Have you ever walked into a room and been immediately hit with a memory of a past event taking place in that very spot? Was it a good memory? A happy one? Or maybe a dark, and horrific one? The game Marie’s Room takes your character, Kelsey, through a memory trip twenty years into the past. A time when her only fear was her friend’s feelings. This title is a first-person game that takes place entirely in one house, or more specifically, one room. The room belonged to your best friend, Marie. Your goal was to locate an old journal but the nostalgia brings you back in time with eloquent visions. You begin to see her room as it was 20 years ago on the night of a disturbing occurrence.
As you walk around the stunningly created room interactable items start to make themselves known. Each item contains its own part to the grand-story and will help you better understand the troubles that Marie and Kelsey went through. The game creates a very deep depth to the story, giving even the most indistinct of objects meaning, something that we, as a society, don’t really do. As the plot progresses you can tell that something isn’t quite right. Masterfully created, the story starts to build with small hints that keep you on the edge of your seat while fitting pieces together in your head.
Overall, the game only takes about a half-hour to complete. It’s a very short, but very compelling game that grasps you in right from the start and keeps hold of you until the very end. Aside from the story, there are many smaller details that were put into the game to further deepen and enrichen the story. Some examples being the empty bottle on the windowsill or even the random book on the table. Marie’s Room urges you to seek out those small, inconspicuous items.
Marie’s Room was created by a team of seven people, which is a spectacular feat. The story feels genuine and the characters are relatable. The graphics in the game are proportionate to the story-type. The items that can be interacted with blend in, which was a design choice that I found perfect for building the world. You can even hear faint noises between dialogue. Small things you would hear from a person shuffling through a room. This game is perfect for anyone who loves indie games and is ready for an amazing, heart-tugging story.
The beauty of Indie games is how humble they are. Developers pour their hearts out for our enjoyment. The love, sweat, and tears of beautiful minds clashing and coexisting to create their dreams. It’s sad that not as many developers have the opportunities to paint their canvases. So, when we do get the chance, we should definitely consider supporting developers. Here are some epic games you can support on Kickstarter right now!
Knight Time is a wave-based survival combat game. The adventure begins with our small floating hero setting out across the kingdom on a mission to vanquish evil and set the balance straight after a great corruption.
Each new page of our dark fairy tale book holds an individual realm ready to be conquered. Each realm contains an enemy stronghold– all of which are themed differently and boast an array of enemies, challenging combat and the mighty lords themselves. Reaching the final pages of our story will produce three outcomes dependent on the overall achievement of your adventure.
Knight Time is a game that we’ve put so much time and effort into already, so we’re excited to be able to finally show everyone exactly what this adventure is all about. We’ve already built a functional and solid foundation for Knight Time, and with your help, we can make this experience something truly amazing.
For us to really make this game work and bring out its full potential, we need to start working on it full time. This is where you can make all the difference. With our small team completely focused on completing Knight Time, we can bring to you a truly epic adventure across an expansive fantasy kingdom. For you, we will build a large array of enemies, interesting new realms and heart-stopping boss battles that reach our full design potential.
NetherWorld is a horizontal side-scrolling adventure game, where character development, dialogues and narrative have a special role.
Immerse yourself in a sinister world: explore its darkest corners, get along with weird NPC’s, use flames and handguns to battle horrific bosses or just get drunk in a bar.
Your life is perfect in the dark and decadent land of NetherWorld… until your wife abandons you for a creature with longer tentacles.
You handle your misfortune with alcohol and other sins…
…and in no time at all, you’ll be involved in a surreal, bloody and twisted journey surrounded by quirky fellow travelers.
Dialogues and relationships between characters will be key for story progression. That’s why most of the fights will be against final bosses.
Fight with swords, torches and shields alongside of firearms. Flamethrower too? Of course.
Each final boss will have unique mechanics, ensuring epic and intense battles. To defeat them and help our miserable hero to get over his depression, we’ll have all kinds of weapons. However, sometimes we’ll have to use nearby objects or just flee as fast as possible. (More or less like Shadow of the Colossus with bigger pixels and more tentacles.)
Foundation is a grid-less, sprawling medieval city-building simulation with a heavy focus on organic development, monument construction and resource management.
The game features in-depth resource management akin to the Anno (Dawn of Discovery) series, expertly mixed with city building elements from Settlers, SimCity, and Pharaoh all topped with narrative encounters inspired by Crusader Kings II to create the ultimate medieval ant-farm simulation.
