Category Archives: randomness

2017 Game Review Haiku, #29 – Toryanse: Reel

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In comes old woman
From the rain, tinker with tech
Discover reel, watch

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Warning: enter Vault 713 at your own risk

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I waited a long time to play Fallout Shelter; I probably should have kept waiting. This free-to-play mobile room manager from big ol’ Bethesda was revealed and released to the world–well, for iOS devices–in June 2015 during the company’s E3 press conference. It later came to Android devices in August 2015. It never came and never will come to those that use a Windows phone despite that making some degree of sense. You might not know anyone in that last category, but if you are reading these words and follow Grinding Down, you at least know one sad soul–me. Well, it recently made its debut on Xbox One (and PC).

Allow me to run down what you do in Fallout Shelter since there’s no story to follow, save for whatever adventures you create in your brain as you tap and drag and force people to breed with one another. Basically, you build and manage your own Vault as an overseer–a.k.a., the never-questioned ruler of this nuclear safe haven. You guide and direct your Vault’s inhabitants, keeping them happy through meeting their essential needs, such as power, food, and water. You can rescue dwellers from the wasteland and assign them to various resource-generating buildings in your Vault, using the SPECIAL statistics system from the other Fallout games to key you in on their strongest abilities. Your dwellers level up over time, increasing things like health points and how good they are at producing resources. The number of Vault dwellers can grow two ways: waiting for new survivors from the wasteland to arrive at your doorstep or by pairing a male and female dweller in a living quarters room to, after some time has passed, produce babies.

Some other things exist to mix up the waiting on rooms-on-timers gameplay. You can take a risk and “rush” a room to completion. If you’re successful, you’ll get the resources right away, as well as some bonus caps. However, if you fail it, badness arrives in the form of fires, radroaches, or attacks from raiders. There are challenges to be mindful of, such as equipping a dweller with a weapon or gathering up X amount of food, and completing these will earn you caps or lunchboxes, which hold randomized loot. Once you build the Overseer’s room, you can send your people out on quests to find better items (weapons, armor) and caps. Everything takes time, and that makes way more sense for the mobile versions, but after sending out three people to shoot some wild radroaches I found myself staring at a bunch of rooms that wouldn’t be ready for harvesting for at least ten minutes with nothing else to do. Fallout Shelter is a game of waiting, which is not what I want when I plop down on the couch to play something.

On the Xbox One, navigating around the Vault is done via the thumbsticks. This can be a finicky process, and I once accidentally spent caps on removing boulders after the cursor jumped too far from the room I really wanted to select and gather resources from. This wasn’t the worst because, yeah, eventually I planned to clear them rocks, but I wanted it to be my decision, on my schedule. You can zoom in closer to the rooms to see some funny if frivolous bits of dialogue from your dwellers. The majority of the game is driven via menus, and accessing them is thankfully pretty simple and easy to use with a controller. That all said, I’m not a huge fan of the combat; it’s basically hands-off and hope you get some good invisible dice rolls like you’re back battling cliff racers in Elder Scrolls III: Morrowind, which is frustrating to witness. Here’s a true scenario from my time in Vault 713: a teeny tiny radroach nearly depleted my level 14 dweller’s health as she missed shot after shot after shot with a decent hunting rifle. Blargh.

I should have mentioned this earlier, but it’s pivotal towards my future progress in Fallout Shelter, of which there probably won’t be any more, so here we go: my Xbox One is broken. Or perpetually breaking. One of those. Some time after Black Friday last year, something happened. My “pins” disappeared from the front dashboard with a message saying, “Sorry, we can’t show these right now.” Then I discovered that I could access the store tab, but nothing I clicked on would work. I could mash the “A” button to no effect. Same goes for a lot of the advertisement tiles on other pages, unless they were tied to the Internet Explorer app. I tried doing a hard shutdown, unplugging my router, resetting the WiFi connection, and checking for further updates. Nothing seems to work. I am not interested in a factory reset, and I’ve managed, for the most part, to survive. I can still access apps like Netflix and Twitch and download those Games with Gold freebies by logging in on my Xbox 360 and adding them to my account. Lifehack central, y’all.

