|
July
2004 Indie Game Monthly Round-Up
(by
The Illustrious Panel - TIP) |
|
Scoring Scale: |
1 - Just Unbelievably Bad
2 - Terrible
3 - Quite Poor
4 - Way Below Average
5 - Below Average |
6 - Average
7 - Above Average
8 - Way Above Average
9 - Nearly Flawless
10 - Perfection |
|
Special Awards: |
Average score of 7 or above:
(TIP Silver Award) |
 |
Average score of
8 or above:
(TIP Gold Award) |
 |
Average score of
9 or above:
(Editor's Choice Award) |
 |
|
Award Winners This Month: |
Gates of Troy
(Gold) |
|
Peepers
(Silver) |
Derelict
(Silver) |
Word Play
(Silver) |
Deep Sea
Adventures
(Silver) |
Acky's XP
Breakout
(Silver) |
'troid
(Silver) |
Dead
City
(Silver) |
|
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|
Gates of
Troy
(July 2)

by Slitherine Strategies
 |
SR |
This is a
strategy war game with the GUI done right. It's easy to learn and
control - perhaps a little too much so as you always know if you're
going to win a battle just based on numbers. The actual battles
don't seem to require (or allow the use of) much strategy.
Nonetheless, it improves upon the IGF award winner Spartan enough to
warrant a serious look if you're into the genre. |
 |
| MH |
This is a very polished and
playable strategy game. The one thing that stands out in my mind as
a downside is the way the combat is done - the movements of the
little guys make them look more like ants with cognitive problems
than actual squads of soldiers. But the strategy portion of the game
is top-notch and should be very appealing to strategy fans,
especially of the Civilization sort. |
 |
|
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Eggblaster
(August 10)

by Outhouse Software |
MH |
This is not a game you will come
back to again and again. It's a Bomberman clone, but in a very
slow-paced, sedate sort of way, since your opponents (in single
player) are imprisoned in rock until you let them loose yourself,
after which you can simply plant another bomb to blow them up. Not
that it s too easy! The "die once and you start the whole game over"
system isn't the most rewarding I've seen. |
 |
| GM |
I had to double check to make sure
this wasn't released in August of 1984 instead of 2004, not just
because of the graphics, but because everything about it screams
"Hello, I've come from your world of 20 years past!" The gameplay is
a very un-challenging series of tedious levels that will leave you
wondering whether or not the programmer in charge of making the game
fun had the flu the week this game was in production. Move your
chicken, lay an egg, watch it blow up, have fun! At least the $0.00
price tag is right, charging anything at all for this would have
been nothing short of criminal. |
 |
| SR |
Help Cheeky Chick lay exploding
eggs to kill mushrooms. Extremely low resolution freeware bomber man
clone. But hey, you can't beat the price! |
 |
|
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Peepers
(August 9)

by Smart Melon
 |
| MH |
This game
is well-crafted, and I like the acoustic guitar tunes, but it is the
same sort of thing we see a lot of in the indie gaming arena: a
logic puzzle that works in one specific way and has no new surprises
further down the road. There's no question that that can be
enjoyable, I like books of crossword puzzles myself, but for my own
taste in computer games, I prefer a more varied experience. And yet
I like Tetris... go figure. |
 |
| SR |
Nicely done logic puzzler with a fresh theme. The
tranquil guitar music fits very well. The frog really needs a
satisfying sound while moving. I felt hopping should be a tad
faster. |
 |
| GM |
Peepers is essentially a
slide the blocks puzzle game that's been made a thousand times in
the past. What makes the game enjoyable is it's charming
presentation, including some soothing music, slick graphics, and a
easy to use interface. If you don't like block sliding puzzle games
you're still not going to like Peepers, no matter how much polish it
has, but if the genre interests you in any way you'll find a lot to
love. There's a ton of levels, some interesting bonus areas, and a
helpful hint system that removes the frustration of getting stuck
for days on end. Call me shallow for giving a game a high score
based almost entirely on some snazzy graphics and music, but if I
had to choose between Peepers and most of the other games like it
available online, Peepers would win out. |
 |
|
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Zany Blocks
(August 8)

