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.
Friday, January 09, 2009
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.
Tuesday, December 16, 2008
Factory Balls 2
Factory Balls 2 is, as you might be able to guess, a sequel to Factory Balls (review here). It's basically the same game, with a few welcome improvements, so I probably won't have too much to say.
As in the original, the basic task is to perform a series of transformations on a ball to get it to look like a given target. This most often consists of painting the ball, often after applying some kind of mask so that only part of the ball is painted, but there's still a fair number of operations available, some of them old (like that thing that I still haven't quite figured out what it is) and some new (you can now make Chia pet-like balls in some of the levels). None of the puzzles is particularly difficult, but a few may stump you for several minutes.
The game now has a total of 30 levels, and automatically saves your progress so you don't have to play it all in one sitting. Another welcome addition is the elimination of the lives system from the original -- now, if you run low on balls, balls that you toss into the recycle bin are actually recycled, so you don't need to worry about failing two-thirds of the way through. This was one of the more annoying features of the original, so I'm glad to see it gone. The graphics, sound, and music are all the same as in the original -- serviceable, if not great. (Although I notice this time around it's much more annoying in my headphones. I guess they accentuate the bass.) One small interface complaint, though, is that there are several operations that you'll often need to use several times in a row, and having to drag the ball to that circle five or six times in a row is a little tedious. If you could just click on the circle instead, it would be vastly simpler.
Anyway, there are some good puzzles in Factory Balls 2, and it's eliminated the things that annoyed me most about the original, so give it a try. You'll definitely appreciate the cleverness in some of the puzzles, and you'll definitely have to think at least a little bit, but it won't leave you frustrated.
Factory Balls 2 is, as you might be able to guess, a sequel to Factory Balls (review here). It's basically the same game, with a few welcome improvements, so I probably won't have too much to say.
As in the original, the basic task is to perform a series of transformations on a ball to get it to look like a given target. This most often consists of painting the ball, often after applying some kind of mask so that only part of the ball is painted, but there's still a fair number of operations available, some of them old (like that thing that I still haven't quite figured out what it is) and some new (you can now make Chia pet-like balls in some of the levels). None of the puzzles is particularly difficult, but a few may stump you for several minutes.
The game now has a total of 30 levels, and automatically saves your progress so you don't have to play it all in one sitting. Another welcome addition is the elimination of the lives system from the original -- now, if you run low on balls, balls that you toss into the recycle bin are actually recycled, so you don't need to worry about failing two-thirds of the way through. This was one of the more annoying features of the original, so I'm glad to see it gone. The graphics, sound, and music are all the same as in the original -- serviceable, if not great. (Although I notice this time around it's much more annoying in my headphones. I guess they accentuate the bass.) One small interface complaint, though, is that there are several operations that you'll often need to use several times in a row, and having to drag the ball to that circle five or six times in a row is a little tedious. If you could just click on the circle instead, it would be vastly simpler.
Anyway, there are some good puzzles in Factory Balls 2, and it's eliminated the things that annoyed me most about the original, so give it a try. You'll definitely appreciate the cleverness in some of the puzzles, and you'll definitely have to think at least a little bit, but it won't leave you frustrated.
Monday, December 15, 2008
Areas
So, way back in the third week of my writing these reviews, I mentioned that I was skipping Areas because I hadn't yet finished it. Little did I know that it would be more than six months before I finally did finish it. This is, as you can guess, not quite an endorsement of the game. It's a neat idea, but it drags on interminably, and the last several levels are annoyingly difficult, and not in a good way. So I played a bunch of levels, liked it, then got stuck and lost interest, and it was a while before I finally came back.
Part of the charm of Areas is figuring out how the game works, so this review is unfortunately going to be mildly spoilery; I'll try to keep it to a minimum. In fact, the game doesn't have any words at all -- the (minimal) help is entirely visual. Anyway, Areas is a shooter without clicking: your ship fires shots in the direction of the pointer when the pointer is close to the ship, and moves to the pointer when the pointer is far away. You fight in a circular arena, and your enemies are white circles which gradually grow. Shooting the enemy circles will cause them to shrink, and if you're persistent enough, eventually you'll destroy them. If you're crushed between the enemy circles, then you die; the goal for a level is simply to survive for a given amount of time. When an enemy circle is destroyed, it usually leaves behind a circular area (I don't know whether these or the enemy circles themselves are the areas that the title refers to). These have generally beneficial effects; most of them, when you stand inside them, will power up your shot in some way (triple shot, bigger shot, explosive shot, etc.), while some of them you shoot into to trigger some ability (repelling enemy circles, activating a laser, etc.). Needless to say, clever use of these powerups is pretty much critical to beating all but the simplest levels.
