Tower Hunter: Erza’s Trial (Early Access Review)

Source: Cashmoneys
Price: £12.39 (79p for OST)
Where To Get It: Steam
Other Reviews: Release

Early Access can be a funny thing. Hell, gamedev can be a funny thing. Sometimes, you have beautiful games that, mechanically, fight with themselves. Sometimes, you get something like Tower Hunter, which is mechanically reasonably sound… But, aesthetically, lacks that pop, that flair, that makes it interesting. And so, it remains merely… Somewhat solid.

There is a lot to be said, however, for this particular segment of the first level. That’s a good feel, crushing several Spectators beneath your icy heels.

Tower Hunter is, essentially, a procgen Metroidvania: Clear levels, defeat bosses, get better kit, rinse, repeat. You are the titular Erza, looking to clear the Magic Tower for… Actually, I forget why. Look, there’s a tower, it’s filled with monsters, beat the shit out of them and the lords of each biome within the Magic Tower, which has biomes because fuckin’ magic.There’s four main weapon types in the early game (I don’t, at this point, know about the later game), and when you die, you lose portions of your money and stored powerups. Cool. Okay, now let’s talk about the things that make it interesting… And why you might not really notice them.

So, let’s start with the interesting: Quite quickly, you build up a small arsenal of powers, some depending on your weapon, like lightning for dual swords, some your basic magic skills, like icy dive kicks that do hilarious damage. And, scattered through the dungeon are several kinds of power-ups, all of which can be levelled up with your own skills, and are replacable. Nice!

You can basically only spot the boss when he’s in front. He wasn’t for the majority of this fight, so this is a post death screenshot…

Buut… While the character animations are mostly alright, the music is pretty good, and the sound is also alright, the visual flair of everything else? Is somewhat lacking. That’s… Sort of excusable for creatures like the Clockwork Mannequin, but there are bugs, and bone throwing skeletons, and bees, and… Not many of them are memorable. Heck, the first boss… Is barely distinguishable among the small horde of red bugs, green bugs, some purple bugs, some mannequins…And the landscapes feel somewhat bare, even when they try and get interesting.

And this is a shame, because it also rewards those who take on an extra challenge. Beat that first area quicker? Get a better trophy, which ups abilities. Somewhat quick, but got every single magic power-levelling stone in the 2 levels of the area? Get the bestest trophy, and more rewards!

There is also some Engrish in the game, but y’know what? That’s no big right now.

So yeah, mechanically, Tower Hunter works. It even adds some interesting ideas for rewarding speed and exploration, and a little customisation (Although, y’know, I’m not entirely on board with the bunny suit one, just sayin’.) But, right now, that’s balanced out by, essentially, being visually uninteresting, or, more accurately, a little homogeneous. It’s worth a look for some of its ideas, but I really hope that it gets a little more flair and pizzazz.

The Mad Welshman, alas, is a bit tired. He will nap now, on that comfy bed there.

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Sanguine Rose (NSFW Review)

Source: Cashmoneys
Price: Name your own price on Itch, would recommend donating.
Where To Get It: Itch.IO

Content Warning: The game contains D/S powerplay, some violence and gore, and an enslavement bad end.

Read more (Age Gated)

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Sanator: Scarlet Scarf (Review)

Source: Review Copy
Price: £7.19 (£9.58 w/soundtrack, soundtrack £2.89, assorted goodies £4.79)
Where To Get It: Steam

Content Warning: This game features a mention of nonconsensual sex, and murder.

Visual Novels come in many forms. That’s part of their charm. And seeing different approaches to visual novels, from different places, is, itself, quite a charm too. Which is, of course, a good segue into Sanator: Scarlet Scarf, the first translated work by Ignis Sanat, and winner of the Anivisual 2019, a yearly Russian Visual Novel contest.

A different approach than usual, somewhat reminiscent of a Light Novel. I kinda like it.

It is, let’s get this out of the way, short. But, as we’ve often seen on TMW, short doesn’t mean bad. It simply means short. The prose in Sanator is good stuff, solemn and heavy, as befits its setting, a town beleaguered by a plague that, as it quickly turns out, is of supernatural origin. The art is solid, anime styled, but with its own texture and flair that I quite enjoy. And, while its choices are relatively few, its characters are interesting, and its setting works without needing to look up too many of the Special Fantasy Words.

