A Boney Night casts spells and sings songs about beer

a boney night gd overall thoughts

Heavily inspired by the LucasArts and Sierra classics of yesteryear, A Boney Night does not do much to stand out in the crowd. That said, it’s still an enjoyably short, retro point-and-click adventure, featuring hand-drawn backgrounds and original music. Plus, there’s a talking mushroom that you basically pepper-spray in order to bottle its tears. I know I have your attention now.

A Boney Night‘s story is something akin to a one-off episode of a Saturday morning cartoon. For some reason, I keep thinking about The Smurfs, for whatever its worth. Undra, a witch witnessing her later years in life, is suddenly awoken to her talking mushroom making a racket outside. Unfortunately, she needs to create a potion to be able to comprehend its words, and so the quest begins there. Once you do hear what it has to say, you’ll learn that a great evil is taking over the land. Spoilers: it’s zombies. Help Undra stop the undead by teaming her up with Kijo the surprisingly sensitive orc and creating more powerful potions.

Your clickable actions are threefold: examine, touch, and talk. You can do this for every item, person, and noun you come across in the wild, as well as whatever thoughts you have in your inventory. I suggest examining everything at least once, as it sometimes does advance the plot or give you a hint about what you need to do next. All of the puzzles are fairly logical, though I stumbled for a moment on “a dash of honesty” during the first repel aura potion Undra had to make. Here’s a clue: look inside the orc. Despite there only being three actions, I still found it tiring to cycle through them, but I guess that’s just part of that old-school adventuring charm.

A couple small critiques. Strangely, there’s a save/load function included in A Boney Night, but the game seems like you can complete it under an hour. I think I was probably around the thirty-five or forty minute mark, taking my time to read everything and explore all areas. Not really sure if you’d ever need to save your progress, especially since you can’t lose or screw anything up by missing an item. While the game features some catchy original songs, especially the one that plays at Undra’s home, it also does not contain any sound effects, which is a little jarring. I really wanted to hear some loud whooshing when I released that wind potion on the walnut tree. Pretty sure those old LucasArts/Sierra games had sound effects…right?

I ended up downloading A Boney Night to enjoy on my laptop in bed under the heated blanket (what, too much information?), but it looks like you can now play an HTML version of it right in your browser. If you’re looking for a retro point-and-click adventure game starring a witch sporting an attitude and wicked beehive hairdo, here you go.

Gloom is a macabre morsel of merriment

Gloom Hand

Gloom asks you to laugh in the face of others’ displeasure, perfect for an evening of beer, pretzels, and friends, so long as everyone is in the mood to make much mayhem. Also, alliteration. It’s not a great fit for more serious gamers, thirsty for strategy, but I’ve found the game of inauspicious incidents and grave consequences a strong palette cleanser after energy-draining, often soul-crushingly long sessions of Lords of Waterdeep or Kingmaker.

In Keith Baker’s Gloom card game, which came out in 2005, you assume control over the fate of an eccentric family of misfits and misanthropes. There are four families in the base set, each containing five members: Blackwater Watch, Dark’s Den of Deformity, Hemlock Hall, and Castle Slogar. The goal is easy enough: make your family suffer the greatest tragedies possible, and then kill them off one by one. Modifiers like “Was galled by gangrene” and “Was swindled by salesmen” add negative points to your people by lowering their self-worth, and the player with the lowest total family value after an entire line has been wiped out wins.

Gloom‘s gameplay is rather simplistic, but still requires some planning. Each turn, you get two actions to play modifiers on your family or an opponent’s, event cards, and untimely death cards. Please note you can only kill someone on your first action every turn, preventing you from loading Lord Wellington-Smythe up with a lot of self-worth and then forcing him to kick the bucket. The event cards can really shake things up, but other than them, it’s perfunctory card action, with a few rule changes to pay attention to, all of which are stated directly on the cards themselves.

The real magic behind Gloom is in the stories it births. When you take control of a family, you play the narrator of their lives, coming up with reasons why they went here or there and did this or that. It’s better to play a modifier with passion and reason than simply to give a character negative 15 self-worth. Sure, it takes imagination and effort, but it is worth the storytelling, especially when you begin to link your families with others, like the time I decided that Butterfield, the butler for Hemlock Hall, was actually married to Grogar, Professor Slogar’s work-in-progress teddy bear, after receiving the “Was wondrously well wed” modifier card from another player. Keep the stories alive, and the game, even when it slows down due to card shortages or roadblocks, remains bursting with flavor.