Now, the first problem with Areas is that there's 74 levels. That's simply way too long. The game could easily be 30 levels without losing anything except quite a bit of frustration and annoyance. Because the game has such a large number of levels, and because it likes to introduce a new powerup every couple of levels, the powerups, after a while, begin to suffer the same problem as Mega Man enemies: either they become completely ridiculous, or else they're just a slight variation on something that you've already seen before. There's only so much you can do. But what's really aggravating about the later levels is how random they are. The first problem you see right off the bat -- because the later levels get so large, you pretty much have to pick a direction to go in and hope you stumble across an enemy circle. If you happen to pick the wrong direction, then it's easy for an unseen circle to grow so large by the time you discover it that you're already doomed. Even if you happen to pick the right direction, there's often enough randomness in what powerups you can get on a given level (and enough variance in their quality) that if you happen to get a sucky powerup, you're also pretty much screwed. As a result, a fair number of the levels, including the last several, are far more about luck than skill, which is really no fun at all.
The graphics are pretty basic, as you might expect from the given theme, although the game does do a good job of distinguishing the different powerup areas. There's no sound, just kind of creepy background music, which is kind of endearing for a little while but eventually begins to decrease your sanity. The game generally runs smoothly, but often when a lot of the more complicated powerups are on the screen it can lag pretty badly.
Overall, if Areas were 30 levels, I'd be writing about how it's a nice variation on the standard shooter formula and manages to be a very interesting game despite its simplicity. At its current length, though, all those warm feelings generated by the beginning of the game evaporate into annoyance and frustration by the end of the game -- it just adds too much randomness to the basic formula. I suppose, then, I would recommend that you play this, but please, don't try to play the whole way through! It's an odd recommendation, but I think the best one in this case.
So, way back in the third week of my writing these reviews, I mentioned that I was skipping Areas because I hadn't yet finished it. Little did I know that it would be more than six months before I finally did finish it. This is, as you can guess, not quite an endorsement of the game. It's a neat idea, but it drags on interminably, and the last several levels are annoyingly difficult, and not in a good way. So I played a bunch of levels, liked it, then got stuck and lost interest, and it was a while before I finally came back.
Part of the charm of Areas is figuring out how the game works, so this review is unfortunately going to be mildly spoilery; I'll try to keep it to a minimum. In fact, the game doesn't have any words at all -- the (minimal) help is entirely visual. Anyway, Areas is a shooter without clicking: your ship fires shots in the direction of the pointer when the pointer is close to the ship, and moves to the pointer when the pointer is far away. You fight in a circular arena, and your enemies are white circles which gradually grow. Shooting the enemy circles will cause them to shrink, and if you're persistent enough, eventually you'll destroy them. If you're crushed between the enemy circles, then you die; the goal for a level is simply to survive for a given amount of time. When an enemy circle is destroyed, it usually leaves behind a circular area (I don't know whether these or the enemy circles themselves are the areas that the title refers to). These have generally beneficial effects; most of them, when you stand inside them, will power up your shot in some way (triple shot, bigger shot, explosive shot, etc.), while some of them you shoot into to trigger some ability (repelling enemy circles, activating a laser, etc.). Needless to say, clever use of these powerups is pretty much critical to beating all but the simplest levels.
Now, the first problem with Areas is that there's 74 levels. That's simply way too long. The game could easily be 30 levels without losing anything except quite a bit of frustration and annoyance. Because the game has such a large number of levels, and because it likes to introduce a new powerup every couple of levels, the powerups, after a while, begin to suffer the same problem as Mega Man enemies: either they become completely ridiculous, or else they're just a slight variation on something that you've already seen before. There's only so much you can do. But what's really aggravating about the later levels is how random they are. The first problem you see right off the bat -- because the later levels get so large, you pretty much have to pick a direction to go in and hope you stumble across an enemy circle. If you happen to pick the wrong direction, then it's easy for an unseen circle to grow so large by the time you discover it that you're already doomed. Even if you happen to pick the right direction, there's often enough randomness in what powerups you can get on a given level (and enough variance in their quality) that if you happen to get a sucky powerup, you're also pretty much screwed. As a result, a fair number of the levels, including the last several, are far more about luck than skill, which is really no fun at all.
The graphics are pretty basic, as you might expect from the given theme, although the game does do a good job of distinguishing the different powerup areas. There's no sound, just kind of creepy background music, which is kind of endearing for a little while but eventually begins to decrease your sanity. The game generally runs smoothly, but often when a lot of the more complicated powerups are on the screen it can lag pretty badly.
Overall, if Areas were 30 levels, I'd be writing about how it's a nice variation on the standard shooter formula and manages to be a very interesting game despite its simplicity. At its current length, though, all those warm feelings generated by the beginning of the game evaporate into annoyance and frustration by the end of the game -- it just adds too much randomness to the basic formula. I suppose, then, I would recommend that you play this, but please, don't try to play the whole way through! It's an odd recommendation, but I think the best one in this case.
Sunday, December 14, 2008
The Majesty of Colors
The Majesty of Colors is almost more art project than game. As a game, it's very simple, but it's beautifully done and will engage you with its interesting, if brief, story in a way that most Flash games don't.
In the game, you play a sea monster-like creature experiencing an awakening and its first encounter with humans. The controls are very simple -- just click on something to interact with or move it. The game is nonlinear; depending on whether you are friendly or hostile towards the humans at your various opportunities, you can end up in one of five different endings. The game, however, is very short -- you have only a few decisions to make over the course of the game, and can easily play through once in just a few minutes. Finding all of the endings might be a bit trickier, but it's not particularly difficult.
