Cuphead (Second Chance with the Chick)

UPDATE: Since posting this review, I’ve beaten Cuphead and written a third and final review of it. Click here for my final thoughts on the game. But keep reading this because beating the game didn’t change my opinion all that much.

UPDATE #2: AND THEN I played it a fourth time and realized I was wrong all along. You know what? Enjoy the full Indie Gamer Chick v Cuphead journey. I sure did. Click HERE for the absolute final review.. until the DLC.

Nobody wants to be that one person who isn’t having fun at the party. It’s awkward. People stare. They wonder what the fuck is wrong with you? Can’t you see how much fun everyone is having? But that’s me with Cuphead. I think it’s boring. Sure looks pretty though. I reviewed it a year ago and you would swear I’d gone door-to-door and sodomized every Xbox fan’s dog while making their grandmothers watch by the way people reacted to my opinion of it. The cries of “how dare you review it when you didn’t even really finish it” rang through the land. Which I think is bullshit. Hey, *I* paid for my copy, fellow critics. Did you? If you buy a gallon of dish soap from Costco, are you not allowed to complain about the shoddy quality of it until you’ve emptied the entire container in a futile attempt to get that last bit of crusty shit off every plate in your sink? Of course not. And besides, as I took delight in pointing out, I made it further than 95% of Cuphead owners did at the time I threw in the towel. That number has since climbed to a whopping 88% of people who didn’t make it as far as I did. Apparently the 12% of those who outlasted me were all game critics. I’m sure.

It still boggles my mind that, in a game that so closely resembles vintage 40s cartoons, the story is laid out in static screenshots. How come nobody else finds that weird? It’d be like doing a tribute to Mr. Rodgers Neighborhood on the back of packs of cigarettes.

Anyway, as a responsible game critic, I do have to take into consideration things like if patches have fixed titles I previously disliked. And Cuphead has been patched a few times to clean up stuff like timing or glitches. Though fans of the game who understood why people like me wouldn’t like it did point out to me that the patchwork was so minuscule and insignificant that it couldn’t possibly change my opinion. And they were right, but I wasn’t happy with the original review, because it left some stuff out that I feel I probably should have talked about. So, let’s get this over with, shall we?

Gun to head, I’d probably name Cuphead as the best looking game ever. Any game, indie or otherwise. And I don’t take that lightly, even if I think it’s 2018 and we probably should be over graphics by this point. I’m not going to claim that I grew up some kind of vintage animation superfan or anything like that. I didn’t. I was a huge Superman fan growing up and loved the 1940s Fleischer Studios Superman shorts (there’s an awesome YouTube video on their significance to film history here, you actually owe lightsaber battles to them), and they’re one of the major studios that Cuphead drew inspiration from. Normally, I find referential nostalgia to be obnoxious (unless I’m doing it, YEA FOR HYPOCRISY!) but in the case of Cuphead, where so much effort was put into it, you can’t help but admire it. This wasn’t just assembling voxels in a way that looks vaguely like KITT from Knight Rider. This is authenticity in a way that nobody would reasonably expect from any game, except maybe South Park where the style isn’t hard to replicate.

This is a direct-tribute to “The Mechanical Monsters“, the second Superman short. Probably the best thing I can say about Cuphead is if I saw this screenshot ten years ago, I would never have guessed it was from a video game. Well, assuming the game stuff in the bottom corner wasn’t there.

That’s why I don’t understand why the decision was made to make Cuphead so prohibitively difficult. Some of the best character designs are gated-off unless you can beat all the bosses on “normal” difficulty. Here “normal” is in the sense of “I would normally expect it to be hard to swim across the Pacific Ocean.” I struggled enough trying to beat some of the bosses on the easy difficulty and they expect me to beat the same boss with extra phases added to it just to be able to see all the content in a game I already fucking paid for? After all the work I put into getting as far as I did (and I did beat all the bosses in worlds 1 – 3), having the game tell me I didn’t do it good enough was frankly a slap in the face. Like the break-dancing maneuver where you spin on your erect penis, it’s a dick move.

Weirdly enough, my favorite parts of Cuphead, the Contra-esq “run and gun” stages, don’t have optional difficulties. They start off fine, but they become maddening too. As in they make you angry. They don’t turn you into a perpetually sweaty ex-Raiders coach. Well, actually some of them might. But here’s what I don’t understand: they do have optional challenges. You can get an achievement by not killing anything in them, for example. So why didn’t they just apply that kind of design logic to the larger game and let people make their own challenges? This is an Xbox exclusive. USE THE ACHIEVEMENTS! Give someone who beat all the levels on one difficulty an achievement and let people who didn’t go that far enter the last level of the game. We’re not talking ONE boss people who could only beat the game on easy miss-out on battling. They miss eleven boss fights. ELEVEN! That’s one more than the first two (out of three total) worlds have combined! Having an extra final boss fight for a hard mode is acceptable and commonplace in gaming. Cuphead locks players out of nearly 40% of the content if they don’t have the ability to beat the game on the developer’s terms. So why even offer easy modes if you’re going to be that big a prick about it? That sort of makes me think the Moldenhauer brothers are pretentious fucking assholes.

Gamers are really cool about doing hard stuff if that’s what they’re into. Speed-running has become its own thing that people take notice of. We have an odd admiration for people who can beat games with their feet or holding the controller upside-down. Developers, you can cater to the insane-hardcore crowd and the people who just want a solid ten hours for their $20 investment. You shouldn’t want to lock anyone out. Especially a game like Cuphead, that put so much effort into the audio-visual presentation. Why divide people into two different groups and say “this is for THIS group, and not that group”? There’s something kind of heartbreaking about Cuphead. That it’s something that should be admired by everyone, but actually only a small niche of gamers will ever truly enjoy it to its fullest potential. That’s actually tragic. I don’t have a joke to go with that. It makes me legitimately sad.

While the side-scrolling stuff were my favorite parts of Cuphead, they were also far too difficult for me in most cases. And again, I just don’t get why this was a shooter at all. It’s based around the Golden Age of animation, where slapstick was king. There’s NO slapstick in the gameplay of Cuphead. Just shoot, then shoot some more, and then shoot even more. It’d be like doing a tribute to Prince without having any of his music. It seems like nobody would think to do that, and yet, here we are.

I played Cuphead again this week, hoping to figure out why everyone at the party was having such a good time. And I did like it slightly more. This was mostly because my long-time friend Brad Gallaway suggested I take one of my hair ties and use it to hold the right trigger down, thus keeping the game perpetually firing without having to use my finger. It works, and it removes the physical pain I felt last year when I played through it. I put a few hours into my replay of Cuphead and was actually able to type this without pausing every few minutes to ice my hands. It’s the first time since the Atari 5200 where a rubber band is the best accessory in gaming (there’s like ten people in the world who will laugh at that joke, but trust me, they’re howling right now). But it begs the question: why didn’t Cuphead just include that in the first place? Hell, firing isn’t even mapped to the most obvious button. You have to do it yourself. It’s one of those things that made me once again step back and ask “who exactly was Cuphead made for?”

The answer was apparently “for the guys who made it.” And that’s fine, by the way. Chad and Jared Moldenhauer got to do what very few people get to do: they made their dream game. If anyone else happened to like that game, hey, awesome. If not? Meh, they still got to live their dream and nobody can ever take that away from them. Cuphead is one of those rare games that I really kind of hate, but at the same time, I admire the shit out of it. When I play it, I can almost picture how it came about in my head. “Nobody remembers the levels in Gradius or Life Force or R-Type. They only remember the bosses. Well fuck it, we’ll have side-scrolling shmup stuff in here but ONLY the bosses. I mean, why not?” And, yea, actually that isn’t the worst idea when I think about it. If people will only remember certain aspects about a game as the years pass and the game fades into memory, why not just build a game around those things? Cuphead is memorable. I’ll give it that. Nobody who plays it will ever forget it. Its characters are like a 1940s cartoon, grainy filter and everything, as animated by someone sleepwalking through a fever-dream. There’s not a single boss that feels like they phoned it in. A lot of games that are prohibitively difficult feel lazy or under-developed. Not Cuphead. You really walk away from it feeling like the game turned out exactly as it was intended.

