Didn’t Make the Cut – itch.io Racial Justice Bundle

All filler, no killer.

Another week, another set of games from the itch.io racial justice bundle. These are primarily games that simply didn’t get their own full article about them, either because there wasn’t really a lot to say (LAZAKNITEZ), I couldn’t play them (Troika), because I refuse to do so out of spite and dislike for the game (Oikospiel). Having said that, let’s get to the games

LAZAKNITEZ – PC/Multiplayer/Singleplayer
LAZAKNITEZ almost works for starting a trend of games with names that are nonsense words, until you boot up the game and realize that it’s just a very 90’s spelling of Laser Knights. And that’s exactly what the game is. You slide around a 2D plain, jousting on the back of your laser horse, and firing from your laser lance. I played this one for a few rounds and then put it down. It’s not bad. Just very light on things to do/see. Once I’d played a bit, and felt like I had seen most of the powerups, I was done.

Oikospiel Book 1 – PC/Singleplayer
I don’t like Oikospiel. I think that it’s stupid. It plays and looks like a fever dream made by someone who just imported every 3D model they could get their hands on into Unity and it should also probably come with an epilepsy warning.

Oikospiel is what you would get if you took Timecube and made it into a video game instead of a website. I have some questions for whoever made this game, and primarily they’re things like: “Are you okay?” and “Do you need help?”

TroikaPen and Pencil RPG
Mechanically, I didn’t see much in Troika that impressed me, but I also didn’t actually run a game. The initiative system seems neat, in which you randomly draw tiles from a bag and then whoever’s tile you drew takes a turn.

The flavor though, is incredible, and I honestly wish there was more of it. It has a very old-timey science fiction sort of vibe, and the closest thing I can think to compare it to is The League of Extraordinary Gentlemen by Alan Moore, or perhaps the sorta of weird science-magic of The Wizard of Oz.

For example: the book has stats for a sort of snake that doesn’t sneak up on you, but instead offers reassurances and a well placed “It’s alright, I’m here now” in order to get you between its coils so that it might crush and eat you. The starter adventure in the book involves convincing a sentient gas in the elevator with you that you would really like it if it could take up a bit less of the elevator, on account of the fact that it’s drowning you. The stat block for a “Tea Set” gives you a bonus on etiquette checks as long as you have time to prepare tea for the person you’re trying to impress.

The reason that Troika doesn’t get a larger section to itself is primarily that since this is a website for reviewing games, and I haven’t run a game of it yet, I can’t review it. But definitely worth a read.

Wrap-Up

Nothing this week that really jumped out at me. I loathe Oikospiel, LAZAKNITEZ reminds me of the sorts of things I’d play for 20 minutes before switching to something else on sites like Newgrounds. Troika is a fun read, but I feel like it would be tricky to pull off without a party that was really willing to lean into the weird-wonderness. If playing these games is the art of separating wheat from chaff, this week was all chaff, no wheat. Take care, and I’ll put more stuff up as events warrant.

What We’ve Been Playing – October 2020

It turns out that actually writing “reviews” for games when you’re employed full time doing something that isn’t related to video games is actually kinda hard. Who would have thought? In any case, I’m gonna try to start writing these little lists of stuff I’ve been playing, or people around me have been playing. There’s no particular order or anything to it.

For me, a large portion of last week was spent in attempted extraction of wealth in Spelunky 2. Key word is “attempted,” because more time is spent dying painfully than getting gold, gems, etc. I’d love to write a review of some sort of Spelunky, but given that I’ve only ever reached the first boss after 20 hours, I’m not sure I’d give the best feedback.

I may be switching over to Crown Trick though, another game in which you loot roguelike dungeons, albeit not in real time, and also in a different set of two dimensions. I saw the demo for this at PAX Online, loved it, and I want to love the full game more, but the “One More Run, Oh Christ It’s 1:00 AM” of Spelunky 2 has kept me from it for the moment.

In the larger demographic of “People who aren’t me,” it seems like every other person I know is playing Hades, which is apparently pretty good? I’ll see if I can cajole one of those folks to give me a write-up for it. Supergiant made Bastion which I liked, Transistor, which I own and have never played, and then Pyre which I played a demo for, and now Hades. I’m just not sure I need another rogue-lite at the moment.