The graphics are in the retro-pixelated style that seems to be in vogue at the moment. To be honest, I don't think this adds particularly much to the game in this case; it just seems to be kind of a fad. The sounds are simple, but they add a kind of nice atmosphere; there's no background music, though. The writing is good, perhaps even a little unnecessarily florid (I think this is the first time I've seen the word "squamous" not describing a cell), but it complements the story well.
Overall, The Majesty of Colors is too short and simple to be a great game viewed as simply a game, but as a short story it's kind of a fun read. It's a nice, quiet, contemplative alternative to your typical frenzied Flash game.
The Majesty of Colors is almost more art project than game. As a game, it's very simple, but it's beautifully done and will engage you with its interesting, if brief, story in a way that most Flash games don't.
In the game, you play a sea monster-like creature experiencing an awakening and its first encounter with humans. The controls are very simple -- just click on something to interact with or move it. The game is nonlinear; depending on whether you are friendly or hostile towards the humans at your various opportunities, you can end up in one of five different endings. The game, however, is very short -- you have only a few decisions to make over the course of the game, and can easily play through once in just a few minutes. Finding all of the endings might be a bit trickier, but it's not particularly difficult.
The graphics are in the retro-pixelated style that seems to be in vogue at the moment. To be honest, I don't think this adds particularly much to the game in this case; it just seems to be kind of a fad. The sounds are simple, but they add a kind of nice atmosphere; there's no background music, though. The writing is good, perhaps even a little unnecessarily florid (I think this is the first time I've seen the word "squamous" not describing a cell), but it complements the story well.
Overall, The Majesty of Colors is too short and simple to be a great game viewed as simply a game, but as a short story it's kind of a fun read. It's a nice, quiet, contemplative alternative to your typical frenzied Flash game.
Saturday, December 13, 2008
Sproing!
Sproing is a game from the older days of Kongregate. It's got a cute little concept, but it's not very well polished, and probably today it wouldn't even get a badge. Actually, I'm going to take a minute to talk about this. When I first started playing on Kongregate, it seemed like it was in the middle of a transition. Games still got badges whenever the Kongregate staff got around to adding them, so while there were still the weekly challenges, badges could be added at any time, and the weekly challenges would as often go to a game that already had badges as one that was just getting badges. Furthermore, pretty much any game which was decent and had a functioning API would get badges eventually. Now, however, it seems like new badges are almost always awarded in conjunction with a challenge. So even though the challenges are biweekly now, a game has to be more than just decent to get badges -- there are plenty of good, interesting games which just don't quite manage to beat out the games selected for challenges and never get badges or have to wait a very long time for badges. I'm not sure I like this new system -- obviously, I'm glad for Kongregate's generally higher quality, but it also seems like a lot of interesting but not so well-crafted ideas can get lost in the shuffle, efforts like Buried Treasure Week notwithstanding.
(Of course, in the time between when I started this post and when I finished, Kongregate added badges not associated with a challenge to three more games. They'd done this once since the beginning of November, with Meat Boy, and all of a sudden they do this at precisely the wrong time for my rant. Bah.)
Anyway, so, Sproing. In Sproing, you control a small ball with a larger ball attached to it by a spring, which you can swing around, much like Elastic (review here). The playfield contains green balls, which you are trying to destroy, and non-green balls, which will hurt you on contact. To destroy the green balls, swing your ball into them. It has to be at a relatively high velocity; otherwise, the green ball will bounce off in a different direction. The game contains 30 levels; most of the levels just contain different formations of green balls and enemy balls, but every sixth level is a boss. The bosses shoot at you, and you have to hit them multiple times to destroy them; because you still have to whack them, it's extremely difficult to defeat the bosses without taking some damage in the process. Various helpful items also occasionally drift onto the playfield. You only have one life, but you do get health-replenishment items from time to time.
The graphics are very simple -- just colored circles, basically. The sound effects are OK; the music is, not to put too fine a point on it, awful -- it's terrible and repetitive. The level design is pretty solid; each level has its own little quirks. One peculiar thing is that in order to get the hard badge, you don't have to actually beat the game, just reach level 30. I thought this was a bug when I first got the badge, and so I went ahead and beat the game (which was actually much harder than just reaching level 30, since it's quite difficult), and then I read the badge text more carefully and discovered that, in fact, it was not a bug. Still, I was kind of glad to have beaten the game.
Anyway, Sproing is the kind of game that probably wouldn't get recognized by Kongregate today. It is very simple in its presentation, and it's not a particularly complicated or sophisticated game. Still, it isn't a bad way to spend a few minutes; while I wouldn't call it a great game, it's a solid gameplay idea. While I wouldn't say that everyone should be forced to play the game, it would be nice if there were a way to give games like this a little bit more attention.
