Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Monday, 24 April 2017

7DRL - Brazen Berry Bonanza

It seems such a shame that the 7DRL challenge is over so soon, even with the few weeks afterwards awaiting the reviews, and then it all goes quiet again for another year.

I thought I might do some posts extending the exposure of some of the titles developed, and an easy start to this would be to present the ones I reviewed, whilst gathering whatever information I could on them..

So, here's the very first one I reviewed in my batch:


Brazen Berry Bonanza

by Ethan Hoeppner



Information and Download (Windows)

https://ethanhoeppner.github.io/gamedesign/brazen-berry-bonanza.html

Playable on Web:

https://ethanhoeppner.github.io/gameFiles/BrazenBerryBonanza/



BBB is a puzzle game with roguelite tendencies, it centers around land expansion and berry growth, both affecting where the player can go, and how important an area is to protect from the encroaching enemies. You harvest the berries for points, and the seeds for resources to use to continue growth, or to destroy the enemy infiltration and their berries. if the enemy ripens 5 of their berries you lose. So there is a competing balance between protection of you crops and sabotage of the enemy harvest.



It provides for interesting placement decisions and emergent offensive/defensive play.


Completeness: 3

Well put together game, can leave player in no possible move situation, relies on enemy progress to end game

Aesthetics: 2  

Solid colour blocks, with pixel fruit, and the all important @ make it minimally satisfying and easy to see terrain assets and incoming dangers, needs a hint of more personality.

Fun: 2

I enjoyed the exploration of interactions between mechanisms, limited grow/seed resources makes for an interesting and emergent puzzle.

Innovation: 3

Environmental growth (organically builds map) & seeding, to harvest resources to gain points and push back/hinder the enemies.

Scope: 2

Bite sized terrain acquisition/defense puzzle, there is a seed to an interesting mobile title here if developed further

Roguelike-ness: 2

@ symbol, procedural terrain generated by grow/seed mechanics, seed ripening competition, real time expansion, more mechanics puzzle terrain/resource acquisition/defense game.



Searching for more info on the title, as luck would have it, I managed to find a Youtuber known as Deadly Habit who had covered the game, so I'll urge folks interested in the game to take a look at the video below and the channel.





If all goes well in the future, I'll document the titles I reviewed and will hopefully have some time to do some more 7DRL titles from this years batch.

Monday, 6 March 2017

Quest of Dungeons



I have been meaning to do a quick look-see at this streamlined accessible roguelike, that is now out on many platforms (mobile, PC/Steam, PS4, Xbox One). Here I play a Mage finishing up dungeon level 1 and meandering into level 2, on the PS4 version.

The game has four classes to play:

  1. Fighter (bump to kill)

  2. Mage (burny burny tingly fingers)

  3. Hunter/Archer/Ranger (plink, plink)

  4. Shaman (scarey fear!)

Although the game is a very streamlined pixel roguelike, I think it is an ideal gateway into the "proper" roguelike genre - leading new players in gently, but still spanking them enough so that they learn lessons on what to do over time, how to horde what you need, how to switch on the "Stop and think" mode when you encounter a tricky boss.

The positive feedback with the plentiful looting, and bashing of room objects is a constant drip feed of acquisition. But when you meet a merchant, you need to know what to sell, and what trinket or bauble you need to buy at very elevated prices to ease your quest/door/chest opening burden for the future.

It can be quick play, sweeping around as fast as you want, but there are times when the smooth loot collecting is interrupted by REAL DANGER, and you must slow down and think about how you are going to live through this challenge.

You can stumble upon a boss early, and it's lights out. But usually, you're comfortably levelling up and upgrading equipment by the time you're seriously tried. The Archer seems the easiest to begin with, because everything is distance kill.. I've found the Shaman to be the most taxing, because his initial spell is simply a one or two turn "scare". There is diversity enough in the game, to keep playing.

So, if you're roguelike curious, this game is worth considering. It's only a few quid, and you might find it opens up the door to a myriad of roguelike gaming in the future! Plus the music by Aaron Krogh is cool.

Quest of Dungeons