Dodge
Dodge contains all the ingredients to make a good Flash game: it's a simple, but interesting idea, and implemented well. The result is a game that's short, but satisfying; it's overall an enjoyable experience.
The basic concept in Dodge is clever (although I'm sure other games have come up with this idea before). It's basically a shooter, except you can't shoot -- the enemies can shoot at you, but all you can do is dodge (hence the title). However, the enemy's shots are homing, so if you dodge to the right place, you can kill the enemy with his own missiles. There's a total of 20 levels; the first enemies just stay put and shoot at you, but later levels introduce moving foes, exploding enemies, and teleporting enemies (which have a really irritating habit of blending into the background), so you'll have to stay on your toes to survive. You can refill all of your health between levels for the low, low cost of 25,000 points, which is quite a lot in the earlier levels but not too bad in the later levels, so as long as you remember to refuel when you're running low, you shouldn't have too much difficulty beating the game.
The presentation of the game is also excellent. The game is filled with pretty, pretty polygon effects, making it quite nice to look at, and generally operates smoothly (although there is some slowdown in the last couple of levels when the screen just gets completely full). The sound effects are pretty average; the music is a nice non-intrusive techno which complements the game well without being annoying. There's no save feature, so if you want to finish the game, you'll have to play all 20 levels in one sitting, but this is quite reasonable, as the game is not particularly long.
I'd be remiss, though, if I didn't mention one point which bothers me. The hard badge for Dodge is to kill 100 enemies without being hit. In general, I dislike badges which require you to avoid getting hit for a long period of time; since my game skills are more in persistence and learning than pure reflexes, this naturally does not play to my strengths. But, objectively, these are kind of annoying; the Frantic impossible, for instance, requires you to finish the entire game without being hit once; this is really annoying, because no one wants to spend 20 minutes playing the first nine levels only to get hit on the 10th. So, the existence of this badge seems like a poor choice. I would have much preferred a simple score-based badge; since your multiplier goes up when you kill enemies without being hit, this would accomplish a similar goal without being quite as annoying. (But, of course, this is not the game's fault -- the badge choice is entirely Kongregate's, as far as I know.) However, I (along with, apparently, quite a few other people) discovered that the best way to get this badge is simply to play extremely defensively -- merely circle around the perimeter and focus on avoiding shots rather than directly trying to kill enemies. The game designer responded by labeling this strategy "a BUG or EXPLOIT" and changed the game (by moving enemies closer to the edges) in an effort to make this strategy less viable. Obviously, changing the game after a badge has already been created in a way which makes getting that badge more difficult is kind of poor form to begin with, but this also speaks rather poorly of his testing efforts -- it's not like this is a terribly complicated strategy; if this is really not something he wants players to employ, he should have found it himself. Blaming it on people not "playing the game how it was meant to be played" seems like a poor response.
Anyway, sorry for the digression -- if you don't care about the hard badge, you probably won't notice this issue at all, and it shouldn't detract from the fact that Dodge is a pretty fun game to play, and quite pretty to look at. I'm not sure how much in the way of replay value it has, since there's only so much content in the game, but you should enjoy playing it through at least once.
Saturday, January 17, 2009
Friday, January 16, 2009
N3wton
N3wton is, as you might not be able to guess from the name, a game inspired by Newton's Third Law. However, the classic E&M Pong aside, making a game based on a neat physics property won't always necessarily result in a particularly interesting game. While N3wton is by no means a terrible game, there's nothing about it that makes it really engaging, either.
So, the basic idea behind N3wton is that you control a mobile cannon, and there are various enemy cannons strewn around the stage. (Most of them are stationary, though there are a few moving targets in the last couple of levels.) You fire bullets at the enemies, and they fire back. When you're hit by a bullet, you get knocked backward, and the objective is to knock your enemies off the stage without getting knocked off yourself. You also suffer recoil when you fire a bullet, but your enemies, somewhat unfairly, don't. I constantly found myself forgetting this last fact and firing when too close to the edge, with predictably disastrous results. Gradually, various other elements are introduced -- stabilizing wells which keep you in a certain location, teleporters for yourself and your shots, and switches which have various effects.
Overall, the game falls into kind of an awkward gap. It's got some puzzle elements and some action elements, but neither is quite sufficient to carry the game on its own. There are some tricky shots that you have to figure out occasionally, but they're not terribly difficult; conversely, sometimes you'll find yourself in close combat with an enemy, but it's usually pretty easy to keep your balance. As a result, the game isn't quite satisfying on either level. There is one level which is much more puzzle-ish, but it feels kind of out of place with the rest of the game, and as a result is kind of confusing and awkward (though, if it were by itself, I would think it was pretty clever).
The graphics are pretty basic, as are the sounds. My opinion of the music swings from "interesting" to "really annoying", but, like so many other games, it does get repetitive pretty fast. There's a total of 25 levels, and each one is pretty quick, so it shouldn't take you very long to make it through the game. The game also has a couple of glitches; I found myself being shot through a wall more than once. All in all, N3wton is kind of a cute idea, but there's just not enough of a game surrounding it to make for a really interesting result. It's not an unpleasant game-playing experience, just one which is missing that extra element.
N3wton is, as you might not be able to guess from the name, a game inspired by Newton's Third Law. However, the classic E&M Pong aside, making a game based on a neat physics property won't always necessarily result in a particularly interesting game. While N3wton is by no means a terrible game, there's nothing about it that makes it really engaging, either.
So, the basic idea behind N3wton is that you control a mobile cannon, and there are various enemy cannons strewn around the stage. (Most of them are stationary, though there are a few moving targets in the last couple of levels.) You fire bullets at the enemies, and they fire back. When you're hit by a bullet, you get knocked backward, and the objective is to knock your enemies off the stage without getting knocked off yourself. You also suffer recoil when you fire a bullet, but your enemies, somewhat unfairly, don't. I constantly found myself forgetting this last fact and firing when too close to the edge, with predictably disastrous results. Gradually, various other elements are introduced -- stabilizing wells which keep you in a certain location, teleporters for yourself and your shots, and switches which have various effects.
Overall, the game falls into kind of an awkward gap. It's got some puzzle elements and some action elements, but neither is quite sufficient to carry the game on its own. There are some tricky shots that you have to figure out occasionally, but they're not terribly difficult; conversely, sometimes you'll find yourself in close combat with an enemy, but it's usually pretty easy to keep your balance. As a result, the game isn't quite satisfying on either level. There is one level which is much more puzzle-ish, but it feels kind of out of place with the rest of the game, and as a result is kind of confusing and awkward (though, if it were by itself, I would think it was pretty clever).
The graphics are pretty basic, as are the sounds. My opinion of the music swings from "interesting" to "really annoying", but, like so many other games, it does get repetitive pretty fast. There's a total of 25 levels, and each one is pretty quick, so it shouldn't take you very long to make it through the game. The game also has a couple of glitches; I found myself being shot through a wall more than once. All in all, N3wton is kind of a cute idea, but there's just not enough of a game surrounding it to make for a really interesting result. It's not an unpleasant game-playing experience, just one which is missing that extra element.
Thursday, January 15, 2009
Bloons Tower Defense
Bloons Tower Defense is another game by ninjakiwi, the designer behind More Bloons (review here); there's also an original Bloons, but as it doesn't have badges, I didn't bother playing it. Anyway, apparently, having designed all this dart-throwing monkey artwork, ninjakiwi decided to make a tower defense game out of it, and the result is Bloons Tower Defense. However, while More Bloons is distinguished by its careful and clever level design, Bloons Tower Defense has none of that -- it's the most generic and bland tower defense game you could imagine, and as a result, it simply fails to be particularly interesting.
Anyway, if you've played any kind of path-based tower defense game, Bloons Tower Defense won't have any surprises for you. You have a few types of towers (but not many; only five) and each has a couple of upgrades. Balloons enter at one end of the path, and you have to destroy them before they reach the other end of the path; popping them gets you money, and you also get bonus money at the end of each level. Unlike your typical tower defense game, the balloons don't have HP; one dart or tack will pop them. However, the balloons do come in different colors. Red balloons simply pop, but when you pop a blue balloon, a red balloon comes out (so, effectively, they have 2 HP); this continues up the line to green and yellow balloons. (The bigger balloons also move faster.) Finally, there are white and black balloons, which are slower-moving and smaller, but also produce two yellow ballons when popped. There are 50 levels, each with an increasing number of balloons.
Bloons Tower Defense simply doesn't have anything that makes it stand out from the horde of other tower defense games that exist. Yes, the dart-throwing monkeys are kind of cute, but they don't make up for the fundamental lack of interesting features of the game. Once you figure out the basics of the strategy (namely, that tack towers are a bad investment), you should be able to breeze through the game without too much difficulty; there's simply too few choices to make it particularly challenging. The graphics are quite simple, although the dart-throwing monkeys are cute; there's no sound other than the sound of balloons popping, which could definitely use some variation, and there's no background music, either.
Overall, there are simply vastly better tower defense games than Bloons Tower Defense. In its defense, it does move the action along pretty quickly, so you won't really feel like it's a dreary slog if you're playing it to get the badge (like me!), but it's not really interesting action, either.
Bloons Tower Defense is another game by ninjakiwi, the designer behind More Bloons (review here); there's also an original Bloons, but as it doesn't have badges, I didn't bother playing it. Anyway, apparently, having designed all this dart-throwing monkey artwork, ninjakiwi decided to make a tower defense game out of it, and the result is Bloons Tower Defense. However, while More Bloons is distinguished by its careful and clever level design, Bloons Tower Defense has none of that -- it's the most generic and bland tower defense game you could imagine, and as a result, it simply fails to be particularly interesting.
Anyway, if you've played any kind of path-based tower defense game, Bloons Tower Defense won't have any surprises for you. You have a few types of towers (but not many; only five) and each has a couple of upgrades. Balloons enter at one end of the path, and you have to destroy them before they reach the other end of the path; popping them gets you money, and you also get bonus money at the end of each level. Unlike your typical tower defense game, the balloons don't have HP; one dart or tack will pop them. However, the balloons do come in different colors. Red balloons simply pop, but when you pop a blue balloon, a red balloon comes out (so, effectively, they have 2 HP); this continues up the line to green and yellow balloons. (The bigger balloons also move faster.) Finally, there are white and black balloons, which are slower-moving and smaller, but also produce two yellow ballons when popped. There are 50 levels, each with an increasing number of balloons.
Bloons Tower Defense simply doesn't have anything that makes it stand out from the horde of other tower defense games that exist. Yes, the dart-throwing monkeys are kind of cute, but they don't make up for the fundamental lack of interesting features of the game. Once you figure out the basics of the strategy (namely, that tack towers are a bad investment), you should be able to breeze through the game without too much difficulty; there's simply too few choices to make it particularly challenging. The graphics are quite simple, although the dart-throwing monkeys are cute; there's no sound other than the sound of balloons popping, which could definitely use some variation, and there's no background music, either.
Overall, there are simply vastly better tower defense games than Bloons Tower Defense. In its defense, it does move the action along pretty quickly, so you won't really feel like it's a dreary slog if you're playing it to get the badge (like me!), but it's not really interesting action, either.
Wednesday, January 14, 2009
Thing-Thing 3
Oh joy, it's another Thing-Thing game. If you've read my review of Thing-Thing 2 (here), you can probably guess I'm not terribly enthused about playing Thing-Thing 3. But I'm currently in a period of working through some of Kongregate's older badges, which often means playing games that probably wouldn't meet today's badge standards, so unfortunately there'll probably be some mediocrity in the process.
Anyway, Thing-Thing 3 is not terribly different from its predecessor. You're in a basic platformy environment, enemies constantly assault you from all directions, and you shoot them. They appear able to randomly spawn from any direction, and, in contrast to Thing-Thing 2, they now carry guns, so now dodging them is more a matter of luck than anything else. Especially annoying is when they shoot you from offscreen and you can't hit them back. The levels are much, much larger than in Thing-Thing 2, which is definitely nice, but it's very easy to get lost in them, especially in level 2, where you have to find a keycard which is nearly impossible to find (I finally gave up out of annoyance and looked in the comments to find where it is). A minimap would be incredibly useful. Thankfully, the doors which require a certain number of kills to pass are gone, so that at least makes Thing-Thing 3 less annoying than its predecessor in one respect.
The story mode does finally have an actual story. It's not a particularly interesting story, and mostly it seems to prove that your character is about as intelligent as a box of rocks, but it does actually exist. There's also a survival mode, which operates pretty much as you would expect. The graphics are pretty much as basic as they were in Thing-Thing 2; both you and your enemies are built from a variety of mix and match parts. The sounds are your typical gun sounds, and the background music is so ambient that you'll barely notice it at all.
