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	<title>The Indie Mine &#187; Game Reviews</title>
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	<description>Unearthing the hidden gems of culture and entertainment</description>
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		<title>Ergaster and the Habilis Review</title>
		<link>http://theindiemine.com/ergaster-habilis-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ergaster-habilis-review</link>
		<comments>http://theindiemine.com/ergaster-habilis-review/#comments</comments>
		<pubDate>Fri, 05 Sep 2014 09:32:36 +0000</pubDate>
		<dc:creator><![CDATA[Connor]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[Ergaster]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Habilis]]></category>
		<category><![CDATA[Lemmings]]></category>
		<category><![CDATA[Neebla]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[Rayman]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=13123</guid>
		<description><![CDATA[Ergaster and the Habilis is Lemmings with the benevolent god replaced by a caveman.]]></description>
				<content:encoded><![CDATA[<p><i>Ergaster and the Habilis</i> is one of those unique, interesting games that could only exist as an indie. It&#8217;s a puzzle platformer with a simplified <i>Lemmings</i> for puzzles. This is a nice way of saying it&#8217;s a puzzle platformer that is 10% tutorial and 90% escort mission.</p>
<p>In this quirky indie title, you play as a caveman named Ergaster who must escort these odd creatures called <span style="text-decoration: line-through;">lemmings</span> the habilis to safety. You start alone in a cave with drawings on the walls that tell you which buttons do what, provided you&#8217;re playing on an Xbox 360 controller. This game hates keyboards. If you play on a keyboard, you must look up both the keyboard and game pad controls and memorise the corresponding buttons so you know what the walls are telling you, and don&#8217;t even think about rebinding the keys while you&#8217;re in the option menu. The options menu isn&#8217;t for rebinding keys; it&#8217;s for switching between a full screen mode that doesn&#8217;t work and a windowed mode that doesn&#8217;t work.</p>
<div id="attachment_13127" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/08/ergaster-options.jpg"><img class="size-full wp-image-13127" src="http://theindiemine.com/wp-content/uploads/2014/08/ergaster-options.jpg" alt="Ergaster by Neebla" width="600" height="337" /></a><p class="wp-caption-text">You can see my wallpaper and task bar peeking through even in full screen mode.</p></div>
<p>Like most escort missions, walking the habilis through stone-age Afro-Eurasia is more frustrating than hard. Ergaster can smack a habilis to make it sit down, stopping other habilis from walking past it. If you&#8217;ve played <i>Lemmings</i>, think of this as the block skill. Unfortunately, timing it is finicky. I&#8217;ve had many a habilis walk past their appointed protector and into a wall of spikes as Ergaster&#8217;s outstretched palm came down like a hammer upon the savannah grass. It also necessitates more waiting than I like in anything other than a stealth game because you have to wait for a habilis to show up before you can smack it. To make all this worse, there are no checkpoints, which means doing the easy and boring parts of the level over and over again until you make that jump you keep dying on. This increases iteration cycles, which is bad game design.</p>
<p>Despite all this, there is some fun to be had here. There are silex to collect, and it&#8217;s a lot of fun air dashing about to collect them all. It&#8217;s also surprisingly satisfying to air dash through a wall of prehistoric crates. It&#8217;s also interesting to play such a unique platformer. Unfortunately, <i>Ergaster</i> isn&#8217;t executed well enough for me to recommend it over other platformers like <a href="http://theindiemine.com/four-sided-fantasy-preview/" target="_blank"><i>The Fourth Wall</i></a>. If the idea of playing <i>Lemmings</i> as a caveman instead of a benevolent god appeals to you, go ahead and check out <a href="http://www.neebla-games.com/ergaster-and-the-habilis/" target="_blank" class="broken_link"><i>Ergaster and the Habilis</i></a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9734;&#9734;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><i>This game was reviewed using a copy provided by the developer for that purpose.</i></p>
<div id="attachment_13130" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/08/Ergaster-and-the-Habilis.jpg"><img class="size-full wp-image-13130" src="http://theindiemine.com/wp-content/uploads/2014/08/Ergaster-and-the-Habilis.jpg" alt="Ergaster and the Habilis by Neebla Games" width="600" height="266" /></a><p class="wp-caption-text">I got you here safely. Now get in the giant mouth.</p></div>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
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		<title>Hohokum Review</title>
		<link>http://theindiemine.com/hohokum-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=hohokum-review</link>
		<comments>http://theindiemine.com/hohokum-review/#comments</comments>
		<pubDate>Tue, 02 Sep 2014 09:27:41 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PS4]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[Colourful]]></category>
		<category><![CDATA[exploration]]></category>
		<category><![CDATA[Eye]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Hohokum]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[spotlight]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=13103</guid>
		<description><![CDATA[Hohokum could make your wildest dreams looks boring with its whimsical world.]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-13104" src="http://theindiemine.com/wp-content/uploads/2014/08/Hohokum-Banner.png" alt="Hohokum Review" width="600" height="193" /></p>
<p style="text-align: justify;">Every now and then you get something that eschews the normal rules of traditional gameplay. A game that doesn’t really care how you decide to operate within its world, instead opting to present you with a room of doors, and it’s entirely up to you which one you open.</p>
<p style="text-align: justify;"><a href="https://www.playstation.com/en-us/games/hohokum-ps4" target="_blank"><em>Hohokum</em></a> represents this perfectly. Its hands-off approach to gameplay means you can take your time to search through each level, probing your surroundings for the tiny details of flair that give the game a sense of innocence and charm. Everything you see is doused in a beautifully vibrant aesthetic, and the world itself is populated by wondrous creatures that look like they’ve been ripped straight from your wildest dreams. Strange towers with eyes, U-shaped bees, and large-headed people playing violins are just some of the sights that can be found within the game&#8217;s picturesque dream world. There’s always the feeling that for every elephant creature or hat-making villager you find, you still have more to see, and there’s just no way of knowing what creation will appear next.</p>
<p style="text-align: justify;">Perhaps the weirdest creature of them all is you. Your involvement with the world comes in the form of a giant snake-like creature with one singular beady eye placed at the head of its long, twisting body.  You are, for lack of a better word, a magical flying Cyclops. And as a magical flying Cyclops, you have the freedom to weave through the world, exploring its features and completing tasks along the way. The creature controls as you would imagine, with the thumbstick used to control the direction of the head and the body propelling it forward. Using the Square button slows you down for precision movement; whilst holding X lets you build up momentum to travel much faster across the landscape. Neither function is relevant to any of the game&#8217;s tasks, but they go a long way towards helping you experience the world at your own pace. Slowing the speed down can be especially helpful if you’re trying to examine some of the finer details of the world, as the creature is in a constant state of momentum, which can make it hard to get a good look at the environment and its inhabitants.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-13106" src="http://theindiemine.com/wp-content/uploads/2014/08/Hohokum-Screen2.png" alt="Hohokum Review" width="600" height="338" /></p>
