Sunday, January 29, 2017

First Impressions: For Honor

For Honor
Developer: Ubisoft Montreal , Ubisoft Quebec , Ubisoft Toronto , Blue Byte.
Publisher: Ubisoft

DISCLAIMER: This game is still in BETA. All thoughts and opinions herein are related to the game during its development state. Features/content are subject to change and this is not a final representation of the game.

For Honor? More like No Honor. 

 

 

It's almost here, Ubisoft has lifted the veil on its medieval warrior mash-up, For Honor. If you were lucky to get into Beta that is and had a decent internet connection to handle the whopping 22 gig download. Now I will admit I came at For Honor with a bit of tepid excitement, I wasn't expecting much. What I found did impress but found the usual Ubisoft tricks at play and even a couple of issues when it came to gameplay.

Like the vikings in For Honor, lets just charge at the main feature of this game, the combat.  The current nine classes that are available are utterly fantastic, and all varied in their combat styles. I was completely blown away how each class has their own strength and weaknesses. I personally fell in love with the massively muscled Conqueror, who is a morning star/shield wielding Knight of destruction. With a combination of heavy attacks and unbreakable shield bashes, this class is a beast and it shows. 

Then the Nobushi came around and knocked me flat on my ass with her long spear and poison attacks. I was so utterly dazzled by this classes grace and elegance in combat, that it quickly became my second favorite class. There are many classes that I am sure will just speak to people in a certain way. This is the beauty, and main thing I took from For Honor. I can only imagine this will be enhanced when the final classes are released. 


For all its sword clashing, gleaming armors and deep combat, For Honor has many ways to completely undermine its own combat. Its like putting a Picasso above your toilet, its maddening and infuriating. Let's start with For Honor's many, many pits/cliffs/small falls/ladders. For some reason a man fully clad in plate-mail armor can't handle a fall of ten feet. Resulting in instant death, this quickly became an easy tactic and felt stupidly easy to apply. While I understand the argument of this being a part of tactical environmental awareness, it comes off goofy when people are stacked up on the bottom of ladders because one guy trolled and punched you in the butt. 

While there are ways to avoid fall deaths, I still don't understand the numerous spots Ubisoft put in maps for this to occur. Completely undercutting the great combat for essentially what is a fighting games 'Ring out'. 

The Dominion match type is the big 4v4 and likely to be the main draw for players. This is where all earned customization items take effect and its the only thing that is any different currently. This game mode is more objective based and requires capturing and holding of points and usually a middle battleground that requires pushing of conscript fodder solders to establish a line. Now while this mode definitely has its high points and can be very entertaining, this all quickly devolves, resulting in many situations where you will gang up on enemies or find yourself on the receiving end. The current Revenge meter is their solution, which gives you limitless stamina and a small health boost. In my experience, it didn't help anyone I killed or me for that matter. 

It's a game mode far less about skill and more about just being at the right place at the right time. Your mileage may vary mind you. What I was impressed by was how quickly the tables can turn in this particular mode, even if you are far in the lead. The enemy team can rally and pull out a win rather easily if fate sides with them. Despite that, Dominion is a bit lackluster of an experience. For Honor is game that definitely needs more game modes. Another thing that can POSSIBLY spoil the game is Ubisoft's micro-transactions.

In the game there is a standard in-game currency that can be used to purchase item packs.There item packs are effective only in 4v4 matches(Currently), The more you spend the better quality items you can get ahead of the pack. These effect stats like damage, stamina, etc. Now while there is no way to currently purchase that currency in the game, Ubisoft is more then likely to translate this into some sort of scheme for a quick buck. Making a scenario where its possibly a pay to win game mode. As there are only three game modes that eliminates an entire game type if you enjoy skill over cash. 

Keep in mind this isn't fact quite yet but given Ubisoft track record of cramming micro-transactions into anything. I wouldn't hold my breath. 

Don't get me wrong, I know it may seem like I have more complaints than anything good to say, but I enjoyed the Beta. For Honor is incredibly exhilarating and the combat is utterly amazing. We just need more game modes, and for the love god do something about the falls. 

Oh and I can't write an article about For Honor without mentioning the always on feature. As far as this writer can tell, there is absolutely no reason for it. The constant three faction struggle is a joke and utterly pointless. Especially given that you can play any class with anyone else. You earn points for your faction based on performance. The points can used to make a map in the background a different color that doesn't change anything in the actual game.