Overall, Thing-Thing 3 is perhaps slightly better than its predecessor, but it's still simply too flavorless to be really interesting. There's just not enough variation on the basic plan of shooting people to make for a particularly interesting game, and all of the challenge comes from the question of whether the enemies will drop health packs when you need them to. Overall, the game is not particularly long; there's six levels, of which two are boss levels; the last boss is incredibly annoying, since you spend 80% of the time just chasing him across the screen, but not terribly difficult, so it shouldn't take you too long to finish the game, but at least for me, it grew boring and repetitive long before I actually finished.
Oh joy, it's another Thing-Thing game. If you've read my review of Thing-Thing 2 (here), you can probably guess I'm not terribly enthused about playing Thing-Thing 3. But I'm currently in a period of working through some of Kongregate's older badges, which often means playing games that probably wouldn't meet today's badge standards, so unfortunately there'll probably be some mediocrity in the process.
Anyway, Thing-Thing 3 is not terribly different from its predecessor. You're in a basic platformy environment, enemies constantly assault you from all directions, and you shoot them. They appear able to randomly spawn from any direction, and, in contrast to Thing-Thing 2, they now carry guns, so now dodging them is more a matter of luck than anything else. Especially annoying is when they shoot you from offscreen and you can't hit them back. The levels are much, much larger than in Thing-Thing 2, which is definitely nice, but it's very easy to get lost in them, especially in level 2, where you have to find a keycard which is nearly impossible to find (I finally gave up out of annoyance and looked in the comments to find where it is). A minimap would be incredibly useful. Thankfully, the doors which require a certain number of kills to pass are gone, so that at least makes Thing-Thing 3 less annoying than its predecessor in one respect.
The story mode does finally have an actual story. It's not a particularly interesting story, and mostly it seems to prove that your character is about as intelligent as a box of rocks, but it does actually exist. There's also a survival mode, which operates pretty much as you would expect. The graphics are pretty much as basic as they were in Thing-Thing 2; both you and your enemies are built from a variety of mix and match parts. The sounds are your typical gun sounds, and the background music is so ambient that you'll barely notice it at all.
Overall, Thing-Thing 3 is perhaps slightly better than its predecessor, but it's still simply too flavorless to be really interesting. There's just not enough variation on the basic plan of shooting people to make for a particularly interesting game, and all of the challenge comes from the question of whether the enemies will drop health packs when you need them to. Overall, the game is not particularly long; there's six levels, of which two are boss levels; the last boss is incredibly annoying, since you spend 80% of the time just chasing him across the screen, but not terribly difficult, so it shouldn't take you too long to finish the game, but at least for me, it grew boring and repetitive long before I actually finished.
Tuesday, January 13, 2009
Feudalism
I know, I have a problem with badges. I played Feudalism II (review here), and I didn't really enjoy it, so why would I expect the original to be any better? Well, I didn't. But there were badges attached, so how could I not try it?
Anyway, Feudalism is not terribly different from its sequel (I always feel a little silly writing these reviews backwards like this). It's slightly smaller -- there's only four nations, so the world map actually fits on a single screen, and there's no skills for either yourself or your troops, so this takes out some of the already-paltry strategy involved in battles. You also can't enchant equipment like you can in Feudalism II, although random magic equipment does occasionally drop from enemies. Finally, there's no national champions, so once you've conquered a nation, that's pretty much all there is to do.
The basic mechanics are the same in the two games -- you hire an army, use that army to conquer cities, and then recruit troops from the new cities to continue your conquest. Better troops are found in more powerful cities, so you have to gradually work your way up the ladder, but once you've conquered one nation, then you have its most powerful troops available and should have an easy time with the remaining three. All the basic problems are the same in the two games, though. The battles themselves are so busy that there's really very little for you to do except stand and shoot your crossbow (or whatever ranged weapon you decide to end up using). You can use the occasional potion or scroll to help out yourself or your troops (tip: Scrolls of Rage are very useful). Much to my surprise, the gold is actually slightly better balanced than it was in Feudalism II; it was only after I had conquered four or five cities that I reached the point where I had so much gold that I could never possibly spend it all.
The graphics, sound, and lack of music are the same as in Feudalism II, and the interface is still riddled with typos and annoying features. (I was particularly nonplussed by the existence of a "forged bow". Maybe it was a cheap knockoff?) The autosave is still annoyingly squirrely -- once it completely failed to exist after I died, forcing me to go all the way back to my older manual save. This got me in the habit of regularly saving manually, which kind of defeats the purpose of an autosave. The game also has several glitches; dead soldiers occasionally remain upright and on screen after being killed, and dying on the second stage of a large city attack frequently froze my game entirely.
Overall, Feudalism was even less interesting than Feudalism II, but at least it went by relatively quickly. If you, despite having read this, are still interested in these games, at least try Feudalism II first; it is the better of the pair. This really has nothing to recommend it at this point.
(As an aside, it must be kind of an awkward situation for Kongregate when a sequel to a game that already has badges appears. Most games are sufficiently different that it's not a problem to give them both badges, but for games like this or, especially, Monster's Den (which I'll talk a little more about when I finally get the impossible badge), it seems a little silly to give out two sets of badges for doing essentially the same thing. There's no good solution, though; it's not like you can remove the badges from the old game, and simply transferring the badges to the new game also seems like it would be problematic.)
I know, I have a problem with badges. I played Feudalism II (review here), and I didn't really enjoy it, so why would I expect the original to be any better? Well, I didn't. But there were badges attached, so how could I not try it?
Anyway, Feudalism is not terribly different from its sequel (I always feel a little silly writing these reviews backwards like this). It's slightly smaller -- there's only four nations, so the world map actually fits on a single screen, and there's no skills for either yourself or your troops, so this takes out some of the already-paltry strategy involved in battles. You also can't enchant equipment like you can in Feudalism II, although random magic equipment does occasionally drop from enemies. Finally, there's no national champions, so once you've conquered a nation, that's pretty much all there is to do.
The basic mechanics are the same in the two games -- you hire an army, use that army to conquer cities, and then recruit troops from the new cities to continue your conquest. Better troops are found in more powerful cities, so you have to gradually work your way up the ladder, but once you've conquered one nation, then you have its most powerful troops available and should have an easy time with the remaining three. All the basic problems are the same in the two games, though. The battles themselves are so busy that there's really very little for you to do except stand and shoot your crossbow (or whatever ranged weapon you decide to end up using). You can use the occasional potion or scroll to help out yourself or your troops (tip: Scrolls of Rage are very useful). Much to my surprise, the gold is actually slightly better balanced than it was in Feudalism II; it was only after I had conquered four or five cities that I reached the point where I had so much gold that I could never possibly spend it all.
The graphics, sound, and lack of music are the same as in Feudalism II, and the interface is still riddled with typos and annoying features. (I was particularly nonplussed by the existence of a "forged bow". Maybe it was a cheap knockoff?) The autosave is still annoyingly squirrely -- once it completely failed to exist after I died, forcing me to go all the way back to my older manual save. This got me in the habit of regularly saving manually, which kind of defeats the purpose of an autosave. The game also has several glitches; dead soldiers occasionally remain upright and on screen after being killed, and dying on the second stage of a large city attack frequently froze my game entirely.
Overall, Feudalism was even less interesting than Feudalism II, but at least it went by relatively quickly. If you, despite having read this, are still interested in these games, at least try Feudalism II first; it is the better of the pair. This really has nothing to recommend it at this point.
(As an aside, it must be kind of an awkward situation for Kongregate when a sequel to a game that already has badges appears. Most games are sufficiently different that it's not a problem to give them both badges, but for games like this or, especially, Monster's Den (which I'll talk a little more about when I finally get the impossible badge), it seems a little silly to give out two sets of badges for doing essentially the same thing. There's no good solution, though; it's not like you can remove the badges from the old game, and simply transferring the badges to the new game also seems like it would be problematic.)
Monday, January 12, 2009
Whiteboard Tower Defense
I think I've been spoiled by the fact that my first encounter with Flash tower defense games was Desktop Tower Defense (review here), since it seems that every other TD game I play doesn't quite match up to DTD. Whiteboard Tower Defense is no exception -- while it does contain the one DTD feature that I think is the most innovative and interesting, the ability to build your own maze, there's still plenty of places where you can see that the design just doesn't quite match up to DTD.
Anyway, if you've played DTD, Whiteboard TD will seem quite familiar. Various critters enter the battlefield, and your job is to prevent them from reaching the exit. By placing turrets on the field, you can force the critters to traverse a maze, which makes their escape that much more difficult. Towers come in a variety of types, and can be upgraded to make them even more powerful, and boss critters come along once every so often; these have much higher hit points but a correspondingly higher reward. If a certain number of critters (depending on the difficulty level) successfully makes it to the exit, then you lose.
So, why does Whiteboard TD not quite live up to the (admittedly high) standards of DTD? Well, the first is juggling. In any tower defense game where you create your own path, juggling is a potentially hugely unbalancing strategy. (For those of you not familiar with the term -- "juggling" means, when the critters are about to reach your maze exit, you open up an exit earlier in your maze, and then close off the exit they're about to reach, forcing the critters to backtrack, and repeating as necessary.) DTD does a good job of recognizing this problem -- selling towers takes longer the more you sell, and since the waves come in continuously, you can't juggle indefinitely -- eventually your maze will fill up and you won't be able to open an exit anywhere without letting a bunch of critters out. In Whiteboard TD, however, there's no anti-juggling measures, so beating the game with juggling is embarassingly easy. I tried to keep my juggling to a minimum, just to keep the game interesting, but it's a serious flaw.
There are a bunch of other, more minor issues. There's only one entrance and exit, which makes maze construction a simpler affair than in DTD. Critters only come in three types (fast but weak, normal, and slow but strong), and you don't need to alter your strategy very much to deal with the different types. One clever feature of Whiteboard TD is that you can place electric floors, which go in the gaps between towers; this means that you're faced with a decision of whether to pack the towers in as tightly as possible, or leave room for some electric floors to slow down the enemies. This is a nice touch. There's also, however, not very much decision in which tower to pick; the increase in the price of the towers, as well as the increase in the rewards, is so rapid that at any given time, you really only have one viable choice for what kind of tower to buy. This eliminates a lot of strategic possibilities.
The presentation is kind of average -- the whiteboard motif is nicely executed, but it's been done before. The sounds fit the game well, although the whiteboard squeaking gets pretty annoying (I know, that's the point); the critters also do an adorable job of taunting you. There's no background music, just the soothing sound of your turrets firing at the enemy. The game also doesn't offer anywhere near the variety of challenges that DTD does -- there's just easy, medium, and hard difficulties, and they're all basically the same.
Overall, Whiteboard TD is not a terrible game; it was an enjoyable experience getting the badge. But it's simply overshadowed by Desktop Tower Defense in its genre; there's nothing that it really does better than DTD, and several things it does worse, so in the end I don't really see any reason to keep playing this when DTD is available.
I think I've been spoiled by the fact that my first encounter with Flash tower defense games was Desktop Tower Defense (review here), since it seems that every other TD game I play doesn't quite match up to DTD. Whiteboard Tower Defense is no exception -- while it does contain the one DTD feature that I think is the most innovative and interesting, the ability to build your own maze, there's still plenty of places where you can see that the design just doesn't quite match up to DTD.
Anyway, if you've played DTD, Whiteboard TD will seem quite familiar. Various critters enter the battlefield, and your job is to prevent them from reaching the exit. By placing turrets on the field, you can force the critters to traverse a maze, which makes their escape that much more difficult. Towers come in a variety of types, and can be upgraded to make them even more powerful, and boss critters come along once every so often; these have much higher hit points but a correspondingly higher reward. If a certain number of critters (depending on the difficulty level) successfully makes it to the exit, then you lose.
So, why does Whiteboard TD not quite live up to the (admittedly high) standards of DTD? Well, the first is juggling. In any tower defense game where you create your own path, juggling is a potentially hugely unbalancing strategy. (For those of you not familiar with the term -- "juggling" means, when the critters are about to reach your maze exit, you open up an exit earlier in your maze, and then close off the exit they're about to reach, forcing the critters to backtrack, and repeating as necessary.) DTD does a good job of recognizing this problem -- selling towers takes longer the more you sell, and since the waves come in continuously, you can't juggle indefinitely -- eventually your maze will fill up and you won't be able to open an exit anywhere without letting a bunch of critters out. In Whiteboard TD, however, there's no anti-juggling measures, so beating the game with juggling is embarassingly easy. I tried to keep my juggling to a minimum, just to keep the game interesting, but it's a serious flaw.
