Wednesday, July 18, 2018

Dig or Die Gameplay Review

I'm playing Dig or Die, a sandbox survival game by Gaddy Games.

The game supports both single player and online multiplayer where the goal is to build a rocket to escape the planet. Each procedurally generated world features the same regions where you can find specific resources and enemies. Crafting is set up in tiers, and unlocking the next set of items requires visiting a particular area and finding the necessary resources. Nightly attacks come from all of the enemy types you have previously engaged, requiring the construction of a base with turrets and one or two entrances to funnel the hostiles in one at a time. Building and water physics means rainfall and stressed bridges must be managed. With a focus on base defense, Dig or Die features all of the hallmarks of a satisfying sandbox survival game.

Tuesday, July 17, 2018


I'm playing MOTHERGUNSHIP, a roguelike first-person shooter by Terrible Posture Games and Grip Digital.

Sharing a lot of similarities with the developer’s previous game Tower of Guns, the game centers around shooting lots of enemies in randomly generated levels. Apart from the main story missions, there are side missions for extra parts and experience, and eventually endless and sandbox modes are unlocked. Guns can be created from parts purchased in each mission; the designing process is easy using connectors, barrels, and enhancements to attach things. More powerful weapons require more frequent energy recharging, so there is strategy involved in which barrels to place together on the same gun. Each mission has a limited number of gun parts that can be initially brought in to create the initial gun, and dying results in losing those parts. The procedurally generated levels are interesting and can drastically affect the difficulty of each mission. Occasionally, there are special rooms to purchase new parts or that have different rules. The AI is dumb but overwhelming in numbers, making for a difficult game overall. Each room does not need to be cleared to advance, however. The game’s fast pace (with quick movement and multiple jumps) and relatively short missions makes replaying after death more palatable. MOTHERGUNSHIP is a very challenging first-person shooter high in replay value thanks to procedurally generated levels and extremely flexible weapon design.

Thursday, July 12, 2018

Warhammer 40,000: Gladius – Relics of War Gameplay Review

I'm playing Warhammer 40,000: Gladius – Relics of War, a turn-based 4X strategy game by Proxy Studios and Slitherine.

Featuring both single player games and online matches on randomized maps, the goal is to either defeat all other factions or complete the main quest line. The four factions (Space Marines, Imperial Guard, Necrons, and Orks) have subtle differences between them (units, resource usage, expansion rules). Cities expand into surrounding tiles to increase building slots and provide resource production bonuses for food, ore, energy, research, and influence. Maps typically include interesting choke points, artefacts and outposts to capture for bonuses, and very dangerous creeps that will decimate starting armies that don’t stick together. Units, especially heroes, can be equipped with some interesting experience-based abilities, but all factions include “basic” and “more powerful” versions of infantry, vehicle, and hero units. Only one unit is allowed per tile, so the more powerful variants are desirable once unlocked through research. Research options are varied and tough to choose between, while diplomatic options are non-existent (everyone hates everyone). The AI plays the game well enough, attacking when (and where) you are vulnerable, pulling back when needed, and expanding into appropriate regions. Coupled with the hostile nature of the game world, the game can be a challenge. Warhammer 40,000: Gladius – Relics of War takes the formula of Pandora: First Contact and applies it to a different setting, adjusting just enough game mechanics to make it stand out on its own.