To wrap up, I do wanna mention that the game has amazing customization options. You can get random pieces of gear at the end of matches. Sometimes you get nothing, which is disappointing. For Honor is a new type of fighting game and if its success mattered in that alone, then it succeeded. I never got tired of the combat. It just needs more to take it to the next level. Which hopefully Ubisoft delivers on. This is a Beta after all. People who played Chivalry will feel right at home here and love this game. 

I just want two things added to this game. One, pointless war screaming as I run across the battlefield. Two, I can't wait for this game to have a cross over with Deadliest Warrior. Anyone remember that show?


Tuesday, January 17, 2017

First Impressions: Grab the Bottle

Grab the Bottle
Developer: Kamina Dimension Ltd


DISCLAIMER: This game is still in Early Access. All thoughts and opinions herein are related to the game during its development state. Features/content are subject to change and this is not a final representation of the game.

Take a Rube Goldberg device, the game Snake, Mister Fantastic's day off and throw it all in a blender. What do you get? You get Grab the Bottle. 

 

Grab the bottle, aside from being the worst AA catchphrase, is also a puzzle game. The games mechanics are rather simple, use your infinitely stretchy hand to navigate terrain, puzzles, and grab an assortment of bottles. While obviously far easier said then done your hand is also incredibly sensitive. Hitting the wall or objects in the area are a big no-no, do it twice and you have to start from go with all your progress in the level reset.



While the beginnings levels of this twisted puzzler are rather simple, the ante is progressively raised. Side object collectibles will impede your path to a good drink. Want that bottle of milk? Collect various pacifiers while keeping in mind you cannot cross your own path or pull your arm back manually. Where the real daunting challenge of this game lies is in predicting yourself and having a plan from beginning to end. Personally I found this very difficult to wrap my head around in later levels.

One level has you guiding your hand for a tasty bottle of soda through a roller-coaster. Aside from the fact the background is moving, you have to grab items that roll back your hand and then thread the needle again through all the wheels and doors of the coaster. I raged a bit, as tapping anything slightly with your hands sends it flying back and gets you into more trouble rather easily. You are only allowed two mistakes, so expect to repeat levels quite a bit.

Thankfully, the game does feature full controller support and  the controls are simple and intuitive, I didn't feel like I was cheated at any point. The hit box on the hand is a hit and miss sometimes but I will chalk that up to Early Access. The tutorials are rather relaxed in Grab The Bottle as well, which can become frustrating in later levels. Bombs and destructible environments are introduced but it never really tells you how these work but lets you figure it out yourself.

Experimentation is required to figure what you need to do and in what order; which leads to a bit of repetitive death. The game itself is a great mind tickler and I found it quite challenging. What more do you want in a puzzle game?

Well, if you do happen to want more, the developer is planning on more levels beyond the current twenty two. Example of level ideas include: dropping ingredients into a blender in the correct order or actually working a Rube Goldberg device.. The developer has also mentioned a two to four player local multiplayer with various game modes. Steam Cards & Achievements are on their way as well.

The games vintage comic book aesthetic is odd, but Grab the Bottle is odd itself. The level design does take very well to this aesthetic and flows very smoothly. Just expect plenty of dots and scenery that looks like it came from the 1950's. One thing I have to mention is the terrifying faces of these characters. They look like they got hit a shovel, twice.

Weird faces aside, Grab The Bottle is a clever little puzzle game. There is more content coming so a full review will have to wait. Despite that, I feel comfortable with recommending the game if you love puzzle games. It has some really challenging levels to challenge the mind and the game is in a solid state. There is one minor bug I ran into that causes your hand to become invincible, but this only occurred once.  Coming in at $9.99 with more content to come go ahead and see if you can wrap your mind, or more correctly hand, around this one.

Sunday, January 15, 2017

Dear Gamers: A dose of reality.

Dear Gamers,

I have for most of my life lived in clouds, just like you. Saving princesses, fighting evil wizards, and slaying dragons. This is the world I prefer to live in, the world of fantasy. If you were unfamiliar with my gamer lifestyle you may ask why and the simple answer is that I have control there. I am the hero and the only person who can save the world, its a chance to escape harsh reality on occasion. The brutal hard truth about "real life" is that its unfair, unyielding, and unrelenting. There is no magic sword, no black and white, and no stars to make a wish upon. The clouds are safer and far much more pleasant.

