Don’t Die, Collect Loot

Note: This writeup is about an EARLY ALPHA. The mechanics are great, but it’s still buggy, lacking content, and polish. And when I say alpha, I do mean alpha. Not “Steam Early Access.” But it’s also the best thing I’ve played this week.

Don’t Die, Collect Loot is a combination of Vampire Survivors, and Diablo. And it is absolute brain cocaine. If this was a chemical substance, the DEA would have already found the creator, kidnapped them, and brought them to some sort of black site.

Fortunately its perfectly legal to distribute on itch.io. I don’t know how much I’ve played, and I’m not sure I want to. But let’s talk about the mechanics first.

Don’t Die, Collect Loot is an ARPG and Roguelike. Prior to starting a run, you set up your equipment and skills. You then select a map to run (right now there’s only one), a difficulty, and head on out into the world.

The map scrolls, so at least at the start, just staying on the screen making is one of the obstacles to survival. As you kill enemies, you’ll level up for the run, and each time you level up, you’ll be presented with a set of three upgrades to choose from. These can be for various skills that you have, or just general purpose buffs to HP or resists.

Getting stuck behind a random tree you failed to notice is a depressingly common way for runs to end.

You go until you die, or until the game breaks somehow. Right now, it’s mostly the second one. Again, alpha build.

Right now, I’d consider the game to be fairly bare bones. There are only two classes, one map to run, a single boss with 2 mini-bosses, and a decent skill tree. That said, the game manages to capture what ARPG’s are all about: making builds where you click once and everything on the screen explodes.

And despite its bare bones state, and despite the fact that I’ve lost multiple 30+ minute runs without getting any items whatsoever to bugs, I cannot stop playing it. It’s almost hypnotic. It strips out almost every vestigial part of the ARPG gameplay loop. No fetch quests, no annoying story. Just murder everything in front of you, and acquire treasure. The game’s name is a perfect encapsulation of what you’re trying to do: Don’t Die, Collect Loot. That’s it. That’s all that really matters.

If you want to play the game, you can find the current Alpha here on itch.io, and you can find the Steam page here. Now if you’ll excuse me, I’m going to see if I can max Inferno without making the game break.

Pedigree Tactics

I’ve been trying to write about Pedigree Tactics for a while. I wrote a few initial drafts, but they all sucked. Perhaps the difficulty is in the fact that I already wrote my review here on Steam. It was fairly critical, noted a variety of difficulties and bugs, and asked the dev to reach out to me.

And then they did! We had a good chat, I repo’d a variety of bugs in a one hour video I made, and now I’m here. Trying to write a honest and fair review about a single-person passion project.

Pedigree Tactics is single player tactics game in the vein of Disgaea. It’s fairly short, and the main reason to play it is to engage with the unique monster fusion mechanic.

The standard start of a battle.

The game consists of levels with 3v3 monster battles, and the goal is to knock out all opposing monsters. There are 23 levels, and beating the whole game took me about 3 hours each time I played through it.

Let’s just get the rough bits out of the way. The art is jarring; it mostly suffers from dissonance between the crayon-drawn monsters, video game maps, and attack effects. The sound effects and music exist. I’ve seen more tonally consistent sexy calendars than this game’s story.

The family tree of the glorious hustling Melonator.

That said, it does have an interesting core mechanic in its monster fusion system. Briefly into the game, you unlock the ability to fuse any two monsters together. This mutates them into a new monster, and gives the resulting monster access to the move pools of both the result, and the “parents.”

It’s interesting to try to puzzle out some of the monster combos. But the fun mostly comes in making incredibly busted monsters. My personal favorite trick was to have one monster spam stacking self buffs. Then I’d have another monster use its action to give the first monster extra turns. And after that, I’d have the first monster spam map clearing AOEs.

This fusion system and the fun you can have with it, giving abilities to units that really shouldn’t have them, is the heart of the game’s fun for me. It is somewhat unfortunate though that the rest of the game isn’t as appealing.

If you’re curious about Pedigree Tactics, you can find it on Steam here. I don’t exactly recommend it, but it’s weird and unique. And that made it worth experiencing for me.

Editor’s note: I don’t know what this cursed drawing is doing here, but I enjoy it.

Rusted Moss Demo

Ed Note: The Steam Next Fest had a massive variety of demos, and I couldn’t get to all of them. Fortunately, I’m not not alone. Today’s review comes from my friend Kyle.

The Rusted Moss demo has pretty much sold me on the game. I’ll do a full writeup on it when the game comes out. I’m really hoping it lives up to the demo. Let’s start with the plot.

The story starts out with a protagonist named Fern. Fern’s a changeling who appears human, and has a shadow named Puck. Your overall quest is to gather shards of Titania to return Fae (fairies) to the world.

The true spice that sets this game apart is the grapple hook you get at the start. It offers exhilarating movement as you swing through maps and combat. You can grapple enemies closer to you to blast, or hitch a ride from certain enemies to ascend to greater heights.

