Q-Up

Q-Up is a lot of different things. It’s a incremental game. It’s a competitive coin-flipping eSport. It’s a weird satire of live service games and tech startups. Oh, and it has a really cool grid based node engine building system, and slightly less interesting, but still compelling item system. Finally, it’s a game that I feel weirdly conflicted about.

Before I go any farther, I want to note that do recommend Q-Up. It’s a weird one, but if you like incremental games/engine building experiences, and enjoy strangeness, you’ll probably have a good time. And if you’re on the fence because of that “incremental game” element, Q-Up generally respects the players time. It took me about 6.5 hours to reach the “end” of the game, and I suspect it would have been closer to the expected 8-10 hours if I hadn’t played a lot of the demo to get familiar with mechanics beforehand.

If you’re the sort of person who really loves incremental games… well, there are some absolutely busted end-game builds, and semi-competitive ladders, and the folks on the games discord seem to be having a good time.

A lot of what I’m going to be talking about here, I already covered in my writeup on Q-Up’s demo. If you want a spoiler free discussion of the game, I suggest you go read that instead.

Q-Side

The premise of Q-Up is simple: it’s the hottest new competitive game on the market. Games are 4v4, and after queuing up, and getting placed in a match, you’ll either be put on Q-Side or Up-Side. A coin will be flipped. If it lands on Q, Q-Side team gets a point. If it lands on Up, Upside team gets a point. First team to 3 points wins.

And yes, this does mean that you as a player have zero agency over who wins or loses any given game of Q-Up. That’s the point. Something something comedy, something something frog.

But just because you can’t influence the outcome doesn’t mean you can’t change the results. After all, it’s not about winning or losing. It’s about getting as much stuff as possible.

Oh The Stuff You Can Get

Q-Up has four main resources, Q, Experience, Gold, and Gems. Lets start with Q.

After each flip in match, you’ll gain or lose Q. Winning the flip starts you out with a positive amount of Q, losing with a negative amount. Q determines your rank, with higher ranks giving more Q, and lower ranks give less.

This amount however, will be adjusted by your characters skills and items, which is as good a place to talk about experience and gold.

Experience points are… experience points. You get enough of them, you level up. When you level up, you unlock skills and skill points to use on the skill grid.

This is the engine building part of Q-Up. The skill grid is a set of interconnected trigger-able nodes. Nodes can trigger when you win, lose, or always. They can do a variety of things, including triggering other nodes. Nodes also have activation stock, a maximum number of times that they can be triggered during a given flip.

It will start out reasonable, and it will rapidly turn into something that is very much not that.

It’s a very fun and unique system, with each of the games eight characters having their own nodes and builds. Some want high numbers of combos, others generate Q by spending gold, or clone items.

Which brings us to gold and items. There’s a shop, you buy items in it. Then you equip those items.

They’re mechanically impactful, and very functional, but there’s nothing here that makes it different from any other item shop.

Which means it’s time to talk about gems! You get gems by ranking up, and recycling unwanted items. They’re used to unlock meta-progression-y style stuff, like the ability to stop shop items from rotating out, and extra item slots, and other things.

And this is the core loop of Q-Up. Play a match, get resources. Spend those resources to improve your build. Rinse, repeat. Often, in the middle to late portions of the game, that’ll involve reworking your build to generate a specific resource you might want, such as gems or experience points, or tweaking to maximize getting as much Q as possible.

So I’ve talked about the mechanics. I’ve talked about the theme. Which leaves the narrative.

Narrative

From here on out we’re talking spoilers. If you want to play Q-Up, this is a good time to leave.

Q-Up trades in a lot of different fields/themes. Fortunately for me, I think I recognize most of them, as they’re related to my job and interests.

This narrative starts out as one poking fun at what I’d generally group as “Live Service Games”, perhaps more specifically the “single match” live service game. League of Legends, Dota 2, Valorant, CS:GO, that sort of thing. This is where the game stays mechanically, but narratively, it’s going to become Mr.Toads wild ride real fast.

