Helltaker – Short and Sweet

This review is more in the form of a rambling recounting essay than anything else, but as per Gametrodon editorial standards (i.e. my own self enforced and designed standard that applies to myself), I’m gonna save some reading time. Helltaker is really neat, and it’s free. You can get it here. Now, back to the stories.

In Ye Olden Days, otherwise known as the 2000’s, I did not have a computer. Or to be more precise, I did not have a computer you could play games on. My family had a desktop mac, that eventually succumbed to the ravages of time, but even if the operating system had been compatible with PC gaming at the time (it wasn’t), I still wasn’t allowed to use it to play games.

Instead, any computer gaming I did at that point in time either took place at my friend’s house, or the library. And in both cases, I mostly ended up playing various weird random flash or other web browser games.

Looking back at it now, I suspect that most of the sites that I played on were primarily rips, and copies, stealing games off other sites, and then uploading them on their own. But at the time, I didn’t know this. All I really knew is that I could go to those websites, find something, and then just play it for hours.

When I see people talking about independent games these days, I don’t often hear people mention those early flash games and weird browser hybrids. Things like Minecraft, Binding of Issac, and Cave Story are pretty easy to point at. But for me, there was a massive amount of weird shit that I played that is more or less lost to time, and the fact that I can’t remember their names.

I say all of this as a lead-up to discussing Helltaker, because as a game it reminds me of those small, strange little flash games. It’s short, sweet, and polished, with a few hidden secrets. You won’t be playing it for years to come, and you’ll finish it in a day. But it sticks with you.

There’s not much point in talking extensively about Helltaker’s gameplay, as it’s a fairly simple/straightforward puzzle game where you need to get to the exit (Demon Girl) before you run out of moves. There’s also another part of the game that subverts that a bit, but most of your time in the game will be spent on the puzzles.

Also, Modeus best girl.

One of the demons from Helltaker.

BULLET ♥︎

Yes, the ♥︎ is part of the name. I honestly have to wonder how that will impact discoverability.

Ed Note: At time of writing, BULLET ♥︎ was live on Kickstarter. The version reviewed is an excellent implementation on Table Top Simulator. You can play that here. In addition, I ended up backing the game at the premium level, which is like 60 bucks, and the Kickstarter has been funded. As you might guess, I like the game, so if you’re coming in here expecting a totally non-biased opinion, you’re not gonna get it. I will include a few of my friends’ criticisms of the game, to try to provide a slightly more balanced view, but a neutral post this is not.

Ed Note 2: It’s been a few years hasn’t it? The Kickstarter was successfully fulfilled, and I got my copy. It’s pretty good! I’ve played a fair amount of the physical version at this point.

I like Bullet♥︎. For anyone wondering, yes, the heart is apparently part of the name. No, I don’t know why either. Lets just talk about the game shall we?

Bullet♥︎ as a game is intended to be modeled after shmup style games like Touhou or Jamestown. While it does this at least aesthetically, I’d say the actual gameplay sometimes ends up feeling closer to a fighter, but I’ll talk about that in a bit.

The game is played in 3 minute rounds. Each player has a board representing their character, with a grid of circles on it. At the start of a round, you have a bag full of incoming bullets with numbers and colors on them. Your goal is to not let any of these incoming bullets hit you by reaching the bottom of the grid.

While you have basically no ability to control the placement of individual bullets, you do have the ability to clear them off your board using patterns, and to move them around using actions. This is the meat of the game: trying to set up efficient patterns, and make decisions all while on a fairly hard time limit.

This of course brings up one of the first complexities with Bullet♥︎. The game requires players who are used to playing games. It can be very easy to mess up and misplace, and the fact that everyone is playing at once means that pausing to ask questions about how something works, or to consult the rulebook can’t really happen. This makes it easy to misplay. (It also makes it easy to cheat, but let’s be honest, if you’re playing board games with cheaters, you need new friends anyway.)