It should be noted, before I continue, that the demo is, itself, a prequel to the events of the game, a more linear experience, but still with its own charm, and adding nuance to some of the characters through short vignettes. A little extra to the world is always nice, and it does well not to give away key facts.

Too true, I’m often up at them, writing these… SIGH.

Anyway, both the demo and the game have some pretty good music. Heavy, portentous, a fair few chiming bells and choral parts… I enjoy this. And I enjoy the fact that it all works together in this short, tight narrative about a Sanator (Plague Doctors whose shadows can hurt, who fight both normal disease and spirits of plague), faced with the Scarlet Scarf, a malady that causes a deep, bleeding lesion from the neck to the waist, not unlike… A scarlet scarf. And, of course, it’s supernatural in origin.

If I had regrets about Sanator, it is, honestly, that it is tight. It shows the horror of the plague briefly, resolves quickly, and that horror doesn’t really get a chance to linger unless you’re deliberately savouring it. It doesn’t give the indirect antagonists a lot of room to breathe. I also think that the supernatural being’s origin is… A little squicky (Okay, imprisoned and sacrificed by a cult, fine, but, as writers have noted, rape is a very lazy way of establishing someone else as evil. Suggest “Couldn’t unsee the other, failed sacrifices wot were super horrific and stuff.”)

A Sanator’s Shadow is, as it turns out, its own entity. Cool, huh?

Still, overall, Sanator is a tight narrative, and I’ve enjoyed my time with it.

I do love me some good art. And my cup hath overflown this month.

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Reventure (Review)

Source: Cashmoneys
Price: £4.99 (£1.69 for soundtrack)
Where To Get It: Steam

What if you were not, in fact, the hero, but some random jackass chosen to wield a magical sword? Such is the question asked by Reventure, and the answer is: You die. A lot. Sometimes entertainingly, sometimes anticlimactically. And this, funnily enough, is the whole point: A collectathon of endings.

He’s Lump, He’s Lump, He’s in mah head…

To say that mileage will vary on this one is… Kind of an understatement. After all, we’ve seen obscure game endings, some of us have gotten those obscure game endings, and always, the question arises: Was that worth the effort to get it? By the time the obvious ones, involving the sword, Power of Love, and just dying to things had come and gone, I was apparently in the top thirtieth percentile of players. By where I am right now, where a lot of what I need to do involves either completing the game’s stated goal of saving the Princess in some fashion, finding obscure things, and the like, I am top 10% of people who bought it already.

Since this is kinda the core deal, it’s important to note, because, aesthetically, the game can shine as much as it wants, and it kind of does, with highly Zelda reminiscent tunage, some amusing writing (“Wait, ignore the heroic music, don’t go past the checkpoint without a weapon!”), and a solid tiled pixel aesthetic… But you’re going to be hearing that heroic music, the eerie temple and Dark Castle tunes, and seeing areas… A lot. And, later on, it’s going to be to the backdrop of “Shit, wait, shit, wait, where do I…?”

Get crushed, and… Well, you’ll be alive, at least? Poor Hero.

It’s basically about discovering things, and, funnily enough, one of the most amusing discoveries is that, for the majority of endings, our hero just… Won’t die. Crushed by a brick? With an “X time later” card, we come back to the house, to find… OH GOOD GOLLY… A boneless, flapping husk is now our player avatar. Eep. Zombies, pirates, even a Tingle… These form a component of its humour, and I definitely appreciate the variety. The other feature of the game, in which Twitch streamers can let a person play the role of the hero verbally, is… Well, the mileage on that can vary quite widely too. I didn’t use that one, even though I know my community’s pretty solid.

Still, this is definitely a game that does what it’s trying to do. It’s trying to give that feeling of hunting obscure endings, of the variety of possibilities that, normally, we just cover with some generic game over, or a brief animatic. It even tries to give them the same sort of weight. But that sort of even weighting isn’t entirely do-able, simply due to the nature of the beast. Its humour mostly works, and, overall, I would recommend this to the completionist in my life, even with that final stretch being a bit tiresome to achieve.