In terms of co-op-esque stuff, the Genshin Impact is still impacting, and there’s some Monster Hunter World shenanigans occurring, primarily in the Iceborne DLC.

Oh, and I guess Dota 2, and MTG Arena. But, like, we’ve been playing those forever. So yeah, that’s what is currently eating our time, and hopefully we’ll have write-ups for Spelunky 2/Crown Trick/Hades later in the week.

Genshin Impact

Free to play, more expensive then a trip to Vegas if you actually want to buy anything in game.

I’ve been wanting to write about Genshin Impact, but I’ve had a hard time doing so over the last week. This is because Genshin Impact might be the highest quality free-to-play game ever made, but discussing the game without talking about the monetization model would be crazy. It’s like discussing a tiger, without mentioning the teeth or claws, and just discussing its fluffy-wuffy tail. Let’s start with that fluffy tail though.

Genshin Impact is a free to play RPG for everything except your Nintendo Switch. It has cross-play for pretty much everything, and cross-progression for everything that isn’t a PS4. You can actually close the game on your PC, then open it on your phone, and just… keep playing. The same game. From where you left it on your PC. You can do cross-play between phone, PC and PS4. It’s incredible.

And when I say RPG, I mean RPG. You’re presented with a massive world to wander around, search for treasure and do quests in. There are world bosses, and hidden secrets, and all the good stuff. Mechanically, the game borrows a massive amount from Breath of the Wild. You can just climb up mountains and hills and walls, and you also get a glider fairly early on which lets you drift around.

The combat system is also pretty neat. You build a party of 4 characters, and as long as you aren’t in a Domain (Dungeon) or combat, you can swap characters out as you wish. Each character has a weapon type, basic attack, ability, and ultimate ability, all on separate cooldowns. Each character also has an element, and elements interact in various ways. For example, if you launch an Anemo (wind) character’s ability into an area with fire on it, it will Swirl, and create a fire tornado. Put ice onto a character affected by water, or vice versa, and that character will freeze. There are about seven of these elements, and in addition, things like walking through puddles will make both you and enemies wet.

There is a day night cycle as well.

These abilities can be used outside of combat to light torches, trigger pressure plates, and do other puzzly stuff. You can even use ice attacks to freeze and then cross lakes and oceans. Theres an entire quest line that requires you to take advantage of this to get to a hidden island that doesn’t even show up on the map.

Moments like this are Genshin Impact at its best. When you’re just running around, fighting monsters, climbing terrain, and discovering things, you might even forget you’re playing a free to play game, and if I had any gripes with the game as it is, it would most likely be that the climbing behavior can occasionally be a bit funky. You can climb all over every mountain, and every hill in the game, and there is treasure everywhere. Every mountain top has hidden collectibles, there are puzzles in every cave.

Okay, so now lets talk about the bad part.

If the moment to moment gameplay of Genshin Impact is Breath of the Wild, the meat of the game’s advancement system is classic mobile gacha. If you’ve ever played Puzzles and Dragons, Azur Lane, Fate Grand Order, or Dragalia Lost, you’ve seen this sort of thing before. You have Resin (Energy) which recharges over time and is used to collect treasure from world bosses and dungeons. These include advancement materials that are used to increase the max level of your characters and weapons, books that are used to upgrade their talents, and artifacts that can slotted in to give set bonuses, and extra stats.

You can spend in game currency to refill your energy, and honestly, as frustrated as some people are by Resin, I don’t take too much issue with it.

What I do take issue with is the drop rates and costs of the Wish system, the system by which you get new characters, and most of the higher rarity weapons. I refuse to call these micro-transactions, because there is nothing fucking micro about them.

ONE roll of the Wish system is 160 Primogems/Genesis Crystals. A SINGLE ROLL.

These are the prices, and after you buy the first time bonus, they change to this.

$Primogems / # of Rolls
0.9960 / .33
4.99330 / 1.83
14.991090 / 6.06
29.992240 / 12.44
49.993880 / 21.56
99.998080 / 44.89

So if you’re looking at this, and thinking, “This seems a bit expensive,” then yeah. It fucking is. But here comes the kicker: the drop rates are AWFUL.

