Winter 2011 Dualstream Day of Zeux Scoresheet: Wervyn

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/= INTRODUCTION ================================================================
|  Well  that DoZ  sure  sucked, but I guess we  all  understand now  why it's |
| necessary to  have some build  up and for  people to feel like  someone's in |
| charge, right?  Right? Eh, who am I kidding, MZX  is dying. The one  shining |
| light in this  mix for  me  is  Lancer and Lachesis and their rather awesome |
| game. And even  that game wasn't that great by Lancer standards. But  onward |
| march we anyway, into the breach again. It's no secret that I didn't want to |
| write up these scores, but I  wrote them anyway,  so you have to read  them! |
| Let's take a look shall we?                                                  |
===============================================================================/

/= -0001 = All That Violence ====================== VIOLENCE/HEAVY = [166/400] =
- THEME ------------------------------------------------------------ [ 81/100] -
|  In a shocking twist the combination of mindlessness and gore actually makes |
| this game an  excellent  candidate  for theme  adherence,  since  what  says |
| violence like mindless gore? I know _I_  wanted to hit something  when I was |
| done  playing  this, anyway. Perhaps this is symptomatic of a problem in the |
| scoresheets, but I'm not sure I think so, since the game ends up right about |
| where I  think it should  be in the lineup. Excellent gaming of the  system, |
| though!                                                                      |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 17/ 90] -
|  Wow, I really hated this game. I mean it was seriously just excruciating to |
| play, and is a perfect example of  how to do a  mouse  aiming system exactly |
| wrong. Now, I'm not  as  dead set against these as I once was, seems to me a |
| year ago  I made a DoZ entry  with one of  them myself. But they  HAVE to be |
| done right, or they're just going  to suck.  For example, the mouse needs to |
| stand out and should never, EVER blend into  the  background.  Where I click |
| ought  to  have  a  pretty  close  correlation  with where  I  shoot  (hello |
| shotgun?). And if you were going to give  me a knife to start out  with  why |
| even bother? I  mean, do you realize how much less sucky this  game would be |
| if you  had just stuck  the traditional space +  direction = death  in  your |
| direction  of  choice  formula?  Do you  realize how  much time  you  wasted |
| programming  an engine that wasn't any  fun to  play? Shame on you. The only |
| weapon that even  slightly  made  sense  under this  system was the RPG, and |
| that's next to  useless when you're in a big  open field shooting at enemies |
| flipping around like epilepsy victims.                                       |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 31/ 70] -
|  I  think my real point of  contention  here is that  there's just  too much |
| going on, and that makes it really hard to see what  you're doing.  The game |
| is actually quite vibrant in its use of color, and even though the character |
| graphics are simple I think  everything would work  if it didn't look like a |
| random explosion party all over my screen.                                   |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 17/ 60] -
|  There are some engine concept ideas put  forth here in the mouse aiming and |
| different  weapons,  but unfortunately  in practice they  all  SUCK.  I keep |
| harping  on  this, but the limitations of your various weapons as applied to |
| your mouse engine reveal the limitations of your ability  to program a solid |
| engine.  The  shotgun  is  limited  to firing  in four  discrete  directions |
| because, I assume, you couldn't figure out how to  make shotgun blast out of |
| anything other  than  a  template.  And here's an  idea  for the RPG  in the |
| future: burst on  arrival  at  the  target point. That'd make  it  much more |
| useful as a weapon, don't you think?                                         |
|                                                                              |
- STORY ------------------------------------------------------------ [ 18/ 50] -
|  Some rather flimsy nonsense about  a homicidal maniac murdering a bunch  of |
| people. Granted, what excuse  do you really need for violence, right?  But I |
| can't  say I was really drawn into this narrative, so much as forcing myself |
| to experience it through the gameplay.                                       |
|                                                                              |
- SOUND ------------------------------------------------------------ [  2/ 30] -
|  No music, and quite  honestly the  ever  present chorus of explosion noises |
| became  pretty  obnoxious after a few  seconds, so  your  sound effects were |
| mostly a bust to me. For the most part the game just gave me a headache.     |
|                                                                              |
- TOTAL ------------------------------------------------------------ [166/400] -
|  Well I can't say  it didn't amuse me, though it did leave a bad taste in my |
| mouth. And the game part of it, seriously awful.                             |
|                                                                              |
|  "There's gotta be an easier way to get blood."                              |
|                                                                              |
===============================================================================/

