Turtle Tale

Turtle Tales comes to us from Saturnine Games, the developers of Antipole. I loved Antipole. I put it in the Indie Gamer Chick Bundle (the second bundle coming in July). And, in the interest of full disclosure, I was pretty good friends with lead programmer Ed Geronimo. Was. Ed tragically died this morning. Someone seems to have bludgeoned him to death with a 3DS XL. Cops have no leads, except that he wrote “Cat..” in blood. So clearly the perp is a giant feline. Probably a Vita fan.

Don’t look at me like that. I’m totally innocent.

Well, before I kil…….. I mean before his accident (you know those 3DSs, they’re death traps), I had a chance to play his latest last game, Turtle Tale. It’s a decidedly old-school platformer/shooter where you play as a turtle with a squirt gun. Does it do any turtle-like things? Not at all. It doesn’t use it’s shell, act timid, eat pizza, or anything. Ed pointed out to me that Sonic doesn’t do anything resembling a hedgehog either. To which I say “hedgehogs are not turtles.” Anyway, using the squirt gun, you have to traverse a variety of levels fighting off a small handful of enemies. It looks like a kiddie game, and at first, that’s pretty much what it is.

And then it gets teeth.

You can’t game over in Turtle Tale, but the sheer douchery of enemy placement and level design will have you screaming in agony. When you take damage, the hero has a Castlevania-esque recoil that often will send you off the edge of a cliff. The recoil is a bit too dramatic, but in addition, you don’t “blink” from damage for very long. Not even long enough to jump out-of-the-way. You’ll often encounter two enemies that criss-cross in their walking patterns. You’ll hit one, bounce into the other, hit it, and continue bouncing until your life is drained or you get knocked off a platform and plunge to your death. This doesn’t just happen once or twice. Hell, the last few stages of the game are designed specifically with narrow ledges so that nearly every hit against you will drop you to your doom.

Turtle Tale

The little witch doctor guys are too damn spongy. Which I guess is fitting, considering that you’re shooting them with water.

And then there’s the birds. The god damned fucking birds. They typically start out of reach from your gun (which can only shoot straight in front of you. Apparently the turtle suffers from Mega Man Arthritis), and swoop down. The seagulls won’t wait for you to do the swooping, meaning if you stand around long enough, you’ll eventually get a clear shot. There’s also toucans, which seem to always appear in pairs and won’t start to drop down until you pass by. Those people listening to me as I played assumed the names of them were “mother” and “fucker” since that’s typically what I screamed out when encountering them. And finally, there’s parrots, which are basically clones of Cheap-Cheaps from Super Mario Bros. All of these enemies are hugely annoying, especially on the final stages where all the platforms are narrow, leading to insta-kills. I don’t know what Ed was thinking when he over did these. Seriously, Ed? Why do birds suddenly appear every time you are near……….. a ledge?

I went back and forth on Turtle Tale. I didn’t like it at all at first. It’s bland, too easy, unambitious, and overly-simple. Most of those problems never resolve themselves. There’s no upgrades for your gun. There’s not a large variety of enemies. The level themes don’t really mean anything, besides a stage or two where you have deal with rising and sinking lava. There are no power-ups to collect. There’s only one boss fight and it’s unoriginal. There are 100 fruit in each stage, and collecting all of them opens a second quest, but if you’re like me, you’ll be anxious for the game to be over with by that point and a second quest won’t be in the cards. But really, Turtle Tale is so bare-bones that I honestly thought it was a game designed for very young children. So, before I made it far enough to realize the difficulty ramps up, I secured a copy for Indie Family Man to let his kids play. I also cashed in my pre-release copy on my neighbor’s 3DS. He’s seven years old, so I figured he was the right age for it. And he liked it! So did Paolo’s kids, though they chose to ignore the fruit as well.

The 3D effects impressed everyone else I showed them to. In all seriousness, while it doesn't directly affect my epilepsy, it does give me headaches and motion sickness.

The 3D effects impressed everyone else I showed them to. In all seriousness, while it doesn’t directly affect my epilepsy, it does give me headaches and motion sickness.

After one of the slowest starts for an indie I’ve encountered here, Turtle Tale does ramp up, and becomes more interesting as a result. But, it’s kind of too late by that point. Probably because Turtle Tale never strives to be unique. The levels are all so basic in design. The kind of levels you would see from a first-year game design student, and not one expected to make the honor roll. Probably the best part of Turtle Tale is the graphics. Although the characters are all fairly generic, it does make pretty good use of the 3D screen, at least from what little I could play with the feature turned on before my brain threatened to have a re-release party in my mouth with this morning’s breakfast as the guest of honor.

But seriously, what happened Ed? I mean, not that you can answer, what with your skull caved in and everything, but seriously. How do you go from making Antipole to this? Well, I guess the answer is he was also busy helping with the sublime Sportsfriends and various other projects. It didn’t leave a lot of room for creativity. The only way its memorable is how it lulls you in with its kiddie coat of paint and then utterly pulverizes you with some of the most unfair (yet still incredibly plain) level design on the 3DS. Maybe I placed too much faith on Ed because of his past accomplishments. I’ll admit, the whole losing my shit and embedding the neighbor kid’s 3DS in his skull was perhaps over-reacting a bit. I mean um………. crap, I guess that counts as a confession. Oh well, I’ll just pay the $50 fine and move along. My condolences to his family. Though really, this is kind of their fault. They should have told him the toucans were a dick move.

Turtle Tale LogoTurtle Tale was developed by Saturnine Games

$2.99 said “see, I can review games by my best buddies and still be objective” in the making of this review. Ed’s corpse totally agrees.

A pre-release code for Turtle Tales was provided to Indie Gamer Chick earlier this week. At Indie Gamer Chick, all reviews are paid for in full by the writer. Turtle Tale was released today on the 3DS eShop and a full copy was purchased by Cathy. For more on this policy, consult our FAQ.