In this strategy city-builder economy simulation game, players must create a prosperous settlement as the newly appointed lord of a region untouched by man.
Setting to redefine the city-builder genre, Foundation puts the emphasis on the organic aspects of urbanism in the cities of old, powered by Polymorph Games’ in-house game engine, Hurricane, which allows for full mod support and is optimized for the thousands of moving parts that come with building humongous cities.
Among other things, the engine provides the player with robust building tools to create countless unique monuments that can then integrated into your settlement.
With medieval architecture and urbanism at the forefront of its design, Foundation’s vision is to allow players to recreate cities of that period as they envision them or even as they really were.
Grow your untapped land into a great sprawling kingdom as you appease the political factions of your area, all while listening to a beautiful original soundtrack by the veteran composers who’ve created music for Paradox Interactive’s Crusader Kings II, Europa Universalis IV and The Guild 2-3!
Immediately, not sooner or later, I was drawn in. The Team17 logo that shot across my screen assembled itself into from panes of material and shattered only to reveal the start of your captivating experience. The title of the game,‘Escapists 2’, makes its appearance. I’m excited, I haven’t even pressed a button yet, and already my imagination is lit up with different imagery. Prisoners squeeze through the cracks of the game title, emphasizing the name of the game. Quick, they’re escaping! Sirens and flashing neon flood the screen. On queue, the men in blue arrive in full force ready to detain all the convicts they think will get away. The chase has begun. As for spot on intros…. nailed it.
The Escapists 2
The splash screen, and introduction to the theme of the game got me amped. I was ready to go, and when I got to the initial game play screen where I could select options like play versus, play game, my characters, criminal record, and leaderboards, I didn’t hesitate. I clicked ‘PLAY GAME’, and was ready to go. Unexpectedly, I got a lovely note from my warden. He even offered me a place to learn how to escape. I mean, I got this in the bag if the wardens on my side. So I figured I’d make like Andy Dufresne and escape this tin box. I mean, how often do you look at a man’s shoes?
Interestingly enough, I wrote the last paragraph before continuing with the tutorial. I mean why not write your initial thoughts down while through the progression of trying something? I’d rather have that genuine feel too each and every word then well thought out after-the-fact. I made a Shawshank Redemption prior, and how spot on I was. Sipping on the beach, enjoy the sand and sunshine. You won’t understand how great this tutorial is until you try it yourself, it even makes you feel rushed like you would in a real prison escape. Guards chasing you while you’re trying to read what to do. I’m sure you can’t actually get caught in the tutorial, but it definitely gives you the vibe that it’s over for you. I won’t ruin the end for you, but the tutorial is worth it just for the story line. This initial prison gives you just enough information to stomp out the learning curve, and get you onto the track of escaping. Tutorial… nailed it.
After figuring out the basics of the game, I headed back to the character screen. I wanted the prisoner to be a representation of me in pixel form. I got to work. I killed Clive, and that’s why I’m a prisoner to begin with, but I also needed a spot for me. After renaming my character too ‘Johnny’, I was disappointed with the face selection options. Apparently I could only have a round ball head or an oval egg head, and skin tones seemed lacking as well. I felt like there could have been a larger range here. There were only three options, however those options were satisfactory. The hair options were great, tons of them. However, I also felt like they could have had a better selection of hairstyles if you were able to select a hairstyle and then choose the color of that hairstyle. Instead they give you some basic options that you can choose from, and their hair color variations. This is true for the beard, hat, and eye wear options as well. For character creation, I was a little disappointed however it wasn’t terrible. In the end, I still made a pretty bad-ass mockup of me. They call me Mr. Johnny.
It was time to get the ball rolling for real! So I moved on to my first real prison, and I was loaded up with all kinds of information beforehand. Apparently the warden had a lot of escape attempts and successes before so they built a new more ‘secure’ prison. This warden is probably a walk in the park, so breaking out is probably going to be easy. Plus, with these epic glasses I got on, I’ll have everyone begging to be my friend. Center Perks 2.0, I’m going to show you who the boss is.
