Loot Rascals

Good polish, neat mechanics, and some flaws that make it quite frustrating at times.

Ed Note: The game looks way better these screenshots might imply. Everything has a very nice vector art feel, a feeling that was absolutely destroyed by my image compression. Whoops.

I think you should play Loot Rascals. Generally, I’d say I like the game.

Has the lede been unburied? Am I now free to waddle forward and backward between comparisons to other games and ramble about dissonance? I am? Fantastic. Let’s roll.

First, a bit of context, and some info on Loot Rascals: it’s another game I grabbed from the itch.io Racial Justice Bundle. It’s a roguelike, but as far as I can tell, without any between run progression systems. A run consists of five or so levels (I’ve only ever gotten up to 3 before, so there might be more), consisting of randomly generated maps on a hex grid. You control a spacelady or spaceman that you choose at the start (same stats, different sprites), to get through these levels by fighting monsters. You have three stats, Attack, Defense, and HP, and monsters have one stat, Attack/HP.

I know what you’re thinking. No, it’s not a typo.

When you and an enemy occupy the same square you fight, with the time of day determining who gets to hit first. There’s a day/night system and manipulating this system and trying to land the first hit is a big part of the game. The math for combat works something like this:

If the player is attacking, they deal damage to the monster equal to the player’s attack. Player attacks deal damage equal to the player’s attack stat. Monster attacks deal damage to the player equal to the Monsters attack/HP stat divided by the players defense. If the result is less than 1, that value is the chance for the attack to still go through and hit. If an attack hits, it deals 1 damage.

The big takeaway I want you to make is the following: Any attack that hits has a CHANCE to inflict damage, even if the chance is very low. This is going to be important in a bit.

Okay, so we’ve talked about stats. We’ve talked about how they work. But how do you get them?

The answer, of course, is cards. Or card blocks. Your inventory looks like this.

Yes, I know, the Boot Helmet and the Orbital Bowls should be switched, but I wasn’t thinking about that at the time.

Cards in the main section give you stats. Cards in your stockpile on the right do not. There are a few other different types of cards, like the Chronoflange one, that don’t give any stats, but change rules about how the game works, and also elemental cards, that give access to special abilities, like setting things on fire, teleporting, or creating decoys.

So with all of this said, I have two big problems with Loot Rascals, and they have to do with randomness and telegraphing. Lets talk about the randomness first.

A lot of roguelike games use procedurally generated or random-esqe levels in order to increase replayability. Spelunky, Slay the Spire, and Binding of Issac are a few that come to mind. However, none of these are really random. Instead, they tend to follow certain patterns or rules regarding how they function, and those rules can be learned and exploited. Spelunky will always have a dog in the level. Each floor of Binding of Issac will always have a treasure room to find. Each floor of Slay the Spire ends in a boss fight. The levels for Loot Rascals though, appear to be almost entirely random, and occasionally this means you end up in starting locations that are simply bad, forcing you to take early hits and lose health just to access the rest of the map.

In addition, since card drops are almost completely random (certain enemies will always drop certain elemental cards, but I haven’t found anything of the sort for normal stat cards), you can spend a lot of time trying to farm card drops and get nothing, or you can get one or two good drops early, and use them to clean up an entire level. It’s frustrating, because it just ends up feeling like straight luck.

This feeling of randomness is also present in the damage calculation. Because of the way hit chances work, if you end up in a fight, and the enemy gets to attack you, there is ALWAYS a chance that they deal damage. It’s frustrating, because parts of the game can end up feeling very “Push your luck” as opposed to tactical decision making.

The second big gripe I have is with how the actions that enemies will take are telegraphed, and I’ll just be referring to as telegraphing from now on. Every enemy in the game has some form of movement pattern. The Ratmen will run away, Ogre will move every other turn, the half-horse/half-seahorse Horse Bro will flip combat sides… and I can’t think of any more to list, because I haven’t been able to actually figure out how they work. I have no idea how Bola aliens work, just that they go in circles. The game doesn’t give you any information about where Bounty Hunters will aim their next shot, or how a Webbers’ webbing actually works.

The thing is, because of the situations the game puts you into, it often feels like you’re supposed to have this information, and then make the best choice based on the information.

A few other minor quibbles: you can’t save in the middle of game. There are a bunch of disconnected social components that just don’t seem to work. I wish it didn’t feel like there was an optimal build for any given situation. It would also be cool if you had some ability to choose cards for your build.

Outside of all this gameplay stuff, the art is really solid, if a bit cute, and the voice acting was enjoyable enough for me to mostly not skip it. I liked Loot Rascals enough for it to get it’s own whole little writeup, and like I said at the top, I think it’s worth playing. But there were also quite a few mechanics that mostly just frustrated me.

Loot Rascals is $15 on Steam or itch.io.

Spelunky 2

Spelunky 2 will beat me before I beat it.

I like Spelunky 2. With that said, using cheese and shortcuts, and having played 55 hours, I’ve gotten to the final boss twice, and died both times. So I don’t think I’m very good at it. On the other hand, the stats for steam achievements say that only 5% of players have actually finished building all the shortcuts. Maybe the game is just hard.

