Ziggurat 2 (Early Access Review)

Source: Cashmoneys
Price: £14.99 (Soundtrack £4.79, bundle £17.80)
Where To Get It: Steam

Well, well, well… Ziggurat was one of those games that, if you were into arena fight roguelites (Walk into room, if room has enemies, kill them all before you leave, get stuff, rinse, repeat, boss, end level) was not bad at all. Some cool bosses, interesting weapons (some of which were, alas, crap), and carnivorous carrots aplenty. Good times.

There is little more horrifying than seeing this as you close your eyes for the last time.

So now, we have a sequel, and it’s changed the formula somewhat. Let’s start with the story. In the first game, you, a wizard from a pool of wizards (some of whom were unlockable), had to go up the Ziggurat, a prison to seal away horrific beasties, as your wizarding exam. Turns out wizards don’t fuck around when it comes to higher education.

Alas, wizards are also known, beyond deadly educational procedures, for warring over things and causing apocalypses or other terrible events. So, yay, wizard schism, the Ziggurat (reminder: Prison to seal away very bad monsters) got blown up in the war. Now you, some of the few surviving wizards, have to clean up the mess this wizarding war caused by, er… Doing what you did last time, but in discrete areas.

And this is honestly one of the more interesting changes: Rather than a strict level based structure, it’s a more quest based deal, in which solving mini dungeons gets you cool stuff and money. Which you’ll need to level up your wands, staffs, spellbooks, amulets, and alchemical/mechanical weaponry. And your wizards. And, of course, you do that by blowing the shit out of stuff with those weapons and wizards.

Oh, whaddya know, one of my screenshots with shooting in it has the little bastards in it too. God-damn carnivorous carrots, cackling and getting everywhere…

But it’s still got a ways to go right now, and it shows. As far as looks go, it’s very pretty, and you can tell the modellers on the team have been improving their craft. And the new levelling system (XP and coins are necessary) and map system are definitely an interesting change. But it does need fine tuning, as, right now, coin drops are annoyingly hard to get, and I have far more things in need of a level up than I have coins to level them up. Add in that length 1 can mean 1 floor (okay, cool) or two floors (Less cool, that’s a war of attrition it’s not so easy to get through when you’re low level), and… Yeah, it needs a little work.

Aesthetically, a definite improvement, and pretty accessible to boot. Difficulty levels appear alright, although it’s definitely recommended you try the easiest difficulty first (don’t worry, you have multiple save slots, you’re good), and I can’t really say that being easy to be backed into a corner because you don’t dare look behind you is a flaw, as it’s very much by design (and a dash-dodge means you can leap over, for example, those fucking carnivorous carrots that are the bane of my existence.)

Hrm, what with running into this guy in repeated runs, would you say… Repetition helps hammer home a point?

It’s relatively early days, though, and as far as these arena type roguesortamaybekindalikes goes, it’s not a bad one, even now.

The Mad Welshman repeats that wizards should never be allowed to be prison guards. This sort of thing ends up happening, you get monsters everywhere… It’s a nightmare.

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Spelunky 2 (Review)

Source: Cashmoneys
Price: £15.49 (soundtrack £5.19)
Where To Get It: Steam

The torch has been passed on to a new Spelunker. And dear god, is poor Ana up against it. After all, Spelunky 2, while adding more, has also added some particularly mean tricks. Right from the beginning.

Does that mean it’s bad? Oh hell no. Just that it’s probably going to turn some folks off by being tougher than the original. And some of the changes are interesting ones. So let’s get into it.

Squeesh. Yep, he’s back. But this isn’t the end. It’s world 3’s beginning.

Spelunky 2 is, like its predecessor, a platformer with procedural generation, with several biomes to get through, and bosses, mini and maxi alike, before the final confrontation. It’s a game of risk versus reward, with somewhat limited resources that you have to husband carefully. Do you use a rope to get down to the bottom of a spike put safely, to get to somewhere? A bomb to get to the sweet little pug (or other animal “damsel in distress” … One of the changes was no actual damsels)? Come to think of it, when time is running short, and the ghost(s) of instant death are due to appear, do you have time to rescue both that cool gun you have and the pug? It’s one hell of a feeling, and you only rarely felt like you died unfairly. It was your fault, and your plan.

