Indie game news, reviews, previews and everything else concerning indie game development.

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Explodemon Helps Redefine The Platformer Genre [Review]

Explodemon-LogoWhen a game helps redefine a sub-genre, one could assume the review will have nothing but praise. Curve Studios’s PSN exclusive Explodemon certainly deserves heaps of praise for rewriting the physics of an exploding platformer. After players breeze by the campy Ingrish (botched English) dialogue intro, they will quickly realize how different Explodemon plays compared to any other platformer. In true indie fashion, Curve has experimented and succeeded in making a challenging, thought-provoking, addicting, and sequel (and prequel) worthy action/puzzle platformer.

GAMEPLAY CONDENSED:

Explodemon is an intensely fun game. At times, it’s a roller coaster ride of blowing up enemies and items, with thrilling platforming elements of jumping, dodging, and avoiding death. The game slams on the brakes with its sometimes brutal, but always mentally rewarding, puzzle mechanics. Players that have no desire to explore may meet the game’s time challenges, but exploring the huge stages with their multiple paths is part of the fun. Curve rewards players’ curiosity with a multitude of items: points for shopping for upgrades, stage-specific explosion restoring speed boosters, and explodicon collectibles. There are twelve stages that took me anywhere from 20-30+ minutes to complete the first time. Exploring was a must me, and I loved every minute of it.

While gamers may die frequently, Curve was gracious with frequent restart points. However, the singular kill screen each time Explodemon dies detracts from the action and becomes a little stale. There are pits, spikes, tons of enemies, areas that trigger random explosions or siphon the ability to explode, launch pads, and much more to keep the stages exciting. Boss fights with the same antagonist added an unnecessary chunk of time and ebb to an otherwise blockbuster event of a game.

“WARNING! THE ANALYSIS OF A GAMEPLAY IS DEEP IN ITS PENETRATING, GASP MECHANIC;”

(Ingrish often doesn’t work, does it?) Explodemon is a demanding but rewarding game, in that Curve has tweaked the “exploding platformer” formula for the better on almost all accounts. Some mechanics are easily learned and retained, while others may take the entire game to adjust to. Insightful gamers or developers could probably write a thesis on Explodemon‘s jumping alone. He possesses a sort of double jump, but it is executed so intuitively that it makes every other double jump seem counter-intuitive. How in the world does a character jump just as high the first time in mid-air?! Explodemon would surely like to know. Inertia is his best friend; at the beginning of his jump, players must hit the explode button to achieve maximum distance in what would otherwise be described as a double jump. This is really just him exploding at the most logical time to intensify his leaping force from gravity.

This jumping mechanic is brilliant. Can Curve Studios undo twenty-plus years of ingrained illogical double jumping? In time and with enough sequels, definitely. By the time I finished the game, I understood how to jump in Explodemon, but I would sometimes revert back to my Pavlovian response for double jumping. Fortunately, Explodemon demands several replays for which I will return and hone my skills.

Another jumping mechanic that Curve tweaked was the wall jump. Players can essentially wall jump once and then must explode to gather enough inertia to wall jump again. A meter limits explosions, so timing is imperative. This mechanic is quite the change of pace from the wonderful wall jump that games such as MegaMan X incorporated to allow exploration of huge terrains and advanced boss fights. Explodemon’s wall jump feels like an advanced technique and is one I struggled to master for a while. However game-changing, I applaud Curve for its ingenuity with the wall jump mechanic.

big stages to explore

The jump has a third major component that isn’t as revolutionary but is still game-changing enough. Explodemon gains an instant “phase dash” ability. The dash also has a meter which limits its use. However, executing successful chains of jumps, explosions, and phase dashing is exhilarating and allows him to explore every centimeter of each stage .

Explodemon has a manual dash, as well. Once he gathers speed walking, he can burst to propel himself. This burst is Jesus-like/magical, allowing him to dash across bodies of water or other liquids. During the dash, he plows through enemies and breakable walls. All of which totals to pure adrenaline.

