Retrobooster, Taking Back the ‘Verse

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Now, this game has nothing to do with Firefly, but just humor the analogy for a moment.  In Firefly, it felt like it treated space, matter and physics correctly.  Everything reacted right, there was no sound in space and it was full of excitement and narrow escapes.  Retrobooster does the same thing.  You are affected by gravity, how you are steering and every other force that might interact with your ship.  It makes sense and it is packed with full-throttle moments where I can imagine your pilot hitting the pedal to the floor in a crystal-clear moment of balls-to-the-wall commitment to death or victory.  I am having a hard time finding things about this game that I didn’t like, so excuse me for gushing a little bit. Dick.

Play the tutorial first.  If nothing else it will give you an idea how to steer your ship: more in relation to which method suits you best.  You can use either the arrow keys or the mouse or the arrow keys to steer your ship, known as a Starblade.  Using the arrow keys is a solid method, but it felt weird to me having both hands on my keyboard.  Utilizing the mouse is more fluid, but there is more margin for error.  Both methods are good and fly suitably smooth, the choice is really in what suits you best.

Now, you have two weapons – a gun and a launcher, we’ll call them.  With each you can find a spectacular array of weaponry to equip and deploy.  You can get varied ammunition for your gun, varied ammo for the launcher or a powerup that will make you more powerful for a short time.  For the gun, my favorite ammo variation were the thermite rounds.  These are like shooting smoking pellets of smouldering napalm.  They wreak havoc on enemies that have clustered together, and it happens more than you’d expect.  For the launcher, I have only really had the guided missiles, but they are magnificent.  Nothing better than going into a fight knowing you can start blowing holes in enemies from the start.  In some cases, the missiles give you a fighting chance. Powerups give a lot more variety to gameplay.  Sometimes they’ll give you a scatter shot that fires in a cone in front of you, other times it will be a constant shield that lasts for 25 seconds.  Either way, it’ll be something useful.

Boom boom boom boom

Boom boom boom boom

Two of the most important things to keep in mind are (duh) health and shields.  In this game, it is too easy to fuck yourself up and if you don’t get flying down, the enemies just have to sit back with some popcorn and watch you kill yourself.  Hit any obstacles and you’ll take damage.  There are a few exceptions, but for the most part, don’t crash into shit.  Shields are useful because, in the heat of a fight you will end up crashing into shit.  Hold the spacebar a couple seconds to use your shields and avoid unnecessary damage.  Simple as that.  Shields can also be use to deflect enemy fire, but be careful as your shields are limited.  If you do well and kill a lot of enemies in a row, you’ll get a token to increase your shield meter or heal your ship (green bar at lower left is health, blue bar is shields).

Enemies in this game are aliens that remind me of what would happen if Apple invaded another galaxy; they are all white and smooth with softly glowing lights and a sort of arrogance that makes you want to punch them in the teeth.  Of course, killing isn’t everything, and Retrobooster recognizes this.  I suppose this is why the developer made the wide array of aggravating puzzles to solve.  They are things like pushing a button and then flying past obstacles to get to the door you opened in time, or manipulating forcefields to get to the button you opened.  Either way, it pumps your adrenaline and has pushed me into plenty “leaf on the wind” kind of moments.

I'm a leaf on the wind, watch how I desperately try not to get blown to pieces...

I’m a leaf on the wind, watch how I desperately try not to get blown to pieces…

These moments often launch you through a narrowly closing door only to send you blasting out the other side… directly into oncoming fire.  It sucks sometimes, but in my mind my character and his co-pilot just carry the adrenaline and go from one second to the next, flying by the seat of their deeply soiled pants.  Funny part is, once you’ve killed off enough enemies for the area to be reasonably safe, you start looking for survivors.  by survivors I mean humans that have survived the alien onslaught.

Just be careful, cause these guys are delicate...

O, hey! He’s reached his ultimate power level… O, no.  He’s bursting into flames.. my bad..