<p style="text-align: justify;">As for what the goal of the game is, well that’s somewhat debatable. There’s a large emphasis on exploration within <em>Hohokum</em> which is made clear from the lack of guidance it gives you. When the game starts, you’re shown a delightful display of several creatures that fly alongside you as they playfully weave across your screen. Eventually you reach a middle point in the world, and the creatures disperse in all directions leaving you all alone in this unknown dreamscape. From what I can gather, this is the start of some crazy inter-dimensional game of hide and seek, but the game never really gives you any explanation or prompts about what is happening, instead leaving you to your own devices in the hope that you’ll figure it out in the end.</p>
<p style="text-align: justify;">At one point, I entered a world full of hollowed logs that seemed to go on forever. Each log was just like the last, and despite being able to go through them, there didn’t seem to be any real interaction to be had with these scattered pieces of timber. And so I searched, across the edges, and throughout the middle of this forest of logs, at first quizzically and then desperately, struggling for a revelation as to what it was this zone actually wanted me to do, only to go away empty handed and frustrated. And to this day I still have no idea what the goal of this room was, or just what I had missed so blatantly.  Unfortunately this issue persists throughout several of the worlds, and what at first feels like a whimsical canvas to explore soon turns into a hastily wrapped tussle as you desperately scan the horizon for a hint or a clue as to what the game actually wants from you.</p>
<p style="text-align: justify;">These worlds are what <em>Hohokum </em>is made up of, and each one seems to serve as its own separate puzzle. In one instance I entered, I was greeted with a trio of elephant men wearing water tanks. As I sailed past them, they boarded my snake body and began to collect globs of honey that was floating across the skyline. Below them rested a giant mechanical labyrinth of pipes and tanks, and the goal of this world was to gather up enough of this honey to fill the main tank, which in turn gave me access to climb inside the machine and reach a blocked off area. After accomplishing my task, a creature like me – one of the several we saw at the start of the game – emerges, and I’m treated to a mini cutscene of strange creatures doing strange things. This world is seemingly complete, though I’d never know for sure.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-13105" src="http://theindiemine.com/wp-content/uploads/2014/08/Hohokum-Screen1-.png" alt="Hohokum Review" width="600" height="338" /></p>
<p style="text-align: justify;">The portals are an intertwined series of pathways; each one offering access to another land with each one representing its own distinctive motif. On one occasion I found myself stumbling across a water park filled to the brim with partygoers. There was excitement and life as far as you could fly, and the entire zone was alive with activity. That is, until I travelled below the platforms and festivities. Passing through a seemingly unimportant gap in the rocky underside of the structure caused the world to pulsate, and all of a sudden things took a strange turn. The party was over, and the once active water slides lay in ruins.  The platforms that were so alive moments ago had now been reclaimed by nature, and the overall tone had instantly shifted to something more serene. It’s these moments, of sheer intrigue, that carry <em>Hohokum</em> above the leagues of a simple puzzle game. In the blink of an eye, the simple act of passing between two rocks revealed a new world, and as far as I’ve seen this mechanic is unique to this specific zone. And there’s plenty of other seemingly unobvious triggers scattered across the game that offer these charming little nuggets for you to experience, and it’s fair to say that this is the true heart and soul of the game.</p>
<p style="text-align: justify;">To say that <em>Hohokum</em> is a puzzle game would be doing it a disservice. While it is true that there are goals to achieve, these are not strictly the main aim of the game. Instead, you’re given this colourful playground full of imaginative creatures and interactions, and you’re simply told to go and play. However, when the time comes to progress through the game, some of the puzzles present themselves in the most obscure ways imaginable, often leaving you flying around in circles wondering just what the game is trying to tell you. Those of you who like a clear cut challenge should probably avoid this title, but if exploration and colourful dream-creatures are your thing then I would strongly recommend diving in.</p>
<p style="text-align: justify;"><p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p></p>
<p style="text-align: justify;"><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p style="text-align: justify;"><em>This review is based on experiences from the PS4 version of the game.</em></p>
<p style="text-align: justify;">
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>The Swapper Review</title>
		<link>http://theindiemine.com/the-swapper-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-swapper-review</link>
		<comments>http://theindiemine.com/the-swapper-review/#comments</comments>
		<pubDate>Tue, 12 Aug 2014 09:39:56 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PS4]]></category>
		<category><![CDATA[Atmosphere]]></category>
		<category><![CDATA[Cloning]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[Platforming]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[Sci-Fi]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[The Swapper]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=13070</guid>
		<description><![CDATA[The Swapper is as challenging as it is chilling with its mixture of Sci-Fi horror and puzzle platforming.]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-13074" src="http://theindiemine.com/wp-content/uploads/2014/08/The-Swapper-Banner-.png" alt="The Swapper Review" width="600" height="242" /></p>
<p style="text-align: justify;">The science fiction genre has always been a source for creativity to flourish. Dangling just beyond our reach, the idea of bizarre space anomalies and strange new life forms hangs within the realms of the great void of space, and it’s through this mysterious veil that we cast our focus. For every story involving verdant new worlds or highly civilized lifeforms, there will in turn be the tales of the infinite emptiness of space and the malignant creatures that want nothing more than to invade your body.</p>
<p style="text-align: justify;"><em><a href="http://facepalmgames.com/the-swapper/" target="_blank">The Swapper</a> </em>sits firmly on the latter of the two options mentioned above, with its emphasis on maintaining an aura of confusion and unease acting as a backdrop for the puzzling elements that drive the gameplay. You play as a stranded survivor on the Theseus, a once functional spacecraft that has since fallen into disrepair. With the crew unexplainably missing, you’re expected to discover just what has happened whilst looking for a way off the ship.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-13075" src="http://theindiemine.com/wp-content/uploads/2014/08/The-Swapper-Screen-3.png" alt="The Swapper Review" width="600" height="338" /></p>