The writing is very good. I wish there was more of it.

I can’t think of a better way to dissect the narrative and the struggles I had with it, without laying the full structure, so here we go.

After you start playing Q-Up, at some point you’ll either get a 3-0 loss, or 0-3 win. This introduces you to Alice and Bob. Alice is the head of a quantum computing company and Bob is the head of the company running Q-Up. Alice and Bob are at least somewhat fighting over the company Bob is running.

This opens the second part of narrative, which is mostly about conflict between Alice and Bob. Notably, it’s also not told in any straightforward way, and most of the information you get given is filtered through the lens of “You just joined this project, and everyone is using terms you don’t understand, and acronyms no one’s explained” sort of energy.

Fortunately, I work in a tech company. I have LIVED this exact experience. Multiple times. So again, I was pretty in my element for this bit.

This is the sort of thing I think you can only write if you actually have worked at one of these tech companies.

Anyway, this culminates with Alice attempting a hostile takeover, and Bob using you, the player, to stop it by proving that Q-Up is a game of skill, and not a game of gambling. You enter the Q-Up championships, and attempt to win your way to Novice rank.

Then things get odd.

I have a hard time summarizing what exactly happens next, because I’m pretty sure this is where the game starts playing around in the space of Information Theory. I don’t know anything about Information Theory.

Anyway, after you get banned from Q-Up by Alice, a sentient artificial intelligence intervenes in order to get you unbanned, and also to use you to free itself. At the same time, the server room for running Q-Up seems to start to collapse, because… again. I think something Information Theory related.

This leads to the finale of the game, where a pair of cosmic intelligence’s attempt to restart the universe.

It’s this last tenth or so of the game where Q-Up completely lost me. Not because it was bad, more so because I was just incredibly confused. The sentient AI part is mostly fine, and foreshadowed pretty hard, but it’s also not really paid off to the extent I would like. The same is true of the cosmic intelligence’s. To me, they just come out of absolutely nowhere, but I suspect that they may be trading in themes or ideas that I’m simply not familiar with.

It left an unpleasant taste in my mouth, because the rest of the game is actually fairly interesting. I was much more invested in Alice and Bob of all things then I was in any of the “whacky hijinks” at the end. And in the last moments of the game, that story got pushed to the wayside for cosmic strangeness.

It also doesn’t help that this last section of the game feels very short and sudden. Things are escalating, escalating, getting exciting… and then it’s all over.

Putting on the Introspective Critic hat for a moment

Given that Q-Up is already trading in a bunch of specific themes in it’s aesthetic and narrative, I think that what is actually happening here is that I am just out of the loop for the joke. This last portion of the game probably isn’t “random whacky hijinks”, but is instead Whose On First for quantum computing or information theory, or perhaps some third thing I’m completely unaware of.

Maximum insider baseball that I am no longer an insider for.

But it was incredibly jarring, because I had been an insider for the rest of it, and the result was that a narrative I cared about, that I was curious and excited about, suddenly felt like it pulled a Fish Guys.

It just left me feeling really weird about a game that I had, until that point, really enjoyed.

Hat is off, back to final thoughts

I like 90% of Q-Up. I like it’s mechanics, I love the theming and UI, and I love most of the story.

It’s the suddenness with which the story ends that really bummed me out more then the weirdness, if I’m being honest. Everything felt like it wrapped up too quickly. Q-Up is not a very long game narrative. The majority of the game takes place across 70 or so emails, and the finale across another 30. And that’s probably overcounting a bit.

Q-Up was $9. I think I got my moneys worth. But I wish I felt different about the ending.

I wish I could call the game a masterpiece, instead of just very good.

P.S. This is not my finest write-up. If it feels stitched together, that’s because, well, it is. I wrote 3-4 different versions of this, and none of them were exactly what I wanted. So instead, you get this mess. Sorry about that.

Have some gems.

Also.

