Garfield Kart – Furious Racing

The bar for franchised game tie-ins is a moving target, but it’s rarely above sea level. Often, it spends time in the Mariana Trench. I’m lucky in that the franchises I love started as games, so the games are usually pretty good (or in the case of Pokémon, “Yes, it’s the same thing, but I bought it and it was okay the last 5 times so I guess I’ll do it again.”)

There are exceptions, of course, coughMagic:Legendscough but on the whole, I don’t actually play many games based on “Things I liked when they weren’t games.” I’m much more likely to buy a shirt because you wrote Undertale on it in comic sans, than I am to buy a game because it has LeBron James, or Rick and Morty in it.

All of this is a lead up to say that my expectations for Garfield Kart – Furious Racing were low. Very low. And while the game does exceed my expectations, the fact that it doesn’t crash constantly and runs on my Ultrawide monitor at all is already miles above what I expecting. My expectations were right next to the funny looking fish with the glowing bulb attached to its head.

Garfield Kart – Furious Racing is a a cart racer based off the Garfield comic strip: the fat orange cat who hates Mondays, loves lasagna, and made its creator Jim Davis a fortune. As a child, I actually liked Garfield if only because a cartoon where the cat actually wins made me happy. A a teenager I thought it was incredibly stupid, and not actually funny. But a stronger understanding of how syndication works, and how easy it is for a comic strip to get kicked from a paper at least makes me respect the effort it must take to tell 20+ years of mildly inoffensive “jokes” and not upset anyone.

Anyway, the theming is skin deep. Garfield Kart is fairly straightforward cart racer. If you’ve ever played any Mario Kart, you’ll pick it up quickly. If you haven’t played any Mario Kart, well, it’s a cart racer, so you’ll pick it up in like 5 minutes tops anyway.

Mechanically, Garfield Kart isn’t hugely technical. Press a button to go forward, toggle your drifts on curves to get a mini-turbo, and hit item boxes for consumables. The consumables range from a lasagna (a single use speed boost), to two variety of pies you can throw at your enemy (one type homes, the other type you have to aim). And it wouldn’t be Mario Kart without an item to royally screw the first place player. In Garfield Kart, that’s the UFO: a trio of three alien spaceships that fly ahead on the course, lay down tractor beams, and grab the first person to pass through.

Strangely enough, the UFO is fairly good for illustrating perhaps my biggest gameplay gripe with the game. Once a player ends up in first place, it’s incredibly difficult to catch them. A lot of the speed loss in Garfield Kart comes from crashing into other carts, and once you get ahead, it’s incredibly easy to just chain mini-turbos. And because of how item rolls work, it’s unlikely that the second place player will get the red shells homing pies they need to close the gap.

Outside of that, we have the actual racing tracks. Garfield Kart has 16 tracks, all of which are fine. There’s a fair amount of asset reuse between them, but that’s not really a big deal to me.

What is a slightly bigger deal to me are the bugs. Garfield Kart is mostly stable, but has a fair number of bugs. In the 10 hours I’ve played, here’s a sampling of what I’ve seen: 1. Item display from item boxes not updating, and showing you as having an item after you’ve used it. 2. Cart collisions acting inconsistently. 3. Netcode resulting in other carts clipping into you, and launching you through the ground. 4. Hitting geometry at weird angles can easily result in carts getting stuck tilted up at 90 degrees, and unable to move. 5. AI getting permanently lodged on rocks.

Garfield Kart isn’t a bad game. It’s effectively just a low budget Mario Kart clone with a more boring theme, fewer tracks, and less polish. And while I would normally say “Just go play Mario Kart,” what sets Garfield Kart apart is its price point and system.

See, Garfield Kart regularly goes on sale for about a $1.50, a price at which you can buy 10 copies, send them to all your friends, and have an amusing cart racer to play with everyone for under $20. Compare to Mario Kart 8, which is $60 for the game alone, and another $50+ for each controller, and all of a sudden Garfield Kart is an absolute bargain.

So yes, while I do recommend Garfield Kart, it’s a conditional recommendation based on having 3-4 other folks to play it with, and spending about as much as a Snickers bar per person on the game itself.

h8machine Demo

This writeup is about the demo for an indie game called h8machine, a card game based around the idea of internet arguments. The name is presumably a reference to everything modern social media has become. Before I talk more about h8machine though, I want to talk about a very different game: Binding of Issac.

