Multitasking

Hello, old friend. It’s been a while. You look.. um.. great? You really wear dying a miserable death, barely mourned and unloved well.

Playing an XBLIG in early 2016 is like visiting a dying relative in hospice care. You know any visit could be the last you’ll have, but you go anyway in secret hopes that they’ll leave you something nice to remember them. For those confused by the situation, yes, Xbox Live Indie Games are still alive. The last rites have been administered and happy families have been notified that a donor for Daddy’s faulty platforming engine has been located, but it’s technically still alive in the same way Ben Carson’s campaign is still technically ongoing. For now. No new games will be uploaded after September, 2016 and the marketplace will shut down entirely after September, 2017. Will you be able to access the games you already bought after that? The fuck if I know.

I do know that here it is, nearly two years after my last XBLIG review and I’m still basically known as “that girl who reviews XBLIGs.” And you know what? I’m proud of that. Plus, a few last second hidden gems that savvy indie fans have come to associate with the XBLIG market are still showing up. Take today’s game, Multitasking. It caught my attention because it twists the formula of WarioWare (my favorite game ever) by making you play multiple microgames at the same time. My family had a terrific chuckle at the thought of me playing such a game. Some people have coordination that makes them capable of rubbing their bellies while patting their heads at the same time. Meanwhile, I have such good coordination that I once broke my ankle falling three-inches off a Dance Dance Revolution platform at a bowling alley. I wish I could say I was joking, but I’m not. Given that and the fact that I can’t chew gum and talk at the same time without either biting my cheek or gagging on the gum, they said maybe I should rethink my choice in games to play. But fuck them and their lack of faith in my ability to step up my abilities. I was determined to prove them wrong.

Four games at once? Ha, yea right. I couldn't even do three games at the same time.

Four games at once? Ha, yea right. I couldn’t even do three games at the same time.

I failed. Not even with honor either. I was just awful at Multitasking. Except on Easy Mode, but this is one of those games where success there carries an undeniable shame with it. Again, the idea is “WarioWare, only playing multiple games simultaneously.” Your TV is divided into four screens. The top screen is controlled by the bumpers, the left screen with the left analog stick, the center screen with the face buttons, and the right screen by the right analog stick. The games are very basic, many of them lifted directly from WarioWare. The difference here is, instead of the speed increasing, the amount of games thrown at you increases. The games play fine and control solid, with one exception involving moving the analog sticks at bullseyes, which feels a bit too loose. It’s kind of annoying because I can’t blame being awful on the controls. It’s all on me.

For what it’s worth, Multitasking is fun. But, unlike games where my comical badness didn’t affect my overall enjoyment (Spelunky for example), I have to admit that my ceiling of fun was lowered here. I was damn near ecstatic about it at first, but the further I played it, the more I realized I just could not get better at it. God knows I tried, but no strategy seemed to work. The games are spit out at random, and my best runs by far were the ones where one of the games being displayed required simple button mashing with no finesse. If both games required my attention, I was screwed. On the rare instances where I made it far enough to have three games on-screen, I never survived the first wave of it. I’m just not wired for games like this. Multitasking is fine, albeit basic and kind of boring in how it’s presented, but fine. The online scoreboards suck to use (presumably to be corrected in the upcoming PC port), but fine. I probably would have ranked it higher if I could get better, but it’s hard for me to get worked up over a game that’s as impossible for me to play well. Yea, I love WarioWare, but I wouldn’t want to play two of them at once. I already feel like a douche for that time I played WarioWare Twisted using my GameBoy Player. This isn’t helping.

xboxboxartMultitasking was developed by yyrGames
Point of Sale: Xbox Live Indie Games

igc_approved1$1 jumped the gun so many times in the Wild Gunman minigame that she lost count in the making of this review. Though I do have to ask, when people had those duels in the old days, what happened if someone shot too soon and hit? Did the person shot get to come back from the dead so they could pace off again? If not, damn, I would have been the best gunfighter in the west! How come nobody else thought of the “just shoot first and say MY BAD” strategy before me? Someone get me a time machine, I need to try this shit out.

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

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 Broken Games

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

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

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

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

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

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

xboxboxartSuper Broken Games was developed by Feel Good Seal

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

 

Bad Bunny

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

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

xboxboxart

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

screen1

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

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

xboxboxartBad Bunny was developed by Game Play You

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

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

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

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

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

 

 

 

Super Dungeon Quest

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

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

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

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

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

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

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

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

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

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

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

xboxboxartSuper Dungeon Quest was developed by Smoodlez

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

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

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

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

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

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

 

E.Y.E.R.I.S.

