I was so locked on that I ran the battery completely out trying to finish.  OMG HD Zombies became the second game I’ve done that with.  So potently addictive is this that, even with multiple crash issues, I kept coming back to it.

This is either a picture of OMG HD Zombies or Wal Mart an after hour Black Friday sales begin.

This is either a picture of OMG HD Zombies or Wal Mart an after hour Black Friday sales begin.

What’s really bizarre about the time sinkyness of OMG Zombies is that this isn’t exactly a game that puts your skills to the test.  Most of my best rounds of OMG came down to just plain stupid luck.  The placement of the zombies, the exploding barrels, which direction the last remaining stragglers walked, or which direction they fired off their splash damage. While talking with Cyril Lachel of Defunct Games, we genuinely questioned the amount of skill the game required.  Cyril went a little nuts with the concept, laying out exactly how well he was able to do on specific levels, blind versus aimed.  It’s actually a fascinating read, and I highly recommend it.  I didn’t take quite as many notes as him, but I did make a few observations on this.  If I had my zombies leveled up enough, so that the screen was filled with them, I might do as good closing my eyes and randomly poking a spot on the screen as I would taking my time and aiming.  Maybe.  But, at best I could do equally as good.  Never better, no matter what level.  And if the level contained exploding barrels?  Forget about it.  I always did better aiming.  So, you can’t really play OMG Zombies better blindfolded.

That doesn’t mean luck isn’t the prime factor in success with OMG Zombies.  Unless you possess super-hero like perception, there is no way you can keep track of the placement and aiming of every zombie on-screen.  Once you fire that initial volley, you’re kind of at the mercy of the chaos that ensues.  On top of that, many of the ways the zombies detonate each-other is based entirely on chance.  When the solider zombies die, they squeeze off a round of gunfire that sprays in a random direction.  When the head-popping zombies die, their head lands randomly somewhere on the screen.  When the electric zombies die, they shoot electricity off in a random direction.  When the acid-melty zombies turn into a puddle, you have to hope against hope that none of the zombies walking that way change direction and miss it entirely.  It’s never boring, but damned if there wasn’t multiple times I was left screaming “TURN AROUND AND FACE THE OTHER GUY YOU FUCKING SKIDMARK!” while waiting for a zombie shamble around in the right direction.  Above all else, OMG Zombies really needs a fast-forward option.  Waiting for the slow-pokes to move into position is the only time the game becomes tedious.

Yea, the addition of new zombies was cool, but it doesn’t do enough to freshen up the experience.  Is OMG HD Zombies a good game?  Absolutely.  One of the most satisfying games I’ve come across since starting Indie Gamer Chick.  The problem is, OMG Zombies was already a good game.  I guess it’s like comparing Street Fighter II to Street Fighter II Championship Edition.  Is the latter version good?  Sure, but you’re just fine if you only have access to the previous version.  And really, Laughing Jackal, you need to clean up those crashes.  Everyone is having them, and in all kinds of spots.  Cyril crashed twice from the stage select screen.  I crashed three times trying to skip the tally and either replay a stage or return to the stage select screen.  This never came up in the four and a half years (at least it felt that way) it took to get this from the UK to the US?  And why did you make this in the first place?  Shouldn’t you be working on Cubixx 2: Cube Harder?

OMG HD Zombies was developed by Laughing Jackal

OMGIGC_Approved$4.99 think this game is begging to be remade as an ad-supported title sponsored by the team of Coca-Cola and Pop Rocks in the making of this review.

OMG HD Zombies is Chick-Approved, but I’m lumping it in with the original review of OMG Zombies on PlayStation Mobile and keeping it where it was on the Leaderboard.  Because laziness is the American Way.

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.

Triviador

Update 2: Triviador’s problems are fixed and the game’s Indie Gamer Chick Seal of Approval has been reinstated. Don’t fuck it up again, guys.

Update: Triviador updated in November, leaving its Beta stage of development. Unfortunately, the update has wrecked the game, causing numerous problems with disconnects for all players regardless of operating system or web browser.  For this reason, I have to strip Triviador of the Indie Gamer Chick Seal of Approval at this time. The problem has been ongoing for weeks. The developers are not active in Social media and I can’t see any acknowledgement of problems. If the game is fixed, I’ll reinstate the Seal of Approval. For more details, read this follow-up notice. The review below is no longer accurate.

