Chess Evolved Online

Did you ever look at Chess and think “Wow, I really wish Chess was more complicated, and that you could power up your units?” Well boy do I have the game for you.

I think Chess Evolved Online (or CEO as I’ll abbreviate it) is neat. If you like Chess, it’s worth checking out. If you don’t like Chess, you can save yourself the time of reading this article by closing your web browser and doing something else. Okay, lede dealt with. Time for a diatribe.

I write this blog about games at least in part because I consider myself pretty good at them, though in retrospect, “Experienced” might be a better word. I play a lot of games. There are many things that I’m not very experienced with, and so I don’t really comment on them, such as international relations, and agricultural policy. I still have opinions on them, but I don’t think they’re valuable to share.

I mention all of this because CEO has reminded me of something I forgot: I really, really suck at Chess. Or at least I really suck at it relative to people who play Chess at any level of actual competition or play.

I bring this up because after playing 12 hours of CEO, I couldn’t tell you if the game is balanced, or fair, or a good Chess equivalent or what. I could probably play 100 more hours, and I still wouldn’t have a good idea.

So instead of talking too much about that aspect of the game, I’m just gonna quickly list a few of the mechanical innovations CEO makes vs an ordinary Chess game, talk about the game’s meta progression structure and my thoughts on that, and then wrap up with a link to the game. I’m not gonna talk about balance or fairness, or whatnot, because I don’t think I’ll get any of it right. I’m also going to assume anyone reading this knows how Chess is played, and if you don’t, allow me to link you to the Wikipedia page on the game.

I did not win this.

So, new mechanics. Unlike in Chess, CEO has a different set of win/loss conditions: Morale. Each of your pieces has a value associated with it, which as far as I can tell, generally scales to its power/utility. The queen is worth 21 points, a bishop is worth 12, a rook is worth like 13. You get the idea. When your piece gets taken, you lose that much morale. If your morale hits zero, you lose.

Your king, on the other hand, is special. When your king gets taken, you lose an immediate 25 morale, and then an additional 3 morale per turn. The fairly obvious result of this is that while losing your king will eventually lead to a loss, unlike in standard Chess, it’s not an immediate loss. This has some interesting implications, like being able to trade kings, and also ending up in situations where you have to decide if sacrificing your king might be worth it.

The other special factor controlling the game is “move decay.” After turn 50, each player loses 1 morale at the start of their turn. This effectively puts a cap on how long games can go, and also means that in a game of attrition, whichever player can take a take an early advantage is likely to win. As far as I can tell, there are no draws in CEO.

There’s one last big mechanic in CEO: time. I’m not familiar with professional/semi-pro Chess, but a few quick google searches make it look like the game is limited is to about 90 minutes for your first 40 moves or so.

As you might guess, CEO doesn’t really go in for that. Instead CEO has two formats: CEO Blitz and CEO Standard. Standard gives you 30 seconds a move, after which you have a pool of 4:00 minutes. Blitz gives the same 30 seconds but with a pool of 2:00.

The result of all of these changes, at least to me, is the game feels far faster paced and bloodier than standard Chess. At the same time, the fact that losing your king isn’t a loss means that games can turn into brawls far faster than standard Chess.

So, those are the general changes to the game’s structure. Now let’s talk about the army building. Yes, CEO has army building.

There are a few factors that go into army building. The game has two types of pieces: champions and minions. In general terms, you can only place minions in the front row, and only place champions in the back row. Minions are weaker than champions, and usually (but not always) have a promote ability. This is where another interesting change comes into play: pawns always promote to bishops. This opens up some interesting space for weaker minions with stronger promotions.

Pieces also have a supply cost, and your army has to be under your supply limit. You increase said limit by reaching a higher rank. I don’t love this too much, but I’ll talk about why later.

Everything else about the game feels like a fairly unique attempt to fix some of the problems that Chess has. But how you obtain and upgrade pieces for your army feels fairly standard. Because, of course, pieces can be upgraded.

The game has two currencies, gold and gems. You earn gold by playing games, and you earn more by winning. You get gems by either exchanging gold for gems, completing various objectives, or opening random boxes.

Or spending real money.

And this is why I say it feels standard: The game loop becomes a pattern of grinding for currency to either buy units straight up at a in-game shop, or buy random booster boxes of units in the hopes of getting something you want. At the same time, you use duplicate units to upgrade your existing units.