Some things to keep in mind with survivors.  First, they are squishy, flammable and all kinds of easy to kill by accident.  Many times aliens will just walk over them and squash them, other times the detritus jettisoned from an exploding enemy will be enough to kill survivors.  That is why you want to take enemy fire to your shields to protect them, use your ion bolt to blow up wreckage before it can kill them and do whatever else you can to protect these guys.  Next, when you land, you have to do it gingerly.  They will generally avoid you when you are coming down, but once your landing gear touches terra firma, all bets are off and they come running.  Some times your ship might bounce a bit and squash someone under it, other times if you come in too close to the people, they will catch on fire.  This is hilarious, but probably bad.  When they come aboard, they will give a small boost to health and shields.  Not much, but enough to bring you up from a tough fight.  My question is how do they all fit in there….

Enemies coming in from all vectors!

Enemies coming in from all vectors!

Retrobooster is a great game.  Gameplay is fluid and feels great.  It can be tough to navigate and aim at the same time since your shots follow the momentum of your ship, and shots fired can push you backward in space.  It really feels like you are floating around in a low-gravity environment battling foes.  Weapons are fun to use and explosions are satisfying.  Puzzles are a real challenge and you will die a few times, even if you are really good at flying, but that makes the game all that much more fun to play.  You only get two lives per level, which can be a pain in the ass at times, especially since there are no extra lives to find; however, longevity can be attained through skilled maneuvering and liberal application of ion blasters.  The most irritating thing about this is that sometimes the people look like they have no joints, sort of like Rayman, but there isn’t anything annoying enough to make me not want to pay the 17.99$ for this game.  If you are looking for a spectacular space-fighting challenge with a retro feel, this game is going to rock your ‘verse.  Really Slick lived up to their names on this one.

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Terrance the Flying Eyeball, Disembodied and Ready to Rock!

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Somewhere on the corner of creativity and the truly bizarre sits this little game that can be found on itch.io.  I have never played any games where I was just a single flying body part, but this is surely a whole lot better than some games where you play the disembodied head of an ancient samurai warrior.  Granted, this game is not a shooter, it’s just a simple little timed game where you have to get to the end of zones.  And it’s not easy.

Controlling Terrance is pretty easy: just hit the arrows or the WASD keys, whatever your preference.  He doesn’t stop immediately, so you have to prepare for a little bit of fishtailing.  You’ll guide Terrance through small obstacle courses filled with all manner of bizarre and inventive dangers.

Just don't touch 'em, just don't touch 'em..

Just don’t touch ’em, just don’t touch ’em..

If I were actually Terrance I would be a neurotic mess.  Without explanation and, from what I can tell, shortly after his creation in a lab, this little eye has to face some pretty harrowing obstacles seemingly crafted for him.  First, there are electrified walls and blocks that disappear when you run into them; they’re the orange ones.  These wouldn’t be so bad, but then at some point there are these purple mines that come into play.  Tap one and you have 3 seconds to vacate the area or be zapped to death by purple plasma.  Each time you die, you are sent back to the beginning of the level, which makes me wonder: are you one eyeball or do they just create another?  Each level is filled with equipment and what seems to be some Looney Toons version of measuring devices in the background, so maybe this is a series of test chambers not unlike those in Portal?

Each level ups the ante on level of challenge, too.  I am still having trouble getting to the end of the second zone.  See, there are these plasma-shooting blaster things, and after a while, they home in on you and fire a lot faster.  At one point, I have to break through these glass tubes in order to progress with the blaster shooting like there’s no tomorrow behind me.  If you run into it directly, you bounce just far enough back that you’ll get zapped, so you have to run into it and use the momentum to get you past the plasma balls.  You will not be at a loss for a challenge.

Fuck whatever mad scientists designed Terrance's horrible life... seriously..

Fuck whatever mad scientists designed Terrance’s horrible life… seriously..

As far as a game goes though, especially one on itch.io, you really can’t do better.  The art here is fantastic, resembling a sort of Dexter’s Laboratory feel.  For those of you not familiar with the old Cartoon Network tv show: it’s smooth and very professional-looking.  Terrance the Flying Eyeball is a game that focuses more on timing and skill than other game elements.  If you’re looking for a fun play with a simple concept to give you a break from all those deep gaming experiences that crowd the popular platforms these days, you could do worse than Terrance.  The music is peppy and fun, the gameplay is fluid and easy to pick up.  If you don’t get some enjoyment out of playing this game, even for a little bit, then you might just be expecting too much out of your games.  Hell, the game doesn’t even cost that much.  You can pay what you want for the game.  Mind you, this is a title that has a some work in it, so leave a few notes in the till, please.  I would say this game is worth at least 5$.  If more indie devs put out games like this, competition in indie games would be even closer than it already is.  Terrance feels like a game from a game jam and is just as delightfully creative.

