Summer 2011 Dualstream Day of Zeux Scoresheet: Kuddy
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------------------------------------------------------------ - Summer 2011 Day of Zeux ----------------- Kuddy's Scores - ------------------------------------------------------------ Sorry for the delay in getting this out; if I weren't such a terrible writer with such a short attention span, it prob- ably would've surfaced sometime on Wednesday or Thursday. Even though I say every Day of Zeux I host will the be last I host, since they all seem to end in some kind of minor disaster or controversy, this one really will be the last, because I'm tired of holding people up like this. I'm also dismayed with the fact that Anger is now officially the worst Day of Zeux topic of all time, because absolutely no- body who submitted a game used it. I guess this is just a by-product of so few games making it in, though, since I'm sure at least one game would have had it were MZX anywhere near its prime. Anyway, I've bitched and mumbled enough; let's just get on with my scores and crappy comments so we can put this sad week to rest and start looking towards get- ting the ball rolling again. ------------------------------------------------------------ - 41356 --------------------------- Nightmares of a Knight - - Topic: Nightmares -------------- Scoresheet: Theme-Light - ------------------------------------------------------------ Theme: 10/20 The meat of the game, between the intro and outro, takes place in a long nightmare... which is being caused by a magic spell. It's the most phoned-in use of the theme I can think of, but whatever, it works. Gameplay: 25/120 Just your basic hack and slash against mindless ASCII crit- ters with the most primitive of MZX sword engines. Not exactly what I'd call nightmarish, but nothing too enthrall- ing, either. The last board was a bit more fun than the others, since it switched things up a little by having you focus on a single strong target while having to either avoid or nullify his minions. Still, the majority of the game was a bore, and I had to struggle to keep interest until the end. Graphics: 10/90 Here we have the bare basics of MZX graphics, with very lit- tle deviation in the char set... the only edits I could see were the skeletons, the textures around the window in the knight's room, and the space mushrooms (lolz). The gameplay itself takes place entirely in large boards that are empty save for the enemies and the occasional Tree or Web. Not much to say about that. Technique: 10/80 Yeah, the game doesn't break anywhere, but it never has taken much effort to code a sword engine like this one in MegaZeux, and it's hard to screw something like that up. Ku- dos for at least having the sword's range be greater than just one tile (even though it's not immediately apparent due to the graphic). Story: 10/50 You're a knight who goes to sleep after having just killed an evil wizard or something, and his escaped lackey casts a spell on you that puts you into a nightmare that turns into a fight for your life against various monsters. Small, mind- less story for a small, mindless hack and slash game. Sound: 15/40 The sounds were mostly inoffensive, and the music was pretty standard MZX cliché fare. I don't really think the overused halucin8.mod fit most of the game as well as it was intended to. The effect of you getting hit sounded too similar to what was used for the death sound of the monsters; they should have either been complete different sounds, or you getting hit should have been accompanied by you or the screen flashing red or something. Also, points definitely need to come off for the three seconds of pure ear rape that was the yellow border scenario. Couldn't the walls have had dedicated PC speaker sound effects or something, so that at least that didn't happen? Overall: 80/400 This has all the hallmarks of that one DoZ game we end up with every time around that the author probably had too much else going on to dedicate a lot of time or effort to. weasel mentioned in his scores that this was the worst non-joke DoZ game he's ever played. I wouldn't go that far, since I'm sure I've played far worse in that regard. Still, it was a pretty mediocre game, and obviously doesn't even hold a candle to the other two entries. ------------------------------------------------------------ - 78977 --------------------------------------- Retrospect - - Topic: Nightmares -------------- Scoresheet: Theme-Light - ------------------------------------------------------------ Theme: 15/20 Again, we have a game where all the gameplay is entirely in nightmares. This game, however, was actually a battle through your subconscious, which was a better use of the nightmares theme than just "a wizard is doing this". Gameplay: 80/120 This game was fun, but frustrating. Most of the gameplay takes place in four maze-like levels where you have to first find four pieces of a door, then walk through the newly unlocked exit. Along the way, what looks like white ghosts and green goblins spawn randomly throughout the level and attempt to impede your progress. Though you are capable of fighting these nasties off, combat against them seems to be slightly biased against the player; not only can they shoot diagonally (while you can only shoot in the four cardinal directions), but whereas their attacks seem to come in near- ly a thick solid line, your attack is scattered in random squares in the direction you fire in, and sometimes seems to make a deliberate effort to miss your target. With these monsters constantly spawning, it is suicide to take your time in this game, or play through it without saving fre- quently; if you don't make it through each level as quickly as possible, you WILL be overwhelmed and annihilated. Oh yeah, and there's also a small endurance round between each level. The less said about those, the better. Thankfully, the game has the courtesy to max out your health afterwards. Graphics: 55/90 The graphics aren't perfect, but they work. Everything out- side your subconscious represents what it's supposed to, except the windows, which I thought looked nothing windows at all. The levels themselves are well-contoured and made out of randomly-generated gradients that pulsate, which just barely look nightmare-worldy enough to fly. However, I'm a bit disappointed that the elaborately-drawn twisty borders, which can be seen clearly in the editor, don't come out so well after fed to the random tile generator, but I guess that's to be expected. Technique: 60/80 My annoyance