King Oddball

There are a lot of Angry Bird clones in indie land. With the market so crowded, it’s tough to stand out. King Oddball tries to be different enough that people watching it will say “it’s like Angry Birds, but..” Laugh if you will, but that “but..” is pretty valuable to have in a crowded market. If you get saddled with just “like Angry Birds” and let it linger there like that, you get dismissed instantly. In the case of King Oddball, it’s “like Angry Birds, but.. you’re blowing up military vehicles with a giant stone pitching smaller stones at the vehicles using your swinging tongue.” You know, just like the Ottomans did.

I appreciate the utter insanity of King Oddball. It harkens back to the days when video games didn’t need to make a lick of sense. I also appreciate the value it offers. $7 nets you a pretty decent amount of levels plus a ton of specialized extra challenges. And calling this an Angry Birds clone is a tiny bit lazy on my part. The mechanics are totally different, with a bigger emphasis on timing and combos. You get three shots in each stage, and can earn extra ones if you kill three or more baddies, or if the rocks bounce back to the king. Well, except when they bounce back and randomly kill the king, in an apparent attempt at a quirky Easter Egg.

While we’re on that subject, another “Easter Egg” is sometimes the tongue will just randomly be smaller. It’s a rarity. It only happened to me once the entire time I was playing the PS4 version, but it was hugely infuriating when it happened. I actively wondered if I had the ability to adjust the tongue-size the entire time, and spent the next five minutes pressing every combination of buttons on the PS4 pad trying to recreate it, cussing a blue-streak the whole time. As it turns out, this is just a random occurrence, sort of the developers trolling the players. On one hand, I’m guessing my reaction is exactly what they were aiming for, and that’s admirable in an Andy Kaufman sort of way. On the other hand, it’s just plain fucking annoying. You can’t call something like that an Easter Egg. That would be like designing a car and saying one of the features is the airbag will randomly go off whenever you’re driving above 60MPH.

I genuinely had fun on with King Oddball, especially when I was carting it around on my PlayStation Vita. Games like this belong on portable platforms, where you’re free to kill anywhere between one minute to one hour or longer, quit at any time, and lose nothing. And, despite all the problems I’m about to bring up, I wanted to see King Oddball through to the end. Plus I fully intend to knock out some of the bonus challenges (stuff like clearing levels in a single shot, or using grenades instead of rocks) whenever I have time in need of murdering.

King Oddball has a lot of problems. It’s not a particularly difficult title. Most of the later stages I cleared out in under a minute or two. Maybe I had just gotten good at it, but the game fails to scale up enough. With the exception of when I was playing on Indie Gamer Chick TV (my suckiness on there I chalk up to performance anxiety), the longest it took me to finish any stage was about five minutes, for this one. It wasn’t unusual for me to string together ten or more stages that I cleared out on my first attempt, even late in the game. And then you get to the finale. It took me about a minute to finish the final stage, at which point a boss battle opens featuring a giant tank. I was actually amped up for this climatic moment. Fourteen seconds later, on my very first attempt, it was over and the credits were rolling. This is the equivalent of one of those finale fireworks on the Fourth of July being a dud. The look of disappointment on my face was later described as “heartbreaking, as if you had just learned of the existence of puppy cancer.”


This shows me playing the final stage I hadn’t cleared (under a minute to finish) and the boss fight (14 lousy seconds).

Maybe I just got lucky. There’s no real way of knowing. There’s no scoring system for the stages, like most games in this genre have. No three star ratings, or gold trinkets, no anything. They’re over and you move on. This of course means no online leaderboards, and thus no way of telling if I’m just fucking insanely awesome from all this indie gaming or if King Oddball really is too damn easy. Oh sure, you do quickly unlock a “diamond mine” that allows you to replay all the stages you’ve cleared, and where the special object is to beat the stages again without using your final rock. But this actually kind of ticked me off. I had already beaten many of the stages with two or fewer rocks remaining, and now you mean to tell me that didn’t count? Fuck that. Some of those incredible shots I made were so lucky that I could never hope to recreate them. Not even on accident. It seems like this diamond stuff should have been part of the main game itself.

The physics of the rocks, which are not uniformly round, often left me screaming in emotional agony.

The physics of the rocks, which are not uniformly round, often left me screaming in emotional agony.

So clearly King Oddball has a lot to dislike about it. But, and I can’t stress this enough, it’s also one of the most addictive experiences I’ve had at Indie Gamer Chick. That might just be on me, but sometimes I finish a game and then have to go back to do all the extracurricular stuff in it just to “get it out of my system.” King Oddball is the king of that in 2014 so far. Over the course of writing this review, I had to go back to, ahem, “check it against my notes” about five to six times. All the silly extra challenges are worth a look (except the Diamond crap). Hell, there’s even an entire second world. The way you unlock it is silly and a waste of time (why not just have it unlock when you beat the game?) but at least real effort was put into it, instead of it just being mirrored versions of the original stages. It’s an anomaly for sure: both ambitious and unambitious, King Oddball packs a ton of content, but it could have used more reasons to keep you interested. I can easily recommend it, but I can also see why it leaves many players feeling blue-balled.

King Oddball logoKing Oddball was developed by 10tons Ltd.

IGC_Approved$6.99 (Cross-Buy PS4 & Vita) noted that I could have saved $4 and picked this up on iPad instead in the making of this review.

