Sunblaze (Review)

Source: Review Copy
Price: £12.39
Where to Get It: Steam

I’ll freely admit, hearing a combo of “Super Meat Boy” and “Celeste” didn’t exactly inspire confidence. For all that they share some things in common, they’re different enough that a mismash of the two would be painful.

But it was, for the most part, correct. Death is common. There is an optimal path through. Anything less than “pretty optimal” to “Optimal as fuck” means death. And, after about 19 levels, I very quickly realised this wasn’t for me.

Pictured: I got a little further, but my imminent demise here is inevitable, even if, looking at it, I see what to do.

Not because it isn’t good. It’s pretty responsive, you know exactly what tools you have in this twitchy puzzle platformer: A double jump and a dash. Maybe you get more tools later, maybe not. And you very quickly learn what things do, the game mostly teaching you ahead of time, such as falling blocks. Oh boy, there’s a lot of falling blocks. And the sprite art is great, and the chiptunes okay, the menu accessible, and options to turn off flashes, screenshake, and gltiching effects. I mean, they should be off by default, but now you know the option’s there.

No, it’s because I’m not great at this game. There’s a lot of levels in the first chapter, and, as mentioned, I got to 19 (pictured) before the momentum completely halted. Because it’s pretty difficult in terms of jumps and dashes almost from the get go. Now, what isn’t pictured is the spring platform that fell down. I know, theoretically, what I have to do: Jump off the ledge, dash to the block, then jump the fuck out before it crushes me under the spikes it crushes, high jump on the spring, dash back, double jump.

Ummmm… SOD.

I just can’t do it, because the timing’s pretty damn tight. The timing’s been pretty tight since about five levels before this.Not super tight, but tight enough that I bit 28 of those 36 deaths in the levels prior.

So yes, I like the aesthetic. I like the characters, especially the very dadly professordad. I like that it’s clear and simple, and I like its accessibility.

It’s just that it’s clearly laser focused on folks who say “Omigod, that game was hard as balls, but I finished it, got all the data cubes for the hard modes, and beat those, and I feel so good!”

And I am not one of those folks.

The Mad Welshman SETS deathtraps, he doesn’t try to escape them!

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The Henry Stickmin Collection (Going Back)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

Try this one WEIRD game! Completionists will HATE it!

I mean, that’s a really good capsule summary. It’s weird (unsurprising, considering it’s a meme ridden ex-Newgrounds series, a notable time for experimentation in Flash games, not always to the better, but enjoyably so, in this case), and yes, as a completionist, I can say that 100 percenting this game is a bastard.

If you’re confused, this is an MLG replay of failing utterly by 360 no-scoping your friend there. SO PRO, MUCH 1337. Oh, and content warning flashing imagery for that.

Okay, let’s get into it. Henry Stickmin (not to be confused with Henry Stickman) is a not-great human, er… Stickman. And with him, you go on a choose your own adventure style game (but with some quick time events) where failing still provides entertainment. There are six episodes, one of which requires you to have completed all the endings of the previous two to complete (part one of “Completionists will hate this.”) Choose your method of getting past the obstacle, watch what happens, likely retry, rinse, repeat. As noted, there are quick time events (some of which are brutal, so folks not okay with twitchy games, note well), and… Collectibles.

Oh boy, the collectibles. So, normally, I would be fine with collectathons. Love ’em. But Henry Stickmin wants to make it as hard for you as possible. There are people you have to click within about half a second, or multiple people you have to click within a few seconds, as many as 15. Some of whom are small. The same with the paintings in Stealing the Diamond. Oh, and the Among Us collectibles. And that one achievement where you have to click Gary Mann 5 times, or click where Henry’s going to land correctly in three different scenes…

STANDO!

Yup. I hate the completionist aspect of this one. I’m also less than fond of it using infamous meme “Shoop Da Whoop” (A blackface meme), even considering that it was popular back in the day. Gollywog dolls were too, and I sure as hell wouldn’t defend them. But overall, it picks some solid ones, fun references to Avatar, JoJo’s Bizarre Adventure, Predator, Looney Tunes, Zelda, Pokemon, Phoenix Wright… I could go on for a fair while, but its silly humour lands more often than it misses. Or maybe I’m just an old.

Aesthetically, well, it’s very clear. Choices are nice and big, the text is clear… The music is a bit of a mixed bag, but overall, it works.

Now, when it comes to the audience? I’ll freely admit, the appeal is somewhat niche. Masochistic completionists, I guess, old folks like me who get the memes, Newgrounds Nostalgics… Seriously, I don’t really know. All I know is I found it a generally alright experience, except for the completionist stuff, which I hated.

No, The Mad Welshman has not 100%ed this game. Don’t bug him about it.

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Potion Explosion (Review)

Source: Cashmoneys
Price: £5.19 (£2.89 for DLC)
Where to Get It: Steam

My god… Actual windowed modes in a tabletop adaptation? Blessed be!

And yes, I shouldn’t be getting excited because this should be bloody normal… But it’s not as common as I would like. Anyway…

This professor… I’ve actually had one like that before. Alas, it wasn’t a potions class… English Lang/Lit, if I recall correctly…

Potion Explosion is an adaptation of the tabletop game of the same name, and… Well, due to its nature, I feel like it works better as a digital adaptation, even if the tabletop version is undeniably quite pretty. You see, it’s a game in which you’re collecting marbles containing potion ingredients, but, importantly, if a potion of the same ingredient colour as the one below your chosen marble falls, well, all of that colour then get collected, which can then chain. Using these ingredients, you can, as the game implies, make potions for points. Make five different potions? Get a merit badge. Make three of the same kind of potion? Get a merit badge. The combination of merit badges and points then decides what place you are… But there can only be one teacher’s pet for Albedus Humblescore (Yes, the boardgame was made during this period.)

