Cuphead (Second Chance with the Chick)

UPDATE : After publishing my review, I completed Cuphead and crafted a comprehensive final analysis of the game. Click here In conclusion, I will share my final impressions of the game. Stay tuned, as completing it didn't significantly alter my viewpoint.

UPDATE #2 : After replaying it once more, I came to the realization of my previous errors. Embrace the entire Indie Gamer Chick versus Cuphead experience. I certainly did. Click HERE for the absolute final review.. until the DLC.

No one wishes to be the odd one out at the gathering, feeling uncomfortable under the scrutiny of curious onlookers questioning your lack of enjoyment. That's how I feel about Cuphead - not engaging, despite its visual appeal. I reviewed it a year ago and you would swear I’d gone door-to-door and sodomized every Xbox fan’s dog while making their grandmothers watch by the way people reacted to my opinion of it. The cries of “how dare you review it when you didn’t even really finish it” rang through the land. Which I think is bullshit. Hey, *I* paid for my copy, fellow critics. Did you? If you buy a gallon of dish soap from Costco, are you not allowed to complain about the shoddy quality of it until you’ve emptied the entire container in a futile attempt to get that last bit of crusty shit off every plate in your sink? Of course not. And besides, as I took delight in pointing out, I made it further than 95% of Cuphead owners did at the time I threw in the towel. That number has since climbed to a whopping 88% of people who didn’t make it as far as I did. Apparently the 12% of those who outlasted me were all game critics. I’m sure.

It's quite surprising to me that a game inspired by vintage 1940s cartoons presents its story through static images. Isn't it peculiar that this hasn't raised more eyebrows? It's akin to paying homage to "Mr. Rogers' Neighborhood" on cigarette packaging.

As a conscientious game critic, it is crucial to assess whether updates have addressed previous criticisms. Cuphead has undergone several patches to refine timing and fix glitches. Fans who appreciate the game understand the importance of such updates in enhancing the overall gaming experience. wouldn’t like it did point out to me that the patchwork was so minuscule and insignificant that it couldn’t possibly change my opinion. And they were right, but I wasn’t happy with the original review, because it left some stuff out that I feel I probably should have talked about. So, let’s get this over with, shall we?

If pressured, I would likely choose Cuphead as the most visually appealing game. ever . Any game, indie or otherwise. And I don’t take that lightly, even if I think it’s 2018 and we probably should be over graphics by this point. I’m not going to claim that I grew up some kind of vintage animation superfan or anything like that. I didn’t. I was a huge Superman fan growing up and loved the 1940s Fleischer Studios Superman shorts (there’s an awesome YouTube video on their significance to film history here, you actually owe lightsaber battles to them As a major studio, they inspired the creation of Cuphead. While excessive nostalgia can be irritating, Cuphead stands out due to the tremendous effort invested in its development. It's hard not to appreciate the dedication and craftsmanship that went into making this game. assembling voxels Resembling KITT from Knight Rider, it exudes a unique authenticity beyond common expectations. any game, except maybe South Park where the style isn’t hard to replicate.

This is a direct-tribute to “ The Mechanical Monsters The second Superman short was truly remarkable. Cuphead, on the other hand, is so visually stunning that a decade ago, without the game elements, it could easily be mistaken for something other than a video game.

I fail to comprehend the rationale behind making Cuphead excessively challenging. Access to exceptional character designs is restricted until all bosses are defeated on "normal" mode. In this context, "normal" implies... normally "It feels like trying to swim across the Pacific Ocean." I found it challenging enough to defeat some bosses on easy mode, and now they expect me to defeat the same boss with additional phases just to access all the content in a game I already paid for? After investing so much effort into progressing through the game (I even defeated all the bosses in worlds 1 – 3), being told that my performance wasn’t satisfactory felt like a disrespect. It was akin to a disrespectful gesture, comparable to executing a break-dancing move where one spins on their erect penis - simply uncalled for.

Strangely, the segments I enjoy the most in Cuphead, reminiscent of Contra's "run and gun" style, lack selectable challenges. Initially manageable, they quickly escalate to infuriating levels, potentially causing frustration. While some players may find themselves as agitated as a former Raiders coach, the lack of customizable difficulty remains puzzling. do The game features optional challenges, such as achieving success without causing harm. Implementing this design approach on a broader scale would allow players to create personalized challenges. As an Xbox exclusive, leveraging achievements becomes crucial. Players completing all levels on one difficulty could earn an achievement, while others could access the final level without reaching that milestone. This way, players on easier settings wouldn't miss out on facing challenging bosses, ensuring a more inclusive gaming experience. eleven Boss battles. ELEVEN! One more than the sum of the first two worlds (out of three). Adding an extra boss fight for hard mode is a common gaming practice. Cuphead restricts access to almost all features of the game, leaving players with a challenging experience. 40% Offering easy modes in games is pointless if players are unable to complete the game as intended by the developers. Criticizing developers for this seems unwarranted. It raises questions about the developers' intentions and professionalism.

Gamers are really cool about doing hard stuff if that’s what they’re into . Speed-running has become its own thing that people take notice of. We have an odd admiration for people who can beat games with their feet or holding the controller upside-down. Developers, you can cater to the insane-hardcore crowd and the people who just want a solid ten hours for their $20 investment. You shouldn’t want to lock anyone out. Especially a game like Cuphead, that put so much effort into the audio-visual presentation. Why divide people into two different groups and say “this is for THIS group, and not that group”? There’s something kind of heartbreaking about Cuphead. That it’s something that should be admired by everyone, but actually only a small niche of gamers will ever truly enjoy it to its fullest potential. That’s actually tragic. I don’t have a joke to go with that. It makes me legitimately sad.