There are a bunch of other, more minor issues. There's only one entrance and exit, which makes maze construction a simpler affair than in DTD. Critters only come in three types (fast but weak, normal, and slow but strong), and you don't need to alter your strategy very much to deal with the different types. One clever feature of Whiteboard TD is that you can place electric floors, which go in the gaps between towers; this means that you're faced with a decision of whether to pack the towers in as tightly as possible, or leave room for some electric floors to slow down the enemies. This is a nice touch. There's also, however, not very much decision in which tower to pick; the increase in the price of the towers, as well as the increase in the rewards, is so rapid that at any given time, you really only have one viable choice for what kind of tower to buy. This eliminates a lot of strategic possibilities.
The presentation is kind of average -- the whiteboard motif is nicely executed, but it's been done before. The sounds fit the game well, although the whiteboard squeaking gets pretty annoying (I know, that's the point); the critters also do an adorable job of taunting you. There's no background music, just the soothing sound of your turrets firing at the enemy. The game also doesn't offer anywhere near the variety of challenges that DTD does -- there's just easy, medium, and hard difficulties, and they're all basically the same.
Overall, Whiteboard TD is not a terrible game; it was an enjoyable experience getting the badge. But it's simply overshadowed by Desktop Tower Defense in its genre; there's nothing that it really does better than DTD, and several things it does worse, so in the end I don't really see any reason to keep playing this when DTD is available.
Sunday, January 11, 2009
Maze Stopper 2
I actually tried Maze Stopper 2 when it first hit Kongregate in September, but I was in full-on badge acquisition mode at the time and, since it didn't have badges, although it seemed kind of intriguing, I didn't really play too much of it. So, you can imagine that I was a little bit surprised when here, three months later, it finally gets badges. (And it's not like it's an API issue -- the API has been present since a few days after it was first uploaded. Have I mentioned that I don't understand the Kongregate badge process at all these days?) Anyway, Maze Stopper 2 isn't a game that will dazzle you with its glitz, but it's a very interesting and clever concept which makes for an excellent puzzle game -- one that will make you think, and one that can challenge you on several levels of difficulty.
Anyway, the basic concept of Maze Stopper 2 is quite simple. Your character, along with one or more foes, is present in a maze with some obstacles and a flag. The game starts with time frozen; when you start time, all of the characters will race towards the flag. You don't actually control your own character (or, of course, any of the other characters); all characters will merely take the shortest apparent route to the flag from their current position. However, you also have the power to add more blocks to the maze, which you can use to block the enemies from taking their shortest path, or, even more deviously, you can give the enemy a choice of paths, let them take one, and then block it off, forcing them to backtrack. (You cannot prevent any character from reaching the flag entirely, nor can you remove a block once it's been placed and time has started.) You can start and stop time at any time, so if you need to add a bunch of blocks at once, it's easy to do so.
In the early levels, you can place an essentially-unlimited number of blocks, but some levels also introduce a constraint on the total number of blocks you can place, as each block costs 1 mana and you may have a limited supply. In some levels, there are also powerups which speed up or slow down characters, and some levels also feature bonuses which grant you additional mana (although if enemy characters pick these up, you lose mana instead). Characters will not make any special effort to pick up or avoid powerups, so if you want them to grab something, you'll have to arrange blocks to steer the characters into them yourself. Each level is pretty short -- since the screen is not very big, there's just not that long it'll take for a character to make its way through the maze.
Simply beating a level is not too difficult; however, at the end of the level, you're rated on your winning margin. Merely winning only gives you one star; to reach more stars (up to the maximum of five), you have to win by increasingly large margins, which often involves constructing deviously complicated traps or mazes for your opponents. (In fact, in some ways, the maps where you have limited mana are easier to optimize than the maps where you have a large amount of mana, since there's a much smaller number of possibilities you have to consider.) The Kongregate hard badge is very well-chosen: you have to collect 100 stars over the 25 game levels, so you don't have to get a perfect on every level, but rather can try to optimize certain levels and leave aside other levels which may be too tricky. Getting the four- and five-star ratings can be frustrating at times, though, since often you'll need to stop time at just the right moment to place a barrier to thwart your foes, and if you miss you may have to start over again.
As far as presentation goes, the game is nothing special; the graphics and sound are pretty basic, and there's no background music, just some soothing forest noises. Overall, though, this is a solid enough idea that I don't mind the lack of flash at all; it's a very clever idea, and the individual puzzles are all well thought out. It'll require you to think, but does an excellent job of being challenging without being frustrating. I enjoyed this game very much, and would much rather see thoughtful, clever games like this get badges than overproduced but terribly-designed games like Epic War 2.
I actually tried Maze Stopper 2 when it first hit Kongregate in September, but I was in full-on badge acquisition mode at the time and, since it didn't have badges, although it seemed kind of intriguing, I didn't really play too much of it. So, you can imagine that I was a little bit surprised when here, three months later, it finally gets badges. (And it's not like it's an API issue -- the API has been present since a few days after it was first uploaded. Have I mentioned that I don't understand the Kongregate badge process at all these days?) Anyway, Maze Stopper 2 isn't a game that will dazzle you with its glitz, but it's a very interesting and clever concept which makes for an excellent puzzle game -- one that will make you think, and one that can challenge you on several levels of difficulty.
Anyway, the basic concept of Maze Stopper 2 is quite simple. Your character, along with one or more foes, is present in a maze with some obstacles and a flag. The game starts with time frozen; when you start time, all of the characters will race towards the flag. You don't actually control your own character (or, of course, any of the other characters); all characters will merely take the shortest apparent route to the flag from their current position. However, you also have the power to add more blocks to the maze, which you can use to block the enemies from taking their shortest path, or, even more deviously, you can give the enemy a choice of paths, let them take one, and then block it off, forcing them to backtrack. (You cannot prevent any character from reaching the flag entirely, nor can you remove a block once it's been placed and time has started.) You can start and stop time at any time, so if you need to add a bunch of blocks at once, it's easy to do so.
In the early levels, you can place an essentially-unlimited number of blocks, but some levels also introduce a constraint on the total number of blocks you can place, as each block costs 1 mana and you may have a limited supply. In some levels, there are also powerups which speed up or slow down characters, and some levels also feature bonuses which grant you additional mana (although if enemy characters pick these up, you lose mana instead). Characters will not make any special effort to pick up or avoid powerups, so if you want them to grab something, you'll have to arrange blocks to steer the characters into them yourself. Each level is pretty short -- since the screen is not very big, there's just not that long it'll take for a character to make its way through the maze.
Simply beating a level is not too difficult; however, at the end of the level, you're rated on your winning margin. Merely winning only gives you one star; to reach more stars (up to the maximum of five), you have to win by increasingly large margins, which often involves constructing deviously complicated traps or mazes for your opponents. (In fact, in some ways, the maps where you have limited mana are easier to optimize than the maps where you have a large amount of mana, since there's a much smaller number of possibilities you have to consider.) The Kongregate hard badge is very well-chosen: you have to collect 100 stars over the 25 game levels, so you don't have to get a perfect on every level, but rather can try to optimize certain levels and leave aside other levels which may be too tricky. Getting the four- and five-star ratings can be frustrating at times, though, since often you'll need to stop time at just the right moment to place a barrier to thwart your foes, and if you miss you may have to start over again.
As far as presentation goes, the game is nothing special; the graphics and sound are pretty basic, and there's no background music, just some soothing forest noises. Overall, though, this is a solid enough idea that I don't mind the lack of flash at all; it's a very clever idea, and the individual puzzles are all well thought out. It'll require you to think, but does an excellent job of being challenging without being frustrating. I enjoyed this game very much, and would much rather see thoughtful, clever games like this get badges than overproduced but terribly-designed games like Epic War 2.
Saturday, January 10, 2009
StormWinds 1.5
At first glance, StormWinds appears to be a pretty typical survival shooter game -- you buy turrets, then waves of enemies attack, and you shoot them with your turrets. In between rounds, you have the chance to upgrade your turrets. Overall, it seems like a pretty standard formula, and I don't really find a generic survival shooter to be that entertaining. However, StormWinds adds enough details to the basic formula to make a pretty interesting game; it's a nice lesson in how carefully crafting the details of your design can really add a lot to a game.
Anyway, in StormWinds, you first craft your defense by laying out your turrets. You typically have four or five slots in which you can place turrets, and careful consideration is important here. Some turrets are designated primary weapons, which means that they have a high enough rate of fire to use more or less continuously, while some are secondary weapons, which can only be fired once every so often (but usually pack a punch when they do); there are also support turrets which passively do useful things for the other turrets. Being able to quickly switch between turrets (since you can only be firing one at a time) is an important skill; it also means that there's not much point in having more than one primary weapon, except perhaps as a backup. Careful positioning of turrets is also important; high turrets are useful against high-altitude bombers and to lob projectiles on enemies from above, while lower turrets can be useful for attacking the less-protected underbellies of enemy ships. Forward turrets are more exposed to damage, so you'll want to stick something there which can soak up a lot of fire, and so forth. Turrets come in a wide variety of different types of destruction, and are often operated differently: some turrets are as simple to use as clicking where you want to shoot, whereas others lob projectiles or even fire guided missiles; these latter types are harder to use but can be quite useful in certain situations.
Once you've built your defense, the enemy comes in. There's a wide variety of enemy types, and not all of them can simply be shot. Many enemies have strong or weak points, so careful aiming is important; later, you'll encounter enemies which may be entirely shielded from fire from one direction, so having guns that can hit them from unexpected angles is not only useful, but necessary. Your turrets will take damage as they are hit by the enemy, and it's not at all uncommon to end a wave with one or more turrets out of commission entirely (though, of course, if all of your turrets are disabled, then you lose), so you'll need to plan for this contingency. Between battles, you can repair your turrets, buy new turrets, sell your existing turrets, or upgrade your turrets. This last requires your turrets to gain experience (every kill grants experience to all turrets currently on the battlefield); as your turrets gain levels, you gain upgrade points to spend on an upgrade. This often creates a dilemma about whether you should spend your money to buy a shiny new powerful turret even though it starts at level 1 again, or hang on to your older turret which has already gained several levels.
The game offers five campaigns, each of which contains 10 successive waves. Overall the game moves quite quickly; unlike many survival shooters, which tend to be pretty slow (possibly because of the popularity of zombies), each wave is pretty fast-moving and also doesn't last very long, so it won't take you too long to make it through the campaigns. One occasional nuisance is that you may reach the later waves of a campaign and realize that the mix of turrets you've gone with simply doesn't work; this may require you to begin the campaign again from scratch. (Should you be defeated, however, you just begin again from the start of the wave, so you can also try different tactics to see if you have any better luck.) However, once you've figured out which turrets make the best combinations, the game is actually pretty easy; I breezed through the last campaign, which is supposed to be the hardest, without too much difficulty at all. In addition to the campaigns, there's also a few standalone challenges, which just consist of one (usually long) wave with some special properties.
Graphically, the game is very well-designed; the game has an overall steampunk aesthetic, and the individual ships, turrets, and backgrounds are all very well-crafted. The sound effects are a little repetitive, but they're also probably above average; the music is nicely martial, though, like so many games, it gets repetitive eventually. The interface is solid, although it seems like the hotkeys for selecting turrets change in different campaigns, which is a little annoying (although you can change the defaults).
Overall, StormWinds is a fun little game. It's probably a little bit too easy once you figure out an optimal strategy, although it can be quite tricky to figure that out, but it does a good job of keeping the action flowing. It probably won't take you a terribly long time to finish everything the game has to offer, but it's definitely a fun little challenge.
At first glance, StormWinds appears to be a pretty typical survival shooter game -- you buy turrets, then waves of enemies attack, and you shoot them with your turrets. In between rounds, you have the chance to upgrade your turrets. Overall, it seems like a pretty standard formula, and I don't really find a generic survival shooter to be that entertaining. However, StormWinds adds enough details to the basic formula to make a pretty interesting game; it's a nice lesson in how carefully crafting the details of your design can really add a lot to a game.