It’s hard to know what I love most about Gloom: the art or design of the cards. Both work hand in hand. All of the cards are transparent, which makes it so easy to see how the modifiers stack on top of a family member. Plus, they’ll survive an accidental soda spilling before all them Munchkin cards. The macabre and gloomy artwork, done by Scott Reeves, Lee Moyer, and Todd Remick, as well as heavy use of alliteration, will make many think of Edward Gorey instantly, but there’s also room for some influence from The Addams Family comics and Lemony Snicket’s A Series of Unfortunate Events. Regardless, fans of ominous Victorian horror will delight at the family member depictions, though the majority of the other cards lack personality.

I brought Gloom home-home during the holidays to play with my sisters, but we never got the chance due to all the to-and-for hubbub, charades, and Scrabble bouts. Hopefully we can make up for this over the summer so long as no one is stalked by snakes or sleepy from the sun.

2015 Game Review Haiku, #3 – A Boney Night

2015 games completed a boney night gd

Here come the zombies
Undra knows a spell or two
Use thoughts on items

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

New ways to celebrate mediocrity with The Incredibles

gd incredibles playstation2 impressions

I ended up getting a copy of The Incredibles videogame for the PlayStation 2 last summer as part of a small birthday celebration for myself. Please note, I also snagged Suikoden Tactics and Star Ocean Till the End of Time with this, and, of the three, it’s the first one I’ve actually put into my system to play since that package arrived. Yup, some seven months later, I’m just blindly trusting that these used videogames from Amazon arrived in working condition. I mean, yeah, I’ll find out eventually.

Anyways, The Incredibles is my favorite Pixar film. I say that now, in 2015, with total confidence, and have been saying it since the movie saw release in 2004. Y’know, a decade ago. I also suspect that I will continue saying this for many more years, possibly all the years. There’s a lot of reasons why The Incredibles is incredible, and I’ll list a few for those in the know: Brad Bird, monologues, subsurface scattering, Syndrome’s hair, that little kid on the tricycle, capes, no capes, the colors, 1960s homages, the mysterious Mirage, and so on. It’s a funny story about superheroes, but also about family and what it can cost to stay together, to be happy. I watch it every few months as it is one of my top 31 favorite ways to eat up time.

I promise I’ll talk about the letdown that, so far, is The Incredibles on the PlayStation 2, but I first need to lay some groundwork. First, the movie. I was in college and saw it on or around its opening weekend with a girl I was dating then, who we will call the Giraffe, and it instantly blew me my mind. Like, sure, I understood the concept of a “children’s film for adults,” but here was something else, something bigger. It didn’t dumb itself down for the wee ones, and it kept the serious moments super serious. Fast forward a bit, and I’m on my way home from a Spring Break trip in Las Vegas, NV, unfortunately taking a red-eye flight back to Camden. Now, I’m already terrified of planes, and so while everyone else slept, I sat staring at the back of the seat in front of me, sweating like a pig. Until I discovered my girlfriend’s GameBoy Advance and a copy of The Incredibles for it. It didn’t pass all the hours, but it definitely helped; alas, the GBA version is quite different from those released for consoles, playing it as a straightforward side-scrolling beat-em-up, and you can see it in action over here.

I knew that The Incredibles for PlayStation 2 was not the same game I had played on that flight many years back, but it still seemed promising. The movie’s entire makeup is perfectly designed for a videogame: you have a small cast of characters, each with varying special powers, ending up in dangerous situations, all trying to save the world from a man-boy gone mad who has an army of goons and robots to toss at you. Alas, it turned out to be a vapid, uninspired retread of the movie, with an out-of-nowhere difficulty spike, which forces one to use cheat codes to get through it. Hate to remind Syndrome of this yet again, but you do need special powers to be super.

Here are my biggest problems so far with The Incredibles, and mind you, I only just completed stage 8 (of 18 total), meaning I’m a little bit over one-third of the way through it, but boy howdy I’m not thrilled about what’s to come.

It’s boring. The levels are extremely linear, and the one or two occasions it allows you to explore reveal nothing, save for maybe a single “secret bonus item” unlock collectible, which devolves into uninteresting concept art. It’s certainly no this. At this point, I’ve played as Mr. Incredible six times, once as Elastigirl, and once as Dash. Wait, real quick–the game and its manual seem to go out of its way to never refer to Elastigirl as such, calling her Helen or Mrs. Incredible only, strangely stripping her of her identity, even labeling her this in a level that takes place before she gets married. The levels for Mr. Incredible and Elastigirl are of the action adventure style, with slivers of variety, such as a turret sequence, and the Dash level was an atrocious free-runner style thing that I’ll have more on in a sec.

It’s confusing. Look, I know the movie inside and out. I have to imagine anyone coming to this game also knows the movie pretty well or would at least see it first before playing the action game based on it. If they didn’t, well…this will make zero sense. Small, condensed scenes from Pixar’s film are used between levels to bridge the gaps, but it does little to explain why so-and-so is here, doing this, wearing that. One level you are playing as an overweight Mr. Incredible in his old-timey blue costume, and the very next level you have him looking fit and all donned up in Edna’s new design. I know how he got there, but many won’t if they are relying on this for plot. Also, you rarely get told what to do in a level or where to go next, though there are only so many options at hand.

It’s too difficult. Maybe this is my fault, coming to The Incredibles and assuming it was a child-friendly beat-em-up with additional elements, but certainly something easy. Most levels, based on a quick scan of YouTube replays, take about eight to ten minutes to finish, while I was averaging more around 30 minutes. This is due to many deaths, but also frustration at overly difficult sections, sequences I just can’t imagine a young gamer getting through without repeated tries or external help. In some levels, if you miss a platform jump, you have to return to the start of the scenario yourself and start again, and it doesn’t help that the camera makes it challenging to tell how far a jump is. In that level where Dash has to race the school bus, the checkpoint systems seems oddly tiered, often working against progress. The only way I was able to beat the Omnidroid in stage 8 “Volcanic Eruption” was to spam health replenish and Incredi-move cheat codes. I don’t know, maybe I’m just terrible at games, thinks the dude that did beat Yama on a Daily Challenge last year.

The short of it is this: The Incredibles is not as incredible as the movie. I’m going to finish playing it, because that’s who I am, but like that tricycle kid hanging around the Parr’s driveway, I’ll still be waiting for something amazing to happen.

Another tour of BioShock Infinite’s American exceptionalism

bioshock infinite DONTDISAPPOINT_ONLINE_wideuse

In this post over yonder, I said I had beaten 73 games in total for all of 2014. I wrote that because it was true and, at that time, I hadn’t expected to complete anything else during the madness of Christmas and traveling and New Year’s Eve hijinks. Surprisingly, I was able to sneak in one more game before that big disco ball dropped in Times Square and Terry Crews took his shirt off to flex his chest muscles, clearly making Carson Daly uncomfortable; I really should’ve been watching The Twilight Zone‘s “Midnight Sun” at that exact moment, but it wasn’t my place, my television set.

Here’s the truth. Ever since I rushed through and beat BioShock Infinite in early 2013, I’ve wanted to replay it. Not on a higher difficulty or with a plan to use the Huntsman Carbine more over the Paddywhacker Hand Cannon or even to nab some missed Achievements, but just to experience it again. At a slower pace. A gentler walk through this strange yet familiar land–when obviously not in a skirmish or zipping along the skyhook tracks–to absorb every last sign, poster, painting, smeared blood writing, and hung piece of Columbia propaganda. There was a lot of talk happening and surrounding Ken Levine’s darling during its initial release, and I was shockingly interested (pun intended) in being invested in these dialogues, which meant hurrying through the game to get to its muddled ending. That way I too could have trouble comprehending it for a few days, along with seemingly everybody else. The word zeitgeist would probably work here.

Even at around 12 hours on the Normal difficulty, I’d say that BioShock Infinite is still too short of an experience and needs more time to open up for exploration and reflection, not more unsatisfying and rarely rewarding skirmishes. The shooting/Vigors-lead action is merely filler, a buffer between Booker looking at something interesting and finding something even more interesting to gawk at. Namely, a story beat. If there are any parts that I continued to rush through, it was blasting people in their faces with crows and then taking them out with a shotgun, though tossing people off the world later near the end of all things with the water stream spell was, admittedly, pretty enjoyable, but maybe that’s because it is a quicker and quieter kill than loading them up with bullets. The combat and violence constantly feels shoehorned; please explain to me again why equipping this hat helps me do better melee damage with the skyhook.

Anyways…it’s 1912, and Booker is trapped in a flying, floating city built on racism, heavy religious undertones, and American exceptionalism. Think about that for a bit. Try to name another game that uses those pillars as foundation for its game’s world; I’m struggling to think of many. Because of this, everything you see and hear is slimy, tinted with a second coating of meaning. That poster might seem positive, cheering on so-and-so, but it’s actually deeply dark, labeling people of color and the Irish as barely human. This is a place bursting with warm sunlight, children playing in the streets, and astonishing views that also harbors a disgusting, contagious sickness, the kind that poisons a community and changes it for the worst.

You’ll get a decent amount of this if you follow the main path, but searching out every nook is where the world truly comes to life, like examining the difference between upper-class and lower-class bathrooms, spaces you are never forced to visit for plot purposes. Hold on. Let me tell you about a really small, special moment I discovered, something I missed during that first sprint through in 2013. In fact, it’s easily missed if you begin shooting too soon in this specific area, as doing so scares away all the NPCs. Right, well…while exploring around Soldier’s Field, near a carousel, I discovered a young black man smoking a cigarette just behind a building, clearly in hiding. The man asks Booker to not tell on him, and Booker is friendly, promising his secret is safe.

In a game fueled by racism and racists, many of whom want to physically harm the player, it is a little strange to not hear Booker be more vocal about his opinions. I mean, he comments on mostly everything else around him. Like giant, mechanical bird-guardians. One gets the feeling he’s not 100% on board with how Columbia operates, but he also doesn’t openly condone it. Early on, during the lottery sequence, you do a QTE that boils down to a choice: throw the baseball at an interracial couple or throw the baseball at the announcer. Either pick results in the same story moving forward, but if you spared the couple some pain, you’ll run into them later and collect a piece of unique equipment. Booker doesn’t decide this; you decide for him, but it’s a rare moment of choice. Later, when Elizabeth’s sheltered innocence asks why one bathroom is for colors and the other for whites, Booker replies “It just is,” and keeps on moving. You don’t get to decide that he goes on a tirade, forcing everyone to swap thrones and be nice to each other for the good of all humankind.

Once again, I tried to find all the Voxophone audio logs and telescopes/Kinetoscopes without a guide, but missed a few by the end. A shame as some of the better and more interesting story bits are hidden away in these, like how Fink Manufacturing operates or what’s the deal with the Lutece twins. Pretty sure I hit the same numbers as my first go, which is funny, but I guess I walk the path I walk and look where I look. I suspect that you can get to a few hidden areas via the skyhook rails. I ended up using the same weapons/Vigor combos as before, relying way too much on the bronco one to lift enemies in the air and then a pistol to take ’em down. It was always a straight line to end combat as fast as possible, which meant always opening a tear to a gun turret over a Mosquito or mechanized robot-warrior.

Alas, after two full playthroughs, I still can’t tell if BioShock Infinite is the bird or the cage, but it remains an undeniably interesting audio/visual treat set in a genuinely unique world, a gorgeous walking simulator constantly sidetracked by racist goons and crank gun-wielding George Washingtons trying to blast holes in your chest. I’ll probably play it for a third time later this year, and I don’t know why. It just is.

2015 Game Review Haiku, #2 – SteamWorld Dig: A Fistful of Dirt

2015 games completed steamworld dig 002

Investigate mines
Unearth secrets long buried
Dig, dig, dig, dig, dig

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Sense the evil, never see it in All the Way Down

gd all the way down impressions

All the Way Down is a short, dark tale of dread and death set in Yorkshire, England during an ominous snowstorm. It’s openly inspired by H.P. Lovecraft’s work, though I can’t pinpoint an exact story of his where it is drawing directly from, but “The Whisperer in Darkness” is probably a good place to start. Still, a lot of his themes are represented here, such as personal madness and fear of the unknown, the unnamable.

Our nameless young man, a hiker, is simply trying to find a place to spend the night and get out of the snowy cold. He stumbles across a convenience store in a small mining village called Millvale; alas, he is not warmly welcomed, since he is far from a local. However, the clerk at the convenience store suggests he check out The Miner’s Arms, a small bar just down the road, known for occasionally putting up stragglers in need. Naturally, things go downhill from there.

I love that All the Way Down is picking up the dropped faceless in-game models torch last seen held by The Granstream Saga. The character portraits themselves are actually more detailed, left black and white save for rosy cheeks, that warm orange-red someone’s nose turns when they’ve had a bit too much to drink. It’s a strong effect, gelling well with the often pleasant, colorfully warm backdrops, despite everything somehow silently screaming terror and mayhem. You never end up seeing the Deep Ones, the monsters feared by all of Millvale, but that’s fine. You don’t need to see them to believe and sense their presence, but I did find the main guy’s switch from stark disbelief to pure panic a little too convenient; he goes to bed, wakes up to a pounding on his door, and now swears that it is pure evil coming for him. There should’ve been a dream sequence scene to help sell that better.

Puzzle-wise, there’s unfortunately not much here. In fact, I can only recall four sections where you actually are tasked with pointing on items, clicking, and clicking somewhere else: the miner flashback, escaping your bedroom, freeing yourself from the basement, and using the minecart to flee. That might sound like a lot, but it’s not; the amount of interaction and exploration is slim to none, with the puzzle solutions extremely easy to spot, save for a tin can that I missed during my initial pixel scan of the screen. At the start, while the hiker is conversing with the convenience store worker, there’s dialogue options, but that never appears again, not even with the barkeeper or old man filling him in on the village’s grim history. A missed opportunity, but given that there’s voice acting involved, I can understand if words had to be limited to a specific amount. Just felt like a tease, that’s all.

I really dug the look and feel of All the Way Down, but wanted more interaction, more poking and prodding. Let me find the madness; then, let me run from it, blindly, arms flailing, my only direction away.

2015 Game Review Haiku, #1 – All the Way Down

gd games completed 2015 001

Know not if they eat
Deep Ones never satisfied
Not all the way down

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Grinding Down’s new year gaming resolutions for 2015

gd new year gaming resolutions

I’m strange. Sometimes I like to openly talk about a challenge or new goal, such as when I decided to draw 365 bad comics over the course of an entire year, while other endeavors are handled more privately without anyone being the wiser. In fact, I’ve already started on a few over the last several months, and some of those plans will never be brought to light. I’m okay with that. I’m the shyest man yearning for recognition, afraid to be recognized. Again, I’m strange.

As far as I’ve seen over the last few days, game resolutions generally boil down to the same idea: play that game. Whether I do or not is the real challenge, and I’ve had some ups and downs over the last few years when it came to this, but I’m willing to put it out there again, a list of games I own, want to play, and then put away (in my mind).

In 2013, I wanted to beat five specific games I had previously played but never saw credits roll. I ended up beating three of the five, and though my math skills leave a lot to desire, I thought that was pretty good, especially when you consider that Chrono Cross is no short romp through an alternate dimension.

For 2014, I naturally wanted to beat those other two names I missed out on, but that never happened. Then I started playing Suikoden and Suikoden II, with the (laughable) idea I’d get through the rest of the series in short order now that I own all of them. Well, all except for Suikoden Tierkreis. Cue wet fart sound effect? I also had illusions of grandeur for the Metal Gear series, completing the first five games, with plenty more to go. Not “swings and a miss,” but more like “swings and good job, you’re on second base,” now waiting for another player to hit you home. I’ll get through both series in due time, hopefully before Gameageddon actually happens.

With that, here are my gaming resolutions for two thousand fifteen (that’s how all the cool kids are writing it this year). Trumpet blast a-hoy:

1. Stay one step ahead of Giant Bomb for its Metal Gear Scanlon feature. That means I’m not rushing through Metal Gear Solid 3: Snake Eater just yet, which is also the last of the bunch that I’ve actually played. Peace Walker, Guns of the Patriots, and Ground Zeroes will be totally new experiences to me, and I’m looking forward to them greatly, but I don’t want to burn out either on too much too fast. I enjoy watching Dan and Drew react to the wackiness that is Hideo Kojima’s mindset, but only after I’ve swallowed the crazy sugar first.

2. Since I didn’t get to them in 2013 or last year–double shame on me!–both Final Fantasy IX and Radiant Historia are first on the list of must-see-all-the-way-through items. I really don’t want to arrive into 2016 knowing those cute, cuddly critters are still clawing at my ankles, desperate for attention.

3. Silent Hill 3. There, I said it. Or rather, I wrote it. Even though I’m still not over my harrowing time with Silent Hill 2, I must persevere. I’m not ready to explore why.

4. Come up with another new feature at Grinding Down for the year. Games I Regret Parting With seems to be a big fav, but I’ll eventually run out of those to dissect. I used to do Achievements of the Week and Half-hour Hitbox, but those lost steam after awhile, mostly because I lost steam. If you have any ideas or niches you’d like to see my cover, y’know, other than all these unheard of freeware joints or obscure point-and-click adventure games, let me know. I’m interested if you’re interested.

5. Get proper equipment like a microphone and learn how to stream better in preparation for  the next Extra Life event. I want to do it again and have friends over and raise lots of money for those that need it more than me. I’m even hoping to hold out on several games still in hopes of playing them live that during those twenty-four hours.

All right, we’ll stop there. Resolutions are tricky because you can just keep stacking them, and like I said, for gaming stuff, it often ends up being a list of games you want to play. I have too many to even start counting, and most of them are long, lengthy JRPGs, like Atelier Iris 2: The Azoth of Destiny and Xenosaga. Cue mad scientist laugh? Yeah, cue it hard.

What are some of your new year’s resolutions, gaming-related or not?

Use Roguelight’s arrows sparingly to beat the dark

roguelight gd impressions 62407

Here’s another product from GameBoy Jam 3, of which I previously covered Meowgical Tower. In fact, this one, this aptly named Roguelight by Daniel Linsson, with audio from Jonathon Tree, is the jam’s big blindin’ star, ranked #1 by those that did all the actual voting. Not me, I only come around after all that’s done, like a hungry dog sniffing at trashcans, searching for the half-nibbled filet mignon that someone was too full to finish. To keep with that odd metaphor, this is a tasty meal, like a big, endless bowl of black pepper potato chips–you can’t just have one.

As far as I can tell, Roguelight is all mechanics, no story. Which is fine, because the mechanics are tied together in an extremely addicting way that you will quickly not care why this young woman is venturing deeper down into the darkness. You will only grow greedier, pushing her forward and downward and further from the surface. See, the deeper you travel, the darker it gets, and you only have a limited number of arrows to light the way. You can use your arrows to light lanterns, but you might also need them to defeat enemies; the choices ultimately mean life or death, stopping or going.

Your first few runs in Roguelight will be pitiful. Mine were. It’s planned that way. As you go further down, you can collect coins, which are used to purchase upgrades for the protagonist’s health, quiver of arrows, jumping abilities, and so on. Here’s the trick; you can only access this shop screen after you die, meaning you can’t upgrade to the good stuff for a while, but each individual upgrade will help you on the next run, allowing you to go further and gather more money. I highly recommend going for the perks that grant you extra coins from lighting lanterns and killing enemies, since those are tasks you’ll be doing anyway. It seems like each new run is randomly generated, though it is hard to tell in spots since, one, it is covered in darkness and, two, many tile sets are re-used. The furthest I ventured was around level 4, so who knows.

That said, I found the game’s single song soundtrack tiring, as it is mostly a drum beat with some electronic beats surrounding it. Toss in the tinny jump sound effect that our leading lady does with every leap, and…well, it’s not a joy to listen to. Thankfully, the clink of an arrow piercing an enemy and producing coins is joyful.

Roguelight obediently sticks to the jam’s rules, meaning it looks like a GameBoy-era title. If only, right? Sure, this is probably illusions of grandeur, but that system needs to come back to power; that, or all these amazing little gems need to be noticed by Nintendo and put on the 3DS eShop for a buck or two each. With Roguelight, it’s the kind of game that encourages replaying and marathoning for a good while, returning to it after your batteries are recharged. Perhaps a stronger story or goal could help push players further below, but really, this is solid, addicting fun as is.

See the light by downloading a free copy of Roguelight right over this a-way.