Sproing is a game from the older days of Kongregate. It's got a cute little concept, but it's not very well polished, and probably today it wouldn't even get a badge. Actually, I'm going to take a minute to talk about this. When I first started playing on Kongregate, it seemed like it was in the middle of a transition. Games still got badges whenever the Kongregate staff got around to adding them, so while there were still the weekly challenges, badges could be added at any time, and the weekly challenges would as often go to a game that already had badges as one that was just getting badges. Furthermore, pretty much any game which was decent and had a functioning API would get badges eventually. Now, however, it seems like new badges are almost always awarded in conjunction with a challenge. So even though the challenges are biweekly now, a game has to be more than just decent to get badges -- there are plenty of good, interesting games which just don't quite manage to beat out the games selected for challenges and never get badges or have to wait a very long time for badges. I'm not sure I like this new system -- obviously, I'm glad for Kongregate's generally higher quality, but it also seems like a lot of interesting but not so well-crafted ideas can get lost in the shuffle, efforts like Buried Treasure Week notwithstanding.
(Of course, in the time between when I started this post and when I finished, Kongregate added badges not associated with a challenge to three more games. They'd done this once since the beginning of November, with Meat Boy, and all of a sudden they do this at precisely the wrong time for my rant. Bah.)
Anyway, so, Sproing. In Sproing, you control a small ball with a larger ball attached to it by a spring, which you can swing around, much like Elastic (review here). The playfield contains green balls, which you are trying to destroy, and non-green balls, which will hurt you on contact. To destroy the green balls, swing your ball into them. It has to be at a relatively high velocity; otherwise, the green ball will bounce off in a different direction. The game contains 30 levels; most of the levels just contain different formations of green balls and enemy balls, but every sixth level is a boss. The bosses shoot at you, and you have to hit them multiple times to destroy them; because you still have to whack them, it's extremely difficult to defeat the bosses without taking some damage in the process. Various helpful items also occasionally drift onto the playfield. You only have one life, but you do get health-replenishment items from time to time.
The graphics are very simple -- just colored circles, basically. The sound effects are OK; the music is, not to put too fine a point on it, awful -- it's terrible and repetitive. The level design is pretty solid; each level has its own little quirks. One peculiar thing is that in order to get the hard badge, you don't have to actually beat the game, just reach level 30. I thought this was a bug when I first got the badge, and so I went ahead and beat the game (which was actually much harder than just reaching level 30, since it's quite difficult), and then I read the badge text more carefully and discovered that, in fact, it was not a bug. Still, I was kind of glad to have beaten the game.
Anyway, Sproing is the kind of game that probably wouldn't get recognized by Kongregate today. It is very simple in its presentation, and it's not a particularly complicated or sophisticated game. Still, it isn't a bad way to spend a few minutes; while I wouldn't call it a great game, it's a solid gameplay idea. While I wouldn't say that everyone should be forced to play the game, it would be nice if there were a way to give games like this a little bit more attention.
Friday, December 12, 2008
SeppuKuties
At first glance, SeppuKuties looks a lot like Lemmings...you have cute creatures trying to get from point A to point B, and sometimes, some of them may perish; indeed, sometimes some of them need to perish for the greater good. Sounds pretty similar, right? But, in fact, SeppuKuties is pretty much an entirely different game. It's another game by Antony Lavelle (creator of the SHIFT series, as well as Shore Siege -- oh, and I recently discovered that he's also behind the IndestructoTank series, which I was completely unaware of before), and has many of the hallmarks of his games -- it's a clever concept, it's entertaining without being too long, and the level design is solid.
So the basic premise is that you are a band of ragtag but adorable creatures forced by deforestation and other nasty things to traverse a series of hazardous levels in order to reach Paradise Meadows. In each level, your goal is to reach the Golden Acorn. The action is pretty standard platforming fare -- jump across pits of spikes and lava, collect keys to open doors, that kind of thing -- but the twist is that your characters occasionally have no choice but to meet their demise. When one of your band perishes, you start with another animal, who can pick up where your last one left off. Sometimes you'll have to sacrifice yourself to get important items (e.g., bravely leaping into lava to get a key), while sometimes your corpse can serve as a useful stepping-stone for your comrades. However, your band only starts out with 30 animals, and it only gets smaller as you progress through the levels, so you can't be too reckless in throwing your creatures' lives away.
Anyway, that's about all there is. There's five worlds, each with four levels, and one final level. In each level, you're graded by how many deaths you suffer (compared to a par), and how many acorns scattered around the level you can collect. If your goal is to just beat the game, then this is pretty easy, but getting a high grade on all the levels or beating the game with only a few deaths are more difficult tasks that can keep you occupied for a while.
Overall, the level design is very sharp; there's lots of clever puzzles, and the levels do a good job of being relatively easy if you're willing to sacrifice a lot of cute, cuddly, adorable creatures, but much harder if you're trying to save as many animals as possible. The physics is pretty good, although occasionally it does seem to be a little loose; this doesn't really harm the gameplay (and indeed may help), so it's forgivable. The graphics are pretty good -- they're nicely decorated for a basic 2D platformer, and the animals are cute (maybe a little too cute, even...). The sound effects are pretty basic, but the music is very nice, and gets bonus points for there being a different theme for each of the five worlds, so you don't get completely sick of it. Yay!
