Soul Smith of the Kingdom (Going Back)

Source: Cashmoneys
Price: £5.19 (Soundtrack £1.69)
Where To Get It: Steam

Inu To Neko games… They’re often about starting a business, and equally as often, it’s a case of tough (and sometimes misguided) love. In the case of Soul Smith of the Kingdom, Nine is the greatest smith in the nation of Aldenoar. But her uncle, perceiving a vital weakness, forbids her from smithing until she raises another great blacksmith. After all, she needs some business sense, and knowledge of how to train employees, so the legacy of the Soul Smiths can continue.

You’re right, lads. Never work at a black company. That shit can only lead to poor health and shitty Isekai.

And so, enter perhaps the most idle game like entry in the series. Although, as always, it’s not that simple, but not as intimidating as it looks. You start with two low level blacksmiths, and, as is often in the series, you get your friends (the cast of the series) to enter dungeons to get materials, you set the weapons the blacksmiths are making, gain skills, gain new blueprints by either buying them, finding them in the dungeon, or, as is most often the case, soul-smithing a weapon the blacksmith is proficicient in.

Oh, and you get skills and, once you get a single smith to level 30, you can get other smiths to inherit their skills, gain souls, and buy more skills. And the minigame, once every month.

It looks complicated. But it’s not as complex as all that.

Funnily enough, most of the game is pleasant. Yes, the translation of the character stories is Engrishy, but honestly, I don’t have that much of a problem with it, as the characters are cool, and the stories are warm and light hearted generally.

But the minigames, or, specifically, the difficulty of some of them, is my biggest issue with the game. Jesus H Christ, if I see Drop Ball or Fill In The Blanks (and, to a lesser extent, Face Checker and Speed Aim), I just leave them alone, because math puzzles involving four numbers from 1 to 9 is not something I like to do on a regular basis, and Drop Ball rapidly becomes bullshit, since both a miss and a ball falling out loses you a heart, and so it’s very easy to lose it all in three rapid clicks of panic. I dislike the minigames, except for Big Search (which grid has the bigger total?)

Face Checker gets evil on three stars and above… Little things start becoming important. ARGH.

But, overall, it’s a game I can relax with. I’m at the mid-late game now, and I’ve made my smiths too good, as, if they’re all left to make more expensive things, they’ll rapidly run out of materials. So I make the smaller stuff with two of them, to level up my friends for deeper dungeon delving, and try to ensoulise weapons with one at a time.

I’d definitely recommend this one out of the Inu To Neko games, as its mix of idle and management gameplay is pretty nice, and it’s got a pretty clear UX.

The Mad Welshman supports improving your craft. But not at the expense of your health, okay?

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Swag and Sorcery

Source: Cashmoneys
Price: £9.99
Where to Get It: Steam

It is an oft-spoken truth that adventurers are in the biz to look fly. Well, secondary to the concern of being as murderous as humanly possible in the pursuit of loot and monsters, but yes, looking good while doing so is definitely a priority.

WHAT DOES HE HAVE THAT WE DON’T?!? IS IT THE WOLF HAT?

And Swag and Sorcery aptly demonstrates what hard, thankless grind this can be with its fashion obsessed kingdom, out to find a long-lost magical, kingly costume, and look swag as heck while doing so.

Oh, and there’s some dork trying to tear the kingdom down. I guess he’s kind of in the way, along with his summons. Something about thinking that the King relying on a magic suit his grandfather had to solve the Kingdom’s woes…

Swag and Sorcery, overall, is an idle RPG with crafting elements. Send your adventurers out into the wild (occasionally returning them to town so you get some loot, instead of no loot at all and an annoyed adventurer waiting to heal), get ingredients and money, and then throw those ingredients and money into the adventure supplying industries, so you can do that first bit all over again. And again. And again. Until you beat a boss, at which point, you get more areas to look at, unlock more ingredients for more recipes and…

The ladies are, honestly, cleaning up by this point…

…Look, it’s enjoyable with a certain mindset. Wanting to discover what new thing you encounter, what new costumes you get, and whether this time, this time, that damn priest judge won’t vote a 9 on that awful pumpkin number. I mean, it’s summer, pumpkin is fall, you ecclesiastical blunderer! There is, to be fair, a lot of this adventuring industry: Alchemy to make some rare ingredients and get mana for spells (used to help adventuring parties in trouble), smiths and carpenters to sort equipment, clothiers to help the wizarding types… All manned by… The same adventurers you’re hiring to clean out the dungeons. Heck, even sending multiple adventuring groups out at once is a thing you can quickly do.

