Showing posts with label real-time. Show all posts
Showing posts with label real-time. Show all posts

Saturday, May 10, 2008

KGoldrunner


I may be way off-base here, but I think KGoldrunner is what happens when you cross Dig-Dug with... Donkey Kong? Something else 80s arcadey, but you can jump in Donkey Kong so it's not perfect. It's an action strategy game where the player must collect all of the gold coins on a level, and then ascend the magic ladder to the next level.

Several things complicate this simple-sounding feat: there are bad guys, for one. But even without those nefarious fellows, levels are layed out in such a way as to utilize your only skill outside of walking. That skill? Digging. To the left or the right. NOT directly below the character.

That limitation is rather important, as it totally changes the way things play out when combined with the other aspect of the digging which is a bit different. That aspect? Blocks dug out fill themselves back in after a second or two, and if you're still where the block was, you diiiiiiieeeeeeeeeeeee!

Do you like how I'm eliminating run-on sentences by splitting them up and adding fragments between the two halves? I'm a bit bothered by it, myself. I think next time I will just run on.

Ahem. So, there are two major results of the way those holes operate. Firstly, it's very easy to commit suicide by accidentally falling into a hole you dug. You have to operate in series of holes, if you're going more than one layer down, and it's tricky at times. Especially at first. The flip-side of that is that enemies also die if they're in a hole when it fills back up.

The enemies have a skill that is denied the players: jumping. They can jump out of holes, and will, typically before the hole fills back in, so you have to be strategic. They also never actually die; they just respawn somewhere else in the level after you off them.

All of this needless description of the game mechanics boils down to: real-time action logic-puzzle. Fun mix, to a point. It fails to hold my attention because it ships with hundreds of levels, divided into a half-dozen or so sets. That's actually a good thing, if you anticipate a mind-bending logic puzzle that also requires quick reflexes like I anticipate my next bottle of Pabst Blue Ribbon. To me, however, it just seems like a lot of busy-work with no pay-off as there's no story or reward outside of amassing points and bragging rights.

Who would I brag to? No one else I know plays these games. Alas, I have been let down by not only myself, but also my peers!

Graphically, it's very basic. Call it hi-res Intellivision. Everything looks a bit blocky, though the actual movement animations are surprisingly smooth. Even at full-screen, things seem small and lack detail. There are a number of different, and widely variant, themes. This adds a bit of flair and personality to the game, or a bit of ugliness, depending on which theme you choose to go with, but they're all of the same basic level of quality.

There's no sound, which I mention because this seems like the kind of game that just begs for an 8-bit sounding beepy-bloopy sort of soundtrack. I don't mind, but if you're going to spend hours going away at it, you might wish for a bit of sound. I made up for the lack by listening to the 80s show on my favorite radio station, 97.3 FM in Richmond, VA! (shameless plug for the station I DJ on)

The controls are probably the most interesting thing about KGoldrunner. You can use the keyboard, in which case it plays rather annoyingly like Pac-Man. You know how Pac-Man keeps going until he hits a wall? Same here. The way these levels play out, though, it's really annoying. Sometimes you want to stop and it's counter-intuitive as hell to hit up or down to stop yourself, and not even always possible (if you're over or under a latter, one of those won't work, it'll put you on the ladder, moving in the given direction).

The other way you control the game is with the mouse: the character heads for the cursor. If the cursor's right on top of him, he stops. I've played Flash games that worked like this, but generally not in this kind of set-up. Running about in a 2D platformer with the mouse with a lot of vertical movement felt very odd and unique. I'm sure that's just because I'm ignorant, but for what it's worth, it's well implemented and doesn't take too long to get used to. Make sure your mouse is working well, though, and look out for the edge of the mouse-pad to avoid frustration.

My final judgement? KGoldrunner is a neat, quirky little game that should appeal to its target audience, although if you need eye-candy you're going to have to look at other action logic-puzzles (good luck; the genre's not exactly chock-full of entries). I wasn't a big fan, but that's a shortcoming on my part, most likely. I've had a gift-certificate to a fancy-schmancy restaurant for the last year that's about to expire: I haven't used it because they don't have anything on their menu I want. I know it's probably all good food, but it's not my kinda food. Same thing here, with KGoldrunner.

Sunday, May 4, 2008

KFoulEggs


I can't help but feel that Puyo Puyo clones were put on this earth solely for the purpose of causing me irritation. I'd love to complain about KFoulEggs a lot, just because I had to play it, but unfortunately the only thing I can really bitch about is the lack of network multiplayer. Oh, yeah, and being completely broken when playing against the AI.

It's another Puyo Puyo clone, in case you missed that. It plays like Dr. Robotnik's Mean Bean Machine only with graphics that lack personality and a better digital font than the last game I remember having a digital font. The original game of this type should have been called 'Bitris' because the pieces drop in twos instead of fours and it bites.

I'm being petty, I'm sorry. KFoulEggs is a solid clone, if you want to play by yourself against nothing. It's not pretty, but it works just fine, and it's not actually ugly, either. It's just uninspired. It attempts to offer up to four opponents, locally or AI-controlled, but... well, see the next paragraph.

The controls work fine. Pressing 'down' to speed the fall of pieces makes them go a bit too rapidly, in my opinion, but you just take that into account and wait on them to fall rather than hurrying them. I did run into one problem: when I was playing multiplayer against the AI, the keys didn't seem to work properly. Nothing worked, actually, except that 'down' button. Couldn't move pieces to the left or right, couldn't rotate them, but I could make 'em fall as fast as I wanted.

So really, I suppose I was justified in being petty. Never mind about my feeling guilty - this game sucks. There are other games of the same type out there, and they're all better. Some of them offer working multiplayer, some of them offer brilliantly varied gameplay, and none of them have a feature that completely and utterly doesn't work. So far, anyway. I'm sure I'll run into another totally broken Puyo clone at some point in this blog. Until that happens, KFoulEggs is the worst of the lot. Avoid it.

