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June
2006 Indie Game Monthly Round-Up
(by
The Illustrious Panel - TIP) |
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Kenny's Adventure: in Search of Family Treasures
(May 15)

($19.95)
by Divo Games
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Mike Hommel: 6
A completely run of the mill platformer. Man, remember Super Mario Bros?
That was fun. Sigh. The current run of PC platformers (rare as they are)
are just totally blah. If you want to platform, get a console.
Seth Robinson: 6
This is a beautifully rendered underwater themed casual platformer
that has more shiny things to collect than you can shake a fish at.
Unfortunately there isn't quite enough for Kenny to do; you can only
hop over so many blowfish before it gets a bit repetitive. Your only
weapon (the only power up besides health to be found at all) is a
lowly rock that cannot be thrown while jumping. Is it wrong to want
more?
Savant: 6
Really nice artwork combined with ho-hum game play. I'm probably not in the
demographic for this game - in fact, I'm sure I'm not - so maybe I'm not the best
one to judge this game. You collect coins, recover artifacts and get hit by bad
guys you have little hope of avoiding. It's interesting in it's baseness and
classic platformer feel. I think this has the basic elements for goodness although
I found myself wishing it was staged above water as the floaty nature of Kenny's
movements sometimes made it hard to go specifically where you wanted to.
Bonus point for the exceptionally smooth animation on Kenny.
Russ Carroll: 7
Kenny's Adventure was really a great surprise this month, though I
suppose it
shouldn't have been. Divo Games created the amazing
Air Strike 3+ years ago,
raising the bar for Indie shooters to a place that few have traveled since. Since
creating that game we've seen sequels and involvement on the equally impressive
AstroAvenger, but nothing that strayed far from Air Strike. Kenny is a total
departure from those games though it maintains the extreme level of graphic quality
and attention to detail creating a platformer that is quite enjoyable.
Players move through the areas collecting gold and other lost treasures. The real
catch is that the game is underwater. As you jump you can start swimming to higher
areas, though sensibly the game limits the distance you can swim, creating a
framework for interesting game play as you try to find the secret areas and work
through the many levels. |
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Clash'N'Slash: Worlds Away
(May 24)

($19.95)
by Enkord

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Mike Hommel: 8
I think I'll call this one a low 8. The upgrades have me hooked - that's a
given. But I know something's wrong when getting a ticket to a bonus level
is cause for me to groan because I don't want to sit through it. I'm just
waiting through the levels to get to the beloved upgrade screen. I really
preferred how Survival Mode worked, except for the usual problem of it being
one endless and increasingly painful battle. Adventure Mode, with the
inability to choose planet upgrades, and the slightly-too-long levels, gets
a little tiring. But I can't really say anything is bad. and I'm ready to
play more. Because I want those upgrades!
Seth Robinson: 6
The Clash'N Slash games play like a slower paced
Crimsonland in space. This is very polished with lots of levels and beautiful art - Even Pixar would be proud! Or angry, considering the amazing resemblance the protagonists have to The Incredibles. It's not that fun choosing a weapon, entering the level, and finding out it's designed for a different one. The upgrade system is nerfed with stiff distribution limitations which take all the fun out of choosing. The fun factor of this brainless shooter plateaus at average for me I'm afraid.
Savant: 8
I loved the first game in this series so it should be no surprise that I like this
one. However, I don't like it as much as the first one. Something about the feel
of the game is off. The magic of the original was in that "fight, upgrade ship,
fight, upgrade planet, fight" cycle that is missing now. Sure, there's a survival
mode but that goes from too easy to too difficult in the blink of a level change.
The graphics and sounds are pretty much the same so you'll have to be a fan of the
original to like this one. The added story mode is a fun addition but ultimately
the way the story mode plays limits it's fun factor.
Still, having said all of that, it's still a very solid shooting game and one worth
checking out.
Russ Carroll: 8
The first
Clash'N'Slash totally blew me away, leaving a tough act to follow for the
sequel. Certainly Worlds Away builds admirably on the concept with a nice story and
a tighter feel in all of the controls as well as the level designs. Variety has
improved in terms of enemies and missions, which makes it more fun to play. In
addition, the weapon upgrade paths have simplified, though the ability to mix and
match to find the right combination is somewhat lessened due to the inability to
upgrade in a single area, such as reload, until all areas are open to you. In
addition, the weapons themselves still show the same weakness of not really making
the game easier as you get a new weapon unless you pick the right one for the
level. It is easier to use the shotgun (the
second weapon) to clear out most levels than it is to upgrade to the 'higher' level
weapons. |
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Robomatch
(April 30)