Triviador is a Facebook-based trivia game that seems to be permanently locked in a beta-stage. I discovered it Friday night while talking with DefunctGames.com owner Cyril Lachel about which board games could transition to Facebook the best. You would think stuff like Scattergories would be a perfect fit amongst the types of social-oriented, quick-and-simple to play fair you see on Facebook. You would be wrong. Hell, Facebook doesn’t even have a board game category. It does have Word & Trivia, which mostly contains knock-offs of Scrabble and its cousins. You’ll also find a lot of stuff based on game shows, though the Facebook versions are often so divorced from the play mechanics of the show that they’re unrecognizable. As if they’ve seen one episode of the show, years earlier, while under general anesthesia, and tried to create their own version based on that limited knowledge.

Owned.

Owned.

So tracking down classic board games and game shows on Facebook was a bit of a bust, but then I found Triviador. Think of it as Risk meets Trivial Pursuit. At the start of the game, three players are randomly assigned a spot on the map for their castle to go. You then play four rounds to determine how many troops you get and where they start on the map. These rounds are played similar to the fastest finger questions from who Wants to be a Millionaire, only every answer is a number. After these four rounds play out, another three rounds of battles take place. One at a time, players choose a space adjacent to a space they occupy. A duel takes place featuring a multiple choice question, with the winning player taking over the space. If both answer correctly, it goes to another fastest finger question. If this is a draw as well, the first person to enter in the answer gets the space. During a final fourth round of duels, players can choose any space on the board. This is significant, because if you take over an opponent’s castle, they’re out of the game and you get all their points. It also sort of defeats the point of the first couple rounds, doesn’t it?

Castles require three “hits” to take over. I found the best strategy to be putting up a perimeter around my base and playing a defensive-oriented game, then taking over on points during the last round. For the most part, this served me well. The only time I really lost a game is when I was slow on the draw. Or when I didn’t read the questions right. Or when the game decided to troll me with an endless parade of questions related to operas or Broadway musicals. No, I don’t fucking know what year Frank Lloyd Wright was born, nor was I even remotely in the ballpark. Wasn’t that the guy who made The Sims? No? Shut up, Cathy? Okay.

Like I said earlier, Triviador is technically in beta right now, and has been for around two years. I didn’t really come across any glitches or issues, besides the whole “pick any space you want to attack, essentially nullifying the previous three rounds” bullshit. Mostly though, I marveled at just how dumb some people were. Get this: if you knock someone’s castle over, you occupy the space it stood on, which is now worth 1,000 points. If you lose a space, you lose that amount of points and the person taking it over gets them. So, let’s say we’re down to the very last question of the very last round. We’ll say the score is 3,000 to 2,000, with me in the lead. Now, you can go for my castle, which still has a full three hit-points left on it, or you can go for the space worth 1,000 points, of which you only need to beat me once. What do you do? Well, if you’re 90% of the mouth-breathers I played against, you go for the castle, giving me three chances to keep my lead instead of one all-or-nothing final question. But hell, sometimes the game could be tied and the person would still go for the castle, instead of any other piece on the board. Now, mind you, if I win the duel (instead of having us both miss the question), I get 100 points, which means I win. Meanwhile, a player who is out of contention to win has a man on the field who is worth enough points for my opponent to win the game, but he gets totally ignored.

Triviador 2

I don’t know why that bugs me, but it does. I can forgive someone not knowing what the chemical symbol for Tin is or what year Phantom of the Opera debuted on Broadway. Quite frankly, I didn’t know them either. But the vast majority of players I encounter on Triviador didn’t have the slightest bit of common sense when it came to strategy. But, it was totally worth it for those nail-biting match-ups that the game sometimes produced. Heck, I even lost a couple and I’m still utterly addicted to Triviador. If you want to know where I’ve been over the last week, there’s your answer.  I also never had to put a single dime into Triviador to binge-play it. You get five games at a time, with reloads coming pretty quickly. As you start to level up more, you’ll run out of the five freebie games quickly, but you practically trip over “bonus adventures” (I currently have a stockpile of 8 built up), and there’s multiple versions of the game that you can switch between on the off-chance that you completely run out of games but still want to keep going. Triviador is the first really good Trivia game on Facebook and worth your time. Hell, it’s worth it just to laugh at those people who think Joan of Arc was burned at the stake for assassinating President Kennedy.

Triviador LogoTriviador was developed by THX Games

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

 

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.

SD2

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.

Cosmic Predator

I chose to play Cosmic Predator to end my short-lived SHMUP September.

This shooter follows the traditional SHMUP format: you pilot a ship (or alien being in this case), fire at enemies, upgrade your ship, and either finish the end boss or die in a blaze of glory.

Killing creatures as a creature while in another creature.