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

 

 

Retro Runner: Princess Power

In Retro Runner: Princess Power (“RR:PP”), you play the role of a princess who no longer desires to wait for a prince to rescue her from captivity and plans to make her escape. Along the way she encounters enemies and bosses who try to stop her, as well as weapons and powerups to destroy them, in this storied version of an endless runner.

rrpp01Ever since Temple Run and Jetpack Joyride became big, endless runners have been showing up more and more. Many are clones with their own graphics, such as Agent Ride or Pitfall! (the runner version), and some try to add a bit of their own flavor into the mix. Retro Runner is one of the latter, and the game differentiates itself from most endless runners in a few ways.

The first is that the playfield changes as you progress through the story, traveling with the princess through different eras of gaming, from the Atari generation, through the SNES/Genesis consoles, and the current period. This means that your character and the environment gain better graphics and sound along each leg of the adventure. Each stage plays the same, but the advancing graphics is a fun trek through time.

Most endless runners have some sort of currency collection as a carrot to keep you playing and let you gain powers, and this game is no different; however, RR:PP also includes weaponry to fight enemies along the way. With the point of a finger, you chuck knives, energy shields, throwing stars, and homing pigeons at your foes. Yeah, homing pigeons. They’re deadly! At the end of each stage is a boss that takes a different strategy to defeat.

The story is fun (yay for a princess taking care of herself!) and the gameplay is a joy, but there are some things in the game that I felt could use improvement, most of which left me confused when I first encountered them.rrpp02

In the tutorial, you encounter what seems to be the final boss of the game who is undefeatable in this mission. At this point I had no way of knowing that and spent a considerable amount of time avoiding his attacks and hitting him, unsure if I was doing any damage. The game made it sound as if I was hitting armor, but again, at this point there wasn’t a way for me to know this wasn’t the default “hitting a big enemy” sound. Finally I got hit again and the story advanced. It turns out that I was supposed to “die”.

Games such as these allow you to collect or purchase currency to use in-game to buy powerups that make the game “easier”. But in RR:PP, the amounts required to purchase anything after the first level of any category are enormous and made me feel that I had to purchase in-game currency if I had any intention of boosting my character. I don’t want a free ride, and in-game purchases are the driving force as to why games like this exist these days, but the initial curve feels extremely steep.

A few of some very important things to me in a game is both control and the UI. Control in this game is fine, it’s hard to go wrong with a runner really though admittedly, sometimes incoming enemies are difficult to see because you need to have a finger on the right side of the screen, covering some of the playfield.

Outside of gameplay, the UI for the game needs improvement. Level selection shows you all of the stages in the game, but there is no indicator as to which levels are open to the player; they are all the same color and clickable. When it comes to the powerup purchase menu, it isn’t intuitive what you can click on to gain a skill without randomly pressing around and seeing what happens as, again, everything is clickable, but you don’t find out what you can click on without trial and error. On the bright side, since I started writing this review, a patch has come out that makes the powerup purchase menu brighter, but to a new user it is still not particularly easy to understand.

rrpp03While I like that the game asks the player a quiz after each death as a chance to gain bonus currency, no matter if I failed or not, the question stayed up and allowed me to keep clicking on answers in a now-dead interface.

I encountered three bugs that I hope are easily squashed. The first is that once I purchased some currency, I still received ads until I restarted my device. Secondly, after one death, the second end boss joined my next run. It didn’t attack me, but it hovered ominously up and down while I tried to make my way through the stage again. Finally, before I made a purchase to remove ads, I confused the game by turning on airplane mode. Naturally it couldn’t load the ads and gave me a blank screen, but in order to be able to keep playing, I had to open the home screen and return to the game.

The thing about mobile games is that you need to be able to entice users right away as they tend to be fickle. Leaving them to hunt and peck their way through your interface is a surefire way to lose many of them which is a shame because the game underneath here is pretty fun. Keep it clean and simple. I want to suggest the game but not just yet. Let them get a few things worked out and I would gladly do a IGC Second Chance.

RR:PPRetro Runner: Princess Power was developed by Stratum Games

The game is free, supported by in-game ads and in-game currency purchases, and on iOS, Android, and soon the desktop. Oh and the game is fucking hard, too! Fuck!

Circix

Just a quickie review here, since Circix doesn’t exactly lend itself to 1,000 words. In this free-to-play mobile game, you connect different circuits together to solve puzzles. Each circuit has a number on it telling you the amount of lines you must connect to other circuits. In order to solve a puzzle, all circuits must be connected to each-other while following each circuit’s required line count. It’s a relatively simple concept, but it’s pretty satisfying as a puzzler. It gets off to a slow start and some of the basic puzzles are insultingly easy, but you can easily skip them and just focus on the intermediate or advanced stages (although most of the intermediate stages are also far too easy). In the higher difficulty puzzles, sometimes you’ll have to double up or even triple-up the amount of lines coming from a single circuit. Circix is an ideal portable puzzler for killing a couple of minutes on a road trip, waiting in line, etc. Awesome game. Really, they probably should have charged money for it.

It doesn't look like much, but Circix just owned my afternoon.

It doesn’t look like much, but Circix just owned my afternoon.

And.. well.. that’s really all I have to say. Again, Circix doesn’t really lend itself to the type of reviews I do here. The gameplay is one-dimensional, works, and doesn’t give me a lot to discuss. There’s no storyline quirks or control issues for me to get snarky about. It’s just a really solid, enjoyable puzzler that nobody will talk about or remember a day after they finish it. I get a lot of requests for simple, free-to-play iPhone games along these lines. Most of them I find enjoyable enough to tweet my approval of. In the case of Circix, I’m going a little bit further with it because I realized that I enjoyed it much more than the typical “I can’t possibly write a review about this” game. In fact, it’s one of the 50 best indies I’ve ever played. So even if it’s impossible for me to be all Indie Gamer Chickish on it, it deserves recognition. And a smack in the face for forcing me to bore myself and my readers writing up this review. Yeesh guys, some kind of annoying mascot or SOMETHING I could criticize would have killed you?

