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Thursday, April 30, 2015

10 Second Ninja (PC) (2014)

Overview: In this platformer, the player is a ninja who must defeat all the Nazi robots within a level in less than 10 seconds (hence the game's title). While completing a level under 10 seconds is sufficient to proceed with the game, players can strive to unlock one, two, or three stars by beating predetermined benchmarks.

So... what's the best way to defeat all five Nazi robots?

[20140424][20181218 Edit]

20150524:
Today I played 10 Second Ninja on my laptop on fullscreen with a resolution of 1920 x 1080.

[20150524 Edit]

20160107:
Josh didn't believe that the levels were so short so I just had to load up the game and show him.

Steam: 114 minutes (total game time)

20160205 AM Hours:
Having previously completed the first and second world, today I finished the third, fourth, and fifth world. Afterwards I also started going through and improving my star ratings.

Your first battle against Robot Hitler.

Below are some levels I couldn't figure out the first time around accompanied with my personal hint or solution to them:
"It Begins...": Shuriken faster than sword.
"Got Wood": Skim head.
"Leaf Me Alone": Maximum range of sword and midair jump.
"Winter Is Coming": Skim foot.
"Lets Play": Maximum range of sword and double jump.
"Emoticons": Full solution:
i) Throw a shuriken at far right robot
ii) Swipe the sword at both the regular and tank robot.
iii) Throw a shuriken through the tank robot towards the right (it will hit the other far right robot)
iv) Swipe the sword before going through the portal, it will kill the last robot.*
"<_<": Blue portal.**
">_>": Midair jump.**
"Run Forest Run": Shuriken faster than sword:
i) Throw a shuriken at far right robot
ii) Single jump and throw a shuriken at the closest robot to the left
iii) Double jump to the right
iv) Double jump to the left
v) Single jump and throw a shuriken to the right
vi) Swipe the sword to the left
Note: vi comes after v because the shuriken takes time to fly

He's painting... with no arms.

*20191108: Alternative is to throw a shuriken. Possibly slower though. I got 1.70 while my best is 1.62.
**20191108: These are terrible hints. I don't understand how to use them. Lol.

20160205 Evening:
Waiting for my laundry to come out of the washer, I tried to accomplish the last remaining three star levels. While able to get one or two, I had several levels where I could not figure out where to save time.

"Rubber Ice Trays": Full solution:
i) Start to run right, jump and shuriken the far right robot, swipe and kill the other robot nearby, and midair jump onto the icicle.
ii) Throw a shuriken and it'll hit the robot below the icicle on the left.
iii) Jump onto the platform and throw a shuriken.
iv) Double jump and swipe the last robot.

"Red Run", 4.50: I prefer going right. Then I'd jump so the platform falls beneath the robot destroying him. Run to the left, double jump, shuriken to the right, swipe to the left, shuriken to the right, and swipe to the left. Partially theoretical.
"A Rock", 5.60: Shuriken to the right, single jump onto the rock, double jump onto to the right and swipe because I'm already facing that way, turn to the left and shuriken, jump onto the rock, double jump into the air and shuriken to the left and swipe to the right. I don't know which should go first. I have trouble throwing the shuriken first.
"A Hard Place", 5.48: I only trigger the first rock.
"o_o", 1.72, close: I was mainly doing double jump, shuriken, fall into portal, swipe, swipe. I also later tried, single jump into portal, swipe, shuriken, swipe but it was more inconsistent. Eventually I played around with pressing jump while inside the portal.
"Re: Vengence", 1.84, close: I quickly shuriken left and then right, swipe while running/falling into the portal. Jump, slash, and throw a shuriken.
"^_^", 4.94: Swipe first robot. Jump. Double jump up and shuriken. Double jump to platform and shuriken and swipe to kill tank (throwing a shuriken through the blue portal will eventually kill this tank, but its faster to kill it now). Jump and swipe the robot in the air, throw a shuriken through the blue portal, and swipe the final robot.

20191108 Comment:
Steam Game Time: 8.1 hours (total game time)

20191108:

Setup: Xbox Controller.