Image of two blurry faces, one a red angry emjoi, the other a robotic one, sitting above the text h8machine.
Even the game’s splash art has that uncomfortable poorly-trained-neural network feel to it.

Binding of Issac, if you haven’t played it, is a roguelite themed around the idea that you’re an abused child who has escaped into the basement. You’re trying to avoid being murdered by your mother, who is hearing a voice telling her to kill her son. There’s a lot more to it than that, and it drags a lot of mechanics and ideas from the OG Legend of Zelda games. But it’s not the mechanics I want to talk about here, it’s the theming and aesthetics of both of these two games.

As you might gather from my description above, or from looking at the Steam page for 30 seconds, Binding of Issac could likely be described as gross or crass. Many enemies and mechanics are poop or urine themed, and the whole thing is deliberately repulsive. I’m not writing this to argue that you shouldn’t be offended by these things, but more to note that the theming of Binding of Issac likely turns off a variety of players who would otherwise be very interested in it. Binding of Isaac is carefully crafted and well made, but it’s a multilayered chocolate cake, carefully frosted to look like a massive turd.

So why am I talking about this in relation to h8machine? Well, h8machine gives off a very similar to vibe to me based on what I’ve played, and seen of the demo. That vibe being “Something very careful and clever, with the theming and flavor of bathroom stall graffiti.”

Instead of child abuse and fecal matter, though, h8machine themes itself around internet discourse. Your resources are emoji. Every enemy has a procedurally generated anime avatar, and all the cards are questionable internet arguments. Even the Steam page and description of the game have the tone of a cringe worthy copypasta.

Underneath all of that, though, I found the demo fairly engaging and interesting. The game bills itself as a sort of real time card game, with the maplike progression structure used in Slay the Spire and Inscryption. Instead of collecting individual cards, you collect “personalities:” sets of cards that you can run up to 3 of at a time, combined with offcolor/filler cards to make up your deck. You burn cards to generate resources of the same color, and try to construct your engine to wipe out your opponent before they complete construction of their own engines.

It’s not the greatest thing I’ve ever played, but it did convince me to keep an eye on it.

If any of this sounds interesting, I suggest you try to the demo, which you can find here on Steam. I honestly don’t know if h8machine will end up being good, but it feels created with the intention of being a good game, and not just being shock material.

An Interview with Jongwoo Kim, Creative Director of Lucifer Within Us – Part 3

This interview is part three of a series from an interview with Jongwoo Kim, the creative director of Lucifer Within Us, a unique mystery game. To read our writeup on the game, click here. To read part two, click here.

Technical Troubles of Transforming Time

Fritz Wallace: Lucifer Within Us has an incredibly unique timeline mechanic that allows you replay and see what each suspect claims to have been doing at any given point in time, and to rewind and move around. How does that system work?

Jongwoo Kim: I’m not sure if you’re aware of this, but most games with a replay system won’t let you rewind. For example, if you watch a replay of a game like StarCraft, or an RTS, it’s usually not actually a replay, it’s just a recording of all the button presses.

But for Lucifer Within Us, because the player needs to be able to smoothly rewind, we had to record the animation data for anyone point in time, in addition to recording all the animations and false testimony for any given point in time. And in addition to that recording, we had to make sure all of this was consistent with the audio for any given point in time.

For example, if Gideon says one thing, but is located somewhere else, it won’t be a smooth experience. So you have to be sure when things are going to play, aligning your time cube.

It’s actually a weird technical challenge that isn’t done often. It’s the kind of thing I’m quite proud of, like a very cool toy sort of thing. It’s quite satisfying for me to be able to rewind things back and forth, and see the characters move around.

Fritz Wallace: I’m curious about this, since I’ve done a small amount of work with Unity myself. What made it so difficult?

Jongwoo Kim: So certain parts are Unity specific, but the bigger problems are “How do you make a system where the player can rewind to any point, at any time, and still have it make sense?” And there are quite a few problems.

The first one is logistics. How do you ensure a character’s movements are believable and make sense if the player can watch every moment of what they’re doing? Especially if what they’re doing a lie. The simple solution is to have them idle for a large amount of time once they reach what they’re doing.

