Smudged Cat Games has announced that their upcoming game Shuggy will be releasing around the end of April. Brooks, being the Reader junkie he is, managed to beat me to seeing the news and has already called dibs on doing the review. This, of course, caused my current state of discontent and why I am cursing all of you.
The game will feature 116 single player levels as well as 30 seperate co-op levels. The gameplay is pretty much all explained in the video. Which is a really good thing because it looks like the game has pretty much every game mechanic a person could imagine crammed into one poor vampire’s inheritance.
We got two new games on XBLIG since our last post. Well that may be an exaggeration, we have one game and a recipe box. As usual, all descriptions are that of teh developer and our comments will be in bold.
Mix the perfect cocktail! Find out the flaming drinks and the exclusive gamer drinks! Over 160 drink recipes on your XBOX. Dozens of ingredients and a lot of new ways to find your drink.
Battle for supremacy against the forces of evil in the fantasy world of Lexica. Master words, spells, equipment, and combat in this unique RPG/word-game hybrid.
It’s time once again to bask in the generosity of Jesse Bishop as he graces you with visions of his MAME cab and his incredible gaming skills. Budding comedians pay attention, as Jesse unleashes a furious string of Street Fighter jokes that will blister your face and burn your retinas.
Convextrixby Matthew DeLucas is a fairly conventional “falling block” style puzzle game that would be rather amusing and pretty playable if it weren’t for a series of bad design decisions that make it annoying to play.
Gameplay
I consider myself a connoisseur of of the block placement puzzle genre. It started with Tetris and it continues to this day with Lumines and Chime, so I’m always on the look out for something that takes the genre and makes it interesting in a whole new way.
The falling blocks of Convextrix come in single lines of three squares, each of which is a random color from a set of five colors. Not only can you rotate a block, you can also shuffle the squares around inside the line. To remove blocks from the field and score points, you simply have to connect blocks of the same color in any configuration. Where Convextrix makes this interesting, is that it changes the number of blocks necessary to do this as play goes on as a means of increasing the difficulty. What I initially thought was a fairly leisurely block game turned into a brow-sweat inducing nightmare when I had to focus on getting chunks of seven blocks together to make room. This, however, is also where I thought the game failed. A match doesn’t last long once you reach the six or seven block requirement, because there are too many different colors to make it feasible to continue playing. For my money, a good falling block game should allow a skilled player to continue on for a good deal of time. My PSP Lumines save, for example, has a high score table filled with 999,999 entries, because I got so good at it that I could basically go on indefinitely, and that was fun.
Audio Visual
The visuals of Convextrix are somewhat annoying. While the individual blocks are colored, they are also shaped differently. I can understand this as a great idea from the perspective of any color-blind gamers, but the shapes are badly designed. It doesn’t help, then, that those same shapes are used as an animated background motif by randomly flying across the screen.
The game font is designed to match the look of the shapes, which makes its appearance even worse. A font should not be difficult to read as the Convextrix font is.
While the incidental sound effects are serviceable, I disliked the music. It’s kind of an “urgent-sounding” techno, where I would have preferred something more soothing.
Summary
There’s something enjoyable about the ideas presented in Convextrix. But the execution leaves something to be desired. If Convextrix 2 updated the graphics and font, and tweaked the mechanics (color-bombs, anyone?) I would definitely give it a buy. Convextrix is available on Xbox Live Indie Games, for a mere 80 points which you should spend if Lumines and Chime are too good for you.
“I work in a call center just across the galaxy. Some may say its boring, but I love it!” I was on board with Bob of Bob Came in Pieces being a squid; in fact, I’ve been conditioned to be quite accepting of such things, but someone enjoying call center life? I apologize gentlemen, but I’m afraid you’ve lost me. With our sense of realism already having been shattered, let us trudge onward into the lunar lander puzzle game chimera that is Ludosity’sBob Came in Pieces.