The reason I say Spelunky 2 is meaner, from the get go, is that 2 early enemies are definitely wild cards, and, in the wrong place, feel distinctly unfair: The horned lizards, who will roll violently toward you as soon as they see you (and bounce), and the mole rats, who dig rapidly through the ground, and, unless they’re stopped, never stop moving at anything but full speed. You can see where they’re going while in the ground, and they can’t get through wood, but still… Dangerous foes indeed, because they can pop up (or down. Or sideways) from surprising places, and they don’t give you much time to maneuver. Together, they’re an evil combination, and together in a confined space? Well, the odds are really high you’re just going to be juggled to death.

Gobble gobble, motherfucker.

But there are other changes, and they’re more interesting. Like the doorways, the backsides of each level, which can lead to surprising places sometimes. Or the mining challenge from a fortune teller. The choice of two different biomes to go through every now and again. And some new traps for the delicious golden idols.

Oh, also a quick way to hell, which appears aimed at the speedrunning demographic. Watching people take that route over and over again was highly amusing to me, for they are braver folks than I… And also because they die a lot. Pets are another nice change, with fun abilities, such as the turkey’s double jump (and adorable headbutt), the rock dog’s fireballs, and the axolotl’s bubbles, which… Don’t give up on the last one, I’m sure there’s some fun, creative stuff you can do with their bubbles!

Sometimes, you just have a really embarassing death. I mean… There’s giant spiders down there, and what do I die to? Thorns. Welp.

Aesthetically, the game remains as fun and clear as its predecessor, each enemy easily distinguishable, a solid soundtrack, and sounds that you quickly associate with their respective enemies and events. It makes some interesting changes, and, while I think the difficulty has increased, if you enjoyed Spelunky, you’ll be alright with this one at the very least, and if you like procgen platformers, I would maybe recommend you play the first one first, but I’d still say go for it.

The Mad Welshman would like to remind you that, if at first you don’t succeed, whip, whip again.

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Noita (Review)

Source: Cashmoneys
Price: £15.49 (£7.99 soundtrack, £21.13 game and soundtrack)
Where To Get It: Steam

Ahhh, Noita… Pixel by pixel simulation of object interaction. Want ice vapour to kill you? Don’t worry, particle by particle, you can do that! Want to put out that particle fire? Just hop in some particle liquid that isn’t particle oil, or sprinkle it on yourself! Want to shoot several particle streams of death, which then become more particle streams of death, and so on until your computer is screaming at you to stop? Yes, you can do these things, all of these things, so long as it’s through shooting things, bombing things, kicking things, throwing things, or spraying things!

Pixels! And many of them are currently very deadly!

You can also die in some extremely messy ways. And you will. Often. So yes, welcome to Noita, a procedurally generated roguelike in which you are descending into the depths of a mountain’s cavern/dungeon network, for… Reasons. I’m sure they made sense at the time, whatever those reasons were. It’s got some lovely pixel art, which, y’know, fits because of all those pixels that can be set on fire, slosh around, obstruct you and so on… And the music and sounds are good too.

It’s difficult, and at times twitchy, so if those are turnoffs, turn ye back now, and, as mentioned, it can get resource hoggy, so make sure your computer can handle it before trying it out!

Otherwise… Hot damn, the feeling of doing incredibly silly shit with your wands and potions, whether it works or not… No, really, it’s amusing to have thirty five arrows from a single cast, only for said arrows to bounce back at you because what did you expect when you fired 35 arrows in so many directions?

For this to be my situation on entering the level is a sign that maybe I should have run away. I did not. I died. I had a blast (and I got blasted.)

Well, you expected something amusing to happen. And you got it, even if you have to restart the game. But that’s okay, there’s probably even sillier things you can get up to! (There most definitely are.)

Any criticisms? Well… Apart from the game turning very resource hoggy when there’s a lot of stuff going on (and believe me, you can easily ensure a lot of stuff is going on, and so can some of the enemies), it’s in this weird space where the basic learning curve is actually quite easy… But the mastery curve is several sharp inclines, which, even with the potential for very amusing deaths, also creates some frustrating ones. Argh, why did I have to die just by getting shot? Boring! Also, some enemies, like the snipers, are… Oh god, they’re utter bastards.

Helpfully, the game now lists things you’ve found, and counts the secrets the game has. Yes, I mentioned secrets, and have found none personally. I know how to get them, I just haven’t tried.

But, overall, I love Noita. I love the destructive creativity. I love the war stories it can create. And, if you don’t mind a tough action roguelike, where you’re going to die in the first few areas a lot before you get further, you’ll like this one.