While the side-scrolling stuff were my favorite parts of Cuphead, they were also far too difficult for me in most cases. And again, I just don’t get why this was a shooter at all. It’s based around the Golden Age of animation, where slapstick was king. There’s NO slapstick in the gameplay of Cuphead. Just shoot, then shoot some more, and then shoot even more. It’d be like doing a tribute to Prince without having any of his music. It seems like nobody would think to do that, and yet, here we are.

I revisited Cuphead this week, intrigued by the enjoyment it brought to the party attendees. Surprisingly, I found myself appreciating it a bit more this time. The nostalgia of playing with my dear friend added to the experience. Brad Gallaway I was advised to use one of my hair ties to keep the right trigger pressed, allowing the game to continuously fire without the need to use my finger. This simple trick not only worked but also prevented the hand pain I experienced last year while playing. Revisiting Cuphead, I could play for hours without needing to pause frequently to relieve hand strain. It's reminiscent of the Atari 5200 era when a rubber band was a gamer's best friend (a joke only a few would appreciate, but those who do are surely chuckling now). This raises the question: why didn't Cuphead incorporate this feature from the start? Surprisingly, the firing action isn't even assigned to the most intuitive button; players must do it manually. Such observations lead me to ponder once more, "Who was the target audience for Cuphead?"

The response given was seemingly “for the creators themselves.” This is perfectly acceptable. Chad and Jared Moldenhauer had the opportunity to realize a dream few ever do: they brought their vision of a game to life. Whether others enjoyed their creation was almost secondary. Even if not appreciated by everyone, they still achieved their dream, a feat no one can diminish. Cuphead stands out as a rare game that, personally, I may not particularly like, yet I deeply respect. While playing, one can almost envision its conception. “People tend to recollect the bosses in games like Gradius, Life Force, or R-Type, not so much the levels. What if we focus solely on the bosses in a side-scrolling shoot 'em up? Why not?” Reflecting on this idea, it actually makes sense. If specific elements are what endure in players’ memories over time as the rest of the game fades, why not center a game around those aspects? Cuphead is undeniably memorable. Its distinctive characters resemble those from a 1940s cartoon, complete with a grainy filter, as if illustrated by someone in a fever-induced trance. Each boss encounter feels meticulously crafted, devoid of any hint of half-heartedness. Many excessively challenging games often come across as lacking effort or refinement. Not Cuphead. Upon completion, players are left with the impression that the game materialized precisely as intended.

This is why the game disappoints me. The repetitive nature of replaying boss fights without checkpoints becomes tiresome. While the controls are generally precise and responsive (after customizing button mapping), mastering the timing for parrying proved to be a challenge for me. Furthermore, the item that offers automated parrying occupies the slot intended for the invisibility-dash, a crucial tool according to experienced players. This design choice by the developers seems unfair. Why restrict players to choosing between items? Additionally, the abundance of bullet sponge enemies in the run-and-gun levels seems excessive and unnecessary. Arranged like totem poles, those tree stumps stand tall. Enemies in the game don't pose much of a challenge, yet they absorb an excessive number of bullets, disrupting the pace of the stage. This issue recurs throughout the few levels available. It seems like the stages were not given much thought. Honestly, playing Cuphead was not enjoyable for me. It appears that fun was not the primary goal of the game.

Each boss character is distinct and remarkable in its own design. The level of creativity showcased, even when drawing inspiration from existing elements, is truly impressive. Beppi The Clown, for example, is inspired by... Koko the Clown Drawing inspiration from classic Betty Boop cartoons, imagine Koko's adventures on a dose of lysergic acid.

Many individuals who claim to enjoy it may not actually do so. People's perceptions may differ. claim It is important to enjoy the game to avoid being the one who is not having fun at the party. The game's achievement statistics support this. Currently, only 12.36% of Xbox One Cuphead owners have successfully defeated all bosses in Inkwell III. any I only managed to reach that point in the game, which isn't even its final level. Progressing further requires defeating all bosses on the challenging "normal" difficulty setting. In comparison, Dead Cells, known for its high level of difficulty and released almost a year after Cuphead, has only been completed by slightly over 14% of all players. final boss on any difficulty. So, more people have beaten all of Dead Cells in a lot less time than Cuphead has had people beat two-thirds of it over the course of its first year of release. 56% of Dead Cells players have beaten the 2nd boss, about two-thirds through a run of it. For Cuphead, only 21.56% of players have beat all the bosses in the game’s second world on any It raises a question about the true depth of passion for the game among those who find it challenging. If nearly 80% of players fail to progress halfway, one may ponder if their proclaimed love for the game truly matches their experience. How enjoyable can it be if most struggle to advance?