Sunday, April 27, 2008

KBounce


Yet another KDE game, KBounce does alright. It's a Jezzball-clone (the second one we've encountered so far), and unlike the first one (IceBreaker (review here)), it's pretty much alright.

A quick refresher: Jezzball games are games where there are balls bouncing around, and you have to trap them in as small an area as possible, liberating all the other space. When you have freed up 75% of the field of play, the level is over. Difficulty is increased by adding an extra ball into the mix with each level. You lose a life when the walls you're trapping balls with encounter a ball before the wall is fully formed.

KBounce looks pretty much the same as its progenitor, Jezzball. This is an improvement over the much uglier version we tackled earlier this month. The balls themselves are very sharply defined, and revolve in such a way as to... 'look really neat,' I suppose, is the technical term. I would suggest that the developers change the horrible font - a sort of beveled faux-digital-clock look that's hard to read and ugly - but other than that, I have no complaints.

There is no sound. Does KDE suck for sound? I think I've encountered one game written for KDE that had any noise at all. This is another one where it doesn't really matter, but it would be kind of fun to have a sound play whenever the balls bounce off of a surface. It would get laughable once you had a bunch of balls in play, but that would be awesome. I like to laugh.

Final judgement? Solid clone of a neo-classical game with solid but ultimately uninteresting mechanics. If other games of the type do it for you, you could do worse. KBounce is a highlight as far as the KDE-based games distributed via Ubuntu's default repositories.

Tuesday, April 22, 2008

Jump n' Bump


Well, I'm one up on Gen. MacArthur because I have returned. After a week-long hiatus spent not playing the game I took a week off for, I'm back with my nose to the grind reviewing Linux games, and we take up the quest once more with Jump n' Bump. Remember Mario Bros.? Not the 'super' one that got everyone so excited, the earlier one that was just Mario and Luigi trying to score points by killing each other on single-screen levels that also had monsters. Jump n' Bump is like that, only with bunny-rabbits that explode in a shower of viscera when they're offed.

Out-of-the-box, there's only one level, and the closest thing to a website for it that I can find is an empty blog that according to other websites actually had over a hundred extra levels for download at some point. With only one screen, the novelty wears off mighty quick, so here's to hoping that whoever's got that website adds their old content back at some point.

It's basically multi-player only as there's no AI, but I'm reviewing it anyway because I could play by myself using the keyboard and the mouse to control competing rabbits. The controls are good on the keyboard, and even decent on the mouse, which surprised me. You left click to go left, right-click to go right, and click both buttons at the same time to jump. I thought it would be awkward but it works well.

The mechanics being so simple, it's a decent formula for competition, and it supports four-player simultanous play both locally and via network. If you were pining to relive the game that lead to the game that started it all, this is a great version.

The graphics are cutesy, and therefore amusing when the gore happens, but itsy-bitsy when playing windowed at the default resolution. Checking the 'double resolution' box fixes that, leaving you with a game that looks like something from the SNES-era with decent art-direction. Oddly, it's in widescreen, but it may be that I only find that odd because I'm way behind the times and have a standard-ratio monitor.

The music is also of the cute, old-school shareware style: think games for kids. Thankfully, it's quiet and manages to be complimentary to the gameplay rather than a soul-destroying annoyance.

Honestly, if you're into competitive multi-player gaming enough to download and install a game, and make your friends download and install the same game, so you can play together, you're probably more into Counterstrike or Halo than Mario Bros.-meets-bunny-rabbits. This is definitely not for that crowd. It's also not for the famed 40-year-old-lady market that devours puzzle-games.

I can't imagine there are a lot of people out there who would be into the experience this game provides. If, however, you're a parent with a four-year-old who could benefit from the practice at audio-visual coordination the simple mechanics provide, and looking for something mostly non-violent (toddlers don't know what those chunks are, do they?), this is something you could play with them. It's a shame the appeal is probably quite limited, because it's a polished release with solid mechanics and a decent-enough feature set, reflecting what must have been a lot of TLC.

Thursday, April 10, 2008

I Have No Tomatoes


While I Have No Tomatoes is unlikely to amuse you for longer than five minutes (which is unfortunate, considering that a game takes exactly ten minutes to complete), it's a well-done and interesting arcade-esque game with a nice visual style. It's another skill-based game, which to my way of thinking is at least a nice change from puzzle-based games, but as such it just didn't have the depth or progression necessary to captivate me for very long.

Basically, you're a little Q-bert lookin' guy in a small maze-like grid-based level. You move by pressing the arrow keys in the cardinal direction you want to go, made a bit awkward at first by the game's isometric view. The maze is also filled with constantly re-spawning tomatoes, who run amok and kill you if you touch them. Hitting space tosses a bomb, which will explode in a linear fashion after a second or two, killing anything its explosive force encounters.

The point is to kill as many tomatoes as possible. The twist? Rather than being limited by the number of lives, the player is limited solely by the clock. Each level lasts exactly 60 seconds. There are ten levels, so each play-through takes ten minutes to complete. You can die as much as you want, but time spent re-spawning is time not spent offing tomatoes, so it's in your best interests to stay alive.

The only other thing to be mentioned is the special-powers. When you off a tomato, it leaves behind a colored power-up that you can use to do a special attack: wild-fire, lightning, etc. Most of them kill everything on the screen, with the exception of the teleport power which I never actually used, the trap, and my favorite, the potato man. It summons a potato man who runs around the maze offing tomatoes. That's just awesome.

Graphically, it's full-screen only, and the resolution is a decent 800x600, so things are as sharp as they have to be to look good in the game's cartoony style. Not much other than the colors seems to change between levels, so after a few levels with differing-but-similar layouts and graphics, it tends to get a bit old. I was slogging through the last couple of levels hoping it would end even in my first go 'round with the game.

