Thursday, 30 June 2011
Game review: Fy.WoD!
Fy.WoD!
Genre: Arcade
Author: Schnatterplatsch(Wiz) / port by Farox
OHH download: v1.1 (21/08/10)
Size: 2.9 MB
Licence: GPL v3 (says v1 on OHH, but actual archive has v3)
Description
Fy.WoD! was originally a Wiz game. It's officially described as "some kind of racing game", though you're in a race against time and the level itself rather than against other racers. You progress through a series of maps, the next one being unlocked when you have reached a set medal status in four categories: time, coins, "wall hits" and total number of points. You can then move around a "galactic map" to choose the route to your next map. If you don't get all your targets, you don't get to go on. It sounds difficult, doesn't it? Well, it is!
On each level you are shown a basic plan of the map and have to select how many units of fuel you want, from 0 to 100 -- it soon becomes reasonably clear why you shouldn't simply choose 100 every time (because your ship is heavier, and therefore slower) but as with rather too many other things about Fy.WoD!, it's very well explained either in-game or in the readme. Anyway, you then navigate your little ship around the map, collecting coins and trying to avoid bumping into the walls, while also perhaps making use of other phenomena such as speed-ups.
Addictiveness: 6
There's no doubt that Fy.WoD! has the potential to be a hugely addictive game, and its nostalgic 8-bit feel doesn't do this any harm at all. It's engaging and challenging to play -- but perhaps a bit too challenging. There are no difficulty levels, and you do rather feel that you're forced into playing it on "hard" at all times. For example, as soon as the second-level maps you can be faced with passageways barely wider than the ship. With a tweaked learning curve, so that the first few levels eased you into the game rather than becoming rock-hard after the first map, the game would certainly have scored higher.
Depth: 8
This really depends on how much time you're willing to spend on the game. As you progress, more complex maps appear, with extra features (such as the deadly skulls) and that always holds the interest. However, the game is so hard that you may well end up giving up in frustration long before you get to the (apparently) interesting thing that happens if you reach a million points. So, a high score here -- but in this case I'm not sure that's entirely a good thing!
Controls: 7
Stick left/right rotates your ship, and the B button accelerates. L acts as a sort of brake, putting the ship into slow motion. It's fairly easy to get used to, especially if you've played something like Asteroids. "Menu" (a Wiz-ism; it's Start for us, or Home if you have an F200) pauses the game -- this only works at certain points -- and brings up a menu. My main problem initially was that X, given as "Back", didn't seem to work at all; in fact it's actually used to back out of menus, whereas I'd been expecting it to give the actual ship a reverse thrust. Another bit of poor documentation.
Graphics: 8
These have a nice retro feel about them, being highly reminiscent of the better class of 1980s 8-bit computers. Actually, I could imagine a game very like this working well on my BBC Micro! The animation is somewhat like that as well: it's not absolutely silky-smooth, but it's close enough to make controlling your ship quite easy. I think the general look of the game suits it nicely, and that this is one of the most successful aspects of Fy.WoD!
Sound: 6
There's no music, and sound effects are fairly sparse but generally effective -- and they're not eardrum-perforating by default through headphones, hurrah! Your ship's engine sounds a little bit anaemic, but the explosion when you die is a pretty good one. Inoffensive is probably the best word to use here.
Documentation: 3
I was irritated by this from the (very basic) readme: "The rest is explained in the game or so easy to see, that I would waste my words on it." Sorry, but that's just lazy: it's simply annoying to assume that everyone will be able to see how to play a game as easily as you (the programmer!) can. For example, it is not entirely obvious at first how the galactic map is navigated. On the plus side, the little scrolling hints that appear at the start of each game are just right.
Completeness: 6
There are still a few translation errors to be ironed out: "uncompleten", "You hitted the death", etc, but that's minor. There needs to be better help (especially in the readme), too, and of course a more sensible learning curve and/or the choice to select an easier standard to start with, perhaps with lower scores as a penalty. The core game, however, doesn't really seem to need anything much doing to it; it's the difficulty that's the problem, not the gameplay per se.
Overall: 6
As you'll have gathered by now, inadequate documentation is easily the biggest flaw in what is otherwise an interesting, if perhaps too difficult, arcade game. Fy.WoD! has a truly ridiculous name, but then so did Sabre Wulf, and that did okay for itself. A potentially super game, but in its current form it's just too unforgiving for all but the most accomplished players and so is rated as only quite good.
Tuesday, 28 June 2011
Game review: Super Pixel Jumper
A while back, I reviewed Dont Get Crushed, and Super Pixel Jumper is by the same author. It's another fairly recent game, dating back just to this spring, and of course it's always pleasing to see continued GP2X development.
Super Pixel Jumper
Genre: Jump and Run
Author: ThatOtherPerson
OHH download: v1.1 (08/03/11)
Size: 2.6 MB
Licence: Freeware
Description
This is a pretty simple game in terms of rules: you play the part of a little pink square, and must jump along a side-scrolling landscape of platforms made up of blue squares. As you continue, the scrolling gets faster. You must avoid touching the white squares which are scattered randomly around (and on the left and bottom sides of the screen) because doing so means game over. Your running score and the high score are always shown as you play.
Addictiveness: 7
There are some games which look as if they ought to be addictive but turn out not to be. Super Pixel Jumper goes the other way: it doesn't look that exciting in a screenshot, but the compulsion to better your score is high. I certainly found it holding the interest for longer than Dont Get Crushed did, perhaps because it's rather similar to "Rapid Roll", a favourite game of mine from an old Nokia mobile phone.
Depth: 3
Let's face it, there's not a lot of this. You run along, jump, and avoid enemies. You need quick reactions, but not much in the way of strategy. The only real development as you play is in learning how to judge the size of your jumps.
Controls: 6
Nothing much to remark upon here. Stick for left and right, and B to jump. Holding down B for longer gives you a bigger jump, which works well. There's no pause, but Select will exit:The animation is decent, too instantly, with no confirmation screen, which is a bit irritating. Between games, Start is used to... er... start.
Graphics: 7
We start with a splash for the "Pandora Angst Coding Competition", but after that everything's simply done; again, it's reminiscent of a mobile phone game. The addition of colour, even simple colour, puts it one up on Dont Get Crushed and makes the thing look significantly more attractive. The basic square-based design (hence the game's name) actually works very nicely. The animation is decent, too. One small criticism is that it's not that easy to see your score, as it's in black on a purple backround.
Sound: 5
Do I need to tell you that it's initially too loud through headphones? No, thought not. Still, you can turn it down. The background music is a looped techno sample, surprise surprise, and frankly I wasn't keen on it at all. Personal preference, of course, but then that's what reviews are for. (Mind you, it's just a .wav file, so presumably it could be changed easily enough.) Actual sound effects are limited to a few whooshy noises: two for take-off and successful landing, and one (which is disconcertingly cheer-like) when you are obliterated by a white square.
Documentation: 2
Pretty much non-existent: even knowing to press B to jump is something you have to discover for yourself! No readme and nothing in-game other than a mention of the Start and Select buttons.
Completeness: 7
Most of the way there, I think; I'd like to see something approaching a readme, at least, but the basic game doesn't show any serious weaknesses in this department.
Overall: 6
Super Pixel Jumper is another ThatOtherPerson game which makes a virtue out of simplicity: you can pick it up in seconds and yet keep playing for a while before you get bored. It nearly scored a 7, actually, but I really don't like the music at all. If you do, adjust my rating accordingly!
Saturday, 25 June 2011
Coming up on 2XGB...
Yes, I know, this is an obvious space-filler of a post. I've got a lot going on this weekend, but I don't want to just let things slide for days and days. But I have a couple more game reviews lined up for next week, including one that was (gasp!) released in the spring of this very year. (If you think you're the author of that game... then you're probably correct!)
Thursday, 23 June 2011
The end of the drought, but...
The GP2X section of OHH has seen its first upload since 16 April. It's a music game called Txishos... but I can't review it, as it's a touchscreen-only game! Argh! Ah well, those of you with F200s can snigger behind your hands at we stuck-in-the-muds as you download it. I've no idea whether the game's any good, but hopefully it'll give enjoyment to some.
Wednesday, 22 June 2011
A look inside the GP2X
While surfing* around semi-randomly last night, I came across the interesting sight (above) of a GP2X with its top off. Oo-er missus, etc. Nick Ames, who took the picture, adds some detail on Flickr about the reason for the opening-up: to do a little soldering in order to make the USB networking facilities compatible with a new kernel on his computer. Good stuff!
* Look, I like sounding as though I'm still living in 1995, okay?
Monday, 20 June 2011
C++ for Logans
Hmm. I had a look in my local library to see if they had any C++ books, and they did. One. C++ for Dummies, which doesn't get the greatest reviews on Amazon. On the plus side, most people seem to like chapter 1, and at least some of the complaints are from people who were confused by the unexplained use of conventions such as "int" for integers. That sort of thing won't worry me, at least. I suspect I'll stick with SdlBasic for any remotely serious GP2X programming, but a little C++ might even be fun. It can't be worse than the little C I tried about 20 years ago, anyway... can it?
Saturday, 18 June 2011
Game review: REWORD
REWORD
Genre: Puzzle
Author: Al McLuckie (purplepup)
OHH download: v0.5 (19/06/08)
Size: 3.9 MB
Licence: GPL v2
Description
REWORD (yes, unfortunately the ugly ALL CAPS appearance is official) is a word game based on a Flash game called TextTwist. It has vague similarities to the Countdown Conundrum: you are shown a six-letter word whose letters have been jumbled up, and must work out what the original was. However, you also need to find as many three-, four- and five-letter words as you can before the time limit expires. When the level finishes, you're shown any words you didn't get, and can also see their definitions.
The game offers three levels of difficulty: as you go up, the time limits decrease, and more difficult words from the wordlist are used. You score according to how many words you find and how much time you have left when completing a level. There are two additional game modes: Speed6, in which only finding the six-letter word matters (you can ignore the shorter ones) and TimeTrial, in which you have an overall time limit to find as many six-letter words as you can.
You do need to remember that the word list is a British English one: "colour" is a valid choice, but "color" is not! On a rather cruder note, that also means that "piss" is there, but not the Americanism "pissy" (meaning irritable). You'll also come across the occasional irritation, such as the fact that "yip" is accepted but "yips" (the golfing term) is not; you can either edit the wordlist to suit or just put up with it.
Addictiveness: 8
Given that this is by no means an easy game, even on the Medium setting, I think it will appeal mostly to those who are already into wordplay, and who have what might be called "the right sort of brains" -- ones which are good at picking out patterns against the clock. If you do fall into that category, though, then REWORD is a treat: the compulsion to do better than last time is strong, and you'll frequently kick yourself when at the end of a level you discover that you've missed some supremely obvious word.
Depth: 8
The wordlist contains about 7,400 words (including 2,800 six-letter words) which is enough to ensure that you don't come across the same puzzle too often. By no means all the words are obvious ones, and even those who enjoy word games or play Scrabble are likely to find their brains heating up somewhat, especially when playing at the harder difficulties. Even at Medium, I've had words like "arnica" showing up in the six-letter spot. REWORD also allows you to expand the wordlist yourself, so the game should have plenty of replay value.
Controls: 7
These take a little learning, as almost every button is used: B selects a letter, X deselects it, Y submits your chosen word for checking against the wordlist, and A shuffles your "tiles" (which can help you see things you didn't before). Either L or R will bring up the last word you submitted (handy for quick plurals if there's an S in the tile set). Space is a pause button -- but this works on Easy mode only! Select brings up the quit dialog -- but the clock keeps ticking, so if you want to resume, do it quickly...
Graphics: 7
The main game screen is simply but effectively done, and the pink-and-yellow colour-scheme works better than you mgiht think. The menus are well presented, and pretty easy on the eye. The high-score tables are perhaps slightly cluttered, but not overwhelmingly so. Overall, REWORD scores fairly well in the graphical department.
Sound: 6
The theme tune to the game is a bouncy little thing, and for once the default volume isn't horrible through headphones. The in-game effects are basically a little collection of beeps (including the dreaded ten-second countdown) but they serve their purpose.
Documentation: 8
REWORD does better in this department than many GP2X games: there's both a solid and decently clear readme and a good in-game instruction section. I'd personally have put the control quick-reference screen after the overall "How to Play", rather than before as is in fact the case.
Completeness: 8
For a v0.5 game, this seems pretty much finished. There is the odd six-letter word which you're told "has no definition", which is a pain, though if it bothers you that much you can edit the wordlist to add it yourself. The high-score entry is also slightly clunky compared to some.
Overall: 8
The only thing I really dislike about REWORD is its shouty name. The GP2X is not well supplied with word games (it's actually a genre I'd like to write something in if I ever get back to learning to program) so it's pleasing that this one is very nicely done -- though not easy! If you're a fan of word games and want something that will give the linguistic part of your mind a good workout, then this might well be what you're looking for. It's staying on my card, anyway.
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