Jasper’s Journeys: Finishing Up

When I was trying to google for information on how many levels Jarsper’s Journeys contains, one of the false leads I kept turning up was a review that talked about having difficulty with the final boss. The person who wrote it wanted to buy a triple-shot potion from the inn to make it easier, but found to his dismay that he was just a few coins short of being able to afford it. If I wasn’t already hoarding my coins, this sad story would have convinced me to start. However, my experience turned out completely different: by the end, I had thousands of coins and nothing to spend them on. It was as pure an example of the hoarding problem as you could hope to witness. In the earliest levels, I was reluctant to buy potions because they were expensive and I didn’t know if I’d need the cash later. I did start buying stuff toward the end, but the fact is, the game never really gets all that hard. Particularly if you’re exploring: many of the tougher fights can be skipped if you find the right secret passages.

I can’t say I got every treasure in the game, because there are places where this is just plain impossible. Sometimes you have a choice of path from A to B, and you can’t go back to get the treasures on both paths. This doesn’t happen often, but it does happen. Also, there’s a significant amount of cash emitted by slain monsters, little golden coins and stars that bounce away in random directions and then vanish, like rings in Sonic the Hedgehog. It’s rare that I manage to get all the coins from even a middling enemy. When you kill a boss, it explodes into a cascade of coins, and there’s no way you can get them all before they disappear. All you can do is try to be in the thickest part of the storm.

Not every level has a boss, by the way. Maybe half do, and a couple of them are among those tough-but-skippable fights I mentioned. The first couple of bosses, the anthropomorphic Armored Pig and the Fire-Breathing Ogre, show up as non-bosses in later levels, which is a little strange, because usually when that happens in games, it’s a sign of your escalating power, and there’s no escalation of power here. There’s just escalation of difficulty.

You do get increased firepower from a couple of potions, but it only lasts to the end of the level. Of course, you get the opportunity for maximal firepower when facing the end boss, which means not just the aforementioned triple-shot, but the butterfly as well. The butterfly is like the drones or multiples in various spaceship-themed shooters: it floats above your head (sometimes lagging behind you a little) and shoots along with you. Not only does this increase the area covered by your shots, there are places where it lets you shoot from positions of complete safety, hitting a monster on the floor above you.

Arroint thee, witch!The end boss is of course the witch who stole your cat, who flies around on a broomstick, forcing you to keep jumping to shoot at her. She’s very much in the classical vein for a shooter boss, with multiple attack routines that saturate the screen with projectiles of various sorts: expanding rings of magic missiles, curving clusters of fireballs, bubbles that release frogs or bats. All of these missiles can be destroyed with your own shots, and you pretty much have to take advantage of this just to carve out a safe place to stand. More firepower will be expended on neutralizing danger than will actually hit the witch, particularly since the witch tends to vanish briefly whenever a shot connects. Anyway, it was nice getting a fight with some variety in it, because all of the prior bosses were relatively simple in their behavior, with only one attack routine each.

Overall, the game is faux SNES-era in both its graphics and its moment-to-moment gameplay, but it gives me an impression that it’s probably better than most of the games it imitates — that it’s designed to capture the way we like to remember platformers of that vintage, rather than the way they actually were.

Orcs Must Die!: Story and Character

Just as the UI in Orcs Must Die! manages to get along without a lot of explanation, so too does the story. You start off in the middle of an emergency that doesn’t require world-building to be intelligible, and most of what you learn about your situation later on comes from offhand comments rather than cutscenes and similar infodumps. The story’s major turn, the revelation that the orcs are being organized by some external force, is foreshadowed by some of the orcs’ random shouts: in addition to expected cries of “Kill the humans!” and such, they occasionally say things like “Yes, mistress!” and “Get out of my head!”. Just as well — when the game does finally does start to provide exposition in the form of psychic dialogue between the PC and the sorceress who’s driving the horde, it’s often drowned out by the background music and the clamor of battle.

