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.

Dungeons of Mandom VIII

Dungeons of Mandom VIII is compact bluffing board game. Personally I like it quite a lot, though that may be because I won when I played. It’s designed by Antoine Bauza and I WAS GAME, and published by Oink Games.

There are no other games in the Dungeons of Mandom series, but that doesn’t stop me from imaging what they could look like. In all seriousness though, the game is entirely family friendly. Unlike me.

The goal of Dungeons of Mandom VIII is to to be either the last adventurer standing, or the first adventurer to complete a dungeon twice. However, this is a bluffing game, not a dungeon crawler.

This is first obvious in hero selection. Instead of each player selecting a character, the group as a whole has a single hero between them. Heroes come with their equipment, but because this is the 8th Dungeon of Mandom, that equipment is likely going to be stripped off, in order to prove how manly you are.

There’s flavor in the equipment. Most of the characters have some form of HP boosting equipment, usually a piece of armor, or a shield. However, for the Princess class, this equipment takes the role of a Suitor and a Chaperone giving the fun implication of them being used as meat shields.

The E in fiancé stands for éxpendable

Equipment and hero selection aside though, the meat of the game is building the dungeon! On a player’s turn, they can choose to either pass and drop from the rotation, or to build out the dungeon deck. To build the dungeon deck, they draw a card from a the monster deck, and then make a second choice. They can add it facedown to the dungeon, or they can remove a piece of equipment from the hero, and not add the card they just drew to the dungeon.

The monster deck is made up of a bunch of different monsters, including some special monsters. Monsters each have a number associated with them, which is linked to how much damage they do. There are more copies of the weaker monsters, and only a single copy of some of the stronger monsters, such as the Litch, Demon, and Dragon.

Cool Monster Club – Not pictured: the dragon who’s just too cool.

This is core tension of Dungeons of Mandom VIII. “Do I think that with the remaining equipment, based on what I’ve seen my fellow players do, I can beat the dungeon as it currently stands, or do I need to pull back?” I played one game where another player chose to remove the equipment that hero needed to beat the dragon, and I knew that I’d added the dragon to the dungeon, so I chose to pass.

When one player takes an action, and every player after them passes, it’s finally time for that player to venture into the dungeon, and prove their worth! Or more likely, get stabbed in the face by the Litch for 6 damage and then beaten by goblins.

The exploring player reveals cards from the top of the dungeon deck one by one, either defeating them, or taking damage equal to their value if they don’t have some way to defeat them. If they get through card in the deck, they beat the dungeon, and get a treasure card! If they don’t, they take a hit. When a player takes two hits, they lose and can’t play anymore. However, if a player gets two treasure tokens, they win.

If I have any gripes with the game, it’s that I don’t love the elimination component. I get why it has to be there. Without it, there would never be any reason to not push your luck. But it sucks that you can end up in a position where you don’t get to play anymore.

If the game sounds interesting, you can find it from Oink Games here.

Demon’s Tilt

Authors Note: Demon’s Tilt has ridiculous number of flashing lights and graphical elements. My friends described it as “making their eyes bleed”. So, photosensitivity warning: if you’re photosensitive, don’t play this game. This writeup doesn’t contain any of those flashing images, but the Steam page likely does.

I generally like Demon’s Tilt. That’s not to say that I don’t have a bunch of complaints about it. But the more I play it, the less some of the minor issues bother me. It also might be because I’m writing this on an endorphin high from finally getting a Wizard Mode start, after playing for 8 hours.

Okay, let’s back up a bit. Demon’s Tilt is a digital pinball table for PC. Pinball has become something of my comfort food game for me over the last several months. My pinball obsessions was kicked off by a friend bringing me to hang out at an arcade bar that had several pinball machines. (You know who you are. I very much appreciate the visit.) Pinball has served to distract me significantly from the mild dumpster fire my life has been over the last few months.

I’m not going to go too heavily into explaining pinball as a game. I think it would take too long, and I wouldn’t necessarily do a good job of it. That said, I want to cover the basics and define a few words so I can use them later.

Pinball Basics

First off, basics. Pinball is a game where you try to keep a small ball in play, usually by hitting it with a pair of flippers on a large board (the table) of obstacles that the ball can interact with. Flippers are controlled with buttons, and control is typically binary; the buttons can only be pressed or released.

