The Visitor
(See the note below about the timing of this post.)
The Visitor is another point-and-click adventure game from Zeebarf, the oddly-named designer behind The Several Journeys of Reemus (review here). Like The Several Journeys of Reemus, it's a pretty standard point-and-click adventure game where you have to solve various puzzles. (Also, like the situation in yesterday's review, it actually came out before Reemus, but I don't think this is terribly important in this case.)
So, The Visitor follows the standard point-and-click adventure formula pretty closely. Unlike Reemus, but like the LucasArts classics I tend to think of as the archetype of the genre, you can't die or do anything that would get you permanently stuck, which is definitely welcome. The game, however, is fantastically gory and not for the squeamish -- you play an alien ... worm-thing, I guess, and as you consume various critters, you become larger and more powerful. The game isn't light on the blood when this consumption happens. Most of the puzzles just require careful thought, but there are a couple which require precision timing as well.
Anyway, most of the things I said about Reemus are pretty much true here. Because each part of the environment is only a single screen, there's simply not that much complexity or depth to the puzzles. Fortunately, I didn't have any problems finding clickable objects, which tend to be the bane of games of this genre. Also like Reemus, there are two different endings, and despite the fact that they're both worth a 15-point badge, one is much easier than the other. However, getting the harder one is kind of annoying, because should you happen to fail, then you will get the easier ending and have to watch the end credits before trying again (the game does considerately include a "replay last scene" button, so points for that, but it's still a few seconds, which gets more annoying each time).
The animation is not bad (more precisely, the drawing is decent, and the animation, while sparse, is serviceable); the first couple of screens are quiet, but then creepy background music is also added. The sound effects are solid; overall, I would say the presentation is solid, if not great.
Overall, this is not a difficult game if you're just trying to finish it, but getting the harder ending is annoying enough that I looked up the key step so I didn't have to keep retrying. While I generally enjoy this genre of game, and this is not a badly executed version of it, I did find the goriness a bit of a turnoff. Still, if you wouldn't mind, you could do a lot worse than this game.
Saturday, July 26, 2008
Friday, July 25, 2008
Ragdoll Avalanche 2
(If you've actually been following this blog -- and I know you haven't -- then you know that the date at the top of this post isn't actually the date it was posted. Indeed, this whole week I skipped, for obvious reasons, and I'm just backfilling it in now.)
Ragdoll Avalanche 2 marks the return of the ragdoll character that you saw in Ragdoll Invaders (review here). Well, technically, Ragdoll Avalanche 2 came first, but it's second to me, so to me, it's a return.
So, Ragdoll Avalanche 2 is a very simple game -- spikes fall from the ceiling, and you have to dodge as many of them as possible. The ragdoll nature of your character means that sometimes your limbs may go where you don't quite want them to go, but on the other hand, like in Ragdoll Invaders, your ragdoll's extremities are expendable (at least to some extent; you can lose your lower legs and forearms without any ill effects; indeed, to the extent that it makes your ragdoll smaller, it can even help a little bit, but any more than that will kill your poor ragdoll).
The graphics are very simple -- you've got a stick figure, and some spikes. The music is some techno that is not bad for lending an air of intensity to the proceedings. Since the average length of a game is so short, it doesn't really have too much time to get boring.
Anyway, it's moderately entertaining for a little bit, but the hard badge requires some really good reflexes and a lot of luck (sometimes the spikes will just come in a clump from which you can't escape, and then you're, well, out of luck), which can be kind of frustrating. It's a good diversion for a few minutes, but not something that you'd want to play for hours and hours.
(If you've actually been following this blog -- and I know you haven't -- then you know that the date at the top of this post isn't actually the date it was posted. Indeed, this whole week I skipped, for obvious reasons, and I'm just backfilling it in now.)
Ragdoll Avalanche 2 marks the return of the ragdoll character that you saw in Ragdoll Invaders (review here). Well, technically, Ragdoll Avalanche 2 came first, but it's second to me, so to me, it's a return.
So, Ragdoll Avalanche 2 is a very simple game -- spikes fall from the ceiling, and you have to dodge as many of them as possible. The ragdoll nature of your character means that sometimes your limbs may go where you don't quite want them to go, but on the other hand, like in Ragdoll Invaders, your ragdoll's extremities are expendable (at least to some extent; you can lose your lower legs and forearms without any ill effects; indeed, to the extent that it makes your ragdoll smaller, it can even help a little bit, but any more than that will kill your poor ragdoll).
The graphics are very simple -- you've got a stick figure, and some spikes. The music is some techno that is not bad for lending an air of intensity to the proceedings. Since the average length of a game is so short, it doesn't really have too much time to get boring.
Anyway, it's moderately entertaining for a little bit, but the hard badge requires some really good reflexes and a lot of luck (sometimes the spikes will just come in a clump from which you can't escape, and then you're, well, out of luck), which can be kind of frustrating. It's a good diversion for a few minutes, but not something that you'd want to play for hours and hours.
Thursday, July 24, 2008
Factory Balls
The somewhat-unfortunately named Factory Balls reminds me of one of my favorite Sunburst education games when I was growing up, The Factory. Like The Factory, you have to perform a sequence of simple actions in the correct order to produce a desired result, which often requires some clever thinking and backwards reasoning.
Factory Balls isn't quite as good as The Factory, though. As you might expect from the title, you're operating on spheres, which opens up a few opportunities for particularly clever actions exploiting their three-dimensionality. However, it seems like the total number of possibilities is pretty limited, and it's frustratingly unclear what some of the devices actually do (I don't think I ever did figure out what that air gizmo in level 8 actually was), since the interface is singularly unhelpful. This wouldn't be as much of a problem if it weren't for my larger complaint. Namely, experimenting is half the fun of this kind of game, but the lives system doesn't afford you much room to make mistakes -- while sometimes you can (literally) paint over your errors, sometimes you just have to throw the ball away, and if you run out of balls you'll lose.
Anyway, it's a cute little puzzle, but with only 14 puzzles, you'll end up feeling that there was a lot of territory that could be explored which was left vacant, in favor of introducing some devices which feel awfully gimmicky and are only used once or twice. The graphics are pretty basic, and the background music is ambient enough not to be too annoying despite its extreme repetitiveness; the sound effects are solid. A neat concept, but not quite reaching the level of a great game.
The somewhat-unfortunately named Factory Balls reminds me of one of my favorite Sunburst education games when I was growing up, The Factory. Like The Factory, you have to perform a sequence of simple actions in the correct order to produce a desired result, which often requires some clever thinking and backwards reasoning.
Factory Balls isn't quite as good as The Factory, though. As you might expect from the title, you're operating on spheres, which opens up a few opportunities for particularly clever actions exploiting their three-dimensionality. However, it seems like the total number of possibilities is pretty limited, and it's frustratingly unclear what some of the devices actually do (I don't think I ever did figure out what that air gizmo in level 8 actually was), since the interface is singularly unhelpful. This wouldn't be as much of a problem if it weren't for my larger complaint. Namely, experimenting is half the fun of this kind of game, but the lives system doesn't afford you much room to make mistakes -- while sometimes you can (literally) paint over your errors, sometimes you just have to throw the ball away, and if you run out of balls you'll lose.
Anyway, it's a cute little puzzle, but with only 14 puzzles, you'll end up feeling that there was a lot of territory that could be explored which was left vacant, in favor of introducing some devices which feel awfully gimmicky and are only used once or twice. The graphics are pretty basic, and the background music is ambient enough not to be too annoying despite its extreme repetitiveness; the sound effects are solid. A neat concept, but not quite reaching the level of a great game.
Wednesday, July 23, 2008
colorfill
This game provides a nice contrast to Aliens Must Die, since it also takes an old idea, but it adds enough new and interesting features to make it a joy to play again. Like Filler, it's very much like JezzBall and Barrack. In fact, it's much more like those games than Filler, and...what's that? I never actually explained what JezzBall and Barrack are? Well, let's start there.
So, JezzBall is an old Windows game. You have a playfield with a bunch of balls bouncing across it, and your cursor controls a gun which can shoot lines either horizontally or vertically. When you click your button, two lines start from your cursor's present position outwards. If a ball happens to hit your lines while they're still moving, then they're destroyed and you lose a life. If both your lines reach the wall safely, then your line becomes solid. If the space on either side of your line is empty, it gets filled in. If both sides still have balls, then your line is at least still useful as a closer wall for future lines. Your goal is to fill up a given percentage of the playfield. Barrack is a classic Ambrosia game for the Mac, with the same basic concept but a few additional twists.
Anyway, colorfill is basically the same formula as described above, with a few twists. First of all, instead of only balls (which are actually colorful triangles), there are two other kinds of enemies: gears which roll along the walls, and long-tailed snakelike objects, both of which have uncanny talents for reaching your line just as it's about to complete. Also, the playing field is not necessarily rectangular. Second, as the name might imply, your lines are brightly colored in a variety of hues; your cursor changes color after every successful shot. This might not seem like a substantial gameplay difference, but the third difference makes it important. In JezzBall, as I mentioned, the empty half of space created by your line (if there is an empty half) is filled. It is thus possible (but very difficult, of course) with a well-timed shot to fill up a very large percentage of space with one shot. In colorfill, however, it's always the smaller half of the two halves created by your line which is filled. This means that, unlike JezzBall, where balls can never be killed, only hemmed into ever-smaller regions, you can destroy enemy objects by trapping them. But wait, there's a catch! If you happen to destroy an enemy object of the same color as your current fill color, two new ones will spawn in your empty space! This can prove particularly challenging when two objects of the same color as your cursor simply insist on staying on opposite sides of the screen.
Anyway, the level design is solid -- there's enough nooks even in the more difficult levels to give you a fighting chance, and overall the game is difficult but not too difficult. The game gets many positive points for not making you replay from the beginning when you die, but allowing you to pick up where you left off. The graphics are, as mentioned earlier, brightly colored and pretty. The music is terrific -- it's bouncy, fun, and truly enjoyable to listen to.
Overall, this is a tremendously entertaining game. It shouldn't take you too long to complete the 21 basic levels, but the 3 bonus levels (where your line moves more slowly) are quite difficult. I also approve of having a badge for doing the wrong thing (intentionally duplicating shapes), which adds a cute little wrinkle.
This game provides a nice contrast to Aliens Must Die, since it also takes an old idea, but it adds enough new and interesting features to make it a joy to play again. Like Filler, it's very much like JezzBall and Barrack. In fact, it's much more like those games than Filler, and...what's that? I never actually explained what JezzBall and Barrack are? Well, let's start there.
So, JezzBall is an old Windows game. You have a playfield with a bunch of balls bouncing across it, and your cursor controls a gun which can shoot lines either horizontally or vertically. When you click your button, two lines start from your cursor's present position outwards. If a ball happens to hit your lines while they're still moving, then they're destroyed and you lose a life. If both your lines reach the wall safely, then your line becomes solid. If the space on either side of your line is empty, it gets filled in. If both sides still have balls, then your line is at least still useful as a closer wall for future lines. Your goal is to fill up a given percentage of the playfield. Barrack is a classic Ambrosia game for the Mac, with the same basic concept but a few additional twists.
