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Thursday, February 20, 2014

Toki Tori (PC) (2010)

Overview: Toki Tori is a puzzle game with some platformer elements. Use various tools, which for some levels have limited use, to save eggs spread throughout a level.

20111222: (Achievements)
15:21 Make Toki Tori look sad

Creepy Castle


20111231: (Achievements)
00:08 Complete all Forest Fall normal levels
00:39 Finish a level without using all items
17:32 Collect 100 eggs
18:33 Collect all ten slowflakes that appear in December before they melt

Bubble Barrage


20120119: (Achievements)
00:26 Fall into the lava
01:09 Complete all Creepy Castle normal levels
01:14 Collect 200 eggs
01:39 Complete all Forest Falls hard levels
01:56 Play Toki Tori for 60 minutes without being idle for more than 2 minutes
02:08 Make Toki Tori dizzy

Slimy Sewer

14:56 Get really close to a monster
15:09 Complete all Creepy Castle hard levels
15:24 Stand on an ice block for 12 seconds
16:05 Complete all Slimy Sewer normal levels
16:07 Telewarp directly into lava
16:11 Trap Toki Tori between two Switchbricks

Made a mistake? Simply rewind!


20120209: (Achievements)
18:12 Complete all Bubble Barrage normal levels
18:12 Complete all normal levels without using the Wildcard
18:14 Watch the ending
18:49 Complete all Test Lab normal levels

20120330: (Achievements)
00:29 Collect 500 eggs

Move obstacles!


20140220: (Recording)
16:07 ET to 17:01 ET (Twitch.tv)*
*Twitch.tv recordings have expired.

20140221: (Recording)(Achievements)
14:51 ET to 16:37 ET (Twitch.tv)*
*Twitch.tv recordings have expired.
16:36 Complete all Slimy Sewer hard levels

Float inside bubbles!

20240107 Snapshot:
Loading up the game and reviewing what I've done so far, I can see that I've nearly finished the game! I have completed all the Normal and Hard levels except 5 of 6 Bubble Barrage hard levels. However, the developers have also released Bonus levels which I have yet to play. I followed the game today in order to unlock access to the Bonus levels.

Steam Game Time: 15.7 hours (cumulative game time) / 15h 40m (Playnite)
Last Played: 20140531
20240107:
Today I tried to play a single Bubble Barrage hard level and I couldn't figure it out. I might have to skip it and come back to it later. Also when I come back to it later I should use pencil and paper. As an aside, I passively got two achievements while trying to solve the puzzle: "Freeze 50 monsters" and "Press 'Try Again' 10 times on one level".

Steam Game Time: 19.2 hours (cumulative game time) / 3.5 hours (session game time)

20240111:
By the end of today's session I had completed all the hard levels in the game! Personally, I'm also going to consider that as beating the games. I can optionally play through the bonus levels and go for the remaining achievements, but for now I think I'll leave completion as solving all the normal and hard levels.

Setup: Today I played entirely using a controller (Logitech Gamepad F310)

Gameplay Log:
Today I decided to skip Level 2 and go into Level 3. Level 3 was relatively easy.
Level 4 was relatively easy.
After some time with Level 5, I decided that using some pen and paper to deduce what parts of my inventory were absolutely needed across the puzzle and work backwards. This helped as I was initially using six blocks in the central area and the exercise resulted in my realization that I should try using five blocks and one platform instead. Of course, there was still trial-and-error involved, but organizing my focus helped. In particular, I had fully mapped out the "move blocks" power and that helped reduce the areas where "blocks" and "platforms" would be used.
When doing Level 6, I started on the right side, got a little stuck and then went to the left side. It was immediately clear that the left side comes second. But I was able to figure out the left side and determine that it did not use any "teleports" or "blocks". As such, I returned to the right side and figure it out. Knowing that the left side comes second, I also knew I had to use some powers to deal with the bottom left of the right side (two "teleports" and a "block"). Initially I thought the exit out the right side would occur at the upper right and I thougth about it for a while until finally I figured out the core of the solution.
I was surprised that I had completed Levels 3 through 6. Why was Level 2 so hard? As such, it was time to revisit Level 2, but I was very much inspired by the solutions of Level 5 and Level 6.
I began trying solutions that were much different that what I was trying before. And those iterations led to experimenting with the fish a little more. This experimentation ended when I froze the fish and it didn't float up but stayed where it was because it overlapped with another block! This had opened up a different way of thinking and soon after I was able to complete the puzzle!