Dead Cells Cuphead has become my top pick among indie games. Despite my general aversion to roguelikes and my belief that games should offer adjustable difficulty levels for wider accessibility, Cuphead won me over. It would be remiss of me to dismiss it as "not my type." I must admit, it's truly a remarkable game. designed In Cuphead, the thrill lies in the satisfaction of defeating a boss after numerous attempts. The sense of accomplishment is genuine when you invest time learning and mastering attack patterns. The game's entertainment value is in the challenge and the reward of overcoming it. so close After numerous attempts, falling short just by a fraction before finally achieving success can be incredibly satisfying. The journey towards victory is as important as the triumph itself. Why not enjoy every step leading up to that moment of glory? Games like Super Meat Boy demonstrate that the entire process can be enjoyable and fulfilling. Spelunky Games like Cuphead and Dead Cells can be incredibly challenging and frustrating, yet the thrill of overcoming obstacles often outweighs the difficulty. However, in Cuphead, the frustration of starting over after each defeat can diminish the enjoyment. Unlike other games where dying can be part of the fun, in Cuphead, it feels like a setback rather than a learning experience. Apart from the side-scrolling levels, the game may not offer much enjoyment. The constant cycle of pain without much pleasure raises the question of whether Cuphead can be considered a true work of art. It is unlikely that da Vinci only shared his paintings with those who endured a beating beforehand.

Cuphead was developed by StudioMDHR Entertainment
Point of Sale: Xbox One , Steam

$19.99 noted IGC won’t be buying the DLC MDHR should consider allowing players who have only defeated the bosses in world 1-3 on easy difficulty to access the final bosses. Players deserve to experience all the content they have paid for. Creating a boss character like "Chef Saltshaker" to ridicule those who find the game too challenging is not appropriate. It is essential to provide customers with the full value of what they have purchased.

Space Cat!

Space Cat! pays homage to Star Fox 64, a delightful nod to gaming classics. The name, though, undeniably brings a smile with its charming quirkiness. Space Cat! Imagine finding budget, unbranded video games at discount stores. Picture discovering titles like Space Cat! instead of Star Fox 64, or Legend of Zeltor, Pocketmen, Ronald the Hedgehog, and Mega Italian Bros. It would be an amusing twist on classic gaming favorites.

Star Faux 64

In any case, the discounted non-brand Star Fox 64 is now available for free. It seems that many of the most visually appealing early XBLIG II games are offered at no cost. This strategy could be attributed to the platform's lackluster reception. With the impending closure of XBLIG this month, the gaming community is not particularly lamenting its departure. What will be the next step for these games? you What would you do if you were a launch title for a new platform following in the footsteps of a less reputable predecessor? Offering your services for free initially could be a strategy to build recognition, paving the way for future monetization opportunities.

Well, yea, about that..

Very few gamers pay that close of attention to who developed what. To get that consideration, you have to create something so universally acclaimed and successful that people will check in daily to see what you’re cooking up next. And, no offense to the people behind Space Cat!, but this is not going to be one of those games. It’s not great. It’s not even good. It’s okay. Okay is fine! Okay still means you’ll have a jolly good time while you’re playing it, warts and all, maybe even chuckle at the absurd lack of balance because, hey, at least you didn’t pay for it. Like, on one stage I upgraded a gun to its maximum strength, at which point I was clearing out entire waves of baddies with literally no effort. So overpowered was this gun that I completely missed seeing a boss spawn and fighting it. The gun beat it before I even realized there was a boss to fight. The stage just ended. If I hadn’t found out later that there was a boss on the fire stage, I never would have known I beat it. 19 years of playing video games and I can’t ever recall beating a boss before it spawned, so that’s sort of an achievement, right?

This firearm I mentioned is exceptionally powerful, dubbed as "Mr. Big Gun" for its ability to compensate for any shortcomings.

While the experience of playing Space Cat may have had some entertaining moments, ultimately, the game fell short of leaving a lasting impression. Despite its resemblance to Star Fox, the gameplay was too easy, quick, and unbalanced, detracting from its overall appeal. The fast pace and lack of balance overshadowed any potential strengths, such as its unique Voxel graphics. In addition, the floaty controls added to the list of flaws. Overall, Space Cat failed to deliver a memorable gaming experience, despite its potential for being a voxel-based Star Fox alternative.

VOXEL. MOTHER FUCKING. STAR. FOX!

This could be one of the most remarkable phrases I've ever written in the history of Indie Gamer Chick. And the best part? It's free! Own a Windows 10 or Xbox One? Start playing now! Click here !

Despite its resemblance to Star Fox, this game falls short due to numerous rough patches. It seems that the developers rushed its release on XBLIG II without proper refinement. The overall experience feels incomplete and lacking attention to detail.

So why the fuck Is this free of charge? Add a dollar to it. It's unlikely that the studio behind this creation will attract a following. This kind of content won’t generate much attention or recognition. Although "Space Cat!" managed to earn the Indie Gamer Chick Seal of Approval, it falls short of being a top-tier game, inadvertently diminishing the value of other titles in the Creators Collection. It will be challenging for developers to persuade players to invest in a mediocre game when there are similar ones available for free. This situation mirrors the struggles faced by iOS developers. During #GamesMatter events, my team and I often find it impossible to distribute. free Replicas of popular paid iOS games of high quality and great demand. For most iOS gamers, entering a code for free games is not even considered. We must ensure that XBLIG II does not fall into this category. Despite the issues the original XBLIG faced, even during its closure, many eager gamers were still interested in obtaining XBLIG copies during the #GamesMatter XBLIG send-off. XBLIG II currently offers too many free games. Gentlemen at Gersh Games LLC, consider the value of your time. Adding a nominal fee, like a dollar, to games such as Space Cat! would be appropriate. The game is definitely worth more than that. It's a fair price, I assume.

