SteamWorld Dig 2 Steam Review Screenshot

Genre: Adventure / Metroidvania
Game Page: Game On Steam
Should You Buy It: Yes

About The Game

SteamWorld Dig 2 is a sequel to adventure-platformer that involved going underground and mining precious ores. In this game, the niece of the hero from the first part is trying to find him. The game expands the ideas from the first part: you still need to dig through the caverns, seek valuable resources, sell them and upgrade your gear while trying to uncover some plot mystery. But it’s all done in a way bigger scale.

I’m not talking about the size of the map (it has also increased), but the functionality as well: the arcade elements are there, but the game feels more like metroidvania now: apart from simple digging deep below, you get new locations like cultist temple, windy plains, human town. This all add flavor to the game and enhance the story.

Speaking about the story: it still feels pretty straightforward, but my impression was that it is not the main focus of the game. What the game succeeds at is aesthetics and progression, coupled with engaging gameplay. First, let’s talk about the aesthetics: the style is cartoonish and colorful, but that gives a very strong charm to the characters of the game. The backgrounds differ much more than they did in the first part, making locations distinguishable and much more memorable.

The gameplay

The main gameplay loop is at its height: gathering metals, ores, valuables deep down below is done in a very formidable way. The player is gradually introduces to new game features, be it grappling hook, drill or remote bombs. Those mechanic introductions are followed by new tasks that player needs to solve. It indicates that SteamWorld Dig 2 has a great game design. In the end, the game presents challenges, gives you the tools to solve them but does not throw a correct solution straight at your face, giving you time to think and fulfillment from solving riddles. The digging itself is very pleasant, the pickaxe sound + the rock crumbling are really well-done. It’s addictingly fun to go back to town and see the numbers grow.

Speaking about the riddles, there are special challenge rooms located around the map. If you finish them – you get cogs to upgrade your gear with various adjustments. Those rooms are well thought out, you won’t need to dig much there, but focus on solving situations that often require the use of newly-gained mechanic. On a negative side, this dilutes the digging experience (if you are more into that). To counter that argument, those challenge rooms are not exactly mandatory.

Also, the game is going to be as difficult as you want it to be. Apart from normal difficulty settings, there are special equipment addons that can make enemy battles much more challenging.

Honestly, I usually list the cons at this point but I could not find them here. Some mention the game is too short, but the completionists will find things to do nonetheless (challenge rooms + getting all secret objects that give special blueprints, there are 42 of them).

Summary

Overall, the game is a highly polished and pleasing experience and I can confidently recommend it to fans of the genre, especially to the people who loved the first part.

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Tooth and Tail

Genre: RTS
Game Page: Game On Steam
Should You Buy It: Yes

About The game

To get your attention right away: Tooth and Tail is a competitive indie RTS. The backstory of the game is revolution in an animal world: animals revolt against other animals.

The game essentially addresses the issue with most rts games, where high skill level is necessary to even start thinking about competitive play. The most radical change is that you can’t scroll the map freely. You control a commander unit that you can move directly (keyboard/mouse or gamepad), this unit scouts the map, orders the other units and places buildings. Here’s how it is handled: your initial building, gristmill, has spot for 8 farms. You have 3 farms in the beginning of the game. Each farm costs 60 food to build and produces 1 food per second. As game progresses, new gristmills on the map can be captured.

You can build defensive buildings, new farms or “lairs” for the animals. The lairs automatically produce soldiers (while your supplies last), and you can then order those units around either by commanding them all or by selecting a specific unit type. The unit commands are pretty much straightforward: button click can mean attack, holding the mouse button while highlighting the enemy makes everyone focus it, or running away and keeping the mouse button pressed means your army retreats with you.

In total, there are 15 unit types and 5 defensive buildings. You pick 6 of these in any variation before the multiplayer battle, thus adjusting your strategy for every battle separately.

Pros and Cons

At the state of the previous patch (1.0.3) – on my ranks it felt that the game has the “rush meta” – I could win most games by building small units, but I’ve checked out the tournament videos and they showed much more elaborate plays.
Overall, the game matches are extremely short and intense. I personally never had a game longer than 8 minutes.

