Showing posts with label indie games. Show all posts
Showing posts with label indie games. Show all posts

1.10.2021

ZCREW: The Last Legion: Review: A Decent Start to a Post-Apocalyptic Shooter

      ZCREW is a Diablo-esque post-apocalyptic isometric shooter.  A group of elite militaristic elites have banded together to bring order to a world falling apart and reclaim the Earth from mutant hordes.  As the official sites say:

     "ZCREW is an isometric shooter that supports up to 4 player co-op. In the world destroyed by an alien virus, every day is a matter of life or death. Players will need to cooperate and fight back the mutant blight in their quest to rebuild the world and restore civil order.

     Battle within the Ruined City and the Lost Desert, facing hordes of infected humans, mutant insects and creatures unknown until now."


INITIAL THOUGHTS

     Players begin the game and can choose one of 4 different classes- Assault, Warrior, Supply, or a Medic.  They all begin with a singular skill like a dash or teleport.  As you do missions you unlock both more skills (of 4 total) as well as small perks applicable to the character, weapons, or skills they use.  Each of the classes then also begin with their own type of weapon- assault rifle, sniper rifle, SMG, etc- and it is an absolute slog to level up anything because the experience is based on in-game level completion and I don't believe enemy kills actually seem to give you any bonus XP.  

     The early game skills make the player classes start relatively the same, but as the game goes they wind up much more varied in HOW those skills are used- which is awesome.  Each character's movement skill begins just as a movement, but as skills unlock through leveling the characters up they add bonuses to them.  The Assault class can leave a trail of electricity to the teleport, while the medic can disperse poison orbs in 4 directions upon dashing.  It is the beginning of great system.

     There's a lot of good ideas in mission variety- find or investigate areas, escort NPCs (that really shouldn't be nearly as dumb as they are currently), even some where you need to find some parts and build something to make way into the next area.  Honestly, some of the early levels could be lengthened with the option for more exploration, but overall, it's still really fun to go in and start the action.  The levels don't have much right now in the way of extra things to wander around for.  They are made to be simple and linear by giving you tasks to complete and waypoints to follow.  Drop in hidden areas or things for players to loot.  Give players a reason to explore these gorgeous-looking areas you've made.  

     For weapons, you have to randomly find design blueprints as random drops, parts, and currency to build new guns, then create parts to build those guns up in the players' hub.  The system isn't great, and could definitely use some streamlining- why should you need 2 of the same gun blueprint to make that gun?  Why doesn't one suffice?

     The weapons have just barely enough difference, but could use some bolstering to make them feel really different (the bullet impacts, reload and firing speeds, firing distance, etc).  Players begin with their class' starter weapon, but can switch to another later.  Each weapon then can be upgraded with parts you find schematics for- such as extended magazines, sights, shoulder stalks, etc- each item bumps up various stats to the weapon you attach it to.  It's a great idea, but the implementation is poor.  Just as the core weapons, players have to find multiple blueprints of the same weapon (often it's 2), then randomly find parts during missions, and then currency to make them.  But you also need to use multiple terminals in the players hub to build them up, then another to equip them, and so on.  Why not let players be able to equip a weapon from the crafting station or personal inventory as well as the character screen?  Why can we craft but not dismantle at the same station- why can we only dismantle from the personal inventory station?

     As the hub where players go to (which is for some reason in 3rd person instead of the isometric view the entire rest of the game is) is confusing already, they really need to clean it up.  Why aren't all the varied menu consoles consolidated?  Put the weapons/items, materials, and character screen all lumped into one?  We are forced to craft weapons in at one console, but equip that to the weapon in another.  Or, why aren't the mission control and multiplayer ones merged?  As of right now you have to enter a mission select, choose the mission, then leave to go to another console to select a player ready.  These should be streamlined for sure, and really, they might want to think about shifting the entire player hub to the same isometric view as the rest of the game while reducing the number of terminals players have to interact with.