While Explodemon doesn’t turn water into wine, he can turn his enemies into vapor from exploding. The destructive element has its own mechanics. Last-second explosions to approaching enemies make time slow down dramatically, meaning he dealt maximum damage. A tiny flashing button icon appears above Explodemon’s head when he can rapidly chain explosions (avoiding the longer recharge of the explosion meter). By the end of the game, I could not trigger the later learned triple chain combo (denoted with numbers that flash over Explodemon’s head) with any certainty. This was frustrating when I was facing some of the tougher enemies.

The last major exploitation of the explosion worth mentioning is box pushing coupled with trajectory manipulation. Explodemon sends indestructible boxes sliding across the ground or flying midair with the propelling force of his explosions. Explodemon also has a slide, which helps particularly in puzzles when he needs to “sweep” objects off the ground to set them up for a midair explosion. Often buttons or weighed stations require boxes to weigh them down for Explodemon to progress. Players can later enter a trajectory mode with the shoulder buttons and use the analog to adjust the predicted path of the exploding object.

The trajectory also comes in handy when colored boxes have to line up with their outlines to unlock paths, as well. The puzzles in Explodemon gradually increase in difficulty and feel very rewarding upon completion. The sheer number of different, challenging puzzles is amazing.

Explodemon can rebound missiles to hurt enemies and solve puzzles, adding to the fun puzzle mechanic. Unfortunately, missiles can’t be rerouted with the shoulder button trajectory technique, so players must be beyond painfully precise to hit certain objects. The unforgiving missile mechanic adds a healthy level frustration except for the painful boss fights.

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As noted several times, Explodemon is an intense experience. Puzzles and platforming are demanding. The boss fights with Absorbemon every two stages are mostly mood killers, especially when Explodemon must redirect missiles without trajectory assistance to hit him. Absorbemon has a damaging beam which gives him back life and an absorb technique that brings the player in swiping reach for a bigger life regeneration attack. It’s a good thing Absorbemon is so awesome by himself. It’s possible Curve intended these fights to piss gamers off.

STYLE & SOUND:

To quote Explodemon, “Irony detected! The wireless becomes a tether!” The incessant Ingrish Explodemon spouts will cause a love it or hate it reaction from players, but the villagers often quick-witted responses redeem the game. Each of the three worlds has its own strong upbeat/retro soundtrack, with the main melody of Explodemon heard in each. The sleek, futuristic backgrounds of Explodemon fit the advanced robotic technology theme. The minor enemies are a bit drab in color, and the status bars clutter up the sides and corners at times.

enemy colors

There are several comic-style cut scenes that push the story forward and reveal bits of Explodemon’s history, making it seem like he is actually an anti-hero in the story. The ending feels a bit abrupt, as if I expected something after the credits. Then again, maybe I just wanted more Explodemon.

As an aside, Absorbemon looks cooler to me than Explodemon, and his inverted powers of “absorbing” would make for a really interesting game. I get woozy thinking of a (computer-aided or local) co-op experience where players would use their powers together.

EVERYTHING ELSE:

Competitive players rejoice for there are leaderboards for each level, which ranks players by time. I loved almost every minute of the game, save most of the boss fights. I actually enjoyed the boss fight of 3-2. Curve has managed to rewrite the book on a few key platforming conventions, and I feel this outweighs the potential misstep of some of the boss fights. In addition to awesome platforming mechanics, the game’s exploration and puzzle solving were enormously fun.

If only I would ever start playing the game with the analog… I found myself holding the digital input in the beginning without my character moving. I suppose using only analog controls isn’t fault worthy to some; however, I feel a 2D platformer such as Explodemon should have digital controls if only to authenticate the retro experience.

I hope Curve releases an international free demo, so players that STILL have the horrible misconception of this being a copycat can finally shut the hell up… er, be delightfully surprised! Gamers who enjoy platform games must try Explodemon. Explodemon is available now for $9.99.

