The Ikai Demo

The Ikai Demo is fine, but currently it doesn’t do anything new. I’d like to see the full game do more with some of the potential it has regarding more interesting monsters.

God why did I download this.

Recently on Reddit, I saw a neat thread with a trailer for an Indie game called Ikai. It looked kinda neat, if a bit amateurish.

Then the devs linked to a demo that I downloaded and fucking god almighty, why did I do this.

If you want to play the demo in question, you can download it here. They also have a Steam page with a trailer and stuff on it here. (Side note: the designers don’t seem to speak English as a first language, and the Steam page and demo page have their wording a bit mangled. I didn’t see any evidence of this in the game itself; everything was well translated and clear.)

I do not like horror games. I do not play horror games. At one point in college while watching some friends play Alien: Isolation in the dark, the alien popped up, and freaked me out so much that I jumped up directly into the bed above, and smacked my head pretty hard.

I mention this because I’m not sure I’m the right person to review Ikai, even in this demo form. I do not want to seal the evil in this mask. I do not want to walk down the haunted hallway. I do not want to be in this temple whatsoever.

However, I feel obligated to play the demo, and try to finish it, because, a lot of effort clearly went into it.

So, having now finished the demo, here are my thoughts.

I really like the world that Ikai is trying to build, and I’m very curious about the story. If nothing else, it’s the sort of game I’d go read the wiki for, because I want know how things resolve.

Regarding the actual gameplay in the trailer, there’s not much here that hasn’t been done before. Open doors, search for things, draw some patterns, don’t get caught by the monster. This brings me to one of my biggest issues with the demo, the monster itself.

I’d call the monster in the demo “Fine” because there are a few things about it that are pretty great, and few things that are pretty “Meh.” For starters, this isn’t Alien: Isolation. The monster doesn’t seem super smart, and I had a hard time figuring out how it “Worked” mechanically, since as far as I could tell, it just strangled me to death if I got to close/if it saw me. The death animation was fine, if a little jump-scary, but I suspect since I had turned off audio at this point, if I’d been paying more attention I would have heard it. In another instance, the monster seemed to just spawn directly in front of me. I think this one was a bug.

Looking at the actual monster itself though, at least while it was standing still, kinda deflates it. Some of the animations are a bit janky. While in motion, or lurking from room to room, it radiates a sort of menace, but the second it stands still, or you get a good chance to look at it, the tension falls apart. In addition, while its design is really nice, its actual feel is pretty bland. It’s a large hulking thing that moves from room to room, looking for you, and kills you if it finds you. For how much the rest of the game plays into the setting, I would have liked to see the demo use some more interesting Yokai, rather then just having a “Big Scary Thing.” From a gameplay mechanics standpoint, I would have liked to have this thing be a bit more interesting, or have some sort of gimmick.

Overall, Ikai is fine, but I didn’t see anything in the demo outside of the setting and tone of the world that made it stand out from other similar sorts of games. Given the effort they’ve put into creating a non-standard world, I’d like to see them play with some of the gameplay mechanics they’ve set themselves up with. Creatures that can move from mirror to mirror, monsters that disguise themselves as objects, some more “fun” mechanics than what the demo has. Yokai are incredibly diverse, and if the game turns out to just be “Amnesia, but set in Japan”, I feel like they’ll have really squandered a lot of the potential design space to make some really interesting monsters.

RPG Module Review – The Secrets of Shirakawa Castle

A fantastic adventure, that pulls from a set of folklore and stories that really don’t get much chance to shine in tabletop RPGs.

Module NameThe Secrets of Shirakawa Castle

AuthorsRCG Harlow/Rosemary CG (Same person. First link goes to her stuff on DM’s Guild, second link goes to her twitter.)

System/Character Level – DND 5E for 4-6 Level 4 players

Price – $4 – (We were given a review copy for free.)

This post will serve as part one of two of the Shirakawa Castle review. As such, its mostly spoiler free. While none of the plot beats are discussed, there may be some info about the types of Yokai encountered, the beings infesting said castle. Read at your own risk! So, lets get started shall we?

There are two big things about Shirakawa Castle that I think might turn people off, and that’s a real shame, because it’s a ton of fun. Graphically, the module doesn’t look amazing. There are no splash screens of amazing art, there are no bright colors. It looks like a word document. The second thing is the names. I’ll talk about this a bit more later, but I really wish a pronunciation guide/glossary was included. Tengu is easy enough to say. Osakabe-Hime, Yamatai, even the namesake of the castle, Shirakawa, not so much. One of the big pieces of feedback I during a post-game wrap up is that some of my players couldn’t remember who was who regarding the human family members.

So, now that we’ve gotten those small issues out of the way, how does the rest of the module play? Well, it’s a ton of fun! For starters, nothing in the module feels like a traditional monster. There’s no goblins or orcs. Instead, you get a menagerie of strange and bizarre creatures, including a giant foot that demands to be washed, a three tailed cat, kappas, and super small group of creatures called Yanari, tiny little men that like to cause havoc.

The module gives each of these their own statblock, attacks, descriptions, and even gives a bit of info about their behavior. To me, the Yokai are one of the strongest parts of the module, brimming with personality, and with interesting mechanics. The aforementioned Yanari for example, have the ability to swarm up a character and tie them to the ground. Each creature has something special about it, and also tends to have its own unique weakness, as you might expect from something of myth. In addition, most of the encounters can be handled non-violently, if you have players who would prefer to talk things out.

The module isn’t all combat encounters however. Players will most likely spend a decent portion of time exploring the titular castle, and interacting with it’s inhabitants. And this is where one of my second favorite things about this module comes in: The NPC Profiles.

Most of the time, when you get an NPC profile, you tend to get a few traits, or maybe a background. Shirakawa Castle does both of these, and then goes beyond, laying out for the DM the relationships each of the characters has with each other. Since a large portion of the module is investigation, this is a lifesaver when it comes to things like whose sleeping with who, or remembering grudges or problems. For me, this is one of the strongest parts of the module, since it prevents any sort of “Wait, but X said that Y is…” or stuff of that nature. For me, it made the NPC’s far more real then just being servants at the castle, or the lord, or the lady. And it made it much easier to roleplay them. It also prevents the problem of “Well, I thought they would encounter this NPC here, but instead X,Y,Z happened, what would they say?” Combined with the monsters, this is what really sells the module to me.

I’ll post part two of this review after we finish the module, but overall, my players had a ton of fun. While the module might look a little amateurish at a glance, the level of detail in the monsters and NPC’s mark it as anything but. It’s a fantastic adventure, that pulls from a set of folklore and stories that really don’t get much chance to shine in tabletop RPGs. That isn’t say it is perfect, but it’s weak points are only in presentation, and a few additional things that would be nice to have. If your players are board of facing the monsters of European myth, or you want a great mystery module with varied and interesting combat, I’d definitely recommend.

Afterword: I’d usually put my thoughts on running the module down here, with things I could have improved/changed, etc. But because this post is so long, and this review will be in two parts, with more specifics and spoilers in the second one, I’m gonna split those out into their own post. But yeah, players really liked it, I had a ton of fun running it.