In addition, because of this simultaneous play, Bullet♥︎ doesn’t have a large amount of inherent player interaction, especially in multiplayer games. While we never tried out the boss rush mode, Bullet♥︎ is mostly categorized by silence and quiet. This may or may not sit well with your play group.

If this all sounds like I’m being harsh on Bullet♥︎, the thing is that despite this, I’ve convinced multiple people to play it with me. I’ve played the solo mode, something I have never done before for a board game, mostly because I wanted to get better. There are very few board games I want to be good at. I like winning, but I almost never try to get better at them. Bullet♥︎ is a game I want to be good at.

I called the game a fighter up above, and that “I want to be better” is why. There’s another reason, and it’s playing the game 1v1. In 1v1, Bullet stops being purely a chaotic frenzy, and instead turns into a slightly more balanced duel. I found myself trying to predict what sort of bullets would mess with my opponent, saving patterns and bullets to set up bigger attacking rounds, and generally playing the game more like a fighter than a puzzle game.

Overall, I really enjoy the game. It won’t be a match for everyone. The game doesn’t have a huge amount of interaction between players in a way that feels massively meaningful, and the rules can feel intimidating at first.

But Bullet♥︎ is fun, and really, that’s what matters to me.

How much does Runeterra really cost?

Not expensive for a CCG, cheap for a digital CCG, still a lotta money.

Update 5/24/2020 – The initial table has been updated to clarify that this is the maximum a deck could cost you. This was how we intended the table to be read, but we can see that the wording was unclear, and so it’s been updated.

Hiding the conclusions about things at the end of your article is for people who need clicks, pageviews, and ad conversions. I have no ads, no clicks, and still haven’t set up google analytics. So let’s give the conclusion right here.

Cost to buy the base set if you start with nothing$450
Cost to buy the base set counting cards earned for free progression after about a week~$310-$330
Cost to buy the full first expansion~$210
MAXIMUM Cost to netdeck any Runeterra deck from scratch~$60
If I don’t put text here, the chart looks ugly. So, how are folks doing?

I’ve talked about some of the things I liked about Runeterra in a previous post, and one of the things about it is the fact that you can just buy the cards you want instead of boosters. It also makes it much easier to figure out how much it would cost to buy Runeterra.

So, that’s what this article is gonna be about. Figuring out how much it costs to buy Runeterra.

There are a few things we need to know first, so let’s just jump into it. I was gonna write a whole bunch of stuff, but that seems excessive. So instead, let’s just look at how much a card costs in actual US Dollars, at each of the price points that Riot sells Coins.

Card Rarity / Cost of Package of Coins4.999.9919.9934.9949.9999.99
Champion$3.15$3.00$2.93$2.88$2.80$2.73
Epic$1.26$1.20$1.17$1.15$1.12$1.09
Rare$0.32$0.30$0.29$0.29$0.28$0.27
Common$0.11$0.10$0.10$0.10$0.09$0.09
So, for example, if you buy a 4.99 package, it costs you $3.15 overall to buy a single Champion card. But if you spend 99.99, it only costs you $2.73 per champion card. Except you also already actually spent $100, and unless you have $99.99 worth of cards you want to craft, I’m not sure the .50 cent discount is that great.

Cool. So with this chart, it’s pretty easy to figure out how much it would cost to buy an entire set of the cards. For right now, we’re gonna just look at the base set, for reasons I’ll get to in a moment. A few quick maths later, and we find this.

Coin Cost4.999.9919.9934.9949.9999.99
Base Set Playset$512.45$487.31$475.66$467.62$455.80$443.41

Still, this assumes we could purchase coins at any amount we want. That isn’t the case. We can only purchase them in the amounts defined above. So instead, let’s look at what the cheapest we can get it.

I went through a few quick scenarios which assume that you need to buy all the cards, and each time I did my math, it worked out to about $450 to buy a playset of all base set cards of Runeterra. (Because you can’t buy half of a package or anything, you need to buy four $100 bundles, and one $50 bundle.)