Steam Game Time: 23.0 hours (cumulative game time) / 3.8 hours (session game time)

Thoughts:
Pros:
+ Fun and not at all frustrating because the game is focused on problem-solving
+ Rewind feature encourages trial-and-error
+ Many levels separated into normal and hard difficulties

Neutral:
~ Some puzzle elements are easier to execute using the mouse, but the majority of the game can be comfortably played with a controller; in fact, playing with a controller is a much more comfortable experience

Rating: 4.0 out of 5

Summary:
In ways the game reminds me of Lemmings. In a level of Lemmings, the number of jobs that can be assigned are limited and one has to be careful about using those jobs. However, Lemmings is a more active game and success can come down to appropriate timing. In contrast, Toki Tori is generally a slow-and-steady game with occasional moments where the player needs to be more active (mostly when it comes to avoiding or dealing with enemy fish).

Toki Tori (PC) (2010)

Forest Fall

Relevant Links:
Toki Tori (Wikipedia.org)
Toki Tori (Steam Store Page)
Toki Tori (PC) (Metacritic.com)

Saturday, February 15, 2014

Knytt Underground (PC) (2013)

20140215:
This simple platformer emphasized the story and exploration. It achieved this in a similar way to NightSky: foreground boundaries are pitch black over colorful and magnificent backgrounds.

The game was also similar to NightSky in its usage of temporary power-ups which can be used within a short duration after they're obtained.

Soon after the above observations, I learned that Knytt Underground and NightSky are similar, because they share the same developer, Nicklas Nygren.

In any case, unlike the power-ups you might find in Super Mario, the purpose of the temporary power-ups is to solve puzzles. To clarify, coming across a power-up implies the player will probably need it to gain access to an area that could not otherwise be accessed.

Steam: ~ 3 hours (total game time)

[20140215][20170325 Edit][20190630 Edit]

Knytt Underground (PC) (2013)

Relevant Links:
Knytt Underground Webpage
Knytt Underground (PC) (MetaCritic.com)
Knytt Underground (Steam Store Page)
Knytt Underground (Wikipedia.org)

Thursday, February 13, 2014

Stealth Bastard Deluxe (PC) (2012)

20140213:
While I somehow got the impression this game would be a stealth adventure game similar to Mark of the Ninja (PC) (2012), it plays out more like a puzzler with stealth elements.

Slaughtered by the robot. ;_;

After completing each level, you are given a letter grade based on the time spent, the number of deaths, and the times spotted.

So far, I find this little game to be fun and addicting. Well, any game that requires precision in order to finish with a fast time has the potential to be addicting. The most similar game with this structure that comes to mind is Dustforce (2012). However, I find Dustforce has a higher learning curve than Stealth Bastard Deluxe.


Disregarding some fine details, the game, like Dustforce, has similarities with Super Meat Boy (PC) (2010). All three are platformers whose levels involve obstacles. In addition, a primary goal in all three is to complete the levels as quickly as possible. All three games also allow the use of different characters with different abilities, though it seems as though Stealth Bastard Deluxe distinguishes between completing a level with the standard character and completing a level with equipment.

I feel happy every time I see this screen.

With the above comparisons being made, Stealth Bastard Deluxe is certainly different enough to warrant giving about a good hour of play, even if a player (for some reason) dislikes either Super Meat Boy or Dustforce. Similarly, even if a player dislikes Stealth Bastard Deluxe, there's always room to try Super Meat Boy or Dustforce.