Ball X Pit

Ball X Pit is Breakout X Vampire Survivors. There are a lot of things it does that I like, and it executes well on a most of its mechanics. Despite all that, I’m not sure that I want to recommend it, because I don’t really feel like I’m having fun with it. More on that later.

The Basics

Ball X Pit is easiest to describe in terms of just listing off all the games it’s cribbing features from. We’ve got the standard roguelike formula of incremental runs, complete with a 3-pick-1 system. The items in question are a set of brick breaker balls with special powers, and some side items. Balls can poison enemies, shock them in an AoE, split into more balls, etc. These get bounced off enemies to deal damage, enemies drop EXP when the die, and the pressure is killing enemies before they meander their way to the bottom of the screen, at which point they punch you in the face.

Where Ball X Pit innovates is its fusion system, letting you take two balls and combine them. Grab an Earthquake Ball, fuse it with Ghost, and suddenly you have a ball that pierces enemies while hitting them all with a massive AOE. There are also evolutions, combining specific balls to fuse into new, stronger balls, but these are a bit less novel, as both Vampire Survivors and Holocure had similar systems.

At the end of a run, you’ll be kicked back to the hub screen: a small city builder with a twist that’s actually quite novel. Instead of being your standard Farmville setup, you harvest resources by playing more brick breaker, launching your inhabitants into the village, bouncing off buildings to finish their construction, and across wheat fields to harvest them. These resources can be used to construct new buildings, and generally engage in meta-progression.

Then you’ll jump back into a run, perhaps with a new set of characters, better equipped for the given challenge. Rinse, repeat. Clear a level with enough different characters, and you’ll unlock another level.

It’s probably worth spending at least a bit of time talking about characters. At the start of a run, you’ll pick a character to bring into the run. They bring a starting ball, some stats, and some sort of twist modifier (later, you’ll unlock the ability to bring a second to set up interesting synergies!). These are interesting, running the gauntlet from “shooting faster, but less accurately” to the one I’m using while I’m doing this writeup, that auto-plays the game completely on their on own.

That character brings me to my main problems with the game: it’s really compelling, but around hour 5, I found that I wasn’t really having much fun anymore. I’m mostly ripping off a friend here when I say this, but the game feels kinda like looking at TikTok: there’s a point where you’re just a bit zoned out, but still present enough to keep going. After you stop though, you start finding yourself wondering what you just did for the last several hours.

It’s a shame because all the little things in Ball X Pit are pretty great. I love the low-poly aesthetic, the sound and music are good, and if you don’t like them, they’re easy enough to turn off. Because unlike some things I’ve played over the last few weeks, the game has a proper options menu.

It just keeps going

I had a different friend ask why I’d play 20+ hours of this if I’m not having fun, and I think I have two answers. The first is that early on, as the game is unfolding, showing off new systems, new characters, and new ideas, there’s this hope that it’s going to turn into something more than it currently is. I kept hoping that I’d unlock some subsystem that would crack the whole thing open. It’s also during the first few hours that you’re constantly unlocking things, finding new balls, new evolution and fusions with them, and just generally being entertained.

But this whole process slows down later on. Progression tapers off. There are no more twists, and the enemies, while having variety, don’t really require you to play any differently. The game turns into a chore.

The second reason I played that much was to make sure that before I did this writeup, I’d really given the game a chance. Seen all it had to offer. And I feel fairly confident of that at this point.

I haven’t even beaten the last boss myself. Instead, I plugged in that character I mentioned above who plays on their own, and just let them do it. I bet there’s some sort of secret if I beat the final level with all 21 characters, maybe a bonus level, or secret 21st character, but at this point I’m just so bored, and frankly, don’t really want to.

Ball X Pit is $15. It’s not the worst $15 I’ve spent this week, but it’s not the best either. It’s an absorbing experience with clever ideas, but ultimately a slightly empty one.

Landlord Quest

I’ve described a few games on this blog as “love letters to X.” The Plucky Squire, for its joy in the physicality of art. Holocure to all of Hololive. It’s a fairly common idiom I haven’t thought much about until I played Landlord Quest: the first game that I think might be best described as a hate letter.

