Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

GAME > Hellarious (Ian Jones)

Hellarious is another entry into Game Jolt’s recent contest. This one is a demake of another hit indie title, Canabalt. Yes, a very high profile game to demake but Hellarious does the job admirably. Instead of being on rooftops, this one-button platformer takes place in hell. You face fireballs, dropping stalactites (hell must be made of limestone) and lava in your quest to race as far as you can before coming to an inevitable and occasionally unfair death. The best side of the game is its addictiveness; the design makes you feel like you can do a bit better every time you die and the online highscores offers more replay value. Graphically, the game is a tad poor and the platforms, especially, look a little rusty. The optional iPhone border looks fairly mismatched but it’s an amusing parody of the Canabalt game found on its home page. If you’re playing this to have fun, the hellish (hur hur) visuals shouldn’t put you off. And the background music, titled ‘Falling Demons’, is all too apt.

GAME > Sulkeis (Ryan Langewisch)

Sulkeis is a ‘demake’ of the popular 2003 GameMaker game, Seiklus, as indicated by the game’s title. Unlike the original, which took six months to develop, this was created in less than a week. Basically, it’s a much more straightforward take on the exploration concept explored in Seiklus, while holding some of the memorable parts of the original game, including the large plants and the small coloured objects which must be collected to unlock the door to reach the finale. The graphics follow suit, with much more lower resolution sprites, though they still hark back to the colourful flowing environments of Seiklus. Sulkeis is near faultless, only with drawbacks like the reported small glitches and the occasionally frustrating level design. There are also some nice tunes to be heard, varying from area to area. This brilliant adventure has a great chance of being awarded in Game Jolt’s ‘Indie Game Demake’ contest.

GAME > Puke! 2 (Zack Banack)

Puke! 2 is a fluid shooter to sequel an old game of Zack’s. Well, I say shooter, but I mean, er... puker. See, the aim of the game is to basically vomit all over the enemies, hence destroying them (must be acidic puke) and increasing your score (online leaderboard). Of course the enemies do everything they can to stop this happening, throwing varieties of bullet arrangements for you to shun. The visuals are very flowing and the small details help put together a nice arena scene. The colours seem well balanced, however the background and the bullet colours can frequently clash, resulting in frustration and injustice to the player. The music is well chosen, but I would’ve liked to see more audio interactivity with events on-screen, such as explosive sound effects when explosions occur; y’know, that sort of thing. Overall, it’s another fun abstract game from Banack.

GAME > Legs (Daray Manning)

Legs is a (very) short and simple precision platformer where the protagonist appears to have lost his arms. You must tackle eleven levels, with the character’s only abilities being to walk and jump (with his legs) in order to find these misplaced limbs. The inspiration from You Probably Won’t Make It is evident, with similar colours and aesthetics used throughout. The game is generally a fun time-waster, although there is a particularly frustrating problem – the player seems to glitch with the wall and bounce off it almost every time. This ends up as the most challenging aspect of the platformer, which is not a good thing. The graphics are suitably basic, but I’m not totally convinced why the developer decided to make the screen size so tiny. While the music matches the general feel, it was highly repetitive with such a short looping time and alas there were no sound effects to be heard. Overall, Legs is a good platformer; it just needed that something more to be great.

GAME > Duum Mashine (David Scatliffe)

Duum Mashine is an original arcade game from no other than David Scatliffe (also known as Scattle). The game seems to have a serious pragmatic message associated with using solar energy, reinforced by the fact that you only earn points by gaining energy and not by destroying the rapidly approaching enemies with your crazy laser gun. The ironically low efficiency of the gun means you’ll be desperately scavenging for more power from the wandering sun, while the enemies get more and more demanding to deal with. The graphics bear a messy but consistent style, which symbolize the works of a small child; this nicely fits in with the unrealistic premise of Duum Mashine as well as the childish title. John Marwin’s music fits with the gameplay very well (it’s head-nodding worthy) to round off a great experience, even if it may be a little short-lived (more content would’ve been welcomed). Show off your skills (or lack of) on the online leaderboard.