"Red Run", 4.24: At first I was repeating the following: 1) I went right. 2) Jumped on the platform and the robot will be destroyed for free. 3) Run to the left, shoot a shuriken. 4) Double jump, swipe, shuriken to the right (upper), shuriken to the right (lower), swipe. Then towards the end I was playing around with a variation. Between 3 and 4, I would do a quick turn to shuriken the robot on the right (lower). Then in the run where I achieved 4.24, I made a "mistake" and happened to get three stars. Unfortunately I wasn't recording and I have no idea what sequence I used.
Remark: In one YouTube video, the player destroys the robot on the right with a slash as he's jumping up at step 2. His time for the level is 4.30.

The FUUUUUUUUUU- Steam achievement

Steam Game Time: 8.6 hours (total game time) / 0.5 hours (session game time)

Thoughts:
Pros:
+ Humorous
+ Levels are short (at most 10 seconds per level - at least on a given run). Perfect for when you expect to be doing something else (e.g., taking out the trash or your MOBA queue pops).
+ Ninjas, robots, and Nazis.

Con:
- No ghost feature.

[20150524 Edit]

Recommendation:
While I enjoyed the game and found it just difficult enough to hold my attention, I wish it had a ghost and/or replay feature. With that being said, if you like Super Meat Boy (2010) and have completed it or grown bored of it, but want something similar, then definitely check out 10 Second Ninja.


If you simply like fast-paced games (e.g., Half-Minute Hero (2012)) or games with a humorous story (e.g., Rock of Ages (2011)), then you should also give 10 Second Ninja a try.

[20150524 Edit]

20220801:
Today I collected a handful of missing stars. At the end of the session, I still had one more to go ("A Hard Place").

Setup: Steam Deck. I kept confusing "R1" and "R2"; by default "R1" is retry and "R2" is throwing a shuriken. So I editted the controller so that "R1" is also throwing a shuriken and "L1" is retry. This was much better. Because this was a remapping at the level of the Steam settings, the game would still show "R1" as the button for retry. I would say this was good as it reduced the possibility of an accidental retry.

"A Rock", 5.54: Repeatedly jump and swipe while moving to the right. This weird technique will allow the ninja to attack both the robot above the platform and the one at the ground level. There's just enough time to make it back to the platform. Use a shuriken to the robot on the left. Then jump and use a shuriken on the last two robots up top.
"o_o", 1.70: Double jump, shuriken, fall into portal, swipe, swipe. After some experimentation, I figured the previous sequence was the way to go and leave the rest to luck (because sometimes I would get 1.72). And, in fact, after enough repetition I got 1.70.
"Re: Vengence", 1.80: I independently came to a similar, if not the same, conclusion as my previous entry. I might have prioritized throwing the shuriken. In general, it is better to throw a shuriken before swiping due to the time it takes the shuriken to travel.
"^_^", 4.76: As with "Re: Vengence," I independently came to a similar conclusion as my previous entry. However, I made sure to throw a shuriken first, followed by two swipes. One of the key observations I made was the importance of beating the platform. That is, finding every moment to jump and reach higher elevation is the primary blocker to a fast time on this level.

Steam Game Time: 10.4 hours (total game time) / 1.8 hours (session game time)
20220802:
Holy moly. So this last level, "A Hard Place," was giving me so much trouble that I tried to look at a speedrun for inspiration. One video I watched was a timescale assisted run which allows for an interesting wall jump. Another video was more applicable but didn't drastically differ in my approach. The main difference was a need for me to cut down on horizontal movement:
- Same: jump and throw a dart while triggering first platform
- Personal: do a small jump for timing
- Same: double jump to the right
- Time Loss: my main variations were "turn left, shuriken, run right, swipe" and "run right, swipe, turn left, shuriken." First, running right should be omitted. Second, "turn left, shuriken, turn right, swipe" is best, as it maintains the same pattern for later.
- Same: double jump and swipe. Time Loss: it's best to try and land as close to the edge as possible
- Time Loss: among variations, I threw a shuriken to the left, landed back inside and swiped the top right robot from below. Upon learning from the YouTube video, I arrived at "tight double jump onto the ledge, turn left, shuriken, turn right, swipe." As mentioned earlier, this creates a repeated pattern which is easier for the fingers to execute.

