Winter 2014 Dualstream Day of Zeux Judging Sheets:Insidious
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2014 Winter DualStream Day of Zeux Judging Sheet - Insidious ------------- 07729 - They Called Me Mad - Theme Light - Insanity Theme: 20/20 (100%) Maybe I'm alone in this assessment but I actually think this might have done pretty well on theme heavy. The layouts of the levels speak to a damaged mind and both the pre-game dialogue and the pre-boss dialogue, while quite corny and cliched, spoke very well to a sense of losing oneself to dementia and insanity to the point of realizing but not being able to control it. Very well done, definitely earns top theme marks for Theme Light. Don't be so afraid of theme heavy for non-story-intensive games, it can work in your favor! Gameplay: 90/120 (75%) The gameplay was smooth, fun, and satisfying. However, it was also somewhat repetitive at times, what with sometimes dying near the very end of a very long level and having to go back to start. The "infinite number of constantly improving clones" upgrade mechanic was really fun and I really felt like my character was getting stronger (characters were getting stronger?) every time. Towards the end of the game I rarely used the rocks except when I was in a particularly dangerous situation, preferring to use dash. I will say that the rats in the final level seem to make mincemeat of even an upgraded-to-full character in seconds, though I did not apply the "balance patches" on the hotfix thread, which may serve to fix that issue. Points were docked primarily for repetitiveness, which definitely made the game wear a little on me towards the end after I had to run the final level no less than 15 times. This game could definitely have done with at the very least a halfway-through-the-level checkpoint system! I was very impressed with the gameplay in this nonetheless. Graphics: 85/90 (94%) The level graphics were pretty amazing, though they were a bit dark at times which, while fitting the atmosphere and mood, made it somewhat difficult to see where I was going. The enemy graphics were simple but quite effective. I would suggest for the dialogue graphics that there is really no problem in a medium such as MZX of having a character who is basically a sketch/outline be white on black. Blue on white looks a little odd, and lost you a stray point here. Effects and general graphical smoothness gained you quite a few points, this is a pretty nice looking game overall, especially for its genre. I would definitely describe this game as a great example of how to make a MZX game look pretty and graphically impressive while keeping it simple. Technique: 45/80 (56%) This is unfortunately where the entry starts losing most of its points. It was shipped with a save file, for one, which should only have required a fairly quick bugtest to realize. For another, to be played optimally it requires multiple hotfixes. As a judge, I played without these hotfixes applied (save for removing the save file and another bug marked important for continuation), and while the game was quite playable, I did notice a few glaring issues. Before I go into those, I should note that the technique score for this game would be much lower if it weren't for the skillful way it appears to have been coded in general, which includes lots of very smooth effects and a very balanced upgrade system. However, some bugs I noticed included items that could not actually be picked up, items that were the wrong graphic, occasional slowdown, inability to tell if my dash had actually damaged an enemy unless they died, inability to tell if an off-screen enemy had died, rocks not causing an enemy to take damage when it looks like they should have (bad collision boxes?), and other such minor but important quibbles. Another issue that partly comes down to implementation and partly poorly informing the player is the charge/dash mechanic, which the player is encouraged to use in a hint box... but not told that this is a fairly costly (at least at the beginning) upgrade at 1000 coins, and that hitting the button the hint box tells you to use without the upgrade causes you to stop dead. Indeed, when you do have the charge upgrade, running out of stamina will also cause you to stop dead. Personally I think that when the upgrade is not obtained it should do nothing, and that when it is obtained, running out of stamina completely should cause a cooldown during which continuing to hold down w will simply allow you to walk normally, with the expectation that the player let go of w and let their stamina refresh. In summary, a game hindered by a number of bugs, certainly not rendered incompletable but somewhat unbalanced and touchy, for sure. Story: 20/50 (40%) The story, which