GAMEPLAY

     The first major combat irritation is how enemies spawn.  Sometimes they appear far enough away that players have time to react with moving or shooting, but at other times 5 enemies will spawn surrounding you leaving you nowhere to go and guaranteeing you will take heavy damage and likely die.  This is insanely annoying in the early game when you try and do a mission "search" (holding the E button for way too long) enemies will consistently spawn nearby and interrupt you.  This might not be as frustrating if you were playing multiplayer (or why can you not bring in AI support characters of the classes you are not playing as?).

     Even more frustratingly, if you fail a level (after 3 deaths), EVERYTHING you did is lost in it, items you found are gone.  I had a level where I spent 20 minutes slowly making my way through, completing all the tasks, the end of every level is a timed rush to get to an extraction point.  This part is an absolute MUST change part of the game- players are swarmed with overwhelming hordes of enemies.  I got completely buried in enemies with ZERO way of avoiding instant damage and died immediately after each respawn literally lost all that effort within seconds.  It is easily the worst design decision in the game.  That run to the extraction point should, first off, not have a timer.  And it should be balanced to how many characters are playing.  If you are stuck playing solo (I had only a single time being able to actually play a level with another player, all other attempts we could match up, but our levels were 2 or 3 off and we couldn't play together (why would you allow players to match together, but then not allow them to actually play a level together?!?).  Why would you spawn 40 enemies on a solo player that has no hope of fending that many off, especially in the early levels?  By changing this singular thing, ZCREW would be instantly better.  Perhaps giving players far more health (and get rid of the run button, make the base speed the run speed- enemies can easily catch you even when you run), and have the absurd enemy damage reduced, and it might help balance things out a bit.

FINAL VERDICT

     There's a myriad of small problems (remapping a controller for Steam winds up a mess), some general control issues (running away while firing backwards at enemies will shoot a few first shots/grenade the direction you are running and NOT the direction you are aiming), and oddities in player numbers to enemy numbers (both sheer numbers, as well in health and damage).  If the developers keep at it, they have a truly good gem here, it'll just take a lot of hard work and balancing to get it to make it into a great one.

     With all that said, ZCREW actually does have a solid foundation and is generally enjoyable (outside of the aforementioned frustrations).  There are numerous irritations and problems with the game, but I don't want to dissuade anyone from actually playing the game.  I did actually enjoy it quite a bit, and will be playing more as the developers continue to improve the game.  I believe they have a tremendous base to build upon.  There's a lot to like and I look forward to seeing how ZCREW: The Last Legion shapes up over time.


*A review copy was provided, thank you!

10.07.2016

CRAP! I'm Broke! Out of Pocket: Review

     I always hear that art imitates life, and it's done with a spectacular cubist-inspired style in Arcane Circus' newest game Crap! I'm Broke: Out of Pocket.  The game labels itself a "Life management simulator" and does so with true brilliance and all the humor we might recognize in our daily lives.  In fact, it's a game that many of us will be able to really relate to, giving us a hilarious take on the struggle of running back and forth between jobs in order to make ends meet.


     Players are tasked with the true-to-life difficulty of finding a balance of earning versus spending money.  We have to contend with debt accruing at a constant rate, along with random surprises popping up such as a toilet clogging or a pipe bursting incurring extra costs to our monthly bills.  There's also a perpetually depleting hunger meter (along with a tiny reaper ghost that follows you around).  Not paying attention to the meters or mismanagement of funds will you either miss your bills or starve you lose the game.

     To earn money players need take jobs at places around town.  They are timed mini-games that consist of things such as washing dishes, flipping burgers, and sorting cans at a factory much like those silly little things that make up the Warioware series.  Making this process even better is if you can stay fed and keep the bills paid, you can slowly save up spare time for mini-mini-games.  Yes, that's 2 minis- making them micro-games.
     Players can do good deeds and earn good karma (there's also bad karma, so don't neglect your plant!), helping to receive gift money or the potential to find a winning lottery ticket and so on.  There's also the chance to purchase (with in game money) achievements to boost your income, that you may in turn, sell at a later time if the surprise events add too much to your monthly debt.
   