(freeware)
by Lorenzo and Giovanni Chiodi
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Mike Hommel: 3
Just because it's free doesn't mean you should play it. The first match
really shows you the entire game - you can't strafe, and you're in a
completely open arena with no cover, fighting opponents that are exactly the
same as you except for statistical tweaks (slightly more life, less speed,
etc). There are no more weapons to get, no more arenas to fight in, no more
strategies to uncover. It's just that, over and over, with more and
"smarter" enemies.
Seth Robinson: 6
This is a nicely presented, easy to play, simplified version of 3D arena style death match. The lack of weapon variety, obstacles, multiplayer, and strafing make this a bit too vanilla for my taste, but for a freebie you could do a lot worse. Nice GUI and unlocking system.
Savant: 5
An OK robot fighting game. It's loosely based around the FPS fighting games that
have become so popular on the internet. The problem is that they removed some of
the key things that make those games really fun. Namely jumping, strafing and level
design.
The matches take place inside tiny square arenas where you try to line
your robot up with another one and gun it down. Unfortunately, you
don't have a crosshair so this is pretty difficult. And, of course,
once you have HIM lined up he has YOU lined up as well so it's hard to
stay alive.
It was reasonably fun but nothing I would write home about.
Russ Carroll: 6
This is one was really a guilty pleasure for me. Sure there isn't anything here
beyond novelty, but for free I was happy to spend a bit working through the
novel-ness of it and working my way up the opponent ladder while blasting it out in
the arena. Simple fun. |
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Wild Earth
(March 24)

($29.95)
by Super X Studios

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Mike Hommel: 7
As edutainment goes, this is good stuff. It keeps you interested and having
fun while it rams knowledge into your noggin. The downsides are not
insignificant, however. Tops on the list: a bug that makes the main menu
stop responding to clicks, making it impossible to even exit the game. Two
other issues: the totally linear play is disappointing - it would be more
fun to wander and find your own animals and events to photograph - and the
FPS gameplay is too complex for the broad market this should be for. One
level, where you ride on a helicopter and just do the picture-taking without
moving, was fine, but the rest is just too hard (tested it on my wife!).
Only a real gamer could do it comfortably, and this isn't really a game for
them.
Seth Robinson: 9
There is a fairly good chance this is the closest you will ever come to wondering the Serengeti while taking photos of animals killing, hunting, bathing, and playing. Wild Earth achieves a respectable balance between free movement and scripted-sequence tour. The gorgeous models are animated well, the vultures circle and land like the real thing. The FPS controls are easily manageable, putting the focus on the real star, Africa.
Savant: n/a
Couldn't get this game to run on my computer.
Russ Carroll: 10
I've been waiting for Wild Earth since it won the 'Game of the Year' at the 2003
IGF. Over the years it has only gotten better looking, which may be the one weak
point of the game. It will tax even the mightiest of systems. Playing as a
photo-journalist in the beautiful African landscape is a lot of fun for my
scientific
senses. Players will learn as they play watching their photos turn into the images
used in the magazine stories created within the game. This game is a such wonderful
simulation that it seems a shame that it is often compared to Pokemon Snap. It's a
relaxing romp everyone should enjoy, especially on those nights where you just kick back and relax. |
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Crusaders of Space 2
(May 20)

