Category: PAX

  • Top 4 PAX East Games with Demos

    So, you couldn’t make it to PAX. Perhaps you had other things to that week. Perhaps you had entirely reasonable concerns about the perpetual global endemic. Perhaps you were less than enthusiastic about the fact that ticket prices doubled since last time. Or perhaps you did make it to PAX but were working a booth the entire time.

    Not to worry! I’ve compiled a list of four games that I played at PAX, really liked, and all have demos that you can go download from Steam. So lets jump in, shall we? Starting with…

    Slay the Spire, with party mechanics and a metal vibe.

    I like Power Chord. It’s a turn based roguelike, in which you control a literal band (musicians), on their quest to… look I wasn’t paying much attention to the story. I’m assuming you’re trying to kill the devil or something. The gameplay itself is very much like Slay the Spire, in that you have a deck of cards, and each turn you have energy that you expand to play them, and try to kill your opponents. Unlike Slay the Spire, your deck is contributed to by the members of your band. If that sounds interesting, you can click here to go grab a demo for the game on Steam, and here if want to just learn more about it. Unfortunately, it doesn’t have a release date just yet.

    Perhaps turn based strategic gameplay sounds too relaxing though. In that case, next up we have…

    I was gonna joke that the main character is named Turbo, but it turns out that’s actually his name, and now I don’t know what to put here.

    Turbo Overkill is an entry in the boomer shooter genre, i.e., things like Doom, Wrath: Aeon of Ruin, and Ion Maiden. These games are shooters that went “What if shooting things was fun, you had more than two weapons, and our entire graphics budget for polygons was stolen?” I will note that as a general rule of thumb, I’m little skeptical of boomer shooters at the moment. This is not because I dislike the genre, but because they always demo really well, even when I end up not liking the game as much (looking at you Desync.) Regardless of my whining, the demo was a lot of fun, and you can grab it here. Turbo Overkill is currently available in Early Access, and the devs have said that it’s 30% content complete. If you want more info about the game then you can check out their twitter feed here, because I couldn’t actually find another website.

    Perhaps you want something softer and lighter, or perhaps you think crushing AI is for losers. In either case, may I offer..

    I don’t love the art style, but the gameplay is good. I think they were probably going for a sort of Touhou vibe?

    Swapette Showdown is a head to head match-3 puzzler. Blocks rise from the floor, you swap them into rows of at least 3 to clear them, and send trash lines to your opponent. You also have special abilities based on the character you select. Something like Puyo-Puyo is probably the closest equivalent? Look, instead of reading my poor description, why don’t you just download the demo here? And then, if you decide you like it, or have questions, or can’t quite get said demo to run right on your ultrawide even though you played it on a TV at the show, you can click here to join their Discord and try to troubleshoot.

    But perhaps you hate anything with anime eyes. Perhaps you think indie games should never go past two dimensions. Perhaps you should just humor me because I’m running out of convenient segues. In that case, try…

    I get that the little cat thing is supposed to be cute, but something about it just rubbed me the wrong way. It has big Furby energy.

    Dwerve is technically a tower defense game. You construct towers, and use them to defend. The reason I wrote “technically” is because it has a lot of non-standard tower defense mechanics. There is no end point to be defended. Instead when you get into combat, enemies will go right for your delicious face meat. Towers refund their cost when they get destroyed, and you’ll be expected to rebuild them. And finally, the game isn’t structured as a series of levels; it’s a world that you actually travel through more akin to something like Nobody Saves the World. It’s a really interesting blend, and you can play the demo here. The full steam page is here, the game’s site is here, and I’m kind of out of things to say about it. Oh, except that it does have a release date for the end of next month (31st of May) so if you do end up liking the demo, you won’t won’t have to wait long for more.

    Anyway, with that final entry on the list, that concludes all I’m writing about for the moment. Not all I have to write about, because I have a second window up of things I saw/played, and I still have 21 more games I want to write about. I need to find a way to break that list down into convenient bite size categories.

    I think the way you’re supposed to end these sorts of lists is to encourage people to fight with you on social media as a roundabout cover for getting more interaction, so yeah. So, hit us up on Twitter if you disagree with our list? Not really sure how that’s possible, but I’m sure someone will find a way.