Killing creatures as a creature while in another creature.

In Cosmic Predator you are a creature of some kind, hurtling through space as you try to get the Life Stone back to save what’s left of your people (“the last of your people,” another trope of this genre). As a sort of “fuel” game mechanic, while you’re taking down the evil corporation that took the Life Stone, you are constantly bleeding or something because in order to stay alive you not only need to dodge bullets and scenery, but also drink the blood of your enemies. If your health bar empties completely, your little dude passes out and dies, left floating alone in the cold darkness of space.

The other twist in this game is that upgrades happen at the end of each mission; you get to choose from regular bonuses such as a ball of protection that hovers around you or a powered up shot that is rather self-explanatory. You cannot alter these upgrades one you have selected them, so your decisions will affect gameplay in later stages. There isn’t anything that will outright ruin the experience, though some areas would be easier depending on which upgrade you pick. One of the best quality of life improvements is an upgrade that pulls the blood of enemies you kill to you rather than making you chase it down. When this is your main way to keep being not dead, this is huge.

One major downside to the game as a whole is that there is no native controller support. The keyboard works okay, but until this I hadn’t played a full-fledged game without a controller, unless it was a first-person shooter, in ages; it felt odd to not have this as a built-in option in this day and age. I talked to a friend about this game, and the instant I mentioned the controller thing, he lost his interest in playing.

The game is funny if you look for it.

The game is funny if you look for it.

There are times, particularly during boss fights, when you know that there is no way to defeat a boss before your health bar fades into nothingness and you’re helpless to prevent this. It’s frustrating because the action moves fast enough to where you don’t watch your health meter all that closely and your character stops responding to your movements because he died at some point. Some additional enemies to refill the health meter would be an amazing improvement.

Spoiler alert?

Spoiler alert?

On the positive side, you don’t have a limited number of lives; you can keep going to your heart’s content. Stages are broken up into sections, so if you die you don’t have to go all that far back to reach where you were. On the harder difficulties you will die a lot. In the later parts of the game you’ll find some good humor here and there on the evil corporation’s signs.

The game isn’t bad, really, but it doesn’t make me want to go back for more. There’s nothing groundbreaking here, but fans of the genre will likely have fun with this title.

logo

Cosmic Predator was developed by Steel River Games.

For a mere $4 you can help save your people by shooting energy weapons out of your nethers.

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.

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.

Strange Japanese Game Whose Name WordPress Won’t Let Me Put in the Title

Today’s game is called 一>◇.  No seriously, that’s the name.  一>◇. It’s a name that search engines and headers will not put up with, so for the purposes of today’s review, I’ll be calling this game the Strange Japanese Game. Not that anyone would actually want to Google it or see it on YouTube. It kind of sucks. Which is a shame because the concept is original and quirky, but a horrible control scheme fails the vision.

Strange Japanese Game is a God Game where you play a giant green hand. There’s little sentient beans walking around, reminiscent of Pikmin. They even grow little spouts on their head. When they have a sprout, you can poke them into the ground. Then, you grab a handful of water from the lake that is the main focal point of the game’s challenge and dump it on the sprout. The sprout then grows into a tree. You can flick the tree with your finger to knock more Pikmin-like-things out of it, but ultimately you want to masturbate the tree (I’m not joking) to shape it into a spaceship. Once you’ve beaten your bush into the shape of a shuttle, you have to load it with the Pikmin-like-things. Doing this will make the ship blast off, scoring points. The object of the game is to score as many points as you can.

After beating your bush, the tree becomes a rocket that blasts off in a shaft of fire and two black balls of smoke.  Sickening thought: someone, somewhere is getting horny thinking about this.

After beating your bush, the tree becomes a rocket that blasts off in a shaft of fire and two black balls of smoke. Sickening thought: someone, somewhere is getting horny thinking about this.

First off, props to the developers for taking the God genre and trying to make a quick actiony arcade game out of it. That took a creative spark and balls, and I appreciate that. Having said that: why on Green Skinned God’s blue Earth did they map every action to the X button? The Xbox controller has four face buttons (six if count the clickable analog sticks) and four shoulder buttons. Strange Japanese Game only uses ten percent of the total available buttons, but the actions performed are very different from one another and possibly consequential. For example, flicking. You have to move the hand and press X to flick. If you stop moving and press X, it becomes grab instead. Except there’s a problem: there’s a slight delay in the game recognizing that you’ve stopped moving, even if you release the stick. Thus, there were times when I let go up the stick and pressed X in an attempt to grab a not-a-Pikmin and instead flicked it into the water, killing it. This isn’t the fucking Atari 2600. Why couldn’t grab had been one of the different available buttons?