And that’s why I hate it. I was bored so much by the endless replaying of boss fights without checkpoints that gets tedious. The controls are mostly tight and responsive (assuming you remap most of the buttons) but I could never get the timing for the parry down. And the item you can buy that automates the parry takes the spot that could be used for the invisibility-dash, which you absolutely DO need (all the pros use it from what I can tell), which is a shit move by the developers. Why not just let people equip all the items available? Why have to choose? Why are so many enemies in the run & gun stages bullet sponges? Ones that don’t have to be, either. Those tree stumps that are stacked like totem poles aren’t exactly a challenge, but the amount of bullets they soak up just kills the pace of the stage dead. That happens a lot in what limited amount of levels there are. Why bother when those stages are treated like an afterthought anyway? Eh, you know what? Fuck Cuphead. I just didn’t have fun playing it. It’s not really meant to be fun, apparently.

Every single boss is unique and memorable in their design. The sheer creativity on display, even when a character is based partially on something, is astonishing. Beppi The Clown is based on Koko the Clown from old Betty Boop cartoons. Only if Koko had taken lysergic acid first.

Honestly, I think a lot of people who say they like it really didn’t either. I think people claim to like it so they don’t become that person that isn’t having fun at the party. The achievement percentages for the game back me up that. As of this writing, only 12.36% of all Cuphead owners on Xbox One have beaten every boss on Inkwell III on any difficulty. That’s as far as I made it, by the way. That’s not even the final level of the game. That’s as far as you can go without beating all the bosses on the “normal” (IE quite hard) difficulty. Compare that to Dead Cells, another game noted for high difficulty that came out nearly a year after Cuphead, where just over 14% of all people have beaten the final boss on any difficulty. So, more people have beaten all of Dead Cells in a lot less time than Cuphead has had people beat two-thirds of it over the course of its first year of release. 56% of Dead Cells players have beaten the 2nd boss, about two-thirds through a run of it. For Cuphead, only 21.56% of players have beat all the bosses in the game’s second world on any difficulty. So again, I question whether everyone who claims to love the game really does love it as much as they say they do. When almost 80% of all players aren’t even making it half-way through the game, really, how much fun can they be having?

Dead Cells became my choice for the best indie game I’ve ever played, and that’s despite the fact that I hate roguelikes and I don’t understand why some games don’t have adjustable difficulty just for the sake of making sure EVERYONE can admire your work. So actually, it’s kind of lazy on my part to say Cuphead “isn’t for me.” I actually don’t think it’s a well designed game. For Cuphead, the entertainment value is based entirely on the sense of relief felt when you finally clear a boss after your fiftieth-bleeping-attempt. And yea, those feelings are legitimate. When you spend an hour memorizing the attack patterns of a boss, come so close to beating it only to come up short and see that you were a fraction of a second away from victory, then FINALLY hit your stride, it’s going to feel good when you beat it. Well, no shit. For those who say “DON’T YOU FUCKING GET IT? THAT’S THE POINT!”, my question is “why can’t everything that leads up to that moment be fun too?” Because it is for games like Super Meat Boy, Spelunky, or Dead Cells. Yea they’re frustrating as all fuck, but the difficulty never supersedes the fun to the point of becoming demoralizing. Hell, dying can be entertaining in some games. There’s nothing fun about dying in Cuphead. It just means you have to start all the way over again, doing that thing that wasn’t fun to begin with. Besides the side-scrolling levels, I didn’t have fun with Cuphead at all. It’s all pain and no pleasure besides “well, finally beat that one. Yea?” And that makes me question whether Cuphead is a work of art or not. I somehow doubt da Vinci only showed off his paintings to those who allowed him to beat the shit out of them first.

Cuphead was developed by StudioMDHR Entertainment
Point of Sale: Xbox One, Steam

$19.99 noted IGC won’t be buying the DLC unless MDHR opens up the final bosses to those who only beat the world 1 – 3 bosses on easy so they can play all the content they already fucking paid for in the making of this review. Oh and making a boss named “Chef Saltshaker” to mock those who had the gall to say this $20 game they paid for is too hard? Yea, not giving people the stuff they paid for is hilarious guys. Keep it up.

Oh…Sir!! The Insult Simulator and Oh…Sir! The Hollywood Roast

I found the existence of the Oh…Sir! franchise to be potentially refreshing. It harkens back to a simpler time when Yo Mama jokes were practically a national pastime. My father pointed out that In Living Color had a recurring sketch called The Dirty Dozens that turned Mama jokes into a gameshow. It’s actually still pretty fun to watch.

The Oh…Sir series is sort of trying to be like that, only they’re framed as fighting games where damage is done by hurling insults at your opponent. To create the insults, the fighters are given a seemingly random selection of parts of speech that you take turns selecting to form sentences out of. It seems like it would be deliciously crass and with the right algorithm it could be really great, right?

Actually, without hyperbole, these are the very worst indie games I’ve ever played. The absolute worst of the worst.

The concept is fine, and if the parts of speech were generated in a way where you could always form something resembling a coherent sentence, they’d be great. But that’s not the case at all. There seems to be no rigging done of the options, and since you and your opponent alternate selections, I found that you were more likely to produce something that sounds like gibberish than an actual sentence that sounds insulting.

So let me show you an example. Here’s the first set of speech options I was given for this match.

Alternating turns, we have to assemble those into “insults”. The two options in the bottom left-hand corner are only usable by me, and I can change them into two different, random options once each word-bank. If there’s a (…) that means you can carry the sentence you’re assembling over to the next word-bank, at a cost of not doing any damage that turn. That wasn’t an option here, so myself and the AI had to assemble an insult using just these meager options. Here’s what the AI came up with.

What.. the.. fuck was that? And that did six points of damage to me! Why? That is not an insult. That’s a person having a stroke. And they’re both British it seems like, so, like, your country smells like my face too, idiot! And why six points? The scoring system seems arbitrary and disassociated from the happenings.

Here was my retort. This was the best I could come up with given the limited options.


Now I’ll be honest: I had no clue what “ruttish” means. I’m an American, so I don’t speak the Queen’s English. But apparently it means “lustful.” Okay. So this was the best I could do, and it worked to the tune of causing ten points of damage, putting me four points up on the AI opponent. But again, I have to ask, why? Maybe this is a cultural thing and this would kill on the other side of the pond, but I don’t get how this is insulting. I’m didn’t say or even imply that the wife was doing anything inappropriate with the fishmonger. And a fishmonger (which is person who sells raw, typically freshly-caught fish) is a perfectly respectable job. Since the female version of “fishmonger” is “fishwife” which is a common insult, maybe the implication is that by working with the fishmonger, the gentleman’s wife is actually a fishwife? But that can’t be, because it completely ignores the “ruttish” part of the sentence. A few people told me that it’s supposed to be like Monty Python and make no sense and that’s what makes it work. Um, I’ve watched Monty Python. The stuff they say mostly makes sense to me and doesn’t come across like someone trying to assemble a script using what they found while emptying a paper-shredder.

And I’m guessing the above paragraph put more thought into the logic of the game’s insults than the developers did during the entire developmental cycle.

That example is not some kind of outlier from an otherwise perfectly logical system. It’s the norm. After spending a few hours with each game, I found that maybe one-in-twenty word banks would allow me to form a coherent, non-gibberish insult that sounds like something an angry person would say to someone else. For the most part, even your best efforts will produce a garbled word-salad that not even the most thin-skinned douchebag on the planet could take offense to. I know this, because I tested it on my own friends, who are all thin-skinned douchebags, the whole lot of ’em. I selected twenty at random and sent them the following verbatim insults that was generated by me or my AI opponent during my play-sessions, all of which scored damage:

Your mother and your hat change into this conversation!

