So folks of tumblr I found out that a niche thing that I like has a whole no tag here which means there’s probably no fandom for it here. So I’m making a post in the hopes that someone will either see that I like it too or someone will get into it. Soooooo sidearms.io is a game I like a lot.
You have a sword and rocket boots and a little robot that shoots guns. It sounds like a fanfiction. That a 12 year old made. But the gameplay is genuinely really really fun the rocket boots combined with the terrain makes the game really interesting to play around with. And having your “sidearm”(little robot friend) shoot leaves it open so that you can shoot and swing your sword at the same time. It would really just be another 3rd person shooter without the movement though. The movement makes it super fun.
But a complaint I have is that because the “sidearms leauge” never got up and running, the developer, blue wizard digital, decided that the game wasn’t worth their time and moved on, it never received the majority of features that is was meant to have and there have been no tweaks or bug fixes in a long time. They went on to make shell shockers which for some reason people like? Idk I don’t like the game. But maybe if it got more attention we could pressure the developer into supporting it again. Eehh? Eehh? Maybe? Please? Whatever you think about this post, no matter how garbage it is, please just give the game a try. It’s fun.
Remember that camp counselor you swore you’d never forgive for that poison ivy prank gone wrong? Well, buckle up, campers, because in Slayaway Camp 2, the tables have turned, and you’re the slasher with a bone (or chainsaw, depending on your preference) to pick. This sequel to the surprise 2017 indie hit, Slayaway Camp, takes everything that made the original great – the darkly comedic premise,…
Developer: Blue Wizard Digital
Publisher: Blue Wizard Digital
Rrp: £14.99 (Steam)
Released: 27th Feburary 2018
Available on: Steam
Played Using: A mouse
It's not easy being a tyrant. Sure, I have wealth and power beyond measure but just you try finding just one person you can trust. I mean, the other day my courtesan tried to assassinate me. ME! You'd think I murdered her family and enslaved her people. Oh, wait... actually that does explain it.
Space Tyrant is a one part turn based strategy, one part digital board game and one part real time strategy. Such a blend of genre's should be a total clusterfuck and it is, in the most beautiful and fantastic way possible. Real time strategy shouldn't work with turn based just by its very nature and yet within this game these two game types are brought into harmony.
In case the name hasn't given it away, you play as a Tyrant.... in Space. It's all a bit Saturday morning cartoony especially in its aesthetic but don't let that fool you, beneath that facade lies a game that will quite happily devastate all your best laid plans.
From the starting screen there are two modes to play; skirmish and the campaign. I'll be speaking on the campaign for the most part but pretty much everything I say applies to the skirmish mode as well. When you enter the campaign mode the missions are randomly generated to help prevent the game from going stale.
Most missions will have quirks applied to them, these quirks are special effects that affect the whole game. In some cases these quirks are helpful but more often as not they tend to do something that will hinder you.
You start each mission with an Overlord who don't engage in the combat themselves but have a ability that can be used to aid your forces. Each Overlord has a different ability which can range from defensive, offensive, buffing your own ships or debuffing your enemies.
They gain experience with each combat they're involved with and will eventually increase in level. These level increases not only make their abilities stronger (which was expected) but also increase the number of space's the ships at their command can occupy. In other words, the higher the Overlords level is the larger their fleet can be.
Missions will have two objectives which ,if you complete either of them, will make you win.
Every mission completed within the campaign mode unlocks a relic that you can equip before a mission. If equipped these relics grant specific bonuses that can great help you in that mission. Completing missions will also grant you a perk that gives a permanent bonus to your fleets throughout the campaign.
Interestingly its actually in your best interests to lose the campaign a few times as any new Overlords and cards that are unlocked are carried over from each failed attempt, with new rewards appearing to replace the old ones. Of course you lose the perks and relics that you gather but that really isn't that big a deal overall.
As with most strategy combat has a very important part to play. However in this game it combat works rather differently. For starters you don't get to have direct control over the ships themselves, you can purchase, upgrade and position them but you don't get to decide what targets they'll go for or have and control over their movement beyond the galaxy map. Instead this game highlights a ship that can have a special ability used (or a status effect removed), once the ability is used the ship will lose the highlight. Using this ability costs energy that slowly regenerates as the battle progresses. Your Overlords special ability also takes from the energy pool and once used has to cool down before it can be used again.