 

Blok Drop U and Color Zen

Today, I played a couple minimalist Wii U puzzlers that are sort of tough to review. There’s just not a whole lot to them. In Blok Drop U, you must eliminate blocks until you can drop the red target block onto a stable, not-deletable platform. Unlike most puzzlers, Blok Drop U makes no attempt to ease you into the mechanics. There’s no tutorial stages that the recently lobotomized would be embarrassed to play. The very first puzzle is an actual puzzle, and you’re left on your own to get the hang of the physics and objectives. In a way, it’s kind of refreshing. But, once you get a feel for the physics, the game loses its teeth quickly. After a few stages, Blok introduces things like saw blades and bouncy blocks. The curve to get the hang of these was relatively small and I finished all 30 puzzles offered here in about 90 minutes. More puzzles will arrive via free DLC, but for now, the pickings are Calista Flockhart slim.

The developers really should have come up with some kind of theme, ANY THEME, for Blok Drop U. Further proof that Portal, for all the good it did, was a destructive force for gaming.

The developers really should have come up with some kind of theme, ANY THEME, for Blok Drop U. Guide a toe fungus onto a nail. Drop the Pope into the Popemobile. Land Hitler’s brain into a Jar. Anything would have been better than nothing. Sadly, everyone wants a sweet, sweet taste of that Portal-style minimalism pie. I’ve said it before and I’ll say it again: Portal has creatively bankrupted an entire generation.

I guess I enjoyed Blok Drop U, but I have a few nits to pick. At Indie Gamer Chick, I almost never talk about graphics. I’m very much a “gameplay is King” type of chick. But, I kind of have to talk about it here. Blok Drop U’s visuals are so dull that it becomes almost tiring. I certainly wasn’t bored by it, but I’m wired to enjoy puzzle games. I think the developers failed themselves as commercial artists here. These visuals almost feel like they’re giving up on attracting non-puzzle fans. Maybe that wasn’t their actual intent, but it feels that way. I know that minimalism is an established style, especially on the indie scene, but games are a visual medium and gamers are looking for stimuli. With the possible exception of the saw levels, Blok Drop U is about as stimulating as a warehouse full of straw.

Blok Drop U was developed by RCMADIAX ($1.99 said the developer is paying for the word "Block" in monthly installments and will finally pay off the letter "C" sometime in 2015 in the making of this review)

Blok Drop U was developed by RCMADIAX ($1.99 said the developer is paying for the word “Block” in monthly installments in the making of this review)

My only other complaint is sometimes the physics seem to screw you over. Like having the target block fall straight down, without sloping, landing flush on a platform, and then rolling. I don’t know how it built the inertia to roll, but that screwed me over once or twice. But again, those are just pickled nits. Besides the short length and the lack of curve, Blok Drop U is a perfectly fine game. It’s also the cheapest game in the entire Wii U eShop at $1.99, and I do recommend it.

Oh, and to address the elephant in the room, YES, it’s on the wrong platform. It should be on 3DS. It just makes more sense as a portable game.

Speaking of which, Color Zen released this week on Wii U. It is coming to 3DS as well in June, which is really the only Nintendo platform it should be on. But hey, they don’t want to let all 47 Wii U owners down, and props to the guys at Cypronia for their consideration.

Like Blok Drop U, you’ve probably played games like this. There’s a colored frame around the playfield, and various colored shapes. Pushing matching shapes causes the entire screen (except whatever shapes are different colors) to become just that color. Keep doing this until there’s no more shapes left to match, at which point you win the round if the whole screen matches the color of the frame. Along the way, they throw in colors like white (which acts as a sort of wildcard) and black (which will eliminate an object instead of painting the screen with it). It’s a fairly simple game, and again, stuff like it has been done before. By the way, I hate it when I struggle to explain a relatively easy concept. Here, just look at the gameplay trailer.

Get it? Okay. You certainly get a lot of content for $4. There’s over 450 puzzles here, and there are different variations, like levels where some objects are mirrored and you move two at once. Overall, it’s a good package and worth the money.

But..

First off, and I know I say this almost every time I bring up the fucking thing, but the Wii U is the completely wrong platform for this game. Levels in Color Zen can be knocked out in a minute or two, making it perfect for portable gaming. In fact, there’s no point in having the television on at all since all the gameplay and action is done with the touch screen.

Side note: I've seen abstract art like this fetch thousands in the Bay Area. Perhaps the developers wasted their time with this silly indie game crap.

Side note: I’ve seen abstract art like this fetch thousands in the Bay Area. Perhaps the developers wasted their time with this silly indie game crap.

As far as the puzzles go, maybe it was just me, but I kind of found them to be easy. It’s simple process of elimination. Since the game tells you the final color you must activate, you just have to identify which object will get you that color and work backwards from there. It’s usually self-evident, and thus I bulldozed the majority of the puzzles, with only a small handful giving me pause. Then again, the game is called “Color Zen” so I’m not sure it was meant to be all that challenging. It’s also worth noting that a friend questioned how I could plow through it so easily when many stages left him positively stumped. As demonstrated by Gateways, Spy Leaks, Aesop’s Garden, and several other titles where I was the only critic that actually finished them, I’m just wired to be good at this genre. Your mileage may vary.