The aesthetics are the strong point of the game. The pixel art is cartoonish, but once you think about this, it gets pretty brutal. It is implied that the animals eat meat of others, which adds a cannibalistic feel to the game. Some might tell you: Vladimir, wait a second, in the animal world it’s called “carnivorous”. To that, I can answer: “The animals in the game have anthropomorphic features, so you can’t distance yourself from looking at them from the human angle.” So in the end, the game that is light on the art implies heavier subjects, making a unique dark atmosphere.

The drawback to this is that it’s sometimes hard to distinguish between walkable and unwalkable tiles. You’ll be getting stuck with your hero, simply because some places that seem to be passable turn out not (mostly in bushy tilesets, gets quite extreme in singleplayer, especially the mission where you have to free multiple squads of your soldiers).

All maps (even in single-player campaign) are generated randomly. That means that a lot of matches in single-player will be made easier if you get lucky. In competitive you can get screwed because of that, but it surprisingly does not bother you much: first, it teaches you how to adapt better. Second, if you are placed at a worse position than your opponent and lose: no big deal, it only took 5 minutes.

Summary

The strongest point of the game is the entry threshold: if you enjoy watching RTS games, but can’t get into competitive scene because those games require lots of concentration / time to get good, Tooth And Tail might be a good alternative. Since you control one commander, it takes the pressure off micromanaging tons of units / controlling the minimap / bases like crazy. You can start the games quickly, quickly win or quickly lose. The amount of strategies and possible plays still big due to unit variety and strategical decisionmaking (expansion vs offense). Overall, I can safely recommend Tooth and Tail to both RTS fans and people who are willing to get into the genre.

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Vostok Inc. - Steam Screenshot

Genre: SHMUP / Incremental Game
Game Page: Game On Steam
Should You Buy It: Yes, if you have a gamepad

About The Game

Vostok Inc. is a peculiar mix between an incremental game (think realm grinder) and shoot-em-up. In this game, you fly your ship and try to establish an intergalactic corporation. You go from planet to planet, build buildings and fight enemies while in space.

The freshness of the idea contributes to an engaging gameplay: you can spend your money on making your ship stronger or build your colonies. You get money by killing enemies, but the planetary bases give much more resources, and you can’t both at the beginning. This creates an interesting balancing/optimization choices for the player. Go for the first, and have a strong ship, but not enough passive income. Go for the second, and be richer, but have harder time surviving enemy encounters.

Battles

Speaking of enemy encounters: they are pretty straightforward. If you go through the space, you meet various enemies (depending on the galaxy you are in). They will chase you and shoot at you, and if you die: you must get to your base in an escape pod or you end up losing money / middle managers that improve your production output by a percentage. The battle controls are similar to other twin-stick shooter games: one stick to move, another to shoot. The player can have up to four weapons that can be switched between each other. The weapon system is different from the other games of shoot-em-up genre: your ships has three weapon slots. There are three possible weapons: beam, bullet, rocket. By combining those weapons, you get a new weapon type.

The shooting actually feels great: the bullet collisions are clearly visible and understandable, the enemies explode in a spectacular way and your bullets make nice sounds. On the down side, most weapons feel redundant or unnecessary: I’ve progressed in the game by mostly using bullet weapons. Other ones just did not feel powerful or did not help to solve any specific problems with the enemies: you don’t need homing rockets if you can turn around at any point and shoot shotgun/minigun at upcoming enemies with much faster rate and damage per second. The most basic beam weapon also felt like the best one to fight the slowest bosses: one projectile hits the large bosses’ bounding box multiple times, accumulating your combo meter VERY quickly and allowing you to do huge damage, ensuring quick boss kills. Actually, it feels like a problem with most large projectiles / large enemies: your hits get counted multiple times, and so it’s really easy to get max combo on slower bosses or enemies, dealing tremendous amounts of damage.

