February Independent Games by Game Tunnel
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February 2006 Indie Game Monthly Round-Up

(by The Illustrious Panel - TIP)

Scoring Scale:

10 - Perfection 5 - Below Average
9 - Nearly Flawless 4 - Way Below Average
8 - Way Above Average 3 - Quite Poor
7 - Above Average 2 - Terrible
6 - Average 1 - Just Unbelievably Bad
Game of the Month
Tower Defence
Award Winners This Month:

Average score of 9+

Average score of 8+

Average score of 7+
  Tower Defence Snowy: Treasure Hunter 2
Wonderlines
Tube Twist

Tower Defence
(January 1)



by Voodoo Dimention


8.3

AVERAGE SCORE


Mike Hommel: 9

You know, that's just fun. This is exactly the same as Curator Defense, only better. It gives you more options and strategy, and most importantly, lets you level up! That's an automatic +1 from me. It's still a very short game, though about five times what Curator Defense offers (of course, it's infinity times the price, too). Lots of fun, but you'll get tired of it pretty quick, since it doesn't take many plays to exhaust all the possible strategies. But fun while it lasts!

Seth Robinson: 8

There is a lot of satisfaction to be had by building up a defensive fortress, placing turrets and traps, and watching wave after wave of hapless enemies get destroyed. Tower Defence does a good job with this concept thanks to two important features: A game speed slider to control the pacing and periodic level changes. (Although the map tricks you into thinking there are tons, there are really only four or five!) Highly recommended.

Mike Kasprzak: 8

I didn't think I was going to enjoy this game, but it grew on me. It plays like a simplified, or variation of an RTS. You're shown the path the attack will follow, and you place offensive and defensive elements around it. For what type of game it is, a path protecting RTS, I think it's more or less executed just right. It's not too complicated, and it's not to hard to figure out how to build an ideal defense. Any more than what it is, I don't think I would have stuck around all the way until the end. Nice.

Russ Carroll: 8

Very reminiscent of Curator Defense, but with less weapons, but "she's got it where it counts" with a more engaging game play style (and better graphics to top it off!). Ultimately it is a much better game that will sink players into their computers for hours without realizing where the time has gone. The last wave of each level is a bit over the top, and the saving and continuing is simply silly, but those are the only gripes.  This is a game that any strategy fan should find a great diversion that is certainly worth the money for the number of quality hours that you'll find yourself playing the game. It's the game I played most last month.

Nikwi
(December 14)



by Slashstone


4.5

AVERAGE SCORE


Mike Hommel: 4

Passwords again?! Did computers stop shipping with permanent storage all of a sudden? If they did, maybe you can add passwords as an option, and still support those of us with hard drives by not requiring us to write codes down. Passwords aside, there is extremely little to this game. It doesn't even keep score, so just grab everything on the screen and leave. It's almost the same game as Bonbon Quest (even candy-based!), only with less to do - you can't hurt the enemies, just avoid them and grab candy. Some pretty annoying collisions too (like being unable to jump when your toes get caught on an apple).

Seth Robinson: 4

In this retro single-screen platformer you lead a bespectacled (and apparently bald) nine year old to candy by jumping around and avoiding birdy-doo. The concept is very similar to Bon-Bon Quest but scores lower due to the following problems: The biggie is the collision detection is a bit wonky; you can’t jump diagonally because you keep getting snagged on nearby platforms. Progress is saved using the archaic method of writing down passwords. Gameplay is a bit unpolished and gets frustrating very quickly.

Mike Kasprzak: 5

A custom installer to force you to read the EULA? Sure. But forced to install to the C drive, then a series of lies about it installing successfully there, when there is no C drive!? Sorry. Not to mention, trying to violate my root drive with a developer folder (i.e. C:\DeveloperName\Game\). Bad developer, no cookie! After I discovered it was actually installed in the same folder as the installer, I played it. The game has a sort of nostalgia to it, but not the good nostalgia. It reminds me of a VGA era PC platformer, with tweety sound effects, glitchy collision, broken jumping logic (that can be used to your advantage), and unlimited lives. I don't think I like the game, but there's a certain "bad game charm" to it. If you're looking for a weird flashback to early 90's PC gaming, give it a try.