($19.95)
by Alawar
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Mike Hommel: 8
You know what's wrong with American (or Eastern European as the case may be)
shooters for the PC? Nothing new. They are all the same. The only
innovation they ever came up with was the disgusting travesty of putting
life meters on the enemies. Japanese PC shooters have all kinds of insanity
going on! America (and Eastern Europe), we are losing the war on shooters.
But this game was quite fun. Good job.
Seth Robinson: 5
Another month, another vertical space shooter. Reached level 40 without dying and finally quit, I was just too bored to go on. Some missed opportunities here - instead of layering bullet power-up effects (which are timed rather than ammo based), they nullify each other. The enemies all felt too similar. Just not much personality to be had, except in the cut-scenes, which might have been better off with less.
Savant: 8
You know what I like in a shooter game? Health bars. And this game has them!
Automatic points right there. The controls are a smidge on the gummy side but
nothing that impedes playing it, really. I wasn't a huge fan of the first game in
this series but this one seems much more put together and ready to go out dancing.
The power up system is nice although I wish that screen came up more often.
However, anytime I can upgrade my ship as incentive for continuing to play - it's a
good thing.
The game has weaknesses, of course. The most obvious being the story and cut
scenes. The ham handed love story is particularly cringe worthy.
However, the bottom line is that I had fun and that says a lot in a flooded genre
like this one. I rated this one a point higher than I would have normally because I
find myself going back and playing it again and again. That's gotta be worth a
point.
Russ Carroll: 6
This one grew on me the more I played it, but I could never quite shake the feeling
that it was sluggish to play (though notably a big reason for that is that it brought my P4 2.4 ghz to its knees...PLEASE look into a better way to do your graphics, they aren't good enough to require a killer system). The story is just
bizarre with the pilot of the ship
having a scantily clad picture of his captain on the dash (it's a she) to inspire him on when he's not engaging in somewhat sexually suggestive dialogue. Altogether the 'storyline' left me wondering what
the point was of even including it. Graphics just didn't quite make the jump to light speed and weren't worth the AMAZINGLY long loading times on every level. Still it's a very
serviceable shooter that most gamers will enjoy as a fun diversion and break from
more hard core gaming pursuits. |
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Zak & Jack in Showdown at Monstertown
(April 15)

($19.95)
by Alawar
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Mike Hommel: 6
Well, it's a totally basic shooter with cutesy graphics. Not much more to
say about that. Surprisingly difficult, not the casualfest you'd expect!
While I have some space here, I'd like to say that as a game design element,
time-limited power-ups, in a game with fixed enemy waves, are completely
meaningless. They just change the next N seconds of gameplay slightly, and
said gameplay is designed assuming you have the power-up, so it's not like
you're gaining an advantage. An ammo limit might have some strategy!
Seth Robinson: 6
In this game you play cute fuzzy creatures that for some reason make a town called Monster Town and then are attacked by fish and balloons. It plays like a galaga-ish shooter turned sideways, you slide up and down the right hand side shooting left. The whimsical cartoon art makes this solid brainless hold-down-the-fire-button amusement. It's rather short; I finished it in less than two hours.
Savant: 6
In summary, Heavy Weapon for kids. Now, having said that, it was sort of fun in
that mindless "hold down the fire button and shoot the moving things" kind of way.
I liked that it has bosses and the power up system is alright - catch the power up
and it activates itself for X seconds. Kind of like how
Platypus did it back in the
day. You also have a super weapon which is like the Heavy Weapon nuke only they
come up a LOT less frequently.
Russ Carroll: 7
This game takes the
Heavy Weapon approach and turns it upside down, well on its side
anyway. I have to say that honestly it is the best looking Alawar game I've yet played with
a fun whimsical style and a definitely unique feeling. I strongly recommend the
demo to everyone and would have pushed the score up to the 8 range if there were a
bit more variety in the game as it moved forward. The backgrounds are tremendous,
but different types would have been even better. The game becomes oddly difficult
right at stage 16, but it is a small flaw in a very well done game. |
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Dark Matter
(May 1)