Hanging from the roofs while you rain down bullets on enemies is fantastic as well, and just feels amazing. Many Metroidvanias give you the various movement powers over time, with much of the fun traversal coming later on. Getting the grappling hook early simply feels good.

Gameplay features all the typical stuff from a modern Metroidvania. It’s a non-linear platformer, with progression through weapon or mobility upgrades to unlock more of the map. There’s also trinket system that allows you to customize your character’s playstyle. These vary from charged shots doing more damage, to doing more damage at low or full life, as well as damage over time effects, shields and more.

I’m hoping there are more than just damage modification trinkets. Those were all I found in the demo. However, since this was just a demo, it’s more than possible this is just a vertical slice.

One gripe I have with the game is that bosses at the start felt a bit bullet spongy. You can do some trinket combos to nearly double your damage, (Giant Chambers, Thorny Rose, Erosive Bullets) but this comes at the price of being only able to take a single hit.

In the demo there’s a really fun speed climbing challenge to get to the top of a mountain, as well as a mini-boss boss rush with a two minute timer. Both of these have leaderboards for fastest times.

Overall, I’m very excited for Rusted Moss. I’m looking forward to the full game, and hoping it lives up to the promise of the demo.

Top 3 Games To Watch

With Steam Next Fest completed, it seems like as good a time as any to talk about demos I played. My personal favorites were actually pretty different from what ended up on the most popular list!

Super Raft Boat Together describes itself as a multiplayer roguelike shooter. Technically, Super Raft Boat already exists, and the new part here is just the “together.” But I never played the original, so for me, the whole thing is new.

It’s a fun little multiplayer roguelike. Is it hugely innovative? No. Did I have fun playing it? Yes.

I’m going to fail to describe Inkbound correctly, but I still want to try, so here we go. Inkbound is a multiplayer roguelike. Its primary innovation is a turn based, real time combat.

Here’s how it works. In combat, all human players have an individual pool of action points, and can use that pool to move and take actions independent of other human players. These actions are resolved in real time, as they are taken. When all humans mark their turn as finished, all the enemy NPC’s take their turn.

Then the process repeats.

It’s a really cool system, and there are a bunch of other neat ideas and innovations here, that I don’t quite have time to cover or describe. The short version is “Inkbound might have something really special mechanically.” I’m very excited to see the finished game.

Deceive Inc is very interesting. I think there’s a non-zero chance I end up sucking at or hating the finished version of this product. That said, I played over 8 hours of the game, and I wanted to play more when the demo ended.

It’s a blend-in game that at least initially appears to be in the style of something like Perfect Heist 2. You’re a secret agent infiltrating a map, trying to ultimately collect a briefcase, and make your escape.

What the game doesn’t really tell you is that, in some ways, it’s more of a skill based shooter than a blend-in/deduction game. The time to kill is very high, and many guns’ mechanics are so intricate that they have a skill ceiling that I didn’t so much as scratch during the time I spent playing.

There are two opposing gameplay directions that the developers could take the game’s mechanics. Neither is a bad choice, but they represent two very different games. One is to lean heavily into the blending in, cautious stealth, and sneaking approach of something like Perfect Heist 2. The other (and current) direction is to lean into the gunplay/combat-based mechanics. This would result in a game that is closer to something like Hunt:Showdown. I don’t know how to recommend this game, without knowing the direction it will take.

The other reason I’m a bit hesitant on Deceive Inc is that I’m not sure how long the game will be up. Everything about it screams “Live Service” game. The history of interesting, but ultimately (financial) failures of live service games is documented pretty well, even just on this blog.

Quantum League. Knockout City. Darwin Project. Okay, I never did a writeup on that last one, but the point still stands. These were all interesting, creative games, with cool mechanics.

Now they’re all dead, and it’s not because they were bad games. It’s because their entire business model was based on getting a large playerbase and a level of revenue they never achieved.

Pokémon Scarlet

When I was in highschool, I had to write essays. These essays were graded on a rubric with a certain percentage of points for various categories. One of these categories was what could be considered writing “technical skills.” Things like grammar, sentence construction, and spelling mistakes as a whole contributed to about 20% of the essay’s grade.

As a result, I would never get higher than 80%, because regardless of how good any of my points, ideas, or concepts were, my writing was a complete technical failure.

In that respect, my high school essays have a lot in common with Pokémon Scarlet and Violet.

The Worst Performing Switch Game I’ve Ever Seen

Pokémon Violet’s miserable technical performance is omnipresent across the entire game. Miserable pop-in, levels of detail so low that you can see polygons getting added onto character models, poor framerates, and slowdown are present in virtual every area of the game. Almost every object is also subject to animation-frame culling as well.

My personal breaking point for this was the game’s credit sequence. This game is so unbelievably scuffed from a technical level that it fails to smoothly display scrolling text on a screen.

I’m not going to harp on the technical problems of Violet after this paragraph, except for when they become relevant to other portions of the game. Games are made up of multiple components, and worked on by multiple teams.

Some teams did their job very well. Some of these teams may have done the best they could under extreme time pressure. Or maybe they’re just incompetent! I don’t know which one it was. My conclusion is the same.