Note that while I watched the video and learned from it, the speed runner executed the level in 4.74 (with a best of 4.64), and I was only able to do the level in 5.06.

Steam Game Time: 12.5 hours (total game time) / 2.1 hours (session game time)
20220814:
Today I tried hard mode twice, but didn't make it so far because I have forgetten the best routes for each level. As such, afterwards I went through all the levels and tried again. While I did better, there was still a lot I had yet to commit to memory. In particular, I should jot down notes for the portal levels. More generally, a cheat sheet for each level would be good preperation.

Gameplay Log:
Tried hard mode. 20 out of 40.
Tried again. 24 out of 40.
Went through all the levels again.
Tried hard mode again and got to 28 out of 40.

Steam Game Time: 14.2 hours (total game time) / 1.7 hours (session game time)
20220814 Evening & 20220815 AM Hours:
I executed my plan of taking notes and then I tried hard mode again, many times over. Though the notes don't necessarily help, the exercise of creating the notes generally helped. Note that there are situations where the optimization of the individual level is much to risky to use during hard mode.

Overall, I made a lot of progress, and the first bonus level absolutely destroys me (a lot of failures results in losing precious time). I thought I understood how to play it during practice, but its position near the end of so many consecutive levels increases its difficulty. Furthermore, I began to get tired and I was beginning to play poorly and more inconsistently. For example, one of the early levels requires a drop, followed by well-timed shuriken, and then a jump. When fresh, I was probably hitting this movement with at least an 80% success. In contrast, towards the end of play, I was probably looking at most 20% success. With that being said, at one point I was on the 39th level and such progress motivated me to keep on trying despite feeling tired.

I think I'll be able to complete hard mode with a fresh mind.

As a side note, a fun aspect of training for Hard Mode was discovering new optimizations and getting new PBs on various levels.

Gameplay Log:
I went through all the levels and took notes.
Tried hard mode multiple times. Furthest progress was 39 out of 40.

Steam Game Time: 19.5 hours (total game time) / 5.3 hours (session game time)
20220815:
Today I completed hard mode! I think I had approximately three full runs (i.e., expiration of 4 minutes) with the last run ending in success and many partial attempts in between. And when I did succeed, I barely made it: I had completed the mode in about 234 seconds (out of the alloted 240 seconds). However, that's good enough for me! Note that according to the Steam Achievements page, 4% of players (who own 10 Second Ninja on Steam) have completed this achievement. But only 80% of all players have even completed the tutorial so 20% of owners haven't even played the game yet. Normalizing, about 5% of players who have started the game have completed hard mode, and about 9% of players who have completed the first world have completed hard mode.

Steam Game Time: 20.2 hours (total game time) / 0.7 hours (session game time)
20231224:
Ensuring backup of game from Steam Deck to PC.

Steam Game Time: 20.2 hours (cumulative game time) / 0.0 hours (session game time)


10 Second Ninja (PC) (2014)

Relevant Links:
10 Second Ninja Website
10 Second Ninja (Steam Store Page)
10 Second Ninja (PC) (MetaCritic.com)

Wednesday, April 29, 2015

The Novelist (PC) (2013)

Overview: The Novelist is an exploration game which tells the story of a family that moves into a home inhabited by you, a ghost. Roam around the house looking for clues, reading their minds, and influencing their lives.

The Novelist (PC) (2013)

The Kaplans move in to their new home.

Relevant Links:
The Novelist Website
The Novelist (Wikipedia.org)
The Novelist (Steam Store Page)
The Novelist (PC) (MetaCritic.com)



20150429 (Evening Part 1):
Today I played the first chapter of The Novelist. For the most part, it's a mix of an exploration game and a point-and-click game.

While the game is decently fun, I only plan to play until I collect all the Steam trading card drops.