Tell me this doesn’t look like a mobile game UI.

And this is where the game started to annoy me. Perhaps it’s because I’m not great at Chess, but all of a sudden the game starting feeling like a mobile game. I was no longer logging on to build unique armies or try interesting strategies. I was logging in to open daily boxes, playing ranked for currency to try to grind more boxes, and just generally playing the game solely to get more units. Instead of trying to build unique armies and innovate, I played the standard Chess army because I was more familiar with it, and I cared more about winning than experimenting.

Now, if I was better at Chess, this might not be true. Perhaps if I was a stronger player, I would find it easier to win, and as such be more interested in some of the other systems that make up the game. As it was, though, I ended up feeling like I wasn’t playing for fun, or to use the game’s unique systems, but to just grind to get more pieces. And this is where I stopped playing.

In summary, CEO’s actual gameplay containes a bunch of massive changes to the core structure of Chess, to try to make it more exciting and interesting, while also speeding up the pace of the game. But the meta-progression structure that exists around the gameplay feels like a standard mobile game, and it feels bad. If you end up matched against AI or players with higher ranking than yourself, in addition to likely being better at the game than you, they also have a larger supply pool to pay for their army. Even if you’re both playing identical armies, if they’ve upgraded their pieces, they have access to options and moves you don’t.

And that doesn’t feel great. And while I suspect that the actual mechanics of things like supply/value on units are probably balanced, it still feels bad to get decimated by someone with a unit you just don’t have.

Ed Note: The poster child for this particular experience is the ninja, a unit that feels like a knight on steroids, with the ability to take pieces in all directions that are adjacent, while also having a unblockable jump.

This just feels like bullshit.

Chess Evolved Online is free on Steam, with in-app purchases to buy additional rubies, which in turn get spent on buying units/random booster boxes of units. The game makes a bunch of really interesting mechanical changes to the base game of Chess, but it makes them parallel to a meta-progression structure that, for me, made the game feel like a grind. I still think it’s interesting enough that folks should check it out, but I feel like without a strong interest or background in Chess, you might end up having a similar experience to me.

Legion TD 2

The gameplay is really interesting, even if everything else is a bit lackluster.

I like Legion TD 2. As of writing, I’ve played about 84 hours of it, and I haven’t quite burned myself out yet.

Ed Note: In the time between starting writing this article, and finishing this article, that number has moved up to 120.

Legion TD 2 is a sequel to Legion TD in the same way that Dota 2 is a sequel to DotA, which is to say that it isn’t. If that last sentence didn’t make any sense to you, I can put it a different way: “Legion TD 2 is a remake of Legion TD in a new engine, as a standalone game, with better graphics and support.” So if you’ve ever played the Warcraft 3 mod that was its predecessor you already know the structure of the game.

If you haven’t, here’s a quick crash course in the general flow and structure of the game.

Legion TD 2 is a competitive unit placement/builder. It’s not really a typical tower defense, at least in the standard way of thinking about things. Instead, you spend gold to place and upgrade units onto a grid, before each wave. At the start of each wave, your placed units turn into actual units, and go to fight the incoming wave of units. Units have a damage type, an armor type, and the game has a somewhat Pokemon style matchup for what beats what. So in order to do well, you need to know in advance what wave you’ll be facing.

If all your units get killed, the remaining enemy attackers go and fight any units that your teammates might have had remaining after clearing their own set of waves, and then go and attack your king. If your king runs out of health, the game is over and your lose. If your opponents’ king runs out of health, you win.

There are two big things I haven’t mentioned yet that provide a lot of the meat of the game. First off, the units you can build in any given match are semi-random for that given match. So unlike most other tower defense games you can’t just make a perfect build and roll with it; you have to be able to look at your choices, and make judgements about what you’ll need, and when you’ll need them.

The second is a mechanic called sending.

Sending is when you spend a resource to add additional units to an enemy wave that is attacking one of your opponents. The resource in question is called mythium, and you get it over time based on the number of workers you have. Workers cost gold, the same resource you use to buy and upgrade units, which means money spent on getting workers is money that isn’t spent on upgrading your actual defensive line. Sending also gives you permanent gold income based on the units you sent to attack, so holding all your mythium just to blow it at once can actually end up costing you money.

