Gamefinds: Nip For Speed

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

From itch.io’s Youtube account, this barely qualifies as a game, but it’s funny. Surreal. Absurd. Bizarre. But mostly funny. It’s Nip For Speed, and it’s from knackelibang.

You’re riding in a car with an orange cat behind the wheel. Not a cartoony cat, a realistic cat, or at least its low-poly model is kind of realistic. It doesn’t act, or talk, much like a real cat though. There’s also a dog involved.

Content warning: the cat does meet its end, but in a much more cartoony way than the cat’s model. It probably shouldn’t have been behind the wheel anyway.

Nip For Speed (itch.io, Web and Windows, $0)

Game Finds: Cosmic Collapse

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

A fair amount has been said about Suika Game, an inexpensive and addictive Switch game that has players dropping fruit into a physics-enabled bin. Two fruit of the same type that touch immediately merge into a larger fruit, and the goal is to join them together like this until you create a mighty Watermelon. You can keep going at that point, although with one of those majestic spheres in the bin it won’t be much longer before one or more fruits extends up out of the bin, which brings the game to an end.

The history of this unexpected Flappy Bird-like phenomenon is laid out in an article in the Japan Times. Until recently the game was exclusive to the Japanese eShop, although that needn’t actually a barrier. People from any territory can create eShop accounts for any other, and play all their purchases on the same Switch, but now I notice that Suika Game is even on the U.S. shop. And of course, as often happens when a simple and elegant game blows up out of nowhere, a horde of imitators has arisen, which a quick Googling will reveal. I count six free web versions just on a quick perusal of the search results.

But what might actually be better than Suika Game is the Pico-8 recreation of it, Cosmic Collapse.

Cosmic Collapse is more expensive than Suika Game, but that just means it’s $5 instead of $3. Instead of happy fruit, you merge together planets. They go up in size from Pluto (an honorary planet), through Mercury, Mars, Venus, Earth, Neptune, Uranus, Saturn, Jupiter and then Sol herself. If you’re wondering, all planets are presented without rings. If joining two suns causes anything to happen I don’t know. (In the comments on the itch.io project, the developer says that there are objects beyond the Sun.)

Cosmic Collapse could be played just like the original, but it adds some extra features. Scoring is modified by a simple combo system: successive planets merged due to one drop have their points multiplied, encouraging the planning of sequences. And, at certain score awards, you’re granted a missile that can be used to destroy any one object in the bin. Used judiciously, it can allow your game lengths, and scores, to greatly increase. My highest so far is nearly 15,000.

The biggest advantages it has over Suika Game is in the polish and the physics. The many web clones tend to play like they were hacked together in an afternoon, but even the original is clearly a low-effort production, right down to its generic, non-looping music. The celestial orbs in Cosmic Collapse bounce around in a lively manner after merging in ways that take some practice to master, and even the smaller planets have their uses. The tiniest of space rocks, dropped at the right spot, can be just what you need to knock two other planets apart from each other, or separate one from the wall of the bin. You see? Pluto’s good for something after all!

Both Suika Game and Cosmic Collapse suffer from a certain unfairness. You don’t get to control the order in which fruit or planets get dropped into the bin. It’s been observed that even a lot of skill and practice can only get you so far if the orb-selection dice don’t roll favorably for you. The best advice I can offer, in the early game, is to try to sort the circles in size from one side of the bin to the other, which at least will make it easier to find a good place to drop things. Also in Cosmic Collapse, keeping the surface of the bin as low as you can helps a lot, since the propulsive force of the spheres, especially the smallest ones, is increased the further it falls, and that can be a marvelous prod to shaking up a static bin.

Cosmic Collapse (itch.io and Steam, $5)

Game Finds: Mobile Suit Baba

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Hempuli, the creator of the indie hit Baba Is You, certainly has been busy! He made a number of solitaire games, some with Baba characters; then a number of board games. Now he’s returned to the Baba Is Youniverse, with another charming game that uses some of the ideas and rules of Baba Is You, with a helping of Into The Breach mixed in! The result is Mobile Suit Baba:

Ha ha! You said it Baba!

The scenario goes something like this. Baba and his friends now pilot a number of giant mech robots that look like them. An invasion of Skulls threatens their laid-back society of agrarian animal creatures with fruit theft. Baba and company leap into action to protect their food stockpiles. This is communicated with dialogue from the various characters, which is all adorable.

A simple puzzle, that relies on Baba’s ability to throw other characters over blocking terrain.

Each character has slightly different abilities and movement ranges. The mind-bending, rule-changing aspect of the original game is back: levels have noun and property objects in them, as well as the keyword IS. A noun IS property sequence arranged in order from top-to-bottom or left-to-right makes that sentence instantly true, for better or worse. It’s back, but it is a bit diminished in importance. A couple of levels don’t even have words this time, which in Baba Is You would result in a completely broken level.

As in the original, the difficulty rises fast, although this one is easier than it looks.

In the original, the most important property is YOU, because it assigns agency to one or more of the characters in a level; without [something] IS YOU, you can’t affect the game world. Here though, that dire need to make sure someone IS YOU at all times is gone. Now, all of your characters are considered to be controllable. But you still have to manipulate rules sometimes, to affect the properties of the terrain.