Russ Carroll: 5

In some strange twist of fate we got two games about collecting sweets this month. I'm not sure which of them is better, though they both came up short. Nikwi is clearly the less polished of the two, with sounds that seem to fit the original Mario Bros and no music to speak of. Still, the character is interesting and the game made me remember good times playing the NES. A few bugs hurt the experience, though getting pooped on always made me chuckle.

Snowy: Treasure Hunter 2
(January 17)



by Alawar


7.0

AVERAGE SCORE


Mike Hommel: 6

I can't figure out what the difference is between this and the original Snowy: Treasure Hunter. Blah. It's an exact clone of Lode Runner with one tiny addition in the form of items you can trigger. Honestly, Lode Runner is more fun, because it keeps you constantly on your toes with the badguys chasing you. For the first 20 or so levels of this game, those badguys are extremely rare and your biggest threat is the boredom of repeatedly climbing up to drop down on a different treasure.

Seth Robinson: 8

Snowy, the bear who wields a pickaxe is back in another iteration of logic platform puzzle goodness. The graphics are fantastic and the level design is fiendishly good. Enemies seem smarter than in the original. I really can’t find fault with anything except perhaps for not deviating from the original design enough, but I suppose fans will be happy with what amounts to basically a new level pack.

Mike Kasprzak: 6

More or less, the same climbing and digging platformer as the original. Unless I missed it, the new kid mode has a end of level bonus rush, where you grab flowers before they disappear. Short of that, it's the same deal as before, with quality graphics and animations.

Russ Carroll: 8

A delightful game, Snowy: Treasure Hunter 2 kept making me think of Pac-Man as I collected treasure and tried to avoid the monkeys (though clearly the game is a play on Lode Runner). The visuals are top-notch as are all the menus and sounds, they don't come much more professional than this. Lots of control options and multilayered parallax backgrounds seem to just be extras, but it all adds up to a wonderful game with some really fun levels that may lead you to better appreciate how cool Snowy is.

Wonderlines
(November 30)



by Nevosoft


7.3

AVERAGE SCORE


Mike Hommel: 7

This game is a clone of Atomica, or whatever the first version of that was called. The extra point above average is purely for polish. This is one extremely slick game that is SO tired in the gameplay department. Tip to match-3 makers (not that it's a good tip, since they make millions and I make nothing): having to make matches over different colored squares does not make a new and different game! Are we going to see Tetris Quest? Columns Quest? Where will it end? I'm waiting for Zuma Quest (just kidding, but you know it's coming in a week now, tops).

Seth Robinson: 7

This match-three is so beautifully polished you could eat off it. It nicely handles its “board filling up� problem with easy to get power-ups that completely clear certain colors. The biggest gripe here is I’m fairly sure I’ve played almost this exact game before; the wonderful waterfall and blowing trees effects are the most original thing here. That said, it passes the ‘zone out’ color matching test, it’s fun.

Mike Kasprzak: 7

A beautiful looking match 3, and I think it's actually an original variant. The game has some fantastic looking scenery. Layered trees that move and wave, a slick effect on water and waterfalls, shines and all that. And not to mention, a soothing soundtrack to glue it all together. Nice.

Russ Carroll: 8

I really enjoyed this simple puzzle game that doesn't do much more than copy mechanics and power-ups from various puzzle games. The music is soothing, and the game stylings with moving water in the background that remind me of those 'moving' paintings you see at the mall really work for me. The game play has just enough action and strategy in piece placement to keep me playing without it ever becoming boring. It's another game that shows just how much the quality of indie games has increased.

