Storybook Brawl

Storybook Brawl is a very solid auto-battler, even though I don’t like how it’s monetized at the moment.

I like Storybook Brawl. There are a few things about it that I find a little annoying, but otherwise I think it’s pretty fun. Oh right, I’m supposed to explain what Storybrook Brawl is: it’s a card-drafting auto battler.

For anyone who read that and went “Okay, cool” you can skip the next few paragraphs. For the other 98% of the population who can’t understand an entire game from 2 jargony phrases, let me explain what “Card Drafting” and “Auto Battling” is, and how they’re used in Storybook Brawl.

“Card Drafting” first. At the start of the game, and after each combat, you’re given some gold to buy with, and a row of several units to buy. If you don’t like any of the units available, you can also spend gold to reroll your shop’s selection. While this does leave you with less gold, since gold doesn’t carry over between rounds, you generally want to spend it all.

As the game goes on, your hero will level up and this center pool will include more powerful units. Generally speaking, you only get one experience point per round, but there a few spells that can accelerate leveling up and being able to buy better units.

Oh, we haven’t talked about spells have we? Unless a spell says otherwise, you can cast one spell per round. They have a variety of effects, from random damage on enemy units, to permanent buffs to your own units. Just like units, you get access to more expensive and powerful spells as your hero levels up.

You’ll have about 60 seconds or so to do all of your drafting. At the start of the game 60 seconds tends to be a lot of time to make your drafting decisions. But by the end of the game, where there are more decisions and choices piling up, you usually need all your time.

After that 60 seconds passes, we get to what an “Auto Battler” is. At this point, whatever lineup you’ve managed to create gets matched up against another player’s lineup, and going from top left to bottom right, your units take turns attacking each other. Whoever runs out of units first is the loser, and takes damage equal to… the opposing player’s current level plus the levels of their units that remain on the board. If your thought is “Huh, that equation doesn’t seem super intuitive,” I’d agree. When you run out of health, you lose, and games continue until only one player is left.

Okay, so I’m running out of energy to write this article, and we still haven’t actually talked about any of the unit cards themselves, or treasure, or tripling, or keywords. So I’m gonna burn through them, and then see if my editor tells me that I haven’t covered the mechanics enough.

First up, units! The game has quite a few. I’m going to talk about just one keyword that units can have as it’s my favorite example of something interesting the game does: Slay. Slay is a triggerable keyword that occurs whenever the unit attacks and kills another unit. The important bit here is “Attacks.” If a unit with slay is attacked, and kills the other unit on the defense, that doesn’t trigger the keyword. Using slay effectively means either gambling that your unit will get the first attack, or buffing it high enough to be able to take a hit, and smash back.

Next up: Tripling. When you draft three copies of a unit, those three copies combine into a higher level version of that unit with better stats, and if that unit has an ability, a stronger version of that ability. This is where another neat part of the game comes into play. When the units combine, any buffs that they had as single units also merge onto the upgraded unit. This means that a unit that was decently statted with a few buffs can suddenly become an absolute powerhouse.

The other big thing that happens when you triple a unit is that you get a treasure. You can have up to three treasures at any given point in time. If you’d get a 4th one, you have to choose between throwing out one of your current ones, or skipping the new one.

There’s one more bit mechanic, so let’s talk about heroes. Choosing a hero is the first thing that happens each round, but I’ve saved it for last because it’s also one of my few big gripes with the game.

At the very start of the game, you’re offered a choice of 4 heroes, of which two will automatically be unlocked, and 2 might be unlocked. How big an impact your chosen hero will have on the game can vary quite heavily. Some, like my personal favorite, Morgan Le Fae have almost no impact on your drafting selections, while others can change the cards you want to draft massively. Peter Pan is biggest offender of the second category.

The issue I have with this system is two-fold. First off, I don’t really like that my strategy for a round can end up feeling defined by hero selection. And secondly, I really don’t like how this ties in with the monetization. Remember when I mentioned that you’ll be given a choice of 4 heroes, but can only pick from two of the four guaranteed? That’s because the last 2 are only selectable if you’ve either spent real money to unlock them, or the in-game currency of dust. So while the game isn’t directly “P2W”, it does end up feeling “Pay for More Options.”

I don’t hate this enough to stop playing but it doesn’t feel good.

And that’s Storybook Brawl! Except I didn’t talk about how the various archetypes work together with each other really smoothly. Or how the Good/Evil keyword is really interesting as a sort of Boolean typing on a given unit that can be on any unit, but can only be in one of the states at once. Or how the prince/princess meta is absolute cancer at the moment and King Arthur needs to be nerfed again.