Business

The incremental part is well balanced and allows for the smooth progression: you won’t be a billionaire straight away, instead you’ll have to gradually work for it, meticulously building your bases and purchasing upgrades. This base building part provides a good relaxation from the space fighting. There are also minigames like racing and collecting managers in space. Managers enhance your production percentage and offer some more minigames that imitate retro-gaming systems. Overall, this salad of features is what keeps Vostok Incorporated interesting.

Cons

However, when you get 20+ planets, a problem appears which I love to call “Fallout 4” problem. If you remember Fallout 4 base building, you got your homebase first, then you could go and help bases all through the commonwealth and get more villages under your protection. However, once you got too many of them, it quickly started to become a chore going from one place to another, fixing and improving things. The same thing can be observed here: going between 4+ system and visiting multiple planets becomes a chore. It would help to have an ability to build bases on planets remotly, but alas, there’s no such thing.

Speaking about the cons, I must mention that the settings are very weak: no mouse support in the menus. No resolution / display selection. The game was clearly designed with consoles in mind. The gamepad controls are very convenient, but even keyboard key rebindings can’t save the UI from the lack of mouse support and awkward menu switching.

Summary

While it’s not perfect – it is an engaging attempt to make a fusion of two game genres that succeeded. Vostok Inc. brings the new mechanics to the table, combining it with nice aesthetics and polish. Get it if you have a gamepad.

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Galaxy of Pen And Paper Steam Screenshot

Genre: RPG
Game Page: Game On Steam
Should You Buy It: Wait for the bugs to get fixed (but after that: 100% yes)

About The Game

Galaxy Of Pen & Paper is a spiritual successor of Knights of Pen & Paper, by Behold Studios. It’s a turn-based rpg game that features questing and battles. The setting is what makes it different from hundreds of similar games: the game takes you into the role of a DND player, seamlessly shifting you between the “real” world and the “space” world. At one moment, you see the game master and players actively discussing game mechanics at the table, and at the next – their alter-egos, questing through space, picking fights.

Pros and Cons

The game is packed with not-so-subtle references to other space series and puns. Writing and wordplay are the strongest moments of the game. That also means you’d need to read a lot: between battles, there are a plenty of dialogues and character interactions.

Combat is pretty straightforward: you have two battle lines on each side (3 characters on every one of them MAX). Characters take turns hitting each other. If you want to succeed in combat, you’ll have to take advantage between skill synergies. For example, you could learn a poison skill on one character, and a skill that gives attacks healing effect on the other one. Or the skill that burns poisoned enemies. There are quite a lot of combinations and that make the combat fun.

The good thing is that since you are playing as a GM and a party at the same time, you can often pick the amount of opponents that you are facing. If you get a task to defeat 4 enemies, you can split them into batches of two and fight them two times separately. The difficulty decreases, but the amount of rewards also goes down.

One new thing that has been added is space battle element. It’s a minigame that essentially involves ships throwing dice, accumulating action points that can be spent on healing/attacking. One thing that I could not find out is the way to upgrade the ship health: right as you get your ship, you get sent into optional quests that involve destroying other spaceships. There’s a catch though. You can not see the strength of the ships that you are going to fight. So when I encountered a starship with 400 hp, it quickly annihilated my 140 hp ship. This happened quite a few times. There was also no way to escape from the combat like this.

One thing that could be improved is the character progression UI. All of the skills are mixed in one box, available to see from the start, sorted by price. In my opinion, this is not a right approach, as it can get quite confusing. It’s also not so easy to distinguish between learned and not learned skills, since they all seem to be bundled together. It would have been easier to group the skills in some ways (passive / active? Class/generic? Group by effect?)

The other thing is bugs: the game have quite a good number of them. I could occasionally open the character window in inconvenient game moments and then never close it. Once I’ve started a class questline (and failed it), the savage stayed with my party and when I got another party member – it has been placed in the same position and essentially I had two characters in one slot during the combat.

