Aqua Kitty: Milk Mine Defender (PC Version)

For new Indie Gamer Chick fans, meet Miko, aka Sabriel, the next Indie Gamer Chick. Heir to my throne. A passionate and talented gamer, and one of my dearest friends. Follow her on Twitter

The world’s milk supplies are running out, and the cats must do something or suffer from the loss of their most precious resource. In a bold, some would say crazy, maneuver, they are taking to the depths of the ocean to mine for milk and save the world.

aquakitty01Ridiculous story, yes, but this arcade shooter is fun to play. Covered by the Indie Gamer Chick herself last July, she describes it perfectly in that it’s a Defender clone both in waves of enemies, a radar to show you where the action is off-camera. And protecting ur mans from being taken away. Here you’re attacked by waves of mechanical enemies who are trying to take you out and trying make off with kitties who are manning (kittying?) the milk pumps that lay at the bottom of the ocean. Once you complete a stage, you’ll head to the map screen which records your high scores and allows you some freedom as to which area you head to next.

aquakitty03There are two game modes: 1) one where your upgrades are automatic after each stage and can restart from the same stage if you die; and 2) one where you are able to choose your upgrade as you collect power-ups within stages but start over from the beginning if you die. I spent some time with both and discovered that I don’t prefer one over the other; each has its place and is fun in its own ways.

In later stages, enemies come at you at a very fast pace which leads to pure chaos. You are, however, rewarded if you can make combos with careful use of explosive fish to blow up enemies. The higher of a chain you can make, the more points you’re rewarded with, and larger chains have the added side effect of making your life easier as you take out massive amounts of enemies at once.

I really love the chiptune music in this game and have even been listening to it outside of the game. You can find the music on SoundCloud here if you’d like to have a listen: https://soundcloud.com/electriccafe/sets/aqua-kitty-milk-mine-defender

aquakitty02This is where I normally rail on some annoying, horrible mechanic that was designed purely to piss me off. I’ve got nothing, really. I like this game a lot, and it’s a great homage the SNES era. The graphics are pretty, the music is awesome, and it felt appropriately difficult on its own merit rather than me fighting the system. I’ve got little but praise for this game and felt it worth the price.

Time and game allowing, I’ve also decided to start recording and posting videos of me playing the games I review as well. If you’re so inclined, you can watch me playing here: Miko playing Aqua Kitty – Milk Mine Defender

Out for PC, 360, and PS Vita, Aqua Kitty—Milk Mine Defender is a cute little arcade shooter that is too good to pass up.

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Aqua Kitty—Milk Mine Defender was developed by Tikipod.

IGTlogo-01The game costs $6 to $7 on a multitude of platforms, and I just wrote an article about milk pumps without talking about boobs.

Aqua Kitty is the first game to earn both a Seal of Quality from Miko and Cathy. Congratulations to Tikipod!

This is for Hypership. For Abduction Action! Plus, picture Sweetie with pock marks on her face, blood dripping out of her nose, the stench of death on her, with skulls and crossbones all around the edges saying "not approved for any use besides enhanced interrogation."

The first Miko-Cathy double sealed game!

Ultionus: A Tale of Petty Revenge

Petty revenge, my favorite.

Ultionus: A Tale of Petty Revenge is a SHMUP/platformer (SHMUP-former? former-SHMUP?) where you play as Serena, heroine of the universe, who is out for revenge after being trolled on Spacebook by the Space Prince. After crash landing on his planet, you have to make your way through a number of stages to reach his castle so you may exact revenge.

A normal start.

A normal start.

The game pulls its looks from PC games of the mid-90s—classics such as Jazz Jackrabbit and Duke Nukem. It looks great and the animations are fluid. Regarding animations, the game does have some…suggestive assets that may turn some users onto or off from it. The heroine is quite voluptuous, and the opening sequence takes particular care to emphasize this. She also runs around in a barely-there space suit as she makes her way to the final castle. I felt it was done in a humorous manner, but I can see it being a problem for some.

I want to point out the controls because, to me, they are one of the most important aspects of any game. Ultionus takes time to get used to. The opening stage is your standard space SHMUP, but once you’re on the planet’s surface, things change drastically. One of my largest complaints with this game is also one of the most common complaints I read online, it’s that you can’t fire while moving. The game does try to use part of one stage to get you used to the idea but it’s still jarring once the action starts. If you do stop, you’re unable to keep up with the enemy spawns as you try to clear a path. Most players probably stop at this point but if you master jumping while moving, an action that doesn’t slow you down, you’ll be fine.

She stopped to shoot. Bad idea!

She stopped to shoot. Bad idea!