Winning in Storybook Brawl ends up being a combination of unit placement, drafting ability, and yes, some luck. But it feels less random than other auto battlers I’ve played because there’s more synergy between various archetypes of units present.

The end result is that Storybook Brawl is a very solid auto battler, even though I don’t quite like how it’s monetized at the moment. If any of what I’ve described above sounds interesting, I encourage you to download it here on Steam, and give it a shot.

2022 Update: In the time between me playing Storybook Brawl, writing this update, and everything else happening, Storybook Brawl was bought by crypto-company called FTX. You might have heard of them recently, when they lost $16 Billion Dollars and entered bankruptcy, potentially because of massive amounts of fraud. I thought I’d just type that amount out real quick. $16,000,000,000. Anyway, point is the future of the game is completely unclear at this point, even if the gameplay is still good.

MUCK

Muck isn’t great, but at least it’s free.

Muck is worth playing as an example of how compelling various roguelike elements and open-world survival games can be, even when done in a mediocre context. With that said, I think Risk of Rain 2 is a better 3D roguelike, and Minecraft is a better open-world crafting game. Maybe because Muck was made as a joke. Okay, let’s step back for a minute.

Despite the fact that we live in 2021, people apparently still write rude YouTube comments. I’m not sure why they do this. There are only two possible outcomes when you write a rude YouTube comment:

  1. No one sees your comment, no one cares, and you scream into the void.
  2. Someone sees your comment, and they feel bad for a moment.
  3. Someone sees your comment, and decides to dunk on you as hard as feasibly possible.

Muck is an example of #3.

I’m going to link the video here, all you really need to know is that Muck was made quickly, mostly to make a silly video, and now has been played a whole bunch.

I’ve only played about 5 hours of Muck, but I’m still going to write about it, because I’ll be damned if I don’t get something out of those five hours.

I don’t think Muck is bad, it’s more that it just isn’t very polished in any respect, which all things considered, kind of makes sense. To my mind, the game has more in common with roguelikes than crafting/open world survival games. I say this because in my experience, you don’t actually spend a lot of time building bases or structures like you might in say, Valheim.

Instead, you’ll toss up a few walls, build your crafting stations, and then desperately scramble around looking for food, supplies, and powerups before night falls, and enemies attack. If you’re playing multiplayer, there might be some division of labor on who exactly is trying to find what, but it’s basically a non-stop rush to get lumber to craft a workbench to craft a pick to mine rocks to make a furnace to smelt ore to…. you can probably see where I’m going with this. In any case, at some point, you’ll notice the sun has gone down, and you’re being mauled by goblins. Or wolf-shaped things. Or what appears to be a flying anemic dragon.

If you manage to kill them, they’ll drop some gold, which you can spend to open chests containing permanent buffs, similar to Risk of Rain. If I had any actual complaints, it would be that these buffs tend to be fairly dull, such as faster move speed, faster attack speed, more damage, etc. Nothing about them really lends itself toward being build-defining, or letting you choose a playstyle.

At some point you’ll either die, and restart this entire process (or just quit), or you’ll build up enough weapons and armor to start actually trying to beat the game. Unlike many other games in this genre, Muck actually does have an ending. You win by beating a few bosses, collecting some gems from them, repairing a boat with said gems plus a bunch of other supplies, and choosing to leave. Then there’s a final boss fight, which might just utterly shred you if you get unlucky.

You’ll notice I haven’t said much about combat in Muck, and that’s because it’s as barebones as it feasibly could be. You have swords, you hit people with them, and you move away from them when they do an attack to dodge their backswing. Some enemies shoot projectiles.

And that’s pretty much everything that makes up Muck. I don’t have too much to say on it. Its a free, incredibly barebones randomly generated survival game with roguelike elements. It doesn’t do anything incredible, but it’s also not trying or claiming to do anything incredible. There are worse ways to spend your time, and all the better ones cost money. If you’re really bored, and everyone in your friend group refuses to buy new games ever, consider grabbing Muck for free on Steam.

Back 4 Blood Beta

My friends review the Back 4 Blood beta so I don’t have to!

Back 4 Blood can’t seem to decide if it’s a spiritual sequel to Left 4 Dead or not. On the one hand, the marketing, dev team, aesthetics, all scream Left 4 Dead. On the other hand, the subreddit for the game keeps saying that it’s unfair to compare to the two, c’mon guys.

