Blocks & Tanks and Chompy Chomp Chomp (Second Chance with the Chick)

Do you know what the very toughest thing I have to do as Indie Gamer Chick is? Find people to play XBLIGs with or against. It’s my fault. My friends.. well Brian’s friends actually.. have had to deal with nearly two years of complaining. They have bad timing. They never bump into me when I’m playing really awesome games. Oh no, they run into me when I’m playing stuff that would better be used during enhanced interrogation. So when the time comes to say “hey guys, I have a shiny new XBLIG party game” they all seem to have better stuff to do. Wash the car. Run a marathon. Return over-due library books. It’s total bullshit of course.  None of my friends read books.

But, sometimes I can wrangle them together. The results aren’t always pretty, but every once in a while a game provides us with a level of entertainment that we can’t get from a movie or, quite frankly, some mainstream games. Take Chompy Chomp Chomp. It was a smash hit last year during a Memorial Day party, and since then, has been on the top ten in my leaderboard. But it wasn’t without issue. The game could spawn players unfairly, and some of the maps were poorly conceived. It’s been a year since I last sat down with it. I know the game got patched, but I never got around to trying it again. Well, on Sunday I had the chance. And guess what? Chompy Chomp Chomp is better than ever. It is, unquestionably, the best party game on Xbox 360, indie or otherwise.

Pictured: absolute multiplayer bliss.

Pictured: absolute multiplayer bliss.

First off, go check out my original review. Nothing has changed with the core gameplay. What’s different is nearly every complaint has been fixed. For starters, spawns are significantly more fair. Before, it wasn’t rare for you to spawn too close to someone that’s designated to eat you. In a couple hours of playtime, that never once happened. Nor did the game ever spawn me or anyone else playing into a live trap. That alone makes Chompy Chomp Chomp so much more fun to play. In our previous play sessions, fits of laughter and general happy chatter would occasionally be interrupted by the random scream of “that’s bullshit!” when the game would screw you with a shitty spawn. Now, it’s all happiness all the time. The only other way that could have been accomplished was with laughing gas, but that wouldn’t have been cost efficient. Fixing it was much easier.

Chompy Chomp Chomp was developed by Utopian World of Sandwiches (80 Microsoft Points admit that the Xbox 360 hasn't exactly been the best platform for party games, but regardless, this is still the best on it in the making of this review.)

Chompy Chomp Chomp was developed by Utopian World of Sandwiches (80 Microsoft Points admit that the Xbox 360 hasn’t exactly been the best platform for party games, but regardless, this is still the best on it in the making of this review.)

Yea, there’s still some really horrible levels where you can get cornered with no hope of escape. The guys at Utopian World of Sandwiches insist that there are people who swear those are the best stages. They’re not. They’re unfair and stupid. Thankfully, they made up for their continued existence by throwing in more stages. These new levels, based on classic gaming themes, are fricking awesome. Finally, some of the dumber traps, such as gaseous time bombs that drain your score away, can outright be turned off. Previously, turning off items was an all or nothing type of deal. Now, you can select which ones you want to use. That’s perfect. The online play was totally hiccup-free as well. I can’t stress how amazing this game is. You simply have to play it, whether you do it locally or online. Make sure you’re playing with real players though. The AI goes from being too easy to too hard. When I was playing with my buddies, it was probably the single best multiplayer experience I’ve had since I’ve known them all. Chompy Chomp Chomp is Fuckity Fuck Fuck excellent.

But, if the whole “no shooting, cutesy characters” stuff is an affront to your heterosexuality (seriously, at least one moron on Twitter said of Chompy Chomp Chomp that it “looked like gay children’s shit”. How this guy is an expert in gay children’s shit is beyond me), you can try Blocks and Tanks instead. In a way, it’s getting a bad shake here, because I’m comparing it directly to Chompy Chomp Chomp. Both are simple party games for XBLIG with online play.  But while Chompy’s gameplay reminds me of old school arcade games, Blocks is more like a Nintendo 64 era arena-shooter. Not a whole lot to it.  Aim and shoot, one shot kills (with the cannon), most kills wins. The fact that it revels in its simplicity is part of the charm. It’s a shooter stripped down to its purest, most refined fun.

Of course, Blocks and Tanks is also a voxel game. When I announced that this game was on deck and next to be reviewed, people immediately dismissed it as yet another Minecraft clone. It’s not. But, the voxel angle is a neat one, as the environments are destructible and it opens some pretty neat strategies. In addition to the tank shells and machine gun, you can shoot blocks from your turret, which immediately cling to the environment and change colors to fit that. In a way, this crippled one versus one multiplayer, as whoever was able to get the first kill could immediately burrow a hole and fill it in to remain hidden until time ran out. Of course, only a total coward would do that.

Don’t shake your head at me, Brian. You’re only mad because you didn’t think of it first.

Pictured: the developers of games I was less than kind to waiting for my car to get within range.  It's a Honda Fit! Do your worst!

Pictured: the developers of games I was less than kind to waiting for my car to get within range. It’s a Honda Fit! Do your worst!

Blocks and Tanks is a lot of fun and does a lot right. The controls are very responsive. There is a bit of a learning curve to aiming, but once you get over it, it does the trick. It also has some very well designed arenas, many of which take after famous locations. It handles eight players online. I was never once able to get into an eight player game, but when I had six players going, it was super fast-paced and very enjoyable. But, the game has more problems than an algebra book.