Thus far, the hard part about the game is deciding which character gets to be happy and which character gets a compromise. Unfortunately, the third person is left sad.

See their memories.


20150429 (Evening Part 2):
After dinner I returned to the game and finished the first month.

During that first month I made Dan happy and compromised for Tommy, then made Linda happy and compromised for Dan, and finally made Tommy happy and compromised for Linda.

However, as far as I could tell, the choices I made didn't seem to impact the ending of the first month.

Whisper to them in their sleep.

Overall, the game feels too repetitive. Furthermore, the game is slow-paced, a factor which only worsens the repetitiveness.

Recommendation:
I personally disliked the gameplay and the game's aesthetics. As mentioned above, the game suffers from poor pacing and repetition. Overall, I would not recommend the game.

Read letters which they leave lying around.

With that being said, there is a game mode (Stealth) where you, the player, must not be seen as you move around the house to gather clues and uncover memories. Perhaps this mode is superior to the one I played (Story - the Kaplans don't see you).

In any case, I'd sooner finish an exploration game called Gone Home (2013) before playing more of The Novelist. Also taking place within a new home, Gone Home has a stronger atmosphere and a better pacing than that of the The Novelist.

RefleX (PC) (2008)

Overview: RefleX is the second shooter in the Tale of ALLTYNEX trilogy.

20150429:
Today I played RefleX for the first time. Unfortunately, I didn't remember until writing this blog entry that it is part of a trilogy. From a story point of view, I should have played ALLTYNEX Second before I played RefleX.


Setup: The maximum available resolution is 1280 x 960. At this resolution, fullscreen mode caused the game to become oversized, and so I reduced it to 1024 x 768 while also temporarily changing my laptop's resolution to 1024 x 768. Furthermore, tabbing out of the game while it was in fullscreen mode would cause it to crash.

Controls: There are a finite number of key choices, but the default works for me: [Z] Shot [X] Shield [Enter] Pause.


Tip: You can press enter to skip the intro.

Gameplay:
At first I tried to shoot and dodge bullets, but some enemy bullets are homing and annoying to try to dodge. As such, I started making use of the shield. In fact, it's a deflection shield and will reflect the bullets back at the enemies.

Eventually it became clear that using the shield is essential to success. Unfortunately, deciding when to fire and when to shield (because only one can happen at a time) was difficult for me to figure out.


After getting more into the game, I learned that the shield will reflect blue bullets and absorb red bullets. As far as I can tell, purple bullets are also just absorbed.

Problem: In order to move in all directions while shielding, I had to release the shot button before pressing the shield button. I guess my laptop's keyboard registers the arrow keys separately from the letter keys. If I hold down both Z and X, then I can only move left and right.
Workaround: I adapted to this restriction by letting go of the shot button when I wanted to move, but held it down if I just wanted a short in-place shield.
Reason for Problem: I eventually learned (20191111) that the reason for the above problem was likely that my laptop keyboard only has a two-key rollover.
Summary: Since the problem is a hardware limitation (two-key rollover), the solutions consist of using a keyboard that features a higher key rollover, using a gamepad, or remap the buttons to "alt," "ctrl," or "shift" (because such buttons typically are wired separately from the other keys).


Remark: Shielding does not protect against contact damage.

[20181218 Edit][20191111 Edit]

Thoughts:
Pros:
+The shield reflection is a neat mechanic.
+The number of continues increases with each play (as far as I can tell). So in general, you will be able to progress further in the game, even though you won't be able to record a high score.


Cons:
-The game has no tutorial.
-The shield reflection is not as intuitive and fun as the polarity of Ikaruga.
-The game lags in between levels. This is a bit unfortunate as it ruins the feel of the game.
-It sometimes lags in the middle of the stage, but not so often.
-There is no separate leaderboard for playing the game with continues. The only way to get on the local leaderboards is to play without a continue.

Recommendation:
While shmups are not my favorite video game genre, I do enjoy them and RefleX is an enjoyable shmup.



