#or the sorta hard with a touch of awkward-easy-difficulty-challenging way
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Bathtime negotiations with Zwei
Ruby: Zwei! Looks like it's that time of week again: bath time!
[Zwei's pupils contract]
Ruby: Come on, let's go get the water started.
[Ruby stops when she realizes Zwei isn't following her]
Ruby (turning back to face him): You're gonna have to get in that tub, Zwei.
[Zwei doesn't move]
Ruby: Now, Zwei, we can do this the hard way, or the easy way. Or the medium way. Or the semi-medium-easy-hard way. Or the sorta hard with a touch of awkward-easy-difficulty-challenging way...
[Zwei just stares at her and cocks his head to the side]
Ruby (eyes narrowing): So that's how you wanna play it, huh?
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SAGE 2020: Indie Games
SAGE may closed more than a day ago, but thankfully, the website remains up for those who still want to download its games. So even though this article is technically very late, nothing listed here is out of date. The event may be over, but the games live on! Which is honestly a relief, because I think doing ten games per article is taking its toll on me. Normally, when I’d write for TSSZ, I’d do somewhere in the realm of 5-7 games per article, and even that would eventually burn me out. After writing about 20 games this year, I was clearly starting to feel like I was running out of steam. Oh well. We live and learn. Here’s another ten games!
There’s one more article left after this, a sort of “honorable mentions” round-up that will feature much shorter blurbs as I blow through way more games way faster. If I didn’t talk about your game here in these three articles, now’s your chance to let me know so I can say something about it in the final article.
Anyway, onwards to our ten indie games.
Victory Heat Rally
I’m all for any game channeling the spirit of Sega’s old SuperScaler arcade technology, and Victory Heat Rally is all about that. Everything about this game seems so MY AESTHETIC that my only complaint is that I’m hungry for more. A lot more. This demo is a simple time trial on one race track and I’m itching to sink my teeth into literally anything else this game has to offer. There is an older demo from back in April with more content, but it’s running on a different version of the code base -- this newest demo is significantly improved both in terms of visuals and control. I really don’t have anything else to say about it. There’s not much here, but what’s here is charmingly retro in the style of Sega’s Power Drift, but cuter and even more colorful.
Sondro Gomez: A Sunova Story
I had been interested to revisit Sondro Gomez after playing the first demo last year, but I don’t know if I just wasn’t in the right mood for it this year or what, but I kind of bounced off the game this time. To my memory, Sondro Gomez is a kinda-sorta side game in the Kyle & Lucy universe. You may remember Kyle & Lucy as one of a growing number of games coming out of the Sonic fan gaming community trying to break out as an original title. A while ago, the developers announced a partnership with Stealth to use the Headcannon engine to make the game with, something that extended to Sondro Gomez here. The problem is, it feels kind of weird now, and I can’t quite put my finger on why. I think it’s the little stuff -- you don’t get a lot of positive feedback when attacking using your whip (the sound is a bit quiet), and the difficulty balancing errs on the side of caution. I died a couple times in my time playing this newest demo, but I wouldn’t characterize Sondro Gomez as a game that feels challenging. Some of that probably has to do with the fact this is still just a demo, which means you spend a long time fighting the same four enemy types in every single level. There’s a lot of charm to the story and the characters it involves, but that only takes you so far when it feels like you’re doing the same things over and over in the actual levels, you know? Either way, the touched up visuals and the new boss fights are welcome. Interested in seeing what the full release looks like next year.
Delta Gal
In retrospect, a Mega Man Legends fan game seems like a no-brainer, doesn’t it? Where Delta Gal has a leg up is in controls. Even considering the era Mega Man Legends was released in, it had very awkward controls. Delta Gal’s response is to embrace standard third person action game controls with a mouse and a keyboard. Now, there is controller support, but even once you get it set up, you have button layout presets like “Bad” and “Almost Good.” Honestly, if you can, just play it with a keyboard and mouse. The demo offers about 30-40 minutes of gameplay, with a bit of the town, a forest section, a cave, and one whole dungeon. Visuals nail the best parts of the Mega Man Legends low-fi aesthetic, colors are vibrant, and the pixel art textures look very good. The town is full of characters with lots of personality, too. A particular favorite being the guy who runs the junkyard who likes to show off by flexing his muscles but then ultimately chickens out when it comes to exploring the cave he discovers. The only downside I’d say is the sound design. The game sounds okay, but some of the music is a little bland, and certain sound effects lack the right kind of punch. Granted, this style of sound design isn’t easy, so I can empathize with the developers in that respect. Honestly, it doesn’t really detract from anything at all, so maybe it’s not even worth bringing up. Either way, good stuff, and I’m looking forward to the full release.
