23-29.10.17

It's late, I'm tired, and my writing skills have clearly diminished, but I just finished with Reigns. I finished with it, but I didn't finish it. It's a game about swiping left or right, similarly to that one date finding app, or so I've heard. Except instead of judging people you... judge people's decisions? Basically you're given two options, each has some effect on your kingdom, and you got to keep your religion, people, military, and money bars balanced or you lose.
I've heard it's a great game, the reviews are pretty positive, but I didn't like it at all. And aside from the elegant simplicity, I don't see what there is to like. The gameplay is clearly nonexistant, art and music are very basic, there's not much thinking involved behind your decisions, and the story - which seems like it should be the main selling point of the game - doesn't connect at all. It feels like there's some slight arcing of various events, but overall I couldn't really piece anything together that wasn't mostly an isolated random event.
So, I wouldn't recommend it, plain and simple.

Free games have a tendency to cut in line, and so I tried Relik for a couple of hours. It's a sort-of-multiplayer game where you have to solve 4 very simple puzzles. Maze traversal, Memory, Simon, and some sort of pattern repeating. Basically all memory-based "puzzles". All the puzzles you solve are actually created by other people, and you can make your own. Solving them nets you currency which is used to upgrade your puzzles, and there's some odd ranking system.
The multiplayer wrapping around the game is nice, but since the game itself is so trivial, repetitive, and boring, it's really not worth playing.

And the highly anticipated Helldivers' free weekend rolled along. Sadly, I have some harsh words to say about this game. It's a top-down shooter played on relatively small maps that each house a few missions that generally boil down to killing a lot of enemies. And as shooting stuff isn't exactly a lot of variety, it gets rather repetitive.
This game isn't really meant to be played alone. A lot of missions are just too difficult to be completed alone, so you're going to have to find some friends or party up with strangers. Now, the problem with this is that this game has a lot of opportunities for friendly fire of various sorts. And I'm not just talking about the actual act of shooting others, which can mostly be avoided, and is really counterproductive. But a very serious problem is that there are conflicting interests in a co-op game. Mainly, the camera. All players share a camera, so if you're far from each other, neither of you can see much of what is happening, and will want the other to move, so that you could see. With enemies appearing from all sides and many being able to hit you from off-screen, this becomes detrimental.
Another case of conflicting interests that also ties back to the grind is the question of "What is the goal?" Playing with my friends, we would even argue on what we were playing for in the first place, as one of us prioritized killing as many things as possible, one wanted to complete the missions to the highest rewards possible, and one wanted to unlock everything they could as fast as possible. And these goals are conflicting, encourage different playstyles, and make people want to run in different directions, which the game will not let you do because of the constrained camera.
To repeat, this is a co-op game that suffers from a lack of direction and the inability to at least give everyone the option to pursue their own desire in said directionlessness, which leads to a bad experience for everyone involved.
While the game is well made and even kind of funny, it doesn't really excel in anything, and the aforementioned problem really was a major turn-off for me. Their previous Magicka was a much better accomplishment, doing most everything better.

PS. It just hit me that with the inconsistent frequency of the content I output, there doesn't seem to be much of a reason to keep any regular posting schedule. If I fail to deliver one week, then the week's post is empty, but if I go on a miraculous spree and play 5 games in a single week, then the post will get very, very long. On the other hand, this wouldn't leave much room for the occasional ramble I like to do, such as this one. Maybe each game should get its own post, and then a weekly post of... other things I want to mention? I'll think about it and decide later, as it would be a shame to change this weekly release schedule after having it for less than a month anyways.

15-22.10.17

Oh how time flies when you got a million things that need doing. School's decently interesting, but that just makes me spend my time on it all the more,

09-15.10.17

See, this would probably paint an accurate picture of my current situation. I don't even have any content for an entire week. I've been playing HotS, some Mabinogi, and a little bit of Factorio in my free time, but I don't really have a whole lot of free time. Working hard to stop work from overflowing, but I can't really see myself having particularly more or less time for games in the near future.

I'm back

I'm feeling a bunch better about stuff now. I've really mostly been doing the same stuff as usual, with the exception that I haven't been starting new games, but have been sulking playing the ones I already play instead. As such, my to-play list has grown considerably, but I've also not missed out on writing about any of the games I've completed. Additionally, I'll switch to a weekly update schedule with an update every Sunday evening.