Today I completed the following: Levels 1-4 to 1-8. Levels 2-1 to 2-3 (S-ranked). (1:54:28)


After taking a break, I eventually returned and resumed playing some more Stealth Bastard Deluxe: Levels 2-4 to 2-8 (S-ranked). (2:55:20)

20190728 Comment:
Steam Game Time: 5.0 hours on record

Stealth Bastard Deluxe (2012)


Relevant Links:
Stealth Bastard Deluxe Website
Stealth Bastard Deluxe (PC) (Metacritic.com)
Stealth Bastard Deluxe (Wikipedia.org)

Wednesday, February 12, 2014

Joe Danger 2: The Movie (PC) (2012)

Joe Danger 2: The Movie (PC) (2012)

Race through some levels with a jetpack!

Relevant Links:
Joe Danger 2: The Movie Webpage
Joe Danger 2: The Movie (Wikipedia.org)
Joe Danger 2: The Movie (PC) (MetaCritic.com)
Joe Danger 2: The Movie (Steam Store Page)

Race through the first scene in a mine cart. (I suddenly want to play Donkey Kong Country (SNES).)

20140212:
This game was decently fun. Though I have yet to complete it, simply finishing the game seems like a short endeavor. Overall, the experience is casual and there's always replay value in attempting to achieve the best high score per level.

Downhill skiing!

When thinking of casual games and obtaining high scores, I first think of a game called Flight Control HD.

But while both games have a limited number of levels, Flight Control's replayability is solely in its simplicity and achieving a high score (similar to Tetris or any tile-matching game).


Arriving at a more appropriate comparison, Joe Danger 2: The Movie is similar to Snuggle Truck (PC) (2012). First, both games require you to achieve a predetermined number of goals before you can unlock more levels. Second, outside of the goals, both games focus on achieving the best time.


Gameplay Log:
The game shows the control scheme for both the keyboard and game controller simultaneous, which was initially a bit confusing.
Some goals are reasonable to retry immediately. Others are worth waiting until the game teaches you all the various trick mechanics.


The 100% Combo Active goal can be achieved by using Q or E or popping a wheelie at correct places, but to be honest, I had to play around with this a bit and I'm still not entirely sure of the details.

[20150206]

Friday, February 7, 2014

Batman: Arkham Asylum (PC) (2009)

20131128:
Today I played the game for about forty minutes. (Normal)

The Batman


20140207:
Although I already started playing Arkham Asylum (20131128), I seemed to have misplaced the save file. As such, I just started the game over from the beginning. (Normal)

Part 1 (0:48:27) The twitch.tv recording has expired.

[20150831 Edit][20181003 Edit]

20140208:
Part 2 (0:52:33)* (blown elevator to obtain explosive gel).
Part 3 (0:34:54)* (Bane to Main Sewer Junction) (PM hours).

The Joker

*The twitch.tv recording has expired.

20140209:
Addicted to the game, I finished it today.

Part 4 (3:10:58)* (Main Sewer Junction to Harley kidnaps two guards)
Part 5 (1:02:53)* (Harley kidnaps two guards to Glasshouse Entrance)
Part 6 (0:20:32)*
Part 7 (1:07:38)* (shut down power generator to learn about Killer Croc).

Peer around corners

*The twitch.tv recording has expired.

20140210:
Having beat the main game, today I made progress towards completing Riddler's Challenge.

[20181003 Edit]

20140211:
Today I finished up Riddler's Challenge:
1) Found the last teeth in Arkham Island, West.
2) Found the last two teeth in Arkham Island, East.
3) Tried looking through all of Arkham Mansion for the last three. USEDFAQ: Found the last three in Arkham Mansion (Warden's Office).

Harley Quinn

4) Found the remaining six secrets in Penitentiary. They're easy to find due to their marked locations on the map. It then becomes a matter of figuring out how to get to them.
5) Found the last teeth in Medical Facility.
6) Found the last secret in Caves.

Having finished Riddler's Challenge, I next tackled some of the game's Challenges:
Intensive Treatment 8935 (One Bat)
Silent Knight 4:16.02 (Three Bats)

The Scarecrow

Sewer Bat 4700 (Zero Bats)
Survival Tactics 4:16.64 (Three Bats)

[20181003 Edit]

20140212:
Yesterday, after I was done playing, I looked up a YouTube video and watched someone playing one of the fights. His/her method involved starting the fight with the bat claw followed by a stun. This automatically starts a combo with two variations. I didn't pay attention to what else went on, but simply adding those two moves has improved my scores.

