Mustache in Hell – A Twin-Stick Shooters Trip Through Hell

Intro / Story

Officer John Mustache awakens to find himself in a strange place, a limbo, and needs to make a deal with the Reaper in order to regain control of his life. After realizing his mortality, John is tasked with obtaining specific cubes of power; guarded by mythological creatures. He will have to venture through different levels of hell and face the unknown with weapons he discover along the way. Intense gameplay alternates between gruesome shoot-em-up battles and labyrinths within each level to keep the action fresh and your mind working.

Mustache in Hell Release Trailer (2016)

 

Mustache in Hell, a game created by Iduna Soft, is a retro-style comic game with sharp difficulty, quick action, intense battles and satisfying exploration / puzzle solving. This game takes a page right out of the formula that makes titles like Smash TV and The Legend of Zelda so enjoyable. Elements are used from different genres that blend together in one cohesive experience that is hard to put down.

Running at a buttery smooth 60fps keeps the action fluid and responsive, which is exactly what’s needed due to the amount of enemies you’re expected to mow down. The amount of enemies you encounter would put some MMORPG’s to shame. Mustache in Hell supports a controller or keyboard / mouse set-ups, though the keys are not remappable. Still in it’s alpha stage and recently available on Steam, this game is sure to pack more punches with future updates to gameplay and features.

mustache in hell twin stick shooting gameplay has plenty of demons and monsters

*Officer hit! There aren’t many health pickups during swarms, so stay on your wits!

Gameplay & Design

Mustache in Hell uses a mix of retro pixel art combined with a dark and grim atmosphere. The comic-like graphics are clean and distinct from one another, never allowing confusion between different characters or enemies. After encountering a handful of bosses and clearing lots of rooms, a trio of egg-shaped demons (with vomit as their primary attack) led to my demise.

As mentioned previously, this game moves at a fast pace which demands your attention. One slip up or wrong move and you’ll find yourself quickly overwhelmed and begging for grenades. The swarms of enemies are a force to be reckoned with, my initial play through lasted for the first 2 levels. The enemy AI in this game requires the player to be focused and nimble or you won’t last very long. Weapons and projectiles are dropped often to increase the likelihood of survival.

mustache in hell weapons and demons galore

*Different weapons and explosives alleviate large swarms of enemies..

Music

When battling hordes of enemies, it’s all too important to have music that can keep the adrenaline flowing and  pressure on the player. This is exactly what the music in Mustache in Hell accomplishes, it’s metal compositions during the action are intense. But when the game switches gears and is more exploration / puzzle-based, the music follows suit with a curious theme and poppy rhythms with spooky elements. There is nothing more to be said, it’s simply the perfect companion for the gameplay.

Controls

Although the control scheme is not remappable, it is still fairly easy to learn and master. Movement and aiming are done on each hand or each analog stick. While shooting and dashing is performed with other buttons or mouse commands. Mustache in Hell uses an 8-way aiming profile which is reminiscent of classic arcade shooters and beat-em-ups. Retro gamers (especially those familiar with 80’s arcades) should feel right at home.

mustache in hells bosses are hells fiercest demons

*Just one of many, many bosses you will encounter on your journey through purgatory.

Mustache in Hell combines the best elements of action, puzzles, and dialogue which fulfill all the requirements for a great game. Although still in its Alpha stage of development, it presents over 5 playable levels with more updates to be announced in time.

Considering the fact that you can pick up a copy for under $4, it definitely will fit the budget of even frugal gamers. If you enjoy Smash TV, Gauntlet, or Zelda, then you’ll have a great time with Mustache in Hell, check it out on Steam now!

OUTBUDDIES: First Impressions from Under the Sea!

Intro / Story

OUTBUDDIES is a non-linear exploration based platformer with RPG elements (a genre commonly referred to as “Metroidvania”). This game takes its inspiration from ancient Maya mythology as well as the writings of H.P. Lovecraft and Jules Verne. The main character is John, a young adventurer and scientist who finds himself 36,000 feet underwater after a shipwreck, attached to a sophisticated external life support system. With no further answers or explanations.

You are accompanied by a droid named Buddy, your playable partner with their own abilities. As you explore the immediate environment in search of answers, you quickly discover there is danger and mystery lurking in the dark waters. Take a plunge into uncharted territory with a game that exceeds many expectations, especially for a demo.

outbuddies first boss battle with an underwater monster

*Face-to-face with a rather large boss, act fast!

Gameplay

OUTBUDDIES presents a dual-hero character scheme that is similar to games like Donkey Kong Country, in that the player can switch between the two at will. Within ten minutes of starting this game, you are immersed in the approach needed to skillfully maneuver through treacherous undiscovered areas. OUTBUDDIES does a great job of recreating the classic Metroidvania gameplay mechanics when it comes to enemy AI behavior and interaction with the environment.

An interesting approach with OUTBUDDIES is the creative use of emoji based dialogue to express emotion or reaction from our main protagonist. This is a refreshing experience when compared to lengthy sections of interaction between both characters.

outbuddies demo characters buddy and pal

*Buddy being a pal and waking John from his premature sleep with the fishes.

Design

An interesting fact about OUTBUDDIES is that it was completely designed and animated by one person, Julian Laufer. Clearly inspired by his child love of videogames, has created a game that lives up to the full potential of this genre for a new generation of gamers. His attention to detail will only invite your imagination into the unknown.