with your weapon's tendency to miss its mark aside, the game's engines all run smoothly for the most part; there aren't any major game-breaking bugs that I was aware of, and it's fully playable from start to finish. Though I didn't notice this until after I had finished the game and fiddled around on the test board, the status bar does glitch up if you're all the way at the top of the board and near the left side. Don't really know why that is, but for the majority of the game, it's not noticeable. Story: 30/50 You're an everyman who has been suffering from horrible nightmares every night for the last week, which in turn lead to involuntary self-injury, so you visit a psychiatrist who guides you through the nightmares to unlock whatever re- pressed memories are causing them. The story makes sense and ties in well with the gameplay; my only complaint is that it was a bit too predictable. Following the first cutscene, and especially the second, I could already tell which direction the story was headed in, so the ending came as no surprise to me. It reminded me a lot of a certain game from a past DoZ, which I choose not to elaborate on here due to poten- tial spoilers. Sound: 30/40 Despite the use of the all too common depeche.mod and bj-vte.s3m, I found all of the music selections to fit the mood of their respective environs well enough. The sound effects also served their purpose without being too loud or distracting. Overall: 270/400 In spite of its flaws, I enjoyed this entry a great deal. I bet something like this could have easily gotten at least third place in a more active DoZ. ------------------------------------------------------------ - 80741 ----------------------------------- Pandora's Gate - - Topic: Nightmares -------------- Scoresheet: Theme-Light - ------------------------------------------------------------ Theme: 10/20 Apparently, some aliens landed on Earth and started twisting people into monsters by turning all their dreams into night- mares to generate energy or something, and the magical girl team you control gets sent in to put an end to it. Not a terrible use of the theme, but I can't help but feel that this kind of game could have easily been set to just about any DoZ theme ever. Gameplay: 100/120 You walk through some linear dungeons (well, linear until the end, anyway), getting in battles with twisted humans and monsters along the way which play out like a turn-based strategy RPG. Though this kind of battle engine has been done before, I don't recall it being done quite as well or elaborately as it has here; you have a variety of commands and strategies to choose from, and the enemy AI as a whole is remarkably stable. As well, the use of the mouse for com- bat was a good choice, and felt more natural to manipulate than any keyboard based system of this type ever felt in MZX. To nitpick just a little, though, I would've liked the option to control your overworld movement with WASD and/or advance text boxes with the left mouse button, since the whole setup of Space + Arrow Keys + Mouse felt awkward and required what felt like constantly switching between two controllers on a console. Also, I did find the game to be a bit too easy on the whole, but I guess that's the price you pay for only having 24 hours to construct the whole thing. Graphics: 85/90 Considering who was behind this game, it comes as no sur- prise that its graphics are top notch. The environments were colorful and detailed, the sprites were well-drawn, the bat- tle animations were flawlessly pulled off, and the SMZX splash screens looked fantastic as usual (why there was a spear on the title screen when there's none in the actual game, though, I have no idea). The smileys and ASCII T's in the last area, however, I really didn't care for, as they clashed too much with the rest of the area. Even if their presence was supposed to help convey a "glitchy" feel, there would have been better ways to go about it than just throw- ing them in. Technique: 65/80 These teammates are definitely no strangers to MZX's confus- ing extended feature library, and it shows in this entry. Granted, there were quite a few bugs in the initial submiss- ion of this entry, including one that could cause a hard freeze of MZX itself. With those out of the way, though, everything else worked flawlessly, from the pixel-perfect mouse cursor engine, to the AIs of the enemies you fight, to the weird strobe effect in the background of the last area. Story: 35/50 A summary of what story I gathered from playing the game can be seen above under Theme. Most of the plot seems to be con- fined to a few walls of text which happen at the very begin- ning and after the first and second bosses; the rest is all filler dialogue between the protagonists. This wouldn't be a huge problem, were it not for the fact that many of these exchanges of banter felt very tacky and unnatural. Maybe that was intentional, but whether it was or not, it rubbed me the wrong way. I will add that even though I didn't exp- erience it firsthand (only through looking in the scattered files), the fact that the dialogues alter depending on who in your party is still alive or killed off was pretty cool. Doesn't change the campiness factor any, though. Sound: 35/40 We're provided with a selection of six decent OGG pieces of unknown origin for the soundtrack, which do a decent job en- hancing the mood. The sound effects also match up well with what's happening on-screen without being too overbearing. I was, however, kind of annoyed that the music didn't loop seamlessly; seeing how Lancer uses OGGs for every single game he's made since support for them was added, I'd think adding looping for them should be second nature to him by now. Maybe the program he was using just flubbed up, who knows. Aside from that, not much else to complain about. Overall: 330/400 Once again, Random SJIS Team Name, Inc. manages to blow everyone else out of the water with another splended offer- ing. I guess I should mention that Lancer and Lachesis are speaking of releasing a retooled version of this game with new areas, a more balanced difficulty level, and less awk- ward dialogue. Assuming it doesn't end up vaporware like al- most every DoZ update does, I look forward to seeing it. ------------------------------------------------------------ - Summary -------------------------------------------------- ------------------------------------------------------------ 1st Place: 80741 - Pandora's Gate 330/400 2nd Place: 78977 - Retrospect 270/400 3rd Place: 41356 - Nightmares of a Knight 80/400