20150523:
On 20150429, I ran into an input problem with my laptop keyboard. As a result, today I set out to play the game with a gamepad and Razer keyboard (one after the other) and recorded the outcomes.

Setup: Playing on my desktop, I set the resolution to 1280 x 960. While thinking about rotating my monitor, I noticed that RefleX lacked vertical monitor support.

Razer keyboard:
This keyboard did not suffer the key blocking which occurred with my laptop keyboard.*


Gamepad:
At first I liked the gamepad more than the (Razer) keyboard, but in the end I thought perhaps they were about the same. On a different note, I started out using the analog stick, but then found the D-pad to be more responsive.

*20191111: I learned today that this means the Razer keyboard has a sufficiently high key rollover and most likely the laptop keyboard just has a two-key rollover.

RefleX (Steam) (2014)*
*RefleX (Desura) (2013)
*RefleX (PC) (Japan) (2008)

Relevant Links:
RefleX (shmup.wikia.com)
RefleX (Steam Store Page)

Tuesday, April 28, 2015

Gemini Rue (PC) (2011)

Overview: Gemini Rue is a graphic adventure game where you play as two characters, Azriel Odin (an ex-assassin) and Delta-Six. Play the game to see how their stories come together.

Gemini Rue (PC) (2011)

Azriel waits to meet with an informant.

Relevant Links:
Gemini Rue (Wikipedia.org)
Gemini Rue (PC) (MetaCritic.com)
Gemini Rue (Steam Store Page)


20150428:
Today I played some of this point-and-click and while the story was interesting, moving from one area to the next required getting use to where the pointer needs to be. It is, however, still unclear to me what results in a successful exit.


Later that evening I resumed the game and encountered more bugs. Some text was skipping and after dying half of the screen had gone haywire. It returned to normal after entering the building.

The small resolution and pixelated graphics remind me of older point-and-click games like Loom (1990) or The Dig (1995).

Delta-Six (left) meets Epsilon-Five (right).

Anyways, I got to the part in the game where you can switch between playing Azriel and playing Delta-Six. Unfortunately, it was getting late and I stopped playing there.

Thoughts:
Pro:
+ Decent story. Plays out like a mystery/thriller.

While a graphic adventure game, Gemini Rue has the occasional action
via its shooting mechanism (i.e., shooting mini-game).

Neutral:
~ I'm not sure whether switching between Azriel and Delta 6 will be fun or annoying.
~ Retro graphics.

Cons:
- Navigation is clunky
- Encountered some bugs.

It's a glitch in the Matrix!

Recommendation:
Overall, Gemini Rue is a decent graphic adventure game. I would, however, start, finish or replay various other point-and-click game before returning to this one. With that being said, everybody enjoys different types of stories, and I simply enjoy other stories than the one presented here.

At this point in the game, players can switch between Delta-Six and Azriel.

Monday, April 27, 2015

World of Guns: Gun Disassembly (PC) (2013)

Overview: fully assemble and disassemble guns, see how they work, and more.

Saturday, April 25, 2015

Pixel Puzzles: Japan (PC) (2014)

Overview: Pixel Puzzles: Japan is just a jigsaw puzzle game.

20150425:
Today I played this game long enough to collect its Steam trading cards. This consisted of the first five level one puzzles (which unlocks level two puzzles), four level two puzzles (which unlocks level three puzzles), and one level three puzzle over the span of about 3.6 hours.


While level one and level two puzzles were small and not so hard, the level three puzzle was large and there were not many colors within the puzzle. Thus, after placing the edge and part of the water area in the bottom right corner, I struggled to readily match pieces.

First, I focused on certain types. After this helped fill in the final puzzle, I sorted the pieces by the number of protrusions (0, 1, 2, 3, or 4). Most of the pieces with two protrusions were protruding to the top and right. Eventually I sorted the pieces with one protrusion by their direction. This helped speed up the brute force, trial-and-error method.


As mentioned in 'Cons' section, the Koi pond and the puzzle area made it difficult to manage the pieces. Thus, while the pieces were conveniently oriented correctly, the software did not provide a satisfactory jigsaw puzzle experience. I'd much rather do a real jigsaw puzzle.