Strike Ball 2
(December 26)



by Alawar


6.0

AVERAGE SCORE


Mike Hommel: 6

Breakout.

 

Seth Robinson: 6

SB2 improves on SB1 but unfortunately is still just behind the curve. This 3D ball breaker commits a carnal sin – it doesn’t really have a hook! There is no mechanical specialty to make the playing experience unique and as a result, well, it feels like a decent if slightly slower paced game that I’ve already played many times. A year ago this would have rated higher but times ‘r a changin’. It’s weird that power-ups cast shadows but bricks don’t.

Mike Kasprzak: 6

... Well, what should I say? The team here has some skill when it comes to polish. A shame it's being wasted on an Arkanoid sequel.
 

Russ Carroll: 6

Definitely aimed at the gamer who enjoys a leisurely romp than the one looking for a challenge, Strike Ball delivers what has become pretty typical 3D breakout action with stunning levels and entertaining imagery. The military theme could certainly be taken a good step farther than it has been, and it would, in my mind, make a much more interesting game. Still as it is, it is a fine game that doesn't offer anything new, but polishes up what everyone else has done pretty well.

TypeStriker XE
(January 17)



by akatsuko


6.0

AVERAGE SCORE


Mike Hommel: 4

This game has a huge problem with system timing. There's massive slowdown, and until I turned off fancy lighting effects, most special weapons actually didn't work at all! Those major bugs aside, there's a lack of polish overall too. On a gameplay note, it's kind of frustrating, because you take damage constantly. You take more if you do badly, but it doesn't give you that sense of accomplishment you'd get if you could pop the badguys before they got you - they always get you, it's just a question of how much! There are also misspelled words, made up words, and for a long set of levels, all the words are Japanese. Take that for what you will! It's still testing your typing, I'd just prefer known quantities (maybe because I need to work on my "not looking at the keyboard" skills).

Seth Robinson: 6

I’m a big fan of Typing of the Dead and happy to see a vertical shooter based on real keyboarding skills. It gets the job done and is playable but the implementation comes across as a bit sloppy – like plain system fonts during gameplay, overdone lighting effects hiding mediocre artwork, strange/misspelled words (Stincle? Extatic?), the design choice of having the ENTER key, in a typing game mind you, take a screenshot. That said, the typing system works very smoothly and in the heat of battle can be quite a rush.

Mike Kasprzak: 7

Wacky! A typing tutor SHMUP! Believe it! Sure, it's no Typing of the Dead, but typing as a form of attack is always welcome. In the game, your ship is controlled by AI (or maybe just a fixed path), so it's your job is only to type the words hovering by enemy ships. Like any good SHMUP, there are power ups and tougher enemies that take a few shots (words) to beat. Cool game.

Russ Carroll: 7

I was really impressed by just how much I enjoyed this game, which turns out to actually be a typing exercise. Enemies have words on their ships, the faster you type the more enemies you destroy. End bosses have multiple words and as you move up through the levels the words get longer and more difficult. This is a fairly competent program for increasing your typing speed, which turned out to really be the surprise of the month for me with how much fun it was to type and destroy your enemies to the solid (but limited) soundtrack.

 Bonbon Quest
(January 13)



by Oliver Pearl


6.3

AVERAGE SCORE


Mike Hommel: 6

Ah, the classic non-euclidean platformer! I just can't deal with that. I mean, there's not even an explanation of why going through one side brings you out the other, it just does. It's a tradition dating as far back as Asteroids, but that doesn't make it kosher. Anyway, the gameplay is really simple, nothing more than bouncing on heads and collecting everything you see. Nothing new, very cute graphics, sorta fun, and some very retro elements, most notably in the fonts (is that the default Allegro font?!). Alright, but not great.

Seth Robinson: 7

This is a cute single screen platformer that supports two player action. The rules are extremely straightforward – jump on enemy heads and collect candy. It’s like Bubble Bobble with way simpler play. I want to deduct points for simplicity but I think this is aimed at a younger crowd and probably does a good job for what it’s supposed to be. If my kid was a little older I could tell you for sure.

