Summer 2012 Dualstream Day of Zeux Scoresheet:Wervyn

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/= INTRODUCTION ================================================================
|  Well what do you know, it's DoZ time again. Seems like taking some time off |
| actually  encouraged some  interest  in  the  competition  again, and that's |
| surely a good thing. I was afraid, after the last one, that we might be done |
| for good, but we got eleven entries, four of which are actually pretty good. |
| I don't have a great deal to say this year, so let's dive right in. And this |
| time,  we'll  pair  my snark and cold  cynicism against my  wife's  adorable |
| naivete!                                                                     |
===============================================================================/

/= 20027 = Wild Fire ===================== ALTERNATE HISTORY/LIGHT = [248/400] =
- GAMEPLAY --------------------------------------------------------- [ 92/120] -
|  So if there's  one thing Maxim is good at... Yeah, same old, same old. This |
| is a  pretty nice shooter  though, very polished, fair amount  of difficulty |
| curve but not overwhelming. I initially had trouble hitting the quota on the |
| first stage,  but after a little advice from Maxim on approach I was able to |
| overcome  it without  too much difficulty.  There  are  also  lots  of  nice |
| features  to  keep  things interesting and  varied.  The whole  fighter/mech |
| switching  mechanic actually lends  itself  to some good  tactical gameplay, |
| which I discovered through play. I  find  the decision to disallow  saving a |
| little questionable for a DoZ (always a quick way to  make  the judges  hate |
| playing your game), but  the game is short enough that it's not that huge of |
| a  deal, and in this case the issue is simply game difficulty, not crippling |
| bugs, that makes  restarting frequent. So, my biggest criticism is that  the |
| game is shorter than  I'd like  it  to  be. Maybe  it balances  out with the |
| difficulty,  since working up  the skill to succeed at it takes enough time. |
| And to its credit,  I wanted to spend the time to get there. Solid  game all |
| around.                                                                      |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 37/ 90] -
|  The art is serviceable but not a lot more. This is usual for Maxim's games, |
| and  he definitely knows where  his strengths lie, so props  for not getting |
| bogged  down in his weaker areas and  just doing what needs to be done. But, |
| to  the point, the large,  solid  char backgrounds are pretty bland, and the |
| default  palette makes everything look like a technicolor mess.  On the plus |
| side, the  division of the background and foreground elements into dark  and |
| light  colors makes  it  fairly  easy to  tell what's going on,  so at least |
| Maxim's graphical theory is solid.                                           |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 72/ 80] -
|  As  I noted with gameplay,  this  game is very polished, and  the engine is |
| quite respectable.  The  only  thing  I  noticed  that  might be a bug was a |
| power-up traveling backwards against the flow of the  game, and who am I  to |
| say that it wasn't supposed to be doing that? I also  feel like I might have |
| gotten  snagged  by an  invisible bullet once when  I  was fighting the last |
| boss, but it's a fast paced game, could have just missed it. One technique I |
| really liked was the "piano roll" approach to  enemy wave planning,  encoded |
| into the level MZMs. It's a clever way to plan out each level with a minimum |
| of fuss.                                                                     |
|                                                                              |
- STORY ------------------------------------------------------------ [ 18/ 50] -
|  Mostly,  this is just the obligatory vehicle  text  to provide some sort of |
| context before getting us to the engine that comprises the  actual game.  It |
| does what it needs to do and then  gets out of the  way, and ultimately that |
| means there's no real emotional or narrative connection to the game; in  the |
| end you're just a blob of pixels  shooting at  other pixels, because shooter |
| engine. The  draw for completion really comes from a drive for  mastery, not |
| to find out what happens next.                                               |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 21/ 40] -
|  Likewise, this music is largely just a generic action game backdrop  to me. |
| It  works, but it's  mostly just there because something  needs  to  be.  It |
| doesn't help that the beginning of the first level song is really obnoxious, |
| even though  it evens out later in.  During the brunt of  the action, you're |
| not really paying attention  to the music. You only notice it when  you have |
| to restart, and that's the part  of the song that sounds particularly bad. I |
| would  have picked  something  with a better hook.  In the same  way, the PC |
| speaker blips for the  sound effects do the job  they need to do, but not in |
| any particularly noteworthy way.                                             |
|                                                                              |
- THEME ------------------------------------------------------------ [  8/ 20] -
|  Workable  and  largely  delivered  by  the  story.  "It's  WWII,  but  with |
| transforming mecha!", so  I'll buy the connection to alternate history based |
| on that.  But that's really  the only  connection. Good enough, and what you |
| tend to expect  from a  theme-light  game that's  trying  to  succeed on its |
| technical merits more than anything else.                                    |
|                                                                              |
- TOTAL ------------------------------------------------------------ [248/400] -
|  Maxim really needs to team  up  with  some people who can do  art and story |
| work. His prowess in the technical categories is really impressive, so if he |
| had someone  equally strong in the artistic categories, he could be a pretty |
| unstoppable team.                                                            |
|                                                                              |
|  Wervyn says: "Haven't I done this review before?"                           |
|                                                                              |
|  Puella  says: "The  first song was  annoying, but I like the dragon sprite! |
| The background was kind of  boring,  but  I really liked  the helicopter and |
| it's giant pink laz0rz of awesome."                                          |