Color Zen was developed by Large Animal Games ($3.99 noted the game is free on iOS and Android but getting all the puzzles found in the Wii U version will still run you $3.99 in the making of this review)

Color Zen was developed by Large Animal Games ($3.99 noted the game is free on iOS and Android but getting all the puzzles found in the Wii U version will still run you $3.99 in the making of this review)

I guess it’s nice that the Wii U is finally getting a decent assortment of games of different genres and prices. However, I’m still waiting for that defining game that can only be done using the Wii U’s unique hardware and controller. We were told that the Wii U was a unique experience that would contain all kinds of games that couldn’t be done anywhere else and it just plain hasn’t happened. I’m issuing a challenge to all indie developers with eyes on Wii U: you do it. Nintendo isn’t. Major third parties aren’t. Someone out there has to have an idea of how to justify this machine’s existence as something other than a cautionary tale for would be console manufactures.

“You better be a good game maker, or else your next console will be a Wii U!”

“NOOOOOOOOOOOOOOOOOOOO!!!”

IGC_ApprovedBlok Drop U and Color Zen are Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.

 

 

King Oddball

There are a lot of Angry Bird clones in indie land. With the market so crowded, it’s tough to stand out. King Oddball tries to be different enough that people watching it will say “it’s like Angry Birds, but..” Laugh if you will, but that “but..” is pretty valuable to have in a crowded market. If you get saddled with just “like Angry Birds” and let it linger there like that, you get dismissed instantly. In the case of King Oddball, it’s “like Angry Birds, but.. you’re blowing up military vehicles with a giant stone pitching smaller stones at the vehicles using your swinging tongue.” You know, just like the Ottomans did.

I appreciate the utter insanity of King Oddball. It harkens back to the days when video games didn’t need to make a lick of sense. I also appreciate the value it offers. $7 nets you a pretty decent amount of levels plus a ton of specialized extra challenges. And calling this an Angry Birds clone is a tiny bit lazy on my part. The mechanics are totally different, with a bigger emphasis on timing and combos. You get three shots in each stage, and can earn extra ones if you kill three or more baddies, or if the rocks bounce back to the king. Well, except when they bounce back and randomly kill the king, in an apparent attempt at a quirky Easter Egg.

While we’re on that subject, another “Easter Egg” is sometimes the tongue will just randomly be smaller. It’s a rarity. It only happened to me once the entire time I was playing the PS4 version, but it was hugely infuriating when it happened. I actively wondered if I had the ability to adjust the tongue-size the entire time, and spent the next five minutes pressing every combination of buttons on the PS4 pad trying to recreate it, cussing a blue-streak the whole time. As it turns out, this is just a random occurrence, sort of the developers trolling the players. On one hand, I’m guessing my reaction is exactly what they were aiming for, and that’s admirable in an Andy Kaufman sort of way. On the other hand, it’s just plain fucking annoying. You can’t call something like that an Easter Egg. That would be like designing a car and saying one of the features is the airbag will randomly go off whenever you’re driving above 60MPH.

I genuinely had fun on with King Oddball, especially when I was carting it around on my PlayStation Vita. Games like this belong on portable platforms, where you’re free to kill anywhere between one minute to one hour or longer, quit at any time, and lose nothing. And, despite all the problems I’m about to bring up, I wanted to see King Oddball through to the end. Plus I fully intend to knock out some of the bonus challenges (stuff like clearing levels in a single shot, or using grenades instead of rocks) whenever I have time in need of murdering.

King Oddball has a lot of problems. It’s not a particularly difficult title. Most of the later stages I cleared out in under a minute or two. Maybe I had just gotten good at it, but the game fails to scale up enough. With the exception of when I was playing on Indie Gamer Chick TV (my suckiness on there I chalk up to performance anxiety), the longest it took me to finish any stage was about five minutes, for this one. It wasn’t unusual for me to string together ten or more stages that I cleared out on my first attempt, even late in the game. And then you get to the finale. It took me about a minute to finish the final stage, at which point a boss battle opens featuring a giant tank. I was actually amped up for this climatic moment. Fourteen seconds later, on my very first attempt, it was over and the credits were rolling. This is the equivalent of one of those finale fireworks on the Fourth of July being a dud. The look of disappointment on my face was later described as “heartbreaking, as if you had just learned of the existence of puppy cancer.”


This shows me playing the final stage I hadn’t cleared (under a minute to finish) and the boss fight (14 lousy seconds).

Maybe I just got lucky. There’s no real way of knowing. There’s no scoring system for the stages, like most games in this genre have. No three star ratings, or gold trinkets, no anything. They’re over and you move on. This of course means no online leaderboards, and thus no way of telling if I’m just fucking insanely awesome from all this indie gaming or if King Oddball really is too damn easy. Oh sure, you do quickly unlock a “diamond mine” that allows you to replay all the stages you’ve cleared, and where the special object is to beat the stages again without using your final rock. But this actually kind of ticked me off. I had already beaten many of the stages with two or fewer rocks remaining, and now you mean to tell me that didn’t count? Fuck that. Some of those incredible shots I made were so lucky that I could never hope to recreate them. Not even on accident. It seems like this diamond stuff should have been part of the main game itself.

The physics of the rocks, which are not uniformly round, often left me screaming in emotional agony.

The physics of the rocks, which are not uniformly round, often left me screaming in emotional agony.

So clearly King Oddball has a lot to dislike about it. But, and I can’t stress this enough, it’s also one of the most addictive experiences I’ve had at Indie Gamer Chick. That might just be on me, but sometimes I finish a game and then have to go back to do all the extracurricular stuff in it just to “get it out of my system.” King Oddball is the king of that in 2014 so far. Over the course of writing this review, I had to go back to, ahem, “check it against my notes” about five to six times. All the silly extra challenges are worth a look (except the Diamond crap). Hell, there’s even an entire second world. The way you unlock it is silly and a waste of time (why not just have it unlock when you beat the game?) but at least real effort was put into it, instead of it just being mirrored versions of the original stages. It’s an anomaly for sure: both ambitious and unambitious, King Oddball packs a ton of content, but it could have used more reasons to keep you interested. I can easily recommend it, but I can also see why it leaves many players feeling blue-balled.