10 Second Ninja, Moments Before Death

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Far more aggravating than the art style would have you believe, this game requires the player to execute a number of rapid attacks in the span of a few seconds in order to beat each level.  Despite how much I think about it, another, similarly fast-paced game doesn’t come to mind; another game like this one simply doesn’t exist.  If you are looking for a fresh platformer that will challenge your skills, you’ve found it.  Also you get to kill Nazi robots from space.  Did I mention that yet?

Everything in this game is pretty simple and fluid.  If you play this on a keyboard, you’ll be using the arrow keys and the ‘z’ and ‘x’ keys.  The ‘z’ key allows you to throw one of the three shurikens you’ll have per play.  Hitting ‘x’ allows you to make a katana attack, which is so fast that there is only a flash of steel and then nothing.  Shurikens aren’t the best way to kill enemies but they allow you to attack from a distance and even kill multiple enemies at once.  It’s not terribly fast, but you can use them to kill numerous enemies while you take out the rest of their friends.  Double-tap the up button and you can double-jump.

The remainder of all their lives comes down to the most disappointing 10 seconds ever.

The remainder of all their lives comes down to the most disappointing 10 seconds ever.

Luckily for players, the enemies are not a crew of enemies that you feel bad for.  First off, their robots, so they’re not really people, second they’re Nazis so they’re not even human.  Plus explosions are cool.  This game follows a history of asian folk heroes killing evil robots in the fashion of Samurai Jack.  Of course, this little ninja literally takes maybe a couple of minutes to do more damage than Jack accomplished in an entire season.  Granted, ninja were never supposed to use katanas either, but let’s try to stay focused here.

Each level has three stars, and if you try to get them all, you will tear out every follicle of hair your possess on every surface and orifice of your body.  The first star is usually pretty simple – get better than 8 seconds.  After than it gets ungodly hard right fucking quick.  From there you will have to knock up to about 2 seconds off your time.  After that, half a second.  The only time I ever got 3 stars was when I somehow managed to win in 3.98 seconds.  There were only 3 robots on that level.

I took a picture and it DID last longer!

I took a picture and it DID last longer!

There are also bosses, but they are really all just Robot Hitler, but you have to defeat various versions of him.  Actually, they are all the same Robot Hitler, but some times he wears a party hat or something.  Cut-scenes explain the scenarios, what is happening and why he would be dressed that way, but it’s really just all the same robot psycho.  Overall, this is a good game, but it requires a certain talent.  If you can sit down and beat this game, congrats, go make a YouTube video about it.  Seriously, someone probably made a 10 minutes speed run of them beating this game in its entirety while getting all the stars.  Clearly there is a lot to challenge you, and the game’s actually is a lot of fun and really satisfying when you can finally get that last star, but there is no way I am going to replay it a million times to squeeze out the last fractions of a second.  You have to jump over spikes, run across collapsing platforms and god knows what else when you get further along.  At 9.99$ I would say go for it, but grab a controller or you are going to be groaning a lot over lost fractions of a second.

Clockwork Empires, Wondrous Melange of Steampunk Insanity and Bugs

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It should come as no surprise, since this game is currently in Early Access, that Gaslamp Games’ latest title is buggy, broken and incomplete as fuck.  That being said, it is the most fun that I have ever had with a game this broken, and at some points I am having a hard time telling what is broken and what is actually supposed to be happening.  Overall, if you have been waiting for a good game that well-represents steampunk, but you were wholly disgusted with Bioshock: Infinite, then this game is one you should consider after a long debate about whether Early-Access gaming is a worthy direction for the industry.