Now, the game’s formal properties impose certain things on the story. You’re playing a character who physically exists in the gameworld, who has a location and and has to run around tending to emergencies wherever they crop up. At the same time, you’re basically acting alone. There are guardians and weavers, sure, but you’re the only war mage, and that means you have to both set up and execute the defense of every route to the rift in each and every fortress, even the ones that are clearly set up to be optimally guarded by teams of two or four people. Why it is like this? Because, we learn, all the other war mages who would normally be helping out are already dead at the hands of the orcs. There are a few different ways you could take this story. The creators of this game decided to make it a comedy.

The main way it does this is by making the PC into the war mage least suited for this challenge: young, brash, wisecracking, disrespectful about his recently-dead mentor, and above all, conceited. The sort of person who says “Booyah!” after a kill. It’s the sort of character Nolan North is known for, with a little more fratboy mixed in. In short, he’s a jerk, and the story is the story of a jerk justifying his jerkitude by triumphing where no one else expected he could. Given this, I suppose it’s fitting that the true antagonist is a controlling, manipulative woman. It’s all part of the PC’s world view. We never encounter the sorceress directly — in the end, you defeat her simply by closing the rifts and trapping her in the orcs’ homeworld — but we see her in cutscenes, and she’s exactly the sort of hooker-booted hottie that the PC would go for were she not so haughty and domineering. The orcs who do her bidding are of course exclusively male, the mind control magic being a metaphor for feminine wiles. The PC is of course immune to this magic, being too full of himself to let anyone else in. No woman can tame him. He isn’t just the jerk triumphant, he’s triumphant because he’s a jerk.

I feel like this is a sort of hero that’s been becoming more popular in games lately, which makes me a little worried about the zeitgeist. Games are really good at provoking identification with the protagonist. Is this really the sort of person we want to identify with?

Orcs Must Die

The first round of holiday sales is underway, leaving me scrambling to finish up some games to make room on the Stack for new stuff. Orcs Must Die is in fact among my new acquisitions, but looked like it would probably be quick to finish, due to its structural resemblance to Plants vs Zombies: not only is it essentially a tower defense game, it pulls the same trick of introducing one new game element per level, which means the game ends once it’s reached maximal complexity. And indeed, in a single day of obsessive play, I’m managed to complete every level but the last. So expect a second and final post tomorrow.

I say it’s essentially a tower defense, but it’s really a hybrid of tower defense and shooter. The whole idea is that in each level you’re trying to prevent hordes of orcs and related monsters (kobolds as swarmers, ogres as bosses) from reaching a dimensional rift, which is in the middle of a fortress presumably built around it for the specific purpose of keeping the orcs away. This is a fully 3D structure, and you have an avatar inside it. You can place various sorts of traps on the walls, floors, and ceiling, as well as summon “guardians” who fight with sword or bow, but you can also fight the orcs directly, with a repeating crossbow, bladestaff, and various spells that you acquire over the course of the game. And in fact you pretty much have to do both, picking off orcs manually when they survive the traps. Starting at level 11, you can buy enhancements of various sorts from “weavers”, but you have to choose between “steel weavers”, who enhance your traps and guardians (for example, making the traps reset faster or giving the archers flaming arrows), or “elemental weavers”, who enhance your personal combat abilities (increasing your health, making spells do more damage). I personally want to play this more as a tower defense game than as a shooter, so I’ve pretty much always taken the steel weaver — at least, until the knowledge weavers became available at level 19, with their tempting treats like making the rift itself produce lightning bolts, or occasionally reanimating dead orcs to fight on your side.

But even treating the game as a tower defense, it’s a peculiar tower defense, due to the fact that you’re seeing the whole thing from inside. (Shades of Intelligent Qube!) The game helps minimize this limitation by granting you a great deal of mobility: your traps don’t affect you at all, you can jump off balconies and over any barricades you’ve placed, and there are often teleport gates joining distant parts of the stronghold. (It took me a while to realize that the orcs couldn’t go through the gates. I wasted some cash in the early levels barricading them.) But it offsets this by making you vulnerable. There are types of occasional enemy that ignore the rift, choosing instead to attack you and any guardians you’ve summoned — and for that reason alone, it’s important to have a few guardians around as distractions. For that matter, ordinary orcs will sometimes decide to chase you if you’re close enough, which means that by your presence you can distract them from the rift.