Today isn't a day to live in the clouds, today isn't for princesses or magic or whimsy. Today I am firmly on the ground and I am afraid. Afraid for my loved ones and people all across the United States of America. I have been living in denial, saying things like "They won't remove it without replacing it." Or, "They aren't going to let people just die." Then everyday I get up and read the news and I get more scared. I can't keep lying to myself.

I am not scared for myself, I am fortunate enough to be healthy for the most part. I am scared for the one thing that anchors me to this Earth. So I thought about how best to express how I feel and the answer was very simple. I would use the greatest skill that I have, I can write.

Fifteen, that is the number of medications my wife takes to survive, cope, and live a normal life to the best of her abilities. My wife has an incurable auto immune disease called Scleroderma. It's so rare and unheard of that auto correct thinks I misspelled something. While I could spend a books worth describing what its like to live with this disease, I will put it into a form you may understand.

Remember that disease Stannis Baratheon daughter had from Game of Thrones? Greyscale they called it. Poor Shireen the little red-headed girl had it. It makes your skin harden and crack and turn grey. In later stages after it consumes your skin it attacks your internal organs and turns them to stone and you die a horrific and slow death.

Now unlike Game of Thrones where magic and other mystical things have a chance of curing this disease. Here on Earth, Greyscale is real and we use cancer medication to slow the effects, because there is no cure. My wife has a hard time swallowing food because her insides are becoming hard. It gets worse every day, month, and year.

That isn't why I am writing this today. My wife is alive and for the most part happy to be alive. What scares me is that the government might kill my wife. That isn't a dramatization or exaggeration, she will die without her fifteen medications. The disease will accelerate and she will die as her lungs, heart, and bowels harden. She might starve to death, not be able to breath, an assortment of nightmare scenarios.

The ACA or "Obamacare" saved my wife's life. She wouldn't be here anchoring me to this Earth if it wasn't for her health insurance. I am powerless to help her, all I can do is read the news every morning and hope. Hope that the right decision is made. Hope that they think about twenty million people who will suffer and possibly die.

I am powerless to help her but I can do one thing. I can write, and give you the reader a dose of reality. While we play our games on our TV's, phones, and computers and live among the clouds, people could die. As a gamer I get that its hard to look down and its hard to face reality, I get it. If we truly love the heroes we play then we cannot simply ignore the true and real problems in our world. Your world, my world.

All it takes is one decision from a place most of us will never ever see. One decision that will change twenty million lives. So what can I do? I can write and hope somebody out there reads this and maybe it inspires them into action.

What can you do?

Thursday, January 5, 2017

Review: Recettear: An Item Shop's Tale

Recettear: An Item Shop's Tale
Developer:EasyGameStation
Publisher: Carpe Fulgur LLC

While I love all forms of gaming, Visual novels don't rank very high with me. I find them to be a linear experience and pretty much akin to reading a comic book with less panels. It's a genre that for me to really enjoy, it needs to have something extra thrown into the mix. War of the Human Tanks had a strategy aspect to it. Loren the Amazon Princess was a turn based RPG.



Which brings me to Recettear, This game has been on my radar for many years but I was always afraid to make the plunge but Steam sales being what they are, here I am twenty hours later and I loved every minute of it. Recettear takes the style of visual novels for its storytelling and throws in shop management and an extremely in depth dungeon diving/crafting system.

The games story is rather simple, one day a fairy named Tear shows up at your door.(Hence RecetTEAR) She explains that your father has disappeared/passed away and now all his debts have fallen to his daughter, Recette. Our main character is daft as a bird so Tear decides to help her run an  item shop so she can pay back her debt. Spoilers! You owe close to a million bucks in debt and have a month to pay it! Capitalism, Ho!

You will have to buy low, sell high, bargain, and pinch every single penny to be able to make all the payments in time. While it seems daunting the game gives you plenty of opportunity if you're smart.

Recettear is a cute game. When I say cute, I mean this is bubblegum and rainbows type of visuals, story, and mechanics. If you happen to be a fan of anime you're going to be right at home here, but those who are unfamiliar with the style may be thrown off by it. Just expect giant cute googly eyes , fairies, and plenty of over the top emoting. Obviously the game has an anime aesthetic when it comes to character design so I am not going to talk about that all that much. It's a 'you like it or don't' type of scenario. I thought the characters were well designed but general run of the mill fantasy anime stereotypes. Where things completely change is in the dungeons and shop management.

One very important thing to note is that the game is not in a 16:9 resolution. This like most other Japanese visual novels comes in a 4:3 aspect ratio.

