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Saturday, September 25, 2021

Merge Catgirl




Greetings mechanics and tinkerers!


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The stray cats have found: Merge Catgirls


Welcome to the cafe full of catgirls. This game is an anime-inspired dream that I feel a lot of people wish they could run a cafe filled with catgirls. This game is a very simple idle and merge game. There is no clear point to this game except for collecting new and rare catgirls.


This game has a very short and not very helpful tutorial. This game is pretty standard. Merge the same catgirl together and gain more power to buy more catgirls. Every so often you can do a tap event on the top half of the screen to get free rainbow tuna cans, the game's premium currency.


Here is the basic game screen you see the most. You start off with a very limited number of reserve platforms to hold your catgirls while you merge them or have them on the main floor. You have to remove the cat from the cafe before you can merge them and this really slows down the game vastly. You also do not gain any tuna while they are idling on the reserve pad. These are two things I feel slows down the game and force you to focus on them just to progress.



After a point, you can buy specific levels of catgirls directly. No matter which level you buy, the cost to buy the next one increases permanently. Sometimes you can get a free catgirl from watching a video or by using rainbow tuna to buy the highest level cat available. You can see a note about catgirls here. There is a special level to every catgirl that only increases as they physically work. The total time of hours worked shown in a later 


Even further on in the game, you can see the whole 'cat'alog. You get a second button that shows you secret cats. It appears merging certain cats will give you these special cats but there are no hints of which catgirls to merge.



Lastly, as you progress you can unlock outfits for your catgirls. Certain cats have unique outfits exclusive to them. You can also do a few tasks to raise the affinity of a catgirl that makes them more effective workers and earn you more.

Overall:

 3 of 5 cogs.



This game is visually appealing and had some fun ideas but it falls just a bit short. The game feels very incomplete and there is no point in really merging anything unless you try to get more catgirls. Since there are a limited number of reserve bays you can't really save cats to try merging for these secret cats. I have not unlocked any secret catgirls yet but I feel these cats give you a lot of tuna production or even rainbow tuna.

Story:

0 of 5 cogs.



Beyond the tutorial, there isn't a story or focus to this game. You can get small tidbits about each catgirl but there is no epic sweeping story here.

Amount of ads:

 Optional Only.






You have the option to watch videos to earn catgirls or premium rainbow tuna. There are no in-game ads to interrupt you. 

Accurate Advertising?:
💯%

The ads for this game do not really show you too much and do not show any gameplay at all.

Graphics:

 5 of 5 cogs.



Fairly standard anime-style art. Though this art has a noticeable vector style to it.

Gameplay:
3 of 5 cogs.

The gameplay is just too common for any merge game. There is no unique aspect that will keep players playing this game for long except maybe trying to unlock secret Catgirls.


Free play:
💯%

This game is easily one to play without paying anything into it. You have many optional videos to help you along but you must play this game while online.

Fun factor:
😾 Missed opprotunity.

Are you an indy programmer or game dev?
If so, you can leave a comment or contact me on social media for a chance to have an interview with you posted to my blog. I am looking for many devs that focus on mobile programming. If you have a cross-platform game, that is fine too as long as it's on mobile.
Thank You for reading my blog. Please consider donating to the tip jar as these are tough times and every bit helps. You can get updates by joining my newsletter. If you enjoy these reviews please show others this blog by retweeting or liking my posts on social media.

Saturday, September 18, 2021

Potion Maker



Greetings mechanics and tinkerers!

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Today we brew up a game with Potion Maker


Today is a very simplistic and anime-inspired game. In this game, you play as a magical girl that opened a potion shop. On the surface, the game has a charm but it has a very weak gameplay system.


Here is the basic game screen. There are 4 main currencies in this game. The main one is Gold coins. These are used to buy new upgrades, more ingredients, and pay for other multipliers. The other two currencies I will touch on later in the blog. The basic game is you choose from one of the random ingredients that scroll along the top of the screen. The first ingredient you choose affects what potion you make. It appears if you add the same color ingredients as the original object gives a major value boost to the potion yet you can throw in every ingredient you can with little to no consequence. As you keep piling in stuff you can then try to enhance the potion to a higher level. 


