Friday, January 9, 2015

Aesop Spotlight: Boogey Boy

Goon Studio's in-progress demo, Boogey Boy, is a side scrolling platform game in a child dream universe.
Selecting one of the two available Story worlds, my character is perpetually escaping an epic shadowy monster and evading smaller monsters and vehicles while seeking out stars and power-ups.
The interaction with the world is jumping and double jumping, with the best strategy for along life being to find floating platforms to hop between, staying above the reach of most of the dream baddies.

What I Liked

The artwork and theme is a lot of fun. I really enjoyed hopping on and over Unicorns, Frogs, and angry Trucks; the obvious motivation of the ever chasing boogey monster; and the vivid story book backgrounds my side scrolling adventure propelled me through.
I managed to get the hang of the controls after only a few deaths, and after not much time was pulling off a few fun lucky long play runs.

What Still Needs Work

The main menu has three listings, but only one ("Story") seems to work. It would have been nice to be able to change volume or exit from within the menu. The "Options" and "Arcade" options existing but not being accessible makes me wonder whether they are 'coming soon' features, or just broken in my client.

It also would have been nice to be able to pull up the control instructions, as they only flash up briefly when game play starts. The in-game instructions use 'tap' as they expect most player will be on a mobile device, but the first several times I was trying to quick read the instructions I thought it said 'tab', which was not super helpful :P

I never actually managed to read through the in-game instructions until I grabbed a screenshot of it. To make sure I had figured out the controls sufficiently, I ended up reading through the instructions on indiedb. Not a big deal as the game is a snap to figure out in just a few 'lives', but it would have been nice to have this information more easily available :)

Conclusion

Overall, I was impressed with how inviting this in-progress platformer managed to be. The imagery is engaging, and the gameplay is challenging without being overwhelming.

I look forward to see future developments of Boogey Boy from Goon Studios in future!

[Check it out yourself on indiedb]

Friday, September 5, 2014

Indie Game Spotlight: Caffeine



Ever since I was allowed to pick my own media, I have always loved the horror genre. Especially anything between a ghost story and a psychological thriller. For these reasons, I couldn't resist taking my first Aesop Spotlight with Caffeine, a newly Steam-Greenlit space psych thriller.

In case you haven't heard of it yet, Caffeine is an Unreal Engine game that successfully Crowdfunded on IndeGoGo and is now successfully Steam Green-lit. It looks to become a very spooky space mystery of the missing caffeine addicted adults.


Wow. I've got to start with that because this demo leaves a lot to cover
.
Walk Through
I'll praise the overall quality at the end, let's start chronologically. Going in you find yourself as a short somewhat fidgety first person character. You cannot see your body but the premise makes it clear that you are a little boy of unknown origin. The ship is empty. Not "dilapidated for years" empty, but not "meals half eaten" empty either. There are no sheets on the beds, but everywhere you go are empty little blue coffee cups and in every third room there is a Space Coffee machine.

The room you start in has a row of what might be "missing you" or "get well soon" cards but I have yet to be able to make out the messages in them. However the names Sara and Randy can be made out as to and from names. You can pick up and throw these cards and the several empty blue coffee cups in a very Skyrim like fashion.



The door to your starting room opens as you approach and as you leave there are a couple sticky notes telling you that coffee is important and in the kitchen. Alright, what do you expect from a game called Caffeine? Continuing, you find yourself in a hallway of similar doors, apparently in the crew's quarters. None of the beds have sheets. Some of the other rooms have a Space Coffee machine and are littered with the little blue cups. The lights flash with some untended randomness.

As you head toward the obvious exit of this little residential hallway, there is a musical sting and the flash of a shadowy figure across a lit T-section.



Exploring further, you find many dark, possibly wet hallways and overturned storage rooms. The kitchen however is quite apparent as a large communal room with a table, several chairs, and ,of course, a Space Coffee machine. There are several notes in the kitchen, mostly involving not using too many groceries, proper fridge opening procedure, and not to drink more than 2 cups of coffee. Perhaps the best thing I noticed about the kitchen was the realistic space-sun coming through the high windows. There really is space out there and the orb projects bright yellow light at responding angles to you and the window.



There is one other major destination of note in this level-concept demo. That is what I'm loosely terming the 'lab'. In this room there are a couple computer terminals, some stored books and paperwork, and a white board. The whiteboard, it's contents, and all the notes stuck to and around it are may main focus because it's where you start to see the budding plot.



On the whiteboard first is a sketch of a molecular structure with a mystery component and a note reading "what is it?" Under this is scrawled "John, if you wake up goto LEVEL *smudge*" Next to that is a vagely humanoid black scribble and scrawled next to THAT is "He Sees You". Creepy, right? Standard, but creepy. The best part is the notes at the bottom of the board.
From left to right:

  • "Remember To Test Sample 5-d", 
  • my favorite "John ISNT Responding <3", 
  • "Some Samples are showing a reversed Metabolism" 
  • "he sees me" "he sees me" "he sees me" (6 times total down the note)
  • "Coffee" "coffee" "coffee" "coffee" (etc)
  • a stick figure with big eyes labeled "Me" and a stack of blanks stuck to the board.
The memos to the side appear to be reports on the sample that was acting strangely. Next to the board on a desk is a tape recorder that triggers an audio file. This appears to be "Sara" talking about that rogue sample again. Something has gone very wrong here. I wonder who John is, if we are him, and if he ever woke up.


