ArsonVille

Fire is fucking awesome. I think we can all agree to this. It gives us delicious food, warmth on cold nights, and hilarious fail videos involving rednecks with too much boiling oil every Thanksgiving. But mankind’s control over fire sometimes goes astray, often with disastrous results. The sacking of Alexandria burned their legendary library to the ground. A lone unguarded lantern destroyed Chicago in 1871. And now, perhaps the worst misuse of fire in human history: Arsonville.

It's really not going to make any sense. Just watch the trailer.

It’s really not going to make any sense. Just watch the trailer.

Okay, that’s a slight exaggeration. Arsonville is a bad game, but at least there’s something here that could potentially lead to something decent down the road. The idea is you have an 11 x 11 grid of squares with various trees, lakes, and houses that you must strategically place flammable objects around. After thirty seconds, time is up and you have to then choose which square to begin the fire on. The object is to burn as much to the ground as possible using that single initial square of fire.

That’s it.

No really. All stages are randomly generated and there is no progress. There are no win or fail conditions. The above describes the entirety of the game. There literally is no point to it. Just put shit on a random map and watch it burn. Perhaps “bad” wasn’t the word I was looking for. “Unfinished” is more appropriate. “Proof of Concept” if that’s not specific enough. What they are selling here works in the most minimal sense, but without any driving motivation besides “fire is pretty” what’s the point?

The lengths we'll go to for a decent s'more.

The lengths we’ll go to for a decent s’more.

There’s lots of dumpware on Steam that feels like a cynical cash grab. That’s not Arsonville. Instead, it feels like a child who got caught opening their Christmas presents too early. All the parts of a game of merit are here, except one thing: THEY FORGOT THE GAME PART! Instead, Arsonville feels like a demented Fisher-Price play set. This goes out to the team at Slavitica: hire someone to make actual puzzles and stages. Remove the 30 second timer. Do not throw away Arsonville’s potential. With what you released, you did the unthinkable: you made fire boring. I didn’t even know that was possible!

headerArsonville was developed by Slavitica
Point of Sale: Steam

$3.39 (normally $3.99) unlocked 10 of the 16 achievements in under 3 minutes. I mean come on guys, shouldn’t achievements involve actually achieving something besides surviving booting up your game without keeling over from a fucking heart attack in the making of this review?

This article may only be reprinted with my express written consent, which can only be granted if you bring me the head of Tim Schaffer. For God’s sake, do not bring me the body with it. It probably smells like onions and farts.

Advertisements

Fist of Jesus

Mom. Dad. Don’t read this one.

The Fist of Jesus is based on an independent short film, and it probably should have stayed there. It’s another game that I would consider a novelty title. Without the presence of Jesus, I’m almost certain this title would have been received with universal negativity. As the port of a mobile game, the fighting mechanics are extremely limited. One button does all the punching and kicking, while the other face buttons trigger special attacks that would normally be activated by an on-screen button. Because there’s only one button for attacking, there’s no combos or advanced moves to pull off. Just mash the button until the person you’re punching is dead. Alternately, sometimes your punches randomly stun the enemy and make a meter appear. Press the meter at the correct time and you’ll unleash one of three finishing moves chosen at random. The finishing moves are the same for both Jesus and Judas, and the novelty of watching Jesus rip out the heart of a zombie gets old pretty quickly.

Question: why would ripping the heart out of a zombie kill it? It's a zombie. Its heart doesn't even beat. Oh, never mind. I remember now. It's because we need to have screenshots and videos of Jesus ripping out someone's heart and holding it up triumphantly like he's Mola Ram so that people will want to buy the game.

Question: why would ripping the heart out of a zombie kill it? It’s a zombie. Its heart doesn’t even beat. Oh, never mind. I remember now. It’s because we need to have screenshots and videos of Jesus ripping out someone’s heart and holding it up triumphantly like he’s Mola Ram so that people will want to buy the game.

The movie Fist of Jesus is fifteen minutes long. I put fifteen hours into Fist of Jesus: the PC game. That wasn’t enough to finish it. I’m stuck on the level 50 boss, which is an encounter with a giant octopus, because why not? By this point, you’ve already fought it a couple of times, but this time around, it’s ultra spongy. I never got killed against it. Instead, I died when time ran out. Here’s where Fist of Jesus shows its ugly mobile roots. The game is too padded and has too much emphasis on grinding. I *did* level and money grind quite a bit before I got to it. I had found the perfect level to do so and thought of myself as quite clever. I was wrong. Despite having gained an extra five or six levels doing this, I wasn’t remotely close to beating the octopus on stage 50. Even with 500 seconds, and that I had spent a couple of hours screw-grinding my XP, and even considering that I hit it every single time it poked its head out to open itself up to attack, AND even considering that I had purchased all available upgrades, AND had unlocked all the XP based upgrades, AND purchased the right to start the stage with a gun, I could only knock down three-quarters of its lifebar before time ran out. That’s simply too damn spongy a boss for a game with fight mechanics as shallow as a puddle of spit.