Along the way, some people will come in asking for a very specific potion. There is a hint giving as to which item to start with. You create the potion and enhance it to the required level. When you do, you get a temporary boost to other potions you make. 



I will now go over the next Currency which is the start. You get stars for enhancing a potion up to the maximum level. When you do you can use these stars to unlock a new character or a new outfit as seen in the next screenshot. This screen shows a Heart level. I assume this offers some sort of bonus the more people like you and you level up the quest NPCs you meet.


There are many outfits you can buy. We also meet the new currencies. Nyan tickets and rubies. Rubies are the premium currency in the game. You can unlock some as you play along completing quests.


After a point in the game, you unlock the ability to summon up to 5 cats that help you create potions, and by help, they just throw everything into the potion no matter what it is. Each cat costs tickets and works for only a few minutes at a time. I don't think they help too much other than lets you build up money in a potion passively.


I was not able to make it far enough to figure out what faires are or how to get them. It appears they give permanent buffs based on what one you unlock.  




Another portion of the game I was not able to figure out at the time of this blog. It seems possible that NPCs give you items when you level them up. So here's a second item to look forward to exploring on your own.


The stats screen shows you all the things you have done in the game. A basic section for all the numberphiles out there.


Achievements are where you get all your rubies for free. There are many things to do to gain the premium currency without paying into the game.


A common feature you find is the mailbox. I have not found anything that sent stuff to the mailbox yet so this may be for special events and such.


The settings button helps you to set up all the common options you find in many games. Set them up to your preferences.


Lastly is the upgrades. You find many things here that permanently buff your earning potential.  These upgrades become exponentially expensive once you progress further. 


Overall:

 3 of 5 cogs.



Overall, this game doesn't have much logical progression to keep you playing. The setup doesn't quite make the game compelling enough to keep playing to want to unlock stuff. There isn't anything engaging in this game beyond the quality anime style.

Story:

 1 of 5 cogs.



There is not much story. You get a small amount of story starting off and some small clips from the NPCs but the game is boring otherwise.

Amount of ads:
 

Optional Only






You only have the ability to watch some optional ads very rarely to get more Nyan tickets or some coins. You can't just watch a bunch of videos to get stuff.

Accurate Advertising?:
💯%

I do not recall if I watched an Ad for this game but all the screenshots on google play are accurate.

Graphics:

5 of 5 cogs.




The game has high-quality and HD anime-style graphics. This is the best part of this game.

Gameplay:
 

2 of 5 cogs.



Oh, this game has so many weak game concepts that are just not fun. There is little logic to how to progress properly as you can just throw everything into a potion. I had higher hopes for this game but it failed to deliver a fun experience for me. I lost interest very quickly after playing it and made it harder to complete this week's blog.

Free play:
💯%

As far as I can tell you can effectively play this game for free and not pay anything into it.

Fun factor:
😐 Mediocre.

I want to give this game a higher score but it just falls short. There is nothing really fun or unique about the game other than the style.

Are you an indy programmer or game dev?
If so, you can leave a comment or contact me on social media for a chance to have an interview with you posted to my blog. I am looking for many devs that focus on mobile programming. If you have a cross-platform game, that is fine too as long as it's on mobile.
Thank You for reading my blog. Please consider donating to the tip jar as these are tough times and every bit helps. You can get updates by joining my newsletter. If you enjoy these reviews please show others this blog by retweeting or liking my posts on social media.

Saturday, September 11, 2021

Butterscotch Shenanigans Interview


Greetings mechanics and tinkerers!


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Today I bring to you something different from indy game scene. I was able to conduct a short interview with Butterscotch Shenanigans. You can find more about their games at: https://www.bscotch.net/ . The Bscctoch bros have created several games that reach different platforms. Their biggest launches are Crashlands and Level Head. They have a very active community and are very insightful on the video game process. Since they have made several mobile games I was able to contact them about a few comments on the industry. 