Anyway, colorfill is basically the same formula as described above, with a few twists. First of all, instead of only balls (which are actually colorful triangles), there are two other kinds of enemies: gears which roll along the walls, and long-tailed snakelike objects, both of which have uncanny talents for reaching your line just as it's about to complete. Also, the playing field is not necessarily rectangular. Second, as the name might imply, your lines are brightly colored in a variety of hues; your cursor changes color after every successful shot. This might not seem like a substantial gameplay difference, but the third difference makes it important. In JezzBall, as I mentioned, the empty half of space created by your line (if there is an empty half) is filled. It is thus possible (but very difficult, of course) with a well-timed shot to fill up a very large percentage of space with one shot. In colorfill, however, it's always the smaller half of the two halves created by your line which is filled. This means that, unlike JezzBall, where balls can never be killed, only hemmed into ever-smaller regions, you can destroy enemy objects by trapping them. But wait, there's a catch! If you happen to destroy an enemy object of the same color as your current fill color, two new ones will spawn in your empty space! This can prove particularly challenging when two objects of the same color as your cursor simply insist on staying on opposite sides of the screen.
Anyway, the level design is solid -- there's enough nooks even in the more difficult levels to give you a fighting chance, and overall the game is difficult but not too difficult. The game gets many positive points for not making you replay from the beginning when you die, but allowing you to pick up where you left off. The graphics are, as mentioned earlier, brightly colored and pretty. The music is terrific -- it's bouncy, fun, and truly enjoyable to listen to.
Overall, this is a tremendously entertaining game. It shouldn't take you too long to complete the 21 basic levels, but the 3 bonus levels (where your line moves more slowly) are quite difficult. I also approve of having a badge for doing the wrong thing (intentionally duplicating shapes), which adds a cute little wrinkle.
Tuesday, July 22, 2008
Aliens Must Die: The Jupiter Wars
In a moment of perfect timing, I had been reading (just out of curiosity) Kongregate's information about premium sponsorship, where they talked about wanting games which weren't just tired rehashes of the same old concept, but new and innovative takes on existing genres, or new genres entirely. Then, I clicked back to the Kongregate home page, and found that this game (which is, indeed, sponsored by Kongregate, but not premium sponsorship, I would assume) was the latest to have badges. I had actually tried it earlier, but it failed to hold my interest for a couple of minutes, because it was a tired rehash of an old concept. Now, I had a reason to play it for more than a few minutes, but it didn't really impress in a longer trial, either.
Anyway, Aliens Must Die: The Jupiter Wars (and let me digress for a moment to mention how awful that title is; with just the title, it has a nice camp quality, but the subtitle makes it sound overly serious and ruins the whole quality; also, as it probably won't surprise you to learn, Jupiter plays no part in the game, other than serving as the backdrop, so really, what's the point?) is a very generic space shooter, in the old classic Asteroids tradition. Actually, in some ways this game has more in common with the survival shooters I discussed in my last post, since you use the keyboard to move and the mouse to shoot, while I think of shooting in the direction that you move as a hallmark of Asteroids and Crystal Quest.
So, enemies come in (some inert, like asteroids and comets, and some which will shoot back), and, using the aforementioned control scheme, you shoot them. They release debris, which you can collect to (very gradually) upgrade your weapons. That's about it. From time to time you'll get health, which you'll need, and shields, which make you temporarily invincible. Also, in a savvy bit of marketing, the artwork prominently features a cute anime girl, who is allegedly your co-pilot. However, instead of, oh, perhaps manning the turrets while you're trying to steer, or vice-versa, or some other kind of co-piloty task, her sole duty seems to be to announce various events in a very strange voice. I can't tell whether it's synthesized, or just with a very peculiar accent, but either way it's slightly distracting.
The graphics are of good quality, and the sound effects are decent. The music I have to give props for recognizing and using the old Asteroids theme as their base, but to be honest, it does feel a little dated. Overall, though, the game feels pretty easy -- I don't consider myself particularly proficient in this genre (years of Crystal Quest notwithstanding). The hard badge requires you to defeat the alien mothership on wave 29 (although, if it's the mothership, why does the game continue after that? Oh well), which I guess is supposed to be a hard task. I had relatively little difficulty reaching wave 29, and when the mothership appeared, I happened to get a shield, so I just rammed it and that was that.
Anyway, this is not a badly produced game, but fundamentally there's nothing to add juice to what is by now a pretty old concept, so it really didn't succeed in holding my interest for any significant amount of time.
In a moment of perfect timing, I had been reading (just out of curiosity) Kongregate's information about premium sponsorship, where they talked about wanting games which weren't just tired rehashes of the same old concept, but new and innovative takes on existing genres, or new genres entirely. Then, I clicked back to the Kongregate home page, and found that this game (which is, indeed, sponsored by Kongregate, but not premium sponsorship, I would assume) was the latest to have badges. I had actually tried it earlier, but it failed to hold my interest for a couple of minutes, because it was a tired rehash of an old concept. Now, I had a reason to play it for more than a few minutes, but it didn't really impress in a longer trial, either.
Anyway, Aliens Must Die: The Jupiter Wars (and let me digress for a moment to mention how awful that title is; with just the title, it has a nice camp quality, but the subtitle makes it sound overly serious and ruins the whole quality; also, as it probably won't surprise you to learn, Jupiter plays no part in the game, other than serving as the backdrop, so really, what's the point?) is a very generic space shooter, in the old classic Asteroids tradition. Actually, in some ways this game has more in common with the survival shooters I discussed in my last post, since you use the keyboard to move and the mouse to shoot, while I think of shooting in the direction that you move as a hallmark of Asteroids and Crystal Quest.
So, enemies come in (some inert, like asteroids and comets, and some which will shoot back), and, using the aforementioned control scheme, you shoot them. They release debris, which you can collect to (very gradually) upgrade your weapons. That's about it. From time to time you'll get health, which you'll need, and shields, which make you temporarily invincible. Also, in a savvy bit of marketing, the artwork prominently features a cute anime girl, who is allegedly your co-pilot. However, instead of, oh, perhaps manning the turrets while you're trying to steer, or vice-versa, or some other kind of co-piloty task, her sole duty seems to be to announce various events in a very strange voice. I can't tell whether it's synthesized, or just with a very peculiar accent, but either way it's slightly distracting.
The graphics are of good quality, and the sound effects are decent. The music I have to give props for recognizing and using the old Asteroids theme as their base, but to be honest, it does feel a little dated. Overall, though, the game feels pretty easy -- I don't consider myself particularly proficient in this genre (years of Crystal Quest notwithstanding). The hard badge requires you to defeat the alien mothership on wave 29 (although, if it's the mothership, why does the game continue after that? Oh well), which I guess is supposed to be a hard task. I had relatively little difficulty reaching wave 29, and when the mothership appeared, I happened to get a shield, so I just rammed it and that was that.
Anyway, this is not a badly produced game, but fundamentally there's nothing to add juice to what is by now a pretty old concept, so it really didn't succeed in holding my interest for any significant amount of time.
Monday, July 21, 2008
The Endless Zombie Rampage
The Endless Zombie Rampage is the first game that I've reviewed here that's in a genre which is quite popular on Kongregate. I don't know if that genre has an official name, so I'll call it "survival shooter". There are several minor variations on the theme, but they're all basically the same -- an endless stream of enemies comes at you, and you have to shoot them by clicking on them. Sometimes you have a movable character, and sometimes you have a fixed turret; sometimes the perspective is top-down and sometimes it's a side view; and sometimes you have to defend your base, while sometimes all you have to defend is yourself. By shooting enemies, you gain points, which you can use to upgrade the terrible pistol that you start with (and it's always, and I mean always, a pistol) to a dizzying array of increasingly powerful weaponry, usually based on real weapons and often rendered to a lovingly precise degree, and yet somehow differing only in their damage, rate of fire, ammo capacity, and reload time.
Anyway, The Endless Zombie Rampage exhibits all of the characteristics of your typical survival shooter; it's a top-down shooter where you can move around, but have to defend your base as well as yourself. And, just to make it even more unbelievably generic, your enemies are the incredibly-popular zombies. (There are also zombified...well, things; they're not human, but it's not at all clear what they are.)
I tend to not be a huge fan of this genre (or maybe it's just that all of the games in this genre are so similar); it's really just mindless clicking, and there's not that much strategy or even all that much in the way of reflexes involved, and the fact that everything in The Endless Zombie Rampage is so plain vanilla -- there's absolutely nothing which innovates on the basic formula -- means that there's really not much to make you say, "Oh yeah, I really want to play this game!"
The graphics are pretty average. Like most games of this genre, it doesn't skimp on the blood, so pretty soon most of the ground is going to be red. There's not any music, just moaning and the sounds of your trusty weapon, which I guess is supposed to make the game feel more atmospheric. Anyway, like most of the rest of the game, the presentation is pretty average.
All in all, this ended up being a very generic experience. I went through it to get the badge, but found nothing interesting in it to make the experience at all memorable.
The Endless Zombie Rampage is the first game that I've reviewed here that's in a genre which is quite popular on Kongregate. I don't know if that genre has an official name, so I'll call it "survival shooter". There are several minor variations on the theme, but they're all basically the same -- an endless stream of enemies comes at you, and you have to shoot them by clicking on them. Sometimes you have a movable character, and sometimes you have a fixed turret; sometimes the perspective is top-down and sometimes it's a side view; and sometimes you have to defend your base, while sometimes all you have to defend is yourself. By shooting enemies, you gain points, which you can use to upgrade the terrible pistol that you start with (and it's always, and I mean always, a pistol) to a dizzying array of increasingly powerful weaponry, usually based on real weapons and often rendered to a lovingly precise degree, and yet somehow differing only in their damage, rate of fire, ammo capacity, and reload time.
Anyway, The Endless Zombie Rampage exhibits all of the characteristics of your typical survival shooter; it's a top-down shooter where you can move around, but have to defend your base as well as yourself. And, just to make it even more unbelievably generic, your enemies are the incredibly-popular zombies. (There are also zombified...well, things; they're not human, but it's not at all clear what they are.)
I tend to not be a huge fan of this genre (or maybe it's just that all of the games in this genre are so similar); it's really just mindless clicking, and there's not that much strategy or even all that much in the way of reflexes involved, and the fact that everything in The Endless Zombie Rampage is so plain vanilla -- there's absolutely nothing which innovates on the basic formula -- means that there's really not much to make you say, "Oh yeah, I really want to play this game!"
The graphics are pretty average. Like most games of this genre, it doesn't skimp on the blood, so pretty soon most of the ground is going to be red. There's not any music, just moaning and the sounds of your trusty weapon, which I guess is supposed to make the game feel more atmospheric. Anyway, like most of the rest of the game, the presentation is pretty average.
All in all, this ended up being a very generic experience. I went through it to get the badge, but found nothing interesting in it to make the experience at all memorable.
Labels:
Endless Zombie Rampage,
Kongregate,
survival shooter
Sunday, July 20, 2008
Platform Racing
Imagine Mario Kart, which I hope we can all agree is a fine game. Now, take everything out of it that makes it a fun game. You've now got a pretty good idea of what playing Platform Racing is like. It gave me a horrible feeling that I had just wasted three hours of my life and all I got to show for it was 50 points in badges.
The basic concept of Platform Racing is, hopefully, conveyed by its title -- it's like a platformer, except you have many characters racing to get to the finish first. There's not much in the way of variety -- you have ordinary blocks, arrow blocks, which give you a boost in the direction the arrow is pointing (either sideways or upwards), mines, which give your little stick figure a nasty jolt, and the obligatory item blocks, which will give you one potentially-useful item.