King Oddball logoKing Oddball was developed by 10tons Ltd.

IGC_Approved$6.99 (Cross-Buy PS4 & Vita) noted that I could have saved $4 and picked this up on iPad instead in the making of this review.

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

 

 

Indie Gaming Doom and Gloom

This article on Eurogamer by Christian Donlan is saying that we’re saturating the market with games, particularly on mobile and on digital distributors such as Steam. For every Flappy Bird there are a hundred clones. For every AAA game released on Steam, there are ten games that had no business being greenlit getting greenlit. We are heading for another video game crash.

The Atari version of Pac-Man is unquestionably more responsible for the great crash than E.T. It's also potentially lethal for Cathy thanks to the insane flickering.

The Atari version of Pac-Man is unquestionably more responsible for the great crash than E.T. It’s also potentially lethal for Cathy thanks to the insane flickering.

There certainly is no shortage of games these days. On May 1 and 2, 2014 alone, there were twenty-one indie games released on Steam and seven on Desura. We are living in a sea of virtual bliss. Back in the day, a shortage of games is something that Atari was trying to prevent and they made certain that they had a large library for their consumers. The problem though, was they went for quantity, not quality. With a glut of crapware, such as the infamous E.T., Atari did itself in as bad game after bad game was released. When nothing but shit is coming out, people see the pattern and they stop buying games.

A few things are different in this generation that differ from the era of the video game crash in the 80s, primarily, the internet. With 28 games released in only two days, one could argue that the same problem that plagued Atari is plaguing us again. However, is it such a bad thing? It’s been this way for some time and I don’t see any sign of a crash.

Thanks to the internet, we have ourselves multiple ways to talk to each other about what we’re playing, see what others are playing, and a number of outlets to purchase games from. We can now vote as a community as to which games are great and which games to avoid. Ranking systems which are player-driven in real time rather than making us wait for a monthly gaming magazine to give us review scores. We don’t have to wait for our neighbor down the street to save up the cash to gamble on a game that “sounds” cool. We can pull up a review in seconds, view clips on YouTube, and download a demo of the game.

Flappy Birds might suck, but and it might be getting cloned to death in the most pathetic gold rush in gaming history, but it is NOT going to crash the industry, people.

Flappy Bird might suck, but and it might be getting cloned to death in the most pathetic gold rush in gaming history, but it is NOT going to crash the industry, people.

App markets and digital game markets have been flooded with crap for years now and the industry hasn’t crashed. The best tend to rise through the ranks thanks to curation and a social community that ranks the best. With so many games though, I’d argue that it is possible, even with all of our tools to help good games succeed, that some may be overlooked. It’s harder to stand out with so many other games to compete for gamers’ attention.

Don’t stop trying though. Make a good product and do what you can to get your voice heard. Part of the reason I started game reviews is to help people out be it by pointing their game out, or giving my thoughts on improvements that could be made for their next game.

We are not heading into a crash and anyone who says to is fearmongering. We’re in a great era for indie gaming and in the gaming industry as a whole. Knock that shit off.

Note from Cathy: this is Miko’s first editorial at Indie Gamer Chick. I quite liked it! Be sure to give feedback and encouragement. Make sure you follow her on Twitter too

Super Broken Games

This isn’t going to be my most glowing review. So before I get to the guts of this game, I want to talk about the game’s developer. His name is Daniel Navarro, and he’s a class act all the way. I stupidly downloaded Super Broken Games off the Xbox marketplace without screening it. I took a look at it and thought “oh hey, it looks like WarioWare! Fucking sold!” But, as it turns out, the game was not remotely accessible by me due to my epilepsy. I later found out that some of the effects were able to be switched off, but the way that was laid out was confusing, and it didn’t catch everything.

Daniel showed tremendous concern for me. He patched the game for myself and potentially others who live with photosensitive epilepsy (if you do, you should consult your doctor before attempting to play any game, as there is no such thing as “epilepsy safe” if you have it). Within a week, Super Broken Games had its potential triggers rendered optional. Not removed from the game. I’m not trying to activate a Jester’s Cap on developers and remove the fun stuff for everyone else.

screen1

Effects switches (or “The Switch” for short, which I’m trying to get popularized in gaming lexicon) are becoming more common, but I always get very emotional when a developer includes one. I didn’t like Super Broken Games, but I have much love and respect for Daniel. Thank you.

Now then, Super Broken Games. The idea is a series of dexterity tests that require you to move a ball (or balls) into a goal. The hook is there is some sort of control quirk in every stage that brings the difficulty level somewhere between “hard” and “homicidal rage-inducing.” The controls are awful, but it really is by design. Super loose, designed to aggravate, and maddening to a fault. Sometimes it involves the cursor moving too fast. Sometimes it can’t move in a straight line. Sometimes you’re controlling two at once with the left and right sticks. No matter what method (except maybe the dual-stick stuff, which isn’t so bad), you’re going to be screaming in emotional agony.

screen2

I appreciate Super Broken Games for its truth in advertising. Given the circumstances, I wish I could say I had fun with it, but I didn’t. I don’t know if the effects I had to turn off to avoid the epilepsy risk add a lot to the gameplay, but I found SBG to be sterile and dull. I’ve never been a fan of any game that’s only goal seems to be to cause a spike in your blood pressure. A multiplayer mode doesn’t help because finding other people willing to play a game that’s entire hook is having mangled controls is next to impossible.

I have nothing against games that are difficult, but they need to have more than just difficulty going for them. Super Broken Games only has hardness going for it. You know those things they have at carnivals where you have to take a hoop and run it across a bent piece of mental without touch it? Super Broken Games is as frustrating as one of those, only without the reward of winning a teddy bear if you succeed.

xboxboxartSuper Broken Games was developed by Feel Good Seal

$1 clubbed the feel good seal in the making of this review.

