Small. Fun. And I was going to say short, but then world 4 and the world 4 boss happened. So calling the game short would be a lie.
There are a lot of interesting things that can be said about Micro Mages. For example, it came out for the NES… in 2018, which is at least a little bit after that particular console stopped being manufactured. There’s some cool stuff about the game being able to support four players via some trickery and other stuff. It also got physical cartridges manufactured, again, years after the discontinuation of said cartridges.
Of course, having zero appreciation for impressive technical achievements as I do, I don’t really care about any of those things. I’m here to answer a different question: “Is Micro Mages fun?” My answer is “Yes, now, can I go back to bed?” I’m told this is apparently not a sufficient enough answer to count as an entire article.
Okay, so what is Micro Mages? Well, it’s a fairly small vertical platformer. The game has four areas, with three levels each, and a boss at the end. (And two bosses, sorta, at the end of fourth area.) You control one of the titular miniature magi in their quest to get through all the levels, via wall jumping, shooting projectiles, and trying not to die. You die in one hit (if you haven’t picked up any powerups), making avoiding death a bit more difficult than you would think. Once you beat the game the first time around, there is also a hard mode, in which you replay the same worlds, but the enemies get additional behaviors/attacks, and the rate at which the game auto-scrolls up gets faster.
Why yes, I did just take all of my images from their press kit. Except the last one of course.
This is all just so much fluff in describing the game, and the reality is that while Micro Mages is really simple, it’s also quite fun. Everything about how it controls and plays feels well thought-out. A few things of note for me were how fluid and accurate the wall jumping felt, along with the fact that projectiles could be fired in all of the compass directions, and almost always went where I wanted them to go. In addition, the range on said projectiles was generous, avoiding the classic “The projectile despawned right before hitting the enemy and now you’re dead” moment.
The powerups are fairly plain, but they do what was intended. The game only really had one instance of mechanics screw/death is the best teacher. (Looking at you, giant floating skull that speeds up if you hit it with a projectile and can’t be killed.)
I remember there being a really cool article about how the game saved space by using mirrored images to construct the mages and the bosses, but I can’t find. If I track it down, I’ll link it here.
Outside of the final world and final world’s final boss, I would say the game isn’t too difficult, and it’s also short enough to be worth playing. And, like many other things I write about, if you purchased the itch.io racial justice bundle, you already own it!
Did I beat it from world 1 to 4? No. But did I clear the whole game? Technically still also no; I didn’t beat hard mode. But I did beat it in normal, and that’s what really matters.
Ed Note: I was planning on having this article be very short, as part of a meta joke about how small Micro Mages is. Except then the final level absolutely kicked my ass for quite a bit, and I had to abandon that plan.
Ed Note 2:You have no idea how incredibly pleased I am with the phrase “Miniature Magi,”and even though it’s not as clever as I think it is, it fucking kills me that no one will see it.
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.
Ed Note: This writeup is based on finishing the Plague Knight and Shovel Knight campaigns. In the time since then, I’ve finished the rest, and they’re also all great, but things like the King of Cards Joustus minigame and such aren’t talked about in this review.
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.
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.
A solid top-down roguelite, sharing more in common with something Binding of Issac than, say, Stardew Valley.
I like Atomicrops. I have played quite a bit of it, done quite a few cleared runs, a bit of achievement hunting, and I’ll probably keep playing it even after I write this review for a bit. Like the synopsis says, it’s a really solid roguelite. There are a few areas of the game’s design I disagree with, but they feel more like choices, not flaws, and if you like games like Binding of Issac, or presumably, Enter the Gungeon (Okay, I haven’t actually played much Enter the Gungeon, but that’s what it reminded me of), I feel like you’ll enjoy Atomicrops.
Cool, so now that I’ve put the lede first, let’s actually talk a bit about the game.
I’ve tried and failed to write this article about Atomicrops several times now, all with the intention of having it out and ready this WednesdayThursday Friday. Given that I started it writing it about a week, you would think this would have been easy. And it would have been, except for a tiny problem called “I thought Atomicrops was going to be high paced twitchy version of something like Stardew Valley, and not a roguelite.” Second disclosure: I’ve never played Stardew Valley or Harvest Moon. Slime Rancher is probably the closest I’ve ever come to a traditional chill farming game.
So yeah, I went in expecting an entirely different genre of game. In both you can acquire farm animals, grow plants, and get married, but what that means in terms of actual mechanics is incredibly different, as are your goals. In something like Slime Rancher, you’re free to play at your own pace. Even if you lose all your health, there really isn’t a game over in any traditional sense.
Dating consists of giving a character roses, a secondary currency you earn from… harvesting roses. Also, all the pairings are gender irrelevant, which is neat. Also, Atomicrops is the first game I’ve ever seen where polyamory is an actual item/upgrade.
