Wednesday, April 30, 2014

Humble Weekly: Platformer Extravaganza

The current Humble Weekly Bundle is almost done, but there are so many good platforming games in this bundle that for $6 (or $10 if you want the bonus Teslagrad), it’s hard to go wrong. Here’s the short list, in order of release dateas there’s not much point in spending a lot of time on a bundle that ends in less than 24 hours:
  • Teslagrad (77%, 12/2013) – 2D puzzle-platformer based on electromagnetism; requires $10 or higher donation
  • Mutant Mudds Deluxe (N/A, 11/2013) – platformer; requires $6 or higher donation
  • Element4l (77%, 5/2013) -- platformer; requires $6 or higher donation
  • Reus (75%, 5/2013) – gad simulator somewhat like Populous or Black and White; requires $6 or higher donation
  • Thomas Was Alone (77%, 11/2012) – a short platformer with plenty of charm and very retro graphics
  • Cthulu Saves the World (75%, 6/2012) – a comedic parody of classic RPGs, but still fun; requires $6 or higher donation
  • Lone Survivor (Director’s Cut) (81%, 4/2012) – a great take on the survival horror genre; requires $6 or higher donation
  • Dustforce (79%, 1/2012) – hardcore (difficult) platformer with lots of style
  • Cave Story+ (83%, 11/2011) – a now-classic indie platformer, probably worth the price of entry on its own!
  • Limbo (88%, 8/2011) – one of the best-rated indie platformers of all time; worth the price all by itself; requires $6 or higher donation
  • Puzzle Bots (~73%, 8/2010) – puzzle/adventure game
  • VVVVVV (81%, 1/2010) – difficult platformer with super retro graphics (think Loderunner quality); manipulate gravity to progress, and die a lot
I went ahead and sprang for the $10 bundle, as I happen to like platformers. Again, there are only 21 hours or so remaining, but there are many titles in this list worth several dollars on their own. If you miss this one, you’ll be kicking yourself. In fact, nearly all of the games in the bundle would normally cost $10 alone on Steam, so you basically get 12 games for the price of one.

And as a bonus for reading my little fledgling blog, I’m giving away keys to VVVVVV, Reus, and Limbo to the first three people to like my post on Facebook or tweet this blog post – leave a comment if you qualify and tell me your order of preference for the games (e.g. first person gets first game, so if you want the same game you’ll have to settle for your second choice).

Monday, April 28, 2014

Bundle Stars – Conquest Bundle


There are quite a few gaming bundle sites out there, with probably the most well-known being Humble Bundle. Bundle Stars doesn’t have the “donate to charity” angle, but they do have quite a few more gaming bundles on tap, and the bundles usually run for four weeks instead of one or two weeks. Last week Bundle Stars announced the Conquest Bundle, and there are still 22 days remaining. $4.99 will get you Steam codes for the following twelve games. I’ve taken the liberty of linking to the Metacritic pages for all of these, though there are a few titles that are basically “unreviewed”. The titles are listed below in order of release date (most recent first):
What you’ll notice with Bundle Stars is that frequently they have a lot of older titles scattered in with a few newer releases, and most of the time the games are all rated “okay” at best – though one man’s “okay” can be another’s “great” in some cases. Given the plethora of older games available at bargain prices, I have difficulty finding the time or inclination to check out titles from more than five years back, which basically eliminates half of the Conquest Bundle from consideration.

While I haven’t played most of the games, I did give 99 Levels to Hell a shot – what can I say, I’m a sucker for Rogue-likes! This one is more like a platformer than a true rogue-like game, as it has you running and jumping while using the mouse to aim and shoot your gun. You need to find the key to each level and then move on, though there are special items that will let you skip levels (I admit to not knowing what some things do – like the elevator seems to randomly teleport you up/down a few levels?). Each level has a timer of sorts, and when the time is up you get four indestructible ghosts at the corners that slowly try to corner you. There are also shops to buy certain upgrades. It’s a bit like Binding of Isaac but without the poop jokes or poking so much fun at religion – which makes it a generally more entertaining game in my book, but YMMV. Overall, it’s a fun little distraction in short bursts.

The other game I tried is the basically unreviewed Hyper Fighters, which is a couple years old now (and a port of a Wii game that didn’t receive much in the way of reviews either). The game play is a “modern rail shooter”, which means it resembles an updated take on After Burn or even Space Harrier (though without the “monsters”), if you’re old enough to remember those. I was never very good at this sort of game, and playing with a keyboard and mouse doesn’t make me any better. The graphics are certainly a step up from the 2D games, but better graphics don’t necessarily make for a better game – and limiting the graphics to one resolution is pretty weak.

