chrominance
Member
Oh geez, I just discovered this thread. I'll stick to the last few games I've played:
McPixel. Considering I got this in a Humble Bundle without even realizing it, I guess I can't be all that disappointed. As a joke it's alright--there are amusing bits here and there. But as a game, it's pretty bad.
The premise is you're McPixel, a cross between MacGyver and fart jokes. In each "level," you have twenty seconds to find and defuse a bomb in a scene. You do this by clicking on items and people in the scene to do things. Each round is made up of six levels; if you fail a level, you just move on to the next one until you finally solve them all. The problem is that applying any sort of logic to the game is pointless. It's not always obvious what's clickable and what's not. It's not at all obvious what McPixel will do when you click on an item (pick it up? kick it in the genitals? eat it? piss all over it? random other thing?) And the actual action you need to take to get rid of a bomb is intentionally nonsensical most of the time. So basically you end up just clicking on things at random in the hopes it'll do what you need it to do. Thankfully, this only goes on for an hour or three before you've completed everything in the game, which includes finding all the possible outcomes of every level.
Retro/Grade. At first glance, it looks like a Frequency/Amplitude-style rhythm game with the thin veneer of an arcade shooter played in reverse. In practice, Retro/Grade takes the time reversal stuff a lot further than I thought it would, with even the level and scoring structure given a little reverse-time quirk. The main gameplay also turns out to be a bit more complex; instead of shooting bullets at the right time by hitting notes along tracks at the right moments, you also have to DODGE incoming fire from enemies as well. Once you've finished the campaign, there's a number of challenges to take on that modify the gameplay in certain ways--speeding up or slowing down the music, or requiring you to play through a level perfectly, or turning on disco lighting to make it harder to spot the notes you're supposed to hit. The campaign feels like a warm-up compared to the challenges, as if it was really designed to teach you the ten songs so you can handle the extra workload of the challenges.
It's a neat concept and fun to play. My only significant wish is that there were more songs. Given how successful the game apparently was, there's probably no hope for music DLC, but Retro/Grade is a pretty nifty rhythm game.
Frozen Synapse. I can't decide if this game is just annoying or if I'm missing a vital piece of basic info about how to play this game properly. I'm stuck in the second operation, which seems really incredibly early to me, and playing through the campaign is an exercise in near-constant frustration. The biggest issue I have is my soldiers appear to be complete idiots. The number of times I've seen one of my soldiers lounge around blindly behind cover while the enemy right in front of them shoots their head off is infuriating, even after I finally realized that ducking behind cover means your soldier can't shoot past the cover. I've read the tips that say sightlines and soldier movement affect who wins an encounter, but I literally saw one of my soldiers walking towards a window with an enemy ahead and on the other side of the wall, walking in the same direction. The enemy walked past the window, TURNED AROUND and shot my guy without even an acknowledgement from my now dead soldier.
Add to that the fact that you can't rewind a stage once it's done, and the fact that calculating everyone's moves takes forever and a half, and the fact that you can't seem to dismiss the giant OUTCOME text that covers up half the screen and prevents you from zooming/panning to see what even happened, and you get what feels to me like a game that doesn't want to be played.
McPixel. Considering I got this in a Humble Bundle without even realizing it, I guess I can't be all that disappointed. As a joke it's alright--there are amusing bits here and there. But as a game, it's pretty bad.
The premise is you're McPixel, a cross between MacGyver and fart jokes. In each "level," you have twenty seconds to find and defuse a bomb in a scene. You do this by clicking on items and people in the scene to do things. Each round is made up of six levels; if you fail a level, you just move on to the next one until you finally solve them all. The problem is that applying any sort of logic to the game is pointless. It's not always obvious what's clickable and what's not. It's not at all obvious what McPixel will do when you click on an item (pick it up? kick it in the genitals? eat it? piss all over it? random other thing?) And the actual action you need to take to get rid of a bomb is intentionally nonsensical most of the time. So basically you end up just clicking on things at random in the hopes it'll do what you need it to do. Thankfully, this only goes on for an hour or three before you've completed everything in the game, which includes finding all the possible outcomes of every level.
Retro/Grade. At first glance, it looks like a Frequency/Amplitude-style rhythm game with the thin veneer of an arcade shooter played in reverse. In practice, Retro/Grade takes the time reversal stuff a lot further than I thought it would, with even the level and scoring structure given a little reverse-time quirk. The main gameplay also turns out to be a bit more complex; instead of shooting bullets at the right time by hitting notes along tracks at the right moments, you also have to DODGE incoming fire from enemies as well. Once you've finished the campaign, there's a number of challenges to take on that modify the gameplay in certain ways--speeding up or slowing down the music, or requiring you to play through a level perfectly, or turning on disco lighting to make it harder to spot the notes you're supposed to hit. The campaign feels like a warm-up compared to the challenges, as if it was really designed to teach you the ten songs so you can handle the extra workload of the challenges.
It's a neat concept and fun to play. My only significant wish is that there were more songs. Given how successful the game apparently was, there's probably no hope for music DLC, but Retro/Grade is a pretty nifty rhythm game.
Frozen Synapse. I can't decide if this game is just annoying or if I'm missing a vital piece of basic info about how to play this game properly. I'm stuck in the second operation, which seems really incredibly early to me, and playing through the campaign is an exercise in near-constant frustration. The biggest issue I have is my soldiers appear to be complete idiots. The number of times I've seen one of my soldiers lounge around blindly behind cover while the enemy right in front of them shoots their head off is infuriating, even after I finally realized that ducking behind cover means your soldier can't shoot past the cover. I've read the tips that say sightlines and soldier movement affect who wins an encounter, but I literally saw one of my soldiers walking towards a window with an enemy ahead and on the other side of the wall, walking in the same direction. The enemy walked past the window, TURNED AROUND and shot my guy without even an acknowledgement from my now dead soldier.
Add to that the fact that you can't rewind a stage once it's done, and the fact that calculating everyone's moves takes forever and a half, and the fact that you can't seem to dismiss the giant OUTCOME text that covers up half the screen and prevents you from zooming/panning to see what even happened, and you get what feels to me like a game that doesn't want to be played.