Strikey Sisters

People, myself included, might look at pictures or clips of Strikey Sisters and assume it crosses Zelda-style adventures or RPG-style games with Arkanoid-inspired brick breaking. It doesn’t. There’s no permanent upgrades. You don’t level-up. You don’t unlock new items or abilities. The one Zeldaish mechanic is that the paddle is replaced by slashing at the ball with a sword, but that doesn’t mean the game is essentially Linkanoid. So, don’t let the facade of Strikey Sisters lull you into believing it’s deeper than it really is. This is a one-level-at-a-time, white-knuckle-action brick breaker. But a damn good one. The best brick breaker I’ve ever played, in fact, and one of 2019’s very best hidden indie gems. I just want to make sure people know what they’re getting with it. Like how I think people who take their first kitten home from a pet store should have their cars keyed, with the shop owner saying “this is going to be your couch from now on. You’re going to LOVE IT!”

Can we please phase out “lethal bubbles” in games? They’re only acceptable if they involve dinosaurs capturing enemies in them. Then popping them, which presumably kills baddies via some kind of drop in pressure. Like seriously, that’s how it works in Bubble Bobble, right? Enemies die via an extreme case of the bends?

Actually, Strikey Sisters is based on an obscure 1994 SNES game called Firestriker. I’d never even heard of it, though judging by the amount of people who pointed this out to me when I first started playing Sisters, it must have a cult following. That’s what I love about indie gaming: even the most seemingly forgotten games can be honored with a modern homage. One that presumably improves the mechanics of the original. Because I look at videos of Firestriker and can’t imagine it must have been as good as Strikey Sisters is. Then again, Strikey Sisters does a lot wrong too. Not since Dead Cells has an indie taken me on the type of ride it has. For every moment of jubilation, there was a moment or two of annoyance and rough design. But, as my “best brick breaker I’ve ever played” label already spoiled, not in a way that’s a deal breaker. The steps Strikey takes forward are larger strides than the relatively tiny steps it took backwards. It provided me with a unique way I can explore why Strikey Sisters worked for me while also underachieving.

STEP FORWARD: Strikey Sisters realizes the potential Arkanoid strived for and, in my opinion, failed to achieve in 1986. Arkanoid wanted to actionize the foundation laid by Breakout, providing paddle upgrades, unique brick layouts, and weapons. But Arkanoid’s gameplay was still slow. Enemies had no effect on the paddle. Items of actual value were rare (especially the highly desirable laser that lets you fire upon blocks and enemies). And the physics were married to that of Breakout’s. Arkanoid wasn’t an action game. It was always about the bricks.

Strikey Sisters is about the action, with the brick breaking being the framing device to deliver that action. There’s more enemies, and the enemies always drop items when killed. Almost all the items are useful to some degree in any given situation. DYA Games also confirmed to me they rigged the physics a bit so that the ball couldn’t get caught in repeating loops, like many brick breakers before it. Also, stages in Strikey don’t end when you smash the last brick. Instead, enemies constantly respawn until the last brick is broken, at which point the respawning stops and stages end when the last enemy is defeated. It’s a very clever mechanic that assures stages retain intensity even as the screen starts to clear, and finishing levels feels satisfying and cathartic.

STEP BACKWARDS: The action can be too intense at times. All enemies are wired to march closer to the the character (who functionally serves as the paddle). While this assures that even if your ball is caught in an unplayable trajectory, you won’t be stuck waiting forever to finish stages, it also results in some of the worst crowding I’ve seen in a brick breaker. Ultimately, this is still a brick breaker and your primary survival objective is to keep the ball in play. But as enemies close in, you have less room to play the ball. It often devolves the action into hacky-slashy button mashing just to clear the enemies out in front of you or batter the ball back and forth trying to keep it in play. I get that the enemies closing in 100% assures stages don’t overstay their welcome, but maybe some other solution was needed, like not having the enemies march towards you until all the bricks were cleared, or 90% of them, or something. I wanted to pepper spray the game at times for violating my space, but I’m not sure it would actually work. It’d probably void my warranty too.

The boss battles vary wildly in difficulty. It usually comes down to if their attacks involve crowding the paddle or not. I actually lost more lives attempting to use the Zelda-like charge shot and having the ball ricochet out of playable range than I did from direct attacks. Easily so. It’s not even close, really.

STEP FORWARD: You don’t even need the ball to clear out enemies or bricks. Because every enemy drops an item, and because enemies are designed to move closer to you, you’ll constantly have a chance at picking up items that can be shot at bricks or at further away enemies. It’s another example of a concept that Arkanoid invented being fully realized. Many brick breakers have items that can clear out blocks besides the ball. No game has as many chances to do it as Strikey Sisters. While it isn’t completely immune to what I call Last Mother Fuckin’ Brick Syndrome™, it never devolves into a slog trying to get that last brick or last enemy. Probably the smartest design choice was allowing you to attack enemies directly with your sword, without needing an item to do it. For all the times I’d whine about the bottom of the screen being clogged up, I’d just as often welcome enemies like they were coming to liberate me from the oppression of boredom.