Land combos

Shock and Awe 7200 (Zero Bats)
Record Breaker 2:40.62 (Three Bats)
Rumble in the Jungle 10870 (One Bat)
Invisible Predator 6:46.46 (Three Bats)
: Blah. A grate take down isn't satisfying like the analog found in Mark of the Ninja. It's just popping out of a grate and executing a silent take down.
Intensive Treatment (Extreme) 10440 (One Bat)

Poison Ivy

Silent Knight (Extreme) 1:38.48 (Three Bats)
: My strategy: At the start, I run around the corner to the ladder and go up and place a bomb. I drop down across the way and set a bomb under the glass. Finally, I drop down into the grates, walk to the center, and then go up to place the last bomb. I detonate the bombs when all three are in place. (I didn't experiment with trying to get an earlier kill.) In any case, after the kill, I come up to wait for the two guys to check on the body. When they do, I zip across to kill them both. I get the last guy by hooking to a gargoyle and gliding down.

[20181003 Edit]

Batman: Arkham Asylum (2009)

Glide through the air.

Relevant Links:
Batman: Arkham Asylum - PC (IGN.com)
Batman: Arkham Asylum (Metacritic.com)
Batman: Arkham Asylum (Wikipedia.org)

Thursday, February 6, 2014

Guardians of Middle-earth (PC) (2013)

-- ESSENTIALLY DEAD* --

*20191206: The game was removed from the Steam Store in April 2019 (Wikipedia.org) and according to steam.db the game averages about 8 players per day which for a MOBA is abysmal.

20140206:
Today I decided to try and play Guardians of Middle-earth. Unfortunately, it was a terrible experience.


Gameplay Log:
I queued for both a Coop vs AI and a 5v5. Instead of waiting for the queues to be full, which would take forever, the game filled the remaining spots with AI. As such, I played the coop vs AI with one other real player and the 5v5 started to load with just two people. Unfortunately, my game crashed before the 5v5 went to champion select.

Steam: 98 minutes

[20170325 Edit]

Thoughts:
Neutral:
~ Doesn't implement equipment


Cons:
- Game feels unresponsive.
- Using a command places all commands on cooldown.
- Lack of players
- Lacks important features found in League of Legends such as requiring spells to use mana

Major Con:
- Purchase game instead of free-to-play model

Summary:
This LOTR-inspired MOBA was great for playing as characters in the LOTR world. Otherwise, it was a poor copy of more popular MOBAs such as League of Legends and DotA. Thankfully, I got the game as part of a Humble Bundle, so it's lack of value isn't a big deal to me. I would, however, be upset if I had paid for it on it's own.

[20170325 Edit]

20170325:
Today I tried to check the game out for a second time as an update.


I queued for a Coop vs AI match, and eventually the game queued me up by myself (with four bots against five bots). I choose to play as Gandalf. For a long time, the game was even until eventually I died and the game bugged out (I did not respawn).

In the end, all the comments I previously made still hold with the exception of the cooldown placed on all commands. From today's play, and perhaps it was the same then, the main skills (QWER) do not place each other on cooldown.

Guardians of Middle-earth (PC) (2013)

Relevant Links:
Guardians of Middle-earth (PC) (MetaCritic.com)
Guardians of Middle-earth (Steam Store Page)
Guardians of Middle-earth (Wikipedia.org)

Tuesday, February 4, 2014

Really Big Sky (PC) (2012)

Really Big Sky (PC) (2012)


Relevant Links:
Really Big Sky (Steam Store Page)
Really Big Sky (PC) (MetaCritic.com)

20140204:
Playing this game for the first time today, I found it confusing to play, and not at all fun like Jamestown (PC) (2011).


