The Ikai Demo

The Ikai Demo is fine, but currently it doesn’t do anything new. I’d like to see the full game do more with some of the potential it has regarding more interesting monsters.

God why did I download this.

Recently on Reddit, I saw a neat thread with a trailer for an Indie game called Ikai. It looked kinda neat, if a bit amateurish.

Then the devs linked to a demo that I downloaded and fucking god almighty, why did I do this.

If you want to play the demo in question, you can download it here. They also have a Steam page with a trailer and stuff on it here. (Side note: the designers don’t seem to speak English as a first language, and the Steam page and demo page have their wording a bit mangled. I didn’t see any evidence of this in the game itself; everything was well translated and clear.)

I do not like horror games. I do not play horror games. At one point in college while watching some friends play Alien: Isolation in the dark, the alien popped up, and freaked me out so much that I jumped up directly into the bed above, and smacked my head pretty hard.

I mention this because I’m not sure I’m the right person to review Ikai, even in this demo form. I do not want to seal the evil in this mask. I do not want to walk down the haunted hallway. I do not want to be in this temple whatsoever.

However, I feel obligated to play the demo, and try to finish it, because, a lot of effort clearly went into it.

So, having now finished the demo, here are my thoughts.

I really like the world that Ikai is trying to build, and I’m very curious about the story. If nothing else, it’s the sort of game I’d go read the wiki for, because I want know how things resolve.

Regarding the actual gameplay in the trailer, there’s not much here that hasn’t been done before. Open doors, search for things, draw some patterns, don’t get caught by the monster. This brings me to one of my biggest issues with the demo, the monster itself.

I’d call the monster in the demo “Fine” because there are a few things about it that are pretty great, and few things that are pretty “Meh.” For starters, this isn’t Alien: Isolation. The monster doesn’t seem super smart, and I had a hard time figuring out how it “Worked” mechanically, since as far as I could tell, it just strangled me to death if I got to close/if it saw me. The death animation was fine, if a little jump-scary, but I suspect since I had turned off audio at this point, if I’d been paying more attention I would have heard it. In another instance, the monster seemed to just spawn directly in front of me. I think this one was a bug.

Looking at the actual monster itself though, at least while it was standing still, kinda deflates it. Some of the animations are a bit janky. While in motion, or lurking from room to room, it radiates a sort of menace, but the second it stands still, or you get a good chance to look at it, the tension falls apart. In addition, while its design is really nice, its actual feel is pretty bland. It’s a large hulking thing that moves from room to room, looking for you, and kills you if it finds you. For how much the rest of the game plays into the setting, I would have liked to see the demo use some more interesting Yokai, rather then just having a “Big Scary Thing.” From a gameplay mechanics standpoint, I would have liked to have this thing be a bit more interesting, or have some sort of gimmick.

Overall, Ikai is fine, but I didn’t see anything in the demo outside of the setting and tone of the world that made it stand out from other similar sorts of games. Given the effort they’ve put into creating a non-standard world, I’d like to see them play with some of the gameplay mechanics they’ve set themselves up with. Creatures that can move from mirror to mirror, monsters that disguise themselves as objects, some more “fun” mechanics than what the demo has. Yokai are incredibly diverse, and if the game turns out to just be “Amnesia, but set in Japan”, I feel like they’ll have really squandered a lot of the potential design space to make some really interesting monsters.

A Hat In Time

Not my cup of tea, but maybe you’ll like it more than I did.

A Hat in Time came out in 2017, and I still haven’t finished it. It’s incredibly well reviewed, has a lovely community, and I still see fan art for it every now and then. It funded at 1000% on its Kickstarter, and could be considered one of the Indie darlings of that year.

I’m leading with all of this because I don’t really like A Hat in Time. I also don’t think this review should necessarily be a reason to not play it, but I still feel it’s worth pointing out. The other reason I’m writing this review is that I finally just deleted the game from my backlog on Steam, as I’m just not motivated to keep playing it, and I figured it might as well be worth noting at a bare minimum.

A Hat in Time is a collectathon platformer, a genre I’ve never really been super into. I’ve finished Super Mario Odyssey, but I never played any of the other games that it often gets to compared to, like Banjo-Kazooie.

For whatever reason, A Hat in Time just never clicked for me. I found the jumping floaty, and I found myself often having more frustration then fun. The fun cartoony aesthetic also just wasn’t my thing. When I’ve asked other people about it, some of the things I don’t really enjoy are things other players love. It’s interesting to see, and I think a good reminder of how diverse peoples tastes in games can be.

Regardless, A Hat In Time was not my cup of tea, but if you love games like Banjo-Kazooie, I’d say check it out. Maybe you can find the spark in it I missed. But for me, it just never clicked.

Project Winter – Skill Based Social Deduction

A social deduction game with actual game mechanics. I love it.

I really like Project Winter. I like it a lot. If those two sentences have persuaded you to buy it already, just click here. If not, keep reading. (I know the $20 price tag might turn people off a bit, but I’ve played over 300 hours of this.)

If I had to describe it in a single sentence, I’d call it a skill based social deduction game. So what do I mean by that?

