Bombslinger (Review)

Source: Cashmoneys
Price: £8.99
Where To Get It: Steam
Other Reviews: Early Access

Well, last time I looked at Bombslinger, I would be embarassed to die to the bosses, and often died to the enemies. By the time of release, however, things have gone back to a more natural order of bosses being more challenging than enemies. And what a set of bosses it is…

Ahhh, the sweet smell of nitro in the morning…

Bombslinger, as noted in my Early Access review, is a spaghetti western inspired procgen Bomberman style game. The basic idea is very simple: You have bombs, which hurt both you and the enemies, and clear terrain. Blow up enemies, collect powerups so you get more bombs, health, speed, and bomb power, ensuring you don’t die. Get to the end of the level, blow up the pattern based boss, go to the next level with more difficult enemies and bosses, until you win or die. Easy.

But Bombslinger adds a little extra, a little variety with its roguelike elements. On top of Bomberman style staples available like Big, Extra Splodey Bombs and remote detonation bombs, there are powerups that let you dodge roll, let you leap obstacles, and even ensure that those pesky obstacles are no impediment to your explosive revenge on the folks that killed your wife (Yes, like a Spaghetti Western, it’s got a story that goes some of the same places a Spaghetti Western would have, for good and for ill.) Some of these powerups are available at the beginning of a run, based on previous achievements (thus adding some incremental improvement in there too.)

For some odd reason, I’m thinking of Wolfenstein right now…

While some things (such as the earliest enemies being more tedious than tense or tactical) haven’t changed, the bosses have definitely improved. While the Firestarter boss is still heavily pattern based, he’s more threatening, getting more dangerous the closer he is to death, for example. The UI remains pretty clear (although the keybinding is a little odd, the clarity helps remind me what’s a special, what’s a consumable, and what’s an ability), the aesthetic is interesting (Essentially, it’s 2D sprites in a 3D space, as shown when you enter the shop, done smoothly enough that it’s only really noticeable in the shop), the music is quite nice, and, overall?

Bombslinger does nice things with its mechanical inspirations, and is well worth a poke for Bomberman fans.

The broom, while technically useless, does save a little time.

The Mad Welshman is a big fan of the old cannonball bomb design. It has history.

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Catacomb Kids (Early Access Review)

Source: Cashmoneys
Price: £12.39
Where To Get It: Steam
Version: 0.1.4c

Feel is a very important thing, from the feel of movement, to the feel of fairness. Like Vagante, which I reviewed, Catacomb Kids is dark… Has plenty of instant death traps… And mixes roguelike and platformer. But, unlike Vagante, Catacomb Kids feels more fair, more fluid, more fun. And it’s not even finished yet.

A hectic, joyful combat, just seconds before I combat-identify… A potion of flames. MY BAD.

So, how does it feel better? It’s a lot of things, adding up. Combat, for one, is somewhat easier. Yes, there’s rolling, and even bats and rats can harm you, but healing is fairly common, swings are mostly rapid, and there’s a sense of impact to even lighter blows. Magic, similarly, is very common, and can even be used by the most magic averse (with some risk.) More intelligent enemies run away, find friends, and even use potions, which makes it feel like, y’know, a living, breathing place. The traps still kind of suck, but I rarely find myself knocked back into spikes for an instadeath or the like.

No, more commonly, it’s the panic that results from rolling into the “SNAP” of a burning oil trap… Ohgodohgod the oil’s pouring, and if I do-FWOOSH. Dead. It’s quite avoidable, much like everything, and the signposting is there (the ceiling spike traps being the least signposted, the lava and crusher blocks the most.) But it’s a scary trap, and this, too, adds to the feel.

Popcorn also adds to the feel, in a pleasant way.