  • PAX Unplugged 2021 – Day 3

    It’s day 3. One of the things I enjoy about PAX (and conventions in general) is the chance to do things I might otherwise not. Sometimes this takes the form of playing games in genres I’m not as interested in. Sometimes it takes the form of doing something completely unrelated.

    In this case, it’s the second one: painting miniatures. After trying to line up at the free painting zone, realizing how slow the line was, and leaving yesterday, I showed up earlier today. While waiting in line, I ended up chatting with a dude and his boyfriend, and asked him to play a game of Knights of the Hound Table with me. Despite being the person teaching, I got absolutely demolished before the floor even opened. After thanking him for playing, I headed over to the free painting zone, picked out a Space Marine, and sat down.

    This isn’t a painting blog, so I won’t be going in depth on this. The short version is that: 1. Unsurprisingly, since I haven’t done this in years, I’m not currently very good at painting. 2. Despite that it was very relaxing. 3. The lady sitting next to me was very good at painting, gave me a bunch of helpful tips, and also finished in about half the time, with her Space Marine looking twice as good.

    After this, I ended up browsing the show floor for a bit. My partner who came to the show with me had played in a game of Kids on Brooms the previous day, and really enjoyed it. I picked up a copy of that, and also a copy of Cats of Cthulhu. Then, after talking myself out of purchasing too much other stuff, I wandered back over to the Unpub Hall.

    In the Unpub Hall, I found Privateer. It’s a drone piloting tactics game, and I really enjoyed it. It also had my favorite components of anything at in the Unpub hall. While I didn’t play a full game, I was really enjoying what I saw, and I’m going to keep an eye on this one. It’s made by TimeSpacePlace, and they told me they’re planning to have a tabletop simulator version of the game up at some point in the next year.

    The last game of the day I played was a demo of Skytear. It’s a MOBA inspired miniatures board game, and while I didn’t quite mesh with it, it does have one really cool thing I want to quickly talk about: how it handles the concept of creep waves. (This next part is going to be a bit inside baseball for folks who don’t play MOBAs, so apologies in advance.)

    Because Skytear is a miniatures game, the default assumption would be that creeps would be their own set of miniatures that spawn at the Ancient/Nexus, and then walk out into lane. This would require a lot of miniatures, effort, and extra movement. Skytear doesn’t do that. Instead, it has a “Capture Point.” It’s a little token that indicates where the creep wave currently is, and at the end of each set of rounds, it gets moved toward one of the towers, based on a variety of factors that simulate who’s applying more pressure to the wave. Then, new sets of creeps spawn in on this marker. It’s an incredible implementation of the system, and I really like it.

    And that ended up being the last demo of the day. I wandered the show floor, grabbed some presents for friends, and headed back to the hotel. I really enjoyed PAX Unplugged. It was my first in-person convention since the start of lockdown, and I really appreciate the fact that everyone attending seemed committed to wearing masks, and following the safety rules. While we’ll most likely want to wait a few weeks to see how things turned out, I hope that this means that life can return, at least a bit, to normal.

  • PAX Unplugged 2021 – Day 2

    Day 2! AKA Saturday. This was my lightest day of the show. Not because the show floor was any lighter, but more because I was up past midnight the night before playing some two-headed giant sealed Magic: The Gathering with friend and occasional Gametrodon contributor, Max Seidman of Resonym. Of course, he got up the very next day, and went to work his booth and demo games for the remainder of the day… so… hmm.

    I might just be weak.

    By the time I got to the convention center after making the arduous trek all the way across the skybridge, I’d decided to spend a majority of the day at the Unpub hall. For anyone reading this post who hasn’t heard of Unpub, it’s a room where folks show off their unpublished board games and game demos. Polish levels range from “The Kickstarter is next week” to “I have never shown this to anyone I’m not related to.”

    The first game I played was Arachno-Bump/Bounce, a fairly simple board game that according to its designer is targeted at families. It falls heavily into the second category of the above of being very new to playtesting. (That’s not a bad thing, it’s just a literal assessment.) In this game, you’re all spiders on a big web trying to capture as many flies as possible by moving around, and prevent your opponents by bumping them. I’d say that right now it has some problems, but honestly, what prototype doesn’t? Hopefully a few days of exposure to the general population of con goers will let the dev collect some good feedback and understand that players are ruthless fucks information. (To be less metaphorical and prosaic: right now, it’s very difficult to score points, the game heavily rewards aggression, and it also has room for accessibility improvements. But again, THIS IS A PROTOTYPE. These are all things that can be fixed.)

