Justice Playthrough #39: Dead 4 Dress

Do you wanna build a zombie?

Page 49, Game 19: Dead 4 Dress by Yifat Shaik

Create your own zombies through the dark necromantic magic of drag-n-drop!

Honestly, this one’s about as basic as it gets. There’s no effort to have the various components snap into place (which would be handy for clothing), the assets are just scattered around in piles, there’s only one zombie pose (though you can fiddle with his skin color). There’s a save button, but I see no indication it actually works. Honestly, this doesn’t really offer you anything you couldn’t get from fiddling around with assets in, say Adobe Illustrator.

… assuming you have zombie assets to fiddle around with. And you actually have Adobe Illustrator. And know how to use it.

I’m 0-3 on that shit. So check out this decomposing pimp motherfucker.

‘Sup.

Does one thing and does it competently. It’s not exactly fancy or versatile, but if you wanna create some very specific and moderately personalized zekes, here ya go.

What’s next?

Page 44, Game 15: Monster Jaunt by Sketch House Games

“A minigame party that won’t ruin your friendships”

Looks like it’s Halloween in the Justice Playthrough.

Justice Playthrough #38: Touhou Fan Game Jam Black Lives Matter Collection

O_o

What have you gotten me into, random number generator.

Page 30, Game 3: Touhou Fan Game Jam Black Lives Matter Collection by CopperChihuahua

All right, there’s no way I’m gonna look at this many games, so I’ll just HA HA FOOLED YOU LET’S DO THIS BITCH

Cirno The Rice Fairy!: Tiny. Teeny tiny. Why can I not make this larger? Why am I being punished for my decent monitor resolution? What the hell am I doing? No idea. Next!

Cirno’s BlockBuster: Oh, hey, it’s a Bejeweled clone, great. Except … huh, the jewels retain their position after I flip them. In fact, I have quite a bit of free reign to manipulate these fuckers, don’t I. Wow, I can actually use spatial reasoning and shit! This is way more engaging than Bejeweled! Has an issue with not scaling the difficulty fast enough, and for all I know it’s just a clone of a DIFFERENT Bejeweled-alike I’m simply not familiar with, but what the hell, for a game that I assume was slammed-out quickly as part of a jam, this was a fun little play.

Cirno’s Frog Freeze: Okay, this one’s a Tetris-alike, except my blocks are made up of bricks and … frogs? What do the frogs do? Well, they appear to cock-block me from clearing out the rows, so I don’t approve of that. But sometimes, there’s a chick in a blue dress who floats down with the bricks and frogs, what’s her deal? Oh, hey, she blows up any contiguous frogblocks she comes into contact with! So she’s kinda like an exterminator! Wait, did I choose her at the beginning of the game? So is there an asymmetry thing going if I choose a different character? Maybe. Oh, I guess there’s some power-up thing I wasn’t using. Whatever. This is kinda nifty. I dig it.

CookingCirno: I’m cooking for … fairies? Who look like waitstaff? I can move, them, I guess. I can move food around too. I guess I’ll throw a steak on this skillet? Why is there a timer? That timer looks ominous. I guess I’ll throw some peas into the microwave. Can I chop this onion? Wait, the timer’s down to zero, hey, those are customers? Oh, this is a tower defense game! Where your tower is the restaurant, and you’re fending off customers! That’s endearingly bizarre. Okay, there’s a game under here, but the execution is just way too half-baked (heh) for this version to be worth playing. Dev must have run out of time.

The Egg of Basan: This was, very sincerely, my favorite platformer of the ENTIRE Justice Playthrough thus far … riiiiight up to the point where I got stuck and couldn’t proceed any farther. You’re a cute little girl helping a kaiju rooster get his egg back from a scary ghost. As you jump around, you can crack-open eggs, which hatch chicks that follow you around. Get enough chicks, and you get power-ups! It’s adorable, endearing, and fun … except for the part where you loose your chicks (and therefore progress towards power-ups) if you die. I’m pretty sure that’s what happened; I got to a point in the game where I think it was expecting me to have FOUR mid-air jumps to work with, but I only have three, so I can’t get over that obstacle. Laaaaame. Still, I’d love to play a version of this where game-breaking situations like that have been ironed out. Fun gameplay, ton of personality, this is cool as hell.