STEP BACKWARDS: The ball’s physics can be downright wonky at times. Sometimes it can end up on a nearly 90° horizontal trajectory after bouncing off an enemy. Sometimes it’ll be bouncing one direction on a thin trajectory and then change directions bouncing off solid blocks for absolutely no reason. It’s especially bizarre because the collision detection is so unremarkable that it’s a non-factor, and yet I have to believe something very weird is happening with the detection for the ball to just abruptly change course. Also, compounding this is the occasional enemy or boss that can alter the course of the ball by doing a ground-pound, which I swear to Christ, always seemed to make the ball go flatly horizontal and thus breaking the game’s flow horribly.

Something that never occurred to me until just now: the sword never gets bigger. The surface area you can cover never grows at all. You never gain the ability to directly control the ball. Really, that type of stuff would’ve been the most obvious items to include and it’s ballsy that it wasn’t done. No pun intended.

STEP FORWARD: Those same wonky physics benefit the player just as often as they annoy, allowing you to clear out enemies that are crowding the paddle or unleash spells on blocks or enemies on the other side of the screen. It’s about 50/50 on the benefit/annoyance scale, really. And all the items feel powerful. Plus, you can use your charge shot to deflect enemy projectiles back at them, either killing them or breaking any bricks they hit. Some bosses feel like they’re built specifically around batting their own attack back at them. It never gets old, either. It’s always satisfying to return their fire. Well, at least when it hits.

STEP BACKWARDS: Strikey Sisters is deceptively difficult. I was playing the game on easy, with unlimited lives, and still had to replay levels and especially bosses all the time. Losing track of the ball is an occupational hazard, especially when enemies start to fire round projectiles roughly the size of the ball. Glowy ones, or fire ones (and the ball can turn into a fireball with the right item). You’re given a charge move with your sword straight out of Zelda, but you can’t use it on the ball if enemies are crowding because it’ll inevitably deflect out of play. And many enemies/bosses are capable of batting the ball back at you, meaning you often have to damage them from behind, and thus you’ll rely on lucky shots instead of skill shots to take them out. While no brick breaker has ever empowered players to the degree Strikey Sisters does, where you frequently end levels in an explosive, satisfying way, I also had moments of glory muted with the knowledge that I got really lucky. Luck factors in a bit too much.

Some of the levels are practically designed for the ball to get caught up in a shallow trajectory that all but removes it from the action. Also, there’s apparently no bonus or use for the coins besides needing to get X amount of them each stage to trigger the appearances of chests. There’s tons of unlockables like levels, artwork, cut scenes, etc that mostly unlock upon beating the game. Maybe the coins should have been used for a store that exclusively unlocks the bonus material. I’d cared a little more about getting them for something like that. By the end of the game, I put as much consideration into them as I did in bending over to pick up change on the sidewalk. By the way, my rule for that is “only for dimes or higher.” If I throw my back out, I think people in the emergency room would laugh at me if I said I did it stooping over to pick up a penny or a nickel. A dime, I feel, would be met with understanding nods and approval.

STEP FORWARD: All of that is done to keep Strikey Sisters at a fast-tempo. Let’s face it: brick breakers are, by nature, slow. Even 2009’s Shatter, probably the high-water mark for the genre up to this point, can be really sloggy at times. When the action slows down in Strikey Sisters, sometimes you welcome it just because you can fucking stop to breathe. Even the relatively tame early stages have players constantly doing stuff besides simply batting a ball back and forth. A brick breaker, at its worse, is just Pong designed for single-player. Which makes sense. Breakout was created because Nolan Bushnell mandated a single-player Pong. Great. But, gaming has come a long ways since Pong. It’s come all the way since Pong. Even your Arkanoids, your Shatters, or indie takes on the genre like Wizorb make the mistake of having their games be focused on knocking out the bricks. But we’ve done that shit for over forty years now. Strikey Sisters is the first brick breaker that figured out how to make the genre relevant to today’s gamers: move that shit to the background. It’s not what you do, but how you do it. Make the “doing it” part fun. It’s a brick breaker, but it’s an action game first. That’s so smart.

STEP BACKWARDS: There’s lots of annoying little things Strikey Sister does (or doesn’t do) that annoy the shit out of me. I got a 98% completion of the map, but I had no clue where the 2% I’m missing was at. Each brick you break drops a coin. Collecting X amount of coins in each stage spawns chests. One chest has a green emerald in it. The other has a card which you can throw at an enemy, capturing them Pokeball-style. Only, all that does is add them to your Bestiary. It would have been neat if you could have used those enemies. I think they probably planned something like that and had to abandon it, since there’s so much emphasis on the capture stuff that goes nowhere. Finally, some stages have a key that opens up extra-pathways on the map. Apparently I missed a single key that opened up one meaningless, inconsequential extra stage along the way. It took me a while to figure out which bare spot on the map I could probably access if I got a key. Now, I’m the proud owner of my first total 100% completion in a long time as part of a game I did for Indie Gamer Chick.

Booyah! Fucked this game up!