The sound is low-key but non-annoying. The default level of the music basically allowed me to ignore it, and the sound-effects are on-par with everything else in the game: pretty good.

I Have No Tomatoes' interesting feature - the time limit - is also its downfall. With all of the content so basically similar to itself, and the lack of any deviation in subsequent attempts, you've experienced everything it has to offer the first time you play it. For perfectionists who thrive on trying to best their highest score, this isn't a problem, but I play to unlock content (preferably narrative), and when the content is going to be unlocked any damn ways, and is sort of boring to boot, there's just nothing to keep me coming back.

Fans of arcade games from the 80s should give this one a look-see, as they might look at it and see something I'm missing. I'm not the intended audience for this title, and those who are will probably find its gameplay more rewarding. If nothing else, it meets the base level of competence that so few open-source games do, and that should be encouraged. It's nice-looking, it works, it offers an interesting twist in the game-play, and it even has a sense of humor. If it didn't bore me to tears, I'd love it.

Tuesday, April 8, 2008

Ice Breaker


Well, Ice Breaker brings back memories. It's a direct clone of JezzBall, a game I remember from some Microsoft Windows Game Collection from when I was in high-school. The only difference is that instead of trapping bouncing balls, you're trapping bouncing penguins (okay, maybe it's not the only difference).

Trapping? In the immortal words of Mister Doctor Professor Skulhedface, allow me to elucidate: you click on the screen to draw a line, horizontal or vertical, that will divide whatever area you're clicking in from the point at which you clicked. If there's no penguin in one of the halves, that half will disappear. The point of each level is to eliminate 80% of the space in each level in the fastest time possible.

Level one has two penguins, level two has three, and so on, ad infinitum (I assume; I did not reach the 'infinite penguins' stage to verify its existence, but I can't imagine they'd have put a level cap on it). The game is simple to comprehend, and difficult to master, requiring both sound strategy and quick decision-making.

It's not really all that fun for me, because I don't like puzzle-games and it's basically a real-time puzzle game. All of the requisite features are represented, in that it works, it doesn't crash, and it keeps a high-score list. Oh wait, did I say it keeps a high-score list? My bad. It asks you to enter your name after you die, but it doesn't actually save the names. Maybe you could keep a notebook by your PC to record your scores?

Graphics are functional but will not delight and awe you. The developer claims the graphics are superior to Jezzball's graphics. I disagree, but he's welcome to his opinion. The only sound is encountered when a penguin hits a still-forming line (taking away a life and stopping the line from forming). It's a bassy glass-breaking sound that's not too annoying but impossible to miss, so at least it's clear on when you've screwed up.

I found Jezzball relatively addictive when I was in my teens, and this one should scratch the same itch. I don't seem to have that itch anymore; Wizardry VII and No One Lives Forever have permanently ruined me for mindless mechanics-based games. If these sorts of things are up your alley, you could do worse.* It's another mediocre clone, and its high-score list is broken, but it works and it's free. You decide.

*You could also do better: there's a Java version playable here, that has a working high-score list and saves high-score lists for the whole gosh-darned world, both daily and all-time. I have no idea if it does malevolent things, but it didn't put any spyware on my machine, or cause any popups to open up in Firefox. Your mileage may vary.

Friday, April 4, 2008

GTetrinet


GTetrinet is multi-player only competitive Tetris. Since I'm not really reviewing multi-player only titles in this blog, I only played it for a sec. It did work, it was multi-player, it was competitive, and it was Tetris. All promises delivered upon!

Despite the fact that I don't want to do a real review, I will state that it was nice to play something that was actually a game, and actually worked. It's been a while.

Since I've gone this far, I'll go ahead and mention that it plays better than Gnometris, and has decent layman-like graphics, but doesn't wow me at all, aesthetically. Sound didn't work; probably needs sound files or something.

This non-review is basically a review, so I might as well pass judgement: it works fine. Go for it. Tetris is always fun; if you want to compete against others via the internet, here ya go.

Monday, March 31, 2008

GNOME Breakout


This appears to be a day for playing inferior versions of games I've already played. Pity, that. GNOME Breakout is, rather obviously, a Breakout clone. Unfortunately, while it's barebones-competent, it's a bit unplayable, and certainly not as good as Briquolo (review here).

The controls for the keyboard can't keep up with the speed-increases that occur pretty damn swiftly in the first level (which I couldn't beat), making mouse-control the only real option. Unfortunately, GNOME Breakout doesn't grab the mouse - when the game starts to get faster, you inevitably move the mouse out of the window. Catastrophic in Circus Linux! (review here), it's annoying and only occasionally game-breaking here because the game pauses automatically whenever this happens. Usually, you can react fast enough to wherever the ball was when it paused to save it. That doesn't erase the stop-and-go nature of the gameplay, though. I'm uncomfortably reminded of driving downtown in Richmond and being annoyed by the oddly out-of-sync traffic signals.

So with gameplay that reminds me of one of the more annoying aspects of the town I call home, we're already off to a rough start. We could fix the problem with the mouse by going fullscreen, but GNOME Breakout only operates in windowed fashion, and it's probably a good thing. Graphics that look amateurish in their tiny window would probably really suck blown up to full-size. While not as lo-fi as the Atari version, it's pretty bad. Early 90s shareware level, at least.

So, the controls suck and the graphics are crappy. Next? No sound. Probably would have had crappy sound that got annoying if they had included music, but some kind of impact sound-effect would have been nice.

Moving right along, there's the levels. While the game 'ships' with three level-packs, and has the capability to import more, there's no level selection. This means that, if you're like me and can't beat the first level, the only way to experience another level is to delete the level-pack that it defaults to starting you with. Yay, I can play a completely different level that I still can't beat! I did come closer, however. If you can play this game at all, the extra levels will extend the replayability. I was basically non-functional at the game, so extra levels for me to suck at weren't very appealing.