Anyway, SeppuKuties is, overall, quite a bit of fun to play. It's a clever concept, and a well-implemented one. Like SHIFT, it does a good job of making you wish there were a few more levels you could play (unlike the scores of Kongregate games that make me wish there were fewer levels I had to play), and while it's not too difficult by itself, it offers enough added challenge to make you feel it's not a complete pushover. It's not a long game, but you should enjoy playing it.
At first glance, SeppuKuties looks a lot like Lemmings...you have cute creatures trying to get from point A to point B, and sometimes, some of them may perish; indeed, sometimes some of them need to perish for the greater good. Sounds pretty similar, right? But, in fact, SeppuKuties is pretty much an entirely different game. It's another game by Antony Lavelle (creator of the SHIFT series, as well as Shore Siege -- oh, and I recently discovered that he's also behind the IndestructoTank series, which I was completely unaware of before), and has many of the hallmarks of his games -- it's a clever concept, it's entertaining without being too long, and the level design is solid.
So the basic premise is that you are a band of ragtag but adorable creatures forced by deforestation and other nasty things to traverse a series of hazardous levels in order to reach Paradise Meadows. In each level, your goal is to reach the Golden Acorn. The action is pretty standard platforming fare -- jump across pits of spikes and lava, collect keys to open doors, that kind of thing -- but the twist is that your characters occasionally have no choice but to meet their demise. When one of your band perishes, you start with another animal, who can pick up where your last one left off. Sometimes you'll have to sacrifice yourself to get important items (e.g., bravely leaping into lava to get a key), while sometimes your corpse can serve as a useful stepping-stone for your comrades. However, your band only starts out with 30 animals, and it only gets smaller as you progress through the levels, so you can't be too reckless in throwing your creatures' lives away.
Anyway, that's about all there is. There's five worlds, each with four levels, and one final level. In each level, you're graded by how many deaths you suffer (compared to a par), and how many acorns scattered around the level you can collect. If your goal is to just beat the game, then this is pretty easy, but getting a high grade on all the levels or beating the game with only a few deaths are more difficult tasks that can keep you occupied for a while.
Overall, the level design is very sharp; there's lots of clever puzzles, and the levels do a good job of being relatively easy if you're willing to sacrifice a lot of cute, cuddly, adorable creatures, but much harder if you're trying to save as many animals as possible. The physics is pretty good, although occasionally it does seem to be a little loose; this doesn't really harm the gameplay (and indeed may help), so it's forgivable. The graphics are pretty good -- they're nicely decorated for a basic 2D platformer, and the animals are cute (maybe a little too cute, even...). The sound effects are pretty basic, but the music is very nice, and gets bonus points for there being a different theme for each of the five worlds, so you don't get completely sick of it. Yay!
Anyway, SeppuKuties is, overall, quite a bit of fun to play. It's a clever concept, and a well-implemented one. Like SHIFT, it does a good job of making you wish there were a few more levels you could play (unlike the scores of Kongregate games that make me wish there were fewer levels I had to play), and while it's not too difficult by itself, it offers enough added challenge to make you feel it's not a complete pushover. It's not a long game, but you should enjoy playing it.
Thursday, December 11, 2008
Nodes
Nodes is a pretty uninspired puzzle game. Well, it's actually not a bad idea, but the implementation is pretty poor. With better level design and some less annoying features, it could be a decent game, but as it is, it's not so great. And, just for the record, I played the game (and developed these opinions) before noticing that it's by the same developer as Draw-Play 2 (review here), which might explain it. It's nowhere near as unpleasant as Draw-Play 2, fortunately, but it does have some of the same problems.
Anyway, the premise of the game is very simple. You have some red nodes, and lasers connecting the nodes. There are also some circles on the board (which the game also calls "nodes" sometime, confusingly enough, so I'll just call them "circles"). Your object is to position the nodes so that the lasers light up all of the circles. Some levels feature nodes which can't be moved, but generally you can move everything freely.
The fundamental problem with Nodes is that the puzzles just aren't very interesting. There's nothing which requires a lot of cleverness, or particularly careful thinking, or indeed is very difficult at all -- if one of the puzzles takes you longer than a minute, you're probably doing something horribly wrong. The game doesn't have a save feature, annoyingly, so you'll have to complete all 20 levels in one go, but fortunately this still won't take you very long. There's also a normal and a hard mode; the only difference that I can see in the hard mode is that you have a time limit of 60 seconds for each level, which, as I mentioned earlier, shouldn't be a problem. Fortunately, you only have to do normal mode to get the badge.
The graphics are OK, but nothing special. The music is really quite irritating; it's maybe a 20-second loop at most, and it's a very annoying 20 seconds. The sound effects also kind of grate. Overall, with better design Nodes could be a decent game, but as it is, it's just not particularly much fun to play.