Many of us have, at one point or another, played a social deduction game of some sort. Maybe it was Werewolf, or Town of Salem. Maybe it was Mafia at a party. Maybe it was Junta at another party with friends who were a little more intense then the Mafia friends, or maybe it was Secret Hitler.

One thing all of these games have in common is that when all is said and done, they come down to one big thing: convincing the other players, “No, I’m not the murderer,” and if you fail, you’re done for. This is not necessarily the case with Project Winter, because unlike all those other games, should you fail to be persuasive enough, you can choose to just fucking leg it into the great wilderness, and try to not die.

This for me is the biggest strength of Project Winter overall: it’s a social deduction game where the voice of the mob is quieted slightly. If you find someone standing over a corpse in the middle the woods, after hearing someone shout for help, there’s no amount of smooth talking they can do that will stop you from applying a sledgehammer to the kneecaps. Likewise, if you go off into the wilderness with two random people, and the second you’re out of earshot of the rest of the group they do a localized reenactment of the Texas Chainsaw Massacre starring you as the massacred, it doesn’t feel quite as cheap as, “Yeah, well, the Mafia picked you to die last night. Sucks to be you.” There are actual game play mechanics, actual movement, actual skills, strategies and tricks in play.

Okay, so now that I’ve written two paragraphs of fluff, what actually is Project Winter? Well, as noted above, it’s a 5-8 player social deduction/survival game. Of the starting players, 1-2 of them will be traitors, and the rest are all survivors of various sorts. The survivors have 30 minutes to complete two objectives, call in a rescue vehicle, and board the vehicle to win. The traitors just have to stop them. And this is where things get good.

Unlike the games mentioned above, Project Winter doesn’t progress via vote systems or orderly rules. The game play itself is in a top down isometric view, and the actual game play is more akin to Minecraft Diablo. You can craft items, harvest materials, open supply bunkers, and interact with objectives. Most objectives require you to complete a task of some sort to repair them, like placing a certain number of mechanical parts in them.

In addition many tasks will require multiple players to be completed. Most bunkers, full of the supplies you need to fix objectives, require 2-3 players to actually open them. The amount of supplies to fix an objective is almost always more then what a single player could carry on their own, and even if a single player can carry everything, it tends to require that player to drop a weapon, and to have every inventory slot filled. And you don’t run as fast while holding an item, and the lack of any means to defend yourself makes you a very tasty target.

I won’t go into detail on all the other systems in the game, but there are a bunch of great mechanics like local voice chat, and being able to swap clothes with dead players and disguise as them. The whole game is structured to make each round as fun as possible, and there are multiple ways to succeed, regardless of your role.

If you enjoy social deduction games, lying to strangers, or being hunted/hunting someone to death in the woods as you both slowly starve and try to survive, I’d highly recommend picking up Project Winter.

Amazon’s Crucible

My friend described Crucible as “Generic, Bland and Soulless”. If you made a game out of portfolio pieces and based on purely market research, you would get Crucible.

There is a genre of games people keep making, and frankly I’m not sure why. They include games like Gigantic, Battleborn, Paragon, Super Monday Night Combat, and now Crucible.

If I had to categorize these games, I’d call them moba-shooters, or something along that line. They tend to be team based, take a variety of inspiration from MOBA games, while trying to be shooters with heros in them.

The other thing they all have in common is that they have all died and failed. Some because of business choices. Some because the gameplay sucks. And some because they launched at the same time as Overwatch, and also the gameplay sucks.

Crucible hasn’t failed yet, but it’s been out for like… one day. I’ve played four hours. I do not want to play anymore. It plays like garbage. The shooting feels light-weight. Some of the individual assets are great, and some of them look like shit. See below for an example.

If I had to summarize crucible in a nutshell, it’d be this image right here. Look at the detail on that manta ray style wing. Look at the small lines, the weighting giving an impression of some sort of structure underneath. Now look at the rest of the image.

Look at the fact that said incredible wing is just straight up clipping into the players weapon, because who gives a shit. Look at the enemy in the background, where you can straight up see the where the textures split.

Someone clearly worked very hard on this shit. Look at those two images above. Look at the light gleam on the wing. Look at the way that the color sorta saturates the area. Look at how different small details are visible under different lighting.

This complete juxtaposition of incredible effort and absolute zero shits given can be found throughout every part of Crucible. Some parts are very well done, and incredibly detailed. And other parts feel like shit, look like shit,and play like shit.

Here’s the thing. I don’t want to eat a shit and banana smoothie, and I’m not gonna spend my time on the game equivalent. Some skills and abilities feel mostly great, like the grappling hook, with small custom animations for when you’ve built up enough speed. And some things, like the fact that when you drop in after respawning, you just sorta pause and sit there for a bit, feel like trash.

The shooting is trash. The “Skill trees” are non-existent. There are a grand total of maybe five types of enemies. There’s almost no feedback on when you hit an enemy, and feels incredibly difficult to land shots. The shots you do land barely seem to tickle the enemies health bar.