Flight of the Baby Princess: You and the baby princess are in the bamboo forest. Flying above you are row after row of floating gold nuggets. Toss the baby princess into the air (by, I think, stabbing her?) to go get them! But watch out! Ladies on clouds also float by, dealing death and judgement! Don’t let them kill you — thwack them with your stab-powered baby, launching her further into the air up to where those REALLY valuable nuggets are! Get the baby princess moving fast and rack up the big gold-nugget-cloud-lady combos!!! Fun gameplay wrapped in a brain-shreddingly bizarre theme. I sincerely recommend giving it a try.

Formidable Alice: Chat up some girl named Alice … I think? By selecting randomly-offered conversation topics into the scripted conversation playing on the screen? Eh. Whatever idea the dev had in their head, I don’t think it came through here.

Frozen Dirt: Vertical scroller-shooter, kinda like 1942 but with all the airplanes replaced by anime girls. Very visually noisy, doesn’t bother trying to explain what your options are. I’ll pass.

Green 9 Deal: Factories are overwhelming the land! Go out there and fuck ’em up with your ice fairy powers! Protect the forests! Halt forest fires! Make sure to preserve renewable energy sources … except wouldn’t those encourage more factories? I’m an ice fairy. Hell do I care about solar or wind power? Eh, whatever. Your array of powers is interesting, and there are some potentially intriguing concepts in play, but the overall product is a bit too raw and muddled.

Inabatron 2084: Oh, you mean like Robotron 2084? Ah, as you mean EXACTLY like Robotron 2084, but with the graphics swapped and really annoying noises. Cute exercise, I suppose.

Kogasa’s Lunar Fright Mission: Side-scrolling game of jumping around and clobbering enemies with your umbrella-weapon. Definitely feels like the early draft of a game, though a potentially fun one. Has some half-baked ideas, like a trap-laying mechanism I couldn’t find a use for, or a crafting system that isn’t presented well enough to matter. Certainly not awful.

Little Ideology: Lots of effort spent on the backstory (a treacherous spirit-creature wants to trick a tiny princess into stealing a wish-granting mallet for her), but the game itself is raw as uncooked chicken. I could jump around a bit and toss around the little princess, but I’m kinda lost as to what the tutorial is trying to teach me. Just looks like it didn’t get quite get to a playable state.

Lovely Fairy Action: Side-scrolling shooter staring Cirno the ice fairy (who I guess was a big part of the underlying game jam all of these came from), but instead of shooting bullets and bombs, it’s been re-themed to be all about fairies shooting LOVE at one another. So … did I just play a game that was effectively a massive fairy lesbian orgy? It is possible. Cute, engaging, and reasonably polished, but one of the mechanics seems a tad half-baked; getting up close enough to “flirt” with a fairy seemed like a good way to get shot by love, repeatedly. It was much safer to stay back and spray the fairies with my love at range. Oh, God … I’m suddenly very glad these fairies are all explicitly female.

Memoir of Phantom’s Fortitude: An adventure game, minus the actual adventure. Makes a good first impression. The opening backstory consists of three simple images: little girl with her daddy, who has a sword; little girl is grown up into young woman and has a sword just like daddy’s; young woman is kneeling, apparently mourning the daddy who is no longer there. Simple. Effective. Doesn’t fuck around. The fucking around is for the actual game; as the young woman, you wander around and click at things until you either step on the random square or click at the random thing that will parcel out some plot to you. I’m still not sure what’s going on (I’m half-human, I guess?), and definitely don’t have any sense of direction. Feels like this is simply the wrong medium to tell the story the dev wants to tell. Also, a ghost sperm is following me, and I have no idea why.

Mighty no.(9): Doesn’t run. Also, appears to have triggered a Norton security alert. Not fucking cool. I’ve alerted Itch.io; this particular page doesn’t have comments turned on. (A decision I can respect.) So, you know, avoid this one.

