Dungeon of Elements

Dungeon of Elements came across my desk early last week and I thought to myself, “A puzzle game? All right. I’ll play this real quick and have a review out by tomorrow.” Yeah… nope! That wasn’t going to happen. There is much more depth than a few short play-throughs can give you.

This looks familiar and that’s totally alright with me.

Main gameplay is heavily inspired by Dr. Mario. Drop multi-colored pills onto baddies, line things up, baddies are dead. The formula is very familiar and one that most puzzle game fans will be able to jump into right away. I think the game even goes one step further and improves on Dr. Mario a bit as you don’t need to line up pills in a straight line; just connect three like-colored pills in some sort of linked pattern and you’ll kill the baddies. Additionally, not only do you get to kill monsters, you also collect items that you can either equip or use in the game’s crafting system.

As you progress through the story (yes, a story!), you will encounter boss fights to mix things up a bit. For example, one of the first bosses was a giant rat whose rat army would quickly refill the stage as I cleared it out. Another boss was an orc king with an army of orcs that would slowly march toward the top of the screen. Occasionally he’d summon another orc exactly where my pill was falling, causing mayhem as the pill did not go where I had planned. This definitely added some excitement and was a nice change from the level grind. It also gave me a reason to invent more swear words and derogatory slang against orcs which I’m always excited about.

I have a water rod to dowse my fire armor if I get too hot.

I have a water rod to dowse my fire armor if I get too hot.

I mentioned earlier that you can pick up weaponry and armor; these are used to cast special attacks onto the playing field or slow down the fall of the pills. For example, the sweet bo staff skill I have at the moment is an AOE effect that blows up anything in a small area. This is particularly useful when monsters are effectively hiding behind objects on the playfield. Boots temporarily slow the fall of the pills to give you a moment to think about where you want to place them. Admittedly, one could also pause the game because it doesn’t black out the screen when paused, but that’s cheating, and you’d never do that, would you?

Crafting in the game is how you gather better gear and items. It’s an extremely simple system of THING 1 plus THING 2 equals ???. I really hoped you could do stupid things like Dagger + Shortsword = Shortdaggersword, but alas, no such luck; the game makes you do reasonable, logical things like element + weapon = useful thing. Crafting takes a little bit of time to get into because it also requires money that you really don’t have much of at the start. It’s a fun little thing to do during the downtime between rounds, and once you are able to make items, you can sell things you craft for more money than you put into them. Even better, the game actually keeps track of combinations you’ve tried so you don’t have to worry about failed repeats.

I try crafting something that's kind of logical-ish.

I try crafting something that’s kind of logical-ish.

Although there are a few things about the game that are shortcomings, I honestly do not think they take much away from the overall experience. It’s hard to describe without playing it for yourself, but when rotating the pills, they don’t always rotate as they “feel” like they should. As veterans of Dr. Mario will understand, the pills have a predictable way of rotating. The only time this potentially gets in the way is when you’re trying to expertly place a pill into a tight spot, heh heh, and it winds up doing something other than expected.

Item drops were a tad confusing at first because there were so many pieces of gear that had the same stats. I later figured out that there isn’t much of a difference between the items and that their main use is as crafting fodder, but this isn’t obvious for new players.

I wasn’t too keen on linking your Twitter account to the game in order to increase how much loot drops. I don’t like apps posting for me automatically. Thankfully there are some posting options such as “no more than once every 15 minutes” or “only post boss kills,” but it feels both a clever way to get some free advertising and an annoying way to get some free advertising. It’s probably not a bad idea, but irks me. I felt that enough loot dropped for me without linking my account.

Finally, there is one song that plays during the first few stages that is so repetitive, it drove me up the wall. I had to turn the music off and pull up Spotify until I reached a new area. Other than that one song, though, the music is pretty good.

This game is fun and I’m definitely going back to finish it up to try to open up hard mode.

A puzzle game that’s NOT on a mobile device that I’m coming back for? This doesn’t happen much anymore. If you like puzzle games, this one is worth your time.

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Dungeon of Elements was developed by Frogdice Games.

IGTlogo-01For $10 you, too, can relive the days when your dad wouldn’t let you play Mario 3 because he was addicted to some puzzle game starring Mario, a person I highly doubt has a medical degree.

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.

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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.

 

X S.E.E.D

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

PUT THIS KID ON THE PAYROLL.

PUT THIS KID ON THE PAYROLL.

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

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

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

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

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

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

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

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

Genix

Damnit.  Damnit damnit damnit damnit damnit!!

