Super Animal Royale

It’s 2D Fortnite for Furries. If you like any of the words in that sentence, you should probably try it, since it’s free.

Sometimes when I write “reviews” for this blog, I feel obligated to play a given amount of a game, or reach a certain threshold before I give my verdict. Then games come along that remind me that I write these articles because it’s fun, and also because when I’m asked “What do you do for fun?” “I write a blog,” is a more adult answer than ,”I think about Pokemon cards.”

The astute reader may note that for a Gametrodon review, it’s taking me a long time give my thoughts on the game, the mechanics, or if I even like it, but surprise! The actual summary was in the excerpt all along.

Super Animal Royale is 2D Fortnite for Furries. It’s free, you can download it here, it’s on Steam, and it’s generally pretty fun. There’s no pay to win bullshit or gacha, though there are a bunch of cosmetic microtransactions.

Is this enough? Can I now go back to wishing that Champion’s Path boosters were less expensive, and wondering why Shiny Charizard V is $400 dollars?

No? I should talk more about the game? Fine.

Part of the reason I don’t have too much to say on the game is that with a few exceptions, there’s nothing here I haven’t seen before. That shouldn’t take away from the game’s quality and polish, but all in all, you have a tiered weapon rarity system, a battle royale where you drop from a giant flying vehicle, a few different game modes, and a battlepass/exp challenge system that might have been copied straight from Fortnite.

Okay, so outside of all of this, the game does one VERY interesting thing that I haven’t actually seen before, and actually makes me think that more games should steal this system: the way it handles healing/health power ups.

In Super Animal Royale, you have a great big health jug. Instead of having bandages or potions, any health juice you pick up just goes into the jug. When you want to heal, you drink from the jug.

And that’s it! No more having to carry around 100 potions. No more having to figure out if you should carry 5 bandages or one Med kit, because the Medkit heals more, but can only be used once, and the bandages can be used on smaller wounds, but are much slower.

Instead, whenever you run over juice, it gets picked up, and added to your health jug.

I think more games should do this. Screw fiddly potion management. Just let me stuff all the healing items I pick up into my great big heal box, and whenever I need healing, I just take a big sip. It’s like Jungle Juice but for liquid bandaids.

Look, I don’t have too much else to say on the game. It’s free. It’s more or less Fortnite. If the screens looked interesting, or if the game looked fun, just go download it and play it.

PS: We streamed the game a bit. And by we, I mean me and another friend who I work on random projects with. You can watch it here if you want to know more about what the game plays like.

PPS: Oh, and the game has bots, which is something everyone who makes battle royales at this point should just do. Keeps the matchmaking time down, and means that even suckers like myself can get kills.

Loot Rascals

Good polish, neat mechanics, and some flaws that make it quite frustrating at times.

Ed Note: The game looks way better these screenshots might imply. Everything has a very nice vector art feel, a feeling that was absolutely destroyed by my image compression. Whoops.

I think you should play Loot Rascals. Generally, I’d say I like the game.

Has the lede been unburied? Am I now free to waddle forward and backward between comparisons to other games and ramble about dissonance? I am? Fantastic. Let’s roll.

First, a bit of context, and some info on Loot Rascals: it’s another game I grabbed from the itch.io Racial Justice Bundle. It’s a roguelike, but as far as I can tell, without any between run progression systems. A run consists of five or so levels (I’ve only ever gotten up to 3 before, so there might be more), consisting of randomly generated maps on a hex grid. You control a spacelady or spaceman that you choose at the start (same stats, different sprites), to get through these levels by fighting monsters. You have three stats, Attack, Defense, and HP, and monsters have one stat, Attack/HP.

I know what you’re thinking. No, it’s not a typo.

When you and an enemy occupy the same square you fight, with the time of day determining who gets to hit first. There’s a day/night system and manipulating this system and trying to land the first hit is a big part of the game. The math for combat works something like this:

If the player is attacking, they deal damage to the monster equal to the player’s attack. Player attacks deal damage equal to the player’s attack stat. Monster attacks deal damage to the player equal to the Monsters attack/HP stat divided by the players defense. If the result is less than 1, that value is the chance for the attack to still go through and hit. If an attack hits, it deals 1 damage.