Mochi Making Mischief: What an odd duck; it’s a rhythm game, minus the rhythm. Jaunty music plays. Letters — W, A, S, and D — roll across the top of the screen, from right to left, until they get all the way to the left, at which point you’re supposed to hit the corresponding key, causing your avatar to beat some dough. This feels like it should be in time with the beat of the music, but it is not. Also, why those keys? This does not work ergonomically. Then, when the timer runs out, on to the next stage. How did you do? Who cares? You have more dough to beat and more buttons to push. This is at least a few revisions shy of being an actual game.

Nitor Inc Demo+: It’s a bundle of minigames — yes, within a bundle of games, which I purchased within a bundle of games. I was three bundles deep playing this thing. But the bundle IS the game; you’re presented with a bundle of ludicrous, shitty little games that you have three seconds to figure out and beat, like “don’t let your mermaid get eaten by that crayon cat monster thing” or “cut the fish in the right place” or “give the letter to that other hand.” Did you beat the game? Hooray! You get a point! Did you lose the game? You lose a pickle. Run out of pickles (you start with four), and it’s game over. This is such a preposterous little trifle that it sincerely is more than the sum of it’s parts; the absurdity of it had me laughing my ass off. Whoever is responsible for this, well done.

Rumia Roller: Physics-based puzzler where you’re controlling a marble that can hop around and roll up walls and such. Feels like the early stages of a potentially promising game. The controls aren’t responsive enough; “jump” implicitly has a “… whenever you can get around to it, no hurry” suffix attached to it. The levels ramp up the difficulty WAY too quickly. I have no idea why I’m trying to guide my fairy inside the marble (the omnipresent Cirno) to some sort of spray-painted smudge thing. Too raw to really be compelling right now, but the potential is there.

Scarlet Midnight: Click-n-read semi-interactive story that Game Over’s you after its own introduction.

The Grimoire of Alice: “Okay, first directory, there’s a “Game” folder and a file called “Grimoire of Alice.pdf”. May as well crack that open and see how to play this game … meh, password-protected. That was sloppy of the dev to include it. All right, we’ll learn this sucker the hard way … okay, top-down Zelda-esque perspective, I appear to be a very Wonderland version of Alice. Oh goody, this is going to be another game where I look for things to stand in front of and click at them in the hopes that the story will fall out of them. Sigh. Let’s give it a try, at least. Bookshelf my avatar finds boring, note from parents pissed that I’ve cut my hair, book on the nightstand … yup, this is the titular Grimoire. Alice has never seen it before. And is perplexed by the fact that it has a password….”

O_o

This is a lackluster game with a fucking KILLER central conceit. You have a “Grimoire” that exists entirely out of the context of the game, and is filled with stuff to click and context-free clues you’re going to have to figure out how to apply to the game world. The game itself is, sadly, about walking up to things and clicking at them, which may trigger a puzzle that you’ll have to solve or get Game Over’ed. There’s no goal, no narrative, I’m just wandering around, looking for stuff to do. I want the core idea to have a better game than this surrounding it … but that core idea is so awesome I might just come back.

The Heart’s Illumination: An odd but endearing little game. You’re lost in the blizzard, looking for your precious masks. A lantern spirit would like to help you find them. You solve puzzles. You flirt. You seem to be falling in love. THEN YOU MUST FACE THE BIG MOTHERFUCKING WINTER BOSS BATTLE CHIP THOSE PIXELS OFF OF HER DODGE HER MANY ICE ATTACKS BLAST AWAY WITH YOUR BOMB POWER and wait wtf? I enjoyed this game, and played it through to the end (the ending where a winter boss monster handed me my own ass), but I can’t help but feel that the dev got locked into some genre conventions, and that other choices might have been more appropriate for the story they were telling. Still worth a look, though.

Touhou History Eater: Sloppy Pac Man reskin where in order to turn the tables on the mean girls chasing you through the library as you eat words, you must grab the power-up AND answer a trivia question. How many horns does an Oni have? Erm, fuck off? Is “fuck off” one of the answers? Actually, I’m pretty sure it’s the correct answer.