Twin-stick shooters. I’m willing to bet that I’ve played more of them than anyone my age on the planet. I’ve reviewed over a dozen here alone, and that’s not counting the ones I sampled for a few minutes before realizing that there would be no unique hook. I get why they exist in the numbers they do. It’s a relatively simple genre to pull off successfully. It’s perfect for a new developer who wants to get his or her feet wet in the whole game creation process. But I’m to a point where I’m so over twin-stick shooters. They need something that makes them stand out, or I’ll bore quickly.

E.Y.E.R.I.S., God bless it, really does try to be different. Unfortunately, it takes the art-house route to get there. There have been artsy TwickS in the past. Hell, I would say the grand-daddy of all XBLIG hits I Made a Game with Zombies is an artsy example of the genre. Here, the art vibe is less subtle and borderline pretentious, as you get motivational snippets of guidance that seemingly have no relevancy or anchor of any sort to the goings-on. Maybe it means more to the guys who made this, but for me, I just couldn’t get a feel for what concept or feeling they were trying to invoke here. It just came across as snooty.

Wait, without vision your path is revealed? How in the fuck do see the path? Without vision, I'll end up walking into walls!

Wait, without vision your path is revealed? How in the fuck do see the path? Without vision, I’ll end up walking into walls!

There is an actual game here though, and it’s a decent one. Of course it is. It’s pretty fucking hard to botch a twin-stick shooter. In E.Y.E.R.I.S. (I have no clue what it stands for, and the game doesn’t tell you) you start off on a stage where you have no ability to shoot and have to avoid the baddies for about a minute. Once you finish that, you’ll be given a choice of what the next stage will be. All the stages are the same, as far as I can tell, with the only difference being what gun you’re given. Repeat this three more times, adding additional weapons and shields with each new stage, and afterwards the game ends and simply cycles back to the opening screen, with no explanation of what this whole thing was about. I made up my own and assumed I was fighting off some kind of aggressive eye-infection.

Bad picture for the marketplace. It makes it seem like the soft-focus will be a major element in the game. It isn't.

Bad picture for the marketplace. It makes it seem like the soft-focus will be a major element in the game. It isn’t.

Again, it’s pretty hard to screw up a genre this simple. I spent a lot of time on the fence, trying to figure out how I felt about E.Y.E.R.I.S., and I came to the conclusion that it’s a decent game, and for those not burned out on the genre, or for those that get all touchy-feelly about games like this, you’ll probably enjoy it more than me. I don’t feel strongly about it one way or another, which means it gets to hang out at the bottom of the Leaderboard, but a decent game is a decent game, even if it sniffs its own farts.

xboxboxartE.Y.E.R.I.S. was developed by AbstrAKT Games

IGC_Approved$1 has no idea why I complain about people sniffing farts when I’m a world-renowned fan of picking one’s own nose. Mmm Hmmm, few things in life as satisfying as picking one’s own nose in the making of this review.

Hey, I wash my hands afterward. And I don’t eat any thing that comes out of it. Hello? Gross.

E.Y.E.R.I.S. is Chick-Approved and ranked very, very low on the Indie Gamer Chick Leaderboard.

Iota

Protip: when naming your game, don’t give it a name that is just asking to be mocked.  Such is the case with Iota.  If I wanted to be an unoriginal wiseass, I could say “I didn’t like Iota one iota.”  But I’m above such laziness.

Well, then again, I’ve been updating only like once a week for a couple of months now.  So fuck it.  Laziness for the win.

I didn’t like Iota one iota.

Iota looks really good.. for an XBLIG. But typically, really good XBLIGs would look merely decent on Sega Dreamcast.

Iota looks really good.. for an XBLIG. But typically, really good XBLIGs would look merely decent on Sega Dreamcast, which you’ll note is fifteen years old.

Iota is one of those XBLIGs that falls into the category of “looks too good.”  It’s the curse of the platform.  With only a few exceptions, the better an XBLIG looks, the worse it plays.  Iota looks pretty dang good, which means the curse is especially potent here.  The idea is you play as a robot that must go around stages collecting shiny balls of light.  Collecting all of them opens up a shinier ball of light, clearing the stage.  Oh, and the platforming is sort of like a stripped-down Outland, which itself could best be described as “Ikaruga with jumping.”