We’ll start with the spawns. They’re among the most unfair I’ve ever seen. Sometimes the game will respawn you right in front of someone else. You’ll literally die immediately upon respawning. More often than not, you’ll be put back to life in the thick of a battle. There’s no rhyme or reason to it. The game needs to place you away from the action. Movement speed is decent, and maps are not that big, so there’s no reason to have to drop people in the middle of a firefight. It gives the game an unpolished feel.

But the biggest problem, as of this writing, is online stability. The developer is aware of the issues and asked me to go forward with this review, as long as I note that he will continue to improve the game. Duly noted. Over the course of seven play sessions and about three hours of total play, I experienced a magnitude of connectivity problems. Players would be dumped at random. Brian got a rare “code 3” error on his Xbox, while mine simply froze solid. Again, the developers are on top of it, and the current build is easily the most stable yet. The first time I played, we had problems with synchronization, where shots would register as a hit and a kill on my end, but on my opponent’s side of things, they would still be alive and actively fighting. This is no longer a problem. Actually, the weirdest problem is totally out of the hands of the developer. It’s the type of people playing. I kept finding myself in sessions where players were not trying to kill each other, but instead building stuff. When I would go in to attack, they would boot me out. Huh.  I mean, sure. It’s not like there are different, more appropriate voxel-based games on XBLIG that cater to that type of gameplay.

We had a ton of fun on stages that had cliffs, trying to blow the ground out from underneath each-other.  What would have been really neat is if the game had to rely on structrual integrity and you could cause massive cave-ins.  Hint hint Maximinus Games.

We had a ton of fun on stages that had cliffs, trying to blow the ground out from underneath each-other. What would have been really neat is if the game had to rely on structural integrity and you could cause massive cave-ins. Hint hint Maximinus Games.

Blocks and Tanks was developed by Maximinus Games (80 Microsoft Points wish the build-gun worked better on water in the making of this review.)

Blocks and Tanks was developed by Maximinus Games(*NOW DELISTED* 80 Microsoft Points wish the build-gun worked better on water in the making of this review.  Yea, that’s not a joke, but I had to squeeze that in somewhere.)

Having said that, if you look around enough, you should be able to find a real game where people have the courtesy to kill each other like civilized people. It’s not as supported as, say, Shark Attack Deathmatch, but Blocks and Tanks does seem to have a growing community. There’s a reason for that. It’s quite good. I feel bad for the guys behind it, that it’s going to be ignored by a lot of people who feel it’s just another generic Minecraft clone. It’s almost unbelievable that such an art style can now be considered a handicap on XBLIG, but that’s what it is now. If Blocks and Tanks had come out three years ago, it would probably be one of the biggest sellers on the platform. Talk about bad timing. It’s a genuinely good game that is worth your time and money. Unless you want to use it to build stuff. It’s not made for that you block heads. Tanks for nothing.

Blocks and Tanks is Chick Approved and Ranked on the Indie Gamer Chick Leaderboard.  Chompy Chomp Chomp already was, but hey, it moved up five spots! 

IGC_ApprovedReview copies were provided for both games by the developers. The copies played by Cathy were paid for by her with her own money. The review copies were given to a friend to test online play. That person had no feedback in this review. For more on this policy, consult the Indie Gamer Chick FAQ.

Mount Your Friends

Update: Mount Your Friends received a Second Chance with the Chick. Click here for my updated thoughts. Consider this review to be for the XBLIG version and the Second Chance to be for the Steam version.

Okay, so the name is as absurd and juvenile as a title can possibly get.  But, we are talking about a game by Daniel Steger here.  His previous hits include a game called Baby Maker Extreme (the ninth all-time selling XBLIG), This is Hard, and Blow Me Up.  But the really weird part is, his games tend to be pretty decent.  Blow Me Up and Lots of Guns both are Chick Approved and ranked on my Leaderboard.  And now we have this, a game about building a human pyramid.  In keeping with Steg’s tendency towards gratuitousness, it features Team Ninja-like jiggle physics.. for penises.  This is a game tailor-made to generate scorn and ridicule from the XBLIG scene.

It’s also Daniel Steger’s best game by far.

Schwing!

Schwing!

This is exactly the type of weird, experimental game that I had in mind when I started Indie Gamer Chick.  Okay, maybe I didn’t picture those games having dicks that behave like bobbleheads.  But I figured I would play a lot of games unlike anything I’ve seen before.  Mount Your Friends does that.  It’s like a video game version of the popular Catalonian pastime known as Castell.  In other words, people climbing on each other to build the tallest human-building they can make.  Only here, there’s no worries about the laws of physics or structural integrity.

The way you go about moving at first seemed like it would be overly complicated.  Each limb is controlled by a separate button.  You move one limb at a time, with limbs automatically clinging to the bodies already placed.  Each turn, you must climb higher than the highest body on the stack.  Once you’ve above the line, you can press start to end the turn and start from the bottom with a new body.  In the normal mode, you have 60 seconds to get above the line.  It sounds dull, but it can be exhilarating.  Especially when time is running short.  There were multiple situations where the timer was nearing zero and I just barely got my hand over the line.  This always resulted in hooting and hollering.  Well, just from me, while my friends told me to sit down and shut up.  But hey, I was excited!

Simpsons already did it!

Simpsons already did it!