by Mischief Entertainment
|
| MH |
A competent basic color-matching puzzle game with
one glaring flaw: Mr. Fancypants! He will haunt my nightmares for
weeks to come. Rawk! This is a game that can't pick a style - it's
got overly earnest techno music, a scary monkey, high-tech text, and
kindergarten shape blocks in muted pastel colors, all in a game with
the bright and bouncy name "Zany Blocks". None of those things
belong together! |
 |
| SR |
Doom 3 might load faster, but
hey, this is probably the only puzzle game that supports 1600X1200
you'll find. Despite very slow menu transitions (caused from vector
pre-rendering?) I found this to be a very enjoyable puzzle game;
mostly because as you play you find new strategies to create large
bonus multipliers. The hand-crafted puzzle challenges were fun. |
 |
|
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Car Thief 5
(July 19)

by Maxima Games
|
| MH |
What seems like a really interesting and involved
sim is marred by an insanely limited demo which doesn't really give
you a feel for how the game works, and more importantly, an
interface designed either by crack-smoking chimpanzees, or the guys
who made Raging Tiger, I'm not sure which. The game has very simple
gameplay with a lot of emergent strategies, but it's hard to find
them behind the drag & drop confusion. |
 |
| SR |
I've got a warm place in my
heart for RPG style text games and this seems like a decent one.
After looking at the oddly mismatched in-game photos I'm not sure
cars were the only things 'lifted' here. Beware; this is really just
a slightly newer version of Car Thief V4 rather than a completely
new game. |
 |
| GM |
After spending countless hours playing Car Thief 4
last year I was really excited to hear that version 5 was being
released. Would the developers fix the sometimes chaotic status
texts in the game, would they address the various sound issues
associated with playing the game for 6 straight hours, and would
they continue to throw the law out the window and use real car names
and images? So far the answer is yes, they've fixed most of what was
wrong with the previous version, including some game stopping bugs.
Unfortunately in their effort to streamline the interface they've
somehow managed to make some of the most basic aspects of the game
(such as finding a car to jack) cumbersome. Some of the new design
elements have been hard to come to grips with as a fan of the
previous versions, but many of them have added a depth to the
gameplay that is appreciated, even if it makes it much more
difficult for new players to understand. |
 |
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1985
(July 16)

by Arcade 80 |
GM |
Top down shooters are great, aren't they? I'm not
one of those Ikaruga or Radiant Silvergun fans that foams at the
mouth and forgets to blink at social gatherings, but I get a kick
out of attacking wave after wave of baddies. If you look at the
screenshots for 1985 as it goes through it's 150 meg download it
appears as though it could be a fantastic shooter with some very
smooth graphics and some nice features. That feeling of interest
will be obliterated from your mind once you finish waiting for the
game's various menus to load, or for the shockingly bad opening
sequence to finally finish. Any interest you have left in the dark
corner of your soul devoted to liking "diamonds in the rough" type
games will be gone after playing the game for about 2 minutes,
because I'm willing to bet that's about how long you'll last. Enemy
shots don't have to actually hit you to kill you, and there's so
many rounds flying your way they're nearly impossible to avoid.
Where most shooters give you a few seconds of invulnerability to get
your bearings, 1985 makes you vulnerable the second you regain
control of the craft, so there will be lots (and I mean a LOT) of
spawn kills. The fact that the game speed seems to be set as slow as
humanly possible makes the difficulty even more frustrating. Save
your money and stare at the screenshots for a while and think of
what could have been. |
 |
| SR |
Besides the slightly
questionable cut scenes that appear to be poser models with a pencil
filter on them this game has some excellent art. What ruins it is a
triangle shaped ship should not have square collision detection!
Luckily the game gets a lot easier when you discover you can 'wrap'
your ship around the screen in any direction to escape bullets.
Screen cross fades are great, but when they are THAT slow and
plentiful the anger boils inside. |
 |
|
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Derelict
(August 18)

