Deep Sky Derelicts (Early Access Review)

Source: Cashmoneys
Price: £12.39
Where To Get It: Steam
Other Reviews: Release

Balance can be a very difficult thing to achieve. I don’t think that’s always a well understood thing. The more complex a game is, the more likely one of its pieces can fail to interact with its siblings. And although I am certain it will be fixed, it’s interesting to note where Deep Sky Derelicts hasn’t quite got the balance down just right yet.

This combat, which I foolishly walked into, could be a metaphor or something.
But no, it’s me about to be clowned by a superior force.

Before we get into that, however, what the heck is a Deep Sky Derelicts when it’s at home? Well, it’s a procedurally generated, turn based game involving entering ancient hulks, fighting aliens, pirates, and robots, all to find two dreams of humanity: The Mothership on which humanity arrived, previously thought by the game’s spacefaring civilisation to be mythical, and citizenship, for lo, the spacefaring civilisation is a wee bit dystopic. Hand drawn art in a comic book style, some solid music and sound effects, and a mostly clear UI. Good stuff, potentially, and, aesthetically, already shaping up very well.

And mechanically, a fair amount of it is shaping up well, too. Most of the various classes work well, each having specialities of their own, such as the Bruiser’s Heavy Melee (at the cost of not having a ranged weapon, or a second tool), the Leader’s flexibility, and so on, with guns and addons being the main methods of customising your character’s deck of cards for the fights. There’s a certain joy in finding new and effective methods of murderising the opposition while ensuring your health or suit energy doesn’t get too low, because regaining the former is expensive, and losing all the latter (Drained by both exploration and turns of combat) is an instant death state… Similarly, the tutorialising is good, and mostly feels natural.

Even the most basic of attacks look good.

Alas, not all is currently well, and some things feel a little lacklustre. The Bruiser, for example, has the lowest ratio of combat cards to non combat at first, so they are, oddly, a class you have to build up before it really gets going, whereas others, such as the Engineer, can mostly get going straight away. Equally, not all weapons are equal, with the Assault Rifle getting the least use in my runs because… Well, without a high Weapon stat, it rapidly becomes useless against anything with the least amount of armour. At the moment, the ships feel relatively empty, which, in a way, is fitting, but also makes for minutes of… Well, wandering just to find something, and it’s very important to check the level of the ship you’re invading before embarking. There are four ships to start with, and closest does not mean friendliest. Just so you know. Finally, and this is definitely something that is being worked on to my knowledge, the game is not complete, so unless you’re gunning for the main goal as directly as possible, yes, you’re going to run out of missions, and consequently money. Money you need to re-energise your suits and survive.

These points aside, though, Deep Sky Derelicts is shaping up to be pretty fun. Some of the questlines are well written, and give a sense of a universe which has a lot of odd things going on, like God Machines (or machines with delusions of godhood… Take your pick), creative means of getting around the limitations of a space suit (and the disgusting results thereof) , and, of course, the things that populate ships. What makes all the janitor robots so damn murder happy? We may never know. Finally, when a run goes well, it goes very, very well, and I’ve been dissuaded from wanting to murder my entire team by… Well, finding some particularly juicy pieces of loot that make the combat go by even quicker, new things to see in the comic frame presentation of moves, and convinced myself “Okay, you don’t get cut off yet. Your kit’s too good.”

On the one hand, minimalist, and not a whole lot of events over the whole ship. On the other, this is clear as crystal.

So that’s the current state of Deep Sky Derelicts: When it’s good, it’s entertaining and fun, and when it’s bad, it can get sloggy quickly, which, thankfully, is fixable. It’s an interesting take on an idea we’ve seen quite a bit of over the years, with a good aesthetic, and I look forward to seeing where it goes, because, as mentioned, balance problems can be fixed, and the writing of what’s in there so far is giving me confidence that, by release, I’ll be more positive about the game.

The Mad Welshman would give you more today, but he needs to get a suit refill. Stupid oxygen-nitrogen atmosphere…

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Mercenary Kings Reloaded (Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Sometimes, I’ll freely admit, reviewing can get a little odd. But when given the opportunity to compare a game’s experience both before and after a major free update, it’s an interesting window into game updates that would normally be reserved for Early Access releases.

That doesn’t, unfortunately, mean I particularly get along with Mercenary Kings, even after its Reloaded update. But in some areas, I can definitely see improvement, and I see this as a good thing, overall. Let’s get into it.

Big, lumbering… Does a hell of a lot of damage if it hits you though!

Mercenary Kings is a 2D platforming shooter with quite a few elements that are inspired by the gameplay of Monster Hunter and its ilk. Several repeatable missions in areas that expand as you get further toward the end of each chapter, with random drops from a set pool that depends on the enemy or, in the cases of boxes, on the mission itself. Said drops, along with the money reward, goes into unlocking or buying kit, skills, and usable items, which make your pretty damage and defense numbers go up, allowing you to fight bigger and nastier things… With the caveat that really big numbers tend to have a tradeoff, like weapons being heavy enough that you can’t run or jump nearly as well, for example. Mostly, getting through is a combination of knowing enemy patterns, good item usage, and picking your fights.