Like many ports of mobile games to PC, I think the developers of Fist of Jesus made a mistake by porting the game straight to PC without optimizing the controls or the mechanics for the platform. The game would have had more value if they had taken advantage of the more advanced capabilities PC has to offer. Slightly more complex fight mechanics, a larger variety of attacks, or especially the ability to play this co-op would have helped Fist of Jesus greatly. The rush to port the mobile game to PC feels a bit lazy. I controlled the action with an Xbox One controller, but needed to switch to the mouse and hold the left button down to scroll the map. There’s an on-screen indicator that dialog could be skipped, but I was unable to do so with the controller or the mouse. These are all niggling annoyances, but I couldn’t help but wish more effort was put into this game. Especially since so many people would buy it just for the novelty value.

To anyone who is offended by this picture, I just want to point out that some people might be offended by your beliefs. You know, according to your religion, the penalty for not combing your hair is God will kill you AND be very angry with your neighbors for letting you be such a slob. I'm not kidding. Look, it's right here.

To anyone who is offended by this picture, I just want to point out that some people might be offended by your beliefs. You know, according to your religion, the penalty for not combing your hair is God will kill you AND be very angry with your neighbors for letting you be such a slob. I’m not kidding. Look, it’s right here.

And really, that’s what Fist of Jesus is about. I never got the feeling from it that it was meant to be a good game. It’s a novelty. “Hey, look, there’s Jesus kissing Judas to bring him back to life, like he’s Sleeping Beauty. There’s Jesus ripping the head off a zombie. 9 out of 10! Eleven gold stars! I can’t wait to show this to my friends!” I don’t get it. The whole “taking a character out of their element is funny in and of itself” joke wears thin so fast, because once you’ve seen Jesus rip out one heart, you’ve seen the entire punchline. Hey look there’s Jesus, doing something very un-Jesus-like! L out L! But really, people have been doing the same gag with Jesus for decades now. South Park had him as a main character on the show, and gave Satan the Disney Princess song in their movie. Is sacrilege funny by itself anymore? Apparently so, judging by how many people liked this game. And maybe as a fifteen-minute-long movie, the joke works. But I think games need to be something more. This one is normally priced $9.99 too. That’s just too damn expensive for a fifteen-plus hour game where the gag stops being funny about five minutes in.

Fist of Jesus is a game. As a game, it just isn’t fun. I can’t stress enough, I spent hours grinding, and there’s no challenges left for me to do except beat this boss. But, what I’ve done isn’t enough to beat the boss I’m on. I have to go back and grind the same small handful of enemies, using the same handful of weapons, until I have enough strength to beat it. Or I can quit and play a better game. Yea, the shock value will never wear off with certain people. My parents are practicing Catholics, and my mother walked in on me playing Fist of Jesus. The look on her face was priceless. I don’t think she could have been more disappointed in me if she had walked in on me getting an abortion. But what’s in it for you if you have nobody in your life to offend with this? One of the dullest brawlers I’ve played and a one way trip to Hell, which will probably be spent playing Fist of Jesus.

JesusFist of Jesus was developed by Mutant Games
Point of Sale: Steam

$4.99 (normally priced $9.99) said “The Fist of Jesus” was the wrong name for this title. It should have been “The Power of Christ Compels You to DIE!” or something less generic in the making of this review.

Hyphen and Love

Two-for-one special today. Two games I probably shouldn’t have played in the first place, as I’m not the type of person who enjoys games that have nothing else going for them besides extreme difficulty. As my father put it, some people break bricks with their bare hands, while others plop on the couch and watch the Karate Kid.

First up is Love, which I think beats an XBLIG by the name of Dark as the biggest violator of the Google Rule I’ve ever encountered at IGC. The Google Rule states that when you type a game’s name into Google, a link that points to the game should be within the top 5 results. Call it a hunch, but I suspected that there were more than five sites that dealt with the subject of love ahead of the game. I did search. “Love” by itself has the game’s steam page as the 175th result. I’m actually kind of surprised it came up that quickly. Now granted, “Love Indie Game” resulted in the 4th link pointing to the game’s Steam page. But I stand by my point. It’s a lazy, uninspired name. I’m of the belief that if a game’s name is generic, with little thought or effort put into it, most gamers will assume the game itself will be generic, with little thought put into it. I have no idea how much thought was given to the gameplay, but what is here is pretty generic.

The hook is, you have 100 lives to finish the game, but to take the sting out, you can lay a checkpoint any time, any place. Otherwise, the design is very minimalist. No enemies to kill. Just dodge, jump, wait, jump, jump, jump, dodge, jump, wait, jump up the trampoline, dodge, wait, jump, repeat. It’s been done to death, and unless you either have exceptionally inspired level design (Love doesn’t) or a novel hook (ditto), you’re going to bore most non-masochistic players. And the whole dropping checkpoints thing can screw you royally during some stages. Like one where you hop on platforms that you then steer. If you set a checkpoint and then die, the platform stays where it’s at, and you fall to your death again and again until you run out of lives. Then again, only an idiot wouldn’t figure that out and lay down a checkpoint during this section. Cough.