However, the other night, after gathering enough food, water, and power to keep my people beaming with happiness, I saved and shut the game down. A message came up that said the game was trying to sync my save with the Cloud, and so I let it do its thing, not wanting to mess anything up. Which never seemed to finish. Five minutes went by, then ten. Then twenty. Then thirty. There’s no way a game the size of Fallout Shelter takes that long to sync save data that is probably as big as a Cheez-It crumb. Unfortunately, I couldn’t wait much longer and simply closed the console down as it was. When I tried to load the game up the next day, it couldn’t find my save even though it is also on my console’s internal memory, and the screen that shows your three save slots just spins infinitely, unable to find anything. I can’t even start a new Vault. This happened over a week ago, and I still can’t access Vault 713. And I was one room away from unlocking the Achievement for building 25 rooms. Grrr.

I could probably download Fallout Shelter on PC and either start again or see if my save in the Cloud carries over. I could, but I won’t. I’d rather play the Dead Money DLC from Fallout: New Vegas again. Or test my luck out in the wasteland proper. I thought I’d be more bummed about this, but there are a zillion other pieces of digital entertainment available at my fingertips.

Figure out the connection between civilization and nature in Rituals

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I feel like I talk about bundles a lot here at Grinding Down…and for good reason. These packages keep me afloat through the years, often helping to fill in the gaps for those bigger games I missed out on or drowning me in lesser-known indie titles that are equally as entertaining. Well, Humble Freedom Bundle is one of the best yet, with a sickeningly number of games, digital books, and music to add to your respective libraries, as well as having all the money raised go directly to charity. United, we stand. As of this post, the bundle has raised over $5 million for the ACLU, the International Rescue Committee, and Doctors Without Borders/Médecins Sans Frontières, and it feels great to be part of such a gracious, overwhelming cause. I might not be able to do much, but I can do this.

I’m not going to list out every game in the Humble Freedom Bundle, especially when you consider they added a whole bunch more only yesterday. But there’s a lot, and a good number of them were already in my Steam library from previous bundles, such as Octodad: Dadliest Catch, Super Meat Boy, World of Goo, VVVVVV, and so on. Regardless of that, purchasing the bundle was still a no-brainer as it got me immediate access to many others on my wishlist, like The Witness, Invisible, Inc., and Subnautica. Plus, I now have a third copy of Stardew Valley, so if you are interested in that game and want a key, please reach out to me so I can share the love and joy that is pixelated farming. That said, I’m not in the right frame of mind to start a bigger game, and so I decided to see what Rituals, one of the more recent additions to the bundle, was all about first, given its small install size.

To get as simplistic as possible, Rituals is an adventure game clearly inspired by classic point-and-click romps. The kind where everything you pick up in the area is essential to you moving forward, as well as the kind that simply do not tell you the answer to every puzzle dangling before your confused face. I’m not going to call it a point-and-click adventure title despite the fact that you do often point and click on things. Just doesn’t feel right, and I think it has a lot to do with how you move around the game’s environments. More on that in a sec. You play as a nameless, faceless person waking up at his or her desk in a rather by-the-books office building. As you begin to explore the empty rooms around you, there are hints of bad things, and then suddenly you are transported to a mystical forest at night, hearing whispers in the distance. There’s got to be a connection between the two realms.

If that set-up kind of sounds familiar, then yes, I too immediately thought of The Stanley Parable upon loading Rituals up. It’s that minus the witty, sarcastic narrator. In fact, there’s not a lot of words here, with just a smidgen of text when you pick up an item or examine something important. The rest is up to you to deduce. Even with its minimalist, low polygon look, the game’s environments are fun to explore as the shapes and solid colors do more than enough to make you believe these places are what they are. And those places range from an abandoned office building to a dark forest to a lush jungle to a snowy graveyard and more. Getting to the next area is a reward in its own way.