Anyway, in StormWinds, you first craft your defense by laying out your turrets. You typically have four or five slots in which you can place turrets, and careful consideration is important here. Some turrets are designated primary weapons, which means that they have a high enough rate of fire to use more or less continuously, while some are secondary weapons, which can only be fired once every so often (but usually pack a punch when they do); there are also support turrets which passively do useful things for the other turrets. Being able to quickly switch between turrets (since you can only be firing one at a time) is an important skill; it also means that there's not much point in having more than one primary weapon, except perhaps as a backup. Careful positioning of turrets is also important; high turrets are useful against high-altitude bombers and to lob projectiles on enemies from above, while lower turrets can be useful for attacking the less-protected underbellies of enemy ships. Forward turrets are more exposed to damage, so you'll want to stick something there which can soak up a lot of fire, and so forth. Turrets come in a wide variety of different types of destruction, and are often operated differently: some turrets are as simple to use as clicking where you want to shoot, whereas others lob projectiles or even fire guided missiles; these latter types are harder to use but can be quite useful in certain situations.
Once you've built your defense, the enemy comes in. There's a wide variety of enemy types, and not all of them can simply be shot. Many enemies have strong or weak points, so careful aiming is important; later, you'll encounter enemies which may be entirely shielded from fire from one direction, so having guns that can hit them from unexpected angles is not only useful, but necessary. Your turrets will take damage as they are hit by the enemy, and it's not at all uncommon to end a wave with one or more turrets out of commission entirely (though, of course, if all of your turrets are disabled, then you lose), so you'll need to plan for this contingency. Between battles, you can repair your turrets, buy new turrets, sell your existing turrets, or upgrade your turrets. This last requires your turrets to gain experience (every kill grants experience to all turrets currently on the battlefield); as your turrets gain levels, you gain upgrade points to spend on an upgrade. This often creates a dilemma about whether you should spend your money to buy a shiny new powerful turret even though it starts at level 1 again, or hang on to your older turret which has already gained several levels.
The game offers five campaigns, each of which contains 10 successive waves. Overall the game moves quite quickly; unlike many survival shooters, which tend to be pretty slow (possibly because of the popularity of zombies), each wave is pretty fast-moving and also doesn't last very long, so it won't take you too long to make it through the campaigns. One occasional nuisance is that you may reach the later waves of a campaign and realize that the mix of turrets you've gone with simply doesn't work; this may require you to begin the campaign again from scratch. (Should you be defeated, however, you just begin again from the start of the wave, so you can also try different tactics to see if you have any better luck.) However, once you've figured out which turrets make the best combinations, the game is actually pretty easy; I breezed through the last campaign, which is supposed to be the hardest, without too much difficulty at all. In addition to the campaigns, there's also a few standalone challenges, which just consist of one (usually long) wave with some special properties.
Graphically, the game is very well-designed; the game has an overall steampunk aesthetic, and the individual ships, turrets, and backgrounds are all very well-crafted. The sound effects are a little repetitive, but they're also probably above average; the music is nicely martial, though, like so many games, it gets repetitive eventually. The interface is solid, although it seems like the hotkeys for selecting turrets change in different campaigns, which is a little annoying (although you can change the defaults).
Overall, StormWinds is a fun little game. It's probably a little bit too easy once you figure out an optimal strategy, although it can be quite tricky to figure that out, but it does a good job of keeping the action flowing. It probably won't take you a terribly long time to finish everything the game has to offer, but it's definitely a fun little challenge.
Friday, January 09, 2009
Warbears
After playing and enjoying Warbears Adventures (review here), I figured I might as well try the original, since, after all, there was a badge attached. While Warbears is, at its heart, also a point-and-click adventure, it's actually a much different game from Warbears Adventures -- it's much more involved, complicated, and difficult.
The first thing that you notice about Warbears that sets it apart from a typical point-and-click adventure is that you have a four-man team (although only three are present at the beginning), and some of the puzzles require your team members to work together, as each has his own specialty. (This ability does seem somewhat underused, though; most of the time the team members are still working independently.) The game is also harsher than Warbears Adventures, or indeed most other typical point-and-click adventures on Kongregate; it is quite possible to die, and if you should die, you have to restart from the beginning, which is kind of annoying. (Fortunately, there seem to be fewer opportunities to perish in the later stages of the game, which definitely lessens the annoyance.)
The puzzles are quite tricky -- it'll take a lot of careful thought (and probably a few deaths) before you finally make your way through the puzzle. That said, it is quite solvable, though I did experience a few frustrating moments where I seemed to be out of possible actions and had to poke around for a bit before stumbling upon the correct solution. The interface is also a little awkward -- after clicking on a Warbear to select him, you move him by clicking arrows below him, which can get rather annoying when you're trying to move long distances. There are also a few times where dexterity is required, which is nice, but the interface for fighting is really awkward and confusing -- it could really use some documentation or explanation. Fortunately, it's not too difficult to win the fights just by fumbling around. The game also gives you point bonuses for accomplishing certain deeds, and also occasionally assigns penalties if it takes you several tries to accomplish a task you should have accomplished on your first try, so even if you beat the game, you can try replaying it to get a higher score.
The graphics are high quality -- the game does a good job of fitting a lot of action onto a single screen without it feeling crowded or cluttered, which is no mean feat, although like Warbears Adventures, the text is awfully small and hard to read. The writing is also pretty good, and does a good job of interspersing humorous moments into the game. There's no background music through most of the game, although there is some intro and ending music. The sound effects are also definitely better than your typical Flash game; there's a lot of distinct effects which are appropriate to the action. There is, however, no save feature, so you'll have to play the game in one sitting (or, alternatively, until you die, and then you can take a break).
Overall, Warbears is a very well-crafted puzzle, and quite a challenge to beat; if it weren't for having to restart upon death (instead of, say, just being able to undo) or other bad things happening, I would definitely give this game a 5/5. Unfortunately, it's just a little too frustrating to have to repeat the game when you screw up. Still, it's a good designed game which was quite the pleasure to finish.
After playing and enjoying Warbears Adventures (review here), I figured I might as well try the original, since, after all, there was a badge attached. While Warbears is, at its heart, also a point-and-click adventure, it's actually a much different game from Warbears Adventures -- it's much more involved, complicated, and difficult.
The first thing that you notice about Warbears that sets it apart from a typical point-and-click adventure is that you have a four-man team (although only three are present at the beginning), and some of the puzzles require your team members to work together, as each has his own specialty. (This ability does seem somewhat underused, though; most of the time the team members are still working independently.) The game is also harsher than Warbears Adventures, or indeed most other typical point-and-click adventures on Kongregate; it is quite possible to die, and if you should die, you have to restart from the beginning, which is kind of annoying. (Fortunately, there seem to be fewer opportunities to perish in the later stages of the game, which definitely lessens the annoyance.)
The puzzles are quite tricky -- it'll take a lot of careful thought (and probably a few deaths) before you finally make your way through the puzzle. That said, it is quite solvable, though I did experience a few frustrating moments where I seemed to be out of possible actions and had to poke around for a bit before stumbling upon the correct solution. The interface is also a little awkward -- after clicking on a Warbear to select him, you move him by clicking arrows below him, which can get rather annoying when you're trying to move long distances. There are also a few times where dexterity is required, which is nice, but the interface for fighting is really awkward and confusing -- it could really use some documentation or explanation. Fortunately, it's not too difficult to win the fights just by fumbling around. The game also gives you point bonuses for accomplishing certain deeds, and also occasionally assigns penalties if it takes you several tries to accomplish a task you should have accomplished on your first try, so even if you beat the game, you can try replaying it to get a higher score.
The graphics are high quality -- the game does a good job of fitting a lot of action onto a single screen without it feeling crowded or cluttered, which is no mean feat, although like Warbears Adventures, the text is awfully small and hard to read. The writing is also pretty good, and does a good job of interspersing humorous moments into the game. There's no background music through most of the game, although there is some intro and ending music. The sound effects are also definitely better than your typical Flash game; there's a lot of distinct effects which are appropriate to the action. There is, however, no save feature, so you'll have to play the game in one sitting (or, alternatively, until you die, and then you can take a break).
Overall, Warbears is a very well-crafted puzzle, and quite a challenge to beat; if it weren't for having to restart upon death (instead of, say, just being able to undo) or other bad things happening, I would definitely give this game a 5/5. Unfortunately, it's just a little too frustrating to have to repeat the game when you screw up. Still, it's a good designed game which was quite the pleasure to finish.
Thursday, January 08, 2009
Square2Ball
Sometimes, after having finished a time-consuming badge, I look around for another game to play, but don't really feel like going for another badge, so my eye wanders to the "Hot New Games" section of the Kongregate front page to see if there's anything that looks interesting. In this case, it was Square2Ball that my eye landed on. Of course, the Hot New Games section is somewhat of a crapshoot; while Square2Ball is not a bad game, it kind of lacks anything that makes it really distinctive.
Square2Ball is a puzzle game with a familiar format -- you have to get a ball to the exit by pressing the arrow keys. When you press an arrow key, the ball keeps moving in that direction until it runs into a barrier, at which point it stops and you can move it again. The barriers come in various rectangular sizes; some are quite large and some are very small. You also can click on a barrier to cause it to temporarily disappear, but you only have a limited number of clicks that you can use in a given level, and it can only be applied to one barrier at a time (that is, clicking on a second barrier will cause the first one to reappear). Later levels introduce unclickable blocks and keys which unlock purple blocks; nothing too out of the ordinary there.
The game offers a total of 35 puzzles (20 "easy" and 15 "hard"), but even the hardest levels are vastly less complicated than, say, Excit, so none of the levels should take you too long to solve. They are generally well-designed, though; the solutions require at least some cleverness and none of them has any terrible flaws (at least that I can see). The graphics are pretty basic (and the text is, to be honest, kind of ugly); there's no sound, but there is incredibly repetitive background music which will probably drive you crazy in short order.
Anyway, while Square2Ball is not a bad game, there's not quite enough present to make it a really interesting game, either. It'll definitely give you a bit of a challenge, but not too much, and is nice as a quick distraction, but don't expect it to provide entertainment for hours.
Sometimes, after having finished a time-consuming badge, I look around for another game to play, but don't really feel like going for another badge, so my eye wanders to the "Hot New Games" section of the Kongregate front page to see if there's anything that looks interesting. In this case, it was Square2Ball that my eye landed on. Of course, the Hot New Games section is somewhat of a crapshoot; while Square2Ball is not a bad game, it kind of lacks anything that makes it really distinctive.
Square2Ball is a puzzle game with a familiar format -- you have to get a ball to the exit by pressing the arrow keys. When you press an arrow key, the ball keeps moving in that direction until it runs into a barrier, at which point it stops and you can move it again. The barriers come in various rectangular sizes; some are quite large and some are very small. You also can click on a barrier to cause it to temporarily disappear, but you only have a limited number of clicks that you can use in a given level, and it can only be applied to one barrier at a time (that is, clicking on a second barrier will cause the first one to reappear). Later levels introduce unclickable blocks and keys which unlock purple blocks; nothing too out of the ordinary there.
The game offers a total of 35 puzzles (20 "easy" and 15 "hard"), but even the hardest levels are vastly less complicated than, say, Excit, so none of the levels should take you too long to solve. They are generally well-designed, though; the solutions require at least some cleverness and none of them has any terrible flaws (at least that I can see). The graphics are pretty basic (and the text is, to be honest, kind of ugly); there's no sound, but there is incredibly repetitive background music which will probably drive you crazy in short order.
Anyway, while Square2Ball is not a bad game, there's not quite enough present to make it a really interesting game, either. It'll definitely give you a bit of a challenge, but not too much, and is nice as a quick distraction, but don't expect it to provide entertainment for hours.
Wednesday, January 07, 2009
Epic War 2
more like epic bore 2 amirite? lol
Sorry about that. But after going through the dreary slog that is this game, I suddenly felt disinclined to spend any more time on it. Nevertheless, I suppose I should write something at least a little more literate, so here we go. Anyway, as you can probably deduce from the title, Epic War 2 is a sequel to Epic War (review here), and features very similar action. However, a few cripplingly bad design decisions mean that, instead of being a decent if overly slow and long game like Epic War, Epic War 2 ends up being a terrible and overly slow and long game.
I totally don't understand Kongregate's challenge policies. Epic War 2 got badges and a challenge almost immediately after its release, less than two weeks after Kingdom of the Wind, a very similar game by the same developer, had also gotten a challenge and badges, while seemingly much more deserving games (with functional API, as far as I can tell) continue to languish. I can only guess that this is due to some sponsorship issues -- Epic War 2 is sponsored by Kongregate -- but this seems awfully shortsighted; Kongregate should be promoting the best games, not just the games that they sponsor, if they want people to keep coming back to Kongregate.
