Chompy Chomp Chomp Party (Review)

Another day, another former Xbox Live Indie Game designed for parties that slipped through the cracks of time. In the case of Chompy Chomp Chomp by Utopian World of Sandwiches, since this is technically a new version that I haven’t played before, I can’t award it a YOU HEARTLESS BASTARDS award. Yet. The point of this review is to do my part to circumvent that. And actually, unlike many great XBLIGs that have since gone to oblivion, Chompy actually DID come back once before, in 2016, under the name Chompy Chomp Chomp Party for Wii U. I admit, I didn’t play it there. I never really liked the Wii U, which is what largely cemented my reputation as being “anti-Nintendo.” Which hardly seems fair or accurate. I don’t hate Nintendo. I just hated the Wii U. It hurt my hands to use it and it caused me to sink into whatever I was sitting on by several inches. Like, seriously, I weigh nothing, yet now my La-Z-Boy has a permanent groove of my ass embedded in it. Which actually is the only good thing to come out of the Wii U. Now, that chair only fits me and my bony ass.

Where was I?

La-Z-Boys. Good chairs.

No wait, Chompy Chomp Chomp. Good party game Chompy Chomp Chomp is.

Make sure to have everybody pick distinctive colors. When we let people pick ANY color, some were a little to close to each-other and it caused “confusion” which was code for “I’ll take any semi-valid excuse why *I’m* not winning right now.” While on the subject: yes, there’s a wide variety of colors to choose from, so if you have a player who is partially colorblind, there should be enough options to accommodate them without compromising gameplay. This includes an arrow too, if someone needs it.

Unlike yesterday’s review for Hidden in Plain Sight, where I had to make a case for the game being adaptable to all ages, there’s no question about Chompy being for everybody. Yes, this is one of the most frantic, unhinged party experiences in gaming, but it’s also one of the most simple to understand. It’s a cat and mouse chase where you are both the cat for one player and the mouse for someone else. In the main mode, you’ll have a ring under your feet that designates the color of the player you must eat. You score points for eating them, but while you do this, someone has YOUR color ring and is trying to eat you. After a few seconds, the rings will rotate around, often to the very person you’re chasing. The end result is chaos. Plain and simple. You can tell yourself you’re going to keep your wits about you, but you can’t. Games of Chompy Chomp Chomp turn on a dime. Leads vanish. The player in last can turn things around quickly. There’s absolutely no finesse. It’s madness. Out and out madness.

And it’s awesome.

Online play has been removed in favor of eight-player mode. I’m fine with that, even if we found eight players on screen at once to be too busy. You can also include bots, though I found the bots to be predictable and dumb even on harder difficulties.

It’s such a simple idea too. Keeping it real: I had planned to delay this review to much later this month, or even early 2023. In fact, I’d already warned the developers of this. But then, I played the first game I’ve played in ten years that I knew, beyond a shadow of a doubt, would have killed in an 80s arcade. It made me think of the only other game I’ve ever reviewed that I know in my heart would have been a major success if it had released in an arcade in 1982 – 1986. A game that, realistically, could have been done in that era, or any era, really. Coincidentally, after a long road getting there, that game had just re-released on Nintendo Switch last month. Then, fatefully, we had family visit us this last weekend. Family with game-loving little kids. When fate calls, you don’t even need to check the caller ID! My Dad says that, and it sounds wise so I’ll steal it here even though it makes less and less sense the more I think about it. Everybody agreed to help me out so I could do a couple party games for content. Like Hidden in Plain Sight, we had a rotation of eight players between the ages of 75 to 6. You literally couldn’t get a better variety of players to fully review party games with, since every possible age range and gaming background was represented here.

You would think the Pac-Man-themed maps would be perfect for a game based around eating. Where you don’t have to press any buttons and the act of eating is just touch-only, which essentially makes Chompy a glorified game of Tag (as in “you’re it!”). But, actually, we hated these maps. It’s nothing like playing Pac-Man. You’re not simply moving in four straight directions. You have too much range and movement. Cornering and sharp turns are too hard on these levels, and causes games to degenerate into contests decided by who gets hung-up on walls the least. Stick to levels with lots of room to run and large barriers that make it obvious where to turn at.

We were originally going to do eight player games. But, we actually found that the eight players all at the same time was a little TOO crazy and TOO frantic, and in some modes, almost impossible, really. Locating your Chompy in modes where players tended to cluster and keeping track of all the happenings was too much to handle. Also, some players couldn’t tell one color apart from another in the heat of battle (purple and pink especially caused issues, though it wasn’t alone in that), so we moved to four-player-only matches. Besides, most of us didn’t want to hold a single Joy-Con sideways. Does ANYBODY like using a single Joy-Con turned on its side? Maybe the worst controller Nintendo ever did, and that’s before you even factor in how quickly drift starts to overcome them. Anyway, once we focused on four-player play (and moved everybody onto distinctive colors), everybody had a blast. And, guess what? Over the course of a couple hours of playtime, everybody won at least once.

I was the sole person who liked ball mode the best. Everybody else voted for Zone Dash, but being a weirdo, I voted for this. Hold the ball to score points. For extra spicy chaos, pick an especially small map. Some of the maps are TOO big and too twisty-turny (such as the Pac-Man tribute maps that I talked about above). Really, we had the most fun with the small to medium-small maps.

I don’t mean to imply that skill won’t get you anywhere. It’s no coincidence that most games were won by me, Dad, or 9-year-old TJ, my God-Nephew who plays way too much Fortnite. Skill certainly does seem to matter. But, 6-year-old Sasha and 75-year-old non-gamer AJ also won matches too. When it comes to gaming, we don’t go easy on children or grouchy old fogeys in our house. It’s a long-standing policy of ours, because then when they actually do legitimately start to win games, it means something. It’s a rite of passage. So that one and only time I forced my Dad to lay down his king in a game of Chess was, frankly, a moment, and when the kids beat us at Chompy, it was their moment. Sasha’s several dead-last finishes where she became a kindred spirit of Inky, Pinky, Blinky, Clyde, and Sue probably didn’t feel great. Do you know what I’m sure felt great? When she beat us, straight-up, at the cupcake eating mode, which is like the main mode only there’s also cupcakes of your designated attack-color to score points with as well. It didn’t even take that long for Sasha to get good, either, and after that, she was always in the mix right at the end of games and sometimes it was her taking the match. The label “fun for all ages” has always been overused.. and often misused.. in gaming, but Chompy Chomp Chomp Party is fun for all ages and a cinch to get the hang of. Someone new to gaming can hang with seasoned pros in under an hour. Not a lot of multiplayer-only games can say that.