Not one of my proudest gaming moments.

Not one of my proudest gaming moments. (Screenshot is of Love)

And there’s Hyphen by developer Marc McCann of FarSpace Studios. In the interest of full disclosure, I’ve been friends with Marc for quite a while. But being my friend doesn’t really help devs when it comes to me reviewing their games. Do I display bias? Only if you count applying Neosporin to them after I nail them to the cross. What are friends for?

Hyphen is a spinning-stick game, similar to the Irritating Stick, which was later expanded upon by Nintendo in a series of Japanese-only games for the Game Boy Advance and GameCube called Kuru Kuru Kururin (which I was told after I wrote this also came out in PAL regions. That doesn’t help us Americans much). Maybe I’m spoiled by that series, but Hyphen feels like such a step backwards for the concept. Like Love, you can place your own checkpoints down, though there’s a limit on how many you can use each stage. That’s pretty much all it does different. Sigh.

This obstacle is used semi-frequently in Hyphen, and it's annoying as all hell every time.

This obstacle is used semi-frequently in Hyphen, and it’s annoying as all hell every time. (Screenshot is of Hyphen)

Hyphen is designed with one thing only in mind: drive players mad. The challenge is so incredibly extreme, with so little margin for error, that I just couldn’t get into it. And again, the formula for this series has been around long enough that anyone making an indie based around it simply must either add new ideas to the concept or have extraordinary level design. Hyphen does neither. In fact, it takes away some conventions in a way that only serves to make the game more frustrating than it should be. Like not being able to make the stick rotate faster. At times, there are projectiles fired at you, and not being able to speed up the rotation means you have to manually dodge those projectiles. But, you don’t always have enough clearance to do so.

I lumped these two games together because they both demonstrate the lack of what I call “Glorious Victory.” It’s my term for the idea that one of the most rewarding aspects of super-difficult games are those rare times where you clear a stage on your first attempt. We’ve all had such moments. Imagine being multiple worlds into Super Meat Boy. You reach a stage after burning approximately two and a half trillion lives, and then by the grace of God, you finish a stage on your first attempt. You jump out of your seat, looking around you as if to say “HOLY SHIT, DID ANYONE ELSE JUST SEE WHAT I DID? FUCK ME, I’M AWESOME!”

Many players live for such moments. But if a game is designed around blind leap-of-faith platforming or trial-and-erroring where the errors are almost certainly unavoidable, you deprive players of those opportunities without giving them anything positive in return. For example, look at this leap that Love wants you to make.

2015-03-14_00006

You can’t see where the spikes are below you. You have no idea what you’re leaping into. You don’t know if you’re supposed to just fall straight down, fall to the side, or what. Not dying here on your first attempt is based completely on random chance.

2015-03-14_00007

When random chance factors in, that takes the glory away from not dying on your first attempt. You didn’t make it using your skills. You just lucked out. There’s no glory in luck. So many indie devs simply don’t fucking get it! They think it’s about the dying. No. Punisher gaming is at its best when players don’t die.

Hyphen is guilty of this too. Like in this spot of the game. Sometimes Hyphen has bombs scattered throughout the map. When the bombs blow, they scatter projectiles. Now, the point of Hyphen is to get from Point A to Point B as fast as possible. You’re on a timer. There’s a sense of urgency. So when you see the bomb, a player’s instinct will naturally be to move past it and get away from it as fast as you can. So here I am moving past the bomb.

2015-03-15_00004

And here I am getting trapped in a section where I have no clearance to dodge out of the way just as the projectile from the bomb is about to kill me.

2015-03-15_00005

This “GOTCHA!” moment is going to probably kill the overwhelming majority of players on their first attempt at this stage. I would actually be surprised if there was a single player who made it past it on the first attempt. Now granted, some people like games like this, and you can still get satisfaction when you finally beat a stage. But because you’re going to certainly die from that projectile, the possibility for a “Glorious Victory” is taken from players. Gaming at its apex should have as many chances at being exhilarating as possible. Marc just took one such chance away from players, and gave them nothing in return, except for frustration.

There are players out there that don’t complain about this type of level design. But I think the majority of players probably would prefer games to be skill-based, not luck based. Deaths in gaming should because the player failed, not because the game gave players a no-win situation. Jesus Christ people, did you learn nothing from Star Trek? The Kobayashi Maru test wasn’t fun for anyone!

Love was developed by Fred Wood. Point of sale: Steam. $2.99 didn't love it in the making of this review.

Love was developed by Fred Wood. Point of sale: Steam. $2.99 didn’t love it in the making of this review.