Youmu is a Zombie!: Lo-fi puzzler that’s a few rounds of refinement shy from being one of the true gems I’ve discovered thus far. Poor Youmu — she’s a zombie! You’re a friendly spirit, and you need to help her get her soul back. It’s over there, in the snot bubble. (She sneezed herself to death, you see.) You can push her soul around, but not much else. You can possess her to move crates and such; that’s good for clearing a path to her soul. Watch out for fairies! They’ll kill you! However, if you can kill THEM, you can animate their corpses, so they’re actually a pretty valuable resource. And watch out for other ghosts! Though they’ll leave you be if you’re already possessing Youmu. Ghosts respect squatters’ rights, bro. The gameplay is a tad clumsy, not all the concepts are described particularly well (I still don’t have an intuitive grasp on how fairies move crates), and the graphics are actually sometimes poor enough to obscure visual information … and yet. This is a cool, clever little game, and I quite like it.

All right, I’m through all the games in the mini-bundle! Wait … the page for the bundle lists games I don’t recognize….

OH GOD DAMMIT. The “All Games” download does not, in fact, include all the games.

Sigh.

Eternal Memory for a Poltergeist: HTML game. Wants your browser window to be a VERY specific size. Scrolling left and right is the heart of the game. Does not appear to actually, you know, work.

Gensokyo Ninja Warrior: Norton does NOT advise running this file; it’s too new, and Norton doesn’t have enough data on it. Sorry, Gensokyo Ninja Warrior, but one of your bundle-mates already inspired my anti-virus software to shit itself in terror. It’s not that I don’t trust you … except that’s precisely what it is.

Mimi-Chan’s Ballistic Adventure!: Angry Birds clone that actually does have some interesting innovations. The cannon shells will follow your mouse after you fire them, and will even slow way the hell down if you hold down the left button — albeit with a big reduction to their stopping power. That adds a worthwhile new twist to the gameplay. But … WTF has Mimi-Chan done to me?! I assume that’s the name of the fairy I’m shooting at (and her clones). Why I gotta blow her up?! Those egg-stealing motherfucking pigs, sure, they deserve my eternal birb-rage. But what have those fairies done to deserve a thorough cannon’ing?

And that’s the end. I think? Yes. Yes, it is.

tl;dr

Unlike the main Justice Bundle, this mini-bundle remains available, at a pay-what-you-want price. There are actually a few games in this pile of weaboo fanstuff that are worth throwing a buck or two at.

The Egg of Basan would be the stand-out (and one of the better games I’ve encountered in this entire playthrough) were it not for its ability to trap you in a cul-de-sac if you dare execute sub-optimal gameplay; even so, it’s still well worth checking out. Flight of the Baby Princess is fucking bonkers, and remarkably satisfying. Nitor Inc Demo+ is also so bizarre and fun I can recommend it as well. Youmu is a Zombie! has a lot to recommend it as well, so much so that I’d gladly buy a more polished version of it a la carte. The Heart’s Illumination is a bit schizophrenic but if you get the bundle, it’s worth a look. Cirno’s BlockBuster and Cirno’s Frog Freeze were both fun little timekillers. And while the Grimoire of Alice is a bit clunky as a game, it has a cool enough idea at its core to be worth investigating.

You probably shouldn’t play Gensokyo Ninja Warrior. You definitely shouldn’t play Mighty no.(9).

Next.

Page 49, Game 19: Dead 4 Dress by Yifat Shaik

“Make your own Zombie for Halloween!”

I’m guessing this is a silly dress-up trifle.

Well timed, Dead 4 Dress. A silly dress-up trifle sounds lovely.

Justice Playthrough #37: Aerannis

Almost, man. Almost.

Page 12, Game 5: Aerannis by ff

In the side-scrolling Aerannis, you play a rebel in a matriarchal man-free corporate dystopia. You’re part assassin, part warrior, and you’re here to kick some ass. Sneak around! Shoot things! Jump! Distract those guards! Grab ’em when their backs are turned and shoot ’em in their stupid guard faces!