GAME > Rainbow Planet 2.1 (Andrew McCluskey)

Rainbow Planet 2.1 is a speedy-paced shooter with glorious graphical effects that stake a part in the gameplay. You play as a colourful square which appears to ooze some kind of bubbles when you hold down the mouse button. The aim of the game is to last as long as you can by shooting down (or dodging) the enemies. Your score constantly decreases, so keeping on the move is a must. Andrew has cleverly incorporated the controls so that you have to move towards to the enemies to shoot them – this puts a little risk in the air, although it can be somewhat wearisome. The visuals stand out more than anything in Rainbow Planet 2.1. If you compare it to the original Rainbow Planet, you’ll see how much the developer has sharpened his skills. While the exaggerated effects can disable your vision, they add a lot to the experience. The music is also fabulous – it’s not repetitive and it sounds very fitting. But perhaps the most fascinating part is the fact that the game is synced with a Twitter account which posts the leader of the high score leaderboard every time there’s a new player at the top.

GAME > Psychedelic Zombie Assault (Gideon Simons)

Psychedelic Zombie Assault is a short and simple shooter (made for Gideon's own competition), where you play as an unknown protagonist who finds himself in a sinister dungeon-like arena. Using the mouse, you must shoot rapidly oncoming hordes of zombies (yes, zombies...) while a strategic dynamic is added amid the emerging lasers destroying anything in their path. Some more arena designs and a wider variety of enemies and traps would have improved the gameplay side, although making it more complex could ruin the fun to be had. The juddering graphics remind me of those found in Virtual Silence and the dark, minimalistic style fits the setting nicely. The game features one appropriate soundtrack and a number of sound effects to reflect the actions on screen. Overall, this is another momentary yet well-made shooter from Gideon; a great excuse to waste a few minutes.

GAME > StopHappyMonsters (Gideon Simons)

StopHappyMonsters is an exceptionally demanding horizontal shooter with basic but well-worked and appealing visuals. You must obliterate wave after wave of (satisfyingly) bouncy ball-like monsters, interrupted by larger bosses which take the game to an even harder level. A subtle but nifty feature determines the direction of each bullet by the current momentum in the ship. This cleverly decreases the number of keys needed, making way for a brilliantly uncomplicated control system (in stark contrast to the game’s difficulty). The simple graphics work very nicely and the fine range of colours reflect the cheerful, carefree mood, much like the apposite music and sound effects. Online highscores would have been a good addition, but maybe I’m asking too much from a quickly developed game. This thoroughly fun shoot-‘em-up was made for the third GMG mini-competition and will undoubtedly stand an excellent chance.

GAME > Mouse No. Probably a Rat. (David Scatliffe)

Mouse No. Probably a Rat. is a stylish parody of Squid Yes! Not so Octopus!, with many noticeable similarities to the shooter. You (probably) play as a rat that must dodge around the arena speedily, avoiding the relentless enemies that appear from nowhere in large groups. Survival is very difficult – the online leaderboard was a good idea, increasing replayability. The graphics and effects are well worked and consistent, especially for the short time the shooter was developed in. Audio is also aptly stylish to round off a thoroughly fun experience that fits the theme of the competition it was created for. All arcade fans will enjoy it.

GAME > Milo Applequest (Darkleo)

Milo Applequest is a cute and composed platformer set in an attractive kingdom - Applekingdom. You play the role of a chirpy racoon who must collect a lot (and I mean a lot) of apples from the kidnapping hands of the Evil Spirit of Forests. There are over thirty levels embracing this polished experience, of which there are four types – variety sure is nice. These visually lush stages are all accessible from a nicely designed ‘hub’ where you can enter each level after collecting certain amounts of gold apples; these serve as the main game objective. The gameplay feels quite slow but measured, with well thought out level design offering an enjoyable overall feel, although this game is not for action-only enthusiasts. The graphics are perhaps the finest aspect, although the creator has openly admitted that he didn’t make them – a shame, indeed. I’m not much for the repetitive use of the main typeface, but it does match the feel nicely. The music and sound effects are also very fitting for the style of the game. If you’re a fan of platformers, typically from Nintendo, you’ll probably enjoy this.

GAME > Angry Gorilla Machine Monsters (Andrew Brophy)

Angry Gorilla Machine Monsters is a trademark Andrew Brophy shoot-‘em-up, where you typically play as some kind of ship shooting down a bunch of ugly enemies that appear in a periodic configuration. Because enemy emergences are generated randomly, you’ll have to play through the game a number of times to experience them all, especially since it’s so hard (touch a bullet and it’s game over). As customary, the visuals are the focal point, with an array of gorgeous effects to compliment the fluid gameplay. A nifty high scores table shows that quite a bit of effort has been put into development, even if it does seem to end before it's really begun. The music (courtesy of John Marwin) is perfectly apt for the high tempo and feels on par with the other facets of the shooter; there are no complaints to be made. Play Angry Gorilla Machine Monsters if you want a quick burst of optical niceness.