PromoGraphic_180x120Circix was developed Graham Barber & Russell King

IGC_ApprovedCircix is free to play on iOS and Android devices.

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

Wind-Up Knight

Wind-Up Knight is a pretty decent game, and Ouya is in short supply of those. I figured I should say that in the first sentence of this review since I have a lot of not-so-nice things to say about it. It’s yet another take on BIT.TRIP RUNNER, a game so frequently cloned that it’s posed to be a genre in and of itself. Not that there’s anything wrong with that. Gamers really need to remove the corks from their blowholes regarding the issue. Popular games get cloned. They have since the dawn of time. Some people seem to think indies shouldn’t be subjected to this, out of respect or something.

Heh.

Haha.

WAHAHAHAHAHAHA!!!

Oh God. Good times.

Annoying marketing covering the game's pictures? Yep, it's a mobile port.

Annoying marketing covering the game’s pictures? Yep, it’s a mobile port.

Seriously, what planet are you guys from? All forms of entertainment are based on the principle of monkey see, monkey do. And in the case of indie games being copied, it really doesn’t bother me because this is how genres get established. In the case of Ouya, BIT.TRIP isn’t on here. Never mind that there probably isn’t a single person on the planet who owns a Ouya but doesn’t own a platform that you can find RUNNER on somewhere. That’s not the point. Personally, I think it’s cool that a reasonably good facsimile of RUNNER is on the little indie box. Cool in the same way that someone with one of those fully functional Optimus Prime cosplay costumes is, the ones that make you stare in awe and wonder “how the fuck did he make that out of caulking and used paper towel tubes?”

Not that Wind-Up Knight tries to copy BIT.TRIP entirely. To its credit, it really does try to be something more. Unfortunately, “more” involves micro-transaction oriented upgrades. Yes, you can earn the cash to get these over the course of the game, and maybe most players will do better at it than I did. I’m a busy person, and I was trying to fly through Wind-Up Knight as quickly as possible. Hell, I completely forgot about the upgrades until there were only a few levels left. At which point I bought a sword that shoots a beam out that kills enemies quite far from you. I guess my forgetfulness was lucky in this case, because that sword pretty much stripped more than half the difficulty out of the game. I call this the “scissors on a tube of toothpaste effect.” But, if I hadn’t forgotten about the upgrades and had at any point purchased anything, I almost certainly would never have owned that sword unless I paid extra for it. It makes it feel like a free-to-play mobile game, which it in fact is.

Wind-Up Knight’s biggest problem, besides doing that thing most decent Ouya games seem to do where the seams from the game’s mobile roots stick out like a sore thumb, is the difficulty curve. Too often, a moderately challenging stage is immediately followed up by multiple levels that could be generously described as a cakewalk. (By the way, that term has meant “something incredibly easy” since the 1860s. Who even knew they had cake back then?)

Is wall jumping really something worth advertising? It's so commonplace these days it would be like having a car advertise that it comes with wheels.

Is wall jumping really something worth advertising? It’s so commonplace these days it would be like having a car advertise that it comes with wheels.

Or maybe not. Until the 47th level (of 48 total), I absolutely flew through Wind-Up Knight, which is weird because I got off to a rough start over the first ten or so levels. The same thing happened to me with BIT.TRIP RUNNER 2. I have to consider the possibility that I just got really good at it. Then it took me a few days to finish level 47, though a combination of seizures and having my annoying boyfriend around might have had something to do with that. Funny enough, once I beat that stage, I cleared the final level on my third attempt. Sadly, it was unquestionably easier, and only serves as the final stage because the graphical backdrop is more climatic. Sigh.

Oh, and in the really petty complaint department, I have a policy at Indie Gamer Chick that I pay for all the games and avoid demos. The Ouya obviously isn’t a system suited for this, even though you can now purchase a game without the mandatory play through. So I purchased Wind-Up Knight for $7.99. After finishing the first book, it gave me the option to purchase it for $4.99. I don’t know why, but that really pissed me off. It’s like punishing me for buying it earlier than expected. A lot of games do this, and trust me developers, it always annoys the consumers. Stop doing this.

Maybe my counting is off, because I only noticed 48 stages. Meh, whatever. I got an ending screen and thus I'm satisified. I mean, the ending screen then wouldn't go away. It was laid on top of the menu. The menu still worked under it though. It's weird, but I've had that happen at least a dozen times over the course of Indie Gamer Chick.

Maybe my counting is off, because I only noticed 48 stages. Meh, whatever. I got an ending screen and thus I’m satisfied. I mean, the ending screen then wouldn’t go away. It was laid on top of the menu. The menu still worked under it though. It’s weird, but I’ve had that happen at least a dozen times over the course of Indie Gamer Chick.