by Laughing Dragon

|
| SR |
At first I thought the pixel
art level graphics were at odds with the signature Hamumu-Muppet
style characters but after awhile it grows on you. Derelict is a
deceptively large game that keeps throwing enough new stuff at you
to keep it interesting. My only complaint is I really wanted a
flamethrower or something stronger. This review is based on the full
version. |
 |
| RC |
In what I'm sure will be the
dissenting voice I have to say that I excitedly downloaded Derelict
and joyfully played for a little while until I was completely
overcome by boredom. The description of Gauntlet meets Alien
Syndrome is about right, but I couldn't stop wishing I was playing
Alien Shooter. Besides have you played Gauntlet lately? It's
pretty redundant. Same goes here though just a few cool weapons
would have made the difference. Graphics are very nice though, with
a nod to panelist MH. |
 |
| GM |
In terms of screenshots vs.
gameplay Derelict is the antithesis of 1985. Ok, they're two
completely different games, but where 1985 offers some heart
pounding screenshots, Derelict couldn't even get a rise out of a 19
year old hopped up on Cialis. It's just not a game that looks
exciting when it's not in motion. Unlike 1985 and it's suicide
inducing gameplay frustration, Derelict offers enough action and fun
that you might as well skip the demo and buy the full version. Best
described as Gauntlet in space, Derelict throws hordes of alien bad
guys at you and never lets up, it's hardcore action at it's.. uhm...
hardcorest. There could have been more variety in the powerups, and
the time sensitive levels aren't as much fun for those of us who
like to kill everything that walks, but it's a worthwhile purchase. |
 |
|
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Word Play
(August)

by My Game Company
 |
MH |
I do like word games! This
one includes 4 game modes which are quite different from each other,
and really present interesting and unique challenges. It also has
nice jazz music and a really good looking visual theme. My only
complaints are that it doesn't recognize some words I think it
should ("zen" for one), and that in the puzzle mode, one puzzle is
actually misspelled! |
 |
| SR |
Solid word game with four well thought-out modes of
play. While there is nothing startlingly new here it is done well
and coupled with relaxing jazz music. Little touches like being able
to start on your next word while the last one is scoring keep things
moving. My only (minor) nitpick is I'd like to see valid words
highlight and show the possible score as I'm making them. |
 |
| GM |
Even though I'm not very good at word games I still
enjoy them. I get a rush when I can spell a decent four letter word
and save the day (see, I told you I'm no good at these games). Word
Play has a good concept that works well within the boundaries of the
genre, and some gameplay variants that are a lot of fun. The
problems the game does have, such as falling blocks inevitably
leading to large stacks one letter wide, are something most games in
the genre deal with. While there's nothing wrong in following in the
footsteps of other word games, it would have been nice to see the
developers try more new ideas. If you've tried all the word games
out there, give Word Play a spin and see what you think. |
 |
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Brain
Hotel
(August)

by PinHead Games
|
| MH |
Painfully unfunny attempts at humor, incredibly
slow-paced tedium getting from each location to the next, puzzles
more illogical than I knew were possible, an extremely short game,
and quirky technical issues (why does clicking on any open spot on
the screen open their website? Repeatedly?) bring this product to
new lows in adventure gaming. I was so sick of waiting for the
characters to finish their boring dialogue by two screens into it, I
almost quit right there. The voice acting is well done, it's too bad
you have to sit through it when you want to move on. I hate to be so
negative in a review, but I'm truly mad at this game for what it put
me through. |
 |
| SR |
A short, fun, freeware
'talky' flash adventure game. The voice acting is very good. A few
technical glitches (half the time clicking opens up their home
page?) and breaking the cardinal rule of "conversations you've
already seen should be skip-able" didn't stop me from enjoying this
well written story. The price is right. |
 |
| GM |
Pinhead Productions has done
it again. When I heard that the guys who brought us A Case Of The
Crabs (hmmm) were working on another title so soon after their
initial release I assumed it would be more of the same, not to say
that would be a bad thing. With Brain Hotel the developers have gone
a radically different direction in terms of graphics and story, and
it's paid off. The fully voiced dialog is an absolute riot much of
the time, many of the puzzles are great, and it has a cast of
characters I look forward to spending more time with in the future.
Another winner from Pinhead, but can their next title live up to
it's bigger brothers? |
 |
|
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Deep Sea Adventures
(August 8)