Clockwork Empires is a game with personality and a lot of bizarre quirks.  You are a group of colonists starting a small colony of the Great Clockwork Empire – at least I think you are since this is never really specified, just referred to as “The Empire.”  But fear not! This is nothing like sitting in a Jane Austin novel set on a frontier!  You have to help your people to survive in a world of horrors! HORRORS!

So when you start, you’ll want to start assigning work crews by clicking the work crew button and deciding which people will do which jobs.  Trust me, division of labor is a pretty important concept in this game, since it will dictate which jobs get done fastest.  My opinion is that breaking things down like this bears some of the best results.  2 crews for farming and foraging.  This is most important.  Foraging is how you will get the initial glut of goods to sustain your people in the beginning and you’ll have some food from the Empire, but airdrops are too infrequent, sometimes inaccurate, to rely on.  You have to get farming or starvation will set in briefly before cannibalism starts.  These little bastards don’t even think about it either, they’re just like “What ho!  I’m rather peckish and Nancy just died.  Guess we’d best start rationing her out, hey chaps?”

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Listen up, Steelwalker. You and your chaps will start looking for the best way back to the Empire, cause this place sucks!

After food income is determined, the next most important economy is the space economy.  This is handled mostly by one or two crews that are set to forestry, mining and hunting.  Forestry is a task that will have them chopping wood, removing terrain obstacles and other sundry natural objects.  Hunting will make them a useful source of occasional food.  The tasks I always break out are construction and workshop jobs.  Now, in the outset you can easily group these two together since there will be no workshops in the beginning, you’ll have to build them.  But if you keep your workshop crews constantly divided between construction and their workshops, goods production will go WAAAAAY too slowly.  Eventually construction will become its own job and given that there are so few people for all the jobs, and the more people you get the more likely you are to starve, it is something that will have to be done in spurts.  Of course, there are a few exceptions.

Exceptions are always important.  In the very beginning, farms should be among your first things you create, but farms alone aren’t great for producing food.  You’ll need workshops, and the two most used are the kitchen and the carpentry shop.  The tutorial actually recommends you make the carpentry shop first, and they are right.  The carpentry shop is where you will create planks that are necessary to build nearly everything else in the game.  After the carpentry shop, get on that kitchen.  Chances are that you chose wheat as your first couple farms.  Great choice, but without a kitchen you can’t use the wheat you’ve harvested to make bread.  Your people will die staring at sacks of flour.

Yes, just place that plaque of the imperial coat of arms above their dirty little workstations so they can look up at our ubiquitous hegemonic omnipresence at all times. Very good.

Yes, just place that plaque of the imperial coat of arms above their dirty little workstations so they can look up at our glowering hegemonic omnipresence at all times. Very good.

Construction in this game is definitely unique and undeniably irritating.  First, you have to build on the grid, but the grid doesn’t run everywhere.  Some areas are just not to be built upon.  No real explanation, but I assume there is a ditch or unstable terrain there or something.  Once you’ve cleared a spot to build upon, you now draw the outline for the building.  It doesn’t always have to make sense and it is the most impressive feature of the game.  You can make a thousand of the same building and each can be vastly different from the others.  Once you’ve got your blue outline, you then place your modules.  These are the things that give the buildings purpose and character.  Some are required, in the above case a door and a worktable, some are optional and the rest are decorative.  I like putting the massive bay doors on my carpentry shops.  Just gives the impression of industry.  And make sure you put one or two decorations.  It might just be a game, but it’s the little things that give a sense of immersion.  The most irritating things about the construction system is that you can’t add a few things in at the start and then finish up later.  You are building everything that is going to be in that workshop for the rest of the game.  That is irritating as fuck because gameplay develops as the player interacts with the game.  It is just restricting and never shows any growth or development.

So you’ve got the makings of a colony, and things are moving along.  You’ve got your basic workshops, goods are moving and you’ve finally gotten a few bunkhouses up for the lower class and the middle class.  You are going to start having issues.  Most namely among these issues are the foes: cultists, fishpeople and all manner of eldritch Lovecraftian horrors.  The best part is that the fishpeople will walk in at random intervals and menace your people.  Sure, you can forage their eggs as exotic caviar, effectively eating their children as a delicacy; but cogs only know why the beasts so hostile, amirite?