You have very limited control of an “advanced jet fighter” that can take an amazing amount of punishment. You progress through each level until you reach the huge end boss, which is probably the highlight in terms of graphics, but the bosses don’t really add anything other than a lot more bullets/missiles coming at you. Does that sound fun? Well, it’s not. As you’re on rails, you basically get a 3-10 second pass at the boss, and then spend another 5-10 seconds looking at the water/ground as you circle back for another strafing run. Later, rinse, repeat until either you or the boss are dead. The real problem is that your jet takes up a huge chunk of the screen, so dodging bullets/missiles is often impossible. I beat three levels/bosses on easy, and I think I’m done playing this game – how’s that for a resounding non-recommendation?

If you don’t mind playing an older game, the most promising title in the pack is probably Call of Juarez. I remember when this came out, and it received some “okay” reviews. So are you going to go play a seven year old game that was merely “okay” for $5? I doubt it. The Cossacks games (and the similar American Conquest) were also decently reviewed back in the day, but they’re now 9 and 13 years old. I’d suggest giving them to younger gamers to occupy their time, but they’re not exactly easy games (strategy/wargame material), so that’s out as well. I actually think 99 Levels to Hell is a better value, simply because at least it’s new and you can play it for 15-30 minutes and leave, having at least had a bit of fun.

The one saving grace is that if you see even one title in the above list that catches your eye (Ballpoint Universe, King Arthur II, or A Game of Dwarves?) the price is lower than what you would normally pay for any single game. This is in essence the blessing and curse of gaming bundles: you get a lot of games for your dollar, but many of them aren’t all that good. Another benefit is that most of these games are pretty light on system requirements, so even if you’re using a laptop that only has integrated graphics, many of the games will run “fast enough” to be playable. Ultimately, though, you’re basically looking at the equivalent of buying the cheapest fast food you can find as opposed to getting a more expensive but much nicer tasting meal at a sit-down restaurant.

Friday, April 25, 2014

Paper Dungeons Review


A couple months back, I picked up Paper Dungeons as part of a gaming bundle in Groupees' Build a Greenlight 5. You never know what you're going to get, but at prices typically less than $1 per game it's not like you can really go wrong. Truth be told, I haven't even played half of the games that came in that particular bundle, but I did complete Magicians & Looters (I need to review that as well...), and I've played far more Paper Dungeons than is healthy. Is it good, or am I just easily enticed by rouge-like games? Probably a bit of both.

The core concept is pretty straightforward: you run around killing monsters, and each level has a "king" -- a boss with a crown that you have to kill. Defeat him and you pass the level. There are several game modes and five character classes, many of which need to be unlocked by completing levels in the already unlocked modes. When I first started playing the beta (alpha?) version, full access to the Puzzle, Adventure, and Rogue options was unlocked, but the only character I could use was the Warrior. Since then, I believe they've blocked access to some of the other game modes until you reach certain milestones, and they've also added some new features. Let's start with a discussion of the game play, then move to the game modes and characters, and I'll wrap up with some general thoughts on the game.

You start with a blacked out level, with the only areas visible being the squares immediately around your character. As you explorer you remove the black "fog of war" -- and everything you uncover remains permanently visible. Walls block your path but many can be destroyed, damaging you in the process. The interesting thing is that all the fog plays a secondary role: each square you uncover heals your character, and so the general progression through a level involves you fighting monsters (or smashing down walls) until you have only a few hit points (HP) remaining, and then you go uncover some fog to restore your character to full health. Each time you gain a level, you increase in HP, Mana, Attack, and Defense, plus you can select one of those four areas to get an additional boost (I usually go for offense).
Monsters have levels as well, and you typically need to find monsters at your level or lower and kill them, until you level up and can fight the more difficult monsters (though at higher levels you can usually take out something one or two levels above you). There are several archetypes of monster in the game: normal (self explanatory), elemental (stronger than normal monsters but are weak against magic attacks), magic (attacks bypass your armor but they're weak against physical attacks), vampiric (they heal via "drain life" as you fight), poisonous (cast cure, find a temple, or just wait it out without dying), and undead (disease reduces your attack until cured via spell or temple). There are also two "hidden" monsters disguised as either a chest or as a wall, but they're otherwise pretty much "normal" monsters. Besides all of the common types, there are occasional "boss levels" where you have to fight dragons or a demon lord; I haven't seen the latter, but dragons at least are quite tough -- they set your character on fire, so you either need to find a water tile or else you need a much higher level than the dragon to survive.