Spooky Party, the $2.50 DLC, gives you Ghost Mode, four new maps, and a new theme for the randomly-generated levels. Is it worth it? Not really. Death Match, where you don’t come back to life when eaten and the last person standing wins, was our universal choice for worst mode. Ghost Mode was the universal runner-up to that. Here, you’re sort of invisible, and can only get a kill when you phase-in. It’s not very fun and it’s not worth an extra 25% of the cost of the main game by itself, nor are the graveyard skin and maps. Really, the only reason to buy this is to support the developers by kicking them an additional couple bucks. Which is a good enough reason, I suppose. But, officially, Chompy Chomp Chomp Party: Spooky Party DLC is NOT Chick-Approved and doesn’t factor into the rankings of Chompy Chomp Chomp Party on the Indie Gamer Chick Leaderboard.

Plus, it really feels like they’ve wrung every possible variation of the formula out of it. There’s six modes if you buy the main package, plus the seventh reviewed in the above caption. Surprisingly, a couple of the modes that move-away-from the color-coded dynamic are very strong in their own right. Our favorite by far was Zone Dash. At the start of the match, players dash to be the first to touch a marker on the screen. Once a person touches it, Chompy becomes a game of Reverse Tag where being “it” means you have to run for your life. There’s two zones, and you have to dodge everybody else as you scurry between the two. You score points every time you reach one, but if you get eaten, that player becomes “it.” When you become “it” you receive a burst of speed to separate you from the pack of other players you’re no doubt a part of, plus just a hint of invincibility that wears off quickly. If the “it” player makes it to a zone, they get another burst of speed and are invincible as long as they stay in the zone, BUT, they can’t camp there. It’ll quickly disappear. This formula was just flat-out insanity, where making two full round trips between the zones was a very impressive accomplishment. More than likely, you’ll last only long enough to draw a single breath. I didn’t think anything Utopian World of Sandwiches could include would be better than the main game, but low and behold, Zone Dash was easily the best way to play. By itself, it’s one of the fifty most fun experiences I’ve ever had with an indie game. Everybody kept wanting to go back to it.

Make sure to experiment with different maps too. Use the built-in random generator, and actually write down the seeds that work. The only thing missing is the ability to design your own. Most of the maps included are pretty good. Some work better for some game types and not others. pictured above was our favorite map for Zone Dash.

So, what’s the catch? Well, I don’t think there is one. I worried that, eventually, someone would separate themselves and become too good for the game to be fun for anybody else. Now, I don’t think any one player could practice enough to become unbeatable at this. I think most games will ultimately become a mindless free-for-all. But, as long as you pick the right maps, it never stops being fun. I guess the one thing that’s missing is a map creator, or maybe the ability to customize your Chompys. Really though, Chompy Chomp Chomp Party is optimized for pick-up-and-play gaming. I reckon this will be busted-out at parties in the Vice household from now on. Especially if there’s a lot of kids or non-gamers. We were all hollering and cheering and yelling the whole time. The only things that I didn’t like about the gameplay can actually be adjusted. You can remove specific items from the game (including whammies that slow you down, or the over-powered speed boosts) or turn off items all together, or increase how frequently items are dropped. Actual effort and experience will be needed to figure out which maps make for the best gameplay, but once you have a feel for that, you can have someone jump in who doesn’t play video games at all. We actually had a ninth player, the too-mature-for-games Sarah, join us for a couple rounds after her kids pestered her into it. She reluctantly said “okay, yes, that was fun” when she handed the controller off a couple games later. She finished dead last every game, but still had a good time. It’s a game that refuses to be anything else.

You can save three maps, or you can write the seeds down. This was a lot of fun and we did use it, BUT, we also never did find a map where we were like “oh, we HAVE to keep that one.” I really think they should have included a map creator. Especially since Chompy lends itself to house-rules type of situations. The formula is versatile enough that you could probably invent an E-Sport within the game, ala Griffball in Halo, but without the ability to create a custom map for it, that’s not really an option yet.

Chompy Chomp Chomp Party is a game that could have happened in any era. It would have looked different in 1985, but the hectic gameplay would have fit right-in. In fact, the thing that’s always weirded me out about Chompy is that nobody else thought of this first. It’s so obviously fated to be an electrifying formula, much more than other arcade-like versus games, that it’s weird it didn’t exist until 2012. Seriously, what’s the definitive 80s arcade party game? Warlords? This is in an entirely different league. It’s the best indie party game I’ve played, and I’ve played a lot more than my review index suggests I have. The problem is, I’ve always had trouble getting players for them. That won’t be a problem with Chompy ever again. I’ll have my entire family saying “you HAVE to play this!” next time. That speaks volumes to me. I expected us to mess around with this for an hour, just enough for me to get one final review of it in. Instead, we played it twice over the course of two days, about four hours all-in, and would have kept playing if Sarah and her kids didn’t have a six hour drive in front of them. Do you know what the kids did on the way home? They played Chompy Chomp Chomp Party in the car, and when they get home, they knew they had a fourth player to join them if they pestered hard enough. Sarah called us Monday and said “what have you done to me?” We laughed. She said “oh, eat me!” I said “we can’t. There’s no online play!”

Chompy Chomp Chomp Party is Chick-Approved
Leaderboard Ranking: #33 of 306 Indie Gamer Chick-Approved Indie Games*
Top 94.8 Percentile of All 640 IGC-Reviewed Indie Games
Top 86.4 Percentile of All 306 IGC-Approved Indie Games
**Rankings based on time of publication. Check the Leaderboard for updated standings.
The original Chompy Chomp Chomp’s IGC Leaderboard position has been removed. Chompy Chomp Chomp Party is an updated version of the same game, not a sequel or a reboot, and is not considered a separate game. Please note, the original Chompy Chomp Chomp is for sale on Steam (link to sales page), but this review is not valid for it. For the original Chompy Chomp Chomp, read the original review here and the Second Chance with the Chick review here. Utopian World of Sandwiches declined to appeal this decision.