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How did this happen?  Early on in my play through of Genix, I felt I was playing a pretty good game.  I tweeted that it was “fucking awesome.”  I joked about having a “chick-boner” over it.  I probably should have put more than an hour into it.  What started as a fun neo-retro space jaunt ends up turning into a tedious, sprawling mess riddled with unfairness and frustration.  It’s one of the most disastrous turns I’ve seen an XBLIG make.

Genix’s hook is centered around its unique presentation.  The free-floating line graphics over a static background gives the game a holographic look similar to “floating image” games of the 70s and 80s like Sea Wolf, or especially Asteroids Deluxe.  This effect is also known as the “Pepper’s Ghost” and is used to create the special effects in the Haunted Mansion ride at Disneyland.  While playing this, my boyfriend commented that Genix, more than any other XBLIG covered at Indie Gamer Chick, belongs in an arcade.  Imagine a cocktail cabinet hosting Genix, using the Pepper’s Ghost effect.  It would be spectacular to look at.  Hell, it’s pretty damn nice to look at now on a television.  Even better was the amount of restraint shown by the developers to never allow the graphics to get in the way of gameplay, which is such a common mistake on games this stylistic.  It’s too bad this restraint didn’t extend to level design.  It’s like an alcoholic who triples his cigarette intake to quit drinking.

Screen shots don't do Genix justice.

Screen shots don’t do Genix justice.

Genix is all about navigating labyrinthine stages, looking for keys and doors to mate with the keys, shooting enemy ships and searching for an exit.  It’s certainly a different concept on the space shooter genre.  It’s probably been done before, but being a whippersnapper, this was new to me.  And at first, I enjoyed it.  Levels were well-organized, the mazes were clever, and the combat was.. well, that was always a bit tedious, but never annoyingly so.  The problem with the shooting is the enemies are pretty dang spongy.  Getting past early enemies isn’t so much a challenge as it is a device for killing the game’s pace.  The spongy enemies also combine with limited ammo to create a sort of puzzle effect on the game.  Although totally optional, Genix keeps track of how many enemies you take out in each stage.  It seems to give you just enough bullets in each stage to defeat every enemy.  This could have been a clever device to extend the game’s shelf-life, but the problem is it’s just not implemented in a fun way.  Enemies take so many bullets and firing them is so loosely done (even a snap-pull of the trigger fires multiple rounds) that you end up having to pump the fire button, shooting one round at a time in hopes of not wasting a single bullet.  It stretches the combat beyond boring and into the realm of torture.

But, the well designed stages more than made up for this, and I never grew tired of the beautiful graphics.

And then something happened.

About ten stages in, Genix gets teeth, and not in a good way.  Enemy turrets that fire quickly and are dead-on every shot are placed around corners in a way designed to guarantee you take damage.  Enemies are also placed just around corners in ways that force you to take damage rather than being able to strategically take them out.  Levels become more sprawling, sometimes taking ten minutes or longer to complete.  Your health drains relatively quickly and there are no checkpoints, so imagine putting ten minutes into a stage just to die because a boss appears out of nowhere and you’re trapped in close-quarters combat with a sliver of energy remaining.  That means you get to replay those ten minutes again.  Sometimes I don’t mind it, but Genix’s design doesn’t really lend itself well to forced-replays.  It also doesn’t help that weapon upgrades are dull and don’t really help so much with the sponge factor.  In early videos of the game, enemies don’t seem to be such bullet-eating bastards, so what happened?  Why do I get the feeling this is yet another example of a developer getting too good at their own game and beefing it up for their personal benefit, to the detriment of others?

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An hour into Genix, I had it pegged as a top-20 game, but it’s not.  I can’t even put it onto the Leaderboard.  It has too many problems, chief of which is the game ramps up the difficulty by being a dick instead of being a fair challenge.  This dissolves the early sense of awe and makes the problems that were always present stick out much more.  Control is too loose, firing is too loose, the levels have too much needless backtracking, enemy design is basic and boring, and the game has serious pacing issues.  Like sometimes a tiny box-shaped stage with no maze elements appears at random that feels totally out-of-place.  Or sometimes you’ll get a new gun (like the plasma cannon) and realize that maybe it DOES kill enemies faster, but it also uses ammo faster, thus maintaining the status quo.  Let me stress that Genix has all the potential in the world to be something special.  Not by tearing it down and rebuilding it from scratch, but just by using some common sense and a little bit of patchwork.  This could very well be a top-10 game, but I can’t recommend it.  Like the crater that enjoys eating donkeys, Genix is too in love with being an asshole.

xboxboxartGenix was developed by Xpod Games

240 Microsoft Points (160 points too much) are practically begging for this game to get patched and ask for a Second Chance with the Chick in the making of this review.

