Summer 2011 Dualstream Day of Zeux Scoresheet: Wervyn

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/= Wervyn's DoZ Scores, Summer 2011=============================================
|  This DoZ makes me  cry, but  what are you gonna do? At the same time, there |
| are some things to be happy about here. Even though we only got three games, |
| an  all time low, two of them  were  actually  pretty  good,  which  kind of |
| surprised me.  Anyway,  I  don't really have too  much to  say about it,  so |
| onward to the scores.                                                        |
===============================================================================/

/= 41356 = Nightmares of a Knight =============== NIGHTMARES/LIGHT = [157/400] =
- GAMEPLAY --------------------------------------------------------- [ 49/120] -
|  The game basically has you go through a gauntlet of several boards fighting |
| off  a  big  pile  of  enemies  with  a  fairly  boring  sword engine.  It's |
| essentially a tedious  battle of attrition  to see  whether your  health can |
| outlast  the horde, or  if  you'll  die  by a thousand  cuts. I'll give  BBH |
| credit, the balance seems  to be about right on  this, at  least for me,  to |
| make it a challenge, but that doesn't really make it any less dull.          |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 31/ 90] -
|  Lower tier default MZX graphics with maybe one character edit for the space |
| mushrooms. And it's not  like  those  looked  all  that  great  anyway. More |
| problematic than  simply using defaults is  the bland  composition, however, |
| with boards consisting of  a  single solid background color, usually  black, |
| sometimes  gray,  and  very  little visual  variation.  The  cutscenes  were |
| adequate but bare, and suffer from the same lack of artistic scope.          |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 25/ 80] -
|  Pretty much all this  game has to  offer  is the most basic of basic  sword |
| engines. No bells or whistles, just dragging my little slashmark across  the |
| overlay and sending enemies to a hit label. The enemies  are programmed, but |
| of course they're incredibly  basic,  wander-vaguely-toward-the-player types |
| and all basically  the same  code. I did notice  on the yellow  border board |
| that most of the walls tended to  just kill each other, and since this is an |
| explicit label in the code it seems intentional, but it feels like a bug.    |
|                                                                              |
- STORY ------------------------------------------------------------ [ 17/ 50] -
|  Knight kills evil wizard, evil wizard's assistant tries to  kill  knight by |
| mobbing him  with monsters  in his dream. About two thirds in, things take a |
| turn for the  "I'm running out of  inspiration so just put something  here". |
| Overall it felt pretty half-assed to me, but then that's descriptive of  the |
| game  itself, so I can't really fault  it  beyond  giving  it a basic  "meh" |
| score.                                                                       |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 22/ 40] -
|  Serviceable,  if dated,  musical selection,  and  some  sound effects which |
| really could have been better or more noticeable but managed to get  the job |
| done.                                                                        |
|                                                                              |
- THEME ------------------------------------------------------------ [ 13/ 20] -
|  The premise and  story of the game follow the theme well enough for an easy |
| pass  here, but are nothing special. It works,  the connection is clear, but |
| that's about it. As you all know, I reserve the really high theme scores for |
| games that really sell it.                                                   |
|                                                                              |
- TOTAL ------------------------------------------------------------ [157/400] -
|  All told I can't really say this was a  terrible game, it's not a  joke and |
| it's not like  BBH  didn't take the DoZ seriously, it's just obvious that he |
| didn't care  about it  very much.  Which  I  think  is a rather  unfortunate |
| reflection on  general community attitude. That's why I was  so pleased with |
| the other two games submitted this time.                                     |
|                                                                              |
|  "Screw it, let's just fill this in like a Madlibs."                         |
|                                                                              |
===============================================================================/