You know what though? I would be lying if I said I didn’t really enjoy Wind-Up Knight a lot from start to finish. It’s a pretty satisfying game. With a PlayStation 3 pad, the controls were responsive, the graphics worked, the level design was mostly good (unavoidable GOTCHA! style traps don’t appear until the very end of the game), and there’s plenty of extra challenges to extend the gameplay. Where Wind-Up Knight falters most is in personality. Or, more specifically, not having any. Characters are bland, writing is bland, levels look bland, weapons look bland, the music is bland, and the sound effects are bland. It’s almost tiring in how joyless the atmosphere is. Wind-Up Knight was inspired by BIT.TRIP RUNNER, but the inspiration begins and ends with gameplay. It has none of the charm or quirkiness of BIT.TRIP, which is one of the major attractions of that franchise. The developers at Robot Invader are making a sequel, and if they take away only one thing from this review, I hope it’s this: have more fun making it. I can always tell when developers were too serious when developing a game, and I suspect that’s what went wrong with Wind-Up Knight. So please, pull the sticks out of your asses and put them where they belong: up Ben Kuchera’s ass.

windupWind-Up Knight was developed by Robot Invader

$7.99 (Grumble) said Robot Invader could make me feel less butt-hurt over that extra $3 I spent by donating the difference to Autism Speaks in the making of this review.

IGC_ApprovedWind-Up Knight is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. I also played the iOS and Android ports, and they also are Chick-Approved. Levels 13 through 48 can be unlocked for 1,200 “notes” (in-game currency) or $1.99 for each pack of 12. Go with the Ouya version if that’s an option.

Abduction Action! Plus (XBLIG) and Hypership Still Out of Control (iOS)

Full disclosure: Kris Steele, developer of today’s two games, is my friend.  Our relationship got off to a rocky start.  When I was brand new to the scene, barely two weeks after I launched Indie Gamer Chick, I interviewed Kris.  By this point, I hadn’t won the respect of the community, but they were happy to have ANYONE covering XBLIGs besides the two or three sites that already did.  I was someone new to talk to.  Or, more accurately, someone to gossip to.  At the time, I was interviewing developers for the second XBLIG Uprising event, and one of the candidates for it was Volchaos, a game by Kris.  The only problem was Kris was also organizing the event, and there was skepticism on how good Volchaos was.  (Side note: Volchaos did not make the Uprising.  It wasn’t finished in time.  The next year, the developer of Sententia organized the third event, and his game most certainly DID make it in, and it basically soured the whole thing).  At the time, I was still kind of finding my identity, so when the time came for the interview, I was still in “pretend to be a serious writer asking tough-questions” mode.  By the time it was over, I’m pretty sure he didn’t like.  Nor should he have.  I was a douche.  Straight up.

But, he was never unkind to me.  By the time I figured out that I should drop any pretense of professionalism and just be myself, he was still there and willing to help me.  Even after I didn’t enjoy Volchaos, he was encouraging of me, and endorsed me to the community.  Fast forward to today.  Kris is my friend.  A really, really good friend.  I’m proud to be his friend.  All bullshit aside, he’s a good man, and I consider our relationship a privilege.  He’s always there for me to answer questions about game development, indie politics, or if I need his fingerprints on a bloody crowbar.  It’s really a sign of his character that he became friends with me.

And now I'm going to put that character to the test by calling one of his latest games digital dog feces.

And now I’m going to put that character to the test by calling one of his latest games digital dog feces.

One thing I never imagined when I started Indie Gamer Chick is that I would form a close relationship with any developer.  Today, I have just that with a few dozen.  For many of them, I’ve reviewed at least one of their games.  If that’s the case, there’s roughly a 55% chance I didn’t like their effort.  At first, I was worried that people might accuse me of going soft on those that are my friends.  Even if it’s not true (and if you ask Kris Steele or Dave Voyles, they’ll tell you it’s not.  And probably cry), that perception is there.  I take great pride in the fairness of my reviews.  People might think that someone might expect their critic friend to show mercy on them.  To those that believe that, nothing I can say or do would convince them it’s not otherwise.  Anyone with real friends knows that real friends would never ask that of their critic friend.

So, what did my friend release recently?  First up, I looked at Abduction Action! Plus on XBLIG and Ouya.  I had heard of this game days earlier, when a child psychologist recommended that the average punishment for a disobedient child be changed from grounding to playing Abduction Action.  Less timing consuming, faster results.  No child will fuck with mommy and daddy again.  Okay, I’m kidding, but it is a pretty awful game.  The idea is you’re a UFO that must torment Earthlings for shits and giggles.  Using a tractor beam, you’ll abduct humans, or crush them with various objects, or drop them from lethal heights.  In theory, this is the game you give evil little children to break them of their habit of torturing ants for the lulz.

In Iowa, they call this "Tuesday."

In Iowa, they call this “Tuesday.”

Unfortunately, Abduction Action! Plus is let down by poor controls.  Many of the challenges in the game, such flying into birds, requires precision movement, and that’s not really an option.  It gets bad when you’re forced to accelerate into objects using the turbo boost.  For those watching me, it was probably comical.  I tried to splatter a birdie on the UFO, and instead overshot it no less than a dozen times, until it finally flew off the screen.  It was maddening.  And that’s ultimately why I couldn’t enjoy AA+.  It’s a game about lining up to do stuff.  Line up to grab a rock and drop it on a jock’s head.  Line up to pull someone up in your tractor beam.  Line up bullets to turbo-boost through them.  That shit is hard to do when the UFO only has two speeds: too fast and suicidally fast.

Abduction Action! Plus was developed by Fun Infused Games ($2.99 would rather get an anal probe than play this shit ever again)

Abduction Action! Plus was developed by Fun Infused Games ($2.99 would rather get an anal probe than play this shit ever again)

Then there’s the problem of having to remain stationary while you suck up the people and objects.  If a projectile hits your UFO, the beam is deactivated and you drop whatever you’re carrying.  This is kind of tough when you have people shooting you pretty much non-stop anytime you’re low enough to grab anyone.  I’m not sure why a standard gun or even a shotgun would cause a UFO to do anything but laugh.  You mean to tell me these things are designed to travel through space and torment any living creature they happen across, but a single bullet fucks their mojo up?  I tried to find something positive to say about Abduction Action Plus’s gameplay, and I couldn’t come up with anything.  That is unfortunate, because the writing is genuinely laugh-out-loud funny and the concept is solid.  But gameplay is king, and AA+ controls like a game in dire need of an AA meeting.