/= 00000 = Violence Makes You Stupid ============== VIOLENCE/LIGHT = [ 95/400] =
- GAMEPLAY --------------------------------------------------------- [ 24/120] -
|  Well  when you flat out  tell  me up  front that your game is an unfinished |
| mess  what am I supposed to think? It shows, anyway. There's a little bit of |
| tactics in figuring out how to navigate a river of dragons like that without |
| getting hurt to much, and I guess your ferryman's dilemma  puzzle did  WORK, |
| but still, as advertised the game is an unfinished  collection of ideas that |
| don't really fit together anyway.                                            |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 25/ 90] -
|  I  will grant, the graphics on  the ferry  puzzle were not  god-awful,  and |
| managed  to  be  just  bleh. Everything else  looked  like a  combination of |
| hitting tab and  spazzing out a lot, and using the fill command. And I guess |
| you get a  couple pity points for doing something kind of neat  on the title |
| screen.                                                                      |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 13/ 80] -
|  Again, for the title screen, though I won't give you that much  credit  for |
| that,  and for implementing the logic behind  your  puzzle, which while butt |
| simple still required at least a little programming know-how.                |
|                                                                              |
- STORY ------------------------------------------------------------ [ 13/ 50] -
|  Well  there's something going on  here,  but as far as  I can  tell it just |
| boils down  to Some  Girl  Named Amy does  a lot of drugs and goes crazy and |
| then the men in white coats catch her and take her away.                     |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 16/ 40] -
|  Mostly just  a number of tracks in there for  the  lulz. I mean really, the |
| game is  written, produced, and  presented  like  a  joke, so  I'm naturally |
| inclined to judge it like one too.                                           |
|                                                                              |
- THEME ------------------------------------------------------------ [  4/ 20] -
|  It's  presented  in  such  a  way that  I  could  sort of read in  domestic |
| violence, but what this game really says to me is "on drugs". No dice.       |
|                                                                              |
- TOTAL ------------------------------------------------------------ [ 95/400] -
|  The first in a long (or actually depressingly  short) line  of half-hearted |
| entries this time. No way for me to respond other than a Kiffian "ugh."      |
|                                                                              |
|  "But spiders don't even like yummy stuff!"                                  |
|                                                                              |
===============================================================================/

/= 3.142 = Demons Demons Everywhere =============== VIOLENCE/HEAVY = [202/400] =
- THEME ------------------------------------------------------------ [ 64/100] -
|  As  violence goes, this is pretty plain  vanilla. Presented  with hordes of |
| monsters, your  job is to kill them  for as long as you can. There's nothing |
| in the presentation  that  makes  this all that much  more  violent  than  a |
| classic arcade game  like Centipede, really. Sure  it's about killing stuff, |
| but beyond  that there's nothing really violent about the killing, and  so I |
| can only award so many points.                                               |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 44/ 90] -
|  This is  one of those mindless  diversions that fits somewhere right in the |
| middle of everything. There's nothing terribly compelling  about it -- fight |
| off the hordes of demons until you're finally overwhelemed -- but neither is |
| there anything really wrong with the premise. Ultimately that rates a pretty |
| average score from me.                                                       |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 34/ 70] -
|  Again, serviceable without being anything more. We can tell what's going on |
| well enough,  and in  particular  I  commend  you  on  your understanding of |
| CONTRAST, allowing us to easily tell the GREEN player out from hordes of RED |
| demons.  But  in  the end they're  all just smileys  in an empty arena,  and |
| that's all the game has to offer.                                            |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 18/ 60] -
|  Basically, this  game  showcases  an  enemy  spawner, for  enemies that run |
| around and shoot various projectiles at you, most of them built in. Now this |
| is pulled off just fine, but it's not exactly hard to do, and the game as it |
| stands could  probably have been written in an  hour  or two. This is a BKZX |
| entry more than a DoZ.                                                       |
|                                                                              |
- STORY ------------------------------------------------------------ [ 23/ 50] -
|  What story,  you're killing demons! The point here is, the game doesn't try |
| to justify its bullshit to me, it  knows exactly what it is and doesn't  try |
| to dress up as anything else. And while I suppose you  could  make the  same |
| argument for a joke  game  like 0,  I happen  to like this  game better, and |
| therefore it did  a better  job of  engaging me emotionally,  even  if  that |