|                                                                              |
===============================================================================/

/= 24966 = Hipster Quest ===================== INDIVIDUALITY/HEAVY = [157/400] =
- THEME ------------------------------------------------------------ [ 78/100] -
|  So it looks's like Tait is running a double or nothing gambit on high theme |
| score!  And to  his credit,  I  actually  buy it. The  game  makes  sport of |
| hipster-chic  while  being  pretty hipster  itself,  and  there's  certainly |
| nothing else in the DoZ quite like it. So, well done sir, well done. Doesn't |
| earn much for the rest  of  the score, but  it was at  least an entertaining |
| take on the topic.                                                           |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 18/ 90] -
|  Largely consists of moving a robot sprite around at  far too great a  speed |
| to  hit collision  boxes  that are far too small. Even beyond the  fact that |
| there's  no  gameplay apart  from  that, the game itself is more frustrating |
| than it should be due to the speed 2 decision and the tiny sprites.          |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 21/ 70] -
|  Somewhat cute robot sprites, but otherwise  it's just big,  empty fields of |
| color with some  blocks in them.  The title screen, despite it's  incredibly |
| innovative use of  scroll  char (hah!  sarcasm!)  is a  visual disaster, and |
| ultimately resolves into some half-char lettering. Hooray.                   |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 12/ 60] -
|  Looks to me like  a very rudimentary sprite engine, and one that can't even |
| do  collision right.  I went  through and discovered  that all  movement and |
| interaction is handled by overlapping the  default player,  which is why you |
| have  to  line  up  perfectly  to  actually  bump  into  anything.  Come  on |
| Taitorian, I  wrote a tutorial on this,  a decent MZX sprite movement engine |
| with collision handler is like 20 lines of code.                             |
|                                                                              |
- STORY ------------------------------------------------------------ [ 28/ 50] -
|  Well  if  nothing else,  this game did make  me laugh.  That's an emotional |
| connection  right there! I was compelled to finish so I could get to the end |
| of the joke, and that in itself isn't bad. Not great, but not bad.           |
|                                                                              |
- SOUND ------------------------------------------------------------ [  0/ 30] -
|  Ow...                                                                       |
|                                                                              |
- TOTAL ------------------------------------------------------------ [157/400] -
|  So  I  guess, props  for a great joke entry, probably  my  favorite  of the |
| competition  as far  as  that goes.  Apart from  that,  what an excruciating |
| experience.                                                                  |
|                                                                              |
|  Wervyn says: "Posers, I was making fun of hipsters before it was cool."     |
|                                                                              |
|  Puella says: "Owww....oh geez, make it stop my ears are  bleeding!  I  like |
| the hipster  talk. 'Yeah, my husband is  an admin on this site  where people |
| create primitive-style games, like the NES but more simplistic and colorful, |
| and it's all in this complex code, so they're all really smart.  It's called |
| MegaZeux, but you've probably never heard of it."                            |
|                                                                              |
===============================================================================/

/= 30154 = President Skeleton ============ ALTERNATE HISTORY/LIGHT = [157/400] =
- GAMEPLAY --------------------------------------------------------- [ 20/120] -
|  After  the amusing enough  intro, the  game  we're actually treated  to  is |
| pretty terrible. There are a  number  of really bad decisions that take this |
| from just a generic default  MZX shooter to a  really awful one. Number one: |
| gooptouched. Great  for a  one-off joke, terrible idea for an actual game. I |
| think I  would have forgiven this  if  the label had been zapped afterwards, |
| but the  joke wears out its welcome. Number two: similar vein, text boxes in |
| response to :shot. Have you just never heard of the * command? Number three: |
| the whole random level generator in general was just a bad idea, it's pretty |
| much all negatives.                                                          |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 51/ 90] -
|  So  I'm torn, because the  half-char  artwork for the cutscenes is actually |
| pretty  awesome,  but the  graphics  for the actual  gameplay  segments  are |
| eye-stabbingly  terrible.  Swathes of dark cyan,  a  chaotic  mess of random |
| characters thanks  to  the  "level generator", and control robots  that  are |
| never hidden. The boss board, just a big empty black room with  debug robots |
| in  the  top  left, is  particularly  symptomatic  of  this  sort  of design |
| laziness, and  I kind of have to wonder why, with all the work that  was put |
| into the other art. But it's okay, because those four large pieces are still |
| worthy of a decent pity score.                                               |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 19/ 80] -
|  So you want feedback on the random level generator, eh? The biggest problem |
| is that it's  too random. All you're doing  is randomly plopping a selection |
| of obstacle items all over  the board, which does  not make for particularly |
| compelling  gameplay, and is  pretty  easy  to  do.  Typically, good  random |
| dungeon design looks pre-fab on a small scale and random on a  large  scale, |
| whereas you've done the reverse, pre-fabricating your board and then filling |
| it  with random  garbage. A  better way to approach  this  is  to  create  a |
| palette, so  to speak,  of  rooms or  groups  of  objects that have internal |
| cohesion. You also  want  a good way to algorithmically chain these elements |
| together. A scoresheet isn't really  the  best place to go  into details, so |
| basically, your  approach is backwards, try something else. Oh  yeah, and as |
| for the rest of the game, it's all just run of the mill newbie level coding, |
| not really worthy of much in the way of technique points.                    |