The Wish system in Genshin has multiple different tables you can choose to roll against, usually called banners. For the featured character in a banner, the drop rate is 0.6%, or 3/500. The drop rate for an weapon OR character of the highest rarity is 1.6% total, or 2/125.

Ed Note: I think fractions do a better job illustrating how low this is, which is why I’ve included them here.

Keep in mind, a single roll costs $2.20 at its cheapest, if you buy the $100 currency pack. This gets you just over 44 rolls.

There’s also a pity system in place in which if you haven’t gotten a weapon/character of max rarity after 90 rolls, you will be given one. I want to point out that the real money cost of 90 rolls is just under $200. At this point, if you’re rolling on a featured banner, you will have a 50% chance to get the featured character. If you don’t, you’ll be guaranteed to get them at the next pity roll. Which means at this point, you’ll have to have spent over $400.

TLDR: If you want a FEATURED character in Genshin Impact, they can end up costing you $400 for a single copy of the character. In addition, the game has system by which characters are powered up for each duplicate you get of them. So getting a character to their max potential requires you to get receive them 6 times.

So yeah. That’s the state of Genshin Impact as of today, an incredible free to play game that is unmatched by anything on the market, with what I’m going to call “Macro-Transactions” that can easily total the same price of a new PS5 to get a single character. Play it. Enjoy the story, the anime bullshit, and the voice acting. Explore the incredible world, scouring every nook and cranny for treasure, and climbing every mountain.

But please don’t spend money on it.

The Case of the Missing Publisher or How Ammobox Studios got their game back.

An Interview with Jeremy Choo, CEO of Ammobox Studios.

Last week, a really interesting Reddit post caught my eye. It was by a smaller game development studio from Malaysia called Ammobox Studios. The post was a warning about how their game had almost been stolen by their publisher, and how the fraudulent publisher was potentially back in business. 

While everyone has heard stories about shitty publishers, one of the surprising things for me was that Ammobox was able to actually recover their game, and continue development. I wanted to know more, so I reached out to Ammobox, and was able to talk to Jeremy Choo, their CEO and Founder. 

(F) John “Fritz” Wallace: Hi Jeremy, just wanted to say thanks for agreeing to be interviewed. To start, can you tell us a bit about yourself and about Ammobox Studios?

(J) Jeremy Choo: Well, I’m Jeremy Choo and I’m the founder and CEO of Ammobox Studios. Ammobox was started back in 2008. My game development background actually started with modding, with stuff like Warcraft and Starcraft. When we were first founded, we started with doing some outsourcing work, and this project [Eximius: Seize the Frontline] has always been a bit of a passion project for us.

It’s a garage project, something we’ve done in our spare time and I’d say we’ve been thinking about it for almost 10 years. Development actually started in an entirely different engine. We started full time production in 2018. And as part of this, we started looking for a publisher. 

So, this is where Eduardo Monteiro and his company, TheGameWallStudios comes into the picture. How did you meet him, and end up publishing with him? 

(J) When TheGameWallStudios first approached us, they weren’t the type of publisher we were looking for. Another member of the team, our business developer, an experienced guy who had worked in industry, was handling our publisher discussions. And one of the people he brought up was TheGameWallStudios and Eduardo Monteiro. 

Our business developer came to me and said, “Look, I’ve found someone we might be able to work with. He’s really keen, he’s got a publishing background, he worked with big companies before, and you can check out his background, his LinkedIn looks good. He’s got funding, they’re doing things bespoke, one title at a time.” It sounded very convincing! But even at the end of his pitch, some of the other co-founders didn’t really like it. So, GameWallStudios was not the type of publisher we wanted to go to. 

Sometimes, because of what happened, I think people will take the wrong message from our experience, which is to never go for a small publisher. I want to go on record and say “That’s not the case!” 

There are small publishers that do really well, even with small teams. I have several friends with teams about that size who do well. I want to mention this because the moral of this story isn’t “Small Publishers are Bad.”

In either case, at the end of the day, I ended up letting our business developer make the call. The thought was, “Since we don’t have another publisher, and this guy is promising a lot, but doesn’t necessarily have the reputation to prove it, let’s structure the contract so if he doesn’t keep his end of the bargain, the contract automatically terminates.” So we got what is called a performance-based contract, and drafted it out with a lawyer over here in Malaysia.