($9.95)
by Big Toe Software
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Mike Hommel: 7
It's been a while since I've played an Asteroids clone! This one reminds me
pleasantly of one I played on a Mac back when the idea of playing a
game on a Mac was a novelty. On the one hand, it's good
rock-crunching fun. On the other hand, it has a flawed design. Starting
your weaponry over on every Campaign level is boring, and a lot of the
difficulty increase as you move along comes from just making the levels
longer, which is also boring. Further, the weapon upgrades are interesting,
but since you don't get to choose them, it's just the same exact thing every
time you play (and every single level). That really loses appeal after a
while. Last complaint: the method for supercharging the gun is very
awkward.
Seth Robinson: 7
A clean, sturdy, modern take on Asteroids style gameplay. The "Campaign" mode is a group of challenges (scores, lives, etc reset between each one) and in "Challenge" mode you fight an all out campaign of war until you die. The weapon upgrades are fully automatic (can't choose 'em) but do add some extra fun to this nicely presented but fairly routine shooter. Gripes: No mouse clipping, won't let me use my gamepad even though it has dual analog sticks and would work just fine.
Savant: 4
Pretty standard asteroids clone. It has that distinct feel of a first project gone
wild. A programmer and his artist friend get the prototype working and then just
keep adding stuff to it until they think it's complicated enough to sell.
I like that it supports playing with a game pad and I thought the basic idea was
alright, but in execution it falls apart somewhat. I would have liked to have seen
some kind of story wrapped around my progression through the featureless star map.
The way the power ups work make it feel like you're starting over on every level,
which you are, but it kind of takes away any kind of feel of progression. And, just
like standard asteroids, if you move - you're dead. The thruster killed me more
times than anything else.
An OK game but nothing I would get excited about.
Russ Carroll: 7
A game that gets MUCH better the further you go into it, Dark Matter is an asteroids
clone that suffers a little from requiring a Xbox 360 controller for it to play at
its best (really are all my
other controllers that out of date?). Once settling in with mouse controls you
quickly realize how much the mouse is causing your struggles. The
more powerful weapons are pretty cool, though starting out each new
level with bottom level weapons gets old and will probably turn most people off
before they get
to the *COOL* weapons. It reminds me of
Dark Archon Invasion and
Starscape, though
both of those games are a bit better than this one. Still, once you see the Star
Destroyer-type ship come on the screen you'll realize that much like
Big Toe's last
release this is a game that you need to play a good while to fully appreciate, a
short look at the demo will likely leave you pretty un-impressed. |
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Cave Jumper
(March 27)

($17.95)
by Addictive 247

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Mike Hommel: 7
Ironically, this C64 throwback is a better game than the other, shiny and
new, platformer we have this month! But not too fabulous. I wouldn't
recommend you play this particularly, but it's comparatively fast-paced and
relatively amusing. It's not just a visual and auditory throwback - it's
punishing and it likes you to repeat large chunks as it saves only every 5
levels, and dying repeats the level you're on. Just like the "good old
days". Rather complex gameplay though, not like something you'd see 15
years ago.
Seth Robinson: 7
Have you ever played a retro (a nice way to say it would have looked at home on your ColecoVision) freeware game and said "You know what? That's actually more fun than my latest XBOX 720 stuff, I'd pay for that if it wasn't free!"? Well, you probably didn't mean it, but now's your chance because Cave Jumper is no longer gratis. It's a genuinely fun and challenging platformer with lots of fun mechanics like rope, dynamite and limited light battery. Continue points are only every five levels which is a bit demanding.
Savant: 7
Somebody, please explain to me why I like this game. I don't get it. The gameplay
is straight up old school, the graphics are pixilated and the sound is very basic.
So why can't I stop playing?
This game has that special magic, that special something that maybe takes me back to
the Commodore days of gaming. Maybe it's a nostalgia thing but I can't help but
recommend this game. Lots of fun just jumping around this cave and looking for
gems. A solid effort!
Russ Carroll: 7
Done in a great retro style, Cave Jumper is what you think games looked like when
you think back to the mid-80s, but in reality they never looked as cool as this.
Cave Jumper borrows a page from the recent Puppy Games trend of making retro-looking
games in the current marketplace, but this one definitely looks more retro than
many. It feels a touch like a web game until you start realizing just how many
secrets there are hidden just about everywhere. The play control is good, but I was
surprised to see just how many buttons and button combinations are in the game. A
perfect game for those who like to find ever last secret hidden in every secretly
fake wall throughout the game. |
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Avernum 4
(April 1)