If you haven’t played Left 4 Dead, here’s a brief overview of the structure of the game. You play as a group of 4 survivors, you start in a safehouse, and try to make it to the next safehouse while shooting, beating and running from the undead. I think the shortest way to describe it would be “Co-Op Horde Shooter”. In addition to the normal zombies, there are special infected who have a few special abilities, you have the ability to res your friends when they get downed, and you have to manage ammo.

B4B adds a few systems, including a stamina system shared by melee and sprinting, and a card system that seems sort of like a rouge-like. Oh, and attachments for your guns. Cool. Overview done, lets get to the reviewing.

I think the Back 4 Blood beta is garbage. The thing is, I haven’t really even played the game, and I don’t like the genre, so I figured I’d ask my other friends I played with for their feedback. So let’s see what these other folks thought, shall we?

Stop comparing it to Left 4 Dead guys, that’s not a fair comparison! It’s just marketed the same, and by the people who made Left 4 Dead.

Person 1 – Likes the genre. 100+ hours between the various Killing Floor games. Unknown amount of time in Left 4 Dead.

“It’s not worth $60 and the things that are missing are fundamental. The net-code sucks, there’s a crazy amount of rubber banding, all the time. Bot AI sucks. This game requires you to have 4 people that contribute at least to a minimum amount, and the AI is so garbage, it simply can’t pick up the slack.

Matchmaking sucks, it takes forever, and matches you into games that are literally just ending, or about to run out of continues. Lobbies closing also seem bad, cause when you run out of continues, the game just kicks you out. Reload animations are kind of jerky.

A lot of the weapons feel like they need more balance. I do like that the hitboxes for the head are massive, like twice as large as the head and I like the new systems they’ve added. The card system is neat, I really like the stamina and melee system. The problem is, though, even if the new systems are cool, the fundamentals to making the game fun just aren’t there. I’d pay no more than $20 for it in its current state.”

Person 2

“I love it, but the bots need to be infinitely better. Matchmaking just kind of sucks right now,but I’m sure it will be fine eventually. Netcode feels awful, you rubberband like shit. I know some people complain about gunplay, but I think that’s pretty good. You should be able to remove attachments from guns. Difficulty scaling needs tuning. Feels like there needs to be 4 difficulties instead of three. AI director is kind of shit. I like the card system, and the ways to build into classes. Telling specials apart is hard.”

Update: This individual is still pre-ordering the game.

Person 3 –

“The two minutes of gameplay that I got to see between two hours of disconnecting, uninstalling the game, and then trying to launch the game on anything but the lowest settings was okay I guess.”

So, there you have it. The Gametrodon survey. I had more fun shooting my friends with guns in the rifle range than I did in any of the missions I played. So yeah. Right now, I absolutely won’t be buying Back 4 Blood based on the beta. It was just kind of trash, and since it comes out in three months, I really don’t expect it to get that much better.

SNKRX

SNKRX is neat, but not revolutionary.

If I had to boil down my thoughts on SNKRX, it would probably look something like this: It’s a neat little game, but its actual moment to moment gameplay is somewhat lacking, and its upgrade progression structure that it borrowed from the Auto Chess genre doesn’t map super well to its mechanics. On the other hand, it was also $3, and I’ve spent more than that on food that’s made me sick. So I feel like I got my money’s worth.

I learned about SNKRX several months ago, and then proceeded to forget about it until last weekend, when I saw an unfinished article about it in the drafts folder. This wasn’t my article, because someone else promised me they’d write me an article, and then didn’t, because they’re preparing to “Follow their dreams and move to another country for school.” And since that effort took most of their time, they didn’t really have the space to finish their article.

Which is fine. I’m not upset or anything.

So after reading what they’d written, I decided to go grab SNKRX myself. While I’ve seen people describe it as like the game Snake, I’d say it’s closer to Geometry wars. Each level places you in a large square, while waves of enemies spawn in and try to kill you. There are no level layouts other than the square, and there are no obstacles. Occasionally variant enemies spawn in, and I’m pretty sure they start showing up based on what level you’re on, but I didn’t pay enough attention to be sure.

Every few levels, instead of being presented with waves, you’ll be tasked with killing a single larger enemy/boss while waves of normal enemies spawn in.

These are the two level types in the game.

After you beat a level, you go to the buy screen, where you purchase more units for your snake/train.

A Brief Side Note: If you’ve ever played an Auto Chess style game, such as Underlords, Team Fight Tactics, or the original Dota 2 mod, SNKRX pretty much completely copies the upgrade mechanics from those games, and you can skip this next bit.

Here’s how it works: After each round, you’re given gold based on two factors. First is the gold that you earned during the round, from killing enemy units, and also from enemies dropping it, based on various combos and perks. The second main way is interesting: You get up to 5 gold per round based on how much gold you have saved up.