Thoughts:
Pros:
+Pieces are oriented correctly.
+Pieces snap into place when close.


Cons:
-Pieces do not snap together unless in correct position on board. (For example, I know two pieces should connect to each other. I'd like to connect them and move them as one. I've encountered a jigsaw puzzle game that allows this feature.)
-Pieces float around in the Koi Pond and can be hard to obtain. (For example, even if I see an edge piece, it may be covered by another piece. I may pick the other piece up to get it out of the way, but accidentally drop on top of the edge piece and both will respawn elsewhere in the pond.)
-Not enough room to sort pieces. This isn't a big deal with the smaller sized puzzles, but eventually it becomes chaotic.



Summary:
Unfortunately, the cons outweigh the pros.

20240428 Snapshot:
Steam Game Time: 3.7 hours (cumulative game time) / 3h 43m (Playnite)
Last Played: 20150426
20240428:
I played the remaining level one puzzle, the reamining level two puzzle, and two level three puzzles. My eyes would often tear up while playing (I guess I wasn't blinking enough).

Steam Game Time: 5.2 hours (cumulative game time) / 1.5 hours (session game time)

20240429:
I played the top-most level four puzzle and remembered to blink.

Steam Game Time: 5.9 hours (cumulative game time) / 0.7 hours (session game time)

20240430:
Gameplay Log:
I played remaining two level four puzzles (during which I idled in the middle of the second one for about 27 minutes)..
Played remaining level three puzzle
Unlocked the level five puzzle.
Idled for about 35 minutes
Completed level five puzzle.
Read the instructions. Apparently there's a power-up that can be used. Tested it out with the first puzzle. Upon collecting enough for the power-up, activating it will show the picture in the background for a few seconds! That would have been helpful! Oh well.

As I played, I got used to the game the way it was. While I still think the koi pond and lack of space is inconvenient, the snapping of correct pieces is nice. Towards the end, I chose to abuse the napping mechanic from time-to-time to help fixate certain pieces (e.g., edge pieces or a chunk of connected pieces). Overall, I found assembling puzzles to be a pieceful process and it helped me reflect on expectations and/or biases my mind is making.* I also found it surprising how sometimes I knew exactly where a piece should go (the brain is amazing). Overall, I would give the game a 3.6 out of 5.

Rating: 3.6/5

Steam Game Time: 11.5 hours (cumulative game time) / 4.6 hours (session game time) + 1.0 hour (idle time)

*Sometimes I expected a piece to go in one place but it actually went in another place.
Pixel Puzzles: Japan (PC) (2014)

Relevant Links:
Pixel Puzzles: Japan (PC) (MetaCritic.com)
Pixel Puzzles: Japan (Steam Store Page)

SpeedRunners (PC) (2013)

20150425:
Today I played SpeedRunners and I tried to play an online match but it didn't seem to work. As such, I decided just to play some levels from the "Origins" section.


In this section, the player has to race through a level and get to the end as quickly as possible (in order to defuse a bomb before it detonates).

Basic controls consist of sliding, jumping, running left/right, and using a grappling hook. (In multiplayer, there is also a button for using items.)


In the "Origins" mode, the fun is in repeating a level and trying to get the best possible time (shorter time/faster run).

In multiplayer (or at least what I know of it from the tutorial), the fun is in screwing over the other players in a manner similar to Mario Kart.


Overall, the game is pretty fun, it's hard not to like a game that includes a grappling hook gameplay mechanism (e.g., Bionic Commando, Just Cause 2 (PC) (2010)).

Setting Up: The game booted up for me in Windowed mode. I eventually went into the options menu and switched it to Fullscreen mode. When in Fullscreen mode, I was able to use the Steam overlay and take Steam screenshots.