The big takeaway I want you to make is the following: Any attack that hits has a CHANCE to inflict damage, even if the chance is very low. This is going to be important in a bit.

Okay, so we’ve talked about stats. We’ve talked about how they work. But how do you get them?

The answer, of course, is cards. Or card blocks. Your inventory looks like this.

Yes, I know, the Boot Helmet and the Orbital Bowls should be switched, but I wasn’t thinking about that at the time.

Cards in the main section give you stats. Cards in your stockpile on the right do not. There are a few other different types of cards, like the Chronoflange one, that don’t give any stats, but change rules about how the game works, and also elemental cards, that give access to special abilities, like setting things on fire, teleporting, or creating decoys.

So with all of this said, I have two big problems with Loot Rascals, and they have to do with randomness and telegraphing. Lets talk about the randomness first.

A lot of roguelike games use procedurally generated or random-esqe levels in order to increase replayability. Spelunky, Slay the Spire, and Binding of Issac are a few that come to mind. However, none of these are really random. Instead, they tend to follow certain patterns or rules regarding how they function, and those rules can be learned and exploited. Spelunky will always have a dog in the level. Each floor of Binding of Issac will always have a treasure room to find. Each floor of Slay the Spire ends in a boss fight. The levels for Loot Rascals though, appear to be almost entirely random, and occasionally this means you end up in starting locations that are simply bad, forcing you to take early hits and lose health just to access the rest of the map.

In addition, since card drops are almost completely random (certain enemies will always drop certain elemental cards, but I haven’t found anything of the sort for normal stat cards), you can spend a lot of time trying to farm card drops and get nothing, or you can get one or two good drops early, and use them to clean up an entire level. It’s frustrating, because it just ends up feeling like straight luck.

This feeling of randomness is also present in the damage calculation. Because of the way hit chances work, if you end up in a fight, and the enemy gets to attack you, there is ALWAYS a chance that they deal damage. It’s frustrating, because parts of the game can end up feeling very “Push your luck” as opposed to tactical decision making.

The second big gripe I have is with how the actions that enemies will take are telegraphed, and I’ll just be referring to as telegraphing from now on. Every enemy in the game has some form of movement pattern. The Ratmen will run away, Ogre will move every other turn, the half-horse/half-seahorse Horse Bro will flip combat sides… and I can’t think of any more to list, because I haven’t been able to actually figure out how they work. I have no idea how Bola aliens work, just that they go in circles. The game doesn’t give you any information about where Bounty Hunters will aim their next shot, or how a Webbers’ webbing actually works.

The thing is, because of the situations the game puts you into, it often feels like you’re supposed to have this information, and then make the best choice based on the information.

A few other minor quibbles: you can’t save in the middle of game. There are a bunch of disconnected social components that just don’t seem to work. I wish it didn’t feel like there was an optimal build for any given situation. It would also be cool if you had some ability to choose cards for your build.

Outside of all this gameplay stuff, the art is really solid, if a bit cute, and the voice acting was enjoyable enough for me to mostly not skip it. I liked Loot Rascals enough for it to get it’s own whole little writeup, and like I said at the top, I think it’s worth playing. But there were also quite a few mechanics that mostly just frustrated me.

Loot Rascals is $15 on Steam or itch.io.

No Delivery

No Delivery has flaws and problems, but there are some really interesting ideas played with here that I haven’t seen in an RPG before.

I like to open reviews with a discussion of whether or not you should play the game I’m reviewing. No Delivery makes my life hard, because that recommendation is conditional. I think if you’re someone who has an interest in game design and the extent to which you can design interesting systems within systems, No Delivery is worth looking at. If you just play games to… well, play games, it’s a little more complicated. I’ve created a simple test below.

  1. Do you like classic turn based RPG’s?
  2. Do you like body horror/squick?
  3. Did you feel that the ending to Lost and How I Met Your Mother were well done and satisfying?