by Zaphire Soft
 |
SR |
This is a well rounded arcade game
that is easy to learn. Mapped progress, in-game store and unlockable
mini-games add depth. Although clearly aimed at children the game
play is a bit unforgiving, taking any damage requires you to
completely restart the level. |
 |
| MH |
This is a playable and semi-decent collect-the-items
game. There was also something of a shortage of feedback - I was
able to play the Shell Game one time, but not in previous attempts
before that, and not again ever after, for no explained reason, it
just wouldn't go. The biggest mark against it? It's kinda boring.
The special levels that occur at intervals are a contrast to the
boring gameplay in between - they're fun! That's not to say the main
game is terrible, it's just a little dull. |
 |
| GM |
At first I thought this would be a very shallow
(!!!) side scrolling adventure, just like most of the rest out
there. After playing a couple levels I still wasn't convinced. Then
I got to the high speed action stages, and then another, and I
figured there was more here than I had originally thought. The
back-story is the absolute pits (this wise old fish is asking you to
save the day, but he makes you buy powerups?), and the graphics are
pretty sketchy from time to time, but it's a fun diversion that
winds up offering a good dose of variety and lots of play time
across a number of extremely fun levels. |
 |
|
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Acky's XP Breakout
(June)

by Isotope 244 Graphics
 |
SR |
The simple change of letting you
create new balls from your ‘ether’ to go multi-ball at will is a
nice twist in this breakout-style game. The profile, high score
system and level editor are nicely done. Pet peeve: PLEASE put an
uninstall option in the application start-folder! I’m starting to
notice a disturbing trend here people. |
 |
| MH |
Right off the bat, I'm unhappy - "Enter your name
and email to complete installation". Luckily it completed without
doing so, but let it be known I find that pushy. Worse yet, it added
itself to my quick launch bar without asking! GRR. But then I played
it! Despite the generic name, this is a really great Breakout game
with a lot more unique features than I expected. It's got a great
feel, awesome tutorial, and tricky goals to shoot for. The only real
downside (after installation) is the same with every such game:
hitting the last few bricks gets boring and frustrating. |
 |
| GM |
A serviceable breakout clone that tries to rise
above the crowd, but is stuck squarely in the middle of an over
populated pack. There's some decent new ideas at work here,
including the trophy system, a couple fun powerups, and a resource
system used for getting multi-ball combo's. Unfortunately most the
powerups are your standard fare, the graphics are nothing special,
and there's a strangely unsatisfying feeling when the bricks break.
Well, at least the paddle and ball control are tight and
predictable. |
 |
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'troid
(July 31)