 

The Indie Gamer Chick Mailbag: April 21, 2014

I typically get a lot of questions on Twitter about random game stuff. Thoughts on the indie scene, on mainstream gaming, etc. I’m quickly learning that Twitter is a lousy place to answer any questions. It’s tough to explain complex opinions in 140 characters or less. So I figured I would start a mailbag feature. I announce it, and suddenly I go from getting questions every few minutes to getting no questions at all. Grumble. Well, a few guys did ask some stuff, so I’ll give the whole mailbag thing a try.

@LostScarf asks

Do you think Indie games would be more successful if they took the time to add Online Co-op, or it wouldn’t matter?

It depends on the game. Some titles really could have benefited from a more robust online experience. But there are roadblocks if you attempt it. On XBLIG, getting online working was overly difficult. Developers did not have access to Xbox Live when making games that would utilize Xbox Live. But even when you’re not developing for a system that actively seems to be trolling its own developers, optimizing an online co-op experience is extremely difficult. Especially if you give a shit about the emotional and psychological experience of your game. There’s almost no way to measure how effective your work is in those areas, especially if your concept involves two strangers working together. It’s a leap of faith.

Does it make a difference in a game’s sales? I’m not totally convinced. My favorite aspect of Terraria was playing it with Brian on two PS3s and two TVs. We also very much enjoyed sharing some of our extra plunder with my fans on Twitter. Hell, I met my best friend Bob that way. But, I was surprised to learn that most of the Terraria fans that follow me on Twitter never played it co-op at all. That’s not that uncommon with many indies that have an optional co-op mode. So I guess, unless a game is designed specifically with online co-op in mind, it won’t make a big enough difference that anyone should lose sleep over it.

@iilusionofchaos asks

If you could change one thing about your favorite game, what would it be?

My favorite game ever is WarioWare Inc.: Mega Microgame$ for Game Boy Advance. It just got re-released on Wii U’s Virtual Console. Easy answer here: I wish it had online leaderboards.

@TerrorSkwirl asks

Who/what do you think is the most well written character in recent memory?

Clem from Walking Dead. Her actions, speaking style, reactions to situations, and emotional state all feel like a real person. The strange thing is, there are a lot of secondary characters in the Walking Dead games that feel like lazy stereotypes, if not outright parodies. There’s just enough of those type of characters that you wouldn’t expect to see such an incredibly authentic character emerge. Clem is a real person in a real zombie apocalypse.

I’ll give a close second to Balloon from Doki-Doki Universe. Her undying love for protagonist QT3 was so moving and, again, authentic. Doki Doki was, as of yet, the only game I streamed my entire play-session on Twitch. I had some tough guys admit they were tearful as the ending between QT3 and Balloon played out. No violence. No cursing. No high-stakes. Just love and admiration between two friends, and it was more real than many of cinemas highest-paid actors are capable of delivering.

@Scott_A_Bennett asks

if you could only change one thing about the indie scene what would it be?

The perception that the community is too exclusive for newcomers to jump in. I think people expect the scene to be populated by anti-social, standoffish artsy types. They exist, but they’re very much the minority. The indie scene at large is so very welcoming and encouraging to newcomers. Hell, you don’t even have to be an active developer. I’ve never made a game, never will, and I have a site that, more often than not, doesn’t speak highly of the games I play. If the general perception of the indie scene were true, I would have been run out of town a week after I arrived. Instead, I’ve found an endless stream of new friends and fantastic relationships. And I’m certainly not alone in this type of experience with indies. That is the story that we need to make sure gets told. Unlike a lot of other things I wish would change, this one is very easily doable.

@Rabite890 asks

do you find the reports about the number of steam games that go unplayed/uninstalled to be as bad as some do?

Whenever I go grocery shopping, if I’m hungry when I go, you can bet the shopping cart is going to be overflowing full of all kinds of stuff I would normally not pick up. Then it will linger in our kitchen cabinets until it goes past the  expiration date.

That’s probably what happens with Steam, or hell, any platform when a sale hits. I have 217 PSN games on my PlayStation 3 and there’s at least 40 I’ve never booted up. I either got them with PlayStation Plus, or I bought them when they were on sale and just never got around to playing them. I do it on my Vita too, then the shitty, too small memory card fills up and I have to start deleting stuff. I can always redownload it any time, of course, but I probably won’t. It’s impulsive behavior from people with too much disposable income, but by no means indicative of any problem on the indie scene.

And finally, @Bonedwarf asks

I’ll give you a tough one. You can give 12 words of advice to all aspiring indie devs. What are they?

Nothing will go exactly as you envision, so be patient and humble.

(points at the screen and counts the words silently)

Damn, I’m good.

Well, I had fun doing this. If you guys had fun reading it, just send me a tweet with the hashtag #IGCMailbag and we’ll do it again. It will help keep the content on this site going when I’m post seizure and unable to get my game on.

Like my new logo? The gentleman who designed it, Kenneth Seward Jr., is for hire! Visit his site and check him out on Twitter. Reasonable rates, awesome work!

Still here? Cool. I have a new blog that will contain my non-gaming related ravings.

 

Bad Bunny

Approximately nine hours ago, I started watching the new Hobbit movie with Brian. Weirdly enough, the counter on the television indicates that we only began watching it one and a half hours ago. I tried to alert scientists of the world of the bizarre vortex in space and time emanating from our living room, but they showed little interest. Probably because checking it out would require them to watch the Hobbit as well.