|                                                                              |
- STORY ------------------------------------------------------------ [ 29/ 50] -
|  Humor  is  an excellent vehicle for player engagement, and  that's  getting |
| this game some decent points here. It's  not the funniest  thing  I've  ever |
| seen, and it's certainly not a terribly compelling plot, but it made me want |
| to play through to the end. When the game itself is as forgettable  as  this |
| one was, that's at least some sort of accomplishment, right?                 |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 28/ 40] -
|  There are  some  decently  good  tracks in here,  and the title  screen  in |
| particular is plotted well  to come in on the hook. Poppy chip-tunes  really |
| do suit  the aesthetic, such as it is,  of this game, at least so far as the |
| story is presented. So, not stellar, but pretty good.                        |
|                                                                              |
- THEME ------------------------------------------------------------ [ 10/ 20] -
|  Another  slightly  tenuous story-based connection to  the theme. This  time |
| it's "what if American politics, but with skeleton and robot?" I'm  not sure |
| this is really hitting the "history" part of the theme very hard, but on the |
| plus side, it was slightly novel, as opposed to all the WWII-based entries.  |
|                                                                              |
- TOTAL ------------------------------------------------------------ [157/400] -
|  This looks like a classic case of running out of steam in the middle of the |
| project to me. The  discrepency in polish between the  opening cutscenes and |
| the actual game is  just too great for me to think of this as anything other |
| than giving up half-way through and submitting  anyway. Those are always the |
| saddest entries.                                                             |
|                                                                              |
|  Wervyn says: "A skeleton will return, in 'Naked Fury'."                     |
|                                                                              |
|  Puella says: "I like the detail of bones as the stars  on the flag. The art |
| for the story screens are great, and the dialogue is very funny :) Bone puns |
| are glorious."                                                               |
|                                                                              |
===============================================================================/

/= 49932 = Thanatos Insignia 2 =============== INDIVIDUALITY/LIGHT = [271/400] =
- GAMEPLAY --------------------------------------------------------- [111/120] -
|  I don't know about anyone else,  but overall this was my  favorite gameplay |
| experience of the  DoZ. Considering some of the stuff I heard Lancer  saying |
| about it, it's a shockingly well balanced game, with a real difficulty curve |
| at the  end. It's lengthy without being overlong (I think, at least, that an |
| hour is  not  too long to  spend on a particularly good DoZ game, this is no |
| Reconquista+Escalation),  and has a particularly addictive level-up feedback |
| loop that made it easy  to get  sucked into playing it for quite awhile. The |
| action is fun and fast-paced,  if a  bit mindless  at first, and the various |
| powerups keep you working for the next level to see what the next cool thing |
| you'll  get is. Flay II is particularly devastating on  the later hordes and |
| recoups its cost almost immediately. And  to top it off, the last portion of |
| the  game is actually moderately challenging,  even  if you scour each  area |
| until  it's  out of spawns beforehand. Overall this  is my pick for the DoZ, |
| and I'm looking forward to the post-competition remake.                      |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 62/ 90] -
|  This is pretty good graphical work, with good color choices, crisp enemies, |
| and  lovely level  backdrops.  The  two  main drawbacks to it  are a lack of |
| cohesion, or in other words the "what am I looking at effect"; and lack of a |
| customfloor background for the levels. The latter is perhaps a style choice, |
| but one  that I notice particularly when I'm looking at a lot of empty black |
| space. The  former is a common  issue with Lancer's  enemy graphics, in that |
| there are just a  lot  of  random  elements  thrown together. We  have  blob |
| things, bat  things, evil  tree things  (which  seem to appear  in  a lot of |
| Lancer games, a running theme?), and  a host of different environments which |
| separately look just fine,  but together make very little sense.  Maybe this |
| is a story gripe, I dunno, but it does stand out, visually.                  |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 58/ 80] -
|  An otherwise nearly flawless game gets dinged  by a petty game-breaking bug |
| at the final boss. First, I love this engine, taking the frantic pace of the |
| first Thanatos  Insignia a couple years back and streamlining it  into  this |
| monster. This  is  really impressive  work,  managing  a  glut  of  enemies, |
| projectiles,  and particle effects  without a hiccup. Then, there's the very |
| cool smooth-scrolling MZM loaded world, seamlessly and transparently spliced |
| together, with subtle  palette  shifts.  It's  background to the action, but |
| it's a  really  nice effect.  Finally the HUD, while not  overly complex, is |
| very smooth and intuitive to boot. So really, I just have to knock off  some |
| points somewhere  for the messed  up linking for the final boss. On the plus |
| side,  external scripting means it can  be fixed without nuking the save, so |
| that's cool.                                                                 |
|                                                                              |
- STORY ------------------------------------------------------------ [ 11/ 50] -
|  In a continuation on the theme from the last game, this plot is mostly just |
| random angst packaged  around bizarre internet memes, only this  time Lancer |
| and Lachesis half-assed it even  more! And yet somehow,  there's  a sort  of |
| continuity  to that, isn't  there? Still, there's no emotional  draw to play |
| this game, it's all in the addictive gameplay, seeing  just how powerful you |
| can become before the end.                                                   |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 25/ 40] -
|  Not bad  by any  means,  and hell,  classical  music  is pretty pleasent to |
| listen to  as  a backdrop to the digital plink of computer  explosions.  But |
| like  the  graphics, it doesn't  really  fit  with anything else, it's  just |