<p style="text-align: justify;">The game is heavily focused on the mechanics of the ‘Swapper’, a peculiar device gained near the start of the game that allows the user to create clones of themselves at both short and long range distances. What’s more, they are then able to swap their own consciousness between the active clones, so long as they have a clear line of sight to them. You can only have a maximum of five instances of yourself active at any given moment, including your original self, and many of the game&#8217;s puzzles derive from this restriction, forcing you to think logically about where you place your clones when trying to complete each obstacle.</p>
<p style="text-align: justify;">To complicate matters, the game slowly introduces several other obstacles to restrict progress even further, by way of coloured lights. The blue lights allow you to fire your swapping beam through them but restrict any chance of spawning a clone inside the field of light. The red beam has the opposite effect where clones can be spawned, but no swapping beam can pass this field. While it may seem odd that a superior piece of technology that’s able to produce matter out of nothing can’t penetrate the altered hue of a beam of light, the mechanics behind this are sound. Each puzzle requires you to approach the situation of what you can and can’t do with a logical mindset, and whilst the way at first may seem unclear, stopping and analysing the options that are available to you will eventually yield the right answer.</p>
<p style="text-align: justify;">One such puzzle greeted me with a room full of vibrant colours. A mixture of blues and reds cast liberally against a large portion of the chamber, with a few seemingly meaningless pockets of unlit space to fill in the rest of the area. A large chasm spanned the gap between me and the shiny token I had to acquire, and any attempts made to clear the gap by jumping were met with a swift and undignified death. After a few minutes of repeated dying and head scratching, the way became clear. In order for me to pass the challenge I had to create several clones inside the empty spaces and carefully manoeuvre them in sync as they traversed the areas I could not reach, triggering the necessary pressure plates scattered around and deactivating the lights that blocked me from swapping over the gap. There’s an odd sense of satisfaction that comes with completing a puzzle room, and it comes as a stark contrast against the otherwise bleak atmosphere of the derelict spacecraft.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-13072" src="http://theindiemine.com/wp-content/uploads/2014/08/The-Swapper-Screen-1.png" alt="The Swapper Review" width="600" height="338" /></p>
<p style="text-align: justify;">Along with the puzzle-driven progression, the game features a large portion of the derelict ship for you to explore. Similar to that of a Metroidvania, the world is spread across a flat 2D canvas, and you’re expected to navigate throughout in your search for the various puzzle rooms. Fortunately, backtracking through previous areas of the ship isn’t very difficult as there are plenty of teleportation devices that allow you to fast travel between key points on the ship, helping you go back to any rooms you may have passed on previously.</p>
<p style="text-align: justify;">By just focusing on the puzzles, you’re likely to miss out of the underlying story that surrounds the game, which is a shame as there’s a narrative hiding under the surface that makes for interesting reading. By exploring the expansive halls of the ship, the tone of the game becomes much darker than it first seems. There’s an eerie presence that lingers throughout, and as you clear more of the game&#8217;s puzzles, it becomes clear that the story is as morbid as the gloomy visuals of the game lead you to believe, with topics of ethical practises sitting at the forefront of the narrative.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-13073" src="http://theindiemine.com/wp-content/uploads/2014/08/The-Swapper-Screen-2.png" alt="The Swapper Review" width="600" height="338" /></p>
<p style="text-align: justify;">Since <em>The Swapper</em> started life as a PC title, it was always going to be a challenge to see just how a controller could handle the dual input of movement and aiming. Since your cursor is always relevant to your player&#8217;s character, it was perfectly suited to that of a keyboard and mouse. Movements that required quick reactions we’re easily achievable with the freedom afforded to the PC control scheme. On the PS4, the controls are tied to the twin thumbsticks, with the clone creation and swap ability tied to the trigger buttons accordingly. I never had any issues playing with the default settings, but for those who do the game features the option to let you adjust the sensitivity of your aiming reticule, which should help those with issues acclimating to the controller layout.</p>
<p style="text-align: justify;">As far as console ports go, <em>The Swapper </em>is a solid entry to the PS4’s indie catalogue. The game remains true to the PC version, excelling in deliverance of a compelling and atmospheric sci-fi horror story. The puzzles are well paced and engaging yet rarely stray past a high level of difficulty, meaning you’re unlikely to be stuck on the same puzzle for days on end. Top that off with an intuitive set of controls well suited for the console and it’s easy to see why <em>The Swapper</em> got ported to begin with. Those of you who’ve already completed the game might not have much reason to play through again, but for newcomers this is definitely one to pick up.</p>
<p style="text-align: justify;"><p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9733;&nbsp;</p></p>
<p style="text-align: justify;"><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p style="text-align: justify;"><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p style="text-align: justify;"><em>This review is based on experiences from the PS4 version of the game.</em></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Mount Your Friends Review</title>
		<link>http://theindiemine.com/mount-friends-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=mount-friends-review</link>
		<comments>http://theindiemine.com/mount-friends-review/#comments</comments>
		<pubDate>Tue, 05 Aug 2014 09:49:25 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Climbing]]></category>
		<category><![CDATA[Dong]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Mount Your Friends]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[Party]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[QWOP]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Surgeon Simulator]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=13006</guid>
		<description><![CDATA[Become a master of mounting in this muscle-bound multiplayer party game.]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-13007" src="http://theindiemine.com/wp-content/uploads/2014/08/MountYourFriendsBanner.png" alt="Mount Your Friends Review" width="600" height="280" /><br />
As I sit here in my comfortable chair blissfully engaged in the act of inscribing the words of this review on my computer, I can’t help but let my mind ponder on the way modern games have evolved to become such incredible forms of expression and creativity. Why, just right this minute I catch a beguiling flashback of my time within <a href="http://store.steampowered.com/app/296470/" target="_blank"><em>Mount Your Friends</em></a>, and as a result I find myself compelled to remove almost every article of clothing upon my person and proceed to scale my nearest chum like a faithfully aged tree in the back garden. Unfortunately I don’t have any friends willing to tolerate such shenanigans, so I’ll have to resort to telling you what this game is and why I felt compelled to open with such an intimately bizarre introduction.</p>
<p style="text-align: justify;"><em>Mount Your Friends</em> is a game in which you control several half-naked bodybuilders by taking control of their arms and legs individually. When a limb comes into contact with another surface the limb will latch on, affording you an anchor point with which to pivot the rest of your body around. Those familiar with games like <em>QWOP </em>or <em>Surgeon Simulator</em> will easily recognize the mechanics at play here, in which the entertainment stems from the sheer difficulty involved with controlling several appendages at the same time, and the aftermath that usually follows when you inevitably fail to do so.</p>