Visually, it’s pretty damn clear. Even the tabletop game was clear, with four clearly differentiated colours of marbles, but in the digital adaptation, they add symbols in too. Moons (black), Fire (red), Water (blue) and Star (Yellow.) There’s DLC which adds extra rules and a fifth potion element, but that’s another beast entirely, so… Brownie points for accessibility.

Unsurprisingly, I win.

Musically, well, it’s a bit limited, but it isn’t unpleasant, and that’s about all I can say about that.

Overall? I’m okay with Potion Explosion. It’s a good adaptation of the tabletop game that plays to the strength of a digital format, the tabletop game was fun to play with friends, and I have no doubt this one is too. Oh, and for folks like me who prefer to play alone, yes, there is a Versus AI mode, with varying levels of difficulty.

So, a fairly warm recommendation from the Welshman.

The Mad Welshman loves making potions. His family, however, do not, ever since his childhood thought of “What happens when I mix all the ingredients of an 80s chemistry set into one test tube?”

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2000 to 1: A Space Felony (Going Back)

Source: Charity Bundle
Price: Name Your Own
Where To Get It: Itch.io

Ah, I do love a good murder mystery. I love gathering the evidence, presenting it, drawing conclusions… But y’know what I don’t love?

Not-twists. Now, not-twists come in several flavours, but one of the most common ones is a twist that is not foreshadowed in any way, shape, or form.

Every time you present evidence or collect it, this, err… Gentleman repeats your testimony on the case.

Why is this relevant? Well, we’ll get to that. First, let’s get another thing clear: This is an alright game of its genre, with relatively few statements to untangle, a fair amount of evidence to poke at, has simple controls, a nice accessibility feature in the form of the option of glowing evidence points (with obvious interactions being obvious), and can be solved in less than an hour, if you’re so inclined or already know how to solve it. Since you’re in a spacesuit, you can rotate and the like, so some motion sick folks might dislike it, and, as far as I’m aware, there’s no windowed mode or resolution changes (BOO), but this is a lesser complaint.

It even has an interesting variation on the deaths in 2001: A Space Odyssey, on which it is very obviously based (C’mon, folks, at least say it’s an homage in the game, not a tongue in cheek “This totes isn’t based on a work by a handsome and talented writer.” The latter half being a claim I dispute anyway. I won’t spoil them, but rather than the relatively simple deaths of 2001, they’re more malevolent. Although one of them is a bit iffy. MAL, old buddy, you can see through the entire ship, how would you not know about that one?

Spacer, do you know what Clemenceau once said about AI?

So, aesthetically, it works well with its low poly style. It even has some tongue in cheek references, like the helmet of one of the crew being held in their arm, as they copy the pose of T. J. Kong from Dr. Strangelove. The music pays homage to the use of classical music in 2001, the writing is mostly solid…

Except for the not-twist. For the obvious reason that this isn’t foreshadowed, you’ll play through the game and… Wait, what? Only by doing something slightly different will this ending change. And, honestly, it’s a bit of a crap ending.

So, if you’re fine with a crap ending, preferring to focus on the gathering of evidence, the asking about evidence, and the presenting thereof, well, this is a solid short game. But if not-twists piss you off as much as they do me, then I can’t really recommend it.

The Mad Welshman eagerly awaits our AI overlords. Except not, because they’ll be capitalist bastards.

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Abyss of the Sacrifice (Going Back)

Source: Cashmoneys
Price: £30.99 (Soundtrack £3.99)
Where To Get It: Steam

The game has the following CWs: Mentions of suicide, sexual abuse, drug and alcohol abuse, parental abuse, and human experimentation.

Hrm. Hrm, and other thoughtful noises.

The characters have, at times, a seriously rocky relationship. And there’s good reasons, plural.

Abyss of the Escape is a visual novel/escape room game, in which five girls are trapped, seemingly alone, in the ruins of FOUNDATION, an underground home for humanity after the surface basically got fucked. And shit’s not going well for them, not helped by certain things along the way, and the secrets and traumas each person has. It’s interesting, dark stuff.

It’s such a shame then, that it’s timeline implementation is awkward, and many of its puzzles are obtuse, some downright frustrating in their lack of information. I had to rely on hints for a fair few puzzles, and a few, in particular, I would not have found the solutions to without either pixel hunting, or looking the solution up. All I will say about that, if you play it, is that two numbers you haven’t lit up are hidden inside another, single digit number. It must also be said that some of the puzzles feel out of place for the situation.

Huh, big barrier in the garbage room? What purpose did that serve, except to arbitrarily separate the two characters involved for a dual viewpoint puzzle? Making tea? Good Doctor, I understand that you don’t want to let your daughter near your best tea, but an entire puzzle about tea making is only going to interest the tea fanatics. Who will then get turned off by the puzzle lock on the crucial ingredient. Although the last puzzle of that scene did fit the character of the Doctor.

I kicked myself after realising the solution. And this is an early puzzle.

And these two faults kind of taint the whole experience, which is a shame, because there’s some legitimately good writing in there, including the main twist. The rather heavily foreshadowed main twist.

Aesthetically, it works. Clear UX, some good illustrations, solid music, some good VA, and overall, as noted, good writing, because a good twist is foreshadowed, but even heavy foreshadowing works if it doesn’t quite make sense until the twist.

But yes, the awkward implementation of the timeline, some obtuse and sometimes arbitrary puzzles, they bring the game from legitimately good and interesting, to a cautious recommendation with heavy qualifications.

See this? THESE HELP PEOPLE GET INTO YOUR GAME IF IT’S A TADGE BIG.

Timelines, VN devs. I’ll stress this and stress this until it sinks in. Timelines. They make our lives easier.

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