| there.  The sound effects for projectiles  and powerups are pretty good, but |
| ultimately just become a cacaphonous overlay to the music in the background. |
| It's  difficult to really isolate individual things  that are happening with |
| so much flying around and making noise, at least until the  satisfying sound |
| of  the  next  level.  What  the sound design  really could have  used was a |
| clearly distinguishable noise on losing a health bar, since it's  not always |
| easy to tell when you've gotten hit without keeping an eye on the top HUD.   |
|                                                                              |
- THEME ------------------------------------------------------------ [  4/ 20] -
|  So, yeah. Obviously this was an afterthought. And to be fair,  I appreciate |
| getting an awesome  game out of a DoZ even  if  it didn't really follow  the |
| rules. There's  some  weak quote  tie-in at  the  end  of the game  invoking |
| "individuality", and to a certain extent I'll buy character customization as |
| relavent  to the theme,  but for that  to work  you  really have to sell it, |
| since  that's any RPG. I actually  think this should be disqualified just to |
| prove a point,  but I know that's unlikely to happen, and I'm  not  going to |
| zero the score just to try to  force it to.  Some other judge will save your |
| bacon.                                                                       |
|                                                                              |
- TOTAL ------------------------------------------------------------ [271/400] -
|  Again,  this  one is my personal favorite, even if it's  kind  of cheating. |
| Lancer's action game style  just appeals to me, and Lachesis' help with  the |
| coding means they can turn out really impressive results in a short time.    |
|                                                                              |
|  Wervyn says: "Jimbo Wales has challenged you to a dance fight!"             |
|                                                                              |
|  Puella says:  "Really cool intro graphic!  I liked the sprites,  especially |
| the one that looked like a tree or something with many arms. It was cool!"   |
|                                                                              |
===============================================================================/

/= 69245 = Final Kamikaze ================ ALTERNATE HISTORY/LIGHT = [120/400] =
- GAMEPLAY --------------------------------------------------------- [ 31/120] -
|  So like,  I hold down spacebar and move up and  down until I win? Not a lot |
| going on here, certainly. This is the  kind of thing more  suited  to a BKZX |
| than a  DoZ, and I'm not sure I understand what it's  doing here. I know BBH |
| has done better in the past.                                                 |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 22/ 90] -
|  Flat, blocky, and tiny. Oh, and drab, it's mostly a  lot of gray. I kind of |
| wondered if the  moon was supposed to be, like, a spaceship or something for |
| a second.                                                                    |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 14/ 80] -
|  BBH  actually  did make  a  sort  of  player  engine here, but  it's pretty |
| rudimentary and  doesn't  really  work  all  that  well  as  it  is. A  tip: |
| overriding the player to  do different things is so two decades ago. Really, |
| why  not just use a robot to BE the player instead of using a  robot to move |
| the player?                                                                  |
|                                                                              |
- STORY ------------------------------------------------------------ [ 18/ 50] -
|  While I think the tie-in to  WWII was kind of... actually no, it wasn't all |
| that clever. But it was  something. Regardless, it still boils down to "hey, |
| do X....hooray, you did X!" What's my motivation again?                      |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 21/ 40] -
|  The song actually seems pretty fitting, but of  course there's really  only |
| one  apart from  a little Final Fantasy victory music. Gunshot noises seem a |
| little over-loud to me. Maybe it's just late.                                |
|                                                                              |
- THEME ------------------------------------------------------------ [ 14/ 20] -
|  This is actually  solid, albeit boring, theme  usage. It fits the  topic in |
| the most  obvious way possible, and I can't  really  slight it  for that. In |
| particular,  playing  it straight  as an  alternate ending to WWII  actually |
| works better for me than Maxim's game did.                                   |
|                                                                              |
- TOTAL ------------------------------------------------------------ [120/400] -
|  Meh,  there are always  a  few of these in any signficantly  attended  DoZ. |
| Moving right along...                                                        |
|                                                                              |
|  Wervyn says: "Oh no, it's a red one! We're all doomed."                     |
|                                                                              |
|  Puella says: "I like the monochrome! I'd reword, 'you are the only one  who |
| can reach on time the bomber...' but it made  me giggle :) The Final Fantasy |
| music is a nice touch."                                                      |
|                                                                              |
===============================================================================/

/= 74588 = Spirit Quest ====================== INDIVIDUALITY/LIGHT = [235/400] =
- GAMEPLAY --------------------------------------------------------- [ 73/120] -
|  So this game was weirdly compelling, even  though it eventually turned into |
| a chore to  play. It's  probably that addictive  "chasing  the  next  level" |
| mechanic at work, but by the second level it had turned into a grind (that I |
| probably could have skipped), and by the  last I was just  trying  to finish |
| the thing. As far as the battle engine goes, leveling each skill through use |
| is an interesting idea, but ultimately  contributes to the tedium that makes |
| the game feel  grindy. For the amount of  time  that I  spent trying to play |
| through this properly,  I  was left feeling like I'd just wasted  my time at |
| the end of it.                                                               |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 71/ 90] -
