DERP of Duty and Uncraft Me !

Boob games.  They’re all over Xbox.  They make more money than most of the top-ranked games on my Leaderboard do.  Other XBLIG developers hate them.  I’m tolerate of them, and sometimes even award them my Seal of Approval.  All I want to do is be entertained, which isn’t as hard as people think.  Take the Trailer Park King series.  The three main releases (Trailer Park King 1, 2, and 3) all made the Leaderboard.  The first spin-off, Cherry Poke Prison, did not.  In part, because of burnout on the, ahem, humor, which is exactly what hurt Trailer Park King 3 as well.  DERP of Duty is the second spin-off, and now I’m so burned out that I need a fucking skin-graft.

Ha, BB!  That's a gun too. And the place has Bazookas in the name!  That's a euphemism for tits!  I haven't seen this many plays on words since I last played Scrabble!

Ha, BB! That’s a gun too! Brilliant! And the place has Bazookas in the name! That’s a euphemism for tits! I haven’t seen this many plays on words since I last played Scrabble!

DERP of Duty was developed by Freelance Games (80 Microsoft Points still think Trailer Park King is begging to be made into an animated series in the making of this review)

DERP of Duty was developed by Freelance Games (80 Microsoft Points still think Trailer Park King is begging to be made into an animated series in the making of this review)

I want to say something in defense of Sean Doherty, the developer of the TPK games: he’s a genuinely cool dude.  He was the first developer I ever talked directly with as Indie Gamer Chick.  I also think he’s probably as burned out on this series as well.  DERP of Duty feels like it’s trying too hard.  As cringe-inducing and skin-crawly as the dialog could be in the early TPK games, at least it felt somewhat organic.  Maybe Sean felt the need to top those efforts with even more shocking banter, but this time it feels hollow.  Without a compelling narrative, the overly-simple pointing and clicking simply can’t carry the game.  I think even the most staunch fans of Trailer Park King will be letdown by DERP of Duty.  It’s time to retire this series.  Sean has established he has the talent to make, ahem, interesting characters and accompanying mythology.  Now, I want to see him apply all this towards a more involved game.

And I don’t mean more involved as in getting guys to spank their monkeys harder than they already do.  XBLIG has enough games that do that, as seen in this collage by Mount Your Friends developer Daniel Steger.  Which I’m sure he compiled for market research and not as part of his newest cardio-vascular workout routine.

xbligLadies

But, the real question is: how well do they sell?  Really, boobs seems like no more a sure bet than recent Minecraft clones do.  Judging by the success of Mount Your Friends, it would seem there’s an emerging market for penis-themed games that you guys are missing out on.  So stop being boobs and start dicking around.

And while I’m on the subject of boob games, Team Shuriken is back.  The guys behind such classics as Temple of Dogolrak and Mystic Forest return with a game that has, gasp, actual gameplay!  I know they’ve tried that in the past with Dream Divers, but I still thought the gameplay felt sloppy in execution.  Here, Team Shuriken took no risks.  Uncraft Me ! is a bare-bones punisher with the hook being instead of just jumping, you use a jetpack to thrust around.  And this is Team Shuriken we’re talking about, so beating levels means unlocking risque anime girls with breasts so large I believe they’re medically considered cancerous.

It’s also their first game to win my Seal of Approval and get ranked on the Leaderboard.

Yea.

Pretty sure this was spoken of in Revelations.

Or maybe it's not a jetpack and the main guys is hovering around using highly-pressurized urine.  Which I'm sure is another fetish but I'm too cowardly to Google it.

Or maybe it’s not a jetpack and the main guysis hovering around using highly-pressurized urine. Which I’m sure is another fetish but I’m too cowardly to Google it.

Look, all I’ve ever cared about is being entertained.  If a game is 50.000001% entertaining and 49.999999% shit, it wins my seal of approval.  On balance, I had more fun with Uncraft Me ! than not, so it gets it.  Sometimes the levels have clever design.  Other times they go for precision-platforming involving, simultaneously mind you: buzz saws, missiles, and timed-barriers that stay closed permanently if you’re not fast enough.  There’s no margin of error for these sections, and the controls aren’t exactly perfect enough to validate their existence.  I had Uncraft Me penciled in as yet another Team Shuriken failure when I played it last week.  As often is the case when I dislike a game by a razor-thin margin, I boot it up one last time just to make sure.  And, what do you know, I was able to finish the nearly-impossible stages.  Barely.  My amigo from TheXBLIG.com Tim didn’t like it it, but I thought overall it was Shuriken’s first decent game.  Not spectacular, mind you.  I could probably name thirty better platformers for XBLIG off the top of my head.  But your money isn’t totally wasted here, nor is Team Shuriken’s talent.

