Wednesday, October 22, 2014
Wednesday, October 15, 2014
Featuring randomly generated levels and permadeath over eight levels, the game is fast paced with quick movement and low health for both enemies and the player. A handful of different enemy types are found, offering various challenges in the neon-colored maps. The revolver only holds eight bullets, which must be picked up and manually reloaded after they are used, adding tension. A large variety of items can be purchased using coins dropped by enemies: potions to heal, buffs for speed or collection radii, or alternative weapons like knives and rockets. Coins can also be stored at a bank for future playthroughs, or you can opt for life insurance or a last will to preserve items for next time. Heavy Bullets offers a very effective combination of fast-paced first-person shooting with roguelike elements to produce a compelling gaming experience.
Monday, October 13, 2014
With procedurally-generated dungeons and permadeath, TinyKeep features limited controls that can’t be changed, a limited fixed viewing perspective, and an unclear minimap. Combat is a repetitive mix of blocking and attacking. Other prisoners can be freed, and they can either help or attack the protagonist. Taps and hazards can be used against the rudimentary AI. The unnecessary physics engine can make for funny deaths, but usually just places things in the way of fluid movement. Coins dropped from killed enemies can be spent on random buffs, and the game is difficult until a lot of these random buffs are unlocked. TinyKeep is a limited roguelike that strips down the successful formula too much.
Friday, October 10, 2014
Wednesday, October 08, 2014
The single-player-only game features a campaign with outrageous difficulty (even on the lowest setting) due to the sheer number of enemy ships in each scenario; you cannot skip missions and single scenarios are locked until you defeat them. Units and attributes can be upgraded between missions, and officers can activate special abilities during a mission. The three “skirmish” modes aren’t really actual skirmishes, simply placing you against superior enemy numbers just like in the campaign. The interface becomes problematic: while a nifty list displays your entire fleet, the unit icons are too small and selecting appropriate ships quickly to respond to an incoming threat is difficult. Confusing camera controls and inconsistent mouse wheel zooming also complicate things. Fixed space station locations can be captured to accumulate resources and increase the population cap, and then outfit with a defensive or support structure. Resources can be spent to unlock new technology tiers, although the roster of units is limited and units are only effective against specific sizes. The AI benefits from sheer numbers, rarely throwing a well-organized assault at you; friendly units also have issues engaging nearby enemies after their current target is destroyed. Ancient Space offers low value due to the lack of a true skirmish mode, limitations of the interface and AI, unwavering unit counters, limited base construction options, and the repetitively unfair design of the linear campaign.