|  These are  probably the prettiest graphics in the DoZ,  and it's impressive |
| to me that Thud managed to put some very nice artwork together with a fairly |
| complex  engine,  all  by himself. I  really like  the level artwork  a lot, |
| particularly the  forest. Some of the  later  stuff  in the volcano  felt  a |
| little too  dark, but  it  worked. Taking  away  points  are some  graphical |
| glitches on the menu and battle screens, where it seemed like garbage  would |
| accidentally get copied around on the screen sometimes.                      |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 27/ 80] -
|  And  then there's that engine, hoo boy. It's a nice piece of work, but it's |
| full  of bugs and  that really drags  the score down. Good stuff to note:  I |
| liked  the transition  from  the  overworld  to  the  battles,  the  battles |
| themselves mostly worked well,  and the equip screen had  a decent interface |
| (though a  mouse-based system probably  would  have  worked  better). As for |
| bugs,  the game breaking one right before the castle is the real killer, but |
| there are plenty of others. Speed as it applies to turn order is a huge one, |
| as  this  really  messes  with the  gameplay.  This  itself  contributes  to |
| scenarios where  you  can get stuck in a  fight because  you  have the wrong |
| spirit equiped and  can't do damage, but  are too fast for the enemy to ever |
| get a turn  (and you can't run away, either). Towards the end, when Thud was |
| clearly rushing  to finish,  things  get really slipshod, and the high-power |
| water spirit gets tagged  with a fire attribute instead. That threw me for a |
| loop in the fight.  But overall, it's  just a mess, on  top  of  what  would |
| otherwise be a pretty solid set of engines.                                  |
|                                                                              |
- STORY ------------------------------------------------------------ [ 32/ 50] -
|  Rather simple, but  often  the  best stories are. There's enough engagement |
| and interest  in  the whole war with the  spirits and  protecting humanity's |
| individuality to  drive  the  narrative.  Things  unfortunately  fall  apart |
| towards  the  end, though,  with  a  rushed  tag  on  "and  so  the  day was |
| saved...for now!" It was going somewhere up until then, but we all know what |
| a DoZ time crunch can do to a game.                                          |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 16/ 40] -
|  I honestly found the music a little  grating. It wasn't really  bad so much |
| as  dull,  and  part of the problem was  the intercutting between overworld, |
| equip screen, and  battles, usually in fairly  quick succession. This  means |
| you get to hear only the very beginning of each piece, over and over  again, |
| whether  it's droning,  over-mellow guitar  riffs, silence, or...suspenseful |
| piano music? Really?                                                         |
|                                                                              |
- THEME ------------------------------------------------------------ [ 16/ 20] -
|  This is pretty good theme use, actually. Mostly  carried by the  story, but |
| that  runs throughout, and is what I expect from a  good theme-light game. I |
| might grade this a little harsher on the heavy  sheet. It does  seem  to me, |
| too, that Thud  might have been going for  an interpretation of the theme on |
| leveling skills _individually_, so that's  something. Maybe I'm reading  too |
| much into it.                                                                |
|                                                                              |
- TOTAL ------------------------------------------------------------ [235/400] -
|  There's a lot of potential for a great game here with some polish, balance, |
| and most importantly bug fixes. That's really what killed this one.          |
|                                                                              |
|  Wervyn says: "What am I looking at here, floating condoms?"                 |
|                                                                              |
|  Puella says: "I like the intro graphic :D  Music repetitive, but I like the |
| hook. Story concept was interesting! Interesting graphics in general."       |
|                                                                              |
===============================================================================/

/= 74770 = Ununhexium ======================== INDIVIDUALITY/LIGHT = [180/400] =
- GAMEPLAY --------------------------------------------------------- [ 51/120] -
|  You  know what this reminds me  of?  That  turn-based robots game where you |
| have a little guy being  chased by  evil robots, and  you  have  to maneuver |
| around so that they crash into each other and explode before they reach you. |
| Except  here you can just  shoot  the  robots, er,  skeletons,  so much  for |
| strategy  there.  Instead,  it's  a  relatively  simple  game  about  health |
| conservation and careful exploration,  while  picking up random  macguffins. |
| Oh, and you can't see anything  while you do it. Gameplay-wise, I accept the |
| rationale for this, even though it's not that much fun (although the game is |
| short  enough   that  it  doesn't  become  too  much  of  a  tedious  slog). |
| Graphically, well...                                                         |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 35/ 90] -
|  Seems like an awful  waste of screen  real estate to just draw a tiny piece |
| of it at a time.  I don't know what  else you might  have put in the rest of |
| that big,  empty  black space, but  as is you really have  to squint to play |
| this  thing.  Doesn't  help that the  palette is drab and  limited to  a few |
| colors, and the character work is mostly generic enemies and items, and then |
| a lot of solid blocks.  Nice work on the title screen,  though,  some simple |
| but effective graphical tricks make for a reasonably cool first impression.  |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 48/ 80] -
|  Oh  hey, remember how I was  talking about  random level generation before? |
| This is a good example of what I meant about a palette of room elements. Now |
| there's nothing overly complicated going on  here, the level gen  is  pretty |
| much a  paste and go, and the gameplay engine is pretty straightforward. But |
| it all works just fine, and bug-free is helpful in the technique department. |
| Also, is it weird  to anyone else that nooodl and Guy both turned in entries |
| involving skeletons and random level generators? A little  more attention in |