| emotion was "I feel like killing stuff for a couple minutes".                |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 19/ 30] -
|  One song, but a  host of sound effects  that did what they were supposed to |
| and fit the game's aural niche. Hey, it's a shoot-em-up, works for me.       |
|                                                                              |
- TOTAL ------------------------------------------------------------ [202/400] -
|  A great way to waste a few minutes, and  thus probably the third  strongest |
| entry in this sad DoZ. This game knew exactly what it wanted to be, and  was |
| that. And while it  may  not have  done  much, at least  it didn't overshoot |
| itself.                                                                      |
|                                                                              |
|  "I'm ready to kick ass and chew bubblegum, and I'm all outta gum."          |
|                                                                              |
===============================================================================/

/= 07865 = Anger is an Energy ===================== VIOLENCE/HEAVY = [273/400] =
- THEME ------------------------------------------------------------ [ 78/100] -
|  The game had pretty good theme use, I will  say.  Focusing on "anger" as an |
| operative emotion  for "violence" is a bit  of a liberty, but not one that I |
| don't follow, so I'll buy  that connection and concede that it  was at least |
| used as an integral game mechanic, whether I thought it made the GAME better |
| or not. Really  though, I think you could build a game around an anger meter |
| just fine, if you tweaked and  balanced the concept a bit more  and  had  it |
| make more of an impact than just Hulk Smashing through doors. And of course, |
| the  game  was  rather unrepentently  violent in  the  carnage  you made  of |
| everyone; good show chaps, just what I like to see.                          |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 56/ 90] -
|  There's a decent action game in here, but it doesn't  really gel and  there |
| are a number of things  about it that drag it down. The  anger mechanic is a |
| good concept but especially right at the beginning makes it too  easy to get |
| trapped, since if you don't make directly for the two locked doors you can't |
| get enough anger to break them open and snatch the key card later. Balancing |
| that  is  the ability  to  see what's  going on; if you're  too  angry, it's |
| practically impossible to  see  where you're going or even  distinguish live |
| enemies from  dead  ones, which I  guess is  part of  the idea, but the game |
| forces you to walk a tightrope that's far  too  difficult  to  control.  And |
| there isn't really any benefit  to being angry as far as I  can  tell  other |
| than being able  to get  through locked doors. The weapons are mostly just a |
| linear  power  upgrade,  and the lack of  an auto  reload  feature makes the |
| shotgun next  to useless, and all  of the  weapons a pain to use in general, |
| especially when it gets hard  to tell what's going  on and whether your fire |
| is  effective  or not. And finally, it felt like the game could  have been a |
| good deal  longer  than  it  was, for  as simple as it  was. But,  all  that |
| negativity aside, it was fun at least.                                       |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 47/ 70] -
|  Simple  without being too dull,  and worth  decent marks. My main complaint |
| probably goes along with the  gameplay one  of  having  a hard  time  seeing |
| what's  going  on  when you  get angry,  which as  far as  I  can  tell  was |
| intentional. The retro  Atari  whatever  pastiche  was  worth a  laugh.  But |
| overall, these are really just the high end  of  "okay". They're functional, |
| they get  the job  done  and  don't  look bad doing it,  but there's nothing |
| really knockout about these graphics.                                        |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 35/ 60] -
|  I  count: Basic message  box engine, a weapon reload system that  works but |
| sadly  wasn't thought  all  the  way  through  as a gameplay mechanic,  some |
| weapons  that  have  different  numbers using a  rudimentary  line of  sight |
| engine, and some fairly braindead  enemy AI. So, good enough for a nod,  but |
| not  good enough to  really wow  me. This  is all  fairly  simple  stuff and |
| shouldn't have taken that long to do.                                        |
|                                                                              |
- STORY ------------------------------------------------------------ [ 34/ 50] -
|  So we have  the British government performing  experiments on putting anger |
| in a bottle because,  I guess, they're generally evil (those Brits are), and |
| you're the test subject that got away. I'll buy it, it's nothing special but |
| it wasn't completely  half-assed  at least.  Though if you were going to the |
| trouble  of  setting  the  game  in  1984,  I  think you  really  missed  an |
| opportunity  to drop a bunch  more references  than  you  did. Ingorance  is |
| Strength, baby!                                                              |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 23/ 30] -
|  I found the music serviceable and the sound effects adequate for telling me |
| that I was  shooting something, and occasionally I could hear the click when |
| I was out of ammo. The most important audio  innovation was shifting between |