The gameplay action in Epic War 2 is not terribly different from the original. You have a castle at one side, and your enemy has a castle at the other side. You accumulate mana over time, which you use to buy units which march toward the enemy castle; your enemy similarly sends out units at you. They meet, and fight, and the object is to destroy your enemy's castle. You're also equipped with a arrow turret which you can use to shoot arrows at the enemy (just use the up and down arrow keys to adjust the angle of the turret). Winning a battle gains you XP, which you can use to research various upgrades between battles. Epic War 2 is also somewhat grander in its scope -- there are three playable races, each with its own set of units and upgrades, and a total of 18 battles, which can be fought with any of the three races (although elves are highly, highly recommended for the final battle). In addition to the race units, there are also six generic units which can be unlocked through various achievements and can be used by any race.
So, why is Epic War 2 so much worse than its predecessor? Well, remember how I mentioned that you can buy upgrades between battles? In Epic War 2, buying these upgrades doesn't actually upgrade your units or castle. Rather, it just gives you the right to spend mana during the battle to upgrade your units or castle -- you always start each battle with nothing except a small pool of mana and your race's most basic unit (and any units you've unlocked through achievements). This means that the beginning of every battle is exactly the same: you use your arrows to hold off the enemy (which they are entirely capable of doing, with only a tiny bit of skill required) while you patiently wait for your mana to accumulate, then buy all of the upgrades that you have. Only then can you actually send out an attack force at the enemy. This means that you're essentially completely wasting 5-10 minutes at the beginning of every battle. This is an annoyance that adds up very, very fast. (It's not helped by the fact that killing enemy units no longer gives you mana, nor can you upgrade your mana total or regeneration rate between battles, so the rate of mana accumulation is even slower than the original, where it was already pretty slow.) Worse, since each of the three races accumulates XP separately, you'll have to replay many of the levels if you want to level them all up, so the game isn't just 18 levels, which is already way too long; it ends up being much, much longer than that if you're trying to get all the badges.
The game is also fundamentally kind of unbalanced. Because you have the arrows, which is a pretty big advantage, and the computer doesn't, the computer has to cheat to make up for it -- it usually has better units available than you do, it can send out units in packs, which you can't do, and when you get the enemy castle half-destroyed, the computer usually sends out a huge wave of units as a counterattack. This has the primary effect of lengthening the battle even more, since then your attack force gets destroyed, you have to destroy the enemy wave, and then you have to build up another attack force, adding more time to what was already a very long mission. (That said, reducing the arrow power would make the game even more terribly long, so that's clearly not a solution, either.)
Epic War 2 is undeniably a pretty game -- there's clearly a lot of effort put into the art; the units, backgrounds, and castles are all very good. However, the price of all this is that the game does bog down terribly when too many units are on screen; this effect can be somewhat alleviated by reducing quality, but it's still pretty slow. The sound effects are pretty average, but the music isn't bad. One nice touch is that the music shifts when the conditions of battle change -- when you're mounting a strong attack, or the enemy is posing a grave threat, the music changes appropriately. This is a very good feature (although occasionally it can get a little silly as the music shifts back and forth several times within the space of a minute or so). However, balancing this out is the writing -- unlike its predecessor, Epic War 2 features a plot (which is, at least, appropriately epic), but the writing is abysmal. It reads like LOTR fanfic written by a 14-year-old with a not very good grasp of English. Frankly, the plot adds nothing to the game.
Anyway, while you may enjoy the first few levels of Epic War 2, it very rapidly becomes a tedious grind, and the more you look at it, the more its design flaws become apparent. It's also true that this is the third game with the same basic format that I've played from this developer, and they all seem to be getting worse; it's really time for him to change the formula. There's clearly talent as far as the art and programming goes, but the design is simply not up to par in Epic War 2.
more like epic bore 2 amirite? lol
Sorry about that. But after going through the dreary slog that is this game, I suddenly felt disinclined to spend any more time on it. Nevertheless, I suppose I should write something at least a little more literate, so here we go. Anyway, as you can probably deduce from the title, Epic War 2 is a sequel to Epic War (review here), and features very similar action. However, a few cripplingly bad design decisions mean that, instead of being a decent if overly slow and long game like Epic War, Epic War 2 ends up being a terrible and overly slow and long game.
I totally don't understand Kongregate's challenge policies. Epic War 2 got badges and a challenge almost immediately after its release, less than two weeks after Kingdom of the Wind, a very similar game by the same developer, had also gotten a challenge and badges, while seemingly much more deserving games (with functional API, as far as I can tell) continue to languish. I can only guess that this is due to some sponsorship issues -- Epic War 2 is sponsored by Kongregate -- but this seems awfully shortsighted; Kongregate should be promoting the best games, not just the games that they sponsor, if they want people to keep coming back to Kongregate.
The gameplay action in Epic War 2 is not terribly different from the original. You have a castle at one side, and your enemy has a castle at the other side. You accumulate mana over time, which you use to buy units which march toward the enemy castle; your enemy similarly sends out units at you. They meet, and fight, and the object is to destroy your enemy's castle. You're also equipped with a arrow turret which you can use to shoot arrows at the enemy (just use the up and down arrow keys to adjust the angle of the turret). Winning a battle gains you XP, which you can use to research various upgrades between battles. Epic War 2 is also somewhat grander in its scope -- there are three playable races, each with its own set of units and upgrades, and a total of 18 battles, which can be fought with any of the three races (although elves are highly, highly recommended for the final battle). In addition to the race units, there are also six generic units which can be unlocked through various achievements and can be used by any race.
So, why is Epic War 2 so much worse than its predecessor? Well, remember how I mentioned that you can buy upgrades between battles? In Epic War 2, buying these upgrades doesn't actually upgrade your units or castle. Rather, it just gives you the right to spend mana during the battle to upgrade your units or castle -- you always start each battle with nothing except a small pool of mana and your race's most basic unit (and any units you've unlocked through achievements). This means that the beginning of every battle is exactly the same: you use your arrows to hold off the enemy (which they are entirely capable of doing, with only a tiny bit of skill required) while you patiently wait for your mana to accumulate, then buy all of the upgrades that you have. Only then can you actually send out an attack force at the enemy. This means that you're essentially completely wasting 5-10 minutes at the beginning of every battle. This is an annoyance that adds up very, very fast. (It's not helped by the fact that killing enemy units no longer gives you mana, nor can you upgrade your mana total or regeneration rate between battles, so the rate of mana accumulation is even slower than the original, where it was already pretty slow.) Worse, since each of the three races accumulates XP separately, you'll have to replay many of the levels if you want to level them all up, so the game isn't just 18 levels, which is already way too long; it ends up being much, much longer than that if you're trying to get all the badges.
The game is also fundamentally kind of unbalanced. Because you have the arrows, which is a pretty big advantage, and the computer doesn't, the computer has to cheat to make up for it -- it usually has better units available than you do, it can send out units in packs, which you can't do, and when you get the enemy castle half-destroyed, the computer usually sends out a huge wave of units as a counterattack. This has the primary effect of lengthening the battle even more, since then your attack force gets destroyed, you have to destroy the enemy wave, and then you have to build up another attack force, adding more time to what was already a very long mission. (That said, reducing the arrow power would make the game even more terribly long, so that's clearly not a solution, either.)
Epic War 2 is undeniably a pretty game -- there's clearly a lot of effort put into the art; the units, backgrounds, and castles are all very good. However, the price of all this is that the game does bog down terribly when too many units are on screen; this effect can be somewhat alleviated by reducing quality, but it's still pretty slow. The sound effects are pretty average, but the music isn't bad. One nice touch is that the music shifts when the conditions of battle change -- when you're mounting a strong attack, or the enemy is posing a grave threat, the music changes appropriately. This is a very good feature (although occasionally it can get a little silly as the music shifts back and forth several times within the space of a minute or so). However, balancing this out is the writing -- unlike its predecessor, Epic War 2 features a plot (which is, at least, appropriately epic), but the writing is abysmal. It reads like LOTR fanfic written by a 14-year-old with a not very good grasp of English. Frankly, the plot adds nothing to the game.
Anyway, while you may enjoy the first few levels of Epic War 2, it very rapidly becomes a tedious grind, and the more you look at it, the more its design flaws become apparent. It's also true that this is the third game with the same basic format that I've played from this developer, and they all seem to be getting worse; it's really time for him to change the formula. There's clearly talent as far as the art and programming goes, but the design is simply not up to par in Epic War 2.
Monday, January 05, 2009
Terrascape
Terrascape is another game by NegativeONE, the developer behind Newgrounds Rumble (review here), and the two games share quite a bit of similarity; while Terrascape bills itself as a "Adventure-Platformer-Brawler hybrid", let's just say that as an adventure platformer, it's a very good brawler.
Anyway, so the basic brawling action is pretty much the same as in Newgrounds Rumble -- you move, jump, and have strong and weak attacks; these can be nicely chained into combos, but apparently only in the air. You can also pick up items which give you magic spells. The game offers a couple of modes; there's a couple of variations on straight fighting, and then the story mode, in which you have to battle your way through three different stages to claim an ancient artifact. Each of the stages is quite short and simple, though, so most of the content in story mode is still pretty much beating people up. Most of the rest of story mode consists of falling off platforms and having to start over again, which is kind of annoying. There's also hidden coins in story mode which you can collect to unlock the full power of the artifact; however, when I tried collecting them, it seemed kind of glitchy -- it would sometimes fail to record coins I was sure I had gotten. Some of the coins are also extremely difficult to find -- they require taking a leap of faith off the edge of the screen into areas that aren't automatically revealed by scrolling, which is really annoying.
Overall, the brawling action is solid -- your characters have a variety of moves and the animation is good, but you don't need to be particularly skilled to triumph; since there's not a lot of different things you can do, a pretty straightforward button-mashing strategy can carry you through the game without too much difficulty. The graphics are good; the characters are each well-realized and each of the four different story mode worlds does a good job creating a distinct feeling. The sounds are pretty run-of-the-mill; the music is nicely varied, but does get a little repetitive.
Terrascape isn't a long game -- you can probably complete story mode in 15 minutes or so, simply because there just isn't too much substance there. While the core fighting action is not bad, the adventure components of the game just aren't well-developed enough to be really interesting. Overall, it would probably benefit from a stronger focus on one aspect of the game rather than trying to be several things at once.
Terrascape is another game by NegativeONE, the developer behind Newgrounds Rumble (review here), and the two games share quite a bit of similarity; while Terrascape bills itself as a "Adventure-Platformer-Brawler hybrid", let's just say that as an adventure platformer, it's a very good brawler.
Anyway, so the basic brawling action is pretty much the same as in Newgrounds Rumble -- you move, jump, and have strong and weak attacks; these can be nicely chained into combos, but apparently only in the air. You can also pick up items which give you magic spells. The game offers a couple of modes; there's a couple of variations on straight fighting, and then the story mode, in which you have to battle your way through three different stages to claim an ancient artifact. Each of the stages is quite short and simple, though, so most of the content in story mode is still pretty much beating people up. Most of the rest of story mode consists of falling off platforms and having to start over again, which is kind of annoying. There's also hidden coins in story mode which you can collect to unlock the full power of the artifact; however, when I tried collecting them, it seemed kind of glitchy -- it would sometimes fail to record coins I was sure I had gotten. Some of the coins are also extremely difficult to find -- they require taking a leap of faith off the edge of the screen into areas that aren't automatically revealed by scrolling, which is really annoying.
Overall, the brawling action is solid -- your characters have a variety of moves and the animation is good, but you don't need to be particularly skilled to triumph; since there's not a lot of different things you can do, a pretty straightforward button-mashing strategy can carry you through the game without too much difficulty. The graphics are good; the characters are each well-realized and each of the four different story mode worlds does a good job creating a distinct feeling. The sounds are pretty run-of-the-mill; the music is nicely varied, but does get a little repetitive.
Terrascape isn't a long game -- you can probably complete story mode in 15 minutes or so, simply because there just isn't too much substance there. While the core fighting action is not bad, the adventure components of the game just aren't well-developed enough to be really interesting. Overall, it would probably benefit from a stronger focus on one aspect of the game rather than trying to be several things at once.
Saturday, December 27, 2008
Warbears Adventures: An A.R. X-Mas
There's apparently a whole line of Warbears games, but this is the first that I've tried. Maybe I'm missing out on a whole bunch of backstory; I don't know, but fortunately it's not particularly relevant to this game. Anyway, Warbears Adventures is a pretty standard point-and-click adventure: you interact with various objects in your environment by clicking on them to solve puzzles.
Overall, Warbears Adventures is a pretty good story. There's probably more dialogue than in your typical point-and-click adventure, but the writing is pretty good (if not flawless) and generally pretty entertaining. The puzzles themselves are not very complex -- most of them are quite simple indeed -- so you shouldn't have too much difficulty getting through the game; there's also more thinking involved than looking around trying to find usable objects, which is usually the bane of this type of game, so that's a nice feature.