| the enemy AI  department might have been  enough to  push this  out  of  the |
| "average" level. The  game is way  too easy as it is, and  smarter skeletons |
| would have both improved that and provided a way to show off.                |
|                                                                              |
- STORY ------------------------------------------------------------ [ 15/ 50] -
|  There's some opening  screed  about dungeon crawling to save your crew blah |
| blah, but it's really more of an explanation of the game rules than anything |
| else. It reads pretty much  like "just  hurry  up  and play  the damn  thing |
| already"  to me. So,  better  than the complete nonsense  that  is  Thanatos |
| Insignia 2, but not  really even  as  good as Final  Kamikaze to me. I don't |
| react well to being beaten over the head with  the topic, it just feels lazy |
| to me. Of course, we'll get to THAT in a second...                           |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 30/ 40] -
|  I found myself really enjoying  the tracks i this game, perhaps I'm just in |
| a chiptune mood this DoZ.  But I found all  of them fitting, even if I'm not |
| sure  exactly why. Nice  sound design with the  high score entry  and table, |
| that was a good decision both in terms of music choice, and in sequencing. I |
| like  that  I  had  ample  time to  enjoy  the  pieces,  instead  of  having |
| transitions cut them off as in other games.                                  |
|                                                                              |
- THEME ------------------------------------------------------------ [  1/ 20] -
|  So,  heh. You went  to a lot of effort (read: the bare minimum) to shoehorn |
| the theme into the game, and you got the wrong theme. Ouch. I  award you one |
| pity point for the attempt, but Isolation was four DoZs ago.                 |
|                                                                              |
- TOTAL ------------------------------------------------------------ [180/400] -
|  A somewhat interesting game  idea, but  ultimately  rather boring. This one |
| should be disqualified too, but I'm not holding out for the other  judges to |
| realize that, since theme disqualification usually only gets applied to joke |
| entries, not seriously attempted ones.                                       |
|                                                                              |
|  Wervyn says: "Oops, I think I just shot President Skeleton."                |
|                                                                              |
|  Puella  says: "Cool  animation at the beginning. Premise  is cool, that you |
| get weaker as you go back. The ring  of  light thing is REALLY  cool, how do |
| you do  that? The music is fun too. Great to eat cereal  and read Weird Al's |
| twitter by."                                                                 |
|                                                                              |
===============================================================================/

/= 80483 = DUI 20XX ====================== ALTERNATE HISTORY/HEAVY = [292/400] =
- THEME ------------------------------------------------------------ [ 65/100] -
|  I'm not sure I understand the decision to cross-sheet  this game. Alternate |
| History is kind of a  difficult theme to do on the heavy sheet if you  don't |
| really sell the connection. I mean, it worked well enough story wise,  I buy |
| the idea  of travelling through time and changing  history, but it's still a |
| real stretch, and comes across as a joke most of  the time (probably because |
| it was meant to). That's just average theme use, not superlative theme use.  |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 71/ 90] -
|  This is probably  the most polished overhead driving game I've seen in MZX, |
| let alone a DoZ,  and  I'm really not sure why people haven't done more with |
| them up to  this point. One innovation that definitely helps  a lot are  the |
| velocity  and direction pointers. Risu and  Otto correctly realized that the |
| car  graphics  alone weren't enough to convey this information, even if  you |
| could  accurately do it  in MZX's low  res.  The granularity of the  markers |
| isn't  perfect,  but  it's a lot better than the  alternative.  Combine  fun |
| physics interactions with decently challenging courses and time limits,  and |
| you've got a pretty good game. Some nitpicks: I really  would have preferred |
| spacebar as a handbrake, instead of down. Clearly I've been playing too much |
| GTA. And collisions  are, frankly, kind of hilarious,  although I'm not sure |
| if I'd like fatal crashing or dead-stopping better.                          |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 54/ 70] -
|  Excellent work on  these, like them  about the same level as Spirit  Quest, |
| they're vibrant, varied, and  evocative of the environments. There's  better |
| artwork  out there, of  course, but this  is  high-level work, and  what I'd |
| expect from someone as accomplished as Snigwich (great to  have him back and |
| MZXing again, by the  way).  I loved the little touch of terrain damage from |
| having your car skid off the track or crash into things, really added to the |
| emersion a lot.                                                              |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 51/ 60] -
|  As I said already, this is one of the best engines in the DoZ, about on the |
| level of  Maxim's.  The physical  interactions of  the  car  with  different |
| driving  terrain, collidable  objects, and angular momentum, all  made for a |
| really cool experience. And it  all  worked  very  well. Though the  driving |
| pretty  much  IS the game, that's good  enough for sizeable points there. Of |
| course, there's that map restart bug, which makes the challenge level of the |
| races particularly punishing. At least you can save in this one.             |
|                                                                              |
- STORY ------------------------------------------------------------ [ 33/ 50] -
|  Fun,  light-hearted stuff,  generally above  average  fair. There  were  no |
| really strong story  games this  time  (well, there was one  that might have |
| been, but it was unfinished),  but  drawing me  into the world  of the game, |
| even  if it's  a  silly  world, is  what  you  need to  make  that emotional |
| connection I value so much in this category. I did dock a few points for the |
| DELIVERY of  the story,  since  unskippable dialogues  with  text you  can't |
| manually advance through  is frustrating, and  some of the fourth-wall jokes |
| wore themselves  out in the  process.  My opinion  is  you shouldn't deliver |