is quite light, is on its own merits a fairly cliched and mediocre mad scientist story, with a "quest for immortality" bit added for further clicheness. Saving this from being completely terrible however is an element of pathos, wherein by the end you actually come to pity the dementia-afflicted "mad scientist" because he clearly has moments where he understands the depths he's sunk to but can do nothing about them. So you gained a number of points here for approaching a tired cliche from a different angle. More development of this would have been interesting but probably not warranted in this genre. Sound: 40/40 (100%) The music and sound effects were absolutely amazing, and definitely carried the game through moments where there were no enemies onscreen or I was having to redo an area for the 12th time. I would definitely say that the music and sound kept me playing during moments where I would otherwise not have, and definitely kept the atmosphere going. Very well done. Total: 300/400 (75%) This game was definitely a joy to play, and I hope that comes through despite my criticisms of some elements of it. I think this game could have definitely done with its creators using their 15 minute penalty free grace period for a bit of bug testing, which would have helped push the technique score of this game into the high-60s where it deserves to sit. As well, don't be afraid of adding a checkpoint system if you have a "repeated death" mechanic and levels of this size. If someone thinks it makes the game too easy, you can always give them the option of turning it off. ------------- 19538 - i0N-DWN - Theme Heavy - Insanity This game is going to end up suffering far more than it deserves simply because it is just so woefully incomplete. Theme: 0/100 (0%) I don't know how it ties in with insanity because it never got that far. It seemed like it probably was going to, but no mention was made at all other than your nameless main character mentioning offhand that he must be "hearing things". Completely unrelated as far as I can tell otherwise. Like I said, I have the feeling that it was going to tie it in fairly well if it were finished, but I can't give you points for a feeling. Gameplay: 0/90 (0%) There was no gameplay. There was some touching of objects and description of them, and other than that it was pressing space to advance text and walking. There was nothing you could actually do that would count as playing a game. In an adventure like this was shaping up to be, gameplay ends up being "decisions made", but none of the decisions you could make had any impact whatsoever. Graphics: 25/70 (36%) The graphics were, while not offensive in any way, fairly basic and rudimentary, and there was little to actually look at. There were some nice simple effects though. Technique: 20/60 (33%) There were only a number of fairly very basic engines implemented here. A sprite walking engine, a space-advance dialogue engine, and a couple bits of animation/effect. The inventory engine was not completed or indeed even started, which seems hard to believe because an inventory engine is both fairly easy to implement and quite necessary to get anywhere with the kind of game this was trying to be. Story: 15/50 (30%) This gets points mostly because it *seemed* as though it was leading somewhere interesting and atmospheric. It did not, actually, do so, however. Sound: 15/30 (50%) Some pretty good and very atmospheric sound effects. No music to speak of except for the title screen, though inexplicably two other bits of music were included in the zip. Total: 75/400 (19%) Woefully, amazingly incomplete. A total tease. Started out seeming as though it was going to be very atmospheric and quite nice, but didn't last more than 5 minutes of actual player control. Less time on the polish, more time on the gameplay, people. It's better to have an unpolished but good game that you can polish up after the DoZ than to deliver an unfinished but polished looking 5 minute demo. ------------- 29427 - Subspace Janitor - Theme Heavy - Time Travel Theme: 95/100 (95%) Subspace Janitor explores the theme of Time Travel and time paradoxes quite thoroughly for a puzzle game. The puzzles are based around solving various time paradoxes, and eventually the player comes to learn that they are the source of an overall breakdown in time, and essentially has to find their way home and out of "subspace" in order to fix the time stream. I think this game ties itself exceptionally well into the theme. Gameplay: 54/90 (60%) I'm not much of a puzzle person myself so the gameplay failed to completely grab me. It was certainly interesting, and the parts where it introduced new gameplay elements were some of the most fun. Some of the least fun moments were the