I was excited to play after reading about the prison and what not, but I was slowed down by the prison customization screen. I thought it was awesome that I was able to update every single guard, and every single prisoner to have a look that I deemed necessary or a name of my choosing. Well, and that is how my entire family got locked up with me. Don’t worry family, I’m going to break us all out! However, I’m still disappointed with the character creation screens here because they’re exactly the same when I created my character. I’m liking them a little bit more because I still get mostly the desired effect, however I feel as if more work could of went into this. Into gameplay!
Boom, I’m in the first prison straight off the bus. I don’t spawn somewhere random like my cell, and the warden walks me through the prison like its a fancy hotel. Shows me where to get my hot meals, how I can gain strength, speed, and intellect, and he hands me the keys to the gate. Alright, alright, he didn’t hand me the keys to the gate of the prison, but he might as well have. I didn’t feel the character strength I should have from the warden, as he lead me to my cell that was nicer than a Hilton Suite. The best part of all of this? The film crew recording everything. I’m going to be on television, ma!
On my first day to breakfast, I immediately made the mistake of left clicking and getting into a fight. I got the rocks kicked out of me. I saw all the pretty coins above people’s heads, and I thought I could chat to them with my left mouse click, and then I realized… Nope, I’m going to wake up in the hospital. I will say, the way the infirmary staff carries you from the place you get knocked out at to a bed is pretty awesome. I later learned that all I had to do is hold my action key to shop from someone. Lessons are learned quickly. Time to hit the gym!
Gaining stamina, strength, and intellect are repetitive, but they go up really fast. So they’re easy to get high quick. So I didn’t have to worry too much about all my skills, I quickly skipped any part of the routine that I could without getting into to much trouble. I made sure to get my energy up by napping, taking showers, and attending all meal times. Every chance I could I went to go raise my skills ‘cause I knew I’d need them high to build things that would help me escape, and rob people who had things I needed. I also learned during this period that as long as you show up during the last minute of the task you get credit for it. So I would skip some of the tasks that I didn’t need. Like dinner time was after shower time, and both raise your energy. I didn’t need dinner so I showed up at the last minute, and didn’t get in trouble by the guards and still got extra study time in. Day one was over before I knew it.
Day two- I knew it, I had to prep for my escape. These walls had too been closing in, I started to feel like I’d be trapped here forever, and I knew that I had to get out. Lucky me, when I woke up I had found some screwdrivers in a fellow prisoners bunk, and I took them for my own. I weakened the vent in my cell to 10% and found the target cell I’ll need to be hide in when I make my great escape. I’ve located a weak path to the North of the facility, I’ll just need to hide in the cover of night. Somehow the guards found damage that I had made earlier in the game, while attacking a wall and they beat the snot out of me in my own cell. Was a good time, but I’m still on the war path to escape. Well, I was then several days passed.
Needless to say I eventually escaped, however its not as easy as it looks. This game is totally worthwhile, however may take up some time in your life. I would recommend this to a friend or family member who wants to burn some time. Once you have played this game a few times it gets really easy, however it is pretty hard at the start. The online play is almost not worth it because you have to escape with all the other prisoners. Sometimes other players can be hard to work with. I mean, we’re all supposed to be convicts after all sometimes someone gets left behind. However, when you get out, Red, I’ll be waiting for you on the other side.
It’d be really easy to sit here and liken Team Cherry’s Hollow Knight to any Metroid game, so that’s exactly what I’m going to do. Hollow Knight plays a helluva lot like classic and contemporary Metroid games. If there was ever a game that embodies the word “Metroidvania”, it’s Hollow Knight. Cut it in half and you’ll find a picture of Samus Aran running through it.
Ok, so you get it by now. Hollow Knight is a 2D platformer with a sprawling map to explore. Periodic skill upgrades enable you to backtrack and access previously out-of-reach areas, find more upgrades, and advance the story.
But instead of super missiles and life-draining flying parasites, Hollow Knight offers a weird and wonderful world full of talking bugs, corporeal dreams and ancient prophecies. The game opens with a tough but diminutive warrior awakening and jumping from a really high cliff to find a largely abandoned village called Dirtmouth.
It sits above a ruined, ancient kingdom that was sealed a long time ago – only the well in Dirtmouth allows access. And there’s something down there stirring from a long slumber…
Mechanically, Hollow Knight is everything you could ask for from a modern platformer. Expanding on the classic basics, it adds in a plethora of new twists and ideas to provide a challenging title even for genre veterans. All of those speed run videos you can find will seem extra impressive once you actually play the game for yourself.