What’s shocking about Abduction’s badness is Kris released another game recently, this one on iPhone, and it is fucking awesome.  It’s called Hypership Still Out of Control.  It’s a sort-of-sequel, but not really, of a couple earlier games.  I reviewed both Hypership Out of Control for iPhone and Hypership Still Out of Control on Xbox Live Indie Games last year.  Like Abduction Action, the XBLIG version of Hypership was overly-sensitive to control.  On iPhone, the control was near flawless.  Still Out on Control offers more of the same, only the levels are different.  Same graphics, same control scheme, and the levels themselves progress seemingly the same way.  The meteors are in the first stage.  The eyeball wall things are the second stage, etc, etc.  So, despite Kris’ objections, I’m basically calling this more of a DLC pack.  A very good one, mind you.  I highly recommend it.

Damn game won't take the sky from me.

Damn game won’t take the sky from me.

But, the honeymoon with Hypership is over, and now a lot of the glaring flaws are starting to be noticed.  Stuff like how sometimes setting off a bomb is too hard.  You have to double-tap the screen to do it.  I don’t know if it prefers you to tap in the same spot or not.  It’s sometimes a difficult thing to pull off, and setting off a bomb when you most need to is very challenging because the screen is usually too full to safely stay still long enough to detonate it.   Also, when you’ve built up a stockpile of 3 bombs, which is the max, why doesn’t picking up a 4th bomb automatically detonate it?  It wouldn’t make the game too easy, but it’s too hard to see the new bomb on-screen and react fast enough to detonate a bomb you’re holding before picking it up.  Since you can’t use a finger on your spare hand (for those that have such a thing, and to those who don’t, you shouldn’t have played around with firecrackers like that) to set off a bomb, the system is just too busted.  This is a game based around speed, lots of it.  You probably won’t have enough time to safely take your finger off the screen for the less-than-a-second it takes to use it.  I would kill to be able to play Hypership with a mouse or a trackball.  The joystick controls of the XBLIG were too damn loose, while the phone version lacks buttons that would make the game so much better.  A marriage between the two might make one of the best space-shooters of the modern era.

Don’t let any of those complaints turn you off.  They’re here because I’m hoping like hell Kris gets the message and makes some fixes to his already excellent game.  Hypership, no matter which version you get on your iThing, is a truly special game.  One of my favorite iPhone games, indie or otherwise.  One of the few space-shooters I’ve ever enjoyed.  One of the few games on any platform I play on a regular basis.  And my enjoyment of it isn’t based on my friendship with Kris.  If friendship somehow softened my thoughts on his Abduction Action! Plus, then you should be scared because it might be so bad that it causes cancer.  No, I like Hypership purely because it’s one of the best games I’ve ever played.  You know, I’ve had a bad break lately with health issues.  I don’t know what my future holds.  I don’t find out until February 27.  I am lucky that I have friends who will be there for me.  And here’s where the friendship thing matters to me: how fucking cool is it that one of my friends, who will be there for me through the worst of whatever I face, also is someone who made one of the best games I’ve ever played?  It proves once again something I’ve known for a long time: I’m the luckiest person I know.

Hypership loloHypership Still Out of Control was developed by Fun Infused Games

This is for Hypership. For Abduction Action! Plus, picture Sweetie with pock marks on her face, blood dripping out of her nose, the stench of death on her, with skulls and crossbones all around the edges saying "not approved for any use besides enhanced interrogation."

This is for Hypership. For Abduction Action! Plus, picture Sweetie with pock marks on her face, blood dripping out of her nose, the stench of death on her, with skulls and crossbones all around the edges saying “not approved for any use besides enhanced interrogation.”

$1.99 said Kris could remake the same game, only set it on I-80 in California and claim it’s based on a true story in the making of this review.

Hypership Still Out of Control is Chick-Approved and Ranked on the Indie Gamer Chick Leaderboard.

Solar Flux

Games such as Solar Flux rarely hold my interest for very long, so I was very surprised when I found myself in the last few levels of this 82-stage game.

Hiding from a flare.

Hiding from a flare.

Solar Flux is a space-themed action puzzler not all that unlike Angry Birds or Cut the Rope where you have objectives for each stage and are rewarded with skill stars the better you do. Here you’re saving dying stars by shooting plasma into them. You collect this plasma with your ship, which has limited fuel and which cannot get too close to the stars without the risk of exploding due to the loss of its heat shield.

A fun physics system plays a part in this game which has you holding orbit around planets, coasting around space while trying to use as little of your fuel as possible, hiding behind planets to avoid the intense heat of the stars, and riding the solar waves of the stars as you restore energy to them.

The game’s visuals are gorgeous for a game of this kind and the music is great, definitely feeling appropriate for the environment. The colors of the celestial objects are vibrant and stand out nicely. The music is soft and gives you a feeling of solitude as is fitting with the environment. Nothing looks or sounds cheaply done.

(At this point I should mention that for the most part I played the PC version of the game. I cover the differences between this and the Android version later. In short, they are essentially the same.)

A maze of asteroids.

A maze of asteroids.

