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Feb 11th, 2025 at 14:21:02 - Astrea: Six-Sided Oracles (PC) |
Hidden gem! This was free on Epic a few months ago, and I'd never heard of it, but it sounded cool. Astrea is like Slay the Spire but with dice instead of cards. It's a "dice builder" instead of a deck builder and has some other novel mechanics.
Here's how it works. Imagine the set-up is the same as Slay the Spire. Instead of cards, you have dice. Each die is really like six potential outcomes. Some outcomes are positive and others are negative. This is referred to as "purification" and "corruption." You are healed by purification, but damaged by corruption, and vice versa for the enemies. You and enemies both have a "corruption meter" (which functions as a health bar for you). If your corruption meter fills, you lose a heart. You get three hearts per level, and if you beat the level boss, your hearts refill. If the enemy's corruption meter fills, then they trigger a corruption action, which could be dealing corruption damage to you or buffing themselves or whatever.
So, you are generally trying to kill enemies by doing purification damage to them, while making sure not to do too much corruption to them because it heals them and eventually triggers corruption actions. And you are also trying to manage your corruption level. Corruption needs to be "managed" instead of necessarily prevented because you trigger abilities called "virtues" when you receive enough corruption. So, taking damage is necessary for using powerful abilities. Virtues vary depending on the character, but could include rerolling x dice, dealing purification, converting a die from purification to corruption or vice versa, and so on.
Dice will generally be focused around some particular action, such as dealing purification or rerolling or any one of the many actions associated with various characters, and there are three categories of dice: safe, balanced, and risky. Imagine a purification die. The safe version might have all six faces dealing a small amount of purification. The balanced version might have four faces dealing a moderate amount of purification but two faces dealing some corruption. The risky version might have two faces dealing a large amount of purification, but four faces dealing a fair amount of corruption. You build your deck around being safe, balanced, risky, or whatever combination. If you find a risky die that aligns with your build, then you will be more inclined to take it, but if it doesn't seem to align with your build, then you might decide that the chance for the strong positive faces doesn't outweigh the potential drawbacks of the negative faces. Oh yeah, I should mention that during your turn, you can pass on playing dice with purification and other positive effects, but if a die lands on corruption, you have to play it. So if your deck is full of risky dice, then you are constantly going to be forced to play dangerous corruption...but you're also going to have some powerful purification and other actions. The trick is being able to manipulate dice to increase your chances of positive outcomes.
There are a lot of factors that go into this, from choosing a character (there are six to unlock) to wisely choosing your dice (based on risk, having a good amount of dice in your pool), to choosing good sentinels (up to two little robot dudes that you control and that each roll a die each turn). You also need to be strategic about pathing, which involves getting into fights, choosing dice, getting blessings, and spending cash on upgrades. I eventually determined that a strong strategy was to focus on landing on nodes where you can modify dice and then duplicating those dice. This lets you, for example, take a risky die and replace the worst corruption faces with really good actions. If you get lucky, you can, for example, stack one die with six strong faces and then duplicate that die three or four times. The logic here is replacing corruption with, well, anything else. I also enjoyed trying to keep my dice pool small and to accumulate blessings. This is really well done by aiming for the node that lets you destroy four non-starter die to receive one blessing.
There are so many different strategies for builds, multiplied further by the six characters, each of which has a unique play style. One focuses on converting dice; another focuses on damaging himself for strength; another focuses on doing damage over time; another plays like that robot in Slay the Spire that has orbs; another leans into randomness even more; another emphasizes managing sentinels.
Regardless of your choices though, one unique thing about Astrea is the amount of math you have to do. The game handles calculating base damage, but beyond that, you need to be able to calculate in your head to plan optimal moves. So for example, you might have a blessing that adds one purification to safe die, that deals five purification to an enemy whenever you deal corruption damage, that adds two purification when you have only one heart, and on and on and on. But the game doesn't adjust values to reflect all these modifications. You'll use a die that deals three purification, the outcome will be like 10 purification to two enemies, 11 to another enemy, 4 purification to your sentinels, and 8 purification to you, and you're like..."what...?" There is a lot to keep track of, and by the end of a run, when you have like 15 blessings, it's so complicated! But if you've made it to that point (at least on Astrea 0 or Astrea 1, the lowest of the difficulty levels), you are steamrolling enemies, so it doesn't really matter. But while I was learning, before I got the hang of things, I spent a lot of time doing math in my head. I liked it though; it felt that the game was challenging me to think.
I eventually did get pretty good at it and beat the game with all the characters, and then beat Astrea's Heart with one (which is like the actual final boss when the credits roll). By that time, I was one-shotting bosses. You can increase the difficulty level, and I am sure it gets ridiculous as you go on! I can't imagine the complexity ramping up when the difficulty also ramps up in a run.
So, this was definitely a happy find. I'm glad I gave it a shot and didn't ignore it just because I'd never heard of it and it sounded like a Slay the Spire clone. It really is unique with the dice. The presentation and all that isn't up to Slay the Spire standards or anything. There's a story that didn't do anything for me. But, I really enjoyed the dice-rolling and ability to harness the randomness. It's a thoughtful game, definitely recommend if you like these.
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Feb 6th, 2025 at 16:55:18 - Trombone Champ (PC) |
Trombone Champ is so weird and fun. It's a rhythm game mimicking the unique sliding feature of the trombone. As the notes move across the screen from right to left, you move the mouse up and down depending on where the note is and press/hold any button on the keyboard or mouse to play the sound. So, one hand is moving the mouse up and down, while the other is mashing a button over and over.
