Jupiter Hell (Review)
Source: Cashmoneys
Previous Reviews: Early Access 1
Well, this is certainly pleasing. Not unexpected, but pleasing. Jupiter Hell has had quite the glow-up since I last saw it, and I am happy.
He's angry… I mean, this is the default state, but… Yup, definitely some killing to be done here!
I mean, not aesthetically, although its intro is very nice, much machismo there, yes… And health items are still hard to spot in certain areas (would it kill ya to add outlines for the colourblind, mmmm?) but in other terms.
First though, your reminder as to what Jupiter Hell is: It's a turn based game, in which all actions take a certain amount of time, and you walk/run around, pick up items, shoot the hell out of zombies, demons, and security bots, and move from level to level, with risk-reward decisions at every step. For example: You're low on ammo for your favourite weapon. Do you ditch it for a while for something with more common ammo for the area, or do you stick with it in the hopes of finding more, at the risk of being caught in an awkward situation?
Oh, and there's the challenge modes: Do not do them if you're not up for a very roguelike challenge mode (hard as balls even on medium difficulty), but they do exist, and they are interesting (such as "Angel of Carnage." Rocket launcher only, all ammo can be turned into rocket launcher ammo, good luck, because there's a high chance of killing yourself!)
You'd think a fight between a security robot with a minigun and a marine with a pair of uzis would be an unfair matchup. You'd be right, bot never had a chance.
Anyway, me oh my, the stuff since the last update has become pretty interesting. More areas, lore (surprising nobody who's played any of the spiritual predecessors, the Doom series, Mars has become a portal to hell and the company stationed there was doing bad things that caused this whole mess), and something I don't think I've seen in a roguelike before: Messages that can incentivise you to take another path, or warn you about problems ahead.
"Some asshole got into the strongroom on CALLISTO MINES L1, here's how they did it, please fix [NARRATOR: It wasn't fixed, and everyone involved with that strongroom is dead, loot to your heart's content]" or "Shit, the power's out in IO HUB, you'll need a multitool to bring the power back [TRANSLATION: Dark level, but if you have high enough firepower, this is a good thing, don't bother fixing the lights.]"
It's a pretty welcome thing, honestly. Refreshing.
Wait, it has… Story now? Yes, and quelle surprise, capitalism and the military industrial complex did a demonic whoopsie!
Anyway, overall, Jupiter Hell has a good easy difficulty for folks, it's relatively simple, pretty accessible, barring a few issues, and as far as roguelikes go, yes, I still recommend this one.
Now, The Mad Welshman doesn't have to worry about demons for all of… A week? Things just keep cropping up, he doesn't know where they come from…
Rogue Legacy 2 (Early Access Review 2)
Source: Supporter Gift
For all that I enjoyed Rogue Legacy way back when, it had moments where you hated it, and felt it was extremely unfair. And sometimes? It was.
Screw you, challenge guy. Screw. You.
And so, I immediately turn to challenges for heirlooms, the items that, effectively, bar progression. Because yes, I feel those are extremely unfair. Here, in the path of empathy, a gauntlet of needing to use your kick to boost off the swinging braziers of death and pain to get to new platforms, culminating in a circle of them you have to navigate and, effectively, use twice to get to the end of that segment of the challenge. There, in the airdash path, a flamethrower segment that, if you don't remember it exists, you won't immediately hit the airdash button and hammer the fuckin' thing until you get out of there. The first one is early on in the challenge, a difficulty spike that really feels out of place. The second is the same, although more forgivable because it seems to be toward the end, rather than the second part of a multi-stage challenge, exams to see if you can use these items.
This is not nearly as terrible a situation as you'd think. You can destroy these spikes. Others not so much.
Technically, I should have described the game for the newcomers before that, but it's such a pressing piece of assholishness that I had to mention it, because right now, it is a turnoff, and a big one. So… Rogue Legacy 2 is a procgen platforming type dealio, where your bloodline has been cursed, and only by defeating the horrors of the haunted castle in which the curse began can you all be free. That's harder than it sounds, by the way. A lot harder, because you start pretty weak. Weak enough that you'll likely die within a few rooms at first.
But you do get better, and you get to experience new and interesting classes, regardless of whether you've played the first. This time, I'll mention the Chef. Yes. Chef. A well made frying pan is an extremely powerful tool in the right hands, and if it's also enchanted to burninate thy foes, and turn medium sized projectiles into fireballs? That's… Pretty good.
So, aesthetically, it remains good (if it ain't broke, don't fix it), with important elements being clearly shown, some of the more irritating filters having been removed (yay!), and a pretty accessible UX and tooltipping. Cool!
Ahahaha… Fuck.
Less cool is the base keybinds. I'm going to be rebinding the keys next time, because the base keybind of WASD for movement (well, technically ASD, with W being for easy aiming of spears, and SPACE for jump, but) and Shift for… Errr… Bounce… Well, with shift being a little finger thing, that's much more suited for prolonged actions, which a bounce… Definitely isn't. I'm gonna have to move that somewhere more accessible.