Your Hat changes into Your Sister!

Your Son and Your Husband are not Part of Europe!

A Hamster is this Conversation and wanted to be your husband, Tovarishch!

Your Son wanted to be a Lumberjack and is Getting Fat and is Some Dog!

Your Cousin’s Car Admires Pictures of this Place and was Born in Your Seat and is an Old Bugger!

By the way, the game that produced the above insults? It has 2,000 plus positive ratings on Steam. Yea.

My friends took my attempts at ending our friendship rather well. 4 out of the 20 asked if I had relapsed. 3 asked if had just had a seizure or was recovering from one. The other 13 were just confused. When I explained to all 20 of them that these were insults and asked them to rate how hurt their feelings were on a scale of 1 to 10, seven of them said “1”, five said “0”, two were still too confused to even comment on what they had just read, and the four people who asked if I had relapsed again asked if I had relapsed, and two other people joined them in asking if I was on something. None of the twenty unfriended me, though six were kind enough to take pity on me. That sure was nice of them.

It was ALMOST clever to cross Harry Potter with Dirty Harry. Almost.

The lobotomized dialog is hardly the only problem. If you perform a “combo” by using the same subject-matter in two or more straight insults, you deal extra damage. But because of the random nature of the speech options, you can’t remotely plan a strategy for this. If you choose the person’s hat as the target of your venom, you can’t get a combo if the game doesn’t include “hat” the next go around, or if your opponent chooses it first. I’m notoriously unlucky when it comes to random chance in games, and that was hugely noticeable during my play sessions with Oh…Sir and Oh…Sir Hollywood, where my AI opponents had an uncanny knack of going first and stealing my combos with their first selection on the off-chance they were put on the board. It further removes strategy from the games and reduces winning and losing to luck. And that’s especially true when you play with an actual human who knows what they’re doing as opposed to the often brain-dead AI that would come close to winning only to mess up and fail to enter a proper sentence at all, causing a loss of turn. This happened a lot. It’s how I finished the game on Xbox.

But the way the game reads the parts of speech has just as much potential to fuck  you over. Especially when trying to use the word “and”. The game seems to only let you use “and” to start an entirely new insult and not to compound an existing one by lumping two subject matters together with it. The majority of times the game gave me a score of zero, it was because I misused “and” even though my intent for its use couldn’t have been more clear. Take this example:

And the game even further fails at strategy with character-specific weaknesses that cause extra damage. Like, maybe one is especially insulted by age jokes. A perfectly good idea for a series that aspires to be a fighting game where you trade insults instead of fisticuffs. But again, you’re completely at the mercy of the random word bank, which doesn’t seem to spit out the extra-damage words enough. But it’s logically even worse, because you also have your own extra-damage weakness that you have to defend against. So if you’re playing as a character that hates having his manhood insulted and a word that targets machismo is on the board, you pretty much have to take it or face receiving a disproportionate amount of damage. So both you and your opponent will score lower, in a game where matches tend to be slogs already.

The only fast-paced aspect of Oh…Sir is yet another strike against it: you only get fifteen seconds to read, process, and assemble-in-your-head the parts of speech before making a selection. That sounds like enough time until you remember what an incomprehensible word-vomit you have to work with. If you’re anything like me, you’ll eventually give up on trying to make sentences sound like English and just focus on scoring damage, something you have to rely entirely on random chance to excel at.

I needed a full week of processing and replaying Oh…Sir and Oh…Sir: The Hollywood Roast (which technically I bought first for XB1) trying to find something redeeming to say about the games. Besides the fact that whoever they got to do the Arnold Schwarzenegger impression for the Hollywood Roast is quite convincing, to the point that I wondered if they got the real guy (hey, have you seen how his recent movies have done in the box office? Dude needs a job!), I came up short. Playing the Oh…Sir games is like combing through the rubble of a recently blown-up dictionary factory without the fun of seeing the actual explosion.

Oh…Sir!! The Insult Simulator and Oh…Sir!! The Hollywood Roast were developed by Vile Monarch
Point of Sale for Oh…Sir: Steam, Switch, Xbox One, PlayStation 4
Point of Sale for The Hollywood Roast: Steam, Switch, Xbox One, PlayStation 4

$0.79 (Oh…Sir!!, normally $1.99) and $4.99 asked if the “prepubescent teenage boy” line was really necessary in the making of this review.

Minit

It’s long been my belief that most indie devs who make games based on high death counts often forget that the fun part is not supposed to be the dying, but the surviving.

To which the team behind Minit said “hold my beer.”

Sometimes the pixel art thing is inspired. Sometimes it feels pretentious. Here, like the drunk roofer, it slightly leans towards the ladder. Get it? The ladder. Latter? I’ll move on.

Minit is a Zelda-like adventure game with the gimmick being that, no matter what you do, you die every sixty seconds and have to return to whatever your current starting base is. I actually didn’t know about this going into the game. I do my best to avoid any and all information on indies and begin playing as cold as possible. When I saw the name, I figured the key part of the name Minit was the MINI part. But no, it’s “Minit” as in “Minute.” In fact, “Minit” is the Malaysian word for “minute” and I’m jealous because it’s one letter shorter and thus 16.6% more efficient than English. At least for now. We’re slowly but surely getting to the point that English will be a series of grunts and obscene gestures.

It was actually comical because for the first few minutes of Minit, I didn’t notice the countdown timer in the corner of the screen. So when I died for the first time, I was quite miffed. There were a few crabs on the screen and an animation of grass or dust moving on the ground, so I was like, “huh, maybe an enemy burrowed into me without me having a chance to dodge. Well, that’s cheap as shit.” Then I started again, went the same direction trying to find what killed me, stood around, and died again. A parade of cuss words, each more cringey than the next, followed. Like the oblivious twit that I was, I went back one more time to the spot I died, cleared out the enemies, started getting really annoyed, and was ready to enter the Controller Shot Put event (my personal best is 11.87m). And then I noticed a timer counting down from 4 in the corner of the screen. “Huh, I wonder what that is?” Then it reached zero. And I died. Again.

“Oh. I get it. MINIT. Like MINUTE. That’s clever.”

By the way, sometimes I pull shit out of my ass for comic effect here at IGC. But all the stuff in the above paragraph, and I really hate to admit this, is 100% true. Well except the 11.87m (I was on steroids at the time so it wasn’t a legal attempt). Derp.

Maybe he’s not really dying. Maybe he just keeps throwing his back out because he’s using a sword that has more mass than he does.

Once I got the point of Minit, I found the game to be fine. I’m not the type to get caught up in speed running, which is the primary audience Minit was designed for and adopted by. For me, it would have to stand on its own merits as an exploration-based adventure game that takes place in sixty-second chunks. And it kind of does. Trying to sprint from point A to point B while working in a dash of exploring and investigating requires time management and a preset game-plan. In that sense, Minit sometimes feels more like how an actual adventure in such a situation would play out. Well, an adventure with someone who has a congenital heart defect.

Having said that, all the problems with Minit stem from the gimmick itself. In order to keep the game on point and streamlined, world design had to be kept to a simplistic minimum. Functionally, it works fine. Artistically, it’s kind of dull. Ultra-basic maps and enemies keep the tempo lower than you would expect. That’s kind of what surprises me the most. In a game based entirely around a ticking clock and speed, Minit rarely felt white-knuckle. Maybe towards the end of the game, but then again, I didn’t even realize I was at the end of the game until the ending played out. I was like “oh hey, I just cleared the first boss.” And then Minit was like “nope, that’s the only boss.” Well fuck me. I’ve how bowel movements that took me longer to work out.

Worth noting: I died a couple of times during the boss but came back with no consequence and the boss not reset to the beginning. I’m honestly not sure if that’s a good thing or a bad thing. It’s a thing.