Before we implemented rapid scrolling/skipping, it was frustrating for the player experience to watch everything happen slowly, when you have idling like that. But if we’re assuming that the player should be able to navigate at any point in time (which is what you’d want to be able to do as an investigator), there are other weird challenges.

For example, characters say their lines, but that won’t necessarily line up with the length of a given section of movement. Initially we had extensive testimony lines, but we realized players don’t want read paragraphs of text. Also, any text that’s not explicitly describing the actions being taken tended to be misleading, and players wanted to ask questions. There needed to be coherence between what was spoken, what was happening, and what was seen.

But all of this still has to align with the logistics of the case, how the character gets there, and be continuous, because it’s a timeline. So the solution we came up with was that we had an editor built on top of Unity, that would allow us to record the case from beginning to end for every possible variant. And there are additive variants, it’s not like it’s just every single variation. So you’d have the vague testimony for every character, the true timeline for every character, and then every layer in between.

Fritz Wallace: So for example, in the third case, where each of three suspects has to still line up and make sense at any point in their stories.

Jongwoo Kim: So yeah, those three paths have to happen, but you have to keep in mind, sometimes the timing of objects involved in the case changes too. For example, in Gideon’s case, when and how he manipulates the coronet changes the testimony and outcome. The same is true of Abraham and the shovel. So you have to make sure certain objects disappear from the timeline, and only appear when they’re speaking.

The coronets explosion example, she (Alex Bull, 3D Artist) had to make an animation, and then adapt the animation so it’s rewindable, but with the pieces still appearing and being discoverable on the ground.

If you go back and look at everything side by side and where things are, you actually might notice a few small changes. There are some errors, and we tried to be very careful about avoiding them, but it was very tricky. We also discovered during testing that certain players are much more obsessive about certain errors then others. In the first case, the glass door and its position at the start of the case would frustrate players, because the door ends the testimony closed, but if it was open when the player gets there, it raises questions about who opened it, because someone must have.

And so any error like that in the recordings became frustrating to players because it both throws the player off, and breaks that sense of being a detective. The vision of the game was for the player to use everything they see, and figure out the answer themselves. It was damaging and misleading when we made mistakes like that.

From a very tech point, and this is Unity specific. There’s no built-in system in Unity that supports rewinding animations for the duration of the cases we have. While Unity does have a system that can work for 2 minutes in length, there was no guarantee that our cases would be under 2 minutes. It also has further restrictions: i.e., can only record during run-time. So a player would have to watch full case normal speed 1 before that system was usable.

So we had to figure out another way. I won’t go too much into details, since I’m not sure that’s interesting to anyone who isn’t trying to perfectly recreate the system in Unity. There was an alternative animation system available in the Unity made by the developers that allows you to play any animation arbitrarily. And so by using that system, and then another way to capture either every frame, or however many intervals you wanted, to take a snapshot of a character, their exact animation state, what they were holding. And we’d take snapshot after snapshot, and then using those snapshots, we didn’t have to use Unity’s animation system any more. And using those snapshots, we could interpolate between the states.

It’s a bit strange to say snapshots though, because that makes it seem like it’s an actual film in a way, right? But in reality, it’s still taking place in the physicals space of the game, the characters still are moving around, and have physical properties.

In the ideal world, I would have wanted it so you could just reverse time whenever you wanted. If someone threw an object, you would just have the physics system run in reverse, accelerate it in the other direction. But because the player could skip around to any moment in time, and physics going backward is not something Unity supports, the approach we took was different, by recording at every major interval and interpolating, and taking enough snapshots that it looks smooth.

Fritz Wallace: That’s a pretty intense technical challenge.

Jongwoo Kim: Yeah, I don’t think the studio ever talked much about the technology we built for this project, but it is certainly something weird and unique about the game.

Fritz Wallace: So it seems like a lot of effort was put into both designing these systems and making them work technically, which is fairly impressive.

Jongwoo Kim: Yup.

Fritz Wallace: Would you ever want to make more games using the timeline mechanics? Or more games in that setting?

Jongwoo Kim: Yeah, so if I were given the opportunity to revisit that world, I’d really love to. Would I like to revisit those mechanics, whether it was using that IP or not? My answer would be a careful “Yes”.