Everything about this game is SO CLOSE to working that I want to round it up to awesome … but I just can’t. The combat is ever so slightly too clumsy to be exciting, and is just as likely to be annoying. (Why can I only shoot in the same plane as me? Why can I not aim above me, or below me? When the shit hits the fan, why is it so hard to shoot things that have gotten all up in my face?) The platforming is just a bit too sloppy to really feel kinetic and engaging. (Sometimes I can grab that ledge, sometimes I can’t. Sometimes, the only way to tell what’s grabbable is to launch myself at it and see what happens.) The stealth kinda works and is very heavily dependent on using available terrain, but that’s fine; I’m less enamored of how certain sections MANDATE stealth, and impose an arbitrary loss condition on you when you fuck it up.

The story feels close to engaging me without ever quite managing to do it; I’m multiple hours into the game, and still hazy on who I am or who I’m fighting against. The missions can be a bit opaque, and leave a lot of ambiguity about just what the hell I’m supposed to do next. (The final straw was the one that admonished me to go explore an area I’d just “opened up,” presumably by means of my recently-acquired speed boost. Sorry, lady, I have no idea what you’re talking about, so if I pick this back up, I’ll just blunder around at random until I stumble across some plot.)

This game looks and feels very professional, at least on the surface. But something about actually playing it gives me the impression that it was a few more rounds of refinement short of being what it actually could be, and that’s a shame.

It’s not exactly a game I can recommend … but not one I recommend against, either. It does more or less live up to its description as “A stealth-action metroidvania”, so what the hell, if that sounds exciting to you, it may be worth a look. Or maybe not.

But will it compare with:

Page 30, Game 3: Touhou Fan Game Jam Black Lives Matter Collection by CopperChihuahua

“A collection of Touhou Fan Game Jam games donated to itch’s Bundle for Racial Justice and Equality”

Sounds like another bundle within the bundle — bundled specifically for the bundle! So many bundles!

Justice Playthrough #36: Color Cannons+

Well, dammit.

Page 24, Game 24: Color Cannons+ by Symptomatic Productions

Same-screen multiplayer only. I’d try recruiting Jasmine, but it looks like it wants more controllers than I have too. Disappointing, but honestly, I respect the decision. Having played a game that was meant as multiplayer but that had a half-assed AI opponent, I prefer simply not having one at all.

Limits the audience. But I’m sure the dev knows that.

Ah, well. Perhaps the next one will be better?

Page 12, Game 5: Aerannis by ff

“A stealth-action metroidvania”

Ooh. Promising.

Justice Playthrough #35: Gun Rounds

A damn fine minigame in search of a larger context.

Page 5, Game 30: Gun Rounds by Blabberf

Monsters would like to kill you. Luckily, you have something to say about that, because gun. A gun that fires bullets or swords or guillotine blades or beehives or whatever other wacky shit you can get your hands on; it’s a damn fine gun. Eventually, though, the monsters are gonna get the best of you, so drag as many of the bastards to hell with you as you can.

The graphics are decidedly Pokemon-esque. Gameplay is a nifty mixture of timing and turn-based. You have all the time you want to set up your shot, but make sure you lead those targets and aim for where they’re going to be, not where they are. And when they shoot back at you, block ’em — if you can nail the timing.

If this were the combat system as part of a larger game … for all I know, that game might be complete ass. But even if it was, I’d be like “Welp, that sucked, but the combat was pretty sweet.”

On its own, though, it’s not quite enough to get it done for me. It was fun, and there’s enough depth here to get good and explore what the game has to offer, but ultimately, it needs more to bring me back. Some sort of larger story, some set of goals that the combat is helping me accomplish.

No idea if the dev wants that to happen. Maybe the dev could partner-up with a designer who’s made a game with a good story but a tedious and annoying combat mechanism?

Regardless, as it is, not bad. Not bad at all.

So, what does the future have in store for me?

Page 24, Game 24: Color Cannons+ by Symptomatic Productions

Another one with no short description. But I’mma guess this one involves shooting things.

Justice Playthrough #34: David

That was cool as hell.