So the lawyer comes back and says “This looks pretty standard”, and we go forward with it. 

It never really occurred to us to think about the ultimate end: “What if this guy just doesn’t care about the contract? What if he just vanishes?”

You’d been careful: talked with lawyers, drafted a contract that would protect, but had trouble finding a publisher. So at this point, you decided to take a risk with TheGameWallStudios. 

(J) In our mind, we had nothing to lose, right? We didn’t have a publisher, and if things go wrong, he takes his cut, we go our separate ways.

This next bit is sort of personal for me, but at this point we’d been rejected by a lot of big publishers. Most big publishers will never really want to take a chance on a first time team. They say things like “there’s too much risk” or “you’ll never be able to execute.” And even if they are interested, they’ll want to wait and see how the game does in Early Access.

So we thought, if big publishers aren’t interested, let’s go after the small guys, let’s find an underdog. Someone like us. We didn’t really tell him that, but we were thinking about it. We thought, “He’s small, but so are we.” 

We were a four man team trying to build a first person shooter/real time strategy hybrid. We were trying to punch above our weight class. And it felt like Eduardo was the same way, in trying to publish and work with these smaller indie games. He was like us. 

In hindsight, we definitely made the wrong choice there. 

Just as a quick aside, do you have any idea why you might have had such a hard time finding a publisher?

(J) So, Eximius was our first major title. We’d published smaller stuff before, but when we met with publishers, we didn’t know what we didn’t know. And I think that was kind of a turn off. What we did know is we wanted our publisher to get more copies of the game out and get the word out. What wanted strong Esports support, strong influencer marketing, and tie-ins, people to do write ups on sites like Kotaku, Destructoid, stuff like that. Very cliche stuff and regular stuff. 

I think the Esports support is probably the most unusual thing there. And of course Eduardo did mention that he was very much into Esports competitive gaming, that he knew how to get this and that. It’s all a bunch of lies at the end of the day, but we thought it would all work out.

Back to the story at hand. You have your contract, you’re getting ready to launch into Early Access on Steam. When did it start to feel like something was wrong?

(J) So we were going to try to get a write up from Destructoid, and we were going to reach out to some specific influencers. So, the game launches, we’re expecting to see a write up, some ads, something. And none of these promises are followed through! 

I reached out to the Destructoid employee we were in contact with to ask if Eduardo ever followed up, and he says “No, he never did.” So the game launches, and I find that we have no write ups, no marketing, no ads. And this was when we realized that something is really wrong here. Then all of a sudden, Eduardo starts becoming harder to contact, and starts to disappear.

What do you mean by started to disappear?

(J) Well, I say he disappeared, but it was actually a pretty long time before he fully vanished. So right after we launch, we ask him where the marketing is. And he goes “Don’t worry, it’s coming, it’s coming.” And around the same time, we had a tournament planned with a company called Triforce Tokens, that does some crypto-currency stuff. So we were putting a lot of effort into the tournament, recruiting teams, putting up marketing.

So about two months after release, we’re talking with him, asking for the money, asking for money from sales of the game. He keeps buying time until he can’t anymore. He keeps making up excuses. First he tells us there was a problem with the bank, then he tells us he was in a car accident. At some point I went to my co-founders and said “What’s the contingency if he just disappears?” And then finally, right in the middle of the tournament, he vanishes. 

That sounds pretty rough, to say the least.

(J) When this whole thing took off, it was very chaotic for us. We had a larger team, we were backed up on salaries that we weren’t paying, and we were thinking “Okay, well if we don’t get the money out, we’re gonna be dead.” Like, in a month. We’re still in active development on the game, we’re still running this tournament that we have to pay out prizes for, and we haven’t told the community anything. It was just too much going on all at once. 

And people are still buying the game! But we’re not getting a cent. We’re supporting the game, we’re pushing out bug fixes. People are asking about the price and such, when the game will be on sale, and we’re thinking “We don’t actually have any control over this!” So we had to keep our game faces on.

So at this point, he’s dropped off the face of the earth. You’re in the middle of a tournament, you don’t have access to any of the money from your game. How did you go about getting your game back?