In short, for all its focus on a single sort of dungeon encounter, this is a pretty rich game. The thing that really impresses me, though, is the UI design. Placing objects in three dimensions is a nontrivial task, and there’s basically no explanation, documentation, or tutorial here, other than a few on-screen prompts, such as “Press R to rotate”. And yet it all just works. You choose a trap to place in the same way as you choose a weapon, and you also aim it like a weapon at the surfaces that can support it. When you’re aiming at a valid spot, the trap appears as a transparent model, with, if relevant, another transparency indicating its area of effect, so you know if that arrow trap reaches all the way across the hallway or not. Outside of trap placement, there are a number of little touches like the targeting reticule for the crossbow that widens if you fire rapidly, clearly indicating without words that your aim is becoming less accurate. Perhaps this is stuff that you need to already be familiar with games to understand, but it works for me.

Voxatron Alpha

Block that attack!So, here I’ve been giving so much play to the Lexaloffle mini-games that were included as a bonus with the latest Humble bundle (or “debut”) that I haven’t got around to playing the one game that it was supposedly about. Just as well: for all that the bonus items are described as “mini”, the Voxatron alpha is a much shorter experience. It’s essentially a Robotron-like shooter in 3D, with jumping added. But it’s the sort of Robotron-like shooter with awkward controls that link movement direction to firing direction more than I’d like. That is, you can move in a different direction than you’re shooting, but you have to be facing a direction to start shooting that way, and that gets in the way of the classic circle-and-shoot-inward approach. Well, it’s still an alpha, I suppose. One can hope that it changes.

Which brings us to the weird fact that the alpha of this game was included — indeed, was the focus of — a Humble Bundle that people were expected to pay money for. I guess that’s the Minecraft influence. After all, it’s hard to imagine this game existing without Minecraft paving the way. Its chief appeal is in the aesthetic of blocky voxels. Even the text at the top of the screen showing your score and current weapon and so forth is made of voxels. It has an effect reminiscent of claymation, due to both the deliberate crudity and the way that the voxel grid quantizes movement. It’s strange how voxel tech seems to have passed directly from futuristic to retro without passing through the present.

But I suppose that’s only true of consipcuous voxels. Inconspicuous voxels are out there, in games with destructible environments. So too is it here: the environment is fully destructible. Every shot that doesn’t hit a monster is liable to knock a chunk out of a wall or something. There’s one boss that fires a sort of sweeping laser beam (which looks extremely strange made of solid blocks) that can only be effectively avoided by hiding behind cover, but it also eats away at your cover. Some of the monsters can even be tricked into smashing things that you want smashed, such as a pillar with goodies on top. I’d like to see more of that sort of thing in the final version, although I’m not really sure what more can be done.

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Jasper’s Journeys: A couple of things

I’m up to the middle of level 10 out of what turns out to be 15. I had thought for a while that there were only 10 levels, because I was having trouble finding any definite information online, and the closest thing I had seen to a walkthrough was some hints that only went up to level 9. But 15 is the truth, according to the game’s official website. Feeling like I was close to the end motivated me to keep going; suddenly finding out that I’m farther than I thought motivates me to play something else for a little while.

It’s actually a bit of a relief to be able to devote multiple posts to a game right after the IF Comp, where I felt like I had to summarize everything interesting about each game in a single post. So let me just note a couple more points of interest about Jasper’s Journeys. Like the music. It’s very synthetic sounding, in a faux-Soundblaster way, but the interesting thing is in how sparingly it’s used. This actually seems to be a constant throughout the Lexaloffle games: there’s no music most of the time. So when it does come up, you know something special is happening. The opening menu has a sort of wonder-and-mystery theme behind it, which is sometimes triggered in the game when you venture into a hidden passage. Some particular types of monsters have their own leitmotifs. For example, wizards, which are the first abnormally-difficult enemy you encounter, taking four hits to kill and throwing magic missiles that home in on you, have an echoey wizard tune — at least, until you reach the point where wizards no longer seem special, at which point the leitmotif is dropped.