Mike Kasprzak: 7

A single screen item grabbing platformer. Though it's about picking up items and stomping on enemies, it vaguely reminds me of Bubble Bobble. That's because you play in a single screen level that wraps, and because I'm a poor judge of similarity. So going left off the screen makes you come out the right, and going down make you come out the top. Sophisticated stuff. Visually, I really dig the art style, though given this day in age, it could really use some anti-aliased edges. And for good measure, a Ghouls and Ghosts reminiscent world map ... unless my judgment *is* off. Nice.

Russ Carroll: 5

This is one of two games about collecting sweets in the round-up. While it shows more polish in graphics, has a decent map and two-player co-operative mode it comes off a bit flat in the fun department. It's certainly not SuperStar Chefs by any stretch of the imagination, which is too bad. It feels like it has a lot going for it with fun graphics that provide good level variety, but the character movement and interaction with in-game objects just didn't work for me.

miXem deluxe
(January 11)



by Mooktown Games


6.3

AVERAGE SCORE


Mike Hommel: 6

I don't like this game. Is that wrong? It's not fun, and it's confusing. It's not just my usual distaste for matching colors, either - this one is confusing and awkward and weird. It makes me feel funny in all the wrong places. And here's an indie tip: host your own downloads. I can't stand going to nightmarish pits of iniquity like Filefront and clicking through page after page only to finally end up at a link (when it actually works at all) that I can't use Getright on.

Seth Robinson: 6

This match three’s twist is that you need to combine two colors to create a third which you use to make your set. It works better than other places I’ve seen this method. Where I’m disappointed is it only recognizes a certain move as a combo – matching six pieces in a block. If you try to be smart and create two matches sharing a piece, not only is it not scored higher, it won’t even complete both of them and you’ll be stuck with two pieces left. That and the lack of game variation make this an average offering.

Mike Kasprzak: 7

An arcade match 3 variant I didn't think I'd like, but it wasn't half bad. The main mode isn't a relaxed one like most of these match 3's, and reminded me vaguely of Mr.Driller ... that is, if the mister had anything to do with color matching. You make matches to dig deeper, and the floor slowly rises to keep you moving. The matches are made by matching the resulting bricks made after mixing two colors. It's a little odd at first, but you get the hang of it. Well produced as expected, with a big masked avatar guy cheering you on. Not bad.

Russ Carroll: 6

Mixem has a very interesting play mechanic of combining bricks to make bricks of a different color. Instead of trying to match up the primary color of the bricks you try to make three of a row of the secondary color. Unfortunately, while Glow Worm made secondary colors a real treat to play, Mixem seems to be pretty much devoid of strategy in its implementation. Mix and move...then mix and move some more. The tiki theme looks great though!

Wrestling Encore
(December 12)



by mDickie


6.5

AVERAGE SCORE


Mike Hommel: 6

An amazingly impressive. attempt. This game is absolutely buried under a mountain of content and features. The only problem is, the gameplay sucks. There's a ton of moves you can do, they're interesting and cool, and you can do anything you'd want, from climbing the turnbuckles, to bouncing off the ropes, to leaving the ring, to hitting the referee, to picking up objects and using them as weapons, to negotiating contracts, to getting sex changes. Astounding. Unfortunately, you do all this as if you were underwater and incapable of remembering where your opponent is every time you get knocked down. And you get knocked down a lot. And you stay down a long time. It's slow, muddled, and awkward.

Seth Robinson: 6

How can something be horrible and great simultaneously? Prolific developer Mat Dickie pumps out another 3D wrestling game. It has a lot in common with his last one - Amazing feature list but hindered by shaky controls, art, and wonky camera work. It’s fun watching sweaty, fully customizable, lego-men beat each other down with chairs, bottles, and swords. If you’re into pro-wrestling, give it a shot, otherwise, you’ll probably leave the ring hurt and confused.

