Demolition Crew
August 8, 2019 3 Comments
UPDATE: Demolition Crew received a Second Chance with the Chick. CLICK HERE for my updated thoughts on this game.
When I bought Demolition Crew, I sort of expected it to be an indie tribute to Wrecking Crew, the 1985 NES puzzle game starring Mario. I mean, the name is “Demolition CREW”, and “demolition” is a synonym for “wreck”, and besides.. look at it!
“How odd” I thought, “who would even think to pay tribute to Wrecking Crew? It’s one of the most shit-upon black box NES titles. It was such a non-entity in the collective gaming culture that they didn’t even bother porting the Super Famicom sequel to it (yes, there’s a Wrecking Crew sequel) to North America. Most people probably don’t even know it has a sequel.”
My brain says a lot when I see things. A lot of the time, it says so much it starts leaking out of my mouth. And then I get in trouble and have to claim it was the Ambien.
Well, Demolition Crew is a tribute to a 1985 NES black box title. But actually, the game it’s a homage of is Ice Climber. The jumping physics based sometimes around breaking bricks above your head and the vertical climbing sort of make it a dead giveaway. I fucking hated Ice Climber. It’s probably the worst game Nintendo ever made. And I’ve had three words in italics this paragraph. Eh, fuck it’s, let’s make it four.
But actually, at first Demolition Crew wasn’t bad. It wasn’t great either, but the concept was solid: platform your way up a building to ring the bell at the top. Along the way, you deal with moving platforms, breakable blocks, movable boxes, buttons and switches, vats of acid or pools of lava, bombs, and mummies. Remarkably, the controls feel like what we all wished Ice Climber controlled like but didn’t. It works. It works pretty good actually. I mean, the combat doesn’t. The combat has no oomph to it, and getting the timing down to smack angry squatters or mummies is brutal. Sometimes you get snowballs to throw at them, but otherwise, I sort of think the game should have eliminated the ability to fight enemies altogether. Or, at the very least, had you use items or the environment to vanquish them. Because the combat in Demolition Crew is some of the worst I’ve seen in a game. Bludgeoning a deadbeat tenant with a hammer should be more fun than it is here.
So, Ice Climber, only done right? Sounds.. okay. Yea, I can’t even pretend Ice Climber at it’s most idealized would be great or anything. But hey, okay is okay, right?! Except Demolition Crew wouldn’t even be okay. It’s be just under earning my seal of approval. The levels are just too bland and repetitive for the most part. Later levels do have much more interesting concepts, like manipulating enemies into blowing up obstructions for you, or using buttons to activate moving platforms to position bombs. These are fine. It just takes too long to get to them, and there’s a lot of dull levels before you get there. Not bad levels, but boring ones. Then again, since the worst thing a game can do is bore, I guess boring is bad.
And then, there’s the glitches. Only I guess the glitches must be a feature. Because the developer apparently knows about them. Up until this point, Demolition Crew was just under passing for me, but, I had finally reached some of the more complex, rube-goldberg type of stages. Mostly, I found Crew to be rough. Lots of times I’d jump and the game behaved like I’d hit a wall above my head, only there wasn’t one. This especially happens a lot when you’re next to one of the large walls that hold up the stages. But, whatever. It never really interfered all that much. If it happened once, I could always just jump again. It rarely repeated the invisible wall thing twice in a row. And then, I jumped once and landed on nothing. My character was floating in the air. Then, I tried jumping, and ruined the game. Because now could I clip right through several solid walls and was able to just glitch-jump my way past the entire stage and to the goal. I tried this on other stages and it worked on them all.
I was horrified and felt bad for the developer, because along with the rest of the roughness (one time I died from bad collision detection by hitting bricks that had a pool of lava above my head), this was the final nail in Demolition Crew’s coffin for me. It just plain feels unfinished and completely lacking polish. I see it a lot in indie development: new devs get so excited as they get a working build of their game running that they rush through the all-important play-testing phase and dump it on the market, oblivious to the fact that they’ve sent their baby out to die. I asked someone to find me the developer so I could let them know what I’d found so they could fix it and issue their Second Chance with the Chick challenge to me.
Well, apparently Demolition Crew’s developer knew about it. Because he has a tweet showing a speed runner exploiting the glitches to finish the game faster. As if it’s a good thing.
Dude, you’re supposed to patch the glitches out, and if anyone finds them before you do it, you’re supposed to kill them and any witnesses. Well, that or you just say “I’m going to fix these so enjoy them while they’re there.”
Maybe he deliberately left the glitches in specifically for the speed running community. I guess I’d prefer that over a developer just rushing his game unfinished to the marketplace. Not that leaving glitches in a game in an attempt to pander to speed runners is a good idea. Even if 50,000 of them adopted Demolition Crew as a new tent-pole game for their community at $2 a pop just so they can exploit a glitch that ruins the point of the entire game, they’ll be ignoring the actual effort that went into the levels and the logic contained therein and thus not create any appeal for the general gaming community. And besides, in my experience speed runners are really particular about what games they embrace. And a lot of the community doesn’t like glitching the games they play, so really you’re not even attracting the whole sub-culture. You’re getting a sub-sub-culture. I try to review games here and not developers, but come on dude: the draw of your game is how, when it plays well, Demolition Crew is an effective tribute to first-generation NES games. It looks the part BUT improves upon the originals, like all good classic gaming tributes should do. If it weren’t so rough and had better level design, it’d been a slam dunk for my seal of approval. Neo retro games that improve bad oldies are awesome. That’s why people would want it. That’s why *I* wanted it. I don’t get the logic in a developer showing off that their game that isn’t catching-on is riddled with glitches that can be exploited by a niche game community. It would be like a person losing their virginity offering up their newly-acquired gonorrhea as proof: desperate and kind of embarrassing.
Demolition Crew was developed by xirBX
Point of Sale: Nintendo Switch
$2 couldn’t convince anyone in her family to play the game multiplayer with her in the making of this review.
Seriously xirBX: patch this shit out and ask for a redo.
Fly O’Clock
November 4, 2018 by Indie Gamer Chick 1 Comment
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
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