Now, moving around is a different trick–the game is played in first-person perspective, but you can’t freely walk around. Instead, you click on navigation arrows to move forward or back or closer to areas of interest, and this can take a little getting used to. However, this means you only need a mouse to play the game, and I’m cool with that. Using an item is done by clicking on it from the inventory list at the top of the screen and dragging it on top of whatever you want, and this can be somewhat finicky, especially during the mortar and pestle part. It’s not the end of the world, except when it is.

Rituals didn’t take me very long to complete. My Steam data says around 77 minutes, and that’s a-okay with me. Again, from all the Humble Freedom Bundle provided (even more games were added since I started typing this blog post!), I wanted something quick and enjoyable, and that’s what this was. There’s a big ol’ decision to make at the end, but you can quickly reload the last checkpoint to see how the other option plays out. That said, I can’t speak with confidence that I don’t know what the relationship is between the tedium and struggle of the real world and the more fantastical aspects accessed via magical elevators, but sometimes it’s okay to not know. The important thing here is not being afraid to say so.

Language is a reflection of ourselves in Missing Translation

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I originally ran through Missing Translation in a single, puzzle-driven sitting back in December 2016 and have desperately wanted to write about it, but other posts ended up taking priority over the wordless thing. You might view that as ironic, that I haven’t found the time for the right words yet to describe a project built solely on visual language. I definitely do. Fret not, for now I’m here, bright-eyed and inspired, with hopefully enough snappy prose to get the job done.

First off, Missing Translation is free to play on Steam, and for that fact alone, I do urge you to go play it before reading much more about it. Yup, I’m totally ushering you away from Grinding Down by the second paragraph of this post, which means I’m a terrible blogger. Also, it’s not because there’s insane plot twists or amazing watercooler-esque moments, but because it is the kind of interactive experience that is best experienced. It’s a game about language and, often, immersing yourself in something foreign and unknown is the best way to learn what is what and how the world spins. Like that time in college when I went to Montréal, Quebec, for Spring Break with only knowing a few French phrases. Spoiler alert: I totally made it out alive.

Right. Onward with the words. Missing Translation is a short game with intellectual puzzles that is all about teaching a visual language that’s based on drawing lines across a nine-node grid. By decrypting this secret language, one can really begin to understand what’s going on in this black-and-white-and-gray world full of foreign machinery, cats, and robots in funny hats. To be honest, I never grokked the entire thing, but was still able to complete the game and enjoy the uptick in difficulty for the puzzles.

You might have trouble believing that Missing Translation is wordless. Well, it is. From beginning to end. There’s no tutorial, hints, or text–as we know it–to be found, not even on the “start” menu. This means that anyone and everyone can enjoy the game regardless of their native language. It’s a universal conundrum for solving. There are about a hundred puzzles to figure out, varying from connecting dots on a grid in the right way to navigating through large screens brimming with totem-like blocks. Each one grows in difficulty and complexity as you dig deeper, and I couldn’t stop myself once I got started, for fear of forgetting what trick was behind each set of puzzles. This is why I ran through the entire game in a single gulp, unable to leave any bit unfinished. As they get solved, new friends and allies are unlocked to help guide the main protagonist–which can either be a man or woman–back to their world.

Missing Translation is more than a puzzle adventure game. Its got a wonderful premise, inclusive to all that want to click and think and learn, and while I might not know what every strange symbol means, much like in Fez, I had a fantastic and fulfilling time figuring out my way through its many locked doors.