Adam Coster was kind enough to answer the questions I submitted to him. 

Now onto the Interview.

Why mobile games?

When Sam and Seth (my brothers and co-founders) started making games we had no idea what we were doing. Not in the self-deprecating sense, in the literal sense: they knew anything about the industry (besides what a decently-informed player would know), they were not artists, programmers, or designers... Looking around at the industry at the time (2012), they thought that the mobile market would have the lowest barrier to entry, would allow smaller games, and would be more forgiving with respect to quality. At that time Steam's doors were just opening with Green Light, but they were open just a sliver. Consoles were very hard to get in on. Mobile was the only market you could just put your stuff on without gatekeeping, and Sam and Seth thought they could make something that could compete for quality in that market. So they figured they'd learn about making games, and how to sell them, in the context of mobile. That would allow them room to experiment, using lower-cost short-term development cycles, to figure out if they could make it work. Their first game, Towelfight 2, lost money but was well-received by those who played it (they even got some press coverage, which is unthinkable in today's market). So they saw they could make something that people would like, at least on mobile. They had enough runway for one more try, and so they made Quadropus Rampage. And Quadropus Rampage took off! It made just enough money that Sam and Seth felt that they could keep going, and it demonstrated that the strategy of starting on mobile made sense.

They never set out specifically to make mobile games, that's just where they thought they could compete. The goal was always to bootstrap their way to bigger and better titles, create a proven track record of capably building beloved titles, use that to get industry contacts, and eventually knock down the console and PC gates to make games for those markets. This ended up working out, through a combination of hard work, taking the right paths, and getting just plain lucky. We now think of ourselves as a cross-platform studio, and try to make games that feel at home on every form factor. We believe that this strategy is required for long-term success, because the game market changes constantly. By being able to put our games anywhere, we can move with the market.

If we were to start today, using the same strategy we took in 2012, it's extremely unlikely we'd have made it.

Is dropping work wasteful?

We do all of our design and development in a highly iterative manner (basically a requirement for us since we all have ADHD). So we throw work away constantly. As many great writers will tell you, a lot of what makes something good is what you've taken away.

We've been practicing conscious awareness of the Sunk Cost Fallacy [Author provided link for definition] for our entire time working together, and we do all of our work with a lot of collaboration. The end result is that we usually get to throw things away at the idea stage instead of at the much-more-costly dev stage, but we still happily throw stuff away then, too. It can be a bummer sometimes, but it usually isn't because any work you do (assuming you do it well and with intention) still created positive change. You got to hone your craft and try new things, and if it wasn't for that thing that you threw away you probably wouldn't have discovered the better thing you did instead!

Advice for entering the industry

In general, don't listen to the advice given by people in the industry. If they're in a position to advise, it's because they've been around long enough to be treated as an expert. If they've been around for more than a few years, what enabled them to enter the industry almost definitely will not work for someone new, because the industry changes rapidly. As importantly, you only hear stories from people who are still around. How many people did exactly the same thing but didn't make it? You don't hear from them. (This is the Survivorship Bias problem.)

That said, here's some evergreen advice:
  • Never sign a contract without understanding it. Contracts are always negotiable, and you should always negotiate. In the beginning, you won't have a ton of leverage, but you should at least make sure you aren't getting yourself into a dangerous future problem. The publishing side of the games industry, especially for indies, is notoriously exploitative.
  • If you want to do this for a living then making games can't be the actual goal. The goal has to be selling games. That's a two-parter: making games that you think can be successful in the market and knowing that making those games is just how you get your foot in the door for doing business. If you want to make games for the love of making games, you'll be happier doing so as a hobby. If you want to make games for a living, you have to treat games for what they are in the context: products. That doesn't mean you can't make things you like, but you do have to let that take a backseat to what you can sell.
  • You have to accept the reality that the games industry is extremely risky. It pays worse than similar jobs in other industries, with less stability. The market changes constantly and wildly. Making games is a model of the all-your-eggs-in-on-basket idea: you'll spend months to years making a single thing, and then launch it without any idea of how well it'll do. And most games do not do well.
  • Deeply evaluate the why of entering the industry. What are your goals? Figure them out explicitly. Then do as much research as you can about how and if those goals can be reached in the industry. For example, there are far more people who dream of being a game designer than there are jobs for that, and being a great game designer is far more challenging and requires much more breadth of knowledge than someone would think from the outside.
I want to give a special thank you to the Bscotch bros for taking time away from Crashlands 2 Development to answer these questions. You can visit Bscotch.net to find out more or join thier discord. I've been a long time fan of this indy company and I await what comes out of Crashlands 2.