/= 78977 = Introspect =========================== NIGHTMARES/LIGHT = [284/400] =
- GAMEPLAY --------------------------------------------------------- [ 82/120] -
|  So  this is pretty much a run-and-gun through a dreamland maze while trying |
| to find specific goals. As a gameplay concept it's pretty  solid: the weapon |
| is fun  to use, the difficulty  is  pretty reasonable,  and the  mechanic is |
| entertaining for  the short length of the game. Of course, that's really all |
| that's  going on here, and I'm not sure it would hold up for  a longer game. |
| As for balance, enemies  seem  to continue  spawning without a cap, so if it |
| takes too  long to find  all of the door  pieces in  a level they can become |
| overwhelming. The random  spawning of enemies and health pickups works,  but |
| does give the levels a rather drab feeling. Still,  I thought  the design of |
| some of the later stages was nice.                                           |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 64/ 90] -
|  I  think of this  particular  MZX art style as garbage  chic. It's a  style |
| where individual character placement is rather random, but taken as  a whole |
| the screen begins  to  resemble  something; usually pulled off with  dirtied |
| half-block art.  It's an interesting  style,  and it works here, but I guess |
| I've  never been  that crazy about it. Character art is workable, but  looks |
| deformed, with  soulless,  droopy-eyed faces. Which I guess  is probably the |
| point, but something about it puts me off. Anyway, the art here is good, but |
| not great. Also the text engine on  the main engine boards could have used a |
| rectangular background.                                                      |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 57/ 80] -
|  Technically  this game engine runs pretty well.  I didn't notice any  major |
| bugs  in my playthrough, and the combination of gameplay effects are  pretty |
| neat. Overall it's a fairly basic application of some particle effects as  a |
| combat engine. Enemies shoot or create blobs of particles at you, you do the |
| same.  I  did notice  that the  green enemies sometimes get stuck in a  loop |
| moving around you without actually hitting you. I also noticed that the door |
| fragments weren't collectable from  all surfaces, only certain  ones worked. |
| They functioned  through  robots, and not  all  of  the  touchable  area was |
| covered. This  seems an odd oversight, but  it didn't have a huge impact  on |
| the game.                                                                    |
|                                                                              |
- STORY ------------------------------------------------------------ [ 33/ 50] -
|  Pretty  good, but not great. This is a solid, if predictable, psychological |
| mystery  about  suppresed   memories.  The   story   is  rather  blunt   and |
| straightforward  and the characters  lack  any  real depth. The ending  also |
| smacks  of "couldn't  think  of  a  better  way  to  finish  it,"  with  the |
| protagonist   shooting  himself  and   all.  Still,   we're   not  expecting |
| masterpieces here. The story worked, and it engaged all the way through even |
| if it didn't really connect.                                                 |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 32/ 40] -
|  Good and pleasing choices for music, although not quite at that level where |
| you've picked  the perfect song, the only one that could possibly be playing |
| for a  given scene  because  anything else  just wouldn't capture  the  mood |
| right. Rather,  it carries things along appropriately without getting in the |
| way. Choices for sound effects are  also  pretty good,  with some satisfying |
| thocks to let you know when you get hurt. It  would have been nice to have a |
| similar but  differentiable sound  effect  to know  when you  hurt or killed |
| something, though.                                                           |
|                                                                              |
- THEME ------------------------------------------------------------ [ 16/ 20] -
|  Very solid use of theme. Again, not perfection, but  the game is definitely |
| centered on  the idea of delving into  nightmares. I think  a lot more could |
| have been done to make the environments feel really nightmarish and hostile, |
| though.                                                                      |
|                                                                              |
- TOTAL ------------------------------------------------------------ [284/400] -
|  Liked it, didn't love it.  But this was a solid entry, and I'm glad  to see |
| that even with almost no interest in the DoZ, among the  few  teams that did |
| participate were people who really applied themselves and tried  to turn out |
| a  good game. Honestly, if you told me the DoZ  was only going to have three |
| entries, I would have expected something like this to easily win. But...     |
|                                                                              |
|  "Ouch, you punched me with your nose!"                                      |
|                                                                              |
===============================================================================/