Chompy Chomp Chomp was developed by Utopian World of Sandwiches
Point of Sale: Nintendo Switch, Steam
$9.99 + $2.50 got chomped in the making of this review.

TORIDAMA: Brave Challenge

It’s #DiscoverIndies Friday. But, while I’m the creator of the movement, it’s harder than it sounds for me to actually participate. I’m a game critic who purchases all the indies I review. That requires a lot of marketplace browsing. There’s not too many games I’ve missed. So I have to cruise closely towards new releases. And very, very early this morning, I found my hidden gem. It’s called TORIDAMA: Brave Challenge. It’s a cross between WarioWare and Chicken. Not in the bucket of fried sense, but as in, “how close can you come to dying without actually doing it?” I’m a chain smoker, recovering drug addict, and a video gamer that suffers from epilepsy who is currently running through older, flashier titles. Guys, this game was fucking made for me!

This seems slightly like jabbing the hornet’s nest with a stick.

For example, there’s a game literally based on Chicken with a car. There’s a car. There’s a cliff. You have to hit the break to stop the car as close to the cliff as possible without going over. It sums up the concept of Toridama best. Press button to not die, but come close enough to kick the Grim Reaper in the balls. Which probably should have been a game in it now that I think about it. There’s only nineteen total minigames in Toridama, but really, how many variations of this concept can you possibly squeeze out? As it turns out, not even nineteen. There’s an RPG style minigame where you have to stop a meter as close to the center of a bar as possible. Yes, you can choose to run away, but success requires you to keep trying the meter. It sort of betrays the theme, but really all the games are about timing stuff. Probably the one furthest away from the core concept requires you to cook meat using lava by tapping the button to keep yourself as close to the edge of the lava as possible over the course of ten seconds. Yea, you’re still kinda tempting death and testing your courage, but it doesn’t compare to a game based around waiting to open your parachute as close to the ground as possible. I.. uh.. wasn’t so good at that one.

To be clear: it’s a great theme for a game. It’s clever. But Toridama is relatively light on content and what games we do have wear thin quickly. And some of them are extremely fickle about what constitutes a failure or a pass. Each game has a maximum score of 9,999 points. But with some games, there’s apparently so thin a line between scoring in the 5K range, scoring the 10K, or failing that it feels less like skill and more like sheer luck. And that extends to the online leaderboard, which you land on via “Crazy Mode” that requires you to score 9,000K or more or to advance to the next game. The games are thrown at you in random order and I was fucked more than once over 200+ attempts at posting a big score on the board. Filling a Martini glass with “juice” (uh huh, nice way to dodge that T or M rating), getting it right to the lip and still only scoring in the 5K range? Seriously? Who fills that tall away? Alcoholics don’t. It means more booze you have to slurp from the table. Or the carpet.

TORIDAMA is apparently multiplayer-focused, but unless that’s ALL you use it for, you won’t find it fun.

Toridama starts you with a single player mode that fires three random games at players and rates how big or little a chicken you are. Its only purpose really is to unlock all the games and Crazy Mode. You’ll never want to touch it afterwards, since scoring three really good scores in a row is hard enough. You’ll regret not playing Crazy Mode since those can go towards your online score. And there’s a multiplayer mode, but it suffers the same fate so many games do: the person who owns the game will have a significant advantage over friends trying to compete. One that is probably insurmountable. I played against basically everyone in my family and never lost a single match. My family sucks, as evidenced by the fact that I’m part of it, but still, it’s telling that multiplayer is the focus of the package (2 Player mode being the first option in the menu) and yet the actual multiplayer mode really isn’t very fun.

As of this writing I’m #33 on the global leaderboard. While I wish I could brag about this, it really feels like the ordering of games lucked me into this spot. Still, top ranked American. Could be worse.

Now, take this whole review with a heaping spoonful of salt. I love WarioWare and I’m predisposed to enjoying any collection of microgames. And I did have fun with Toridama. But what’s here feels light on content and destined to get old quickly. It’s satisfying to stop a bomb just 0.03 seconds before it detonates. It is fun to let an alligator come this close to eating your face only to back away at the last possible moment. But Toridama is too random and not tightly enough designed to keep anyone focused on it. Which is ironic, since it counts on people with incredible short attention spans to be its audience in the first place. It took me two-and-a-half hours just to finish this last paragraph!

TORIDAMA: Brave Challenge was developed by G-Mode
Point of Sale: Nintendo Switch

$3.50 (normally $5) noted G-Mode found my G-Spot in the making of this review.

TORIDAMA is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

Check out the latest reviews at Indie Gamer Team!

Maize, Haunted Island, 99Vidas

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

Cuphead (Second Chance with the Chick)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dead Cells

Before I get to the review, I want to take Dead Cells to task on how it promotes itself. Dead Cells calls itself a hybrid of a roguelike and a Metroidvania, or a “RogueVania” to be specific. Apologists for it will say that it’s NOT trying to invoke a Metroidvania, despite that term being thrown around everywhere. And I take it issue with that, because it’s just not true. Oh, the roguelike part is. The difficulty is high, the randomness is, well, random. Especially the level design, which can be so nonsensically assembled that you’d swear the game is set in the Winchester Mystery House. Doors open into empty rooms. Hallways can wind around only to lead to a dead-end. Chains and vines lead to nowhere. It never really gets as absurd as Spelunky’s “damsel behind ten feet of rock when you can’t possibly have enough bombs by this point to get to her” stupidity, but the algorithm leaves a lot to be desired. Still, Dead Cells is quintessentially roguelike. Nobody would deny that.

But saying or suggesting this marries that genre to Metroidvanias is utter hogwash. All runs in Dead Cells are fully linear, with no back-tracking. You can unlock runes that permanently upgrade your character, but once you have them you can’t go back to the stuff you missed in previous levels unless you die or finish the game. Dead Cells has levels, not one big, sprawling map. Some stages have more than one exit, but once you’ve used that exit, you continue on a linear path and can’t take a mulligan if you don’t want to play the stage you exited to. Calling the levels “interconnected” seems intellectually dishonest. It’s factually true, in the sense that if you beat level one, you play level 2 next. But going by that logic, you’re saying Super Mario 1 is a Metroidvania. Its levels are interconnected, after-all. Beat level 1-1, move on to level 1-2. Doesn’t get more connected than that, right?