But, overall, for all my bitching about these things, Rogue Legacy 2 remains a recommendation for folks into roguelike platformers, still being in Early Access as it is.
The Mad Welshman swears he's got his shit toge- ahahaha sod, I'm dead.
Legend of Homebody (Early Access Review)
Wow. Legend of Homebody doesn't fuck around. It's not even spring, and I'm already nearly half dead from stress, despite eating, sleeping, and entertaining myself somewhat reasonably. I've earned about 15k and spent about twice that. My father is telling me I'm a useless waste of space, while my mother understandingly sends me the cake that is my lifeline.
And the winner of the "Too fucking real" award for 2021 is…
The worst part is, this could accurately be named Womenintech.jpg
So yes, Legend of Homebody is a lifesim game about a NEET (Not in Employment, Education, or Training) trying to make their way in the world through creative endeavours, while keeping their health and mood as best they can. And it's hard. The Education part? False. You won't get anywhere in the game without the online courses offered to our poor protag, and, while you can do commissions to pay for your bread and butter, that's time away from the work that might let you make it big.
So, more fool me, I went with what I know: Gamedev. Which led to the aforementioned situation I started with. Who knew that developing and publishing a game on your own was hard?
God, two trashdads in one month…
Well, me. And every solo indie dev. But I digress. The game is pretty clear, UX wise, it's pretty well translated, it looks good, for something that never leaves a single room (Another Big Mood from the TMW HQ… Sips tea), and it's easy to work out the basics. Everything else? Is struggle. And it's meant to be. There's story mode, several hard modes, a slightly easier mode with less time, and… Robot mode.
And it's when you play robot mode that it hits home how this is most definitely a game with something to say about how unnecessarily hard it is to live for creative endeavours. Because you find yourself succeeding. Hell, if it hadn't been for some boneheaded decisions, I could have gotten an indie darling award, which would be a near unreachable dream in story mode. I made a massive profit.
And all because I had no need for food, sleep, or even entertainment or toilet breaks. That's what it took to turn from a heartbreaking, depressing run to a successful one.
Gee, I wonder if this screenshot has any sort of social message
You just need to be a good little robot with no needs, drone. So I applaud this game for the way it ties its message to its mechanics, while simultaneously giving it the nastiest curse I can fling at it, the Too Fucking Real For 2021 Award.
Hooo boy. Time to sip a cup of tea. In my room. Writing reviews. Staring at the screen in thought.
Phasmophobia (Early Access Review)
Phasmophobia is a multiplayer experience that's like those ghost shows that were all the rage back when (and indeed, follow some of the standard ghost investigation methodology), except the ghosts are nearly always angry, and can and will kill you.
Although, if you have a decent team, or a decent investigation method, or don't, like me, overextend yourself by strolling through the Prison with just two people, you won't die.
You can just about make out what happens if you ignore this advice.
Honestly, though, the most fun I've had was tackling the prison with a single friend. First we both went in, then one of us alone… We were getting nowhere. EMF wasn't picking anything up, temperature was normal, no orbs to be found, no fingerprints we could find under UV… But we did manage to get some spirit writing which narrowed it down to, uhhh… About two thirds of the beasties.
Then we pissed it off. The game gives you a five minute grace period during which it won't get angry, but when it does… The front door locks, the walkie talkie stops working for you, and if you can't hide, hide from something you can only see in glimpses at best? Well… You find yourself in a small room of corpses, before you become just a ghost.
On the upside, you can sort of see more clearly when you're dead?
It was tense as hell, right up to the end, with it almost getting my partner, and it definitely got me, and my heart was pumping. And yet, I died with only one regret:
I'd seen the thing on camera, and didn't hit the screenshot button.
And the best thing of all? Sometimes, you can tell what a ghost is by its behaviour, as well as the signs. My partner in crime made the educated guess of Oni (because it was territorial as hell, and as time went on, its sphere of aggro got bigger), and whaddya know, he was right!
But I was actually tense (I rarely get frightened), not jumpscared. Even in the truck, watching that activity meter go all the way up to 10 and stay there, while my friend slowly tries to make their way out (running? Haha, you have a light jog at best), and the walkie talkie's static as I try to warn them. Watching doors swing on their own, hearing footsteps, jinglings… And even though the ghosts can see you much more clearly in the dark, you have to keep things dark, because otherwise it becomes difficult to get evidence about them.
You cannot believe how grateful we were these things don't work anymore.
Aesthetically, it has no music. It's all atmospheric sound, it's normal buildings (even, sad to say, the prison), and that works.
If you want a multiplayer co-op game of investigation with the possibility of dying, and high tension, this one's a good one.
Filed under: Early Access Releases, Game Reviews by admin
Spooky Starlets (NSFW Early Access Review)
Content Warnings: Monsterfolk.
Filed under: Adult Only Games by admin