While I thought the drilling mechanism was potentially cool, its actually been kind of boring. What will happen is a black screen will be coming, you'll need to switch to your drill, and then collect some power-ups. In other words, it simply provides a little break and doesn't provide any core gameplay.

The game instructs that you can drill through some meteors if you're fast enough, but I have yet to do this.


However, let's get back to the confusing gameplay. While yellow and blue are different colors, I had trouble differentiating between enemy particles (yellow) and star power (blue). Seeing as you're suppose to collect star power, this confusion often led to my demise.

One option I thought was strange was that, by default, the option is to keep fire on. This was strange to me, especially when not firing builds up pressure for a special fire shot.


On a different note, the powerup mechanism, via purchasing upgrades at the end of a level, is also not well-explained. While there are a bunch of possible upgrades, I have only seen the use of two of them: bigger star collect radius and mine release.

Overall, this game seems to have a high learning curve and I've yet to find it enjoying. Instead, I only find myself dying to stupid things.


I'll definitely continue playing it at another time, but my first impression of it is thumbs down.

[20141201 Edit]

20140205:
The game takes some getting used to and eventually a lot of the difficult things that caused my deaths were no longer a problem. However, I would still content that the game is difficult and curse the many enemies which appear unexpectedly.


From a more analytic point of view, perhaps the difficulty is derived from a combination of the randomness and the difficulty in seeing the ship.

I would also like to reiterate my complaint on the game's lack of instruction. In particular, the shop system is void of any explanation and sometimes the enemies have shields which seem like they can't be broken.


There are events in the game where the ship speeds up and there's all these enemies. That's ridiculous.

One great thing about the game is the multitude of modes available. Of all the modes, perhaps my favorite is the Boss Rush mode. My second favorite is the Retro Mode where I can actually see what's going on. Perhaps my least favorite, or at least low on the list, is the one that wants to emulate a shmup. Personally, I think a schmup should have predictable elements which a player can react in predictable ways.


While also tired, I tried out a little bit of each mode, but nothing screamed out, play me forever!

[20140202 Edit]

Sunday, February 2, 2014

Bad Hotel (PC) (2013)

Bad Hotel (PC) (2013)


Relevant Links:
Bad Hotel (Metacritic.com)

Bad Hotel consists of building a hotel by attaching hotel rooms to each other and defending the main hotel from destruction. Of course, to get a chance at achieving a high score, any room built must remain standing by the end of the level.

While on the surface the game is simple and fun, I was especially taken in by trying to optimize the way I build a hotel and also found myself trying to reverse engineer the scoring system.


There are three important tips on playing Bad Hotel:
1) Build as much money generating buildings as early as possible, dishing out for defense and/or offense only as needed.
2) Minimizing distance from the main hotel in order to maximize actions per cost.
: For example, you have six rooms attached to your main hotel and then decide to build one room connected to one of the six rooms. Instead of optimally cycling Main Room->Six Rooms->Repeat, you are now cycling Main Room->Six Rooms->One Room->Repeat. In time units, three cycles of the first is two cycles of the second. However, that equates to twenty-four actions per three time units compared to eighteen actions per three time units.
3) Pay attention to surface area.
: Too little surface area can be bad, because then damage may be concentrated and abrupt. But too much surface area can be bad, because then it becomes more difficult to protect your assets.



20140203:
Today I start playing Bad Hotel for the first time (Tim Plays Bad Hotel Part 1), spending a little under two hours with the game.

However, soon after, I spent nine hours with the game! (Tim Plays Bad Hotel Part 2). These first nine hours started out with the level Hot Sands, where I slowly begin to understand how to place buildings optimally: at a diagonal.

By about forty-five minutes into these nine hours, I come up with the following build:

~~~Game Plan~~~
.....2-M-2.....
.......|.......
.......M.......
....../|\......
.5-3-1.1.1-3-5.
.....|.|.|.....
...7-4.4.4-7...
....../.\......
......6.6......

With it I'm able to get the following scores: 2168 and 2208.


Eventually, however, about an hour into these nine hours, I realize I can optimize actions by building all my rooms within two connections of the main hotel. I begin with working with a setup that looks like the following:

~~~Game Plan~~~
...8.9-9-9.8...
....\..|../....
...6-2-M-2-6...
.......|.......
...6-5-M-5-6...
....../|\......
...3-1.1.1-3...
..../|.|.|\....
...7.4.4.4.7...