I can’t possibly imagine where they got the “Vania” part from.

I’m fine if they want the “Vania” part to mean “in the NES sense of things”, because Dead Cells feels an awful lot like the Castlevania games of yore, where you would play one linear level at a time and there was no gigantic map to explore. The protagonist even looks like a Belmont, sometimes uses a whip as a weapon, and fights the undead. Really, it’s the closest an indie game I’ve played has come to feeling like a modern twist on a 2D Castlevania, especially Castlevania III: Dracula’s Curse on the NES. Replace switching between different characters with switching between different weapons and make the game a roguelike and it would fit right in. But that’s clearly not what the implication is behind the “rogueVANIA” thing, and I find that to be a bit dirty. It’d be like saying the Chicago Cubs are essentially a basketball team. I mean, they wear uniforms and they play a game with a ball and the team with the highest score wins, so it’s pretty much indistinguishable, right? Well, no. Of course not. And it’s shitty of Dead Cells to imply in any form that it’s a Metroidvania.

Got that?

Good. Now onto the review.

Dead Cells is the best indie game ever made.

Yep. As of this writing, I’ve been Indie Gamer Chick seven years, three months, and twelve days. I’ve previously reviewed 568 indie games, and played thousands more that I never transferred my opinions over into review form. And Dead Cells is the one. I have never put more time into a game before I sat down to write the review. I’ve never cussed a game I intended to review more. I’ve never had an indie utterly own my psyche to the degree it has. When I thought I had played enough to write this, I deleted the game from my Xbox One and Switch in a futile attempt to force myself to sit down and start typing. But then I decided I “needed more media”, reinstalled it, and ended up tripling my time-in. I took my Twitter followers on a roller-coaster of eutrophic glee and bitter contempt, wondering out-loud if Dead Cells was the best indie I’d ever played or unworthy of my Seal of Approval at all. I’ll give it this: it was never uninteresting.

Magical Source, Mystic Force!

A big part of the reason I had trouble beginning the actual writing process was because I honestly don’t know where to begin. By this point, I’m sure anyone reading this review has heard of Dead Cells, gets the gist of it, and is here to figure out exactly why I enjoyed it more than any indie game I’ve ever played.

Would you believe I don’t fully understand it myself?

I hate roguelikes. In fact, I generally hate games where the difficulty is the main attraction. I don’t see the fun in it. I’m sure I could tunnel through my bedroom door with a spoon if I wanted a genuine challenge. It’d be dull and tedious and time consuming to do so, but it would be a legitimate challenge. Or, I can just open the door and avoid all that shit, and spend my time doing fun stuff. A lot of developers don’t get that. Many indies look at something like Dark Souls, where the first thing any fan brings up is how damn hard it is, and assume that’s attraction. But it’s not. If Dark Souls wasn’t entertaining, nobody would care about the difficulty. It’d just be another inaccessible game that blowhards use to claim they’re “real gamers” and everyone else is just a “casual”.

Motion Twin got it, and Dead Cells is never boring no matter how far you’re into it. The 2D sword-and-shields combat is exhilarating from the get-go. The initial grind of fighting enemies and collecting enough “cells” to unlock getting a random starting weapon or starting bow could have reduced the opening hours into a hacky slog. Instead, the first three or four hours, where grinding up cells is the focus, might be the most cathartic introduction to a game since Resident Evil 4. Attacking feels like it has an authentic weight behind it, while dodging, blocking, or countering feels like there’s actual urgency behind every move you make. Even low-level zombies can take you out if your mind wanders just a little bit (trust me, I was felled by them more than once, even 100+ hours into the game, just because I got distracted). You feel like there’s stakes behind every encounter. When does that ever happen in gaming anymore?

Combining fire and ice is surprisingly effective. Someone ought to write a song about it or something.

But then, as you unlock more weapons, you start to realize the depth and nuances of Dead Cells. So much time was given to differentiate most of them that utilizing them makes it feel like you’re playing an entirely different game. But, and this is the key, it almost always feels so natural and right and you would swear Dead Cells was meant to specifically be that kind of game all along. If you equip the infantry bow, which scores damage most from point-blank range, Dead Cells feels like it was designed specifically to be a 2D gun combat game where you’re busting a cap in someone’s melon. The heavy bow feels like a shotgun that appropriately scatters baddie-chunks all over the stage. You might pick up weapons like the lightning bolt, frost blast, or fire blast that make Dead Cells feel like it was designed to be a superhero action-platformer that you could believe is a 2D version of Infamous. I’ve never experienced this phenomena in any game I’ve ever played. It’s astonishing how natural it is no matter what you’re wielding. Don’t get me wrong, not all the weapons are satisfying. The broadsword is so slow and impractical that it became the white elephant of the game. I kept succumbing to the temptation of picking it up, especially when super-charged versions of it were dropped by bosses, and always ended up regretting it. I’m not sure why I kept giving it a chance, given how often I died as a direct result of trying to use it. It’s not like I have a penis that necessitates making up for the inadequacy of.

Cloud ought to sue.

The wide variety of unlockable weapons is supposed to help highlight Dead Cells’ “make due with what you’re given” core gameplay. But this can also be problematic. There were a lot of less-than-fun items that I regretted unlocking. Once unlocked, you can’t prevent items from coming up in the randomized rotation. Items are broken up into three different colors: red, purple, and green. Red is brutality (and also grants you arbitrary leadership of the Power Rangers), purple is tactics (and also indicates you stand in support and dignified solitude with the gay Teletubbie), and green is for survival (and prevents you from being pinched on St. Patrick’s Day).