<p style="text-align: justify;">After the first few matches, manoeuvres will start to become more aggressive as you learn how to manipulate your clingy muscle folk in a way that would make Spiderman blush. Since everything you do is affected by gravity and momentum, it’s possible to swing across large distances using the perfect combination of timing and thrust. Of course, these advanced and hugely rewarding tactics come at the cost of being somewhat risky. One false move or misaligned vault across the chasm of man-thighs could cause you to take a tumble down the beef fortress, sealing your fate in the process. All of this combines to make a dynamic of risk vs. reward play, and the resulting successes or failures are what make each match entertaining.</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/0ze_3yTxd8c" width="600" height="338" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p style="text-align: justify;">There are a slew of modes included within the game to keep potential ‘mounters’ busy, but the main draw and indeed the focus of the title itself is the concept of mounting your own friends. Available for both local and online multiplayer, the standard mode will see you battling against your opponents as you clamber on top of one another. Each player takes turns adding to an ever expanding tower of oiled men until it gets to a point where the man-statue is so large that you or your opponent cannot scale it within the 60 second time slot granted per turn.</p>
<p style="text-align: justify;">Other modes are on hand to offer alternative objectives, like sprints across great distances and duels with head-mounted swords, and whilst they are entertaining to try out it’s disappointing to see that most are locked to either single player sessions or local multiplayer. It’s worth noting that whilst the single player modes are entertaining to try out, they soon offer little motivation to play again after the first few sessions. The game is at its best when played against other players, and the sense of collective shambling and limb jiggling just doesn’t manage to translate over to any of the solo game modes.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-13009" src="http://theindiemine.com/wp-content/uploads/2014/08/MountYourFriendsScreen.png" alt="Mount Your Friends Review" width="600" height="338" /></p>
<p style="text-align: justify;"><em>Mount Your Friends</em> is nothing short of a master class in small scale multiplayer mayhem. It takes full advantage of the sexually suggestive nature created from its own image and name, and it runs with it as a consistently entertaining gag throughout the game. While this humour may not appeal to everyone, the game itself has a solid foundation built upon the intentionally obscure control scheme that creates as many victories as it does failures. However, the game is better experienced when playing in the company of friends, either online or locally. The sense of competitiveness that spurs on each match is sorely lacking within the single player modes and you’re not likely to be playing for long if you don’t find any friends to mount.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p><em>This review was based on the experiences with the PC version of the game.</em></p>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Infinity Runner Review</title>
		<link>http://theindiemine.com/infinity-runner-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=infinity-runner-review</link>
		<comments>http://theindiemine.com/infinity-runner-review/#comments</comments>
		<pubDate>Fri, 25 Jul 2014 09:34:51 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[endless runner]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Infinity Runner]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[Running]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Wales Interactive]]></category>
		<category><![CDATA[Werewolf]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12990</guid>
		<description><![CDATA[Strap on your running shoes and get sprinting in this speedy runner about werewolves in space.]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12991" src="http://theindiemine.com/wp-content/uploads/2014/07/Infinity-Runner-Banner.png" alt="Infinity Runner Review" width="600" height="268" /></p>
<p style="text-align: justify;">Space isn’t a friendly place, and if my years spent consuming sci-fi media has taught me anything then it&#8217;s fair to say the chances of you encountering an evil chest bursting Xenomorph is 99.99% assured. <a href="http://store.steampowered.com/app/279920/" target="_blank"><em>Infinity Runner</em></a> lacks such a creature, but it makes up for this deficit with its own collection of strange denizens and futuristic quirks, like how you spend the entire game naked.</p>
<p style="text-align: justify;">The game is best described as an endless runner akin to popular mobile titles like <em>Temple Run</em>, only with a storyline that’s broken down into several levels. You assume command of an amnesiac unfortunate enough to be at the epicentre of a calamity on a ship where everything is blowing up. A disembodied voice informs you that there’s no time to talk and that you must run for your life. Just when you think things couldn’t get any worse, shortly after escaping you also find out that you’re a werewolf. Yup.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12992" src="http://theindiemine.com/wp-content/uploads/2014/07/Infinity-Runner-Screen-1.png" alt="Infinity Runner Review" width="600" height="335" /></p>
<p style="text-align: justify;">Gameplay consists of an on-the-rails sprint through the bowels of the ship, with you taking control of our naked protagonist&#8217;s positioning. As you progress you’ll have to manoeuvre around the oncoming hazards by dodging or jumping over them, and any contact with a danger zone will cause you to fail and kick you back to your last checkpoint. You’re given a set number of lives to use up on each level, and once they’re all gone you have to start from the very beginning of the mission. The checkpoint system alleviates a lot of the stress that comes from an accidental death, and for the most part there are sufficient lives given to get through a level without having to restart much.</p>
<p style="text-align: justify;">That is until you approach the final level, which has you engage in combat with an unsavoury individual. The game handles combat with a series of quick time events which aren’t too intense and can be completed fairly easily. The last fight, however, consists of a string of these sequences one after another. With such a small time frame to hit each key, there’s a good chance you’ll fail. The big issue with this segment is that once you’ve played through your extra lives, the game takes you back to the very beginning of the level, requiring you to sprint through a number of hazards to get back to the boss fight. It was infuriating, even on a normal difficulty level which rendered the rest of the game at a reasonable difficulty.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12995" src="http://theindiemine.com/wp-content/uploads/2014/07/Infinity-Runner-Screen-3.png" alt="Infinity Runner Review" width="600" height="338" /></p>
<p style="text-align: justify;">As a werewolf, you’re undoubtedly going to want to make use of your inhuman speed and strength, and the game is happy to oblige. There are sections dotted around some of the levels which will transform you into your wolf form, making you run much faster along the rails of the level. Whilst this may seem like a good thing, it soon became clear that speeding up your movement in a game that requires you to spot incoming dangers and react to them isn’t necessarily a positive. Hurtling towards a sharp turn already requires a good amount of focus and fast fingers when running in your human form, so when you’re supercharged things become more difficult. The very option of becoming this powerful beast becomes more of a burden than a gift, and as a result it feels like this power up flies in the face of what it was supposed to be.</p>