STEP FORWARD: Seriously, I can’t stress enough how much stuff is packed into this $10 game. You get an extensive “quest” that took me around six gameplay hours to finish. There’s a lot of stuff to collect, hidden levels to unlock, monsters to catalog (though you can semi-cheat the Bestiary by hitting a creature with a card and then quitting to the map without finishing the stage and it’ll still count). As if that’s not enough, upon beating the game there’s sixty bonus levels thrown into the menu just for shits and giggles. And you might actually not be burned out on Strikey Sisters by time those bonus levels come into play. That I actually wanted to get 100% of the map, emeralds, and enemies captured is so rare these days for me. But I couldn’t get enough of Strikey Sisters. It’s just plain fun. From start to finish. Every frustration, every moment of annoyance, completely trumped by how fun it is. This is a very good game.

For all the issues it has, everything just comes together so well. Hell, the game has deliberately badly acted 90s style voice overs. Seriously, it’s actually promoted as being “cheesy” in the game’s features on the official sales page for it. Being bad on purpose isn’t funny. It’s awkward. But the actual humor in the dialog with its cringey delivery does typically land. How? What the fuck? How did you not totally shit the bed, Strikey Sisters? You’re based on a Super Nintendo game nobody has even thought about in twenty-five years. You have terrible acting. You have a disjointed map that circumvents proper difficulty scaling. The action can become an unmanageable clutsterfuck of confusion and cheap deaths. All in a genre that should be so done-for that even the strongest smelling salts in the world couldn’t bring it out of its coma.

I should note that there’s a co-op mode. The issue is my playing partners are either not into indies or are unwilling to play most genres. BUT, I want to note that there’s two balls in co-op, and players take damage if either ball is missed. That’s a really bad design choice because the game gets insanely chaotic. There should have been two uniquely-colored balls and damage specific to the player the ball belongs to.

And yet, here we are. Strikey Sisters is one of the best indies I’ve ever played. Another wonderful 2019 Switch-console exclusive like Q-Yo Blaster that’s probably fated to plummet quickly into indie oblivion due to an uninspired name and unattractive box art. A game will inevitably be awarded my You Heartless Bastards Award (given to great games that nobody buys) because most people reading this will never give it a chance. But, for what it’s worth, I love you Strikey Sisters. Now figure out a way to sell a million copies so the titular sisters can make a cameo in Smash Bros. I want to see Marie talk shit on Solid Snake and get Elene throwing hands with Ness. Like, I need this in my life. Please.

Strikey Sisters was developed by DYA Games
Point of Sale: Nintendo Switch, Steam

$7.99 (normally $9.99) said “the things we do for our pets” in the making of this review.

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

Rollin’ Eggz

Ugh. You know, in eight years, I’ve never nodded off playing a game I set out to review for Indie Gamer Chick. Which is more remarkable than it probably sounds. I’ve played a lot of boring games. And, before 2019, I’d even played games that felt like direct homages to classic LCD games. That’s what I felt Iron Snout was. And if that’s a stretch, there’s Nessie, which looked just like a Game & Watch. Rollin’ Eggz is actually based on a pair of Nintendo LCDs: one called Egg, the other called Mickey Mouse. They’re functionally the same game, though one Nintendo owed royalties on and the other they didn’t. Eggz tries to modernize the formula. But, not too modern. The final result was a play session that ended for me when I almost feel asleep and smacked my forehead on my Switch. At least I didn’t drop it.

Yes, let’s not LOOSE a life.

Getting the “positive” out of the way first: Rollin’ Eggz functionally works. It’s not like the game is mechanically broken or anything. It properly updates the 1981 spinning plate-style Game & Watch where the object is to simply position your basket to catch the eggs as chickens poop them out. The main game has the same layout as the LCD original, but with a few added twists. There’s gold eggs that restore a life to you and score three points, and rotten eggs that you must avoid. There’s also snails that temporarily slow the eggs, lady bugs that make it so the chickens temporarily only lay rotten eggs or golden eggs. And sometimes they shit a thunder egg that makes everything go faster. It sounds fine, and it would be. But, the problem is the game’s speed, even on “challenging” mode, takes forever to warm up. Even 300 points into the game and the action is very slow and lacking any teeth. It’s the single most tedious difficulty ramp-up I’ve ever seen. It’s remarkable that anyone would let a game like this release as slow as it plays. Giant Sloths would be embarrassed scoring less than 400 in this.

I tried listening to “I’m So Excited” while playing this. The tape wore out. Which is weird because there was no tape. It was on my iPod. I think the iPod was fucking with me.

There’s two other modes. One that has five chutes positioned above you. The controls are a bit fickle for this one and honestly I had no desire to get the hang of it. The third takes you back to the original four-chute layout but makes you catch specific colored eggs. It’s too easy, especially since it tells you what the next color that you’ll be catching will be. And this is the mode where I genuinely nodded off for a second. Eight years, 600+ indies reviewed, and I’ve never had that happen. And, once again, it’s an issue of speed. Taking three-hundred points to get the game to a somewhat reasonable speed (though not enough to challenge, and mind you, I was playing on the “challenging” difficultly, which is the highest difficulty as far as I can tell) is just not good design. This is a drag race stuck in neutral. The 100 yard dash with garden snails. Wheelchair basketball with flat tires. BAD IDEAS!

There’s now a forehead-shaped smudge on my Switch. This isn’t something I’m making up for comic effect. I really did almost doze off playing this and conk my head on my Switch.