Thanks for the ride, Curve. I will wear the white hair and chin pubes Explodemon‘s stress gave me with pride.

Curve Studios


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Big Sandwich Games’ Hoard Now Has Free Demo On PSN [Preview]

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Big Sandwich Games, indies in Vancouver, British Columbia, have been making (fire) waves with their latest action-strategy hit, Hoard. Its PlayStation Network free demo is live now. At 160MB, it’s a quick download for those who are impatient. Stripped of all its glory and ingenuity, Hoard could be labeled as a tower defense game. Players control a dragon with one primary directive: to hoard more gold than its fire-breathing competition. Players navigate the dragon with the PS3 controller, flying with left analog stick and exhaling fire breath with the right analog stick.

The dragon’s breath destroys just about everything on the map, and almost everything drops some amount of gold the dragon must return to its hoard to build its score and level up. Players choose between leveling the dragon’s speed, fire breath, carrying loot ability, or defense. During play, a bar limits the dragon’s breath. The wagons, towns, princess carriages, and more have life bars that will regenerate slowly if the dragon fails to burn them completely. Archers are weak adversaries alone but deadly in groups. They are unique in that they later become the dragon’s allies if it instills enough fear in the town the archers protect. This fear involves damaging the entire town, except for the town center. Once in fear, the town will offer monetary tribute, as long as it remains standing.

No dragon, like the rest of the items on the map, is invincible. While the dragon’s score multiplier increases over time, it will reset when the dragon’s health bottoms out. The dragon must return to its hoard to heal.

Like a certain anti-heroic spiked turtle/dragon king (whatever Bowser is), kidnapping a princess is heavily encouraged and rewarded in Hoard. She turns into a healthy ransom if she is kept in the hoard long enough. Other dragons may steal her, just as thieves may attempt to steal gold. The score multiplier also resets if either form of thievery occurs. Defense. Defense.

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The game has two thorough tutorials to cover all of the offensive and defensive strategies (there are more than this preview covers). The first walks gamers through basic gameplay, and the second expands skills to reach high scores. These tutorials are both necessary to succeed in the main mode. Hoard mode, a survival mode with picking up princesses as the only healing mechanism, and Princess Rush mode, being the first to ransom 15 princesses, unlock with full purchase. The full game includes 4 game modes, over 35 maps, leaderboards, and trophies.

Up to four players can compete online, and up to two locally. The thieving, burning gameplay will ensure maximum insults and anger among players. During the demo, I had equal parts fun and frustration. I was pleased walking away with NOT achieving a gold medal for score my first attempt, as most games seem bent on patting gamers’ backs undeservedly. A lot of the game happens off-screen, so reading those icon clues of what is heading where is a vital skill I have not yet refined but could see myself enjoyably honing.

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If gamers like the demo, the game is for purchase now at $14.99 on PSN. Hoard‘s PSP, PC, and Mac versions are said to follow. This free demo should entice even more gamers who may have otherwise been disappointed that a game called Hoard from a company named Big Sandwich capitalizes on overindulging in gold and not food. However, those who try out Hoard will most likely overindulge in addictive, tower defense gameplay that will make them work hard for the money and the medal achievements that seem to add many hours to the already lengthy base game.

Hoard Official Site | Facebook


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Fluidity/Hydroventure Creators Curve Studios Releases Explodemon On PSN This Week, New Trailer

Explodemon-Logo

In preparation for a PlayStation Network exclusive release this week, Curve Studios has released an exciting new trailer for Explodemon. As DIY’s Scott earlier reported, Explodemon releases February 8 in SCEA territories for 9.99 and February 9 in SCEE territories for £7.99 / €9.99. It is an action platformer with explosion-based mechanics and differs pretty starkly to Twisted Pixel’s ‘Splosion Man. Gamers won’t even need the two minutes this trailer offers to see how Explodemon stands out.