Summary

Overall, $14.99 might seem like a steep price – but I say the writing and the immersive atmosphere are worth it. However, there are quite a lot of bugs, so I’m a bit hesitant. I genuinely had fun while playing it, but be prepared to encounter quite some bugs as you play. The different reviews of the game mention bugs of different severity and one of the encounered ones was quite severe, but not absolutely gamebreaking. If you don’t mind the bugs – I can recommend the game to all of the RPG fans.

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Kingdom of Loot Steam Game Screenshot

Genre: MMORPG
Game Page: Game On Steam
Should You Buy It: Wait for early access to end

Today, I wanted to take a look at the game called “Kingdom of Loot:” I did not stumble upon it randomly, its ad has been displayed to me on Facebook. The game is in early access, so lots of work is planned ahead.

About The Game

The game is a massive multiplayer rpg game, made fully in pixel art. The game’s aesthetic is definitely well-thought out: the palette is colorful, the pixel art is well done and shows lots of care put into it.

Pros and cons

The ui is well-drawn, but clumsy. To equip a new item, you need to unequip the previous one. You can’t quick sell items (at least I did not find the way). You need to drag every one of your items towards “sell” button, which can become tedious if you take into account how much loot the game actually drops. There are no quick way to compare the item that you are going to equip with the item that you already have equiped. I could go on, but I think you get the picture.

You’ll have to pick up lots of loot. Luckily, this mechanic is well-done. The hitting animations and reward collections is polished fine, which is important. Every time enemy drops coins / weapons – there are visible effects and pleasant sounds on pickup. One thing that I would change is the loot attraction distance. Right now, you have to be almost on the coins in order to loot them. This brings some unnecessary walking around. Ideally, it would be much more entertaining if the coins were pulled towards you from 2-3 tile distance.

However, when it comes to gameplay, the game faces a serious challenge: right now, after level 5, the game throws you into the dungeon. Unfortunately, this is the only dungeon you can go to. I’ve tried playing with two melee classes and an archer, and did not see any active skills upon reaching level 5. All I got was passive attack enhancements, which essentially reduced the gameplay towards hitting the space button and drinking potion occasionally.

At this point, there is not much variety: one location to get to level 5, then dungeon to get to progress further. It’s better to group up for that one, since monsters are getting tougher and much harder to kill.

Summary

From the development perspective, the game is in peculiar state: if the game is being actively marketed, there’s not much content to keep player’s playing. The thing that can definitely be improved is an early game: players gather most of impressions from it, and if they just need to roam around and simply grind right from the start (except for one quest) – a lot of people are going to be lured by awesome graphics and polish, but not many are going to stay.

If it was up to me – I’d add more early game content specifically and work on basic UI improvements: that way the players will be able to better see the promise the game shows and follow it closer. A few things that could definitely make it much more entertaining would be early early game location alternatives, active skills for all classes, UI that would allow selling loot quickly (after all, the game is about loot, right?). Essentially, focusing all effort on the early game, to improve retention (more active players means that new players will be able to find the party easier and form friendships, thus forming additional bond with the game world).

Kingdom of Loot is the game that shows a lot of potential, but feels like it went into early access too soon. Overall, keep your eyes open for this one, but wait before it actually leaves early access.

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Switchcars - Indie Game Reviews 2017 - Steam Screenshot

Genre: Action / Roguelite
Game Page: Game On Steam
Should You Buy It: Absolutely Yes

In Switchcars, you take a journey. However, in this case, the journey by the road also symbolizes the journey through time: by driving forward, you literally travel through the years. You have to go from year 1950 to 2055.

It’s a curious action / roguelite game that asks you to switch cars to pass different kinds of terrain to outrun the time (and the cross-dimensional monsters that go after you). You have three car slots that you can fill with any passing car. If you press a button near a car, the car is added to your car inventory and is usable at any time by pressing that same button again. Each level consists of multiple road lanes. Those road lanes have different terrain types like air, water, railroad, forest, etc. So in the end, you have to match the car type with the lane type and do it in the most efficient way possible.