(J) First thing we did was find an indie friendly lawyer in the UK. [Ed Note: Eduardo Monteiro and his company, the TheGameWallStudios does business out of the UK, which is why Ammobox had to do this.] This person tells us to wait for the termination clause in our contract to kick in, and when it does, we’ll send him a letter to terminate the contract. He also gave us examples on how things could go if Eduardo responded. So for a pretty nominal fee we had him send that letter. 

At the same time, we had been reaching out to Steam. We were lucky enough to have had a contact at Steam that we had just met. Steam had just come to Malaysia around the time we launched. So we met some of them and asked “Hypothetically, let’s say all this is happening, what could we do?”

They told us “Well, we can’t actually just take the game from his account and give it back to you, we can only do it if we get a court order.” 

But they did tell us that we could put out a DMCA so that he couldn’t sell the game anymore. Because at this point, not only is he stealing the game, he’s also stealing the money from the game sales. So this Steam contact told us “If you can’t get the money, don’t let him have it.” So that’s what we did. 

A DMCA is pretty easy to do. The content owners are obligated to take the offending content down, and then decide what to do with it. It’s shoot first, ask questions later. It can definitely be abused, but in our situation it was a bit of a lifesaver. Steam had to take the game down immediately. We sent the letter on the 23rd of December, and they took it down from sale at the start of the new year. 

Then I realize that I can see his strategy. He’s trying to get as much money out while he can, so he has the game on sale at other storefronts as well. We had to DMCA them too. And finally we were able to get everyone to stop selling the game. 

Honestly, a lot of the law stuff felt very pay-to-win. If we had the money, we could have gotten an injunction and gotten the bank accounts that the various digital storefronts were sending money to locked. If we had won the case, we would have gotten him to have to pay our lawyers fees. And because he was using his home address as the address for his company, I think it would have been possible for us to seize his assets or something, even if he declared bankruptcy. All the clauses in the contact say he’s in the wrong. He can’t argue his way out. This isn’t a case of “Well, we got screwed by the contract” or something. He just took the money and ran.

I think he probably knew we couldn’t afford the legal fees. 15,000 pounds (Just under 20,000 USD) may not sound like a lot, but it’s two years’ salary for a single artist in Malaysia. 

So, you finally get your game back after talking to Steam, and using the DMCA to block sales of it. This was a while ago at this point. Where is the game now, and what brought all of this back up?

(J) So since then, we’ve gotten much farther. We were lucky to be able to move on. It wasn’t a natural position, I think he expected us to be dead and buried. He tried to crush us to get away with maybe… $100,000? It’s unbelievable to me. But we got out, because of some lucky decisions, and some helpful parties. We got a lot of support from our community, we had some influencers cover it, people bought the game to support us. We did try to run a gofundme to sue him, but we didn’t raise enough money to have it go forward. I think it came in a bit too late, after interest in what was going on died down. 

Alright. So, that’s all the mildly depressing stuff, but the story has at least a bit of a happy ending with you getting the game back. I actually wanted to try Eximius, but it wasn’t for sale on Steam. When is it coming out?

(J) Right now we’re close to our launch date, and we’re aiming for Q1 2021. Hopefully, we’ll finish the game in time. No more sleep for us! [Laughs] But I’m feeling confident we’ll hit our schedule. We wanted to release at the tail end 2021, but I think we’ll have a higher quality product if we release it early next year. Right now we’re focused on getting it to 1.0. We’ve restructured our marketing strategies, to get better results. We want a successful launch, and to put this behind us. 

Few quick questions, and then I think we’ll be done. What sort of game is it, and given your background, do you have any plans for mod support for Eximius?

(J) Eximius is what I would call an FPS+. It’s a first person shooter, with a real time strategy game also added on.

Regarding mod support, we want to, but it will be post 1.0 if it happens. Right now our systems are constantly changing, and every time it changes, it would break any mods that existed. I want to make sure stuff is really solid before we work on that, I don’t want to break peoples mods. And Steam auto-updates means you break stuff easily. We’re all really big into modding, and if it becomes something we can do, we want to. But right now, we aren’t planning for it. 

What are your goals for the game, like after all of this struggle and work, what will make you feel like it was all worth it? 

