Tangle Tower (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

Families can be… Difficult. The unspoken. The misspoken. The very much spoken. As much as they can be a joy, people to hold onto in difficult times… They can equally be a burden, a curse. And the latter is… Sort of true in Tangle Tower, a mystery adventure game where the murder of one of its scions not only causes grief for the family, but exposes the cracks, the pain that’s already there. The failed dreams, the self delusions.

I can’t help but like Poppy. In a way, she’s the most honest of the lot.

Families can be difficult, and never moreso than when there’s a death in the family. A death, in this case, that was premeditated by a family member. But who?

Well, that’s your job, as Detective Grimoire and Sally. To solve the murder of Freya Fellow, an artist and lover of insects. And while the game is most definitely pleasant, the story of the murder itself? Well, murder can be for some not very rational decisions.

Anyway, the game. The game has three or four base elements to it: Investigating the various locales of Tangle Tower, solving the various puzzles and puzzle locks around the house, interrogating the family members (plus a brusque fellow detective named Hawkshaw), and putting together those suspicions in one of two ways: By making sentences with two pieces of evidence and two sentence fragments, or by picking the relevant clue item.

This one caught me out for the longest time…

The most complex elements are the puzzles, and it warmed my heart to see that not only was there a clue button that would let you know where to go next if you were stuck (or who to talk to, if you had all the pieces to reveal someone’s secret), the puzzles would have hints. Not big ones, just a general hint on how to solve the puzzle if you took multiple tries, but that was nice. Add in that pretty much everything is done by clicking the left mouse button, or dragging it, and it’s pretty accessible to play too.

Aesthetically, it works quite well. Clear UX, so you know what is what and what does what, the soundscapes were nice, from the music that fit each character (For example, melancholy piano for Poppy) and situation (The eerie, final areas have an equally eerie tune), to the little things, like ambient sound. The art style is solid, painted backgrounds working well with the heavily inked, flat shaded characters, and the voice work? The voice work is good. You get the feel for each character, and, when their suspicious aspect is revealed, you can hear the defeat, the brittleness in most of their voices. I say most, because some are already brittle.

Fifi is one hell of a character. Autistic readers, if you play the game, lemme know if they’re good autistic rep, and I’ll edit this caption to reflect that.

As to the writing? Well, I can’t spoil it, but it follows the rules of a good mystery: Red herrings, misdirections, every clue having a reason to be there, and moderately good foreshadowing of various elements. Why is there a bloodstain on the floor when Freya was standing close to the painting when she got stabbed, in the chest? There’s fantastical elements, it’s true, from the more outlandish characters to the general idea of the island, a place where the lake waters mutate creatures and plants much more rapidly than the surroundings, to the eccentricities of the family.

And, of course, a little humour. Sometimes it’s the kind of humour that stays light, like the sarcastic banter between Grimoire and Sally. Sometimes, it’s the kind that, later on, makes you feel a little bad for laughing.

In any case, I finished Tangle Tower in a single setting, and, while it’s not the longest game, clocking in at around 4 hours for a playthrough, I’ve had a whale of a time with it. Not, specifically, fun, because fun isn’t, strictly speaking, the goal. But I wanted to know, know about the family, about the island, about the mechanics of this strange murder, and the reason for it. Well, I got all those things. And I recommend it.

The Mad Welshman honestly wishes the folks who still live in Tangle Tower well. Life’s tough, people need a break.

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Meteorfall: Krumit’s Tale (Early Access Review)

Source: Review Copy
Price: £5.79 (£7.09 for game and soundtrack, £2.09 for soundtrack)
Where To Get It: Steam

Adventurers are not the smartest of folks. They run heedlessly into dungeons, and then scratch their heads as they’re faced with… A grid? A small economy system? A… Puzzle? BRUNO SMASH. Bruno dead. Whoops, Bruno should have listened to the tutorial of Krumit’s Tale, a fun little puzzle and deckbuilding roguelite in which you try to efficiently clear out a dungeon, with the only major criteria being survival. Of course, if you survive and leave a lot of item tiles on the board, you get more opportunities to beef up your deck. And that’s so very tempting.

All these tiles will be lost… Like tears in the rain. Time to die…

The actual rules of Krumit’s Tale are pretty simple. With an enemy, you attack first, unless they’re ambushing or blitzing you (the lightning symbol.) Killing an enemy nets you 1 gold, and gold is used to buy abilities. I mention this before things like parrying, where if you have more armour the the enemy’s attack? They’re stunned for a turn, which, effectively, counts for either two turns of damage, or the enemy’s death, depending on how much they have left in the (heart) tank, because you don’t start with weapons or armour.