I mentioned the three core game modes; I still haven't unlocked everything, but the three primary modes are Puzzle, Adventure, and Rogue, with more difficult "Void" versions of Adventure and Rogue available once you've played the game (a lot). The Puzzle campaign has no fog of war (though there are still "healing tiles" as you explore -- they're just not fully black), and everything is predetermined. You do a set amount of damage with an attack and receive a set amount of damage -- there's no dice or other randomness involved -- hence the "puzzle" name. There are 31 levels in the Puzzle campaign, and you can burn through them all in probably 4-6 hours. You can also save the game as many times as you'd like, though there's only one active save slot (at least as far as I can tell). It's a good introduction to the gaming system, so this is where I started.

The Adventure campaign has set maps but adds dice for the fights, and the monsters change each time you play a level, so if you can't pass a level on the first try and it seems "impossible"...well, maybe it was. Restart and you'll get different monsters and monster locations. Otherwise, you just need to find the boss and slay him to finish the level, but since he's the toughest monster you typically need to level up by killing all the other monsters so that you can take him out. There are also limited numbers of save points for each Adventure level (larger levels give you more save points), though this is rarely a problem.

The final game type is Rogue, which is random dungeon maps with randomized monsters, just as you'd expect, and there are no saves at all -- one death and you're done. Character progression is kept as you advance through the dungeon, however, so this is the closest you'll get to a real RPG experience. This is the hardest mode, really, but it also has a nice "one more game" hook. The only issue I have is that sometimes the game will have problems, and if you're playing Rogue and you encounter a game-stopping bug (more on this below), you're stuck -- and in some cases you don't even get a high score, which can be really doubly frustrating! But the game is in beta (or alpha) for a reason.

As for the dice, each character can have two sets of dice active for a level (from a selection of 35 total dice sets per class, many of which are "unique" to the class), and you can switch between them any time you're not in a fight. When you first start playing, you're basically confined to one set of dice, but as you progress through the various campaigns, you'll unlock additional (typically "better") sets of dice. The game uses six-sided dice, one with attack modifiers and the other with bonus/spell/effect modifiers. The attack dice will either boost your damage or reduce it, while the effect dice may restore health/mana, increase/decrease your attack/defense, give you extra gold/piety, or grant you a one-time spell (which replaces any current spell that you haven't used).

The one-time spells consist of three class-specific spells (e.g.Shield Rush for Warriors, Power Shot for Archers, Magic Missile for Mages, etc.) as well as five spells that are available to all classes. However, since you only get one spell at the start for a character and the only way to replace it is by having a dice set with the potential to give you a new spell, in practice you'll only have access to two or at most four spells for any character. That creates some strategy as you decide what dice to pack along, but often I find myself using the same two sets of dice for each class, waiting to unlock a better set.

Similar to the dice sets, you have five character classes that you unlock as you play. I believe the Thief and Archer are unlocked in the Puzzle campaign at maps 15 and 31, while the Mage and Priest are unlocked in the Adventure campaign (after maps 15 and 31 again) -- the game will tell you what's required to unlock each character, campaign, and dice set, so it sets goals of a sort. All of the classes have some vague semblance to the standard tropes, but other than the amount of health/mana and attack/defense, they're mostly similar. Warrior, Thief, and Priest are melee classes, so you have to stand next to a monster to attack; Archer and Mage have a ranged attack that you can use to start battle -- two squares for the Archer, one for the Mage -- but once the monster closes to an adjacent square then you're back to melee.

Worth noting is that once you engage in a fight, there's no escape other than death -- yours or the monster's -- unless you happen to have an escape spell. Each class has one spell that's usable in a fight, and they all basically result in the same thing: the fight ends. Of course, unlocking a dice set that gives you access to this spell may take some time, and most of the time retreat is unnecessary. Really the only time I've had to use "escape" (or wish I had access to it) was when I encountered a hidden monster and I wasn't in a position to fight it -- either because my health was low or the monster was too high of a level.

Of the five classes, I'd say the Archer is my favorite, as the ranged attack is often enough to kill a monster before it can damage (or poison/disease) you. You do have lower HP, but you also take less damage from walls, and you can spot "natural" traps (basically poison traps). The Mage is a close second, with more mana but lower HP, with a one square fireball ranged attack. He can spot magical traps (basically one of the three trap types), and he tends to do well after you level him up a bit. Regardless of your class choice, the differences are pretty minor and all seem capable of handling any of the Puzzle or Adventure levels that I've played.