All in all, the game isn’t terribly difficult if you’re only interested in seeing each level. If you’re after a full clear, achieving three stars on each level, you have a big challenge ahead of you. In most of these games, you only have one thing in mind: collect all the things or kill all the things with as few flying swine as possible. Solar Flux adds some variety and asks you to perform different tasks for various stages. The game may challenge you by requiring you not to use much fuel, not to lose X amount of your heat shield, or to complete your objective within a time limit.

I zipped through the stages, having only an occasional hang up that took more than a few tries to get around. The graphics are rather pretty, and I felt that the game makes good use of the controller, even though the tooltips suggest one use the keyboard.

I decided to try out the mobile version on my Nexus 5. The download is free; however, you only get a few stages at a time, and you MUST complete all of the stars for what few stages you do have in order to advance. Ads appear between every few missions, but at only a dollar to remove them, it’s worth the price if you find you like the game.

Coming from the PC version to this was incredibly difficult due to the controls; movement of your ship isn’t as intuitive as it is with the controller. It took quite a bit of practice to get the hang of it, but eventually things became fluid.

Between the two versions, I think the desktop version is the better choice both because of how it’s easier to control and because you don’t need to collect all three skill stars in order to advance. However, I do suggest trying out the mobile version first since it’s free. Think of it a trial version.

If you enjoy this type of game, I recommend picking this one up. Should you be one who is not into puzzlers, skip it as there’s probably nothing here that will change your mind.

solarfluxlogoSolar Flux was developed by Firebrand Games.

“Space,” it says, “is big. Really big. You just won’t believe how vastly, hugely, mindbogglingly big it is. I mean, you may think it’s a long way down the road to the chemist’s, but that’s just peanuts to space, listen…” – Hitchhiker’s Guide to the Galaxy on the subject of space.

IGTlogo-01

Solar Flux has earned has been awarded the Indie Gamer Team Seal of Approval by Miko.

Neurokult

I’m not certain if it’s a sign that I’m getting older, but there are plenty of games now where I can only play one stage or level and then need a break. It happened in Hotline Miami, a little bit in Rogue Legacy, and now again in Neurokult. I don’t feel it’s a bad thing, though—just something I don’t think I ever experienced growing up, and it feels strange. The intensity wears me out!

Neurokult is a cyberpunked-themed, fast action puzzler for iOS. Balls of three different colors stream across the screen and you must tap them to send them away before they reach the other side of the screen. In order to remove a ball of a certain color, you must tap a “selector” of sorts on the side of the screen that matches the color of the ball you want to remove. Match the color, press the ball, the ball goes away. To keep this from being too simple, the game is very fast-paced and there are bombs that roll across the screen which will cause a game over if you tap one.
neuro01

I should note that I played this on my iPhone 4S and found that there were a handful of times that I fat-fingered things and hit a bomb. I don’t know this if this is much of an issue on the iPhone 5 (and later) or iPad screens.

You receive bonuses for connecting chains of matching colors. Along with getting more points, completing chains builds up your life meter, something that is there to keep you alive when you miss a ball before it reaches the opposite side of the screen.

In its current form, this game is difficult. By the end of the very first stage you’re already experiencing the above-mentioned intensity as a great number of objects fly across the screen. The feeling was quite daunting at first, and I took a few days’ break from the game after finishing some stages. While discussing some things with the developers, they stated that they are aware of this and are already in the process of creating an easy mode to help players out and keep them coming back. Until that day comes, I’ll give you the same advice that they gave to me: “Stick with it.” It is rewarding, but damn, is it hard.

neuro02The game will change up some things from time to time to catch you off guard and make you think. For example in one stage, the ball that flies across the screen will change color just before you press it, making you go back to the color selector to select a new color to be able to remove it. It gets a bit hectic, but it’s nothing you can’t handle. The above advice about sticking with it worked for me until I reached Stage 9, Kinesthesia. It causes me to have an episode of rageful fury (unlike my normal, happy fury), and ultimately it’s where I had to quit the game for the time being. The change in this level is jarring. Stage 9 is where the colors in the color selector move around. Up until this point in the game, the colors in the color selector stay in the same spot. You come to rely upon on the sense of their location without needing to look where you press (not unlike learning a keyboard). You begin this stage and press where blue had been for eight stages, only to find out that it moved to where red had been the whole time except you didn’t notice because you didn’t think to look. It continues to change at a fairly fast pace, causing you to miss the ball you were going after and letting it fly off the screen, taking away your hit points. By this point in the game, the action is so crazy and fast that it’s a very quick death as you flail about trying to match things up.

Every few stages there are some boss fights. From what I’ve seen so far, these stages boil down to the boss (a larger sprite) bouncing around the screen as you try to clear the playing field. If you touch the boss more than a few times, you lose. The boss fights can be tricky as near the end of their respective stages, they try very hard to get in your way, making for some very close calls where you have to choose between waiting for the boss to move or taking the hit to your life. Once you finish the boss fight, you get a chance to slice and dice it like crazy by sliding your finger across the screen until it dies. It’s a nice little way to relieve the stress of it getting in the way moments before. Seizure warning: The game makes use of bright, flashing white effects against a black background at this point.

Would I recommend this game? Yes. I would. Play it now and muck around with it, and if you get stuck, keep it on your device until you see the update come down that introduces the easier mode. It can be a frustrating experience here and there for now, but it is a fun game.

neurologo

Neurokult was developed by Woodland-Barbarians.

IGTlogo-01Relive your cyberpunk days in the 90s of watching Hackers and Johnny Mnemonic for only $2.

Heroes of Loot

I like roguelikes. While often seen as a polarizing genre, roguelikes have become one of the new faces in popular video game genre. Ranging from hardcore death simulators likes Spelunky and The Binding of Isaac to easier and more simplistic games like Heroes of Loot.