Thing is, flow becomes very important in such a game, and, before the Reloaded update, the early game flow was painful, at best. Certain enemies (Shield Joes, Pyros, and Drillerillas, for example) felt more like living roadblocks than an organic part of the experience, hard to avoid even with the lightest of equipment, and equally annoying to kill without damage, and, beyond the weapons, early game progress was slow.

Right is, in this case, the safer choice. This drill kills bullets.

Aesthetically, the game was (and is) strong, with the one notable exception being Empress (the original woman character) being… Well, an Escher Girl in her title appearance. Otherwise, the spritework’s good and clear, and the music is reminiscent of quite a few nostalgic treats, mostly platformers and shooters (The camp music, for some reason, reminds me of Blake Stone, an old Apogee published first person shooter. Maybe it’s the sound font.)

Has the Reloaded update improved this? Somewhat. The aforementioned roadblock enemies still feel like roadblocks, and are still somewhat annoying, but the weapon updates and balancing has definitely improved things, even if the early game flow remains a little slow and grindy. The two new characters are a welcome addition, as is objectives clearly being shown on the map (Something I don’t recall before Reloaded. Happy to be corrected if it was the case previously, and I just didn’t see it.) The bosses are mostly pretty interesting, even if I quickly saw the base enemies as a chore, rather than a challenge, or source of enjoyment, and seeing various new knives and guns is always a pleasure to my monster huntin’ mind.

*Sinks to his knees, fists clenched to the sky* GATHERING MISSSSIOOOONNSSSS!!!

As a platformer shooter, Mercenary Kings Reloaded feels a little slow (unless you have the sprinter upgrade), a little grindy at first, but it has taken steps to make its early game a little more friendly, and this is one of the few times where I will say “It Gets Better.” It’s no Contra, no quick, twitchy game this (Although some bosses do require a good handle on movement and dodging), and 4 player multiplayer definitely helps when you have friends to play with… But, as mentioned, despite its influences, it’s sadly not my cup of tea. Regardless of my opinion, though, I will state: The Reloaded update is an improvement. Respect for that.

The Mad Welshman killed 23 CLAW soldiers to make this review. It would only have been 7, but fabric drops were low on the mission he was on.

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R-COIL (Review)

Source: Review Copy
Price: £3.99 (option to donate more on Itch.IO)
Where To Get It: Itch.IO, Steam Page (For the Beta)
Other Reviews: Early Access 1, Early Access 2

When last I reviewed R-Coil, I screamed a lot. It’s unsurprising, considering how tense and twitchy a game can get when, for example, your shields are all gone, and so it’s exceedingly important you murder everything before it murders you, while also doing your best not to crash into asteroids. All of this while your thrust is holding the mouse, while firing is tapping the mouse (or gamepad, which the game prefers) , and both will, in different ways, send you careening around R-Coil’s Asteroids inspired arena.

Right now, I’m lucky. These folks only fire upwards and downwards, so I can take them out…

It’s a lot of fun. But it should also be noted how, relatively speaking, the game is quite friendly. On first loading, it asks three important questions. Do you want to play in its no pressure mode, where yes, you die, but you never game over? Do you want its flashy, arcade style screen shakes, glitches, and flashing text to be turned on or off? Do you want to reverse the joystick? Save, let’s get into it, and, oh, the game’s designed around a gamepad, with mouse being an option that plays a little differently.

Not many games ask you, straight up, if you want to ease your eyes or brain, just get into the game to see what it’s like. So… Brownie points there, and, if you are completely new to R-COIL, I would recommend those answers be “Yes, No, and Whichever you’re used to.”

Apart from that, well, my opinion remains unchanged from the last review, and so do the majority of the basics. Mouse is still a different play experience to gamepad (Mouse is left and right turning, with LMB for thrust/shoot, while gamepad is thumbstick for direction, and face button(s) for shooting and thrusting) , powerups and weapons still hold an entertaining variety of both effects and drawbacks, which makes for the experience of… “Do I really want this powerup?” , the sound is retro arcade inspired, minimalist, and works with its vector graphics experience, and the enemy variety is quite cool, even in the early stages, from wildly spewing space turrets, to finicky, dodgy sniper drones, to UFOs of various descriptions, to, in true arcade fashion, minibosses and the screen splitting laser. It is highly recommended you kill those, by the way.

An exercise for the reader: If the Death Ray has massive knockback, as it does, what kills me milliseconds after this screenshot, the bullet or the UFO behind it?

R-COIL remains, as it has been from early days, an interesting, amusing, and twitchy arcade experience that delights me while adding a tactical twist to an ancient formula. All worthy of praise.

The Mad Welshman has nothing clever to say here. All the clever has been done by the game.

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