Where Mount Your Friends really shines is in the multiplayer mode.  Here, each player takes a turn trying to cross the bar at the highest point in the stack.  Play continues until one player can’t make it to the top in the time limit.  I’m shocked to say this, but this is one of the best multiplayer experiences to ever hit XBLIG.  It even has online play that went off without a hitch.  My biggest overall complaints relate to the movement physics.  Flinging yourself instead of moving one hand at a time feels loose in terms of gravity and imprecise.  I also had issues keeping limbs I didn’t want to use from going limp and getting stuck to one of the guys on the stack.  I mean, wait, probably shouldn’t use the term limp in relation to this game.  I mean they had trouble staying stiff.  NO, erect.  NO!  God damn, this is tough to write about.

Okay, so the Mount Your Friends might be embarrassing to pull out to show friends and.. FUCK!!  See what I mean?

Stegs, I fucking hate you.  You make this really awesome game that’s unlike anything I’ve ever seen or played before, but it’s almost impossible to describe without receiving an awkward stare.  You know what?  I don’t care.  Mount Your Friends is fun, plain and simple.  It’s not very deep.  The best concepts rarely are.  But you simply have to try it, because there’s nothing else like it.  I’m not the most athletic person in the world, and I’m afraid of heights, so this is probably the closest I can come to climbing a rock wall.  Well actually, this is probably more like one of those walls where you hold a peg in each hand.

Don’t do that Cathy.  Just don’t give him any more ideas.  He’s incorrigible enough as is.

When I first saw the cover art and heard the name, I figured it was going to be a professional wrestling game.

When I first saw the cover art and heard the name, I figured it was going to be a professional wrestling game.

IGC_Approved

Mount Your Friends was developed by Stegersaurus Games
Point of Sale: Xbox Live Indie GamesSteam

$1 (Steam version $3.99) asked if you heard the one about three guys laying in the same bed? They wake up in the morning and the guy on the left says “I had the best dream! I dreamed I was getting a wonderful handjob!” The guy on the right says “that’s weird, *I* dreamed *I* was getting a wonderful handjob!” The guy in the middle goes “I dreamed I was skiing!” in the making of this review.

Mount Your Friends is Chick Approved and mounted on the Indie Gamer Chick Leaderboard.

A review copy of Mount Your Friends was provided to Indie Gamer Chick to test online functions.  The copy purchased by Cathy was paid for by her with her own money.  The review copy was given to a friend to test out online components.  The person receiving it had no feedback in this review.  For more on this policy, consult the Indie Gamer Chick FAQ.

Hop Til You Drop (Second Chance with the Chick)

I wasn’t very nice to Hop Til You Drop when I briefly covered it a couple of weeks ago.  It’s a twitchy single-screen punisher that involves dodging random hazards the game spits at you.  I immediately grasped what the game’s schtick would be and thought “this could be addictive.”  But then I died and found out that replaying the game meant going through a seemingly endless series of menus.  After just a couple more plays, I decided my time would better be spent brow beating the developer for being such a dummy.  My hopes were that he would fix his game.  He did.  Good thing too, because SWAT was closing in on my house.  I admit, taking his family hostage might have been going too far, but at Indie Gamer Chick, we like to take that extra step towards improving the game industry.

None of these screens will make sense. Just look at Aaron the Splazer's video at the end of this review.

None of these screens will make sense. Just look at Aaron the Splazer’s video at the end of this review.

A lot of developers seem to take my advice on aspects of game design, which I have to say is more fucking cool than you can imagine.  But a lot of the advice I give them is stuff that they should have come up with on their own.  In that spirit, I’m going to offer makers of punishers the biggest no-brainer advice you’ll ever get.

Make your game addictive.

Sure, addictive gameplay varies from person to person.  But there are steps you can take to maximum the potency of a game’s addictive potential.  It all boils down to the speed and downtime.  If you’re making a game where players will die a lot, keep the time between death and rebirth at a minimum.  Look at some of the most successful punishers in recent years.  In Super Meat Boy, when you die, BAM, you’re back to life.  It’s a game that could offer a lot of frustration, but because the game skips theatrics and bullshit in favor of gameplay, you don’t notice it.  Who has time to be frustrated when that giant saw you’ve been trying to jump over for the last ten minutes is right fucking there?  Spelunky did this too.  When you die in it, restarting the game is done with a single button press.  The lack of downtime is what gives those games their hypnotic “just one more try” quality.

Now imagine if Super Meat Boy’s failures resulted in theatrical death animations followed by a menu.  It would have been relegated to gaming purgatory.  Nobody would remember it today.  Super Meat Boy is famous for many things.  It’s art style, historical gaming references, and challenge.  But its success probably hinged on how accessible it was.  It’s a game that wanted to be played, and so it cut the bullshit out.  Gameplay was continuous with minimal interruptions.  This is something all punishers should have.  And yet it’s among the most common things bad punishers have wrong with them.  I know you guys have all played these games.  So how do you miss such an obvious thing?  It’s not about the insane challenge.  It never was.  Those games succeeded because they were addictive.  When a person can lose time to a game and not realize it, that’s a game that is more likely to spread by word-of-mouth.

screen2

In a way, it sucks that I won’t have Hop Til You Drop to point to as the poster child for that particular problem.  But I’m happy this simple problem was fixed.  Now, the game is genuinely fun.  Controls might be a bit too loose, and sometimes the random traps are just plain not fair.  The biggest problem by far with Hop Til You Drop is that it’s on the wrong platform.  It’s the perfect micro-session game, suited more for playing on Vita via PlayStation Mobile.  Because it requires precision movement, I wouldn’t want to play it on a touch device like iPhone.  But on Vita?  This would be the perfect game to bust out on a break.  It doesn’t lend itself well to extended play sessions, which is what a platform like XBLIG is better suited for.