Letting the ball drop down between these flippers results in losing or “sinking” the ball. Losing all your balls results in losing the game, but you can usually earn a limited number of extra balls during play.

Finally, a few more general notes. It’s often possible to catch the ball by holding down a button, and letting a ball come to standstill in the clutched area between the lane and the flipper. This is called cradling. In addition, it’s often possible to smack the table, and force the ball to move in ways that it otherwise wouldn’t. This is called titling. If you tilt or mess with the table too much, too rapidly, the table will shut down, turn off your control of the flippers, and sink your ball. This is called tilting out.

Anyway, back to Demon’s Tilt

The big difference between Demon’s Tilt and most pinball is that Demon’s Tilt commits to being a truly “digital” pinball, as opposed to a digital simulation of a physical pinball table. It has a bunch of mechanics and designs that simply could not physically fit, or work in any reasonable way on a physical pinball table.

I respect the effort to create and implement these mechanics. Some of them are interesting and work well, and some do not.

The first big difference between Demon’s Tilt and a physical pinball table is it consists of what would traditionally be three separate tables linked together, and you can shoot the ball between them. Only losing the ball on the lowest set of flippers actually drops the ball from play.

Each of the three subsections has its own set of missions that can be completed for score, and to ultimately advance to Wizard mode. I found each sub-table a bit plain. It usually only has one main interactable element outside of the primary missions. There are plenty of interactable objects, but none of them felt meaningful unless they had a jackpot active, or were part of the currently active mission.

This isn’t helped by the fact that as far as I can tell, missions aren’t dynamic, and will always be started in the same order. This means that unless you’re moving between sub-tables rapidly or by mistake, you’ll complete all missions in the same order.

There are two other main digital elements in Demon’s Tilt that wouldn’t be possible in a physical table. The first is a wide variety of small pack minions and mobs that swarm and float across the table. You can remove some of these just by tapping them. Others actively interact with or block the ball. These are generally fine, but don’t feel hugely impactful.

The other is the bullet system.

Demon’s Tilt’s bullets are probably the most unique digital-only mechanic in the game, but they’re also my least favorite. Some table elements can emit bullets, usually in two colors: pink and gold. When the ball hits a pink bullet, it counts as hitting any other physics object, and the bullet disappears. Hitting a gold bullet does the same, except then all existing pink bullets are cleared.

I don’t think the idea of moving temporary obstacles is a bad thing. It’s an innovation that could only work in digital pinball. But the implementation here follows more of a shoot-em-up or bullet hell pattern. That doesn’t’ work because those games are based on having exact and precise control at all times of the player, which is almost the exact opposite of pinball. For many of these patterns, it’s best to just wait them out, rather than to try to push through them.

As a result, I end up just cradling the ball, and waiting for bullets to pass. Waiting like this felt bad. It didn’t feel as bad as hitting the ball into a set of bullets I didn’t see, and having the ball sink because of that. But still bad!

Some quick thoughts before I wrap this up.

Demon’s Tilt has a ridiculous amount of visual clutter. My friends described it as making their eyes bleed. Between flashing lights, effects, bullets, and other junk, it can be easy to lose track of the ball. And that’s with the screen shake turned off, and the table zoomed out. In multi-ball modes, it’s effectively impossible to keep track of balls on different tables.

The ball’s bounces and physics behavior are a bit unusual. The physics isn’t inconsistent, but the ball often behaves in ways that didn’t feel intuitive, at least for the first several hours. The top-down 2D view also requires learning the table a bit, as it’s not clear where certain lanes will go on first glance.

The music is quite good. I think there are only 3-4 songs, but I still enjoyed them.

Ultimately, I enjoyed Demon’s Tilt, but I wouldn’t recommend it to anyone who isn’t already into pinball, and who isn’t also willing to experience some weird shit. The attempts at implementing digital-only mechanics are respectable, but don’t always pan out. There’s a lot of visual clutter to the point of impairing gameplay, and the game’s physics model can feel janky.

Demon’s Tilt is $20 on Steam. There are some interesting mechanics worth experiencing, but the price is a bit steep for a single table. Still, if you’re looking for an interesting pinball experience, it might be worth checking out.