Space Cat! was developed by Gersh Games LLC
Free to play on Xbox One and Windows 10

Space Cat! is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard .

kubic

Three reviews within 24 hours. It seems like XBLIG is making a comeback. Interestingly, kubic is not just the first game from Creators Collection to earn my approval, but it is also the very first game of 2017 to achieve this recognition. This is partly due to my reduced review activity over the past couple of years. In the past, I used to publish between five to eight reviews every week. However, this was not as remarkable as it may sound, considering that most XBLIGs were so brief that crafting reviews for them often took longer than playing the games themselves. As for kubic, I find myself somewhat at a loss for words. It is worth mentioning that the game opts for a stylistic choice of not capitalizing its title, which can be slightly off-putting. This decision gives me pause, as I am concerned that new visitors to my blog might misinterpret the absence of a capital letter in the title of this review. I’m Is it acceptable to joke about laziness and illiteracy, or are these topics now considered insensitive? I've been meaning to research this, but I keep postponing it.

Possibly conceived as a Crystal Castles level designer.

The basic idea behind kubic is take Tangram puzzles and splice them with M.C. Escher-style optical illusions. You’re presented with an example of the shape you’re trying to copy and various scrambled-up pieces to do it with. You can’t rotate or otherwise manipulate the pieces, which in theory should make the game too easy. And.. actually yea, it makes it too easy. Of the 69 (pause for immature laughter.. not judging, I did it too) puzzles, only the last dozen or so gave me issues. I mean, besides the awful interface. Kubic is a quick-and-dirty port of a mobile game and it shows. Even when you know which pieces go where, getting them into place is a slow and frustrating process that might require multiple attempts to get the game to cooperate with your intent. Actually, truth be known the cursor used on the Xbox One port is far more precise than using your fingers on a phone or tablet. Five minutes with kubic on my Galaxy was enough to make me want to throw it against a wall. I didn’t, because the Samsung people keep insisting that violates my warranty.

Levels 49 to 56 form the phrase "MC Escher", which would look better if they were aligned in one single row.

While kubic is acceptable, it lacks greatness and memorability. As another free launch title on XBLIG II, it offers a decent way to spend a few minutes. However, developers from the early Creators Club should reconsider this approach. Just like a farmer accustomed to receiving free manure may seek alternatives when asked to pay, offering free content indefinitely may not be sustainable in the long term.

kubic was developed by Pixel Envision Ltd.
Access games on Xbox One for free. Creators Collection titles not yet on Xbox.com. so here’s the link from the Microsoft Store

kubic is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard If you are not reading this on IndieGamerChick(dot)com, you are viewing stolen content. Kindly visit my official website, Indie Gamer Chick, to support my work and ensure proper credit for it.

Indie Gamer Chick's Comment on the Conclusion of Xbox Live Indie Games

Today, Xbox Live Indie Games (XBLIGs) developers received notification about Microsoft's decision to discontinue the service. New XBLIGs publishing will cease in a year, by September 9, 2016. By September 2017, the XBLIG marketplace will be closed. Despite anticipating this, the news is still difficult to digest.

I established Indie Gamer Chick in July 2011 with a focus on reviewing XBLIG games. Soon after, the XBLIG developer community took notice of my reviews and warmly embraced them. Their support has been instrumental in the growth of Indie Gamer Chick, and I am deeply grateful to them beyond what words can express. While I understand that not all developers were pleased to see their games critiqued on my platform, I want to emphasize that any negative feedback was never intended to cause harm or offense. Based on the collective response from the community, I believe that most of you recognize this. Some of you have even become my friends, and I want you to know that I hold all of you in high regard. Thank you for contributing to making this journey so fulfilling for me. Your impact will always be remembered.

If you own an Xbox 360 and haven't explored the XBLIG platform yet, take advantage of the next two years to discover its diverse collection of games, some priced as low as one dollar. Check my review index The majority of XBLIGs make up its content. For developers who have solely focused on XBLIG, it is recommended to start transferring your creations to other platforms, regardless of your level of satisfaction with them. These games symbolize the shared heritage of our community. Many of you are progressing towards significant accomplishments. It is essential for future generations to understand your origins. The enduring legacy of XBLIG lies in amateur developers who aimed for greatness. While not all XBLIG creators achieved success, I strongly believe that our closely-knit community celebrates each other's victories. The foundation laid by XBLIG has contributed to the brightness of indie gaming today. Thanks to XBLIG, the future of gaming looks more promising than ever.

XBLIG developers and fans, kindly express your appreciation or reminisce about XBLIG in the comments section below.

Three Dead Zed (Second Chance with the Chick)

It’s been over two years since I have examined "Three Dead Zed" by Gentlemen Squid, the previous sponsors of Indie Gamer Chick Leaderboard. In my previous encounter, I conducted an interview with them in conjunction with a review, resulting in a negative perception of the game. The discomfort was palpable, akin to a hypothetical scenario involving a tragic accident. While contemplating a potential reevaluation opportunity, I opted against it. Similarly, I abandoned aspirations of a medical profession, for I wished to avoid the anguish of delivering heartbreaking news to distraught parents.