| music tracks when going from angry to not-angry state. Or, I say innovation, |
| but really I'm  just glad you  guys  were  smart  enough to realize this was |
| necessary.                                                                   |
|                                                                              |
- TOTAL ------------------------------------------------------------ [273/400] -
|  In  the end,  I  found this game at  the high-end  of mediocre. It's pretty |
| decent, certainly not  bad, but I'm unlikely to remember  it in  six months, |
| except maybe  as "the  game that got  second place last time". And given the |
| competition that's not really all that much of an accomplishment.            |
|                                                                              |
|  "Man I feel great! I'm pumped and ready to go off to the Hate Rally!"       |
|                                                                              |
===============================================================================/

/= 47238 = Mission: Most Likely Horribly Incompl = ESPIONAGE/LIGHT = [145/400] =
- GAMEPLAY --------------------------------------------------------- [ 42/120] -
|  The engine here has some promise, but it's not really polished enough to be |
| anything  other than  moderately  irritating  to  play on. Single  character |
| sidescrollers really suffer from accuracy issues, as has been pointed out so |
| many times in the past, and this one is no  different. Also for  the love of |
| Pete, can I please get some sort of instruction that tells  me  I'm supposed |
| to use WASD to shoot? This is a perfectly valid approach to a weapons engine |
| (although ammo is too  scarce to make bullet spam while moving a truly valid |
| tactic), but you have to TELL me.                                            |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 23/ 90] -
|  Bare  minimum  effort  here. Yes,  this actually counts as worse  than team |
| zero's, in that  game  there were actually some elements that  had graphical |
| thought put into them, even though the whole thing was a mess. This is  just |
| a bland  mess with  no thought or effort. It looked  like for a brief moment |
| you had started texturing  the main level, before deciding "you  know  what, |
| I'll just do everything in gray breakable". Blech.                           |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 47/ 80] -
|  There's a fairly decent side scroller engine and projectile physics  engine |
| in here  somewhere, even  though  the  game they  comprised wasn't  all that |
| great.  The  jumping physics are pretty good, and it's mostly suffering from |
| the general  issues with  single character sidescrollers  that are  all  but |
| impossible to avoid. The projectiles, too, show a solid grasp on what is, if |
| not a super complicated engine anymore, is at least one that  everyone ought |
| to be able to know  how to do but  apparently doesn't. Still, that's all you |
| had to show, and the degree to which  the game was incomplete when it didn't |
| need to be (boards not linked up properly and all that) docks a considerable |
| amount of points.                                                            |
|                                                                              |
- STORY ------------------------------------------------------------ [ 18/ 50] -
|  One of those  rather forced affairs to get us from the  intro to the action |
| and the "hey look at my engine". BLU spies hate the RED spies, go  get those |
| documents and pick up my dry cleaning while you're at it. Whatever.          |
|                                                                              |
- SOUND ------------------------------------------------------------ [  5/ 40] -
|  No sound or music. At least that makes my job easy.                         |
|                                                                              |
- THEME ------------------------------------------------------------ [ 10/ 20] -
|  Touched on the  basics of the  espionage  theme (i.e. go  into  this  place |
| sneakily and steal stuff), but  not much beyond that. In the concept of  its |
| presentation,  it  works,  but this game isn't really  selling the  theme of |
| espionage through  a  sidescroller where everything  is randomly shooting at |
| you.  It's  a shame it's the  only  espionage  game  in the  pack, really, I |
| thought that was a pretty good topic myself.                                 |
|                                                                              |
- TOTAL ------------------------------------------------------------ [145/400] -
|  Not complete crap, but suffering  a lot from being clearly incomplete. What |
| this looks  like to  me is an engine with a justification tacked  onto it at |
| the last minute, and the engine  isn't  even  that great. I  could be  wrong |
| about that of course, but still, pretty blah game.                           |
|                                                                              |
|  "Oh wow I get to pick my own name!"                                         |
|                                                                              |
===============================================================================/

/= 98485 = Thanatos Insignia ====================== VIOLENCE/LIGHT = [291/400] =
- GAMEPLAY --------------------------------------------------------- [ 97/120] -
|  This was  very well polished as  a  game,  and  in particular I'm impressed |
| (though not surprised) by the length. On the one  hand, there's not a lot of |