The game is already receiving high reviews. During this week, every other media outlet will be releasing its own Explodemon review, hopefully noting its distinct gameplay qualities that are evident even from the trailer. Curve Studios is lending DIY a copy to determine if the entire game is as explosively fun as the trailer depicts.

According to this interview, Curve’s Explodemon and Fluidity/Hydroventure IPs were imagined in 2005 and 2006. It’s amazing to think of what they created back then standing the test of time, being highly innovative and seemingly addicting. It’s equally exciting to anticipate what else Curve has been cooking up.


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Behemoth’s Castle Crashers PSN Download Helps Fight Baddies and Breast Cancer

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The single most requested character for The Behemoth’s Castle Crashers, Pink Knight, will be joining the battle on PlayStation Network on February 8th. Pink Knight was born out of “popular demand, rumor, and Tom Fulp’s Beard,” reports the blog. The playable Pink Knight will come with the Lollipop and 4 other brand new weapons. The Behemoth goes on to warn fans of the ensuing adorableness.

Arguably, the best part of this package deal is the humanitarian angle. The blog states the Pink Knight Pack will be available on PSN for $1.99, and 100% of The Behemoth’s revenue from Pink Knight pack sales will be donated to charities devoted to Breast Cancer Research.

The Behemoth also sends a message to its XBLA fans. They are working hard on a title update for XBLA that will also have the Pink Knight as a playable character. In the coming weeks, they’ll have some more updates as to how and when this update will occur and what will be included.

It would be interesting if this requested character was actually a product of the growing number of girl gamers (and those who like or recognize pink). Maybe The Behemoth will reveal just who’s been releasing and castle crashing all this time.

In related Behemoth news, the Castle Crashers Tournament of Champions has completed its qualifying rounds and picked the top 100 fighters. The prizes for this tournament are quite extensive. The blog lists all that is at stake:

“The first prize of the Tournament of Champions is a (24K) Gold Xbox… Second prize will also win an Xbox, though not of silver — a Castle Crashers themed Elite. Third place will drown their nearness to victory in 250 squishy chickens. Everyone in the top 100 will win a prize, and the top 24 will get a special bonus, as well.”

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Good luck, Castle Crasher-ers! And thank you, The Behemoth, for the considerate research donation!
Source: Behemoth blog


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Indie Game: The Movie Documentary Planning to Come to Your Town

Indie-Game-The-Movie-Screening2

James Swirsky and Lisanne Pajot of BlinkWorks Media in Winnipeg, MB, Canada began advertising their project called Indie Game: The Movie last year. The film crew earned $8,000.00 over its Kickstarter target of $15,000.00 in just 48 hours. Needless to say, the indie community and beyond wanted this documentary to happen. The film is not only about indie games themselves, but also the developers and their craft. The team has chosen a select few indies to follow thoroughly their journeys and present them to the rest of the world.

The team is currently asking fans where screenings should be held. They have posted a specific screening blog post for interested persons to fill out. They seem to also encourage people who know anyone that can host such a venue or those persons in charge of such venues to leave contact information to make this screening dream a reality. They would like to have post-screening Q&A sessions, with hopefully a few developers from the movie tagging along.

The timing for all this indie stardom seems perfect. Big wigs IGN/Gamespy have taken some indies under their wings with Indie Open House. The current generation of consoles have paved the way for indies into millions of consumers’ homes thanks to WiiWare, XBLA/XBLIG, and PSN. Digital download services like Steam and Desura support indies even more today, as well.

But before all of this excitement and industry attention, there were indies making games for the love of games. The documentary crew picked up on this devotion. The film has been a critical success already in award shows. It won $5,000, taking home Pitchfest‘s Best Pitcher Award at the Westdoc Conference in Santa Monica, CA last year. There are several high profile indies featured in the film, as listed in Indie Superstar’s follow-up, including Adam Saltsman (Canabalt) and Jon Blow (Braid).

Do you want to see these guys on the big screen in your home town? Fill out screening blog post.