Graphically, Warbears Adventures has a very clean look; the art is definitely high-quality. The sounds work nicely, and the music isn't too bad -- it's good background music for this type of game. It's not a particularly long game, though (which means that the music doesn't have as much time to get really annoying); you can definitely get through the game pretty quickly, as none of the puzzles is too difficult. There's no save feature, so you'll want to play the game in one sitting, which fortunately is quite feasible.
Anyway, Warbears Adventures is a pretty average game for its genre: it's fun, and you should enjoy solving the puzzles, but it's not a huge challenge, nor will it take up a lot of your time. I had a fun time playing it, but it's really just the kind of thing that you only want to play once.
There's apparently a whole line of Warbears games, but this is the first that I've tried. Maybe I'm missing out on a whole bunch of backstory; I don't know, but fortunately it's not particularly relevant to this game. Anyway, Warbears Adventures is a pretty standard point-and-click adventure: you interact with various objects in your environment by clicking on them to solve puzzles.
Overall, Warbears Adventures is a pretty good story. There's probably more dialogue than in your typical point-and-click adventure, but the writing is pretty good (if not flawless) and generally pretty entertaining. The puzzles themselves are not very complex -- most of them are quite simple indeed -- so you shouldn't have too much difficulty getting through the game; there's also more thinking involved than looking around trying to find usable objects, which is usually the bane of this type of game, so that's a nice feature.
Graphically, Warbears Adventures has a very clean look; the art is definitely high-quality. The sounds work nicely, and the music isn't too bad -- it's good background music for this type of game. It's not a particularly long game, though (which means that the music doesn't have as much time to get really annoying); you can definitely get through the game pretty quickly, as none of the puzzles is too difficult. There's no save feature, so you'll want to play the game in one sitting, which fortunately is quite feasible.
Anyway, Warbears Adventures is a pretty average game for its genre: it's fun, and you should enjoy solving the puzzles, but it's not a huge challenge, nor will it take up a lot of your time. I had a fun time playing it, but it's really just the kind of thing that you only want to play once.
Thursday, December 25, 2008
Super Stacker
Super Stacker is a very cute, but very simple, puzzle game with a clever design, but not quite enough challenge to make it a really interesting game. In Super Stacker, you're given a bunch of shapes, and a few shapes fixed on the screen. Your objective is to stack all of the given shapes (in the order that they're given to you) on the currently-existing shapes so that they make a stable stack. (Or at least mostly stable -- your stack needs to survive 10 seconds after the last block is stacked, so even if your stack isn't necessarily perfect, sometimes it only needs to be good enough.)
The game shows you the shapes to be stacked at the top of the screen, along with their relative sizes, so you can plan ahead, which is quite important. At the beginning of the game, you only have squares, but rectangles, triangles, and even circles will need to be incorporated into your stack as you pass through the 12 levels. There's no save feature, but all of the levels are pretty quick -- it shouldn't take you more than a couple of tries for any of them, except for the last level, which is a little annoying and not quite in the spirit of the rest of the game; it seems to require luck more than careful planning and positioning as in the rest of the levels.
Graphically, the game has a charming look (it also feels very Japanese; I don't know if that's accurate). Blocks which are resting stably will have content expressions on their faces, while blocks which are in danger of sliding off will look alarmed or horrified. There's not much in the way of sound effects, and the background music, while also rather charming, does get annoying eventually.
Overall, Super Stacker is a short game -- it will probably take you no more than 15 minutes, and it won't be a terribly difficult 15 minutes, either. While it's a cute concept, and not a badly-executed game, there's simply not quite enough puzzle in the game for it to really be engaging. It's fine if you just want to get a quick badge, but it's not a game you'll come back to again and again.
Super Stacker is a very cute, but very simple, puzzle game with a clever design, but not quite enough challenge to make it a really interesting game. In Super Stacker, you're given a bunch of shapes, and a few shapes fixed on the screen. Your objective is to stack all of the given shapes (in the order that they're given to you) on the currently-existing shapes so that they make a stable stack. (Or at least mostly stable -- your stack needs to survive 10 seconds after the last block is stacked, so even if your stack isn't necessarily perfect, sometimes it only needs to be good enough.)
The game shows you the shapes to be stacked at the top of the screen, along with their relative sizes, so you can plan ahead, which is quite important. At the beginning of the game, you only have squares, but rectangles, triangles, and even circles will need to be incorporated into your stack as you pass through the 12 levels. There's no save feature, but all of the levels are pretty quick -- it shouldn't take you more than a couple of tries for any of them, except for the last level, which is a little annoying and not quite in the spirit of the rest of the game; it seems to require luck more than careful planning and positioning as in the rest of the levels.
Graphically, the game has a charming look (it also feels very Japanese; I don't know if that's accurate). Blocks which are resting stably will have content expressions on their faces, while blocks which are in danger of sliding off will look alarmed or horrified. There's not much in the way of sound effects, and the background music, while also rather charming, does get annoying eventually.
Overall, Super Stacker is a short game -- it will probably take you no more than 15 minutes, and it won't be a terribly difficult 15 minutes, either. While it's a cute concept, and not a badly-executed game, there's simply not quite enough puzzle in the game for it to really be engaging. It's fine if you just want to get a quick badge, but it's not a game you'll come back to again and again.
Wednesday, December 24, 2008
Synapsis
Synapsis is a pretty standard point-and-click adventure puzzle. You're thrown into -- well, it's not clear where it is exactly; a set of connected rooms -- and your job is to escape by solving a bunch of puzzles. As is standard for the genre, various interactable objects are scattered around the landscape, and you can click on them to do various, hopefully useful, things.
The puzzles are, to be honest, not the strong point of this game. There's too much time spent hunting for objects (some of which are really small and inconspicuous) and not enough time thinking about how to use those objects -- indeed, most of the time, when you acquire an object, its purpose is immediately apparent; there's only a few exceptions. As a result, the game ended up being a little disappointing on the intellectual front.
Graphically, though, the game is very impressive -- the graphics are excellent, and the rooms, though each quite distinct, fit together well to create an overall unusual, disorienting atmosphere. The sound effects are also a cut above what you'd see in your typical Flash game; they definitely add to the general environment. There's also some background music which remains very much in the background, so while it contributes a little bit to the overall atmosphere, it's not something you'll really notice strongly. (Well, with the exception of the jaunty music for the ending sequence, which is really quite baffling. Then again, the game description implies that this is the first in a series, so perhaps we'll learn more later.)
Overall, Synapsis is not an easy game (at least if you don't avail yourself of the walkthrough, as we didn't), and the lack of a save feature is slightly annoying, since you may be best off playing it in more than one session (though once you've figured something out, it's pretty quick to get back to that point), so it was definitely a feeling of accomplishment to finish it. Still, while this is one of the finest-crafted Flash games I've seen on Kongregate, I can't help but feel that a little sharper attention paid to the puzzles would have made this a much better game.
Synapsis is a pretty standard point-and-click adventure puzzle. You're thrown into -- well, it's not clear where it is exactly; a set of connected rooms -- and your job is to escape by solving a bunch of puzzles. As is standard for the genre, various interactable objects are scattered around the landscape, and you can click on them to do various, hopefully useful, things.
The puzzles are, to be honest, not the strong point of this game. There's too much time spent hunting for objects (some of which are really small and inconspicuous) and not enough time thinking about how to use those objects -- indeed, most of the time, when you acquire an object, its purpose is immediately apparent; there's only a few exceptions. As a result, the game ended up being a little disappointing on the intellectual front.
Graphically, though, the game is very impressive -- the graphics are excellent, and the rooms, though each quite distinct, fit together well to create an overall unusual, disorienting atmosphere. The sound effects are also a cut above what you'd see in your typical Flash game; they definitely add to the general environment. There's also some background music which remains very much in the background, so while it contributes a little bit to the overall atmosphere, it's not something you'll really notice strongly. (Well, with the exception of the jaunty music for the ending sequence, which is really quite baffling. Then again, the game description implies that this is the first in a series, so perhaps we'll learn more later.)
Overall, Synapsis is not an easy game (at least if you don't avail yourself of the walkthrough, as we didn't), and the lack of a save feature is slightly annoying, since you may be best off playing it in more than one session (though once you've figured something out, it's pretty quick to get back to that point), so it was definitely a feeling of accomplishment to finish it. Still, while this is one of the finest-crafted Flash games I've seen on Kongregate, I can't help but feel that a little sharper attention paid to the puzzles would have made this a much better game.
Tuesday, December 23, 2008
Achievement Unlocked
Somewhat like You Have To Burn The Rope (review here), Achievement Unlocked is less of a game itself and more of a commentary on gaming. Designed by the prolific jmtb02, in Achievement Unlocked, you're presented with a simple playfield; your character is an elephant recycled from Elephant Rave, and he's on a pretty average platformer-looking layout with moving platforms and spikes and so forth. However, there's no goal in the game -- well, no goal in the traditional sense. There are, though, 100 achievements for doing actions from the very simple to the somewhat more complicated.
Anyway, the game is self-consciously silly -- you start racking up achievements from the moment the game is loaded, many without you even having to do anything. The graphics and sounds are pretty simple, while the music is relentlessly cheerful; it gives the game a bit of a circus atmosphere. This is one of the few games where not telling you what the achievements are is defensible -- most of them are pretty easy to figure out from the title, but there are a few tricky ones. Since one of the achievements is to look at the included walkthrough, though, I didn't feel too bad about using it to get the couple I couldn't figure out on my own.
Overall, Achievement Unlocked is good for a silly bit of fun. In some sense, the game is successful, if its goal is to point out how silly achievements in games can be. On the other hand, the achievements in this game are more interesting, varied, and well-thought-out than those in many other games, so it is actually a bit of fun. Perhaps the one departure from realism is that none of the achievements is particularly long or tedious -- you can get all of them without working too hard in less than ten minutes. This perhaps makes the game less realistic, but it also means it can keep being fun. So perhaps in that aspect it's not successful. Still, you'll have fun playing it.
Somewhat like You Have To Burn The Rope (review here), Achievement Unlocked is less of a game itself and more of a commentary on gaming. Designed by the prolific jmtb02, in Achievement Unlocked, you're presented with a simple playfield; your character is an elephant recycled from Elephant Rave, and he's on a pretty average platformer-looking layout with moving platforms and spikes and so forth. However, there's no goal in the game -- well, no goal in the traditional sense. There are, though, 100 achievements for doing actions from the very simple to the somewhat more complicated.
Anyway, the game is self-consciously silly -- you start racking up achievements from the moment the game is loaded, many without you even having to do anything. The graphics and sounds are pretty simple, while the music is relentlessly cheerful; it gives the game a bit of a circus atmosphere. This is one of the few games where not telling you what the achievements are is defensible -- most of them are pretty easy to figure out from the title, but there are a few tricky ones. Since one of the achievements is to look at the included walkthrough, though, I didn't feel too bad about using it to get the couple I couldn't figure out on my own.
Overall, Achievement Unlocked is good for a silly bit of fun. In some sense, the game is successful, if its goal is to point out how silly achievements in games can be. On the other hand, the achievements in this game are more interesting, varied, and well-thought-out than those in many other games, so it is actually a bit of fun. Perhaps the one departure from realism is that none of the achievements is particularly long or tedious -- you can get all of them without working too hard in less than ten minutes. This perhaps makes the game less realistic, but it also means it can keep being fun. So perhaps in that aspect it's not successful. Still, you'll have fun playing it.
Monday, December 22, 2008
Super Crazy Guitar Maniac Deluxe 3
When I first tried Super Crazy Guitar Maniac Deluxe 3, I was rapidly convinced that it was even more impossible than SCGMD2 (review here). However, once I finished SCGMD2, it was only a matter of time before I would feel compelled to finish the sequel as well, and so I put in a little more effort and finally emerged with another impossible badge. It's not substantially different from SCGMD2, but it's good fun. Anyway, if you're too lazy to read the SCGMD2 review, SCGMD3 is a pretty standard rhythm game: arrows and numbers come from the right side of the screen in time with the music, and you press them when they reach the target zone on the left. Your right hand handles the arrows, which you tap, while the left hand deals with the numbers, which are held for a given length of time.
