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Showing posts with label nindies. Show all posts
Showing posts with label nindies. Show all posts

Sunday, November 12, 2017

[Review] Bulb Boy


Ricky J. Hamilton

Bulbware has brought us a creepy point and click adventure title that delights as often as it scares.
You play as the titualr Bulb Boy, a scrawny youngin' with a bulbous light bulb for a head. Thankfully (horrifyingly?), your light bulb head is removable. This will come in to play later. So, how does a horror puzzle game play out? Is it an illuminating experience, or will it leave us in the dark?



We start the game off with Bulb Boy listening to a story from his dear old grandfather. whom nods off while mid-sentence. At least, we'll assume that it was mid-sentence because the characters speak in gibberish and word balloons that hint at what they are discussing. Sometimes, they word balloons will pop up as hints to completing a puzzle, so pay attention if you become stuck. Anyways, once Papa Bulb nods off, Bulb Boy indicates that he also wants to sleep by saying (imagining?) a bed... with a conveniently placed arrow pointing to the right. So, we head to the door to the right, but it won't open. OK, so like any other point and click adventure game, we need to interact with things in the room to figure out our puzzle. The first room throws you off a little by giving you some things that you can do that aren't directly related to the puzzle itself, but are also fun ways of interacting with the environment (hint: pick up the glove on the floor while the television is on).

This first puzzle also shines a little light on what will be a lot of the charm behind this game- and that is Bulb Boy's maniacal glee that belies his youthful innocence. Beyond this weird quirkiness that we find in not only our protagonist, but also his pet and grandfather during later flashbacks...we also exist in an obviously green world with an interesting, nostalgic cartoon art style. It calls to mind early cartoons, but what they would look like under direction from David Fincher and smoothed over by an HD filter. The game not only has gorgeous visuals, but entrancing music, and creepy sound effects sure to keep you on edge. The game is full of little pop culture references that will bring a smile to your face. 
After you go to your room for bed, you will be treated to a little cutscene that sets up the story of the game. Some dark matter floats into your light bulb home, and kidnaps your grandfather. You now must explore your home to discover what the dark matter is, and how to rid your house of it.


Controls are simple, and intuitive. The left stick moves Bulb Boy back and forth, and controls the cursor when investigating drawers, cupboards, and under furniture. At the appropriate moments. you can unscrew your head and toss it on to chandeliers hanging from the ceiling, which can be used to avoid obstacles that would otherwise block your movement. There will also be other opportunities for you to place your head in other advantageous positions, but I'll let you explore and discover those for yourself. A is your default action button, and you use the left and right shoulder buttons to navigate your collected inventory. The puzzles themselves are just as intuitive as the controls. You click on anything around that room that lights up, and if you can't leave the room yet, it usually just takes a little bit of poking around and experimentation to get yourself unstuck. The puzzles are satisfying once solved, and there are even a few occasional boss fights that are reaction based to keep things a little more interesting as you traverse your house and solve the mystery. 
There are some genuine jump scares to be had, and there are lots of weird moments that will leave you laughing, creeped out, or just feeling uneasy. It is a great experience, although somewhat short. There isn't a lot of replay value, but it's an excellent amount of content for the price.




You can find reviews for more video games at my personal blog.


Tuesday, November 7, 2017

[Review] Splasher

Splasher Nintendo Switch

Developer: Playdius                                   Publisher: Plug In Digital
Release Date: 10.26.2017

Splash. Spat. Stick. Bounce. Climb. Shoot.
These are all words that come to mind after running through the first few levels of this addictive game. Splasher has become a wonderful addition to the plethora of platformers available for the Nintendo Switch.

The story of the game is quite simple, but that doesn't interfere with it being a fun game. You are an employee of Inkorp, seemingly a Janitor when you come across a door that is slightly cracked ajar. What you see shocks you and you realize that Inkorp is evil and you must save your coworkers while running from their evil monstrosities. 

Splasher Nintendo Switch

The game play is fun and quirky. Inkorp is set in a cartoony world, which makes the game appeal to both young and older players alike.  It definitely reminds me of Rayman, which makes me very happy.

As I first started playing, I found myself dying several times because you run fairly quickly and I tended to overshoot the platforms and fall in to the bubbly green acid (insert cute death graphic here). The game play definitely doesn't want you to stop and really think about what's going on, it encourages you to keep moving and jumping.

Ink plays a big role in the game; Red ink makes you stick (and be able to climb steep edges...or walk across the ceiling), Yellow ink makes you bounces really high, and Water can wash both of these inks off, so time yourself accordingly when jumping between ink splashes! 