And there’s nothing here that makes the game worth playing. There’s no online leaderboards. Just a local-only high score. You get in-game currency to unlock new characters. Which sounds great, except there’s only two that cost 600 coins combined, and you can easily get 600 coins on your very first play session if your mind doesn’t wander looking for anything remotely more stimulating, like watching a fly navigate the lamp on the desk next to you. And finally, Rollin’ Eggz costs $2.99. Are you fucking kidding me? With all the Switch games that regularly go on sale for $0.19 or less (everyone knows about getting Bouncy Bob for a penny, even though it wasn’t worth even that), some of which are pretty decent (I’ve got a soft spot for Fly ‘O Clock), how can anyone justify $3 for this? It’s such a nothing game. It’s the caviar of indies: overpriced and bound to leave you with a salty taste in your mouth.

Rollin Eggz was developed by Square Head Games
Point of Sale: Nintendo Switch

$2.99 wasn’t eggcited to play this in the making of this review. Sorry.

For $3.99, you can buy Game & Watch Gallery 3 for 3DS, which has a better modern remake of Egg, along with other games. Just sayin.

Gyro Boss DX

When I started Indie Gamer Chick on July 1, 2011, the site focused on Xbox Live Indie Games. While there were a few ambitious concepts, most of the games I covered early-on here tended to be small, simple titles that cost 80 Microsoft Points. That’s approximately $1 for the uninitiated. While I’ve since started to cover larger games, over-achieving bite-sized cheapies hold a special place in my heart. Where in my heart the special place is located I’m not sure. Probably somewhere by my cholesterol dam. Also, I want to point out that while I registered the site on July 1, the first review didn’t go up until July 2. So this totally counts as my 8th anniversary review. Or 7th anniversary for you technical kill-joys out there who point out you don’t celebrate your 1st wedding anniversary on the day you’re married. Yea? Well, I beat Cuphead so suck my asshole.

Huge props to Chequered Ink for including the option to tone down intense visual effects for the photosensitive among us. That was very uncommon when I started Indie Gamer Chick eight years ago this week. Now, I see it all the time. And it still warms my heart to see it.

People on my timeline are saying Gyro Boss DX is based on Gyruss, a terrible 1983 arcade shooter by Konami. Because, you see, it has G-Y-R as the first few letters, just like Gyruss. It might be based on that, in the same way Texas Chainsaw Massacre is based on Ed Gein (because, you see, they both involve murders where the killers did weird things with the bodies, but that would mean I’m based on Ed Gein too and my parents say I’m actually based on too much rum and the pharmacy being out of birth control pills) but it sure looks more like Atari’s vector-graphics classic Tempest to me. Of course, both those games involve shooting and in Gyro Boss DX the only shooting is being done at you. And you have to dodge it by spinning around the outside of a cylinder. That’s where my (much more accurate) Tempest comparison comes from.

So yea, the titular Gyro Boss shoots a variety of bullets and other attacks at you, and you dodge that. That’s the entirety of the game. Well, as far as I can tell. I put over an hour of playtime into it, which doesn’t sound like a lot until you remember that rounds end as soon as a bullet grazes you. Or, in my case, flying straight into a bullet because my mind wanders for 1/10th of a second. Maybe there’s an end-game where you shoot back. I don’t know. I wasn’t good enough to get that far. Yea, I wasn’t great at Gyro Boss. I did like it though. I’m a sucker for unassuming arcade scoring games. Even if I suck at them. I’m a sucking sucker that sucks.

I never once died from this wave that I lovingly called “Joey Chestnut’s favorite attack pattern.”

Every attack pattern seems fair and like you should be able to clock it eventually. I mean, I didn’t. But it seems like a competent player could. The patterns are selected at random with a larger attack that dodging causes “damage” to the Gyro Boss every 90 seconds or so. You score based on how long you last. There’s fake achievements to unlock. And, if you struggle with some patterns more than others, you’ll be totally at the mercy of the RNG. Of course, there’s no consequence for dying besides starting over with a score of zero because there are absolutely no online leaderboards. For an arcade style game driven by high scores. Maybe not all that much has changed in eight years.

I really wish devs making games like this would understand that pathetic people like myself need those leaderboards to validate our existence. No global high scores means I don’t know if I’m a better Gyro Boss DX player than XxWindowLicker420xX. What if I’m not? What if I’m not even close? Should I keep playing and hope he’s not spending half as much time as I am improving or should I seek out the next score-driven game nobody will buy and hope it’s something I have a leg-up on him? Or her. It could be a her. It’s rather sexist of me to think pothead window lickers can’t be women. We can be anything!

And that’s pretty much my only complaint. In summary: Gyro Boss DX is a perfectly acceptable indie time waster that I recommend. It might even be a good party game too. I really don’t know because my family is fucking useless at bullet dodging games. Up to four-players can be placed around the cylinder, and in multiplayer, the rules might randomly change on you. You could get a round where you can’t stop moving your ship. You might have to collect coins. You might even get to attack other players by firing missiles at them. It looked like it would be fun, but sadly the longest round my family and I played lasted approximately fifteen seconds. Even the kids that play games couldn’t cut it with Gyro Boss DX, and I ended up yelling at them because they sucked so bad that I couldn’t properly evaluate the mode. I mean, god damn family, there had to have been a baby mix-up at the hospital with me and somewhere out there is a confused family of amazing gamers wondering why their daughter is the drizzling shits at dodging hotdog-shaped bullets. Fifteen fucking seconds at most? Most of our games lasted under eight seconds. EIGHT SECONDS! On the plus side, I learned my entire family would take a bullet for me. Even if they were trying not to.