This is done in a really good way: a lot of vehicles are too fast, so unless you have godlike reaction you ought to get in lots of trouble and will be forced to switch and replace cars due to encountering tons of obstacles. However, since lane terrain types don’t change that often, there’s a good strategy element which makes path optimization much more important than avoiding obstacles. So even if you are as bad at action games as I am, there’s still possibility for completing the game if you pick the route correctly. There are also pickups, aka consumable items that can improve your car or help your character.

Switchcars Steam Screenshot

Some cars have special abilities like nitro boost, electrical engine, tank tracks, sled, etc. There are more than 1000 cars available, some are recolrs, but most of them feel very different indeed. Another interesting thing is that cars and landscapes depend on the in-game year. The cars do change with time, from retro-ish to futuristic, which adds a great twist to the game process and makes it much less linear. The pixel art is very polished and the cars are well drawn.

Another thing is your character’s grappling hook: you can attach it to most passing cars or static obstacles, ensuring faster travel through the level and allowing you to get the cars that pass you by. One thing that I did not like was the controls when trying to grab the flying vehicles, like planes or helicopters, because whenever I held the “up” button on d-pad, the game often ignored me and went in horizontal directions towards other cars or obstacles. So it was pretty much impossible for me to grab aerial vehicles that are in the sky already.

Another thing that left a bitter aftertaste was the impossibility to effectively control your car at higher speeds, despite the game having very responsive controls. The speed was just too much to understand what was going on the screen. Before you start shouting “git gud,” I have to say that maneuvering through the lanes happen almost instantly, but you still need a godly reaction to notice all the small details. So in the game, despite having big speeds, there are very few moments when you get to enjoy these. Perhaps the game could use some sort of a slow-mo bonus that would allow the player to slow the time down without loosing a feeling of speed. Another solution would be making cars a bit more durable, since a lot of the fast ones can’t survive a head-on crash with another one.

But to sum it up, all of this seemed like a very minor drawbacks to otherwise a great game. SwitchCars is an amazing example of an indie roguelite game that creates a spectacular product on top of an original idea. I can highly recommend the game to those of you who like action/fast-paced indie games.

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Caveblazers - Indie Game Reviews 2017 Steam Screenshot

Genre: Roguelite / Action / Platformer
Game Page: Game On Steam
Should You Buy It: If you enjoy difficult games

About The Game

In caveblazers, you venture down the cavern to explore it. It’s a roguelite platformer, where you’ll have to jump from wall to wall, fight different enemies and descend deep down into the cave. The game is aimed at hardcore roguelite/action/platformer audiences due to high difficulty.

The Good

The combat system is pretty simple, but really well done. You have a melee weapon, a bow with unlimited ammo and a slot for special item. You just need to attack the enemy either from a distance or swing at him after he swings at you (and hopefully misses). If you swing at enemy at the same time he does – the swing is parried. Enemies do not have bounding boxes, so you can often go through them, thus flanking them and making them miss an attack against you.

As you progress, you find new weapons and magic items that can give you one special ability like super speed, high jump or some passive perks. The variety is good and it leaves a lot of space to decision making: do I want to equip a boots that will allow me to run faster once in a while or do I want a demon that duplicates ranged attacks?

You’ll spend lots of game time jumping, and this aspect is done really well too. Your character can jump from the walls, meaning that you can climb up this way. The jump controls are really well done, they are intuitive; you can change your direction mid-air, ensuring that you can easily navigate wherever you want to.

AI deserves extra mention: monsters know how to jump from walls to walls and can find how to get to you. You also encounter friendly adventurers on your travel, and friendly ai really gives a great impression: it can maneuver carefully and traverse complicated levels while following you.

The graphics are also nicely done and well-polished. The pixel art is done with love and fits the style of the game.

The Bad

  • The game often feels like it is relying on random too much. Some runs will be successful simply because your rooms spawned perfectly.
  • I’ve also noticed that sometimes enemy-containing rooms are generated without open passages to them. You’d need to blow up the ground if you want to get to the enemies. There were no problems with the exit.
  • At the rate the new perks are unlocked – the game gets a bit monotonous. Unless you unlock relevant perks – you always start with the same weapons. I’ve played for about 3 hours and I still only have one perk that gives me different ranged weapon.