You have to buy them, if you have the option. Once all enemies are dead, you’ve won, and the equipment and ability tiles you have left on the board are counted toward your bonus points. You get a free tile, you pick a special ability out of four, and then you buy tiles and rubbish cards you don’t want anymore until your deck size is the current maximum. Then you do it again. Die? You’ve earned XP, which will, over runs, unlock you new abilities for the character you’ve played.

A dangerous foe indeed!

The devil’s in the details, of course, with each new enemy having something that complicates matters, but the base ideas are tight, simple, and easily understandable. It doesn’t take long to get the hang of. Which is good, I like me some tight design! But what about… Everything else?

Well, it just so happens that I like the aesthetic too. Visually, it’s a cartoonish style, with some interestingly grim elements, and lovely little touches like the M of Krumit’s fluttering above the candle flame of the L, and the animations of each character. Speaking of characters, both of the currently available characters have their own… I won’t quite say “charm” , but character works. Bruno is definitely a barbarian of a man, with a constant, low key gargling of suppressed rage, and similarly, Greybeard the wizard is toothily muttering his incantations. Their designs, and that of the monsters, are pretty cool, and the music? Suitably creepy. Nice!

Yes, this would be an ideal spot. I love sneks!

This, the difficulty curve, the clever little things you can do (If your inventory isn’t used up, it counts toward that tile bonus, friends!), and its sarcastic, sometimes grim humour works well for me. As far as deckbuilder roguelites go, it comes recommended, even in this early stage, showing promise and polish.

The Mad Welshman loves the description of W’aggu. Alas, he didn’t screenshot it. Go play the game.

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The 13th Doll: A 7th Guest Fangame (Review)

Source: Cashmoneys
Price: £23.79
Where To Get It: Steam

Well, I came into The 13th Doll expecting cheese, evil puzzles, and Stauf being sarcastic, and, beyond some odd design choices, that’s… Exactly what I got. Good job, everybody, let’s pack it up and…

Ah, the puns. I actually missed these.

…Oh, wait, I need to talk about it, don’t I? Well, The 13th Doll, like the 7th Guest, is a first person puzzle adventure with 3d areas and, occasionally, live action on top. It looks relatively natural for such a thing, which is a somewhat difficult thing to pull off. Now, though, they’re using Unity, and so they’re not limited to awkward, individually raytraced movement frames between locations. You just… Move around, your cursor changes when you can change rooms (A skeletal finger beckons), when you can’t just yet (it wags), when you can do a puzzle (A skull with a pulsating brain), and when you can pick up or otherwise interact with something (Chattering teeth or a comedy mask, depending on what it is.)

The other thing here is that there are, in fact, two protagonists: Tad, the boy from the original game, who escaped the mansion after being stuck there as a time looping ghost. And, since this game is set in the 20s or 30s, starts the game placed in a “hospital for the mentally insane” (If anyone knows what physical insanity is, let me know too, I’m curious.) The other is the new psychiatric doctor, Dr. Richmond, who, as exposure therapy, takes Tad back… To the mansion! Legitimately a nice way to have 26 puzzles (13 apiece) in the game, and their stories both intersect at points… And diverge the rest of the time.

Tad has grown, and… Well, I suppose he’s got good reason to be so sulky as an adult.

Tad, quite literally haunted by the spectres of his past, seeks to destroy Stauf once and for all by… Well, he’s told the 13th doll is the key, but, considering it tried to grab his ankles in the intro, I’m not entirely sure this is true. Meanwhile, Dr Richmond’s story… Ohh, it burns my ass to see Stauf engaging in historical revisionism. He’s a brilliant man! A genius! His wife was the serial killer, and she was the one who caused the children to die in the first game through a virus she had! BLECH.

In any case, aesthetically, it works alright, overall… The music is pretty good, sometimes covers of the first game’s soundtrack, others new tracks, and they’re all pretty fitting. The acting, on the other hand… That’s more variable. Honestly, I wasn’t expecting shakespearean ham from anyone but Robert Hirschboeck (who both reprises his role as Henry Stauf, and brings his style, panache, and ham to the role once more) but the protagonists are sometimes a little flat in their speech. Visually, well… It’s not a bad looking rendition of the Stauf Mansion, and I like the new touches on some of the old spookings. It also has a relatively clear UX, although there is the oddity that, to save, you have to go to the main menu. Don’t quite know why that decision was made, but I’ve let you know now.

ARGH. AAAAAARGH.