Legend: 1=S.Money; 2=Attack; 3=Heal; 4=S.Money; 5=Attack; 6=S.Money; 7=Attack; 8=Attack; 9=S.Money;


I arrive at the above build by the one hour and five minute mark. However, I soon realize that the above build causes problems at the corners. By the one hour and thirty minute mark, I come up with the build below:

~~~Game Plan~~~
...6.8.9.8.6...
....\|.|.|/....
...8-4.8.4-8...
......\|/......
...8-5-M-5-8...
.......|.......
...8-6-M-6-8...
....../|\......
...7-1.2.1-7...
..../|.|.|\....
...3.8.8.8.3...

Legend: 1=S.Money 2; 2=S.Money 1; 3=Attack 2; 4=Attack 2; 5=Heal 2; 6=S.Money 4; 7=Attack 2; 8=S.Money; 9=S.Money;


Using the above build, I earn a score of 93096 at the one hour and thirty-six minute mark. Trying to improve on this score, I try to purchase the rooms which rake in more money, but find little success.

By the two hour mark, I'm working with the following diagram:

~~~Game Plan~~~
...............
....\|.|.|/....
...8-4...4-8...
......\|/......
...8-5-M-5-8...
.......|.......
...8-6-M-6-8...
....../|\......
...7-1.x.1-7...
..../|.|.|\....
...3.......3...

Legend: 1=L.Money 2; 3=Attack 2; 4=Attack 2; 5=Heal 2; 6=L.Money 4; 7=Attack 2; 8=L.Money; 9=L.Money;


However, I begin to realize that I should determine my rate of income. Thus, by the two hour and six minute mark, I begin collecting data and determining how much money the various buildings are generating for me. If you watch the video, this simply consists of building a single building and measuring how much money is generated by the time the main building is destroyed. For good measure, I take many sample points and proceed to use my spreadsheet program (OpenOffice.org Calc). Unfortunately, I don't quite make the correct interpretation of the data and number crunching until the three hour and fourteen minute mark when I realize that the main building generates money.

At the three hour and thirty minute mark, I conclude that the $300 room generates $6/tick, the $200 room generates $4/tick, and the main building generates $4/tick. With this hard work, I'm able to achieve the following high score (tenth on the leaderboard) at the four hour and twenty three minute mark:

Shoreline Shambles - Hot Sands
Height 51
Profit 9938
Rooms Destroyed 0
Rooms Remaining 28
Rounds Fired 182
New High Score 278497


Having achieved the above, I set out to determining building height. By the four hour and thirty-five minute mark, I recorded the following:

Height:
2 stories = 16
3 stories = 25
4 stories = 33 (includes going underground)
5 stories = 42
6 stories = 51
7 stories = 59

Having determined the height, I begin collecting more data points and set out to determine a formula for the total score. At the six hour and twenty-two minute mark I settle on an almost accurate formula for the total score. As a summary, the total score is approximately Profit*RoomsRemaining/(1+RoomsDestroyed).

[20140318: While reviewing my recording and cleaning up this blog post, I realized that I should try taking the above formula and taking its difference with the score assigned by the game. Sure enough, the difference returned the height of the building (off by a fraction)! For the data in the spreadsheet, the formula for the total score is given by
[Profit*RoomsRemaining/(1+RoomsDestroyed)]+Height
rounded down to the nearest integer.]