Source: Indie Game: The Movie


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Tales of Awesome… About a Blob [Review]

AboutaBlob003

My day has gone as such, thus far: I woke up at the crack of dawn, warm (it was about 31 degrees outside) and proceeded to make myself a delicious breakfast of Frosted Flakes with 2% (everything else is disgusting!) milk. Then I sat down in front of my Playstation 3, downloaded/installed Tales From Space: About a Blob, and loved the crap out of it until I had essentially beat the game.

The reason why I decided to go through such an odd method of opening this review was because, as somebody who has obligations, responsibilities, etc. I never get to act like my 10 year old self who used to go through this exact same routine almost every Saturday and Sunday. It was a nice departure from what my adult life has mandated over the last 10 years. It was also something that would have been impossible had About a Blob not been so incredibly fun.

AboutaBlob002

But enough about my morning, let’s discuss the game itself.

For those who don’t know Tales From Space: About a Blob, is Drinkbox Studio’s new platformer about — what else? — blobs who have landed on Earth from space. It’s actually an interesting plot that is reminiscent of mid-20th century horror movies, but, at the same time, has you playing as the invading blob. Essentially you’re playing as the “bad guy” in this game, but Drinkbox has crafted the story in such a way so as to not make it so obvious.

Turning to the gameplay for a bit, About a Blob shares some similarities with cult hit Katamari Damacy. In fact, were Katamari a 2D platformer, I would say the games were frighteningly similar. You see the entire mechanics around About a Blob are that you eat things and grow bigger. In each level you start off small and, as you progress, you’ll slowly build up to the point where you are eating larger and larger items. Like with Katamari, it’s incredibly fun to see your little blob grow and grow and you solve puzzles and find new ways to eat bigger things.

Of course, eating and growing isn’t the only thing you’ll do in About a Blob. The game is a tried and true platformer at heart, and a damn good one at that. As such you’ll be jumping around, fighting off enemies, and solving puzzles throughout each level. What really tops off all these standard mechanics is how perfect the developers gave the blob actual, physical, blob-like characteristics. Everything rolls and slugs along as you’d expect from a being made out of translucent goo.

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Oh and don’t even get me started on the co-op. As I was sitting downstair this morning playing the game, my significant other decided to join me about an hour and a half later. Upon seeing the game she instantly wanted to play. Now, for most games, this would require dropping out and starting a new game with two players. Drinkbox Studios, however, decided to make this process and simple as picking up a second controller and pressing start. Easy-peasy.

Finally, I’m not really a “music” guy, but the soundtrack of this game adds so much to the experience that it’s almost reason enough to check this game out by itself.

In the end, I wasn’t able to find a single thing I didn’t enjoy about About a Blob. Levels were long and intriguing enough. The atmosphere and game were overwhelmingly enjoyable. And, overall, I feel that Tales from Space: About a Blob is easily one of the best PSN games available.

Tales from Space: About a Blob is available right now for North American Playstation Plus members for $14.99. Non-PS+  members will have access to the game starting February 8th.


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Slam Bolt Scrappers To Be Released in March

COME TO PAPPA!

Huge news for our friends over at Fire Hose Games as their upcoming Tetris-ish action game Slam Bolt Scrappers has been given a release window of March for the Playstation Network. As you no doubt know, we here at DIYGamer.com are huge fans of Slam Bolt Scrappers so this news is very welcoming to us, although it would be nice if we had an actual date.

Included in this little news post is information on a new mode called “Beverage Mode.” I don’t have too much information on it just yet, but from what I’ve been told it’s for one-handed play. Sounds interesting to say the least.

As we get nearer to release we will hopefully have more information for you.

[Fire Hose Games]


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Explodemon Blasts Off on PS3 February 8

Explodemon - Feb 8

It’s been a long time coming, but Curve Studios’ PSN action platformer Explodemon finally has a release date and price. PS3 gamers in the US can get their hands on Explodemon through PSN on February 8 with a European release following the next day on February 9. It won’t break the bank either, priced at $9.99, 9.99 Euros, or £7.99, depending on the currency of choice where you happen to live.