Minit’s gimmick is clever and original, but it’s also such a major handicap. Not one aspect of the actual design besides the dying gimmick is memorable. The graphics are stark and stripped down. The enemy designs are clichéd and bland. Minit is a one trick pony. It’s a very cute pony. I’ll give it that. It’s certainly worth playing at least once. Finishing Minit opens up a second quest with a 40 second time limit and a few location changes. I barely made it into it because I was satisfied enough with my 90 minutes spent with Minit and had no desire to go forward. Which is sort of weird because there were tons of unanswered questions. There were tentacles scattered throughout the world, but I never got those. There was a dungeon with a large maze, but I never finished it. There were apparently speed shoes that you could buy, but I never found close to enough coins to buy them. Wait, did I accidentally speed run Minit? Fuck me, I’m better than I realized!

Minit was developed by Kitty Calis, Jan Willem Nijman, Jukio Kallio & Dominik Johann.. UPDATE 10/26/19: And apparently Rami Ismail. I genuinely didn’t know that and need to disclose I’m friends with him. That didn’t factor into this review.
Point of Sale: Steam, Xbox One, PS4

$9.99 was going to be the hero of the world.. and then I died in the making of this review.

Minit is Chick-Approved with the cuddly new Indie Gamer Chick Seal of Approval. Order your own Seal of Approval now. I mean, your OWN seal of approval. For your game review site. My approval of your game is not for sale. Well, at least not for cheap.

Oh and it’s ranked on the Leaderboard. And then it died.

Plug Me

I often imagine the germ of an indie game begins with a simple “what if?” type of question. It’s basically the same way I keep putting myself in the hospital. “What if you tried to cook a steak using only a tesla coil?” The simpler the question, the more gimmicky the game can become. That can be problematic if the gimmick is really just a facade to cover-up that the game really isn’t all that unique or different. Take something like Default Dan, whose germ of an idea was probably “what if Mario took place in opposite land?” So in it, coins kill you and spikes help you. That sounds novel and original, until you really stop and think about it. Isn’t that just a reskin more than an actual new idea? I mean, yea, it’s wacky and my brain kept telling me to grab the coins that were now lethal, but still, all it did was paint the good things bad and the bad things good, but it’s still exactly the same type of game you’ve played before. I think of that more as a novelty rather than something meant to stand on its own. Those have a place in Indieland, but damnit, where’s the gimmicky stuff with an actual gimmick that’s new and weird and actually works?

Oh, hello Plug Me. Aren’t you a breath of fresh air.

It’s one of those rare games where you see the picture and immediately get what it’s aiming for. It’s the anti-Fez in that regard.

I’m guessing the beginnings of Plug Me was a developer asking “what if the timer on fast-paced platformer WAS itself a platform?” That had a lot of potential for suckatude, but instead, it’s really impressive. There’s been games based around short stages and an environment-based ticking clock. Volchaos for example, a game made by one of my best friends. I didn’t really like Volchaos at all, owning mostly to the control issues. But even if Volchaos hadn’t controlled like a lubricated shopping cart, you’ve played games before where there’s an instakill floor that rises up. You’ve never played a game like Plug Me before. This is owed to the level design, which cleverly is built to utilize the time bar, which drains from left to right and is always smack-dab in the middle of the screen. It can’t be jumped through, so all the strategy and puzzling has to be done in sync with the clock. And that’s what blows me away. The clock is ALWAYS the focus of the level design, without it feeling the slightest bit shoehorned. I seriously didn’t expect that at all. It was as unfathomable as my Warriors signing DeMarcus Cousins for peanuts this off-season (excuse me, I need to go play with myself a little more now). EDIT: It turns out, we should have signed Kevin Durant’s achilles tendon to an extension. It ended up playing for the Raptors in the post season.

It’s so damn inspired, never once betraying its concept. It caught me by surprise because I’m so used to concept-based indies running out of ideas before they run out of levels. Plug Me ends the very moment I started to feel like they’ve gotten everything they could out of it. While Plug Me runs the gamut of platforming tropes (spikes, spinning maces, portals, etc), the timer is always the focus. It’s a fresh take on an increasingly tired genre. Even better: Plug Me obviously fancies itself as a punisher, with a fail counter in the upper-right hand corner. But it never really felt like one of those either. And when you die you respawn super quickly, so it never feels like a slog. I died 630 times over the course of playing it, but still completed the whole shebang in under three hours. Actually, with one really, really big exception, Plug Me might be too easy for most experienced punisher fans. On my very first play-through, I never once missed any of the batteries on each-stage. Beating the game unlocks a hard mode that I have no desire to touch, but I can’t help but wonder if that should be available right from the start. I’m not an exceptionally skilled platform player. If I could breeze through Plug Me, I can’t imagine how people who eat Super Meat Boy for lunch would do with it.

I almost quit on this. It took me 141 tries and 3,279 swear words to finish it.

That mostly owes to the controls. If they had been crap, Plug Me’s fast pace and precision-platforming would have been impossible. And again, I’m used to under-the-radar platformers that nobody’s heard of controlling like shit. Plug Me has been out since April and has only 26 user reviews, so I expected the worst. But actually, the control is rock-solid, making it such a joy to play. Well, mostly. The collision-detection is fairly unforgiving and two of the boss fights take a hard left at the corner of Unfairness and Cheapness if you catch my drift. It took me 141 attempts to beat the final-final boss because the developer apparently felt the only way to feel climatic was to spam the screen with so much shit that nobody could reasonably be expected to keep track of it all. When I finally did finish, it felt more like I got lucky than I got good at it. That takes the oomph out of winning. I was so livid during the finale that I almost didn’t award Plug Me my seal of approval. But honestly, with 50 out of 52 stages/boss fights being pretty fun, it’d be hard to justify nullifying that over two crap bosses. In fact, Plug Me exceeded my expectations to such a degree that I want to shake the developer’s hand. And then slap the ever-loving shit out of him for that last boss, but still, he’ll feel the love. And my hand. Across his face.

So yea, that’s Plug Me. I don’t have a ton to say about it. It forgoes being a throw-away novelty experience and instead can stand on its own merits as an original concept. One that works quite well. I can’t imagine what else they could do with the time bar concept. All the stages in Plug Me are single-screened, so I suppose they could add scrolling. Or they could totally phone it in and do ice and fire stages like twats, but honestly, they should walk away while they’re ahead. The real question I have is why does it seem like nobody is playing Plug Me? The graphics are really good. The concept is neat. It has limited faults. I think a big problem is it looks a bit generic and has one of the worst names for a good game I’ve seen in my seven years at IGC. I kept accidentally calling the game “Plug Man” and the main villain looks a lot like Dr. Wily. Names matter, and “Plug Me” is straight up a shit name for a game like this.

Thankfully there’s no “cake is a lie” joke in the portal stages, or else I’d be getting booked for manslaughter right now.

I hope developer Havana24 doesn’t get discouraged if this doesn’t find an audience, but if it doesn’t, maybe next time you should put more than two seconds worth of thought into the name? What does the name have to do with the timer bar gimmick? Because it represents energy and you’re a dude with a plug-in for a head? That’s weak. The whole theme is. Maybe it should have been about a guy busting to take a piss. That would have got attention. But ultimately, you can best sum up how much I liked Plug Me by the fact that I bought it three times. Once for myself, and twice for friends. Including a copy for Volchaos developer Kris Steele. See Kris, THIS is how a timer-based platformer should be!

Plug Me was developed by Havana24
Point of Sale: Steam

$2.99 asked if that’s a socket in your pocket or are you just happy to see me? in the making of this review

Plug Me is Chick Approved with the shiny new Indie Gamer Chick Seal of Approval by Kevin Willingham. Hire him or something so he doesn’t feel like he wasted his time with me.

Oh and it’s ranked on the IGC Leaderboard.

FOX n FORESTS

Hi there, Fox n Forests. Take a seat please. We need to have a talk.