[[

However, in Tim Plays Bad Hotel Part 3, at the two hour twenty-two minute mark, it seemed as if the total score was given by
[Profit*RoomsRemaining/(1+RoomsDestroyed)]+4*Height.
I proceeded to check the score for Sunshine and Showers and the score there seemed to be given by
[Profit*RoomsRemaining/(1+RoomsDestroyed)]+7*Height.
It wasn't until checking the score for Vacancies (Tim Plays Bad Hotel Part 2, seven hour twenty-two minute mark) that I realized the true formula is given by
[Profit*RoomsRemaining/(1+RoomsDestroyed)]+Height+RoundsFired.
]]

Around the six hour and thirty minute mark, I determine whether I should build more buildings at the end of a level, or get an estimate on if I should have built less. (Technically, I don't realize that this formula is only endgame relevant until the six hour and fifty-five minute mark) In any case, this level of optimization is only beneficial on a small scale.

[20140318: Omitting the math (take a derivative and find the critical point), simply make sure in the final moments of each level that the profit divided by the cost of your cheapest building does not exceed the number of buildings which remain. If this quotient does in fact exceed the number of buildings which remain, then purchase as many cheap buildings as required to fix this difference (half the difference).]


I move onto the second level (Clean Rooms) at around the seven hour mark. I get a high score (sixth on the leaderboard) for that level at the seven hour and eight minute mark. I move onto the third level (Vacancies) and get a high score (eighth) for that level at the seven hour twenty-two minute mark. However, I find myself close to the next rank and keep playing. After several tries, I give up and move on to the fourth level (In a Miner Key) at the seven hour and thirty-five minute mark.

Desert Downfall - In a Miner Key
Seven hour and forty-seven minute mark:
9 Mines is excessive
3 Inner / 4 Middle / 2 Outer
Score: 334714
Seven hour and fifty-two minute mark:
2 Inner / 4 Middle / 2 Outer
Score: 490065
Eight hour mark:
8 Mines and 3 Shooters is still excessive
2,1 Inner / 2,1 Middle / 4,1 Outer
Score: 519820 (seventh on the leaderboard)
Eight hour eight minute mark:
2,1 Inner / 3,0 Middle / 3,0 Outer
Score: 623933 (fifth on the leaderboard)

At the eight hour and ten minute mark, I move onto the fifth level (The Storm). I achieve a high score (ninth) at the eight hour and twenty four minute mark. I start the last level of Desert Downfall (Sunshine and Showers) at the eight hour and twenty-six minute mark. I end the stream with little success.


[20140318]

20140204:
Today, I play for approximately 4.5 and 2.5 hours for an approximate total of 7 hours (Tim Plays Bad Hotel Part 3, Tim Plays Bad Hotel Part 4).

In the first segment, I repeatedly try to get a high score on Desert Downfall - Sunshine and Showers. Things look especially promising when I realize that I can arbitrarily prolong the level by forcing the cloud enemies outside the firing range of my mines. The successful run occurs between the one hour twenty-three minute mark and the two hour mark.

Desert Downfall - Sunshine and Showers
This level is broken. Just build enough healers prevent loss of buildings, while keeping the last cloud out of range. The range of the mines fired will increase over time. Monitor the range carefully while building $200 hotel rooms.
Height 314
Profit 674888
Rooms Destroyed 2
Rooms Remaining 564
Rounds Fired 1874
New High Score 126881132 (second on the leaderboard) [20240106: Almost 10 years later and this score is now 7th on the leaderboard]


I get a high score (tenth) for Hot Sands at the two hour twenty-one minute mark.

[A lot happens that I don't wish to determine.]

During the last hour of the first segment, I have my spreadsheet open and covering half the screen. Oy.

At the one hour forty-nine minute mark of the second segment, I attain eighth on the leaderboard:

Mountain Mayhem - Strumming on the Old Dino
Broken. Just build ice machines and freeze the snakes at the end. You'll make so much money, just keep building cheap ice machines and you'll increase the multiplier on your score. At 35000, I only built 100 and could have optimized by building 20 more ice machines. Though actually I should have built rooms for rent... I didn't realize the snakes would slow down so much. To think I lost two buildings and still got 8th place.

I stop streaming and playing after completing the last level of Mountain Mayhem: Trouble at the Saw Mill.
20240106 Snapshot:
Steam Game Time: 22.1 hours (cumulative game time) / 22h 5m (Playnite)
Last Played: 20140318
20240106:
Today I wanted to play the game again. I thought about watching my older gameplay first, but it might be good to just dive into the game first before reviewing the older gameplay. I did, however, read some of my prior blog entries.