To their credit, Gentlemen Squid fixed the worst issues from my first play through. I never once reached for a switch that didn’t activate on my first attempt. Just having that work by itself makes Three Dead Zed playable. But I still really didn’t like it. It’s not for a lack of personality, either. The hilarious story of a shape-shifting zombie getting loose and trying to find cats with tinfoil hats is raving lunacy. And I mean that in the best possible way. I sort of wish the best bits unfolded when you started and completed levels, instead of having to find hidden rooms. In the event I missed one, I shook my hand at the sky, as if God himself was responsible for me somehow missing it. I never once wanted to replay a stage to find those secrets. I just wanted the fucking game to be over with, which is never a good sign. Having said that, the writing is extraordinarily sharp. If you can put up with everything else I’m about to say, Three Dead Zed might be worth it for you.

You know a game is in trouble when its best comedy bits are often hidden in the background. Like the warning about the company BBQ. Why would a company need to caution against a barbeque you ask? Maybe my father is there serving his infamous chili. Though if that were the case, the only place they would draw the fire is around the buttocks.

A sign of a game's decline is when its most amusing moments are tucked away in the background. Take, for instance, the advisory regarding the corporate BBQ event. Why issue a warning about a simple cookout, you wonder? Perhaps due to my dad's legendary chili making an appearance. In such a scenario, the only concern would be ensuring ample water is on hand for those who partake.

This didn't suit me. The motion appears scattered. Well, not my cup of tea. . Upon reflection, the essence of movement implies dynamic versatility. The issue lies in the inadequacy of the controls. Given the limitations of the game's engine and character design, rectifying the flaws in Three Dead Zed proved challenging from the onset. Anticipating disappointment, I embarked on a fresh playthrough only to confirm my initial misgivings. Certain actions lack precise parameters, leading to precarious situations such as being inadvertently crushed by a passing ceiling while standing on a moving platform. Maneuvering the agile yet overly swift frog-athlete-zombie hybrid poses challenges, particularly in executing jumps due to excessive looseness. This specific zombie's unique abilities, essential for long jumps and wall-jumping, necessitate its frequent usage. However, mastering the proximity threshold before facing imminent demise remains an elusive skill that I failed to grasp fully.

It’s really hard to put a finger on the difference between a good platformer and a bad one when it comes to just the act of movement. It almost defies explanation, but I’ll try. In a good platformer, you form an equilibrium with the layout of stages. You can instinctively judge distances in jumps, or how close you can get to that buzz saw trap before you’re going to die. I never got that from Three Dead Zed. A long time ago, I might have thought that would be on me, but considering that I’m able to easily find that balance in almost any other platformer, I think I sort of have to blame the game. I also don’t think it has to do with switching between three characters. I had to do that in Trine as well, but never had that issue. Three Dead Zed lacks a certain elegance of movement and jumping. I don’t think with the engine they used, it could have ever been precise.

I truly appreciate the effort put into the game's design. The levels are intricately crafted, allowing for non-linear exploration. I would have enjoyed this aspect more if it weren't for the challenging controls and the deliberate placement of enemies by the developers. It seemed like they had a preference for positioning soldiers in such a way that they could hit you with bullets unfairly, without giving you a fair opportunity to anticipate their presence or avoid their attacks. This kind of game design tactic is rather frustrating. When I've raised this concern to developers in the past, they have sometimes reacted lightheartedly, as if expecting acknowledgment for their approach. However, I must be honest: creating an unfair game does not require skill, creativity, or artistry. With the release of Mario Maker on the Wii U, we witnessed numerous user-generated levels focused on "last pixel jumping" or strategically unfair enemy placements. Critically, these levels do not showcase expertise in level design. Crafting challenges where players have no chance of success or even awareness of impending threats does not demonstrate skill. It is essential to distinguish between true difficulty, which allows players a fair chance to overcome obstacles and showcase their abilities, and artificial difficulty, which sets players up for inevitable failure. Artificial difficulty is akin to a futile protest, like chaining oneself to a McDonald's and declaring a hunger strike until they stop serving beef. Just as one wouldn't commend the individual for their hunger strike, one shouldn't praise game developers for creating insurmountable challenges that offer no opportunity for player skill to shine. difficult .”

Three Dead Zed 2

Hooray for busywork!

Three Dead Zed's fate seemed sealed, despite attempts to salvage it through patchwork. The developers openly acknowledged the limitations of the engine they utilized, yet their potential shone through. The writing displayed a remarkable sharpness and creativity, while the level designs, despite some challenging enemy placements, were commendable. Had they employed a more advanced platforming engine with enhanced maneuverability, Three Dead Zed could have achieved greatness. This setback serves as a valuable lesson in their development journey. I am confident that Gentlemen Squid will astound me in their future endeavors; their dedication is evident in their efforts to address the issues that marred Three Dead Zed's initial release. I eagerly anticipate their progress and growth, as it seems they share the same enthusiasm, evidenced by their metaphorical ink-squirting. Let's hope it's indeed ink.

Three Dead Zed logo Three Dead Zed was developed by Gentlemen Squid
Point of Sale: Steam , Xbox Live Indie Games

$4.99's father's chili doesn't comply with the Ginevra Convention in this review.

Venus Explorer

*Activate Strong Sarcasm Mode*

Team Shuriken has excelled once more, launching a sleeper hit game-of-the-year on the Marketplace. This new classic is destined for their prestigious hall of fame, joining their lineup of undeniable successes.

Venus Explorer offers an all-encompassing experience of a choose-your-own-adventure game. It includes humor, artistic elements, and a narrative that may lack significant choices crucial for advancing in the game.

You might be wondering why you're not engaging with this at the moment, and I would pose the same inquiry to you.