I played through Ultionus on Normal, and while there were some portions of the game where I died a lot that gave me some trouble, overall the game didn’t feel terribly difficult. You get nine lives and unlimited continues, which makes beating the game a venture that takes maybe a couple of hours your first time.There are a handful of vehicle stages where you are rewarded for how fast you can smash the Fire key which will kill your wrist. I had to take a day’s break to recover after one such stage.

One part of the game made me question the design of its absurd art style the first time I saw it: The Game Over screen depicts a “bad end” scene with the main character bent over, drooling and ass in the air. (NSFW-ish, triggering pic) It caught me off guard and left me feeling awkward.

All in all, I would not recommend this game. I did enjoy parts of it and the ending was satisfying, but the overall length of the game and easy patterns in boss fights left much to be desired.

ultionuslogoUltionus: A Tale of Petty Revenge was developed by Last Dimension. It may also be found on Ouya

$for 9.99 you’ll be able to share this dish served cold.

Neurokult

I’m not certain if it’s a sign that I’m getting older, but there are plenty of games now where I can only play one stage or level and then need a break. It happened in Hotline Miami, a little bit in Rogue Legacy, and now again in Neurokult. I don’t feel it’s a bad thing, though—just something I don’t think I ever experienced growing up, and it feels strange. The intensity wears me out!

Neurokult is a cyberpunked-themed, fast action puzzler for iOS. Balls of three different colors stream across the screen and you must tap them to send them away before they reach the other side of the screen. In order to remove a ball of a certain color, you must tap a “selector” of sorts on the side of the screen that matches the color of the ball you want to remove. Match the color, press the ball, the ball goes away. To keep this from being too simple, the game is very fast-paced and there are bombs that roll across the screen which will cause a game over if you tap one.
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I should note that I played this on my iPhone 4S and found that there were a handful of times that I fat-fingered things and hit a bomb. I don’t know this if this is much of an issue on the iPhone 5 (and later) or iPad screens.

You receive bonuses for connecting chains of matching colors. Along with getting more points, completing chains builds up your life meter, something that is there to keep you alive when you miss a ball before it reaches the opposite side of the screen.

In its current form, this game is difficult. By the end of the very first stage you’re already experiencing the above-mentioned intensity as a great number of objects fly across the screen. The feeling was quite daunting at first, and I took a few days’ break from the game after finishing some stages. While discussing some things with the developers, they stated that they are aware of this and are already in the process of creating an easy mode to help players out and keep them coming back. Until that day comes, I’ll give you the same advice that they gave to me: “Stick with it.” It is rewarding, but damn, is it hard.

neuro02The game will change up some things from time to time to catch you off guard and make you think. For example in one stage, the ball that flies across the screen will change color just before you press it, making you go back to the color selector to select a new color to be able to remove it. It gets a bit hectic, but it’s nothing you can’t handle. The above advice about sticking with it worked for me until I reached Stage 9, Kinesthesia. It causes me to have an episode of rageful fury (unlike my normal, happy fury), and ultimately it’s where I had to quit the game for the time being. The change in this level is jarring. Stage 9 is where the colors in the color selector move around. Up until this point in the game, the colors in the color selector stay in the same spot. You come to rely upon on the sense of their location without needing to look where you press (not unlike learning a keyboard). You begin this stage and press where blue had been for eight stages, only to find out that it moved to where red had been the whole time except you didn’t notice because you didn’t think to look. It continues to change at a fairly fast pace, causing you to miss the ball you were going after and letting it fly off the screen, taking away your hit points. By this point in the game, the action is so crazy and fast that it’s a very quick death as you flail about trying to match things up.

Every few stages there are some boss fights. From what I’ve seen so far, these stages boil down to the boss (a larger sprite) bouncing around the screen as you try to clear the playing field. If you touch the boss more than a few times, you lose. The boss fights can be tricky as near the end of their respective stages, they try very hard to get in your way, making for some very close calls where you have to choose between waiting for the boss to move or taking the hit to your life. Once you finish the boss fight, you get a chance to slice and dice it like crazy by sliding your finger across the screen until it dies. It’s a nice little way to relieve the stress of it getting in the way moments before. Seizure warning: The game makes use of bright, flashing white effects against a black background at this point.

Would I recommend this game? Yes. I would. Play it now and muck around with it, and if you get stuck, keep it on your device until you see the update come down that introduces the easier mode. It can be a frustrating experience here and there for now, but it is a fun game.

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Neurokult was developed by Woodland-Barbarians.

IGTlogo-01Relive your cyberpunk days in the 90s of watching Hackers and Johnny Mnemonic for only $2.