While we didn’t milk everything we could out of it, in terms of logistics and mechanics, it’s a very particular setup. In the sense of, not just the implications of the mechanics, as much as the logistics of making a game like that work. In order for that to happen, since I no longer have access to the code base, I’d have to rebuild a lot of things. And that’s the main thing I’d be reluctant to do.

If I could, I’d love to make more cases. I think a timeline based approach has a lot more space to be explored. I also think some of the choices we made for Lucifer Within Us do restrict some future possibilities because of the narrative commitments of that project. I’m very happy with those narrative commitments, but at the same time a digital exorcist needs to exorcise demons. So we have to provide demons, and that narrows the possibilities compared to a traditional investigator. I don’t think that pertains to the timeline though.

This concludes part 3 of the interview. The final part can be read here, and involves the games lore, headcannon, and some of the lessons learned from the project.

An Interview with Jongwoo Kim, Creative Director of Lucifer Within Us – Part 2

This interview is part two of a series from an interview with Jongwoo Kim, the creative director of Lucifer Within Us, a unique mystery game. To read our writeup on the game, click here. To read part one, click here.

Making Murder Mystery Mechanics

Fritz Wallace: What lead you to be interested in creating a mystery game?

Jongwoo Kim: For me, I was very frustrated at the mystery genre. To start, it’s a very vague genre. Like horror, there isn’t any single mechanic that defines it, like jumping for platformers, or shooting for shooters. There’s no unifying mechanic. Some games take the approach of a visual novel, being very text and menu based. Some are just adventure games, but with a mystery aesthetic.

So what I wanted to do with the project was to create mystery mechanics. To design tools we can give to the player that can be meaningful and applicable across multiple cases, and that the player can build skill around.

As a counter-example of what I’m talking about, take something like Frogwares Sherlock Holmes games. Sure, ultimately you accuse someone with their systems, but it’s bloated with a lot of mini-games. And if I’m gonna be blunt, they aren’t fun to play.

In one, I’m being hunted with a hunter with a rifle, and dodging bullets. It doesn’t have anything to do with the mysteries. And when you fail at these, it’s an awful feeling. “I’m Sherlock Holmes, why am I doing this?”

And so that’s where the timeline mechanic began. The initial prototype of the game was really focused on getting the timeline right. But it quickly led to other questions, such as “Okay, the timeline is good for temporal and positional parts of the mystery, but it’s not so good for relational information.” Such as, who likes who, who hates who. Who owns what, who saw this?

So at an earlier stage in development, we had a mechanic I believe we called the evidence map. And so any piece of evidence you found would show up on this evidence map, but it would also be linked to the other items on map. Among games that are actually out there right now, I think Murder Mystery Machine bases its entire gameplay on a similar mechanic.

But as this relates to cut mechanics, there was a version of Lucifer Within Us with a mechanic with the same idea. And it was compelling, but players found it to be almost too interesting.

Fritz Wallace: In what sense?

Jongwoo Kim: It wasn’t meant to be a fundamental aspect of the game. Actually, even the timeline wasn’t intended to be the fundamental aspect. All of these mechanics were intended to serve the tools for the player to understand what happened to the best of their ability.

But even though it was just informational, players tended to engage with the evidence map with the assumption that they had to use evidence map to progress in the case, even though it didn’t actually have the ability to do that.

There was an additional feature that tied the timeline and evidence map together called the hypothesis system, which allowed players to tie things to together, and map assertions about what they believed about happened.

So if you found certain things in a character’s testimony, and certain things about evidence, you could say things like “I think X did this with Y,” and it would test to see if that lined up with your current understanding of the case.

And all of these features were functional at a core level, but they became very clunky. The amount of UI needed to get them to do something simple was difficult. And secondly, it was difficult to make content for them at any reasonable pace.

Game UI from the final version.

If you’ve ever heard the term information haystack, that’s more or less the issue we ran into. The idea is that if you’re trying to find a needle, and there’s so much hay, the more hay you add in relation to the needle, it gets harder to find the needle.

Now obviously there’s a balance, and want some things to sift through for a compelling mystery, but at a certain point, if there’s just too much information, too much hay, it becomes impossible to invalidate certain possibilities.

So the inclusion of these features and creating content for them would in retrospect add too much to both the team’s haystack, and the player’s haystack. As a designer, though, I feel like the full mystery experience needs all these things.