Actually... my goal will just be to complete the levels. Minimal-to-no optimizing should occur.

Gameplay Log:
Played through some of the initial levels to get my bearings. Some of the layouts above don't apply because some of those units aren't available.
Once I get my bearings I went to Villainsville.
For "Budget Staycation", I used only 8 Mines and it seemed to fend the enemies off well. However, looking at the leaderboard, the high score solution probably involves minimal Mines with a switch to a freeze and profit.
"Born on the Hot Pavement". 3 Mines early game was good and I added 3 more later, but I think 6 total was overkill. I guess it's easier to reduce down after playing once rather than on the first try since on the first try one doesn't know what to expect.
Wow. "Rain of Terror was hard". And there are very high scores... so however they do it... it doesn't use the freeze cheese like I assumed was happening in the other levels. For reference, my score is 1138 and the top score is nearly 850 million (though the tenth highest score is only 10.8 M). Oh... pressing "Change" on the high score menu shows that my rank with the score of 1138 is 328.
"Get Yourself to Mars". 3 Freezers, 3 Shooters, 2 Heals.
"Get Yourself to Mars". Opening with 2 Shooters and 1 Freezer is enough. And only need 1 Healer... if at all? Not sure on if I need to add 1 Shooter and 1 Freezer or just 1 Shooter.
Actually early game 1 Shooter, 1 Freezer, 1 Heal is more consistent, but transitioning to the mid game with one layer is tough... Maybe should use a Death Bomb.
So experimenting... for sure having 3 Shooter, 2 Freezers, and 1 Heal on first layer will get through the mid game on one layer. But it doesn't give a good amount of Profit.
Okay so I focused on expanding layers sooner. Having 1, 1, and 1 on the first layer and then adding 2, 1, and 0 on the second layer. Unfortunately I lost a room on the third layer... Other wise I would have had a score of 1.2 M.
Hmm... I don't understand this level. "Interplanetary Disorder"

Steam Game Time: 24.3 hours (cumulative game time) / 2.1 hours (session game time)

Thoughts:
Pros:
+ Simple to learn and quickly start playing
+ Theoretically some rounds have cheese strat to get a very high score simply with the endurance to place many hotels
+ Can play with just a Mouse! (or finger when touch screen is available)

Cons:
- I don't see a reason why one would intentionally place rooms not on a grid and not with the least amount of walks to the main hotel as possible. As such, I would have (at least as an option) allow for snap to grid and auto-choose least paths. Perhaps this is intentional in order to force players into specific strategies. And/or to force the ability of human error. In any case, it is a design choice (or lack of) that I consider a con.
- Memorizing what the different icons do is a pain. I think graphical representations are useful, but having additional words or hover text would help as well

Rating: 3.6 out of 5

[20240106]

Saturday, February 1, 2014

Shelter (PC) (2013)

Shelter (PC) (2013)


Relevant Links:
Shelter Webpage
Shelter (Steam Store Page)
Shelter (video game) (Wikipedia.org)
Shelter (PC) (Metacritic.com)

Overview: Shelter is an adventure game where you play as a mother badger. In addition to feeding them, you will also need to protect your cubs from natural dangers as you travel through the wild.



Recommendation:
Most of Shelter is a calm, linear gaming experience, but it's gameplay is unique and there are occasional life-threatening moments.

It's artwork is also good, but the game's not perfect. With that in mind, I'm not sure if this short adventure game is worth* its full price tag ($10), but it's worth experiencing (e.g., find a friend who own's it or wait for it to go on sale).

*Apparently the game also has a "Nurture" mode.



20140202:
Today I finished the first level (there are five total). After completing it, I went on to second, but the second level was dark and hard. Despite having only walked a short length from the starting position, I ended up losing all the cubs.

While I only played for about half an hour (Steam: thirty-eight minutes), I decided to stop playing because, one, I had already reached a milestone (the end of the first level) and, two, I didn't know how much longer the game would be.


[20150210]