Shop management is done in an over the top view where you can control our main character, Recette. The game really reminds me of Paper Mario where you are a flat RPG sprite running around 3d environments. Its really well done and gives the entire game a dynamic feeling. Your shop is your bread and butter. You will spend about half the game there. You can re-design your shop, re-arrange just about everything and place items to sell.

There is an atmosphere system that depending on how your store looks will attract certain customers. Lean towards gaudy and expect a couple shady people, design in heretical tones and maybe a demon might show up. It's something I really thought was great and wish it had been expanded upon more. There are only about two dozen people in the game to sell too. So don't expect it to get that deep sadly.

If you are a wise shop-keeper, the best idea is to get something for nothing and sell it at a high price. Enter the Adventurers guild where you can hire a character you've befriended and go into dungeons for rare treasure. This aspect to the game is almost in itself a whole other game. This is where that Paper Mario aspect really kicks in, except Recettear is all about real time combat. Which can lead to some moments where your depth perception is going to be thrown off. It's not a huge deal but it happens frustratingly.

You run around randomly generated environments battling monsters, bosses, and avoiding traps. There are a total of eight unique heroes that you meet throughout the story and some you can access playing in the games Endless mode. Heroes all have their own unique equipment, abilities, and different fighting styles which is amazing. The adventurers all buy their equipment from your shop, so its up to you to equip them properly. You can let them "borrow" items for a dungeon delve but that takes up valuable inventory space for treasure. Level progress is done in a survival of four levels and then a boss level, you have to option to leave at that point or move on for another five levels.

The entire dungeon system is really awesome and for the first part of the game is super useful. Things start to fall apart though nearing the final weeks of the Story mode. Most of the treasure in the first 3 dungeons don't scale up with the amount of money that you need to pay your debt. By the time you get to the final week where you owe 500k, you are hopefully dealing in sales around 20-70k per transaction. Where dungeon loot maxes out at 1-10k. The reason being, is that the developer wanted the end game content to be all about that shiny treasure you find and give you a reason to come back. Once you complete the initial story mode, additional dungeons are available that have upwards of 500k type of treasure. I understand to control balance, why this was done, but it doesn't make dungeon diving a rewarding experience in the later half of story mode.

As you progress through the weeks, you earn merchant levels that give you access to more crafting recipes, more customization options, and store expansions which allow you to put up more for sale. You earn merchant levels through successfully haggling with your customers. It's a rather awesome system and feels super rewarding when you sell that big ticket item you wanted. There are market fluctuations, trends, and people who will want to sell items to you. These market fluctuations are a BIG deal and the key to beating the game. Buy low, sell high.

People selling you items is my BIGGEST gripe with this game. Imagine dealing with hundreds thousands of pix(gold) and selling antiques, magic weapons and armor and then suddenly someone wants to sell you a lottery ticket and haggle over the price. This happens quite often and by the end of the game If I bought one more dang cherry I was going to lose my mind. While customers gain more of a gold pool through successful interactions and earn trust levels. It would seem that the item pool that they draw from doesn't ever upgrade. Keep in mind, this is solely based off my experience in Story mode.

Aside from the minor gripes mentioned, Recettear is a fun and enjoyable game. It never gets dull to set up your shop just the way you want it and make oodles of money. Dungeon diving, while not super rewarding near the end, is far more complex and extends well beyond the end of the game. The item encyclopedia is robust and you could probably triple my game time trying to fill it out completely. Additionally from the Endless mode, you have New Game+ mode which is more or less the same experience except you keep all items, levels, etc. There is also a survival mode where the amount of money required to pay your bill keeps rising until you can't keep up.

The game features controller support, delightful voice work and a jaunty little soundtrack that matches the tone of the game very well. The game doesn't have steam cards or achievements which is kind of a bummer. I can only assume this has to do with Recettear being translated for an English audience and not the other way around.

As mentioned earlier, I got about twenty hours purely out of story mode. The game has amazing replayability if you enjoy its mechanics. I got the game on sale for $2.99 which made the game worth it and more then I could have ever hoped. I still think the game is worth it even if you can't nab it on sale though. It's not a perfect game but its unique and innovative and mixes genres very well. I couldn't stop playing the game from beginning to end and there is still more to do to the games credit.

If you are in the market for a visual novel but want to stray off the beaten path, Recettear is an easy choice. It's bug free and really well made. If you find yourself a fan of the game, the developer is currently making a tactics style game. Check out the links above for that.