| story text this way to  begin with, but  if you do, pay  attention  to  your |
| dialogue breaks; it's always jarring to stop in the middle of a sentence and |
| have to wait for the dialogue to proceed.                                    |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 18/ 30] -
|  Good musical selection, and I leave it at that. What  this  game was really |
| hurting for  was  sound effects, they  were extremely  conspicuous in  their |
| absence. Stuff like driving noises and  crashes go without saying, but  when |
| there's no noise for stuff like going through a checkpoint, lack of sound is |
| impacting gameplay, and that's a problem.                                    |
|                                                                              |
- TOTAL ------------------------------------------------------------ [292/400] -
|  Looks like we have a DoZ winner. I think this actually would have done even |
| better on  the light sheet, but a game  that hits all of the categories at a |
| fairly strong level will do  better than  a game that hits a couple of  them |
| really strong but falls flat in the others.                                  |
|                                                                              |
|  Wervyn says: "The booze must flow!"                                         |
|                                                                              |
|  Puella says:  "SPACE HITLER! But the exposition text is too cut up, hard to |
| follow. Fun premise, cool sprites, and I really like the 4th wall jokes!"    |
|                                                                              |
===============================================================================/

/= 82246 = Argrablehuble ================= ALTERNATE HISTORY/LIGHT = [135/400] =
- GAMEPLAY --------------------------------------------------------- [ 41/120] -
|  So as far as this goes, I'm  considering the  game to be the slider puzzle, |
| as  the rest of the stuff isn't  in nearly complete enough a state  to  tell |
| what it was supposed to be. Using one of the mechanical  slider puzzles from |
| MZX Manor was humorous, but has  gameplay problems as some of the  tiles are |
| identical, but not recognized by the engine as such. Thus, you can solve the |
| puzzle, without actually  solving  the puzzle. And of course, putting things |
| together  practically  requires  looking at  the  hint, since  unless you're |
| really  familiar  with ZZT  slider puzzle mechanics  it  might  as  well  go |
| together any which way. Hey, you know what would have been cool? If once you |
| finished assembling the slider puzzle correctly, you got to play through it. |
| Except that would have gotten this game disqualified even harder.            |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 32/ 90] -
|  I'm incorporating judgements on some of the scrapped level design here too, |
| and it looked like it might have  been interesting (if very...red).  I can't |
| really  give you a  lot for that, though.  I certainly  can't award much for |
| running a bunch of stock photos through an image converter.                  |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 29/ 80] -
|  Slider  puzzle! That's about  it though. It works  well enough  but  that's |
| literally all that's here, engine-wise.  Except maybe a WASD shooting engine |
| on one of the project scrap boards, because those are  REALLY hard  to make. |
| Okay  granted, for  whatever  reason there's  actually  a sprite maanagement |
| engine here for player movement and shooting,  but the lack of  a  game that |
| uses them pretty much makes the argument for why spending  time on something |
| complicated was a bad idea.                                                  |
|                                                                              |
- STORY ------------------------------------------------------------ [  5/ 50] -
|  This is about as generous as  I can be. There's nothing tying this together |
| at all, and  of  course that's what you might expect for a project dump. But |
| even then, you might have included a story dump along with it  with a little |
| more depth than "Papa Rufus".                                                |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 17/ 40] -
|  I'll grant that the music played  over the puzzle was nice and suiting, but |
| what else do you expect for a single mod?                                    |
|                                                                              |
- THEME ------------------------------------------------------------ [ 11/ 20] -
|  Ahahaha,  I get  it!  Because,  see,  the  HISTORY  is  all  mixed  up,  or |
| ALTERNATED, if you will. What a card you are Old-Skool.                      |
|                                                                              |
- TOTAL ------------------------------------------------------------ [135/400] -
|  So, did you oversleep, or fall  asleep, or what? Oh DoZ motivation, you are |
| so fickle.                                                                   |
|                                                                              |
|  Wervyn says: "We have to say Swiper no swiping! Swiper no swiping!"         |
|                                                                              |
|  Puella says: "I'm really bad at slider puzzles :P"                          |
|                                                                              |
===============================================================================/

/= 83889 = weltzschmerz ====================== INDIVIDUALITY/HEAVY = [201/400] =
- THEME ------------------------------------------------------------ [ 55/100] -
|  So this  game started with a lot of  promise, and I was expecting something |
| that would be,  if perhaps a little cliche, then at least suitably epic. But |
| then it broke off after the first little segment, before things really had a |
| chance  to get going.  Sucks. As  for what's  there,  I can definitely see a |
| "fight the power" theme developing in the story, which is a good use, and it |
| definitely could have gone further. But  I can only  give about  half points |
| for a half-finished game. Oh for what might have been.                       |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 34/ 90] -
|  There's  a  promise  of  some  mildly  entertaining stealth  gameplay  with |
| environmental puzzle solving. But since there's only the one scenario in the |
| bathroom  car, I don't have  a lot to go on. I might be slightly too lenient |
| here because of the potential I saw, but I still can't give that many points |