Still, a game like this wouldn’t be complete without the puzzles, and… Ohhh boy. There is colourblind assistance, but it’s a text overlay, which, in the case of some puzzles early on, makes it a sod to see the puzzle itself. And the puzzles are, for the most part, bastard hard. Case in point, on Doctor Richmond’s path, there is… The clock puzzle. Can you split a clock into four parts, so that each endpoint of your segments adds up to the same number? I’ve been racking my brain over this one for a while, suffice to say. Some are new takes on old puzzles, such as the artery puzzle (Now a sliding block puzzle with a twist: The blocks can fall off the edges, never to be regained.) Oh, and the return of the fucking first person maze. Oh yes, that was indeed a memorable moment in 7th Guest. That was the part most of us said “Nope, fuck this!” and missed out on the endings. Get your graph paper out for that one, friends!

Overall, though, it’s by no means a bad game. The story is ham and cheese, but I went in expecting that, and if you do too, you’ll be alright. The puzzles, the mansion… These are the meat of the game, and, while not all the accessibility options work well (if you have problems, let them know.), it’s worth hitting options before you begin to check them. In any case, the puzzles, while fiendish, are mostly well explained (Although the hints mostly seem to be restatements of the puzzle mechanics, sadly), the callbacks are mostly fun, and, overall… Yep, definitely recommended for 7th Guest fans, moderately recommended for puzzle adventure fans who like hard puzzles. Good Stauf!

Robert Hirschboeck. Playing the Man in the Moon at a theater near you.

The Mad Welshman finds himself… Chilling with this game. That was a graaave mistake… (Ohohoho)

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Hentasia: Rod of Power (NSFW Review)

Source: Cashmoneys
Price: $5 (Approximately £4, with the option to donate more if you like it)
Where To Get It: Itch.IO

Content Warning: Monstergirls, analingus.

(more…)

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Posthuman: Sanctuary (Early Access Review)

Source: Cashmoneys
Price: £12.39
Where To Get It: Steam
Other Reviews: Early Access 1

It’s been a while since I last looked at Posthuman: Sanctuary, not least because of a moderately long radio silence, but a recent update induced me to look, and I have had the most successful run to date.

…And my god, I wish I hadn’t done that before the update. I killed over 400 clones of Karl Marx (the Doomsayer faction), presumably because, being one of the few nonmutated humans in the post apocalypse, I am the new bourgouisie. Sucks to be me, I guess.

Sorry Karl, meet my means of production… Of blood.

But, close to the end of the run as I am (It’s taken several hours), I’ve realised I have become the bourgoisie. I have more backpacks than I know what to do with. Do I drop any of them, considering I can use just one? NOPE. I’ve thrown away Camo Tents. Already got one, don’t like the colour of this one. I’m passing out mutation vaccine and food as if I’m some great philanthropist, while hoarding the majority to myself. I have good guns, plenty of bullets, and a steel baseball bat that has become a sight of terror among mutant and human alike. And I’ve been a meddlesome fucker too.

But I’m tired. So tired. The goal is actually in sight. Except the last three milestones have been a long way apart, I’ve killed so many… And I just want to give up. I’ve stopped bothering to learn new things, or improve myself. I did that long ago.

Ohgod, I’m a one percenter now…

What I’m getting at here, is that once you’ve gotten a truly successful run up and running… The challenge sort of fades away, even with levelups stopping at level 25 or 30. And, as noted, the further you get, the farther away the milestones get.

The game is best when you’re not successful, is what I’m trying to say. When you meet the dread bankers of the soul, the dealmakers. When a big brained mutant is cause for alarm, rather than “Yup, target practice.”

The devs have, to be fair, added new creatures. New events. A fair amount of them. And maybe this will improve things in the future. Because god-damn, the game is pretty, with a cool visual aesthetic, a nice combat tune, a contemplative event track, and relaxing music in the overworld. The events are pretty well written, and they vary from enjoying while predicting the outcome, to… Wait, what? Some of them are, fair warning, pretty grim. Like the man who burns his wife. There is no good option in that event. It’s pain and misery. The option to turn off R Rated events is there, by the way, and this is a good option to have.

Not pictured: My final landmark… Which is… 20 to 40 tiles away… Kill me.

Accessiblity wise, well, it’s turn based, everything is with the mouse, and everything is pretty clear. The rules, also, are relatively clear: Move, Forage, Scout, and Camp each have their function (Moving blindly, trying to get new stuff at the cost of not moving, seeing ahead two tiles from where you are, and recovering health and stamina), and each turn, you have the option of paying 1 food per character, or taking the hit that results.

It’s an interesting wasteland, and I recommend checking it out… But it could do with more of a late game.

The Mad Welshman is not proud of his wealth of backpacks, but he states for the record that it was earned.

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