Are you an indy programmer or game dev?
If so, you can leave a comment or contact me on social media for a chance to have an interview with you posted to my blog. I am looking for many devs that focus on mobile programming. If you have a cross-platform game, that is fine too as long as it's on mobile.

Thank You for reading my blog. Please consider donating to the tip jar as these are tough times and every bit helps. You can get updates by joining my newsletter. If you enjoy these reviews please show others this blog by retweeting or liking my posts on social media.

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Saturday, September 4, 2021

Mega Man X Dive





Greetings mechanics and tinkerers!


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Today the steam-powered robots rebel against the digital: Mega Man X DiVE 

Next week will be something different as I will be featuring the first interview I've done with Butterscotch Shenanigans.


Strap in because today this landscape game brings you the power of Megaman. This is one of the most surprising mobile games I've seen put into action. This game is a quality game but suffers from a few of the minor P2W flaws. 


At first, I thought this game would have some kind of cheesy mechanic that would just be loosely based on Megaman EXE but this is a proper platformer with a slightly watered-down version of a real Megaman game. The controls are optimized very well for mobile gameplay.



This game uses a player-level system that gives your main robot stat boosts. There is a power level that grows based on collecting everything like gaining mastery ranks in Trove. There is a lot to collect in this game but sadly most of it is locked behind Gotcahs and only a hand full of things can be unlocked during normal play. Though once you unlock a weapon or robot you have a way to upgrade the items with alternate methods.


When you complete a level, you get a results screen. Each level has 3 stars worth of clear conditions. I did not see anything that directly uses the star count to unlock anything at this time so do not stress trying to get all the stars. There may be a leaderboard for it.


Here is the basic weapon overview. You get a lot of numbers telling you how effective an item is. As you level these numbers grow. Once you perform certain tasks you can upgrade the item in the gallery which improves your total power level and rank.


Each weapon you unlock has a rank from B up to S. You must level up these weapons using exp flash drives, but you can only level up weapons to match your player level. I do not know if there is an upper-level limit.


Here is a quick example of some of the tasks you need to do to unlock gallery levels.

I know we are skipping around a bit here but there is a lot to go over and there is no easy way to organize this information as it is a bit all over. This screen here shows you the options. I did not screencap every tab as this blog will be quite long already.


This is the main screen you will see in between levels and equi[meant upgrading. You can see here the two different kinds of currencies. One is a coin and the other is a rainbow-colored object. The latter is the premium currency and it is divided between free and paid. There are some things you can only buy with paid currency and this puts a lot of content behind a paywall. Dives are the main levels you play through. Capsules are the gotchas where you can unlock stuff but there are some that required the paid currency to use. Missions are daily rewards or other quests you can do to earn premium currency and other upgrades. Equip takes you to the screen with all the weapons you unlocked. Character gives a list of all the robots you have unlocked as well and we will go over that later. Last is a research lab that allows you to research upgrades as well.


Here is what the leaderboards look like. This game just came out and already people have a very insane power level. This makes me believe this game is very much pay to win but the only PVP related aspect sets everyone to the same base.


Now we return to the gallery. Here is the list of the robots you can unlock and their rank by color. As you fill out the gallery and your level rises you gain more passive power that makes your robot even stronger.


Next is the weapons. There are many more weapons that have different attack patterns and most of them are unique. These weapons all have different powers but you really want to focus on S ranked items as they are the strongest. This is a major problem with most of these kind of game as anything below S rank becomes useless but in this game they force you to keep everything because you have to upgrade everything to raise your pwoer level.