($25.00)
by Spiderweb Software

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Mike Hommel: 7
Here I am toiling away for months on all new code, graphics and sounds for
my latest sequel. then I play this game. How can he still have the exact
same graphics?! Same engine, same everything! What's new here?
Slight tweaks to gameplay, and of course different maps and conversations.
I don't see any reason to pick this over any other Avernum or Geneforge
game - the interface hasn't gotten less clunky, and they all are exactly the
same. But they're good. So pick one and play it.
Seth Robinson: 7
Despite having a new super fast computer, video card, and XP install, I'm having the same problem I did with Geneforge 3 - screens with lots of text chug at 2 FPS, making it difficult to register clicks. Bizarre. That aside, this is a great party based retro RPG with a lot of neat text. Try the demo first!
Savant: 6
Ahh, role playing games. This one appears to have some real depth to it. Lots of
thought given to the environment and background story, and the game itself seems
very solid. All the staples are here from managing your inventory to conversation
trees to experience points. I'm not a huge fan of this style of RPG but I can
respect it for what it is. A very solid game and looks well worth the money for an
RPG fan.
Russ Carroll: 8
I have to admit the lackluster graphics are starting to wear on me. Not that the newest 3D is needed, but I would love to see Baldur's Gate quality images. In any event Avernum 4 takes players back underground with the same stand-out
story writing and in-depth game experience that have become the hallmark of Spiderweb Software. Avernum 4 plays a little different than previous Avernum titles, while still turn-based it feels closer to real-time with the way that it interacts (especially in combat). The world is entirely inhabited by creatures and races that you won't find in any other company's RPG games, it's a world unto itself that provides a tremendous experience that seems to contain nearly endless side-quests and adventures. Avernum 4 is a touch more approachable than previous Spiderweb games in my estimation, and though I liked
Geneforge 3 a bit more I wouldn't hesitate to strongly recommend this one to any RPG fan. |
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Armadillo Run
(March 22)

($19.99)
by Peter Stock

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Mike Hommel: 9
I'm no biologist, but I think that armadillo's a basketball. But anyway, it's
Bridge Builder without the bridges! Physics=fun, as we all know, and here
is lots of physics. It really is very similar to that game, right down to
the same minimalist operating-room interface. It's a game for real tech
geeks, and I think a very enjoyable one. I prefer this to Bridge Builder,
because it's a much more fun thing to be doing than trying to make a stable
bridge - you can rig up a rocket-powered catapult! The worst thing is the
strictly linear level set. I am stuck!
Seth Robinson: 8
This game doesn't have a catchy soundtrack or any carefully designed family friendly characters, in fact, that thing doesn't even look like an armadillo. Armadillo Run is a physics focused game where you get to build something using metal, rubber, and cloth then watch it come crashing down. The online community is already pumping out new levels and comparing scores so if you liked
Bridge Construction Set snap this up.
Savant: 6
I'm not usually up for this kind of game as I don't tend to think the way the game
wants me to. This game is solid though and it's nice to see a physics based game.
What I thought was cool is that the physics are very deterministic - meaning, the
same every time. There didn't appear to be any variations or random numbers
involved. This meant that if your construction was -almost- working you couldn't
just keep playing it over and over and hoping that you'll get a lucky bounce. No,
you're screwed. Back to the drawing board.
Russ Carroll: 9
If you miss out on this one due to the screenshots not looking that pretty you don't
deserve the chance to play it. This physics sim is a blast with lots of options to make your own contraptions. Unlike
Bridge Construction Set the game is often built around the idea of movement within your structure. Armadillo Run sports an impressive array of tools to toy around with including things like tension, rockets and rubber rope. The interface is a little more difficult to use than BCS, I would have liked
it to have been easier to connect items together, as I often found myself building and deleting pieces to create the right segment size for things like the cloth and rope pieces, but these are minor issues in a fantastic game that proves why physics are so much fun. |
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Toybox
(March 15)