If you answered yes to at least 2 out of 3 questions above, I think you might enjoy No Delivery. It’s $5.00 and you can buy it here. For everyone on the fence, or quite possibly attempting to get themselves off the fence, I’ve written the rest of this article.

Let’s start with the setting shall we?

Not pictured: dead guest in claw machine, creepy animatronics, cursed arcade machines, piles of trash and plates.

Theme-wise, the game is… fine. It’s okay. It takes place in a haunted/infested/might-actually-just-be-a-giant-perpetually-animated-building-that-breathes-life-into-inanimate-objects-within-it-because-of-a-satanic-ritual Chuckie Cheese inspired shithole.

ED NOTE: The autocorrect above just suggested that I correct shithole to shibboleth, which is… wow. Amazingly on theme, and also why is that in the dictionary?

It’s not that the theme is bad, it’s just that if I had to compare the general tone and aesthetic of the game, it would be the bastard child of Five Nights At Freddy’s and Binding of Issac. All of the attacks that give the “Nausea” status usually involve shitting on things. You kill a man by baking him in an industrial microwave oven. This is an accident, not deliberate. There are a fair amount of slashed up corpses and news articles about missing children and families. There are gift boxes that try to eat you, and you fight cursed/broken animatronics. The horror and humor is much less subtle, and much more Cronenberg then Stephen King.

I don’t love horror, I don’t love FNAF, and I played Binding of Issac in spite of the artistic theme. I’m not sure I’m the right person to be looking at No Delivery’s theme. So take this with a grain of salt: while the theme grabbed me, I never liked it or enjoyed it. The best thing I can say about it is that it’s surprisingly well polished for what it is, with death screens, dialogue, and sprites working together to bring that old-timey rotting corpse of a entertainment franchise atmosphere.

Now let’s talk mechanics. No Delivery is a fairly classic turned-based RPG, but with a few big twists. Your characters don’t level up, and you don’t construct a party. Instead, you are given a single random character, and each time you die (more on that in a bit), you get another random character from the pool of classes you’ve unlocked, and you continue on. In addition, there’s no mana or secondary resource. Almost all skills are powered by either health or items, and many of the items will give you other items when used. When you eat food, you’ll be given dishes and trash. Both can be sold for money, or used by attacks from some of the other classes (e.g., the waitress can throw dishes, and recycle trash). This can lead to some very neat resource engine moments, but often gets hamstrung by the way that the game’s dungeons, “Wrong Turns,” work. Outside of the leveling and items, it’s pretty classic “You take a turn, I take a turn” RPG stuff.

My biggest issue with the game’s combat mechanics is how party construction works, or to be more accurate, how it doesn’t. A large section of the game is spent running random dungeons, called Wrong Turns. You go from room to room, and some rooms have a chance to give you an extra Ally that you’ve unlocked, and add them to your party. While this would be fine, it’s entirely possible to go an entire Wrong Turn without getting one party member and the end result is a very screwed up action economy. I failed a boss fight several times before getting a party member with a stun, who I then used to stunlock and clear that boss without taking a point of damage on the next run. The biggest issue I have with the random party/lack of party is that it cripples the interesting engine mechanics I mentioned up above. Without a diverse enough party to use different items, many items you pick up will feel useless. (Looking at you Ammo, and by extension Batteries. I played 16 hours and rolled a Security Guard ONCE.)

The drowned waiter spends health for almost all their skills, but has no way of recovering it outside of items, or with any level of efficiency. The mascot though…
In theory, there’s some cool synergy between a class that can heal, and a class that must spend health as its primary resource, but because you never really know your party composition ahead of time, you don’t really so much get to “Build teams” as “Try to find some way to salvage your current situation before you’re eaten by a living trash compactor”.

The other thing to know is that once you clear a Wrong Turn, you lose the additional party members, and while there are a few other special party members you can get, they leave as soon as you’re no longer in the fights you’re expected to use them in. It’s kind of a bummer. The item transformation/resource mechanics are one of the coolest things about No Delivery, but they don’t get as much time to shine as they could.

There’s a lot of pixelated B-movie gore of this sort in the game.