But fun is fun, and Hop Til You Drop is fun.  There’s even a couple nifty new additions like bullet-time effects that kick in when you have a close call with an enemy.  Or a moderately amusing time attack mode.  So I do recommend Hop Til You Drop.  It won’t have a lasting effect on you.  Without online leaderboards, there won’t be a lot to keep you coming back.  But it’s a worthy waste of a dollar and probably fifteen to thirty minutes on your Xbox.  Congratulations go out to Chris Outen for saving his game.  By the way, your mother’s pinky finger should arrive by Fed-Ex tomorrow.

xboxboxartHop Til You Drop was developed by Chris Outen

IGC_Approved80 Microsoft Points said this game was one “S” away from being a video game version of a gameshow I watched as a kid in the making of this review.  Though I usually only watched it because I was too lazy to change the channel after Supermarket Sweep. 

Hop Til You Drop is Chick Approved and Ranked on the Indie Gamer Chick Leaderboard.  On July 1, the Leaderboard will go multi-platform to include indies from all consoles and handhelds. 

Avatar and the Deadly Tomb

From the studio that brought you the Oozi games comes an utterly generic, avatar-based punisher with bad level design.  Can’t get enough of those.  This is also one of those annoying auto-scrollers.  Hate those in general.  Especially hate them when they’re done vertically.  I probably should have researched my game selection better, because there was almost no way I would have enjoyed Deadly Tomb from the get-go.  Yea, it was a bit of a dick move for me to pick it.  And if you’re expecting some Planet of the Apes style “it was a good game all along!” twist, think again.  I played Avatar and the Deadly Tomb on the easy difficulty, because I’m shamefully bad at punishers and blunt in my admission of this.  Even then, I found it to be beyond frustrating.

So boring I can't even muster the humor to make a funny caption.

So boring I can’t even muster the humor to make a funny caption.

But, I think I must stress the difference between a fair challenge and an unfair challenge.  I feel a fair challenge means you have a realistic (if far-fetched) shot at getting past an obstacle on your first attempt, using nothing but your reflexes and gaming acumen.  When a player of any skill level has no remote shot of clearing some spots on their first try, that’s when a game crosses the line for me.  It’s the difference between “smart-difficult” and “asshole-difficult.”  Auto-scrolling punishers almost always fall into the asshole-difficult category, and Tomb is no exception.  Things like timed-trap platforms combined with vertical auto-scrolling are just cruel, since your vertical field of vision isn’t as large as your horizontal vision.  Not only that, but some sections of the game require you to clear timed sections, then drop down to a lower platform before climbing up.  This is while a column of fire continuously rises.  Unless you are 90% flawless in your run (which you probably won’t be), you have no reasonable chance of clearing these sections on your first attempt.  By time you drop to those lower levels, the fire is probably already there and you’re doing your best impression of Frollo.

I’ve had this review sit unfinished for nearly a week now.  I’ve made several attempts to finish it, but as of yet have been unsuccessful.  Part of that has to do with the utterly generic theme.  Whether or not I thought the Oozi games were ambitious, at least they aspired to look good.  Avatar and the Deadly Tomb features a bland theme and boring graphics.  It doesn’t exactly control that well either.  The biggest problem is the wall-jump is handled the same way as the ledge-cling.  Sometimes for those timed puzzles you’ll need to cling from a ledge.  But most of the time you’ll just want to do wall jumps, but the clinging will get in the way of that.  Screw it.  I give up.  There’s no way to describe my experience with Avatar and the Deadly Tomb in a stimulating way.  The game was dull as a book on cooking with tofu, although I would recommend reading that over playing Deadly Tomb.  At least you’ll get something to eat out of it.

xboxboxartAvatar and the Deadly Tomb was developed by Awesome Games Studio

80 Microsoft Points noted their avatar would never actually have the guts to explore a deadly tomb so the game made no sense from a story perspective either in the making of this review.  Then again, my avatar wouldn’t snowboard, do parkour, or run across the top of a moving train either.  It’s kind of a coward.  

Life in the Dorms

After fumbling around with what might be the worst point-and-click interface I’ve ever encountered, my patience was stretched to the limit during one sequence in Life in the Dorms.  While on a scavenger hunt, I accidentally clicked one of the beds in my room.  What followed was an interaction system so comically awful that I was convinced that I had broken the game.  Upon clicking the bed, the dude you control (named Dack, poor kid) walked over to the door.  Then back in front of the bed.  Then back to the door.  Then back to the bed.  Then the door.  Bed.  Door.  Bed.  Door.  Bed.  I couldn’t stop it.  Door.  Bed.  Door.  Bed.  Door.  Bed.  No interrupt button.  Door.  Bed.  Door.  Bed.  Door.  Bed.  Door.  Bed.  WHY IS IT DOING THIS?  Door.  Bed.  Door.  Bed.  Door.  Bed.  A minute straight of walking back and forth.  Door.  Bed.  Door.  Bed.