Conquering a planet is a simple affair. Simply wipe out any fleets that presume to be able to stand against the might of your forces and then click the 'invade' button. Upon doing so you merely need to roll the dice that is on screen higher than the number indicated within the planets shield. This may require several attempts if the die rolls are insufficient. If you leave the planet before fully destroying its shields they will start to regenerate and begin to rebuild its fleets. Never leave a job unfinished unless you absolutely must.
The planets you can conquer come in many different forms and will sometimes have different abilities they can perform, some do nothing at all, others generate money, there are even some that can fire a cannon at enemy fleets orbiting nearby planets.
Once a planet has been successfully conquered you'll start to explore it, sometimes this turns up nothing but usually some kind of event will occur that will allow you to make a choice. In some cases a few of these choices will be unavailable to you because you lack a specific trait (which can only be gained through exploring planets).
Each time you conquer a planet your tyranny meter will increase and even if you don't manage to conquer a planet on the first attempt just bombing them also gives a small bonus to your tyranny.
So, I keep going on about tyranny or the tyranny meter but I've yet to actually explain what that is. The Tyranny Meter, fills up as you preform tyrannical deeds such as conquering (or bombing) planets. However, that meter doesn't only go up, galactic unrest will take some of it away from you at the end of your turn. If the meter ever reaches empty then you will lose the game, however if the meter becomes sufficiently full you can fire a death ray which can target any of your enemies fleets destroying up to three ships. Of course, doing this also uses up a portion of your tyranny meter but since unrest takes some away every turn why not use it?
As you wander the map conquering planets and crushing armies your scientists (located on planets that generate research) will occasionally make a break through. When this happens you'll be given a choice of ship upgrades that will be instantaneously applied to all ships within your various fleets.
Every turn you will gain a card that you can use to your advantage, your maximum hand size is three and if you have more you will have to discard cards until you only have three in your hand. Using these cards costs crystals, which regenerate at the start of each turn, At the beginning of a mission you'll only have two crystals but you can gain more by conquering crystal planets each of which will give you another crystal.
What really impresses me with this game is the level of tactical thinking that can be achieved with what seems to be a group of simple systems. You have to carefully think about which planets to attack and in what order, which fleet will you use and with what composition, whether you will play any cards before hand or use the death ray (if its available). All of that is before you even enter into the combat itself which has its own layer or two of tactical decision making.
I think I've gushed enough about this game, it's pretty obvious that it's one I recommend highly. True, it's not as deep a strategy as the Civilisation series or the Total War franchise but that isn't to say it's without depth. Honestly I think this game may surprise even the most hardened strategy player while being entertaining enough to allow those who are not so experienced to enjoy it.
If this appeals to you perhaps try;
The Last Federation
Endless Space
The Civilisation series
Developer: Blue Wizard Digital
Publisher: Blue Wizard Digital
Rrp: £5.99 (Steam) and £6.99 (Humblebundle)
Released: 25th October 2016
Available on: Steam and Humblebundle
Played Using: A Xbox 360 Controller
When you're a killer in a 1980's style slasher movie its sometimes just a bit too easy just killing the kids. It becomes boring doing the same thing over and over, they scream, you stab, they bleed, blah, blah, blah. So a bunch of us killers got together and decided to set down a few rules and make a game of it. It's worked out great, although I could do with less spiked pits in my life.
Slayaway Camp is an isometric 1980's themed puzzle game where you get to play as a killer in an 80's style slasher movie. I would say 'The' killer but you gain more of them to play as so its not like you stay as a single character.
You slide the killer around diorama style scenes trying to kill all of the teens. Once all the teens are in little bits you move the killer to the pentagram that lights up and thats the scene (which is a level) completed.
Sometimes the scene you play through has some pitfalls and traps to use on your victims, but be aware what's good for the goose is also good for the gander. In the later stages your victims will enlist the help of the local law enforcement (snitches) which can make life a little more difficult.
Did you make a mistake while trying to dispatch those damned kids? Maybe you got busted by the cops, or fell down a spiked pit? Well no problem! Just press the left trigger and the whole scene will rewind back by one move (which is done with a pretty authentic sounding VHS rewinding sound). You can do this as much as you want without any penalties other than the crushing reality of knowing that you made a mistake.
Once you've completed the first movie (which is the tutorial chapter) you're allowed to access the movie shelf. This movie shelf acts as the level select, character selection and store screen. Actually I should say 'stores' as there are two, one which allows you to purchase other killers. The other allows you to buy extra gorepacks, which are the kill animations, so you can see your victims die in several amusing and sometimes grotesque ways.
To buy those gorepacks and killers you're going to need some coins. In this game coins are gained from successfully completing bonus scenes at the end of each level. Which is a simple matter if pressing the [A] button when the meter enters the 'kill zone'. Do it right and you'll receive a fair amount of coins, fail and you still get some coins but not that many.
The killer moves like a rook in chess in that they can only move in straight lines and not diagonally. They will also continuing moving until they hit some kind of obstacle (or something that kills them). Moving next to a victim causes them to run as far as they can in the opposite direction. In many puzzles you'll need to use this movement to solve it.
The designers choice of using voxel graphics is a great boon to this game allowing it to seem more graphic without actually really being so. It also fits in with the retro styling that flows throughout the whole game.
I have to admit I rather like this game, the designers but a lot of thought and effort into it and that shows. However as much as they try to make the game more challenging and interesting, it becomes repetitive quite quickly. It's definitely a game meant to be played in short stints and not for prolonged periods.
If this appeals to you perhaps try;
Lara Croft Go
Hitman Go
Kill the Bad Guy
Wciel się w mordercę z klasycznych horrorów - Friday the 13th: Killer Puzzle
Historia serii "Piątek, trzynastego" sięga początku lat 80. ubiegłego wieku, kiedy w 1980 roku w kinach pojawił się horror o tym samym tytule. Do 2001 roku pojawiło się aż dziesięć części słynnego slashera, w międzyczasie wyprodukowano serial telewizyjny, a w 2009 roku wyszedł reboot. Maska hokejowa stała się symbolem zarówno całego cyklu, jak i głównego mordercy - oszpeconego, żądnego krwi Jasona Voorheesa. Lata później amerykańskie studio gier Blue Wizard Digital wykorzystało fikcyjną historię do stworzenia Friday the 13th: Killer Puzzle. Grę wydano 18 kwietnia 2018 roku w kategorii Free to Play z kilkoma płatnymi DLC. Do bezpłatnej wersji można dokupić cztery dodatkowe epizody oraz sześć kostiumów dla Jasona. Brzmi ciekawie? Zaręczam, że jest bardzo, bardzo brutalnie.
Darmowa rozgrywka w trybie jednoosobowym zawiera osiem odcinków. W morderczej podróży w różne miejsca - począwszy od naznaczonego złą sławą Crystal Lake, a skończywszy na statku kosmicznym - towarzyszy Jasonowi matka, Pamela Voorhees. A raczej duch Pameli. A raczej jej głowa odcięta od reszty ciała, z której cały czas skapuje krew. Obecność Pameli jest w zasadzie nieoceniona, bo stale motywuje syna do popełniania morderstw, oskarżając wszystko i wszystkich o krzywdę wyrządzoną Jasonowi. Ponadto jeżeli gracz ma problem z przejściem danej planszy, może poprosić szaloną kobietę o podpowiedź lub przedstawienie całego rozwiązania. Wskazówka zawiera krótką informację, którą ofiarę zabić jako pierwszą albo ostatnią, albo jakich pułapek użyć, a jakie zostawić w spokoju. Natomiast z pełnego rozwiązania polecam korzystać jedynie w sytuacjach, gdy naprawdę brakuje już pomysłu na kolejność ruchów. Wyświetli się wtedy klip jak z kasety wideo w nieznacznym przyśpieszeniu, ukazujący pełną sekwencję manewrów.
W każdym rozdziale jest trzynaście puzzli. Na planszy, niczym pionki, poustawiane są ofiary, w większości młodzi imprezowicze. Z czasem pojawiają się policjanci i zwierzęta (nie martwcie się, one nie giną), a także wszelkiego rodzaju pułapki: dziury, metalowe sidła, miny, ogniska, ogrodzenia elektryczne i zbiorniki wodne. Gracz porusza najgroźniejszym pionkiem - Jasonem - standardowymi klawiszami ruchu: strzałkami bądź WSAD. Musi się to odbyć tak, żeby Jason dotarł bezpiecznie do wszystkich ofiar (w celu zabicia albo zwabienia w pułapkę), samemu unikając zasadzek i sytuacji bez wyjścia. Bowiem sterowanie głównym bohaterem wcale nie jest takie proste i po wciśnięciu np. strzałki w lewo, Jason pędzi w tym kierunku, póki nie stanie na jego drodze przeszkoda. Dlatego warto najpierw dokładnie obejrzeć planszę, sprawdzić wszystkie ogrodzenia i przedmioty, od jakich morderca mógłby się odbić, później poprosić Pamelę o podpowiedź i dopiero wtedy działać. Jeden zły ruch może zakończyć się zgonem Jasona lub potrzaskiem w rodzaju wejścia w kąt, z którego się nie wydostanie i niezbędny będzie reset. Ostatnia zbrodnia w jednym podrozdziale wymaga większej interakcji gracza, gdyż musi on trafić w tzw. strefę zabójstwa (ang. kill zone), naciskając LPM w momencie, gdy wskaźnik na szerokim pasku znajdzie się w pobliżu oznaczonego na czerwono pola. Nietrafienie oznacza ucieczkę niedoszłego denata bądź denatki. Same plansze są ciekawie zaprojektowane, a grafika oraz poprowadzenie fabuły też niczego sobie. Jest mrocznie i absolutnie krwawo, a ogromna baza postaci robi wrażenie.
Oczywiście Jason ma do dyspozycji wiele broni z brązowej, srebrnej i złotej kategorii. Otrzymuje się je głównie w skrzyniach stanowiących nagrody za odblokowywanie następnych poziomów krwawej żądzy (ang. blood lust). Jeden poziom równa się około piętnastu ofiarom. Co więcej, trzy wybrane narzędzia zbrodni można wymienić na nową skrzynkę. Nie zauważyłam jednak, żeby wybór boni miał wpływ na animacje, podczas których pokazywane są morderstwa w pełnej okazałości. Niestety, te ze srebra i złota są niezwykle rzadkie, a szkoda, bo i do nich przypisano osiągnięcia.
Jeszcze jeden tryb, na jaki warto zwrócić uwagę poza standardową kampanią, to morderczy maraton (ang. murder marathon). Chodzi w nim o zdobycie jak największej liczby punktów w animacjach z opisanej już wcześniej strefy zabójstwa. Graczowi towarzyszy świetny rockowy kawałek i, cóż, można się przy nim odprężyć, można. Napocić też, o ile komuś zależy na osiągnięciu z trzydziestoma mordami w jednej partii.
Jak już wspomniałam wyżej, Friday the 13th: KIller Puzzle to całkiem miła dla oka gra. Samo doświadczenie z niej płynące jest ciekawe i wymagające, zwłaszcza że występują elementy logiczne. Nie chodzi więc o samą kwestię zabijania, choć zastanawiam się, czy bez łatki horroru "Piątek, trzynastego" tytuł od Blue Wizard Digital też miałby tak dużo pozytywnych opinii. Pamiętam krytykę zebraną przez polską pozycję "Hatred" z racji mordowania i siania grozy wśród niewinnych. Wierzę, że do gwiazdy tej recenzji lepiej podejść z przymrużeniem oka, bo całość tak czy siak wydaje się cały czas zachowywać odrobinę żartobliwy ton. W końcu to puzzle, nikomu krzywdy nie zrobią, a jeśli ktoś przepada za horrorami, to tym bardziej powinien zapisać je w swojej bibliotece Steam.