So, if I don’t love the theme, and parts of the gameplay feel a bit hamstrung, why do I still think this game is very cool? Well, ultimately, it has to do with the engine the game is made in. Despite what it might be named, RPGMaker isn’t actually super easy to make interesting or good games in. Most of the time I’ve tried to make projects with it, I’ve either felt constrained by the engine, either mechanically or in terms of design space.

No Delivery utterly breaks that mold, though. Within what feels like almost entirely vanilla combat mechanics, it manages to build a really interesting item based resource system, even if it could be fleshed out a bit more. It manages to execute its “gross out” theme despite being built in a game engine that is made to create fantasy fluff. It even does some really neat things with enemy sprites, hiding information about them so that they appear as a single pair of eyes, but morph into a whole face when you select them as an attack target.

For me, this was the value of playing No Delivery: a reminder that really cool mechanics and systems can always be constructed, and that it’s a poor craftsman who blames his tools. No Delivery is not the most polished or clean experience, but there are legitimately really interesting ideas and mechanics at play here. For an almost entirely one-person project, it’s impressive.

While I wouldn’t play through the whole game again, I’ve spent a lot of time thinking about how neat the item mechanics are, and wondering what else you could with them in if you expanded them.

No Delivery is $5.00 on itch.io, and if you purchased the itch.io Racial Justice Bundle a while back, you already own it. Do yourself a favor and play it.

Spelunky 2

Spelunky 2 will beat me before I beat it.

I like Spelunky 2. With that said, using cheese and shortcuts, and having played 55 hours, I’ve gotten to the final boss twice, and died both times. So I don’t think I’m very good at it. On the other hand, the stats for steam achievements say that only 5% of players have actually finished building all the shortcuts. Maybe the game is just hard.

Spelunky 2 is the sequel to Spelunky. (Surprise, surprise) Having only ever played Spelunky very briefly, they feel rather similar to me, but I suspect someone who has played both could give you an extensive set of differences. Spelunky 2 has the classic roguelike loop: start the run, acquire power-ups and items, then try to go as far as you can without dying. The game itself is a platformer, with the main character starting out with a simple whip, a jump, and a duck/crawl. And that’s it! These are the tools you have to get as far as you can. Let’s talk about that “As far as you can” bit.

With Spelunky, the game is broken up into worlds, each consisting of one or more levels. A level is procedurally generated, which shouldn’t be confused with “randomly generated.” Rather, you’ll get used to seeing certain patterns and setups, and certain blocks of rooms, but the way they’re connected or placed together changes from run to run, as well as what they’re populated with. In addition, each world is populated with different enemies and traps.

Which arrow launching trap will our brave hero forget to trigger in advance, and be shot by about eight seconds after taking this screenshot?

To beat a non-boss level, you just have to get to the exit door. This is easier said than done, because not only are the levels populated by enemies, traps and problems, they’re also full of gold, gems, dogs (Yes, dogs, we’ll talk about them later), altars, shops, and other things you might want. Your primary resources are health, which if you run out of you die, bombs for blowing up walls, and ropes for climbing down large depths.

So far I’ve mostly just talked about what Spelunky 2 is, and not really why I like it, or continue to play it despite being very bad at it. The reason I’m still playing is that in close to 30 hours, there have been maybe only one or two instances where I died because of what felt like actual bullshit. Almost every situation in which you lose life or die, you can look back at what led up to that point, and see how you got there. In my case, for example, it’s usually because I get greedy, and press my luck on something stupid that goes horribly wrong. None of my failed runs are because of bad luck, they’re failed because I made bad choices, and it means I have no problem starting another run, confident that this time I’ll do better. (This will usually turn out to be a lie.)

Yes, the game does have more then two biomes, but I hadn’t seen them when I was taking pictures for this article.

To try to illustrate this, let’s talk about pots in Spelunky 2. A pot is a small item that shows up pretty much everywhere. Pots break when things hit them, and you can also pick them up and throw them. When you break a pot, it can have a variety of things inside, including gems, gold, or various enemies. They’re incredibly simple in that regard, but the flow chart of how you actually end up interacting with them is far more complex.