    Next up was Territory CG, an LCG. I managed to scrape out a win here, either because the dev I was playing against was going easy on me, or because I top-decked a massive one-copy-allowed-per-deck dragon right as I needed it. But regardless, I was victorious! This game was unlike Arachno-Bounce in a number of ways. For starters, they have a website! And estimated prices! And they already have a playable version of the game on Tabletop Simulator! I might try to rope a few more friends into playing this with me. One round is really not enough to get a good sense of an LCG, but I applaud the effort, and the also the part where I don’t have to sell my kidneys in order to afford a card game.

    This brings us to the last game of the day: Wingspan! It’s not an Unpub hall game. It’s actually been out for a while. It’s won fancy awards with German titles, and it’s rank 22 on Board Game Geek at time of writing. Wait, you find yourself thinking. Is he just using awards and other secondary features of the game to get out of having to actually describe the mechanics and gameplay? Is he not going to touch on the game’s themes, engine building mechanics, and other aspects?

    Yes. That is exactly what I’m doing. Also, I got kicked out of the convention hall before I could finish. Because it was midnight.

    Return tomorrow for DAY 3!

  • PAX Unplugged 2021 – Day 1

    Each day for the next 3 days, I’ll be recapping my PAX Unplugged experience.

    I’m writing this while chilling in my hotel room on Saturday. I’m also writing it on my phone, so I’m gonna blame that for any problems or text issues, as opposed to my own ability.

    Ed Note: Now I’m editing it on my computer post con, so uh, that excuse doesn’t work anymore.

    Friday started off with a bit of a struggle to get into the building, but once I was in, lines were quick and easy. PAX Unplugged is enforcing masks and a vaccine check this year, so you have to get a little black wristband to enter. I haven’t seen any issues or folks being jerks about masks, so hopefully this signals some sort of path forward for big conventions. Realistically, we’ll want to wait a few weeks to make sure a NYCC doesn’t happen here.

    Okay, so games. I started off by playing Robot Quest Arena by Wise Wizard. It’s a neat 2-4 player arena combat deck builder. It’s not out just yet, and while a few of the interactions were a bit hard to remember, I enjoyed it. Trying to edit links on Mobile sucks, so here’s the Kickstarter page. The short version is that you build up your deck while also moving a little robot around on a grid, and scoring victory points primarily by damaging and knocking out other bots. One big thing I enjoyed is that the game doesn’t ever eliminate players. Instead, when you get knocked out, you just come back in right at the start of your next turn. It’s nice to see a combat game without elimination, but where getting hit and knocked out still feels meaningful.

    Next up was Knights of the Hound Table, by We Ride Games. This game is also a deck builder, but with a very different vibe. Instead of battling robots on a grid, you’re leading an army of dogs to battle. I was interested enough after the demo I played at their booth that We Ride Games loaned me a test copy of the game that I need to remember to return to them tomorrow, hopefully after playing it tonight.

    Ed Note: While said night game never happened, I did end up playing it, and getting a copy. There will likely be a full review at some point in the near future.

    My last two games were right next to each other, but we’ll go through them one by one. First was Valiant Wars. It’s a head to head push your luck deck builder. (Yeah, there are a lot of deck builders this year.) The oversimplified description of it is that you flip cards out at the same time as your opponent until you either choose to hold and use the cards you’ve currently drawn to buy units, or bust by flipping up two of a card called a Dark Omen. It’s interesting, but I didn’t get a chance to play the full game, so I don’t have an opinion on it quite yet. While it’s already out, I’m linking to the Kickstarter page, mostly just to match the other games I’ve linked to.

    Finally, the last game of the day was Iconoclash. It’s by Quinn Washburn, the same fellow who made Valiant Wars, and it’s a Smash Bros style board game. While I played a full round, I feel like I’d really need to play a few more to figure out how I feel about the game. I believe the version I played is a prototype of something headed to production shortly. Frankly, I didn’t hate it, but I didn’t love it.

    As far as I can remember, that wrapped up all of Day 1 of PAX Unplugged. Did I do other things? Yes, but they weren’t game related. And as much as I’d love to write some sort of love poem to the food of Reading Terminal right next to the convention center, I’m not sure that really meshes with the tone of this blog.

