So yeah, that is an improvement.
This week we have Hack, Slash, Loot, developed and published by David Williamson. It is a roguelike with a classic dungeon diving theme to it.
Hack, Slash, Loot is unique in genre in its outright simplicity. It has no inventory beyond what you are wearing, a simple consumable based upgrade system and only a small amount of effects beyond damage types. The classes are differentiated by their equipment and starting stats, usually identifiable as simple melee, ranged and magic variants. It even does away with deep, labyrinthine dungeons in favour of four short quests with distinct environments.
The simplicity of the game makes it very accessible. Most roguelikes are lauded for their complexity, rewarding those who can maximize the effectiveness of growing lists of abilities and items. However, this is one of their biggest weaknesses as the number of things you have to track as the game goes on gets mind boggling. This can be somewhat mitigated by the interface but I find that my characters are almost always lost due to the problems of tracking all the minutiae.
Lacking this element, Hack, Slash, Loot provides instead the visceral satisfaction provided by simply smacking your foes and upgrading your character. If even lacks maximum hp value, a convention casually accepted by almost all genres of gaming. The short, punchy levels add to the experience, allowing you to finish with your character before you get bored of it. Note that the game's simplicity does not indicate a complete lack of strategy. Frequently the upgrades you choose will depend on the quest and character you are playing and will dictate your survival.
Of course, the game's simplicity can also work to its detriment. Sometimes you will find yourself wishing you could do more than move and attack. There is a damage type that has benefits that almost always make it crucial to victory. But the game has no pretenses of what it is. The description is right there in the title.
As far as recommendations go, I think Hack, Slash, Loot plays to a very specific audience. It is geared towards the gamer who is a fan of classic roguelike play but is perhaps frustrated with the spiraling complexity that occurs in the later stages. My personal favourite thing about the game is how easy it to just dive in for a play session. Any given quest takes at most a couple of hours to complete and there is no long list of effects to give headaches on the occasions you pick up an unfinished game.
Hack, Slash, Loot is available on Steam.
Anyways, that is all for this week. I am hoping to make up for last week as well as get next week's up in a somewhat timely manner. We will see how that goes.
Until next time, good luck and have fun!
OK, so this has nothing to do with boats. Waves is a twin-stick shooter developed and published by
There are six different play modes. Crunch Time is your basic time attack mode where you aim to hit the highest score possible within the time limit. Survival's pretty self explanatory, you just keep shooting things until you run out of lives. Rush is timed like Crunch Time but with the opportunity to extend your time by achieving some goals. Bombing Run turns your gun off, forcing you to continually run over checkpoints to activate bombs in order to clear enemies. Challenge is a series of 20 scripted waves which reward things such as quick clears and large combos. Finally there is Chase, a mode where you are required to roll over a checkpoint every 5 seconds in order to survive
The experience the Waves brings to the genre certainly does not disappoint. Largely the sole effort of Rob Hale, the game has a surprising amount of polish to it. The controls have a pretty natural feel to them while really getting the point across that you are essentially rolling across the arena. Despite claiming to be no artist, Hale has created an incredibly attractive visual style and the music by SMILETRON provides a pleasant backdrop. As far as game modes go, while Survival is my go to I am quite fond of Bombing Run and Chase. Both provide very white-knuckle, edge-of-your-seat game play in their own way. The slow-mo offers a way to get out of sticky situations without making it too easy and bombs based on your current combo provide a nice way of giving yourself some breathing room when things get too cluttered. The game even has a good bit of humour, offering jibes about your performance after every round. My biggest knock would be the score cap, an unfortunate artifact of the programming. While I have never been close to achieving it, knowing it is there is a bit of a disappointment.
It is important to note that this game is not Geometry Wars. I find the controls more organic, the visuals more attractive and the game play experience better overall. Or at least I think I do. Right now Geometry Wars is giving the hilarious error of “Failed to find Steam”.