<p style="text-align: justify;">What’s more, being a werewolf also changes the way the camera moves as you start to run on all fours. Naturally the camera follows the movement of a bounding were-man and bobs up and down to compliment the movement. It’s a nice touch, but the bounding feels excessive, sometimes to the point where you lose vision of any incoming hazards mid bounce. Again this becomes more of a hindrance to the player rather than a boost, making the werewolf form more of a curse than a blessing.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12993" src="http://theindiemine.com/wp-content/uploads/2014/07/Infinity-Runner-Screen-2.png" alt="Infinity Runner Review" width="600" height="339" /></p>
<p style="text-align: justify;"><em>Infinity Runner</em> does a great job in maintaining its momentum as the game progresses, feeding you new hazards regularly to keep you on your toes when you least expect them. There are enough explosions, neon strip lights, and sleek chrome surfaces present to make the futuristic space ship feel authentic despite never hanging around long enough to look at the finer details. The story of werewolves in space is weird enough to work well in the setting. Despite the heavily flawed werewolf controls, the game remains intense enough to keep you engaged throughout the story. However, people with slower reactions or a low tolerance to failure should tread carefully as there’s enough room for error to cause fits of rage worthy of a werewolf.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Knightmare Tower Review</title>
		<link>http://theindiemine.com/knightmare-tower-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=knightmare-tower-review</link>
		<comments>http://theindiemine.com/knightmare-tower-review/#comments</comments>
		<pubDate>Fri, 18 Jul 2014 09:23:16 +0000</pubDate>
		<dc:creator><![CDATA[AntDiPalma]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iOS]]></category>
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		<category><![CDATA[OUYA]]></category>
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		<category><![CDATA[featured]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Juicy Beast]]></category>
		<category><![CDATA[Knightmare Tower]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[steam]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12918</guid>
		<description><![CDATA[Slay monsters and rescue princesses in this amazing experience for iOS, Android, OUYA, and Steam.]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"> <a href="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-09_00007.jpg"><img class="aligncenter size-full wp-image-12925" src="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-09_00007.jpg" alt="298400_screenshots_2014-07-09_00007" width="550" height="309" /></a></p>
<p>In an industry where every successful indie title requires a powerful story or a unique art style to achieve media attention equal to that of blockbuster studios, <em>Knightmare Tower</em> is a breath of fresh air. This is a game purely focused on having fun by being incredibly addicting. <em>Knightmare Tower</em> by <a href="http://juicybeast.com/">Juicy Beast</a> brings players back to a time where it was common practice to sneak into the high school library and play on the (likely outdated) computers, and it is absolutely perfect.</p>
<p>It is difficult to describe why <em>Knightmare Tower</em> is so great, but you play as a knight and you get to pummel dragons in the face. The player&#8217;s primary goal is to save ten princesses who have been kidnapped and locked in a massive tower. Instead of simply taking the stairs, our hero launches himself from a barrel and gains speed by slaying each monster along the way. Failing to hit a monster results in losing friction, and if you miss too many times, the risk of falling into lava becomes greater.</p>
<p style="text-align: center;"><a href="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-09_00003.jpg"><img class="aligncenter size-full wp-image-12926" src="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-09_00003.jpg" alt="298400_screenshots_2014-07-09_00003" width="550" height="309" /></a></p>
<p>The simple mechanics are reminiscent of the flash games of yore in a sense that Juicy Beast fixates on the &#8220;Less Is More&#8221; ideology. It works wonderfully, of course. The music is over the top and the art style is aesthetically similar to that of Behemoth&#8217;s <em>Castle Crashers</em>. The developers acknowledge that this is a very silly experience, but the bells and whistles are part of what makes <em>Knightmare Tower</em> so much fun. It all blends together seamlessly, and nothing feels out of place in this gravity-defying adventure.</p>
<p>More importantly, <em>Knightmare Tower</em> is addicting. The player earns gold for each turn, and depending on the performance, a better score means more gold. Gold can purchase any number of items including armor that can take more damage, or boots that increase the player&#8217;s overall speed. By the end of the journey, your roughshod knight will look like a valiant warrior. This is not to say that the game is without challenges, however. <em>Knightmare Tower</em> is very easy to pick up but it can be difficult to master. Certain levels of skill and timing are required to beat the game&#8217;s later levels, but it is a steady stream of progression that anyone can jump into without feeling overburdened. Not only that, but it is quite rewarding to beat your previous score with each turn.</p>
<p style="text-align: center;"><a href="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-11_00002.jpg"><img class="aligncenter size-full wp-image-12927" src="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-11_00002.jpg" alt="298400_screenshots_2014-07-11_00002" width="550" height="309" /></a></p>
<p><em>Knightmare Tower</em> succeeds at everything it attempts. While the journey to the top is not without its fair share of challenges, the smooth gameplay and silly artistic landscape make the climb a much more enjoyable experience. Plus, <em>Knightmare Tower</em> is cheap. It is on Steam for $3.99, and it is available on iOS, Android, and OUYA as well. Juicy Beast gives players a great product at an affordable price, and I can not give it enough of the praise it deserves. The bottom line? <em>Knightmare Tower</em> provides hours of fun and is easily one of the best indie games available right now.</p>
<p>To purchase <em>Knightmare Tower</em> and check out more from Juicy Beast, feel free to check them out <a href="http://knightmaretower.com/">here</a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9733;&nbsp;</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>4PM Review</title>
		<link>http://theindiemine.com/4pm-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=4pm-review</link>
		<comments>http://theindiemine.com/4pm-review/#comments</comments>
		<pubDate>Wed, 16 Jul 2014 09:25:35 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[4PM]]></category>
		<category><![CDATA[Choices]]></category>
		<category><![CDATA[Cinematic]]></category>
		<category><![CDATA[Experience]]></category>
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		<category><![CDATA[Narrative]]></category>
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		<category><![CDATA[Story]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12910</guid>
		<description><![CDATA[4PM will take you on a cinematic journey as you experience an emotional short story.]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12913" src="http://theindiemine.com/wp-content/uploads/2014/07/4pmBanner.png" alt="4PM Review" width="600" height="270" /></p>
