[This is a guest review by anosou. If you’re interested in writing an article for TIGSource, please go here.
Your Doodles Are Bugged! is quite the game. Created by German developer Spyn Doctor (responsible for Golden Tangram and Kuchibi), this is one of the most unique, personal games on Xbox Live Indie Games.
So, what the heck is it? Well, to speak in gamer’s terms, it’s a combination of Lemmings and Paint. Its genius is in its simplicity. Your task is to guide the little bugs to the jar of honey, passing the various “doodles†that block your way or form your path. To do this you basically draw lines for the bugs to jump and walk on. The gameplay is almost rudely intuitive and it’s a breath of fresh air in an ocean of twin-stick shooters, platformers, and massaging apps.
You control your doodling pen with the right analog stick, which responds pretty well to your touch. To draw you hold down A and to erase you hold down X, simple as that. You can go faster by holding the right trigger, a much-appreciated addition for the bigger levels, and you can undo with the B button. The most important control feature is the ability to zoom. The levels in YDAB! are remarkably advanced at times and without zooming on you wouldn’t have much luck trying to complete them.
To add a bit more depth to the gameplay you have a limited supply of ink. This might seem obvious and harmless at first but it really provides a challenge in the later, densely doodle-populated levels. It’s really good fun trying to figure out the best way through the dragons and clouds and fishes and smiling faces and trolls and squids and trees and birds and… oh sorry, kinda lost my train of thought there. What I mean is, there’s much challenge in just finding the least ink-draining route. You soon figure out that you might only need a little dot to get your bugs over a gap that a lesser player just would’ve made a bridge over. Overall it’s a very rewarding albeit sometimes time-consuming experience to make it perfect. Add to this a classic timer to compare your high score to your friends and you’ve got some terribly addictive gameplay. Add to that some very clean and pretty the doodled graphics, in-game tutorials, and an adorable story, and you end up with quite the package.
I have a few very minor issues with the game though. The first, and least intrusive, is in regards to the music. There’s only one track looping infinitely and even though I appreciate chiptune-infused folk music for mandolin and accordion as much as the next guy it gets a bit grating after a while. Another issue is that the bugs can be quite the little assholes at times. If one of your drawings is a pixel off that might result in a squadron of bugs leaping to their death. It does add a lot to the challenge and you get used to it but it’s still a bit disturbing.
Overall though, YDAB! is one of the absolute best on Xbox Live Indie Games. The amount of love and polish in this game is just amazing. There are plenty of levels and they’re suitable for a pick-up-and-play session basically anytime. I mean really, for 80MS (1 PUNY EARTH DOLLAR!) you’d be an idiot not to pick this up. There I said it, you’d be an idiot.
[This is a guest review by anosou. If you’re interested in writing an article for TIGSource, please go here.
Square Off is an Xbox Live Indie Games title from Australian developer Gnomic Studios. An arcade-style shooter with a distinct cartoon art style, Square Off is one of the better games available from Microsoft’s indie platform. Why? Here’s why:
The concept of Square Off is rather simple really. You play as a little genetically-engineered square made from a mad professor’s brain cell and some alien DNA and your job is to wipe out the ongoing alien invasion. In practice this translates to a twin stick shooter with some twists. You control your little square (equipped with an adorable jetpack) with the right stick, aim with the left stick and shoot with the right trigger. During gameplay you can pick up an assortment of wondrous little powerups including a shotgun, a triple-barrel gun, bombs and a rocket launcher. The gameplay is very smooth and responsive, as it should be in a shooter, and the controls are simple yet functional.
In the main mode, the one where you fend off previously-mentioned aliens, the game is split into 6 stages. These generally take the form of a few rooms connected by smaller corridors and they’re all positively swarming with aliens. Again the gameplay is very basic but enjoyable – shoot the alien spawn and destroy the motherships and you move on to the next level. It’s actually quite unforgiving at times for the lonely player. If you can’t keep up with the alien spawn rate you can easily find yourself trapped in a narrow corridor unable to get through because your standard gun can’t keep up with the rate of alien spawns. A small design flaw but it’s uncommon during the game if you’re playing on a decent level.