However, this assumes you had to buy in to Runeterra, and that you had to buy every single card you ever got. And I don’t think this is super accurate either. I’ve been playing for just about two weeks at this point without spending any money. So I punched in my own collection so far, and what it would cost to complete it. And when I did, I came up with another number: about $320, maybe give or take about $10.

This is all well and good for the base set, but lets take a look at something more interesting: The first expansion for the game, the Bilgewater themed The Rising Tides.

After more QUIK MATHS, I ended up with about $210 to buy a full playset of the expansion, starting from nothing. I’m gonna write about whether or not I think that’s a fair price, but it’s good to know that for each future expansion, that’s how much it might cost you to keep playing, assuming each expansion is about the same size.

So, we have two numbers so far. $350 to finish the base set after you play for a bit, and maybe $210 for an expansion. So we’re all good right?

I say “No.” Runeterra is a card game. Ultimately the thing that matters with card games is how much it costs to play them, and for some people, that means the cost of making a competitive deck.

Decks in Runeterra have a maximum of 40 cards, and can only have 6 champion cards in them. So lets assume you needed to netdeck the new hotness, and it was a 40 card deck with 34 epic cards in it, and 6 champs. This runs us a total of about 5880 coins.

In order to buy that many coins, you’d have to spend just about $60.

That was a lot of math, and I was planning to discuss how I felt about this at the end of the article. However, since I now have done too much math, I think I’m gonna save that for another day.

Until then, stay safe my dudes.

Nimbatus: Drone Constructor

Nimbatus is a “Meh” game, but a fun toy.

Cowards hide their opinions at the bottom of the post. I’m not a coward, so let’s get into it. I’ve played about 10 hours of Nimbatus. It don’t think it’s a very fun game. I do think that it is a fun toy. Let’s talk about Nimbatus, the difference between games and toys, and then I’m going to randomly share some related anecdotes.

The primary draw of Nimbatus is building and constructing drones. The mode you choose to play changes which parts you get to do this with. There are two primary modes, multiplayer, which is kinda badly named, and singleplayer. Within single player you have sandbox and survival. The gameplay of both of the singleplayer modes is pretty similar, the only actual difference being in sandbox, you have all the parts and can do whatever you want. It’s more or less like creative mode in Minecraft. I’d say this makes it pretty boring. In survival you do the same thing, except you start with only a few of the parts, and you have to earn more by doing missions and such.

I didn’t find either of these modes very fun, because the primary draw of Nimbatus is making drones. And neither of these modes actually requires you to do that. I found that for survival, I made a single basic drone that I slowly updated with with new parts that I got, but none of the missions ever required me to seriously redesign the ship. Most of the missions were fairly boring, and boiled down to one of the following: Kill a Thing, Shoot a Thing, Find a Thing, Pick Up a Thing and Bring it Back. That’s it. These are the primary missions you’ll be doing. When you complete a few missions, you’ll open up the ability to warp to the next solar system. At the end of the solar system is the next galaxy.

The loop is fairly simple: try to reach the next galaxy. You have a threat meter at the top of your screen, and if it gets too high, you get attacked by an enemy ship. However, this isn’t actually a fight or encounter. Instead a small cutscene plays, and you lose a life. Your ship has a maximum of five of these, and they can be repaired at junk stations. I’m assuming if you run out of lives, it’s game over.

In addition, because each time you deploy to a planet increases your threat meter, you don’t really want to waste effort deploying multiple times. So instead of making bunch of multipurpose drones, I primarily found myself making one big drone with drills, resource collectors and weapons.

Okay, so now that we’ve talked about singleplayer, which I found really dull because it didn’t actually require me to make interesting drones/ships, let’s talk about the multiplayer which I had a lot more fun with.

One big thing: none of the multiplayer modes are actually “Multiplayer,” at least in the sense that I expected. Instead, all of them require you to design automated drones that meet various requirements, and then pit them against other players’ automated drones. You will never actually control a live drone against another live human opponent. Personally, I think this is kinda lame.