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.

Star Runner

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

Their light-hearted advertisement.

Their light-hearted advertisement.

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

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

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

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

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

xboxboxartStar Runner was developed by Revolvus.

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

Power-Up

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

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

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

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

Purple lasers of ???

Purple lasers of ???

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

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

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

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

xboxboxartPower-Up was developed by Psychotic Software.

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

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

Rogue Legacy

Rogue Legacy by Cellar Door Games (the group responsible for “Don’t Shit Your Pants”) has done for me what few other games have done lately: kept me coming back for more. I don’t want to put the controller down until I absolutely must.



I was mostly in the dark about this game going into it other than a few friends exclaiming, “You have to get this game!” and their repeated yelling at me that I hadn’t yet done so when they later asked again.

The schtick for Rogue Legacy is that you’re endlessly throwing bodies at a randomly generated castle for loot to improve yourself for the next body you throw at the castle. You’ll encounter a variety of monsters, varying colored versions of those monsters with stronger abilities, and the occasional boss. Overall, the game has a very Metroidvania feel (honestly, what game doesn’t these days?), and it’s done rather well.

I get a kick out of how your character is chosen for each round.  You’re shown three characters to choose from, all of whom are the heir to your previous character. Each is given a random character class and different traits that include but aren’t limited to “nothing spectacular” (no traits), color blindness (game is sepia or black and white), baldness (your character is bald), dwarfism (half-sized), and gay (no physical effect, who’d have known?). This gives you a little bit of variety in each playthrough, and sometimes it gives you something very beneficial to support your game. Dwarfism allows you to sneak into small hallways, having a good memory shows where enemies are on your map screen, and suffering from coprolalia makes your character swear like Q*Bert every @!#?@! time they are hit. I can’t imagine anything more useful than that!



“Miko! How do you advance in this game if everything is random? This all seems a bit pointless.”

In your travels you may reach a boss and want to take it down but wind up dying immediately, or perhaps there is a chest with a special ability to earn but the challenge the game gives you to open that chest is a bit too difficult. Once you die, you’re given an opportunity to keep the same castle layout you just encountered but with a penalty that you’re only able to keep 60% of the gold you earn. You’re also not able to farm for secrets because those areas remain used. All of this is done in the name of balance or some other probably good excuse.

To advance your character you are given a tree of various skills and abilities to improve: More strength, increased crit chance, new character classes. It’s all the usual fare and not a very exciting portion of the game. This tree is where one of the problems with the game lies. The process of improving feels so damned slow and the cost of some of the upgrades feels too high to get anywhere. One could be having a bad streak of games or not find hordes of treasure, which will result in little to no advancement. To improve, you need to do well. To do well, you need to improve.



The music is about as bland as my taste in music. It’s nothing special or particularly memorable, but it suits the job and it isn’t annoying. What is frustrating is how the game teases you by giving you more songs to choose from if you stumble upon a jukebox in the middle of the castle but then immediately reverts to the old music once you leave the room. Why?! Troll jukebox, that’s why!

Rarely does a death in the game not seem like my fault. Controls are precise, which is something far too many devs seem to gloss over. Teleports will help you bounce around to far-explored areas, which is bloody fantastic, and the map screen is simple enough to read (assuming you didn’t wind up with a trait that leaves you map-less).

So far, the only thing to cause me to curse at my screen in anger or shake my controller in a fit of fury is when an enemy’s attack that shouldn’t be going through walls, does. It happens when a monster summons a fireball  as it hugs a wall and the game figures, “Eh, close enough,” and lobs that fireball at my face when I should be safe. Not cool, man!

Ultimately, for gamers who enjoy platforming, a bit of humor from a game that doesn’t take itself too seriously, and a challenge, I would suggest picking up this title. It’s good fun! Oh, and make sure you go into the game files and add a few names in there — yours and your friends’. Whenever my name randomly appears, I make sure to choose that character no matter how terrible her traits are. Vertigo, ho!

To wrap this up, screw Cellar Door Games for not providing me ample opportunity to use more colorful metaphors in my first review. This game feels really good all-around.

I take it back: There is one thing that’s bullshit. There is not one damned rainbow is in this game to take advantage of the “gay” trait. NOT ONE RAINBOW! That said, the game did randomly recreate me accurately, especially my Quantum Translocation.

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Rogue Legacy was developed by Cellar Door Games.

IGTlogo-01$15 nets you this game and a chance to suffer from Irritable Bowel Syndrome or Vertigo for a few minutes.

Rogue Legacy has been awarded the Indie Gamer Team Seal of Approval. Leaderboards for Indie Gamer Team are coming soon.