Game Review: Roguelight

A lone woman with a bow and a few arrows, you drop into a mysterious, dangerous, and primarily dark dungeon. Darkness is all around you, and light is rare and precious. Unable to see all its creeping enemies, spikes, and treasure, you die quickly; your survival depends on your arrows, which slay the dungeon's monsters and burn like torches for a short while before burning out. All this explains the game's name: frequent death feels like a nod to rogue-likes, and light is central to the gameplay. The game rewards the player for frequent death by making it necessary. Each time you die, you wind up in a shop where you spend the earnings from your last attempt. This makes it likely you'll make it deeper into the dungeon, earn more coin, and be able to afford more expensive things when you inevitably die and wake up at the store.

Something about the experience disappointed me. Any time I ran out of arrows, I was not only helpless against monsters, I was helpless against the dark. I think this should have been a pleasant stressor, but I too often found myself with no options. I wanted to have to skirt around the dark areas until I could find more arrows, but that wasn't an option. I had to go through, and often take damage or die.

It didn't feel like there was a learning curve to climb. I knew how to jump, how to shoot, and how to hold the arrows for light. It was exciting when I learned I could light the lanterns with my arrows. But if I was out, there just wasn't enough for me to do but hope for good luck running through the dark.

Roguelight is available for pay-what-you-like at itch.io.

Game Review: Evoland

Evoland is an homage to the fantasy adventure games of the 80s and 90s. That's not just its style; it's the game's purpose. It imitates primary inspirations the Legend of Zelda and the Final Fantasy series and, in its central gimmick, Evoland changes the gameplay as you go to carry you through all those eras. Those updates are Evoland's main method of advancement and reward. While playing, the game upgrades you from 8-bit graphics to 16-bit, from grid-locked movement to free movement, and from 2D to isometric to 3D. Moving from area to area changes you from Zelda-style puzzle-and-slash to Final Fantasy-style JRPG.

The first (and so far, only) complete project by young developer Shiro Games, Evoland includes the puzzles and tools that you expect from a puzzle-slasher, the menu-based combat you expect from a JRPG, and the fetch quests and runaround NPC hunt you expect from both. The high point of the game is a series of puzzles solved by "traveling through time," shifting between 2D and 3D to navigate obstacles and unlock the way forward.

Originally built for and winner of LudumDare 24, you can still play the original offering (link seems to be down right now), and it is heartily entertaining.

Overall, the game is amusing, but it falls short of being a fully-realized game. An homage of this sort must also be a successful example of the genre, and while the creators clearly love the sources, they don't capture enough of what made those original games beautiful and fun. You could argue that they didn't have time to do so, focusing on the history and transition of the games instead, and you would probably be right.

But that leaves us here: Once the game stops providing frequent upgrades to the system, you see past the homage to how thin the game is beneath, and Evoland begins to feel like a journeyman project for the developer. It's a three-hour game that I'm satisfied to have bought for three dollars on sale, but I don't think I'd be as happy spending the ten dollars it's going for on Steam.