Because the best secondary weapons (IE turrets and traps) are purple, plus the best “mutation” (which shrinks the cooldown time on those traps) gets better the more you boost your purple, I preferred to combine the Ice Bow or Frost Blast (which are purple and freeze enemies) with a colorless melee weapon (colorless/gold weapons have their stats dictated by whatever color you’ve boosted the most), or with the “Frantic Sword” which is the only practical sword-type of weapon that purple boosts. In my early runs on Dead Cells, putting together a reasonable four-weapon combo based around these was relatively easy. But, as the game went on I started to acquire blueprints for more items that I could then unlock. And being the curious type of chick I am, I succumbed to that curiosity and wanted to take the new items out for a spin. Well, my friends call me Cat, so I guess it’s fitting what curiosity did to me.

One thing I realized when trying to get screenshots of Dead Cells for this review: action-screens are incomprehensible. This COULD be a screenshot of Dead Cells, or perhaps I just dumped paint onto a canvas and then blasted it with a highly-pressurized air-cannon. YOU CAN’T KNOW FOR SURE!

So basically, Dead Cells punishes you for unlocking stuff. The fact that you fuck yourself over for having the unmitigated gall to want to gain new abilities and items is just one of many insanely frustrating aspects, but it’s easily the one that stings the most. I’m to a point now in Dead Cells where I have so much shit unlocked that coming into possession of a truly exhilarating, fun-to-use loadout is rare. Too rare. And this is not helped by the algorithm for weapons apparently having no intelligence at all. During one of my last runs, the random starting bow I was given was the Duplex Bow, which is my choice for the most boring weapon in the game. But that’s okay, because I would certainly be able to change that as I went along, right? Well, I did.. with four other Duplex Bows. I’m not even kidding. The chest I opened in the first level had one, then I got one from a hidden pit in the second stage, one from a cursed chest in Stilt Village, and finally the second boss dropped a hyper-charged one. Each weapon has sub-abilities as well, but those are also based on random chance. Between stages, you can pay gold to randomly switch the sub-abilities, but the cost increases each time you do it and can drain your account fast. At no point during this entire run did I get the desirable “arrows pierce all enemies” ability, or even the “arrows leave a trail of fire” one. It kept assigning me the least useful traits for the most boring weapon, again and again. It was like Dead Cells was trolling me.

“What are you going to do, bitch? Stop playing?”

“Sigh…….. no. You fuck.”

And I didn’t. Nor did I when any of dozens of other issues crept up. Lots of technical ones, especially. Some of them have been corrected, but there’s an annoying one on Xbox One centered around the Daily Challenge. Every day a new pre-set challenge is presented, always a timed-race through a maze where you are given one starting weapon. Beating X amount of these challenges is supposed to unlock new items and abilities. I got one for beating my first daily challenge. But then the game lost the ability to count how many I’d finished. It keeps telling me I need to finish four more to unlock another reward, despite the fact that I’ve beaten the challenge every day for weeks now. Dead Cells released over two months ago, and the fact that this relatively simple glitch hasn’t been fixed yet is beyond shameful.

If you can get the machine-gun crossbow with piercing arrows, man are you in for a treat.

So are the hiccups with movement, where sometimes you’ll seemingly skip ahead several frames from where you should be. The overwhelming majority of the time, this was of no consequence, but I did die more than once as a direct result of this. Finally, sometimes the game would just shit the bed and dumped me back to the Xbox main menu. This screwed over a couple good runs I was having, as I had to start over from whatever stage I was on, but it also gave me a chance to correct a few bad runs, so we’ll call it a wash.

Besides the random weapon fiasco, the biggest issue is by far the cheapness. I’ve had decent runs ended instantly by having enemies juggle me from full health to no health in a matter of seconds. Sometimes its on me, like when I went so heavy on the purple boosts that the last boss was able to take me from full health to dead in under 10 seconds. But sometimes the RNG would spawn enemies who attacked in sync enough to unfairly end my run in a way I couldn’t possibly hope to defend. I’m sure I’d been laughing my ass off if it wasn’t me it was happening too. Hell, one time I opened a cursed chest (which always give you a booster, a colorless weapon, and money in exchange being “cursed” by having to kill 10 enemies in a row without taking any damage, or else you die instantly), certain that I’d have clean, easily sailing to lift the curse. Then I ran smack-dab into shielded enemies who can teleport around. My primary weapons were slow on the draw, so my only option was to leg it.

Now mind you, Dead Cells unlocks even harder modes when you beat it the first time around. I question whether it really needed to be this unforgiving at all. For anyone that says I suck at games and am a pussy or whatever, hey, guilty as charged. But I was able to beat Dead Cells and even score a few rare achievements along the way. The first time I beat the 1st boss, I took no damage doing it. And when I finished the game for the first time, I still held a “mutation” that brings you back to life if you lose all your health, something 95% of all people never did. Considering that I just named Dead Cells the best indie I’ve ever played, maybe I’m onto something when I say there should be two difficulty options from the start: the one I beat, and an easier version, and let people progress beyond that. I finished the normal difficulty of Dead Cells twice but could make almost no progress on the next difficulty. But hey, I’m satisfied. I just feel bad for those who will pass on the game because of the prohibitive difficulty. They’re missing out, but at the same time, I can’t blame them at all. When I got to the point that I wanted to make progress, the cheap deaths and the outright unfairness that sometimes rears its ugly head made me angry to the point that I questioned whether everything that led to that moment was worth it.

For me at least, answer was “yes”, of course. That’s what separates Dead Cells from something like, say, Cuphead. For all the effort that was put into Cuphead by StudioMDHR, and for all the effort I made to be good at it, I didn’t enjoy my time with it at all. Even as I was being gobsmacked by the presentation, the actual gameplay of Cuphead bored me to death. I was never bored with Dead Cells. Even when I had the most uninteresting items. Even when I couldn’t get into a good rhythm during a run. It was always entertaining. I think that’s because Dead Cells is whatever you want it to be. If you’re craving a fast-paced sword-and-platforming whack-em-up, Dead Cells can be that. If you want a slow, exploration-based adventure, Dead Cells can be that too. Hell, if you’re feeling silly and in the mood to just run around and literally boot enemies in their asses, kicking them off their perch and to their deaths like a Loony Tunes cartoon, Dead Cells still has you covered. It’s a “fill in the blank” game and it adapts to you just as much as you adapt to it. So many games promise to “never be the same game twice” but Dead Cells is one of those rare games that feels like it has the potential to that live up to that promise. If you want it to, that is.