Hyphen was developed by FarSpace Studios. Point of Sale: Steam. $7.99 said that price is an outrage, a practical stick-up in the making of this review.

Hyphen was developed by FarSpace Studios. Point of Sale: Steam. $7.99 said that price is an outrage, a practical stick-up in the making of this review.

Schein

This is the first official “Money Where Your Mouth Is Challenge” from Indie Game Riot. The idea is, they will select a game that has fallen off my radar for me to review. I purchase the game, and they match the price of the game as a donation to the Epilepsy Foundation (in one big donation at the end of the year). In theory, they’re looking for good games for me. But I’m not so sure. I think they might have been trying to cause my blood pressure explode and give me a massive coronary with today’s game.

Dick Move

Schein is a platformer with a neat idea: certain platforms and traps only appear if the right color light is being is shining on them. This could, and in fact did, lend itself to some nice puzzles. The problem is, Schein wanted to be a puzzler, but it also wanted to be a punisher. Not just a punisher, but one that subscribes to the “no warning instakills” theory of challenge design. Forcing players to die as the only way of discovering a trap doesn’t make your game challenging. It’s not really a challenge if you have no hope of succeeding. All it really does is make you repeat the same section, now with full awareness that there is something that can kill you in a specific location. A real challenge is having something there that can still take you by surprise, but you also have a reasonable chance of reflexively avoiding.

Dick Move 2

Some people call this trial-and-error gaming. Trial-and-error gaming is perfectly fine, as long as the game is based just around that mechanic, such as The Impossible Game. Otherwise, trial-and-error only works as long as there’s a chance, even a remote one, of clearing an obstacle on your first attempt without needing luck. When you can’t, that’s just making busy work for players, and it’s not fun.  In Schein, you’ll sometimes be forced to turn your light on to see a platform. Sometimes though, the spot you’re standing on has a vine that is only deadly when you can see it, when the light is on. You had no way of knowing that vine is there and you die. Schein does this a lot. It’s such a common mistake among indie developers of punishers.

Dick Move 3

In the above example, the vine isn’t challenging. When you learn about it and die, you didn’t die due to difficulty. You died because you had no way of knowing it was there. Let me put it this way: let’s say you have a game where you’re in a town and you talk to one person in the town. That person tells you they’ll only give you what you need if you go to a person on the other side of the town.  You have to walk across the town to talk to that person, grab what they had, and then walk back. Was that a challenge? No. It’s just walking across town. Well the unseen vines in Schein are pretty much that. Run into a vine to discover its awareness, respawn at the check point, walk back to the spot where the vine is and hop over it before turning the light on. There was nothing challenging about it. All the vine did was make busy work for you. Go from point A to point B, watch unavoidable event, return to point A and go back to point B.

I wish Schein had just been a puzzler. It does puzzles fairly well. But the platforming mechanics are not suited for the type of game Schein might want to be. It’s a confused game, unsure whether it wants to be a punisher or a puzzler. There’s too many instakill spikes and vines, and because the game uses rectangular collision detection instead of mapping it to the character, the margin of error is razor-thin. Combine this with the bleak, joyless visuals and I just couldn’t get into the game. It was practically exhausting.

Dick Move 4

I quit Schein after putting four hours into it and not really enjoying any of it. My early optimism that this was going to be a less bleak take on the type of platforming Limbo made popular was gone within just a few minutes. If this hasn’t been IGR’s challenge against me, I wouldn’t have played it as much as I did. I wanted to find something to complement other than the voice acting and character design. But even the puzzles that I slogged through the platforming sections to get to became tedious busy work. The concept behind Schein is really solid. But the forced-repetition of the puzzles, bad collision detection, and some just plain bad design choices sink this one. On the opening stage, the area of green “revealing” light is fairly small. Why? It doesn’t help the game. The light stuff becomes significantly better after you beat the first boss and the light becomes bigger. Also, the placement of the checkpoints is mind-boggling too. Sometimes a fairly simple puzzle is sandwiched between two checkpoints, while at other times, the checkpoints are spread out so far that you’ll be practically begging for one to show up, so that you don’t have to run through a dull platforming section more than once. I spent more time wondering why such design choices were made when they only serve to contribute to the game being less fun. There is a satisfying puzzler somewhere in this mess, but it’s buried under so many bad choices that I personally can’t recommend Schein. I like puzzlers. I don’t like Schein. It’s boring. I wish I could see why so many people are raving about it, but I guess I’m in the dark.

ScheinSchein was developed by Zeppelin Studio
Point of Sale: Steam, Desura, Indie Game Stand

$9.99 said Geoffrey Rush was unavaiable for comment in the making of this review.