<p style="text-align: justify;">Our lives are rollercoasters of happiness and tragedy. It’s our own human condition, to be ever swirling in the cycle of good and bad events throughout our time on this earth. Undoubtedly, we’ve all been in a position at some point in our lives where the bad experiences have weighed down on us, and in some cases it can become so bad that self destruction is the only way to cope.  But what if today was the day that you faced these demons head on? To be presented with a situation so drastic that it alters your attitude entirely, alleviating the pain and freeing you from your burdens.</p>
<p style="text-align: justify;"><a href="http://store.steampowered.com/app/281840/" target="_blank">That is what <em>4PM</em> intends to explain</a> with its cinematic gameplay experience. And I use the word experience deliberately, as this game is more like an interactive short film where you navigate through the various scenarios to uncover the narrative. Since the story is the main event so to speak, I’ll only add that you play as a woman on the path of self destruction, harbouring bad memories and ultimately ignoring the important aspects of her present life. On this fateful day, you’ll be presented with a realisation, and it’s up to you to take the right path towards coming to terms with what has happened in the past.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12912" src="http://theindiemine.com/wp-content/uploads/2014/07/4pm-Screen-1.png" alt="4PM Review" width="600" height="321" /></p>
<p style="text-align: justify;">The experience is presented in first person, and throughout each scene you’ll be able to interact with the various objects dotted around. It doesn’t take long to piece together protagonist Caroline’s unfortunate past, or her current state for that matter, by simply looking at the various artifacts in the first scene. As the game progresses, you’ll navigate a number of other situations from late night raving in clubs – which comes with some of the most hilarious arm flailing animations I’ve seen to date – to sneaking around the office in an effort to avoid your agitated boss. Eventually, events will come to a head and you’ll be asked to make a couple of choices on what to do. When this came about I could see that the choices were obviously meant to be quite meaningful, but the after going through my options it all felt a little too convenient. It was easy to see what options to pick in order to produce the best ‘ending’, and the concluding scene felt somewhat diminished as a result.</p>
<p style="text-align: justify;">As a whole, the game doesn’t stand up well against tests of visual fidelity. The rich colours and presentation of each scene fit with the cinematic ideals of the game itself but there’s a myriad of issues haunting the game&#8217;s presentation from start to finish. After five or ten minutes of play you start to notice an odd blurring effect that slightly obscures your vision, making detailed objects like text difficult to read and generally rendering everything as if a child had smudged the colours all over the family walls. It appears in every scene, and it feels like an attempt to make the game more dramatic. Unfortunately it doesn’t work in every situation, as I quickly found out when having to squint really hard to make out the various notes and stickers on the back of a taxi cab driver&#8217;s passenger window. It’s an odd issue to have, but since it’s ever present throughout, it may cause some aggravation amongst those wishing to check out all of the finer details in the game.</p>
<p style="text-align: justify;">Then there’s the odd positioning of the player camera, which is often prone to fits of wobbling and awkward angles. You’d be forgiven in thinking that a game that uses camera bobbing to help immerse the player in the experience couldn’t possibly be that difficult to cope with, but you would be wrong. When Caroline was happily throwing her aforementioned crazy arm dance moves around the nightclub, her head was on its own mission, presumably attempting to detach itself to save any embarrassment of association with its host. Whilst Caroline seems to be able to keep her head mostly upright for the remainder of the game, there’s an awful swaying motion that comes with manoeuvring around the environment that could easily be enough to make you nauseous.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12914" src="http://theindiemine.com/wp-content/uploads/2014/07/4pm-screen2.png" alt="4PM Review" width="600" height="321" /></p>
<p>I said at the start that I wouldn’t spoil anything, and I will continue to do so. However, it’s worth noting that the game could very easily be broken into two sections. The first fifteen to twenty minutes culminate into an interesting and progressive narrative. We learn minor details about the main character and her past, with every intention to learn more and progress the story to see how events unfold. After that honeymoon period is over, things take a turn for the worse as the second section takes over. The visual issues become much more noticeable when other characters are presented in full, shoving their jarring stick limbs and flat faces into our field of view whilst we sway and stumble around our office desk like we’re perpetually spinning a hula hoop. The story suffers a similar fate, with the game feeding you obvious choices that aren’t hard to predict and eventually devolving into nothing more than a conclusion that doesn’t shock or surprise anybody.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9734;&#9734;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p style="text-align: justify;">
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Truffle Saga Review</title>
		<link>http://theindiemine.com/truffle-saga-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=truffle-saga-review</link>
		<comments>http://theindiemine.com/truffle-saga-review/#comments</comments>
		<pubDate>Mon, 07 Jul 2014 09:13:16 +0000</pubDate>
		<dc:creator><![CDATA[Connor]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Mac]]></category>
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		<category><![CDATA[Colossal Games]]></category>
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		<category><![CDATA[Kiss ltd]]></category>
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		<category><![CDATA[physics]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Truffle Saga]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12824</guid>
		<description><![CDATA[Truffle Saga is a decent puzzle game that suffers from a handful of minor issues.]]></description>
				<content:encoded><![CDATA[<p>For a game reviewer, games fall into three basic categories: there are games that are fun to write about because they&#8217;re good, there are games that are fun to write about because they&#8217;re bad, and there are games that are just meh and aren&#8217;t much fun to write about. This last category is the one <i>Truffle Saga</i> falls into. It does too many things well and has too many cool ideas to be shovel-ware, but it also has too many issues to be a lot of fun.</p>
<p><i>Truffle Saga</i> puts you in control of a dog named Truffle who must destroy mushrooms by throwing acorns at them. You throw acorns the same way you slingshot fowl in <i>Angry Birds</i>, except you don&#8217;t control how hard you throw them. You even get a white dotted line showing the path of your most recent throw. Unlike <i>Angry Birds</i>, which gives you multiple airborne critters to shoot your enemies into green bacon, <i>Truffle Saga</i> only gives you one acorn per level.</p>
<div id="attachment_12828" style="width: 662px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/06/Truffle-Saga.jpg"><img class="size-full wp-image-12828" src="http://theindiemine.com/wp-content/uploads/2014/06/Truffle-Saga.jpg" alt="Truffle Saga by Colossal Games" width="652" height="290" /></a><p class="wp-caption-text">With all the weird stuff in this game, it shouldn&#8217;t be surprising that acorns are an effective anti-fungal agent.</p></div>