     Crap! I'm Broke: Out of Pocket is a magnificently minimalist game about the troubles plaguing our everyday lives.  The art style is beautifully striking, the music (by musician Kimono) is sublimely fitting, and the gameplay is both amusing and challenging.  Resources dwindle away before your eyes, jobs don't pay nearly enough, and sometimes you must quit jobs just to get home in time to pay bills or eat- yet the frustration of failure is offset by the absurd nature of the game.  It may seem like a futile effort to try and stave off the inevitable slide into eviction or starvation, but the stresses of financial stability haven't been this fun or engaging in a long time.  Arcane Circus has distilled the Sisyphean struggles of endlessly mounting debt into a hell of an entertaining satire.

     Crap! I’m Broke: Out of Pocket will be available on iOS and Android on Oct. 11th for $1.99
          (There are NO IAPs or additional DLCs)

     Developer's site [ Arcane Circus ]

     Official site [ Crap! I'm Broke ]

*Review copy provided, thank you!

7.15.2016

Google Play: First Indie Game Festival Announced

     As an Android user and fan, this is very heartening to see.  Google Play is having an Indie Game Festival this fall in San Francisco.  It's good to hear, because- honestly- Android is missing out on a lot of potentially amazing games because most stuff winds up over on iOS devices and don't make it to Android.  This festival will shine a light on Android and hopefully lure in a bunch of new and interesting indie developed games.

"Google Play is the largest store for digital content; 65 billion apps and games were downloaded over the past year. 
It's an immense platform that we have, and along with that is an opportunity to better support the indie games community." 
-Jamil Moledina (Strategic lead for Google Play Games) 
      The Google Play Indie Games Festival is looking to showcase roughly 30 games.  The festival is meant to support and help indie developers on Google Play.  There seems to be some serious issues of getting found on the Play store, and even finding specific items is a nightmare at times.  With that taken into consideration, stumbling upon great indies is nearly impossible right now- which will be hopefully remedied along with this festival.  The Play store needs a serious overhaul.

     Google is already taking submissions (and will accept them up until August 14th), but there are some requirements, such as the team must have less than 15 full-time employees and must be located in the US or Canada.
     In addition, they are hoping for some good Augmented Reality and Virtual Reality submissions as well.  Not that this is specifically what they are looking for- so submit anyways.  Festival attendees will get to vote on favorites- narrowing down their top 15, then developers narrow that to 7 (who receive prizes), and then of those 3 will win "top honors" and more prizes.  Some prizes include Tango devices, I/O 2017 tickets, and ad support through Google.

     As an indie game enthusiast I am very excited for this.  It's good to see that some unknown indies might get a huge opportunity to expand their player base.  More interesting games is always a good thing for gamers.

     The Google Play Indie Games Festival will be on Saturday September 24th

     Google Play Indie Game Festival [ Submission Form ]

     Source [ Engadget ] via [ DroidGamers ]

5.23.2016

Black Tower Enigma: Short Review

     I came across this in late April when Ogre Pixel announced the game was free to play.  It was a genuine treat to find as it isn't like many games out there.  Black Tower Enigma is something very special in that it is a tightly knit puzzle game with a tremendous amount of story crammed into a tiny package.


     Players take on the role of Wigo, an orc whose wife had the misfortune of putting on a magic dress gifted to her by a mysterious fairy.  The dress caused her to be lifted high into the sky and towards the Black Tower.  So he journeys to the tower to free his stolen bride.

     Players must ascend the tower, floor by floor, by solving puzzles through the riddles contained in books strewn about the archives in each floor.  Reading the books provide both hints and clues to finding solutions to get to the next levels, and sometimes hints are left on previous floors (all read books are accessible in the pause menu).  In addition, the the books also give players plenty of back story with some history of Wigo's world.  There are tales of elves and dwarves, and the wizards inhabiting the land to add a surprising amount of depth to the small game making it feel much larger than it is.


     None of the puzzles are overly taxing for those with a keen interest in reading the clues, but they aren't too easy either.  They maintain that perfect middle ground of challenge, and keep players interested without frustration.  There's plenty of items to interact with, but finding the correct solution requires a specific answer to each floor's riddle, necessitating a certain order at times.  So each solution adds just a little extra satisfaction because it takes wits and not sheer guesswork to get to the next level.