Once you have some other characters unlocked, you can sometimes choose who you want to bring into a level.

Also, you usually have more than one character to control, in a turn-based sequence. And your characters have different movement ranges and abilities. And you have a strict time limit (although it can be made less onerous in the settings). It all feels, like its inspiration, Into The Breach, but derandomized, and turned into a puzzle game. There’s no real combat; instead you manipulate your enemies so their objectives are not met.

A Youtube trailer gets the mood across nicely:

Choose your teammates carefully!

It’s all extremely charming and worth a look. While its sale price will be a paltry $4, for a few days Hempuli is giving it away for free on itch.io! Even at full price it’s worth it.

Mobile Suit Baba (itch.io, $4 [$0 temporarily])

Game Finds: Ghost Hunter

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Another game jam entry, Róger Goulart’s Ghost Hunter is a short and silly game about a young lady who loves ghosts, maybe a bit more than she should.

Here are some opening screens:

Take a moment to enjoy this screen.
They may have a point.
And a new unholy quest begins.

Most of it is a kind of guessing game. Each of three cemeteries has tombstones arranged around it. You go to each one and dig it up with your Shovel of Resurrection. If it’s a friendly ghost, then it emerges and you get one credit towards your quota. If it’s a cursed tomb however, an angry ghost comes out and chases you for a bit. If it catches you, you take a point of damage.

How do you tell the difference? Well, usually you can’t. But there are these orange tombstones placed around each level, and when you dig one of those up you get a random powerup for a short time. (Usually: once in a while you’ll find an angry ghost in one instead, but that’s rare.) One of the powerups shows you whether a tomb has a friendly or angry spirit in store. Other powerups slow angry ghosts, disguise you so they don’t chase you, refill your health or make you walk fast for a short time.

Level 2 has periodically appearing sludge ghosts that must be destroyed by digging up waterspouts to block them. Level 3 has annoying bat enemies that must be avoided, and a higher quota than the other levels.

My tips:

  • When you stop digging up a grave in the middle of the process, the digging you did before isn’t forgotten. You can sneak in a little extra digging when running from angry ghosts this way.
  • You tend to lose a whole letter grade at the end of a level from taking damage, so be safe.
  • The best powerup is the one that reveals the cursed graves. When you get one, I suggest just wandering around for a bit, looking for the mean ghosts, and remembering where they are so you can dig up friends in piece.

Spoilers for the ending are after the download link!

Ghost Hunter (itch.io, $0, web and Windows)

A shame, but they asked for it. Also, what happened to their faces? They’re scarier than the ghosts!
And isn’t that all that matters?

Game Finds: Feydome

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

EDIT: there was a WordPress display glitch that was causing images to overlap the text. I’ve changed the formatting a bit to keep it readable.

There’s hundreds of new games released every day, and there’s no way to can even find out what they all are, let alone try all of them. So there’s an inescapable element of randomness to what meets my eyes, and thus to what I bring to you. It’s useless to ask, “Why did you link to that silly little trifile when Important Game by Known Developer goes without remark?” Our finds are always going to be kind of idiosyncratic.

So it is with this one, Feydome, a slight but fun game made in two weeks for a game jam. It’s a laid-back 3D exploratory experience where you’re a barely-garbed, at first, fairy, searching an eerie abandoned village for clothes to wear. Movement is by WASD, with the Q and E, or else the left and right arrows, rotating the camera. Yes, it’s an exploratory dress-up game!

At the start your fairy is weak and can barely fly at all. You find glowing orbs that each grant a tiny bit more wing stamina, but never enough that you can fly indefinitely. Each orb very slightly extends the amount of flight time, by around one or two frames. So you’re always tied to the ground, but there are a lot of orbs to find, and that extra time adds up.

The fairy can glide if you hold the fly button down, even when out of energy, and if you keep tapping the space bar you can glide much further, which is a huge help. It helps to devote one hand to this, while using the other to move forward.

While you can rotate the camera, you can’t adjust the angle vertically, so you can’t look above or below, and there is no mouselook. The developer says that an expanded version is being made, maybe these control oversights will be addressed in that.

The pieces of clothing, 29 in all, are in weird chattering spheres that are stuck all over to the walls, floors and ceilings. When collected, a sphere stops chattering, which is of great help in tracking down the last few. Clothes go into your Customize Menu. You start out with just a Tied Fiber top and Leaf Panties bottom, but each item you find helps to make your wee friend more presentable in polite society (if there were any in this game).

There are no enemies, and no moving objects besides the fairy. While it’s difficult to get around at first, it’s surprising how even an extra half second of flight time expands their horizons. Mind you, there is no reward for finding all of the clothing. There is no ending; the journey is entirely the point with Feydome. You’re left alone in the abandoned world, you and your wardrobe, until you exit the game. There’s no save function either, but the game’s so short that it can be finished in one sitting anyway. Maybe 40 minutes in all, if you focus on finding everything.

But it’s fun to explore! It’s a satisfying gameplay loop, finding orbs, using the extended flight time to find yet more orbs, and punctuating the process with occasional new clothes. I’m sure this kind of gameplay has been done before, but this is a neat example of it, and it doesn’t cost anything to try.

Feydome (itch.io, $0)