Hey there
YouTube Cemetech, it's ya boi, commandblockguy, coming back at 'cha with another program review! Today we will be taking a look at the contest entries for CC22, reviewing them based on gameplay, graphics, story, and code quality. But first, make sure to SMASH that karma button!
(7 minutes of ads for Audible or something)
Alright, let's get started!
First up is Skills Parkour by slimeenergy!
Gameplay: 8/10
This game is infuriatingly difficult, which is a really good trait for a platformer to have. I kinda wish it had some jump forgiveness, where the game secretly helps the player by allowing them to jump for a split second after they leave the edge of the platform, though that might just be because I suck at this kind of game. I think the mechanics could also be improved by increasing the acceleration and the friction when the player is on a solid surface. All of the levels that I have been able to reach (which is only a few; don't judge me) have been well designed.
Editor: 9/10
Editor is simple and highly intuitive to use. The editor also has a extremely strong effect on gameplay, and I found myself repeatedly adjusting the settings while playing each level. In this way, Skills Parkour exemplifies the theme of CC22, which is having a player character which must be adjusted to adapt to gameplay.
Graphics: 5/10
The graphics are very minimalistic, which is well suited to the calculator's hardware. My biggest complaint about the style is that there are places where rectangles are directly next to each other, leaving 2px lines rather than 1px ones. I feel like it would look best if there were no lines in between rectangles, though having solid black rectanges or moving the edges 1px closer together so that the lines overlap creating a 1px line would also be an improvement in my opinion. I really like the preview on each level - I always enjoy miniature previews of things in calculator games.
Story: Not Applicable
Code Quality: Not Applicable
Unfortunately no code is provided.
Next up is Space Adventure 85 by RogerWilco!
(I can't get the emulator working at this time, let's skip this one and come back later)
Next up is Rainbow Shooter by TheMustardCat!
Gameplay: 3/10
The game coud use some balancing. The default character is highly unbalanced. If I read the stats correctly, it is incapable of dealing damage, which was confusing to me when I first started the game. It also took me a while to realize you had to hold down 2nd to fire, though that's probably my fault for not reading the readme closely enough. The game does not give much feedback, especially on a win/loss.
Editor: 8/10
The character editor is highly functional, and I found it very intuitive to use. Especially handy is the "flood fill" feature, which allows you to fill large areas with a color. The counter for each color is also extremely useful for balancing a character. The editor also fits in very well with the contest theme, better, I'd say, than the majority of other entries.
Graphics: 5/10
The main menu looks absolutely amazing, as well as the default character. However, the enemy sprites are numbers. Additionally, the attacks do not use transparent sprites, so there are white boxes around them. The main menu and the Cesium icon look spiffy.
Story: Not Applicable
The campaign mode is currently not functional at this time.
Code Quality: Not Applicable
Unfortunately, code is neither included in the download or, AFAICT, on GitHub. It would be cool to see how the character editor works, so it's too bad that no source is available.
Other Comments:
The menu seems somewhat unresponsive, and some menus use only 2nd while others only use Enter.
Overall, the gameplay and menus could use a bit of work but the character editor is absolutely stellar.
Next is Dungeon by Pieman!
Gameplay: 5/10
It's pretty entertaining walking around exploring the map. My one complaint with the exploring aspect is that the character moves far too fast even with the slowest possible boots equipped. This makes it hard to fit into gaps or to attack things. The choppiness of the game also doesn't help much with this. I've walked into spikes more than a few times. If I could actually control where I am aiming, combat would be really fun. The choice of weapons/armor definitely seems to affect the difficulty of combat, which fits in very well with the theme of the contest. I was able to kill a strong enemy without taking much damage with the strongest armor, and nearly got beat to death by a weak one while wearing nothing.
Editor: 6/10
I encountered a strange bug where it wouldn't let me equip anything the first time I opened the editor. Closing and reopening it allowed me to use it properly. The equipment select screen doesn't really convey how changing each piece of armor will affect gameplay. Presumably, higher sets of armor are objectively better. I also encountered a bug where attempting to wear no boots makes the player be completely naked.
Graphics: 7/10
The tileset looks really great, with a ton of detailed sprites. The enemy sprites are also all unique and colorful. However, the graphics are really choppy while moving because the tilemap only moves by tile rather than by pixel. If the choppiness was fixed, I would definitely give this a 9 or 10.
Story: Not Applicable
Code Quality: 6/10
The game is written in C and the source is available on
GitHub.
There are a few variables which should actually be constants, and for some reason every varaible assignments is wrapped in parentheses. Spacing is also inconsistent, and for some reason each sprite is much larger than it needs to be. My main complaint is that walking speed is enforced using an empty for loop rather than a timer and a smooth transition. But overall, the code is pretty readable and much easier to manage than the average ICE program.