There is no tutorial to the game, but that doesn't put you at a disadvantage; the game gradually shows you the game mechanics as you progress through levels. As you master the mechanics, Splasher becomes increasingly more challenging and fun. A major bonus is that there are no lives, this is where check points come in very handy. You can retry that damn jump 100 times without having to restart the level...something I very much appreciated.

Splasher does great with making each level gradually more difficult. It doesn't start off too simple, yet also doesn't hold your hand from day one; you learn the mechanics and what you can do simply by doing. Trying out different jumps and splats and seeing what you can accomplish. Each level has 7 Emplyees to save, some in quarantine levels, which you can save and spell out "Splash". Stand up to Le Docteur - Inkorp's evil boss, and with the help of your handy paint fun, you can splash your way to freedom. 

Splasher may have a short campaign, yet it focuses on its replayability. You can do Time Attack and Speedruns to add in an extra layer of challenge. Overall, I do recommend Splasher to your library of games. Now excuse me while I go attempt a Speedrun.



Buy Splasher Today


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[Review] Poi: Explorer Edition

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Sunday, November 5, 2017

[Review] Poi : Explorer Edition


Developer: PolyKid LLC                           Publisher: PolyKid
Release Date: 10.24.2017

When I first fired up Poi, I'll be honest, I wasn't sure what to expect. My experience with more indie-developed games didn't come until more recently, and it was always very hit-or-miss. I either really loved the games, or couldn't stand them. Thankfully, it didn't take long for me to realize that Poi fit very snugly into the former category.

The game begins with you napping in a forest, when an old man approaches you and wakes you up. He's lost a treasure of his, a medallion, and he would like one of you (you can choose to play as a boy or girl character) to retrieve it for him. You agree, retrieve the medallion, and meet the old man on his ship. Once there, he tells you that he used to be an explorer with a huge collection of these medallions, but he lost them when his ship was pummeled in a storm and he was knocked out. 

He goes on to tell you there are lots of worlds out there with these medallions scattered across them, and that if you wish to become a Master Explorer, he is more than happy allowing you to use his ship on your journey. With medallions in your eyes, you head off to collect these little treasures and earn yourself the notoriety of Master Explorer by climbing, jumping, and head-bouncing your way across the worlds.



Platforming is a big drive in this game. You can jump (single, double, and triple), you can wall slide/wall jump, climb ladders and grates. There isn't any access to any sort of combat moves, but you can squish your enemies and, at some points, kick objects in their direction. Really though, these are all the moves you need as they more than get the job done.

Right off the bat, when you begin your journey, the old man tells you about four worlds you can visit, once you've practiced honing your skills on the earlier worlds (aka, collect enough medallions). He shares with you his collection of explorer tools as well, since he doesn't have a use for them anymore. These include a shovel for digging up fossils, a compass that highlights the numerous objectives in each world, a telescope to see things far away, a bigger wallet to carry lots of coins, a camera for taking photos, a magnet to make collecting coins a bit easier, and an extra heart container. 

But, that's not everything Poi has to offer. If I'm being completely honest, just when you think you've discovered everything this game has to offer, it keeps pouring out at you. The main hub for this game is an area called The Sky, and at first it's just you on the explorer's ship with the four worlds to visit and conquer. That doesn't last long, though. A handful of new characters and islands appear that offer even more challenges through mini-games, collectibles, and more worlds to visit. 

On top of all that, Poi looks, sounds, and feels amazing. While the graphics might not stand up to most modern "standards", once you take control of your character the worlds just fall into place around you. What's more, they all look so different from each other. From forests, to sands, a volcano, slippery snow worlds, using everything at it's disposal to t's fullest extent.
There wasn't a moment in this game, either, where the controls didn't feel anything but smooth. When you're grabbing the first medallion after being woken up in the forest, the game introduces you to the controls in a quick fashion that is as necessary as it needs to be. As a gamer, I've played far too many games that over-explain the simplest of concepts, but Poi trusts you with that pretty little head on your shoulders.



Lastly, the music is just perfect. It suits the themes of adventure and exploration, and meshes beautifully with everything around you. It seems to quiet down just the tiniest little bit when you're caught up in some action, then kicks back into full gear when there's not a lot going on around you. 

Poi is a great play from start to finish, and just beating the story won't be enough. Once you discover not even half of what this game has to offer, you'll want to do everything you possibly can. And if indie games aren't really your thing, let me just ask : does anything I mentioned above sound familiar? Traveling to different worlds collecting medallions, the triple jump, wall sliding/jumping...

Poi is an excellent example of an indie inspired 3D Mario game. Before you even collect the first medallion, you'll feel like you already know this game, and to me that's what makes Poi a must play game. It takes the core concepts of something that's familiar to all of us as gamers (Nintendo gamers specifically) and gives it new life.