PAX Unplugged: Indie TCGs

Two interesting indie TCG’s from PAX Unplugged this year were Genesis and Gem Blenders. Here’s my general thoughts on the two.

TCGs are a complex subject. There’s the supply chain. There’s the fact that printing booster packs is expensive. There’s the fact that the space of trading card games has been dominated by the big three (Magic, Pokemon, Yu-Gi-Oh) for years on end. There’s an argument about whether or not these games are effectively lottery tickets with a better consolation prize. There’s the impacts that TCGs have on smaller game stores, and a billion other factors revolving around them. There’s the question how many lifestyle games the market can support.

I will be addressing exactly zero of these topics in this writeup. Instead, I’ll be looking at two indie TCGs I saw at PAX Unplugged: Genesis and Gem Blenders.

Genesis: Battle of Champions

Genesis is a 2-4 player independent TCG. Unlike many other TCGs I’ve played, Genesis is actually played on a board: a large 5×6 grid. Each player starts with a hero out, and you win by being the last hero standing.

Heroes define a few important elements of the game including your starting health, and also the cards and archetypes you can include in your deck. Unfortunately, I can’t speak to the deck construction or color archetypes as I only played one game of Genesis, and it was with preconstructed decks.

Anyway, back to the gameplay. There’s a few interesting things about Genesis that I want call out. First, you start with your full mana pool, and it doesn’t regenerate during the game. For example, my character started with about 125 mana, and was down to 10 by the time the game finished. This means that you can drop your most powerful cards on turn one if you wish.

Mana is the most common limitation in existing TCGs. But in Genesis, it felt like I was limited by cards in hand, and space on the board. Many of the monsters felt a bit fragile in the large scheme of things, usually taking only 2/3 hits to kill.

Two other things I want to mention. The game has a stack for resolving actions that was a little difficult to parse during my demo, but I’m sure would be fine once I got used to it, and direction matters. One of the primary things you do is rotate cards to face various directions, indicating where they can attack.

Overall, Genesis was interesting. I was curious enough to pick up some preconstructed decks, but that was primarily as samples to add to my board game collection. I’m not hugely in the market for another TCG at the moment, and I wouldn’t say I was really grabbed by the art or world building in my incredibly brief exposure to it.

If you want to learn more about the game, or find yourself curious, you can check it out here.

Gem Blenders

Most Indie TCGs tend to end up mimicking on of the big three in at least some small way. For most of them, this ends up being reminiscent of Magic’s land/non-land system. You have cards that generate resources, but are very hard to remove, and cards that are used to move toward your victory condition, but are easier to remove.

Gem Blenders flips that, and uses something that will probably be more familiar to players of the Pokemon TCG: You start with a set of 4 blenders out, and you put Gems onto them. Blenders can then “Blend” into higher tier blenders with better stats once they have the prerequisite gems attached to them.

Unlike Pokemon, Blenders don’t get knocked out, so the game is mostly about playing your gem per turn, and slowly trying to build advantageous board state. I also got crushed by the individual demoing it at the show. So it can join Mythic Mischief in that category.

The one other interesting thing to me was Gem Blenders’ action system. There’s no limit on the number of action cards you can play per turn, but you can only play a max of 5 total in a game.

Side note: It was interesting to me that both Gem Blenders and Genesis had these mechanics where you started with a full set of resources, and spent it as the game went on.

Gem Blenders was more appealing to me and I actually got a chance to sit down with the creator. We chatted for a bit about his longer term goals for Gem Blenders, what he sees as important for an indie TCG, and why he wants Gem Blenders to be a TCG in the first place.

It was a really interesting chat, and I hope to get a chance to transcribe it and put it up on the site. It’s been a busy last few months.

If you’re curious about Gem Blenders, and would like to learn more, you can find the game’s site here.

Wrap Up

Overall, I liked my limited time with Gem Blenders a bit more than Genesis. A large portion of that is just personal taste. I found Gem Blenders’ weird art style to be appealing, and I like games where I build up forces overall a bit more than games where I just shred stuff down.

I still think both of these are neat games, and I picked up starter sets for both. Will I play them as full TCGs? Unlikely. Magic and Pokemon already occupy most of my interest for the time being. But I’m happy to see some indie TCGs that really seem to be trying to be solid card games, and not FOMO messes.