There are a few other mechanics I won’t go into too much right now, but this is the general gameplay a match of Legion TD 2. The game is about keeping a balance between investment and long term economy. On waves when your units are having a bad matchup, you might need to commit more to building up your forces, and on waves where you’re strong, you choose to sink money into workers instead.

At the same time, you’ll be trying to read your opponents’ builds, and make guesses about when they’ll be weak, or when they’ll decide to apply pressure. If I have any gripes with game, it would be that once you fall behind, it can feel very difficult to fight your way back in. There just aren’t any comeback mechanics. “Leaking,” or allowing waves of attackers to get your king, means you’ll have less gold to work with for future waves. As a result you can end up in a situation where if you overspend on building units, you can’t scale in the long term, but if you don’t build enough units, you just die.

Legion TD 2 appeals to me in the same way that a game like Dota does. Like Dota, in Legion TD 2 you play the game in short matches, and over a match, you feel the fun power curve of playing a longer RPG or tower defense game. It feels fun to finish and build up some of the bigger towers, and to watch them wreck incoming waves, at least for a bit. At the same time, there isn’t really any out-of-match progression. Each match you restart at nothing, and go through the whole process again. The main power progression lies in learning about mechanics and edge cases, trying different strategies, and just generally improving bit by bit.

Legion TD 2 is surprisingly relaxed for a fairly competitive game. You can’t exactly play it and do something else at the same time, but as far as games go, it doesn’t require require massive amounts of micro or clicky clicky. Instead, it just requires focus, and a bit of patience. It’s far more mellow than something like Underlords or TFT.

At this point I’ve played a lot of Legion TD 2, and while I really like it, it’s not going to be to everyone’s tastes. It’s highly competitive, and while the toxicity isn’t as bad as what I’ve seen in other online games, it is present. Everything that isn’t the gameplay is fairly underwhelming, with art and music that feels very “generic fantasy.” But the mind games and push-and-pull resource management are unique—if what you’ve read interests you, and you have $20 to spare, I’d encourage you to check it out.

Click to go to the Steam Page!

Eximius: Seize the Frontline

Today, I am the fifth dentist.

I like Eximius, and generally speaking, I’ve enjoyed playing it. I think at $30, the price feels high, and I’d have a much easier time recommending it if it was like $10, or had some sorta bulk pack for multiple copies, because it is most definitely a game that is way better with friends. On the other hand, given what it took to get the game finished, I kind of get why they’re charging $30 for it.

My summary for this game is, “Today, I am the fifth dentist.” In my group of friends that I roped into playing the game I am the lone dissenter, the only one who enjoyed the game.

Like, the only person.

I’ve attached a video of about an hour of gameplay from a Twitch stream. I was gonna grab screencaps and stuff from the stream, but the quality at 720p felt too low. If you’re on the fence about the game, you’ll most likely get a better opinion of watching me play for a bit than from screencaps. Unfortunately, I also forgot to unmute my mic while streaming, and didn’t mute my friend, so you’ll get to listen to his lovely voice performing half a conversation.

Whoops.

My friends disliked this game enough that, at first, this article was gonna be about why you shouldn’t buy Eximius. But this is my article, and until one of my friends offers to write their own, telling you why you why they regret buying the game based off my stupid opinions, this article will remain the sole source of Gametrodon truth.

Okay, so let’s start by talking about Eximius actually is, for starters: Eximius is a combo RTS/FPS, played between two teams. There are five players to a team, with one player taking the role of the commander, with the ability to build structures, command AI troops, and get a top-down view of the battlefield, like a classic RTS. The remaining 4 are officers, with the ability to run about, shoot people, and generally cause all kinds of chaos. These other four can also have AI troops of various types assigned to them, and can give said troops fairly limited commands. (Gripe #1: I really wish you could actually order your troops to either stand in specific places or leave them somewhere to call them in later.)

You can assign general infantry troops to your officers, but you have to control special troops yourself. There are two factions in the game, AXE, and GSF, which stand for something I can’t remember, but all you really need to know is that the GSF are your typical generic future military dudes, with access to mortar and machine gun squads, infantry and engineers, and a few fairly typical vehicles. (Gripe #2: Vehicles can’t be manually controlled or ridden in by players, and have a tendency to get stuck between various things, due to questionable AI parking. On one notable occasion, I saw a tank sort of leap across the map after clipping into terrain.)