So do we pronounce it “Guh-Eye-Roe” or “You’re-roe”?

Gyro Boss DX was developed by Chequered Ink
Point of Sale: Nintendo Switch, Steam

$0.74 (normally $4.99) said “you’re not the (Gyro) Boss of me!” in the making of this review.

Gyro Boss DX is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.

After spending eight years genuinely working hard to improve my writing skills, it’s weird to throw that all out the window in an attempt to write a throwback style IGC review from 2011. I don’t recommend any other game critics celebrating their milestones try such a thing.

Safety First (Review)

Alright everyone, pack it in. Cancel your ongoing projects. Indie gaming’s highest peak has been reached. There’s now a game on the Nintendo Switch marketplace where a stick figure pees on things. Including other stick figures. Everything that comes after this will pale in comparison on the grounds that it’s not a game about stick figures giving golden showers to each other. Meanwhile, that sound you hear coming from the east is Hiroshi Yamauchi spinning circles in his grave.

They’re trying to cover for the whole “it’s a guy peeing” thing by saying it’s a robot repairing electric cables using magical yellow repair liquid. Which is like a cop getting caught with prostitutes saying that he’s working undercover to bust them. Also I have to censor the dick. Sorry, rules are rules. I can talk about dicks until I’m blue in the face. I can describe the things I’ve done with dicks in ways that’ll assure my parents will never look at their little girl the same way again. But I can’t show them.

I’m normally not a fan of the whole rag-doll physics stuff. I never fell under the siren call of QWOP or Octodad. Games that offer all the fun of being drunk, only without the fun of being drunk. I’m almost positive that line came across the way I heard it in my head. What I mean is that I’m such a play-control supremacist that the thought of games that are based around unintuitive controls I find repulsive. In Safety First, an actual game for the Nintendo Switch, you control only the legs of a stick figure using the analog sticks, while the rest of the body is dead weight. Under this premise, your goal is to position your stick figure’s stick-cock to take aim and, well, pee on targets.

Never mind Yamauchi spinning in his grave. He’s doing full backflips in it.

It’s *so stupid* and so immature. But it’s also kind of fun. Of course, a lot of the humor is based around the console we’re playing on. If Safety First was on Xbox One, I honestly don’t know if I would have laughed as hard as I did. Probably not. I thought I was better than this, but I’d be lying if I said I didn’t find it funny that I was playing a game with stages that require you to pee on someone’s head between play sessions of wholesome Yoshi’s Crafted World. I mean, come on! That is objectively hilarious. The company that once willfully risked industry leadership by turning blood into sweat for Mortal Kombat now prominently has a game with stick figures peeing to solve puzzles on its marketplace. This is not a drill, people! The Bulletin of the Atomic Scientists played a round of Safety First and moved the Doomsday Clock to one minute before midnight!

I was going to use a pic of the golden shower stage, but honestly I’d have to cover all the fun stuff with Sweeties so here’s this pic where you can’t even see the dick instead.

But, a big part of why I was able to find Safety First humorous is because it’s at least playable and decent enough. If it’d been unplayable, I think I would have actually found it cynical and offensive. Like, the stick figure dick and piss stuff would have been a crutch to hide faulty, lazy game design. That’s not exactly the case, but almost. Just enough to make me wonder if they didn’t phone it in a bit. A big problem is the stick figure is so fragile that the Knicks are planning to offer it a max contract. If you pull the legs too far apart, or if the limp upper-body sways the wrong way, the appendages get severed and you have to start the stage over. The physics seem a bit unstable, and there were times where I would barely lift a leg to aim my stick dick at one of the targets only to have the leg suddenly go flying off for a death. Or sometimes while moving, the torso would tip over and completely snap with a spurt of red blood (oh yes, it’s TOTALLY a robot), like watching a horrible limbo bar accident. Sure, I giggled like a childish twat almost every single time it happened, but it got less funny on stages where I needed twenty or more tries. The physics are just too unforgiving too often. Plus, there’s limited drips of pee per stage and no quick reset button. You’re forced to rip your legs apart in order to start over. Also, congratulations to me for using the word “limp” earlier without tying it to the stick figure dick. I’m glad I’m here.

Safety First has a “drunken, swearing German” mode where the ground sways and your piss is brown. Oh and I’m pretty sure they replaced the normal stick figure head with a silhouette of David Hasselhoff’s head. I have no words.

But, it’s fun regardless. The stages have enough variety that Safety First never gets boring. Similar to puzzle games like SpellKeeper (of which I’m sure its developer will just LOVE being mentioned in the same breath as this dandy), Safety First is best to whip out when you have a few minutes to kill. There’s no commitment really needed. Hell, it’s even fun in failure, which is rare for a puzzler. AND it has novelty value. Tell someone you’re playing a game on your Nintendo where you pee on targets, or possible go the full urolagnia monty, and soak in the faces of those listening. I did it. It’s priceless. Of course, there’s the lingering fear that someone in Kyoto will find out about Safety First and get pissed about it. We’re laughing now, but if that comes to pass, urine trouble, indies!