Page 55, Game 10: David by Fermenter

All I knew about this game was that it was named “David.” Based on that, I literally had no idea what was waiting for me. Some sort of interactive fiction piece, perhaps? A one-page RPG following the adventures of the most maligned of the GUYS (you know … GUYS?), Dave Guy? A picture of my friend Dave?

I was not expecting “Abstract physics-based boss fighter where you, a hollow square, battle the forces of evil.”

But that’s what I got. And it was honestly pretty sweet.

As a hollow square, you will battle sins like “Greed,” “Anger,” “Lies,” or “Wolf.” These sins will be represented as a variety of shapes that will try to swarm you. You will hop around in an environment where gravity exists, but you can ignore it if you jump hard enough. To fight back, you hold down the mouse button on your halo to charge, then mouse-over to your target and release in order to blast them.

To get to the big boss battle, you must defeat all the sins on “Hard” mode. Which is exactly the same as “Easy,” except instead of seven hit points, you have one.

The reward for defeating all the sins on “Easy” is the satisfaction of a job well done.

I do not think I will be proceeding to the big boss battle.

But this is, nevertheless, a cool, inventive, satisfying little game. Each battle is unique, and each one will require you to come up with a new strategy to beat the baddie. Getting the mouse over my geometric avatar to begin the weapon charge was a bit more fiddly than I preferred, but I suppose that’s part of the challenge of the game, really.

This is a fun, weird little game. I can definitely recommend it.

That’ll be it for tonight. But what awaits me tomorrow?

Page 5, Game 30: Gun Rounds by Blabberf

“Fast paced, turn-based shooter with a cute attitude!”

Promising. Very promising.

Justice Playthrough #33: Clouds of Fire: Blazing Skies

AW YEAH ENOUGH ART LET’S BLOW SOME SHIT UP WOOOOOOO

Page 41, Game 2: Clouds of Fire: Blazing Skies by AaronMakesGames

Aw, man. I was super primed to love this.

It’s a 1942-style vertical scroller where you fly your plane around and SHOOT THE FUCK OUTTA EVERYTHING YEAAAAAAAAH, but with roguelike elements mixed in. Every component of this game excites me and makes me want to like it.

Unfortunately, I really don’t. One of the core elements of a game like 1942 is the way you buzz around the screen laying down UNENDING TORRENTS OF BLAZING DEATH GUNFIRE COME GET SOME!!!!!!, but Clouds of Fire makes the crucial mistake of giving all its mooks hit points. I took me a little while before I was even certain that I WAS actually hitting anything; I was, but I wasn’t hitting it hard enough to kill it. I had to hit even ordinary foes multiple times to bring them down. Apparently, the ability to one-shot mooks is a power one must earn the right to unlock in Clouds of Fire.

No. No, no, no. Hit points are for sub-bosses and big bads. The hordes of foes I encounter along the way should do me the courtesy of exploding when I dart in and shoot them, not no-selling the hit and forcing me to shoot again. And again. And, dammit, maybe this one will– THERE he goes, brought him down. Finally.

The presentation is a bit crude and raw, and I’m not at all certain I understood the overall flow of the game or the choices being presented to me. None of that would matter if the core gameplay was satisfying, and this just isn’t.

This is one where if, a few years from now, a friend was all “Dude, have you tried Clouds of Fire? It’s great!”, I’d be like “Cool, the dev must have sorted out the issues” and give it another try. Gladly. It’s easy to imagine a version of this game that’s an adrenaline-packed blast. Sadly, this version is not that game.

Perhaps the next one will be better?

Page 55, Game 10: David by Fermenter

No stub description.

Okay, cool. I’ll embrace the mystery. Dave Guy!

Justice Playthrough #32: Sundown

Presentation matters.

Page 28, Game 25: Sundown by L A Wilga

This is another one where I have to engage the ol’ snark muffler; someone clearly put a crapload of work into this, and the only reason it’s in front of me now is that they effectively donated it to a charitable fundraiser.

But man, there are definitely some issues here.

This is a tabletop RPG, set in an original science fantasy world. When I first cracked-open the PDF, I was all “Whoa, 260 pages? I think I stumbled into another professional-grade product here.” But the layout of the book quickly convinced me otherwise.

