Karate Great

Another work of Babarageo, Karate Great riffs on Kung Fu, known as Spartan X in Japan in which you have to take down hordes of mooks, and the occasional boss, using karate moves. This revision of the idea gives you only one control, an attack that’s activated by clicking/tapping the game screen. This causes your leggy karate lady to swiftly knock basic opponents right off the screen, and inflict damage on bosses both mini and major. Further, if you can hit four opponents in quick succession, she’ll switch to some gun fu, pulling out a pink pistol and just blasting following opponents. Why doesn’t she use the gun all the time isn’t explained; it only shows up as the fifth through eighth hits of a combo. And if you can get in a ninth hit… well I don’t want to spoil it, but it makes short work of most bosses.

All of these moves make K-lady pretty overpowered for most of the game! It isn’t until the last couple of stages where you face opponents where just clicking away at the screen rapidly won’t suffice. The last boss, an evil CEO, has an attack that can’t be deflected by the normal means, and will probably stymie you until you come to realize that you have to learn how to trigger the combo-ending move to thwart it.

It’s short but fun, as good web games should be!

Karate Great (web, $0)

Ginormo Sword

This one’s coming to you from some years back. Ginormo Sword, by Babarageo back in 2008, a Flash game that’s playable once again via Ruffle. It is one of a small, but gratifying, genre of games where you start small and just get bigger and bigger and bigger, and part of the fun is just seeing to what extremes the game supports you going.

Games like Dungeons & Dragons pay at least lip service to realism, less so now than its origins, but it’s still there. There are limits, both theoretical and practical, to how far characters can gain levels, can gain statistics, can gain hit points, and that makes sense. For even Superman, when it comes right down to it, is still a roughly humanoid creature of a bit over six feet in height. If he were in the same comic universe as Galactus, it would defy credibility if this vast being were stopped by what to it was an amoeba.

Ginormo Sword is what you get if you peel back these limits, and basically say, if you can earn the cash for it? You can do it. There are limits, but the game goes to ridiculous extremesbefore you run into them. It’s basically an “incremental game,” like a clicker, but in a different format. See for yourself.

Ginormo Sword (browser playable, $0)

Indie Dev Showcase 158

The weekly indie showcase highlights the many games we play here on the channel, if you would like to submit a title please reach out.

0:00 Intro
00:14 Sephonie
3:38 Dopemine Arena
5:12 Backpack Hero
8:08 Astro Ace
9:07 Quijote: Quest for Glory
11:10 Princess Farmer

Pico-8 Moon Patrol

The Pico-8 is the most popular fantasy game console by a wide margin. We’ve already linked to Josh “cortex” Millard’s Ennuigi, which is notable enough to have its own Wikipedia entry.

Ennuigi was more of an extended joke than a game, though, while Pico-8 Moon Patrol is no joke; it’s substantially harder than the original arcade game, putting you up against harder obstacles earlier. Sometimes it doesn’t feel fair when a flying saucer drops a bomb at such an angle that neither speeding up nor slowing down could have avoided it in time, although it’s possible, in this version, to shoot down the bomb before it strikes you.

Give it a try! This video is my best run to date, getting through the first three sectors:

pahammond’s Moon Patrol for Pico-8 (lexoffle.com)

A Steam Store Page Review of Supernova Tactics

For this episode of indie inquiries, we’re taking a look at the steam store page for Supernova. If you would like us to review your store page in the future, please reach out.

Game Page

Final Fantasy Artist Yoshitaka Amano Draws Cuphead Characters

I’ve been trying lately to take it easy on the Youtube posts, but in this age of the internet they seem unavoidable. This one though, I think is unquestionably worth it, a six-minute video of the illustrator of classic Final Fantasy games (whose work mostly came through in monster images and manual art) doing a piece for the cover of the CD soundtrack in preparation for Cuphead’s Japanese release. The early moments of the video are preliminary sketches that show them getting used to the characters; the work he settles on is a Final Fantasy-esque interpretation of Cuphead and friends (and enemy). Thanks to NoxAeternum to finding this and posting it to Metafilter!

Pac-Pac

From 2016 comes Pac-Pac, a Pac-Man style arcade game for an unusual platform: the Commodore Plus/4!

The Commodore 64 was famously intended to be a family computer that could also play games. The Plus/4 was intended as more of a business machine, without hardware sprites or the 64’s capable sound chip. It still had 64K of RAM though, and some productivity software included built-into the system in ROM. It could also output more colors than the C64, was clocked at a higher speed, and had a simpler design with fewer chips.

Still though, the lack of hardware sprites was a big limiter for games, which remained a driving factor for microcomputer adoption. Having no sprites, in Pac-Pac, the player’s surrogate character and the ghosts are both drawn on-screen in software, which consumes a lot of processor time. The game still runs at a decent rate though, and is fairly fun to play.

It’s best not to play Pac-Pac like Pac-Man. Despite a superficial resemblance it’s much the different game. The ghosts don’t have different personalities, and don’t coast confidently through the maze, but jitter about uncertainly, and randomly. This makes them generally easier to avoid, but it also means they’re prone to camping in the vicinity of uneaten dots. You’ll find you’ll have to lure them away from the last dots in the maze to get to them safely. You’re more likely to lose a Pac from daring their presence a little too closely.

Unlike Pac-Man there are no energizers, so there’s no way to attack the monsters yourself. On later boards the ghosts slowly get more aggressive, and they move faster. There’s also a timer to force you to go after dots. Eating randomly-appearing fruit replenishes the timer by a bit. There are also Question Mark items that appear in the maze, that can produce good or bad effects. They’re usually good though. The only ways to earn extra lives are by earning 5,000 hard-won points or, occasionally, from a Question Mark.

To play it you’ll probably need an emulator, such as the one from WinVICE. RetroArch can play it with its xplus4 core, which comes from the VICE project.

I am informed that the author of Pac-Pac, Skoro, passed away earlier this year. He made a plethora of work for the Plus/4, as shown by his page on Commodore Plus/4 World, from 2019 to all the way back in 1988. 31 years is a good long while, and I hope that the fruits of his labor will be enjoyed for decades to come.

Pac-Pac, from Commodore Plus/4 World

Italian Pop Culture References in Vampire Survivors

Image from article, ultimately from someone named poncle

Damiano Gerli at waynow Gaming explores the plethora of Italian internet and popular culture references in Vampire Survivors, including singers, anime, food and dairy brands, and a couple of earthier references, including one that could be taken as a name for someone unafraid to break wind as much as possible.

Vampire Survivors: Exploring its Trove of Italian Cultural References

Designing The Personal Game “I am Yours” With Jon

For this Perceptive Podcast, I spoke with game designer, journalist, and photographer, Jon to talk about designing the game I Am Yours — a game meant to explore the emotions around a traumatic event.

We talked about game journalism and being an indie developer, along with the challenges of walking that line between telling an emotionally driven story and not trying to glamorize or downplay its meaning for a game.

Dynasthir Developer Interview

For this perceptive podcast, I sat down with Mireneye from Twinlake Minstrals to discuss developing their first major game Dynasthir — a 3D action RPG. We spoke about their goal in developing it, working in Unreal, and other aspects of the game’s development.

The Latin American Games 2023 Showcase

This is an indie showcase covering the demos I check out during the Latin American Games Showcase for 2023.

0:00 Intro
00:29 Super Crane Bug
1:56 Uniduni
3:07 Tiny Witch
4:21 The Bunny Graveyard
5:45 Super Hiking League DX
7:33 God Machine
8:44 Hannah