Bun n’ Gun
Here’s a cute little game about a bunny in the old west. I’m absolutely in love with the visuals and the music here, but the gameplay is… interesting. Bun isn’t a typical shooter or platformer, thanks to the fact that he appears to only have one arm, which is occupied by his gun. Now you wouldn’t think this would matter, as it’s pretty easy to design a game around only having to jump and shoot, and that’s fair enough. But there’s a strange heft to this character. It takes them a little bit to pick up speed, and it takes them a bit to slow down, and there’s an unmistakable, split-second delay between pushing the jump button and actually jumping. I know enough about this kind of game development that a delay between pushing a button and actually jumping has to be a deliberate design decision, and I split on whether or not I like it. I don’t think I hate it, because it’s pretty easy to get used to the way it feels, but it does mean you’re working with a handicap when it comes to split-second movements. Given the bunny seems to only have one arm, though, perhaps that’s the point. Either way, it’s cute. Give it a look.
Shield Cat
I feel like I’ve been over-using the word “charming” to describe games at SAGE this year, but you know what? Shield Cat is charming as heck. People also tend to think it’s reductive to describe things by comparing them to something that already exists, but I say nuts to that, too. Saying “It’s like…” is an easy shorthand, and besides, if somebody is saying your project is like one of their favorite games, it just means they’re giving you praise and might lack the words to accurately describe that praise. Thing is, that’s actually kind of hard to do with Shield Cat. The nearest relative to this game would be The Legend of Zelda, but Shield Cat honestly plays very little like Zelda, beyond having a top-down perspective. Secret of Mana, maybe, with the stamina meters? I don’t know. Regardless, this is a charming (!!!) top down action game where you roam around exploring an overworld and solve light puzzles. It controls well and the aesthetics are nice. Can’t really get much better than that, though I do have to wonder what it is you’re supposed to be doing in this game. It took me about 30 minutes to see everything available in this demo, but there’s no story setup and only the smallest pieces of what could be considered a dungeon. What’s on offer here is interesting enough that I find myself wanting to know more about this world. For example, it’s called Shield Cat, but clearly you’re some kind of ferret. What’s that about? Guess we’ll have to wait and see.
Prototype N
I’ve sat here staring into the void wondering what to write about for this game for a long time, because it’s one of those demos that’s just… a solid and fun game that nails exactly what it’s going for. I would say that Prototype N leans a little too far towards the easy side of things, but the third level provided in the demo ramps the challenge up enough to be just about perfect. And, really, that’s it. That’s the game. You get two softer introductory levels to get you acclimated to the controls (which are similar to Mega Man, but different enough not to be a direct clone) and one “real” level to actually give you a bit of a work out. There’s nothing else to really say. This has the vibe of a 1993 or 1994 Capcom game, or maybe something from Data East. Every single part of this game’s presentation is laser-focused on that aesthetic, and it pulls it off flawlessly. Sound design, music, visuals, it’s a bullseye. This game fell out of a time machine in the best way possible. Definitely give it a look.
Yan’s World
From a game that nails the SNES aesthetic to this, a game which pays tribute to the Virtual Boy… but not really? I actually became aware of Yan’s World many years ago through a mutual Discord, and it always looked interesting, but simultaneously a little confusing, something that still mostly holds true to this day. Per the game’s own Kickstarter sales pitch, Yan’s World is “stylized as a lost title for Nintendo's Virtual Boy.” I can get down with that, but the game almost instantly breaks its own rule because Yan’s primary method of attack is to shoot a missile from his head that can only be aimed using the mouse. As such, Yan’s World doesn’t have controller support, even though one of the stretch goals currently listed on their Kickstarter page is to make a version that can be played on real Virtual Boy hardware. And, honestly, what’s the deal with this game’s whole… everything else? Why is this kid an onion? Why are the platforms made out of clocks? Why does all of Yan’s dialog make him seem like he’s sort of pissed off when he’s got such a big happy smile? There’s a bit of a hand-wave to suggest the entire game takes place inside of a dream, and for once that actually means throwing logic out the window, I guess. Oh, the missile is a pillow? Fine, whatever. Use it to blast this demonic apple, and then threaten to kill an innocent NPC. It’s a dream! Despite how little sense that makes, it… kind of works? The sprites are big and lovely, the game controls well, and the level design is plenty creative. I can’t fault the game for that, it’s just trying to figure out everything wrapped around the game that feels so bizarre.
Cosmic Boll
I don’t know if I really understand what’s going on in Cosmic Boll, but I love to play it just the same. This plays like if Treasure made Dragon Ball Advance Adventure while strung out on cocaine. The end result is pure hyperactive chaos. There is a whole complicated combat system at play here, and a very lengthy in-depth tutorial when you first start the game, but you can figure out a lot of it by just skipping the tutorial and playing the game for real. You can get by pretty easily by just mashing buttons and seeing what happens, and that’s not a complaint, because a lot happens in this game. Like, constantly. It never stops, it never really slows down. You’re always zipping around, spinning and flipping and punching soldiers, explosions everywhere, collectibles everywhere, just utter madness. It’s Sonic the Hedgehog plus Devil May Cry plus Gunstar Heroes and all of it is mixed up in ways you probably don’t expect. All of this is to say that Cosmic Boll is messy and cool and fun and you should probably play it.