There are other small details, like the temple and shop. Each character can also choose a deity at the temple, which is a one-time choice (e.g. on Rogue) with permanent effects. My one major gripe here is that there's often a lack of information -- e.g. when you first go to the temple, all you're given is the choice of diety -- with no explanation of what the results of that choice will be!You can exit without selecting a deity, then go into the help menu to see what the choices actually mean, but it would be nice to have more information presented at the choice level.

At this point, I've probably already gone into way more depth than needed -- and I have even made a (pretty major) editing pass to trim out some stuff. This is my first stab at this and for a game I've played a lot, so bear with me. Overall, Paper Dungeons is a fun little rogue-like, though the occasional bugs make the Rogue campaign particularly frustrating right now. At some point, you can also access the Void campaigns (higher difficulty versions of the Adventure and Rogue campaigns), but I have not yet managed to do so.

There are two rather large issues right now; the first is the bugs and the second is more with the fundamental game design. Starting with the latter, one big problem with Paper Dungeons -- and many rogue-like games suffer from this -- is ultimately the lack of true variety. Right now there are five character classes and 8-10 monster classes (depending on how you want to count them), which means there's a lot of repetition. There are actually quite a few different monster names, though many end up being the same basic fight but with a different picture and monster description. It's like the character classes: it fundamentally boils down to a choice between melee, melee with a poison attack, or get 1/2 free attacks before melee starts. Fighting a Werebear with a Warrior is 99% the same as fighting a SwampDweller with an Archer, or even facing a high level Djinn with a Mage. There are minor pieces of strategy, but it's all very "samey" feeling.

There's also a lack of core spells and other stats. You basically have health, mana, three spells, three pieces of equipment, and three items -- plus the "special spells" you can get from dice rolls. But since you have to commit to just two sets of dice for a character, you're usually limited to two or three extra spells, and you're fundamentally limited in what you can do each time you play. Every time you level up, what you're really doing is making your character strong enough to take on the next level of monsters, but it all still feels the same -- and your choice of whether to enhance your Attack/Defense/Health/Mana stats doesn't really change things too much.

In the Rogue campaign, you've often purchased all the equipment but the second or third map (or sometimes the first), and you have all three spell books, so then it's just level after level of the same thing. There's no "OMG, check out this awesome new sword/staff/whatever" aspect to the game. Most of the time death at higher levels comes not because of any real difficulty, but because of a mental error -- e.g. accidentally walking into a wall at low health. I personally miss the variety of potions, equipment, etc. that you'd find in the old ASCII Rogue, and while later variants have taken things perhaps too far in complexity, Paper Dungeons almost goes too far in the other direction with not enough variety even for a simple RPG. We'll see if things change as the game continues to receive tweaks.

And the game definitely needs some additional bug fixing. There are times where suddenly you can't move, or you kill the level's boss monster but the game doesn't register the action. I've found that if you encounter the "can't move" bug, you can save and exit to the main menu (even in Rogue, you can exit to the main menu and your progress is saved -- which means you can circumvent the "no saving" aspect somewhat), and then when you return to the game you can move again. However, if you kill the boss and it doesn't register, you're pretty much done and will have to restart (or in Rogue, commit suicide). Another perplexing bug is what has my current campaign stopped: I can't attack the boss monster. Ugh. Level 33, Map 13, and I can go no further -- and not even death is an escape (I tried!), as for whatever reason I end up with a score of 0. What a rip!

In terms of graphics, there's nothing spectacular on display, with relatively simple 2D graphics, but overall for an indie game the aesthetic works. The Unity engine isn't really being pushed too hard (check out the 3D dice!), but that's fine. Probably the best aspect of the art is the overview maps for the Puzzle and Adventure modes, where you get an overview of your progress and can replay any completed map. The music and sound can be a bit repetitive, and I've turned them off at this point, but again they get the job done for an indie titles.

As for the price, well, I got the game for a couple dollars in a bundle, so I'm quite happy with the purchase. At the regular Steam Greenlight and Desura price of $15, I'd be far less enthusiastic. This is a game being made by one guy, with maybe a helper or two joining for some elements like sound and art. While it caters to a niche market I think the bundle price is closer to what people should pay -- or perhaps $5 at most. There are a lot of other rogue-like games, and while I've played Paper Dungeons a lot (too much, according to my wife), each time I go back I get a little more frustrated. Still, at probably 30+ hours of play now, it's kept me occupied for quite a while.