Disabling Intense Sarcasm Mode – Returning to standard sarcasm levels.

These individuals make no attempt to conceal the game's true nature: a money-making scheme targeting those lured by suggestive imagery. While blatant, this approach is refreshing compared to the subtle sexism prevalent in the media, putting it squarely in the spotlight for all to see and scrutinize.

“Boobies!”

The game commences with a cinematic sequence portraying a solitary adolescent male in the 1980s in search of a thrilling gaming experience. To put it plainly, he's seeking excitement.

The text describes an endeavor to recreate the essence of classic PC adventure games. It presents players with choices like "Head north, west, or east?" and "Aim at the robot's brain or torso?" However, the majority of these choices merely offer the illusion of free will, concealing a predetermined path towards the game's conclusion. Deviating from the intended route results in the player's demise, leading to a frustrating return to the last checkpoint. The checkpoint system is a significant source of exasperation for players.

Imagine you’re running a 5k race. Okay, scratch that, we’re gamers. Imagine you have an extremely perilous staircase that leads to the bathroom upstairs. There are 20 stairs filled with traps and pitfalls trying to prevent you from relieving yourself in a civilized manner. Thankfully these are magical stairs that have checkpoints to revive you should you die. A fair system of checkpoints would bring you back to life say, every five stairs. You’d think that was decent while you mentally chewed out whatever being cursed your staircase.

Restarting the human race from two people is a silly notion. There has to be incest!

Rebooting humanity with just two individuals is impractical. Genetic diversity requires a larger gene pool.

In the Venus Explorer game, crucial checkpoints are located on stairs 1, 18, and 19. The game's mechanic of penalizing players with death for deviating from the prescribed storyline can lead to feelings of both frustration and monotony. Disinterested, I reclined on the sofa, mindlessly navigating my character back to the point of demise, hoping to select the "correct" path.

Along the way to the end, there are some minigames and an arcade game to play. The minigames are halfhearted at best. One has you avoid moving objects while you fly up about 50 feet in a spacesuit. Another tries to emulate R-Type but gives you no weapons to fire, only more objects to avoid. That arcade game I mentioned? It’s a half-assed attempt at making a fighter by having you decide, “Dodge left, right, or center as your opponent comes at you with a flying kick.” You also are only allowed to play it only once every 30 minutes unless you do some fancy button-pressing that isn’t worth it. Not one bit.

Caution: I will disclose the game's ending. The plot involves procreation with the sole remaining human survivor who rescues you from imminent peril.

Venus Explorer was developed by Team Shuriken.

Should anyone require my presence, I will be in my quarters, lamenting the absence of my dollar.

Oh, and I got this screen Upon completing the game, I believe this statement holds true, given the considerable time investment I made. It's hard to imagine why others would do the same.

Super Broken Games

This review may not be entirely positive. Before delving into the specifics of the game, I would like to address the developer behind it. Daniel Navarro is a commendable professional. In a hasty decision, I downloaded Super Broken Games from the Xbox marketplace without prior evaluation. At first glance, it reminded me of WarioWare, which immediately caught my interest. However, to my disappointment, the game proved to be unsuitable for me due to its potential to trigger my epilepsy. Although I later discovered that certain effects could be disabled, the process was unclear and not comprehensive enough.

Daniel demonstrated great care towards me. He fixed the game to address the needs of individuals, including those living with photosensitive epilepsy. If you have this condition, it's advisable to seek medical advice before playing any game, as there is no universal "epilepsy-safe" guarantee. Super Broken Games made potential triggers optional within a week, instead of eliminating them completely from the game. activate a Jester’s Cap Focus on developers' needs, while eliminating entertainment features for others.

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Effects switches, also known as "The Switch" in gaming circles, are gaining popularity. Personally, I find myself deeply moved when a game developer incorporates this feature. While I may not have enjoyed Super Broken Games, my admiration and appreciation for Daniel remain unwavering. Thank you.

Now then, Super Broken Games. The idea is a series of dexterity tests that require you to move a ball (or balls) into a goal. The hook is there is some sort of control quirk in every stage that brings the difficulty level somewhere between “hard” and “homicidal rage-inducing.” The controls are awful, but it really is by design. Super loose, designed to aggravate, and maddening to a fault. Sometimes it involves the cursor moving too fast. Sometimes it can’t move in a straight line. Sometimes you’re controlling two at once with the left and right sticks. No matter what method (except maybe the dual-stick stuff, which isn’t so bad), you’re going to be screaming in emotional agony.

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I admire Super Broken Games for its transparency in advertising. Despite the situation, I regret to say that my experience with it was not enjoyable. Disabling certain effects to prevent the risk of epilepsy did not seem to significantly enhance the gameplay for me. I perceived SBG as lacking excitement and interest. Personally, I do not appreciate games solely designed to raise one's stress levels. Even the addition of a multiplayer mode does not improve the situation, as it is challenging to find others interested in playing a game with intentionally difficult controls.

While challenging games can be engaging, they should offer more than just difficulty. Super Broken Games solely relies on its high level of complexity. Playing it feels like attempting a carnival game where you must guide a hoop along a twisted metal wire without touching it. The frustration it brings resembles that activity, minus the satisfaction of winning a prize at the end.

xboxboxart Super Broken Games was developed by Feel Good Seal

Crafted with excellence, this review seals the feel-good vibe.