Finally, Dack sat down on the bed, and sputtered out a one-liner bitching about how hard the mattress was.  I turned to my boyfriend and said,

“Brian?”

“Yes, sweetie?”

“Please turn off my Xbox before I murder it.”

Despite the clunky interface, the puzzles of Life in the Dorms seem about as logical as your average point-and-click game.  Such as "Use lightsaber to get toilet paper down from shelf."

Despite the clunky interface, the puzzles of Life in the Dorms seem about as logical as your average point-and-click game. Such as “Use lightsaber to get toilet paper down from shelf.”

I’m sure the above CPU brain fart was due to a criminally horrible design choice that required the lead character to physically touch every object you point-and-click on.  Though for the life of me, I can’t bring myself to the mindset where anyone could believe this was a good idea.  Point-and-clickers are slow enough without having to watch your character lock into the appropriate place.  The above example with the bed actually happened, and it kept going because the character couldn’t properly line up in the spot that triggered the “sit down” animation.  That’s the only explanation I could come up with for why he staggered back and forth like a flash bang had gone off next to his face.  But it wasn’t the only time I had problems.

I didn’t make it out of the first chapter of Life in the Dorms before my patience wore thin.  I wouldn’t have even bothered going as long as I did if the writing didn’t at least hold the promise of being good.  Unfortunately, the awful interface negates whatever potential the dialog had.  Like going through a box of DVDs.  Instead of being able to collect every DVD, the game plays out like this.

Step one: click on the box.  Make sure you click the eye, which means you want to look at the contents of the box.

Step two: wait for the camera to hover over the box.

Step three: select one of the DVDs in the box.

Step four: Slowly pull the DVD out of the box and put it in your inventory.

Step five: Click another DVD in the box.

Step six: Dack will address the camera directly saying how he better put one of the DVDs back.

Step seven: you watch Dack put the DVD back, then the camera pulls back, then zooms in again when Dack grabs the next DVD you selected and puts it in his inventory.  The length between steps five and seven is fucking atrocious.

It's even worse because the dude who addresses the camera (and occasionally has awkward hugs with various NPCs) has no expression on his face except "I will steal your immortal soul." Shit will haunt my nightmares.

It’s even worse because the dude who addresses the camera (and occasionally has awkward hugs with various NPCs) has no expression on his face except “I will steal your immortal soul.” Shit will haunt my nightmares.

This is one of the most clunky, cumbersome, awful interfaces I’ve ever seen.  It’s like Life in the Dorms is overdosing from that slow-motion drug from Dredd.  I just want to move the plot forward with as little resistance as possible.  Yet every rinky dinky action requires Dack to turn and face the camera to address the situation, in what I can only guess is an attempt to break down the fourth wall.  I’m actually embarrassed that I gave up on a game this quickly, even though I was an hour in and had made almost no progress.  The only thing I could think about was “this is a point-and-click game.  Those typically require lots of insane logical-leaps and guesswork.  That means I’ll be seeing a whole lot of wrong guesses where the punishment is more slow movement from Dack as he turns to address the camera.  Fuck that.”  I think what happened is the developers forgot they had made a story driven game.  Imagine if the only way you could watch a DVD was to fumble with the controller and push a random sequence of buttons, then wait for the next portion of the movie to slowly load up.  So slowly that you see five minutes worth of story over the course of your first hour in.  Nobody would find it unreasonable if you just moved on to something else.  With that in mind, I’ll move onto something more exciting.  Like sleeping.

xboxboxartLife in the Dorms was developed by Moment Games

80 Microsoft Points said “wouldn’t chain-locking the only exit to the door be considered a major safety hazard?” in the making of this review.

Magnetic By Nature and Sherbet Thieves (Second Chance with the Chick)

Good news: these next two games made the Indie Gamer Chick Leaderboard.

Bad news: they were already on it.

Good news: both games moved up the board!

Bad news: Actually, there’s nothing but good news left!

Still not completely sold on Magnetic By Nature's art-style, but it has gotten critical acclaim elsewhere. Guess I'll hop on the band wagon and give them a quote for their next crowd-funding effort.  Ahem.  "Magnetic By Nature is Art-Decoriffic!" I'm such a sell-out.

Still not completely sold on Magnetic By Nature’s art-style, but it has gotten critical acclaim elsewhere. Guess I’ll hop on the band wagon and give them a quote for their next crowd-funding effort. Ahem. “Magnetic By Nature is Art-Decoriffic!” I’m such a sell-out.

Last month, I checked out student project Magnetic By Nature and enjoyed it well enough, even though the game had severe frame-rate issues.  I just played through it once again, and the skipping is almost completely eliminated.  Without it, you get to appreciate this smooth, very well conceived physics-platformer.  Sure, I do wish it had more emphasis on physics-based puzzles.  And sure, the controls still never become fully intuitive, but that’s the nature of the magnetic-based physics.  They’re magnetic-by-nature if you will.  Yuk yuk.

Like many twin stick shooters, you can't tell what's going on in Sherbet Thieves just from screen shots.

Like many twin stick shooters, you can’t tell what’s going on in Sherbet Thieves just from screen shots.

Okay, so Magnetic By Nature didn’t have a whole lot to improve upon.  I can’t say the same for Sherbet Thieves, which just broke the record for longest gap between my original review and my Second Chance, at nearly twenty months.  In that time, the game’s been overhauled with new levels, better balanced difficulty, smarter stage design, and a well-implemented unlimited mode.  So what was already a pretty decent (if not memorable) title is now one of the better twin-stick shooters on the XBLIG platform.  If you forgot it before, don’t forget it now.  It’s a keeper.