To be honest, I did finally complete Divinity: Original Sin. Took me far over a year, since it's really hard to find co-op partners who don't ditch you midway through the game. And no one wants to pick up someone else's character, so you got to start over only to have playthrough end midway as well. sigh With the experience as smeared out as it was, I have trouble recollecting everything about the game, but I can assure you it was great. The fact alone that despite other people trying their hardest to keep me from enjoying it, I didn't give up and kept at it for over a year, coming back to continue the adventure.
I've no complaints about the game, and plenty to praise it for. Enough that I don't even know what to mention, what to leave out. Well balanced difficulty, pretty visuals, nice soundtrack, full voice acting, great combat mechanics, non-repetitive story, varied enemies, decent puzzles, entertaining NPCs, and definitely much more. This game gets the top spot in my list of favorite RPGs and RPG-like games, and I hear Original Sin II is even better.
So in case it wasn't clear, I'd absolutely recommend playing Divinity. Although with the next version out already, you might be better off just playing that instead.

I also gave Battle for Wesnoth a try, as per a friend's request. It's a fun open source TBS where you move each unit individually. Kind of like Civ, except there's no city-building, no economy, politics, or any of the other stuff. Just basic unit recruiting and combat with some stuff like daytime and terrain modifiers.
It's nice that it also functions as sort of an engine so you can make your own games or game modes on it, and also has an online server browser, but the game itself felt rather shallow. After playing through the tutorial, and a relatively short match, I feel I've seen most of the game. Sure, there's plenty to be learned in terms of optimal strategies, but there's not enough features to keep it entertaining.
Overall I'd recommend any of the at-least-half-decent commercial TBSes over this thing.

Of other notable news is that SteamDB switched the formula by which they rate games. Why it's noteworthy here, is because the formula they switched to was the one that I made. (I also described it here, some not too many posts ago.)

14.08.17

Looks like my eye problems aren't done plaguing me yet. It's nothing to write about here in detail, but I've developed some form of depression as a side effect. As such I will be taking a break from writing in this blog until further notice. I hope to be back when the problem has been resolved, but I'm not sure about anything right now. Until later, Torn out.

13.08.17

So I managed to play through Monolith today. Monolith is a top-down shooter where you clear rooms and avoid enemy bullets. It's pretty much exactly Binding of Isaac made into a bullet hell game. Honestly, for as long as it lasted, I really liked it more than The Binding of Isaac. Your movement is very responsive, all attacks are well defined - the gameplay is tight. The aesthetics match the music perfectly and create a very "old" feel, I guess. Not that people ever stopped making games with these kinds of graphics, but I digress, I loved the visuals and sounds.
"Wait, Torn, you're not actually saying this game is like The Binding of Isaac, but better?" No, no, sadly it is not. What this game really lacks is content, as is always the case these days. I don't know if people get bored or run out of ideas, but they can really make great game mechanics, and then not add any meat to it all. But this issue isn't really specific to this game.
So, in conclusion, I liked this game. I wouldn't really recommend it because it hasn't got enough content and is over too soon, but it's worth your time if you get a chance to play it.

12.08.17

I won't be playing this, as I already have a couple such games on mobile, but Draw Puzzle looks like a nice relaxing game. Draw lines, watch pictures happen. You're not actually the one making these pictures in these kinds of games, but since you're the one drawing the lines, it feels like you are, and it's always a nice feeling to make something that looks good. =)

11.08.17

I managed to hurt my eye yesterday and as such I will spend less time looking at a monitor for the next several days. I hope for it to be mostly fine by next week.

10.08.17

Oh look, the first game in the latest entry to The Legend of Heroes series is on Steam: Trails of Cold Steel. I didn't really like Trails in the Sky when it released in English a few years ago, but since it was originally a 2004 game, I'm willing to give the newer one a try. Maybe 9 years of additional experience will have improved things. The Legend of Heroes series is a turn-based strategy type of JRPGs. This latest entry is finally in proper 3D, which is nice.