Bad Bunny

Roughly nine hours back, I commenced viewing the latest Hobbit film with my friend Brian. Strangely, the timer on the screen suggests we started just an hour and a half ago. I attempted to notify the global scientific community about the peculiar spatial-temporal anomaly originating in our living space, yet received minimal attention. Presumably, the prospect of investigating it involved watching the Hobbit, which deterred their curiosity.

Fortunately, I had the opportunity to experience an Easter-themed XBLIG game named Bad Bunny. However, I found it slightly underwhelming as the cover art suggested a richer personality than what the game actually delivered. Feel free to check it out.

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Decent appearance. I anticipated an XBLIG rendition of Naughty Bear, a game notorious from the previous generation. Despite its flaws, it possessed an intriguing concept. I decided to invest a dollar and give it a try. However, it turned out to be quite different from what I expected.

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Indeed. The game in question appears to be another typical fixed-position shooter, with the only twist being that the adversaries are bunnies armed with Easter eggs. While "Bad Bunny" doesn't particularly stand out or leave a lasting impression, it also doesn't come across as a complete waste of one's investment. The lack of distinctive features, such as more visually striking projectiles to enhance defense capabilities, a variety of power-ups to maintain engagement, online leaderboards for broader competition, and multiple gameplay modes, is evident. "Bad Bunny" lacks ambition and feels repetitive, offering little originality compared to numerous similar games available in the gaming market.

However, it provides an hour of entertainment, and enjoyment has always been the priority for me. Bad Bunny is a harmless, somewhat charming nostalgic arcade game, and I must admit, I find it quite enjoyable. Let critics complain about my appreciation for this simplistic game instead of something more complex and profound. Deadlight In my personal opinion, I found more enjoyment spending an hour with Bad Bunny than I did during several hours with Deadlight. It's important to note that this is just one individual's perspective and not an officially notarized statement, despite my attempts to humorously pursue validation from the Pope, who unfortunately declined to engage further after my persistent calls referring to him as "Super Mario."

xboxboxart Bad Bunny was developed by Game Play You

IGC_Approved Lacking understanding of the transition from Jesus' crucifixion to Easter traditions involving bunnies and eggs is evident in this review.

Bad Bunny is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard .

Impressed by my logo? Its creator, Kenneth Seward Jr., is available for design projects! Visit his site and check him out on Twitter . Reasonable rates, awesome work!

Video by Splazer Productions, the underappreciated hero of the XBLIG community.

Are you still around? Great! I've launched a fresh blog for my non-gaming thoughts and musings. Header

Super Dungeon Quest

I launched Super Dungeon Quest for XBLIG today. Opting for the Barbarian character and setting the difficulty level to normal, I commenced the game. Upon entering the first level, I was promptly attacked without delay. An instructional pop-up appeared on the screen, requiring an A button press to dismiss. Throughout this process, the game continued to run, leaving me vulnerable to nearby enemies that had spawned randomly. The situation felt akin to being a buffet table and having ravenous patrons descend upon the food as soon as it is set out, reminiscent of the eager elderly individuals eagerly awaiting the buffet's opening each morning.

A new record was established by Indie Gamer Chick: the fastest a game made me, as they say, completely lose my composure. In just 1.7 seconds, I discovered that I had already lost a complete life and was still under attack, all while trying to read the instructions overlapping the gameplay. The frustration was overwhelming. I couldn't even articulate my frustration. I, in fact, raised my hand in anger (a gesture I didn't think people actually did until that moment) and emitted a primal scream. It may sound unbelievable, but in that instant, I felt capable of actions towards others that any reasonable individual would classify as morally wrong.

All the levels are randomly generated, which is why they lack of the elegant complexity of Gauntlet. I think I would prefer developer-made stages for games like this, but randomly generated stuff is hot right now, so whatever.

Randomly generated levels lack the sophistication of handcrafted ones, like those in Gauntlet. Although I prefer curated stages in games, the trend leans towards procedural generation, which seems to be in vogue.

Now, here’s a thought since I’m 99.9% sure the developer will read this: I’m a critic. So I felt an obligation to continue past this point. I originally didn’t. I was going to turn off my Xbox and write a review based on that 1.7 seconds of digital “fuck you” the game threw at me. But even my mother said “you know, that’s not very professional.” I guess she had a point. BUT, if I hadn’t been a critic, and this had been my first experience with your game, that would have been it for me. Presumably, I would have only been playing the demo, which I would never have touched again. You really do only get one chance to make a good first impression. And if you don’t fix this stuff quickly, you stand to lose a lot of potential players based on a bad first impression. That goes for all you indie developers. Even if the game stands to get unfair later, at least make sure the opening, ease-in levels don’t screw you right off the bat.

But, I pressed on, and I’m happy I did. I kind of liked Super Dungeon Quest (another new record set: most generic name in gaming history). Think of it as Gauntlet meets a rogue-like, only with much simpler levels, and no multiplayer (bad choice). You choose a class of hero, then hack-and-slash your way through enemies, collecting loot and waiting for one of them to drop a key to the next level. After about thirty minutes of this, the game ends. You can also play an arena mode, or an endless arena mode. And um, that’s really it.