What makes Square Off stand out are mainly two things. First and foremost it’s the focus on multiplayer. The main game (although a bit short) can and should be played with a friend or three. This makes the sometimes unforgiving levels both more fair and more enjoyable. Even the classic co-op “THAT POWERUP WAS MINE YOU IDIOT!” is there and I’m loving every second of it. This also takes care of the difficulty one might encounter when playing alone, it’s clearly designed around multiplayer play. There’s also a Death Match mode with three different gameplay options: To The Death, Frag Race and Time Limit. Going head to head with a few good friends in your couch makes for quite the killing fest.
The other thing that makes Square Off stand out is the delicious art style. Clearly inspired by The Behemoth’s games, the cartoon style with the thick lines and great attention to facial expressions works very well. There’s hardly anything to complain about here, this is definitely one of the better looking games on XBLIG. The sound and music almost reaches the same level too. The sound effects work perfectly with the game and the dramatic music gives the game a tongue-in-cheek serious tone.
Square Off does have some small issues though. The first and arguably biggest is the lack of online multiplayer. While this is uncommon for XBLIG titles in general, it would’ve taken this particular game to the next level. Other than that there could’ve been more variation when it comes to the enemies, most of them are of the same type (and look) and just keeps chasing you. To be completely fair these are minor things when you look at the whole package. Square Off is one of the better games on XBLIG and for 240MS (3 PUNY EARTH DOLLARS) you can’t go wrong with this. If you have friends to play with that is.
[This is a guest review by anosou of an XBLIG game.]
Leave Home is a procedural, scrolling, score attack shooter. This basically means that the “levels†take shape depending on how you play. You can simply describe it as “do good = more stuff†but there’s a bit more to it than that. The smoothness of how the levels change is admirable – during my first couple of playthroughs I didn’t realize it got progressively harder the better I was playing. When I started learning the enemy and bullet patterns, thus scoring more points, I began to see the subtle and not-so-subtle differences between a good and a bad playthrough. For example I reached an area in the third stage I had never seen before when I had racked up some massive points, it was quite the revelation. There is much more under the hood than just “more points = more enemies†and it’s incredibly satisfying to explore this.
At heart Leave Home is a scrolling shooter with a lot of what comes with the genre. Luckily Hermitgames has worked on these before (Fren-zE for example) and knows exactly how it’s done. There are plenty of nods toward established games in the genre but the game still manages to feel fresh. The side-scrolling first level has a distinct Gradius-flavor, even similar enemy patterns. The fourth level feels like a nod towards Treasure’s Ikaruga and a late part of level 3 is pretty much an homage to Jeff Minter’s unreleased Unity project for GameCube. The two bosses you face at the end are very challenging and brings a definite bullet hell flavor to the game. Overall Leave Home feels like one big love letter to the shmup masters but because of the procedural nature it manages to keep it interesting. One of the more original gameplay elements is the ability to split shots with the right trigger, nothing fancy but it gives you a lot of extra control over how you play since the game lacks power-ups.
Leave Home is a fixed length game which essentially means a session will always take the same amount of time to complete. The beauty of this score attack mode of play is how it’s evolved in Leave Home as a result of the dynamic levels. If you do very good on level 3 for example you get to new parts of level 3 faster and these places generally have more possibilities to rack up a good score. The different ways you can play through a session, even though they’re all the same length, are staggering because of how the different stages change depending on how you do. If only XBLIG supported Leaderboards like XBLA does.. this would be the game to compete in.
Oh hey, did I mention that this game takes Rez and makes tough love to it to produce it’s graphics? The future-retro (yes, future-retro) flavor really makes the game pop out of the screen. Things explode into bursts of glowing particles and the clean cut shapes and black background work as great contrast to this light show. The music isn’t half bad either. Distorted squeaky acid basslines, glittering crunchy pads, Roland drum machines and other goodies go very well with the visuals and change seamlessly between levels.
The game is available for Xbox Live Indie Games for 240MS (roughly three puny earth dollars) and there’s a free demo to go with that too so I urge you to take a look.
TIGdb: Entry for Leave Home