SnakeyBus (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

Sometimes, the old ones are the best. Pong has somehow survived to the modern day, although in oft unrecognisable forms. As have Tetrominoes and Puyos. And there is even room, in the modern day, for twists on Snake. Some are clever puzzlers with a snakey theme, some are repetitive minigames to represent grind or hacking (No, really), and sometimes… Well, sometimes, it tries 3D. I’d say that Snakeybus is one of the more successful ones on that front, and it’s largely due to having interesting maps.

Rest well, valiant… If foolish SnakeyBus.

So, one thing to get out of the way right now: Snakeybus is not the most polished of games. The UI is a utilitarian, boxy affair, the models and physics relatively simple, and the maps and garage are both relatively small. When passengers are dropped off, and the bus elongates, it does so by literally popping in the bus segments, rather than anything fancy, and, apart from the motion of the bus (and ragdolling of passengers on death), animation’s somewhat crude.

Okay, fine, but, and this is the important but: It does exactly what you would expect with a portmanteau of Snake and Bus: You move (slowing or accelerating depending on your W/S keys, steering at a fixed rate with your A/D, a little harder with shift), picking up passengers, and, preferably when the bus is full, you drop them off at a specific, fixed point (one of several is chosen), grow some, and you attempt to do this until you explode. Now do it again, but better. And this would, very quickly, become an exercise in frustration if it weren’t for… Your other key: The spacebar, aka “JUMP.”

Gonna eatchu, little passe- wait, no, body, don’t block me, bro!

Yup, this bus not only grows depending on how many passengers it’s dropped off, it can fly too. And, if you manage to hit ramps at the right angle (IE – without knocking them over), and a fair clip, you can get over obstacles (including yourself) that way too. It’s… An understatedly fun experience, honestly. Even if Endless (the 7th main map) is kind of a bad joke.

The “joke” is that there’s no passengers, just an endless, uncrashable bus ride, constantly lengthening until either the game crashes, your computer does, or you realise what it’s doing from the achievement and grumpily hit the ESCape to leave.

Desert Bus: Party Bus Edition.

Despite that, and the lack of polish, though, Snakeybus is definitely a relaxing way to spend a lunch break. Seeing what silly tricks you can pull, hearing the screams of the passengers sucked into the Bus of Inevitable Doom while light driving jazz plays, trying to ride your bus along the top of your bus… It’s a short, silly game, played in short, silly sessions, and that’s a niche I can respect.

The Mad Welshman likes it when folks keep it simple. Om nom nom.

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Thea 2: The Shattering (Review)

Source: Cashmoneys
Price: £19.99
Where To Get It: Steam
Other Reviews: Early Access

I appreciate modular difficulty sliders. I appreciate the ability to customise one’s experience somewhat. I appreciate survival, and I appreciate 4Xs. What I am not, strictly speaking, so fond about, however, is when the percentage of your “Normal” difficulty is 150% difficulty. That, and needing to survive 100 turns on “Normal” difficulty, are a fair portion of my irritation with Thea 2: The Shattering, a survival 4X that I had taken a look at in Early Access.

This, for example, has a better chance of happening. Which, considering how few folks you start with…

And, just to make this clear, the game has improved from last time, in several important senses. But in terms of feeling whether the devs actually want me, someone who isn’t dealing amazingly well with Thea’s particular brand of conflicting desires, to see more of its content? Thaaat’s not so hot still.

So, let’s back up a second, quick recap: World’s Nordic in flavour, pantheistic, got a bit of a problem with the world maybe ending sometime in the near-ish future. And your deity has chosen you to lead a small group of folks to grow, to expand, and hopefully to survive long enough to find out what the Darkness is, and, best case scenario, how to defeat it. And, being fair to the developers, they have introduced more to help deal with that. An extra modular difficulty setting, allowing you to autoresolve conflicts more easily (or with more difficulty.) A lumber building that gives wood, even if there’s no wood nearby. That sort of thing.

A new deity is useful, it’s true. But it takes about 400 odd turns of good play per deity to get one…

But, in the end, here’s the thing. As I mentioned right at the top, unlocking more things is a royal pain in the ass. I need 9 God Points to get a new Deity to try out. I need at least 5 to get new potential starting bonuses (At least some of which are locked behind their respective Deities.) I will, if I do well on “Normal” difficulty (Surviving at least 100 turns, completing various events) gain… Maybe 3. For about an hour and a half worth of play, maybe more. And “Normal” difficulty is tough, not least because of conflicting desires.

It wants you to move from Island to Island. It wants you to do events. But it also wants you to hunker down, because this adds its own benefits. It wants you to spread, but gives a pittance of children and growth, slowly depleting the resources, and increasing the hostility. And, in essence, the games feel the same, because they tread along the exact same path. Here, the Witch’s hut, and gathering food, and finding a settlement. There, the Cmuch prince, the Wisps, the Demon Games. That very sameyness means that, to unlock more Gods, more things that maybe help you get further, you have to tread the same path over, and over, and over again, and…

It’s well written. But it’s also something like the 20th time I’ve seen it.

…Thea 2 has some interesting ideas. It has an interesting world. But I’ve never really felt like the game wants me to explore that world, to look down its path. And, even with the narrative conceit that yes, the world is hostile, it is not a game that resists being played in a fun way. It merely resists, struggling against being enjoyed, and that saddens me.

The Mad Welshman wants games to be enjoyed. Sometimes, the games themselves don’t help.

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