 

Three Dead Zed (Second Chance with the Chick)

It’s been over two years since I reviewed Three Dead Zed, by former Indie Gamer Chick Leaderboard sponsors Gentlemen Squid. Last time, I interviewed them alongside the review. And I didn’t like the game. The only way that whole situation could have been more awkward is if I had just run over their dog beforehand. I considered bringing them back for this Second Chance with the Chick, but I’m not doing that for the same reason I decided not to pursue a career as an obstetrician: because I didn’t want to ever have to tell an anxious parent that their child was stillborn.

To their credit, Gentlemen Squid fixed the worst issues from my first play through. I never once reached for a switch that didn’t activate on my first attempt. Just having that work by itself makes Three Dead Zed playable. But I still really didn’t like it. It’s not for a lack of personality, either. The hilarious story of a shape-shifting zombie getting loose and trying to find cats with tinfoil hats is raving lunacy. And I mean that in the best possible way. I sort of wish the best bits unfolded when you started and completed levels, instead of having to find hidden rooms. In the event I missed one, I shook my hand at the sky, as if God himself was responsible for me somehow missing it. I never once wanted to replay a stage to find those secrets. I just wanted the fucking game to be over with, which is never a good sign. Having said that, the writing is extraordinarily sharp. If you can put up with everything else I’m about to say, Three Dead Zed might be worth it for you.

You know a game is in trouble when its best comedy bits are often hidden in the background. Like the warning about the company BBQ. Why would a company need to caution against a barbeque you ask? Maybe my father is there serving his infamous chili. Though if that were the case, the only place they would draw the fire is around the buttocks.

You know a game is in trouble when its best comedy bits are often hidden in the background. Like the warning about the company BBQ. Why would a company need to caution against a barbeque you ask? Maybe my father is there serving his infamous chili. Though if that were the case, the only place they would need to draw the fire is around the buttocks.

It wasn’t for me. Movement is just all over the place. Which, um.. you know, come to think of it, movement by definition should be all over the place. What I’m trying to say is the controls are crap. Honestly, with the game’s engine and the way the characters were built, there wasn’t much they could do to fix this part of Three Dead Zed from the first time out. So I was sort of bracing myself for the worst when I restarted it. And I was right. There’s just a lack of parameters for certain actions. Like it’s easy to have a tiny sliver of your body standing on the edge of a moving platform and getting crushed from passing by a ceiling. Or you’ll struggle to make jumps with the moves-too fast while jumping-too-loose frog-athlete-zombie thing. You have to use this zombie all the time too, because it’s the only one that can make long jumps, or do wall jumping. But judging how close you can get to something before you die never quite clicked for me.

It’s really hard to put a finger on the difference between a good platformer and a bad one when it comes to just the act of movement. It almost defies explanation, but I’ll try. In a good platformer, you form an equilibrium with the layout of stages. You can instinctively judge distances in jumps, or how close you can get to that buzz saw trap before you’re going to die. I never got that from Three Dead Zed. A long time ago, I might have thought that would be on me, but considering that I’m able to easily find that balance in almost any other platformer, I think I sort of have to blame the game. I also don’t think it has to do with switching between three characters. I had to do that in Trine as well, but never had that issue. Three Dead Zed lacks a certain elegance of movement and jumping. I don’t think with the engine they used, it could have ever been precise.

I did appreciate the effort. The stages are pretty well constructed, even lending themselves well to non-linear exploration. I would have probably taken more advantage of this, if not for the bad controls, or if Gentlemen Squid haven’t been so obsessed with dick-move enemy placement. They really had a fetish for putting soldiers on the exact spots where they best stood to unfairly tag you with bullets in a way that you never had a reasonable chance to know they existed, and even less chance of avoiding their attacks. I hate it when games do this. When I mention it to developers, sometimes they giggle and say “I know right?” as if they expect a high-five. Sorry to leave you guys hanging, but I need to level with you: any idiot can make an unfair game. It takes no talent. It takes no creativity. It takes no artistry. When Mario Maker hits the Wii U, you’ll probably see hundreds, if not thousands, of user levels that center around “last pixel jumping” or dick move enemy placement. I assure you, nobody will complement the twelve-year-olds making those stages on their mastery of level design. When you have absolutely no hope of dodging attacks, or even knowing the enemies exist, that takes no skill to create. This also shouldn’t be mistaken for adding “difficulty” to your game. Difficulty should be something where a player has a reasonable chance to overcome it, thus displaying their skills. When they have no hope, that’s difficult in the same way you would use the word to describe someone who chains themselves to a McDonalds and claims they’re going on hunger strike until they stop serving beef. “How’s it going with that nut who chained himself to McDonalds?” “Well, sir, he’s being.. difficult.”

Three Dead Zed 2

Hooray for busywork!