So, what makes this such an uninteresting game? Well, first of all is the pace. Your characters are fairly slow to begin with, and in matches with multiple players (more on this later), you're constantly being lightninged or shot at or simply stomped on; like Mario Brothers, stomping on someone's head will stun them for several seconds, which is excruciating when you have characters all grouped in an area trying to make a jump and they all end up jumping on each other. This means that, even though the individual courses are relatively short, they still take what seems like forever to complete. You can customize your racer by allotting 100 points among speed, acceleration, and traction, but even when I weighted my racer heavily towards speed, he still seemed aggravatingly slow.
But the area where this is really a spectacular letdown is the level design. As in any racing game, the quality of the tracks is really what makes or breaks the experience, and the levels are simply not interesting. Part of this is undeniably a consequence of there simply being so few elements to work with, but the game seems to have only one trick in its toolbox for adding difficulty, and that's to have you jump from single block to single block over bottomless pits. This gets tired and annoying fast. Even worse is when the single blocks are up-arrow blocks, so that you get boosted up and you can't even see the block that you're trying to land on. This results in you plummeting to your demise approximately 10 million times on average, which is simply not fun. There's nothing particularly creative or interesting in the level design; the one attempt to make an unorthodox level, in which, instead of racing, you fall down and have to avoid various obstacles as you fall, I thought was pretty clever until I realized you could just go off to one side past all of the obstacles, fall almost the whole length of the level, and then come back in just in time for the finish. Brilliant, huh?
The items are also horribly unbalanced. (One thing which I will give the game credit for -- unlike Mario Kart, where it's possible for the lead driver to hog all of the items, in Platform Racing, each player can hit each block precisely once, so everyone has a chance at items.) Some items are ridiculously powerful, and some are very weak, and unlike Mario Kart, there's no attempt to balance them with your current position, so you can easily get lightning while leading the race. In one of the levels, if you get a certain item you're basically guaranteed to beat anyone who doesn't get that item -- in fact, I don't think in all my playing, I ever managed to even finish that level within the time limit without getting the item. Other levels have similar, if not quite as serious, problems.
The graphics are very bland -- the racers themselves are stick figures, with the parts not even connected, and the animation consists solely of your feet moving back and forth. You can "customize" your appearance, which only consists of changing colors. The levels themselves are similarly uninteresting in their appearance. The music is also solidly subpar, although at least there are multiple mediocre melodies, so you don't have to listen to the same thing the whole time. The sound effects are OK.
Now, on to the multiplayer. This is a racing game, after all, so while you can race by yourself, the entire point is to race against other people, so I was unable to avoid multiplayer play, as is my preference. The game is hosted on many non-Kongregate locations, so everyone connects to one of three central servers; there's also a chat room inside the game, which is the usual cesspool of awfulness that nearly any unmoderated chat room devolves into. (It also appeared that most of the people playing the game were about 14, which made me wonder if I would enjoy the game more if I were that age. I don't think so, though. There were better games around even when I was 14.) The matchmaking system is pretty terrible (and not at all intuitive); basically, you click on an open slot and hit "play" when you're ready. The game starts 15 seconds after the first person clicks "play", or when all players currently in the game have clicked "play"; this means that oftentimes you end up waiting 15 seconds for the fourth person to hit the button, they don't, and so you end up playing with three. This is important, because the more people you beat in a race, the more rank you get, and rank is important to unlock the last levels so you can get the badge and stop playing the game already. The game is also not so good at keeping players synced -- I'll often see a player behind me jump ahead thanks to lag, and cheats are also rampant, judging by the number of players I saw with over 20000 rank who were magically able to finish any level in 10 seconds. Also, you have to wait until everyone has finished the level to get your points, which just adds insult to injury.
Anyway, if you haven't guessed yet, I found playing Platform Racing to be a thoroughly unenjoyable experience, and I was quite happy when I finally finished grinding my way up the rank ladder to unlock the last level so I could finally earn the last badge. It's not even particularly hard, just very, very tedious.
Imagine Mario Kart, which I hope we can all agree is a fine game. Now, take everything out of it that makes it a fun game. You've now got a pretty good idea of what playing Platform Racing is like. It gave me a horrible feeling that I had just wasted three hours of my life and all I got to show for it was 50 points in badges.
The basic concept of Platform Racing is, hopefully, conveyed by its title -- it's like a platformer, except you have many characters racing to get to the finish first. There's not much in the way of variety -- you have ordinary blocks, arrow blocks, which give you a boost in the direction the arrow is pointing (either sideways or upwards), mines, which give your little stick figure a nasty jolt, and the obligatory item blocks, which will give you one potentially-useful item.
So, what makes this such an uninteresting game? Well, first of all is the pace. Your characters are fairly slow to begin with, and in matches with multiple players (more on this later), you're constantly being lightninged or shot at or simply stomped on; like Mario Brothers, stomping on someone's head will stun them for several seconds, which is excruciating when you have characters all grouped in an area trying to make a jump and they all end up jumping on each other. This means that, even though the individual courses are relatively short, they still take what seems like forever to complete. You can customize your racer by allotting 100 points among speed, acceleration, and traction, but even when I weighted my racer heavily towards speed, he still seemed aggravatingly slow.
But the area where this is really a spectacular letdown is the level design. As in any racing game, the quality of the tracks is really what makes or breaks the experience, and the levels are simply not interesting. Part of this is undeniably a consequence of there simply being so few elements to work with, but the game seems to have only one trick in its toolbox for adding difficulty, and that's to have you jump from single block to single block over bottomless pits. This gets tired and annoying fast. Even worse is when the single blocks are up-arrow blocks, so that you get boosted up and you can't even see the block that you're trying to land on. This results in you plummeting to your demise approximately 10 million times on average, which is simply not fun. There's nothing particularly creative or interesting in the level design; the one attempt to make an unorthodox level, in which, instead of racing, you fall down and have to avoid various obstacles as you fall, I thought was pretty clever until I realized you could just go off to one side past all of the obstacles, fall almost the whole length of the level, and then come back in just in time for the finish. Brilliant, huh?
The items are also horribly unbalanced. (One thing which I will give the game credit for -- unlike Mario Kart, where it's possible for the lead driver to hog all of the items, in Platform Racing, each player can hit each block precisely once, so everyone has a chance at items.) Some items are ridiculously powerful, and some are very weak, and unlike Mario Kart, there's no attempt to balance them with your current position, so you can easily get lightning while leading the race. In one of the levels, if you get a certain item you're basically guaranteed to beat anyone who doesn't get that item -- in fact, I don't think in all my playing, I ever managed to even finish that level within the time limit without getting the item. Other levels have similar, if not quite as serious, problems.
The graphics are very bland -- the racers themselves are stick figures, with the parts not even connected, and the animation consists solely of your feet moving back and forth. You can "customize" your appearance, which only consists of changing colors. The levels themselves are similarly uninteresting in their appearance. The music is also solidly subpar, although at least there are multiple mediocre melodies, so you don't have to listen to the same thing the whole time. The sound effects are OK.
Now, on to the multiplayer. This is a racing game, after all, so while you can race by yourself, the entire point is to race against other people, so I was unable to avoid multiplayer play, as is my preference. The game is hosted on many non-Kongregate locations, so everyone connects to one of three central servers; there's also a chat room inside the game, which is the usual cesspool of awfulness that nearly any unmoderated chat room devolves into. (It also appeared that most of the people playing the game were about 14, which made me wonder if I would enjoy the game more if I were that age. I don't think so, though. There were better games around even when I was 14.) The matchmaking system is pretty terrible (and not at all intuitive); basically, you click on an open slot and hit "play" when you're ready. The game starts 15 seconds after the first person clicks "play", or when all players currently in the game have clicked "play"; this means that oftentimes you end up waiting 15 seconds for the fourth person to hit the button, they don't, and so you end up playing with three. This is important, because the more people you beat in a race, the more rank you get, and rank is important to unlock the last levels so you can get the badge and stop playing the game already. The game is also not so good at keeping players synced -- I'll often see a player behind me jump ahead thanks to lag, and cheats are also rampant, judging by the number of players I saw with over 20000 rank who were magically able to finish any level in 10 seconds. Also, you have to wait until everyone has finished the level to get your points, which just adds insult to injury.
Anyway, if you haven't guessed yet, I found playing Platform Racing to be a thoroughly unenjoyable experience, and I was quite happy when I finally finished grinding my way up the rank ladder to unlock the last level so I could finally earn the last badge. It's not even particularly hard, just very, very tedious.
Saturday, July 19, 2008
TBA 2
(TBA 2 is one of the few games I've played a substantial amount of without there being a badge for it. Actually, if I were sticking to schedule I would have written this review a while ago, but I missed it before for that reason. Fortunately, the timing works out well, for reasons you'll see at the end of the review.)
TBA 2 (which is also called TBA++ in some of its documentation; I don't know which is the preferred title, so I'm using what Kongregate calls it) is a one-button game -- all you ever have to do is press Space. The trick, of course, is pressing Space at the right time.
You have a playing field with a bunch of ports, and when you press Space, the ball will launch from its current port in some direction, and hopefully land in another port. The goal in each level is to reach the red exit port. Some ports just sit there, and indeed to beat the easiest levels all you have to do is hit Space repeatedly. However, most of the ports do something -- rotate, move back and forth, move around a track, etc. -- so getting your timing right is tricky. Each level also has a par time (dying does nothing particularly bad to you; you just restart and the timer keeps running) set as a target to beat, as well as a star you can collect; collecting stars allows you to unlock new worlds.
Simply beating a level is very easy; getting the stars and beating the par scores requires a bit more effort, but is not terribly hard by all means. There are some additional achievements which require some more careful play (for instance, beat all levels in a world without dying), which means that the game will remain interesting for a little while longer, but it's still not a long game by any stretch of the imagination. Still, it's entertaining for a little while. TBA 2 is another jmtb02 production, which means lots of stars and sparkles in the graphics. The music is very good (somewhat reminiscent of Super Monkey Ball), the backgrounds are very nice, and the sound effects are decent.
Now, it's time for me to rant a little. Like GemCraft (and many other games I've reviewed here), TBA 2 is distributed (produced? sponsored? I'm not quite sure what the right word is here) by Armor Games. Armor Games sponsors a lot of quality games, but recently they've started making it so that when their games appear on other sites, one feature is removed. This is presumably to encourage people to play games on their site instead, but it's incredibly frustrating to me to have to choose between getting badges and experiencing all of the content in the game (and I will choose the former, but I am annoyed by it). In GemCraft, this is just one skill, and not a particularly important skill, so it's no big loss. But in TBA 2, one (possibly two? it's unclear) entire areas are removed in the Kongregate version, which means that some of the achievements it's not even possible for me to get (this is also, allegedly, part or possibly all of the reason that it doesn't have badges on Kongregate). I find this very unsatisfying, and hope that this practice doesn't continue to persist.
Anyway, with that rant off of my chest, like I said, TBA 2 is not a particularly deep or challenging game, but it is a well-put-together game which should provide entertainment for a little while.
(TBA 2 is one of the few games I've played a substantial amount of without there being a badge for it. Actually, if I were sticking to schedule I would have written this review a while ago, but I missed it before for that reason. Fortunately, the timing works out well, for reasons you'll see at the end of the review.)
TBA 2 (which is also called TBA++ in some of its documentation; I don't know which is the preferred title, so I'm using what Kongregate calls it) is a one-button game -- all you ever have to do is press Space. The trick, of course, is pressing Space at the right time.