Summary

Caveblazers is the game that leaves a somewhat bad impression at first. During the first hour of playing, I seriously disliked how things went. The gameplay was really repetitive: spawn, die, repeat. After that time, I’ve unlocked a few perks that altered the gameplay process and the game began to feel different and more varying. I’m glad I’ve persevered past the first 1.5 hours, because after that the game really became fun. To sum it up, Caveblazers is very focused on its mechanics, so I’m pretty sure that you are new to the genre – it won’t motivate you to carry on. For those hardcore fans that enjoy this type of games and have some sort of idea about what they are getting into – I recommend the game.

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Vagrant - Indie Game Reviews 2017 Steam Screenshot

Genre: Action / RPG
Game Page: Game On Steam
Should You Buy It: Yes

Disclaimer: Game is in Early access, lots of things are ought to change. Developers mentioned that there will be a lot of improvement and they encourage people to post their thoughts, comments and ask them anything in Steam community hub.

The Vagrant is a 2D Action / RPG game, where you take a role of a travelling sellsword on her own mission. Combat lots of different creatures and explore the world on a journey through medieval fantasy world.

The Good

Overall, the gameplay itself is great. Attack Sequences: Animations are well done and you can chain the combos quite easily. The attack combos are introduced gradually (through your talent tree, where you can look up what they do and the keys to use them), which gives you enough time to practice them. The controls are responsive and make it easy to perform attacks.

And the whole game actually follows this practice: the difficulty gradually increases, throwing easy monsters at the start and then becoming more challenging towards the end. The seasoned players won’t be bored at the beginning either: at every world, there are optional rooms with higher rewards and more challenging monsters.

There’s also a vast ability tree, or rather a circle. You can level up everything, as long as you have mana and find relevant items. For people who like to grind – this can be a perfect opportunity to max out all possible stats.

And finally, the graphics are nice. The backgrounds seem to be hand-drawn and overall very clean. The game has a very distinct medieval-fantasy feel. I can’t say anything bad about the music, it’s there and it’s not annoying nor repetitive, so I can say that it’s a plus.

The Bad

  • Can’t Skip the Cutscenes, there are not many of them, but sometimes when you die and have to redo it – it’s a pain.
  • Game Balance leaves some questions: potions are useless: they restore health, but have cooldown. Instead, you can open the equipment menu and use consumable food, that does the same and has no cooldown. There are even talents that reduce healing potion cooldowns. Why? You can essentially avoid that by just eating food (which is also encountered more often in game).
  • Translation shows errors now and then and then there are weird plot hole that I especially noticed: “everyone in the village got killed” – then you kill the boss – then everyone in the village (except for one house) is suddenly there again. The characters also seem to open up randomly: would you tell a random dude you’ve met a day ago that your father abandoned you? It’s up to you to judge.
  • Alright, I have to mention the breasts. Alright, I know there are fans of this style out there and I’m not here to complain about the size, but I can’t help but look at the heroine and ask “where’s the damn neck?” Breasts seems to be drawn too high, leaving no place for the clearly distinguishable upper chest and neck.

Summary

At its current state, the game is not perfect. The plot might not be that great and the character introductions are somewhat rushed, but the combat system and the gradual change of surroundings make it well worth it. The ability to chain combos flawlessly, customize your abilities / equipment, as well as difficulty being just right – that makes the game good and because of this I can confidently recommend it.

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Rush Rover - Indie Game Reviews 2017 Steam Screenshot

Genre: Action / Bullet Hell
Game Page: Game On Steam
Should You Buy It: Absolutely Yes

Disclaimer: game is still in early access, some things are ought to change.

Rush Rover is a top-down 2d action/roguelite game. In the game, you control a robot that fights the other, “converted” AI bots. Each playthrough consists of multiple randomly generated rooms, and you must defeat 5 bosses to win the game. As you kill enemies, you level up and get to upgrade various abilities.