The Mad Welshman is a Grumpy Completionist. He likes completing things, but never has the time

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Deck Hunter (Early Access Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

The feel, the flow of progression is an awkward line to balance. Give nice things too much, and you devalue them. Punish the player too much, or give nice things not enough, and it feels… Well, not worth the time. This is the line Deck Hunter… Isn’t currently treading very well. And it’s a shame, because there’s a couple of decent ideas in there. It’s just there’s also a rather silly amount of grind, and the requirement for good play… Or no play. Well, no win, anyway.

Disclaimer: Cards must be low level, and this reduces the size of your deck. Terms and conditions may apply.

The general idea is one we’ve seen a fair amount before (heck, even this month): You, an adventurer, use cards as attacks, fighting monsters, defeating bosses, going through areas marked as combats, treasures, spin-to-win, and rest sites. Where it gets a little interesting is that cards upgrade through use, and can also be mixed with Alchemy cards to create new, different cards. Crafting items, two card combos…

It’s such a shame then, that, outside of the combos (a mixed blessing, as we’ll discuss), I haven’t been able to see much of it in hours of play. What I’ve seen… Is the first area, again… And again… And again. And, funnily enough, that palls pretty quickly. So… Let’s talk about the why, as I see it.

Thanks to that Corrosion effect, I am, essentially, just going to take damage. The question was “How much?”

A basic combat is, on its face, pretty simple: You have a five card hand, which, at first, consists of strikes (5 damage, 1 energy), defenses (5 damage blocked, 1 energy), and some other cards like a healing potion (usable once per combat, 1 energy… 3 hp recovered.) You have three energy per turn. Okay. So far, so simple. There are even three combos associated with this. And one of them… Is annoying. Strike, then Defend, as opposed to Defend, then Strike. See, the latter gives you another Defend card (can be useful, if you have energy to spend, and, say, had no other Defend cards.) The former, on the other hand, drains one energy, gives you… 2 defence, and… Well, it’s not worth the hassle.

Okay, now let’s look at our enemies and… Huh. 27 HP and 17 HP, with… 11 attack and 7 attack. And here, friends, is where we start to see problems.You can, if you have 3 Defend cards, defend against this, due to the Defend+Defend combo. 5+5(+3)+5. Cool. If you want to deal no damage. Similarly, if you have three Strikes, you can kill the one with less HP. 5+5(+5)+5. Cool. But you will take damage. The question is: Who’s got the 11 damage attack? And, more to the point, without either of these options, the math is not in your favour. Rarely does any enemy have less than 15 HP (or a Two Strike combo’s worth.) There is no defence against status attacks (such as the shroom’s Corrosion/Piro attacks), some of which do damage regardless of your armour. Sooo… On the Micro level, it’s actually pretty damn hard to avoid taking damage somewhere. Unless you play well, right out of the gate. Even if you do, certain enemy combinations are, essentially, a big middle finger to your desire to keep your HP up. Oh, hey, it’s a mushroom and a thief! A thief who has 34 HP, and the Unloader special skill (reduces your energy to 1 next turn.) Plans? The hell are those, you got none!

My best shot at the boss, in which several cards upgraded during the fight. Not that it helped.

Enemies, in general, seem to scale faster than you do.

Now we add in that, to upgrade a card, it has to be used a certain number of times. And those upgrades… Well, gee, my Defence got upgraded to… A slightly better Defence. As in, 1 point. And it can’t be used in Defence combos anymore, only Improved Defence combos. Thiiiis might not be the best plan unless I have several upgrades in a row real soon. (Narrator: It wasn’t. He did. It didn’t matter.)

And then you get to the first boss. Gee, I sure hope you have a plan which involves 40+ damage and some unblockable damage, 104 HP, and two adds that like to add corrosion, and, more importantly, boodles of defence to the boss!

Overall, right now, Deck Hunter feels more like a losing battle of attrition than a game of skill and tactics. It looks alright, but playing through that first area, with that first area music, and those first area enemies, time and time again, has palled me on it, and I just want to move on.

The Mad Welshman sighs. The Balance has been disturbed…

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