Saturday, September 21, 2024

Mobile Friday - Match and Rogue: Pixel RPG - The Roguelike Needs A Little Tweaking, But It's Good


For Mobile Friday this week is i tried out Match and Rogue: Pixel RPG, from Another Jay, on my iPhone 14 Pro.

It's a combination of a Match 4 game and a Roguelike and going in i was very curious how it would be balanced. the Match 4 gameplay style is similar to the famous mobile game 10000000, and it's later sequel You Must Build A Boat. so i was familiar with that gameplay style, but the game also does well with it's tutorial in not only explaining but also showing how it works.

With the tutorial being so strong for one aspect of the game, i was disappointed in how it stops with the other aspect of the game. Match and Rogue: Pixel RPG has been developed clearly with mobile in mind, it's playable with one hand and is welcoming to new players. so it's hard to understand why the developer decided to stop being so welcoming when it came to the Roguelike aspect of gameplay. There's no tutorial and the game doesn't even push the player to that aspect of the game. it's entirely possible to play Match and Rogue: Pixel RPG and never interact with it's Roguelike half when you first play it.

clearly, the game needs to either hold the players hand and take them directly to this section so they can spend the ability points gained from levelling up, or change the labels to make it clear that you can quit and upgrade. As for the Roguelike aspect of the game, i learned that you do not keep any in-game upgrades you obtain. Nor do you keep money. but you do gain XP and when you level up you gain Skill Points. these are permeant and you can spend these points on the home screen in the Skill Tree section. 

But i felt that this section also needs a little work. i didn't feel like i gained anything useful from the first 2 upgrades. i feel the start of this Skill Tree needs some tweaking, some rebalancing, to help make the first step a noticeable change for the player. gaining a secondary weapon did little to nothing in the first stage as my first weapon was able to kill most things in one hit anyway and was more powerful than the secondary skill i could equip. I think moving the third skill, a new Grid Power block, down to first and then having Grid Power Weapons spawn in the level, or after a boss, would be a better way of introducing the mechanic but also showing how it can make you stronger.

The music in Match and Rogue: Pixel RPG is fantastic and i'm glad there are separate tunes for bosses in the levels. a little more fanfare on levelling up would've been nice, and helped draw attention to unlocked skill points, but what's there is great and i would like the soundtrack.

Even as it currently is, Match and Rogue: Pixel RPG is a good and well worth downloading. It's one i'm going to play in my free time and i will keep a look out for updates to it as there's a solid base to work from. 

Version 0.3.3 Played.

Thursday, September 19, 2024

Demo Play Thursday - Epic Mickey: Rebrushed On PS4


For this week's Demo Play Thursday i played the PlayStation 4 version of Epic Mickey: Rebrushed from Purple Lamp.

Even tho i had a Wii, i never actually played it before. back then, whilst the idea was very popular there were many complaints about the execution and i wasn't into Disney enough to give it a go. But with this "Rebrushed" version, i was curious if they could not only make it look modern but also feel modern.

One thing i bring up a few times throughout this video is how slow it feels whilst Mickey looks to be going so fast. it must be that the levels are big and Mickey is small, but even when running there's no great sense of speed. i would go so far as to say that the running speed is closer to what i expected the walking speed to be. The only other minor complain i have about how it feels to play it is that sometimes it was difficult to judge jumps. once or twice it was because the camera got in the way, but other times it was a mix of the lack of speed and difficult to spot shadows making it hard to judge 3D space.

there is a lot of other things that this did well. graphically, i was impressed. it doesn't feel like the Wii version but HD, it looks like they went through the game and re-did a lot, if not all, of the assets. the controls are good, the music is good, and everything is nice and clear. If this was the version that came out originally, i probably would've tried it.

But i still came away with many questions about this game. i feel like the game doesn't talk about the consequences of our actions. as i say in the video, there's a disconnect with it being a Disney game and us having the ability to destroy the world. it feels wrong, it feels like there's a morality system at work that the game doesn't reveal. i felt like i was second guessing myself, wondering if i should be creating, that in doing so i would get a better ending. the same applies to the enemies. we can destroy them or make them our friends. then the demo introduced a guardian system that gives us one use guardians, but we need to create or destroy to get a guardian of that type. It honestly felt like the game was adding too many mechanics to the game when all i was interested in was the story.

So whilst it is an effective demo, after playing it i'm not interested in getting Epic Mickey: Rebrushed. i do recommend people try it. but for me, it just didn't do enough to answer all the questions i had about the game.

Tuesday, September 17, 2024

Stories on Tuesday - Loopers - Part 1


This Stories on Tuesday game is Loopers, also known as ルーパーズ in Japan. i'm playing the Switch version of it, but there are other versions. It was developed by Key and this version was published by Prototype. I'm playing the Japanese version of the game so the audio is in Japanese but there are English Subtitles.