Safety First was developed by JCO (published by Headup Games)
Point of Sale: Switch, Steam

$2.99 said it’s probably not as funny on Steam in the making of this review.

Safety First is Chick Approved and ranked on the Indie Gamer Chick Leaderboard. Yeah this is my jump the shark moment.

The Adventures of Elena Temple

The Indie Gamer Chick Paradox: not being nostalgic for older games, but being drawn to neo-retro games. It’s a strange phenomena, but one I’ve noticed in myself, especially lately. When browsing console or PC marketplaces, if a game is all pixel-arty in a convincing way, I’m much more likely to want to try it. I find that strange, because I’m not exactly telling kids about the glory days when all Mario needed was two buttons, a D-Pad, fireballs, and a flagpole at the end of each stage. Frankly, some of those type of gamers are kind of creepy. Like the ones who say they won’t let their kids play any modern games until they play the games of their childhood and learn to like them, or else. That’s not teaching your kids appreciation. That’s brainwashing. Really unnerving shit that turns what should be a beautiful event into something more like indoctrination into a cult.

Still, if I see something that looks like a lost older game that’s been rediscovered and released again for a new audience, it sticks out to me. The Adventure of Elena Temple takes that a step further: it’s presented to us like it really is a lost game from 1982. One that never found its audience because the hapless developer kept porting their work to generic, off-brand game consoles and personal computers nobody owned (like the Nintengo Some Toy or the Maple Computer, a Canadian Macintosh clone that sold 31 units), thus screwing themselves out ever getting recognition (or payment) for what is actually a decent little game.

I wish I was joking when I say I played XBLIGs that didn’t sell that well.

It’s a cute idea, but one that doesn’t factor into the gameplay at all besides changing the shading of the graphics. That’s a shame, because the meta-joke has legs and probably could have been worked into the concept. Like maybe each port of Elena is busted by era-specific limitations or something along those lines. What could have been a truly inspired gag becomes little more than flavor text for different color palettes of the same game. You can’t even change schemes on the fly. You have to exit out to the main menu, which is frankly inconvenient if you’re someone genuinely looking for what style is the most comfortable to use. And to be honest, because of the comedic framing with the dense creator getting conned into releasing on the wrong platforms, I actually thought each different graphics style was going to be a completely different map or even version of the game. They’re not. There is exactly one map and one map only for Elena Temple that plays the same no matter which version you use. That’s fine, but I wish it had been a bit less ambiguous. Sort of like my last home pregnancy test. It’s surprisingly difficult to interpret whether a tiny line is blue or not when you’re stressing over the effectiveness of condoms.

Also, I had to fixate on that stuff because I really don’t have very much to say about the actual content of Elena Temple. It’s fine. There’s only fifty rooms to explore and gameplay is kept very limited in order to stay true to the 1982-developed-game theme. Exploring is limited to hoping around on platforms, occasionally hitting a button or firing a gun to break jars or knock down walls. I asked myself why she had to shoot jars instead of, you know, just kicking them or picking them up and dropping them or anything really besides busting a cap in them? Who shoots a jar unless you’re a Branch Davidian or something? In fact, guns are the solution to almost everything in Elena Temple. It’s like the NRA’s wet dream. Nearly every puzzle requires shooting it, and sometimes I found myself shooting buttons I could have pressed, but you only get two bullets at a time. There’s refills scattered around the map, some of which respawn without having to leave the room and come back in it. It does work, but it never gets more involved than base-level puzzle elements. You can shoot enemies too, but there’s seriously only two types: snakes and bats, both of which can be plugged with a single bullet. It contributes to the consistent theme of Elena Temple: everything works but there’s not enough of it.

You can zoom in for a closer view if you wish, but then you can’t admire the off-brand equipment you’re playing the game on. Come to think of it, maybe Elena Temple is a scathing commentary on cheapskates buying generic brands. Fair enough, though my father insists that Soni televisions are just as good as the real thing.

To developer GrimTalin’s credit, everything that’s actually here is fun. Each room is over and done with so quickly that you don’t have time to ever get bored despite many of the rooms feeling kind of samey having very little in the way of actual content. It wouldn’t be out of the question for a first-timer to knock the game out in an under-an-hour with a 100% completion. It controls good enough to never be annoying. Jumping takes a bit to get the hang of, especially with the rooms being as claustrophobic as they are, but after ten minutes it becomes instinctive. There’s a few hidden secrets that shows the location of the eight diamonds you need to finish the game, or whether a room is finished (never found that one) or secret passages (never found that one either) but otherwise what you see is what you get. The framing device actually covers for the generic setting, traps, and enemies, which does work in the same way Microsoft claiming bugs are actually features does.