Mike Kasprzak: 7

A wrestling game? With a career mode that starts in Wrestling School, TV wrestling style banter and scenarios, a Hulk Hogan look alike, and then some. Wow, it's a shame wrestling and I aren't friends. Still, I have to give credit where it's due, given the detail in this game. It took me a while to get used to how the game was played. A pause menu would have been nice, instead of ESC forfeiting the match on me. That screwed up my career early off, as I didn't know my keys. Then the fighting itself was rather puzzling, as I really didn't know when I could successfully pull off a pin. There was this regenerating "stamina meter" thing, which I assumed was what I needed to drain to successfully pin an opponent, but no. Some 200 hundred attempts later, I'd pin my opponent. An interesting game, but one certainly more suited to wrestling fans.

Russ Carroll: 7

This is a game that would really require a month worth of playing to give it a proper review. That is because the game is amazingly deep with a career mode that could keep you playing for your entire life! The biggest issue with the game is somewhat muddled and slow game play that takes away from the excitement.  A tutorial also would have been nice, as the game takes a bit of playing to get the hang of. This is a game that Wrestling and sport fans in general will quickly appreciate for it's astounding number of options, it's unfortunate it's not just a bit more responsive when playing.

Tube Twist
(January 11)



by 21-6 Productions


7.5

AVERAGE SCORE


Mike Hommel: 8

Wow, a puzzle game wherein you solve puzzles! It's fun too. The mouse was a little clunky moving though, just enough to make me less interested in doing the puzzles. So I tried adjusting the resolution to see if it would improve. This made it crash to the desktop, not restoring my resolution. Nice. So that's the downside. The upside is, it's a true puzzle with many possible solutions, and being based in physics, it's intuitive and rewarding.

Seth Robinson: 8

Realistic physics, logic puzzles, and a tight GUI come together in a beautiful way in TubeTwist, I think what really makes it interesting is there is never a single correct solution, you can hammer away at your own idea and usually get it working. The only downer is stability issues; (and this may be applicable to only my setup as I don’t see other complaints about it) this game caused my machine to instant-reboot three times during gameplay. That has never happened before on this system. When it’s working, it’s a lot of fun.

Mike Kasprzak: 8

Well, it's like The Incredible Machine, that is, if The Incredible Machine was about radioactive balls in pipes. It's well produced, with nice graphics and audio, as well as some voice acting for good measure. That, and the game has it's own Half Life moment. If you can remember back to the intro sequence of the original Half Life, when the machine went crazy, or Half Life 2 when they're trying to send Gordon, you'll know what I mean. Very cool.

Russ Carroll: 6

Major points here for style and presentation. This is a game that looks great, sounds great, and seems to be headed for...um...greatness. However, the game's difficulty level left me wishing I was playing something else after just three levels. Take too hard, multiple it by 80 billion and you have Tube Twist in my opinion. Certainly this is a game that gives rewarding puzzles for the right player, I'm just not that player. I found it frustratingly difficult.  However, it's clearly a solidly made game. I would feel guilty scoring it any lower.

The Illustrious Panel:

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.
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.
Mike Kasprzak - Sykhronics
Coming from a game console background, Mike's responsible for bringing to the market such oddities as Secret Agent Barbie for Gameboy Advance, The Emperor's New Groove for Gameboy Color, and several other top girl branded games (not that he's bragging). In indie land, he seeks redemption. Mike's best known for his "cute but not girly" hamster blasting game, PuffBOMB.
Russ Carroll - Game Tunnel
Russell's first taste of action in the Independent Games industry came doing visuals and some audio work on several independent games for BCSoft games. While so doing he became aware of the need for a Game News and Review website dedicated to Indie games and launched Game Tunnel in 2002 to fill the void.






By: The Illustrious Panel
Posted: Thursday February 16, 2006
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