Under Leaves (Review)

Source: Review Copy
Price: £3.99
Where To Get It: Steam, iTunes App Store

A long while ago, I stated that games for younger children don’t get a fair rap, critically speaking. They’re considered lesser by virtue of… Being kid’s games. Edutainment, especially, is viewed under this lens. So you can imagine my pleasure when I was approached to take a look at Under Leaves, a hidden object game aimed at young children, and the parents thereof.

A clean, simple UI allows for easy access to levels holding a variety of animals living in the world today.

Aesthetically, Under Leaves is colourful and good looking, with hand painted assets that are fairly accurate to their subject matter, which is a variety of animals, the environs they live in, and a single food of each animal’s preference. The music is pleasant, and not overwhelming, and the sound effects are very well chosen. So, aesthetically, the game does pretty well, although I have raised the point that the game falls to a common flaw with some hidden object games (Not taking into account colourblindness in some of the level designs, most notably for me, the oceanic levels.)

The game can, by an adult, be played relatively quickly. In less than an hour, I had discovered many things, and each time I’d found and clicked all of the chosen food item (From nuts to clams to earthworms), I was rewarded with an animation, and a Steam achievement named after the Genus or genera of each animal in question (Such as Chamaeleo for, funnily enough, an African Chameleon – Chamaleo Africanus.) It helped that the help system consists of solving a 3×3 sliding block puzzle with the game’s title card as the image, although another minor criticism is that, on the larger areas, the help circle moves a little quick to catch up to if, say, an object is the other side of the levels.

In later levels, this hint circle can move at quite a clip if something’s across the area.

So, honestly, I somewhat like this as an edutainment game. It shows animals, not just in isolation, but sharing an expanding ecosystem in areas, the achievements are a subtle nod to things parents and children can look up together, and it’s moderately entertaining for me, a jaded thirty something grumpus wearing a reviewer mask. It has replay value (In fact, one can reset the game’s progress quite easily)and isn’t too long to completely go through. Win all round.

Did I mention how gorgeous the illustrations were? I think I did, but it bears repeating.

The Mad Welshman loves animals. Such variety! So many interesting things they do to live! So many things that can be put in tanks for do-gooders to fall into!

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Bomb Squad Academy (Review)

Source: Cashmoneys
Price: £4.99
Where To Get It: Steam

In a somewhat different state of affairs than is usual for reviewing, let’s get the bad out in the first paragraph of this review: Bomb Squad Academy doesn’t currently have good windowed mode support, or a volume slider.

Bam. Thank you, Systemic Games, for making that part of my job so pleasant.

Cue They Might Be Giants playing “Now I Know” in the background.

Bomb Squad Academy is, in essence, a game about basic electronics and electronic logic, under the guise of possibly the nicest fictional bomb defusal school I’ve ever come across. The final bomb for the second actual puzzle category (Including the dreaded OR gate) has little LED displays connected to the correct defusing options that read, on completion, “CONGRATS YOU ARE LEGEND.” The instructor encourages you to experiment, and is even occasionally seen to be trying positivity when you screw up, the screen goes white, and presumably you are small meaty chunks. “Well, you might not need that arm!”

Thanks, bomb instructor. Thanks a bunch for being understanding, and giving me a second chance in this educational setting. No, really! In any case, the game is very simple to control. Left click interacts with things. That’s it. Wires get cut. Buttons are pushed (and sometimes held down), switches get flicked or rotated… And through it all, I get to relearn the things I learned in Secondary School Electronics (that’s High School, to non-Europeans), such as the behaviour of logic gates (AND, OR, XOR, and the like), capacitors, switches and buzzers, in carefully planned puzzles that never feel overwhelming.

Each category is explained quite well, with good tutorialisation that means you never feel *overwhelmed* . Only tense.

Tense? Yes. The time limit is real, and sometimes it can be tight… But, much like real and good instruction, it’s at a pace you’re fairly certain you can handle. Concepts are introduced, then tested, and those tests slowly increase in complexity, bringing older elements in, and, since everything is visually clear, you’re never overwhelmed… Just occasionally pushed into not noticing things. Like how cutting that wire probably wasn’t the good idea you thought it was, or how you failed to account for that one AND gate.

But it’s okay. The instructor understands, and so, the fun is preserved, and you feel pretty smart when you look, trace around, mutter a bit, and, with less than thirty seconds on the clock, push a few buttons, cut a single wire, and flick a dial just so to defuse the bomb. Complete with a triumphant tune.

Simple. Elegant. And with a difficulty curve smooth as butter, rising just so for enjoyment with the occasional shock. Definitely recommended for puzzle fans, and folks looking for an entry level puzzle game.

Many bombs in the game *look* complex… Until you see what’s going on. Take a breath. You’ve still got a minute to cut some wires, it’s all good.

The Mad Welshman is looking forward to the possibility of a circuit editor in this game’s future (No promises.) After all, it appeals to his villainous side more than the defusal of bombs.

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