Unfortunately, it’s hard to know what’s essential until everything is assembled. Also, to know if something is an information haystack problem, or a UI problem. Could we have just improved the UI in such a way that the players would know how to use it intuitively? Or was it a fundamental problem with the content or mechanics?

And if you don’t know, even just playtesting these mechanics is hard

Fritz Wallace: It seems like a big challenge to let the player do all of that, and trust them to figure it all out.

Jongwoo Kim: Right, so on that note, there were a lot of questions around that. “Why don’t we just script this part? Why don’t we just tell the player this part?” And the answer was in terms of the vision for the project, I wanted the player to be the detective, not the developer. I didn’t want twists people wouldn’t see coming to show up.

The design is to leave a case open enough that there’s nothing stopping a player from getting the information they need to reach the correct solution.

But that means you have to keep in mind a lot of possibilities. What if the player talks to this character first, or finds this evidence first?

If I look at the Steam reviews, some folks complain it’s too easy, some complain it’s too opaque, and I have mixed feelings on that. I do feel confident someone can solve every mystery without resorting to a walkthrough, or brute forcing everything.

You can see a suspect, the evidence, the alibi, and it’s more likely someone did something rather than not.

But something I noticed during playtesting was that players get attached to early theories. If they don’t like a certain character’s personality, or they seem suspicious for some reason, there’s a level of confirmation bias that motivates a player to stick with train of logic.

On the one hand, I didn’t want the game to be a sudoku puzzle: i.e., eliminate all other possibilities, it can only be this. But if the solution is too blatant, there isn’t much for the player to do. But some people would argue LWU is like that, and honestly, there’s more a degree of the obviousness of the solution than I first though when starting the project.

In early development, we had cases that were pointlessly complex relative to the average player’s desire to solve them. There was motivation loss at a certain point because there was so much to consider. And while I’m glad we streamlined them to a point, if I went back in time and talked to myself at the start of the project to say “By the way, at the end of the project, here’s the level of complexity on most of these cases” I’d be kind of disappointed.

Fritz Wallace: So there was some compromise on the levels of difficulty in the cases? How do you feel about that?

Jongwoo Kim: It is a bit of a bummer, but especially with the premise change, the project became more than just “Make a compelling player-driven mystery solving game.” We needed to execute to the best of our ability with the team we had, with the strengths and weaknesses present.

Fritz Wallace: Even with all that, how do you feel about the end state of the game?

Jongwoo Kim: I am quite proud of how the project came out, and the overall quality. I like Ada’s characterization. She’s a strong, confident protagonist in a murder mystery game, in a male dominated society. And I think that comes across in the game itself.

I think in terms of character design, I’m happy with how we balanced technology and religion. Given the number of characters and complexity of the cases, I think the cases are satisfying to solve. And I’m really pleased with how we got the smoothness, and level of detail with the timeline mechanic.

This concludes part 2 of the interview. Part 3 can be read here, and talks about the technical challenges involved in making a game where information is critical, and the player can rewind time whenever they want.

Perfect Heist 2

I like Perfect Heist 2. It’s a fantastic asymmetric deception game about robbing, or preventing the robbing of banks. So does that mean the game is as perfect as its name implies? No. It has a lot of problems. But it’s fun, and that’s really all that matters.

Writing the intro paragraph for this article is an exercise in deciding what watch list I want to get placed on. Do I make the joke about how the game is unrealistic because you get punished for killing civilians as a cop? Do I talk about how I love games that let me lie my way to victory? Do I talk about how my favorite thing in games like Project Winter is convincing someone to work with me, only to bludgeon them to death in an enclosed space once they’re out of earshot of the rest of the group and no one can hear their cries for help?

Do I just make all of them?

Oh right, I’m supposed to be writing about a game.

Perfect Heist 2 is a multiplayer deception game about robbing banks. Players join either the robbers or police, with the robbers trying to get as much money out of the bank as possible, while the police try to stop them. If the robbers successfully extract a certain amount of money and make a successful escape, the robber team wins. If time runs out, or all the robbers are killed, the cops win.

You’ll note that I didn’t say, “If the robbers kill all the cops, the robbers win.” It’s technically true, but is incredibly rare. This is because Perfect Heist 2 isn’t a game about running and gunning; it’s a game about being sneaky.