The rules don’t sell the game. The contents of the book look drab and unimaginative; it’s just a single column of Header/Textblock over and over again, broken up by the occasional illustration. There isn’t even any effort made to include section information in the page headers or footers, which makes it tough to tell precisely where in the book you are.

What’s more, the rulebook is incomplete; the “Dossier” (character sheet) and “Questionnaire” (something about defining the setting?) aren’t included, and are only available as separate downloads off of the website.

I feel like for games like this where I’m looking at them but don’t think I’ll actually get the chance to play, the big question is, “Do these rules entice me into wanting to play the game they represent?” And for Sundown, the answer is “No.” It just looks drab and frustrating; I’m not confident I’ll be able to easily find whatever it is I want to know, whether it’s the steps in character creation or information about the setting or rules for actual gameplay.

I recognize my non-play “readthroughs” are for the tabletop material are inherently unfair; it’s entirely possible that if I sat at a table from somebody who was really passionate about the setting and the ruleset, the ensuing experience would be dope as fuck. Surely the game designers have that passion. Unfortunately, none of that passion made it into the rulebook.

Entice me, Sundown. Why should I spend my finite time playing you instead of some other game? It’s not a rhetorical question.

Maybe the next game will be more alluring?

Page 41, Game 2: Clouds of Fire: Blazing Skies by AaronMakesGames

“Complete Chaos in this Shoot-em up meets Rouge-like with Physics!”

So, it’s either gonna be awesome or a howling clusterfuck. Let’s see which!

Justice Playthrough #31: Agents of the O.D.D.

Back to the realm of tabletop RPGs we go!

Page 9, Game 11: Agents of the O.D.D. by Jason Tocci

Players represent agents of a shadowy government(?) agency protecting the world against the supernatural. The game is meant to play fast, with a high player mortality rate. Fully half the rulebook is devoted to a d100 chart containing all the archetypes available for play — or you can just make up some new mook, why not, whatever. Roll some dice to determine your stats, and you’re back in the game!

For a small RPG, this seems pretty firmly middle-of-the-road in terms of the amount of thought that went into it. It’s not the most fully fleshed-out game I’ve encountered in this trawl, but at the same time, it’s not just a tossed-off one day project, either. Even has an example adventure at the end to take some of the weight off the GM’s shoulders for that first run-through.

It’s not dazzling me, but this is totally, like, a Real Game and shit. I’d play it. Why not? The potential for Fun definitely exists here.

But does it exist for the next game?

Which is:

Page 28, Game 25: Sundown by L A Wilga

“Cyberpunk goes Wild West in this transhumanist science fantasy frontier.”

Cyberpunk cowboys, eh? So, Westworld?

Actually, Westworld with a coherent story and a GM/Director who wasn’t intent on constantly pulling surprises out of their ass would be a really cool setting.

Justice Playthrough #30: as long as we’re together: magical girls sweet & pure

Okay, let’s keep my expectations reasonable. It’s a visual novel, not a game-game. Let’s not get grumpy if there aren’t a lot of decisions to be made.

Page 53, Game 4: as long as we’re together: magical girls sweet & pure by cloverfirefly

Right, mostly just clicking to advance the dialog. No problem.

Illustrations are cute, getting the job done here. Hey, looks like we’re in-media-res here! The one magical girl is getting attacked by her best friend magical girl; must be some sorta evil mind-control thing. Good choice, author, start with some interesting shit.

Okay, we’ve got some dialog, some sorta floating magic pet guy, oh, hey, a choice! How did we meet? I have to choose a card without knowing what they mean. Cool, I’m feeling it.

Right, so that’s how we met, that’s what happened when we hung out at the amusement park, that’s the time you helped me find my cat….

Dope, the main characters are all introduced. This is a solid start to the story, I’m into it. Let’s see what kind of cool magical girl adventures we’re about to go–

Game over.

‘Kay.

On deck: Page 9, Game 11: Agents of the O.D.D. by Jason Tocci

“Paranormal investigators of the paranormal”

Really hoping that phrasing is a deliberate choice, and that the next game is not by Perd Hapley.