09.08.17

I don't know why I feel reluctant to start with another game. I'll never finish my backlog at this rate. I played some Factorio today. That was about all.

08.08.17

(Click to enlarge)
I did a few more hours of Monster Slayers this morning, completing normal mode. Turns out the Rogue class is totally OP once your deck mostly consists of cards that allow you to draw more cards. Once you cross a certain threshold, you'll be able to cycle the entire deck each turn. You basically just rack up your played card count with mostly non-damaging cards that give you more cards, then finish off with 2-3 backstabs. This one-shots most enemies in the game. I also got my chain record to around ~25 cards. There's more character classes to be unlocked and a "Legendary mode" that's supposedly a bunch more difficult.
I believe that what I said about the game yesterday is correct, except for the "not enough content" part. I think the actual word I was looking for was "shallow". There's an okay amount of content, but as I explained, it doesn't offer enough possibilities as a whole.

07.08.17

I started with Monster Slayers today. It is, as the description states, a deck-building rogue-like. You start off with a class that determines your starting deck. You have HP, MP, and AP as resource pools, and cards that use your resource pools to decrease the enemy's resource pools - mainly their HP. As the game progresses you can upgrade and delete your cards as well as add new ones. Battles are fought 1v1 in rapidly increasing difficulty and you can buy permanent upgrades that persist through deaths.
I don't usually give a game's full feature list. When I do, it's probably because I wish to point out that that's all there is to that game. Now, generally I'd follow that up by calling the game shit, but I'm not going to do that here. I quite liked Monster Slayers. Despite being turn-based, it feels quite fast, and instead of the usual "attack the enemy once, enemy attacks you once" combat these kinds of games provide, this one had a lot of focus put into attack chains, to chain together lots of cards. The longest card chain I got was 11 cards, and this mechanic feels really, really good. The progression system also keeps you playing for a long time, as I'm not even nearly halfway through after 5 hours.
But the problem is mainly the lack of content. This combines with the fact that the game doesn't require all too much thinking, and suddenly you feel like you're on a treadmill, except you're not even getting any exercise done. I would've loved features like bigger parties, bigger groups of enemies, cards that depend on one another a little bit more... I don't know... something. I really wanted to like this game more, but playing it literally made me nauseous. I've no idea why, but it consistently happens when doing repetitive low-effort tasks for a long time.
So, would I recommend this game? I'd recommend to try this game, it's really fun for the first couple of hours. But ultimately I can't say it's a good game. Great idea, great execution, just not enough content and possibilities.

06.08.17

Fully completing Danganronpa 2 requires a shocking amount of time, possibly another full day after completing the main game. Mainly that maxing your Island mode relationship with each character takes a ridiculous amount of in-game days, which requires multiple playthroughs. The light novel took me only about 1-2 hours, and I really enjoyed it. But I skipped maxing my relationship, instead opting to view the dialogue from other people's playthroughs. So that's not entirely the reason why I still didn't start a new game today.

I spent more hours than I care to admit thinking up a new formula with which to give Steam's games a proper rating based on their review percentage and the number of reviews. It took a few tries to come up with something that'd at least seem better than what I previously had. Basically, what I wanted was something that would: a) Estimate the result closer to 50% the fewer reviews it had. b) Get ever more slowly closer to its actual rating as its number of reviews increased but never quite reach it.
I previously used Laplace smoothing and took the base 10 logarithm of the number of reviews so that it would approach the given rating much, much slower than regular Laplace smoothing. α = 0.5, β = 1.0 I had two problems with this. The first one was that I didn't actually understand what this formula was doing. Just that it was moving ratings with a low sample size closer to α / β, ratings with a high sample size closer to the real rating, and that I could control its "adjustment intensity" by increasing or decreasing α and β or the base of the logarithm. The other problem was that it gave highly rated games with a low sample size too good of a rating, and if I were to turn the knob to value the sample size more, then it would start to over-value the sample size on ratings with a high sample size.
So I sat down and started to make a formula from scratch that would fill the criteria mentioned above. After tweaking the numbers I settled on "A game with 10x the amount of reviews should have 2x the score certainty." Alternatively "...half the score uncertainty." would describe it better. So if a game with 1 review had an uncertainty of 100% (certainty of 0%), then something with 10 reviews would have half that uncertainty - 50%, 100 reviews - 25%, and so on. And what certainty means is just how big of a portion of the final rating would be the actual rating, and the remaining would be 50%. Putting that all together: r - (r - 0.5) * 2-log10(a + 1), where r is the rating and a is the amount of reviews. This definitely emphasizes the amount of ratings more when there aren't many of them, and the actual rating itself when there are. It also has two "knobs" to turn, should I want to adjust it, instead of just the one the previous formula had.