I have one theory on why Crucible looks, plays, and is the way it is, and it’s this: Crucible isn’t really intended to be a game. Instead, its meant to be a tech demo for lumberyard, and the other underlying technologies. I don’t know if it succeeds at that, because I’m not going to spend time playing it.

My friend described Crucible as “Generic, Bland and Soulless”. I’d say that it’s a pretty good summary. If you made a game out of portfolio pieces and based on purely market research, you would get Crucible.

Nimbatus – Sumo Archetypes

Blasters – Boom Here It Comes

Blasters are the most simple and straightforward archetype. They have a incredibly simple plan: blast the opponent out of the ring immediately at match start.

Weakness: Just make sure you have some method of getting out of the way, and watch them launch themselves out of the ring.

Beyblades – Let It Rip

Beyblades are the second most common archetype in many ways. While they tend to be smarter than Blasters, they have an equally simple strategy: build up rotational momentum, and use it to keep the opponent from being able to occupy the center of the map. They tend to be big, bulky, and get going pretty fast.

Weakness: There are two things about Beyblades that can be exploited. The first is the fact that until they get spun up, they can be attacked pretty easily. The second is they are massive fuel hogs. If you can outlast a Beyblade, it’s possible to simply run it down to the point it won’t have fuel to move.

Authors Note: After writing this, I ended up encountering a bunch of Beyblades that couldn’t be outlasted, because they were 1. Massive and jammed full of fuel, and 2. Didn’t really start spinning until something got close/the circle closed. Against these, I think you just gotta try to punch them out of the ring before they get any momentum.

SurvivalistsGotta Drink My Own Fuel

Unlike the other archetypes, Survivalists don’t really have a plan to win. What they do have is a plan to not lose. Typically, they’re fairly small, fast and lightweight. Coupled with a few extra sensors, they try to just run quick loops around the edge of the Sumo circle, baiting various other types of drones to trying to knock them out, causing their opponent to launch themselves out when they do, or just outlasting a few others.

Weakness: Survivalists don’t usually have a plan to win, and their lightweight size makes them easy to punish with anything that tries to occupy the center.

SummonersWho Let The Dogs Out?

Summoners are easy to identify. If you go up against something that immediately detaches half a dozen mostly identical mini-drones at your ship, you’ve found a Summoner. Summoners use smaller mini autonomous drones to launch aggressive offensives via core seekers, and blast their opponent out of the ring. As the core isn’t attached to these mini-bots, they can move with impunity, and without the problem Blasters have, launching themselves out of the ring. This means that even if the first charge misses, they’ll turn around and launch themselves back again and again.

Weakness: Sumo, like all other modes, has a parts limit, and the parts spent on their minions means that the Summoner core itself tends to be far less protected then almost any other ship type in Sumo. If you can weather the attack of the little guys, they can be very easy to take out. In addition, because of their small size, hybrid builds with strong core ships that launch maybe just one or two summons of their own can easily push their opponents out of the ring.

PushersLets Get Ready To Rumbleeeee

Pushers are the most strategically straight forward, and in some ways, the most technically complex of all the Sumo drone archetypes. Their battle plan is simple: Line up on the opponent, and smack em. Unlike Blasters or Claws however, Pushers tend to be equally focused on defense, with some of their many sensors allocated to making sure that they don’t launch themselves out of the ring when they try to do so. While this sounds simple, it means that Pushers tend to require a lot of sensors, buttons, and logic to make sure everything fires and triggers when it should.

Weakness: Pushers tend to be solid, well made ships. The only real way to exploit them is to hit them hard, and keep them off balance. A Pusher that itself is getting smacked may not have the time it needs to set up a good angle on the enemy core, and if some of its sensors end up outside the ring, it can start to misfire its thrusters.

Claws Blasters Smarter Big Brother

Claws are a little tricky to identify. Usually, they look mostly like Pushers, right up until the bit where 75% of the drone decouples and charges your core at about a billion miles per hour. Unlike Blasters, Pushers don’t usually immediately launch. Instead, they have a variety of sensors and triggers that try to line up and hit with accurate shots. The launched claw itself often includes magnets or tricky geometry to increase the chance of a successful strike.

Weakness: Despite the extra sensors, Claws can be fooled, and usually if you can dodge the single claw strike, you can fairly easily win the match. Consider ways to jettison your core away from your ship if it gets hit, or mini-drones to try to bait the Claw into launching on bad targets. Against Claws that are only targeted on Cores, mini-drones can often just ram them, throwing off their aim, and disrupting their plans.

HybridsJack of All Trades, Master of None

Many ships don’t fall into a single one of these categories. They might have Beyblade-like cores, but launch mini drones. They might be Summoners with Survivalist bases. Or they might be Claws that turn into Beyblades. Whatever the case, Hybrids are usually pretty strong, incorporating several aspects of the designs mentioned above.

Weakness: They tend to share the same general weakness as Summoners. The large number of parts spent on multi-stage launches, mini-drones, claws, or other odd behaviors means that they have less parts to really commit to any single strategy. If you can weather their onslaught, you have a decent chance to take the win.