The protagonist attacks foes with his trusty nail, bashing enemies at melee range. Supplementing this are some ranged spells, and later, advanced nail techniques that let you deliver charged power attacks. Enemies drop currency that can be used to buy map upgrades, more charms, or expand the nifty Stag system that serves as the ancient kingdom’s Underground network.
Adding versatility to how you play Hollow Knight is the charm system. Each charm has a different effect, and occupies a certain number of notches; the more powerful the effect, the more notches you use up. For example, you can use a charm that gives you bonus health, that shows where you are on the map, or extends the attack range of the nail to attack enemies.
You can gain more notches by purchasing them at stores, or unlocking them via challenges, but ultimately it comes down to the choice of having fewer stronger boons, or more numerous weaker ones. I found myself leaning towards the latter, though of course every player will be different. And the sheer volume of charms makes it fun to experiment with different combinations.
And experiment you shall, because Hollow Knight can be savagely, ruthlessly, mercilessly hard. There’s a small safety redundancy in place in that if you die, all of your hard-earned cash stays in the same location with a shade of your former self. If you defeat it, you reclaim your lost loot. But if you die again before you do, it’s all lost. Forever. And that’s even before you play the game in Steel Soul mode, which inflicts permadeath.
Luckily, Hollow Knight is a pleasure for the eyes and ears, so although the repeated deaths you’ll endure will culminate in repeated rage quits, exploring the labyrinthine depths of the fallen kingdom of Hallownest will take the edge off the anger.
I continue to be a fan of understated graphic styles, and the sleepy, dusty kingdom of Hallownest certainly showcases one. There’s such a rich and varied texture to each of the areas; the palette of Hollow Knight isn’t that varied, which makes how distinct the different sections of the world are such an achievement.
And what a world map it is. There’s a sprawling maze of interconnected caverns, rivers of acid, and forests of fungus to explore. And if there is a joy above all of the others in Hollow Knight, it’s in the exploration. The game places a high premium on the art of mapping, making it really difficult at first to navigate the mysterious depths.
Indeed, it’ll cost you a precious charm notch just to keep track of where you are at any given time. Incomplete maps of each area must be bought, and yet another item purchased to add new rooms to the map as you travel through them. Map pins keep track of places of interest – once you buy them, of course. Fortunately, Hollow Knight doesn’t operate a microtransaction system!
You can lose hours plumbing the depths of Hollow Knight, and just when things get too frustrating – and they will get frustrating – it’s easy to put the difficult area to one side in favour another far-flung corner of the large game map. A treat for the eyes, a nostalgia hit for old-school Metroid fans, and more challenges than a political election in Florida; Hollow Knight has a lot to offer.
Your homeland is in grave peril! Your king needs your valiance! Take up your weapon and free the ladies of the land from the clutches of our sworn enemies! Destroy any that stand in the way of your might and valor! And look damn good while doing it!
Very little is needed to be said about the awesomeness of Castle Crashers, but sit down, we’re going to talk about it anyway! You are a knight whose sole duty is to repel the enemy and get your lady loves back, as they were kidnapped from the castle.
While I will say that using the keyboard is not a good idea, using the controller is just as fluid as any other game you could ever find made from an AAA manufacturer. The controls are responsive, reliable and so very easy to learn by yourself. Still, it doesn’t care how easy it is to learn, the game still prompts you when you can use combos and what not while you play without stopping the game or halting your progress.
The colors and artwork are so very simple, but still beautiful to look at. The cartoony quality is charming and the humor matches it perfectly! While the humor can be a little juvenile at times, it still is worth noting that it can also be especially witty.
As for the difficulty, that’s probably the best part. It may not be considered extremely hard because there is a marvellous level up system that keeps the game progressing along with you, while not making the levels too easy for your character. There is no steep learning curve and you find yourself wanting to progress as long as you can! You’re not stopped between levels and forced to go to the map screen simply to select the next level on the list. No, you are simply brought to the map screen for the important decisions and crossroads.
Combat! Smash your enemies’ faces in! No, seriously, you just push the buttons and dodge left to right, smashing your enemies to bits while you gain up levels, dodge and block their attacks, and kill them! It may sound repetitive, and in some ways it is, but it never feels stale because it’s always moving. You can’t really call this a pure beat’em up because it also has RPG elements, but it still feels like it belongs in the arcade where you can feed it a million quarters to keep it going.