punishing timing challenges and the "follow the teleporter" type puzzles. But where this game really starts to lose points for me is length. At 64 levels, the game really starts to wear out its welcome around level 25 for me, despite attempts to change things up later on. I simply do not think this game needed to be this long, and it begins to feel a bit padded. Graphics: 50/70 (71%) This is an odd one to score on graphics, primarily because what is there is so simple and very "early MZX", but it works in its simplicity. Effort was definitely put into making it look glitzy and polished, and it's appreciated. However, in the end there are really very few distinct changes to the character set, and the game basically carries itself on its animations. Technique: 59/60 (98%) People are probably going to argue with me on this score and they can feel free to, but looking through the underpinning code for this game was pretty astonishing to me. Underlying a very shiny, very well put together, very complex game is a lot of very early-MZX style code, running in a small army of robots near the top of the screen. And yet, while coding this way can often lead to poorly functioning, unmanagable engines, it's pulled off very well, and feels and looks very well optimized and thought through. A single point lost here due to a very very minor glitch in Zone 45 that can be game ending, but needs a rather simple fix. Story: 20/50 (40%) The story here felt a little... well, repetitive, thin on the ground, and as though it kind of forced itself in repeatedly. Oh no, the time continuum is getting unstable. Again. I realize this is somewhat par for the course when it comes to a game about time travel, what with time loops and all that, but what the story had going for it, its humor, etc, kind of fell really flat by halfway through the game. This again is a bit of a problem of the game being overly long. Sound: 30/30 (100%) Great, punchy sound effects and great music make this one a joy for the ears. Total: 308/400 (77%) A great game that kind of ends up a mixed bag after a while, unfortunately. ------------- 35487 - J52: Quantum Hell - Theme Light - Time Travel I could actually spend the time to review this disqualified mess, which essentially relies on ripping off 80 other MZX games in order to work, or I could simply say that Giel needs to learn his lesson about plagiarism and indeed about standing on the backs of others instead of standing on his own two feet in general, and until he does he is going to find that very few people are going to take him seriously. The game itself was an unfunny Cans ripoff. 0/400, DQed. ------------- 79428 - No True(n) - Theme Heavy - Insanity The only game to take the theme of "Insanity" to its true apex, this was hands down my favorite of this competition. Theme: 100/100 (100%) What can I say... this game, this game... Loss of compassion, loss of self control, loss of consciousness and knowledge, loss of reality, loss of identity. Striving to regain all this in the face of insurmountable odds. This game took the theme of insanity and absolutely slam dunked it, while tying an interesting variation on the "mind and matter are the same thing" trope into the whole mix. Absolutely killer. Gameplay: 87/90 (96%) I definitely enjoy this kind of slash'emup gameplay in Megazeux and this was done really well! My only complaint is that the amount of possible combinations became overwhelming. Towards the end of the game I finally settled on one setup, the second tier "consciousness" sword, second and third tier speed runes, and all the runes that increased damage. This allowed me to satisfyingly chew through the final boss. Initially upon release the gameplay was a bit marred by some noticable bugs, which I will cover in the technique section, but upon being fixed the game was an absolute joy to play, and in fact is one of the few DoZ games I've played, let alone judged, where I have ever honestly thought "I should play this again after the DoZ". Everything feels very fast paced and overall very fun and rewarding. Some points lost for the bosses often being very easy to kill compared to the normal enemies, and some difficulty curve problems. Graphics: 70/70 (100%) The graphics in this game were great. The enemies, while certainly abstract at times, called up a sense of existential horror. The color scheme was great and it also served a purpose, which is a definite plus, showing you what swords/shots will damage what enemies, etc. The sword animations in particular are quite impressive, and each distinct boss area has its own graphical theme, instead of being repetitive. Absolutely top tier effort, here. Technique: 40/60 (66%) This game should honestly have a much higher technique score than it's