Sushi Castle

Sushi Castle sounds like the logical spinoff of Panda Express, but actually it’s the latest game by Milkstone Studios.  Apparently, it’s supposed to be like the XBLIG version of The Binding of Isaac, a popular independent game available on Steam.  I haven’t played it and I have no plans to, so I can’t really comment on that.  Thus, Sushi Castle has to stand on its own for this review.  And stand it does, albeit with the aid of 20lb leg braces and something sturdy to lean on.  It would seem the game has been crippled by a case of video polio.

Sushi Castle is a roguelike twin-stick shooter where you explore various randomized levels looking for trinkets and shooting  enemies.  It can be fun, when the amount of enemies you have to fight is manageable.  When they’re not, which is all too often, the game gets kind of boring.  It’s not that the enemies are difficult.  They typically have simple-to-memorize patterns and are about as easy to avoid as vegetarians at KFC.

The red stuff is blood. The green stuff is acid. Don’t touch the acid. You probably shouldn’t touch the blood either. It’s not sanitary.

The difficulty really comes from the sheer volume of them.  Some rooms throw too many at you, all shooting at you from different sides, which makes taking damage unavoidable.  Despite the setup as a TwickS, you can only fire in eight-directions, and thus you’re forced to put yourself into a direct line-of-fire with the enemies.  Sometimes there are enemies that spawn other enemies.  And every single baddie in the game is a total bullet sponge.  The biggest challenge with the combat in this game is staying awake.  In rooms where there’s only a couple of guys to take out, it’s not bad at all.  When you have a half-dozen or more, the action is so boring, so repetitive, and so unfair that Sushi Castle jumps in and out of being a bad game, like it’s indecisive about whether it wants to suck or not.

Levels are relatively small and straight-forward, which probably owes greatly to the random nature of the game.  There are tons of items to be had, although you generally have no fucking clue what they do before using them.  Some of them outright screw you over.  Don’t you love it when games do that?  “Hey fellas, being trapped in a room with unavoidable artillery isn’t enough.  Let’s make the items be potentially hazardous too.  That shit is always a crowd-pleaser!”  I don’t understand the logic of it.  I can’t understand the logic of it.  Given that the game would be pretty fucking swell without them, I don’t think Sushi Castle is on the fence about whether it wants to suck or not.  I think it made its choice.  I think it wants to suck.

But, these are the guys who did Raventhorne, so it should be no surprise that they even failed at that.  Sushi Castle honestly isn’t bad.  Despite the barrage of items that are really dick moves or the spongy enemies, I had fun with it.  Sort of.  I mean, it sucked that I could build up my gun’s strength to fuck-you levels of badassery, have twenty points of health, a stockpile of bombs, and a cloud-thing that let me float over blocks, yet it just takes one room with a hateful random spawn to fuck everything up.  I mean, come on.  Four guys who have every possible angle of fire covered, AND they spawn little fireball dudes, and all of them take more bullets to kill than Rasputin?  That’s just spiteful.

This screen-shot alone is enough to send fans of the Binding of Isaac into a rage if the comments on YouTube are any indication.

Okay, so Sushi Castle isn’t great or anything, nor is it a game that will stick with you after you either finish it or get pissed off and rage-delete it from your hard drive.  But, it can be a perfectly fine waste of an hour or two.  It’s funny though, because the guys at Milkstone do obviously have the chops.  Their games are always a tier or two above the average XBLIG in terms of audio-visual standards, and the games are at least decent in concept.  Yet, there’s always something about them that reels the game back into mediocrity.  I’m telling you guys, I think I’m on to something about the “minimal shittiness quota” that Xbox Live Indie Games seems to have.  If it actually turns out to be a real thing, props to Milkstone for their skillfulness.  It takes a real mastery of your craft to subtly crap-up your games.  Even Nintendo couldn’t do it properly, which is why they said “oh fuck it, let’s just make the controller an unresponsive piece of shit and call it a day.”

Sushi Castle was developed by Milkstone Studios

80 Microsoft Points said “Jesus, even the fireballs bleed in this game?  Quentin Tarantino has more restraint than that!” in the making of this review.

Sushi Castle is ranked on the Indie Gamer Chick Leaderboard.  Click here to see where it landed.