At the present time, the four classes appear to be locked in: Bullies, who can willingly alert nearby enemies and specialise in hitting things rather hard; Tinkers, who have a mechanical buddy for assistance, and are generally quite smart; Poets, also quite smart, but specialising in magic; and Wanderers, who can get an idea of their surroundings well, and specialise in being quick. Kids in each class are generated by set, and there’s a lot of choice in rolling a new character, from spending a little money to roll a new random Kid, spending a fair amount of money to make a custom kid who maybe, maybe, has the skills and equipment to do better than you did, to spending no money at all, and sending these poor, adventuring young adults to their doom, getting a new set when you exhaust the current one. Since each class is only limited in weapon use by things like wanting to use a weapon they like or have skill with, or not wanting to use a weapon they don’t like, and therefore suck at, there’s a lot of room, a lot of potential depth, in each run. And I like that.

The base tutorial for the game is good, but it should be noted that the character customisation screen isn’t terribly informative right now, so it’s a good idea to memorise those icons, checking what they do in play, before taking the leap of a custom Kid.

Visible representation of kit is pretty good, both in portrait and in the game.

That niggle aside, though, I’m having a lot of fun with Catacomb Kids at its present stage. It’s got a lot of tension, but not so much pressure, a fair amount of toys in the toybox to play with, and to see it so enjoyable, so early pleases me.

The Mad Welshman sometimes feels like a slime. Alas, no takeout in this world offers the good stuff.

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AMID EVIL (Early Access Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam
Version: Update #3
Other Reviews: Release

AMID EVIL (an anagram of a lot of things, but MEDIEVAL seems the best fit) is, much like DUSK, a love letter to 90s shooters, taking inspiration from Quake, Heretic and Hexen, and Rune. It does all of these things well, with one, glaring exception. Which itself is somewhat 90s.

Super dark areas are also, to be fair, somewhat 90s.

Specifically, the menu is a godawfully unreadable eyesore, and the ammo UI has hard to read elements. If both could be made clearer, then AMID EVIL would gain the coveted (ha) “Does What It Says On The Tin.” As is, however, it does enough well that the UI is, accurately, that glaring exception.

Storywise, it’s there, and there’s not really all that much to say about it. Like the games it’s inspired by, the story is a framing device, a Raison de l’assassinat more than anything else. Ancient evil, exiled sorcerer/warrior, a multidimensional horde of death and blood, just waiting to be gibbed.

I’ll give the AMID EVIL team this: The gibbing is pretty good, and comes in many dramatically named flavours. Starting with the Axe of the Black Labyrinth, and moving, weapon by weapon, to the Star of Torment (a flechette firing mace with wall pinning abilities) and the Aeternum (the BFG of the game, a super slow, but deadly multi-dimensional murder machine), each has their own quirks, and their own changes when you’ve killed enough enemies, and collected enough soul, to unlock a surge of SOUL POWER, aka “The weapons get nastier for a while, so long as you keep killing.” Currently, my favourite is the Star of Torment, as… Well, it does a fair amount of damage, is easy enough to aim, and… Wall pinning, geez!

Soul Power makes even the pistol analogues of the game seem godlike. Which makes me sad that it requires a lot to wield it well.

Alas, the soul power is my other niggle, purely a personal dislike, about AMID EVIL. I can understand, somewhat, how it’s meant to be a force multiplier for the skillful, and an ass saver otherwise. But once that meter’s full, the next time you hit the fire button, regardless of whether you want it, it unleashes. It won’t unleash while you’re firing, a recent improvement I like, but it’s still a cool thing I don’t really get to enjoy as much of because I don’t have as much control over its use as I’d like.

Beyond that, and the aforementioned UI though, the game plays to its aesthetic well, making good use of its low poly worlds, with mostly clear level design, 3 worlds out of the seven planned already in the game, an endless wave mode, accessibility options, and, of course, the old school “Type the word in” cheats. If Indefatigable and the New Blood team could improve that UI, make it more readable while keeping the ‘tude, I would have very little to complain about with its fast paced, retro inspired action. Even as it is, AMID EVIL is a bit of alright, a fairly good first person shooter taking the speed and aesthetic of predecessors.

Nothing like a boss in silent, pre-death repose to close up a review. Beautiful.

The Mad Welshman knows what it’s like to be keeper of ancient weaponry, wielding the Quiet Blade of Holistic Criticism.

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