In Atomicrops, if you lose all your health, you die, and you’ll have to start fresh. There is a secondary currency used for small, permanent upgrades called cornucopias, but most of said upgrades are pretty minimal.
Here’s a brief overview of the anatomy of an Atomicrops run. The goal of an Atomicrops run is to simply survive all 4 seasons, and then to beat the final boss in the nuclear winter season. Each season consists of three days. Days have a day/night cycle. During the day, crops you’ve planted are invincible, and cannot be harmed. At night, they can be eaten/attacked by various enemy types, and waves of enemies will spawn in to try to attack them. On the night of the last day of a season, you’ll have to fight a boss.
What you’ll notice, though, is that I haven’t described anything that would require you to actually engage in agriculture. With one fairly big exception, “winning” doesn’t technically require you to farm crops for Cashews, the game’s currency. You could, in theory, just spend every day doing nothing to run out the day timer, fight through the waves at night, and rinse repeat your way to victory. This would theoretically mostly work.
So why go into the trouble of growing serpentine roses, potatoes with more eyes than most monsters from the Cthulhu mythos, and excessively overexuberant peas? Well, growing and harvesting crops gets you Cashews and score, but it also feeds into your end of season meter. And secondly, it lets you buy and upgrade weapons.
Based on how much you harvest during a season, you’ll get various items and boosts. Just surviving might not be enough to keep a run going. It’s also how you get the outside-of-run progression currency, cornucopias.
Let’s talk about the weapons in the game for a second, because one of my big gripes relates to them. Almost all the weapons are cool, powerful and fun. They have single path of upgrades that give them more damage, and also boost their utility. (For example, the flamethrower can water crops after getting enough upgrades.)
They also have a chance to break after you complete a day, requiring you to get a brand new one. And when I say chance, I’m talking about a something like a 98% chance by default on most characters. There is a character that can bring it down to a 48% chance, which is still pretty high. (This decreases as you unlock post-run carryover upgrades. Regardless, break chance is never a happy number.)
So here’s why I consider it a gripe, and not necessarily a flaw: having powerful weapons to take on the end of round bosses isn’t strictly speaking necessary, but it does make them much easier to fight. Trying to take on giant mechs, UFO’s, and a spider the size of a house with a literal peashooter is incredibly difficult. So you’re motivated to save up a pile of cashews to buy and upgrade a weapon prior to a day in which you’ll fight a boss, which means you’ll need to farm, which means you’ll need seeds, which means you need to explore, but harder areas have tougher enemies, so you’ll need a better weapon for that, too….
You get the point. Weapons breaking is a core part of the loop of the game, forcing you to go fight for seeds, upgrades, and farm animals, along with one-use powerups (pigeon scrolls). You do this by leaving the central area near your farm, and clearing out camps of marked enemies. Once you clear a camp, you get a reward.
Once you gun down all the bunnies, you get to pick an upgrade from the locked boxes.
The point is, though, if you could just upgrade a single weapon, and keep it through a whole run, the system would fall apart pretty quickly, and kill a lot of the pressure that the game generates.
Outside of that, I really don’t have any big gripes about Atomicrops. The game also does one thing really well, though kind of subtlety. So I wanna call that out, and talk about it a bit.
Atomicrops handles item effect stacking and resolution really well. A variety of the passive pickups you get have effects like “When X occurs, Y occurs,” and the game handles it super gracefully. As an example, there is an item that causes weeds to do a blast of damage to nearby enemies when cut down. There’s also an item that causes killing enemies to cut nearby weeds. If you end up getting these together, shooting and killing a nearby enemy can turn into a wonderful chain reaction of exploding weeds and shredded enemy packs.
From what I’ve seen, this works for almost every item combo that you would expect it to in the game. Farm animals can trigger items that would proc based off their respective text, and so on. And it’s what makes Atomicrops such a good roguelite. You’re given a limited amount of items to choose between during your run, and spotting and knowing about various synergies can make or break a run. Some items can seem lackluster at first, such as the ability to harvest weeds for small amounts of cashews, but combined with rapid weedcutting, tractors, or chickens, can turn out to be incredibly useful.
Atomicrops is an incredibly solid run and gun roguelite. It’s not perfect. There’s a fairly limited number of bosses, and the game’s controls can be frustrating at times. But the fantastic way that synergies are handled, the number of builds that can be created, and how weapons that are just fun to use (even if they break way too easy) make it sort of sleeper hit for me. It’s not the game I was expecting, but it’s honestly probably more fun than what I thought I was getting into.
(Oh, and the art for each of the irradiated fruits and veggies is also great. Weird without being Binding of Issac levels of discomforting.)
Atomicrops is $15 on Steam or the Epic Games store, and a bunch of other consoles I won’t list here. This review is based on the PC version. Friendly reminder that even if you do loath Fortnite and the stupid dances it has made the youth partake in, EGS gives a higher percentage to developers than Steam.