You have a playing field with a bunch of ports, and when you press Space, the ball will launch from its current port in some direction, and hopefully land in another port. The goal in each level is to reach the red exit port. Some ports just sit there, and indeed to beat the easiest levels all you have to do is hit Space repeatedly. However, most of the ports do something -- rotate, move back and forth, move around a track, etc. -- so getting your timing right is tricky. Each level also has a par time (dying does nothing particularly bad to you; you just restart and the timer keeps running) set as a target to beat, as well as a star you can collect; collecting stars allows you to unlock new worlds.
Simply beating a level is very easy; getting the stars and beating the par scores requires a bit more effort, but is not terribly hard by all means. There are some additional achievements which require some more careful play (for instance, beat all levels in a world without dying), which means that the game will remain interesting for a little while longer, but it's still not a long game by any stretch of the imagination. Still, it's entertaining for a little while. TBA 2 is another jmtb02 production, which means lots of stars and sparkles in the graphics. The music is very good (somewhat reminiscent of Super Monkey Ball), the backgrounds are very nice, and the sound effects are decent.
Now, it's time for me to rant a little. Like GemCraft (and many other games I've reviewed here), TBA 2 is distributed (produced? sponsored? I'm not quite sure what the right word is here) by Armor Games. Armor Games sponsors a lot of quality games, but recently they've started making it so that when their games appear on other sites, one feature is removed. This is presumably to encourage people to play games on their site instead, but it's incredibly frustrating to me to have to choose between getting badges and experiencing all of the content in the game (and I will choose the former, but I am annoyed by it). In GemCraft, this is just one skill, and not a particularly important skill, so it's no big loss. But in TBA 2, one (possibly two? it's unclear) entire areas are removed in the Kongregate version, which means that some of the achievements it's not even possible for me to get (this is also, allegedly, part or possibly all of the reason that it doesn't have badges on Kongregate). I find this very unsatisfying, and hope that this practice doesn't continue to persist.
Anyway, with that rant off of my chest, like I said, TBA 2 is not a particularly deep or challenging game, but it is a well-put-together game which should provide entertainment for a little while.
Friday, July 18, 2008
GemCraft
GemCraft is, at its base, Just Another Tower Defense game, but it's so pretty and well-executed that it manages to remain interesting for longer than you might expect.
The basic layout of GemCraft should be familiar to anyone who's ever played a tower defense game. There's a path, with plenty of twists and turns, and enemies walk along the path. The object is to destroy them before they reach the end of the path by building various defensive structures. Now, one interesting twist to GemCraft is that these structures aren't fixed. Well, you build towers along the sides of the path, and those are stationary; but, by themselves, the towers don't do anything. You create gems and put those in the towers, and then they can fire on enemies. You can also throw gems as bombs directly as enemies; I tend to prefer using my gems towers, but there are apparently some people who use strategies which involve almost exclusively throwing gems (which makes it quite a different kind of game, I suppose).
As befits its fantasy nature, there's no cash in the game; rather, your currency is mana. You gain mana both over time and by killing enemies; summoning gems is, naturally, the main way of spending mana, though you can also build more towers (you generally start out with a few, but you may wish to place your towers more strategically) or moats along the path to slow down enemies. One other unusual feature of GemCraft is that, as you might expect, various types of gems have various special abilities (eight in all), which correspond to eight possible gem colors, but when you create a gem, you don't get to pick the color -- it's randomly chosen. This can be a source of great frustration. (However, in a typical map, only a subset of the eight possible colors is available -- all eight appear only in the epic boss levels.) You can also combine gems to create more powerful gems -- you can create gems of levels 1 through 6 (with ever-increasing costs, naturally), but you can also combine two level n gems to create a level n+1 gem. Combining gems of two different colors yields a dual gem, which has some of the special powers of both, but these tend to be slightly weaker than a pure gem of the same grade. (You can similarly create tricolor gems or gems with even more combinations, but these are even more strongly disfavored.) Trying to combine two gems of different grades will just yield another gem with the higher grade of the two combined, so there's usually not much point.
As in many tower defense games, though, the real strategy comes in managing your money supply. You have one spell, Mana Pool, which increases your mana total and mana gain rate; thus, it is essentially equivalent to interest in a normal money-based game. Not casting enough Mana Pools is the prime cause of defeat for beginning players -- if you don't do it enough in the early part of a map, you'll never have enough mana to build the more powerful gems you'll need in the later part of the map. Conversely, if you do well enough in the beginning, often you'll find yourself swimming in mana by the end of the map, so that the later waves are a cakewalk. If enemies reach the end of the path, some amount of mana is deducted and they return to the beginning; if you should run out, you lose that map. This usually happens only due to carelessness, or due to the epic bosses.
The game is huge -- there are a total of 48 maps, including 5 epic boss levels and 8 hidden levels, which are revealed by getting a "glowing frame" on other maps (obtained by attaining a sufficiently high score). The overall layout is not entirely linear, so you don't have to play all of the levels, although you of course have to beat the epic boss levels. Being a completionist (and since you need to beat them all to get the hidden levels, which are required for the last badge), I naturally played them all anyway, which took a fair amount of time. Each individual map has somewhere between 8 and 50 waves (following the normal pattern of normal creatures interspersed with the occasional boss wave), with typical maps probably being somewhere around 30. Fortunately, each wave is relatively short; 20 creatures is a pretty large wave, and even non-boss waves can have as few as 3 creatures, so an individual map goes by pretty quickly. The game does a good job of avoiding the dead time which plagues games of this genre; you can quickly send new waves if you've already defeated the existing one, and you can also speed up time if things are going slowly in general, so you don't have that much time sitting around twiddling your thumbs.
As you clear maps, your wizard gains experience, which can in turn be used to improve skills which help various aspects of your gemcraftery. This brings me to the first complaint about the game: the difficulty is very uneven. The first few levels are very easy, and you don't really need to develop much strategy or learn much about careful play, and then you hit the first epic boss, which is quite difficult. You'll need to become much more proficient at carefully managing your mana (and much more aggressive in using Mana Pool) in order to beat it. (Looking at the comments, I'm far from the only person who hit a difficulty jump at the first epic boss.) Then, once you've developed your proficiency, the game goes back to being pretty easy (although no longer completely trivial), until your wizard accumulates enough experience that you can reach the really high-level skills, at which point the game becomes embarassingly easy. After I reached that point, the rest of the game was more time-consuming and not challenging at all, so I wish the designers had found a way to alleviate this boredom somewhat (possibly by not making the high-level skills so powerful to begin with). My second complaint is somewhat more trivial: with eight colors, it's of course going to be hard to keep them all distinct, but still, that's no excuse for having two of the colors be "lime" and "green", which are nearly indistinguishable to my eye. The blue and purple also look awfully similar, and it's very easy to get confused in the heat of battle.
The presentation of the game is absolutely gorgeous -- the graphics are excellent, and the sound is also well-done. (There is no background music, however.) But what really makes this game stand out is the attention to the interface -- buttons make a little click when you highlight them, tabs slide out, information is always easily accessible; it's very well put together and makes it feel like a much more professional game.
Overall, this game felt a little longer than it needed to be (especially since the final ending was a little anticlimactic), but it's definitely a game that's worth playing. Even though it's an old formula, this is so expertly executed that you can have a fun time playing it.
GemCraft is, at its base, Just Another Tower Defense game, but it's so pretty and well-executed that it manages to remain interesting for longer than you might expect.
The basic layout of GemCraft should be familiar to anyone who's ever played a tower defense game. There's a path, with plenty of twists and turns, and enemies walk along the path. The object is to destroy them before they reach the end of the path by building various defensive structures. Now, one interesting twist to GemCraft is that these structures aren't fixed. Well, you build towers along the sides of the path, and those are stationary; but, by themselves, the towers don't do anything. You create gems and put those in the towers, and then they can fire on enemies. You can also throw gems as bombs directly as enemies; I tend to prefer using my gems towers, but there are apparently some people who use strategies which involve almost exclusively throwing gems (which makes it quite a different kind of game, I suppose).
As befits its fantasy nature, there's no cash in the game; rather, your currency is mana. You gain mana both over time and by killing enemies; summoning gems is, naturally, the main way of spending mana, though you can also build more towers (you generally start out with a few, but you may wish to place your towers more strategically) or moats along the path to slow down enemies. One other unusual feature of GemCraft is that, as you might expect, various types of gems have various special abilities (eight in all), which correspond to eight possible gem colors, but when you create a gem, you don't get to pick the color -- it's randomly chosen. This can be a source of great frustration. (However, in a typical map, only a subset of the eight possible colors is available -- all eight appear only in the epic boss levels.) You can also combine gems to create more powerful gems -- you can create gems of levels 1 through 6 (with ever-increasing costs, naturally), but you can also combine two level n gems to create a level n+1 gem. Combining gems of two different colors yields a dual gem, which has some of the special powers of both, but these tend to be slightly weaker than a pure gem of the same grade. (You can similarly create tricolor gems or gems with even more combinations, but these are even more strongly disfavored.) Trying to combine two gems of different grades will just yield another gem with the higher grade of the two combined, so there's usually not much point.
As in many tower defense games, though, the real strategy comes in managing your money supply. You have one spell, Mana Pool, which increases your mana total and mana gain rate; thus, it is essentially equivalent to interest in a normal money-based game. Not casting enough Mana Pools is the prime cause of defeat for beginning players -- if you don't do it enough in the early part of a map, you'll never have enough mana to build the more powerful gems you'll need in the later part of the map. Conversely, if you do well enough in the beginning, often you'll find yourself swimming in mana by the end of the map, so that the later waves are a cakewalk. If enemies reach the end of the path, some amount of mana is deducted and they return to the beginning; if you should run out, you lose that map. This usually happens only due to carelessness, or due to the epic bosses.
The game is huge -- there are a total of 48 maps, including 5 epic boss levels and 8 hidden levels, which are revealed by getting a "glowing frame" on other maps (obtained by attaining a sufficiently high score). The overall layout is not entirely linear, so you don't have to play all of the levels, although you of course have to beat the epic boss levels. Being a completionist (and since you need to beat them all to get the hidden levels, which are required for the last badge), I naturally played them all anyway, which took a fair amount of time. Each individual map has somewhere between 8 and 50 waves (following the normal pattern of normal creatures interspersed with the occasional boss wave), with typical maps probably being somewhere around 30. Fortunately, each wave is relatively short; 20 creatures is a pretty large wave, and even non-boss waves can have as few as 3 creatures, so an individual map goes by pretty quickly. The game does a good job of avoiding the dead time which plagues games of this genre; you can quickly send new waves if you've already defeated the existing one, and you can also speed up time if things are going slowly in general, so you don't have that much time sitting around twiddling your thumbs.
As you clear maps, your wizard gains experience, which can in turn be used to improve skills which help various aspects of your gemcraftery. This brings me to the first complaint about the game: the difficulty is very uneven. The first few levels are very easy, and you don't really need to develop much strategy or learn much about careful play, and then you hit the first epic boss, which is quite difficult. You'll need to become much more proficient at carefully managing your mana (and much more aggressive in using Mana Pool) in order to beat it. (Looking at the comments, I'm far from the only person who hit a difficulty jump at the first epic boss.) Then, once you've developed your proficiency, the game goes back to being pretty easy (although no longer completely trivial), until your wizard accumulates enough experience that you can reach the really high-level skills, at which point the game becomes embarassingly easy. After I reached that point, the rest of the game was more time-consuming and not challenging at all, so I wish the designers had found a way to alleviate this boredom somewhat (possibly by not making the high-level skills so powerful to begin with). My second complaint is somewhat more trivial: with eight colors, it's of course going to be hard to keep them all distinct, but still, that's no excuse for having two of the colors be "lime" and "green", which are nearly indistinguishable to my eye. The blue and purple also look awfully similar, and it's very easy to get confused in the heat of battle.