In the interest of fairness, I’ll disclose that I’m not wired to really like Iota all that much to begin with.  I don’t like bullet hells, and I don’t like platformers that drink the bullet-hell Kool-Aid.  But, in the case of Iota, the stuff I dislike the most has nothing to do with the bulletly hellness of it, and honestly the bullet-hell stuff isn’t even that bad, at least up to the point where I determined that I would never have fun with this and quit.  Quick: what’s the most important thing a precision-based platformer OR a bullet hell would need?  Tight controls, right?

Guess what Iota doesn’t have?

If Sega hit the Sake too much and made a platformer that controlled exactly like Sonic the Hedgehog, only heavier and starring Juggernaut from X-Men, that’s what Iota would feel like.  Starting movement is too slow, stopping isn’t instantaneous, jumping feels too heavy or sometimes just doesn’t respond in time at all.  In just the first three levels, I lost count of how many times I went to jump, hit the button long before I got to the cliff, and then watched as my character didn’t jump and plunged to his death.  If it was less than ten times, I’ll eat my hat.

I didn't like it, but it did help to pretend this was a modern ReBoot game :P

The 2.5D perspective also made calculating distances and heights annoying at times, but that’s hardly Iota’s biggest problem.

Another issue is the inconsistency of the color-swapping bullet hell gimmick.  You switch the robot from red to blue, which allows you to pass harmlessly through bullets.  Using the triggers as a sort of dash-attack, you can also knock out the enemies.  Except the game is a bit fickle about the timing of it.  Switching mostly allows you to instantaneously pass through the bullets with relative ease, but upon landing on the platform and dashing into the robot (which has to match your color in order to kill it), sometimes it would register me as still changing colors, resulting in a death.  I experimented with this a lot (probably more than any play-tester did, judging by how bad it is), and it was bizarre how the bullets could be passed through instantaneously, but there was a lag in using it to kill enemies.  I found out that the jumping and landing had nothing to do with the lag.  I could situation myself on a platform, wait for the robot to come at me, switch colors, to the point that my robot looked fully like he had switched, dash, and die because it thought I was still the wrong color.

Level design was nearly my biggest issue, which is really impressive considering that I only played four stages.  I don’t think the idea of collecting all the trinkets in a level to open up an exit works in a game like this.  Maybe it was worth experimenting to find out, but really, a game based around one-hit kills and a broken checkpoint system should have simply been about getting from point A to point B.  With all the backtracking, it bogs the game down, makes it less exciting.  And then there was the third level, which is almost entirely done in the dark.  It’s not a particularly hard stage, but because you have very limited visibility, you have to heel-toe it, nudging the stick one tiny bit at a time, like you’re masturbating the microscopic penis of a Ferrari owner.  It’s shameful that the developers didn’t recognize this as BORING design.  Because, above all else, your games should not bore.  Every other aspect of Iota has potential to be a pretty decent platformer.  But a stage like this, which can’t be played at a speed above molecular-degradation of an atom, never had potential to be anything but the most boring level in platform history.  It’s only purpose is now to point and it and say “for fuck’s sake, don’t ever make a stage like this” to other developers.

Although I found nothing to like about Iota, I don’t deny this could have been something good.  Certainly a foundation has been laid for something that could be entertaining.  But Iota put a premium on graphics, and didn’t focus on the stuff that really matters in a platformer of this sort, and the result is a game with limited value.  Tighter controls would have made a world of difference here.  And stuff like the all-dark level should have never entered into the thoughts of the developer.  Ten seconds of research would have shown that the number-one gripe of the vast majority of Spelunky player  are the dark stages, and in Iota, the visibility a player has is much worse.  Thus, Iota serves as a reminder that, with the freedom indie developers have, the flip side is you end up with level design such as this that nobody in their right fucking mind would attempt.  I absolutely can’t believe the developers didn’t second-guess some of the design choices here.  Ultimately, Iota’s only hope is to lure people in with its impressive graphics.  Except, Iota really only looks good for an XBLIG.  And that’s like saying melanoma looks good as far as cancer goes.

xboxboxartIota was developed by Cashie Brothers

$1 will be keeping an eye on the Cashie Brothers, as I suspect they’ll get things right in their next game in the making of this review.

Gameplay footage courtesy of Splazer Productions

MULLETMAN

MULLETMAN (has to be written in all caps, like it’s being screamed), is the latest title from Total Commitment Games.  My only previous experience with them was briefly playing their Escape from Robot Doom, a very good-looking 3D title that I had to quit playing after around ten minutes because it wasn’t compatible with my epilepsy.  But, from what little I did play of it, I honestly thought it had the worst play control of any 3D game I’ve ever played.  Like someone played Bubsy 3D and tried to emulate it, only they made it worse.  I’m not exaggerating.  It’s one of those games where, if I had been able to put more time in it, might have been a contender for the worst game I’ve ever played.