Charles, gather the basket.  I must defend the crown!

Charles, gather the victuals. I must defend the crown!

I haven’t really gotten very far with this game simply because it is so fucking broken.  Don’t get me wrong, I love this game, but the level of incompletion and inoperability make this game absolutely frustrating to deal with.  My biggest gripe is that saves don’t really seem to work.  I have saved games and come back to them with varying degrees of success.  Sometimes they work, other times reloading a save causes the game to utterly crash.  If this were the only issue I would be less annoyed with the game, but sometimes it just crashes mid-game.  All of my plays invariably end with a crash of some sort and then me sighing about everything that I didn’t save.  Then I remember that the saves rarely even work and go play something else.  Sure, you might be saying “But Crotchety, this is an early-release you ass-burglar!  Of COURSE it’s buggy, they are still working on it!”  Let me say this to you little shits, never judge anything by what it could be some day.  That is how Hitler managed to convince people into the Holocaust.  One day we’ll eliminate all the weaker genes in the human race and the world will be full of happy, healthy blonde-haired blue-eyed babies.  Sure sounds nice until you remember you had to kill millions of people to get there.  Also, the price of the game on Steam is 29.99$ AS IT IS!  That is 30$ that would probably be better spent on a portion of Civilization: Beyond Earth.

Malfeasant clawbulb.  Fucking.. what?!

Malfeasant clawbulb. Fucking.. what?!

Despite the issues, there are still a number of reasons to be excited about this game.  There are some surprises like random crops growing in your farms, enemies and content updates.  The art is nice and the music is fun.  Every so often you will get drops and immigrants from the empire that will help your colony thrive, but there are so many bugs.  I read about this game back in the April 2014 issue of Game Informer and getting ridiculously excited about what I was reading.  Finally, a steampunk game full of cogs, gears and fishpeople and its an RTS!!!!  The unfortunate fact is that this is a game whose release I am still waiting for.  The best way to play these Early-Access games, in my opinion, is to buy it, play it a little bit to get the impression then let it sit for some months and let it get updates.  Sure this suggestion might make developers nervous, but if you can’t release a full game, it is going to suck and hurt to play.  Just like every time I have to be punished for not saving and, saving, have to be punished for buying the game early when my saves don’t load but, instead, crash the game.  Well, at least the game is fun and quirky.  Even the crash messages say “What ho! The game has crashed!” or some such irritating nonsense.  If your game crashes, it shouldn’t be cracking jokes.  This is where your skirt has blown up.  Fucking apologize for your broken game.

Point Perfect, Rage and Cursors

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After years of neglect and self-hatred, Mavis Beacon of typist teaching fame decided to grow a mohawk, dye it green and donned her studded leather jacket.  She stole the Doc Brown’s Delorian before the 90’s ended, went through dimensions to a time where the 80’s were the space-age and began her conquest.  Now she has returned to wreak havoc on mousepads worldwide, and the effect is devastating.  Ok, so that’s not the story behind this game, but with all the anger and rage it created, you would think I was playing Dark Souls or something.  You can visit the Point Perfect website here.  By the way, young’n’s: the device stealing that child’s youth in the picture is a CRT monitor circa 1998.

This is not a game for the feint of heart.  It is the most challenging thing I have played yet this year.  Simple enough idea with some goofy pixel art to provide a story.  There is a world of people that use mouse cursors to fly through space.  They are attacked by aliens and space invaders, zooming into action.  You are this world’s elite pilot and you must rise to the occasion or retire your peripherals.

Prepare yourself, brave hero.

Prepare yourself, brave hero.

From the very start, you get the feeling this isn’t going to be an easy ride.  You have to choose between an increasing number of trophies, but the first three are a wider targeting range, increased points and three lives.  THREE FUCKING LIVES! You have to choose between a buff or the basic 3 lives!  Needless to say, I always chose the three lives because I knew I would never make it without the extra lives.  And there aren’t even any extra life pick-ups (that I’ve encountered) in the entire game!