GAME > RunMan: Race Around the World (Matt Thorson & Tom Sennett)

RunMan: Race Around the World makes me want to smile. It’s a true example of what an indie game should be. The enthralling platformer puts you at the helm of a small yellow star named RunMan and, as you may have guessed, he likes to run. The game’s story tells of an event – a race around the world. Alas, RunMan’s apprehensive challengers do one before it has even begun. This leaves RunMan with the trophy, but he decides to rightfully earn his victory and run around the world anyway. The game will have you literally dashing, crashing and bouncing through intricately designed stages – if you’re good at it, the experience will flow effortlessly. And if you’re not, there’s always the fact that you can’t die. The amount of content is rather comprehensive – more than thirty-five action-packed levels are there waiting to be shattered (and all accessed via a nifty world map) including a number of bosses that add an (much needed) extra challenge, and I’m yet to mention there are collectible medals as well as saveable ghost runs. The graphics are perhaps the seemingly primary characteristic and will instantly catch your eye. The messy MS Paint-esque design really fits the laid back approach, working very effectively. The comprehensive collection of folk, blues and jazz music is just as pleasant, reinforcing a uniquely comical style that you’ll instantly fall in love with. Simply put, if you don’t play this game, you’re insane.

GAME > Colorion (Zack Banack)

Colorion is a colourful retro-styled shooter with straightforward gameplay. You must dodge around the arena taking out the multitude of enemies and collecting power-ups, while everything gets progressively harder. When your health reaches zero, you can submit your final score to the online high score leaderboard. The graphical effects are arguably the main focus of this simple arcade shooter, with abundant multi-coloured visuals. While some effects do hamper your vision, they create a unique feel and make it more than just an ordinary arena-based shoot-‘em-up. The retro sound effects and music go well with the graphics to create a fun shooter that’ll occupy a few minutes of your time.

GAME > Baghead Bandit (Alex Schacher)

Baghead Bandit is Alex Schacher’s debut game, where you play as a boy with a bag on his head. The aim of the game is to save the protagonist’s girlfriend from the evil Dr Plastik (yes, there’s a little humour) by trawling through the forty levels, collecting a jewel in each one. In all, there are seven areas to beat, with the map bearing similarities to that of the Super Mario Bros. series. Compared to many GameMaker games, Baghead Bandit is easy, with a lack of challenge and generally stuff to do (quite Seiklus-like in that respect). While this can allow repetitiveness to creep in, it’s nice to see a platformer forgiving to mistakes. As well as the wealth of levels, there is a timed mode and secret levels throughout, which should keep you playing for longer than the average GM game. The visuals are well-sprited and remain consistent, even with the numerous areas. An assortment of fitting audio tracks is included, allowing the game to flow smoothly. On the other hand, I feel that some of the sound effects sound slightly misplaced. Overall, it’s a relaxing platformer and a great first attempt at game development from Alex.

GAME > Mailure (Ahmed Hassan)

Mailure is a fun arcade experience, where you take the role of a naughty schoolboy who wishes to prevent letters written by his principal reaching his mother. The concept sounds simple, but Ahmed has made it anything but that. The main aim is to knock out passing postmen before stealing the letters and throwing these in the sole waste bin, all with an unnecessarily complex control system. And it doesn’t help that the ‘How to Play?’ explanation is quite awfully written. The three platform levels, which are accessible by using the tiresomely positioned ladder, make this more challenging than need be. However, the pretty pixel graphics are pleasant to the eye and the light choice of colour reflects the mood of the game very well. The letter animations are well designed, but after a while become tedious and overused; an option to toggle the speed of said animations would be nice. The music doesn’t really fit with the graphical style, but it’s a catchy tune and monotony is surprisingly minimal. Overall, it’s an entertaining arcade platformer with cute visual feedback.