Heroes of Loot is, as said above, a simplistic take on the popular roguelike genre. While featuring concepts like permadeath and a brutal difficulty level, it drops things like convoluted stories and RPG leveling systems. The sort of “rogue-lite” approach to the genre is both appealing as an iPhone/iPad game, and as a refresher from some of the other, overcomplicated games in the genre.

Image

Heroes of Loot is played as many other roguelikes are: the player is tasked with choosing one of five character to make their way through a dungeon with, amidst a myriad of enemies. Health pick-ups, power-ups, shops, special “quest” rooms, and loot (oh the loot!) are strewn throughout each level. As the player collects loot and eviscerates enemies, they will collect experience points. These experience points are used to passively upgrade the character as the player vies to attain a high-score.

Image

And while none of this sounds deep or enthralling, I found myself coming back time and time again to challenge my high-score or the high-score of others. The speed and simplicity of the game lead to more, possibly shorter, game sessions. And with that, I always felt as if I was improving. Trying out the different characters and adapting play styles to each was fun and exciting. Discovering new enemy types (and immediately dying) was interesting.

Heroes of Loot not only succeeds in its goal of being a simple roguelike, but is actually a heck of a lot of fun, to boot.

ImageHeroes of Loot was developed by Orangepixel

IGTlogo-01$1.99 is worth its weight in loot.

Heroes of Loot has been awarded the Indie Gamer Team Seal of Approval by Kalle and will be ranked on his Leaderboard when it goes live in the near future.

Dots

Having epilepsy sucks.  Between Jerry and I, we rolled off eight straight days of new reviews here, a new record for Indie Gamer Chick.  Then I got absolutely obliterated over the weekend by a spell, and wasn’t fully recovered by time the next spell hit on Wednesday.  I’ve had no coordination.  I’ve been sleeping a ton (cause for alarm for anyone who knows me).  I almost checked myself into the hospital under suspicion of brain damage after finding myself enjoying Duck Dynasty.

Mostly, I was pissed at not being able to play the games I planned on doing for Indie Gamer Chick.  Then I realized that I had been spending my recovery putting a sickening amount of time into a simple, addictive little iPhone game called Dots.  Before I get to the game itself, I have to browbeat the developers for a bit.  Dots?  Seriously?  You put all that effort into making a really fun game and Dots was the best you could come up with?  It’s appropriate the game is on mobile because you guys totally phoned it in with that name.

Connect the dots. Nanna nanna nah. Connect the dots. Nanna nanna nah.

Connect the dots. Nanna nanna nah. Connect the dots. Nanna nanna nah.

So the basic idea is you have a 6×6 grid of colorful dots that you have to link together to score points.  If you are able to link colors in the shape of a box, it clears all of that color (and any extra dots trapped inside the box).  There are two modes: one where you have sixty seconds and one where you have thirty moves.  Like Bejeweled and its ilk, Dots relies as much on luck of the draw as on anything resembling skill or cognitive thinking.  Because of that, it’s not deeply rewarding.  I look at those pricks on the high score board and think, nay, KNOW that they not only used all the premium boosters, but still have the luckiest board to work with you could hope for.  When it comes to randomness in games, I’m not lucky.  The only time I beat the odds is when doing so works against my favor.  If I was to play Russian Roulette with a special revolver that had 10,000 chambers, one of which was loaded, I guarantee you that Jerry would be writing my obituary.

So why have I been hooked on a game that is based almost entirely on luck?  I can’t even really explain it.  Dots is almost hypnotic in its simplistic pleasure.  Part of it is the sound effects.  The chimes that grow louder as you string together longer lines, which creates a soothing STOP LAUGHING AT ME!  I’m serious!  This is like getting a sensual massage in your ears.  Plus, I kept playing hoping for that off-off-off chance of me getting onto the global leaderboard.  Actually, these guys could really suck people in by making a separate leaderboard for games where no boosters were used.  Of course, doing so would probably discourage people from buying the boosters, but still.  You can grind up money to spend on the bonuses, two of which can be used once each per game.  Add extra time (or five extra moves in 30 move mode) and clear all dots of a color are pretty effective, but the clear-all color booster is very spendy.  There’s also a booster that allows you to remove a single dot from the grid, which might open up a run of square-making.  None of them are necessary to enjoy the game.  In fact, it was days before I used my first one.  But, you probably do need them to have any remote hope in Hell of making the Leaderboards.  Again, there should have been more.

IMG_0139I’ve been stuck at my house for almost a week now.  In that time, I’ve been a bump on a log, watching marathons of House or Dexter with my boyfriend.  But, I suspect that Dots is the perfect “play it while waiting in line” game.  That’s what mobile games should be about.  Hypothetically, that’s what the best handheld games should be too.  Sure, epic RPGs have a place on your Vitas and 3DSs, but what about games that take advantage of the best thing handhelds exist for: killing time when you’re waiting for shit away from home?  Phones have completely conquered that market.