Another, unrelated point of interest: missile trajectory. You can fire projectiles left and right, and there are a few enemies that can do the same. Surprisingly, such missiles fall. There’s a trick I’ve seen used a couple of times wherein a frangible block is placed on the floor. Since you can’t shoot straight downward, the only way to break it and open up whatever passageway it blocks is to stand at a sufficient distance (about five tiles) that your shots will hit the ground at that spot. Another constant throughout the levels is “sproing flowers” (as the in-game docs name them): blue flowers that propel you upward at speed when you jump on them. They also have the same effect on downward-moving projectiles. I have yet to see a puzzle that relies on this, but it seems like the sort of thing this game would do.

Jasper’s Journeys: Inns

Like a gas station in the middle of the desert, he can charge whatever he wants. It's not like he's going to lose regular customers.If there’s one game element that defines the Jasper’s Journeys experience more than any other, it’s got to be the inns. Every level has at least one, although it might be difficult to find or reach. At the inns, you can exchange all the treasure you’ve been accumulating for practical stuff, like fruit (increases your ammo supply) or shields (effectively, hit points; you can carry up to three, which means you’ll be able to withstand damage three times without dying), or even, occasionally, potions. Potions are powerups of various sorts that last for the rest of the level, and are sometimes absolutely necessary for looting the level completely. They’re reasonably rare.

Most importantly, inns are where you can save your progress. Yes, it’s a save point, that console-standard mechanism despised by PC gamers everywhere. Worse, even: like everything else you can do at an inn, it costs money. Not a lot of money, mind you. A save is the cheapest thing you can buy, and if you’re exploring every level thoroughly, you’re rolling in cash pretty quickly. (If you’re not, you’re pretty much missing the point of the game.) Nonetheless, the fact that it costs money at all makes me reluctant to use it more than necessary. It’s irrational, perhaps, but it’s a real and honest reaction.

Now, when I say that you can save your progress, understand that, despite its retro styling, this game is not so old-school as to respawn its monsters. If you kill something, it stays dead, and you can venture through the area it used to guard in relative safety. Given this, I think the inns actually have an overall positive effect on the experience. If you could save at will, you could make things easier by saving after each and every kill. If you could save any time you went back to the inn, but didn’t have to pay, you could do the same thing, just stretched out over a longer period and made boring because of it. But the way it is, the game essentially spurs me to complete some more significant activity before saving. Make a complete loop of a particular cave, for example, or go as far upward as I can through the clouds (which are solid enough to stand on). The inn becomes your home base, the safe place that you always return to for the sake of securing your gains, which is important, because the tasks I perform before returning are risky. Risky enough that I frequently fail and have to start over — for some definition of “fail”. Sometimes I start over just because I lost more health than I wanted to. At any rate, this cycle is essentially the same as the way you’d play the game if the inns didn’t exist: every time you die, you’d wind up at the start of the level and have to start again. The difference is that, for the most part, you get to choose just how granular it is, how much you want to not have to redo.

Bullet Candy

Bullet Candy snuck onto the Stack through a bundle some time ago. I was reminded of it by something called “Bullet Candy Perfect” in the latest Indie Royale bundle; I’m not clear on its relationship to the earlier game, whether it’s an enhanced version or a remake or a sequel or what, but I’m tentatively counting them as separate titles. Come to think of it, those various descriptors might be hard to tell apart, given how abstract and plotless the game is.