Spelunky 2 is the sequel to Spelunky. (Surprise, surprise) Having only ever played Spelunky very briefly, they feel rather similar to me, but I suspect someone who has played both could give you an extensive set of differences. Spelunky 2 has the classic roguelike loop: start the run, acquire power-ups and items, then try to go as far as you can without dying. The game itself is a platformer, with the main character starting out with a simple whip, a jump, and a duck/crawl. And that’s it! These are the tools you have to get as far as you can. Let’s talk about that “As far as you can” bit.

With Spelunky, the game is broken up into worlds, each consisting of one or more levels. A level is procedurally generated, which shouldn’t be confused with “randomly generated.” Rather, you’ll get used to seeing certain patterns and setups, and certain blocks of rooms, but the way they’re connected or placed together changes from run to run, as well as what they’re populated with. In addition, each world is populated with different enemies and traps.

Which arrow launching trap will our brave hero forget to trigger in advance, and be shot by about eight seconds after taking this screenshot?

To beat a non-boss level, you just have to get to the exit door. This is easier said than done, because not only are the levels populated by enemies, traps and problems, they’re also full of gold, gems, dogs (Yes, dogs, we’ll talk about them later), altars, shops, and other things you might want. Your primary resources are health, which if you run out of you die, bombs for blowing up walls, and ropes for climbing down large depths.

So far I’ve mostly just talked about what Spelunky 2 is, and not really why I like it, or continue to play it despite being very bad at it. The reason I’m still playing is that in close to 30 hours, there have been maybe only one or two instances where I died because of what felt like actual bullshit. Almost every situation in which you lose life or die, you can look back at what led up to that point, and see how you got there. In my case, for example, it’s usually because I get greedy, and press my luck on something stupid that goes horribly wrong. None of my failed runs are because of bad luck, they’re failed because I made bad choices, and it means I have no problem starting another run, confident that this time I’ll do better. (This will usually turn out to be a lie.)

Yes, the game does have more then two biomes, but I hadn’t seen them when I was taking pictures for this article.

To try to illustrate this, let’s talk about pots in Spelunky 2. A pot is a small item that shows up pretty much everywhere. Pots break when things hit them, and you can also pick them up and throw them. When you break a pot, it can have a variety of things inside, including gems, gold, or various enemies. They’re incredibly simple in that regard, but the flow chart of how you actually end up interacting with them is far more complex.

Pots can be used to set off arrow traps like most thrown items, and kill weaker enemies, but they also can have loot inside. They’re single use, so if you throw them early, you might find yourself without another projectile weapon in the short term future. So when you find a pot, the questions you really should be asking are things like, “Do I have space now to break this safely, and grab whatever comes out if it’s a good thing, or should I pick it up and carry it until I need it? If I’m already carrying something else, should I just throw that at the pot? Can I just smash it with my whip and call it a day?” And because you’re doing this all very quickly, if you’re me, you will inevitably forget some part of this flowchart, and do something stupid, break the pot, and have a snake pop out that hits for one of your limited health points.

And almost every item and enemy in Spelunky 2 has this level of twitchy decision making around it. Did you fire the shotgun near a ledge, only to forget about the knock back? Enjoy being launched into a pit of spikes. Accidentally whip the dog? Hope you don’t have to use it to get past a arrow trap, since now it only has two life left. Try to drop a bomb down a shaft, only to forget you have bombs that stick to walls, and now you have about two seconds before the floor under your feet isn’t? Better move quick!

And because the game is random, you can’t just memorize your way though. You’ll really have to learn how objects and enemies work and interact, discover how items function, and then remember to actually use that knowledge. You can’t faceroll Spelunky. And while the levels are different, the objects are not. Pots and Rocks will always be thrown the same, arrow traps will always trigger, and enemies behave the same.

I really like Spelunky, but if you don’t like platformers, and you don’t like rougelites, and you really, really don’t like bashing down brick walls with your face, you may not have as good a time. I’d buy Spelunky 2 again, and for the $20 price tag, I’d say it was worth it.

Ed Note: There’s no online Co-Op on PC yet, which is kind of frustrating, so hopefully that gets patched in soon enough. Apparently it released super janky on console, so maybe we’re not missing much.

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.

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.

PAX Online 2020 – GAME DEMOS – PART 4 of 6

This excerpt space for rent.

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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
GameMorbid: The Seven Acolytes
Demo LengthJust over an Hour
GenreDark Souls, but 2D
Quick ThoughtsI am not a Dark Souls person; this game is a Dark Souls. As such, it took me forever to beat, and at least 4-5 tries on the final boss alone. Did I like it enough to buy it? Not sure yet, I’m not a masochist. Overall, really good.
Play It HereLink to the Demo
GameInkulinati
Demo Length1 Hour
GenreTurn Based Tactics
Quick ThoughtsOne of the neatest things I’ve played so far at the show. Art is great, music is great, gameplay is great. Only real gripe I have is that the AI in the demo seems very weak in terms of letting you just shove the enemy captain Inkulinati off the ledge. But, y’know, demo. Worth keeping an eye on.
Play It HereLink to the Demo
GameExophobia
Demo Length39 Minutes
GenreSingle Axis Shooter
Quick ThoughtsI wanted to put “I can’t believe it’s not Return to Castle Wolfenstein” in the genre section again, but then remembered I’m supposed to be professional. Nothing amazing, nothing awful about Exophobia. The opening is very slow. This is one of the demos where I think you can play it and know if you’ll be interested in the final game. This one just isn’t for me though.
Play It HereLink to the Demo