Did Three Dead Zed ever have a chance, even with patchwork? Probably not. The devs were frank with me in admitting that they could only do so much with the engine they used. That’s fine. You know what? They showed me that they have a lot of talent to work with in the future. The writing was very sharp, even inspired, and the level layouts (sans bastard enemy placement) were well done. With a better platforming engine with more precision movement, Three Dead Zed probably could have been something special. Chalk this one up to life on the learning curve. I’m certain Gentlemen Squid will blow me away next time. They seem determined to. If they weren’t, they wouldn’t have bothered fixing the stuff that made Three Dead Zed unplayable the first time around. I’m excited for their future. I think they are too, since they just squirted ink all over me. Well, at least I hope that’s ink.

Three Dead Zed logoThree Dead Zed was developed by Gentlemen Squid
Point of Sale: Steam, Xbox Live Indie Games

$4.99’s father’s chili is banned by the Ginevra Convention in the making of this review.

 

Super Pixalo

I bought Super Pixalo because a reader of mine, ReverendDS of Indie Game Riot, believed in the game so much that he offered to get it for me. It wasn’t even his game. He was just a fan. I pay for all the games I review at Indie Gamer Chick, so I politely declined. Then I had a thought and made the reader an offer: if he matched the price I paid for Super Pixalo ($3.74) as a donation to the Epilepsy Foundation, I would guarantee him that I would play and review it. He agreed (and I’ll verify he did so immediately), even rounding up his donation to $5. I like this idea. I like it so much that it will now be a monthly feature at Indie Gamer Chick, in collaboration with Indie Game Riot. I only wish that I had liked Super Pixalo as much as ReverendDS did. Or at all. I didn’t. But hey, if the worst thing that happens to me this weekend is I spend a few hours with a boring game and a couple bucks get kicked towards my charity of choice for doing so, that’s not a bad thing.

So, Super Pixalo. Contrary to what people think when they see the way I review games, I don’t like tearing apart bad games. It’s not sport for me. I want to like every game I play. Nobody wants to play bad games, especially me. My only hope is the developer takes my criticism to heart, doesn’t give up as a game developer, and vows to do better next time. Nothing about Super Pixalo is offensive to the point that I would declare he has no talent and should take up another hobby, like being shot out of a cannon. I finished all the stages simply because I was hoping something would happen that I could comment positively on. Sadly, it never came. Not once. Not even for a single second. It’s just a really badly made, boring game.

There's 124 stages in Super Pixalo, counting the bonus stages. I don't remember picking up an extra collectable along the way. I can't tell if this is a glitch or not. There's a good chance the achievements need patching. I got the Achievement for beating all the bonus stages before I had actually beat all the bonus stages. Also, I didn't get the achievement for dying 1,000 times, even though the game says I died 1,100. Also, I'm fairly certain I didn't die 1,100 times. Or 1,000 times. I would be surprised if I died 100 times.

There’s 124 stages in Super Pixalo, counting the bonus stages. I don’t remember picking up an extra collectible along the way. I can’t tell if this is a glitch or not. There’s a good chance the achievements need patching. I got the achievement for beating all the bonus stages before I had actually beat all the bonus stages. Also, I didn’t get the achievement for dying 1,000 times, even though the game says I died 1,100 times. Also, I’m fairly certain I didn’t die 1,100 times. Or 1,000 times. I would be surprised if I died 100 times. The vast majority of stages I beat on my first attempt, and it never took me more than a minute or two to beat any tricky stage.

Part of that is tied to the play control. Super Pixalo has the feel of every annoying ice-world stage that I’ve come to dread. Movement is very loose and slippery. You do get used to it eventually, as many fans of the game pointed out to me. But getting used to something doesn’t mean it becomes a good thing. Eventually I would get used to it if a clown ran into whatever room I’m in at the top of every hour and pied me in the face. It doesn’t mean I would like it, or that it’s a good thing. The controls of Super Pixalo never feel second nature, and that’s the lifeblood of decent platforming action.

But, the ultimate killer of Super Pixalo, the thing that makes it unsalvageable, is the level design. The play control could be tightened up in a patch. But nearly every single level would have to be completely redone and reordered to make Super Pixalo in any way a worthwhile game. First off, all the stages are broken up by decades. I have no idea why this was done, since the graphics don’t really get better as you go along, nor are there any backdrops that suggest you’re playing in a different era. Stuff does happen, like the 90s adding scrolling stages, or the 2010s adding disappearing blocks. I don’t get it. All the platforming stuff Super Pixalo does has been done for several decades now. I didn’t notice anything 2010ish about the 2010 stages, except in the collectables you pick up. I couldn’t typically tell what those were though, except that they were things the game seemed to want me to pick up. All of them come from pop culture, and might offer a brief chuckle if you’re one of those people who finds references to things everyone knows about to be humorous without any punchline. “Hey look, it’s Wilson from the hit movie Castaway! I too saw the hit movie Castaway! L. O. L.!”