I’m really puzzled as to why more developers don’t take me up on Second Chances with the Chick.  Almost every game sees improved standings over their previous review.  The best part about being an XBLIG critic is seeing so many developers hone their craft and improve upon the skills they’ve built.  Really, there is no better way to witness evolution in action.  Well, except by watching nature videos of the mudskipper.

Oh look.  Tee hee, there is goes, thumbing its nose at creationists.

IGC_ApprovedMagnetic By Nature was developed by Tripleslash Studios

Sherbet Thieves was developed by Bang Zero Bang

80 Microsoft Points each will be posting a special feature on the five games most in need of a Second Chance with the Chick in the making of this review.

Magnetic By Nature jumped five positions over its previous Leaderboard standing, while Sherbet Thieves jumped an amazing 16 spots.  Head over to the board to see where they landed.  Both games are Chick-Approved.

FortressCraft and CastleMinerZ

There were two reasons I’ve avoided the whole Minecraft craze and most of the clones that have followed in its wake.  I figured I would either not get into them, or I would get too into them.  I decided temperance was the best solution.  Then again, I wasn’t expecting hundreds of requests for these reviews.  Requests that come from people who already own and are fans of these games.  I’m not sure why they want to know what I think, especially if they already like them.  I guess my opinion is just that cool.

Well, while I certainly won’t argue that they’re badly made games (they’re not), I now have the verification I need that this genre isn’t for me.  Probably.  I mean, I couldn’t get as deep as I wanted in either of them due to my epilepsy, but I think I played enough to get the gist of it.  I’ll start with FortressCraft.

xboxboxartYou know how there are people who will get a set of Legos and come up with the craziest contraptions on their own?  Yea, I’m not one of those people.  When I was a kid, I would get a set of Legos, whip out the instructions, follow them to the T, and once completed, never touch that set again.  I just don’t have the imagination to take a set designed for, say, Indiana Jones, and create my own Starship Enterprise from it.  I’m just as bad at playing sandbox games.  I need a specific goal when I play.  FortressCraft has no goal.  If you’re the creative type, hell, it’s probably exactly what you’re after.  I tried to set a project for myself: a giant version of my Sweetie character.  The little angry yellow-faced monster thing in my logo.  But the monument never quite came out looking the way I envisioned.

Give me the world to mess around with and I couldn't come up with anything to do.

Give me the world to mess around with and I couldn’t come up with anything to do.

I also had issues with the speed of building.  This won’t be typical for most people.  Unfortunately, the little ray-gun building thing that allows for faster construction is also what nearly triggered my epilepsy.   So I was stuck using the slow-as-constipated-shit pick-axe.  I don’t think it would have mattered either way.  If you like to build voxel-style and want a clean slate to do it with, FortressCraft might be for you.  For me?  Not so much.  This is a Lego set without my instructions.  It leaves me like a flock of sheep without a border collie: utterly useless.

xboxboxart1CastleMinerZ has more of a point.  There’s zombies.  I mean, hey, zombies!  Who doesn’t love zombies?  I’m fucking shocked that General Mills hasn’t added a zombie to their Monster Cereal lineup.  Probably something that would taste like a blander version of Cap’n Crunch, only with stale marshmallows.  Yea, I’m stalling.  The truth is, whereas I could avoid having a seizure by not firing the build gun in FortressCraft, there was no way to avoid my personal epilepsy trigger in CastleMinerZ.  There’s a lightning effect that seems to go off fairly regularly in the background.  Thus, I was limited to smaller, shorter sessions.  But even without the lightning stuff, I wouldn’t have been able to get into this.  I’m not into the concept of zombies or voxel building.  Getting into something that centered around both would probably be a sort of miracle.

I did almost get into a game mode that requires you to run as far away from your spawning point as possible.  Unfortunately, in order to play this successfully, you typically have to be able to look up, so as to see and shoot the zombies.  Looking up wasn’t really an option for me, unless I wanted to do my best impression of someone holding onto an electric fence.  What would have helped was some kind of radar, so that I could tell where the zombies were spawning in at.  However, what little I did monkey around with in the zombie shooting department slightly disappointed me, as it felt like there was no “oomph” to capping the undead.  There’s so many games that involve shooting zombies, I’m really to the point where the act of killing them has to be satisfying in and of itself.  Otherwise, it’s just as stimulating as shooting those mechanical ducks at the carnival.

I saw more dragons in five minutes of CastleMinerZ than eleven hours (at least that's what it felt like) of watching The Hobbit.

I saw more dragons in five minutes of CastleMinerZ than eleven hours (at least that’s what it felt like) of watching The Hobbit.

If you’re into building stuff, you can do that too in CastleMinerZ.  I couldn’t.  Again, I tried to create Sweetie, and again it came across looking like a smiley face with two pink horns sticking out of its head.  Then again, my logo isn’t exactly the most complex thing in the world and I can’t draw it on paper either.  I think games like this or FortressCraft or Minecraft are probably designed with artistic types in mind.  I’m certainly not that.  Even in Terraria, I did NONE of the building when I played our main world with Brian.  When I made my own world, the building were really just boxes with doors that took minimal effort to make.  If you’re a into building stuff, you might like these games.  They seem to play pretty well from a technical standpoint.  I can’t compare them to Minecraft, but the graphics were crisp, the framerate was consistent (though CastleMiner had the occasional hiccup), and the controls are accurate.  I guess.  But I’m certainly not among this game’s target demographic, and my opinion shouldn’t factor into your purchase of either of these titles.  I’m not really great at building things.  Except animosity among Shenmue fans.