So you are the cursor.  You have to move the mouse to dodge enemies.  In order to do battle, you have to click and drag to ‘target’ foes.  When enemies enter the green field, you release to destroy them.  Sounds easy, but fucking try it.  To start, you have a smaller targeting field range, but as you get ‘P’ pick-ups your range will increase, opening the opportunity to create larger and larger kill-combos.  Your power-ups will show up in the lower left corner, and if you die, they shoot out of you in a demeaning, Sonic the Hedgehog kind of way.  If you drag more than your range, your targeting field goes red and no kills are made.  All of this has to be done while dodging projectiles and enemies.

In the lower right hand corner you’ll see a weapon box.  As you fight your way through the alien armada, you will collect various weapons that help tremendously.  My favorite was the shield, which deflects weaker enemy fire – the yellow balls.  It won’t block other colors, but that is something.  There are all kinds of other weapons that increase points from combos, add points to your overall score and other fun things.

Drag and pray, mother-fucker.  Drag and pray.

Drag and pray, mother-fucker. Drag and pray.

Of course, with all the challenge this game provides, victory is a sweet, sweet bitch to get.  Usually you just manage to kill some enemies, but successfully giving it to bosses must be amazing.  I haven’t beaten any yet, but I have come SOOOO close that it was infuriating.  This game keeps giving and giving with numerous levels beyond just this starry background.  With no introductory info, though, this game is a pain in the ass to grasp.  I had it for a month and managed to figure out that I could kill enemies.  Yea, I am not a moron, but it just didn’t register to me.

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This game is perfectly alright with telling you that you suck.

Fighting enemies isn’t the only thing to do in this either, Point Perfect also has a wide array of little skill games and challenges that provide a welcome respite from the chaotically cluttered masses of foes.  Retro graphics and an old school feel are a few more of this title’s strong points, but every element of this game’s design is created to unforgivingly teach players precision and timing.  You cannot fullscreen it.  So what, you say?  This makes it easy to drag off the screen, click other programs and push the game to the background.  It is an insane carnival ride of unremitting terrors, but it is the most fun I have ever had cursing relentlessly at my mouse.  I almost launched the little fucker undeservingly out the window…  I will be waking up in a cold sweat dreaming about this game for weeks to come.  I only pity the fool who tries to play this on a track pad. Poor, ignorant bastard.  Available on steam for only 4.99$, this game is well worth it, if you think you have the balls.  If you think you are man enough, woman enough… Gamer enough.

Hashtag Dungeon, Preview of DOOOOM!

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Today I spent about 3.5 – 4 hours in one game, so this post is coming a little on the late side.  I promise this was worth it.  Sean Oxspring sent me a copy of this game to preview some time ago and I left it in my downloads.  I can honestly say I will never uninstall this game for the shallow hope I will be able to bring my murderous dungeon of death to others.  This game is a ton of fun and, although it is simple, the open and social nature of this game is what makes it so much more intriguing.  It is the first game that I’ve seen that uses social media as a preexisting  user workshop where dungeons can be made and propagated on twitter.

Starting from the basics, this game has two characters: blue and green… but for the sake of them sounding cooler than just a pair of primary colors, we’ll call them Verdi and Azure.  Through rampant speculation, it looks like Verdi is female and Azure is male as Verdi is slimmer/smaller, but it could just be a wiry little guy.  Either way, to me Verdi is female, Azure is male.  Both characters have the same magic-missile attack, so if they are both guys, the only style differentiation comes from the colors.  After speaking with the game’s creators, I am told that this game will later features varied classes such as knights and rangers!

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At the very least I assume Verdi is female cause it looks like her hair is longer

Of course, you don’t select a character until you’ve chosen a dungeon to run.  What it seems is that you will take a minute compiling various tweets under the #hashtagdungeon with a specified dungeon hashtag.  Mine was #deathtothesheeple and you can run it if you dare, though I haven’t gotten all the way through it myself.  It is pretty tough, sure, but I also get this message as the game crashes.  It is an early game, so it has a few bugs.  This happens to me almost every time I encountered numerous zombies in one room.