In the comments section of both games, there is a perpetually running flamefest on whether SCGMD2 or 3 is harder and/or better. Like most Internet arguments, this is terribly stupid; the two games are, like I said, not terribly different; each is hard in its own way. To quickly run down the differences, the SCGMD3 interface is slightly different -- there's now four rows, so each arrow has its own row. This is nice. There are now four hold keys (which are 1-4 instead of ASD by default, although you can also use ASDF if you prefer), which doesn't really make a substantial difference. However, the four hold keys now appear on the rows, like the arrows, rather than between, like in SCGMD2. This means that the arrows sometimes lie on top of the hold bar, which makes it a little harder to read. This is kind of annoying. The interface now shows you how many correct and wrong notes you've hit so far, which is useful when you're going for a perfect. The biggest difference, though, is in the songs. SCGMD3 has a total of 14 songs, and there's no division between amateur and pro any more. The songs themselves are longer -- they're mostly in the 2-4 minute range, which inherently makes them harder. Some of the songs have up to 700 keypresses, which means that even if you have a 99.9% chance of getting any one key right, you still have less than a 50% chance of finishing the song perfectly. So simply from the length, the SCGMD3 songs are more difficult, especially since a lot of the songs have their hardest parts towards the end, which can be really annoying when you screw up after three minutes of perfect play. However, the keying seems to be a little bit easier -- the harder songs, especially, derive their difficulty more from having tricky rhythms than simply throwing a bunch of keys at you. As a result, while the songs can be difficult at first, you can get a lot better with practice faster than in SCGMD2 in general.
As for the quality of the songs, there are more real songs and fewer instrumentals than in SCGMD2. The songs are generally decent, if not great, although the vocals on the songs with vocals are uniformly pretty bad. (Which is not to say that all of the songs with vocals are bad -- indeed, some of them have quite interesting guitar parts -- it's just that the singing is quite mediocre.) The graphics are still very similar -- the crazy stickman is back, although now he floats horizontally when you reach the highest score multiplier; he's also now somewhat better animated, in that you can see him pluck the strings. The game also gives you some aural feedback when you hit a wrong note (which often had the effect of disconcerting me into missing the next few notes too). And, of course, the lag problems are about the same -- I thought that SCGMD3 was maybe a little better on this score, but I was really having trouble with one song (despite having chat muted), and then I switched to another mostly-empty room and immediately got perfect on that song and several others, so it seems that it can still be a big influence on whether you get perfect on a song.
Overall, SCGMD3 is, like SCGMD2, a pretty fun game. If I had to take a side on whether it was harder than its predecessor, I would have to conclude it's slightly easier, but that may just be a reflection of my skillset; I can pick up tricky rhythms more easily than quick key sequences. It is still by no means an easy game; the long songs, especially, you'll have to play through more than a couple of times when you're trying to perfect them. While none of the songs is an instant classic, none of them is terrible, either, and they're generally well chosen and the keying is interesting. If you like rhythm games, it's worth trying it out.
When I first tried Super Crazy Guitar Maniac Deluxe 3, I was rapidly convinced that it was even more impossible than SCGMD2 (review here). However, once I finished SCGMD2, it was only a matter of time before I would feel compelled to finish the sequel as well, and so I put in a little more effort and finally emerged with another impossible badge. It's not substantially different from SCGMD2, but it's good fun. Anyway, if you're too lazy to read the SCGMD2 review, SCGMD3 is a pretty standard rhythm game: arrows and numbers come from the right side of the screen in time with the music, and you press them when they reach the target zone on the left. Your right hand handles the arrows, which you tap, while the left hand deals with the numbers, which are held for a given length of time.
In the comments section of both games, there is a perpetually running flamefest on whether SCGMD2 or 3 is harder and/or better. Like most Internet arguments, this is terribly stupid; the two games are, like I said, not terribly different; each is hard in its own way. To quickly run down the differences, the SCGMD3 interface is slightly different -- there's now four rows, so each arrow has its own row. This is nice. There are now four hold keys (which are 1-4 instead of ASD by default, although you can also use ASDF if you prefer), which doesn't really make a substantial difference. However, the four hold keys now appear on the rows, like the arrows, rather than between, like in SCGMD2. This means that the arrows sometimes lie on top of the hold bar, which makes it a little harder to read. This is kind of annoying. The interface now shows you how many correct and wrong notes you've hit so far, which is useful when you're going for a perfect. The biggest difference, though, is in the songs. SCGMD3 has a total of 14 songs, and there's no division between amateur and pro any more. The songs themselves are longer -- they're mostly in the 2-4 minute range, which inherently makes them harder. Some of the songs have up to 700 keypresses, which means that even if you have a 99.9% chance of getting any one key right, you still have less than a 50% chance of finishing the song perfectly. So simply from the length, the SCGMD3 songs are more difficult, especially since a lot of the songs have their hardest parts towards the end, which can be really annoying when you screw up after three minutes of perfect play. However, the keying seems to be a little bit easier -- the harder songs, especially, derive their difficulty more from having tricky rhythms than simply throwing a bunch of keys at you. As a result, while the songs can be difficult at first, you can get a lot better with practice faster than in SCGMD2 in general.
As for the quality of the songs, there are more real songs and fewer instrumentals than in SCGMD2. The songs are generally decent, if not great, although the vocals on the songs with vocals are uniformly pretty bad. (Which is not to say that all of the songs with vocals are bad -- indeed, some of them have quite interesting guitar parts -- it's just that the singing is quite mediocre.) The graphics are still very similar -- the crazy stickman is back, although now he floats horizontally when you reach the highest score multiplier; he's also now somewhat better animated, in that you can see him pluck the strings. The game also gives you some aural feedback when you hit a wrong note (which often had the effect of disconcerting me into missing the next few notes too). And, of course, the lag problems are about the same -- I thought that SCGMD3 was maybe a little better on this score, but I was really having trouble with one song (despite having chat muted), and then I switched to another mostly-empty room and immediately got perfect on that song and several others, so it seems that it can still be a big influence on whether you get perfect on a song.
Overall, SCGMD3 is, like SCGMD2, a pretty fun game. If I had to take a side on whether it was harder than its predecessor, I would have to conclude it's slightly easier, but that may just be a reflection of my skillset; I can pick up tricky rhythms more easily than quick key sequences. It is still by no means an easy game; the long songs, especially, you'll have to play through more than a couple of times when you're trying to perfect them. While none of the songs is an instant classic, none of them is terrible, either, and they're generally well chosen and the keying is interesting. If you like rhythm games, it's worth trying it out.
Sunday, December 21, 2008
Kingdom of the Wind
Kingdom of the Wind is another game by Rudy Sudarto, the designer behind Epic War (review here), and apparently he decided it was a successful enough formula that he didn't need to change it very much, because Kingdom of the Wind is a very similar game. Frankly, I disagree with this -- by the end of the game, the formula here will feel very stale indeed, and it could really use a change of pace to make the game more interesting.
Anyway, so you have a floating castle you need to defend from a relentless enemy. You have mana, which you use to buy units. Your mana regenerates gradually over time, and killing enemy units also gives you more mana. In addition to units, you can spend money on upgrading your units' abilities, or on increasing your mana pool and regeneration rate. Unlike your typical game of this genre, there's no enemy side to destroy; rather, you just have to survive each level for a given amount of time. Usually, though, you reach a point of equilibrium at which you can easily survive indefinitely before you reach the end of the level, so there's often some twiddling of thumbs while you wait for the timer to finish. At the end of a level, you get XP for enemies defeated and units created which you can then use to buy various upgrades and unlock new units; unlike the similar upgrades you can buy in battle, these are permanent.
Like many games of this genre, one of the more annoying features is that you often spend a lot of time simply waiting for your mana to accumulate. (Unlike Epic War, there aren't even any arrows for you to shoot.) The behavior of the units is also not entirely understandable -- while I am glad to see a game of this type where the units don't simply advance in a line (the battlefield is pleasingly two-dimensional), sometimes your units will hang back towards your castle and sometimes your units will venture far forward to attack, and often what they do is the opposite of what you want them to do, and it's hard to tell why exactly they're doing one thing and not the other. (In the later levels, I found myself relying more heavily on turrets simply because I could count on them not to wander off.) One particularly unforgiveable design flaw is that buying the increased initial mana upgrade is actually harmful -- it means you'll have to pay more for every increase in the mana pool (and hence mana regeneration), which is really, really annoying.
The game is pretty tricky in the initial levels -- I died more than a couple of times in the first few levels -- but once you get the hang of the strategy, and have purchased some of the basic upgrades, the game becomes noticeably easier, so the last few levels are not particularly interesting. Fortunately, there's only eight levels in all, so the game doesn't take too long, but there's even still a lot of dead time toward the end of the game. The graphics are OK -- each unit is pretty nice-looking, but they're pretty small, and there's not anything in the way of attack animations; they just shoot colored balls at each other. The music is, much like Epic War, kind of stirring in a fantasy movie kind of way, but does get repetitive. The sound effects are pretty poor; they're just generic zapping noises and don't add very much to the game.
Overall, Kingdom of the Wind really needs something new to be an interesting game. It's not too long, so if you're just in it for the points (or challenge), it's not too bad, as long as you don't buy the increased initial mana upgrade, but the design is simply not interesting enough to make it an engaging game.
Kingdom of the Wind is another game by Rudy Sudarto, the designer behind Epic War (review here), and apparently he decided it was a successful enough formula that he didn't need to change it very much, because Kingdom of the Wind is a very similar game. Frankly, I disagree with this -- by the end of the game, the formula here will feel very stale indeed, and it could really use a change of pace to make the game more interesting.
Anyway, so you have a floating castle you need to defend from a relentless enemy. You have mana, which you use to buy units. Your mana regenerates gradually over time, and killing enemy units also gives you more mana. In addition to units, you can spend money on upgrading your units' abilities, or on increasing your mana pool and regeneration rate. Unlike your typical game of this genre, there's no enemy side to destroy; rather, you just have to survive each level for a given amount of time. Usually, though, you reach a point of equilibrium at which you can easily survive indefinitely before you reach the end of the level, so there's often some twiddling of thumbs while you wait for the timer to finish. At the end of a level, you get XP for enemies defeated and units created which you can then use to buy various upgrades and unlock new units; unlike the similar upgrades you can buy in battle, these are permanent.
Like many games of this genre, one of the more annoying features is that you often spend a lot of time simply waiting for your mana to accumulate. (Unlike Epic War, there aren't even any arrows for you to shoot.) The behavior of the units is also not entirely understandable -- while I am glad to see a game of this type where the units don't simply advance in a line (the battlefield is pleasingly two-dimensional), sometimes your units will hang back towards your castle and sometimes your units will venture far forward to attack, and often what they do is the opposite of what you want them to do, and it's hard to tell why exactly they're doing one thing and not the other. (In the later levels, I found myself relying more heavily on turrets simply because I could count on them not to wander off.) One particularly unforgiveable design flaw is that buying the increased initial mana upgrade is actually harmful -- it means you'll have to pay more for every increase in the mana pool (and hence mana regeneration), which is really, really annoying.
The game is pretty tricky in the initial levels -- I died more than a couple of times in the first few levels -- but once you get the hang of the strategy, and have purchased some of the basic upgrades, the game becomes noticeably easier, so the last few levels are not particularly interesting. Fortunately, there's only eight levels in all, so the game doesn't take too long, but there's even still a lot of dead time toward the end of the game. The graphics are OK -- each unit is pretty nice-looking, but they're pretty small, and there's not anything in the way of attack animations; they just shoot colored balls at each other. The music is, much like Epic War, kind of stirring in a fantasy movie kind of way, but does get repetitive. The sound effects are pretty poor; they're just generic zapping noises and don't add very much to the game.
Overall, Kingdom of the Wind really needs something new to be an interesting game. It's not too long, so if you're just in it for the points (or challenge), it's not too bad, as long as you don't buy the increased initial mana upgrade, but the design is simply not interesting enough to make it an engaging game.
Thursday, December 18, 2008
Super Crazy Guitar Maniac Deluxe 2
Those of you who know me know that I have a pretty strong compulsion to finish games, and the Kongregate badges only aggravate that compulsion. However, there are times when even I can resist this compulsion -- when I look at the game and decide that the ratio of effort to fun is simply too high for me to want to finish it. (Obvious examples, for instance, include Ring Pass Not and Papa's Pizzeria.) When I first tried Super Crazy Guitar Maniac Deluxe 2, I figured that it would fall into this category. It's not that I don't enjoy games of this type, but I'm just not very good at them, so I didn't think I would be able to finish it in any reasonable amount of time. So I made a fair amount of progress and put it aside without any intentions to finish. Well, a few months later, I decided to try it out again, picked up some more perfects, and, well, then I just had to finish it. So now I'm in possession of another impossible badge. Yay?