Uncraft Me was developed by Team Shuriken (80 Microsoft Points recommend these girls get a mammogram ASAP in the making of this review)

Uncraft Me was developed by Team Shuriken (80 Microsoft Points recommend these girls get a mammogram ASAP in the making of this review)

I guess that’s the most gratifying part.  Yes, they have talent.  Not just talent to lure in the horny teenage demographic.  Actual game design talent.  They’re like Larry Flint.  Peel away the filthy exterior that makes you feel like you need a shower and you discover something downright decent in them.  Do I expect them to focus on gameplay instead of mammary glands?  No.  Then again, I don’t expect to get struck by lightning while holding the holy grail in one hand and a winning lottery ticket in the other.

Uncraft Me is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.

IGC_Approved

Your Bright Futures

So I’m making the transition from an XBLIG-centered site to more sweeping coverage of indies across all platforms.  It’s kind of scary.  I’ve spent two years focusing on this little unsung platform that is Xbox Live Indie Games.  But I’m not the only one braving new waters.  Hundreds of Xbox Live Indie Game developers are exploring new development formats such as Unity or Monogame, with the intent of going multi-platform.  With both Sony and Nintendo aggressively courting indies, not to mention upstart Ouya and the existing (and thriving) PC indie community, there’s no shortage of places to go.  Well, so far Microsoft hasn’t said anything.  My theory is they’re in a medically-induced coma after sustaining life-threatening whiplash following the quick and reckless 180 they pulled.  Again, just a theory.  But if you see any Xbox guys wearing neck braces, just nod knowingly.

Anyway, with this move I’m making, which has me a little on the jittery side, I was curious how the development community that has supported me for the last two years is handling the transition.  What plans they have for the future, and what lessons they’ve learned from Xbox Live Indie Games that they’ll be applying to the future.  Here’s what they had to say.

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Tales from the Dev Side: Why Boardgames are a Great First Game by Sean Colombo

Why Boardgames are a Great First-Game

by Sean Colombo of BlueLine Game Studios

After Indie Gamer Chick said that our game, Hive, was the best game since Tetris (okay, I’m seriously over-exaggerating heavily paraphrasing here), she brought up that there seem to be a decent number of game developers starting out by making video versions of board games.

It was no accident that I chose to start with our first major offering being a board game. There are quite a few advantages of starting your game company with board games, and today I’m going to share some of them because it’s IGC’s anniversary and I’m an Indie Game Developer so I’m too cheap/skinflint to buy her team a real gift.

Faster to Market

Probably the single biggest obstacle that I’ve seen keeping people out of the game industry is that they can’t finish their game. We all love games and tend to have big visions (eyes) and finite amounts of time (stomaches). So it’s really a race to finish a game before we lose motivation or come up with a more distracting idea to pull us away.

Acknowledging this tendency, we should set ourselves up for success by choosing projects where the total amount of work is smaller. Starting with an existing engine (eg: Unity) or releasing a very simple game are good strategies. Similarly, you can cut down the scope of your game drastically by choosing something – such as board games – where thousands of hours of playtesting have already been done on the concept.

Many people forget to bake this into their time-estimates for the game, but the playtesting needed to make a game actually fun and with high replayability, is far trivial. For some examples, I was playing a paper-prototype of Chess: The Gathering around a year ago and I think Tim has been playing it every time I’ve seen him since then. It was a little awkward that one time during yoga class, but let’s just all be thankful that using Warrior Pose to summon pieces didn’t make it in the game. Similarly, I played Cannon Brawl about a year ago and the gameplay was what many would call “done”, but Pete and his testers kept at that thing and now there’s awesome new units that are like magic missiles and ba-bombs!

We certainly had to do a bunch of playtesting of our interface for Hive, but the literally-thousands of games of gameplay playtesting by John Yianni (the developer of the Hive board game), made it so that we could spend a decent chunk of time polishing visuals and AI while still being able to complete the game before we died of old age, went broke, gave up, etc..

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Market Recognition

Additionally, when you’re starting out nobody knows/cares who you are. If you start with a board game, all of its fans already know what your game is about! On our very first blog post where we announced Hive, we almost immediately had a commenter (who was a complete stranger as far as I know) telling us that they were looking forward to it! That kind of instant fanbase doesn’t happen on its own.

This is probably the point where someone digs up that quote from one of the Team Meat guys that goes something like ‘if you have a good game, the internet will make sure everyone finds it’. Those meaty fellows are wrong. They make great games and I love them to itty bitty pieces, but they built up a following from about a decade of games prior to Super Meat Boy and even had a specific MB following from their flash game “Meat Boy”. If they didn’t have their presence built up, SMB would not have sold as well. This buildup is the same for many of the indies that we think of as overnight successes: Behemoth cranked on several Alien Hominid releases before the (mainstream) world learned their name from Castle Crashers, Rovio released around 35 games before they ‘launched’ (ba-dum-cha) Angry Birds, and Notch (Minecraft) has been making games since the mid-80s.

Are you still not convinced? Wow, you’re stubborn. Allow me to predict the future! Ian Stocker made Escape Goat which Indie Gamer Chick reviewed as the best XBLIG of all time (no joke) and currently reigns #1 as the king-goat of the Leaderboard. He’s also released Soul Caster I & II and is finishing up Escape Goat 2 with Waking Mars artist Randy O’Connor, at the time of this writing. My prediction: even though EG1 was critically acclaimed, the reputation-snowball is going to make EG2 sell more than twice as much as EG1. I’m so confident that if it doesn’t, I’ll give out all of my remaining free-codes to Coagulate on a first-come-first-serve basis.

Now that I’ve beaten this dead-horse back into stardust… we all agree that your sales suck until people know you. Here’s where boardgames come in: board game fans will buy your game without knowing who you are. Now, you won’t get all “board game fans” but fans of Hive didn’t need to hear of BlueLine Games before they bought our first game. After 100 repetitions of our splash-screen, now they’re fully borgified and will probably buy our next title, Khet 2.0, even if they haven’t played that specific board game.

Attainable IP

Other than the very mainstream board games whose rights have been bought up by Mattel and Hasbro, many board games creators are still willing to deal with indie developers. The board game industry itself is parallel to the video game industry in many ways and most of their developers are “indies”. One of the larger challenges in working with these developers is that most of them aren’t going to want to put an up-front financial investment in. You’ll have to be prepared to eat through your savings just to take the gamble at releasing another game to market that may or may not be successful. That’s just part of the job though.

In addition to indie IP, there are a ton of games that don’t even require a license. For example, BoardGameGeek lists of over 600 public domain board games. These come with their own challenges too, of course; every platform seems to have 3 versions of Chess, Checkers and Go within a week of launch.

Spectrangle360 was another Chick-Approved board game based on an existing property.

Spectrangle360 was another Chick-Approved board game based on an existing property.

Reusable Code

Board games have a lot of re-usable concepts in them. Players, pieces, boards, plies, AI based on Minimax, etc.. If you do it right, you can make your second game far more quickly than your first. We had hoped we could make our second game in half the time of the first. So far, it looks like Khet 2.0 will take one-quarter of the dev-time that Hive took.

One huge caveat here is that making reusable code is a huge difference from writing a general-purpose board-game engine. If you want to start your project by making the most universal, extensible board game engine in the world, then you’re almost certainly never going to finish your project (see the first section of this post!). However, as you create things you need, it’s fairly easy to plan ahead and make sure that anything general you’re writing (such as Minimax AI), is made in a reusable way.

Now, Step Off!

If you’re looking to make a game to break into the industry, board games can be a great way to start! However, if you try to knock off Hive or Khet, I may have to go all Dr. Karate on you!

But seriously, have fun making games and whatever game you decide to make – best of luck finishing it!
– Sean Colombo

If you like board games or indie game development, please follow our twitter @BlueLineGames, or our Facebook page to see behind the scenes!

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.

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.

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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.  

H.i.v.e.

H.i.v.e. is a digital version of a moderately popular, award-winning tabletop game.  It’s also one of those rare Xbox Live Indie Games that is officially licensed.  You can think of H.i… you know what, fuck it, I’m not using the periods.  Think of Hive as a cross between chess and dominoes.  You’re given a collection of hexagonal tiles, each with its own movement properties.  One of the tiles is a queen bee.  You have to place the queen on the board within your first four turns.  Gameplay continues until one queen bee has been completely surrounded on all sides, whether the titles belong to you or your opponent.  In addition to the bee, there’s also ants, grasshoppers, spiders, and beetles.  Ants can move to any free space as long as there is a path to get to it.  Spiders must move three spaces at a time.  Beetles can walk over and cover other tiles.  And grasshoppers can only move by jumping over pieces.  If you want to read the full rules, you can click here.  You probably should too.  Our first game didn’t involve any rule reading, because Bryce thinks rules are for squares.  We didn’t know fuck all what we were doing, which explains why I lost to.. sorry Bryce.. a FUCKING MORON!

Of course, that doesn’t explain why I lost eight straight games to Brian immediately following that, but you shouldn’t dwell on that.  I certainly haven’t.  Sniffle.

Because there is no board, the camera sometimes has to pull pretty far back.  But, worry not, because all the tiles are distinctive and easy to recognize.

Because there is no board, the camera sometimes has to pull pretty far back. But, worry not, because all the tiles are easy to see and distinctive from each-other.

H.i.v.e. is a lot of fun.  I’ve never played the board game that it’s based on, but the interface created by BlueLine Games is well handled.  I’ve always questioned the existence of video-board games that only strive to recreate the exact experience of the corporeal version.  But actually, I think in the case of games like H.i.v.e., they serve a purpose of making complex games easier to learn.  It lays out for you exactly what moves are legal, what pieces can be moved, where they can be moved, etc.  It takes the edge off the learning curve to a huge degree.  But, it still is a no-frills video game version of a board game.  I firmly believe that the best video board game do things that only can be done in the realm of games, and that doesn’t apply to Hive.

Hive is also not without faults.  As of this writing, online play is unstable.  In thirty attempts at playing online, only eight games successfully connected.  If both players are able to make an opening move, the connection won’t drop, but that barely happens a quarter of the time.  The developers are aware of this issue, but I’m actually not grading against it.  I preferred playing locally against human opponents sitting right next to me.  You can play against the AI, which actually isn’t that bad as far as video game AI from a first-time developer goes.  Early on at this site, I played Avatar Chess, which had genius-level AI even on the easiest settings.  While the AI in Hive can lean towards the fierce side on medium, the easy setting is a good way to break into the game, but not so dumb that you’re embarrassed to play it.   I can’t tell you how good the hard mode is, because I didn’t really try it.  I had enough difficulty beating Brian, who isn’t exactly a rocket scientist.  Not that I’m obsessed with the fact that I couldn’t beat such a simpleton.  I’m not.  Really.  DAMN YOUR ACCUSING EYES, STOP LOOKING AT ME!!

So let it be said that Hive, a simple adaption of a cult board game, is the game that ended the Leaderboard’s losing streak.  Despite having no apparent talent for it, I had a great time playing it.  I even played a few rounds against my father, and it was very fun to bond over.  I mean, he wiped the floor with me too, but I still had fun in my failure.  I liked H.i.v.e. so much that I ordered the actual game off Amazon.  So while it doesn’t really need to exist as a video game, I’m happy it does.  And by the way, Brian can’t even remotely come close to beating me at chess, so obviously I’m better than him.  I think that’s how it works.

xboxboxartH.i.v.e. was developed by BlueLine Game Studios

IGC_Approved240 Microsoft Points have a boyfriend who noted that he routinely kicked my ass at Spectrangle too, the cocky fuckwad.

H.i.v.e. is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.

A review copy of H.i.v.e. was provided to Indie Gamer Chick by BlueLine Game Studios.  The version played by Cathy was paid for by her with her own money.  The review copy was provided to a friend just to help test online functions.  That person had no feedback in this review.  Consult the Indie Gamer Chick FAQ for how this policy works.

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.

Bug Zapper and Hop Til You Drop

Update: Hop Til You Drop received a Second Chance with the Chick.  It is now Chick-Approved and ranked on the Indie Gamer Chick LeaderboardClick here for my continued thoughts on it.

Here are two games that seem like good ideas, but the execution is just a bit off, resulting in the losing streak the Leaderboard has been on continuing.  First off is Bug Zapper, which comes from the developer of previous Leaderboard title Zomp 3 (#84 as of this writing).  This time, instead of a Lolo-esq puzzler, Chris Skelly went for the good-old-boy pasttime of bug zapping, with the idea being you’re the one insect who is immune to the hypnotic glow of electric death device.  Thus, you have to prevent your fellow pests from going towards the light.  This is hilariously done by beating them to a bloody pulp.  As far as solutions to potential problems go, that’s pretty fucking awesome.  It would be like helping a coke head stay sober by breaking his nose.

Bug Zapper gives you a lot to keep up with, and in its present form, it really is too much.

Bug Zapper gives you a lot to keep up with, and in its present form, it really is too much.

As far as game concepts go, it’s actually pretty good.  Bug Zapper also features upgradable stats and a wide variety of bugs to smack down.  So what’s the problem?  Well, I had two major problems.  The first was I couldn’t get the hang of the throw controls.  Bug Zapper heavily relies on throwing bugs into each other in order to rack up combos that build your special moves meter, but even with lots of practice, I had just as good a chance of throwing a rescued bug into the zapper as I did into another bug.  This is because the swarms of bugs heading for the zapper is utterly relentless and you have to keep moving nonstop to have a chance to prevent them from dying.  More control over what directions the bug could be thrown would help, because throwing at angles was imprecise.

A more troubling problem is the fact that the player can completely ruin the ability to throw bugs by picking the wrong upgrades.  You can upgrade the strength of your punching and of your throwing.  In order to throw a bug, you must weaken their health past a certain point, depending on how many times you’ve upgraded your throw.  However, it is possible for you to have a punch so powerful that bugs are knocked out before being weak enough to throw.  Since many of the stages later in the game rely on this ability, the result is you have to grind upgrade points to strengthen your throw.  It really saps the fun out of it, because grinding doesn’t really fit well with this style of game.  There’s a few other smaller issues dealing with the difficulty levels (consider “Medium” to be hard and “Easy” to be medium) and collision detection (it’s too easy to accidentally get zapped by the zapper), but there’s a real game here.  It just needs a tiny amount of work to fix the pacing issues.

Screen from Hop Til You Drop.  Not a fan of the background changing colors here either, but I didn't play the game long enough to grow what was certain to be a hatred for it.

Screen from Hop Til You Drop. Not a fan of the background changing colors here either, but I didn’t play the game long enough to grow what was certain to be a hatred for it.

Speaking of pacing problems, I didn’t get very far into Hop Til You Drop at all.  Why?  Well, the concept is decent enough, I guess.  You’re a dude who has to hop around a room collecting coins.  The hook is, when you hop, the gravity switches and you end up walking on the ceiling, then back on the floor, etc, etc.  Meanwhile, the game randomly spawns a huge number of traps that try to kill you.  Just get as many coins as you can before dying.  Simple enough.  Hey, I’m into games based on high scores, even if they tend to suffer without online leaderboards, which I don’t believe Hop Til You Drop has.  No, here’s my problem: rounds in Hop Til You Drop can be very, very short.  That’s fine, if it’s done right.  However, once you die, you have to first view a screen that gives you your stats for this last game.  Then you have to go to main menu.  Then you have to select your character again.  There is no quick-load to start playing again, so you’ll spend as much or more time in menus then you will playing the game.  Fuck.  That.  Jesus Farting Christ, hasn’t the developer ever played a fucking good punisher before?  In the good ones, you die and BAM you’re playing again.  There is no break.  That’s how they become addictive, because they cater to that “just one more try” mentality.  Hop Til You Drop openly fights it, and that’s why it sucks.  The game itself is probably good enough to make the board, but I would rather give myself a swirly then play it again in its present state.

xboxboxart1xboxboxartBug Zapper was developed by Chris Skelly

Hop Til You Drop was developed by Chris Outen

80 Microsoft Points said guys named Chris must have problems getting proper playtesters in the making of this review.  It’s because guys named Chris are too sweet for their own good.  Think about it.  Do you know a Chris in your life?  I bet you can walk all over him.