I wish luck to all the aspiring merchants and I leave you with this quote from Barack Obama. "Money is not the only answer, but it makes a difference."

Sunday, December 18, 2016

First Impressions: Clone Drone in the Danger Zone

Clone Drone in the Danger Zone
Developer/Publisher: Doborog

DISCLAIMER: This game is still in Early Alpha. All thoughts and opinions herein are related to the game during its development state. Features/content are subject to change and this is not a final representation of the game.

Laser Swords humming, my left arm has been cut in half. Two foes coming in from both sides.  What do you do?(No pun intended) One foe is unwise to swing too early, leaving his head on the floor as I slide by with a swish of my sword. The other isn't so easy but a quick kick sends him flying backwards over a ledge. I jump as the robot crowd buzzes with excitement.(on the inside) My foe looks up only to see my sword coming down on his body chopping him in half. I stand there Lea Norton a sixteen year old marketing manager has won glorious victory!



I can't name many games that really deliver an experience quite like the one I described. That is just ONE round in Clone Drone in the Danger Zone.

Aside from having one of top ten most epic game names I have ever heard, Clone Drone is a fast paced action game that you need to know about. Now if you are anything like me you love two things, robot carnage, and fun dueling mechanics. I am happy to say that the Early Alpha delivers on both those very effectively. The combat is simplistic as is the graphics but there is quite a bit of complexity here that lay beneath the surface.

Mechanically is where I was the most impressed with this particular title. The sword combat honestly reminds me of Star Wars Jedi Knight: Jedi Academy. Where you are constantly pivoting, and dancing around your enemies and swinging your sword hoping to get that perfect shot. Clone Drone throws in gladiatorial combat and dismemberment, where every round damage is transferred to the next round. Lost a leg? Your going in to the next round with one leg.

There is also bows, traps, jet packs, and a whole skill tree to progress through creating different tactics/builds that you can try. The beautiful part is this is only the beginning as more is hopefully added as the game develops more. Adding in more weapons, more sword fighting styles, and more crazier enemies just makes me giggle at the idea of what this game can become.

As of right now there is a bit of a story mode which hints at the possibility of more then just the current arena combat. I am cautiously optimistic as the arena style gameplay seems a great setting, so taking it out of that setting might be strange but for now we will have to wait and see. There is also an endless mode if you just wanna see how far you can get. Plenty of fun surprises and good level design waits in this mode. Lastly, for all you Twitch lovers out there is a dedicated mode just for that which I didn't play around with all that much. I think there is fruit throwing involved?

While the graphics are simplistic, I think it lends itself to the robot chaos and blends beautifully together once you really get into the fray. There is plenty to love about the alpha as it stands right now. Obviously I encourage my readers to support Indie games and especially Clone Drone. I feel comfortable with the state of the alpha as a purchase alone. It's easy to play and very entertaining game that you won't regret purchasing. If your not convinced then I highly recommend at the least keeping your eye on this title as it develops!
 

Tuesday, December 13, 2016

Review: OneShot

OneShot
Developer: Team OneShot
Publisher: Degica

OneShot is a game that doesn't shy away from breaking the fourth wall. It harnesses my love for games that mess with your head and play with the conventions of game design. Games like The Charnel House Trilogy or Richard & Alice are clear examples of these types of game.  Unlike those titles though, OneShot takes it to a whole other level.  To say the least, OneShot has some really innovative ideas that go outside the window, literally.


OneShot plays with deep concepts such as life, sacrifice, morality, and the environment. It's easy to see why the rabid fan base is quick to compare this to a game like Undertale, especially given the childlike innocence with which these topics are approached. It hits the heart in just all the right places. While I don't want to get spoiler heavy, as the games primary enjoyment comes from its story, I will outline the basics.

In the game you help Niko after he mysteriously wakes up in a world with no sun. Niko doesn't know how he got there but he does manage to find a light-bulb that magically illuminates in his hands. This begins his long journey. A journey that will take him all across the world. If there was a way to describe this journey it would be like a Miyazaki film. The entire adventure feels unnerving but beautiful all in one breath. It propels you to an ending that leaves you questioning more about the world, more about yourself and the decisions you made.

Mechanically OneShot is simple, there is no battle system to speak of or anything really all that fancy. This is mostly a straight forward narrative game. There is an inventory system that lets you combine items to move the story along. You've seen similar systems in point & click games. The real interesting part comes when the game suddenly jumps into windowed mode. Once in a while you will come upon a puzzle that requires you to, "think outside the box."