     Black Tower Enigma is a tremendous little gem, and there aren't many games that are nearly as captivating as this is.  It's a short and ingenious tale loaded with tricky puzzles and a brilliant story that can be beaten in about an hour.  The story even ends with what could very well be a hint for a follow up game or sequel involving a dead giant.  Ogre Pixel's own blog hinted at a possible future installment with this little gem of a title, After Black Tower Enigma.  After playing through this, I would gladly buy a sequel.  Hopefully it'll be much lengthier, but honestly, with this level of quality, I wouldn't mind another short game.

     Black Tower Enigma is free on [ Google Play ] [ iOS ] [ PC, MAC, Linux ]

4.10.2016

Escape from Twump Tower: Tiny Review: A Decent Donald Trump Simulator

     While I would never vote for someone with a larger ego than Zaphod Beeblebrox, I would certainly play a silly game where you control someone like that.  Which is perfect because this little indie gem by the name of Escape from Twump Tower is exactly that!  


     Escape from Twump Tower was made by Will Blanton (01010111) for the Ludum Dare 33 contest with the apt theme of "You are the Monster."  The story is simple and accurate with a lead like Twump, someone so notorious for his truly outrageous media presence and laughable ideas:
AFTER A SUCCESSFUL REELECTION CAMPAIGN,
PRESIDENT TWUMP FIRES THE ENTIRE USA ON A WHIM.  
AFTER GETTING REPORTS OF ANGRY MOBS AT TWUMP TOWER,
HE HURRIES TO RESCUE HIS VAST FORTUNE!
 
     So in an effort to escape with as much of his riches as possible, you must set out on a nice platforming adventure scaling the levels of the tower.  Overall the game is great- it has awesome sounds, great music, and wonderful visuals.  It's a treat that really hits on what made all those old 16-bit era platforming games so special.  How can something so cute be so devious?!?

     The downsides, however, are that the controls are a bit awkward and occasionally unresponsive leading to some frustrating moments.  There are some small odd physics problems with things either floating or sinking when they shouldn't be and compounding this are item collision issues and where things fall through each other making progress impossible at times.

     Despite the negatives Escape from Twump Tower is a tremendous and entertaining small game where you get to live the life of an orange-colored, self-centered, greed-personified, human-like monster known in the real world as Donald Trump...

     ...and it's absolutely adorable.

     To play: [ Itch.io ]  or  [ Ludum Dare ]

10.07.2015

Red Amazon: A Micro Game Review


     I came across Red Amazon in some random searches at GameJolt, and it proved to be quite an intriguing 5 minute game.
     Red Amazon drops you in a cabin in the woods with no explanations, and allows you to piece together the story for yourself.  Due to the game's mere few minutes of play there will be spoilers in below.

SPOILER ALERT

     The official description:
Thriller.
Note: You can die/lose/win.
Another note: Its not a horror game.
     What makes Red Amazon such an interesting piece is the fact that there's just enough material to allow the player to piece together a small story as to what is going on.  There's no hand holding, no guidance, and no hints whatsoever.  Once the game ends, die, lose, or win- you are left without any concrete answers, leaving you to question what really happened.  That is something I really appreciate here.
     You are dropped into a cabin in the woods and through searching you find a few bullets, a gun, and a hidden cache of money.  Over the course of the game you can be shot, shoot the man that arrives in the red car, and possibly more.  If I don't immediately shoot him but shove my gun in his face, will he lower his gun and allow me to lead him to the loot?  Whatever you decide to do, you never get full resolution in the end.  Did you win by killing the man?  Will you discover why there is a tent in the woods or where the money came from?

     The game has oddly appropriate graphics with some nice shading.  Simple and bleak- evoking a spartan world where no one can help you except yourself.  The music and sound effects, however, really makes this game stand out.  There are small triggers like passing a small burnt area in the woods prompts the sound of a car driving up.  There's also a gunshot in the distance that is notable in the quiet woods.  Fallen trees, animal skulls, and a remote location all add to the feel of seclusion of the character.  For such a small game, it undoubtedly goes above and beyond in creating a unique experience.
     Red Amazon sets a distinct tone that is very reminiscent of a crime thriller like No Country for Old Men and leaves the story ambiguous enough to leave you wanting more.

     To download and play [ Red Amazon ] from GameJolt.