| for unfinished.                                                              |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 38/ 70] -
|  So 2000 years in the future, everyone  has  turned into furries? Okay, I'll |
| go with  it. The graphics  are nice enough,  if a little  muted, but nothing |
| really  amazing. Art design is mostly small-scale,  here, which makes things |
| feel cluttered.  Also,  there are some glitches  in drawing  the player when |
| traversing the roof of the train.                                            |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 25/ 60] -
|  There's some decent  stuff  on display here, but all of  it is fairly basic |
| stuff.  I  like the  simple  choice  system implemented  in the conversation |
| engine, and the puzzle worked well, even if  it  played out  a  bit  like  a |
| quicktime even more  than  anything  else. Maybe if there'd been  more game, |
| we'd get to see more programming.                                            |
|                                                                              |
- STORY ------------------------------------------------------------ [ 29/ 50] -
|  As I  already said, I really  liked  the direction this  was  going, but we |
| never do get to find out what happens next, and so the story is incomplete.  |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 20/ 30] -
|  Pretty good musical choices, fighting with the fact that there's not really |
| enough game to go  on.  What's  there is atmospherically on target,  and the |
| sound effects peppered throughout are a nice touch.                          |
|                                                                              |
- TOTAL ------------------------------------------------------------ [201/400] -
|  I think  this game is the one I wish had been finished the most. Of  course |
| it's well known that I'm predisposed to story-heavy games,  particularly the |
| dark ones.                                                                   |
|                                                                              |
|  Wervyn says: "Cloud, we have to blow up the Mako reactor!"                  |
|                                                                              |
|  Puella says: "The music in the  intro was  too repetitive  before  it added |
| more elements @.@ Naming  the  character  is  a  nice  touch. We  named  our |
| character Poophead. 'CAN YOU  READ ME, POOPHEAD!?!' :D Over all,  reminds me |
| of FF7 in a nice homage kinda way."                                          |
|                                                                              |
===============================================================================/

/= 85538 = Ken: A Matter of Individuality ==== INDIVIDUALITY/HEAVY = [118/400] =
- THEME ------------------------------------------------------------ [ 49/100] -
|  So I think I see  what this game  was going  for theme-wise, in terms  of a |
| journey of self-discovery and finding your own individual identity, but it's |
| even  more unfinished than the last  one  and I liked it a lot less. So I'll |
| just give it a slightly lower average score here.                            |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 16/ 90] -
|  Mostly  consists of  running around touching  things and then waiting for a |
| bunch of  interminable message  line text to finish going  by before you can |
| move again.                                                                  |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 12/ 70] -
|  Painful   to  look  at.  It's   not  that   I   mind   ZZT-retro   so  much |
| as...well...colors, holy geez. It's like a My Little Pony exploded.          |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [  7/ 60] -
|  Well  I'm glad  to  see you've mastered the :touch label,  but  can you  do |
| anything else? Not link  boards,  apparently. I guess there was some sort of |
| inventory engine too but it's not like it ever got used so it might  as well |
| not have been there.                                                         |
|                                                                              |
- STORY ------------------------------------------------------------ [ 22/ 50] -
|  Another case where I can kind of see  where things might be  going, but  we |
| never actually get  there. Doesn't  help that the delivery takes agonizingly |
| long to get through, thanks to the lack of any more complex message engine.  |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 12/ 30] -
|  Halucin8.mod? Really? There are a couple others old saws in  there too, but |
| in this case, the music is all just "there" in the not good way.             |
|                                                                              |
- TOTAL ------------------------------------------------------------ [118/400] -
|  So congratulations on  producing the  worst thing  in  the  competition, at |
| least by my score sheet. That's some sort of accomplishment, right?          |
|                                                                              |
|  Wervyn says: "Obviously Ken is running away from  his family's flamboyantly |
| tacky decor."                                                                |
|                                                                              |
|  Puella  says:  "Fits the theme well :D  Cute  house design,  and  Werv  was |
| reading the voices in a funny way, so I enjoyed the dialogue too."           |
|                                                                              |
===============================================================================/

/= FINAL SCORES ================================================================
1.  80483 - DUI 20XX --------------------- ALTERNATE HISTORY/HEAVY - [292/400] -
2.  49932 - Thanatos Insignia 2 -------------- INDIVIDUALITY/LIGHT - [271/400] -
3.  20027 - Wild Fire -------------------- ALTERNATE HISTORY/LIGHT - [248/400] -
4.  74588 - Spirit Quest --------------------- INDIVIDUALITY/LIGHT - [235/400] -
5.  83889 - weltzschmerz --------------------- INDIVIDUALITY/HEAVY - [201/400] -
6.  74770 - Ununhexium ----------------------- INDIVIDUALITY/LIGHT - [180/400] -
7.  24966 - Hipster Quest -------------------- INDIVIDUALITY/HEAVY - [157/400] -
8.  30154 - President Skeleton ----------- ALTERNATE HISTORY/LIGHT - [157/400] -
9.  69245 - Final Kamikaze --------------- ALTERNATE HISTORY/LIGHT - [120/400] -
10. 85538 - Ken: A Matter of Individuality --- INDIVIDUALITY/HEAVY - [118/400] -
DQ. 82246 - Argrablehuble ---------------- ALTERNATE HISTORY/LIGHT - [135/400] -
===============================================================================/