There’s also no way to separate the little not-a-Pikmins from each-other. When they bunch up, even an action as simple as planting one in the ground can likely result in killing ones next to it. This gets really frustrating when the creatures turn evil if you let them sit around too long (perhaps they ate something after midnight when I wasn’t looking) and start to attack the good ones. If you let THOSE linger too long, they become tentacles (it’s Japanese, OF COURSE they become tentacles). In order to prevent that, you need to flick the critters into the water. Of course, that typically will result in killing a bunch of innocents. Really, imprecision is Strange Japanese Game’s biggest sin. If you grab a handful of not-a-Pikmins to drop them in the spaceship, it’s hard to line it up in such a way where all of them fall into the ship. Any that don’t die upon hitting the ground, even though they fall the same distance and land safely when you knock them out of the trees you grow.

"For

There’s a really cool and quirky concept at play here. Again, an arcadey God game? Madness! But the slow pace, awful play control, and imprecision of the action kills all potential it had. I truly do feel that the groundwork for something fun and addictive has been laid with this strange Japanese game. With fine-tuning to the controls and something added to the gameplay that would speed up the pace, I think this could be a sleeper hit. Maybe. I should probably note that all the gameplay mechanics above are left up to the player to figure out on their own. There are no instructions in the game, and no on-screen indicators of what to do or how to do it. The only instructions are found on the game’s marketplace page, and in Japanese. I’m a fan of quirk, but being quirky doesn’t have to mean leaving a player to figure out stuff on their own. Then again, this is a game that involves jerking off trees. I imagine writing instructions for such things is a crime in many countries.

xboxboxart一>◇ was developed by Hitmark Brothers

$1 was warned by their father that if they kept doing that, their hand would turn green in the making of this review.

Seriously: horrible name for a game. Horrible. If the game had been good, the name would have doomed it. It’s a game whose title cannot be spread by word of mouth. Sigh. 

Mechanician Alex and Pablo’s Fruit

I’m baffled when unambitious games come along that strive only to look and play kind of, sort of like the classics of ye olden days.  All I can think of is: why?  Why not make them better, or at least give them a different hook?  Especially since those old games already fucking exist and have been played to death.  Hey, not everyone is creative.  But even if you’re uncreative, you must have actually played the games and know what works in them and what doesn’t.  I don’t expect perfection from an indie developer, but I also expect that, as gamers, they know the difference between fun and boring.

I'm going somewhere with this, I swear.  This is Mechanician Alex, a game that from 2013 designed for fans of 80s PC games that fans of PC games from the 80s would have shit on.  In the 80s.

Mechanician Alex, a game from 2013 designed for fans of 80s PC games that 80s PC gaming fans would have shit on.

Then you get into the realm of pure raving insanity, where you try to ape a gameplay style that wasn’t all that good to begin with.  Mechanician Alex wants to be one of those old-timey, single-screened platformers from the Commodore 64 or ZX Spectrum era.  I know a lot of my readers are still gaga over them.  When I reviewed the official XBLIG port of one of the all-time cherished members of that genre, Manic Miner, the old farts that read me were less than receptive to my take on it.  Fine.

But would those gamers be receptive to a game that looks like it could have been a lost game in that series, and plays almost like them, only everything is a little worse?  I’m guessing not.  Strip away the attempt at making a player nostalgic, and Mechanician Alex is simply a bad game.  The controls are atrocious.  Unresponsive controls are a signature of these type of games, and getting used to the wacky delayed timing is supposed to be part of the charm.  I guess if you’re playing a game legitimately made in that era, that’s acceptable.  Well, at least if you’re a child of that era looking to reclaim your youth.  But fans of those games aren’t in denial about the controls being shit.  Why the FUCK would a game made in 2013 try to emulate that?  Manic Miner fans aren’t going to Tweet each other saying “Oh my God, this game controls even worse than Manic Miner.  IT’S FUCKING AWESOME!!”