But, what’s here is actually so well made that I can’t help but think almost anyone will walk away feeling a bit unsatisfied. Elena Temple is one of those games that strives for authenticity, achieves it, and it’s not entirely to the game’s betterment. It’s too simple and too straight-forward and doesn’t have enough going for it. And clearly GrimTalin understands that gaming has come a long ways, because without the one modern concession it does make (unlimited lives and thus no game-overing), Elena Temple would have certainly been too frustrating. You know, like 99% of all the games it’s paying homage to. Maybe that’s as far as GrimTalin could take it without betraying the theme, but I don’t know. The most randomly strange thing I could “complain” about in the game is that the Elena character is perhaps too tall. Hear me out: she’s roughly 1/5 the size of the playfield, with the spikes, coins, snakes, etc being half-as-tall as she is. If she was shorter, along with things like the spikes and coins and traps and enemies being smaller, rooms could have been bigger and thus been made more elaborate. I don’t know why, but it’s something that was in the back of mind nearly my entire session with it. Or maybe I’m off my rocker and it just needed more rooms. Probably just more rooms would work. And enemies. And traps. And weapons. And.. really it just needed more.

This is what a sucker I am: I actually found a blue/yellow color scheme to be the easiest on my eyes, but played in the gross Game Boy mock-up because my fans liked the authenticity of it. That’s how it starts. Next thing you know I’ll be dancing on command.

But it doesn’t need more to be fun. Elena Temple already is fun. The stuff I’m suggesting is merely to push it to a higher level. And, while the stages are basic, they’re not exactly crap either. Elena Temple never bores, and is inexpensive enough that you don’t feel ripped-off by the length. Unlike some other shorter titles that have little in the way of innovation, like Sigi, it feels like what we do have here is fully fleshed out. Like a gourmet chef took bland ingredients and made something very delicious with them without resorting to seasoning or other culinary trickery. When I went to determine Elena’s leaderboard position, I was actually taken off guard by how high it ended up. So if I came across like I didn’t like it, it’s only because what was here was so good that I realized Catalin Marcu’s only sin was not aiming higher. Hardly a sin at all, really. What do you call something that is close to a sin but not? I was going to say “a blowjob”, but I looked into it and it turns out that actually is a sin. I didn’t know that! Well, my next confession on Sunday just got awkward.

The Adventures of Elena Temple was developed by GrimTalin
Point of Sale: Switch, Steam

$2.99 (normally $4.99, really $2.99 should be the permanent price) asked why explorers in all these games break the priceless antique vases instead of, you know, gathering them to donate them to a museum in the making of this review?

Elena Temple is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

Fly O’Clock

Fly O’Clock is like a Mario Party minigame that got released on its own. It costs double the Steam version, a whopping $2. Now mind you, during my first 2 1/2 years as IGC, 85% of all the games I reviewed cost $1 (or 80 Microsoft Points), so this is like a throwback review for me. And, like many XBLIGs I covered, there’s really not a whole lot of meat on these bones to review. Fly O’Clock is like mechanically-separated meat. It’s kind of delicious, but made from the spare parts nobody wants.

If only killing flies was as easy as letting a watch hand glide across them. Little bastards have been buzz-bombing my face all week. Then again, I haven’t showered in like a month now, but I can’t imagine the two things are related.

You’re a fly (or some other animal) on a wristwatch. You jump over the minute and hour hands on it. That’s it. That’s the entirety of the game. Jumping is limited to the corners only. You have no control over which direction you jump or how high or how fast. This is single-button gameplay. You always jump counter-clockwise while the hands move clockwise. It’s sort of like the sweeper obstacle from the TV series Wipeout, only instead of being a person getting knocked into the water, you’re a tiny animal being splattered by a personal time-telling apparatus. There’s not a lot to discuss with Fly O’Clock. The idea is fun in a time-sinky sort of way and feels cathartic in the same way competitive bubble-wrap popping would be. It’s so limited that it almost defies criticism, but I’ll give it shot.

Sometimes it’s hard to know where the hit-boxes are. There were instances where it seemed like I should have died and didn’t, and others where it seemed like I had enough clearance to land a jump and got flattened. The time between dying and starting another round is lightning quick, which is nice. I hate it when fast-paced games make you spend more time between menus than actually playing the game, so they did that right. There’s a handful of multiplayer options. One of them is based on survival, while the other is a race. In the race mode, the first player to do X amount of jumps wins, and the hands only stun you. You absolutely need to play it on a TV because the Switch screen is too compressed for four-player split-screen. But the multiplayer is fine otherwise. Like the main game, it’s fun for a couple of rounds. Fly O’Clock is mostly driven by high scores, so I’m not sure why they didn’t include online leaderboards, and it sucks that they didn’t because I have no way of knowing exactly how good I’ve done. And.. uh.. that’s about it.

Don’t even attempt multiplayer mode on the Switch screen. It’s more squished than the bugs in the game are.

Fly O’Clock is fun in short-bursts. It’s got no depth or complexity to it, but give me five solid minutes of arcadey fun over hours of boring but “deep, meaningful” storytelling any day. And cheap little games like this are awesome for one other reason: people focus on titles that are “pick-up-and-play” and Fly O’Clock is certainly that. But they overlook something: when you get bored and put it down, are you missing out on anything? When Fly O’Clock starts to get old (and hell, I put over an hour over the course of a day into it before that happened), when you put it down, likely to never be picked up again, were you ripped-off by it? Nope. When people roll their eyes at games like this, I ask if you’ve ever put $1 into an arcade machine and expected that experience to net you hours of gameplay? Sit down Twin Galaxies types, I didn’t mean you. Something like this is like putting a quarter into an arcade game, only you get to own the game. You get the full experience from your first couple play-throughs and whatever enjoyment you get out of it is the maximum enjoyment in its entirety. For Fly O’Clock, it was enough for me to nod my head in approval. Keep it simple, stupid.