Nodes is a pretty uninspired puzzle game. Well, it's actually not a bad idea, but the implementation is pretty poor. With better level design and some less annoying features, it could be a decent game, but as it is, it's not so great. And, just for the record, I played the game (and developed these opinions) before noticing that it's by the same developer as Draw-Play 2 (review here), which might explain it. It's nowhere near as unpleasant as Draw-Play 2, fortunately, but it does have some of the same problems.
Anyway, the premise of the game is very simple. You have some red nodes, and lasers connecting the nodes. There are also some circles on the board (which the game also calls "nodes" sometime, confusingly enough, so I'll just call them "circles"). Your object is to position the nodes so that the lasers light up all of the circles. Some levels feature nodes which can't be moved, but generally you can move everything freely.
The fundamental problem with Nodes is that the puzzles just aren't very interesting. There's nothing which requires a lot of cleverness, or particularly careful thinking, or indeed is very difficult at all -- if one of the puzzles takes you longer than a minute, you're probably doing something horribly wrong. The game doesn't have a save feature, annoyingly, so you'll have to complete all 20 levels in one go, but fortunately this still won't take you very long. There's also a normal and a hard mode; the only difference that I can see in the hard mode is that you have a time limit of 60 seconds for each level, which, as I mentioned earlier, shouldn't be a problem. Fortunately, you only have to do normal mode to get the badge.
The graphics are OK, but nothing special. The music is really quite irritating; it's maybe a 20-second loop at most, and it's a very annoying 20 seconds. The sound effects also kind of grate. Overall, with better design Nodes could be a decent game, but as it is, it's just not particularly much fun to play.
Wednesday, December 10, 2008
Mud and Blood 2
Mud and Blood 2 is one of the more polarizing games on Kongregate that I've seen. When it first came out, it was wildly popular despite not having badges, and when it finally did get badges, it got another wave of popularity that seemed to last much longer than your typical new-challenge-game popularity. (Admittedly, this impression may be enhanced by the game that it lends itself very well to talking in chat while you're playing it, since there's plenty of waiting time.) Despite all of that, though, it's still not very highly rated on Kongregate, and it's not hard to see why: while it's initially a very interesting and entertaining game, eventually the flaws in the game become clear.
Anyway, MaB2 is, in many ways, a pretty typical action strategy game. Your object is to prevent the Germans from making it from the top of the screen to the bottom of the screen; as time goes on, you get Tactical Points, which you can spend acquiring new units, building fortifications or other structures, ordering various forms of support, or upgrading your existing units. Your object is to hold out as long as possible against increasingly difficult waves; once a certain number of Germans have broken through your position, you have been overrun and are defeated. You can move units from one place to another just by clicking, but your units are often not always willing to follow your orders immediately; they're often pinned down or already engaging a target and won't want to move.
The first thing you notice about MaB2 is that there are a lot of options. There's 15 different unit types and a whole bunch more upgrades, structures, and support you have available, and every single one of them has a button on the main screen. This is really quite overwhelming to the newbie -- it would make a lot more sense to organize the options a bit better. For instance, the upgrade buttons probably would be better attached to a unit, rather than with the rest of the buttons, and some way to dim or hide buttons which represent options not currently available to you would also be a good idea. However, to the game's credit, it does a generally good job balancing units -- while some units are obviously not quite as good as others, there are apparently many viable strategies; some people swear by spec ops, others by snipers, and so forth, so it's good that there are many different ways to do well. (There are also, as you might expect, many different ways to get yourself completely killed.) However, even after you've played the game for a while (I played long enough to get the badges, which was pretty long, but there are many people who have tried to get all of the ribbons in the game, which requires a lot of effort), you may find that there are just certain options that you end up never using.
Despite the range of tactical options (or perhaps because of the range; it does make it a lot easier to end up with a poor strategy, after all), MaB2 is a very challenging game. (Actually, the more I think about it, the more likely I think it is that the range of options makes the game more difficult. The game doesn't always do a good job elucidating the strengths and weaknesses of your various choices, so you don't always know whether your Tactical Points have been well-spent until you actually send the unit in, and if it turns out that they weren't, you're often in deep trouble.) Even when you have what you think is a pretty good defense set up, oftentimes you just can't get enough firepower to kill all the Germans before some of them sneak through your lines. And it's not infrequent that they'll simply overrun you before you can get a good defense set up. This is not helped by the fact that there seems to be a large amount of randomness in the waves -- while generally they're pretty predictable, you also get "boss waves" from time to time which can be quite unpredictable, and quite devastating if they come at the wrong time. There's also a lot of waiting in the game -- since you accumulate Tactical Points relatively slowly, you'll often find yourself waiting to get that one last TP so you can get the one unit you desperately need (often, only to find that it's a little too late).
The graphics are pretty good, though relatively small. There's a wide range of sounds in the game, although they don't quite all fit together perfectly and sometimes they can get a bit repetitive. Still, they don't do a bad job. There's not continuous background music, but there are occasional musical cues at the beginning of levels and when boss waves arrive. The game is also subject to change -- for instance, when I first tried the game, there was no way to tell how many waves you had survived, but a wave counter was added a few days after the badges were added. This is good, but apparently also new units are occasionally added, which kind of bugs me; I believe that games should be (relatively) static once they've been released. Bug fixes or balance fixes are fine, of course, but major changes like this don't seem quite right.