___________________________________________

############################################################################################

FATAL ERROR in

action number 1

of Step Eventobj_KnightsGrave

for object obj_Zombie:

Push :: Execution Error – Variable Get -1.xoff(100380, -2147483648)

at gml_Object_obj_Zombie_Collision_205

############################################################################################

 

This is horrifying on its own, considering you don’t have any saves.  Granted, a standard dungeon only takes about twenty minutes to run.  But then again, this is what my dungeon’s floorplan looks like:

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So it is a little bit taxing on a computer, I guess…

Each darkened square is a room, by the way.  If you don’t have the gams to run one of these dungeons without the promise of a saved game, you might want to consider something easier.  This pixelated, retro runner is like Contra and the difficulty is up to the lunacy of those crating the dungeon.  I can tell you right now that there are a decent number of loot and treasure rooms, but getting to them can be a challenge.  Keep in mind, though, this is a good 3 (ish) hours of on-off work.  @hashtagdungeon can attest to that.  They recieved a good 90% of the tweets!

In each room you will find an assorted collection of monsters and enemies, traps and sometimes (if the dungeon creator cares enough) some loot and health!  Once you are in a room, every entrance is blocked until you kill everything in the room.  Keeps adventurers honest.  Personally, I feel that creating dungeons is a big part of playing this game.  After all, if no one makes dungeons, what will players run?

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Shittiest library ever. 1/10 would scream at checkout.

The above is one of the rooms I created in my dungeon.  I feel I started most times at the scenes, which are what the dungeon room looks like.  This one is the library.  I threw in an Oculus (the beholder in the center) and a couple demon dogs.  This screen is where the most additions will be visible.  Even if you don’t create dungeons regularly, you’ll end up coming here just to get a good hold on things that are in the game since last update.  Once you have a scene set in place, you can pick from the traps or enemies.  You can see that I set in four spike pits that will pop up and down as you avoid the enemies.  The traps and enemies will fill that green bar.  The further the room is from the center, the more enemies and traps you can fill the room with, you sadist.

Magic and objects in the special category will fill that bar as well.  Magic contains various spells that will make enemies more powerful.  They’ll shoot out little electric charges, run faster or take more damage.  Those are actually the only spells right now, but the guys over at Hashtag Dungeon are working on a number of add-ins, including a halloween update!  Special objects tend to consist of loot, monster generators and things that contain loot.  This is good, since you’ll die without buffs, and pretty quickly.

The last element is the clutter.  You can see four little pots in the room above.  Those pots are destructible, and they can give you loot and power-ups alike.  As you place them, the blue bar will fill up.  It takes a good bit of clutter to fill up a room entirely, but this is likely to keep people from doing something really irritating and filling up an entire room and making the only way through open by stepping on exploding traps numerous times.  That would be a real dick move… which I totally tried to do.

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I ran for cover a LOT in my own dungeon.

The way this game spreads the dungeon rooms to players is pretty ingenious, though.  As you make each room, you hit TWEET to save the room and simultaneously send out the data to recreate that room in other versions of the game.  I am impressed since I have never heard of anyone else sending out data for mass consumption in 140 characters or less.  These guys deserve applause.

Overall this is a great game and its devs are hard at work trying to make it a reality.  It is a lot of fun creating a dungeon, but then playing it and having others play it?  It is a lot of great fun.  Of course, it won’t exist without your help.  Go check out the game’s website for more info about the game and to sign up for the mailing list.  Vote for the game on Steam Greenlight, please!  This game implements amazing ingenuity and it shows what really lies at the hart of videogames as a whole: the desire to reach out and play with others.  That sounded a little dirty.  LoL!  Either way, vote this game up!  It’s a great example of the experiments of ingenuity that indie gaming allows.  It is great fun now in its natal stages, despite a few bugs, and it will be a monumental achievement once it has gotten a little traction and is able to really take hold of an audience.

 

Shadow Protocol, Super-Techno Euro Spy

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I am generally not a fan of mobile games, but some devs have really been killing it lately.  Seriously.  First I discovered Henry Sorren and his horror series, then there is Goodnight Games and this remarkably sweet piece of iOS entertainment.  I grew up playing games where stealth was a challenge and not a super-power, and this game just feeds that sense of profoundly badass precision tempered with a tension I rarely see anymore.  Come disappear into the shadows for a while.  I promise you’ll enjoy it.