The presentation of the game is absolutely gorgeous -- the graphics are excellent, and the sound is also well-done. (There is no background music, however.) But what really makes this game stand out is the attention to the interface -- buttons make a little click when you highlight them, tabs slide out, information is always easily accessible; it's very well put together and makes it feel like a much more professional game.
Overall, this game felt a little longer than it needed to be (especially since the final ending was a little anticlimactic), but it's definitely a game that's worth playing. Even though it's an old formula, this is so expertly executed that you can have a fun time playing it.
Thursday, July 17, 2008
Hedgehog Launch
Hedgehog Launch is a very simple game -- you have a hedgehog, and using a rubber band launcher, you launch him into the air. While he's in the air, you can maneuver him from side to side using a rocket pack (but you have a limited amount of fuel; once it runs out, you're just dead weight). Your goal is to build a rubber band and launcher so powerful, you can launch your hedgehog into space (where "space" is defined as approximately 4500 feet high). And how do you do that? Well, conveniently, the air into which you're launching the hedgehog isn't like the air around my place -- it's filled with coins which you can collect for money (there are three denominations, 25 cents, 1 dollar, and 5 dollars), and also filled with launchpads which not only give you a cash boost (1, 5, or 10 dollars) but also propel you higher into the air. Your amount of money for a round is determined by the amount of cash collected times a bonus for your highest elevation reached times a bonus for your time of flight. These multiplicative bonuses mean that in later rounds, when your launcher is already pretty good, collecting even a relatively modest amount of money can lead to huge amounts of swag. This money you can use to build various upgrades to your setup; not only can you improve your launcher, but you can fit your hedgehog with a parachute, radar, goggles, or booster rocket, or improve his maneuvering rockets.
Naturally, there's a very strong positive feedback component in the game, in that making money makes making more money easier. And indeed, the one constant complaints in the comments is that reaching space in 5 days (which is the prerequisite for the hard badge) is very heavily dependent on luck on the first day -- if you happen to hit a couple of the yellow 10-dollar launchpads, your odds are a lot better, and (especially on the first day, where you don't have much gear on your hedgehog) whether or not you hit those launchpads is pretty much a matter of luck, since their location is entirely random. This complaint is true; sometimes, especially in the early days, you'll just end up with a terrible launch and end up wasting a day, and there's not much you can do about it other than try again. Still, the game is hardly boring, so as long as you're not worrying too much about the badge, it's not a big deal.
Being a jmtb02 production, the game is very flashy; the sound effects are good, the music is very entertaining and breezy, and the graphics are full of stars and sparkles. Overall, this is a cute little game; because of the randomess, it's not High Strategy or anything like that, but it's an entertaining little diversion for a little while.
Hedgehog Launch is a very simple game -- you have a hedgehog, and using a rubber band launcher, you launch him into the air. While he's in the air, you can maneuver him from side to side using a rocket pack (but you have a limited amount of fuel; once it runs out, you're just dead weight). Your goal is to build a rubber band and launcher so powerful, you can launch your hedgehog into space (where "space" is defined as approximately 4500 feet high). And how do you do that? Well, conveniently, the air into which you're launching the hedgehog isn't like the air around my place -- it's filled with coins which you can collect for money (there are three denominations, 25 cents, 1 dollar, and 5 dollars), and also filled with launchpads which not only give you a cash boost (1, 5, or 10 dollars) but also propel you higher into the air. Your amount of money for a round is determined by the amount of cash collected times a bonus for your highest elevation reached times a bonus for your time of flight. These multiplicative bonuses mean that in later rounds, when your launcher is already pretty good, collecting even a relatively modest amount of money can lead to huge amounts of swag. This money you can use to build various upgrades to your setup; not only can you improve your launcher, but you can fit your hedgehog with a parachute, radar, goggles, or booster rocket, or improve his maneuvering rockets.
Naturally, there's a very strong positive feedback component in the game, in that making money makes making more money easier. And indeed, the one constant complaints in the comments is that reaching space in 5 days (which is the prerequisite for the hard badge) is very heavily dependent on luck on the first day -- if you happen to hit a couple of the yellow 10-dollar launchpads, your odds are a lot better, and (especially on the first day, where you don't have much gear on your hedgehog) whether or not you hit those launchpads is pretty much a matter of luck, since their location is entirely random. This complaint is true; sometimes, especially in the early days, you'll just end up with a terrible launch and end up wasting a day, and there's not much you can do about it other than try again. Still, the game is hardly boring, so as long as you're not worrying too much about the badge, it's not a big deal.
Being a jmtb02 production, the game is very flashy; the sound effects are good, the music is very entertaining and breezy, and the graphics are full of stars and sparkles. Overall, this is a cute little game; because of the randomess, it's not High Strategy or anything like that, but it's an entertaining little diversion for a little while.
Wednesday, July 16, 2008
Dino Run
Dino Run is a perfect example of how to create a game with lots of interesting content that will keep you playing for a long while around a very simple gameplay concept. It's also where I earned my very first (and to date only) Impossible badge, so you can tell I liked it enough to stick it through all the way to the end.
The basic concept is based around an entertaining, if scientifically dubious, thought: what if the dinosaurs had been able to outrun the wall of lava kicked up by the asteroid impact? Maybe they would have been able to survive then! So your goal is, quite simply, to run as fast as you possibly can, over hills, through valleys, and with all sorts of obstacles running the gamut from annoying to irritating. (If this reminds you of Danger Swamps, I'm not surprised, but rest assured that this is a vastly better game.) Should you stumble and slow down, fiery doom awaits you, but if you make it to the end of the level, you'll find sanctuary in a cave (or, if you manage to beat challenge mode in the highest difficulty level, a spaceship, but perhaps I shouldn't give that part away...). You're not the only creature running for its survival, though; there are hundreds of other dinosaurs, nearly all of which are also trying to similarly escape their fate, some smaller, which you can eat, some bigger, which get in your way, and some faster, which you can hitch a ride on. There are also pterodactyls flying overhead, which you can grab onto to fly above the fray for a short period of time, but beware the wrong-way pterodactyls, which give the legendary unbeatable(?) pterodactyl a run for its money as the most annoying video game pterodactyl.
The game offers a wide variety of game modes. In challenge mode, you run through a course of 7 levels, beginning with a bright, sunny field and ending in a scorched, blacked, magma-filled Apocalypse level. You can gain more lives by collecting eggs (and hence saving more members of your species), but should you run out, it's game over. There are also "speedruns", which are really just single levels, usually with one feature that makes them stand out (for instance, a large valley, or lots of pterodactyls). Interestingly, no level will be the same twice -- each is randomly generated. It seems that the map is generated from a certain fixed set of chunks of terrain, some which may be large and some which may be small, and certain large features are likely to appear in certain levels, but nothing is guaranteed. For instance, there's a large waterfall that usually shows up in Level 4 of the challenge mode, but it could show up anywhere in the level, and it might not show up at all. This means that practicing a speedrun, while helpful to some degree, won't really help you learn the course (though you can learn to recognize signs of some of the larger terrain features, and some of the chunks are pretty large, so learning them can be useful).
There are four difficulty levels, but starting out on the hardest ("Insane") is literally impossible. Your dinosaur starts out puny and slow; in order to be able to handle the harder difficulty levels, you have to increase his power (just like tuning your car in Gran Turismo, for instance). This is accomplished by collecting DNA, which can either be obtained by collecting eggs, munching critters, or accomplishing various milestones. These milestones represent various degrees of achievement, and often reward you with hefty chunks of DNA or bones (which are used to unlock additional content). Some of these milestones are awarded for various difficult stunts (e.g., "doomsurfing", or staying just barely ahead of the wall of doom, for a given amount of time), while others are awarded for cumulative achivements (e.g. saving a certain number of eggs total). The latter can be kind of frustrating at the end of the game when you're trying to reach all of the milestones -- after finally beating the challenge mode and all of the speedruns on Insane, I still had to go through and collect more eggs and eat more birds. You'd think I'd have already proved I could do that.
The presentation is suitably retro -- the art is very pixelated and 8-bit, and the music similarly so. The sound effects are not bad; the music (as is so often the case) gets a little repetitive, but there are enough different themes to prevent it from being totally boring. The interface is a little odd (sometimes relying on the keyboard and sometimes on the mouse), but when you're playing it's all keyboard. There are also lots of cute little touches -- for instance, you unlock additional colors as you progress through the game, which allows you to customize your dinosaur; donating also gives you access to various amusing hats your dinosaur can wear.
Dino Run provided hours of enthralling gameplay for me, because it has such a large source of generally interesting challenges. While it is by no means an easy game, you'll get better as you play, and there's quite a feeling of accomplishment for making it through to the end, whether it's your first time surviving or your first time on Insane mode. Overall, it's a thoroughly enjoyable game.
Dino Run is a perfect example of how to create a game with lots of interesting content that will keep you playing for a long while around a very simple gameplay concept. It's also where I earned my very first (and to date only) Impossible badge, so you can tell I liked it enough to stick it through all the way to the end.
The basic concept is based around an entertaining, if scientifically dubious, thought: what if the dinosaurs had been able to outrun the wall of lava kicked up by the asteroid impact? Maybe they would have been able to survive then! So your goal is, quite simply, to run as fast as you possibly can, over hills, through valleys, and with all sorts of obstacles running the gamut from annoying to irritating. (If this reminds you of Danger Swamps, I'm not surprised, but rest assured that this is a vastly better game.) Should you stumble and slow down, fiery doom awaits you, but if you make it to the end of the level, you'll find sanctuary in a cave (or, if you manage to beat challenge mode in the highest difficulty level, a spaceship, but perhaps I shouldn't give that part away...). You're not the only creature running for its survival, though; there are hundreds of other dinosaurs, nearly all of which are also trying to similarly escape their fate, some smaller, which you can eat, some bigger, which get in your way, and some faster, which you can hitch a ride on. There are also pterodactyls flying overhead, which you can grab onto to fly above the fray for a short period of time, but beware the wrong-way pterodactyls, which give the legendary unbeatable(?) pterodactyl a run for its money as the most annoying video game pterodactyl.
The game offers a wide variety of game modes. In challenge mode, you run through a course of 7 levels, beginning with a bright, sunny field and ending in a scorched, blacked, magma-filled Apocalypse level. You can gain more lives by collecting eggs (and hence saving more members of your species), but should you run out, it's game over. There are also "speedruns", which are really just single levels, usually with one feature that makes them stand out (for instance, a large valley, or lots of pterodactyls). Interestingly, no level will be the same twice -- each is randomly generated. It seems that the map is generated from a certain fixed set of chunks of terrain, some which may be large and some which may be small, and certain large features are likely to appear in certain levels, but nothing is guaranteed. For instance, there's a large waterfall that usually shows up in Level 4 of the challenge mode, but it could show up anywhere in the level, and it might not show up at all. This means that practicing a speedrun, while helpful to some degree, won't really help you learn the course (though you can learn to recognize signs of some of the larger terrain features, and some of the chunks are pretty large, so learning them can be useful).
