Mandagon and Baezult

Mandagon purports to be loosely based on Tibetan philosophy. My knowledge of that is limited to slogans seen on bumper stickers and t-shirts, so I’m not exactly an expert on it. Something about free betting or something like that. The basis sets up a no-fail-condition, combat-free platform adventure where you learn the value of sacrifice. There’s really not a whole lot of game here, and the story bits are told in rhymes that I think are meant to sound deep, but really just made me giggle. When I finally got what the story was supposed to be about, I actually felt bad for the developer. Mandagon is too minimalist for its own good. I know minimalism is all the rage in Indieland, but not every story you want to tell is suitable for it. That’s the case here. Even the use of a totem as the player-character makes it impossible to feel any connection to the plot. Don’t get me wrong. The foundation of something really good is laid here. Solid platform controls, a decent fetch quest, and beautiful 2D pixel art (not to mention being a freebie) make this worth a look. And a brief look at that, as you should be able to finish Mandagon in under thirty minutes. I’m giving it my Seal of Approval because I enjoyed the exploration and gameplay. The developers couldn’t have botched telling a story more if they had tried to use smoke signals to deliver the Song of Hiawatha to a blind man.

After renouncing crime, the Riddler became an advocate for organ donation.

Screen from Mandagon. After renouncing crime, the Riddler became an advocate for organ donation.

Another free-to-play title I checked out was Baezult. It forgoes any pretense of depth or meaning and instead just aspires to be a fun little puzzler/punisher. It does start out fairly fun, with some borderline inspired puzzles that I would have appreciated a lot more if the controls weren’t looser than Gary Busey’s grip on reality. In general, I’m not a fan of punishers, but at least Baezult avoids a lot of my pet-peeves. Rooms are (mostly) short, so if you die you don’t have to replay too much. The time between death and restarting is quick, so there’s almost no down time between the agony. My two biggest issues are as follows: (1) sometimes Baezult asks for precision placement of items like dynamite to clear blocks, but the method for throwing it out is anything but precise, necessitating a few replays. (2) The game relies far too much on timing-based movement with objects falling far too fast and your controller being far too floaty.

Falling objects fall too fast to really get a feel for timing. Maybe if the controls had been tighter it wouldn't be as bad, but really, the dev should maybe think about dialing the speed of any moving trap back a notch.

Screen from Baezult. Falling objects fall too fast to really get a feel for timing. Maybe if the controls had been tighter it wouldn’t be as bad, but really, the dev should maybe think about dialing the speed of any moving trap back a notch.

But honestly, this is one of the few punishers with bad controls I’ve played at IGC that I kind of dug. Maybe because it’s the only game I’ve reviewed that has married puzzles (one of my favorite genres) with a punisher (one of my least favorites) and the puzzles are actually worth playing through. In fact, Baezult was only tighter play-control away from possibly cracking the top 100 on the IGC Leaderboard. And hey, again, it’s free! Baezult is worth a look, even if it sounds like something a Frenchman says to you when you sneeze.

MandagonI don’t know why each of these developers decided to make their games free. Look, we all like getting free stuff, and yea, people are more likely to enjoy something they got for free than they are if they have to pay for it. That’s one of the main reasons I pay for all the games I play at Indie Gamer Chick. For me at least, I think it helps me to focus on the value of a game. While I enjoyed both Mandagon and Baezult, maybe I wouldn’t have liked them as much if I paid for them. I don’t know. I do know that, as flawed as both are, the developers clearly worked hard on both and I can’t really justify the lack of a price tag on either. BaezultThis goes to all developers whether I’ve liked your games or not: the vast, vast majority of you work hard on your projects. Your time is worth some money. Hell, throw a $1 price tag up. Something. Anything. Even if you feel you don’t need the money, just save it up so that you’ll have a war chest for the future and might not need to turn to something like Kickstarter just to get a title screen on your future projects. Or put a buck on it and give the money to a charity like, say, one that provides resources and education towards the ongoing fight against epilepsy that might some day make a certain moderately popular indie critic be able to watch fireworks without having a seizure. Just sayin’.

igc_approved1Mandagon was developed by Blind Sky Studios and is free on Steam.