First thing’s first: the name. Do you know how many times I accidentally called you Fox & Friends? The name is basically begging for mockery or to be botched when spoken by sloppy wordsmiths such as myself. Also, the name is technically FOX n FORESTS, as if it were being screamed by a narcoleptic that briefly nodded off after the first syllable. What is with that “n” anyway? It’s so clumsy and distracting. You have a gorgeous sixteen-bit era game with magic spells and upgradable weapons and treasure chests that sometimes have traps designed to unfairly screw the player and..

Oh, I get it.

You were trying to dress up like Ghouls ‘N Ghosts huh?

It’s okay, you can tell me.

As far as I can tell, the dialog with the checkpoint critter has no payoff and is just supposed to be an “LOL, this character collects games, just like the majority of Kickstarter backers did judging by the end credits” joke. Also, whoever is the person shown in this picture, I want to thank you oh so much for the nightmares I’ve been having these last few weeks, you fucking monster, you.

Well, that makes things awkward. You see, I’m a child of the 2000s. I’m not nostalgic for the type of game you aspire to be. Oh, I don’t really care if a game is neo-retro or not. Take a look at the two games I hold up as the best two indie games ever developed: Axiom Verge and Shovel Knight. Both of them aspire to invoke the era you dress yourself in. So when people will inevitably say I had it out for you from the start, obviously that’s not the case. Truth be told, I haven’t followed your story at all. I had no idea you raised over $125K USD on Kickstarter. I had never heard of the studio that birthed you. I just said “hey, neat looking game.”

And you are neat looking. Authentic SNES look and feel. Of course, that’s where the issues start. Like having melee and projectile attacks mapped to the same button. Why? Because “back in the day” games had fewer buttons? Well, you see, I don’t really buy that. The SNES had four face buttons, just like the PS4 and Xbox One controllers I used playing you, plus two shoulder buttons, select, and start. Why do you have the same attack mapped to two different face buttons, when ranged attacks and melee cause different damage and are upgraded separately? So, in order to do a melee attack, you must either be in the act of jumping (when you can’t fire your projectiles) or you must be ducking.

Now, I’m not an anthropomorphic fox. Hell, I’m not even foxy. I’m sultry at best. But if I were an anthropomorphic fox, I would think that I would be able to comprehend that if my melee ability caused more damage than my ranged attack and an enemy was within close proximity, it would make more sense to just bonk them with my magical club thing without going through the effort of ducking or jumping to do it. It is so unbelievable that you can’t just swing your weapon while standing still that I kept checking the control screen to make sure I wasn’t missing it. I did this the entire length of the game, because it is that unfathomable.

It’s not even an exaggeration to say, as I uploaded this screenshot, I gave it one final glance over to make extra, extra, EXTRA sure I wasn’t missing something. I’m not.

That was pretty much how I felt about the entire Fox n Hannity experience. For every step forward, you stepped backwards into a cow patty. You have eight levels and five boss fights, one of which isn’t even really a boss fight. Of the eight levels, six of them are platformers and two of them are shmups. I’ve never understood why platform games do that. Oh, don’t worry Fox. I mean, even Nintendo did it with Super Mario Land, a game that came out in the United States exactly three weeks after I was born. Incredibly, in the nearly twenty-nine years since then, nobody has realized mixing these two completely incompatible genres is a combination surpassed in stupidity only by teriyaki-flavored soda.

Anyway, your shmup levels are bad. Like, bad-bad. Like, seriously, go put your nose in the corner for the next ten minutes. What were you thinking? No matter how much effort I put into building my health bar up, everything in those levels is a one-hit death. Even touching floor or ceiling. It’s a jarring, cringey gameplay shift, going from a very slightly above-average platform experience into a very mediocre Gradius-type of one. Cuphead did this too, and while I hated Cuphead, at least those shmup sections felt inspired and not out-of-place. YOUR shooting stages feel so lifeless and generic that they come across more like filler. And given how much you were already dipping your toes in the lake of blandness, that type of filler is like adding sawdust to bread and then chowing down on it. Not good for you, Fox n Forests. Your poop will be all pulpy, now.

See that itty-bitty little orange plant in the bottom right corner? Yea, the tip of my bird’s feet brushed up against it and I died. These stages are brought to you by Valium because you’ll need it to get all the rage you’ll feel playing them under control.

But let’s talk about the platform levels since that’s your bread and butter here. They’re not bad at all. Mostly nice design. Cool variety. The difficulty-scaling is a bit off since I had more issues beating stage 1-2 than I did stage 4-2. That could be because I had upgraded my offense significantly by that point. But otherwise they’re fine. They’re the best part of you. And while you’re not the first game to use the “change the level on the fly” mechanic (represented here by changing the seasons), what’s here mostly works. I mean, it was kind of annoying that there’s a pause every single time the main character raised his weapon up and was frozen while he was doing the “THUNDERCATS, HOOOO” pose every time you change the season but NOT when you change it back. But even then, while it’s not exactly original, it keeps things interesting.

Or, at least, it does the first time you play through a stage. Unfortunately, you relied heavily on forced-replays of levels to pad-out your length. I’ve tried padding myself to make up for my own inadequacies, so I get it. But nobody bought that my boobs had grown four sizes overnight, and nobody is going to believe you’re actually longer than your eight stages no matter how much gauze you stuff into your shorts.

Each of your stages contains five hidden acorns. If you do not find enough of these acorns, you won’t have access to the later stages. And I don’t mean the bonus stages for each game’s world (worlds consisting of two levels and a boss fight) that you unlock by finding all ten acorns in a world. Oh no. I mean actual levels that you need to finish to, you know, beat the game. Well, that fucking sucks.

Even THAT wouldn’t have been so bad if it had been possible to get all the acorns on your first run through each stage. But you had to be a dick and not allow that. Sometimes you won’t be able to access them until you have special arrows that you acquire only from beating bosses. Stages have bullseyes of different colors scattered around them that you must shoot with the matching color arrow to unlock access to different areas of each stage. That sounds fine, but the areas you’re unlocking are teeny-tiny. It might just be an extra platform or two that gives you access to the acorn, and that’s it. So you forced myself and others to fully replay the entire stage to get to these sections, and then finish the stage to keep them. If we were unlocking vast new areas of levels that contained new and innovative gameplay mechanics, maybe this would be justifiable. But we’re not. This is one of the worst instances of forced-level replaying I’ve ever seen. It’s like being forced to sit through a rerun that promises you never-before-seen deleted scenes that are really just 20-seconds long and add fuck-all to the plot. There might be an entire extra section to the game if you get all 40 acorns (it does unlock something), but I would have to care enough to get them all to find out. And I don’t.

Actually, I only enjoyed five of the platforming stages. This vertical level (or was this the vertical non-boss boss-fight?. Meh, both are boring) is hampered by some spotty collision detection and became such a chore that it’s where I declared my status as a wuss and started the game over on easy mode, just to finish it. Which is another issue: no on-the-fly difficulty switching. Fuck that noise. And I REALLY didn’t want to have to replay this one to grab the stuff I missed the first time around. So I didn’t. Because it was boring the first time.

Fox N Forests, you have fine level design, but not so fine that I want to play the exact same fucking levels again and again. There was nothing more agonizing for me than to play a stage for the third time, get to the end of it and STILL have a missing acorn. “WELL FUCK ME” I screamed as I hit the teeter-totter to end the level and then start over AGAIN, this time making sure to push up against every single fucking wall or making blind jumps off every platform, constantly switching between seasons while looking for the hide-and-seek champion of acorns. Yea, this was adding to the game’s run-time, but it long ceased being fun. This was busy work. Fox N Forests, you would have been SO much more enjoyable if finding these things hadn’t been forced upon me and I could just play the levels one time in sequential order and only go back if I wanted to grind up money and resources for better upgrades. An optional grind is always preferable to a forced one. Your parents, Bonus Level Entertainment, apparently never got that memo.