In this Part 1, i included the developer and publisher logos at the start of the game and i also included the music video. In this part i also did nothing with the story. it's just playing out and for nearly the first hour i did nothing but watch. 

I'm not saying that's a bad thing. so far this is the fourth game in this series and the fourth different way of telling a story. but i hope in Part 2 to play more of a role. But Part 1 was good so far. i am hooked into the story and eager to see where it goes next.

Sunday, September 15, 2024

Switch Funday - Splatoon 3 - Grand Festival Weekend Splatfest Tricolor Battle – 15 Battles 11 Wins!


Welcome to Switch Funday.
It's day two of The Grand Festival Splatfest so today's video focuses on the Tricolor game mode in Splatoon 3. 

In yesterday's video, https://youtu.be/oYNfVZFVY4I, i never played against any Team Past teams so i was unsure what would happen today. So i was very happy at the end of this video that all 15 matches were up against Team Past and Team Present. it also went very well today, my team mates and I managed to win 11 of the 15 games we played.

In recent videos i had used weapons that fit a theme. today i had no theme, just weapons that i thought would do well on the new Grand Festival Stage Map. So in this video i used the #Bloblobber, Inline Tri-Stringer, and N-Zap '89.

Saturday, September 14, 2024

Online Saturday - Splatoon 3 - Grand Festival Weekend Splatfest Battle – 15 Battles 4 Wins!


Welcome to Online Saturday!

This weekend is a Splatfest weekend in Splatoon 3 on Switch. the question being asked this Splatfest is "Which is the most important to you? Past, Present, or Future?"

I picked Team Future and played 15 matches for them. My team mates and I never played against any Team Past, all 15 games were against Team Present. it was a very competitive Turf War with some close games, but we only managed to win 4 of the 15 battles we did.

I was in the mood to use Blaster weapons so today i spent 5 games each with the Custom Blaster, the Custom Range Blaster, and the S-Blast '92.

Friday, September 13, 2024

Mobile Friday - The Elder Scrolls: Castles - I Can't Recommend It


For Mobile Friday this week is i tried out The Elder Scrolls: Castles, from #Bethesda, on my #iPhone 14 Pro. 

After spending an hour with it, i can't recommend it. i'm just as surprised as you are. the game has been in development for such a long time that it's surprising that it's launched in a somewhat broken state. when zooming in and out in a mobile game causes soo many issues, it's not good.

But it's not just that. it's design feels old, if not actually designed with mobile in mind. the best example of that is just how poor the tutorial is. more than once it would mention something and not even tell me where it is or how to do the thing it wants me to do. Tutorials in modern big mobile games tend to be a little more hand holdy, it's a smart way to slowly introduce game mechanics to the player but also it slows the player down so that the "grind", if there is any, is delayed or hidden. in The Elder Scrolls: Castles, i felt like i was grinding away fairly early on. and there are whole important aspects of the game that are never explained, like the whole day night cycle.

And talking about the design, it feels like the game was made by two teams who didn't talk to each other. one team did the mechanics whilst the other did the story beats. but in the hour i played, neither worked well together. for example, in these sort of games you need characters working to produce goods. but The Elder Scrolls: Castles would continuously bring up things it wants us to do that took characters away from making the goods the game had also told us we need. the most frustrating of these was getting a shrine we could get married at, but to do so meant removing one or two characters from making stuff. later, we got the ability to make a bed so that those characters could have a child. but again, you have to remove those characters from working. up to this point, i had only gained 2 or 3 extra characters which wasn't enough to fully populate all the jobs i need to survive. But that's not all as the game had also introduced the ability to sell stuff to earn money, which i needed to do, so i not only needed goods to survive but also goods to sell, and then there's the goods i need to help villagers around the castle. it ended up with the game wanting me to do two different things that weren't compatible with each other.

With the content being so thin that the grind started early and the game mechanics fighting each other, i'd hope that the story at least would be what saved The Elder Scrolls: Castles. But i'd argue there's little to no story. apart from our father at the start of the game, there was no significant story element for the rest of the hour. there were small interactions that helped talk about what was happening outside the castle, which we couldn't see happen, but other than that i felt like the game had no story to tell.

Even the graphical style of the game felt old. it looks fine, but it doesn't wow me. the style they've gone with doesn't look great zoomed out and has little to no character until you zoom in. The castle itself looks odd, especially the areas yet to be built on.

It feels like Bethesda tried to shoe horn The Elder Scrolls into a "Fallout Shelter" style of game and in doing so they lost what makes an Elder Scrolls game fun to play and what makes a Fallout Shelter game interesting and unpredictable. what we have here is a bad Fallout Shelter style game that's also a bad Elder Scrolls game.

Version ? Played.

Thursday, September 12, 2024

Demo Play Thursday - Eden Genesis On PS4


For this week's Demo Play Thursday i played the #PlayStation4 version of Eden Genesis from Aeternum Game Studios, @AeternaNoctis