Brock Crocodile
This is a game I’ve seen a lot of around social media, and it’s nice to finally be able to try it. Weirdly enough, this is the first game all SAGE that has flat out refused to see my controller. For the last few years at SAGE, I’ve been using a Playstation DualShock 4, which typically causes me all kinds of headaches with games expecting an Xbox controller. This year, I’ve been using an 8bitdo SN30+. These things are designed primarily to be used on the Switch, but using a controller macro, you can change it to Xbox or Playstation modes. The “Xbox” mode has served me well so far, but Brock here fails to let me use the controller at all. Fortunately, with only three buttons, Brock manages to be mostly playable on a keyboard. That being said, a lot of this game feels a little bit off. The camera is kind of swimmy, as it's almost constantly in motion trying to get a better angle on what's around you. Brock himself doesn't have a smooth acceleration curve either -- it's more like shifting gears in a car, where you reach one top speed and then click up into the next highest speed. That can work, but Brock changes gears much too quickly and without much feedback, making it look like one jerky acceleration curve instead of two. And then there’s the visuals. Level art looks great, character portraits look great, but I’ve never been the biggest fan of the sprites I’ve seen in this game. Take Brock himself, for example: he’s got insanely thick thighs for some reason but the rest of his body looks thin and wispy, and he stands with kind of weird posture. The good news is, despite these complaints, Brock Crocodile is actually really fun to play. You eventually get used to the game’s control quirks, and the level design and included boss fight are excellent, striking that perfect balance where they aren’t too easy but don’t feel unfairly difficult, either. Plus, even though the cutscenes aren’t skippable (annoying as I was dealing with controller issues), the writing is snappy and the dialog is funny. It may not be perfect, but there’s still a lot to like here.
Marble Launcher
Here’s one of those games where you can tell the creator is just starting out making games. And that’s great! These sorts of endlessly complex, winding mazes are exactly the kind of levels I started making when I first got into game development when I was 16 or 17 years old. One could spend hours searching every nook and cranny in these levels, which is simultaneously awesome and exhausting. Thankfully, near as I can tell, nothing FORCES you to go exploring, so if you’d rather just finish the game, it’s easy enough to head straight for the goal. Gameplay is extremely simple, otherwise. You’re a marble, you can attack enemies by bouncing off of their heads, and you have a slam move. That’s it. You might think that with this being a marble game, you’d get real rolling ball physics, but all you get is simple platformer controls. They’re good enough, especially considering how esoteric the shape of the levels can get, but it’s hard not to be a little disappointed. Still, it’s not a bad little game for what it is. Controls a bit better than some of my earliest attempts at game development, too.
Thirty games total! That’s a lot of games to talk about. And there’s still more to come, so stay tuned for that.
#sage#sonic amateur games expo#writing#review slew#indie games#victory heat rally#sondro gomez#delta gal#bun n' gun#shield cat#prototype n#yan's world#cosmic boll#brock crocodile#marble launcher
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Jojo took the sorta hard with a touch of awkward-easy-difficulty-challenging way. That's excatly how he wants to play it.
#jojo rewatch#joseph joestar#caesar zeppeli#lisa lisa#jjba#battle tendency#jojo's bizarre adventure#jojo part 2#isn't that what jonathan used to say before he used the ripple#sweet#time to bullshit his way out of another situation
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Octavian: Now, Kids, we can do this the hard way, or the easy way, or the medium way...
[Kids stare]
Octavian: Or the semi-medium-easy-hard way, or the sorta hard with a touch of awkward-easy-difficulty-challenging way...
[Kids stare]
Octavian: So that's how you wanna play it, huh?
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OK, Vampire, we can do this the hard way, or the easy way, or the medium way, or the semi-medium-easy-hard way, or the sorta hard with a touch of awkward-easy-difficulty-challenging way.
Alice: . . .you know what, go for the last one. I want to see what it actually entails. [before she inevitably takes the first opportunity to get away with Obfuscate]
#~M: I want some questions! now! (ask)#~M: grin without a cat (anon)#~V: Londerland Bloodlines#~T: Epic of the Ankaran Sarcophagus#we can do this a variety of ways#~C: Alice Liddell#((she goes invisible a lot to solve her problems I've noticed#but hey invisibility is handy#I also am curious as to what the last option entails))#~M: with this hand I will lift your queue#Anonymous
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now gary we can do this the hard way
or the easy way, or the medium way, or the semi-medium-easy-hard way, or the sorta hard with a touch of awkward-easy-difficulty-challenging way.
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