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[Review] Revenant Saga

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Tuesday, October 31, 2017

[Industry Interviews] Christophe Galati




Thank you Christophe for speaking with us today. With your upcoming game, Save me Mr. Tako, coming soon to the Nintendo Switch, we thought it would be a good opportunity for our readers to learn more about you and this blast from the past inspired game. Can you tell us a little bit about yourself and your involvement in the gaming industry?

I’m a 23 year old French indie game developer. I started making games when I was 12 with RPG Maker and started pixel art at this time. When I was 18 I went to Isart Digital, a Game Design & Programming school in Paris. I got my degree in 2015 and then worked in the game industry for 2 years to repay my student loan, while doing many game jams. I started to work on Tako-San in 2014 in my free time. Thanks to it, I had the chance to travel the world the past 3 years and go to many indie game events like Tokyo Game Show and PAX West. That gave me the confidence to leave my job and start working full time on Tako.

We wanted to congratulate you on the announcement that your upcoming game, Save me Mr. Tako, will be published by Nicalis, Inc. on the Nintendo Switch. From watching the official trailer and other videos, this game feels like it came right out of the Nintendo Game Boy era. Could you share some details and background about this game and what gamers can expect in terms of gameplay?

Thanks! I can’t wait for everybody to finally play the game! The trailer was focused on the “Game Boy” aspect of the game and shows the basics of the gameplay: the fact that you can turn your enemy into platforms, fight bosses, find many power-ups, and so on.  My next goal is to show that the game is a full adventure, with a lot of levels and dungeons, a deep story with many characters and hidden flashback sequences. With this game I wanted to tell a story with a meaning and I hope you will all like it.

What was your reasoning for making such a nostalgia looking game?

I started the game as a homage for Game Boy’s 25th Anniversary. I always loved the Game Boy aesthetic, at this time I was learning Unity, and I had a pretty depressing job, so working on my own game during the night was like a reward for me. I ate Takoyaki for the first time and got the vision of an Octopus character. After that, everything fit together in my mind and 3 years later here is Tako.

This game has all the charm of the 90s Game Boy era!

Could you share some details behind the process of making a video game?

I don’t know if I’m the right person to give advice as most of the choices I made during the development were very risky. However, it worked mostly because I did the game alone and had a great composer who accepted to work with me for free since almost the beginning (the super talented Marc-Antoine Archier). What I can say is that you have to commit to your creative vision and believe in what you do because you are your own worst enemy. Make people play your game and see how they react and get their feedbacks. Always try to go out of your comfort zone by twisting every mechanics to a lot of uses. Also, never forget to communicate and to make your game appealing and very polished because making a good game is not enough to succeed. I had the chance that it pays off for me and to get a nice publisher to help me polishing and porting it.

How did you and Nicalis, Inc. find each other?

I sent them the first demo of Tako back in September 2014, through the form on their website. I wasn’t expecting anything as I only wanted their feedback because I love their games. I was so surprised when they answered me, saying that they love Tako, and to keep them in touch with the progress. That’s what I did, sending them gif once in awhile. Then in 2016, I was selected for the Tokyo Game Show and we finally met there. Then we negotiated a contract and signed in May 2017. We are working on the Switch version since then.


Tako-San!

Has a release date been set and can we expect to see a physical edition of this game or will it be available on the eShop only?

No release date yet as the game debugging phase is coming to an end, so now we have to submit it to Nintendo and this process can take a while. As it’s a new game, I don’t think there will be a physical edition for the release, but if the game sells well it’s clearly something that can happen later!

Where can our readers learn more about your work, Save me Mr. Tako, or any future announcements?

I communicate about the game mostly through my Twitter, @ChrisDeneos (https://twitter.com/ChrisDeneos) . If you want to see the evolution of the game through the year, you can check my IndieDB page where I used to post news of the progress: http://www.indiedb.com/games/tasukete-tako-san-save-me-mr-tako

Is there anything else you’d like to share?

Thank you for the interview and thanks to all the people that support me. It really helps to not getting depressed, haha. Stay tuned! A lot of things are coming!

As a final bonus question, what system and game introduced you to gaming?

Hard to remember with which game I started. I had the chance to have a big brother who is a game collector, so I was able to play games that were not from my generation (like the NES or the first Game Boy). It made me grew up as a retro gamer and I’m very grateful for that. But the games that leave an impact on me where mostly Nintendo Games and JRPG, like Zelda, Final Fantasy VI, Kirby Dream Land and Metroid.

Thank you again Christophe for taking the time to let us learn more about you, your passion for gaming, and your upcoming release of Save me Mr. Tako. Make sure to follow Christophe to be kept up-to-date on all the latest news and we at The Switch Effect cannot wait to play this game!

Christophe Galati can be followed here: