Post by thespearmaster on Apr 28, 2013 7:41:02 GMT -5
I think this game is more than deserving of a good initial review, so I wrote one.
Review:
It wouldn't be fair to the Development Team to write a review on a game still in development, so please consider this more of an Alpha review:
Even in Alpha state, this game is making waves. It incorporates all the things that give a game replay value like a random mode where the islands and challenges are always different, and a crafting mode that allows you to take crafting to the next level. Also, it bridges the gap between casual and serious play quite easily-- want to relax and build a hut or a windmill? Cool, do it! Want to go spelunking and find out what dangers might be in the cave or further in on the island? Go for it. The other great thing is, the game saves between plays, so a level won't reset itself until you decide too; it's easy to spend an hour just exploring for fun, before deciding to build a hut and relax and play with the gathered resources you've accumulated.
So in it's current and clearly pre-release state, I would give the (game on a scale of 0-10):
Graphics (9) They are gorgeous-- the game can run a little slow depending on the higher end graphics options, but that is part of the development process.
Music (10) Go Chris! The initial music and sounds to this game are amazing, calm and melancholy depicting the little guys a initial fate. It is incredibly calm. I hope that in the future the music will become more tropical and uplifting as the little guy makes discoveries and reaches milestones.
Controls/ Playability (8) Alright, even in its pre-development state, the game is very playable with the latest update. However, there are still a few kinks that need to be worked out, such as getting the inventory items to stick more easily into the inventory and not to the wall-- I'm almost thinking a separate inventory bag might be the way to go, or make the background unmanipulable when in inventory mode. Also, for assembled weapons, like say the spear ;-) I'd like to be able to re-equip it without having to awkwardly place it back in inventory, or just let me craft a slingshot. The most frustrating aspect for me though, is the rope because they often seem to be placed below the ledge you're climbing to and they're hard to jump up and away from. However, using the ladder strategy or airplane technique I found (see my videos) appears to overcome the current development phase.
Replay Value (10) I will abide by standard practice here, but I would love to give the replay value a 15 on a 10 point scale. The game is just amazing, because there's always somewhere new to explore, something new to find, and something cool to make: the suspense and depth to which you can go with it now, even in development, is simply remarkable! For example, since finding the bear, I almost hold my breath every time the screen changes, wondering what's waiting on the next set of screens for me, and then wondering what I can make with the things that I find-- the true meaning of adventure, exploration, and even creation.
Overall (9.5) Even in the early development stage this game is revolutionary by combining a robust physics and crafting engine with sandboxy randomized emergent gameplay, if they did nothing else for this game, I would still play it. A lot. And because of it's makes many different methods of play accessible all at once, the game can fit almost any mood you're in, whether it be the go out and explore and kill stuff mood or the stay home and build a turbine mood. Thus, you don't necessarily have to switch to another game when you're in a different mood, you can just play this game a different way and it accommodates you!
In conclusion, clearly this is a labor of love for the development team: you feel that in every aspect of gameplay. They're small enough and startupy enough not to have sold out to the energy drink swilling fps nuts or to crank out one more cookie cutter white noise platformer to meet a production deadline.
Keep that energy, guys! Don't listen to focus groups who will tell you that you need to give little Bozo a trophy accomplishment every time he picks up a stick and or learns to wipe himself, and then share it on 9 social media streams. The discovery of something new every play session is reward enough, and evidence and of the striking depth which makes it a delight to play.
Thanks for setting the new standard in Indie games!
TheSpearMaster
My Videos:
youtu.be/8ZKW2InUzIY
youtu.be/ynbBwdsR57I
Review:
It wouldn't be fair to the Development Team to write a review on a game still in development, so please consider this more of an Alpha review:
Even in Alpha state, this game is making waves. It incorporates all the things that give a game replay value like a random mode where the islands and challenges are always different, and a crafting mode that allows you to take crafting to the next level. Also, it bridges the gap between casual and serious play quite easily-- want to relax and build a hut or a windmill? Cool, do it! Want to go spelunking and find out what dangers might be in the cave or further in on the island? Go for it. The other great thing is, the game saves between plays, so a level won't reset itself until you decide too; it's easy to spend an hour just exploring for fun, before deciding to build a hut and relax and play with the gathered resources you've accumulated.
So in it's current and clearly pre-release state, I would give the (game on a scale of 0-10):
Graphics (9) They are gorgeous-- the game can run a little slow depending on the higher end graphics options, but that is part of the development process.
Music (10) Go Chris! The initial music and sounds to this game are amazing, calm and melancholy depicting the little guys a initial fate. It is incredibly calm. I hope that in the future the music will become more tropical and uplifting as the little guy makes discoveries and reaches milestones.
Controls/ Playability (8) Alright, even in its pre-development state, the game is very playable with the latest update. However, there are still a few kinks that need to be worked out, such as getting the inventory items to stick more easily into the inventory and not to the wall-- I'm almost thinking a separate inventory bag might be the way to go, or make the background unmanipulable when in inventory mode. Also, for assembled weapons, like say the spear ;-) I'd like to be able to re-equip it without having to awkwardly place it back in inventory, or just let me craft a slingshot. The most frustrating aspect for me though, is the rope because they often seem to be placed below the ledge you're climbing to and they're hard to jump up and away from. However, using the ladder strategy or airplane technique I found (see my videos) appears to overcome the current development phase.
Replay Value (10) I will abide by standard practice here, but I would love to give the replay value a 15 on a 10 point scale. The game is just amazing, because there's always somewhere new to explore, something new to find, and something cool to make: the suspense and depth to which you can go with it now, even in development, is simply remarkable! For example, since finding the bear, I almost hold my breath every time the screen changes, wondering what's waiting on the next set of screens for me, and then wondering what I can make with the things that I find-- the true meaning of adventure, exploration, and even creation.
Overall (9.5) Even in the early development stage this game is revolutionary by combining a robust physics and crafting engine with sandboxy randomized emergent gameplay, if they did nothing else for this game, I would still play it. A lot. And because of it's makes many different methods of play accessible all at once, the game can fit almost any mood you're in, whether it be the go out and explore and kill stuff mood or the stay home and build a turbine mood. Thus, you don't necessarily have to switch to another game when you're in a different mood, you can just play this game a different way and it accommodates you!
In conclusion, clearly this is a labor of love for the development team: you feel that in every aspect of gameplay. They're small enough and startupy enough not to have sold out to the energy drink swilling fps nuts or to crank out one more cookie cutter white noise platformer to meet a production deadline.
Keep that energy, guys! Don't listen to focus groups who will tell you that you need to give little Bozo a trophy accomplishment every time he picks up a stick and or learns to wipe himself, and then share it on 9 social media streams. The discovery of something new every play session is reward enough, and evidence and of the striking depth which makes it a delight to play.
Thanks for setting the new standard in Indie games!
TheSpearMaster
My Videos:
youtu.be/8ZKW2InUzIY
youtu.be/ynbBwdsR57I