SpeedRunners (PC) (2013)

Relevant Links:
SpeedRunners (SteamStorePage)
SpeedRunners (PC) (MetaCritic.com)

Thursday, April 23, 2015

Tiny & Big: Grandpa's Leftovers (PC) (2012)

Overview: Tiny & Big: Grandpa's Leftovers is a 3D platformer. With physics-based mechanics, you can push and pull objects, cut objects into pieces with your laser, grapple objects with your grappling hook, and attach a rocket to objects and propel them across the sky or into the air!



20150423 (AM Hours):
I had trouble sleeping and so I played a little bit of this game. While some of the mechanics were interesting, it was ultimately not that fun for me.


With that being said, I didn't play beyond the first level (the one that comes after the tutorial). If you own Tiny & Big: Grandpa's Leftovers, then you should give it a try. If you don't own it, then I would instead highly recommend Psychonauts (2005).

[20150514]

Tiny & Big: Grandpa's Leftovers (PC) (2012)


Relevant Links:
Tiny & Big in Grandpa's Leftovers Website
Tiny & Big in Grandpa's Leftovers (Wikipedia.org)
Tiny and Big: Grandpa's Leftovers (Steam Store Page)
Tiny & Big: Grandpa's Leftovers (PC) (MetaCritic.com)

Saturday, April 18, 2015

SpaceChem (PC) (2011)

Overview: SpaceChem is a puzzle game where the player creates circuits that combine elements together to form compounds (like O2 or HCl).

SpaceChem (PC) (2011)

Example of setting up a circuit.

Relevant Links:
SpaceChem Page (Zachtronics Website)
SpaceChem (Steam Store Page)
SpaceChem (Wikipedia.org)
SpaceChem (PC) (MetaCritic.com)

20150418 Snapshot:
I've played this game before, logging 5.1 hours into it on Steam. According to my screenshots and backed up save files, I last played on 20130403 from 2AM ET to 7AM ET. Booting up the game with this save file, I find that I only completed four levels. My goodness, I spent five hours on four levels...

Level Select Screen.


20150418:
Of Pancakes and Spaceships and Slightly Different
Cycles Optimized: 107 1 7
Symbols Optimized: 116 1 6

Crossover
I previously achieved 137 / 1 / 16.
In my try for Cycles with just Blue I got 277 cycles. So two of those would probably be 137. Yep. Two cycles with some adjustments to the interior gets me 137 cycles.
Cycles Optimized: 137 1 40
Removing one of the cycles, and ignoring the limitation on cycles, I achieve the 16 symbols.
Symbols Optimized: 297 1 16

Another puzzle.

While I initially thought I could do better, 16 is probably the minimum. You need to create and output two different atoms, so 4 for two INs and two OUTs. Each area needs a GRABDROP, so four more. Then to get from beta to psi you need UP and RIGHT. Then to get from alpha to omega you need DOWN and RIGHT. If we're using red and blue, then we get a minimum of 16, because of the necessary return trips. If we use only red or blue, then let's try to have a single RIGHT. This means the path from alpha to omega and alpha to psi unite and there's no way to diverge back to psi / omega. Thus we have to have two RIGHTs. What about getting back. Getting back from psi is one LEFT and from omega is another LEFT. Same argument that the LEFTs must be distinct. And then the same arguments to argue that there are two DOWNs and two UPs. Therefore, while there's a bit of handwaving, to me the minimum is 16 symbols.


What!?! I just found out you don't have to GRABDROP, but you can choose to just GRAB or DROP. That changes things! Damn. Haha.

You can choose to just GRAB or DROP.

An Introduction to Bonding
I suspected it before, but there's an asymmetry in the start times for red and blue. Given two simultaneous cycle actions by red and blue, red will happen before blue. This level was much easier to swap red and blue than in the other level.

Out of a configuration that uses two straight lines, one red and one blue, I get 122 1 12. But I suppose if I'm going for least symbols, then I should just use red. To which I do achieve the minimum.
Symbols Optimized: 192 1 10

Assignment Complete!