The name of the game I could never remember is Swagman

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It’s a weekend afternoon, over at least a decade ago, and I’m in a bookstore. I don’t have anything in particular in mind, but I’m the sort that loves to wander aimlessly in these kinds of spaces, to tilt my head and read titles quietly to myself and touch a few spines, maybe even pull a whole book off the shelf and read the back-cover blurbage. I’m near the café section, where coffee and scones reign supreme, myself eating up a FoxTrot treasury or something like that when a song comes on overhead. It’s soft, safe, reassuring. There’s light guitar strumming and piano–and a man’s voice. I don’t remember any of the words or how the tune ultimately went. I know that I liked it. I have never heard that song again since.

I’ve had this happen a few times in my life. There are tunes or pieces of writing or drawings that live in my brain, fuzzily, right on the fringe of my consciousness, waiting to be rediscovered. I can recall them, but not fully. Clearly, they had an impact on me. Alas, I can only remember limited details about them to the point of frustration. It’s not like now when you have a mini computer in your coat’s pocket and can look up anything you want and create a historical record as a future reminder. I continue to live each day with a quiet hope that all these mysteries will reveal themselves before I buy the farm.

With all that said, there’s been a videogame from my teenager-era past that I know I have been unable to recall–for years. I’ve actively tried looking it up, but unfortunately was unable to figure out its name, even with all that Internet out there. It’s not even a game I regret trading in because I think I only rented it for a few days and didn’t like it very much, but the fact that I can’t confirm what it was confidently is more irritating than anything else.

Right. Okay, try to play along, even if I already spoiled the reveal in this blog’s title. Here’s everything that I knew about the mystery game:

  • It was on the original PlayStation
  • It had a top-down perspective, like The Legend of Zelda: A Link to the Past
  • Its heroes were children
  • It began in a bedroom

That’s all, folks. Make your guess, and show your work.

Turns out, after clicking around on Grouvee today, which is where I’m working on organizing my unstoppable collection, that game was called Swagman. Uhh. For the longest time, I was convinced it was Okage: Shadow King, but no, especially when you realize that one is an entire console generation later. Anyways, when I saw the name Swagman, it did not immediately ring a bell, but I thought to check nonetheless and dropped it into a Google image search, only to be greeted with screenshots that instantly took hold of me to confirm that, yes, this odd, lesser-known critter from Eidos Interactive in 1997 is the game I played back in high school for a weekend and then never again.

I can’t believe I didn’t remember the specifics of Swagman. Here’s a plot summary: Using a substance called Dreammash to force everyone sleeping in Paradise Falls to suffer from constant nightmares, the Swagman and his army of Night Terrors are planning a deadly takeover. They have also captured and imprisoned the twelve Dreamflight fairies in order to begin a deadly invasion of the real world. That is, unless Zack and his sister Hannah can figure out a way to rescue them and destroy the Swagman for good. Otherwise, it’s nightmares on top of nightmares on top of more nightmares–for infinity.

In terms of gameplay, Swagman is a puzzle adventure thing with some light action and platforming. I guess “mixed bag” would actually be used correctly here. While in the “real world” sections, the game has Zack and Hannah–who both can be controlled–finding items like bugs and/or keys to solve puzzles or unlock certain doors. When in “dream” areas, called Territories and accessed via magical mirrors, the game becomes more action-focused, with you sometimes transforming into a monstrous beast that can spew flames from its mouth. Yup. There’s an on-screen inventory for some of the items you’ve collected, such as the Fantastic Frisbee, Super Sneakers, and Cherry Bombs. Your best weapon against the Swagman’s loyal minions seems to be a flashlight or general avoidance, and because Zack and Hannah share a collective lifebar, there’s danger in taking on too much by yourself.

I honestly don’t remember ever getting out of the real world section, but maybe I did and only have a strong recollection for the opening area. I don’t know. Looking back at it and watching some playthroughs on YouTube, I’m not overly impressed or interested in getting a copy for myself, even as a collector. Again, this wasn’t a lost treasured gem from my past, but rather something pestering me for years. I’m glad the issue is resolved.