Aesthetically, Swag and Sorcery is not bad at all. Good, clear pixel art, you know what things are, the music’s nice, and the roles that are voice acted are amusingly hammy. Which fits with the game’s silliness, so… Appreciated. Sure, some monsters are a little generic, but the majority are something interesting. Ghouls in this game, for example, are armoured murderbeasts, and the Infected are dead, weeping eyed humans who have been melded to what appears to be giant spikey crab legs.

I will say, though, nice nod to needing a work-life balance. Ahhhh…

But yes, Swag and Sorcery is all about, as with most idle type deals, getting bigger numbers, so you can hit bigger numbers, which gets you bigger numbers. Sometimes those numbers aren’t quite big enough, so you have to grind on the smaller numbers until you can get bigger numbers (or grind on the bigger numbers hoping to get something out of it while other numbers get lower.) And… It’s not unenjoyable, it definitely has its high points, but… Sadly, I’m not really of the mindset to properly enjoy it.

The Mad Welshman already ground out his reviewing stat this month. More grinding is… Inadvisable for him.

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Forager (Review)

Source: Cashmoneys
Price: £14.99
Where to Get It: Steam

Forager is one of those games which blurs the line a little bit. Specifically, between a survival RPG… And an idle game. I’ve actually had some arguments, over the past month, as to whether this label really applies. “But Jamie, you do things. You walk around.”

I’m pretty much getting the obvious screenshot out of the way here. And it’s not hard to see why it’s an obvious choice.

Yes. And a lot of that walking around is so you can find the thing that popped up. To hit the thing. To get more of a thing. So you can make more of the other thing to get more things overall. Everything in Forager is in service to opening up more Forager. And a lot of that time is either clicking on things (To mine them, to kill them, or to solve the odd puzzle), or waiting for things.

Like I said, it blurs the line, because while other survival games and RPGs have precisely this… Even the skill tree is basically “Unlock more things to do.” Ah, now you can mine this metal. Now you can make better mining things. Now you can get more gold when you make gold.

NEED MORE GOLD. AND WHEAT. AND COAL. (But not really food. I’m good there, that’s just to kill time.)

Does that make Forager unenjoyable? Not precisely, it definitely does interesting things. But it really does seem to be enjoyed more if you approach it from an idle-game viewpoint than an RPG viewpoint. Exploration? Well, occasionally you get that, but more often, it’s bam, one puzzle or NPC fetch quest chain, and what’s left is farming, mining, and harvesting. Story? Again, somewhat, but it’s relatively minimal, and in service to… Opening up more mining, farming, and harvesting. It has a hunger meter, it’s true, and a health meter, but rarely are either threatened. The real threat, honestly, is that you hit a progression lull.

See, there’s never a lack of things to do, or things to watch. In fact, quite the opposite, as, quickly, you have inventory management, and meters to watch, and things to make, and things to harvest, and now, because you want to make this special thing, you have more things to harvest, and make, and… It can get overwhelming, with the feeling that you’re running in place while not doing very much (Much like a lull in… An idle game.)

This, by the way, is about the point I gave up on my completionist dreams. NOPE. NOPE NOPE NOPE.

Still, the rate of progression, to an extent, depends on how you want it to progress. I’ve seen folks try single island challenges, and others (like me) try desperately to see everything there is in the game, buying islands as soon as they can, levelling as best they can (Levelling is done by just doing things, but, as you might expect, it gets slower the further you go), and that self goal setting is a nice way to approach this.

Anyway, as noted, Forager seems to be most enjoyable when played from an idle, as opposed to RPG perspective, and that’s just fine. I am a little annoyed that the option to quit is hidden in options, but other reviewers have noted this, and it hasn’t changed, so I guess it stays.

This review took one reviewer, two word processors, five computers, and a sharp stick to make. Only the sharp stick was a base component.

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