It’s a 2D “bullet hell” shooter set in space, with an overall design geared mainly towards filling the screen with sparklies and particle effects. (Even the power-ups that some enemies drop have particle effects, which to my mind makes them look like projectiles. I was several levels in before I even realized they were power-ups, because I kept dodging them.) I recall that it was compared to Geometry Wars a lot, but since I haven’t played that either, the main thing it reminds me of is Robotron. Seriously, the feel is so similar that it’s got to be homage. It even has indestructible enemies that jerk backward a little when hit with your bullets, just like the hulk robotrons. The one really big difference in feel is that you can shoot in arbitrary directions, rather than just eight.

Also, you can play with mouse and keyboard, and that changes the dynamics considerably. With mouse control, you shoot toward the cursor. That means that the classic Robotron maneuver of sweeping the entire screen by skirting the edges and firing constantly inward doesn’t work quite as well, because unless you’re moving the cursor in parallel with your ship (which would be tricky), your direction of fire will keep changing. On the other hand, it also means that you can often park the cursor on top of an enemy in order to keep firing at it regardless of where you move. But that’s less useful than it sounds, because such purposeful use of the cursor would require taking your eyes off your ship for a moment, and that’s a quick way to die. I’m thinking gamepad has the advantage here.

The main game mode has 50 levels, all of Robotron-like brevity, and every fifth level is a continue point, a place you can start over from when you run out of lives if you don’t care about your score. Through copious use of continues, it’s possible to play the game from start to finish in a single session. Thus, off the Stack it goes. I guess you’re intended to try harder difficulty settings at this point, or other gameplay modes, like survival mode or asteroids mode. And actually, I’m finding asteroids mode pretty engaging. It’s the same basic mechanic as the classic Asteroids, but easier to control and much faster-moving.

Zen Puzzle Garden

I’ve knocked off a few more levels of Zen Puzzle Garden. I’m not sticking to the sequence at this point; I’ve visited every level in the game, and I’m skipping around freely, looking for anything that I feel like I have an idea of how to go about solving.

I tend to pay more attention to ones with an unusual or eye-catching layout, of course. Especially since most of the levels pretty much look the same. Like I said before, this is not a game where you can tell the difference between an easy level and a hard one just by looking at it. There are a few levels that are split into multiple disjoint gardens, and there’s a mechanic introduced about halfway through, involving fallen leaves in three colors — the only vivid colors on the playfield — that have to be picked up in a specific order. That’s about it for variety, at least of the sort that you can notice without sitting and thinking about it.

Not a serious attempt at solving this level.Fair or not, the effect is to make it seem like all the puzzles are more or less the same. Or, to put it more positively, like they’re all just instances of one big puzzle. Mathematical analysis really seems like the way to go here. I still haven’t really delved into that, beyond noticing a few patterns, local arrangements of tiles that correspond to solvability or nonsolvability. The most basic such pattern can be seen in the upper right corner of the board in this screenshot (although it’s too faint to be visible in the thumbnail): I’ve raked paths around a stone so that it lies in the inner corner. This makes it unsolvable. Consider the three tiles immediately to the north, northeast and east of the stone. Raking the north tile will necessarily involve going through the northeast tile, which will turn the east tile into a dead end. Likewise, raking the east tile will turn the north tile into a dead end. Either way, you’re stuck.

Chocolate Castle

I hope Prince Pondicherry isn't mad that I fed all his chocolate to animals. At least it won't melt now.I polished off Chocolate Castle last night. It’s definitely the most compelling of the Lexaloffle minigames, as well as the most polished.

Most puzzles in this game have a structure that can be chopped into distinct stages. For example, you might have a rabbit (which eats white chocolate) trapped inside a dark chocolate block, so your first goal is to get all the dark chocolate together so you can clear it, then turn your attention to the white. Towards the end, the sub-goals become subtler, more a matter of getting one particularly awkward block past another in order to free up some space for the manipulations you really want to do. Sometimes the sub-goals were so numerous, and took me so long to execute, that I wished I could save my progress within a level, or even keep multiple such saves in cases where I wasn’t sure if I was taking the right approach. Ah well, at least the game lets you undo arbitrarily. It even accepts the standard Windows idioms for undo/redo hotkeys, which Zen Puzzle Garden didn’t.