The Good

  • Content: enemies are very different, their movement paths and attacks require different type of maneuvering and dodging from you. Some rush towards you and you have to dodge, others shoot in circular patterns so you have to keep moving in-between bullets. In any case: standing in one place means certain death. The guns are also really interesting: some charge up before firing, the homing missiles lock on targets before flying towards them, the “wave” gun tries to fry the enemies in a cone pattern.
  • Skill-Based Gameplay: the drops are random, but damage is not. You have to dodge lots of bullets and fire accurately, otherwise you get obliterated. If you die – it totally feels like your fault, which is a great game design.
  • The game handles roguelite randomness really well: your initial weapon does not suck. It’s not terribly powerful, but you can upgrade it as you level up, so even if you don’t find a new one, you can still complete the game. In fact, I’ve completed my first run without actually changing the weapon.

The Bad

  • One playthrough is extremely short: it took me about 40 minutes to finish one game. It’s not easy so you won’t be able to do it on the first playthrough (probably), but it took me a bit more than 2 hours to finish the game for the first time.
  • The graphics are not that great: the animations are well-detailed, but the backgrounds do get repetitive after some time. The UI is also a bit clumsy, i.e. you can’t pause the game by pressing ESC, you have to open inventory and click “menu” there before the actual game menu opens.

Summary

Rush Rover seriously made me think about what makes the top-down shooter games good. Frankly, I have not felt this excited about top-down games since Enter The Gungeon. However, the game does some things much better than the former: namely, the room balancing. First, you can teleport from every room after you kill all enemies. Second, the room is always equally full of enemies. They won’t rush towards you. You need to start approach them, and then they attack you. This contributes to a feeling that every room is literally filled with enemies, but still leaves you space to maneuver.

At the time of this review, the game costs 5.99 EUR (or your regional equivalent) and I definitely recommended it, as it’s a great price for the entertainment that you are getting.

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Super Stone Legacy - Indie Game Reviews 2017

Genre: Action / RPG
Game Page: Game On Steam
Should You Buy It: Wait for 50%+ discount

EDIT: 30-second victory screen has been made significantly shorter, removed that point by request of developer since it was fixed.

Super Stone Legacy is an action game. You go through randomly-generated dungeon rooms and kill all enemies that you encounter. One thing that makes it distinguishable is amount of boss fights: you encounter the boss after clearing two or three rooms. That means one boss fight approximately every 5 minutes. I must say right away that I’m on the fence about this game. Here are the reasons why, starting from the good ones:

The Good

  • The gameplay loop is really well done. The room battles are very dynamic and it is where the game shines.
  • Six characters with different attack patterns (that can be switched during game time) add enough variety to make fights exciting.
  • Skill-Based gameplay. Not much of a random factor: rooms are randomly generated, but nothing else. It’s up to you to dodge enemy attacks / move properly.

The Bad

  • Shooting/attacking mechanics: you have to click every time to perform normal attack. Why not make it possible to hold the left button for continuous attacks? There are two more attack types, but it would be much nicer to see them bound to right clicking / holding right mouse.
  • No difficulty settings. Once you level up your character to 7+ level, get plenty of hp and study enemy attack patterns, the game becomes a grind, you just go through enemies and simply click lots of times to defeat them without fear of being killed.
  • One walkthrough takes about 1.5 hours. You don’t have much incentives to start another one. There are no unlocks or anything like that.
  • There is no save feature, meaning you have to complete the game in one run. 1.5 hours might not be too crazy, but the feature would help.
  • UI: You can not alt-tab and minimize the window. It stays on top of the display all the time. For those of you with two+ displays: you can not choose the display in Unity launcher, which seems weird, because other games made in Unity normally allow that.

 

Summary

The game battles are fun and you can’t take that away. On the other hand, there are terrible UI / UX issues and not that much replayability. You completed the game – now what? You can try again with the different characters, but chances are you’ve seen most of the bosses and the enemies will be the same, even if they will be appearing in the same sequence. Taking the bad sides into account, I suggest waiting for 66% discount or more before grabbing the game.

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Feature Image taken from the game store page, here