There are four difficulty levels, but starting out on the hardest ("Insane") is literally impossible. Your dinosaur starts out puny and slow; in order to be able to handle the harder difficulty levels, you have to increase his power (just like tuning your car in Gran Turismo, for instance). This is accomplished by collecting DNA, which can either be obtained by collecting eggs, munching critters, or accomplishing various milestones. These milestones represent various degrees of achievement, and often reward you with hefty chunks of DNA or bones (which are used to unlock additional content). Some of these milestones are awarded for various difficult stunts (e.g., "doomsurfing", or staying just barely ahead of the wall of doom, for a given amount of time), while others are awarded for cumulative achivements (e.g. saving a certain number of eggs total). The latter can be kind of frustrating at the end of the game when you're trying to reach all of the milestones -- after finally beating the challenge mode and all of the speedruns on Insane, I still had to go through and collect more eggs and eat more birds. You'd think I'd have already proved I could do that.
The presentation is suitably retro -- the art is very pixelated and 8-bit, and the music similarly so. The sound effects are not bad; the music (as is so often the case) gets a little repetitive, but there are enough different themes to prevent it from being totally boring. The interface is a little odd (sometimes relying on the keyboard and sometimes on the mouse), but when you're playing it's all keyboard. There are also lots of cute little touches -- for instance, you unlock additional colors as you progress through the game, which allows you to customize your dinosaur; donating also gives you access to various amusing hats your dinosaur can wear.
Dino Run provided hours of enthralling gameplay for me, because it has such a large source of generally interesting challenges. While it is by no means an easy game, you'll get better as you play, and there's quite a feeling of accomplishment for making it through to the end, whether it's your first time surviving or your first time on Insane mode. Overall, it's a thoroughly enjoyable game.
Tuesday, July 15, 2008
Music Catch
Music Catch isn't a game so much as it is a Flash relaxation device. The gameplay, such as it is, is very simple: a piano piece plays, and as it plays, shapes will appear from a continuously rotating line on screen. You move your mouse to catch the shapes with your own shape. Yellow shapes will increase your score multiplier and make your own shape larger, making it easier to catch more shapes both good and bad; red shapes will decrease the multiplier. Purple shapes activate "purple power", which draws all non-red shapes towards your shape for a limited amount of time. And, well, that's about it. You play for the length of the song, and then see what your score is.
The music is a pretty little piece, although the number of comments saying something like "I don't normally like classical music, but this is the best ever!" makes me despair a little, since there definitely is a lot better out there. Still, it's a lot better than your typical Flash game music. The graphics are pretty and colorful, albeit not particularly fancy. As a game, it's not perfect -- some times, you might get lucky and get a lot of yellows and purples early, which helps to bring up your overall score a lot. Also, while each yellow increases your multiplier by 1, a red can cut your total multiplier in half, which can be awfully frustrating, especially in the late game when your multiplier has gotten very large.
Anyway, that's mostly nitpicking; overall, this game is quite successful in providing a lovely interlude from the more stressful, action-packed games on Kongregate.
Music Catch isn't a game so much as it is a Flash relaxation device. The gameplay, such as it is, is very simple: a piano piece plays, and as it plays, shapes will appear from a continuously rotating line on screen. You move your mouse to catch the shapes with your own shape. Yellow shapes will increase your score multiplier and make your own shape larger, making it easier to catch more shapes both good and bad; red shapes will decrease the multiplier. Purple shapes activate "purple power", which draws all non-red shapes towards your shape for a limited amount of time. And, well, that's about it. You play for the length of the song, and then see what your score is.
The music is a pretty little piece, although the number of comments saying something like "I don't normally like classical music, but this is the best ever!" makes me despair a little, since there definitely is a lot better out there. Still, it's a lot better than your typical Flash game music. The graphics are pretty and colorful, albeit not particularly fancy. As a game, it's not perfect -- some times, you might get lucky and get a lot of yellows and purples early, which helps to bring up your overall score a lot. Also, while each yellow increases your multiplier by 1, a red can cut your total multiplier in half, which can be awfully frustrating, especially in the late game when your multiplier has gotten very large.
Anyway, that's mostly nitpicking; overall, this game is quite successful in providing a lovely interlude from the more stressful, action-packed games on Kongregate.
Monday, July 14, 2008
PlanetDefender
What do you get when you cross Missile Command with tower defense? Hopefully, a better game than PlanetDefender. PlanetDefender tries to vary the tried-and-true tower defense formula somewhat, but unfortunately the game that results is somewhat less interesting than the sum of its parts.
Like a tower defense game, you face a number of waves of malignant, increasingly powerful enemy ships bent on wreaking destruction on your peaceful planet, and you have to build various things to blast them out of the sky before they can do too much damage. However, unlike your typical tower defense game, the enemy ships can and will shoot back at you. They can either damage (and possibly even destroy) your defensive structures, or kill your population, which is bad news, because your population is your tax base. Unlike your typical tower defense game, where you get money for every enemy killed, here you get money over time based on your current population. In turn, you can build the usual array of weaponry, economic centers (which increase the money gain from your population), or bunkers to protect your population, as well as research some additional technologies.
Now, on to the flaws of the game. First of all, there's no strategy (at least none that I can see) to placing your units, unlike in a typical tower defense game. You just place them somewhere on the planet and they shoot at the enemy. This takes out one rather large chunk of strategy. Secondly, the pacing of the game is terrible. At the beginning of the game, you end up waiting for very long periods of time for enough money to accumulate in order to buy the next thing you want to buy. (This is, to a greater or lesser extent, an issue in any tower defense game, but PlanetDefender does not do a good job regulating the pace.) At the end of the game, when everything is maximally upgraded, you also just end up sitting around twiddling your thumbs while watching the alien fleets bravely float into the meat grinder. Thirdly, the interface is really annoying -- when your mouse isn't over the planet, all of your buildings fade away, presumably so you can see -- well, it's not actually clear what the purpose of this is. I suppose you can enjoy the majestic beauty of Earth's oceans and clouds, but this feature doesn't bring any useful information to your fingertips; in fact, it takes it away.
But the most unforgivable sin is very simple. As I mentioned earlier, a key to building a successful tower defense game is feedback -- the player needs to be able to understand what's working and what's not working, so he can adjust his strategy accordingly. PlanetDefender provides almost none of that -- you can't look at the enemy ships' health bars, so you have no idea how close you may or may not be to destroying them. You also can't see where on the planet you're taking the most damage, which might be useful if you were thinking of, say, placing one of those fortified bunkers. The only thing you can see is if your defensive structures are taking damage, since there's a little bar which gradually increases (not that it's at all clear to the novice player what that bar is). Even here, though, when a structure gets destroyed, there's no notification, so if your notice happens to be elsewhere on the battlefield, you can be blissfully unaware that a key component of your defenses has suddenly disappeared (though if this happens, you're screwed anyway, in all likelihood).
PlanetDefender also exhibits the hump in difficulty common to tower defense games. That is, since your income is dependent on your population, if you make a mistake which causes more of your population to die, then you have less income, which means you'll be able to build fewer defensive structures, which means more of your population to die, etc. That is, there's a strong positive feedback. As a result, small improvements in skill can result in large differences in the outcome. Like I said, this is common to many tower defense games (especially those with interest), but it seems to be especially problematic in PlanetDefender.
The graphics are decent, although small; the music gets boring fast, and the sound effects are nothing special. Overall, I was very glad to finish this game and get the badge, and was annoyed that it took as long as it did.
What do you get when you cross Missile Command with tower defense? Hopefully, a better game than PlanetDefender. PlanetDefender tries to vary the tried-and-true tower defense formula somewhat, but unfortunately the game that results is somewhat less interesting than the sum of its parts.
Like a tower defense game, you face a number of waves of malignant, increasingly powerful enemy ships bent on wreaking destruction on your peaceful planet, and you have to build various things to blast them out of the sky before they can do too much damage. However, unlike your typical tower defense game, the enemy ships can and will shoot back at you. They can either damage (and possibly even destroy) your defensive structures, or kill your population, which is bad news, because your population is your tax base. Unlike your typical tower defense game, where you get money for every enemy killed, here you get money over time based on your current population. In turn, you can build the usual array of weaponry, economic centers (which increase the money gain from your population), or bunkers to protect your population, as well as research some additional technologies.
Now, on to the flaws of the game. First of all, there's no strategy (at least none that I can see) to placing your units, unlike in a typical tower defense game. You just place them somewhere on the planet and they shoot at the enemy. This takes out one rather large chunk of strategy. Secondly, the pacing of the game is terrible. At the beginning of the game, you end up waiting for very long periods of time for enough money to accumulate in order to buy the next thing you want to buy. (This is, to a greater or lesser extent, an issue in any tower defense game, but PlanetDefender does not do a good job regulating the pace.) At the end of the game, when everything is maximally upgraded, you also just end up sitting around twiddling your thumbs while watching the alien fleets bravely float into the meat grinder. Thirdly, the interface is really annoying -- when your mouse isn't over the planet, all of your buildings fade away, presumably so you can see -- well, it's not actually clear what the purpose of this is. I suppose you can enjoy the majestic beauty of Earth's oceans and clouds, but this feature doesn't bring any useful information to your fingertips; in fact, it takes it away.
But the most unforgivable sin is very simple. As I mentioned earlier, a key to building a successful tower defense game is feedback -- the player needs to be able to understand what's working and what's not working, so he can adjust his strategy accordingly. PlanetDefender provides almost none of that -- you can't look at the enemy ships' health bars, so you have no idea how close you may or may not be to destroying them. You also can't see where on the planet you're taking the most damage, which might be useful if you were thinking of, say, placing one of those fortified bunkers. The only thing you can see is if your defensive structures are taking damage, since there's a little bar which gradually increases (not that it's at all clear to the novice player what that bar is). Even here, though, when a structure gets destroyed, there's no notification, so if your notice happens to be elsewhere on the battlefield, you can be blissfully unaware that a key component of your defenses has suddenly disappeared (though if this happens, you're screwed anyway, in all likelihood).
PlanetDefender also exhibits the hump in difficulty common to tower defense games. That is, since your income is dependent on your population, if you make a mistake which causes more of your population to die, then you have less income, which means you'll be able to build fewer defensive structures, which means more of your population to die, etc. That is, there's a strong positive feedback. As a result, small improvements in skill can result in large differences in the outcome. Like I said, this is common to many tower defense games (especially those with interest), but it seems to be especially problematic in PlanetDefender.
The graphics are decent, although small; the music gets boring fast, and the sound effects are nothing special. Overall, I was very glad to finish this game and get the badge, and was annoyed that it took as long as it did.
Sunday, July 13, 2008
Castle Crashing "The Beard"
Like Newgrounds Rumble, I don't quite understand why this game is on Kongregate. OK, it doesn't announce its origin right in its title, but the whole thing is essentially an extended Newgrounds joke -- apparently, Tom Fulp (the creator of Newgrounds) took a vow not to shave his beard until he finished his newest game, and so in this game, you have to battle a fearsomely enbearded Fulp for, uh, some reason.
The gameplay itself is like any boss fight from any 2-D platformer: you're tiny, and have a small weapon (which gradually powers up as the battle goes on), and Fulp is huge and has a wide variety of devastating attacks; defeating him requires learning his attack patterns and reacting accordingly, along with some degree of dexterity.
The presentation is high-quality: the art, sound, and music are all above-average, and the programming in the game is very solid. Still, there's just not much game here, and if you're not one to appreciate the joke, you won't get much value from that source, either. It's a fun little tidbit, though.