Speaking of cases where I wasn’t sure if I was taking the right approach, there’s one mechanism that’s all but guaranteed this sensation: Turkish delight. This is a rare confection, eaten by cats, which then explode, destroying all adjacent walls and chocolate. Where other confections tend to come in large blocks that limit where you can drag them to, Turkish delight is always just one tile in size, and therefore very portable. So, it’s a tool for making a hole anywhere you want — but there’s likely only one spot where it actually does any good, and it’s not necessarily obvious. On one level, I didn’t even use it to blow up a wall. I used to to chop up a snake instead.

Snakes are another game element I haven’t described. They’re essentially a sort of block that’s a sort of rope. You drag them by the head, and the body, which occupies multiple tiles, follows behind in the manner you’d expect of a snake on a grid in a videogame. Sever it, and it turns into two snakes. It’s also capable of eating rabbits, if you drag it through them. I assume it’s capable of eating other animals as well, but I don’t remember any opportunities to confirm this, whereas there’s one level where eating rabbits is hard to avoid. After completing each level, you’re rewarded with confetti and balloons. If any rabbits got eaten, the balloons are black, which feels a bit like the game is scolding you for taking the easy way out.

But snakes and Turkish delight are both rare. Mostly the game just keeps on finding ways to exploit its base rules, right up to the end.

Spacechem

My methylene factory. It's probable more complicated than it needs to be.Spacechem is one of those games that intrigued me from the moment I saw screenshots, because it didn’t much look like any other game. I probably would have bought it eventually out of curiosity even if it hadn’t been bundled. I had some problems at first getting it to behave properly: even after exiting the app, whatever dreadful things it was doing to my video card persisted in some way, making Firefox show up split diagonally into normal and all-black triangles. But the Steam support forum recommended a small modification to the config files, and that seems to have taken care of it. I’ve spent a couple of hours on it by now, long enough to get a good idea of how it plays, although in some ways it feels like I’m still in a tutorial. This is a game that keeps on introducing new complexity for a good long time.

It strikes me as a game designed by and for computer programmers. At its core, it’s about creating processes for assembling molecules, using a sort of 2D programming language with two threads of execution, like a concurrent version of Befunge. You have a grid and two cursors, one red and one blue, that move along looping tracks that you can set up however you please by placing arrows that make them change direction. Each grid cell can contain at most one redirection arrow per track, and also at most one command. These commands are what you use to assemble molecules out of atoms. You have commands to release an atom or molecule to a specified input area, to pick up and drop whatever is in the same spot as the cursor, to deliver completed molecules you’ve dropped in the output areas, and to use the “chemical bonder” tool, which has a fixed location on the grid, to connect or sever atoms sitting on it.

The chemical bonder is of course not how chemical bonds are made in real life, but that’s okay, because you’re not making real molecules. You’re making chemical diagrams, 2D pictures made of letters and lines, with everything sitting in a single plane and joined at right angles. But unlike the pictures in your chemistry textbook, it’s not just a simplifying abstraction: the geometry of these pseudo-molecules is important to gameplay. Each atom takes up one cell of the grid, making you shift and rotate molecules on the bonder. The developers call this “fake chemistry”.

A working chemical process, once you get it going, moves like a robotic assembly line, and can be made to go at various speeds, the lowest speed being mostly useful for debugging. It seems like every puzzle requires you to make 40 of the target molecule. At first it seemed like this was just a way to give you an opportunity to admire your machine in operation, but it’s also a test to see if it can iterate effectively. Your first iteration isn’t necessarily like subsequent ones, due to timing issues and the possibility of atoms crashing into each other.

Campaign mode is separated into nine chapters, or planets. I’ve completed the first two, but I don’t think I’ll be rushing through the rest, like I do for so many puzzle games. It’s already becoming intimidatingly complex. I suspect that I’m making things more complicated than they need to be, though, due to inexperience with the optimization tricks peculiar to this system.

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