That’s not the case, though. We are lucky enough to find this simple gem of an indie classic pretty much wherever games are sold for some pretty good prices. So, if you were looking for a beat’em up to relieve some stress, look no further! This will sate your hunger for blood and carnage! The boss battles will challenge you, but not to the level of absolute ragequit mode, you can learn their patterns and defeat them with your own skill, should ye be worthy!
Now go, hero! The homeland is counting on you! Slay thy enemies and drink thy water.
Unleash has a simple premise: build towers to defend your base and spawn monsters to attack your adversaries. The mechanics are easy to learn but hard to master, and with the sheer amount of variation for towers, walls, and monsters, it can be remarkably easy to find yourself knee deep in plans and combos, wondering where the time went. Hordes of monsters, strategy, epic base-building – these elements work in tandem to deliver a game greater than the sum of its parts.
Sprawling campaigns might not be a thing in Unleash, but it’s bolstered by multiple game modes and maps to keep you occupied for a good amount of time. If battling a single bot seems too meagre an offering, don’t fret, because the game allows players to duke it out with up to seven Bots simultaneously. Those craving multiplayer experiences will also have their itch scratched as the game allows you to play with anywhere between one to seven friends. However you choose to play, either option is guaranteed to deliver an intense, competitive experience.
Unleash is a game where minutes can stretch into hours due to the ruthlessness of the AI. The road to victory is a rocky one, and even easy Bots can give you trouble if you’re unprepared. The more challenging ones could serve you on a silver platter, complete with rosy apple and curled tail. Beginners and veteran players can expect themselves to be thoroughly challenged.
My first match saw me going up against a bot, and I was confident I could win without effort. It had the word ‘easy’ tacked on at end of its name, so my expectations were low. I randomly inserted towers or walls into the grid-based map and hunkered down to await the horde.
The first wave wasn’t hard to defend against, but as the minutes ticked by and the number of waves climbed into double digits, monsters began to blitz past my walls, rendering my defence moot. I’d also neglected to build anything past the first few lines – convinced I wouldn’t need them – resulting in a panicked scramble to finish off those that got past. I restarted the match when the stragglers ended up biting off a decent amount of my health.
Despite how difficult things can get, the game remains surprisingly fun. Being walked all over didn’t feel trying or upsetting, quite the opposite in fact. Losing just made me come back for more.
The game offers no tutorial but one can learn a fair bit from exchanging blows with Bots. It’s startling how often I’d get thrown for a loop. For example, I had no idea I could chain tesla coils until I saw my opponent doing just that. Placing two tesla coils opposite of each other produces a deadly chain of lightning between them. The bot’s base was structured in a manner that forced my monster spawns to walk from one end to another, and by putting three evenly spaced tesla coils, the effect it had on my horde was tremendous. They never reached the other end.
Sending monster spawns that require certain weapons to damage them is another thing the Bot did. It would spawn Snowrippers to attack when my base had no flamethrowers. Snowrippers need to be doused in fire before machine guns could hurt them, and I found myself scrambling once again to unlock the specified weapon.
Monsters can also be evolved, resulting in veritable tanks. Doing this early in a match produces spectacular results. It’s cathartic to see your horde waltz through an opponent’s defences without as much as a scratch. I really like how Unleash provides numerous opportunities for you to devise strategies and turn the tide in your favour. It can make a world of difference to familiarize yourself with the advantages and disadvantages of each monster, or tower.
Pair a diesel shooter with a flamethrower to maximize damage. Send a Snowripper to attract gunfire while an acid spewing monster takes down walls. The possibilities are just waiting to be discovered.
The origin of events in Unleash are an intriguing read, but it never comes into play. Knowing X and Y happened is cool, but it doesn’t affect the player if they go into the game without knowledge of it. There is potential in its setting, it just isn’t fully grasped yet. Players wanting deep, engaging lore will be disappointed.
The story, as of now, is also non-existent. I enjoy the gameplay immensely but fighting faceless enemies can get old, I’d be more invested if the Bots have some manner of personality or backstory. DeSync studios seem to be in for the long haul, though, so things might change with future updates.
Overall, Unleash is a great game, well-worth your attention and support. It’s not the best looking title, but with such solid and addictive gameplay, I’d be a fool to dismiss it.