The last part of the gallery is the most confusing as I have been unable to figure out how to obtain more of these cards. These items are equipable, up to 3 and they can not be shared between bots. Each card gives you a specific kind of stat boosts that are uniuqe to each item.



You get a chance to spin a wheel once a day for random items or you can pay to spin more times. Generally there isn't anything too helpful in this wheel and just gives a slight boost to your missing items.



Here is an example of the Gotcha page. You can gain one free spin a day or pay different currencies to get more spins. These are completely random and gambling. You have a high chance of landing on something you already earn and as thus you earn tokens or other things related to the tipe of object you get from the gotcah.


When you dig into the repository of the equip menu, you come to this screen that shows armor pieces. I have not made it far enough to figure out this part or where to find these items.


A quick view at the equip button. Weapons takes to your weapon collection and the repository takes you to the image above this one. The last option is locked behind a level cap and I do not have any information on that one.


When you click on the mission button you are brought to this screen. There are several things you can do to earn the free version of the premium currency and can be used to get more bots or weapons.


This screen leads you to the research tab. You can research items and then bosses on the second lock. The last lock I have not progressed to at the time of this blog. I have screenshots of the research page later in this blog. You must collect parts and spend physical time to research these, generally an hour or two dependant on the difficulty of the research.



When you click on the character tab you see a list of all the possible robots you can unlock. You start with the basic X megaman from megaman X games. You can collect memory shards from various means.


When you click on dive, you arrive at this level select screen. There are, at the time of this blog, 14 major areas. Each level is derived from a Megaman game as seen in the bottom left of the screen. When you progress beyond stage 3 you can start playing on hard mode for each level for even better rewards.


When you click on a level you get a more detailed list of things for the level, how to get stars or what you unlock for beating the level. In each level is a hidden collectable, sometimes two, as shown by the purple and white question mark. Some levels have a gimmick that has to be used to obtain the hidden collectable.


When you go into item research, you can collect daily items here too. Extra energy or a box with a random item for you. You can see how many research slots you have. The first upgrade costs Z coins and the second one is bought with Free premium currency. The third slot is only unlockable with paid premium currency


Here is the main research hub. You must farm items from different levels to be able to research memory shards for a weapon or robot.


Lastly is the shop menu. You can buy some things for real money, some for paid premium currency or with toekns you get from previously collected gotcha items.


Overall:

 5 of 5 cogs.



Overall this is a megaman game on mobile. Everything about this screams the classic gameplay but a bit more modern and easier. Most anyone can play this game easily enough.

Story:

 3 of 5 cogs.



There is a short tutorial that introduces a story then... nothing. Typically there is story among levels in this type of game but it's not present here. That confuses me as even the base game has some story in it but it's not present for long here on mobile.


Amount of ads:

 none, not even optional ads.






Accurate Advertising?:
💯%

The ads for this game and the screenshots do not hide anything. The ads is what made me pre-register for this game and to try it out. I still have this game and wish to play it for a time longer until the paywalls get in the way.

Graphics:
5 of 5 cogs.

HD Megaman art from the style of Megaman X and above. There is not much more to say about the art rather than to simply enjoy it.

Gameplay:
5 of 5 cogs.

The gameplay is the most surprising in a mobile game. It pulls off a platform game very well with the 3d graphics. Due to the nature of this each level feels unique and increase replayability.

Free play:
75%

This is a free to play game but... there are some hidden paywalls to some content that is very important to gameplay. I hope these issues are addressed in some way to make the game feel more friendly and less pay to win.

Fun factor:
🤖 Classic Megaman!

Are you an indy programmer or game dev?
If so, you can leave a comment or contact me on social media for a chance to have an interview with you posted to my blog. I am looking for many devs that focus on mobile programming. If you have a cross-platform game, that is fine too as long as it's on mobile.
Thank You for reading my blog. Please consider donating to the tip jar as these are tough times and every bit helps. You can get updates by joining my newsletter. If you enjoy these reviews please show others this blog by retweeting or liking my posts on social media.