The game looks like an absolute blast, if you’ll pardon the expression, with heavy influences from the SNES-era of platformers, or back when Capcom turned Disney licenses into quality games instead of stealing from indie developers.  Who ever said good things don’t come to those who wait?  I’ve been waiting almost two years for Explodemon, and in two weeks it will finally be here.


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New Characters Join Joe Danger for Some Daredeviling

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To coincide with their Thanksgiving Weekend sale, the developers at Hello Games have introduced a couple new characters to Joe Danger to ensure that Joe Danger doesn’t daredevil alone anymore.

Over all there are four additional characters, each with their own moves, motorcycles, style and collectibles. Here is the list of characters:

  • Sir Bonehead, an undead knight
  • Chicken Suit Joe… Joe wearing a chicken suit
  • Chuckles the Chimp, a monkey
  • Geronim-Joe, Joe’s Native American compatriot

The new characters should be out today, so if you own Joe Danger check em out. If you haven’t well, now’s your chance due to the amazing sale which puts Joe Danger at a meager $7.49, half of what it usually costs.

[Hello Games]

New Characters Video


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Thanksgiving PSN and XBLA Sales Start Today

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Some good console games that fall under our humble gaze will see solid to amazing discounts this week on both the Playstation Network and the Xbox Live Marketplace.

How’s 50% off titles such as Joe Danger, DeathSpank, Trials HD, Fat Princess and PixelJunk Racers 2nd Lap? NOT GOOD ENOUGH???

Alright, what about Twisted Pixel’s ‘Splosion Man for just $2 — will that satisfy your savings bloodlust? If not, just throw some cranberry sauce in the mix and that’ll do the trick.

The PSN sale ends November 26, while the Xbox Live daily discounts run through November 29. Note that while the PS3 deals are all available for the whole time, the Xbox deals will run as short sales popping up each day. We’ll be sure to point out the relevant offers as they hit.

Here are all the discounts offered on the services indie or otherwise:

PlayStation 3

  • PixelJunk Racers 2nd Lap – $3.49 sale price; $6.99 regular price
  • Top Gun – $7.49 sale price; $14.99 regular price
  • DeathSpank – $7.49 sale price; $14.99 regular price
  • Joe Danger – $7.49 sale price; $14.99 regular price
  • Gundemonium Collection – $7.49 sale price; $14.99 regular price

PSP

  • Groovin’ Blocks PSP – $4.99 sale price; $9.99 regular price
  • Fat Princess: Fistful of Cake – $9.99 sale price; $19.99 regular price
  • Dissidia Final Fantasy – $9.99 sale price; $19.99 regular price
  • Dante’s Inferno PSP – $19.99 sale price; $39.99 regular price
  • Metal Gear Solid Peace Walker – $19.99 sale price; $39.99 regular price

PlayStation Minis

  • Young Thor – $2.49 sale price; $4.99 regular price
  • Fieldrunners – $3.49 sale price; $6.99 regular price
  • Hero of Sparta – $2.49 sale price; $4.99 regular price
  • Alien Zombie Death – $1.99 sale price; $3.99 regular price
  • Monopoly – $2.49 sale price; $4.99 regular price

Xbox Live Arcade

  • Madden NFL Arcade (400MSP)
  • Portal: Still Alive (400MSP)
  • The Secret of Monkey Island: Special Edition (400MSP)
  • ‘Splosion Man (160MSP)
  • Trials HD (400MSP)

Xbox Originals

  • Grand Theft Auto: San Andreas (400MSP)
  • Halo: Combat Evolved (400MSP)

Retail Sales

  • Fable 3 ($39.99 or less at participating retailers)
  • Halo: Reach ($39.99 or less at participating retailers)

[via Shacknews]