A quick refresher on Briquolo: functional keyboard controls, functional mouse controls, expandability, decent soundtrack, fully in 3D, great graphics, unique and interesting gamplay modes, and the ability to select levels and level-packs. The fact that GNME Breakout works at all is a testament to the developer's ability; he did a decent job creating a fully functional piece of software. Unfortunately, a little bit of tweaking would have made it actually fun to play (or, to my mind, playable), and he didn't go that extra mile.

I should note that, despite the fact that the game was last updated in 2001, this version is the next-to-most-recent available on the net. No idea what changes were made. I recommend Briquolo to anyone looking for a Breakout-style game for Ubuntu. There's no reason to bother with this GNOME Breakout.

glTron


If I hadn't already played Armagetron Advanced (reviewed here), I probably would have been impressed by glTron. Unfortunately, they essentially offer the same gameplay, and while glTron has a few nice touches, Armagetron Advanced is a more feature-rich and solid production.

Like Armagetron, glTron is a lightcycle game, based on the scenes from the sci-fi Disney classic film. It captures the look of the film, and the controls are simple and intuitive, but... so does Armagetron.

Differences? First, the positive: the mini-map that shows the whole playing field is a nice touch; you can tell at a glance exactly what's going on and plan your strategy around that.

The other big difference is the booster-button. Pressing it gives you a speed boost, and in one game mode allows you to power through walls. Armagetron allows you to gain extra speed solely via a weird wake-system, where if you're close to a wall, you gain a bit of extra speed. It's very unintuitive and I never quite got the hang of it. In glTron, the booster button allows for a simple and highly intuitive method of gaining extra speed, which can be very useful. Huzzah for that!

A minor difference that may make all the difference to you is that glTron has a simple method for adding your own music to the game. You just drop your music files into the appropriate directory, and select them from the internal menu. While you could play Armagetron with another music player running in the background, in-game support theoretically means less processor overhead and is just a nice feature.

Negatives? As far as I could tell, glTron runs only in a window, and only at one resolution (technically, you can change the resolution from the command line, but can't go into full-screen even from there). The graphics aren't quite as nice looking, even at a comparable resolution.

glTron does offer different artpacks - you just download the artpack and plop it in the appropriate directory, and it becomes available within the game's menu system the next time you start the game. Some of the artpacks may make up for the game's innately lackluster look - I didn't install any. Their screenshots showed them to be better done than the graphical themes available for Armagetron, which is an amusing quandary: better game, with better graphical engine, or lamer game with more creatively styled graphics? You decide. Out of the box, Armagetron is more appealing.

Biggest drawback? No network support, yet. You can play up to four players locally, sharing a keyboard, but uhmmm... yeah, that's not ideal. Armagetron offers 16-player networked games, which is in fact ideal. With no story and limited AI, these games depend on their multiplayer to make them fun once the mechanics have been figured out - without the added dimension of intra-human competition, there's just no real reason to play very much. The FAQ on the website says that network play is planned - for 2004. Obviously, they didn't make that deadline, but glTron was still being updated as of October of '07, so there's still hope.

Those are pretty much the only differences. glTron isn't a bad game - it's a solid implementation of the lightcycle game from Tron. But it's not as good as the other lightcycle game available from Ubuntu's default sources, so I don't see any reason to mess with it. If they get around to implementing network play, you may want to revisit this one and see if the alternate artpacks make it more aesthetically appealing, but until then, I'd pass on it.

Wednesday, March 26, 2008

Globulation 2


Having not yet reached a full-release version, Globulation 2 is still one of the most polished and interesting games I've played in Linux. While there are areas for improvement, if they stuffed it in a box and put it in a GameStop it would totally be worth 20 bucks as it is, and probably be superior to anything else in that price range (new, for the record).

At its heart, Globulation 2 is a different take on the real-time strategy genre. Most RTSs involve direct manipulation of units, sometimes in a frantically fast-paced manner that gives the same sort of feel as an intense action game. Rather than trod that well-worn route, the makers of this one elected to combine RTS mechanics with management-style games, and ended up with a beautiful hybrid that plays like an incredibly deep take on Desktop Tower Defense.

As a player, you don't order your 'globules' to do things, you just sort of proclaim 'Let it be done!' by placing something on the map (a new building or a rally point) and your globules respond by... trying to make it happen. If you give an order that taxes your poor critters to the breaking point, it'll happen very slowly, and you might even end up with some losses due to starvation (I'm not sure, but I think that's how I brought about the cataclysmic downfall of my first non-tutorial empire).

Basically, you never give commands; the only thing you give orders to is the architecture. If you want something specific done - lets use an attack on a specific building for example - you place a marker on the building called a 'war flag' and if you've got any warrior types, they'll all rally 'round the flag, if they can get there. They automatically attack the enemy, so once they get in range of the target, they attack it. Delete the flag and they'll return to your defensive areas.

Which is how everything works... you define goals, and your people make it happen. Want to make sure they're defending your HQ? Paint the area with a defensive marker, and they'll be sure to keep the area patrolled. Trees in the way? Paint them with a 'clear' marker and your workers will harvest lumber from that area first. It sounds like a mere difference in semantics, but it plays out as a substantially different beast from your standard RTS.

It's very intuitive, and while you may occasionally be reacting just as frantically as a player in a standard RTS, you're usually busier strategizing than real-timing. Deciding what to do first, what needs to be upgraded, how large your army should be, how you want to manufacture units... that's the gist of the game. Set your architecture up correctly and defense will take care of itself; when you're ready, wipe out the other guys.

It most resembles Desktop Tower Defense in that you can build defense towers. And walls. And if you like, you can build them in such a way as to channel enemies into specific areas, and slow their progress, creating kill-zones and... you see where I'm going with this? If you haven't played Desktop Tower Defense you don't, but if you haven't played that, then you should click on the link up towards the top of this review and do that. It's a Flash game, and it's rather ingenius even if I do suck at it.