There are 5 multiplayer modes, and they are as follows: Timed Racing, Sumo, Brawl, Race, and Catch. Of these, I spent the most time on Sumo, and a bit on Brawl. Personally, I think Timed Racing is pretty pointless. The other four modes all pit you against another player’s drone, in some sort of challenge. In Sumo, you try to be the last person in the ring. In Brawl, you try to destroy the enemy core before they destroy yours. In Race, it’s a race, and in Catch, you both try to touch a target before the opponent.

This is where I’d get into my core argument about Nimbatus being a fun toy, and a bad video game. Nimbatus plays like a toy, which is to say if you don’t enjoy interacting with it, it isn’t actually all that fun to use. The actual single player wasn’t interesting to me, because as a toy, it was like trying to use a single set of Legos to build something. While there’s some fun to be had in that, it feels very limited, especially knowing there are all these other great parts you could use.

The fun part of Nimbatus is having access to all the parts, and trying to build interesting or funky drones. Just within Sumo mode, I saw 8+ different general design patterns, all with different plans for how to win and different strategies. But everything about the single player mode discourages doing that. You are penalized for experimenting. You don’t have all the parts. The best part of the game, building drones, is more or less actively discouraged, and you’re expected to not take risks.

I’d also like to quickly note one other system in place. In the trailer, I saw a variety of ridiculous and crazy looking drones. There’s a part fee that gets applied to deploy a drone, based on how many components the drone has. So yeah, deploying your insane crazy super snake build in Survival will bankrupt you, at which point you might as well just go back to the simple jack of all trades ship I mentioned above.

As a toy, trying to build clever autonomous drones for the multiplayer modes is fun. Seeing other players’ clever strats, and trying to figure out both how they got their drone to do something, while also how to beat it was fun for me. But actually piloting drones in singleplayer was boring.

I have one other big gripe with Nimbatus, and it has to do with some of the parts. In Nimbatus, you have a variety of parts to use, including a large set of weapons, and set of items called “Factory Parts” that I think can actually print out additional parts and ships while a drone is displayed.

I say “I think” because you can’t use any of these parts in any of the multiplayer modes. You can use a small subsection of the weapons in Brawl, but you can’t use any ranged weapons, and you can’t use TNT. So, of all the blasters, lasers, shotguns, beams, and so on? You can ONLY use them in singleplayer. Same thing with factory parts. I get that for balance sense, it’s reasonable to not want to give access to those parts in multi. I really do wish though there was a unlimited or open mode that allowed me to send my bots against my friends with no locks on what could be deployed. I think that would be great.

Okay, so now, story time. Long ago in Days of yore, back when I was in middle school, I participated in a thing called Lego League. You were given a set of Lego Mindstorms robots, and then you were given a set of tasks and problems to solve. I only ever did one year, but I remember it quite fondly. I also remember our team, Deep Mind (named after the super computer in Hitchhikers Guide, which I was a bit obsessed with at the time).

One of the first things that we discovered early on while preparing for our challenges was the following: it is possible to complete a very large number of the tasks that were scored for points in the challenge by simply having the robot drive forward, push something into place, and then drive backward. Because WINNING, we decided to accomplish as much as we feasibly could via this system, and instead of spending our time programming the robot and making clever solutions to problems, we instead mostly just created add-on attachments that quickly and simply solved the given problem. Then, we pointed the robot in the right direction, and ran our brilliant “Go Forward and Then Come Back” program.

Overall, I don’t remember doing very well at the end of season competition. I do remember spending several hours on the way down trying to catch Girantina in Pokemon Diamond in the car.

The reason I include this whole anecdote is that the singleplayer parts of Nimbatus remind me of Lego League. Instead of focusing on experimenting, the constraints of the format led us to find the most efficient and rather boring way to solve the problems, and then apply it to as many other situations as possible. Instead of focusing on experimentation and creativity, we focused on WINNING. I think that was to our detriment. Nimbatus singleplayer survival feels the same way to me.

