Pummel Party

Mario Party minus bullshit. It’ll still make you rage at your friends, though.

Ed Note: I grabbed the images for this article mostly from the Steam Page. I doubt this will ever be an issue, but I do like to make sure people are aware of the differences between images I take, and stuff that is effectively marketing material.

It’s easy to look at Pummel Party and think “Oh, it’s a Mario Party clone, but for PC.” But while Pummel Party does feel heavily inspired by Mario Party, after playing quite a bit, I think it’s actually a much better game. With that said, just like Mario Party, you will need friends to play it with, because playing Mario Party by yourself is incredibly sad. So let’s talk about why Pummel Party is good, and why it doesn’t feel like the 50 minute exercise in coin flipping that is Mario Party. Oh, and it supports up to eight players, instead of just four.

So, first let’s talk about the general structure of the game. If you’ve played Mario Party before, you already know most of this, so you can skip this paragraph.

All players are placed on a large board, and a game consists of a series of rounds. During each round, players can choose to use an item if they have one, then they roll a die to move across the board. Based on where you end your turn, you might get items, coins, or some sort of special event might happen. After everyone has taken a turn, players play a mini-game of some kind, and are rewarded with currency. Currency (Coins/Keys) can be spent to buy victory points (Goblets/Stars), but they can only be purchased by reaching specific areas on the board. Whoever has the most victory points after a given number of rounds, or reaches a threshold first ends the game, and is (probably) the winner.

Okay, boring introductory stuff out of the way. Let’s get into the big differences between the two, and talk about the idea of player agency for a bit.

The biggest things that Pummel Party adds to this formula are a second stat called health, better items, and different turn order mechanics. Lets start with those turn order mechanics shall we?

In Pummel Party, turn order is decided each round by placement in the last round of mini-games. Winners go first, losers go last. This is important because it means that actually being good at the mini-games is important. If two players are neck in neck trying to reach a Goblet, whoever wins the mini-game is likely to reach it first, as they get to move first. In addition, doing well in mini-games rewards items, which are far more useful for interacting with other players than anything in Mario Party.

So let’s talk about those items and health. Health is a secondary stat that caps out. If it hits zero, you lose 30% of your currency (according to patch notes) and get placed back at a graveyard. You might lose health because you ended on a damage spot, or another player’s Reaper Spot (TLDR: First person to touch them chooses either health or keys. Every player who steps on them after that loses that resource, and it’s sent to the spot claimer). More likely though, you’ll lose health because another player has opted to pull out a shotgun and blast you in the face. It’s one of those items that you can get for winning mini-games, or by picking it up from the map.

The big thing here for me is that in Pummel Party, you actually have the ability to stop someone who is starting to cruise their way to victory. You can team up in mini-games, you can work together to drop wrecking balls onto their head, or you can just blast them with a cross map orbital laser. Winning mini-games lets you pull ahead and act first, before your opponents can take action, and losing means you have less resources.

Okay, so now that I’ve sung the game’s praises, lets talk about the elephant in the room: the mini-games.

Some of the mini-games are very good.

Some are okay.

And some are just not fun.

While the game does let you turn off mini-games you don’t want to play before the game start screen, it’s undeniable that some of these games are just… garbage. There are also quite a few that seem to give host advantage, and others that feel buggy or glitchy. (Looking at you, laser train game.)

This doesn’t bother me enough to stop playing Pummel Party, but it does mean that I usually want to actually play the board game mode instead of just mini-games.

Wrath: Aeon of Ruin

Wrath is good, but it’s not finished. You should wait to buy it for now.

Editorial Note: The images in this article I grabbed from the Steam Page. Usually I take my own screenshots, because independence and other stuff, but I had some difficultly with that, and honestly, the screenshots are accurate. But I don’t want to give the impression that I got all these photos myself.

I really like Wrath: Aeon of Ruin. It gives me a wonderful sense of nostalgia for an era of games that I never actually played, that of the old Doom/Quake/Duke Nukem Era. It might be because you will spend most of the game strafing around gothic corridors with a bunch of weapons. It might be because you will use those weapons against monsters that look like they were pulled from a fire sale at low-poly Lovecraft R Us.

The screaming head dudes with multiple faces are legit fucking terrifying.

And it might be because it was actually built on the old Quake engine. I had a ton of fun playing it, which makes me feel a bit bad about what I’m going to say: Even if this is a genre you love, I don’t think you should buy Wrath yet.

My recommendation doesn’t actually have anything to do with the gameplay itself (despite the fact that I definitely have a few gripes with some of the game’s systems), but instead with the fact that the game simply isn’t finished. There are only four levels, and while they’re good and polished, they only took me about 8 hours to play through on the medium difficulty. I actually delayed this write-up a bit because another update was supposed to come out a few weeks ago. Unfortunately, it just got pushed back to this month… so yeah. While I’m sure they intend to do their best to keep their promise, it may be a while before the game ends up in its final state, and as such, I think you can wait on this one. If you’re reading this article after the summer of 2021, you should probably check to see if it’s fully out, as that’s the current estimate for its release date.

Okay, so with that whole thing out of the way, let’s talk about the other simple truth of the game: I had a lot of fun with Wrath. It’s well polished, and very smoothly executed. It’s just fun to run around shotgunning demons and pulping zombies with a stake cannon. I played Wrath because the gameplay was fun. There was no point where I found myself pushing through a boring bit to get back to the story (there really isn’t one right now) or grinding for numbers. Wrath has more or less zero filler.

This doesn’t mean Wrath is perfect by any means. I have some problems, so let’s talk about them.

First of all, while the game is really fun, if you want to actually replay a level, you need to make a brand new save file. There’s no option to just reload a given level, or to skip to a certain point with weapons unlocked. This is annoying. The second part, that wasn’t super frustrating for me mostly because I was playing on the medium difficulty, is the save system. Wrath lets you save by either reaching a checkpoint, or by using an item called a Soul Tether, which you find and pick up as you play through the game. You have a limited number of these, and while this limit caused me zero problems on the medium difficulty, I can see it becoming frustrating super fast on the harder difficulties. Wrath is in some ways a puzzle game of “Connect The Bullets With The Enemies” and it’s entirely possible to get through a section of the game you’ve already solved, only to die over and over again in a specific area. This means you end up replaying the same parts a lot, and if you’re trying to conserve soul tethers, it can take like five minutes to get back to the point you were at previously, just to get another try at something.

Walking in a winter murder landdddddddd

These were my two main problems with the game. Wrath is fun, the levels are well made, and outside of a slight overreliance on “You touched a button, now we’re gonna spawn in 10 enemies in your blindspot” the game doesn’t really have any patterns that are frustrating. I honestly expected to be seeing the same levels over and over again, but the actual layout and design is quite varied.

So yeah. Wrath is fun, but currently it’s not finished, and it’s rather short. I have some gripes with the save system, and how you can’t replay levels, but outside of that, I’m excited to see what the full game looks like. If it maintains the level of polish and creativity that I’ve seen so far, it will easily be worth the $20-30 price tag I expect to see on it.

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.

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.