Of course, if you want to build intricate structures you're going to need workers, and workers need food, so you'll need more workers to harvest food, and you'll need inns for workers to eat and so on. Globulation 2 is an expanded and uber-deep implementation the basic mechanics of that game, combined with the resource gathering and population management of the RTS genre and ends up something else altogether, with the potential to become something greater than the sum of its parts.

It's not quite there yet. On the handful of maps I played, it seemed too easy - I never played a map where I didn't just build all the useful structures, max out their upgrades, build an army, and go to town. Some of the smaller maps may have played out differently, with constant skirmishing redefining the pace and prioritization, but that wasn't my experience.

Most damning is the lack of a campaign. The version offered by Ubuntu's package sources has a tutorial that's quite short, and no campaigns. The most recent release (again with this complete out-of-sync thing going on; there have been three releases since the one the packages are distributing) has expanded the tutorial into a four-part campaign, but it's still just a tutorial. For single-player fun, a campaign is (IMHO) essential for this game.

There are a decent number of varied and interesting maps, for the record. This makes online multiplayer sound very appealing, as it's almost certain that human opponents would not only make victory more appealing, they'd offer up surprising and entertaining strategies compared to the rather blasé experience one gets from the AI. Thankfully, there is networked multiplayer support (LAN or internet), and so all is right with the world.

The graphics are nice, and actually remind me of the style you get from some of the better Flash games (possibly just because I was thinking of Flash games as I played it). Crisp, but also cute - I seem to have neglected to mention that the game centers around competing tribes of 'globules', gelatinous-looking faceless creatures. I mention it now. They're amusingly cute, almost relaxing to behold, and the art-direction goes with the trend. Everything has a sort of pastoral, innocent vibe.

Well, except for the combat music. It's whimsically menacing, if not exactly impressive, making for a vaguely edgy vibe when one of your globules encounters a combat unit of the opposing side. There isn't a lot of variety in the sound-track, but it never gets insanely grating despite the repetition.

As it stands, the game's a bit limited as a single-player game, but still capable of providing hours of enjoyment to the lonely gamer. Should you be inclined to rock it all multiplayer-style, you'll find it even more rewarding. This is among the most enthusiastic thumbs-ups I've given in this blog: Check it out. Even if you're not a big RTS fan (I'm not) you might find that it wins you over.

Saturday, March 22, 2008

Ghextris


Somehow, I don't think the world is ready for Ghextris' hexagonal-Tetris gameplay. Mostly due to me being finicky about the actual physics of my Tetris games. See, in real life, due to the nature of a hexagon, pieces wouldn't slide in perfectly like they do in the game. They'd stack. It would be impossible to ever get a line cleared because they'd catch whenever there was just one space left in a row.

Ignoring that admittedly anal-retentive complaint, Ghextris is a serviceable if decidely un-featured take on Tetris with hexagonal pieces. There tend to be more piece-configurations with the hexes, and there's also a lot of variability in how you can play them, so it's actually a fun concept.

The graphics are uber-simple; no 3D effects here. None are really needed, but it's not even as pretty as Tetris was on the GameBoy, so... you decide. If the graphics don't matter at all, they don't matter here, and it's fine. If you like your games to please the eye as well as the brain, you're not going to like what you see.

There is no music; generally I would say this is somewhere between a good thing and a completely unimportant thing. Sure, Tetris had a great soundtrack, but virtually every other puzzle game ever made has a soundtrack that just gets irritating. I'm fine with the lack.

If you're an OCD Tetris player searching for a new kick, give it a spin. If you just want a fun real-time logic-puzzle sort of game, there's loads of better ones out there, even ones with multiplayer and high-score lists. In short, pass on this one unless you're a fetishist for Tetris variants.

Frozen-Bubble


As I am always in the mood for Puzzle Bobble derivatives, Frozen-Bubble sounded like it might be a good time. Despite its polish, Frozen-Bubble suffers as a single-player game. The fact that it offers multiplayer support both locally and via network saves it from being a completely skippable title.

First, the good: it's a clone of Puzzle Bobble, and it's very cute n' pretty. The theme is penguins (someone, please explain to me who thought it was a great idea that Linux and penguins be forever entwined? Honestly, it's just weird), so there's a cute little penguin at the bottom of the screen cranking your little aiming-turret thing left and right according to your will, and there's an arctic vibe to everything.

The graphics are really sharp-looking windowed; I couldn't find an option for full-screen. They're also consistent - the artists had an aesthetic in mind, and stuck with it, making everything look very nice with everything else. I love it when that happens.

The multi-player mode has an interesting chaining effect where bubbles that are dropped but not part of the color that was exploded can return to the field of play and pop more bubbles. It's hard to explain, but easy to figure out once you see it in action. I thought it was cool; it was probably ripped off from some other game, but if they invented, props to them.

Downside? Scoring is inscrutable. I couldn't find any info on it on the website, or within the game. It's non-existent for the single-player game, which is bad enough. Half the fun of Puzzle Bobble is getting massive amounts of bonus points for finishing quickly or for dropping lots of bubbles at once, and they eliminate that fun by having your level and time serve as your score in single-player mode.

That seems doubly pointless when you take into account that they have implemented scores for the multiplayer mode - why take them out of single-player? But even in multiplayer, it's not a fun scoring system because I have no idea what earns me points. It wasn't just dropping balls; that would give me points sometimes, and other times not. I dunno.

The music is unimpressive. Every Puzzle Bobble game that has music, has music that eventually gets really old. So that I got tired of this perky electronic stuff rather quickly doesn't mean it's bad. The sound-effects are nicely remeniscent of the source material, as far as high-pitched squealy voices go.

Basically, this is a solid game that works well and looks great but isn't very fun in single-player mode. I'm sure it's great for multiplayer, but that's not very hard to do, as you bring fun with you when you're gaming with your friends. All a game has to do is not get in the way. I wouldn't recommend this even to fans of the genre, unless they've tried every other option available and are just desperate for more levels, as far as single-player is concerned. For intercontinental bubble battles, it's a go.