In addition to the human players in a game, there are also dozens of AI-controlled civilians. They generally just meander about, and don’t do very much, but they provide the cover for the robbers to infiltrate the bank. However, there are some things the AI won’t do. They won’t ever sprint, they won’t ever pick up money, and they open doors.

Perhaps most importantly though, they’ll never go into areas they aren’t supposed to be in. There are two general types of AI units: bank employees and civilians. Both types have different clothing patterns, and wearing the wrong outfit for the area you’re in is a great way to get shot in the head.

As a general rule of thumb, cops have more damage mitigation, and better guns, which means that if you, as a robber, get into a fair fight with a cop, you’re likely going to lose.

Secondly, unlike robbers, when a cop dies, they just respawn. There’s a shared a pool of lives for the cop team, and a recently respawned cop now knows where you are and what you look like. Cops can’t just go trigger happy though, because if a cop kills a civilian AI even by mistake, the cop instantly dies and can’t respawn.

Team balance also influences the general sneakiness of the game. The police can never have more players than the robbers, and usually have 2-3 fewer members. As a result, the teams consist of a larger number of players with no individual respawns and generally weaker stats (robbers) against a smaller number of players, with superior firepower and respawns, but a heavy penalty for misusing them (cops).

So let’s talk about how you actually steal money. Maps in Perfect Heist consist of the bank, the area surrounding the bank, and a few generic buildings around the bank that can’t be entered. The bank is the interesting part though, as it contains vaults, where a majority of the gold and cash needed to win is kept, along with jewelry, and secret documents, all of which can also be picked up for cash.

There are also ATMs, which can be hacked once to drop money. While the vaults need to be either blown open with charges, or unlocked with various specific classes, the other valuables can usually just be grabbed, albeit with some risks. For example, jewelry is usually in glass cases, and the sound of breaking glass is great way to broadcast where you are to every cop in a 3 mile radius.

TLDR: there are valuables littered all round the bank, and different classes have advantages for going after various types.

Speaking of which, let’s talk about classes. There are a lot of classes, both for the cops and robbers. Each class has starting weapons, a passive, and an activated ability.

In terms of actual playability, classes vary pretty heavily. Some are straightforward, like the Demo who can carry explosives without them being visible, or the Tech who can open all vaults after hacking three computers, and has a drone that can carry money bags. Some offer alternative playstyles, like the Crypto-Enthusiast, who can hack computers to install crypto miners, and generate passive cash, or the Fed Chairman who can quite literally print money.

Others are situational, like the Sniper. And some are just bad, like the Pickpocket, or Safecracker. It’s a pretty even split between those four groups. There’s enough variety to keep things fun, but some classes just don’t really function.

The same is pretty much true for the cops. Classes like Riot Control and Spy offer straightforward and always-useful mechanics. IT is situational: useful against classes that want to hack computers or ATMs, but doesn’t do much otherwise. Fed Chairman (no, not a typo, both cops and robbers can use this class) can increase the amount of money robbers need to steal in order to win and offers an alternate playstyle. And then there’s the Digital Forensics officer who…. can see how long ago a computer was hacked. It’s pretty pointless.

I do think the classes are part of the reason why I enjoy Perfect Heist 2, though. The different playstyles and options available mean that you’re not locked into a single strategy, and you can switch between rounds if it feels like something isn’t working. It adds a lot of replayability, and there’s also some interesting synergies (though these synergies tend to be more in favor of the robbers than the cops).

With all that covered, let’s talk about what I don’t like about the game. First, the game options menu is practically non-existent. Resizing your screen is advanced technology, so I hope you like playing in permanent fullscreen forever. Second, game balance. As a general rule, the game feels balanced. HOWEVER, the way team selection works means that you can get locked into having two teams of the same players go against each other over and over, with one team just crushing the other. Finally, the guns. The guns kind of suck. They feel slow and laggy. Aiming down sight is buggy and doesn’t always actually aim down sight, and shooting without aiming down the sight results in firing bullets somewhere within an 180 degree radius of where you were pointed.

These aren’t deal breakers. Honestly, if I could change anything about the game, it would be to fix some of the bugs, clarify wording for mechanics for a few abilities, and fix the options menu. If they did all of that, the game would be fantastic, as opposed to the ‘pretty good’ it currently is.

If this sounds fun, and the issues don’t sound like deal breakers, you can grab Perfect Heist 2 for $10 on Steam.