The Mad Welshman appreciates that wizards have no sense of responsibility. So consider sending wizards into this hellhole a chance for one of them to learn. Maybe.

Look, it’s enjoyable to send the bastards to their doom, alright?

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Necronator: Dead Wrong (Review/Going Back)

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

Okay, so… I’m hecka late on this release review, for which I apologise. Anyway, yes… Necronator, a tower defence game with a whimsically comedic evil overlord theme (such bright, cheery overlords, such big wallies for the lords we’re meant to defeat!), in which you go through a procedurally generated area, fighting tower defence battles, meeting events, buying cards (for lo, your units are cards, with a mana cost, a hand, and all that jazz), and just generally having fun and getting into trouble.

We got this. Go, my skeletal minions, go!

It’s a game that, I feel, respects my time, as I’ve felt previously. After all, there’s a heavy incentive to win quickly, as once that timer at the top runs down, the enemy castle will spawn much quicker, and it’ll be all that much harder to defeat them, or you could even find yourself on the losing end. So battles are quick. Maps are quick. And you breeze through, thinking on your feet, and, essentially, having fun.

Like, I’m not a tower defence guy. And I’m having fun. It’s easily understandable, tooltips are solid, the units are fun and interesting, and, pretty quickly, you’ll find yourself with three different commanders to play with, each with their own fun and interesting units. Aesthetically, it’s on point, some really cool pixel/voxel art, the maps are more clear than last time I played, the menus were good the first time round…

There’s other stuff beyond this, but it’s got less visual pop than “Here be the landscape you’re going to trample over!”

I can’t find fault with necronator, beyond the mild annoyance of “I can’t drag my card anywhere on screen to summon units, only the dungeon heart? Booooo…”

Have fun with three undead cuties on a fun murderous rampage. I’d recommend that, and, it’s a good introduction game to tower defence games. Not a bad combo, I’d say!

The Mad Welshman approves of women getting into evil overlording. Hopefully, with enough entering the industry, we can change the term, give it some extra kick. The committee’s still deciding on a good name, though, input welcomed!

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Curse of Disaster Spirit: Anecdotes of Mansion (Early Access Review)

Source: Cashmoneys
Price: £5.79
Where To Get It: Steam

Cursed House has potential. It’s got an interesting premise where, from what I gather, somebody has been cursed after almost dying to the ghosts of a haunted house, and must find their way toward breaking it, being hunted by ghosts along the way, and slowly uncovering the secrets of the mansion.

Rooms! Which become locked or unlocked as the story progresses.

And you do that in a relatively time honoured tradition: Moving between rooms, and exploring, by drawing cards to determine your next event. Nearly always, it’s something that’s going to require one of your four stats challenged (Strength, Speed, Perception, Knowledge), and often, it’s a fight. As you do so, the blood mist slowly rises in your body, until it reaches max, and you can engage in a small boss rush, to accumulate the special points you need to undo the curse. Can you make it the whole way through? Well… About that… There’s some factors in the game that make that more difficult than it needs to be.

I can forgive the slight jank in some of the visuals (The victory sword, in particular.) I can forgive, somewhat, the rather broken English translation. I even appreciate that they have an easy mode, and that it defaults to “On.”

I lost this fight, whereas I’d won the last one against this ghostie. I have no idea why.

But I don’t know what elements are going into failure or success, beyond a very vague idea. I know, for example, there are multiple skill checks going on, by the multiple hits at the bar. I know some of these are meant to be card picks from a deck. I know that there are curses, such as automatic failure cards, that can end up being introduced.

But I can’t see any of that happening. And I can’t check exactly how boned I am on the deck front. It’s very frustrating, to know that I’m getting my ass kicked by a level 5 event, in my strongest stat, and I don’t know why.

Still, visually, I kinda like it. It’s simple, but sometimes that’s what you need. Although a clearer font that doesn’t make seeing, say, 51 a little hard, and some colourblindness awareness (red text on a dark background? Not good), and, in its general idea, I kinda like it.

Don’t know about the first sentence, but… “I just need to move carefully. Suddenly, I had a bad feeling, and, behind me, a hand stretched out from a mural…”

I can’t pretend it’s not a flawed game, though. And there are, it must be said, better games of this ilk out there. Maybe, if the translation improves, and things become more clear, I can go back to this review, and see what’s different. Because it certainly shows promise. It just obscures it under a lack of clarity, which creates a feeling of unfairness.

The Mad Welshman is pretty unfazed by hauntings. He’s the kinda guy who would ask God how his health is doing.

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