by Hermit Games

|
| SR |
Astroids Minter-esque style. I
like this game, snazzy effects and sounds make the abstract art
style work. Two beefs though: A, Escape should ALWAYS take you
'back' from a non-main menu and B, I'm not sure if the 30 levels
have enough variety, this review is based on the demo which is very
short. Neat scoring system. Performance based power-ups of some kind
would have been nice. |
 |
| GM |
As the name implies 'troid is essentially an
Asteroid clone, but it has less freedom of movement thanks to some
bumper borders along the outside. The designers have shaken things
up a bit by introducing a variety of enemies, while a number of them
are frustrating to deal with the bosses are a lot of fun to fight
against. The graphics have that high-tech-retro-Kraftwerk look that
was made popular by Rez and is being exploited to the fullest in the
upcoming Darwinia, but Hermit Games doesn't take it as far as you
would expect. While the asteroids look nice as they change shapes,
they still look pretty standard, the particle effects are a bit dull
as well since they seem to come from 'Bobs Big Book of 3D Graphics
Tricks.' Criticisms aside, 'troid is a fun game that's going to be
worth it's modest price tag for most people. |
 |
| MH |
This is a decent asteroids
clone which proves that the inimitable Pom Pom style is actually
quite imitable. It doesn't have the spark or flair of its Pom Pom
equivalent, Mutant Storm, however. I don't really have any
complaints about it (other than the demo being too short to really
get a feel for it), but it doesn't grab me either. If later levels
up the intensity much more as they probably do, it could be good
fun! Definitely have to recommend a better demo for this game. |
 |
|
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Cubes Invasion
(August)

by Sugar Games
|
SR |
I like this game because I get huge chain reactions
accidentally which make me feel smart! Described as “reviving the
legendary play spirit of Tetris� in the read me is a little odd but
don’t worry, it’s not a Tetris clone so give it a shot - it grows on
you. |
 |
| MH |
Despite the great effort their website goes into to
try to make this game sound like an exact clone of Tetris, it isn't.
It's actually a rather original color-matching cube-dropping game!
There's not a whole lot to this game. It has 3 somewhat different
play modes, each similar in time-wasting capacity. It is well made
and if you are looking for something for pure zone-out game play or
to waste some time during downloads, this will serve admirably. |
 |
|
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Dead City
(August)

byNiHiLiS
 |
SR |
I don’t have a problem with
the suicidal theme or even the necrophilia, but I do have a problem
with having to go to every scene and talk with everyone again each
time I make progress. It’s a bit monotonous. Graphics and ambience
are very good in this freeware adventure game and despite its
troubles might be worth a try if you’re ok with the adult subject
matter. |
 |
| GM |
I love's me some adventure gaming! While there's
plenty of adventure games being released every month, most of them
have adopted the comedy styling of the classic Sierra and LucasArts
titles. Comedic adventures are fun and all, but this dark and
depressing trip into the seedy corners of our society is refreshing.
The graphics are solid, the music isn't too annoying, the puzzles
are enjoyable, and the narrative isn't. Sure, reading the garbage
that comes out of the protagonists mouth is like being cornered by a
pack of school kids at your local Hot Topic, but I suppose that's
just the type of guy he is. |
 |
| MH |
A very short but good point &
click adventure. The language is a little broken (English isn't the
developer's first language), and a lot profane, and every aspect of
the game is exceedingly dark - it's like digital teenage angst. But
the puzzles are semi-logical, and the interface is a breeze.
Puzzle-wise, the one major flaw was when new characters would arrive
in areas for no apparent reason, making the effort I spent trying to
actually come up wih a logical way to move forward a waste. |
 |
|
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The Illustrious
Panel for this month:
RC - Russell Carroll - Game
Tunnel
Founder and Editor-In-Chief of Game Tunnel.
GM - Gregory Micek - DIYgames.com
After working with a number of gaming news services, Gregory came to
the realization that indie games would one day save the world and
deliver gamers everywhere from oblivion. When he's not preaching the
greatness of independent games on the street corner, Gregory enjoys
involving himself in guerrilla marketing campaigns to promote DIY
Games and independent games in general.
MH- Mike Hommel -
Hamumu
Mike Hommel is known for his
hilarious and bizarre games. Though his site claims that all his
games are just 'dumb fun' you'll find that they are some of the more
interesting games around, and will eat hours away from your life
without you realizing where they all went.
SR - Seth Robinson -
Robinson Technologies
Seth has spent the last fourteen years making odd games, including
designing and programming many independent titles such as the BBS
hit Legend Of The Red Dragon, the multiplayer Flash based web game
Funeral Quest, IGF finalists Teenage Lawnmower and Dungeon Scroll
and the cult classic RPG Dink Smallwood. |