I don’t mean Landlord Quest is bad. I just mean that if you took a love letter, and kept the passion, but inverted the feelings, this is what you would get. If love letters are sent with roses and chocolate, hate letters are probably sent with a mailbomb.

Landlord Quest is a short adventure game. And when I say short, I mean short. I feel fairly confident I saw the entirety of the game in about 42 minutes, and that was three separate playthroughs. I’ve never actually played an adventure game before, so it may have taken me longer than people who are actually familiar with the genre.

Because it’s so short, I don’t really have much to say on it that isn’t a spoiler for the experience. The art is good. I didn’t have to look up anything, which I’ve been told is some sort of gold standard for adventure games, but there’s also one a single room, and a finite number of things to “Look at.”

This is it. This is the experience.

I guess the one interesting thing I could talk about is that despite the game loathing the Doug character, from his bro-glasses and faux-cybertruck, I’m not sure I do.

There’s a few incredibly brief moments of him ruminating on his relationship with his father. They’re short, and I think the intent is mostly to show that Doug is a useless nepo baby. I’m sure they work if you’re the sort of person who had parents that cared about you and your interests. I imagine if I was that sort of person, I’d be able to look at Doug and laugh, visualizing a chain of shit heads stretching back years eternal.

Unfortunately for the designer, I haven’t spoken to my father in close to 10 years, so the attempt to paint him a shit brat who coasts on his father’s coattails fell flat. Instead, it made me a bit sad for him. Someone cared about him once.

Anyway, I think the credits for Landlord Quest do a better job of speaking to the game’s purpose than I could.

Landlord Quest is a short, and either horrifying or cathartic experience based on how you feel about landlords. It’s six bucks on Steam. It’s very well made for what it is, and it made me feel something.

I’m just not sure how I feel about those feelings yet.

Tales of Kenzera: Zau

I think Tales of Kenzera is a good game. A solid 8/10. I want to put that out there because I have no idea where the rest of this writeup is going, so I’m going to mention that early.

It’s also on sale for $8 until the 11th, which feels like a pretty decent deal if you’re looking for something to play through just to get back into the swing of things.

Why do I have no idea where the rest of this writeup is going? Well, because there are a billion different lenses I could take to look at Tales of Kenzera, but none of them feel like they have enough depth.

For example, the entire reason I bought this game wasn’t because I wanted a mid-range Metroidvania carried more by its combat than its exploration. I bought it because it was pissing of a bunch of racists, and won a few awards. So maybe there’s a culture war thing going on?

No. There really isn’t. There’re no “woke” themes or ideas. There’s just black people. Because the game is set in Africa, and is inspired by Bantu legends. Okay, so maybe there’s an interesting lens there. Can I look at how the game reflects the stories it’s based on?

Well, again, that’s kind of a “No”, because the “Bantu peoples” are made up of 400+ distinct groups, and 350 million people. It’s true that I once read Atlas Shrugged so that could I understand Bioshock better, but I don’t even know where I’d start in this case.

So maybe I’ll just try to talk about the gameplay, and be content with that.

Gameplay

Tales of Kenzera is a light Metroidvania. It’s also a fairly short game. Based on the in-game clock, I 100%’ed the game on challenging (second hardest difficulty) in about 8 hours.

As a Metroidvania, I give it mixed marks on the puzzle platforming. Extra exploration is useful for grabbing upgrades, but never necessary. More importantly, side areas with upgrades or paths are almost never actually locked off. Instead, they tend to be unlocked with whatever power you got in that zone. The platforming itself, even in the challenge zones, is also not particularly hard, and only ever frustrating.

So how about the combat? Well, the combat is great!

Okay, I have a few caveats. Let’s talk about it.

Tales of Kenzera’s core gimmick is the ability to switch between a fire and an ice mask. Fire is melee, ice is ranged. Fire gets heavy attacks with knockup and light attacks that chain, while ice gets a ranged attack and one that can deflect projectiles. For the first third of the game, that’s pretty much it.