| variation  in  the gameplay mechanic -- you go up  to  things and press WASD |
| until they're dead, while dodging shots, rinse and repeat. On the other, the |
| delivery of the various  elements of  the game, parceling out  story and new |
| level design every couple minutes, and a level-up  completionist quest, kept |
| the action from  getting too  dull.  This is a pretty formulaic game, and of |
| course Lancer's fingerprints  are all over it. But it's a good  formula,  so |
| it's not like I'm complaining or anything.                                   |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 65/ 90] -
|  This game has  a lot going for it visually, and so the real missing element |
| to me is coherence.  Symptomatic  of  the  core  problem with this game, the |
| graphics  just  don't  make  much  sense, they  don't mean anything. They're |
| pretty, sure, and I  think  the level  design came off  especially well, but |
| looking at this game, I really have no idea what the tone is supposed to be, |
| and the  constantly changing  graphics  aren't  making that job any  easier. |
| Still, they are pretty well executed. I may not know what any of the enemies |
| are supposed  to be, or  why I'm in  a barren wasteland  one moment and some |
| sort of temple the next, but at least they look good.                        |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 72/ 80] -
|  An engine game through  and  through, I guess  if I'm leaving  anything off |
| here it's because I  would have liked to see more. A game like this lives or |
| dies by the strength of its engine,  and so  I'm happy to  report  that  the |
| engine seems to be really solid. The only potential glitch I noticed is that |
| you  could  hide behind a  wall in  a fight,  which would trigger your short |
| range weapon, which for some reason would clip through the wall, thus giving |
| you a fairly big advantage  when the enemies couldn't shoot back. Other than |
| that, it was just about  perfect,  and as one can see, having a solid engine |
| makes it easy to throw together a bunch of  levels to play it on  and make a |
| pretty long game.                                                            |
|                                                                              |
- STORY ------------------------------------------------------------ [ 20/ 50] -
|  Lancer  keeps pushing the edge on  incomprehensible stories  and I think he |
| may have crossed it. Now it isn't that the story text about the hospital and |
| Amelia  and the  HELL SYSTEM didn't make sense to me, since  I thought I was |
| following that just fine. It's that the story there really had nothing to do |
| with the game  I was playing, so far as I can tell. The closest connection I |
| could come up with was that fighting random hippos and vagina dentata babies |
| and giant flans and evil Jimbo Wales had something to do with navigating the |
| HELL SYSTEM. But even I stop giving the benefit of the doubt after awhile.   |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 24/ 40] -
|  As with the story and the graphics, the music suffers not from being BAD so |
| much  as  being  incoherent.  A  mishmash  of  random  J-Pop  and  classical |
| orchestra, I really have no idea what  this music is trying to say. Perhaps, |
| I want to be a popstar?  The sound design was pretty good,  at least, in the |
| fighting and in the interludes.                                              |
|                                                                              |
- THEME ------------------------------------------------------------ [ 13/ 20] -
|  The story here  did make an effort at  tying things  into  a general  theme |
| about violence, and of course it was a game whose primary motif  was running |
| around killing everything that moved, but in the end the story didn't really |
| tie  together, and the action didn't feel  that  much more violent than your |
| average bloodless space shooter. There was something here, at least.         |
|                                                                              |
- TOTAL ------------------------------------------------------------ [291/400] -
|  Definitely  the favorite of  this competition,  and  it's kind  of  a shame |
| there's not more to compete with it. This is a good game, but it's not quite |
| a  great  game,  and  Lancer  has  certainly  done  better in the past; some |
| competition here would have  been  really  nice.  It's nice  to  see him and |
| Lachesis in cahoots, though, I can't say I dislike  the result. Just wish it |
| made more sense.                                                             |
|                                                                              |
|  "You won't get away with your nefarious deeds this time, Jimbo Wales!"      |
|                                                                              |
===============================================================================/

/= FINAL SCORES ================================================================
1. 98485 - Thanatos Insignia ---------------------- VIOLENCE/LIGHT - [291/400] -
2. 07865 - Anger is an Energy --------------------- VIOLENCE/HEAVY - [273/400] -
3. 3.142 - Demons Demons Everywhere --------------- VIOLENCE/HEAVY - [202/400] -
4. -0001 - All That Violence ---------------------- VIOLENCE/HEAVY - [166/400] -
5. 47238 - Mission: Most Likely Horribly Incompl - ESPIONAGE/LIGHT - [145/400] -
DQ 00000 - Violence Makes You Stupid -------------- VIOLENCE/LIGHT - [ 95/400] -
===============================================================================/