It’s a shame that Nintendo and Sony have given up so much ground to the cellular industry in the time-wasting department.  Games like Dots, not to mention abysmal sales of really good pieces of hardware like Vita, make me wonder why they even bother anymore.  The Vita and 3DS are essentially hand-held versions of recent consoles, and their libraries reflect that.  Maybe the era of the dedicated handheld gaming device really is over.  I mean, yeah, it’s cool that you can play Ocarina of Time while waiting for the bus.  But you have to spend $40 for that, not to mention buying an expensive piece of hardware that really doesn’t have any other functions to do so.  Meanwhile, the device I play Dots on can also play movies, Netflix, anything off my DirecTV, and music.  I can use it as a GPS, as a calculator, as a camera that doesn’t take crappy low-resolution pictures.  I check my stocks on it, or the weather, or movie showtimes.  I can tweet from it, or update my Facebook, or browse the internet.  I can send text messages and emails, or unlock my car door with it.  Oh, and make phones calls too.  Really, Nintendo and Sony, no matter how cool the technology in your gaming devices are, they’re still mechanical relics from a bygone era.  I would tell you to get with the times, but Sony is charging an arm and a leg for a couple measly gigs worth of memory cards and Nintendo is.. well.. Nintendo.  The times are not something they’re going to be getting with anytime soon.

DotsSeal of Approval LargeDots was developed by Betaworks

Dots is Free to Play, and Chick-Approved

Home: A Unique Horror Adventure

A couple of months ago I reviewed a game for iPhone called Year Walk, and stated my opinion that I don’t think horror can be done properly on a platform like iPhone.  Well, a few days ago, a fairly popular PC indie made the jump over to iOS, and it happens to be a horror game.  People were telling me “even if I think you were wrong about Year Walk, you have got to try this.  It really is scary.”

No.  Home isn’t really scary.  It’s creepy.  It does creepy well, but I feel there’s a difference between that and scary.  The basic idea is you play as Conan O’Brien (that’s who it looks like, and until someone says otherwise, I’m pretending it’s him) who wakes up with no memory of how he got to where he is.  His leg is injured and he has no idea how it got that way.  Oh, and there’s at least one dead body nearby.  I don’t know why he’s so fussy over it.  It’s basically how every Sunday morning begins for me.

Other candidates besides Conan O'Brien: Ron Howard pre-baldness, my boyfriend (though I've never seen him wear a sweater in my life), or Andy from Toy Story.

Other candidates besides Conan O’Brien: Ron Howard pre-baldness, my boyfriend (though I’ve never seen him wear a sweater in my life), or Andy from Toy Story.

All of this is told through a pixel-art point-and-click adventure.  If it sounds interesting, you’re right, it is.  The problem with Home is that it’s one of those fireworks where you light the fuse and nothing happens.  It took me all of five minutes to guess what the big plot twist would be.  Was I right?  I don’t know.  The solution to what happened I guess changes depending on how many clues you find throughout the hour-long play-through.  At the end of my session, the game saw fit to give me no ending at all.  It didn’t crash or anything.  It just ended with no resolution.  Conan walked to the final door, some text pondering the nature of what just happened popped up, and then BAM, credits.  The fuck?

All choices you can make happen in the form of questions.  Like if you find a knife, the game will ask you what happened in a past tense form.  “Did you pick up the Knife?  Yes/No.”  Here’s the weird part.  Near the end of the game, I was asked if I thought one of the other characters in the game was the murderer.  I said no, because all the clues from the get-go said otherwise.  But now I’m mildly curious whether that would have become the solution if I had said yes.  Not so curious that I’ll play through it again.  Once was enough.

The thing is, there’s no actual game here.  You walk, you click stuff, and stuff happens.  There’s no real puzzles to solve besides typical lock-and-key stuff.  At most, you might have to hit a switch.  So while the graphics are pretty good, the atmosphere hits the mark, and even the dialog is well done, Home is actually kind of boring.  Mechanically speaking, at least.  It tells a story well, but it’s not a game in the strictest sense.  It’s a visual novel where paragraph breaks come in the form of having to walk around trying to figure out where to go next.  It does very little to take advantage of the medium, and that’s a shame.  Unlike a lot of misfires I deal with here, I can’t chalk this up to poor writing or over ambition.  It’s just a dull game. 

I took this picture at the worst possible time.

I took this picture at the worst possible time.

One last thought on the whole “multiple ending” thing which I’ve never been a big fan of.  Here’s why I’m against it: because I don’t know if I’m going to end up with the same ending if I play through again.  I played once and the end result was NO ending.  I felt I played pretty well the first time.  I clicked everything.  I backtracked occasionally to place items where they belonged.  What the fuck more do I need to do, Home?  Well whose to say if I do things differently that I won’t fall into that one and only trap that sets off the exact same ending I just got?  If a game is going to base itself around having multiple endings, it needs to set up a way to take advantage of that besides “replay the whole thing again.”  Especially stuff like point and click adventures, which just don’t lend themselves to multiple play-throughs.  My usual way around this is to simply look up the other endings online, but as it turns out, a game called “Home” isn’t the most Google-friendly title.

I was a bit on the fence about this one.  On one hand, I think the game successfully achieved its goal of having a well written story with genuine suspense and chills.  On the other hand, the gameplay is boring and the hook requires multiple play-throughs, which will certainly mute those chills and shrink the suspense.  I’ve spent more time trying to figure out if I liked Home than I spent actually playing Home.  For that reason, I can’t recommend it.  The deciding factor was if I had a magic “undo” button that would give me the hour I spent playing it back, would I do it?  I can quickly answer that: yes, because the ending sucked.  Results will vary by player, but for me, I felt borderline cheated by the ending I got.  It literally had no closure at all.  Every single question left unanswered.  That’s just plain stupid.  If the power had gone out while I was watching the series finale of Lost, I probably wouldn’t have called that a brilliant ending.  Though in retrospect, that would have been an upgrade.

HomeHome: A Unique Horror Adventure was developed by Benjamin Rivers Inc.

$2.99 admits that I hate replaying games anyway and thus the odds of me playing through Home again was probably slim to begin with in the making of this review.