But, uh, I'll get around to a game by the name of Monster Slayers tomorrow.

05.08.17

Nothing really new today. I cleaned various things today, including my computer and my Steam library. Basically I finally gave up on trying to play Torchlight II with my friends since the netcode was not on our side and people and enemies weren't synced at all. Also tried Shardbound which wasn't any interesting, just another card game, mostly a Duelyst clone.
Though I completed Danganronpa 2's Story mode, it seems there's a little more story there in the form of an Island mode where I can finish learning about everyone through interacting with them (that sounds kind of weird, actually), as well as apparently a light novel that'll take a couple of hours. I'm probably not going to 100% it, but I will spend a few more hours on it.

04.08.17

It would seem Thursdays are the most popular day for releasing games, followed shortly by Friday, then by Wednesday a little farther off. Any other days only have a small fraction of games released on them in comparison. There's about a whopping 50 games released on both Thursday and Friday, with maybe about 40 on Wednesday, and 60 on the others combined, for a total of about 200 games every week. That is honestly a sickening amount of games, the vast majority of which are utter garbage. I fear the day when there are more games than people care to browse through, and some good ones end up getting lost. But for today, we can still enjoy Steam reviews to give us a decent quality standard.
With that said, here's two new games I'm barely interested in.
Immortal Planet - some sort of action-RPG.
The Darkside Detective - a comedic point-and-click adventure.

 I also finally finished Danganronpa 2. I think it was a nice sequel to the first one (sorry for the spoiler), but generally very similar to it, with perhaps small improvements in various places. I'd still question if its uniqueness warranted the clearly lacking quality in certain, mostly visual, aspects, but I guess they did a good job given the resources they had? The ending got a little bit weird for me, but I ultimately like the conclusion, even if it's a little far-fetched. I guess I'll be looking forward to the next episode and perhaps I'll even try the spin-off titles.
Overall, it's clearly flawed in some parts of the story, and the art style can be very uncomfortable, but I'd still recommend it if you like murder mysteries and/or pseudo-VNs.

03.08.17

Uh, darn, I wasn't being productive today. I mean, playing games isn't very productive in the first place, but I wasn't even managing to do that much.

02.08.17

Oh hey, Pyre released. It's from the creators of Bastion and Transistor, the latter of which I really should get around to playing. It's also got pretty good reviews. I'll let it be a surprise what exactly the game is about, but it seems to have: a) a lot of story, b) action-based games instead of lethal combat, c) a branching story. Any or all of those might not be entirely true, but that's the impression I got. I'll probably wait with this until I finish Transistor, whenever that'll be.

01.08.17

I spent today resting from the fatigue of working dawn-to-dusk for three days straight. Played various games with friends... nothing noteworthy though. Will probably get back to my routine shortly enough.

31.07.17

Day 3 was mostly spent on polish and making the levels out of the building blocks we already had. In the end we scrapped having the flashlight consume power, and we didn't quite have time for making UI for the tutorial. The enemy AI was also underwhelming. But overall, I think the finished game was a little better and a little more complete than last time around.

Here's a link to the Ludum Dare page, if you're interested in giving it a try. It's a 3-day game made by non-professionals, so it's clearly nothing good, but I can't just not link something that I myself helped make.

30.07.17

Day 2 was spent mostly on making these various missing interactions so that everything would behave as expected. Deadly spikes and bullets, enemies that could be killed / destroyed, UI for the ammunition, various triggers for events and some moving parts like platforms and doors. Some of these less-crucial interactions also got pushed into day 3, but I can't quite remember in hindsight what those were.
We also got the lighting system in and the first batch of levels that were supposed to act as a sort of introduction. Most of the art and animation was also put in during this day.