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February
2006 Indie Game Monthly Round-Up
(by
The Illustrious Panel - TIP) |
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Tower Defence
(January 1)

by Voodoo Dimention

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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. |
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Nikwi
(December 14)

by Slashstone
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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. |
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Snowy: Treasure Hunter 2
(January 17)

by Alawar

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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. |
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Wonderlines
(November 30)

by Nevosoft

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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. |
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Strike Ball 2
(December 26)

by Alawar
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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. |
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TypeStriker XE
(January 17)

by akatsuko
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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. |
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Bonbon Quest
(January 13)

by Oliver Pearl
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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. |
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miXem deluxe
(January 11)

by Mooktown Games
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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! |
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Wrestling Encore
(December 12)

by mDickie
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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. |
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Tube Twist
(January 11)

by 21-6 Productions

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