If not for the controls, the I’m not sure any of the stages in Super Pixalo would have been difficult at all. I never got the achievement for dying 1,000 times (and by the way, please stop making those kind of achievements, developers. If your game is too easy, you’re essentially encouraging suicide in a backhanded kind of way), and probably didn’t come close. The only truly challenging moments were “Last Mother Fucking Pixel Jumps.” You know Last Mother Fucking Pixel Jumps. It’s where you have to avoid hitting the jump button until you’re standing on the very last pixel of a platform. Nobody likes those. They’re annoying even when the play control of a game is as close to perfect as play control is capable of being. That certainly doesn’t describe Super Pixalo. It has a few instances where the margin of error is razor-thin. Check out the picture below.

Super Pixalo 3

Believe it or not, Pixalo is actually standing still right there. That’s how close to the edge of the platform you need to be for some jumps. Even if you’re got the reflexes of the best gunfighter who ever lived, you’re going to struggle to time that jump correctly every time. Come just a pixel short and you’re going to miss the jump. That’s not a realistic challenge players. Sure, I bet with enough time you could become an expert at such timing, but who wants to put in the amount of time it would require, for any game? These are the kind of things developers need to think about when they make their games.

Super Pixalo’s most annoying platforming elements are usually the moving platforms. These are the slowest moving platforms I can remember. They’re the senior citizens of moving platforms. Super Pixalo seems to be inspired by Super Meat Boy, yet the game often makes you sit still for excruciating intervals just waiting. Waiting is not fun. Waiting is boring. This can be fixed by the developer. Just make the fucking thing move faster. There wasn’t a single level they were in where I didn’t want them doing such. I don’t know if it would have made things unfair, what with the controls as slippery as they are, but hey, those can be fixed too! Another thing that could be fixed is having all the platforms and fireballs/sparks/enemies/whatever the hell they are reset to their starting positions every time you die. All the moving objects in Super Pixalo are so slow that quitting out to the menu and restarting the stage that way is often the better option than waiting for them to come around again. I mean, come on, developer. This is common sense stuff. You shouldn’t have to be told it.

This level in paticular is one of the worst offenders of that. Any deaths I occurred here could be attributed to natural causes.

This level in particular is one of the worst offenders of that. Any deaths I suffered here could be attributed to natural causes.

I’ve been looking for something, anything, nice to say about Super Pixalo. I couldn’t. Not a single thing. Others seemed to enjoy it, and I’m really happy for them that they liked it. But I thought it was terrible. Horrible play control, dull graphics, and boring levels. However, allow me to offer this glimmer of hope: there is NOTHING here that can’t be improved upon in future efforts from the developer. Hopefully Super Pixalo was a getting-your-feet-wet experience that he intends to grow from. I hear he’s a good guy and I wish I had fun with his game. I didn’t, nor did I have any fun writing this review. Well, maybe a little fun. I mean, that clown analogy was a good one, right?

Super Pixalo logoSuper Pixalo was developed by Philip Royer 
Point of Sale: Steam

$3.74 (normally priced $4.99) now envision the ninth circle of Hell as being forced to play this game with the standard Ouya controller in the making of this review.

Update: Developer Phil Royer read this review and promised to look into many of the issues I brought up, and thanked me for the feedback. Class act all the way. Good luck to you, Phil. It might be hard to believe, but nobody will be as hopeful about your future projects as I will.

The “match the game’s price with a donation to the Epilepsy Foundation and Cathy will purchase a copy and guarantee a review” will be something done between Indie Gamer Chick and Indie Game Riot only. Please do not donate to the Epilepsy Foundation with the expectation that Indie Gamer Chick will review a game of your choosing. However, if you want to donate to them just to be cool, 

 

 

samurai_jazz

Today’s game is called samurai_jazz. No caps, and an underscore instead of a space. I think that’s meant to be a joke, because the game has 8-bit graphics. You know, back in the 8-bit days, people used punctuation. Get it? It’s an anachronism! Ha! Haha!

Or it wasn’t meant to be a joke, just a stylization thing. Well, I laughed either way.

What I’m not laughing at is the game itself. samurai_jazz is a prime example of how I can’t get into a game at all if it controls poorly. The basic concept is you hack-and-slash your way through enemies, occasionally taking part in key quests that open up more levels for you to hack-and-slash through. It gets dull really quickly, though that’s because you spend the majority of the experience fighting with the controls.

To the game's credit, it does make a joke about the name of the diner being "EAT."

To the game’s credit, it does make a joke about the name of the diner being “EAT.”

I’ll give samurai_jazz this: it does feel like an early NES game. I mean, besides the tiny little squirts of blood that come from enemies. Not to mention the first thing you see when you start the game is a guy commit Seppuku. By the way, is there a more horrific act that one can do that has such an adorable-sounding name attached to it? It’s a cute word! It sounds like something you would name a baby penguin. But really, I’m over the whole “graphic 8-bit violence” thing. Was novel for a while. These days, it’s about as common an indie convention as it gets. I’m also still not fully sure what the opening suicide had to do with the game, since the story unfolds only in dialog and, as far as I can tell, wasn’t brought up again over the next three chapters. In fact, there’s not an actual lot of storytelling done at all. Weirdly enough, the marketing blurb brought up the writing, but what little is here didn’t exactly stand out to me. Most characters that do talk only do so to note that you need to fetch an item to proceed to the next part of the game. Maybe the story becomes more in-depth later. I wouldn’t know. I quit midway through the third chapter. I know some people don’t like it that I still go forward with writing reviews for games that I quit early. My response is I paid for the game, I put a couple hours into it, I didn’t like it and I know why I didn’t like it. I think I have a right to say why I didn’t.