Thankfully, I was also playing an Easter-themed XBLIG called Bad Bunny. It was a bit disappointing in one regard: the cover art made it look like it would have a lot more personality than it did. Take a look.

xboxboxart

Not bad-looking. I figured it would be like an XBLIG version of Naughty Bear. Which, granted, was one of the worst games of the last generation, but at least it had an interesting concept. So I ponied up a dollar and fired it up. Needless to say, it was not Naughty Bear.

screen1

Yeah. So instead it’s another fixed-position wave shooter, only this time the enemies are rabbits firing Easter eggs at you. Honestly though, Bad Bunny not bad at all. It’s not good or memorable either, but it didn’t feel like a complete waste of a dollar. There’s not a whole lot for me to comment on. The projectiles fired at your stationary turret could stand out a little more, so that you could better defend yourself. And they could have really used more power-ups to keep things interesting. And online leaderboards as opposed to just a local one. And it could have used more than one ordinary play mode. Bad Bunny isn’t remotely ambitious and you’ve played a million games like this before.

BUT, it is fun for an hour, and fun is all that has ever mattered in my books. Bad Bunny is a totally harmless, borderline charming arcadey throwback and yes, I do like it a little bit. Let people moan that I enjoyed this half-assed shooter and didn’t like something ambitious and thoughtful, like Deadlight. Am I saying Bad Bunny is better than Deadlight? I guess technically I am, though that seems somehow wrong. How about “I personally enjoyed the overall experience of one hour with Bad Bunny more than I did several hours with Deadlight.” Besides, it’s just one person’s opinion. It’s not like it’s notarized by the Pope or anything. I actually did try to get it notarized but he stopped taking my calls when I wouldn’t stop calling him “Super Mario.”

xboxboxartBad Bunny was developed by Game Play You

IGC_Approved$1 Has no clue how we got from Jesus being beaten, executed by crucifixion, then returning from the dead to bunnies and colored eggs in the making of this review.

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

Like my new logo? The gentleman who designed it, Kenneth Seward Jr., is for hire! Visit his site and check him out on Twitter. Reasonable rates, awesome work!

Footage via the unsung hero of the XBLIG scene, Splazer Productions

 Still here? Cool. I have a new blog that will contain my non-gaming related ravings. Header

 

 

 

Fez

I had to wait a couple of years longer than most people to experience Fez. I did play it on Xbox Live Arcade back in 2012, and it became one of the first titles I attempted to review at Indie Gamer Chick that gave me a seizure. Which, to be clear, is not the fault of Phil Fish or publisher Polytron. It’s my fault. I took the risk of playing it, and with my condition, gaming is always a risk. I wasn’t sure I would ever get to play it, but by the glory of God, it’s finally on PlayStation Vita. Vita is a great platform for me, because if a game relies heavily on my personal epilepsy triggers, I can significantly dull my risk by dialing back the brightness of the screen. The back-lighting can’t be turned completely off, but it’s far and away my best, safest option to play a lot of games. Please note: this works for me. If you have photosensitive epilepsy, consult your doctor before trying to play any video game.

Has any indie game ever come with the crushing hype of Fez? Indies ideally shouldn’t have this much hype attached to them. It’s asking for a letdown. When it finally released on XBLA two years ago, the critics loved it, but I saw a bit of a mixed-reaction on social media. I’m sure some of that has to do with hostility towards creator Phil Fish. But I think most of that is the game was possibly over-hyped, at least from their perspective. It was featured in magazines, major websites, and a feature-length documentary. This is an independent video game we’re talking about here, not a first-round draft pick or a Rhodes Scholar. Getting excited about it is one thing, but some people were expecting some kind of life-changing experience out of it, and screamed “OVERRATED!” when it didn’t happen. Well, yeah. With those kind of expectations, of course you were. Fez didn’t change my life or make me see the world any differently. But I didn’t expect it to. I was hoping for decent indie platform-puzzle and nothing more.

It's a game, people. Not a pilgrimage.

It’s a game, people. Not a pilgrimage.

Well, I didn’t get a decent indie platform-puzzler.

I got the best indie platform-puzzler.

I’m two years behind the party, so I’m sure everyone knows the idea, but here’s a quick recap: you’re a baby Stay-Puff Marshmallow who lives in a world that’s 2D. A magical something happens, the game reboots, and when it’s back, you can rotate the world 90° at a time for a full 360° perspective, which alters the way you travel the land. You thus embark on a quest to find cubes. The rotation gimmick is one of the most inspired gameplay mechanics in a 2D game I’ve seen. Yea, it’s been done before. Super Paper Mario used a similar mechanic. But, where Super Paper Mario bored me to tears (the whole game felt really lazy and phoned in), Fez uses the gimmick almost flawlessly. That alone kept me interested from start to finish.

Truthfully, there really isn’t anything in Fez that hasn’t been done before. Fez almost plays out like one of those “Now That’s What I Call Music” CDs. They could call it “Now That’s What I Call Indies!” Name any major indie gaming trope and it’s here. Retro graphics? Check. Self-aware 4th-wall-breaking jokes? Check. Minimalist story? Check. Call-backs to classic games or platforms? Check. Lots of games do this and it often comes across like trying too hard (see Guacamelee), but Fez has just the right balance of it all. I’ll admit, the story didn’t work for me. The minimalistic quirk stuff is over-saturated these days and I’m over it. For me, I can get a good story from any number of mediums. I play games for the gameplay. And Fez’s gameplay is something special.

I have to admit, even with the duller back-lighting and extra precautions, I had to hand off Fez a couple times.

I have to admit, even with the duller back-lighting and extra precautions, I had to hand off Fez a couple times.

You can tell Fez was crafted with care by people with a genuine love of gaming. There’s almost nothing to complain about with the controls. They’re sharp and accurate. Jumping is spot-on. I honestly can’t think of a single knock on the controls. Or the graphics. Or the sound effects. Or the music. The puzzle design is not only clever, but I really dug the extra-circular stuff that you practically have to solve with pen and paper. I know this review is getting boring, but it’s hard to be snarky with a game I enjoyed this much.