EnomView Score: 8 out of 10
Check out the game: http://store.steampowered.com/app/621940/Unleash/
Have you ever been playing a fighting game and thought to yourself, “this is way too hard?” Well, One Strike is the solution to that exact problem. The game is so simple that it only takes about two-three minutes to be a master at it. The game revolves around six characters who you have the option of playing as. With the character you pick, you will then face off against said six characters back to back. The main catch of the game is that if either player is hit once, they lose. So in the story mode, if you get hit you will restart back to your first fight.
There isn’t much story to the game, it is basically just a 2D, pixelated fighter where you go from fight to fight. The other game modes are a versus mode, which I personally believe would be more fun than the game itself, a tag team mode where you play with an AI against two other AI, a Tournament mode, which puts you into a bracket tournament with up to seven other players, and a “practice” like mode where you face off against the enemies from the story with five lives instead of one. The problem I see with the Tournament mode is the ability to have seven players playing at once. There is no online interaction with the game so it would have to be eight people clustered around a computer with only two playing at a time. And if you do not have eight people for the mode, it replaces them with bots.
The story mode has three difficulties, which are easy, medium, and hard. Easy is in my own opinion far too easy, so once beaten I moved on to medium difficulty, which ramped up the difficulty a little bit, but not enough for it to be a challenge. Finally, when I reached hard mode I was expecting a huge jump in the difficulty of the AI, but alas, I was wrong. All in all, it took me about an hour and a half to beat every difficulty on the main story.
In my personal opinion, the game is not that great, it’s not even that good, but I still gave it a shot and it kept me busy for a while. A few things that could help it out would be to increase the number of characters, thus making the story longer, and have a custom control setup. The controls were kind of tight on the keyboard. The game isn’t inherently bad, it just lacks a story and seemed too easy to master, which is why I did not enjoy it.
With some changes made, I’d love to revisit this article and give it another shot!
Alright, let’s get this started. Got my robot guy ready, got my name entered, pick some bots, ready to go! Let’s f– Oh, I just fell out of the arena. Okay now I’m ready to– oh something just shot me outside of the arena and blew up my robot guy. Okay now– Oh I got pushed off of the arena. What am I even doing?
Yes, as you begin this game, you’ll be scratching your head pretty hard. First of all, there are no control options. The first few rounds of the game will most likely be spent figuring them out. I couldn’t pick up a weapon for a while until I discovered that you have to push space. Then comes the combat, which is not at all intuitive. Once you face your opponent, you may or may not be aiming at them with your gun. There is no indication that you are firing at them near the wall, or firing directly at the wall. Then there are things that look like walls but are actually chest-high partitions that you can fire over, but you won’t know this until you’ve been shot over it and killed.
The real problem with this game is the control. They are floaty and overly sensitive, so aiming in any conventional sense is an impossibility. It doesn’t matter whether you’re playing on a keyboard or a controller, they just don’t work. Within the first two seconds of a match, you could be dead. If an arena match goes on for too long, they will have a wall of death come from the edge of the arena and shrink in order to destroy the players.
Fragmental is not based off a player’s skill, it is based on pure dumb luck. With the graphics the way they are, you can barely see your player avatar to know where they are facing. I hope you brought your eye drops because everything is so bright, pink, and shiny that you will be squinting through the entire game. This is not just the background, each robot, which is pretty much the same, has a neon color tinge to them so you can’t tell them apart, as they appear as a tiny spot on the arena.
One good thing that could be said about this game was that there is a decent selection of guns. The icons on the screen indicate what kind of guns are available to you. However, if you try to grab one from across the arena, you will more than likely get shot down by your opponents on your way to get it.
It doesn’t even have to be your opponent that kills you. Literally, anything can kill you in these arenas. Knobs can come from the edge and push you out of bounds, turrets can shoot you from outside of the arena and kill you as soon as it starts and let’s not forget those wonderfully constricting walls of destruction that will kill you in an instant if you touch them.
So, let’s review. You try to take your time and approach your opponents with some sort of careful calculation, but you will be killed by something beyond your control instead. One minute is entirely too long for this game, you are not on your own schedule, you’re on Fragmental’s time at this point! Taking your time to aim and get use to the controls? Nope! Time to get shot by identical character models to your own! Slide across the arena like the roadrunner, only this time, Wile E. Coyote’s Acme Gun will kill you, no questions asked.