I really should stop posting screens at this point. It looks so much uglier in pictures. Just watch videos. The graphics are more than satisfactory.

I got Dead Cells in August but didn’t truly get into it until September. Or, more accurately, it got into me. I’ve put so much time into it that my friends and family went from joking about me to being addicted to genuine concern that I was. I feel like I’m, at best, a day or two a way from “no, seriously Cathy, put down the controller. This is an intervention.” I’ve already asked myself questions like “if I shoot those who try to take Dead Cells away from me, would the cops let me finish the run I’m on before slapping the cuffs on me? Will they let me take my Switch with me so I can play more Dead Cells?” According to my lawyer, the answer to both questions is no, which is why I have to plan to leave nobody alive and then turn myself in later, after I play more Dead Cells. I’m planning on using the “Your Honor, as you can see, they interrupted me when I had a gold Ice Bow, a gold Balanced Blade, and two gold turrets” defense that’s going to rock the nation.

1,292 days before I published this review, I named Axiom Verge the best indie game I’ve ever played, and its held that title ever since. It’s stood #1 for over 48% of my game critic existence. If you had told me on March 31, 2015 that the game that would finally dethrone it would be a 2D roguelike action-platformer that I only gave a whirl because it erroneously claimed to be Metroidvania-like, I’d thought you were off your rocker. But, here we are. Dead Cells is frustrating, and unfair, and maddening.. And brilliant. And breathtaking. I choked up a bit when I beat the final boss for the first time. I never imagined I’d play games like this when I started this blog in July of 2011. Dead Cells is the best indie game of all-time. And I can’t wait to play the game that will unseat it. It’ll be spectacular.

But seriously Motion Twin, fix your fucking game. You have the word “motion” in your name. You shouldn’t be sitting still on this for this long.

Dead Cells was developed by Motion Twin
Point of Sale: Xbox One, Nintendo Switch, PlayStation 4, Steam

$24.99 (really $49.98 since I bought it on XB1 & Switch) noted, and this really shouldn’t mean anything, but Dead Cells also has the single best trailer in gaming history in the making of this review. Watch it below.

Dead Cells is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. I mean, fucking duh. It’s #1. Kind of hard to miss its ranking.

Like the new Indie Gamer Chick Seal of Approval? It was designed by Kevin Willingham Creative. Hit them up for reasonable rates for your artistic needs.

Sigi: A Fart for Melusina

Everyone loves a good fart joke. I think it says something about us as a species. That we’ve designated this thing our bodies do that can’t be stopped as being both hilarious and offensive, mostly on the grounds that it comes out of the same hole we shit from. As a mental exercise, imagine if it was some other involuntary bodily function that we decided was “one of the rude ones.” Like blinking. We all blink, even those with most forms of blindness do it. On average, a person blinks every six seconds. Imagine if we decided collectively as a society that blinking was somehow crass but also comedy gold. Would Adam Sandler movies that are bombing with the audience fall back on blinking to get a reaction? Would bad ideas go over “like a blink in church”? These are the things that keep me up at night.

Anyway, the above paragraph was complete filler and totally unnecessary for the purposes of this review, but shit, this game is so simple and so easy that I had to talk about something. Sigi: A Fart for Melusina has the word “Fart” in the title and our hero (who looks exactly like Mario if Mario put on a suit of armor) farts at the end of every stage. Oh and the place you’re going to is called “Mount Stinkup” because “lulz, farts smell.” BUT, that’s the entirety of fart joke in a game that implies it’s going to center around fart jokes. Our hero does NOT use a fart based offense, enemies do NOT fart in retaliation or even when they die. So, like, I don’t get it? What did the fart stuff have to do with anything besides grabbing your attention on the marketplace page? Not that I’m a complaining. Farts are like the ninjas of humor: they strike so fast you barely realize you’ve been hit until it’s too late. That’s what’s funny about them. If you try to stretch that out longer than the length of a fart (my Dad once did one that lasted at least sixteen seconds. I wish I had a stopwatch at the time. It was truly dazzling, even if he walked funny for at least five minutes afterwards), the joke stops being funny. Sigi isn’t really all that funny. The hero sees a mermaid, farts, she flees, and then you give chase, until you rescue her from Hulk Hogan.

Ha, he’s old and racist. That’s somehow hilarious, I guess.

Yes, you read that correct. The last boss is Hulk Hogan. Because “LOL references!” I don’t get the correlation with farts. I mean, he is an old fart, but not famous for farting. I think. I’m not entirely sure if his sex tape is loaded with them. For all I know, maybe he’s dropping more than just N-bombs in it. Frankly, I really don’t care to watch to find out. If I wanted to see a decrepit old person have disgusting sex without knowing they’re being watched, I’ll hide in my parents closet. And I got over that phase a few months ago.

So, Sigi. The Mario in armor thing is fitting because it plays like a combination of Super Mario and Ghosts ‘n Goblins (what is with me and Ghosts ‘n Goblins tributes in 2018?), only without any semblance of difficulty at all. This might be the breeziest wide-release console platformer of the generation. You can use your Sir Arthur-style arsenal to hurl projectiles at enemies, or you can jump on their heads like Mario. You get three hits per a life, but extra lives are so common and the stages so short and easy that you’re likely to finish the game with a fairly large surplus. It’s like baby’s first platformer, only because of the barely existent fart-based humor, it has a T rating that would be discouraging for some prudish parents to let their young children play a game that is pretty much suitable only for them. God forbid Little Johnny learn that people break wind before he starts 1st grade.

There’s only twenty stages, four of which are boss fights, which even someone making no effort at all can finish easily in under 30 minutes. My very first run clocked in at under 24 minutes of total playtime. When I went back to find the S-I-G-I icons and hidden caves in the non-boss stages (each stage has one, except level 17 for some reason), plus four hidden treasures, I still only needed under 35 minutes to achieve a 100% finish with minimal effort and 900 total achievement points. And I realized during that run that Sigi: A Fart for Melusina really just isn’t very fun.

The screen is so shaky they should have called this “Ghosts ‘n Wobblins.”