($19.95)
by Soup Toys

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Mike Hommel: 7
The graphics, the sounds, the control, the physics (tweaked to make stacking
easy, but not prevent fun smackdowns), are all just about perfect. It's
soothing and nice to sit there and play with these things. However, doing
that is only interesting for about half an hour, even with checking out the
preset layouts, which are amusing to knock down too. The only legitimate
problem I have here is that setting it on the desktop is a pain - I kept
selecting icons when trying to grab stuff. So it's perfect. only I'm
already tired of it.
Seth Robinson: 7
This is like a simplified (and much better looking) Armadillo Run with the goals and 3d elements removed. It isn't a game. It's a collection of shapes with personality that you can throw around your screen. I'm simultaneously impressed with its intuitive style and insulted by the shallowness of it all, lack of options, and limited construction. My three year old son saw the robot and hopped into my lap all smiles, turns out it's a fantastic father-kid activity so I'm scoring it in that light.
Savant: 9
The name says it all! This isn't so much a game as it is a toy. A physics toy.
This toy has so much novelty going for it that I'm not sure where to begin.
Firstly, it plays right on your desktop which I thought was really very cool. Next,
the object is to - well, there is no object except to have fun. Build machines to
throw balls into star fields, crush robot children, or play basketball over yin-yang
gongs. It's really a lot of fun once you start loading up some of the prefabricated
environments and seeing what this toy can do. Then you get a sense of it and can
start making your own creations. Just make sure you save them so you can share with
others later.
Russ Carroll: 7
Probably the coolest set of desktop toys ever. Though this one has some familiar concepts with Armadillo Run (the two ought to get together pulling these graphics into that game!), it offers a lot less options and of course the Toybox has no objectives. In some ways you might say it's not a game. Then again, you play with it, set your own rules and do whatever you want, so maybe it's the ultimate game? Either way it's a good bit of fun though without objectives I found myself much more content to load the many playsets and watch them go then I did to create my own masterpieces. |
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Mitigo9
(May 1)

($17.95)
by Iluminate Studios
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Mike Hommel: 3
Okay, I haven't said this since Bandit warmed our hearts a year or two ago,
so it's time to reiterate. It's great that you're learning to make
games! I want lots of people doing that! And we all start somewhere. You
did a good job - you've made something that can be played, with levels and
badguys and everything. Keep up the good work. But don't try to sell your
starter projects. It's fun to show your friends, you can even put it up on
a website for strangers to check out. Just don't sell it. Because then I
have to review it, and look that where that leads us. That's not good for
anybody.
Seth Robinson: 3
It's difficult to define exactly what makes a Gradius style shooter great, but I can now tell what ruins it: Defaulting to 848X480 full-screen (?!), having a level bugged so it goes forever without seeing an enemy, bad sprite cutting that leaves halos, jarring transitions, a bug (?) where tapping extra gamepad buttons causes multiple bullet streams that can't be shutoff, flying behind scenery while bullets appear in front of it and a litany of other miscellaneous polish problems. Not ready for prime time.
Savant: 3
Not really feeling it. It screams "my first shooter!" and doesn't seem to
understand that's not a good thing. I'm shooting seemingly random things in space,
no power ups are dropping, and I'm not having fun. Uh oh.
My wife was able to get almost as far as I did and she barely confronted any of the
enemies at all. That seems like, well, I don't know. But I know it's not a good
thing.
The controls feel stiff (but luckily a game pad is supported) and the game just
feels - weak. There's no BOOM behind the action. Nothing to make me want to play
anymore. And I'm not going to.
Russ Carroll: 4
This
is the first Torque Game Builder (aka Torque 2D) game I've played and sadly it just isn't up to
snuff with the majority of shooters out there. It really isn't even close to the
quality of many decent but sub-par shooters that have quickly been forgotten over
the years. The graphics are much prettier in screen shots than they are in motion and the
weaponry and game play each left a
lot to be desired. Explosions were weak and the overall experience will leave you
wanting to try something else, anything else. With a lot of polish and some heavy work on graphics
this could be improved to a more enjoyable experience. As it is now, the many crashes I
encountered didn't help my opinion of what comes off as a very unimpressive game.
Hopefully this doesn't represent the quality of Torque Game Builder. |
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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.
Savant - 1 Good Game
Savant is always on the lookout for those rare indie gems. The games that
rise above the others to become games worth remembering. The games that
stand on the shoulders of the games that have come before them instead of on
their necks. The games that are, truly, good (www.1goodgame.com).
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: Friday June 23, 2006
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