<p>At first the only obstacles are sticks and leaves, so all you need to make your shot count is good aim. After a few easy levels bouncing nuts off leaves, you&#8217;ll have to learn more tricks. There are flowers that eat your acorn and spit it out, bees that act as trampolines, and monsters that swallow your acorn, ending the level. Those of you who want games to make sense are not going to have a good time. These challenges add depth to the game, but unfortunately they also cause it to fall apart. Some of these extra elements require you to use awkward touch controls, especially the bouncy bees. To make matters worse, <i>Truffle Saga</i> suffers from a common AAA game trap and forgets what kind of game it is. There are a few levels that are solved by moving a bouncy bee around the bottom of the screen like in <i>Breakout</i>. Fortunately, you can skip levels by tapping an onion icon in the corner of the screen.</p>
<p>My other major problem with <i>Truffle Saga</i> is that its ads are really annoying. Paid versions on other platforms may not have them, but I played the Android version on my Droid Razr HD. There were many times when a new level had just loaded and I tapped the screen to throw my acorn, only to be thwarted by an ad that popped up just before I touched the screen. I eventually got sick of this and turned off my WiFi, but then the game kindly informed me that it had also fallen into the AAA trap of requiring a constant Internet connection.</p>
<p>Like most mobile games, <i>Truffle Saga</i> has a three-star ranking system to increase its replay value but with an interesting twist. Each level has three gems to collect in addition to the mushrooms, but after finishing the game you&#8217;ll be challenged to play each level four times, collecting a different number of gems each time for a crown. It&#8217;s a great design choice because avoiding gems is often trickier than collecting them.</p>
<p><i>Truffle Saga</i> has some interesting puzzles and a clever way to add replay value, but I can&#8217;t recommend it because of its awkward controls, intrusive ads, and genre amnesia. If you can live with those things, you can get it on <a href="http://store.steampowered.com/app/302260/" target="_blank">Steam</a>, <a href="https://play.google.com/store/apps/details?id=com.colossalgames.trufflesaga" target="_blank" class="broken_link">Google Play</a> or the <a href="https://itunes.apple.com/nz/app/truffle-saga/id878137890?mt=8" target="_blank" class="broken_link">App Store</a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9734;&#9734;&#9734;&nbsp;</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Ascendant Review</title>
		<link>http://theindiemine.com/ascendant-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ascendant-review</link>
		<comments>http://theindiemine.com/ascendant-review/#comments</comments>
		<pubDate>Fri, 13 Jun 2014 09:37:59 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Ascendant]]></category>
		<category><![CDATA[brawler]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Fighting]]></category>
		<category><![CDATA[Hapa Games]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Low Poly]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[spotlight]]></category>

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		<description><![CDATA[Ascendant combines fluid combat and a gorgeous aesthetic in this vengeful, god-rampaging romp through another world.]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12807" src="http://theindiemine.com/wp-content/uploads/2014/06/Ascendant-Banner.png" alt="Ascendant Review" width="600" height="195" /></p>
<p style="text-align: justify;">When it comes to fighting monsters, there’s nothing more satisfying than watching your super human avatar carve a swathe through a horde, skilfully dispatching the group as if each slain foe is a giant middle finger to the game&#8217;s attempts to stop you. As it turns out, <a href="http://store.steampowered.com/app/296930/" target="_blank"><em>Ascendant </em></a>ticks off this checkbox with its 2D side scrolling beat ‘em up action gameplay which is as satisfyingly difficult as it is pleasant to watch, <a href="http://theindiemine.com/ascendant-preview/" target="_blank">as we found out last year</a>.</p>
<p style="text-align: justify;">The game has you assume command of one of several demi-god creatures with the express intent to invade another world and slay its inhabitants. To what purpose or motivation you have isn’t explained, but when you’re a supercharged foe-slaying god that can travel across planes of existence sometimes context just has to stand aside and let you do your business.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12808" src="http://theindiemine.com/wp-content/uploads/2014/06/Ascendant-Boss-Screen.png" alt="Ascendant Boss" width="600" height="338" /></p>
<p style="text-align: justify;">Most of your time will be spent traversing the interconnected chambers of each world, with the express goal of finding the boss chamber and slaying whatever random beastie is found within. Each play through is subject to a randomly generated layout, which means you’ll probably never experience the same world composition twice. Entering a chamber locks down all exits, and the only way to continue on your merry way is to dole out a healthy dose of beat-down against the unfortunate souls that stand in your way. Interspersed between the random mob zones and the final boss area are a number of side rooms that can contain chests with new weapons, challenge zones that grant extra health or magic spells, and the occasional shop to spend any tokens you may have gathered after pounding them out of your enemies. Some of these extra zones are more useful than others though, with the shop especially proving to be the biggest waste of time. Items within the shop are incredibly inflated considering the small amount of currency tokens that do decide to drop from fallen enemies.</p>
<p style="text-align: justify;">Luckily these extra zones are more of a distraction than a necessity, with combat taking centre stage and providing the most fun you could have slamming green alien kobold creatures into the closest surface. Every character has access to two attack types, the first being the normal attack which acts as your bread and butter go-to for fighting. This allows you to attack multiple times in quick succession, eventually whittling away your opponent’s health and making them vulnerable to your strong attack. When an enemy is weak enough, you can employ this strong attack as a finishing blow which launches them off in a direction, usually hurtling towards a wall or another enemy. It’s a simple combat flow but by not complicating things too much, there’s plenty of enemy nuance to grab your attention which requires you to think when you’re fighting. Simpler enemies will mostly just stand there and take your punishment, but progress further along and the monsters will start to become wise to your shenanigans, using shields and ranged attacks to thwart any hopes of button mashing you might have. That’s when the counter ability comes into focus. Counters allow you to completely negate an incoming attack and redirect it back towards the source, usually dealing out a powerful killing blow as a result. However, misjudge the timing on your counter and you’ll be left fully exposed to the full force of that incoming attack.</p>
<p style="text-align: justify;">When you do finally make it to the end of a level, one of several boss monsters will greet you with their hulking bodies. Each boss requires you to do something different to take it down, and learning each one&#8217;s weakness is key to progressing. The giant monkey king for example, starts by lauding over you in his tower whilst an army of minions try to pound on you below. The tactic here is to weaken his minions and then launch them towards his wooden tower until it slowly tips his lordship out into the open, where you can begin to dole out some sweet sword based justice straight into his simian face. As boss battles go, these tend to be quite simple. The mechanics of each boss are easy to learn, and once you’ve downed the giant centipede ten times it becomes much less dangerous, and as a consequence, much less interesting. Because of the nature of the game and the repeated interaction with these bosses, they start to feel less like epic fight sequences and more like bite-sized encounters.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12810" src="http://theindiemine.com/wp-content/uploads/2014/06/Ascendant-gif.gif" alt="Ascendant combat" width="600" height="338" /></p>