Calling this a game is being very generous. A game is something you can actually win with your own skill and progression through the levels. The control of this game is so awful and fast-paced to the point where you will lose several times before you even gather an inkling of how to play the mechanics that are set up. If you were looking for a challenge such as that, by all means, click the link below.
As the race was not finished properly, I skipped out on this, but here some info I got from friends:
The race started about 30 minutes late, which doesn’t really surprise me for big ALttP randomizer races in the first place. The weekly races with over 100 participants follow usually the same pattern of never getting started earlier than 15 minutes after schedule.
This time around it wasn’t their fault, however. The people that had the room assigned to them before were 25 minutes late in giving the room up, so there was no helping it.
The seed itself was relatively friendly, giving them bigger batches of useful items in one location. That means that they had a lot to work with. That being said, it was a fast seed where you didn’t have to search for clues to progress all the time.
Unfortunately, the ALttP randomizer people were kicked out of the room because they were going over their assigned time, so there were only 2 finishes. ChristosOwen, one of the 2 racers for the ALttP randomizer showcase for the AGDQ stream, was one of them. The other person was Kohrek.
My friend couldn’t finish the seed, but was already in Ganons Tower and would have had a very good placing, which is unfortunate for him.
There is still the story for the Puyo Puyo Tetris Swap mode tournament that went viral, following the picture.
You wanna know what this is..?
This is the final game of the puyo puyo teteis swap mode tourney and one of the finalists forgot their badge at home and was checked in the middle of the game. The guard said he couldn't be in the room
DevolitionDerby on the left side, one of the PuzzleGeneral community, forgot their batch at his house on that day and during the final someone from security checked the room. As he wasn’t allowed in the room anymore, they just changed the setup so they could play outside of the door and finish their match.
To the right is PiePusher11, the winner of the finals.
But that is all I have for today, tomorrow with a bit of a resume about the whole event.
It’s time to rally your troops! We need a fighting force. A team of soldiers that know how to use their weapons and defend the base. They need to be fed, so it’s time to farm up some resources to suit their needs. We’ll need proper defenses and the leadership needs to know how to bring it all together to take the fight to the enemy! We’ll need all of the ferrets and rodents we can gather, and don’t forget the warthogs!
Yeah, you’re using animals to fight a war full of pistols, mortar cannons, and strategic structure building. Sounds normal to me, what’s your deal?
“Tooth and Tail” is a real-time strategy game that is very reminiscent of the Red Wall Book series by Brian Jacques. The artwork for the game is quite beautiful, and the graphics are nothing special, but they do work for the game quite well. The gameplay is quite simple and very fast-pace. As soon as you start the game, you are treated to quite the simple tutorial that goes smoothly and easily without over-explaining anything. Given the fact that there have been so many tutorials out there that grate against your face like a brick full of holes and interrupt your gameplay constantly, it is worth taking the time to appreciate these pregame sessions that do it right.
Compared to the normal RTS, this one is pretty simple. It has its high points, and simplicity is definitely one of them. One thing that this does entail, however, is that the gameplay is extremely fast-paced. Sometimes a little too fast-paced. There are levels where the enemy comes at you with a decent attack every so often, then there’s a stage where the opposing team will charge you with copious amounts of suicide bombers one after the other. There comes a time where kamikaze attacks just cannot be repelled. Your troops and defenses can only shield you against so many explosions. These stages get especially frustrating, and just downright impossible.
Unlike your normal strategy army games, this one has you controlling a single unit that acts as a commander for the rest of the troops. The controls are extremely simple, and the tutorial captures that simplicity very well. However, the vulnerability that this presents is concerning, as it means that a single wrong move could kill your leader at any point. Still, on the flipside, it’s a good bit of challenge overall and adds the need to maneuver your character to the list of unique mechanics. It keeps you actively involved, as keeping your protagonist safe is imperative.
Still, despite its shortcomings, this game is highly addictive. Like any good army building game, you want to push your army as far as it can go. The battle sequences are satisfying in their simplicity and you will relish each victory as your furry friends take down more savagely cute animals. As you may have noticed, if you’re an animal enthusiast, this may not be the game for you.
As stories go, it’s kind of lacking, but at the same time, it doesn’t get in the way of the enjoyment of the overall game. There are times when the game can be mercilessly cruel and unfair, but it is a lot of fun, especially if you are a fan of strategy games. Be sure to give it a look!