I’m a control freak. I need accurate controls. Ideally, I should not even notice the controller at all when I play. If a developer accomplishes that, they’ve done a spectacular job. With samurai_jazz, the controls were so unresponsive that I actually thought my Xbox pad was broken. I switched to a different one. Then I switched from using Xbox One controllers to Xbox 360. I mean, maybe an elephant had gotten loose in my house and stomped on all my controllers. Well, something was broken, but it wasn’t them. Unlike a martial arts movie, enemies in samurai_jazz do the sensible thing with you: gang up and attack all at once instead of being polite and engaging you one at a time. That would be fine if controls didn’t have a massive delay. Turning to face the enemies you intend to slice-up shouldn’t be so difficult. But sometimes the inputs just do not respond to you. I don’t know what else to say. When you try to face an enemy and the controller is fickle about when it listens to you or not, that’s sort of a deal breaker for any action game. It’s not just movement, either. Often when you press the attack button, you don’t actually swing your sword. I think it might have to do with how the game requires you to stop moving before changing direction or going into an attack. If that’s by design, it’s a horrible idea, plain and simple.

Because movement is so inconsistent, it screws up almost every other aspect of the game. There’s a block-counter system in place, but you can’t possibly get the timing of it down because the inputs don’t always listen to you. There’s also timed spike-trap puzzles that become infuriating because the act of simply walking in anything but a straight line can be subject to the whims of the game. I figured maybe switching over to the keyboard would help. Although that does improve things (especially attacking), movement can still be sticky and unresponsive. The majority of my deaths playing samurai_jazz would not have happened if the character had done the stuff my button presses had told it to do. I’m sorry to say this, but yea, it does render everything else irrelevant. Someone argued against that idea when I posted my Shovel Knight review and said If the controls had been sloppy, I wouldn’t have been able to appreciate all the other stuff that people have been raving about. It would have all been irrelevant, because the game would have been no good.”

These fireball-throwing ladies are indicative of everything wrong with samurai_jazz. How would you like to die against them? Option A: try to block their attack with your sword, press the attack button, not have your sword actually attack, die. Option B: try to dodge the fireballs. Press a direction to move out of the way of an incoming fireball, but have your character ignore your commands, sit perfectly still, and die. It's nowhere near as bad if you use a keyboard, but I would never want to play a game like this with a keyboard. I only bought it because it had Xbox 360 controller support.

These fireball-throwing ladies are indicative of everything wrong with samurai_jazz. How would you like to die against them? Option A: try to block their attack with your sword, press the attack button, not have your sword actually attack, die. Option B: try to dodge the fireballs. Press a direction to move out of the way of an incoming fireball, but have your character ignore your commands, sit perfectly still, and die. It’s nowhere near as bad if you use a keyboard, but I would never want to play a game like this with a keyboard.

I don’t understand how anyone can argue against that. If the controls are awful to the point of distraction, how can anyone say a game is worth playing? Controls for me will always be paramount. Get them wrong, and nothing else matters. This concept should not be controversial.

I don’t know if I would have liked samurai_jazz if it had decent or better controls. It seemed kind of dull. Light on story, incredibly repetitive combat, bland setting, and boring mechanics. But who knows? Maybe I would have appreciated the gameplay itself if I hadn’t been forced to repeat room after room just because I wanted to face an enemy to the right of me and kept facing anywards but the way I wanted to. It certainly would have made the pace faster, making it harder for tedium to set in. But, honestly, I don’t think it would have been my thing either way. The 8-bit violence thing is old hat by now. Everyone does it. I had the slightest hint of a smile when I killed my first enemy by literally cutting them in half. But then, enemies started showing up that had no actual attack animation themselves, and when you kill them, they don’t have any death animation. They just sort of blink out of existence. I can’t help but wonder if this is one of those games where the developer started the project all full of energy and enthusiastic to get the ball rolling, but just ran out of will halfway through. Instead of shelving the game or taking a break, they rushed it through just to say they finished it. No clue if that’s the case here, but I’ve seen it enough that I at least wonder if that’s what happened. Either way, it’s a shame. The concept is solid, and it certainly looks and sounds the part, but samurai_jazz had me singing the blues.

samurai 1samurai_jazz was developed by Blaze Epic
Point of Sale: Steam

$0.99 kept calling it “samurai_jack” in the making of this review.

 

%d bloggers like this: