Tag Archives: game jam

Hope your alchemy skills are strong enough for Sokobond

This may not surprise anyone, but my strongest classes in high school were English, art, and, uh, study hall. By that logic, my weakest classes were mathematics, science, and gym. That’s not to say I don’t appreciate things about math and science, as they are fundamental to life, but gym can seriously take a hike down a long, uneven road full of potholes, dog droppings, and ankle-biting snakes. Yes, yes…I was the kid in gym class that walked the mile, each and every time. Anyways, Sokobond is all about chemistry, and I dig it.

Hey, have you heard the one about a chemist who was reading a book about helium? He just couldn’t put it down. ::cymbal crash::

Well, Sokobond comes from Draknek, who you might remember was behind another puzzle game I played recently, specifically A Good Snowman Is Hard To Build, and is an elegantly designed puzzle game about chemistry. Yup, chemistry. Don’t worry–it doesn’t play like a homework assignment. It’s logical, minimalist, and crafted with love and science, full of fun facts that making completing each level worth it. All in all, Sokobond is a tricky puzzler that tasks players with pushing atoms around a stage to form molecules, and while that might sound simple, just like rolling snowballs to form snowpeople, it is more complicated due to certain rules and restrictions.

Sokobond does not feature a tutorial. and that’s a good thing. It invites you to immediately start experimenting, opening without explanation. sitting on a board of squares are three circles–two of them are red, each with an H displayed in its middle and with a single little orb orbiting it, and one is a blue O with two orbs. One of the Hs bears a dotted rather than solid circle, and you can move it around the board with the cursor keys. If you move a circle next to another and they both have orbs, they’ll bond together and an orb will disappear from each. A few moves later, you’ll have maneuvered each circle into a small cluster and discovered that the object is to remove all the orbs, leaving you with a little structure. Many will have already immediately worked out that the circles represent atoms; the H circles are hydrogen, the O is oxygen, and when you’ve put them all together you’ve made water (H2O).

Sokobond is quite varied, not your standard sliding puzzler that just repeats its one trick over and over, with levels divided into sets themed on different mechanics. For example, the first set introduces you to the concept of bonding; the next brings in a bond cutter, which divides molecules if you move their bonds over it. Further along, there’s a bond doubler, which uses an extra couple of orbs if they’re available on adjacent atoms. There’s also a rotation element, which can change a molecule’s shape if its form allows. In one level, these mechanics will be the main part of the solution, allowing you to manipulate your atoms with greater flexibility; in another, they’ll provide its core challenge, cutting a bond into parts when it looked like you had the whole thing solved. The difficulty naturally ramps up with the more mechanics to deal with, but it is never overwhelming or frustrating.

Evidently, Sokobond came into existence after Alan and Shang Lun met one another at GDC 2012 and realized they’d played and loved each other’s games. On the final evening of the conference, they decided to make “a quick four-hour jam game,” which, a year and a half later, turned into the game I’m talking about in this very blog post. There’s over 100 levels to go through, and the music and sound design by Allison Walker is blissful and soothing.

You don’t need to know much about science to enjoy Sokobond‘s puzzles, but I guarantee you’ll appreciate it a bit more if you know what type of compound you are trying to create from the start. Still, I’ll never be able to buzz on on Jeopardy! and answer anything science-related or about the periodic table confidently, but I can totally slide cells around a small board to make compounds.

2019 Game Review Haiku, #21 – Baba is You

Follow simple rules
Think outside, break them to win
Baba is unique

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #18 – Urplace

Home is not a place
It’s where your Limbo heart is
Short, sweet, not much else

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2017 Game Review Haiku, #9 – Nothing Can Stop Us

2017-gd-games-completed-nothing-can-stop-us-capture

Can’t stop growing old
Memory shifts, changes–lies
All we have, choices

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, #8 – Spring Cleaning

2017-gd-games-completed-ludum-dare-37-spring-cleaning

Good morning, Roomba®
Time to clean, get all the trash
Side-splitting rewards

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.

TOOM, a clickable moment in one man’s nonsensical day

toom impressions room-crop-550x585

All right, I’ve given another Ludum Dare 26 game a go. This time, it’s TOOM by Mike Kasprzak and Derek Laufman. Overall, I’d call it pretty slow and highly nonsensical, but still worth your clicks, if only to experience the way the camera works as you move around the screen. Also, it looks fantastic, thanks to solid animation, a phantasmagoric color scheme, and pixels that shine with character, even if many of the items ultimately aren’t used.

In TOOM, you control a generic-looking working man–he’s got a tie and either a name badge or pocket protecter thing going on with his button-down shirt–on what I have to assume is his day off. His apartment consists of one long room, which sits high up in the trees on metal stilts, swaying lightly in the wind. It’s obviously future tech, and so I’m sure no one is worried about large gusts or mindless lumberjacks, but you’d never catch me relaxing way up so high. You can click around on different items in the room, and at the far right end of it is something called a Hyper Tube, which you can’t use just yet. Though not explicitly said, the goal is to use that tube. As you click around and open cabinets and trash cans in search of clues, a few items get added to your inventory. Eventually, after all your hard work–I won’t spoil the step-by-step solution though I will say that not everyone is a fan of frozen friends–you are able to use the Hyper Tube. Cue black screen with the word FIN on it. All in all, took me about ten minutes to get through.

My two biggest problems with TOOM are as follows: 1) the ambient music loops, but not endlessly, cutting back to the beginning of the song in a jarring manner after a minute or two, which even causes the game to stutter for a half-second and 2) the inventory and how to use the items within it was not easy to grok. In fact, I think I just got lucky most of the time, constantly clicking on literally everything I could. Guess I’m use to being able to click an item in the inventory and then click what to use it on. Wanted more, even if it was just a text description, mostly because I’m not sure why that thing that was in the freezer was in the freezer. Fairly small complaints, really.

Even after completing the game, I don’t fully understand its name…wait, is the joke that TOOM backwards is moot, which can mean “of little or no practical value or meaning.” Is that it? If so, I don’t think that’s entirely the case here and the developers might be a bit too hard on themselves, but when your reward for finally figuring out exactly what each item is used for and getting into that Hyper Tube is a fart and toilet flush…well, yeah, it does feel kind of unessential in the long haul.

The gods will be watching to see if you can survive 40 days

gods-will-be-watching-ending

Well, another Ludum Dare has come to pass, and the latest theme to build upon was “minimalism.” That is up for total interpretation, of course, and one game called Gods Will Be Watching focuses more on the gameplay aspect of it than anything else. By that, I mean you are limited in what you can actually do. First, the setup, which sounds something a bit like Harlan Ellison’s “I Have No Mouth, and I Must Scream,” but is not it completely. Either way, I dig.

The cyberfuture is now, and your research group–consisting of a dog, soldier, doctor, psychiatrist, engineer, and robot–has been ambushed and stranded on the paralytic landscape of Medusa, home to a devastating virus capable of surfacing one’s own madness. A broken radio is your only way of getting in touch with civilization, but it will take time to repair the thing. Days, actually. The main goal is then to repair the radio in 40 days, or sooner if you can. However, the biggest roadblock is that you can only take so many actions per day, and Sergeant Burden’s group is slowing starving and losing their minds. Hard decisions incoming, for sure.

I’ve played Gods Will Be Watching twice now. My first outing saw me succumb to the elements on the very first day, as I did not realize how vital a burning fire was to the group’s survival, though in retrospect it makes obvious. I was too curious with learning who the group members were that I spent my five actions simply talking to them. Everyone froze and died overnight. Okay, lesson learned. My second attempt saw me lasting eight days in total, losing the engineer on day six, but continuing on without him for two more days until…well, to be honest, I’m not entirely sure what I did wrong. I had plenty of food, some medicine left, and the fire still going. And that’s probably my biggest worry over this, that a lot seems determined by randomness. That might not actually be the case, but the game doesn’t present you with any indication you are doing things correctly or mucking it all up. You just live, talk, repair, gather food, struggle onwards. Sometimes if you do that in a different order or miss one element…you die. Hmm. Blame those fickle gods that are watching, I guess.

Graphically, it is what you see above: a single screen, with a line of characters around a lake that occasionally change postures, but otherwise remain stationary, depending on if they are still alive or not. If the fire gets too low, they begin to shiver. If the madness starts creeping in, they will show signs. For pixel art, the characters do come across as realized and unique, and strangely people you care about and want to see stick it out for 40 days. It’s more defined than Sword & Sworcery, but less captivating. I really appreciated the purple sky reflecting its color onto the frozen lake.

I did find some problems with the writing, mainly from a basic grammar perspective (several misspellings throughout, such as “wich” instead of “which” or “its” when they meant “it’s”). The dialogue between Sergeant Burden and his group changes based on the day and scenario, and it’s written in a way that leaves you guessing about where you should be spending your limited action points. The soldier mentions he loves his dog, the engineer says he himself should die before the psychiatrist, and so on. You even have the option from the very beginning to go on a slaughter spree and kill certain group members. It makes every action you take seem absolutely vital, and they might very well be. Or not. Again, there’s that behind-the-curtains randomness that can feel unfair at times.

I don’t believe I have the endurance to last 40 days, but you can give it a shot. Let me know if you and the entire group made it off Medusa safely and soundly, and don’t forget to tend to that fire.