I don’t know who Sigi was made for. Gaming veterans will find it too easy. Young children might not be allowed to play due to the T rating and the farting humor. There’s no adjustable difficulty, nor is there any option to disable an obnoxiously violent screen-shake that happens when you beat enemies. When I tweeted out a short video of the game, a lot of people questioned whether they’d even be able to play Sigi without getting a headache or motion sickness from it. I have photosensitive epilepsy and I had no issue with it, but not making this optional is an absurd oversight. But I’m not going to take that into consideration at all when making this verdict: Sigi is too easy, too simple, too stripped-down, and just such a nothing of a game. Visually, it looks great, and it’s cheap, and it’s quick. I had to think for quite a while whether I ultimately would give my readers the thumbs-up on it. It’s toeing the line of average, but sadly, I must ultimately conclude it’s toeing it from the wrong side. Sigi is fine, but in a way so unremarkable that I can’t recommended it over anything that aspires higher. On a scale of epic farts, Sigi is one of those tiny ones that someone could easily mistake for a shoe scuff.

Sigi: A Fart for Melusina was developed by Pixel.lu
Point of Sale: Xbox One, Steam, Nintendo Switch, PlayStation 4

$4.99 asked if they must have used a wrestler for the final boss, why not Andre the Giant? His gas was so legendary that HBO made a documentary about it in the making of this review. Well it was about other things he did, but we all watched for the farts.

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.

Whip! Whip!

Alright shut the fuck up already, I’ll review a Switch indie! Yeesh! Of course now Switch fans will be pissed at me for picking a couple “Nindies” (Christ I hate that term) that I didn’t like. But my heart was in the right place, especially with Whip! Whip! I mean, look at it! It couldn’t be more clear what developer Alpha-Unit was aiming for. It’s Bubble Bobble run through the homebrew filter. That’s not the worst idea I’ve ever heard of. Who doesn’t love Bubble Bobble? I mean, *I* don’t love Bubble Bobble. I don’t hate it either. I’m totally indifferent to bobbling bubbles. But again, have a look at Whip! Whip!

Bubble Bobble, only with girls dressed like cats, or possible cat people that defeat enemies by wrapping their whip around them and flinging their feline bodies into them. Alright nerds, stop what you’re doing. I can hear you playing Rubble Knobble.

And keep in mind that sequels (or spin-offs, I’m not exactly clear on the nature of them) to Bubble Bobble removed the dinosaurs in favor of cutesy little kids peeing out rainbows or smacking enemies with umbrellas. Now let me ask you: would you believe that Whip! Whip! was an unreleased early-90s third spin-off/sequel/spinquel to the franchise that was just now found in a vault under Taito’s headquarters?

Because it totally is.

Okay, no, it isn’t.

It’s an original game designed to pay tribute to the franchise. But you could believe it. It’s that convincing, aesthetically at least. From the character design to the nods to Bubble Bobble in level and enemy design, right down to the fact that if you kill three enemies at the same time, bubbles with letters rise up from the bottom of the screen, and if you spell something out you get a free life and get to skip a level. If you are so drunk on nostalgia that you wake up having pissed your Mario PJs while clutching your SNES Classic controller in one hand and a classic issue of Nintendo Power with the pages stuck-together in the other, NOTHING I’m about to say will matter to you in the slightest bit. In fact, you left as soon as you saw the first screenshot.

Hello, everyone else. Yea, I didn’t have any fun with Whip! Whip! at all. Not even a little bit.

And it doesn’t have anything to do with me being a child of the 90s/00s who has zero nostalgia for the source material. Nor is it because the game is broken. It controls smooth and accurate. The concept of lassoing enemies and flinging yourself into them to defeat them is cute. And I’m always, always, impressed when a game comes this close to looking like and feeling like the game it aims to pay tribute to. It’s more difficult than people realize.

Do you know what’s not difficult? Whip! Whip!

♪ Oh oobie do, I wanna be like you! I wanna walk like you, talk like you too! ♪

In the spirit of Bubble Bobble, I rounded myself up a playing partner. The only one who was willing to play with me is in her late 40s, never heard of Bubble Bobble, and hadn’t picked up a game controller since before the world ever heard of Monica Lewinsky. So clearly I had my work cut out for me, right? Wrong. Together the two of us absolutely CHEESED the game in under an hour. And by cheesed I mean we made NO effort at skill, finesse, or not dying. As a result the average stage lasted just seconds. We died, but there was no consequence besides a bit of downtime while we restarted after gaming-over. But the dying was a result of the lack of trying and/or caring. And, in my case, in a desire to just get it over with. I was bored right from the start. It’s safe to say Whip! Whip! wasn’t made for me.

Under an hour. And in that not-even-an-episode-of-Game-of-Thrones length, we later admitted to each other we lost track of which one of us was the blue one and which one of us was the red one a few times. And it didn’t matter. The letter-bubbles didn’t matter. The boss fights (which are the only remotely clever action bits in the game) didn’t matter. We massacred Whip! Whip! without a single fuck given. And it was so boring the entire time. I’m sure fans of the game will accuse me of “playing it wrong” and, hey, you’re probably right. But isn’t it up to the developer to make sure I play it right in the first place? Not that it would have mattered. I just plain didn’t enjoy it. Amazing effort though. Whip! Whip! was made for a different audience, and they’ll get to it right as soon as they wash their Zelda bed-sheets and explain to their parents those sticky stains are really the result of a spilled milkshake.

Whip! Whip! was developed by Alpha-Unit
Point of Sale: Switch, Steam

$9.99 cracked that whip in the making of this review.

Plug Me

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

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

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

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

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

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

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

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

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

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

Plug Me was developed by Havana24
Point of Sale: Steam

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

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

Oh and it’s ranked on the IGC Leaderboard.

Dude, Stop

It’s no secret that I like WarioWare Inc. for the Game Boy Advance. I named it my favorite game of all-time, a position it still holds for me fifteen years after it came out. And yes, to the roughly three-hundred people who alerted me to the fact, I’m aware Nintendo’s releasing a “Best of WarioWare” next month. Considering that I’m not a fan of any of the games in the series besides the original, I’m not excited at all for it. I’d rather try something that takes the formula and plays with it. And I don’t mean playing with it in the type of way that lands you in front of a judge while you try to explain that she SWORE to you she was 18.