Two INs, one BOND, one DROP, four directions (four directions for three locations of in and out is optimal), and one OUTPUT. Finally, a GRAB is necessary to bring the beta to the alpha for bonding or vice versa.
Cycles Optimized: 87 1 22
Making a small change, and switching red and blue (ugh, stupid) I was able to save a cycle. Lol.
Cycles Optimized: 86 1 22
Interestingly, two straight lines is a median wasted time of 5, while two squares has a median wasted time of 4.5 (= 9 / 2).

Summary:
Today I played three levels and spent 3.6 hours doing so. Oy. Haha. I really should just play through the game without trying to optimize.

Friday, April 17, 2015

Dead Bits (PC) (2014)

Overview: Dead Bits is a first-person shooter that's played in a series of individual levels. Get through each level by destroying all the zombies.

Dead Bits (PC) (2014)


Relevant Links:
Dead Bits Website
Dead Bits (PC) (MetaCritic.com)
Dead Bits (Steam Store Page)


20150417:
Although I thought Dead Bits was somewhat fun, I'd much rather play a shooter with a good story behind it, like Portal (2007) or Half-Life (1998) (or their sequels Portal 2 and Half-Life 2).

The game is blocky like Minecraft, but there's no crafting element. Perhaps the developer simply wanted to build the stages using Minecraft blocks and made the enemies blocky to fit that design. In any case, I'm not a fan. I would be more than happy to play Minecraft, but this specific Minecraft-like game doesn't suit me.


Level Specific Comments:
In any case, the first level that gave me some trouble and took a lot of tries was level four. One tricky part about it is that the early part of the stage crumbles away. I'm not sure when this starts, but it felt like I bought myself more time by rushing (to get the bat) at the beginning. At the end of level four, with the three large enemies, I ran all the way to the health and just picked them off one by one from there. The first time I reached them, I just ran partway to the health and then tried to kite them, but they managed to walk up and slaughter me.

(Tricky) Level 4

Level 6 is a fresh twist to the game, because it did not involve any shooting - just running and ducking for cover every now and then.

Recommendation:
Overall, if you like first-person shooters of all sorts, then give this game a try. But if you also want a strong story or top-notch, cutting edge graphics, then you're better off looking elsewhere.

Level 6

Enclave (PC) (2003)

Overview: Enclave is an action RPG with two available campaigns: Light and Dark.



20150417:
I never realized that going to prison and then becoming the hero was a popular video game trope. Prior to Enclave, I encountered this trope in Resident Evil Zero (2002), Path of Exile (2013), Dark Souls (2012), and The Elder Scrolls V: Skyrim (2011).

Setup:
Difficult: Medium (other options are Easy and Hard)
Campaign: Light Campaign (as opposed to Dark Campaign)


First Impression:
I found the game's graphics to be decent, but the game's environments were unpredictable and dangerous. During the first level, I felt like I was playing an Earthquake simulator instead of an action RPG.

After finishing the first level, I started playing the second level where a "useful" archer fought by my side. The only problem was that if I wanted her to follow me, then I had to move clearly and slowly. Unlike Farah in Prince of Persia: The Sands of Time, when this archer lands her arrows the enemy is pretty much dead. This archer will also fight melee if approached more closely.


Second Impression:
After writing the above, I went back and tried the second level again. I began to appreciate the dangerous environment conditions more. They conditions were deadly, but they also heightened the realistic feeling of an invasion. This time around, my archer buddy died early on, but I got a different soldier to follow along me for a moment. I guess any of the "allies" will follow as long as they're alive.

As in my first run, I left the castle and out into the open field, but this time I made sure to land a lot more of my arrows on the big soldier. When he came in melee range, I switched to my sword and I only needed to slash him two or three times.


[20150417 Assumed Post Date][20181208 Edit]

Summary:
While Enclave had an interesting environment, fighting against enemies weren't as enjoyable as in other games and it is unlikely that I would return to play it.

I should also note that the graphics, which likely felt excellent in 2003, were now dated and more reason for me not to play it.

Enclave (PC) (2003)*
*Enclave (Xbox) (2002)

Relevant Links:
Enclave (video game) (Wikipedia.org)
Enclave (PC) (MetaCritic.com)
Enclave (Steam Store Page)