Swagman is the game I could never remember, and now I’ll never forget it. Next up–whatever that bookstore store was hopefully.

The BackDoor series is unpredictable, except for the puzzles

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The BackDoor series, which comes from a creator called SolarVagrant and so far consists of two games, namely Door 1: The Call and Door 2: The Job, is a small thing, with large ambitions. To me, especially with adventure games, that’s good. Respectable and well-intended. After all, Sequoioideae redwoods start as just a seed in the ground. Blackwell Legacy from Wadjet Eye Games and Nelly Cootalot: Spoonbeaks Ahoy! both started small, in humble territory, but contained more than enough material and ideas to burgeon into larger, more mainstream experiences. I think, with enough time, this too could become a series you hear about more often. Naturally, I’m getting ahead of myself, so on with the summaries.

For Door 1: The Call, you begin as a young man…falling. After what seems like far too much falling, you find yourself in a strange house. The only person who might know what is truly going on is a mysterious individual who contacts you over the phone…or might actually be the phone, seeing that it talks to you and has sharp, untrustworthy teeth where the number buttons are. Turns out, this strange house is on the moon. Your best plan of attack for now is to escape, and that means solving puzzles by finding items, combining them correctly, and examining everything in the environment to use them on. Pretty standard stuff, save for the part about being on the moon and trapped between different dimensions.

For Door 2: The Job, things pick up immediately where the previous game left off, which, for a sequel to a 2013 release, is great for me playing them back-to-back, but others might have forgotten some details, especially like why some items are still there in your inventory. No biggie. Through more guidance from your phone friend/foe, you find yourself in a strange city of a robots. You are tasked with finding a specific robot called Aert, and you’ll know him by his unique scarf. Along the way, you’ll interact with a number of other robots–some more friendly those humans than others– in this familiar city hub and do the traditional thing of collecting items and using them just right to solve puzzles. Eventually you learn that Aert is kidnapped by a gang of goons for the sole purpose of tricking his girlfriend to date the leader.

The first game is obviously much smaller in scope and mechanics. Door 2: The Job really feels like something grander, with colorful characters and world-building and plenty of things to interact with and examine. Let’s call the experienced…enriched. I felt more invested in my tasks, such as catching a rat, fixing machinery, or tricking the shopkeeper to sell to a smelly, untrustworthy human, even if I couldn’t follow the larger, outer layer plotline all that much. Maybe whatever Door 3 ends up being will explain why this animated phone is dictating your duties and mocking you all at the same time.

Many of the puzzles in Door 1: The Call and, much more so, in Door 2: The Job are pretty obvious. From a solution standpoint. For example, you find a locked ventilation shaft grate and know that you’ll need to get by it somehow. You need something to take the screws off. The rub is figuring out how to accomplish that task. Some puzzles even require a bit of trial and error, especially the time-based ones right near the end. Thankfully, when you fail them, the game resets to a checkpoint in the previous room, so it is not too punishing, save for wasting time.

Visually, not too much has changed from Door 1: The Call to Door 2: The Job, and that’s okay. There are stylized and entertaining cutscenes. The pixel art, especially the character portraits, reminds me greatly of Cave Story, and the city, while not huge, does have a personality and some areas to explore. Also, the color palette seems to have switched from soft blues to light yellows, browns, and greens. Don’t let the screenshot at the top of this post fool you as I had to mess with its color to get my large, blocky white letters to read well on top of it. Regardless, while it might be some time until we see Door 3: [Subtitle], I’m eagerly looking forward to it. That said, I’ll never trust an anthropomorphic telephone.

2017 Game Review Haiku, #6 – Forgotten

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This haunted landscape
Full of forgotten data
Meets its end, your hands

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #4 – BackDoor Door 1: The Call

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Wake up on the moon
Must escape, nowhere–foul phone
Mocks, makes you puzzle

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Descend deeper and deeper with Runestone Keeper

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I am enjoying Runestone Keeper greatly despite it being the sort of roguelike that demands you suffer inordinately for its opening hours before you can even begin to fathom making progress. You know, like Rogue Legacy and The Binding of Isaac. Do the time before you enjoy the sublime. Not like Spelunky though. In Spelunky, you can beat the game on your very first run, so long as you know what you are doing; sure, a wee bit of luck is needed to get some specific items, like the jetpack, but it is totally doable. For other harsh roguelikes with some permanence to them in terms of upgrades and accrual, you must first grind runs one after another to begin closing the distance. I think, so far, I’ve gotten to level 9 with Guy, the only playable character available until you get further or are more successful on higher difficulties.

What is Runestone Keeper you ask silently from the other side of the screen? Well, it is a piece of interactive entertainment that came out in early 2015 from Blackfire Games. What else? It was recently part of the Humble Jumbo Bundle 7, which is where I got my Steam copy. Yeah, cool, but more specifically…what is it? Technically, Runestone Keeper is an über challenging roguelike-to-roguelite dungeon crawler that blends classic roleplaying elements and turn-based combat strategy. Kind of a weird, blood magic-driven fusion of Minesweeper and Dungeons of Dredmor.

That last description probably didn’t help all that much. Allow me to try harder. Basically, dungeon floors are randomly generated and set out as a grid that can be explored in any order from wherever you start, uncovering one tile at a time by clicking on it. Each revealed tile has an effect, even if that effect is basically nothing happens. Most discoveries include finding hearts that heal your HP, gold coins, treasure chests, traps, single-use items, weapons like readied crossbows, merchants, valuable runestones, and various pitfalls. Each tile you reveal also fills up your soul meter, which dictates your usage of certain items, as well as using in-level shrines and such. Your basic goal is to reveal enough tiles to find the staircase to the room below and head deeper into the darkness.

The real trouble with that endeavor is you’ll also reveal enemies in each dungeon level. You can avoid most fights if you want, but monsters block adjacent squares from being revealed, which are essential to finding the way to the next floor. Also, early on, you will want to fight some monsters for XP and dropped loot (which contains random prefixes and suffixes for different stats), though RNG rears its ugly head from time to time, causing you to miss your ax swings even though you are standing directly next to the angry goblin. Your attacks are obviously based on your gear, and you can quickly swap between two sets; I like having something for up close, as well as ranged enemies. Monsters hit your shield first, which absorbs a certain amount of damage before stealing away HP. The cast of enemies is quite varied, and many of them have their own unique abilities, like silencing or poisoning. Early on, your best friend as Guy, is the spell he has to lower an enemy’s attack power for a few turns though it is beyond frustrating to whiff on every sword swing during this phase.

Runestone Keeper‘s gameplay is extremely layered, even if it at times it feels unfair and driven solely by luck spirits. There’s tattoos to equip, an enchantment system, worshiping and un-worshiping deities that provide buffs and debuffs, elite arena rooms, special one-time events dictated by text choices, and more. Lots of spinning plates, and I’m sure I’m missing some elements. My focus for Guy continues to be upgrading his strength and stamina and plowing through enemies as quickly as possible while also hoarding a ton of gold coins and selling unwanted to gear; unfortunately, in the later dungeon levels, he struggles to deal with ranged enemies, as well not exploding when unearthing a ticking time bomb. It’s a problem. We’re working on it.

Similar to how I approached Rogue Legacy, Runestone Keeper is perfect for doing a couple runs, being unsuccessful, but returning to the main menu hub with enough gold coins to upgrade a permanent bonus, such as gaining more XP from killed monsters or earning more gold with each pick-up, and that leaves me feeling satisfied, feeling like I am actually inching towards a better run. I’m still hoping I’ll find that “perfect storm” run where I get some killer equipment/items early on that will help me reach level 10 of the dungeon and maybe even beyond that. If not, this is surprisingly one game I don’t mind bashing my head against the wall, desperately trying to survive or crawl to the next floor in hopes of…well, hope. Not everything has to be about being the ultimate powerhouse.