MULLETMAN is not quite that bad, but it is one of the worst games I’ve played in 2013.  Like Escape From Robot Doom, it comes down to terrible play control.  Essentially a run-and-gun platformer, MULLETMAN stars a very close Mega Man lookalike, which is what attracted me to the game in the first place.  Having played the truly amazing Vintage Hero just a few months ago, a game I consider to be, as of this writing, the best XBLIG ever made, I figure that games inspired by the Blue Bomber might generally be of higher quality.  But beyond having a similar character design, including a blatant copy of Mega Man’s iconic jumping posture, MULLETMAN is nothing like Capcom’s franchise.  There’s only one type of enemy, along with various traps and timed-jumping areas.  Good character models are really the only positive thing to say about the graphics.  They’re not bad or anything, but it’s very bland and drab.  Certainly not something that gets you excited to be playing it.  Atompshere matters.  If you don’t believe that, go live on the moon.

For some reason, the main character's arms flail up and down, like he's trying to fan his armpit BO at enemies.

For some reason, the main character’s arms flail up and down, like he’s trying to fan his armpit BO at enemies.

Where MULLETMAN really falls apart is the jumping physics.  Apparently by design, a game centered around running and jumping requires you to stop moving before attempting to jump.  This is a mind-boggling choice.  As a result, I often slipped off ledges while attempting to maneuver from platform to platform.  When you go to jump and you don’t stop moving, your character does a silly little bunny hop thing.  Mind you, because the controls are slightly unresponsive, sometimes you will stop moving and hit the jump, only to not jump.  Responsive controls are an absolute must for any platformer.  If you can’t get those right, the game should not be released.  MULLETMAN feels like the child of one of those parents that shoves their kids out the door at the stroke of midnight on their 18th birthday.  Ready or not, you’re out of here.

The controls don’t exactly lend themselves to the level design, either.  Many sections are single-block platforms that fire missiles vertically after you land on them.  These sections require tight jumping controls and fast movement physics, neither of which MULLETMAN possesses.  The jumping is slow and floaty, reminiscent of the Bubble Man sections of Mega Man 2.  It worked there, in stages designed around avoiding spiky walls.  Here, damage is almost inevitable.  The game is generous in the sense that you have infinite lives and checkpoints are liberally scattered around, but it never helps ease the frustration brought on by the terrible control.  On top of all that, the game has problems with choppy, stuttering frame-rate on occasion.  The developer was puzzled by this one, though every player I’ve spoken with has had issues with it.  Splazer Production’s gameplay footage shows it a few times.  For me, it was frequent, nearly every time I jumped with any other moving object on-screen.

You can see the choppiness early on in the vid. It seems to hit different, but consistently, among most players. By buddy Kyle, whose Extra Life charity events you should totally check out, also had issues with MULLETMAN.

Even without the problems, I don’t think MULLETMAN has a particularly high ceiling in terms of potential.  It only took me thirty minutes to complete the game.  At least I think I did.  I ended up in a jail cell with “The End” written above it.  If not for the bad controls, bland graphics, unfair level design, floaty physics, and technical issues, I’m not sure MULLETMAN would have been much better than mediocre.  Though I must say, the developer seems to have something resembling talent.  Escape from Robot Doom, horrible as it was, at least looked really good.  Very few XBLIGs look like they could pass as honest-to-goodness professional games, and it did.  And MULLETMAN would catch on just by being a Mega Man lookalike, if it could spread by word-of-mouth, which it simply can’t in the state it’s in.  Both games were ruined by poor control, which tells me that Total Commitment Games needs to bring someone in that can handle that aspect.  As it stands, their games are good for little more than causing players to invent entirely new swear words.  MULLETMAN controls are Fruckenrchist and the game is Arserunoff.

I know the feeling, buddy. If I had to play ten more minutes of MULLETMAN, I would have handed my boyfriend some nails and a mallet myself.

I know the feeling, buddy. If I had to play ten more minutes of MULLETMAN, I would have handed my boyfriend some nails and a mallet myself.

MULLETMAN was developed by Total Commitment Games

$1 said “watch, Fruckenchist is probably German for “Dazzling to the Senses” or something in the making of this review.

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.

xseedbox

IGTlogo-01

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.

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.