Except then you get the grappling hook, which changes functionality based on the mask you’re wearing. Fire mask lets you pull yourself to enemies, ice lets you pull enemies to you. This was where everything clicked for me. All of a sudden I could just throw myself into the air at flying enemies, or pull ranged enemies over pits of spikes.

Then you get a charge blast: effectively, a third jump that can be angled, and suddenly combat is a kinetic, joyful brawl. It’s at this point, the game goes from good to great, as you pinball around, launching off enemies, smashing into them, and just generally having a good time.

It’s just a shame that this happens after it seems like most people have stopped playing.

Not all the combat is great. The bosses, while interesting as spectacles, feel quite wonky. The final boss is especially janky, but the first and third are just a ton of fun.

Grab Bag

The credits are a full on 15-ish minutes, of which 57 seconds are the actual dev team for the game. It feels weird. Also, they list the translators last at like 11 minutes, which feels like another kick in the balls for folks who did real work.

There’s a weird tone of EA-ification present as well. Things like too many trademark symbols that feel unnecessary, and tutorials that feel a bit much at times.

The final secret unlock is big head mode? For some reason? Not sure if it’s a cool throwback, or they ran out of time to give a better reward.

Overall

It might sound like I’m a bit harsh on the game, and I kind of am? But the thing is, even after finishing the game, I found myself going back to finish the rest of the optional challenges, and just 100% the whole thing. And for at least of a moment of that, it was because I wanted to fight more enemies. I wanted to play more!

I don’t think there’s a higher recommendation I can give than that.

Chico and the Magic Orchards DX

Chico is fine. This is damning with faint praise, but those who have been reading for a while will know that I can damn a whole lot harder than that. It’s just that while playing, I never really found myself delighted or despairing, even if I did get a bit frustrated at times.

Chico and the Magic Orchards DX is a sort of top-down light puzzle game. It’s also quite a short game. There are 4 worlds and a final world, with each world consisting of two levels and a boss. There’s also some post-game content that I just wasn’t interested in playing.

The primary mechanic is Chico’s giant walnut, which can be bounced into switches to turn them on. It also… hmm. Switches aren’t the only thing the walnut is good for, but it’s the only one I can think of right now. Many of the levels involve finding a way to bring the walnut with you.

The level design is serviceable. It’s using that “introduce, expand, mastery” pattern that anyone who has ever tried to make a decent level in Mario Maker is familiar with. There’s a fair number of level gimmicks, most of which are mildly interesting, and one that completely sucks. At the same time, they also didn’t stick around long enough for me to hate them, except a desert world with graphics that made me feel a bit nauseous.

The bosses are the highlights of the levels, both visually and mechanically, and they present more of a challenge. It’s a shame, then, that they can also feel a bit janky at times. Sometimes they effectively incorporating a the level’s core mechanic, and sometimes (looking at you, giant turtle) they make me want to get out as quickly as possible.

Overall

I was at a classical music concert recently, and listening I found myself sort of bored. Not because the music was bad or uninteresting, but because I sort of associate classical music with the background on NPR, or filler. I have sort of similar feelings about Chico and the Magic Orchards.

It’s perfectly serviceable as a video game, the sort of thing that would earn you an B+ if you turned it in as a class project. It has a solid understanding of how to introduce mechanics, develop and push them. But it just lacks the spark it needs to take off like rocket, or even to turn it into a dumpster-fire. There’s nothing bad enough about it to really make it worth complaining about, but there’s nothing good enough about it either.

In that sense, it’s a bit unfair. One of the worst games I’ve played this year was Age of Darkness, and I still think about it, because of how badly it failed with every part of its core mechanics. But I am thinking about it! Chico did pretty much everything right, but outside of the desert mirage mechanic which made me feel physically ill, never really required me to think about it.

Chico and the Magic Orchards DX was $4.99, which feels about right. It costs a fair amount less than the sandwich I had yesterday, and I’d say the two equally contributed to my day.