I hated you, Fox N Forests. I really and truly hated you. Mostly because it was frustrating watching you throw away so much potential. There’s a running gag I use about “minimum indie badness” that games must achieve for their indie cred. In your case, it’s like you were worried about not meeting your quota and overcompensated. Your levels are creative (except the shooting stages, which can go fuck themselves), but get boring when you forced me to replay them. Your controls are good, except the nonsensical button-mapping. Your bosses are well designed, except one encounter with a giant spider that is more of a copy of Metroid’s escape-the-shaft finale, only longer and less interesting. Your weapon upgrades are nifty, but I only bought one of the potion-weapons, used it once, never bought another, and was no worse off for it. Plus upgrading the weapons required even more forced replays of stages to find hidden mana-cores and stone wheels, to the point that I never even got all upgrades. Everything you did right is immediately nullified by something you did wrong, to the point that I didn’t like my time with you at all.

And the Children of the Forest approached the First Men and said “on second though, you can cut down SOME of the Weirwood Trees.”

So yea, you’re grounded Fox n Forests. Go to your room. I’m not your parent or anything. But fuck it. Go to your room, think about what you’ve done, and make some DLC that rights all the wrongs you just did. Be the first indie game I’ve ever played where the DLC is better than the main game. Because you have so much potential, and the fact that THIS is what you ended up being? You’re better than this. Way, way better than this.

Even your story was bland and predictable. During the open intro, the framing plot device made the finale so easy to guess that I wrote it down on a piece of paper and sealed it in an envelope. When the final boss battle began, I told Brian he could open the envelope. He shrugged and said “did you expect something better?” Yea, I was completely right, but it wasn’t exactly impressive. Helen Keller could see the big twist coming a mile away, and she’s not even a platforming game fan.

Fox n Forests was developed by Bonus Level Entertainment
Point of Sale: Steam, PlayStation, Xbox (Coming Soon), Switch

$17.99 (normally $19.99) accidentally called the game “Fox & Friends” 8 times for those who were taking bets in the making of this review.

Pre-release review copies were supplied to Cathy by Bonus Level Entertainment. She purchased a copy of Fox n Forests upon the game’s release. All games reviewed at Indie Gamer Chick are paid for by Cathy out of her own pocket. For more on this policy, read the FAQ.

Developers who receive review copy requests from Indie Gamer Chick: make sure you’re really getting them from me and not someone pretending to be me.

Check out Indie Gamer Team’s Obscure Games and Consoles review for an alternate take.

Miles & Kilo

I do events on Twitter where I hand out thousands of free indie games. I don’t advertise them here at Indie Gamer Chick because they’re not about me. I’ll hand out any non-toxic-subject matter title as long as the developer is open to feedback, since the primary goal is to get under-the-radar games feedback. Sometimes I’ve played them. Sometimes I haven’t. I don’t discriminate between games I’ve liked and disliked. Again, it’s not about me. It’s about the indie gaming community. Still, it’s always awkward when I give a game out only to play it later and not like it at all. Maybe even hate it. Cue ominous thunder-clasp.

So during #IndieXmas this last year, I was giving out copies of an endless runner called Kid Tripp. It went over well, but some people weren’t fans of the genre and said they would have liked it more if it had just been a normal platformer. Developer Michael Burns said “well actually, I just released a sequel called Miles & Kilo on Steam that isn’t an endless runner.” I ended up giving copies of it out as well and it was one of the big sleeper hits of the event. I bought Kid Tripp for myself and did play a little bit of it and “not for me” seemed to fit the bill. I don’t like games designed around “gotcha” deaths and huge body counts. I figured Miles & Kilo would be more up my alley. Wrong.

By the way: Michael is the coolest dude. Donated hundreds of codes for Steam and even Switch, and took all the feedback he received with good grace. I hate that I didn’t like this game, but the fact that Michael is all class and wants to hone his craft makes it easier, since I know he’ll be taking notes from this review. I’m reviewing the game, not the man behind it. And I’m proud to say that Miles & Kilo will be a part of #IGCParty July 9 – 13, where I’ll be giving away it and thousands of free game codes for other games on Twitter to celebrate my 29th birthday and hopefully raise awareness and money for the Epilepsy Foundation. Oh snap, did I just advertise on my blog?

Miles & Kilo is supposed to be the non-endless-runner counterpart of Kid Tripp. But the problem is, it’s designed exactly like an endless runner. In fact, you can turn on an endless runner mode right from the get-go, without having to unlock it. Every aspect of the level design was clearly built with endless running in mind, making me think it started life as a mechanically direct sequel to Kid Tripp and endless running was aborted in response to people who preferred the ability to stop moving. But honestly, the amount of times I actually stopped myself from moving were so few that I don’t even know what the point of dropping the endless running was. Since Miles & Kilo looks like Kid Tripp and is designed like Kid Tripp, why not just call it Kid Tripp 2? I call shenanigans. Miles & Kilo is a Kid Tripp double-dip.

Also, if you took a shot every time I said “endless running” or some variation of it that last paragraph, you would not be reading this because you would be on the floor dead.

Anyway, like Kid Tripp, Miles & Kilo is built around dying. A lot. This is trial-and-error gameplay with so much emphasis on the “error” part that it’s practically being projected into the sky like the fucking Bat-Signal. Early on, I completed a whopping two stages on my first attempt and figured that an ample supply of “Glorious Victory” (my pet term for difficult games where you have a slim but real chance of beating stages on your first attempt, triggering sensations akin to gaming nirvana. Super Meat Boy is the all time king of Glorious Victory) would be in store. But then, Miles & Kilo got cheap and “gotcha deaths” started piling up. Deaths that I don’t feel anyone could reasonably be expected to avoid on their first attempt at a stage. Thus, the difficulty doesn’t feel genuine. As I proved myself with Mario Maker, any idiot can design a frustrating platforming stage. Sure, when it was me who was that idiot, it was cathartic. But watching people actually attempt to beat my stages (one of which was called Cathy’s Horrible Hypocrisy. Hey, at least I admit it. Try it yourself: 0BD1-0000-0031-CD40) wasn’t as entertaining as I figured. And actually, most of those who streamed it sounded as bored playing it as I did watching it.

Sure, children of the 80s will tell you that games were better back in the days when they were hard. You know, because apparently games stopped being hard around 2001 because some of them started with a tutorial, God forbid. But ask those same gamers how much fun they had playing, say, Battletoads.

“YES! Battletoads! Loved it!”

“Tell me, did you like the speederbike stage?”

“Oh yeah! I totally died a ton playing it.”

“But did have fun playing it?”

“Of course! Games were more fun back then!”

“Did you ever beat Battletoads?”

“No, I never could get past the speederbike stage.”

“Right. So you really liked it, but not enough to actually finish it.”

“Well, I just didn’t get around to it.”

“Uh huh. That’s so weird because when I’m really having fun with a game, I can’t put it down regardless of difficulty. Spelunky for example. I can’t remember too many games I liked a lot but never got around to finishing.”

“Well I liked Battletoads!”

“Obviously not that much. Otherwise you’d be telling me how proud you were when you beat the speederbike stage.”

“Well lots of people didn’t finish it. Games were harder back then.”

“You keep saying things were a certain way back then. Did you play Cuphead? It’s pretty hard.”

“Yeah, that’s what I love about it! It’s old school! It doesn’t hold your hand. You wouldn’t know, you’re not a real gamer.”

“So did you beat Cuphead?”

“Well I haven’t..”

“Gotten around to it. Yeah. I mean, I didn’t even like Cuphead but I still managed to beat every boss on Easy mode, which, according to the achievements percentage, 90% of Cuphead owners couldn’t be bothered to do. It kind of sounds like I’m more of a real gamer than you are and the rest of you old-school quitters were. Because I actually finish the games I like, and even some I don’t.”

“What are you saying?”