AXE, on the other hand, are more of your “future tech” faction, complete with outfits that make them look like something from Warframe, with smooth Exo-skeletons, and crisp weapons. They also get Ironguards, which for all intents and purposes you can just read as “T-1000 Terminator Units,” massive hulking exo-suits equipped with miniguns, that can just mulch 90% of unencamped infantry they come across. They have a selection of vehicles as well.

Let’s talk about one more thing before we get into why I like the game, and why my friends do not: the general structure of a game of Eximius.

There are two ways to win a game of Eximius. The first is to destroy the enemy base. This is easier said than done, because even if you’re crushing your opponent, their base is surrounded by 7-8 very high powered cannon encampments.

The second is to run your enemy out of supply points. More than likely, this is how you’ll actually win. Both teams start with a predefined amount of these points, and you take points from the enemy team by killing their units while they control less Victory Zones than you do. Different types of units are worth different amounts of supply.

In addition to the Victory Zones, there are also Resource Zones, which give either money, ammo, or power. Money is your base resource used for buying most units, with power used for buildings and other higher tier stuff. Ammo is used for activated abilities, like airstrikes, repair drones, and troop drops.

The end result of all of this is that you spend a lot of the game either holding points, trying to hold points, or pushing in to hold points. What I heard from other folks was that the game felt like Battlefield in that respect, except again, minus a lot of the polish you get on something like Battlefield. It’s not always the most thrilling thing in the universe.

And I don’t disagree with them. The hitmarkers that show up when you get shot are really subtle, and not necessarily enough to figure out where you’re being shot from. There’s also no difference between being shot with shields (HP that regenerates over time and out of combat) vs unshielded. There’s also no tracer rounds on most weapons, meaning that if an opponent is hiding in a bush, you can die before figuring out where they are.

They also had issues with some of the games economy system and power division, with the commander role feeling far more impactful to then the officers. And I can’t really disagree with that either. Officers really only have the ability to run around, capture points, and shoot stuff. You can’t use extra money you get to do things like call in buildings or extra ammo, so it’s fairly easy to get to a point where you are effectively just burning cash as an officer because you can’t have more than your cap.

And on the subject of the commanding/commanders UI. It’s not great. I would mark it as passable. I suspect my friends would go with awful. It disregards a lot of standard conventions for RTS controls (No shift queuing actions,), the action bar isn’t standardized across units, (infantry has an attack move, but vehicles don’t) and it can just be a pain to use. (You can’t assign officers to control groups for example.)

So the end result if you feel the same way they do is that it’s a game where you spend a lot of time either trying to hold a given location, getting into unclear gunfights, and being shot or blown up by encamped morters half a mile away when you round a corner.

On the other hand, I actually like trying to figure out how to break defenses, hold points, and stall for time. The fact that you can have gunfights with “winners” where neither person ends up dying is interesting to me. The mechanics of death, having to buy up your loadouts each time you revive, along with being able to use AI troops as cannon fodder/distractions is neat.

The big differentiator for me is that every conflict in a round has costs associated with it. While the moment-to-moment gameplay might feel similar to other shooters, the gunfights themselves feel more meaningful in the bigger picture.

Sneaking into a back line to capture Resource Points and harass the enemy’s economy, or trying to hold a point while fairly outnumbered until resources arrive are things you can do in other games, but in Eximius they have meaningful impacts on the rest of the war taking place, instead of being separate skirmishes. Where and when you choose to take fights is just as meaningful, if not more meaningful, than winning them. It’s not another shooter where if your K/D is greater than 1, you are a credit to team.

And that’s why I like it. There are a lot of elements in the game that could be improved, but they haven’t stopped me from enjoying the gunfights, trying to be sneaky, or desperately rushing in to try to salvage a win. The game does a really good job of creating organic set pieces and exciting clutch moments, and the fact that you’re playing against other humans makes it that much more fun. When you get to the end of round, it’s possible to look back and figure out what you needed to do differently, or what you could have tried instead.

Eximius is an ambitious indie game, when all is said and done, and more importantly, I find it fun. I might not be in the majority here, and there are definitely a lot of areas that the game could either use some improvement, or some hardening. But even in its current somewhat janky state, I enjoy playing, and I’m likely to continue playing it. I do wish I had more people to play it with, but y’know. Taste is subjective.