Fly O’Clock was developed by Digital Melody
Point of Sale: Nintendo Switch, Steam

$1.99 got swatted in the making of this review.

Really, this should only cost $1, even on Switch.

Fly O’Clock is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

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.

SpiritSphere DX

SpiritSphere DX is the Clamato of gaming. For those of you lucky enough to have never heard of Clamato, it’s a “beverage” we have in the US (and I use that term purely ironically) which combines tomato juice (which I love) with the steamed bodily fluids of what some people insist on calling “clams”, when really what they are is bottom-feeding, armor-plated sea-vaginas (oddly enough, that’s also what my detractors say I am). People pay money for this. Many add it to cocktails, which makes sense to me since I would need to be properly blitzed before I would ever consider letting that disgusting swill drain into my digestive track.

SpiritSphere DX for the Nintendo Switch isn’t really disgusting, but the combination is every bit as baffling from a “what kind of madness saw potential in THIS combination?” point of view. And what’s that combination?

How about crossing Legend of Zelda: Link’s Awakening DX for the Game Boy Color with Tennis. Any Tennis basically. Or Pong since that’s more gamey.

Bonkers.

The girl I’m playing as is named “Lin.” K.

Now I’ll be honest: I played Link’s Awakening DX once (UPDATE: I’ve since reviewed the Switch remake). I finished it, but of all the 2D Zelda games, it was the weakest and left the least impression on me. I vaguely remembered having some sort of “use the sword to knock an attack back at the enemy” section where it basically turned into an extended tennis-with-swords part of the game, but for the life of me I couldn’t remember if it was a boss or a minigame. It was a boss. The shadowy version of Agahnim from Link to the Past, and there was no “volley” part of it. Just knock the attack back at the enemy and that was that. Still, someone clearly liked the idea of turning that into a full-fledged Zelda-meets-Tennis game because that’s what SpiritSphere DX is.

And it’s sooooooo boring. The problem is the pace of the matches is too slow to be exciting, and without excitement, what’s the point? Wacky “can only be done in video games” sports are one of my favorite unsung genres, and a tennis game with swords and items sounds like maybe it can be fun. But the ball glides back and forth at such a casual pace that it’s just a snoozer, and even during extended volleys it doesn’t gain enough speed. You can eventually unlock a “fast sphere” for matches (through an overly-convoluted and apparently random coin-grindy shop thingy) but even that feels off. Games of SpiritSphere DX feel like watching two old people pass a wadded up piece of paper back and forth.

Probably the best ball to use is the “item ball” which, like the name suggests, drops items. Some of those are inspired, like a shield that you can place anywhere on your side of the court for added defense. Others, like the bow & arrow, are used to temporarily stun your opponent. That sounds nifty, but it comes with two problems. First, you still have to be paying attention to the ball, which makes getting clean and accurate shots off a bit of a chore. Of course, the ball is erosion-slow, so it’s not too hard to keep up with. But, if you become skilled at using the bow and play against anyone who isn’t, SpiritSphere DX suddenly becomes a game of the Golden State Warriors versus your local high school girl’s JV team. The bomb item does that too. Unless you play the single-player mode, you won’t grind up coins fast enough to add variety to the multiplayer matches (which, again, you unlock randomly, horrible choice), but if you grind up coins to add variety to the multiplayer matches, you won’t find an opponent equal to the challenge of the skills you’ve picked up. And since SpiritSphere DX is local-multiplayer-only, you might struggle to find someone able to keep pace with you. The single-player campaign can only stimulate you for so long. In my case, it was a single play-through that took me about fifteen minutes. Not a lot of value there.

This is the tabletop mode. It’s neat and it works, but the problem is you’re still playing a dull game with it.

The one and only curio that held anyone in my circle of family and/or friends attention was the tabletop mode, where two players hold opposite ends of the fully-assembled Switch and use the screen like one of those old Ms. Pac-Man cocktail machines. It works, but it’s still the same, boring game and the novelty of the layout gets old quickly. I feel horrible because developer Eendhoorn did nothing wrong here, mechanically speaking. SpiritSphere DX has accurate, responsive controls and a nice, simple visual style that invokes nostalgia successfully. The game isn’t broken, and he did his best to break up the monotony with a variety of maps and characters, each with their own special moves or quirks. I *wanted* to like it, because it looks like it should be fun. But it’s not. It’s boring, and there is nothing worse a game can be than boring. You know what? You can’t know it won’t work until you try, and so all credit to him for trying. I hope Eendhoorn keeps this indie development thing up though, since actual talent is on display here, even if the concept was DOA. I mean, it didn’t work. Dead on Arrival, not Dead or Alive. It wasn’t anything like DOA the game series. Not enough boobies, among other things.

SpiritSphere DX was developed by Eendhoorn
Point of Sale: Switch (non-DX version on Steam)

$10 said everything is better with boobies in the making of this review.