Recent games played:
Spellcaster University - Harry Potter knockoff Hogwarts Builder with a few interesting ideas and a lot of flaws. Your choices of how to build the harry potter castle are based around which cards you have in hand, and you generate various currencies from student behavior that you spend to draw from six “decks” of cards which contain different kinds of rooms.
This could be cool, but most of the optimization mechanics present in facility builder games like the Two Point games, theme park sims, etc, are missing from this game–you cannot move or demolish rooms, you cannot fire or hire or optimize your teaching staff beyond a few upgrades, which again you cannot select for because you draw them randomly, etc.
Optimizing the wellbeing of the simulated students is very hard to do because the event log is pretty constrained and most of the visual tricks that games in this genre use to show character mood are simply not being used–there’s not many popups above heads, there are no alert windows telling you when bad things are happening, etc.
I sunk like 6 hours into this because I thought it was interesting and I really wanted it to be good, but I’ve finally decided that it’s pretty much not worth playing in its current form. Interestingly enough… the devs seem to be aware of the school sim flaws in their product, because their main campaign mode actually puts a timer on each level and makes you start again, over and over. If they had any optimization mechanics it would be fun to play for longer, but they don’t, and it’s not, so their solution was to just make you play the beginning experience over and over again? Wild.
Genesis Noir - backed this on kickstarter and only breifly checked it out today, finally. It’s incredibly expensive looking!! So many things are one-off animations and so many basic one-off animations have custom little bits in them–like a guy runs through a door and instead of the door opening, the door bursts into bits and there’s like, debris particles flying out, etc. The game is basically a point and click adventure and it feels very optimized for mobile. A lot of dragging and tapping gestures, etc.
The big problem is that I am simply not buying the basic premise of the game. If I have to be honest with myself, I really never have, despite being a kickstarter backer. I backed this one because it seemed so weird that I was really curious how it would turn out. After about 30 mins of playing I still have no idea why we are choosing to tell the story of the big bang as a noir detective mystery about a woman being MURDERED. The main character is Time; he has the hots for Mass, a woman who seems to be perpetually naked. He calls her on the phone (figuring out how to do this took me forever, and crashed the game once) and something cryptic happens and suddenly he’s running across town just in time to see her being shot with a giant gun by a guy with a pompadour. I still have no idea what he’s supposed to represent. We immediately transition into an excessively long sequence of incredibly custom one-off minigames where we are planting various seeds in a kind of alternate PLANT DIMENSION? in order to create LIFE in the galaxy? I don’t know. If you wanted to make a game about plant based minigames, why make a game about the origin of the universe? If you wanted to make a game about the origin of the universe, why make it a noir detective mystery? If you want to make a game about the origin of the universe, why is the origin of the universe, and life, and all good things, the murder of a naked woman in a bed? I don’t know. The game has not persuaded me yet that it should exist in this form or at all. Wild stuff. Curious if anyone has finished this because it seems short and I am interested in learning whether it comes together at all in a coherent way… not sure I want to do a lot of mobile minigames on my PC to figure it out, though.
Unexplored 2 - Still in early access, has some issues relating to this (balance seems off, loading screens are long) but it’s decent? Decently interesting? It’s one of these Moebius-influenced sci-fantasy games that are coming out more often now (Fauxbius games?) and it’s a roguelike with a persistent overworld map filled with factions who rise and fall in power between your various character deaths.
I would like it a lot more if each death didn’t seem to result in such a complete wind-back of stuff in the overworld, though!! It feels like everything is falling in power constantly. You make an alliance with a faction and when you die they get attacked by 1000000 spiders and just get deleted off the map. I dunno. I’d like to feel that my accomplishments are sticking around a bit and don’t need to be constantly re-done.
Accomplishing anything is unbelievably hard because the combat is extremely brutal and you are constantly juggling various currencies that can really fuck you over if you hit zero. Your inventory is unbelievably small and it will constantly be filled with objects that you are using to reduce cold damage by 1 on a journey or whatever, and not on anything cool you can do shit with. There is a stat called Hope that is extremely easy to lose and extremely hard to replenish and if it hits zero you LOSE AN ABILITY. I dunno. I played on standard difficulty and got rolled pretty hard, then I played on easy and got rolled just as hard after I died (I think I recharged a cool scrying stone and then it got defeated by kobolds after I died? Not sure). The idea of having to go recharge it again made me so tired that I uninstalled.
I want to come back to this but I think I’m going to wait until it’s ready for release. Right now it feels like an exercise in heartbreak!! Stop killing my friends, kobolds!!