    Day 2 approaches! Tomorrow.

  • PAX Online 2020 – GAME DEMOS – PART 6 of 6

    In what turned out to be Part 6 of 6 of our demo coverage, thus allowing me to go back and enumerate everything else, we take a look at eight more demos. Why not three for each part, you ask? Like all the others? I don’t know either. But here they are, the last eight.

    Format is as follows:

    GameName of the Game
    Demo LengthHow Long it Took me to Finish the Demo
    GenreType of game, based on my impressions
    Quick Thoughts3-4 sentences based on what I thought of the game
    Play It HereLink to the Demo
    GameMoo Lander
    Demo Length14 Minutes
    Genre Adventure?
    Quick ThoughtsI think I spent more time trying to figure out what to put in the genre box above then I have spent thinking about Moo Lander. It’s not bad… it just didn’t really grab me? It has some nice art, and amusing writing, but nothing about the demo screamed “BUY ME” to me.
    Play It HereLink to the Demo
    GameCrown Trick
    Demo Length2 Hours (got to final boss, didn’t beat it)
    GenreTurn-based Roguelike
    Quick ThoughtsI love Crown Trick. Crown Trick does not love me. Crown Trick thinks it’s okay to put you in a room with three fairly massive bosses and just beat you into a ever-loving pulp. I want to play more Crown Trick, and I want to beat it.
    Play It HereLink to the Demo
    GameNeon Abyss
    Demo Length10 Minutes
    GenreRoguelike
    Quick ThoughtsNeon Abyss seems to take ideas from a bunch of places, including Binding of Issac, Dead Cells, and Enter the Gungeon. It’s a fast-paced roguelike where you collect stuff and get better. The demo was fun, and it’s actually out already, but there wasn’t anything in the demo that screamed that I had to buy this game.
    Play It HereLink to the Demo
    GameNeko Ghost, Jump!
    Demo Length1 Hour
    Genre2D/3D Puzzle Platformer + Speedrunner
    Quick ThoughtsA lot of stuff about Neko Ghost, Jump! right now is very crude, including the art, music, and animations, but the gameplay is awesome. You can swap between 2D and 3D, and it tends to get used in some really clever ways. The most unique platformer I saw at the show, and have seen in quite a while. Worth keeping an eye on.
    Play It HereLink to the Demo
    GameEldest Souls
    Demo Length5 Hours/2 Hours from a friend who is good at Dark Souls
    GenreDark Souls
    Quick ThoughtsThe genre is technically called “Soulslike” but if you make a game where I die for three hours in a row to the same single enemy, you’ve made a Dark Souls. I’m not good at Dark Souls style games, and as I learned with this demo, I might be really bad at them. The game is pure boss rush fights, and my friend who likes Dark Souls games liked it a lot. I mostly liked watching him play after I beat the demo, and reminding myself that I’m not bad at video games, sometimes they’re just hard.
    Play It HereLink to the Demo
    GameGreak: Memories of Azur
    Demo Length40 Minutes
    GenrePuzzle Platformer
    Quick ThoughtsI liked Greak, but again, not enough for it really leave a permanent lasting impression. The idea of controlling multiple characters is really neat, but I struggled with the controls, mostly because they were set up pre-bound for Xbox controllers, so a lot of the prompts were off. The one mini-boss was the area where I died the most, and trying to do combat with both characters at once never clicked for me. Still, if you like games like Trine, this might be for you.
    Play It HereLink to the Demo
    GameLovingly Evil
    Demo Length1 Hour (I played really slowly)
    GenreVisual Novel/Dating Sim
    Quick ThoughtsI don’t really play visual novels/dating sims. I was gonna have someone else play it, and do a write up, but life happened, so I did it instead. Look, I think if you play this sort of game to begin with, you’ll be a better judge of if you’d enjoy it than me.
    Play It HereLink to the Demo
    GameWerewolf: The Apocalypse – Heart of the Forest
    Demo Length22 minutes
    GenreVisual Novel
    Quick ThoughtsIf nothing else, the writing for this game drew me in really quick. I’ve got to wonder how much of the writing is actually variable, and how much is scripted, but if the goal of a demo is try to get me interested in the full release, this one worked.
    Play It HereLink to the Demo