<p style="text-align: justify;"><em>Ascendant</em> feels like a game that understands what makes combat fun, and when you do get locked into combat fighting against these enemies, it just feels right. There’s a great deal of fluidity to each skirmish, and you’re expected to use every trick in the book to get by because the game won’t hold back when it comes to punishing mistakes. When you do fail &#8211; and you will &#8211; all of your progress is forever lost to the digital ether, so by incorporating these roguelike tendencies death becomes the ultimate punishment. This is going to aggravate some players, especially if you’re more into your fighting games than your roguelikes, and when you do fall it can be quite exacerbating to know that you have to fight through all of those weaker enemies again to get back to where you were.</p>
<p style="text-align: justify;">As brawlers go, <em>Ascendant</em> is certainly one of the more polished entries I’ve played. The combat is satisfyingly aggressive whilst keeping things simple enough to focus on more engaging aspects like timing and reaction-based play. I would strongly advise anyone considering getting the game to make sure you have a gamepad to play on though as the fast-paced gameplay doesn’t lend itself well to a mouse and keyboard control scheme. With that said, if you enjoy fancy flourishes of sword play and the roguelike mantra of procedurally generated singular playthroughs then <em>Ascendant </em>is right up your alley.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Zelik Adventures Review</title>
		<link>http://theindiemine.com/zelik-adventures-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zelik-adventures-review</link>
		<comments>http://theindiemine.com/zelik-adventures-review/#comments</comments>
		<pubDate>Tue, 10 Jun 2014 09:26:42 +0000</pubDate>
		<dc:creator><![CDATA[Connor]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[TecnAgon]]></category>
		<category><![CDATA[Zelik Adventures]]></category>

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		<description><![CDATA[Zelik Adventures combines the awkward controls of mobile platformers with the pointless monotony of Facebook games.]]></description>
				<content:encoded><![CDATA[<p>I played two mobile games this week. The first is <a href="http://theindiemine.com/splashy-slime-review/" target="_blank"><i>Splashy Slime</i></a>, a superb 2D &#8220;impossible hardcore platformer&#8221; that was over too soon and made me want more. The second is <i>Zelik Adventures</i>, a casual platformer for iOS and Android that I actually found harder to finish because it&#8217;s so boring. The game&#8217;s concept is to &#8220;provide a new, entertaining way to perform a personality test,&#8221; but I would have been much more entertained by an actual personality test.</p>
<p>My first problem with <i>Zelik Adventures</i> is how hard it is to start a new game or continue an existing one. Its menu was pretty unresponsive on my Droid Razr HD running KitKat, and it wasn&#8217;t readily apparent whether it hadn&#8217;t registered my taps or was just taking its time responding. In <i>Zelik Adventures</i>, you play as an alien named Zelik who would have a hard time outrunning my girlfriend&#8217;s turtles. After you manage to start a new game, you&#8217;re dropped off on planet Earth by a small rocket to begin your mission of meeting five wise men and convincing them to share their wisdom with you. Your first task is to close all the tutorial hints as they tell you how to do things like &#8220;run,&#8221; jump, and open chests, usually a few seconds after you find out for yourself. Provided you have the patience and will to resist the urge to simply close the app and do something fun, the hardest challenge is jumping using the atrocious controls.  As the ever-so-helpful tutorial hints will tell you without being the least bit intrusive, touching either side of the screen makes Zelik sprint towards that side with all the speed of a seahorse. Swiping upwards on the screen makes him jump as long as you swipe straight up. The slightest slant to your swipe will make it register as a tap on that side of the screen, often walking the alien into spikes or off a ledge.</p>
<p>Throughout whatever part of Earth <i>Zelik Adventures</i> takes place on, there are chests you can open by tapping them. Upon being opened, these chests will vomit up gold coins and a mixture of fruit and junk food the game calls treats. The game keeps track of how many treats you&#8217;ve collected, but they aren&#8217;t good for anything besides annoying your friends by telling them how many you have. Coins are used to buy disguises like cowboy hats and sunglasses.  The human population of Earth is scared of Zelik, but humans are unobservant enough that they won&#8217;t know it&#8217;s him if he&#8217;s wearing one of these disguises.</p>
<p>Once you have a disguise, you must find a wise man, usually by doing some clumsy platforming. If your disguise is good enough, he&#8217;ll talk to you. I would have had a lot more fun with <i>Zelik Adventures</i> if the wise men didn&#8217;t all say the exact same thing. The only question on this personality test is &#8220;What attracts you?&#8221; and each time you are asked it, you are given three answers to choose from. From your answers, the game will assign you a trait like agreeableness or open-mindedness, which you can share with your friends on Facebook until they un-friend you for annoying them. On the game&#8217;s stats page, the game will tell you your trait as if it&#8217;s your only one.</p>
<div id="attachment_12756" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/06/Zelik.jpg"><img class="size-full wp-image-12756" src="http://theindiemine.com/wp-content/uploads/2014/06/Zelik.jpg" alt="Zelik Adventures by TecnAgon" width="600" height="266" /></a><p class="wp-caption-text">What is your name? What is your quest? What is your favourite colour?</p></div>
<p>This could be seen as a good thing in a game with such lousy controls, but <i>Zelik Adventures</i> has no failure state. There are spikes and enemies, but all they do is take away your disguises. This isn&#8217;t a big deal because chests can be looted as many times as you want. If you lose your disguise, you can just re-loot a chest and buy another one.</p>
<p>I kept playing, taking <span style="text-decoration: line-through;">frequent</span> occasional breaks to engage in more entertaining activities such as watching my girlfriend&#8217;s turtles race, until I found all five wise men and told them what attracts me. At this point, I expected the game to congratulate me for finding all five wise men and show me an endgame cutscene as a reward for putting up with it for so long. Instead, it told me to go find more wise men to learn more about my personality. What immediately followed was the most enjoyable part of my experience with <i>Zelik Adventures</i>: uninstalling the app.</p>
<p><i>Zelik Adventures</i> is definitely one of the worst games I&#8217;ve ever played. The story is boring, the controls are horrible, and it doesn&#8217;t even have the decency to be over when you finish it. If you don&#8217;t believe me, <a href="http://zelikadventures.com/" target="_blank">download it</a> and see for yourself. If you want a mobile platformer that&#8217;s actually good, check out <a href="http://splashyslime.com/" target="_blank" class="broken_link"><i>Splashy Slime</i></a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9734;&#9734;&#9734;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/">What does this score mean?</a></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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