In this iOS title you play a member of M.O.T.H., a super-secret organization so shrouded in mystery, not even the game explains what it stands for.  You are a covert operative trained to get in, get the intel and GTFO before the bulldogs catch on to your presence.  In this, as with many other stealth-based games, a main focus of the game is the gear.  Primary among your kit is that black alien suit you are wearing.  It allows you to melt into the shadows, avoid detection and be generally ninja-like.  When you are in the shadows, you are completely invisible and the music reflects this by going all enigmatic.

Another important piece of gear is the hacking device, and it’s what you use to obtain the most important plot-progressing pieces of the game.  Throughout the game there will be terminals to hack, which will give you pieces of intel – usually objectives – and can also grant you access keys to doors.  These doors will be a bland white color.  Other doors seem to have been purchased from the 90’s era FPS games, as they are activated by keys matching the color of the doors themselves.  I didn’t have an issue with this at all; in fact, I found the keys an endearing element of the game, lending a nod to older games and utilizing the game’s isometric view to the best of its coded capacity.

Be a spooky shadow-ninja

Be a spooky shadow-ninja

Another piece of gear is the smoke bombs, which you will use to get past certain types of guards.  Generally, you can avoid the patrolling guards by staying out of sight until they pass then dodging past them toward your goals.  Cameras are pretty easy to avoid just by going into the shadows.  You can even move around in the shadows, you won’t appear on the camera at all.  I guess the villains were too cheap to afford motion-sensors.  Better to waste the funds on stupid muscle.  That always works out well. The last type of guard is a little something of a dick.  This guy sits in one place, usually guarding a door-key.  To move these jerks, throw a smoke bomb and slip past them, getting the key and gaining access.

Guards can be a little easy to get past at times, providing little more than a momentary obstacle, but they all have little surprises here and there.  The patrolling guards will look to the sides, rather than just in front, finding you just around that corner you thought you were safe beside.  Some of the guards go outside the methods you trained them on, so stay on your toes.  There is no telling where the next guy will be and how resourceful you’ll need to be to get past him.  It can be aggravating at times, but for fans of challenging stealth it is worth the play.

Of course, not every situation permits passive avoidance, and there are situations in this game that warrant a more proactive approach.  Before you Assassin’s Creed nuts start going all Altair on these guys, you have no lethal weapons in your arsenal.  All you have is a whip and a taser.  The whip has a slight chance of render enemies unconscious for a second, but there is also the chance that they might just come running after you; since the latter option is far more likely, you won’t be using this much.  Some guards will only move if you try using this thing, so it becomes a necessity in some levels.  The taser is the most proactive item you have, and this disables your enemies long enough for you to get away… so about 3 fucking seconds.  Using the whip will only disable enemies for 1 second.

...because guards are among the most intellectually superior creatures on the planet, right?

…because guards are among the most intellectually superior creatures on the planet, right?

The controls are pretty intuitive, though they can be frustrating at times.  You move via the touch-screen joystick that many iOS games use, and I have had many a time where I was playing too fast and I went the wrong way… in front of a camera.  Items are deployed by hitting the corresponding button on the menu at the right side of the screen.  Most of the items you just tap once and they’re used, but the hacking tool has to be held while a bar fills, hacking the terminal.  This can be infuriating as sometimes you have to do this before the guard gets back from staring at the wall for a few seconds, other times before a camera moves painfully slow into view.

The art and sound of this game surprised me, and were amazingly superior for an iOS game.  It looks and plays like a lost SNES title with art that is fitting and very enjoyable.  Characters walk and move smoothly and scenery is good.  Sound is enjoyable and helps to create the necessary tension that a game like this desires.  Everything comes together here to create a fun and interesting play, and it has a story that is frankly too good for the standard mobile fare. Add to that the fact that this game is a fucking challenge?  Yea, it’s a good play, for sure.  Seriously, though, the game goes from a pretty moderate walk in the park to “Oh my fucking god how did I even clear that goddamn level?!?!” in a few short (ish) levels.  All this, and the game itself is only 0.99$ on iTunes and the App Store.  I recommend this for iPad, but it is likely still very playable on other idevices.  Want to watch the trailer?  Here you go.