Mechanician Alex was developed by 3T Games ($1 got a teeny tiny chuckle out of the level where enemies consisted of Rubik's Cubes and the female symbol ♀.  Perhaps the developers were not fans of me or Xona Games)

Mechanician Alex was developed by 3T Games ($1 got a teeny tiny chuckle out of the level where enemies consisted of Rubik’s Cubes and the female symbol ♀. Perhaps the developers were not fans of me or Xona Games)

And the levels are poorly designed too.  The game has a real issue with height.  For example, on one stage you’ll be walking on a cloud that is bumpy, like clouds tend to be.  There’s almost no clearance, and an enemy is scooting back and forth above your head.  Unfortunately, the collision detection is spotty enough that you’re bound to burn lives just trying to get a feel for it, and there’s so many variables on the height that never seem right.  It immediately stinks of a stage that was rushed through production.  Beyond that, if you slip off the cloud, you can’t finish the level regardless of whether you land on a platform or not.  This is really fundamental level design stuff and I shouldn’t have to have explained to you why its bad.  It’s a worst game of the year contender.

Sadly, the same developer recently went on a release spree, and they also brought out a side-scrolling platformer called Pablo’s Fruit, and it’s even worse.  Taking it a step further than Mechanician Alex, it’s a contender for worst XBLIG ever made.  Every gameplay aspect of Pablo’s Fruit is terrible.  Here, the idea is you have to collect all of the fruit in a level to open up an exit.  Movement is slow and jumping is floaty, which makes playing through the levels a tedious chore.  And then you get to the technical issues.  When you take damage, you don’t recoil from it, and you don’t get much (if any) invincibility to prevent further damage.  Thus, it’s conceivable that you could go from 5 “lives” to 0 in a second just from getting pinned next to an enemy.  That’s just utterly lazy, sloppy programming.  This is coupled with poor level design.  In one stage, the level opens with a fruit above your head, out of reach.  At the end of the stage, by the exit, there’s a teleporter that drops you back at the start.  You collect the fruit, but you have to walk all the way back to the exit.  All enemies you’ve taken out are still gone, which begs the question: WHY THE FUCK WOULD YOU MAKE SOMEONE DO SOMETHING SO FUCKING BORING?  Didn’t it occur to anyone making this piece of shit?

And it’s got dumb logic too.  Enemies are beaten by jumping on their heads.  But it’s not always clear which enemies will die when you do it and which ones you’ll pass-through, taking damage along the way.  I made a video to demonstrate.

What the fuck?  By the way, that vulture that’s flying back and forth?  You die from jumping on it too.  Why the hell does a ghost (hypothetically a transparent, dimensional being) die from being crushed but not an insect or a bird?  Is this some kind of PETA subliminal message?

An annoying aspect is there are these butterflies that contentiously fly around.  They're supposed to be in the background, but it's done poorly and thus they often look like enemies in the foreground.

An annoying aspect is there are these butterflies that continuously fly around. They’re supposed to be in the background, but it’s done poorly and thus they often look like enemies in the foreground.

If I sound too negative, please keep in mind that I actively, for days, tried to think of something nice to say about these games.  I came up completely empty.  The sad thing is, both these games are courtesy of the developer of Naoki Tales.  I didn’t like it either, but really, its only true sin was being boring.  These games represent a gigantic step backwards.  Pablo’s Fruit came out a day after Mechanician Alex, and those came out a few days after another game by the same guys, Paper Galactica.  I’m not doing a full review on that (click the link, because Tim Hurley did), but it was pretty fucking boring as well.  Three games, all released in one week.  If I had to ask these guys a question besides “have you ever actually played a video game?” it would be “why didn’t you guys focus on one project?”  Granted, it’s possible that all three games sat in peer review purgatory until the community came out of a coma and put them through to the market.

Pablo's Fruit was developed by 3T Games ($1 asked if Pablo washed his ass in the making of this review)

Pablo’s Fruit was developed by 3T Games ($1 asked if Pablo washed his ass)

Actually, I would have one more question, and this is the most obvious one: would you actually want to play these games if you hadn’t made them?  Would you pay money for them?  Hell, would you play them if they were free?  Yea, that’s three questions, not one, but all of them are valid.  Look, these games suck.  You’re not going to make a lot of money on them.  They don’t even have the absurdity or the charm of Silver Dollar’s low-end, quick cash stuff.  Bad games DO make money on XBLIG, but your stuff isn’t falling into those niches that have such potential.  So don’t rush your games out.  Polish up your work.  Do something wild and creative.  I’ve played four of your games.  Not one of them managed to entertain me or any of my colleagues for a single second, nor did any of them display the slightest bit of creativity.  If I had to guess, I would guess the developers were bored silly making these.  Their existence seems almost cynical.  Both are trying to capitalize on nostalgic memories.  But unless it’s a port of something, you’re not going to lure in day-dreamy nostalgic types.  Being primitive shouldn’t be confused with being a classic, and these games are so primitive that they sacrifice virgins to the sun gods.