Despite liking and enjoying Pokémon Violet, the game’s technical issues are so widely spread that I just can’t recommend the game.

Core Mechanics

I did a large writeup on Pokémon as a series a while back. If you’re not familiar with Pokémon games at all, I suggest you read that writeup before the next bit. It included a overview of structure the games follow, along with general coverage of the series’ mechanics, and some suggestions for where a new player could start.

Scarlet and Violet mark the series transition to a full open world from the previous linear routes and narrative path. Instead, the world is shaped like a large donut. Difficulty scales as you travel up either side of the donut, with the game’s finale taking place in the center.

In Legends: Arceus, the battle and catching system was very simple. In Scarlet and Violet, those systems have been rolled back to their more complex previous forms, and are still very good and very compelling. There’s no more tall grass. Instead Pokémon spawn into the world in packs, and running into them will start a battle.

Node-Based Story Structure

The story structure is also fairly different. Because of the game’s open world nature, there’s no single series of events, or path that’s really required. Instead, each story event is sort of a self-contained mini-event. There are three main routes for these events. Two routes have 5 events, and the gym route has 8.

I think these story nodes can be completed in pretty much any order. I’m not sure that’s the case, though, because I did all the ones that gave me travel upgrades first. It certainly didn’t feel like there was a required order to me.

That said, these events don’t dynamically scale. I left what could be considered the 2nd or 3rd gym fight to do last one. There’s something amusing about showing up with a team of level 60 Pokémon for a gym battle against level 25s. But it’s also a little disappointing that the game doesn’t utilize the nonlinear story structure to give different players a different experience based on the order they complete story battles.

Also, before I switch topics, the games story arcs are surprisingly good. From a purely story standpoint, Scarlet might be my favorite Pokémon game. Is it the greatest story ever? No, but it’s memorable and unique.

Thematically Vast, Visually Bland

The Paldea region is one of the areas where the game feels like it’s been held back by the technology. There’s an early moment where a character is supposed to be introducing the stunning majesty of the Paldea region, and we get treated to a set of panning views of… various green-grey plains.

It’s sort of sad-funny that sets the tone for what we’ll see in the rest of the game.

The game has a variety of areas, but outside of Pokémon variety, the areas never felt different. Looking back, I remember dry desserts, a large cave, some icy mountains, ocean-side towns, and a coal mine, but they all felt identical. The only area that left any sort of impact was a large cave that I wandered into under leveled, swiftly got pulped, and then booked it out of.

The Pokémon Cave Experience

I think the biggest issue is that Pokémon games have often been light on visuals. Instead, the tone of the zones was sold by the Pokémon themselves. Caves full of Zubats spring to mind. Lunatone and Solrock in Meteor Falls, or Skarmory in the ash covered zones.

However, because of how Pokémon spawning works, and the fact that it’s possible to ignore pretty much every encounter I didn’t want to fight, most areas ended up feeling empty. I could rush through them, and interact with nothing but story events if I so chose.

Some thoughts that don’t fit anywhere else

Pokémon is a broad franchise, and has its own subtypes of players just like other complicated and broad games. As such, there are some things I can’t comment on. I don’t know how well the game is balanced and plays for multiplayer activities, such as competitive tourneys, or the end-game raids. I also didn’t do much with the breeding post-game/shiny hunting.

Many of the gyms in this game have their own mini-game or side mode associated with them. One of the more standout moments for me was a game mode where you’re supposed to collect Sunflora, and bring them back to a central area. This puzzle was very clearly designed before being tested, because it required collecting such a large number of Sunflora, that they would lag the game, and pop-in if you ran too far ahead of them. The town with this gym challenge also had a windmill that had ridiculous animation culling. Both of these combined to make the whole area incredibly immersion-breaking.

The new Pokémon designs generally felt quite good, as did much of the general world design and writing. The Jiggypuff with sharp teeth that screams and bites you is one of my favorites.

Again, though, it’s things like the carefully crafted in-world advertisements and logos that end up feeling like they’re in sharp contrast to the generally poor technical quality of the rest of the game.

Friendly reminder that the Fairy Pokémon type is based off old-english fairies, and those things were public menaces.

The vengeful fairy with a giant hammer that just beats the shit out of you is also great.

In Conclusion

Pokémon Scarlet is a 7/10, but it gets that score, much like my high school English papers, for a sheer lack of technical polish.

If this was an indie game, I’d excuse a lot of these issues. But this is the largest media franchise in the world. Yes, Scarlet makes makes changes in story, structure, and world, but they’re all hindered by those technical issues.

There have been some rumors that Nintendo/Gamefreak are working on patches to improve performance, but I’m not holding my breath. And I’m not betting on these issues being fixed for the next game either.

Did I have fun? Yes! Would I play it again? Probably. Will I buy the next entry in the franchise? In the immortal words of Penny Arcade’s Tycho Brahe, “I am a consumer whore.”

Of course I will.

But I don’t recommend you buy it.