getting here, as it is definitely an absolutely impressive work of MZX code. Unfortunately, it's also an absolutely impressive mess. Lots of very simple, easy to catch bugs got through, such as the player being unable to die, enemies getting spawned in odd places, enemies not respawning, enemies respawning too fast, music not playing, runes being given without having cleared all the enemies, the inability to obtain all the runes (necessary for the best ending), the inability to get to the best ending at all even if you were able to obtain all the runes, and a number of cosmetic issues. All of these were fixed post DoZ but unfortunately post DoZ fixes do not help your score here. The game is playable, even finishable, without the fixes, but it loses a lot of its fun and its charm. Story: 50/50 (100%) The story definitely drives this game forward, and this is in fact one of the most engaging stories I've seen in a DoZ. I covered a lot of the elements of said story under theme, but the interplay between your character, Amelia, and fellow trapped people, Lisbeth and Carol, and the explanatory (and much appreciated, though definitely reminding me a bit of Half-Life) backstory of them as a trio of researchers, along with the at times helpful and at times damning and belittling "Voice" was amazing and carried things in a great way. Sound: 30/30 (100%) Some great sound effects and absolutely wonderful music here, which definitely fit the game and give it that extra punch that makes it feel all the more professional. Total: 377/400 Play. This. Game. Get the fixed version, obviously. ------------- 80525 - Texts From the Future - Theme Heavy - Time Travel This is a great little game and I loved the humor and the way it didn't take itself entirely seriously, I loved the "simple adventure game" style, where there's just one item and you need to find what to combine it with. I thought it was a great DoZ entry. Theme: 85/100 (85%) Time travel was definitely explored to great degree here. You explore 3 different eras, and your overall goal is to reverse changes to the timeline that resulted in your wife and your kids existences being wiped out. Your kids are necessary to stop some war etc etc, it's all kind of intentionally cliched and vague from there, but the point is that it's a great exploration of the traditional time travel paradox mess. And it avoids the issues with exploring time travel in this way by just... ignoring them, because it's not taking itself seriously. Gameplay: 80/90 (88%) The only points this loses in gameplay it loses for being somewhat repetitive and simple, but it gains a whole whackload for just being fun. The items and the way they worked together are all pretty interesting and creative, and the results are usually worth a chuckle. I definitely had fun in the very short space of time it took to play this game, and it did not wear out its welcome. Graphics: 60/70 (85%) The graphics in this game are pretty exceptional. They suffer a little from the ambiguity that is always present in trying to make small-but-detailed objects in MZX, but that ambiguity is outshined by great color choice, smooth animations (for the few things that animate), and a general very polished feel to the graphics. In short, simple but eye-catching and great. Technique: 40/60 (66%) The points given for this game in the technique section are primarily given for smooth animation and a very well written, cohesive, and bug-free sprite-based player engine which incorporates talk/use, item (take/use), and look commands. In essence, it's a bug-free implementation of a slight variation on a MZX staple. Nothing ground breaking but you get a fair amount of points from me for getting it right the first time, as this DoZ has its share of games with bugs. Story: 30/50 (60%) I'm kind of on the fence on where to grade this game story wise. The story was clearly just meant as a justification for the gameplay, and takes itself not-very-seriously at all, but at the same time that same not-very-serious-taking serves it well. The story that's there does not overstay its welcome, and it provides a drive to continue doing the actions that lead to the game's resolution. So it ends up scoring just above midrange simply because it was certainly not a detriment to the game, but it wasn't exactly a draw either. Sound: 30/30 (100%) No sound effects to speak of but absolutely beautiful music throughout. Full points, no further explanation needed. My ears loved this game. Total: 325/400 ------------- Ranking: 1st - 79428 - No True(n) - 377/400 2nd - 80525 - Texts From the Future - 325/400 3rd - 29427 - Subspace Janitor - 308/400 4th - 07729 - They Called Me Mad - 300/400 5th - 19538 - i0N-DWN - 075/400 DQ (6th) - 35487 - J52: Quantum Hell - 000/400