/= 80741 = Pandora's Gate ======================= NIGHTMARES/LIGHT = [317/400] =
- GAMEPLAY --------------------------------------------------------- [ 94/120] -
|  I have to say, this is a fun little game to play, the interface is nice and |
| clean, the options are varied,  and the core battle mechanic is enjoyable to |
| do. Where I think this  falls down the most is that it's just too easy, even |
| when the enemies aren't being randomly frozen. I was able to make it through |
| most of the battles without taking any damage, once I'd developed some basic |
| tactics and strategy for the  fights. Even the final boss fight was barely a |
| challenge,  although  I  finally  started  breaking  out  the  potions   I'd |
| stockpiled till then. But to be fair, there's  a lot of complexity here, and |
| it's hard to  find  the  sweet spot  for  game challenge in 24  hours, while |
| you're spending time writing the game too. It's really easy to make the game |
| too hard or too easy, and much better to err on the side of too easy.        |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 76/ 90] -
|  Very well done,  overall. The level design was generally pleasing and there |
| was very good use of color. Some of the detail artwork was a little strange, |
| in  the  levels, so  while it  wasn't difficult to  interpret the  first two |
| levels as a weird  maze of hallways, it wasn't exactly clear  what was  wall |
| and  what was floor  in  some areas.  Still, the  character art  and  battle |
| effects were all classic  Lancer, with perhaps  some of Lachesis  influence, |
| not sure how the work got divided. And  I thought  the third level had  some |
| really interesting design, liked the  movement effect with  the striped grey |
| areas.                                                                       |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 66/ 80] -
|  This is some very impressive battle engine work,  brought down  by a number |
| of  bugs. The most critical, of course, is a game crashing busyloop  related |
| to a pathfinding problem, which made the battle right before the boss of the |
| second level  almost impossible  to  complete. Add several  minor bugs  like |
| random status  effects at the start of battles, and potions  overflowing the |
| counter  at 10, and the  game begins to  want for polish. But  despite that, |
| it's still a very polished game with  an impressive and fairly sturdy engine |
| underneath. The AI may be rudimentary, but it still works for a DoZ game.    |
|                                                                              |
- STORY ------------------------------------------------------------ [ 39/ 50] -
|  I think the coolest thing about this was  the multiple storyline  paths and |
| endings, based on the permanent death mechanic. Given that getting killed in |
| battle was pretty hard to do if you weren't trying for it, I didn't actually |
| play through on one of the more depressing endings, but I still thought this |
| was a really neat touch. As for the story itself, I'd say  it's pretty good. |
| It's nothing spectacular, and I'm not really feeling emotional connection to |
| the characters, but the plot is reasonably interesting and manages  a really |
| quick three-act alright. So yeah, best in the bunch.                         |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 29/ 40] -
|  The musical selection was fine, up until the point  that some  of the songs |
| (like  the main battle theme) looped  back awkwardly.  Given  how  short the |
| battle theme  was, this really  stood out to  me.  Apart from that, it's the |
| kind of music I've come  to expect  from a Lancer-X game,  and it works well |
| enough. Battle sound effects were appropriate and well used, too.            |
|                                                                              |
- THEME ------------------------------------------------------------ [ 13/ 20] -
|  I'll buy the story, storming a paranormal  hotbed of  alien  creatures that |
| take  over  people through their dreams. It was a bit tenuous though, and  I |
| felt it was really just an excuse to get the  magical girls in there messing |
| up some badguys with their crazy spells. So, not a bad theme connection, but |
| definitely taking a backseat to the gameplay, in my assessment.              |
|                                                                              |
- TOTAL ------------------------------------------------------------ [317/400] -
|  Easily my  favorite of the competition,  though  with only three to  choose |
| from I'm  not  sure how much of an  accomplishment  that really is. Still, I |
| think I would have  been very fond of  this one even  with  a large turnout, |
| it's  a quality game, and it's really nice to think that even in  a DoZ like |
| this one, we still got a game worth remembering out of it.                   |
|                                                                              |
|  "It's okay Mami-chan, we're magical girls! What could go wrong?"            |
|                                                                              |
===============================================================================/

=== FINAL SCORES ===============================================================
1. 80741 = Pandora's Gate ========================= NIGHTMARES/LIGHT = [317/400]
2. 78977 = Introspect ============================= NIGHTMARES/LIGHT = [284/400]
3. 41356 = Nightmares of a Knight ================= NIGHTMARES/LIGHT = [157/400]