FortressCraft was developed by Projector Games (240 Microsoft Points asked if the whole “world is cooking” thing is what Al Gore warned us about).

CastleMiner Z was developed by DigitalDNA Games (80 Microsoft Points have a boyfriend who is PISSED about the Hobbit joke)

Please note: I know that for some people, the whole epilepsy and games thing is a sensitive subject and they get very vocal about how games don’t cater to their needs.  For me, my doctor has made it perfectly clear to me: playing games is a risk, period.  I can alleviate some of those risks through proper lighting, distance, and medication, yes.  But, if a game gives me a seizure, it’s my fault, not the developer’s.  If you have a preexisting condition such as me, I sympathize with you, but I also ask you to assume personal responsibility.  I don’t expect developers to cater to my relatively rare condition, and you certainly shouldn’t DEMAND it like I’ve seen some people do.  I’ve found that in my nearly two years of being Indie Gamer Chick, developers want to learn about my condition.  I’m guessing they do that because I’m cool about it, and assume all the risk myself.  So while I couldn’t fully play a game like CastleMinerZ, that’s my circumstance.  If you’re an asshole to developers, you’re not helping.  They’re eager to be educated, not yelled at.  I generally start by pointing them in the direction of the Epilepsy Foundation.  But seriously, just be cool and you’ll find they’re receptive.  Indies especially.

White Noise Online

Whoa, Déjà vu.  I’m pretty sure I played something like White Noise Online two days ago, only much more inferior.  White Noise Online itself is a direct clone of a popular iPhone game called “Slender” just like The Monastery was.  I haven’t played Slender myself, nor do I plan on it.  I use my phone for casual, pick-up-and-play fare, not survival horror.  If I wanted to be creeped out using my iPhone, I would give my number to that janitor who stares at my tits every time he sees me.  I guess this whole “walk around looking for stuff with a flashlight and try not to randomly run into a monster” thing is a fad now.  Sort of like how there’s too many horror movies based around found footage.  The weird thing is, I don’t know anyone who actually likes those movies.  And I can’t find anyone who can explain to me why White Noise or Slender is actually a good game.  Scary?  Maybe.  Fun?  Not in the slightest bit.

Anyone looking to make a quick buck could try selling this picture to Weekly World News.

Anyone looking to make a quick buck could try selling this picture to Weekly World News.

I think a better term would be “spooky.”  The concept for White Noise is you have to walk around looking for tape recorders of your buddies.  The ones that were violently murdered.  I wonder whose bright idea it was to go looking for them this way.

“Hey Bob, we’re going to go find out what happened to our friends!.”

“I’m down with that.  I’ll meet you in the morning.”

“What do you mean, morning?  We’re going tonight.  Preferably after midnight.”

“And why are we doing that?”

“Because this can’t wait any longer!”

“But it will be more difficult to see what we’re doing and where we’re going and besides that, our friends were splatter-killed.  They found Jimmy’s insides scattered throughout a tree.  The cops thought it was morbid Christmas decorations!”

“But we have to get to the bottom of this and find out what happened to them!”

“We can find out in the morning, with less risk of dying.”

“But if we die, we’ll know what killed them!”

“But we’ll be dead!”

“And then the mystery will be solved!”

“Are you suicidal?”

“A little bit.”

“I told you not to buy shares in Facebook!”

So yea.  You wander around, looking for these recorders.  When you get close to one, you can hear white noise, which is better than no indicator at all.  However, once you pick up a recorder, it’s tough to make out exactly what is being said.  It sounds like the drive-thru from Hell.  Eventually, an evil monster thing that looks like a demented Zora from the Zelda series will spot you.  Or more accurately, you’ll spot it.  At this point, it’s pretty hard to survive.  You can run for it, but even when I selected a character with high evasion points, I still never lasted more than a minute after encountering it.  When you have no warning, no method of fighting back, and extremely low odds of not dying once found, it saps the entertainment value from the experience, because death isn’t a question of if but when.

Like zoinks, Scooby, I bet old man Withers is behind this!

Like zoinks, Scooby, I bet old man Withers is behind this!

As is the norm with a game from Milkstone, the graphics and audio are superb.  As a horror game, the mood is perfectly set, with unnerving audio and an eerie fog that sometimes looks like it might be a monster or a ghost or something.  The thought of that is much scarier than any actual frights White Noise Online offers.  For fans of this schlock, I’m sorry but I just don’t get it.  The whole “being stalked by a baddie in the dark” thing just doesn’t interest me in the slightest bit.  So, despite a genuinely spooky atmosphere, I really hated White Noise Online.  It’s just not a fun or entertaining game.  It’s tough to get goosebumps when the core gameplay involves aimless wandering and no actual means to escape the enemy trying to kill you.  It’s just plain boring.