Plot
You take on the role of Bob, a call center employee with a hint of snark who’s somehow managed to get lost on his way across the galaxy. Marooned on an alien world inexplicably covered in puzzles, Bob must now gather the ship parts needed for the journey back into space.
Gameplay
Bob Came in Pieces is as much a physics game as it is a puzzle game. It may well be an exaggeration to describe it as being equal parts of each, because in many cases the puzzles act only to show the physics at work.
Bob’s ship is a modular craft that utilizes rocket thrusters to maneuver much like a lunar lander. On each of the game’s fourteen levels there are five ship pieces, each of which can be attached and configured to the ship to fulfill specific puzzle solving objectives. As previously mentioned the game is particularly physics heavy so each piece that is added to the ship has a weight asigned to it. The added weight will affect the ships balance and maneuvering capabilities, requiring one to be conscientious and strategic about their ships configuration.
The puzzles themselves are quite simple, they often involve simple tasks like dropping a weight on a lever or rolling a ball down a slope. I would go so far as to say that they were a bit underwhelming and I largely attribute this to the difficulty associated with controlling the ship, which seems to be the source of a lot of the games challenge. The ship’s configuration adds a little depth to the puzzles, but in essence we are talking about affixing a pole onto your ship to poke through a hole and accomplish some action. It’s not rocket science, despite the inclusion of actual rockets.
There are a few little bugs in the game. You’ll sometiems find yourself stuck, wedged between objects or terrain and forced to reset. Fortunately this is made simple by hitting “Enter” and warping to the closest ship configuration pad and having the last few actions you had taken reverted. There are also a couple little physics oddities, for example carrying a load up until you hit the ceiling seems to cause you to stick there until you release your cargo. Fortunately, none of these issues are particularly game breaking.
In terms of gameplay and mechanics Bob Came in Pieces is structurally sound but as a game it’s far from flawless. There are engagement issues in that you find yourself lacking incentive to go find all the pieces or replay the levels. The issue seems largely attributable to the seemingly shallow explorable depths of the lunar lander mechanics. In many ways Ludosity was right to not create more challenging puzzles as they could have easily lead to intolerable levels of frustration. For instance, there is a particular part of the game in which you need to rapidly accelerate into a very small block, bouncing it into an adjacent ice block in hopes of shattering it. This process is exceptionally aggravating and really highlights the imprecision associated with the controls.
To alleviate this particular short coming, I would have liked to have seen some more exploration of the Rube Goldberg style mechanisms. A cascade of consequences resulting from my individually unimpressive actions could have dramatically enhanced the satisfaction levels of those actions.
Audio Visual
Bob Came in Pieces features stylistically simple visuals with 3D models in a 2D side scrolling world. The environments are bright and colorful with an extensive use of primary colors that gives the game a light and warm feeling. Throughout the fourteen levels there are a handful of different environmental themes, warm green forests, frigid ice covered caverns, and industrialized volcanic mountains, each of which is filled with flavor objects to give them sense of life. In addition, the game makes good use of particle effects and dynamic lighting to further enhance the graphical aesthetic.
The sound and music of the game are adequate and, given the relaxed nature of the gameplay, are appropriately understated.
Summary
Bob Came in Pieces is a decent offering. It is, however, a pretty tough sale at $9.99 as a result of its less than engaging gameplay and mostly unfulfilling experience. The game does pick up some bonus points for looking quite nice, and having a unique combination of puzzle and lunar lander game mechanics. Do make note, the game has been known to go on sale, and if it presents itself at a sub $5 price tag it becomes substantially easier to recommend. There is a Bob Came in Piecesdemo available and if you like it you can acquire it from Steam, Gamersgate, Impulse, D2D, or Ludosity themselves.
Finally! It feels seems as though we’ve been waiting forever to hear who the winners are of this years IGF Awards. Truth is, all of those who were nominated brought some seriously amazing stuff to the table, but those listed here are the only ones that got a new bullet point for their box. So without further to do, I present to you the 12th Annual IGF Winners:
Seumas McNally Grand Prize & Excellence in Design: Monaco, by Pocketwatch Games