Past the lab, signs of human habitation pretty much stop. There are a few rooms with chairs or long padded benches, but several of these are overturned. Some hallways and rooms have been flooded and worse, some hallway floor tiles have been completely ripped out. Clearly something horrifying happened here, but the player has no apparent knowledge.



In one of the hallways there is another sting and a flash of the feared "He" like shadow standing still before it is gone again. Past this point, there is a darkened room from which a "psst!" like that of a child is heard as you pass, but no child is apparent on investigation. I wish I had found another lonely space child to explore this empty ship with.


Okay, so that's about as far as we got.

The One Critique
My one real critique of this demo is that when I tried it on my usual computer, the darkness was too thick to see anything. all the screenshots are from the game pages because the computer that could take them is not mine to noodle on. An ambient light adjustment would be great. A lot of horror games help you adjust the darkness until everything is just-visible-enough.

Overall Impression

I said I'd praise quality and I shall! The textures are great, the lights are great, the reflections are great. This is an amazing demonstration of of the time and effort put into the scenes. The walls are shapely and space like, the space outside is bright and space like, and the dingy mess left behind is scary and junkie-like. If there are two things I learned from this demo, it's that detail goes a long way and never EVER become addicted to something in space.



"Before the End" Hypotheses

You know how it goes. Before the end of the horror and/or mystery, it's fun to guess how you -think- it might end. Apparently, there's nothing better than a demo for a psych thriller to get those theories pumping!

Who is the kid?
There's no real evidence that children are even supposed to be on what has been described as a "Caffeine Mining Station" much less lost and alone. Surely he's a child of the crew, but which member? Sara? the only once name-sighted "Randy"? Is John our father or are we the sleeping unresponsive "John"? There's no way of knowing yet. We don't even know what anyone looks like.

Who is "He" that sees you?
Is it a ghost? A surviving crew hyped on on so much space coffee we only glimpse it moving? Perhaps the combined caffeine or cafeine-withdrawal induced hallucinations of the crew brought to life? Is the little boy hallucinating?

If so, were WE also addicted to the bad coffee?
 And if we were, is our growth artificially stunted by it? (important to consider in a growing boy)


Honestly, I have no idea how it's going to end (we barely know how it starts!) and I definitely look forward to finding out. You should too. Stick around and see what comes of Caffeine.



Thursday, August 28, 2014

Indie Game Spotlight: Wayward

I don't like to have to reboot to pick up a game so I'm always happy to see a game offer Linux and/or web clients I can use - Wayward offers both! Wayward is still in development and just released a new expansion to their beta last month which includes - Chicken Farming! With many happy childhood memories of Zelda under my belt, anything involving virtual chickens tends to bring a smile to my face :)

The look is also very like the beloved Zelda of my childhood (and many other games of the 80s), but with some significant additions. In the upper left there's a running text readout of the game, which should make any MUD lover feel at home. In the lower left there are the button triggered menus that web games have us used to, including toggleable game elements like Inventory, Crafting, and Equipment.

Running around was only awkward for a minute. Diagonals do not exist in this universe, so only attempt to direct your character in straight lines and everything works as expected :) Movement can be accomplished by clicking on the world in the direction you wish to travel, or using the arrow keys. There's definitely an 'explorer' feel to the world and it can be fun just running around using the "Inspect" and "Gather" actions to get a feel for it.

Even from just an afternoon of play, it's easy to see that crafting is a main element of game play. Loose items like fossils and rocks can be gathered simply by walking over them, other more firmly fixed items, such as grass and mushrooms, require your character to stand in an adjacent tile facing them and use the "Gather" action option, while harvestable terrain features, such as mountains and trees, can be harvested simply by walking into them repeatedly (you can't walk over these terrain features like you can the other two types of harvestables).

There are 'monster' which will attack you like snakes and spiders, but these are fairly easy to avoid or kill, and I was only defeated once during play when two of the creatures attacked me at once and I decided to try and fight it out. Food items can be eaten to increase Health after a combat encounter, but Watch Out! My character ate a bunch of berries they'd gathered after being poisoned by a spider and ended up with a tummy ache from over eating! Which I found very amusing :)

One of the best ways I found to duck monsters is to run out into the water. I found three depths, all of which my character was able to get through (walking, wading, and swimming it would seem), but monsters were only able to get out to the lesser depths.

As you gather various items, you get new options in your Crafting menu. If you don't yet have the items you need for a craft, it's highlighted in red and when you mouseover the craft you can see what it is, what it does, and what you need to make it. When you have everything you need for a craft, you can simply select it with the mouse to attempt it - sometimes you succeed, sometimes you fail, and always you seem to gain in skill!