Overall, while there's a lot of interesting things about MaB2, eventually the negatives begin to win out. You end up waiting too long to get TPs, which means that you just don't have too much to do; no matter how well set up your defense is, a lucky enemy shot can do a lot of damage; and sometimes, your guys just won't shoot at the enemies enough to prevent them from successfully crossing your lines. It's an entertaining game to play for a while, but ultimately it ends up being a little too frustrating to enjoy completely.
Mud and Blood 2 is one of the more polarizing games on Kongregate that I've seen. When it first came out, it was wildly popular despite not having badges, and when it finally did get badges, it got another wave of popularity that seemed to last much longer than your typical new-challenge-game popularity. (Admittedly, this impression may be enhanced by the game that it lends itself very well to talking in chat while you're playing it, since there's plenty of waiting time.) Despite all of that, though, it's still not very highly rated on Kongregate, and it's not hard to see why: while it's initially a very interesting and entertaining game, eventually the flaws in the game become clear.
Anyway, MaB2 is, in many ways, a pretty typical action strategy game. Your object is to prevent the Germans from making it from the top of the screen to the bottom of the screen; as time goes on, you get Tactical Points, which you can spend acquiring new units, building fortifications or other structures, ordering various forms of support, or upgrading your existing units. Your object is to hold out as long as possible against increasingly difficult waves; once a certain number of Germans have broken through your position, you have been overrun and are defeated. You can move units from one place to another just by clicking, but your units are often not always willing to follow your orders immediately; they're often pinned down or already engaging a target and won't want to move.
The first thing you notice about MaB2 is that there are a lot of options. There's 15 different unit types and a whole bunch more upgrades, structures, and support you have available, and every single one of them has a button on the main screen. This is really quite overwhelming to the newbie -- it would make a lot more sense to organize the options a bit better. For instance, the upgrade buttons probably would be better attached to a unit, rather than with the rest of the buttons, and some way to dim or hide buttons which represent options not currently available to you would also be a good idea. However, to the game's credit, it does a generally good job balancing units -- while some units are obviously not quite as good as others, there are apparently many viable strategies; some people swear by spec ops, others by snipers, and so forth, so it's good that there are many different ways to do well. (There are also, as you might expect, many different ways to get yourself completely killed.) However, even after you've played the game for a while (I played long enough to get the badges, which was pretty long, but there are many people who have tried to get all of the ribbons in the game, which requires a lot of effort), you may find that there are just certain options that you end up never using.
Despite the range of tactical options (or perhaps because of the range; it does make it a lot easier to end up with a poor strategy, after all), MaB2 is a very challenging game. (Actually, the more I think about it, the more likely I think it is that the range of options makes the game more difficult. The game doesn't always do a good job elucidating the strengths and weaknesses of your various choices, so you don't always know whether your Tactical Points have been well-spent until you actually send the unit in, and if it turns out that they weren't, you're often in deep trouble.) Even when you have what you think is a pretty good defense set up, oftentimes you just can't get enough firepower to kill all the Germans before some of them sneak through your lines. And it's not infrequent that they'll simply overrun you before you can get a good defense set up. This is not helped by the fact that there seems to be a large amount of randomness in the waves -- while generally they're pretty predictable, you also get "boss waves" from time to time which can be quite unpredictable, and quite devastating if they come at the wrong time. There's also a lot of waiting in the game -- since you accumulate Tactical Points relatively slowly, you'll often find yourself waiting to get that one last TP so you can get the one unit you desperately need (often, only to find that it's a little too late).
The graphics are pretty good, though relatively small. There's a wide range of sounds in the game, although they don't quite all fit together perfectly and sometimes they can get a bit repetitive. Still, they don't do a bad job. There's not continuous background music, but there are occasional musical cues at the beginning of levels and when boss waves arrive. The game is also subject to change -- for instance, when I first tried the game, there was no way to tell how many waves you had survived, but a wave counter was added a few days after the badges were added. This is good, but apparently also new units are occasionally added, which kind of bugs me; I believe that games should be (relatively) static once they've been released. Bug fixes or balance fixes are fine, of course, but major changes like this don't seem quite right.
Overall, while there's a lot of interesting things about MaB2, eventually the negatives begin to win out. You end up waiting too long to get TPs, which means that you just don't have too much to do; no matter how well set up your defense is, a lucky enemy shot can do a lot of damage; and sometimes, your guys just won't shoot at the enemies enough to prevent them from successfully crossing your lines. It's an entertaining game to play for a while, but ultimately it ends up being a little too frustrating to enjoy completely.
Tuesday, December 09, 2008
Rage 3
Rage 3 is a pretty straightforward stick figure beat-'em-up, which is apparently a pretty popular genre on Kongregate. Fortunately, it's significantly better than the last game of that type that I played, Thing-Thing 2 (review here), but it's still not the world's most exciting formula.