Like any other game that involves stat-grinding, I decided to throw caution to the wind and abuse my upgrades. This time, I tried a different tactic: I threw all my XP into luck. Upgrading luck allegedly increases the odds of an enemy dropping rare items like life-refills or defensive shields by 1%. So, in theory, I should have seen a 5% increase in drops, once I maxed out my luck upgrades. Instead, enemies were dropping shit for me like waiters at a banana peel convention. Throw in the fact that the Paladin’s “special power” is being able to refill his own health, and I was able to cruise through the game on normal difficulty with minimal effort. Then I went into the endless arena mode, and lasted nearly two hours, clearing 25 stages, before I succumbed to boredom and let myself die. Had that not happened, I would still be playing it.

I made an effort to play the endless arena mode on hard difficulty using the Paladin but encountered a game crash with error code 4. I saw it as a signal to stop trying.

In fact, I got no less than four

I experienced a total of four "Code 4" crashes just on this screen.

I feel the groundwork for a really spectacular game has been laid here, but the product that’s out now is just okay. It’s also infuriating in its unfinishedness.  I think that’s a word. I crashed the game more than once. I sometimes passed right through gold or other items, unable to pick them up (the developer is aware of this but has no clue why it’s happening). Enemies would be spawned on the other side of walls and couldn’t be reached (thankfully none of them ever had the keys needed to make progress, but in theory, it could have happened). And the game is lacking some features that I felt like it needed: more upgrades, more levels, multiplayer, online play, leaderboards, and a larger variety of enemies. What I played feels more like a proof of concept. I *did* have fun with it, so it’s at least worth a look, and possibly a purchase. But Super Dungeon Quest needed more time to cook. All spit and no polish. I don’t think that actually makes any sense, but what do you want from me? I’ve been playing Fez for the last few days and had to go to the doctor to remove a used condom from my ear on account of my mind being fucked.

xboxboxart Super Dungeon Quest was developed by Smoodlez

IGC_Approved For $2.99, the game nearly froze on the 20th level of endless mode when all enemies grouped together, impacting the gaming experience significantly.

Super Dungeon Quest has received the Chick-Approved badge and secured a place on the Indie Gamer Chick Leaderboard. Given additional development and gameplay modes, it has the potential to break into the top 25 games. Keep up the good work, Smoodlez!

Gameplay footage via Splazer Productions . Follow him on Twitter too!

Congratulations to Master Blud Celebrating the arrival of his robust son, Lucas: the Indie Gamer Ankle-Biter!

Delivered on schedule. There's mud in your eye, Fumito Ueda.

Punctual delivery. Fumito Ueda, you've really outdone yourself!

E.Y.E.R.I.S.

As an expert in creating unique content, I have extensive experience with twin-stick shooters. Having reviewed numerous titles in this genre, I can confidently say that it is a popular choice among new developers due to its simplicity and accessibility. However, after exploring countless twin-stick shooters, I have reached a saturation point. While I understand the appeal and ease of development, I am craving innovation and fresh ideas in this space. Twin-stick shooters need to evolve beyond the usual tropes to capture the interest of seasoned players like myself. something that makes them stand out, or I’ll bore quickly.

E.Y.E.R.I.S., despite its best efforts, strives for distinctiveness. Regrettably, it opts for an art-house approach. There have been artistic twists before. I dare say, the pioneer of all XBLIG successes. I Made a Game with Zombies This piece represents a distinctive approach within its genre. The artistic atmosphere is bold, verging on pretentious, offering motivational advice that appears disconnected from the main theme. While it may hold deeper meaning for its creators, as a viewer, I struggled to grasp the intended concept or emotion. The overall impression felt elitist and lacked a clear message.

Wait, without vision your path is revealed? How in the fuck do see the path? Without vision, I'll end up walking into walls!

Without vision guiding you, how can you navigate your path? Striving for clarity is essential to avoid stumbling aimlessly.

The game itself offers a decent experience. It's quite challenging to mess up a twin-stick shooter, and that holds true here. In the game E.Y.E.R.I.S. (the meaning of which remains a mystery as the game doesn't disclose it), players begin on a stage where they are initially unable to shoot and must evade enemies for about a minute. Upon completion, players are presented with a selection of the next stage. All stages seem identical, with the only variation appearing to be the type of firearm provided. This pattern repeats three more times, introducing new weapons and shields in each subsequent stage. Once this cycle concludes, the game simply loops back to the starting screen, offering no clarification on the overarching narrative. To fill this void, players may concoct their own interpretations, such as battling an aggressive eye infection.

Bad picture for the marketplace. It makes it seem like the soft-focus will be a major element in the game. It isn't.

Unsuitable image for the platform. Implies soft-focus plays a significant role in the game, which is not the case.

It is quite challenging to go wrong with a genre as straightforward as this one. I deliberated for a while to form an opinion on E.Y.E.R.I.S., and ultimately, I found it to be a satisfactory game. For individuals who still find enjoyment in this genre or those who are particularly sentimental about such games, the experience may be more fulfilling than it was for me. Personally, I remain neutral towards it, relegating it to the lower ranks of the Leaderboard. Nevertheless, a good game is a good game, despite any self-indulgence it may exhibit.

xboxboxart E.Y.E.R.I.S. was developed by AbstrAKT Games

IGC_Approved I fail to see the logic in my criticism of others sniffing farts while openly admitting my appreciation for the personal act of nose-picking. Few pleasures rival the satisfaction of digging for gold in one's own nasal cavity, a sentiment echoed in my review.

I thoroughly wash my hands afterwards and avoid consuming anything that has touched it. It's unhygienic.

E.Y.E.R.I.S. is Chick-Approved and ranked very, very low on the Indie Gamer Chick Leaderboard .