That's another cool MUD-like thing about Wayward - everything you do seems to give you some kind of skill! Chopping down trees made me better at Lumberjacking, gathering or eating mushrooms improved my Mycotology :)

I managed to get craft options for walls, flooring, and a door so I tried to build a house, but was unable to 1) get the walls to rotate horizontally to form corners, 2) gather sufficient logs without getting overloaded to create all the pieces. I did find it amusing that taking a single step when overloaded takes all of your stamina. I'm carrying three giant walls so every step I have to rest again, makes some sense, but made me a sitting duck for spiders!

Overall, I had a great time exploring Wayward! The one annoying thing about the experience was that the menu which comes up when the "Actions" button is selected appears in the center of the screen (which is not near the "Actions" button) and goes away if you don't direct your mouse over it quickly or exactly enough. I kept missing and then having to reopen it. On the other hand, I expected to be annoyed by the music and was not. The music and sound effects for the game seem to be pleasant and appropriate.

I would definitely recommend trying this game for anyone who is feeling nostalgic for the explore / adventure / advance games of yesteryear, or for gamer parents that want to get into something their kids can get into also. I did not find any child inappropriate content while playing or any challenges I think too steep for a gamer in their formative years to overcome and enjoy. What I did find was an easy learning curve, and a world with enough interaction and depth to be quickly engaging and enjoyable.

You can play the Wayward beta online at Unlok.ca/wayward

Find their downloadable clients at IndieDB

Find out more about Wayward and its creators at Unlok.ca

If you'd like to be featured on 'Aesop Spotlight' please drop us a message at spotlight@aesopgames.com and we'll check out your Game, Kickstarter, Concept, or Demo.

And don't forget to checkout our social strategy game set in the Renaissance - Brunelleschi: Age of Architects currently in beta; Thanks for reading!

Thursday, August 21, 2014

Indie Game Spotlight: Lantern Forge

Truth in Advertising: You get to Forge Lanterns

Lantern Forge is exactly the kind of game that sneaks up on me. It's got Depths of Peril levels of hidden complexity, and while it might seem like a casual game at first, this one took up a surprising amount of building energy for something with such a childlike interface.



At first you'll be doing the traditional scrounging for materials (sticks/stones/logs) and progression up the standard Stone -> Copper -> Iron chain that's been popular for some years now. It won't be long, however, until the depth of the crafting engine becomes notable. It can take a little while to get used to the requirements, but very soon you'll be bootstrapping your way up an enjoyable chain with several different and well-implemented crafting chains, including Tailoring, Smithing, Woodworking, Cooking, Jewelcraft, Enchanting, and Alchemy.



LF really shines when it comes to organizing and hoarding. If you love a good OCD sort-fest this game has it all, shiny gems, appealing ores and ingots in a variety of metals. You can spend plenty of time just enchanting the 'Perfect' set of gear, and the standard Blizzard-style enchantment gradation will be familiar to anyone who's played a CRPG in the last 15 years.


Crafting's a methodical and enjoyable process, with many different kinds of Wood, Cloth, and so forth, but the game really comes alive when the farming gets going. I don't enjoy Farmville much, but this game made it feel natural to clear and till land. With the added fun of battling the Hunger and Sleep mechanics, this game comes out to a well balanced hybrid of several important styles, well-delivered and fun for even a jaded veteran of a thousand games. Newcomers to the genre can expect an enjoyably paced experience that provides lots of sandbox freedom without being overwhelming.


The Survival/Sandbox aspect is mitigated strongly by a trading/commerce game that's quite fun to play. I enjoyed bringing in bumper crops of Carrots and Pumpkins early in the game to purchase ores that were located underground in more dangerous areas. For non-violent players it's remarkably easy to advance simply by Crafting and Farming, though the ease of gaining loot from the dungeons will eventually drive anyone to goblin-hunting.


The dungeons are massive and of course fully procedural. The game's not infinite but the amount of space is more than should ever really be needed for a single player game. You have ~100 levels of dungeon to explore (and build in, if you wish), as well as an expansive overland map. The resource distribution is well thought out and you neither speed through the levels nor find yourself overly delayed by any need for rare materials. Ultimately it was the smooth progression between the equipment tiers that I found most enjoyable about this game.


The Character Creation system certainly created replayability for me. I went with a Magic User at first, and then restarted to try a Crafter-Adventurer. There's some depth to the combinatorial system and I would enjoy making a whole new character even now. I'd love to see this expanded on, there's a lot of potential to Lantern Forge's character development and it creates for versatility in gameplay without overmuch complexity in selection, making the game accessible to players with different levels of prior RPG experience.



The Game's a great deal on steam at only $10, and if you play games to decompress it's a perfect buy. The idyllic little town created during the natural progression of the game is quite friendly. The game's also a great way to introduce younger gamers to standard systems, without subjecting them to unreasonable challenges or frustrating mechanics.


You can find Lantern Forge at any of these fine locations:

http://store.steampowered.com/app/314380/

If you'd like to be featured on 'Aesop Spotlight' please drop us a message at spotlight@aesopgames.com and we'll check out your Game, Kickstarter, Concept, or Demo. 

If you like RPG games and enjoy game design please check out the experimental MMORPG Brunelleschi: Age of Architects , Thanks for reading!