You spend this gold on either upgrading your items, (which you get a choice of after specific rounds) or buying more units for your train. After each round, you’re given a selection of three units to buy. You can buy as many or as few of them as you want, and you can also spend gold to get a new pool of three units.

Units have a few separate factors. They have one or more classes, they have an ability, and they can also be upgraded. More on upgrades in a moment. Classes function as a sort of set bonus style mechanic. For example, when you have 3 Rogues, all Rogues get a chance to deal 4x damage with each attack. When you have 6, that chance increases. Most of these bonuses are threshold based, requiring you to hit some number of units before they come into play, and usually play to those units’ strengths. For example, Rogues’ fast attack speed and multiple projectiles benefit from the damage multiplier.

Some of these set bonuses are more interesting than others. The Infestor class bonus buffs up the mini-units that many Infestors summon while the Curse class bonus increases the number of enemies that can be cursed. On the other hand, the Warrior class bonus just decreases enemy defenses.

So let’s go back to talking about those upgrades, shall we? Upgrading items is straightforward. You just spend money, and after buying enough levels, they upgrade.

Upgrading units is a bit more convoluted.

In order to upgrade a unit, you need to collect 2 copies of the unit. So to upgrade a level 1 Blade to level 2, you need 2 more level 1 Blades. To upgrade a level 2 Blade to level 3, you need 2 more level 2 Blades.

And this brings me to my first big problem with the game: Unit recruitment.

See, while the game’s upgrade structure is almost an exact copy of the Auto Chess structure, the game doesn’t allow you to use multiple copies of the same unit at once in your train. What this means is that where in Autochess, picking up your second level 2 of a unit can be a small, but useful power spike, in SNKRX, that gold is effectively gone until you can actually finish the upgrade. Again, because you can’t use more then one a unit in your lineup, if you roll a unit in your buy pool that you already use at level 3, it’s effectively a dead slot.

So yeah. Despite the interesting between level progression, the actual gameplay itself only has two types of levels, and few types of enemies, meaning that it’s not super satisfying to play, and the post round progression isn’t the most satisfying thing in the world. I don’t really hate or love SNKRX, but it’s not a terrible use of $3.

SNKRX is on Steam, and also apparently, this Github page?

Weekly Wrap-Up

3 Interesting games I haven’t played enough to do full writeups on, because I’ve been playing too much Hunt: Showdown and Minecraft.

Ah, Saturday. Well, technically Sunday at the time of writing this. July has passed us by, it’s now officially August, and I really need to make sure I pay my rent at some point tomorrow.

But enough about all of that. I don’t actually have a full new writeup this week, as I’ve mostly been playing old stuff, and I’m not sure anyone would benefit from me writing about Minecraft, Hunt: Showdown a second time, or even Dota 2. So instead, here are a few things that might be neat to check out. I may do longer reviews of them in the future, but for now, short reviews will have to do.

Shiren the Wanderer: The Tower of Fortune and the Dice of Fate

The Shiren the Wander series was the progenitor of the mystery dungeon games, and arguably my favorite set of non-mainline Pokémon games to ever exist: the Mystery Dungeon series. So visiting the actual sources for those games is interesting. Shiren is far more brutal than what I’m used to, even though I have a decent understanding of the mechanics. The game can feel like a roguelike at times. In either case, I haven’t beaten it yet, so all I can say so far is that it’s neat and very hard.

Skul: The Hero Slayer

I have mixed feelings on this one. So far, Skul reminds me of both Dead Cells, and Hollow Knight, but it hasn’t really clicked for me. It feels like a sidescroller roguelite, but the combat isn’t as clean as Dead Cells, and the story feels overplayed for what it is. On the other hand, I’ve only played for an hour and half so far, so make of that what you will.

Barotrauma

Last, but not least, we have Barotrauma. As best as I can summarize, Barotrauma feels like a combo of Minecraft and Overcooked. You and others attempt to pilot a submarine through the underground oceans of Europa, while not being murdered by fish, enemy subs, other enemy monsters, having your equipment breakdown, or overheating your nuclear reactor. It’s Overcooked in that it’s a frantic dance of chaos and resource management, and it’s Minecraft in that after playing 2 and half hours, I haven’t beaten a single mission, and still barely understand how to start up the reactor. It’s got both single and multiplayer, but I’m not too interested in the single player parts, and the folks who convinced me to buy it haven’t finished the tutorials yet, so I’ve yet to see how incredibly poorly we work together to play it.