Dungeon of Zolthan’s classic platforming mechanics are the sum of life

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As I’m wont to do, I didn’t go crazy for the latest Steam Winter Sale, especially considering the number of games still untouched in my digital library, a travesty I swear I’m working on for 2017, though the gamble is whether or not I’ll be successful. Well, shortly before that glittery ball dropped in Times Square and Mariah Carey fake-sung her last tune, indicating the official transition from one year to the next, I made a single gulp purchase of small games for a total that came in just under ten dollars. That’s a record high for me. Anyways, here’s what I got for those curious about what I got:

  • Deus Ex: Invisible War
  • LucasArts Adventure Pack (this includes Indiana Jones and the Fate of Atlantis, Indiana Jones and the Last Crusade, Loom, and The Dig)
  • Ty the Tasmanian Tiger 4
  • The Silent Age
  • PulseCharge
  • Dead6hot
  • Broken Dreams
  • Dungeon of Zolthan
  • Reset 1-1

Part of me is surprised that I haven’t immediately loaded up Ty the Tasmanian Tiger 4 to see what that Australian devil is all about in this new day and age of endless runners considering my affection for the series (well, really just that first game). And yes, you can belly-laugh until hurts that there’s affection here for a game set on a fictitious Australian island about collecting “Thunder Eggs” and stopping the evil cassowary Boss Cass from being, y’know, even more evil; really, it just reminds me of long-gone snowy college days, of being trapped inside a third-floor dorm with not much else to do but toil away at things like Jak and Daxter: The Precursor Legacy and Ty the Tasmanian Tiger, instead of working on that journalism degree.

Well, I’m not here to talk about the largest known carnivorous marsupial of modern times. Nope. This post is all about Dungeon of Zolthan, which was part of the Platformer Bundle by New Reality Games. Visually, it stood out to me from the others listed above due to its limited color scheme and retro graphics. I know that’s basically one-fourth of all indie platforming games on Steam these days, but it is a jam I enjoy on toasted bread and like eating. Not that I get to eat toast with jam on it much lately. I also relish some challenge, though not too much, as I’m not a masochist who gets a rise from dying over and over again. Somewhere in the range of Tiny Barbarian and You Have to Win the Game is just fine.

Dungeon of Zolthan seems to dance on the line between casual and hardcore. You can play it either way, your call. It’s an arcade-style Metroidvania platformer light on puzzles and starring a little green block with legs, eyes, and a mouth, determined to defeat the powerful mage Zolthan that lives inside the dungeon. That’s all the story I’ve gotten so far, and it is more than enough as a goal. As you move from room to room, you’ll acquire power-ups, like double jumping and dashing across gaps, as well as battle mid-bosses. I’m not sure how this fella holds the gun he is carrying, but it doesn’t matter. You can take your time exploring, finding all the hidden power-ups and extra hearts or you can make a mad dash to defeat all the bosses as quickly as possible, with as little extra help as you think necessary. The game itself is pretty forgiving, dropping save points that also restore your health bar all over the place, and the early difficulty curve is lessened once you get the hang of jumping, shooting, and dashing around. Personally, I’m not wasting a lot of time on shooting enemies and am finding more fun in generally avoiding them altogether.

According to the Achievements list, I’m halfway through this dungeon, with two more bosses to battle. Alas, I don’t think I’ll be earning those speedrunning-related Achievements (beat in 40 minutes or 20 minutes or less), as I’ve definitely already logged more time than necessary because I left the game running while making dinner in the kitchen. Oh well. It’s okay. I’ll save the speedrunning for someone else, though I’ll gladly watch them do it later if Dungeon of Zolthan ever shows up in Awesome Games Done Quick. Until then, may your indie platformers be unapologetically old-school.