If you want a somewhat new take on the rogue-like games, Paper Dungeons is worth a look, but I'd wait and try to find it on sale -- or at least try the free demo first. It's not going to win any awards, and we live in a day where there are so many good (and free!) games available that it's hard to stand out from the crowd. As an old school gamer, though, Paper Dungeons resonates enough with me that I keep going back to it every few days -- and inevitably "just a few levels of Rogue" turns into far more than that. Being that the game is still in development, it's also nice to see a few minor tweaks show up on occasion, and if you're really a glutton for punishment there's even a level editor (and user generated levels) to keep you occupied. In short, there are better games, but there are also far worse ways to spend $5 or even $15.

Addendum: This game is a work in progress, as I mentioned earlier, and the latest patch (1.151) adds access to three specific class skills right at the start. These skills recharge (slowly) after use, and they replace the earlier "one-time-spell" that you'd start with. Another change is that levels now prohibit higher level monsters (more than +2 above your level) from being near the starting area. Combined, these tweaks are a nice change and make it a bit easier to manage the earlier parts of the game.

Thursday, April 24, 2014

Welcome to Indie Gaming Review!

Welcome to my latest blog, the Indie Gaming Review! Technically this won't just be a place to discuss and review indie games, as I also intend to keep an eye on the various gaming bundles that pop up on a regular basis, but "Reviews of Indie Games and Gaming Bundles" doesn't quite have the same ring, does it?

Let me first tell you a bit about myself to get you started. I'm 40 years old now, and some of you are likely thinking, "Holy crap -- and he's still playing games!?" Well, yes, I am...though perhaps not as much as I once did. I started playing video games way back in the dark ages, even before systems like the Atari 2600 were around. Our first gaming system in the home was called the Magnavox Odyssey2, and let me tell you: it was awesome! I was around six years old when we first got that, and I remember buying games in little plastic bags (or my mom or brothers would buy them, at least). I also remember some games dying after a few weeks of use -- the electronics were pretty cobbled together, to say the least.

My favorite story for the Odyssey2 goes something like this -- though I'm sure my brother might embellish and/or modify the story a bit. Anyway, it was Christmas, probably in 1981 (so the system was now a couple years old), and there was a new game for our Magnavox system sitting under the Christmas tree. We all knew it was a game, as the shape of the package was the perfect size, and it was addressed to the whole family. I don't know the exact details of what happened Christmas Eve, except that come Christmas morning, we awoke and discovered... that one of my older brothers was missing. Who would be gone on Christmas morning!?

We soon discovered the reason for him being gone. He and his friend had apparently decided to sneak downstairs in the night and open up one of the presents...the game, of course. So there they are, playing the new UFO game before any of the rest of us, when disaster strikes: the game cartridge died! Yes, this was something that happened on occasion, and as luck would have it, our game was dead and no one would be able to play it Christmas morning. Ashamed, he left a note for us all: "I'm sorry I ruined Christmas!" Then he went to his friend's house to hide. LOL

I don't remember much else about what happened that Christmas, but I do know that come December 26, my mom went to the store with the broken game to get a replacement, and we could all finally enjoy the gaming splendor of UFO. Except, the replacement cartridge broke as well within a week or two, and so we were on to our third cartridge! I'm not sure exactly how long we kept the Odyssey2 around, but I do know that by the time I was around 10 years old, my best friend had a Commodore 64 and that was the new hotness, and eventually I would get a C-128 of my own. I graduated to the world of DOS thanks to my dad -- a computer guy -- a couple years later, and while I've played many games on other systems (Amiga, Atari ST, Mac, and pretty much every console from Nintendo, Sony, Microsoft, etc.) I have pretty much been a PC gamer all of my life.

I tell you that all as a background to why I love games, and why indie gaming in particular appeals to me. Basically, it's a sentimental nostalgia thing, but there's also something to be said for games that aren't quite so complex -- and games that don't require multi-million dollar investments into the art, programming, and other aspects. I still like the complex games, but there's no place for the small guys in that market. Indie gaming on the other hand is something that pretty much anyone with a PC, a brain, and a lot of desire can get into. Some games will undoubtedly never reach completion, and others will suck -- I tried my hand at making a few games in my early 20s, and trust me: they sucked hard! But for those that get released, it can still be hard to catch a break.

And so, as a technology journalist by trade, I'm going to start writing up short-form reviews of some of the indie games I've purchased lately. I'll give my thoughts on the good, the bad, the ways they might be improved, and the overall value. Hopefully, we can all enjoy the journey together. And if you happen to be an indie game developer and you'd like me to take a look at one of your games, just drop me a note and get me a download, and I'll be happy to play your game and write about it.