Like Newgrounds Rumble, I don't quite understand why this game is on Kongregate. OK, it doesn't announce its origin right in its title, but the whole thing is essentially an extended Newgrounds joke -- apparently, Tom Fulp (the creator of Newgrounds) took a vow not to shave his beard until he finished his newest game, and so in this game, you have to battle a fearsomely enbearded Fulp for, uh, some reason.
The gameplay itself is like any boss fight from any 2-D platformer: you're tiny, and have a small weapon (which gradually powers up as the battle goes on), and Fulp is huge and has a wide variety of devastating attacks; defeating him requires learning his attack patterns and reacting accordingly, along with some degree of dexterity.
The presentation is high-quality: the art, sound, and music are all above-average, and the programming in the game is very solid. Still, there's just not much game here, and if you're not one to appreciate the joke, you won't get much value from that source, either. It's a fun little tidbit, though.
Saturday, July 12, 2008
LightSprites
LightSprites describes itself as kind of like "It's a Small World" on crack, and this is actually a pretty accurate description.
The basic concept behind LightSprites is very simple: colored targets pop up, and at the top of the screen you have a slingshot, which you can use to sling one or more colored balls at the targets. (You can select the color of the balls using either a key or from a menu in the corner.) Usually, the targets pop up in groups of three or four, and usually all of the targets in a single group are the same color, but this isn't always the case. If you hit a target with a correctly colored ball, a little figure comes out and dances around happily. Alas, should you hit a target with an incorrectly colored ball, a little figure will come out and dance around for about a second before some kind of terrible fate befalls him. This happens quite frequently, since often you'll set up a nice shot for one target and then suddenly another target of a different color will pop up. In normal mode, you just have a fixed number of targets, while in challenge mode, successfully getting targets will increase your energy, which gradually decreases over time (and also with an incorrect target); if it runs out, you lose. In both cases, the number of possible colors for the targets increases as the game goes on.
The art and music is really the fun part of the game. The graphics are cute and fun to watch, and the music is nice and bouncy. The sound effects can be a little annoying, but they add a nice element to the game, too. Sadly, the game has the (common) flaw that it is much easier on slow computers. You wouldn't expect it to make that much of a difference, but it's actually a lot easier to react and line up your shot when things aren't going quite as quickly.
Overall, this is a cute little concept and a fun little game. In fact, it's one of those games which is just as much fun to play the wrong way (and watch your little people suffer various horrible fates) as the right way.
LightSprites describes itself as kind of like "It's a Small World" on crack, and this is actually a pretty accurate description.
The basic concept behind LightSprites is very simple: colored targets pop up, and at the top of the screen you have a slingshot, which you can use to sling one or more colored balls at the targets. (You can select the color of the balls using either a key or from a menu in the corner.) Usually, the targets pop up in groups of three or four, and usually all of the targets in a single group are the same color, but this isn't always the case. If you hit a target with a correctly colored ball, a little figure comes out and dances around happily. Alas, should you hit a target with an incorrectly colored ball, a little figure will come out and dance around for about a second before some kind of terrible fate befalls him. This happens quite frequently, since often you'll set up a nice shot for one target and then suddenly another target of a different color will pop up. In normal mode, you just have a fixed number of targets, while in challenge mode, successfully getting targets will increase your energy, which gradually decreases over time (and also with an incorrect target); if it runs out, you lose. In both cases, the number of possible colors for the targets increases as the game goes on.
The art and music is really the fun part of the game. The graphics are cute and fun to watch, and the music is nice and bouncy. The sound effects can be a little annoying, but they add a nice element to the game, too. Sadly, the game has the (common) flaw that it is much easier on slow computers. You wouldn't expect it to make that much of a difference, but it's actually a lot easier to react and line up your shot when things aren't going quite as quickly.
Overall, this is a cute little concept and a fun little game. In fact, it's one of those games which is just as much fun to play the wrong way (and watch your little people suffer various horrible fates) as the right way.
Friday, July 11, 2008
Campaign Game: General Election
As a big fan of President Elect, I naturally assumed Campaign Game would be something similar: you have to choose how to allocate your advertising budget, campaign appearances and so forth in critical states to give you the edge in electoral votes over your opponent. Imagine my surprise in discovering, then, that Campaign Game isn't really anything like that -- it's a pretty traditional turn-based strategy game, except that instead of elves and magicians, you have fundraisers and John McCain.
At the beginning of the game, you select three staff members; your staff can be either hatchetmen, operatives, spinmeisters, or fundraisers. Your candidate is also a unit on the board. (In the General Election game, you can only play Obama or McCain; apparently earlier versions allowed you to play with a wider range of candidates. I was rather disappointed that this feature got taken out; it would be nice to have a larger selection.) Anyway, as you move your units around the map, each unit has a "control radius" that flips control of nearby squares to your side. If you control all of the squares in a region, you take control of that region, and it provides a ready source of cash. Your units can also attack enemy units, which reduces their HP, or enemy regions, which reduces their control; if you totally defeat an enemy region, it reverts to neutral and has to be recaptured all over again. At the beginning of each turn, you get cash for each region you hold; since you need cash to power your units' special abilities (each unit has one unique ability, and your candidates have several), this can make a large difference. You can recruit new units to replace destroyed ones, but this takes a lot of cash.
Unfortunately, the AI is just not very good; beating the game, even on the hard difficulty, is not much of a challenge. The graphics are kind of cute, though the music (which is also one of the Monster's Den: Book of Dread battle themes) gets very repetitive after a while (it's fine in small doses, but having it playing throughout the whole game gets boring quick). The sound effects are decent, but nothing to write home about. There's also multiplayer, which I didn't try.
Anyway, while this isn't a bad strategy game, there's not really much which makes it particularly noteworthy, either. It's a fun play once or twice, but doesn't really have much lasting replay value.
As a big fan of President Elect, I naturally assumed Campaign Game would be something similar: you have to choose how to allocate your advertising budget, campaign appearances and so forth in critical states to give you the edge in electoral votes over your opponent. Imagine my surprise in discovering, then, that Campaign Game isn't really anything like that -- it's a pretty traditional turn-based strategy game, except that instead of elves and magicians, you have fundraisers and John McCain.
At the beginning of the game, you select three staff members; your staff can be either hatchetmen, operatives, spinmeisters, or fundraisers. Your candidate is also a unit on the board. (In the General Election game, you can only play Obama or McCain; apparently earlier versions allowed you to play with a wider range of candidates. I was rather disappointed that this feature got taken out; it would be nice to have a larger selection.) Anyway, as you move your units around the map, each unit has a "control radius" that flips control of nearby squares to your side. If you control all of the squares in a region, you take control of that region, and it provides a ready source of cash. Your units can also attack enemy units, which reduces their HP, or enemy regions, which reduces their control; if you totally defeat an enemy region, it reverts to neutral and has to be recaptured all over again. At the beginning of each turn, you get cash for each region you hold; since you need cash to power your units' special abilities (each unit has one unique ability, and your candidates have several), this can make a large difference. You can recruit new units to replace destroyed ones, but this takes a lot of cash.
Unfortunately, the AI is just not very good; beating the game, even on the hard difficulty, is not much of a challenge. The graphics are kind of cute, though the music (which is also one of the Monster's Den: Book of Dread battle themes) gets very repetitive after a while (it's fine in small doses, but having it playing throughout the whole game gets boring quick). The sound effects are decent, but nothing to write home about. There's also multiplayer, which I didn't try.
Anyway, while this isn't a bad strategy game, there's not really much which makes it particularly noteworthy, either. It's a fun play once or twice, but doesn't really have much lasting replay value.
Thursday, July 10, 2008
Open Doors
Open Doors is a fairly straightforward Flash puzzle game -- not very heavy on frills and fancy things, but there's an interesting enough concept to keep you entertained throughout its 25 levels.
The puzzle is quite simple: you have to move your character (represented by a box) to the exit of each level. Each level is set on a square blueprint-like grid. There are, of course, walls and doors, the latter of which (as you might be able to guess from the title) are the main source of trickiness in solving the puzzles. The doors follow very simple rules -- each door has two possible positions. If you're directly in front of a door, there are two possibilities for how you can move it: if it opens away from you, you can walk through it, pushing the door to its other position. If it opens towards you, moving away from the door in the direction parallel to the door towards the hinge will pull it to its other position. This probably sounds more complicated than it actually is; once you try you'll pretty readily pick up the rules. It's possible for two doors to occupy the same edge, if they're hinged on opposite corners. If two (or three) doors are hinged on the same corner, then attempting to move one into the edge occupied by the other will cause the other door to also move. This can set up some pretty tricky chain reactions in later levels.
I'm going to go off on a seeming tangent here and talk about how much I hate Sokoban. Sokoban is probably my least favorite widespread puzzle game (unless you count Sudoku in that category, which I don't). Why, you ask? Because it requires so many layers of precise planning ahead. You do an incredibly long sequence of moves to get a bunch of stuff done, and then once you get to the end you realize that no, actually, you had to move that block one space left at the beginning, and so you have to start all over again. (And that assumes you can do everything perfectly every time! It's even more fun when you've finally figured out exactly what you need to do [for real this time], and then two-thirds of the way through your finger slips and you move that one box one square too far and you're completely screwed!) That's why I don't enjoy playing Sokoban -- the cost of failed experiments or wrong guesses is so punitively high. Anyway, around level 12 (I forget exactly where) Open Doors showed signs of drifting into that territory -- you would go one way, through a pretty complicated sequence of doors, and then you'd get to a point where you realized you actually had to go the other way and open one door first and then do all of the things you just did. This made me sad and afraid that the rest of the game would be a horrible slog. Much to my relief, however, it didn't continue to develop those tendencies -- the rest of the levels remained reasonable and manageable.
The blueprint graphic theme is a nice look, although it is pretty basic. There's no music, and the sound effects are also pretty simple. The game also falls prey to one of my pet peeves for puzzle games, in that it marches relentlessly onward -- once you've completed a level, you can't go back and look at it again (short of resetting the whole game). Beating all 25 levels unlocks a special new mode where you have the same puzzles but only a limited number of moves to solve them; since trial and error was my most popular method of solving, I suspect this would rapidly drive me crazy.
Anyway, this isn't a bad puzzle game, but there's not really anything special about it, either. It will definitely provide a challenge for a little bit, but there's better puzzle games out there.
Open Doors is a fairly straightforward Flash puzzle game -- not very heavy on frills and fancy things, but there's an interesting enough concept to keep you entertained throughout its 25 levels.
The puzzle is quite simple: you have to move your character (represented by a box) to the exit of each level. Each level is set on a square blueprint-like grid. There are, of course, walls and doors, the latter of which (as you might be able to guess from the title) are the main source of trickiness in solving the puzzles. The doors follow very simple rules -- each door has two possible positions. If you're directly in front of a door, there are two possibilities for how you can move it: if it opens away from you, you can walk through it, pushing the door to its other position. If it opens towards you, moving away from the door in the direction parallel to the door towards the hinge will pull it to its other position. This probably sounds more complicated than it actually is; once you try you'll pretty readily pick up the rules. It's possible for two doors to occupy the same edge, if they're hinged on opposite corners. If two (or three) doors are hinged on the same corner, then attempting to move one into the edge occupied by the other will cause the other door to also move. This can set up some pretty tricky chain reactions in later levels.