My one and only gripe is sort of significant: it’s easy to get lost, and not know what to do next. The game doesn’t point you in the right direction, which I’m sure a lot of the old-school readers I have will enjoy (I swear, the next time I hear “back in MY day games didn’t hold our hands” I’m personally going to donate money to Trump for President, which will no doubt result in the collapse of society as we know it. TRY ME MOTHER FUCKERS!). But there was a lot of time I spent wandering aimlessly trying to figure out what exactly I missed to move the game forward. There is a useful map system that tells you when you’ve cleared every possible part of a stage, but I almost wish there was something more, for those who don’t wish to spend hours just plain stuck.

Perhaps a small non-complaint complaint is that Fez takes the "you're in a glitchy game world" concept too far a few times. The game starts with a sequence that mimics an old-timey PC reboot sequence, then does it again during the finale. It was cute the first time. The second time felt like a person saying "GET IT?" after you've already laughed, indicating that you indeed "got it."

Perhaps a small non-complaint complaint is that Fez takes the “you’re in a glitchy game world” concept too far a few times. The game starts with a bit that mimics an old-timey PC reboot sequence, then does it again during the finale. It was cute the first time. The second time felt like a person saying “GET IT?” after you’ve already laughed, indicating that you indeed “got it.”

That is literally my only complaint. Fez is a love letter to gamers. It practically dares you to not fall in love with it. I know not everyone does, but it charmed the socks off me. Again, I’m convinced that a lot of the dislike and disappointment stems from it being created by an asshole. Yea, welcome to the world of consumer entertainment. Entertainment is made by unlikable people of all stripes. Racists and anti-Semites. Homophobes and misogynists. Hawks and cowards. Far-left extremists and far-right wingnuts. Phil Fish seems like little more than your garden-variety fart-sniffer. So why is he such a pariah? I’ll tell you why: because it’s annoying that someone who is such a douchebag could also be so talented and create such an amazing work of art as Fez. Get over it, people. Embrace the douchery.

FezFez was developed by Polytron Corporation

$12.99 noted that Fish’s Twitter picture is Andy Kaufman, who was noted for his douchery, so are we sure this whole thing isn’t performance art in the making of this review?

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

 

 

Cookie Clicker and Banana Bananza

Earlier this week, I was browsing the XBLIG marketplace when I came across a game that caught my attention. It featured two lesbians on the cover making out and suggestively wielding bananas like they were dildos. I’m not kidding. The game, Banana Bananza, was pulled today from the XBLIG market place. I guess having two chicks make like they’re going to fuck each-other with a banana is just the sort of thing that gets you yanked. By the way, when that happens with an XBLIG you’ve already bought, they WILL remove your ability to play the game from your Xbox. Check it out. Here’s what it looks like on my “recent” tab from the dashboard.

Banana 2

Here’s what it looks like when you try to boot it up.

Banana 3

Sucks, huh? But that’s how it works. If MS deems a game unsuitable for the marketplace, they can delete your ability to play it. No refund. Welcome to the digital age.

I actually did buy it. I figured, why not? Among other things, I live in the San Fransisco Bay Area and I support gay rights, so I’m going to Hell anyway. More over, I can be just as cynical as game developers. These games get attention, and not just for devs. My most popular reviews are all, sadly, games with anime-style graphics and lots of boobies. If not for the fact that I’ve heard from a lot of regular readers who discovered me and the XBLIG scene from those reviews, I unquestionably would be leaving them alone. It makes me wonder if the boob games have been an overall positive for XBLIG as a whole.

I’m being dead serious.

Anyway, Banana was the worst game I’ve ever played in my entire life. I’m not joking. I found out it was based on a popular free web game called Cookie Clicker. The idea being you would press A to “pick a banana” and watch a counter go up. After picking enough bananas, you could spend those on upgrades that pick the bananas automatically for you. And that’s the entirety of the game. But here’s the weird part: people who were making fun of this lazy version of Cookie Clicker were also warning me to not actually try Cookie Clicker myself. For fear of losing me. “We know you. We know your addictive personality. Please don’t Cathy. We all love you.” I was thinking “oh come ON, any game that could have inspired this can’t possibly win me over.

The original marketplace page for Banana had no screenshots of the "gameplay" so I took one myself. This is the entirety of the game.

The original marketplace page for Banana had no screenshots of the “gameplay” so I took one myself. This is the entirety of the game.

50+ hours later, with my index finger swollen from all the clicking, I have to admit, yea, they were right. I was legitimately addicted to Cookie Clicker, which is less a game and more a narcotic, only more legal and dangerous to your relationships.

So yes, you click a cookie to earn cookies which you spend on “buildings” that produce more cookies, or bonus items that increase the amount of cookies you can earn. I vastly underestimated how quickly and poorly the XBLIG clone was handled, because Cookie Clicker has a lot more going for it than just purchasing upgrades and watching cookies roll in. For starters, the XBLIG clone only had six possible things you could buy, and those things couldn’t be upgraded. Cookie Clicker has twelve, all of which can be upgraded multiple times to be more productive. There’s also bonus cookies that appear randomly somewhere on the screen that set off random special effects. There’s holiday-themed special events that unlock new upgrades. There’s even an end game involving the Grandmas you hire. Plus, you know, it’s free. As opposed to not free.

That thing in the corner is Santa Claus. Don't ask.

That thing in the corner is Santa Claus. Don’t ask.

Just playing Cookie Clicker earned me a lot of scorn and “you’re not a gamer” ridicule from the usual gang of idiots. I don’t understand it myself. How do we, as a community, broaden our horizons if we don’t explore every facet of gaming. Especially stuff that’s popular, and Cookie Clicker is popular. And I can totally see why. Some things are enjoyable on a level that defies explanation. Why do people just sit around and pop bubble wrap? I have no clue. And I have no clue why I spent so long watching a glorified number counter go up like I did with Cookie Clicker. But I would be lying if I said I didn’t enjoy it.