GAME > Pixel Switch (Noel Berry)

Pixel Switch is a small platformer with an interesting (while familiar) gimmick, where the character can’t jump, yet you’re able to flip gravity as many times as needed. Through each of the twelve levels you’ll use this gimmick incessantly in order to avoid touching anything red before reaching the door. Disappointingly, the engine is a little glitchy. This setback becomes a real pain at times, but hopefully can be ironed out in an update (some more (challenging) levels would be nice, too). The pixel graphics are quite cute and aptly simple, creating a fun environment for the game, however the lack of decoration on the corner of the platforms makes the two-day development period evident. Effects are minimal, but are appropriate when used. In terms of audio, Pixel Switch features a cheerful soundtrack which feels right for the mood of the game as well as some simple sound effects to keep the experience flowing. Overall, Pixel Switch is a fun bout of platforming, save the tiny niggles.

GAME > Soda Pop (Andrew Brophy)

Soda Pop is yet another shoot-‘em-up by Andrew Brophy, which feels rather similar to one of his recent creations, Scraap. Right from the off, you’ll be frantically dodging colourful waves of enemies (interestingly, in the form of rotating letters) at the same time as shooting as many of them as possible. Combo scoring adds a strategical dynamic that makes the game more than brainless shooting (although that’s probably what you’ll do…). Again, the graphics are the attention-grabber with many visual techniques used to make it look as abstract as possible. The music is nice to listen to and fits the gameplay style, matching the tempo very well too. Only two sound effects are included, but a shooter of this simplicity needs no more. If you normally enjoy Andrew’s shoot-‘em-up offerings, you’ll likely find Soda Pop a pleasure to play.

GAME > Atomic Blast (qrleon)

Atomic Blast is an action-packed platformer originally intended to be a full clone of Destructivator. Playing as a guy with a gun, you face just about every type of enemy or obstacle you could think of. The extensive range of impediments makes way for some really interesting (and challenging) levels, of which there are twelve, with a boss battle in the last. The game engine is very smooth unlike many platformers where simply jumping from ledge to ledge can become frustrating, and the graphics are well sprited and especially consistent in style, even if the loading image is a little ugly. The blood spurting animation was to my particular liking, adding a spell of comedy to the experience. The melodic piano-styled music is fitting and the sound effects give good feedback to what is happening on-screen. If you like platformers and shooting, you should download Atomic Blast right now.

GAME > It Only Takes a Second (Andrew McCluskey)

It Only Takes a Second is an atmospheric 3D platformer with a clever concept. Playing as a time bomb, you must bounce through each level before finishing it with only one second left. The catch is that you can’t see what number the timer is on, except when the number which is present on the bomb turns green, after which you can count down manually to determine when to complete the level. The physics are very tricky to master and putting one foot wrong can mean disaster. A clear annoyance is the arguably overused wall jump; while this is a fairly clever feature used to increase the difficulty and strategy needed, it becomes very tedious and downright maddening, particularly once you get to the comparatively long levels. However, there is a video guide (though it would have been nice for it to actually be included in the game…) that goes through the basics of IOTAS in detailed fashion. There are a total of twenty levels; five in each of the four environments (with even more specific rules for each one), making this a pretty comprehensive game if you consider the ‘SPEEDRUN’ mode as well as the high amount of online functionality. The 3D visuals are very nice and fading the walls out to black worked well, creating an intimidating feeling, ideal for the objective of the game. Something that definitely stands out is the creative menu, which entices you to play on and gives good visual feedback. There’s no music in-game, because of the need to count ticks, but where necessary, there’s always sound to account for your needs. If you can take frustration, you should definitely give this Game Jolt ‘Axioms’ competition entrant (Andrew’s second) a play through.

GAME > Broken Cave Robot (Matt Thorson)

Broken Cave Robot is another adventure platformer created for Ludum Dare 15. You’re given five minutes to explore a cavern labyrinth, until the robot-protagonist’s battery runs out. Throughout the quest, there are two main things you should aim to find and collect – gems and power-ups (‘climbing gloves’, for example); the time limit works well with these objectives, pressurising the player into making quick decisions, such as which path to choose. A particularly interesting feature ties in with the story of the robot – the normally clichéd map used to keep track of your position must be hand-drawn (or mouse-drawn rather). This is one of a number of elements that makes this platformer seem so intricate and well-structured, setting it out from other games in the genre. The graphics are simple, but what I really like is the way shadows and the lack of light is used to affect the gameplay. Audio-wise, Broken Cave Robot is very minimal and I don’t think the music effectively matched the visual style, nevertheless perhaps I’m being unfair to pick out negatives in what is a platformer you must try out.

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