Doodle God: 8-bit Mania
January 13, 2017 2 Comments
There are some things I will simply never understand the appeal in. Cricket? Baffling to me. Woody Allen films? I mean, maybe if you need a nap and have no Benadryl handy. But, despite what my retro-loving readers believe, old-timey point-and-clickers aren’t among the things I don’t understand. I do get those. I think they suck. I think they have no relevance today. I think I would rather be boiled in horse bile than play most of them. But I get how they could become popular when they did. The technology of the time didn’t allow for full 3D environments or complex adventure storytelling. The point and click genre allowed for something sort of like that, using descriptive writing to smooth-out rough edges. My biggest problem with them is that the item puzzles involved utterly batshit insane logic that I’m sure made sense to the writer, at least until his medication kicked in. This turned the games into a tedious slog where players were forced to rub one item against another, or against the backdrop, until the right combination was found, thus unlocking the rest of the story. Again, I think they suck, but at least I understand the appeal they once had. Besides blind nostalgia, I can’t imagine why anyone would want to play them now. Gaming has come so very far in the decades since. Yes, I’m aware my two favorite indies are nostalgia-bait. Hey, I never said I’m not a hypocrite.

Alcohol is made by combining Fire and Water. I’m about as far removed from being politically correct as a person can be and even I cringed in shame at that.
And then you have Doodle God, an inexplicably popular franchise that removes the story progression and is just the batshit item puzzles of days gone by, over two-hundred times. This is actually a global mega-hit. I shit you not. Millions of people, myself included, have paid real money to select two random items from a list and hope that it opens a third item that goes onto a list. That.. that.. is one of the most popular games in mobile history.
That was one of the toughest sentences I ever typed out. My hands kept trying to amputate themselves. Joke’s on them because I would just replace them with a hook.
And saying the logic is batshit is putting it lightly. Some of the combinations defy the type of logic someone suffering plastic-fume-induced brain damage would find absurd. Life + Ash = Ghost. Holiest of all fucks, that is pure, unbridled lunacy. Or there’s the ones that could be logically but they fucked them up. Human + Money = Work. Um, wouldn’t it be Human + Work = Money? I mean, you would think, right? But then again, Logic + Lobotomy = Doodle God.

When you go to a restaurant and order more than one item from a menu, you are essentially playing Doodle God.
As for the whole 8-Bit-Mania stuff, it’s just Doodle God with pixel art. Same combos. It’s such a cynical cash-grab, you can practically hear the developers saying “hey, why aren’t we appealing to older gamers? Maybe it’s the graphics. Someone get on that.” It’s also $4 cheaper on Steam than the normal Doodle God is. Bizarre, but whatever. I just don’t get the appeal in this at all. In fact, the worst thing I can say about Doodle God in general is that it makes me long for being stuck with one of the 80s point and click games that I absolutely detest. At least those attempt to tell a story that you feel like you’re a participant in. Why is this even called “Doodle God” to begin with? If you were drawing the shapes, maybe. But you just select items from lists. It’s as if someone set out to make a really ambitious game, then said “Okay, select file.. you know what, fuck it, this is too hard. Select File: The Game will do.”
Doodle God: 8-Bit Mania was developed by JoyBits LTD
Point of Sale: Steam, Google Play, iOS App Store
$1.39 (Normally $1.99) said Money + Fire = Doodle God in the making of this review.
This review covered only the Steam version.




Super Duper Flying Genocide 2017 was developed by CharlieH


Gunmetal Arcadia Zero was developed by
$5.99 noted this is actually a prequel to a game scheduled for release in a couple months that will have a totally different play style in the making of this review. Okie doki.

Santa’s Special Delivery was developed by 

Arsonville was developed by 

Zolg was developed by Robert Alvarez

Slayaway Camp was developed by 

The Last Time was developed by 


Volchaos and Hypership Out of Control were developed by 

I don’t know why each of these developers decided to make their games free. Look, we all like getting free stuff, and yea, people are more likely to enjoy something they got for free than they are if they have to pay for it. That’s one of the main reasons I pay for all the games I play at Indie Gamer Chick. For me at least, I think it helps me to focus on the value of a game. While I enjoyed both Mandagon and Baezult, maybe I wouldn’t have liked them as much if I paid for them. I don’t know. I do know that, as flawed as both are, the developers clearly worked hard on both and I can’t really justify the lack of a price tag on either.
This goes to all developers whether I’ve liked your games or not: the vast, vast majority of you work hard on your projects. Your time is worth some money. Hell, throw a $1 price tag up. Something. Anything. Even if you feel you don’t need the money, just save it up so that you’ll have a war chest for the future and might not need to turn to something like Kickstarter just to get a title screen on your future projects. Or put a buck on it and give the money to a charity like, say,
Mandagon was developed by
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