These puzzles usually involve some sort of outside factor that actually isn't in the game itself. One puzzle might have you hunt down a file for instance. One of my favorites is the one that has you matching symbols to progress in a maze. It's very cleverly done and its something you have to experience to fully understand. Explaining it doesn't really do it justice. That sums up how I feel about OneShot in general. The experience is what makes it great.

If you are looking for extremely difficult puzzles, this isn't the game. It will make you think logically, but I didn't find it to be mind blowing in difficulty.

To back up the storytelling and puzzles, the game has an equally unique art style. Now keep in mind this is an RPGMaker game so it's pixel graphics, but that never holds the game back. At key moments the game also has these beautiful cut scenes that really draw you into the moment.

As you travel, each area has its own color palette and theme ranging from factories, forests, and the city. The world is dying, so OneShot has to balance its dreary setting but maintain a level of pleasing aesthetics. It accomplishes this with bright colors contrasting very dark backgrounds. It's quite effective at building the mood of the game. One area that does deserve mention is the characters sprites, which are fantastic!

The music of OneShot is also exceptional as well. Again, all playing into that creation of atmosphere that this title is based around. I personally enjoyed it but didn't find any particular track that piqued my interest. It got the job done, which is all that matters. Same with sound design. If you find that you love it, then FYI, the developer is releasing the OST soon for purchase.

The game can take anywhere from two to four hours on your first play through. If you read every scrap of lore, book, and investigate every nook and cranny. Once you do beat the game, there is a new game plus mode that unlocks. This area is the one I have the an issue with. Certain things were not finished in the first playthrough and are left unanswered no matter what you do. The new game plus practically tells you that things are going to be different and tells you to play again. This is sadly a bit of smoke and mirrors. My second playthrough was an hour long and I counted about five things being all that different.

The content isn't, as of when this was written, in the game yet. So hence the minor gripe I have. The end more or less leads you on. It could be far worse as certain players have gone as far to play three or four times looking for anything, to no avail. Despite that, the game is very enjoyable, the first playthrough is by far going to be the best. The puzzles don't change so the challenge is eliminated at the second playthrough.

Of course the developer is still actively adding things to the game so this is bound to change and I am very curious as to what awaits behind certain doors. Perhaps forgotten heroes? You know what I am talking about OneShot fans.

To wrap up, games like OneShot are what make Indie games so vitally important and amazing. They innovate, they have creative stories, and we need more games like it. I really enjoyed OneShot and hope the developers only grow from this and make bigger better games. Coming in at the low price of $9.99 this game is worth every single penny.

I gladly recommend this game and if you love narrative driven games then you need this in your library.

Friday, December 9, 2016

Review: Ninja Smasher

Ninja Smasher
Developer/Publisher: Q-Cumber Factory

Editor'sNote: This is a Review solely based on the Steam/PC version.

It's sad when a good game doesn't get a good port. Ninja Smasher is a 3DS game that was recently released on Steam/PC. It's got everything you would want in a cute game like this, Metroidvania elements, adorable graphics, simple controls, and tons of replay value. I can easily say I fell in love with this game the moment I loaded it up. I played gleefully for an hour or so but then hit a massive snag.

The game crashes, over and over.



The way the game works is that you collect powers/upgrades to your ninja gear that allows you to progress farther into the game to save your Ninja Lady. Areas are adorably designed in glorious 8-bit style. Action is fast and you can bounce off one enemy to the next in rapid succession never even touching the ground!

Throw in powers like ninja flames, wall grapple and you have my attention. You can see why this game was successful on the 3DS.

The one area the game crashes in is a dungeon that you need to progress through to get a power and get deeper into the game. So without any way of passing this dungeon, its game over for me. To be fair I am not the only one experiencing this bug either. Users on the Steam forums have left messages with no response.

The dungeon I am stuck in forever...

I got the same results when directly contacting the developer. No response to the issue. Now honestly this is something so stupidly easy to fix that one patch would let me finish this amazing game. Thus far it's been six days and no dice. So I solely recommend getting this title either on the 3DS or perhaps even on mobile. I can't comment on the port to mobile though.(If it works)

I may revisit this game in the future if the developer does fix it but as it stands. This is a bad port and it makes me sad.

UPDATE: Developer Q-Cumber Factory did in fact contact me after the posting of the review and has told me they plan to fix it ASAP. Hooray! Maybe we will get to see a re-visit of this title in the future!