So, you're a stick figure, and you're angry at other stick figures, for some unspecified reason. You go around and beat them up with either a variety of melee weapons (mostly variations on a sword) or a variety of guns (which I ended up almost never using, because I didn't need to). As you beat people up, your rage meter fills; once it reaches 100, you can unleash various rage attacks. That's pretty much it. Defeated enemies drop brightly-colored spheres which can recover your health or increase your XP; as you level up, your rage power gains more abilities.
In Adventure mode, you progress through four different levels, featuring the obligatory keys, locked gates, more weapons to collect, and so forth; at the end of the level, you fight a relatively simple boss. The locks and keys tend to slow down the pace of the game -- the first time through, there's plenty of enemies to beat up, but when you're crossing the level a second time in search of a key (or after having obtained the key), there's not much to do, which makes the level kind of boring. It would be much more interesting if there weren't these dead spots. The game is thoughtful enough to tell you what a key does when you pick it up, so at least you know where to go. However, a truly terrible design element is the presence of gates that you have to be a certain level to pass -- this requires you to do some mindless grinding in order to beat the game, which is not what I'm looking for in a fast-paced beat-'em-up! There's also Arcade mode, which is just a never-ending succession of enemies, which is a good place to level up if you need to but not really exciting beyond that. Oddly, the game doesn't autosave; you have to go back to the main menu and choose to save yourself in order to save your progress, which I'm sure can be quite annoying if you forget (fortunately, I didn't).
The animation is not bad; it's smooth, and there's a fair amount of variation, but pretty simplistic -- for instance, when you're fighting an enemy at close quarters, there's no change in the moves that you use. The graphics are, well, stick figures, though the various maces, swords, and other weapons are lovingly rendered. The sounds are pretty much your standard assortment of hitting noises. The music is not terribly exciting, but it's a good background which adds a bit to the game without being horribly repetitive.
The game is extremely easy -- at least, if you're playing on the easy difficulty level, which is apparently the default, as I discovered halfway through. By then, I didn't really want to bother trying at a higher difficulty, so I finished the game without any major difficulty. I'm not a big fan of games not asking you for the difficulty, so I was a little annoyed by this decision. Overall, Rage 3 isn't a bad game if you're just looking for some mindless bashing/stabbing/shooting action, but don't expect very much more than that. It's good for a few minutes of silly fun, but isn't the kind of game you'll want to play again and again.
Rage 3 is a pretty straightforward stick figure beat-'em-up, which is apparently a pretty popular genre on Kongregate. Fortunately, it's significantly better than the last game of that type that I played, Thing-Thing 2 (review here), but it's still not the world's most exciting formula.
So, you're a stick figure, and you're angry at other stick figures, for some unspecified reason. You go around and beat them up with either a variety of melee weapons (mostly variations on a sword) or a variety of guns (which I ended up almost never using, because I didn't need to). As you beat people up, your rage meter fills; once it reaches 100, you can unleash various rage attacks. That's pretty much it. Defeated enemies drop brightly-colored spheres which can recover your health or increase your XP; as you level up, your rage power gains more abilities.
In Adventure mode, you progress through four different levels, featuring the obligatory keys, locked gates, more weapons to collect, and so forth; at the end of the level, you fight a relatively simple boss. The locks and keys tend to slow down the pace of the game -- the first time through, there's plenty of enemies to beat up, but when you're crossing the level a second time in search of a key (or after having obtained the key), there's not much to do, which makes the level kind of boring. It would be much more interesting if there weren't these dead spots. The game is thoughtful enough to tell you what a key does when you pick it up, so at least you know where to go. However, a truly terrible design element is the presence of gates that you have to be a certain level to pass -- this requires you to do some mindless grinding in order to beat the game, which is not what I'm looking for in a fast-paced beat-'em-up! There's also Arcade mode, which is just a never-ending succession of enemies, which is a good place to level up if you need to but not really exciting beyond that. Oddly, the game doesn't autosave; you have to go back to the main menu and choose to save yourself in order to save your progress, which I'm sure can be quite annoying if you forget (fortunately, I didn't).
The animation is not bad; it's smooth, and there's a fair amount of variation, but pretty simplistic -- for instance, when you're fighting an enemy at close quarters, there's no change in the moves that you use. The graphics are, well, stick figures, though the various maces, swords, and other weapons are lovingly rendered. The sounds are pretty much your standard assortment of hitting noises. The music is not terribly exciting, but it's a good background which adds a bit to the game without being horribly repetitive.
The game is extremely easy -- at least, if you're playing on the easy difficulty level, which is apparently the default, as I discovered halfway through. By then, I didn't really want to bother trying at a higher difficulty, so I finished the game without any major difficulty. I'm not a big fan of games not asking you for the difficulty, so I was a little annoyed by this decision. Overall, Rage 3 isn't a bad game if you're just looking for some mindless bashing/stabbing/shooting action, but don't expect very much more than that. It's good for a few minutes of silly fun, but isn't the kind of game you'll want to play again and again.
Subscribe to:
Posts (Atom)