Well here’s Dude, Stop. It can be summed up very simply: WarioWare meets the Stanley Parable. You’re the test subject of a game-solving experiment that involves tiny slivers of mini-games. The hook here is that you’re actually encouraged to fuck up, so as to drive the developer mad. The game is divided into multiple “packs” of mini-games with various themes, all of them having essentially the same amount of play value, with multiple different objectives for each. Beat a pack making all mistakes. Beat a pack making no mistakes. Other times there’s different objectives, like trying to complete a quiz in twenty seconds. Otherwise known as the Derrick Rose method.

Oh this one will cause undue arguments.

And I want to talk about that one, because it leads into the main problem with Dude, Stop: it’s a comedy game that’s just not that funny. It took me several tries to actually get it right (I was trying to hit the checkboxes and not the pictures or words next to them), and by time I did, the game did a “haha, I wasn’t using my stopwatch” joke and made me do it again. And after doing it again, they repeated the joke one more time before making me complete the quiz in under twenty seconds for a third time. Well that’s not funny. That’s just being obnoxious. It’s like that “want to hear the most annoying sound in the world?” gag from Dumb & Dumber, only you’re the one getting it screamed in your ear. A kick in the balls is only funny when it’s not your balls.

Which is not to say Dude, Stop is never funny. There’s a few chuckles and at least one laugh-at-loud joke thrown in that I’m going to be a complete cunt and spoil in the next picture. But the premise of annoying a game developer by intentionally failing at their game just doesn’t work. Besides, anyone who has spent time on the indie scene knows the real way to get under their skin is to wait for it to release and then leave a negative review on Steam with only 0.1 hours of playtime.

So Dude, Stop has to be able to stand on its gameplay merits, and it sort of does. I mean just enough to get by, but it still counts. There’s a relatively large variety of games with different objectives, with each game having specific win and fail conditions that you’ll eventually have to do one of each of in order to unlock everything. You might have to take a seat in a theater and silence your cell phone (or jack up the volume of it). You might have to put away a Christmas tree without procrastination (or leave it up throughout the Spring). It’s a clever play on the WarioWare formula, and it works for the most part. I mean, the physics are shit. You won’t believe how maddening it can be to turn a Christmas tree upside down so you can fit it in a box using just a mouse, or kicking a piece of paper into a wastebasket. At times Dude, Stop feels unrefined and in need of clean-up. But who has time for that shit when you’re writing unfunny jokes about a digital duck taking over the program?

To Dude, Stop’s credit, it pretty much admits that it’s not funny. Which is probably the funniest gag in the entire game.

But, I’ll fully concede that some of the gags and “packs” of Dude, Stop are downright inspired. A section framed like a children’s educational book-on-tape is the highlight of the game, because Corgis are scientifically proven to be so stupid so as to be the only living entity that’s funny by default. Honestly, if you’re a comedian or a sitcom that’s bombing, always have a Corgi on stand-by. When the audience gets listless and starts to boo, just wave one of those crimes against nature at the audience and I guarantee you LOLs will be had. Almost nothing the angry narrator says is funny in Dude, Stop, to the point that you can smell the stench of flop-sweat on it. This is a game where maybe one in ten jokes actually lands (and that’s being generous), but when I was all finished and ready to review, I kept thinking back to how adorable it was to bang the Corgi against the refrigerator. That counts for something.

If it sounds like I’m going too rough on Dude, Stop, I should probably note here that I did like it and recommend it. Yea, it’s a (mostly) not-funny comedy game that has more issues than National Geographic. Like how sometimes it’s not exactly clear what the win-fail condition of a game is (I’m ashamed to admit I had to look up how to fail at drilling a hole in a wall, then face-palmed myself when I realized the solution was super-obvious). But, Dude, Stop cuts a fast pace and, bombing or not, I at least cared enough to see where they were going with the plot line. Most importantly, it never gets boring. Imagine playing a game that’s failing at what seems like its primary goal but still enjoying it in a unironic way. That’s an accomplishment. Sort of.

And yea, I’m wired to enjoy games like this, but hey, I hated stuff like Frobisher Says and that was clearly going the WarioWare route. So it’s not like I can’t toss microgame collections aside with a defiant cry of “fuck this shit!” The only time I ever came close to that here was during the forced-repeats of the 20-second timed achievement, and that was after I had already beaten the game. So, yea, Dude Stop must be pretty okay.

This took me five minutes to do correctly. At least in the video game version I didn’t take out three pedestrians in the process. Well, really two-and-a-half pedestrians. I don’t care what the prosecutor says: that chick in the wheelchair shouldn’t have counted as one full homicide. 1/2 a homicide and destruction of property at most, and even then, it’s not like she would need the chair anymore so whose property am I really running over?

Well, except for one more thing, and I really hate to do this. I really, truly do.

$14.99 is a fucking absurd price for what’s here. Hell, I bought it on sale earlier this month for $13.49 and that still feels like a gouging to me. Dude, Stop should be a $10 game and that occasionally goes on sale for $8 or $5 or something. Yea, the developer is promising to add more games eventually, and that’s nice, but still, this should have been $10. At that range, Dude, Stop had the potential to be a full-on viral indie hit. Especially considering that most people find the game funnier than I do. Which, meh, big whoop there. Big Bang Theory is constantly ranked in the top 3 on television and I’ve never once found anyone I respect who finds it funny. If you’re reading this and are saying “hey wait, Indie Gamer Chick must respect me even though I’ve told her I find it funny” then this might come as a shock to you, but then again I’m pretty confident you don’t have the attention span to have made it this far anyway and thus will never know.

Dude, Stop was developed by Patomkin
Point of Sale: Steam

$13.49 (normally $14.99, horseshit) asked why you’re patting on my kin, Patomkin, in the making of this review. NOW THAT’S A JOKE!

Dude, Stop is Chick-Approved and the first game to wear the newly-redesigned Indie Gamer Chick Seal of Approval designed by Kevin Willingham. Visit his site or follow him on Twitter. Reasonable rates for your artistic needs. And some of you assholes could use better logos. We’ll be discussing that pretty soon. Not Dude, Stop. Its logo is perfectly eye-catching.

Oh and it’s ranked on the Indie Gamer Chick Leaderboard.

Also Cathy totally respects you. But you would need an attention span to know that.