Shovel Knight – Treasure Trove

Shovel Knight isn’t a frosted brick.

Ed Note: This writeup is based on finishing the Plague Knight and Shovel Knight campaigns, but not King of Cards, Showdown Mode, or Specter of Torment.

Shovel Knight is great.

The sentence above pretty much sums up my opinions on Shovel Knight, and part of me is really tempted to just leave it at that. The other part of me thinks that a little more explanation is needed. The problem with said extra explanation is that I’ve been having a really hard time trying to put my finger on why Shovel Knight is so good.

Yes, Queen Knight. Normally it would be King Knight. The game has gender swap options which I turned on for this save file, along with custom pronouns that aren’t linked to the selected body type. I don’t think I have anything valuable to say on this feature, as I’m the most cis straight white wonderbread looking motherfucker you’ll ever meet, but it’s cool to see that it’s there.

Okay, so while I stall for time on that, let’s talk briefly about what Shovel Knight actually is: it’s a platformer styled like the platformers of yore. The game itself has a structure similar to Mega Man, where you’re given a set of levels to pick from, and need to clear them all to continue to the next set of levels.

There are some optional mini side levels, and also some enemies that show up and roam on the map, kinda like Hammer Bros from Super Mario. The levels themselves are all pretty varied, with each one having a general theme, and about 3 or so different mechanics regarding the platforming itself. At the end of each level, you’ll fight a boss: an enemy knight and member of the Order of No Quarter. Levels also have hidden treasure, relics, and other good stuff in them.

These GIFs are way more laggy than the game is. Shovel Knight actually runs silkily smooth, and I never experienced any slowdown while playing. At least the GIFs give a good look at the style and palette of the game, I guess. Honestly not sure if I should keep them.

This is just for the Shovel Knight and Plague Knight campaigns, by the way. It looks like the Specter Knight campaign is like a separate sort of thing? And King of Cards has an entire extra board game that you can play? This game has a lot of stuff in it…

Oh, right, I’m still supposed to be writing a review. Well, through the magic of “writing,” in the time between the block of text above, and this one, I went back and played a bunch more to try to put my finger on why the game is so much much fun, and I think a lot of it comes down to movement.

See, everything about Shovel Knight is pretty great. The music is banging, the art feels incredibly fitting and clean, the story is simple but really good, but to me, a lot of those elements are just window dressing. That doesn’t mean they’re not important, but they’re the frosting on top. Even if you frost a brick, it’s still a brick.

But Shovel Knight isn’t a brick because the art, music, and story are all built on top of a solid core of movement, and equally importantly, levels and areas that utilize that movement effectively. Bouncing from enemy to enemy, digging up piles of treasure, and dodging and reflecting projectiles all feels fun and responsive. And the levels are all laid out in ways to give you both tricky platforming challenges, and satisfying instances of pulling them off.

Okay, so unrelated: if this game had come out in like the 2000’s, would tons of folks have Knightsonas on their Deviant Art pages, instead of “X The Hedgehog” sonic recolors? It’s interesting to think about. Like, the game provides built in sprites, recolors, etc, for each of the characters in the game. And the gender swaps mean that you could make just about any Knightsona you’d want.

And this is the cake under Shovel Knight’s frosting. It’s not particularly flashy or obvious, but it’s the base of everything else in the game. It’s what makes the boss fights fun and enjoyable instead of slogs, it’s what makes the platforming fun instead of frustrating, and it’s what makes it so that when you fail, you want to go again.

And, dear reader, let me let you in on a little secret: I called Shovel Knight a bit of a throwback up above, but I’m not sure that’s entirely honest, and that’s to Shovel Knight’s credit. While the game mimics the style of older games, it doesn’t copy their mistakes. There is no traditional game over, and while dying makes you lose money, you can always try to get it back. You can reset levels if things go too incredibly wrong and you end up strapped for cash. The game’s hidden items are purchasable with the gold you find if you’re unable to actually discover them in the level they’re located in, albeit at a slightly higher price.

This, I think, is the best thing I can say about Shovel Knight. It embodies the heart and feeling of those older games, without committing their sins. It mimics their style, without aping it, or being a cheap copy. And it manages to stand out and be joyful to play in a genre with countless competitors.