Pots can be used to set off arrow traps like most thrown items, and kill weaker enemies, but they also can have loot inside. They’re single use, so if you throw them early, you might find yourself without another projectile weapon in the short term future. So when you find a pot, the questions you really should be asking are things like, “Do I have space now to break this safely, and grab whatever comes out if it’s a good thing, or should I pick it up and carry it until I need it? If I’m already carrying something else, should I just throw that at the pot? Can I just smash it with my whip and call it a day?” And because you’re doing this all very quickly, if you’re me, you will inevitably forget some part of this flowchart, and do something stupid, break the pot, and have a snake pop out that hits for one of your limited health points.

And almost every item and enemy in Spelunky 2 has this level of twitchy decision making around it. Did you fire the shotgun near a ledge, only to forget about the knock back? Enjoy being launched into a pit of spikes. Accidentally whip the dog? Hope you don’t have to use it to get past a arrow trap, since now it only has two life left. Try to drop a bomb down a shaft, only to forget you have bombs that stick to walls, and now you have about two seconds before the floor under your feet isn’t? Better move quick!

And because the game is random, you can’t just memorize your way though. You’ll really have to learn how objects and enemies work and interact, discover how items function, and then remember to actually use that knowledge. You can’t faceroll Spelunky. And while the levels are different, the objects are not. Pots and Rocks will always be thrown the same, arrow traps will always trigger, and enemies behave the same.

I really like Spelunky, but if you don’t like platformers, and you don’t like rougelites, and you really, really don’t like bashing down brick walls with your face, you may not have as good a time. I’d buy Spelunky 2 again, and for the $20 price tag, I’d say it was worth it.

Ed Note: There’s no online Co-Op on PC yet, which is kind of frustrating, so hopefully that gets patched in soon enough. Apparently it released super janky on console, so maybe we’re not missing much.

Phasmaphobia

Fun with friends, less fun just on your own.

This article has been rewritten multiple times. After playing 5 hours of Phasmaphobia, my conclusion was, “I hate it, and it’s buggy, dumb and boring.” I’ve now played 20 hours, and as you might guess I no longer hate it. That said, I have some problems with it. In brief, Phasmaphobia is fun to play with friends, but many of the mechanics are unintuitive (Wiki Ahoy!) and the game is still buggy. For right now, I’d only say it’s worth getting if you have a group of people to play it with.

Phasmaphobia is a ghost hunting game, except it follows more of a lite-simulation route than a gamey experience. You and up to 3 other people go out to a haunted location. Once there, you use the equipment you brought with you to try and find the ghost, and determine what type of ghost it is. You do this by walking around real slowly in a traditional first person view.

The equipment itself is all “traditional” ghost hunting equipment, such as EMF detectors, thermometers, cameras, sound sensors, and spirit boxes. There are also a variety of other things, such as crucifixes, salt, flashlights, smudging sticks, and ghost books.

The equipment addition menu. In Co-op, each player contributes gear up to a cap.

One thing to keep in mind is that not all ghosts respond the same way to all stimuli: e.g., some types will drop temperatures to freezing, while others won’t. Some are more active if multiple players are around, and some are not. Some give off EMF readings, and some just don’t. The main gameplay loop is to try to determine which type of ghost you’re dealing with based on the reactions you get from your equipment.

Between missions, you level up from surviving, and acquire cash based on your performance, taking photos of the ghost, and some other bonus objectives. This allows you to buy more equipment to hunt the ghost in the future. Equipment isn’t lost if you drop it/lose it, but it is lost if you die during the mission. While I think this could become annoying, I haven’t acquired enough cash for it to become a problem. Some of the other random players I played with though mentioned it frustrated them, and another mentioned that the “strat” is to have one person buy all the equipment, and then stay in the van, so you can’t lose anything.

If you’re a coward, you’ll spend a lot of time in the car, watching your friends die. LIKE SOME PEOPLE KYLE.

Oh, and you can play Phasmaphobia in VR.

I can’t group my problems with Phasmaphobia into one big overarching chunk or theme, so I’m just gonna list off everything about the game that annoys me.