Monday, March 17, 2008

FreeDroid


Apparently, FreeDroid started out as a clone of the game Paradroid, but morphed into FreeDroidRPG. This is a review of the former; the latter will be reviewed next. This 'classic' version of FreeDroid hasn't been updated since 2003, so it's safe to say that it's been abandoned, I think.

The game begins with an introductory story, explaining that two ships have turned on distress beacons indicating that the droids on board have gone wacko. They're in a contested border region of your galactic empire or whatever, and therefore the ships must be boarded and the droids must be destroyed, to keep their technology from the enemy.

I had a really hard time figuring this one out, because to have any staying power at all you have to play a minigame where you take control of other robots, and it's not documented at all within the game or on the website. I got enough of it to feel like I half-ass know what I'm doing from the man page, but I still feel like I'm missing something.

The basic play is simple; use the awsd keys to move your little guy around, blasting droids. Unfortunately, your little guy is constantly losing juice, and to refuel you have to take over other droids via the mini-game described above. The graphics in the menu and the death screens are all really nice looking, in a two-dimensional hand-drawn way. The game itself is pretty low-fi.

Your speed seemed to depend on what you were controling, and there's a bit of physics implemented as far as momentum goes, when you crash into other droids, which is fun. Mostly the controls were responsive, but they get clumsy in the minigame (adding insult to injury), sometimes overshooting or doing nothing, in the same way Gnometris did.

The sound is low-key and the music, while quiet, is soothing old-school style electronica. In all, I'd say its sound design was its strongest feature. The core game mechanics were decent enough, but inscrutable enough to be frustrating for quite a while.

Mostly, I'd give this game a pass unless you were a fun of the original Amiga 'classic' I'd never heard of. There are better real-time games out there, and it's not much of a strategy game, though it seems to try. FreeDroid tries to do two types of gameplay but does neither very well. The result is unimpressive, though it's not actually bad.

Tuesday, March 11, 2008

FloboPuyo


FloboPuyo is sort of a more traditional, less insane, but also less clever version of the game Cuyo I reviewed a while ago. Both are vaguely Tetris-esque, but while Cuyo depended on different rule-sets and wildly variant graphics on each level, FloboPuyo simply ramps up the opponent's AI with each level. I think.

The gameplay is simple: a single 2x1 colored 'puyo' block drops from the ceiling; position it where you want them. Match the colors in series of four to make them vanish, sending a 'ghost puyo' to your opponent's screen. Removing more than four in a series or performing a chain reaction exponentially increases the number of ghost puyos you send to your opponent's screen, and they're harder to get rid of than the regular ole' puyos. The point is the same as Tetris and Puzzle Bobble and every other game where stuff drops down from the top: don't fill up the screen. Outlast your opponent, you win the level.

There's nothing really unique about the gameplay - it's directly inspired by the game that was titled Dr. Robotnik's Mean Bean Machine in the U.S., and doesn't add any depth or complexity that wasn't there. If you like these sort of real-time puzzle games, you'll find it satisfying.

It has an interesting look, but the levels aren't very differentiated; I think there are three backgrounds and they just cycle through them over and over again. However many unique backgrounds there are, they're all pretty similar: they feature a spy/private-eye looking guy in comic-strip style art in between the two players' fields of play. The puyos themselves are sharp and colorful, but they don't have any neat effects or animations. That's not important for the gameplay, but it makes the game compare unfavorably to its peers.

The sound effects get a bit irksome after a while. The music undergoes a sharp change when either of the players is nearing defeat, which is useful. However, the transition is very abrupt, and based solely on blocks reaching a certain height, so it can be discordant when someone's hovering around the transition-point.

There's local multiplayer, and the game also features a decently challenging AI. Network support, as always, would add a lot to the fun-factor and replayability of the game, but the website doesn't mention any plans for implementing it.

FloboPuyo is competent, and aesthetically coherent, but very limited. I'm sure there are better titles out there, featuring the same type of gameplay, so I can't heartily recommend it. For my money, Puzzle Bobble-style mechanics are more enjoyable anyways. After a three year hiatus, it seems to be in active development again, so maybe it will differentiate itself from the pack in the future.

Monday, March 3, 2008

Epiphany


I remember playing Boulderdash on my old XT in CGA. Epiphany is supposed to be a clone of Boulderdash but... well, it's a bit broken and inconsistent. I had a devil of a time beating level one, due to some issues discussed below. Read on!

The concept is simple: run into squares on the field of play to 'eat' them (i.e. make them disappear) if possible, or push them if they're inedible. Or, alternately, if they're part of the level's structure, they're neither edible nor movable. If something falls on you, it kills you, so you have to dig in such a way as to gain access to all the edible gemstones without having anything fall on you. The level is over when you consume the requisite number of gems, and make your way to the exit.

The first level seems to randomly load in one of two ways: the less common way is depicted above. See all those red dots? If you make a rock fall on one of them, they all blow up, which opens the path to the exit. That way, the level is solvable. It started loading like that after a good dozen tries the other way it loads: without the bombs, and without the brick wall which needs to be blown up and without the right number of gems. I would run through it, pick up all the gems, and just wander around waiting for time to run out, so I could die and start again.

I was about to quit, and call the game completely and utterly unplayable, when it inexplicably started loading that level the right way, and I was able to solve it. I have no idea what caused it to start loading properly, and no idea why it still sometimes doesn't load that level properly. Given that there's a good chance, as far as I know, that any given level will load in an unsolvable state, the game is still unplayable as far as I'm concerned, but more forgiving and patient folks who just have to play a Boulderdash clone may derive some amusement.

Of course, even without that problem, there's still the issue of controls. The game requires precision, and the controls don't allow it. Epiphany seems to suffer from a problem reminiscent of Gnometris: it sort of keeps a record of repeated keystrokes when you hold down a movement button, but does it in a flawed way which will randomly leave you stopping short or going to far. Sure, it adds to the challenge factor, but in an arbitrary way that leaves the player wondering why he's bothering. If games don't play fair, they're no fun to play.