Other comments:
The map file is very large, taking up more than a full appvar of space. Of this, over half seems to be unused.
Next up is Splat by LogicalJoe!
Gameplay: 6/10
Gameplay is entertaining and a good casual time filler, much like many other popular calc and mobile games.
Editor: 3/10
While the actual editor itself is easy to use, it really only has a cosmetic effect on gameplay. Because all colors appear with equal rarity, your choice of player character is really just the same as a palette swap on a "standard" color set - no selection has any advantage/disadvantage over any other.
Graphics: 4/10
The logo/icon/death thing looks pretty cool, but beyond that, circles are circles; colors are colors. The sliding animation for the help menu is pretty neat, though I wouldn't have seen it at all if I didn't read the readme.
Story: Not Applicable
Code Quality: 8/10
Code is short and sweet, and follows a consistent style.
Comments:
Really funny musical reference in the readme.
Next is Arena84, which I am also having trouble emulating, so check back soon for an update.
Next up is DR0VE by epsilon5!
Gameplay: 4/10
The throttle button is somewhat inconsistent - it doesn't always cause an immediate shift after being pressed. And perhaps I'm just really bad at the game, but so far I have been unable to win a race. Additionally, once a game is lost, I generally miss the screen that follows it, perhaps because I am holding enter for the throttle. Perhaps wait for the enter key to be released and then pressed again before exiting that menu.
Editor: 4/10
The editor does not appear to have any effect on the acceleration - is this a graphical glitch or is it showing the real acceleration there which is unaffected?
Graphics: 8/10
All of the menus are incredibly slick - I wish that I could design menus that well. The car sprites are also amazing. The race scene could use shadows under the cars, but overall looks really great.
Story: Not Applicable
Code Quality: Not Applicable
No source available on this one, unfortunately
Comments:
I'm very much looking forward to seeing the full version of this.
Next we have Sketch Maze by BasicTH:
Gameplay: 9/10
A very unique concept, and a quite enjoyable one too. I'm looking forward to the level packs that people create for this so that I can continue to satisfy my desire for puzzles.
Editor: 7/10
The editor is central to gameplay, so this game greatly embodies the theme of CC22. My only complaints are that it's kinda hard to see the cursor when placing red, as it is the same color as the cursor. Also, it's hard to add large swaths of color at once. Other than that, the editor is very easy to use.
Graphics: 7/10
Like many other entries, Sketch Maze has a simplistic design that uses mostly black and white. But whenever you complete a level, you get a flash of color and that is immensely satisfying. The menus are both functional and visually pleasing.
Story: Not Applicable
Code Quality: 6/10
Everything is in one file, and variables could do with more descriptive names. There are also some gotos, though I probably shouldn't complain about those because I have one in my program.
Next up is my very own entry, Tower Defense CE!
Gameplay:
Levels have progressive difficulty, so you can continue playing indefinitely until you lose. Unfortunately there are only 3 tower types, though more are planned for the future.
Editor:
I'd say that the editor is fairly easy to use, and definitely affects gameplay. The path both affects which towers will be able to fire as well as how much XP towers will get.
Graphics:
epsilon5 made some excellent alien sprites for my enemies. I'd say that the rest of the sprites are decent, and that the non-sprite graphics like the backgrounds and the path could use some work. The menus are pretty neat, though.
Story:
There is a good deal of flavor text in the upgrade names.
Code Quality:
The codebase is cleaner than Tanks, but messier than Mahjong. I'm very proud of the tower targeting, which works in O(log(n)) time if my calculations are correct. It does this by storing coordinates of enemies as a distance along the line, and having each tower calculate which points on the line it can hit. This means that even if all towers are firing not all enemies need to have any of their data read for the towers to make decisions about which enemy to hit. The howto and about menus also use a standalone text reader which I wrote during the contest period, so feel free to use that in your own projects if you want.
Last but not least, we have JPL by TheLastMillenial!
Gameplay: 4/10
Flying a spacecraft through hoops honestly isn't that interesting.
Editor: 8/10
Just like KSP, JPL's editor has an almost-infinite number of ways to combine parts together. After watching the tutorial, I was able to easily build my own craft and launch it.
Graphics: 7/10
Explosions and Windows theme are on-point. There is some minor flickering, but it is almost unnoticable. The sprites are well-designed and fit with each other both in terms of color scheme and thematically.
Story: Not Applicable
Code Quality: Not Applicable
Other Comments:
The fade-outs are somewhat annoying because they take so long. Perhaps if they were a bit shorter?