There are tons of tracks, some song originally with trombone in them, and others remixed with trombone (and sometimes drum and bass, and always an airhorn). The addition of trombone to classical music, national anthems, folk songs, and so on is often funny. I never thought about it before, but trombones are a funny sounding instrument.
Songs are rated 1-10 stars for difficulty and you are scored on ranks F through S. It starts off nice and slow, and I was hitting S rank on everything until four or five stars, when some songs started presenting a challenge. By the time I finished, I was hitting S rank on some 8-star songs. The difficulty range within each star was off, I think, because while I S-ranked some 8-star songs on the first try, I could only B rank others, and there were some 7- and 6-rank songs that were still giving me trouble. Or, I was just much better at certain types of music. Familiarity with songs helps tremendously, especially on songs with lots of fast notes, like triplets. If you know what it sounds like already, it's much easier to hit the notes.
Some notes are held, while others slide. Some songs are slow, while others are fast. The crazy ones would be blazing fast with all sorts of staccato rhythms, slides like crazy (hold a button and move the mouse up or down), and big intervals between notes, such that your mouse is flying up and down and your button finger is mash mash mashing away. All coordinated, of course!
That's the rhythm game part. There's also a collectible card aspect of sorts with real musicians but fake facts about them (usually involving how many hot dogs they are rumored to have been able to eat) and some bizarre lore about baboons and the treble and bass clefs and the universe and the Trombone Champ of legend. It's weird, like I said, but I found it all highly entertaining. Would definitely play more.
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Jan 31st, 2025 at 13:18:58 - Do Not Feed the Monkeys (PC) |
This game has some cool ideas, and I liked my brief time with it, but it becomes repetitive and frustrating. The game describes itself as a "voyeur simulator." You sit in your apartment watching live feeds of other people's lives ("cages" as the game calls them). This was really interesting. Each cage has a different self-contained story. One guy was an accountant moonlighting as a cross-dresser who is doing some shady business dealings and threatening people who want to expose his double life. Another cage was a room full of overeducated writers slaving away on a self-help book credited to a media mogul. Another was a field that gets a mysterious crop circle. Another was a janitor trapped in an elevator who had made an imaginary friend out of janitorial supplies and is writing his life story on the wall. Its darkly humorous, sardonic writing landed for me; I liked its vibe.
So, your job is to monitor an increasing number of cages and learn things about the people in them because you have joined some organization that wants you to do this. You're occasionally given tasks to deduce something about the cage (what is the name of the person in cage 10; what is the address of cage 3; etc.). You are rewarded with money for getting these answers correct. You need money because you are also managing your own hunger, sleep, and health levels. If you don't eat, sleep, or keep your "health" up, you'll die. You also have to pay rent, and you have to pay the shady organization employing you in order to move up in the organization. To earn money, you have to take jobs. To eat, you need to buy food. Everything costs time, which is a huge constraint. The clock ticks away regardless of what you do, which means you're always getting hungrier, your landlady is closer and closer to demanding rent, and so on.
This wouldn't be too hard if you just needed to watch a few screens, but it gets up to (as far as I got) 25 screens. This is practically impossible. You can't keep track of what's going on, you can't follow the stories, let alone trying to sleep and work and everything else. So, the game became about skimming the stories, clicking as fast as I could through information to try and solve the little puzzles, trying to stay alive as long as I could. I did one playthrough, but I think that's enough. If I start over, I'll have to just mindlessly click through stories again looking for keywords to file away until I have what I need to solve puzzles to earn the money necessary to stay fed and rested and housed until whatever the end game state is. I gather that there are more scenarios I didn't see, but each one blows through its content quickly, so it really would be just seeing the same short, repetitive scenes playing out over and over, with a few new ones tossed in.
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Jan 27th, 2025 at 15:30:06 - 60 Seconds! Reatomized (PC) |
Goodness, one more short one...
My students recommended this to me after I had them play Papers, Please last semester. Their rationale was that you have to make ethical decisions, but this game is completely lighthearted. Apparently it's an old browser game that they all played as kids, which got a Steam release in 2019. The premise is pretty funny. You play as either a mom or a dad, a nuclear bomb is falling on your town. You have 60 seconds to run around your house grabbing supplies and family members to put in your fallout shelter. Then, you have to survive in the shelter, or somehow get to safety, with whatever family and supplies you grabbed.
It's basically a choose-your-own adventure game heavily influenced by dice rolls. Each item is useful for various things. For example, your family members have to be fed and watered, so the cans of tomato soup and water bottles are crucial. The rifle can be used to defend from bandits or critters. The axe is also a weapon and can be used to shave. Checkers and cards are for entertainment, gifts, or trading. And so on. There are a bunch of random events that happen, from bandit attacks to finding a dog to the shelter becoming infested with mutant cockroaches to traders showing up on your doorstep. You often get to choose "yes" or "no" to resolve scenarios, and often have to have some specific item(s) to resolve them favorably too.
I played four times and never won. Everyone always ends up dying, though I got to 59 days once, which is a long time. And I feel like I was one or two steps away from getting rescued by the military, or moving to a friendly safe camp, or figuring out how to start a car. All these things require several random events to happen and be resolved, so it's just about if you're lucky enough to get them and have the necessary resources to resolve them. Your family members get thirsty and dehydrated, hungry and starve, tired and fatigued, sick, and they can go insane. You'll have to send them out to scavenge for supplies because you need more than what you take from your house, and they often come back from scavenging with various ailments. The art is pretty funny. As they are in the bunker longer and getting in worse and worse shape, they do start to look disheveled and crazy.
This was definitely amusing to play for a little while. I've got a couple others that my students were recommending based on Papers, Please too, so I'll need to check them out sometime.
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