I'm going to go off on a seeming tangent here and talk about how much I hate Sokoban. Sokoban is probably my least favorite widespread puzzle game (unless you count Sudoku in that category, which I don't). Why, you ask? Because it requires so many layers of precise planning ahead. You do an incredibly long sequence of moves to get a bunch of stuff done, and then once you get to the end you realize that no, actually, you had to move that block one space left at the beginning, and so you have to start all over again. (And that assumes you can do everything perfectly every time! It's even more fun when you've finally figured out exactly what you need to do [for real this time], and then two-thirds of the way through your finger slips and you move that one box one square too far and you're completely screwed!) That's why I don't enjoy playing Sokoban -- the cost of failed experiments or wrong guesses is so punitively high. Anyway, around level 12 (I forget exactly where) Open Doors showed signs of drifting into that territory -- you would go one way, through a pretty complicated sequence of doors, and then you'd get to a point where you realized you actually had to go the other way and open one door first and then do all of the things you just did. This made me sad and afraid that the rest of the game would be a horrible slog. Much to my relief, however, it didn't continue to develop those tendencies -- the rest of the levels remained reasonable and manageable.
The blueprint graphic theme is a nice look, although it is pretty basic. There's no music, and the sound effects are also pretty simple. The game also falls prey to one of my pet peeves for puzzle games, in that it marches relentlessly onward -- once you've completed a level, you can't go back and look at it again (short of resetting the whole game). Beating all 25 levels unlocks a special new mode where you have the same puzzles but only a limited number of moves to solve them; since trial and error was my most popular method of solving, I suspect this would rapidly drive me crazy.
Anyway, this isn't a bad puzzle game, but there's not really anything special about it, either. It will definitely provide a challenge for a little bit, but there's better puzzle games out there.
Wednesday, July 09, 2008
Newgrounds Rumble
Newgrounds Rumble is a fairly straightforward brawler in the classic tradition. However, it doesn't seem to be particularly demanding of its players; while there probably are layers and layers of strategy, I was able to get through the game mostly just by mashing buttons (and some persistence in the more difficult challenges). I don't even know if the characters have special moves; though there are two only kinds of attack ("quick" and "fierce"), your characters do have different moves while in the air and you can put together some pretty impressive chains.
Overall, the game is well-crafted; there's a fair number of characters each with their own distinct personalities, and there's a wide variety of arenas. The game handles up to 4 players, and some of the challenge modes include both 2v2 and 1v3 play, which is nice. There's also a lot of game modes -- the obligatory "story" mode (which is pretty skeletal, both in story and length), challenge mode, ordinary versus mode, and an unlockable survival mode. The powerups available are pretty standard for a Super Smash Brothers-like setup.
There's a fair amount of different music in the game, and while none of it is great, it's all decent. The sound effects are pretty limited but not bad. But really, the most baffling thing about this game is simple -- why is it on Kongregate? The game is clearly packed full of Newgrounds in-jokes and references, and as someone who hasn't spent too much time on Newgrounds, most of these flew completely over my head. I'm sure it would be more entertaining for someone who knows all the backstory behind all of these characters and the various references in the game, but to me, it ends up as just another fighting game. Not a bad fighting game, mind you, but just not one which is interesting enough to keep me playing.
Newgrounds Rumble is a fairly straightforward brawler in the classic tradition. However, it doesn't seem to be particularly demanding of its players; while there probably are layers and layers of strategy, I was able to get through the game mostly just by mashing buttons (and some persistence in the more difficult challenges). I don't even know if the characters have special moves; though there are two only kinds of attack ("quick" and "fierce"), your characters do have different moves while in the air and you can put together some pretty impressive chains.
Overall, the game is well-crafted; there's a fair number of characters each with their own distinct personalities, and there's a wide variety of arenas. The game handles up to 4 players, and some of the challenge modes include both 2v2 and 1v3 play, which is nice. There's also a lot of game modes -- the obligatory "story" mode (which is pretty skeletal, both in story and length), challenge mode, ordinary versus mode, and an unlockable survival mode. The powerups available are pretty standard for a Super Smash Brothers-like setup.
There's a fair amount of different music in the game, and while none of it is great, it's all decent. The sound effects are pretty limited but not bad. But really, the most baffling thing about this game is simple -- why is it on Kongregate? The game is clearly packed full of Newgrounds in-jokes and references, and as someone who hasn't spent too much time on Newgrounds, most of these flew completely over my head. I'm sure it would be more entertaining for someone who knows all the backstory behind all of these characters and the various references in the game, but to me, it ends up as just another fighting game. Not a bad fighting game, mind you, but just not one which is interesting enough to keep me playing.
Tuesday, July 08, 2008
A three-parter for today!
ButtonHunt
ButtonHunt is a game with a very simple premise -- there are 30 levels. In each of them, there is a red button. You must push the button to advance to the next level. In some levels, this is as simple as locating the button and clicking it; in other levels, you have to solve various puzzles to reveal the button. None of the puzzles is particularly hard, so this shouldn't take you very long.
The sound effects are pretty minimal, and the drawing is not particularly great. But my one complaint is that the interface is not particularly consistent. Sometimes you have to click and drag objects, while sometimes you click to pick up an object and then you just have to move it. This can be pretty frustrating when it's obvious what you want to do but not at all obvious what you need to click to get it to happen. Also, sometimes when you've picked up an object, it's not at all clear how to put it down -- this was a source of frustration more than once. Most of the puzzles just require thought, but there are a few which require quick reflexes.
Overall, this was a cute little diversion, but really not challenging or interesting enough to be a great game.
ButtonHunt 2
ButtonHunt 2 is pretty much more of the same. 30 more levels, 30 more buttons. There's a timer now, to measure your overall progress, so you can have high scores. Overall the puzzles feel a little meatier, but the annoying interface problems are still present (though the problem of dropping things doesn't seem to be present in this one). The last puzzle is also extremely annoying, unless you look at the description which says to hold down the mouse button, which makes it somewhat less annoying. Like the first game, for each ten levels you complete, you unlock a small little secret.
ButtonHunt 3
ButtonHunt 3 is pretty much more of the same. By now, a lot of the puzzles will look pretty familiar; in fact, the notes admit that at least one of the puzzles is a direct remake of a puzzles from ButtonHunt 1, but even leaving this aside, there's a lot of concepts and ideas repeated from the first two. The game now tracks both your overall time and number of clicks, and you can receive achievements for meeting certain standards on both. There's also a very simple hint system, which I suppose is useful if you're having difficulty with a particular puzzle, although once again the difficulty level is pretty low. The interface is still as frustrating as ever -- sometimes you click, sometimes you click and move, sometimes you click and drag, and it's never clear which you need to use. (In one level, it even switches between "click and drag" and "click to pick up and then move" for the same object!) Thankfully, there are no reflex-based ones in this one.
Once again, this is kind of entertaining, but it's really pretty light fare.
ButtonHunt
ButtonHunt is a game with a very simple premise -- there are 30 levels. In each of them, there is a red button. You must push the button to advance to the next level. In some levels, this is as simple as locating the button and clicking it; in other levels, you have to solve various puzzles to reveal the button. None of the puzzles is particularly hard, so this shouldn't take you very long.
The sound effects are pretty minimal, and the drawing is not particularly great. But my one complaint is that the interface is not particularly consistent. Sometimes you have to click and drag objects, while sometimes you click to pick up an object and then you just have to move it. This can be pretty frustrating when it's obvious what you want to do but not at all obvious what you need to click to get it to happen. Also, sometimes when you've picked up an object, it's not at all clear how to put it down -- this was a source of frustration more than once. Most of the puzzles just require thought, but there are a few which require quick reflexes.
Overall, this was a cute little diversion, but really not challenging or interesting enough to be a great game.
ButtonHunt 2
ButtonHunt 2 is pretty much more of the same. 30 more levels, 30 more buttons. There's a timer now, to measure your overall progress, so you can have high scores. Overall the puzzles feel a little meatier, but the annoying interface problems are still present (though the problem of dropping things doesn't seem to be present in this one). The last puzzle is also extremely annoying, unless you look at the description which says to hold down the mouse button, which makes it somewhat less annoying. Like the first game, for each ten levels you complete, you unlock a small little secret.
ButtonHunt 3
ButtonHunt 3 is pretty much more of the same. By now, a lot of the puzzles will look pretty familiar; in fact, the notes admit that at least one of the puzzles is a direct remake of a puzzles from ButtonHunt 1, but even leaving this aside, there's a lot of concepts and ideas repeated from the first two. The game now tracks both your overall time and number of clicks, and you can receive achievements for meeting certain standards on both. There's also a very simple hint system, which I suppose is useful if you're having difficulty with a particular puzzle, although once again the difficulty level is pretty low. The interface is still as frustrating as ever -- sometimes you click, sometimes you click and move, sometimes you click and drag, and it's never clear which you need to use. (In one level, it even switches between "click and drag" and "click to pick up and then move" for the same object!) Thankfully, there are no reflex-based ones in this one.
Once again, this is kind of entertaining, but it's really pretty light fare.
Monday, July 07, 2008
Doeo
Well, let me put it this way: It will take me longer to write this review than it took me to play (and beat) Doeo for the first time. That should give you an idea of what kind of game Doeo is -- if you're looking for a complex, deep, or challenging game, go somewhere else! But if you want a fun, silly way to waste a few minutes (and I mean a few minutes), it'll do.
Anyway, the basic concept of Doeo is ridiculously simple, and if you enjoy Whack-a-Mole, you'll find it pretty familiar. Doeos will pop up, and you have to touch them with your mouse to -- catch them? destroy them? banish them? It's unclear. Anyway, you have 40 seconds to touch either 100 (on easy) or 200 (on hard) Doeos to proceed to the next level; after five levels, you'll battle the king. That's really all there is. Well, easy mode only features pink Doeos, while hard mode (to compensate for the higher total required) adds green Doeos, which are worth more points.
The design has a very Japanese aesthetic to it -- the art is cute and cartoony, and the background music is poppy and enjoyable, making this game a pleasure to play. Still, it's so simple that it just doesn't have much long-term value. I suppose younger players might find it more entertaining, but I can't imagine going back to play this over and over regardless of my age.
One note is that on a slower computer, I guess because there are a lot of Doeos on the screen, hard mode is embarassingly easy. However, the game is still not particularly difficult even on a fast computer; it just requires a few tries rather than one.
Well, let me put it this way: It will take me longer to write this review than it took me to play (and beat) Doeo for the first time. That should give you an idea of what kind of game Doeo is -- if you're looking for a complex, deep, or challenging game, go somewhere else! But if you want a fun, silly way to waste a few minutes (and I mean a few minutes), it'll do.
Anyway, the basic concept of Doeo is ridiculously simple, and if you enjoy Whack-a-Mole, you'll find it pretty familiar. Doeos will pop up, and you have to touch them with your mouse to -- catch them? destroy them? banish them? It's unclear. Anyway, you have 40 seconds to touch either 100 (on easy) or 200 (on hard) Doeos to proceed to the next level; after five levels, you'll battle the king. That's really all there is. Well, easy mode only features pink Doeos, while hard mode (to compensate for the higher total required) adds green Doeos, which are worth more points.
The design has a very Japanese aesthetic to it -- the art is cute and cartoony, and the background music is poppy and enjoyable, making this game a pleasure to play. Still, it's so simple that it just doesn't have much long-term value. I suppose younger players might find it more entertaining, but I can't imagine going back to play this over and over regardless of my age.
One note is that on a slower computer, I guess because there are a lot of Doeos on the screen, hard mode is embarassingly easy. However, the game is still not particularly difficult even on a fast computer; it just requires a few tries rather than one.
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