(J) We want to make something that is timeless. Something like CSGO 1.6, Renegade, or Natural Selection. Something that people will be playing for years. Something that there is nothing else like. 

How much will the game cost?

(J) Releasing at around the same price, maybe a bit higher. I don’t have an exact price yet, but what for 1.0 is more than double what we have in EA [Early Access] now. Our 1.0 is actually on a separate branch that we aren’t pulling into EA, because it’s a semi-separate game where a lot of systems are rewritten. We’ve released maps/weapons, and 1.0 has double the content of EA. Customizations, squad mechanics, etc, stuff people have been asking for. 

Just one last question, one I like to end these interviews with. Anything you want to say to your players?

(J) I would want to say thank you. The games industry and gamers can be harsh these days. 

It’s very easy for someone to just buy the game, decide they don’t like it, leave a bad review, and refund it. But our community hasn’t done that, even as we have struggled. So I’m grateful to the people who bought our game and didn’t just refund it. To everyone who has stuck with us as we’ve been on this journey to 1.0 release. We keep these people in mind, and we want to make a high quality product and not disappoint them.

In addition, there were a lot of people who bought the game just to support us, back when this whole thing started to come out, and when people learned what had happened to us. We had hundreds of people buying it just to support us, not even to play the game. We wish they would play it! But we’re still very thankful for them, and want to thank them from the bottom of our hearts. 

Thanks a ton for your time, and best of luck with Eximius. I’m looking forward to seeing it when it comes out!

Editor’s Postscript – Eduardo Fernando Teixeira Monteiro is the full name of the scammer mentioned in this article. If you do a few searches, you’ll find that he’s been up to this sort of bullshit since about 2014, and Ammobox isn’t the first group of people he’s done this to. Like any scam artist, he operates at his best when people don’t talk about him, his tactics and what he’s done, so I want to give a huge shoutout to Ammobox for sharing their story, and hopefully making it harder in the future for him to do business. 

Minit

Minit doesn’t utilize its unique mechanic effectively, and with that stripped away, it isn’t anything special.

Minit is well made, but I didn’t actually have fun playing it. The art and music is good, but the actual gameplay never delivers on the presumptive core mechanic. There. With that out of the way, I can now make a random introductory paragraph that only serves to set up the rest of the article.

After all the chaos that has been the last few weeks, I’ve finally returned to the itch.io racial bundle in search of gems and weird experimental stuff. And so I downloaded Minit, played it, and now I’m going to write this article. Like I mentioned above, I didn’t really enjoy Minit, but I need to describe the game’s core mechanic first in order to explain why.

Minit itself feels like it’s 2D Zelda inspired. You pick up a sword, venture around looking for treasure, and slowly get upgrades and equipment that allow you to progress further around the world. Oh, and you can pick up hearts to increase the number of hearts you have.

The unique mechanic, though, is that the game is played in one minute increments. At the end of 60 seconds, your character dies, and you spawn in again at your starting point. However, any progress you made in the world remains.

The minimalistic art style is neat though.

And this is my biggest problem with Minit: it barely ever uses this 60 second loop to do anything interesting. Instead, it just forces you to go fast, and to restart over and over again. There were three instances in the game that I saw where the loop was actually relevant. One is a character that doesn’t show up until the last 10 seconds of the loop that you need to talk to, one is plant that you water to grow between loops, and one is an NPC that talks slowly, so you need to talk to him at the very start of a run to see his full message. And that’s it. Not the most exciting things in the world.

Everything else in the game works completely independent of this 60 second loop, and it can turn things into a bit of a slog. While the loop does help by resetting puzzles that you can accidentally make unsolvable, it means that when you start wanting to explore or search for things, you’re on a timer. When you try to fight anything, you’re on a timer. There was one point where I spent several lives just walking around and dying because I missed a small set of stairs that were visible in the wall, and as such, I wasn’t sure what to do next.

I can’t recommend Minit, and I especially can’t recommend it at its $10 price tag. The game is very short, taking me just about 2 hours to beat. It doesn’t do anything interesting with its unique mechanic, and with that mechanic stripped away, it’s a very simple Zelda-esque title. If for some reason you still wanna buy it, here’s the link to itch.io, and it’s also available on Steam.