Anyway, SCGMD2 is a pretty typical rhythm game -- if you've played DDR, Guitar Hero, or something of that ilk, you'll find it pretty familiar. Notes come from the right side of the screen, and you have to press them when they reach the line at the left. The notes come in two forms: arrows, which are tapped (presumably by your right hand), and letters, which are held for a given duration (presumably by your left hand). There's no close in SCGMD2; either you get the note, or you don't. (The target area has a nonzero width, so there is some tolerance.) Getting many notes in a row increases your score multiplier, while missing a note decreases it. (Playing a wrong note doesn't decrease your multiplier, but does cost you points.) The interface is divided into two rows; up and right arrows appear on the top row, and down and left arrows appear on the bottom row, while the three different hold letters appear on the lines above, below, and between the rows. This allows for all of the keystrokes to be in a relatively compact space.
There's a total of eight amateur and ten pro songs, although some songs have both an amateur and a pro version, so there's actually only 14 different songs. Nearly all of the songs are instrumental -- in fact, there's only two songs with vocals (and, to be honest, the quality of the vocals ranges from mediocre to pretty awful, so I don't really mind their absence in the rest). They don't have the quality of songs you'd see in a Rock Band, being amateur music but most of them are pretty decent, although there are a couple of clunkers. There's kind of a large number of Nintendo remixes; while I like the music, of course, I can't help but feel that this is a little bit overdone -- overall, I found myself preferring the original tracks. The keying is generally pretty solid -- most of the time it feels well-matched to the music, although there are definitely times when it seems like the flow of the keys doesn't quite match the flow of the music. The songs range from about a minute to about two minutes, which is a good choice of lengths -- after all, there's nothing more frustrating than getting nearly all the way through a song and then screwing it up right near the end, and the short song lengths mean that no song is too tedious.
The graphics are pretty basic -- the interface is just arrows and letters, although you have a wide selection of guitars, which produce various effects when you hit a note. There's also a stickman playing at the bottom of the screen who gets more and more animated as you get better (when you're at the highest multiplier level, he's playing the guitar on fire), which is a cute little addition, if distracting. There's also an announcer who announces things like "You rock!" at opportune times, which I guess adds a bit to the game.
Now, for the one big problem, which I'm not sure whether to blame on the game or the Kongregate chat system. You see, when someone says something in the chat, it often causes the game (whatever it may be) to lag for a split second. For the vast majority of games, this doesn't matter, or is a minor inconvenience. In SCGMD2, it is death -- the lag is pretty much always enough to cause you to miss a keystroke (and if it's bad enough, it can even cause the arrows to bunch up downstream, which can confuse the heck out of you). You pretty much either have to mute the chat or play at some time like 3 am when no one is actually in chat. Even if you have the chat muted, the chat pane will occasionally update the list of people in the room and cause you to lag. It's really, really frustrating. It's my guess that there's plenty of blame to go around -- the Kongregate chat system doesn't always seem like the soundest, and I suspect it could probably be optimized, but I've played plenty of twitch-heavy games on Kongregate and this definitely seems to suffer the worst, so I wonder if there's not bad programming on both ends.
Overall, SCGMD2 is not an easy game. There are apparently people who find this kind of game a piece of cake, but I'm not one of them. (I do notice, however, that my performance varies substantially with the time of day -- there are definitely times when I'm better than others.) In order to get all the perfects, I had to put in a fair amount of practice; certainly less practice than I would have to if I were playing on a real guitar, which is slightly more complicated than four arrow keys and three letters, but definitely a nontrivial amount of time. Although, I suppose, if your goal is just to get the other badges, that can definitely be done in a more reasonable amount of time. Anyway, whether you like it really depends on how you feel about the genre. If you enjoy this kind of game, you'll find SCGMD2 a fine example of the genre; if you can't stand rhythm games, SCGMD2 isn't really the type of game that'll convert you. Still, I'd have to say I had fun despite the lag occasionally driving me crazy.
(A tip: If you're trying to get all perfects, you'll probably find Run 'n' Gun really, really annoying. For those sequences of left-right-left-right-etc., I kept trying to play them as eight notes and failing. I found that it's much easier to treat it as four pairs: in each pair, hit left-right in succession as quickly as you can, and aim to place the left on each beat. This allowed me to get through those segments much, much more reliably. Actually, the tolerance on the notes is such that you can actually hit left and right at the same time and still have them register, which is a lot easier on your hand, but it requires much more precision timing, so I would recommend the first method.)
Those of you who know me know that I have a pretty strong compulsion to finish games, and the Kongregate badges only aggravate that compulsion. However, there are times when even I can resist this compulsion -- when I look at the game and decide that the ratio of effort to fun is simply too high for me to want to finish it. (Obvious examples, for instance, include Ring Pass Not and Papa's Pizzeria.) When I first tried Super Crazy Guitar Maniac Deluxe 2, I figured that it would fall into this category. It's not that I don't enjoy games of this type, but I'm just not very good at them, so I didn't think I would be able to finish it in any reasonable amount of time. So I made a fair amount of progress and put it aside without any intentions to finish. Well, a few months later, I decided to try it out again, picked up some more perfects, and, well, then I just had to finish it. So now I'm in possession of another impossible badge. Yay?
Anyway, SCGMD2 is a pretty typical rhythm game -- if you've played DDR, Guitar Hero, or something of that ilk, you'll find it pretty familiar. Notes come from the right side of the screen, and you have to press them when they reach the line at the left. The notes come in two forms: arrows, which are tapped (presumably by your right hand), and letters, which are held for a given duration (presumably by your left hand). There's no close in SCGMD2; either you get the note, or you don't. (The target area has a nonzero width, so there is some tolerance.) Getting many notes in a row increases your score multiplier, while missing a note decreases it. (Playing a wrong note doesn't decrease your multiplier, but does cost you points.) The interface is divided into two rows; up and right arrows appear on the top row, and down and left arrows appear on the bottom row, while the three different hold letters appear on the lines above, below, and between the rows. This allows for all of the keystrokes to be in a relatively compact space.
There's a total of eight amateur and ten pro songs, although some songs have both an amateur and a pro version, so there's actually only 14 different songs. Nearly all of the songs are instrumental -- in fact, there's only two songs with vocals (and, to be honest, the quality of the vocals ranges from mediocre to pretty awful, so I don't really mind their absence in the rest). They don't have the quality of songs you'd see in a Rock Band, being amateur music but most of them are pretty decent, although there are a couple of clunkers. There's kind of a large number of Nintendo remixes; while I like the music, of course, I can't help but feel that this is a little bit overdone -- overall, I found myself preferring the original tracks. The keying is generally pretty solid -- most of the time it feels well-matched to the music, although there are definitely times when it seems like the flow of the keys doesn't quite match the flow of the music. The songs range from about a minute to about two minutes, which is a good choice of lengths -- after all, there's nothing more frustrating than getting nearly all the way through a song and then screwing it up right near the end, and the short song lengths mean that no song is too tedious.
The graphics are pretty basic -- the interface is just arrows and letters, although you have a wide selection of guitars, which produce various effects when you hit a note. There's also a stickman playing at the bottom of the screen who gets more and more animated as you get better (when you're at the highest multiplier level, he's playing the guitar on fire), which is a cute little addition, if distracting. There's also an announcer who announces things like "You rock!" at opportune times, which I guess adds a bit to the game.
Now, for the one big problem, which I'm not sure whether to blame on the game or the Kongregate chat system. You see, when someone says something in the chat, it often causes the game (whatever it may be) to lag for a split second. For the vast majority of games, this doesn't matter, or is a minor inconvenience. In SCGMD2, it is death -- the lag is pretty much always enough to cause you to miss a keystroke (and if it's bad enough, it can even cause the arrows to bunch up downstream, which can confuse the heck out of you). You pretty much either have to mute the chat or play at some time like 3 am when no one is actually in chat. Even if you have the chat muted, the chat pane will occasionally update the list of people in the room and cause you to lag. It's really, really frustrating. It's my guess that there's plenty of blame to go around -- the Kongregate chat system doesn't always seem like the soundest, and I suspect it could probably be optimized, but I've played plenty of twitch-heavy games on Kongregate and this definitely seems to suffer the worst, so I wonder if there's not bad programming on both ends.
Overall, SCGMD2 is not an easy game. There are apparently people who find this kind of game a piece of cake, but I'm not one of them. (I do notice, however, that my performance varies substantially with the time of day -- there are definitely times when I'm better than others.) In order to get all the perfects, I had to put in a fair amount of practice; certainly less practice than I would have to if I were playing on a real guitar, which is slightly more complicated than four arrow keys and three letters, but definitely a nontrivial amount of time. Although, I suppose, if your goal is just to get the other badges, that can definitely be done in a more reasonable amount of time. Anyway, whether you like it really depends on how you feel about the genre. If you enjoy this kind of game, you'll find SCGMD2 a fine example of the genre; if you can't stand rhythm games, SCGMD2 isn't really the type of game that'll convert you. Still, I'd have to say I had fun despite the lag occasionally driving me crazy.
(A tip: If you're trying to get all perfects, you'll probably find Run 'n' Gun really, really annoying. For those sequences of left-right-left-right-etc., I kept trying to play them as eight notes and failing. I found that it's much easier to treat it as four pairs: in each pair, hit left-right in succession as quickly as you can, and aim to place the left on each beat. This allowed me to get through those segments much, much more reliably. Actually, the tolerance on the notes is such that you can actually hit left and right at the same time and still have them register, which is a lot easier on your hand, but it requires much more precision timing, so I would recommend the first method.)
Wednesday, December 17, 2008
Casual Gameplay Escape
This review is going to be rather tricky to write, because Casual Gameplay Escape is one of those puzzle games where much of the puzzle is in figuring out what the actual puzzle is, so I'll try to write this without giving too much away.
In Casual Gameplay Escape, it's just you, a room, and eight puzzles. You're tossed into the room with extremely little in the way of introduction or explanation. Solving all eight puzzles will allow you to escape the room and win the game. Each of the eight puzzles is straightforward enough once you figure out the rules and objective, but since these are not given to you, figuring them out requires some clever logic and experimentation. (Indeed, a couple of the puzzles I'm still not quite precisely sure of the rules, but we figured them out well enough to make our way to the solution.)
Anyway, the quality of the puzzles is obviously the main yardstick for whether this is a good game or not, and the puzzles here are generally solid. Each of them requires a completely different way of thinking, and none of them is either too easy or too difficult. (Though the solution to one puzzle was perhaps slightly unfairly tricky.) The interface is pretty simple -- you don't need to do much maneuvering between the puzzles, though it's still a little more complex than just "select a puzzle and do it".
Graphically, the game is of high quality; both the drawings and the animation are solid. In the background is not quite music, rather just a loop of atmospheric sounds which lend a vaguely creepy air to the proceedings; it's effective atmosphere, at least. The sounds get a little repetitive, especially that one clunk that you get when you're clicking something (you'll see what I mean soon enough).
Overall, I'd say Casual Gameplay Escape is an excellent game. It kind of makes me sad that walkthroughs for this type of game are so easily available, because really the challenge is in figuring out everything yourself (which we did). It'll make you think, but in a good way. Give it a try.
This review is going to be rather tricky to write, because Casual Gameplay Escape is one of those puzzle games where much of the puzzle is in figuring out what the actual puzzle is, so I'll try to write this without giving too much away.
In Casual Gameplay Escape, it's just you, a room, and eight puzzles. You're tossed into the room with extremely little in the way of introduction or explanation. Solving all eight puzzles will allow you to escape the room and win the game. Each of the eight puzzles is straightforward enough once you figure out the rules and objective, but since these are not given to you, figuring them out requires some clever logic and experimentation. (Indeed, a couple of the puzzles I'm still not quite precisely sure of the rules, but we figured them out well enough to make our way to the solution.)
Anyway, the quality of the puzzles is obviously the main yardstick for whether this is a good game or not, and the puzzles here are generally solid. Each of them requires a completely different way of thinking, and none of them is either too easy or too difficult. (Though the solution to one puzzle was perhaps slightly unfairly tricky.) The interface is pretty simple -- you don't need to do much maneuvering between the puzzles, though it's still a little more complex than just "select a puzzle and do it".
Graphically, the game is of high quality; both the drawings and the animation are solid. In the background is not quite music, rather just a loop of atmospheric sounds which lend a vaguely creepy air to the proceedings; it's effective atmosphere, at least. The sounds get a little repetitive, especially that one clunk that you get when you're clicking something (you'll see what I mean soon enough).
Overall, I'd say Casual Gameplay Escape is an excellent game. It kind of makes me sad that walkthroughs for this type of game are so easily available, because really the challenge is in figuring out everything yourself (which we did). It'll make you think, but in a good way. Give it a try.
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