Fix that, and whatever wonky issues it has with loading levels properly, consistently, and you've still got an ugly game with crappy sound, but by today's standards, the original was an ugly game with crappy sound. The core mechanics are challenging and fun, and they do bring back memories, so the graphics aren't that big an issue. But if it's going to be ugly, it should at least work, and if it's going to play crappy, it should at least be pretty. Don't bother with this one until the kinks are worked out.

NOTE: The version the Ubuntu packages install is 0.5.0 - there are four newer versions available on SourceForge, so some of these issues may have been fixed. This blog reviews games as available via the packages, not as available to compile - if I did every game available for free on the internet, it would be infinite. This is the second time I've encountered this issue, though, and while this is not as bad as the first one (the newer version of that had been out for a year or two), this is still kinda crappy. It's been 4 months since the most recent version was uploaded.

Wednesday, February 27, 2008

Enigma


Until Enigma, I'd never encountered a real-time logic-puzzle game.* It's crazy. You want adjectives? Brilliant, frustrating, tedious, difficult, devious, intricate... how's that? You'd really have to play the game to have an opinion on how well I did at adjectivizing it, but I don't mind if you pre-judge.

You're a marble. This marble responds to the movement of the mouse. The goal of the each level is to unlock pairs of colored blocks by hitting them. But you have to hit each block of the same color consecutively; if you hit, say a red block, and then hit a purple block, it un-hits (neologism or illiteracy on my part?) the red block. The colors of the blocks, and sometimes their positions, are randomly determined, so experience counts for naught.

Logic and skill count for everything. This game is really hard to explain. Some blocks can only be reached or unlocked by moving other blocks. The only way to interact with any block is to ram it with your marble (vaguely sexual there; probably only because it's been way too long). Since you rebound from blocks at high speed, and there are pieces of terrain that will kill you if you touch them, this gets dicey awfully quick.

That's the basics. The intricacies would require tons more text than anyone would be willing to read - the tutorial is 65 levels long, for god's sake. Necessarily so. After you get through the tutorial - which is no walk in the park - there are a bunch of additional level packs, adding up to hours n' hours of addictively frustrating... fun? It's all relative. The more you want to punch your monitor, the more satisfying actually completing the level is, so in an odd way, the more you hate this game, the more fun it is.

Graphically, it's a tile-based game with decently res'd tiles, so it's not super impressive, or even impressive, but it's totally adequate, in a pretty way. I guess what I'm trying to say is that it's aesthetically great, but not technologically advanced. The marble is a wonder of physics, which the graphics display perfectly, but the tiles themselves wouldn't wow you in '99, much less '08.

The sound isn't worth mentioning. Almost all you'll hear is a glass-break indicating you killed yourself, and a rebounding sound indicating you hit something. It doesn't really matter.

These levels were designed by sadistic geniuses. Honestly, there were levels that I had issues with due to personal skill at manipulating a mouse (don't laugh 'till you've tried), and levels I had issues with because figuring out what to do that would make the level solvable was hard. With such a simple concept, that's impressive. I mean, all you need to know, from a user-input point of view, is 'move the mouse, the ball moves' - and they constructed such nefarious labyrinths of interactivity that I couldn't figure out how to make it work.

I'm getting tired of mentioning that logic-puzzles aren't my cup of tea. Partially because I've said it a lot, and partially because I'm starting to feel very inadequate. This is a brilliant game, if it's your kind of thing.

The controls are responsive, the graphics are nice, and the level design - which is all important in this type of game - is straight-up great. Even though it was the most frustrating thing I've played in a while, in a genre of game I don't consider myself a fan of, I'll still be going back to it. If you dig logic puzzles, and don't mind a game that also tests your dexterity, I heartily recommend it. (note: the tutorial levels don't necessarily serve as logic-puzzles; play the regular level packs to see what I mean).

*I feel certain that I have, but I can't think of one right now. Regardless, this one stands out so much that I can't have encountered one this intense.

Saturday, February 23, 2008

Cuyo


I can't decide if I hate Cuyo, or love it. I mean, I'm positive I don't really want to play it, much, mostly because of level three. You'll see why in a second. But it's a weird combination of total rip-off and amazing variation that has me sort of questioning myself in a broad way, while having no interest in it in a specific way.

It's sorta like Tetris. Only it's different in tons of ways. Firstly, and more broadly than any other difference, is the fact that pieces are only two parts, rather than the four that make up every Tetris piece. Outside of that, the basics are the same. You want to combine like parts so that they are eliminated from the field of play.

Here's the thing: the types of pieces, the way they interact on the field of play, and the way they combine for elimination are all different with each level. The first level, for example, seems to be snot-inspired. You have to get six like pieces touching one another vertically or horizontally (no diagonals) to make them disappear. When they disappear, they explode, and you win the level not by making a set number disappear, but by exploding in the right places to destroy a pre-set collection of pieces.

Each level has these pre-set pieces. Blowing up blocks next to them makes them go away, and when they're all eliminated, you beat the level. That's the only constant. For example, in level four, pieces only connect to other pieces when they're diagonal to another piece of the same type, which is antithetical to all of the preceding levels, where diagonals don't count.

Level three is the devil, though. Mind you, there are probably a vast number of devils in this game. Level three makes me think these people are evil masterminds. So I can only assume that there are more evilly masterminded levels later on; level three is the first evil level. Why is it evil? The blocks change depending on what they land next to.

See, it's based on Apple Basic. Rather than shapes dropping from the sky, Apple Basic statements drop. 'To', or '""', or '42', (is that a Douglas Adams nod?), for example. Which is geektastic - my Basic programming took place under MS-DOS, but it's still cool. What's crazy is that as blocks drop down, and land next to other blocks, they change to make different statements in Basic. It's sort of easy for the first little bit, but after a while, remembering what's what is virtually impossible, when you're intoxicated and haven't coded in Basic for ten years.