On the other hand, I also remember doing something rather similar to Sumo with Mindstorms at a day long camp/workshop/drop your kids at the library and then go do something you enjoy style event. In that one, there was one really good robot that someone had brought in, that was really well made and clever. I spent most of my time trying to figure out how to beat it, by trying strategies like “making part of our bot detach,” or “having contain a spinning windmill like shape that would, in theory, yank out of the some connecting wires on the opposing bot.”

I don’t remember beating that robot. I do remember having a lot more fun. For me, this is what the Nimbatus multiplayer modes feel like: trying to make something interesting and out-think the other bot designers. You need to understand what you want to do, and you also need to look at other drones and try to learn what they’re doing, and how they do it. For me, this was what made Nimbatus fun.

Nimbatus is on Steam for 15$. If you like building drones, trying to out think people, or simply just building lots of ridiculous crazy contraptions, you’ll most likely enjoy it for at least a bit. But the single player aspects of the game never clicked for me. It also bums me out that a decent portion of the parts and weapons can only be used in singleplayer mode.

Nimbatus is a fun toy. I can see myself coming back to it every now and then, and building something, much like legos. But there is a lot of effort and space that feels wasted, I wish the multiplayer was actually multiplayer, and it would be cool if there were more game modes. And I really wish there was true free for all, or actual multiplayer.

~JFW

I’ll be the roundabout.

Secrets Of Shirakawa Castle – Review Part 2

An RPG Module Review

Module NameThe Secrets of Shirakawa Castle

AuthorsRCG Harlow/Rosemary CG (Same person. First link goes to her stuff on DM’s Guild, second link goes to her twitter.)

System/Character Level – DND 5E for 4-6 Level 4 players

Price – $4 (We were given a review copy for free.)

Well, there was a three week gap between this and our part one review, which is… sub-optimal. But life happens, things go on, and most importantly, we did finish the adventure!

If you want to read the first part of the review, you can find it here.

If you want to read our DM’s thoughts on running the module, you can find part 1 here, and part 2 here.

Two brief notes before we really dive into this article.

This article will contain spoilers for the module. We’re reviewing it, and we can’t review it without talking about the content. Which means spoilers. You have been warned.

There’s also one part of the module that’s not quite fair for me to review. I’ll go into why later, but to put it simply things went a bit off the rails as the end. Who’d have thunk?

Overall, my opinion on Shirakawa remains more or less the same as it did part one: it’s a strong module where the NPC’s are written well, and it has a bunch of interesting monsters that are outside of the traditional fare of role-playing games.

The module’s primary weakness is that it gets a bit linear near the very end. It also feels like most of the combat gets a little less brutal as things go on.

I say ‘most of the combat,’ because my players didn’t actually do the final fight. They mostly just surrendered to become slaves/concubines of the big bad. So yeah, guys, I love you, but god damnit. I even made custom tokens for the fight and everything. And then you all just surrendered into slavery to quasi-immortal fox demon in the shape of a women.

Really?

Really guys?

Even after she told you that she EATS PEOPLE? And was going to eat the 13 year she had taken hostage?

This is why I don’t feel super confident assessing the combat: because it’s quite possible that if your players don’t fall head over heels for this fox lady, it’s going to end up being a brutal battle.

I wouldn’t know because mine offered to be her slaves and/or concubines. I think a lot of stories have a hero who falls to the dark side, but I don’t think many of them have heroes who just fall for the dark side.

In either case, everyone enjoyed playing the module. If you have a few bucks to spare, I’d highly suggest picking it up. The ending is well written, as long as your players at least like… try to defeat the final boss, but I wouldn’t know. It does set up another one shot, Return to Shirakawa Castle, where I’m gonna make them face off against their old PC’s.

Other then that, I don’t have too much else to say. I’m gonna close out this article with some uploaded images of the maps I made for some of the fights. Feel free to use them if you end up running the module on your own.

Central Castle Area
River running through small forest with bloody footprints
Large destroyed house in middle of grove, with dead trees above it, and alive trees and a path leading to the house below.