The best scary games are a blend of good play mechanics and atmosphere.  Eternal Darkness probably terrified me more than anything I can remember, but I wouldn’t have bothered with it if it wasn’t also a joy to play.  The same goes for Fatal Frame 2 or Silent Hill 2.  They’re not perfect, mind you.  Those Silent Hill games could be as clumsy as a drunken rhinoceros turned loose in a china shop.  But they offered gameplay other than “walk around in the dark.”  White Noise has no puzzles, no combat, and the exploration sucks because everything looks samey enough to make navigation confusing and tedious.  Obviously there is a market for this, given the success of Slender, and the fact that my best pal Tim the Toolman Hurley seemed to have enjoyed what White Noise was pitching.  For me?  I want games with a good story and good play mechanics.  But, if I can only have one of those, I would take the play mechanics.  Why?  Because games are things you play with.   Movies are things you watch.  I know David Cage missed that memo, but you indie guys are supposed to be smarter than that.

xboxboxartWhite Noise Online was developed by Milkstone Studios

80 Microsoft Points didn’t play with the online mode.  If the mechanics were more or less the same as the single player mode, the only difference would be getting bored with friends instead of getting bored with myself in the making of this review.

The Monastery

Yea, I know.  The game is called “the monastery” in one of those strange cases where capitalization is denied.  There’s irony in that, because the developers didn’t capitalize on solid 3D graphics to create something worth playing.  The Monastery is just plain boring.  Now if the guys at Rendercode Games were aiming to create an authentic wandering around simulator, mission accomplished.

Make no mistake, the visuals could have been spooky. But the scariest thing about The Monastery is just how boring it is.

Make no mistake, the visuals could have been spooky. But the scariest thing about The Monastery is just how boring it is.

The idea is you’re stumbling through the ruins of an ancient monastery looking for ten over-sized bibles.  In about an hour of gameplay, the most I could ever locate in a single play-session was one.  Maybe I could have found more, but roughly 90 seconds into every game, an enemy would spot me.  Once they’ve done that, they give chase endlessly.  There’s no attacking, so fighting back is out of the question.  As far as I can tell, there really is no rhyme or reason to avoiding the monster.  Hypothetically, you could just hold the run button (and there is never a time when you won’t want to be running, because the normal walking speed is snail-glued-to-a-sloth-slow), but that defeats the whole point of a game based around exploration.  If you can’t stop to look around every once in a while, what you’re really playing is a one-sided game of Tag where you never get to be “it.”

So what else can I say?  It’s bad.  Don’t buy it.  I can’t say too much else, other than I hope the developer does something better with the pretty decent looking graphics engine they used.  The Monastery is a scary game that’s not scary.  Yes, it looks cool.  It probably looks even cooler in the dark.  Of course, so does radium, but I wouldn’t recommend you get near it.

xboxboxartThe Monastery was developed by Rendercode Games

80 Microsoft Points stood shaking their fist defiantly at XBLIG devs threatening them to not actually make a game of video tag in the making of this review.  Seriously, it’s a game that requires the ability to run and touch other people.  This does not need to be digitized. 

Naoki Tales

I started Indie Gamer Chick looking for weird, exotic, experimental game types.  But, every once in a while I just want a platformer.  That doesn’t mean it has to be a generic, lifeless one.  The formula is so established that developers are almost forced to tinker with it, lest the game be skewered for being unambitious.  That’s kind of the case with Naoki Tales.  It’s so straight forward and unoriginal that you almost wonder who this was ultimately designed to appeal towards.  Modern platforming fans will quickly get bored by the bare-bones, basic gameplay.  Classic platforming fans will ultimately compare this to their childhood favorites, which at best can invoke dormant memories of long forgotten also-rans of the genre.  They might be pleasant memories, sure.   It might even cause random “Naoki Tales is not bad” tweets on Twitter.  But it won’t be something people pester others to play.  I’ve spent so much time trying to sell people on playing We Are Cubes that a friend threatened to re-purpose my ovaries as organic earmuffs if I didn’t shut up about it.

Break bricks. Stomp on baddies. Yawn.

Break bricks. Stomp on baddies. Yawn.

By the way, I’m not trying to suggest that Naoki Tales is a bad game.  It’s not.  The controls are pretty decent, the graphics clean and distinctive, and the level design is not incompetent.  Having said that, I did not enjoy my time with it at all.  Not even a smidge.  It’s just so damn dull and basic that I found nothing to keep me interested.  The only reason I trudged through to the end is the game is as easy as a bowel movement after an all-night Taco Bell bender.

I’m also not saying the game lacks questionable design decisions.  Things like “why can I jump on pigs and cats but not birds?  Shouldn’t birds have, like, softer, more squishable bones?”  Granted, there are way fewer birds than other enemies, so maybe the damage you take is to your soul, because the birds are endangered or something.  That doesn’t explain why it’s kosher to throw what I think are mushrooms at them.  Mushrooms which are so plentiful that there really was no point in making you pick them up along the levels, because you’ll never come close to running out.  And then there are annoying levels where you have to retrieve a key on one end of a stage, walk all the way back to the beginning to activate something, and then walk all the way back again.  Thankfully this form of level design isn’t used extensively, but it just adds to the problem of not doing enough to be fun.  Naoki Tales is one of those rarities on XBLIG that works fine, looks good enough, but just isn’t that fun, and fun is all that matters.

xboxboxartNaoki Tales was developed by 3T Games

80 Microsoft Points said “this game would have been popular with Mario-deprived children in the 80s” in the making of this review.

Video Footage courtesy of Aaron the Splazer