To just play through the base game won’t take you very long, but it has a lot of potential for speed running, mastery, and secret hunting. Personally, if you think you might like the game I’d suggest buying the Treasure Trove edition, which has all the campaigns and such in it. If you want to try it cheaper, you can buy the base game for $15.

Shovel Knight is six years old at this point, making me perhaps the last person to write a review of it. But I hope I’m not the last person to play it, because it deserves a lot more than that.

P.S. Okay, still thinking about the idea of Knightsonas. I kinda love the idea of an alternate universe where instead of people wearing fursuits, we have an entire subculture of folks who dress up in a pixel art style heavy plate mail and helms, with ridiculous weapons.

Kunai

It is a video game that you can play, and some of the art is good. This is the end of the nice things I can say about Kunai.

I don’t love Kunai. I wouldn’t recommend it. But I played 8 hours of it, so I’ll be damned if I’m not going to try to get a review out of it. And yes, that was enough to finish the game.

Okay, so this bothers me even after finishing the game: are the helmets just made to look like monitors? Why do robots and humans look so similar in this game?

If I was asked to summarize Kunai in a sentence, it would be something like “Kunai is fine.” That wouldn’t be entirely accurate, though, because if I tried to make it longer, it would be something like “Kunai is on average fine, or slightly mediocre.” The key word there is average, because there are a few areas of the game that take advantage of Kunai’s strongest point: the expressive and expansive movement of the player character, Tabby.

See, Kunai is a platformer/roguelike, or at least that’s what it wants to be. It never quite feels like that, though. When you revisit zones, it’s because you’re required to backtrack through them. There are no items that you find that aren’t clearly in the main story path. Many of the zones feel fairly linear, and don’t actually require much exploring.

What Kunai does do well are your actual movement options. Between the titular Kunai, a late game dash, rockets, SMGs that can be used to gun float, and otherwise just fairly solid controls, Tabby is a lot of fun to run around with. Unfortunately, the game doesn’t play into this as strongly as it could, and many of game’s zones either don’t take advantage of it, or feel like they actively punish it. Moving too quickly gets you killed, and outside of one area, you never really get to just ricochet around.

Zen Mountains, one of the few really good areas in the game, has lots of small platforms and big open areas to jump around in.

There simply isn’t anything that Kunai does that I haven’t seen other games do better. It would be easier to recommend Kunai if the sum of its parts was greater than its whole, or if it collected a bunch of different mechanics into a game for the first time. But there are other games that take everything Kunai does, story, exploration, movement, art, music, and knock it out of the park, whereas Kunai just limps along. Like, if you want to play an expansive indie metroidvania, just go play Hollow Knight. The gameplay is much better, the game is longer, and Hollow Knight actually has a good story.

Speaking of which, let’s talk about the story briefly: Kunai has a story, but it feels rushed and incomplete. There are plot points that feel straight up skipped over, for example a relationship with the villain that’s hinted at, but almost completely ignored the entire game. Nothing ever comes together or makes sense.

We’re part of a rebellion against something, but it’s not clear what we’re rebelling against? Or why? Or why the villain is doing any of this? It’s frustrating because much like Tabby’s movement, the game sets up a very interesting-looking situation, only to never quite utilize it fully.

Swinging your sword to bounce bullets back at an enemy is cool… but gets boring kinda quick.

The game feels like it had heavy cuts to its intended gameplay. For example, there’s a bit where you help power up a giant mech. You put in the power core, see it turn on and… all it does is fly you to a new area, where you do a gauntlet of enemies, then fight the final boss. It’s an incredible letdown.

I feel bad for tearing into Kunai this much, but the only reason I have so much to complain about is because the game feels like it has untapped potential. There’s a fantastic movement system handicapped and hamstrung by mediocre zones and levels. There’s a story that starts out interesting, kneecapped by too little explanation in some parts, and far, far too much in others. Combined, the game just isn’t satisfying to play, and can actually be rather frustrating.

I hope the game makes back its development budget. I hope TurtleBlaze gets to make a second game that doesn’t feel as rushed. There’s a lot of potential here, and a few things that are done quite right.

But there aren’t enough of them for me to recommend this game. If this review didn’t turn you off, you can find Kunai on Steam, and on a few other consoles.

Ed Note: Images are taken from the Steam Store Page. I just don’t have anything really valuable to add with screenshots of this game to be honest.