IGC_ApprovedCookie Clicker was developed by Orteil (who I think is now legally my dealer)

Banana Bananza is no longer available.

Cookie Clicker is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. Banana Bananza is most certainly not.

Check out a review of Banana Bananza before it was pulled from the market from my buddy Tim Hurley of TheXBLIG.com

Super Dungeon Quest

I booted up Super Dungeon Quest for XBLIG today. I selected the Barbarian, selected normal for a difficulty level, and started the game. I then immediately took damage, literally right as the screen faded into the first fucking level. There was an instruction overlay on the screen explaining what all the shit does, which required a press of the A button to get out of. The game was not paused during this, so the enemies, which spawned right next to me (levels are generated at random) immediately started munching on me. It was as if I was the embodiment of Old Country Buffet and the enemies were old people you see and shudder at that wait for the place to open every morning.

And thus a new Indie Gamer Chick record was set: fastest a game caused me to, as they say in the hood, “lose my shit.” 1.7 seconds. That’s how long it took me to realize that I had already lost a full heart and was still actively taking damage, as I was reading the fucking instruction screen that was on top of the fucking action. And lose my shit I did. I couldn’t even manage to swear. I literally shook my fist in anger (I didn’t know people really did that until just now) while letting out a primal scream. I’m not even kidding. At that moment, I fully believe I was capable of doing things to my fellow human beings that any rational person would label as “evil.”

All the levels are randomly generated, which is why they lack of the elegant complexity of Gauntlet. I think I would prefer developer-made stages for games like this, but randomly generated stuff is hot right now, so whatever.

All the levels are randomly generated, which is why they lack of the elegant complexity of Gauntlet. I think I would prefer developer-made stages for games like this, but randomly generated stuff is hot right now, so whatever.

Now, here’s a thought since I’m 99.9% sure the developer will read this: I’m a critic. So I felt an obligation to continue past this point. I originally didn’t. I was going to turn off my Xbox and write a review based on that 1.7 seconds of digital “fuck you” the game threw at me. But even my mother said “you know, that’s not very professional.” I guess she had a point. BUT, if I hadn’t been a critic, and this had been my first experience with your game, that would have been it for me. Presumably, I would have only been playing the demo, which I would never have touched again. You really do only get one chance to make a good first impression. And if you don’t fix this stuff quickly, you stand to lose a lot of potential players based on a bad first impression. That goes for all you indie developers. Even if the game stands to get unfair later, at least make sure the opening, ease-in levels don’t screw you right off the bat.

But, I pressed on, and I’m happy I did. I kind of liked Super Dungeon Quest (another new record set: most generic name in gaming history). Think of it as Gauntlet meets a rogue-like, only with much simpler levels, and no multiplayer (bad choice). You choose a class of hero, then hack-and-slash your way through enemies, collecting loot and waiting for one of them to drop a key to the next level. After about thirty minutes of this, the game ends. You can also play an arena mode, or an endless arena mode. And um, that’s really it.

Like any other game that involves stat-grinding, I decided to throw caution to the wind and abuse my upgrades. This time, I tried a different tactic: I threw all my XP into luck. Upgrading luck allegedly increases the odds of an enemy dropping rare items like life-refills or defensive shields by 1%. So, in theory, I should have seen a 5% increase in drops, once I maxed out my luck upgrades. Instead, enemies were dropping shit for me like waiters at a banana peel convention. Throw in the fact that the Paladin’s “special power” is being able to refill his own health, and I was able to cruise through the game on normal difficulty with minimal effort. Then I went into the endless arena mode, and lasted nearly two hours, clearing 25 stages, before I succumbed to boredom and let myself die. Had that not happened, I would still be playing it.

By the way, I attempted to play endless arena on hard with the Paladin and crashed the game with a code 4. I took it as a sign and quit trying.

In fact, I got no less than four "Code 4" crashes on this screen alone.

In fact, I got no less than four “Code 4” crashes on this screen alone.

I feel the groundwork for a really spectacular game has been laid here, but the product that’s out now is just okay. It’s also infuriating in its unfinishedness.  I think that’s a word. I crashed the game more than once. I sometimes passed right through gold or other items, unable to pick them up (the developer is aware of this but has no clue why it’s happening). Enemies would be spawned on the other side of walls and couldn’t be reached (thankfully none of them ever had the keys needed to make progress, but in theory, it could have happened). And the game is lacking some features that I felt like it needed: more upgrades, more levels, multiplayer, online play, leaderboards, and a larger variety of enemies. What I played feels more like a proof of concept. I *did* have fun with it, so it’s at least worth a look, and possibly a purchase. But Super Dungeon Quest needed more time to cook. All spit and no polish. I don’t think that actually makes any sense, but what do you want from me? I’ve been playing Fez for the last few days and had to go to the doctor to remove a used condom from my ear on account of my mind being fucked.

xboxboxartSuper Dungeon Quest was developed by Smoodlez

IGC_Approved$2.99 nearly froze the game during 20 odd levels into endless mode by rounding up all the enemies into one cluster in the making of this review.

Super Dungeon Quest is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. I see no reason why, with more development time and more modes of play, this couldn’t be a top 25 game, so get to work, Smoodlez!

Gameplay footage via Splazer Productions. Follow him on Twitter too!

Congratulations to Master Blud on the birth of his healthy baby boy, Lucas: the Indie Gamer Ankle-Biter!

Delivered on schedule. There's mud in your eye, Fumito Ueda.

Delivered on schedule. There’s mud in your eye, Fumito Ueda.