Baezult was developed by Atapki and is free on Steam.

Both games are Chick-Approved and Ranked on the Indie Gamer Chick Leaderboard.

Short Subject Saturdays: Plug & Play and The Plan

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In my review of The Old Tree, I said I would like to see more indies tackle short subjects. This got me thinking: why don’t I do a feature where I look for these games? So, I put out a call on Twitter asking for suggestions on games that could be finished in under twenty minutes. I didn’t really think this through all that much. Most developers pitched their own games under the guise that hypothetically, if you never make a single mistake and do none of the side quests, a game could be finished in twenty minutes. Or people pointed me at arcade style games that can be played in bursts of a minute at a time if I so wished. Sigh.

So, here’s my unofficial definition on a short subject indie game. A game with a beginning and an ending that unfolds in a linear fashion, where a player can see 99% of the content in a single play-through, all in under twenty minutes.

Every Saturday, I’ll take a look at a couple such titles. You can hit me on Twitter with your suggestions.

First up is Plug & Play. Originally, my definition of short subject indie games mentioned that they were story driven, but I realized that didn’t apply to this one. There really isn’t a story. Plug & Play is a series of vignettes. Take power plugs, stick them into sockets. Or there are Plug People: anamorphic plugs and sockets that you might end up having to plug into each other. Even David Lynch was like “whoa, slow down there, bro, that’s too weird.”

Human Centiplug?

 Plug & Play. Human Centiplug?

Plug & Play was developed by Mario von Rickenbach and Michael Frei ($2.99 were similtanntious creeped out and turned on in the making of this review. Available now on Steam)

Plug & Play was developed by Mario von Rickenbach and Michael Frei ($2.99 was simultaneously creeped out and turned on in the making of this review. Available now on Steam)

Plug & Play is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.

Plug & Play is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.

Gameplay is just typical point and click puzzle fare. I really wish more short subject indies would incorporate conventional gameplay mechanics into their work. But what’s here is enjoyable enough. It successfully got me to shake my head and say “wow” several times, which I’m guessing was its goal. Heck, it even caused me to laugh out loud a few times. Is there a point? No. Is it worth ten minutes of your time? I think so. Is it worth $3? Maybe not. When I tweeted that I enjoyed this title a lot, many of my fans balked at paying $2.99 for a game that takes ten minutes to finish and has no replay value. If this had been my title, I would have priced it at a dollar. $1 feels more comfortable for a game that is, for better or worse, a novelty. It’s not meant to compete against the likes of Shovel Knight or Super Meat Boy. It’s meant to compete against over-sized gumballs and temporary tattoos. $1 for a game falls into the realm of impulse buy. $3 puts you head-to-head with some more lengthy titles. Why compete against them when you don’t have to?

Jeff Goldblum was unavailable for comment.

The Plan. Jeff Goldblum was unavailable for comment.

Not that being cheap is an indication of having value. I nearly died from boredom playing this next title, which is free on Steam. The Plan puts you in the role of a fly who has to, well, fly. You fly up. At one point you escape from a spiderweb. Then you fly up some more. Than something happens and the game ends. It lasts about five minutes, and I thought it was boring. It felt more like a tech demo. A “get your feet wet coding your first game” experience. Solid graphics, and maybe it was trying to make a point, but I didn’t get it if it was. The Plan is one of those art for the sake of art titles that some people get and others don’t. Those that don’t get it and call it fart-sniffing, pretentious fluff are right. But those that are moved by it and call it a work of genius are also right, because art is always in the eye of the beholder. But I thought it was duller than being trapped in a conversation with Siri.

The PlanThe Plan was developed by Krillbite Studio
Available for free on Steam.

Thank you to Nate for creating the Short Subject Saturdays logo!