“That you’re surrendering to herd mentality saying you have to like a game if it’s hard because if you don’t, that makes you a pussy. You clearly don’t enjoy them. If you did, you’d actually finish them. You’ve had twenty years to finish Battletoads. If you haven’t by now, you’re probably never going to.”

“Well, um, I mean, games WERE harder back then.”

“They still make hard games. I’m reviewing one right now. I’m quoting you verbatim for the review as we speak, and trust me, it’s not coming off flattering. You sound like an idiot. It’s okay. Every 80s gamer does when they try to convince themselves how much fun it was to quit and not finish difficult games. I’m sure all the people who tell me how much they loved Ghosts ‘n Goblins were having a real fun time not finishing it because it was too hard. LOTS of fun. And frankly, people bring up Battletoads in the same phony tone they do when reminiscing about back when they had to blow into cartridges just to be able to get the fucking game to boot-up as if that were a good thing.”

“OH MY GOD! I REMEMBER BLOWING INTO CARTRIDGES! WOW, I THOUGHT I WAS THE ONLY ONE! HERE, TAKE MY MONEY!”

“I’m not selling anything.”

“Just take it!”

“Fine.”

Oh and Michael, the timer on stages shouldn’t start until the player chooses to start moving. This isn’t an endless runner, remember?

And that’s the problem with neo-retro games that rely on lots of dying: they count on gamers convincing themselves they’re having fun, in lieu of actually having fun. I’m not drunk on nostalgia for NES-era platformers, and thus I have to accept that I didn’t have any fun at all with Miles & Kilo. I give developer Michael Burns credit: it looks great. And there’s enough variety in the level design that it never feels like a slog. But gameplay, more or less, is like this: run right, die. Run right, jump over thing that killed you, die. Run right, jump over think that killed you, shoot second thing that killed you, die. Run right, jump over the first thing that killed you, forget about the second thing that killed you because you’re planning for the third thing that killed you, die. Repeat this for a few hours.

Well that’s barely video game. That’s more like Simon. You know, that memory game with the red, blue, green, and yellow buttons where you memorize which buttons light up, with a new button added to the end of the sequence every level? If you don’t have a reasonable chance to get past certain areas of a stage on your first attempt, your punisher is just a fancy version of Simon no matter how much effort you put into dressing it up. With all due respect to Ralph Baer (yes, THAT Ralph Baer. The guy who invented video games. He created Simon as well), I think Simon is boring. And video games where the action is just a tarted-up version of Simon are usually just as boring. That’s why I appreciated the Impossible Game. It was cheap, it advertised its difficulty, and (at least when it first came out) it was one stage. Finish it and you get the sense of accomplishment and you’re done. Miles & Kilo has more stages but after a while the endless trial and error becomes less a game and more a chore that you don’t even get an allowance for.

First try. Suck it haters.

Whether I give a game away during an event or not, I dread saying I hate any game. It’s not what I’m here for. So I take no pleasure in saying I hated Miles & Kilo. No, I didn’t finish it. After nearly two hours of gameplay, I was just getting angrier and angrier, until I finally realized that no entertainment breakthrough was on the horizon. Pressing on further would do neither Miles & Kilo nor my blood pressure any favors. And I’m still sort of hung up on why this wasn’t an endless runner. Look, Michael, I didn’t like your game, but come on man. You clearly wanted to make another endless runner. Just to do what you want to do and to hell with everyone else. If people demand you change your endless runner into a normal platformer, tell them you don’t negotiate with terrorists. Trust me, I’ve played your games. You’re the one bringing the terror to them.

Miles & Kilo was developed by Michael Burns
Point of Sale: Switch, Steam

$7.99’s new dog, Fireball, is about as well-behaved as the Kilo the dog, and that’s not a good thing in the making of this review.

Iron Snout

Iron Snout feels like a better presented version of one of those crappy LCD games Tiger Electronics used to make that your aunts would get you for Christmas because she heard you like video games. Not the borderline-quality stuff like Game & Watch (of which I’ve reviewed a tribute to as well) I’m not kidding about that even a little bit. Here, you wait in the center of the screen for wolves to get within striking range. Then, mashing the arrow keys, you attack them until they die. Occasionally the wolves will throw stuff at you, which you can duck or try to knock it back at them. There’s two stages, both with different sets of enemies, and a multiplayer mode that I didn’t get to try out. And uh, yeah, that’s about it.

Hey, look Kris and Jesse, I finally threw a Dragon Punch!

I know for a fact you can take those shitty LCD games and make something fun with them. I know this because Nintendo did it a few times with their Game & Watch Gallery series. I don’t know for sure if those were the inspiration for Iron Snout. All I know is Iron Snout is incredibly boring. Despite the developers giving you a somewhat decent variety of moves, everything is still done with just the arrow keys and it feels limiting. Not to mention that some of the enemies are sort of fickle as to what constitutes a hit and what doesn’t. I struggled greatly with the timing of hitting the rocket wolves and the wrecking ball wolves, where sometimes it damaged me and sometimes it didn’t. Even though it looked like I was timing it right. I’m sure with enough time, I could be more consistent, but thing is, I don’t really want to put time into a game I’m not having any fun at all with. It’s not broken or anything. It’s just painfully dull. Give me a game failing in a hilarious way to being a slog any day of the week.

Once upon a time, I cringed every time an indie had something that resembled a Nintendo intellectual property in their game as a “tribute.” It seemed like it was poking the hornet’s nest. After all, this is a company that once sued a user on a porn site for listing Zelda as an interest. But, it would seem Nintendo has lightened up a bit. I hope. I didn’t like Iron Snout but I don’t want it or ANY indies getting sued. I haven’t played a single King.com game since the Banner Saga fiasco, and I never will. We should all stand in solidarity on stuff like this, no matter how you feel about the quality of the games.

I put thirty minutes into Iron Snout and never once had even a little bit of fun, and so it doesn’t really matter if the game is free or not. I know Iron Snout has its fans, but I’m not among them. I did get nine achievements with almost no effort, which I’m guessing is the point. We live in an era where people will play a terrible game, even pay for it, if it means getting easy achievements, even ones no self-respecting gamer could possibly want. Some people call them participation trophies. But that’s not accurate. I think of them more as Halloween costumes. “TRICK OR TREAT!” “Oh look at the little gamer all dressed up with his Iron Snout and Super Duper Flying Genocide achievements. That’s adorable.”

Iron Snout was developed by Snout Up

Free to play on Steam

Hook

Protip: don’t name your indie puzzler after a polarizing 90s Robin Williams flick. People might purchase it under the mistaken belief that you’ll get a chance to avenge Ruffio’s death. Speaking of which, why exactly did they have to kill off Ruffio? What, were the stakes not high enough when Captain Hook had merely kidnapped Peter Pan’s children and had already threatened to kill them? You can’t even say Pan avenged Ruffio. Hell, he tried to give Hook a chance to leave Neverland instead of finishing him off. Hook turned them down, then possibly escaped via a teleportation device hidden inside a giant stuffed crocodile, leaving open the possibility of a sequel. You know, if the movie had actually made money and Spielberg didn’t wrap the shoot hoping that Julia Roberts choked to death on her own malformed ego.

By the way indie game Hook developer, now my review will show up in Google searches for both Hook the movie and Hook the your game. You’re welcome.

Hook is a minimalist puzzler based on reeling in lines and hooks. You press buttons to pull a line. If the line (and any hooks attached to it) have no resistance, they vanish. If they’re not free, you have to start over (about forty odd levels in, they add lives, presumably to cut down on the tedium of making a mistake and starting over). The further along you are, the more convoluted the stages get, eventually requiring you to change the directions of the lines, account for radio-like signal jumps, and so forth. It’s not exactly thrilling stuff, but at least its original and interesting enough that it never becomes a slog. I know this review isn’t exactly overflowing with my usual wit and wisecracks. To which I say, look I have to work with.