Ed Note: I’ve edited the original version of this list. The list is accurate to my experience of playing the game, but I’ve updated various points with more information.

  1. The game has all the thrills and excitement of real life ghost hunting, which is to say none whatsoever. I don’t know who thinks wandering around a big ass building with all the lights off and waiting for something to happen is interesting. It really isn’t. If you’ve ever watched a ghost hunting show of some sort, you have seen the primary experience of Phasmaphobia, which is a bunch of folks wandering around a dark building, shouting things out, and then getting scared when the floorboard creaks. And because not every single type of ghost reacts to every type of equipment, and the limited inventory slots, it is entirely possible to search the entire building, and not find the ghost, and then have to go back and grab more equipment. UPDATE: While this is true at the lower difficulties, it’s much less true on larger maps, and higher difficulties where the ghost can begin hunting you much faster. The bit about equipment is also not true, as with more players and a strong plan of attack, you can sweep faster and move quicker.
  2. The controls are miserable. With mouse and keyboard, the ability to pick up and manipulate things feels extremely limited, and makes it very frustrating to do things like get cameras in good positions. I don’t actually know how to even light a candle in non-VR, since you can’t have a lighter and a candle out at the same time; you can only have one thing in your hand. UPDATE: You need to have the smudge stick out and press F while the lighter is in your inventory. You can also light them by using the lighter on a dropped smudge stick.
  3. The VR has one of the single worst movement implementations that I’ve ever seen in a VR game, and commits the number one sin of VR camera movement: You DO NOT have the player move in a way where the in-game camera moves, and the real life player stays still. This is how you make people sick. And this is exactly how Phasmaphobia does it. I wasn’t able to complete a single round before having to take off my headset and lie down for like 15 minutes, making Phasmaphobia the first VR game I’ve played to make me feel ill.
  4. The VR controls suck. This one honestly might be because I’m using a Vive, but the VR controls use the thumbpads for movement, and this includes just touching the thumbpads, not actually pressing on them. Every time I did so, the game started spinning me around or lurching me forward. I found it insanely frustrating. If you’re thinking “Well, just don’t touch the thumbpads,” I’d like to point out that you have to be able to move around, and in addition, because of the way you grip the controllers, you will almost always be touching the thumbpads.
  5. The game is buggy. If you try to load into a game, and the game doesn’t let everyone from your lobby load in, you’re gonna have to restart the game, and remake the whole lobby. Same thing could be said for the voice recognition. It’s cool, but it doesn’t always seem to actually, well, work. There isn’t really physics for any of the objects, and I’ve had situations where ghost types that are supposed to create freezing temperatures just… don’t. I’ve had situations where I can go into the building, shout myself blue in the face about the ghost, and have nothing happen. The second my two friends walk in, the ghost shows up, locks the building, and strangles one of them to death. This is for ghosts that the guide tells us are “Shy, and will only react to one person”. UPDATE: I’d say that some of this is still true, but the game has gotten updates that have made some things show up easier, and I’ve had less instances of crashes when attempting to load in. Generally speaking, the game feels much less clunky, but it also might partly be I know what I’m doing at this point.
The game assets and general vibe are honestly pretty “Purchased off the Unity store at best value” but I’m not very bothered by it. If you are the sort of person who needs nice graphics… this may not be for you.

So here’s the thing. Despite that above, I’m still playing and enjoying Phasmaphobia, but I feel like at least to an extent, it’s because I have a solid group of 2-3 other people to play with. Strategizing, planning, and looking for clues cooperatively is a really neat experience when it works the way it should, and the game is still fairly challenging for us with the larger maps. With that said, there are also still issues. Taking pictures of ghosts is incredibly hit or miss, running away from ghosts and hiding is kinda “eh”, and I honestly have no idea how crucifixes are supposed to work.

For the $14 cost of the game, I’d buy Phasmaphobia as long as I had a group of people to play it with, but if I was going in solo, I’d probably pass.

The ghost models are much more detailed than the player models, and because of the way they move, you won’t really have time to think of things other then “Oh fuck, oh shit”