It's absolutely brilliant. But a total pain in the ass. I'm pretty sure I don't like it, but I'm positive that I respect it. Just playing the handful of levels I played, this game has a lot of versatility and variability within a very restricted rule-set. It's awesome, as a demonstration of how minute changes in mechanics can have widespread effects as far as actual gameplay are concerned.

Graphically, it's not very great, and it has no sound. But if you like Tetris and Sudoku, this is neither. Hah! You thought I was going to say something else, didn't you? You were right, I must admit. While being neither, its gameplay is a weird mish-mash of both of those types of puzzle-games (sometimes, anyways), so yeah, you should probably toy with it for a bit if you're into them. Otherwise, it's most likely not Steer clear if you don't enjoy frustrating real-time puzzles that also ask for logic.

Criticalmass


Wow. We've done 50 reviews! Critical Mass was a surprise - I couldn't stop playing it. It's basically a Galaga clone, and I've mentioned before that I don't really care for 'shmups. It's not even particularly pretty. But it's addictive as all-get-out.

You control a fighter, who's shooting at bugs. They come in waves, with a set type and pattern of movement for each level. It's pretty hard, as running into a bad-guy is instant death, and your fighter doesn't take a large number of hits from the projectiles that the enemies fire. By default, you can only move on the x-axis, and you're locked to the bottom of the screen. This is best turned off - it makes it a lot more likely that you'll crash into an enemy, but lessens the likelihood that you'll be stuck in a corner waiting for a bullet to hit you that you can't avoid. I like having my destiny in my own hands.

Even more excruciating is the fact that you only get one life. If you die, you have to start over from the beginning. Not a big deal, while you're still getting used to the game, but once you get to the point that you can pass a few levels consistently, it's quite disheartening to lose your spot.

Graphically, it looks like a hi-res Galaga-clone more than anything else. It's crisp and sharp, but you can see edges and the creature design - while very good - is simple and geometric-shape-looking. It's pleasing to the eye, but also a bit amateurish.

The sounds are no better and no worse than those of Chromium, which themselves didn't stand out as bad or good. The only place where Critical Mass differentiated itself bunches was a very small and simple place indeed: the levels have names. Names that are funny or punny or both.

I think that there were two reasons I kept coming back for more (and keep coming back for more, almost to my chagrin): those names are one of them. I just want to see what the levels I have yet to unlock are called. The other thing is that it's just so easy to get right back in the game. Unless you've earned a new spot on the high-score list, you just right-click and you're right back in the game. At level one.

As you get better at the levels, they become more fun, and less annoying, because the patterns' predictable nature means you can blow right through them with better scores and less time invested each go-round. I felt like a hamster hitting the pleasure-button in some bizarre experiment every time I right-clicked and started over.

That Jonathan Blow guy would probably hate this game, and call it unfair for using a Skinnerian reward schedule (I have a vague idea what that means, and even less of a clue as to how you pronounce 'Skinnerian'). He seems like a pretentious bastard, and I bet his game's no fun. Critical Mass is fun. It's simple, and it doesn't break ground, and I have no idea why I found it so much fun, but it is what it is with every particle of its being. Much like everything else that is made of particles, but with more fun.

Tuesday, February 19, 2008

Craft

I can't make Craft work. I can't find a website for it, either. The one that's hard-coded into the executable (so that I see it whenever it fails to run) doesn't seem to exist, and searching for 'Craft' in Google is a frustrating process. The word's too common. Different search-strings got me some reviews, but no actual website for the author, and no forum posts about problems.

The game-configure box opens up, but when I click 'Play' it just crashes and closes. No idea why. Actually, I was thinking that it was because I wasn't in the directory it was installed to (the docs specifically mention that you need to be) but I tried it from there, as near as I could tell, and it still didn't work. It also mentions that 'xhost' needs to be configured properly, but I think that only applies to multiplayer, and I disabled xhost and it still didn't work.

I'm labeling this one 'incomplete' not because it's not complete, but because it's non-functional.

Crack Attack

There was a game called Tetris Attack for the SNES. Crack Attack is an open-source version of that. I never played the original, so I don't have anything to compare it to.

You start with grid with a bunch of multi-colored blocks on it. They scroll upwards as new rows are added to the bottom. The point is to stay alive as long as possible (in multi-player mode) or to score as many points as possible (in single-player mode). You do this by eliminating blocks. Blocks are eliminated when they are in vertical or horizontal lines of at least three, of the same color.

You can only move blocks by swapping two at a time - if one of the blocks is empty, it moves the colored block into the empty space. It's not actually much like Tetris but it does basically revolve around the same sort of goals, so I guess the original name was apt enough. There's a bit more to the game - 'garbage' is generated when you do things like kill a bunch of blocks at once or make combos happen - but it's core mechanic is the simple one you know from games like Puzzle Bobble and Tetris and a gajillion others.

Is it fun? As a single-player game, it's fun enough if you're into this type of game. It's mechanics-based, rather than narrative- or content-based, so I found it boring. I hate you, Linux gaming! It's solidly implemented, and the core mechanic is strong, but I can only do the same thing over and over so much before I hate the fact that I'm alive. I imagine that as a multi-player game, this is somewhat negated by the presence of a live opponent.

Graphically, it's not the bee's knees, but it's crisp-looking, and everything is well defined and easy to differentiate. The transforming and disappearing animations are simple but nicely done. There's no cause for complaint, but you will not be shocked and awed. There's no sound.

Fans of the real-time puzzle genre will enjoy this, I suppose, but I find the core mechanic to be less fun than that of Puzzle Bobble. I would probably also enjoy Gnometris more than this, if Gnometris worked. Since it doesn't, Crack Attack is far better. Crack Attack works.