See? It looks like IKEA instructions. And really, the only complaint I have is Hook is too damn easy. Lots of puzzle games can be solved by simple reverse-engineering, but Hook takes this to such a fundamentalist level that it feels more like a time waster than something truly built to flex your grey matter. Every next-step you take in Hook is self-evident: simply find the lines that are free to be pulled out and arrange the junctions so that only they are removed, then repeat with newly freed lines. So yeah, Hook is a digital, semi-pretentious art-house version of Pick Up Sticks. But hey, I’m a semi-pretentious indie gaming critic who happens to be unbeatable at Pick Up Sticks so this sort of thing is my bag.

Hook was developed by Maciej Targoni & Wojciech Wasiak
Point of Sale: Steam, Nintendo Switch

$0.99 avoided the boo-box in the making of this review.

Hook is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.

Shower With Your Dad Simulator 2015

I swore up and down I would never review this, despite dozens of requests. Among other things, my site barely makes it through Google with safe search turned on as it is. I’d probably make a joke about trying to avoid ending up on some kind of FBI watch list, but let’s face it, that ship sailed the moment I purchased a game called Shower With Your Dad Simulator 2015. A game where you play as a naked child trying to run into the shower his naked father is in (with 8-bit penis on display in all its glory, though thankfully that only applies to the adults and not the kids depicted in the game).

I’m not sure what’s more wince-inducing: the digital penises, the Dad jokes, or the fact that I find the idea of a half-naked, digital Robin Hood to be kinda hot.

In the 2010s, the use of “simulator” in a game’s name is like a red flag for forced quirkiness. Take any mundane thing or task, add “simulator” to it and presto: you get LOLs from simpletons. It’s to indie games what doing time in the joint is for drug cartels: instant credibility. Nothing is being simulated in the strictest sense (or hopefully stimulated in the literal sense for you pervs out there). It actually plays like a single-screen arcadey game. When you get to the shower your pops is in, you score points and the showers magically teleport to other locations on the screen. As you progress, more obstacles are thrown in at you, like puddles of water to slip on, or shower curtains that give you only a split-second to see which dad is yours. You get extra time added every time you make it to the correct Dad. You lose if you run out of time or walk into the shower with the wrong father, where you will presumably get the Kevin Spacey treatment.

I’ve always said that if you’re going to make a game based on making immature twats giggle, don’t half-ass the stupidity. Shower With Your Dad can’t be accused of that. Among other things, the game gives you four options with the nudity, none of which actually change anything. So I hope you enjoy seeing 8-bit wangs because they can’t be disabled. Loading screens feature cringey Dad Jokes, only with dicks fully on display. Really, the only semblance of restrain is that the you can’t see the child’s privates, though I suspect if they could have slipped that past Steam’s censors, they would have.

I actually expected to hate Shower with Your Dad, so imagine my surprise when I didn’t. I can’t believe I’m saying this, but it’s actually fun. For like fifteen minutes, but still, give me that over hours of boredom with something like The Novelist. Shower is fast paced, two of the three modes I played were legitimately fun (the Dad Divisions mode had issues with controls and fairness, so skip it if possible). Really, they could have used any theme for the gameplay, but it caught my attention and everyone else’s based on novelty shock value which is funny for exactly 1.72557 seconds.

In retrospect, I should have probably picked a different picture to censor the junk of these guys.

Novelty games based on shock value aren’t exactly a recent phenomena. Long before I was born, there were pornography games for the Atari 2600, including one called Beat ‘Em and ‘Eat Em, where a guy was jacking off on a roof and rains down droplets of semen and you had to catch in your mouth. This was a real game. And, of course, there’s the infamous Custer’s Revenge. If you haven’t heard of it, just Google it and be ready to cringe. If someone attempted to release a game like that today, 24 hour news channels would cover the backlash around the clock. The thing is though, none of those games were fun. Shower with Your Dad Simulator 2015 is. So hey, I finally played a low-effort “adult” novelty game and enjoyed it. Yeah, I know. Weird.

By the way, in keeping with my tradition of reviewing real life versions of video games (see my review for digital hackysack, Kick’in It), I decided I would compare the video version of showering with your Dad to the real thing. How’d it go? Well, I’m typing this review from rehab. What do you think?

Shower with Your Dad Simulator 2015 was developed by marbenx.
Point of Sale: Steam

$0.99 has a father who would like to note he’s not actually the reason I’m in rehab in the making of this review. Probably. It’s not like I cleared any of these jokes with him. I’m kind of curious if I’ll be able to hear him scream “JESUS CHRIST CATHY YOU CAN’T PUT THAT SHIT ON THERE” from here.

Shower With Your Dad Simulator 2015 is……….. I can’t believe I’m saying this…………. Chick Approved and Ranked on the now forever tainted Indie Gamer Chick Leaderboard.

Gravity Quest

UPDATE: Gravity Quest added a run button. So ignore all the bitching about the lack of one.

Think of a video game like a strand of Christmas lights. If one doesn’t work, the whole strand doesn’t. It only takes one thing being off about a game to make it so you can’t enjoy the rest of it.

So I haven’t picked up a new game in a while, but I had some downtime the other day so I grabbed Gravity Quest by Alexandr Krivozub. It’s a weird name since there really isn’t a quest, per se. It’s a first-person maze game. And I don’t mean like Pac-Man where it’s called a maze game even though you’re not really trying to get anywhere. It would be like calling my neighbor’s car a musical instrument because if I beat on it with a golf club in just the right way it would make noise that could be interpreted as music. That’s just an absurd way of thinking, or so the judge told me. I mean it’s literally a “get from point A to point B” maze game. With mazes. I like those. I wish there were more of them. And this one had a nice visual style while combining the maze concept with the getting-stale-but-not-quite-tired gravity stuff. So I gave it a whirl.

Visually it’s nice. I mean, gee, look at it. Pretty.

An hour later, with about 80% of the game completed, I couldn’t really stay energized enough to continue on. This is one of those really tough reviews to do because the game does almost nothing wrong. It advertises itself as a 3D gravity-defying maze game and that’s exactly what it is. There’s no jumping, no puzzle-solving, no combat, no platforming, or anything besides the maze and a few switches that will either take you to a different section of the level or reverse you to the other side of the walkway you’re on. That’s fine. It’s basically what I wanted it to be.

So why didn’t I like it?

Because the moving speed is far too slow and as far as I can tell, there’s no run button. Yea, that’s really it. That’s the only thing Gravity Quest did to fail at getting my seal of approval. That omission, the lack of adjustable speeds, turns the game into such a slog that it saps the energy out of your marrow. If you make a wrong turn into a dead-end or end up walking in circles, and you will because, you know, it’s a game with 3D mazes, it’s borderline painful. The levels actually are well designed and make use of both gravity and the limited first-person perspective. But it’s hard to appreciate those things when the pace is on par with watching erosion in real time. It’s sort of insane to think about: lots of things need to work right in a game, yet it only takes one little thing to render a game completely boring. But, in Indieland there’s nothing worse than being boring, and Gravity Quest is boring. And it’s boring because it’s lacking one simple, obvious feature.

Can’t stress enough though: it looks great!

This is Alexandr’s first game on Steam, as far as I can tell. And, as far as first efforts go, it’s not that bad. The one thing wrong with it is a deal breaker, but it’s the easiest thing ever to fix. Just add a run button. Once he’s done that, I’d be easier to appreciate the relatively simple but somewhat challenging mazes, the cleverness of the design and the visuals. Don’t get me wrong, it’s not in contention to be a top Leaderboard game or anything, but it would still be on the Leaderboard. So Alex, add that run button and let me know it and I’ll club your baby with my seal. I’m not sure that came out the way I meant it to but hopefully you get my point.

UPDATE: I’m clubbing this baby with my seal.

Gravity Quest was developed by Alexandr Krivozub
Point of Sale: Steam

igc_approved$2.99 sang “Run Run GET A RUN, I wanna Run!” in the making of this review.

Gravity Quest is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

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