Running at a crisp 60 frames per second (along with options to force 30fps), OUTBUDDIES is a feast for the eyes. This is the type of game design that was only dreamt about when 16-bit was developed and popular; hand-designed sprites combined with realistic physics only increase how real this game plays.

Music

OUTBUDDIES does not hold back when it comes to quality and the soundtrack is no exception. Finding a balance between strings, synth keys, and live horns that only serve to enhance your overall playing experience. It’s awesome AND it’s original, you can’t ask for a whole lot more than that!

outbuddies chracters john and buddy the droid

*John and his droid, Buddy, interacting with another character.

Controls

OUTBUDDIES teaches the player a wide range of controls and techniques required for success within the game without being overbearing. The keyboard command combinations can be a bit mushy but this is alleviated with the substitution of a controller. Controller support is currently included within the demo for Xbox 360 or generic gamepads. Through and through, these controls exceeds all expectations of a solid platformer.

“…a game that lives up to the full potential of this genre for a new generation of gamers.”

OUTBUDDIES is one of the most complete demos I’ve played for RETRONUKE. Between the original design, gameplay elements, and overall presentation, one can only assume this game was created by someone who truly enjoys great pixel games. This passion oozes from this game in a way that can only be explained as a great time. The demo is available for download here!

If you’d like to read more, check out our reviews on Unworthy and Anthraxx, two other great pixel indie games currently in alpha development!

Outbuddies Trailer

Unworthy: 2D Dark Souls-esk Metroidvania (Pre-Alpha)

Unworthy is a combat-focused metroidvania game which presents difficulty and challenges similar to titles such as Super Ghouls ‘n Ghosts and Dark Souls. This striking game presents an experience that is for the hardcore crowd, but wrapped in such design that it is approachable to anyone. Currently in it’s pre-alpha stage of development, there are sure to be more changes and tweaks to come in the future; keep this game in mind for it’s highly challenging, yet addictive, gameplay.

unworthy gameplay graveyard fighting

*The opening moments of the game, in a foggy graveyard overlooked by a large castle and full moon.

Design & Gameplay

Immediately entering the game, you are met with some extremely easy-to-learn controls (which are remappable). One stark difference from this game compared to others is that “jump” is completely removed. You are expected to complete this game without jumping over combatants77 or obstacles, forcing you to face your opponents head on. This quickly results in the gamer having to think quickly on their feet when it comes to new enemies with different attacks and weapons.  The graphics are multi-layered black and gray with a parallax background that gives you a real sense of environment and urgency.

unworthy battling zombies loot system

*A small snippet of gameplay and over menu.

It should be noted that you will die, a LOT. Expect to hear about just “unworthy” you are to die in this game. The only other color you will see in this game is red, from the blood that will spill. Unworthy uses very stark contrasts for emphasis on damage and death; capturing to tone of torment and anguish through it’s design, capitalized by Death himself taking your life once you finally succumb to your injuries.

Controls

Unworthy definitely has great controls, they are easy to learn and are completely remappable. Although you are without jump, you do have a roll which doubles as an evasion from enemy attacks. Your typical 3 hit combo is the main method for attack, with a stamina bar which will limit the amount of combos you can do in a chain. Your character is very human and will need small breaks to catch their breath before attacking again. As mentioned previously the absence of a jump requires precise attacks and dodges,  giving the player a real gratifying experience for each combatant you take down.

narcoss the first anvil a boss from unworthy

*Narcoss, a boss providing a destructive blow to our Hero. Remember to roll!

Music

The music in Unworthy is definitely worthy of some praise. Between the creepy string ensemble, vocal choir, and orchestra, this game encapsulates the cryptic and gravely themes which will only enhance your experience as you slay your enemies. As tensions rise and more intense battles take place, the music adjusts to create a sense of urgency and hopelessness.

Unworthy is a metroidvania game which takes the difficulty of retro games you’re used to (and makes it harder)  by removing the ever-present “jump”. Armed with only your wits, you must fight your way through minions, bosses, and other obstacles. Trial and error will be your best friend in this game, as you prove your worth. This game’s pre-alpha demo is available for download now!

Antraxx – Alpha Gameplay First Impressions

antraxx mech warrior game

Intro / Story

Antraxx is a massively multiplayer mech shooter with a heavy emphasis on teamwork and replayability with completely customizable mechs and zones. Boasting multiple game modes and in-depth faction politics and economy systems, allowing you to play the game how you wish. Although the most typical way to settle disputes in this game is to blow each other up, it combines elements of different genres to create a new experience that is easy to pick up.

Humanity has endured plagues, wars, and the depletion of all natural resources to find themselves with a world that is left completely barren. Flora and fauna are but a memory, the desolate environment forces humans to move into underground bunkers, fighting over the remaining supplies, weapons, and territory. Humanity continues to struggle with one another as new Factions currently face-off in a perpetual war. Which side are you on?

three mechs from the alpha demo of antraxx

*A relaxing moment by the docks before the madness erupts.

Gameplay

Antraxx is a next-generation isometric shooter that is completely rendered in 3D, utilizing hand-drawn pixel art. Gameplay is centered around your Mech, which operates as your weapon and armor against enemies and other combatants. Collect parts in order to customize the abilities and functions your mech serves. These options allow for many different styles of play to be approached, as different combinations are discovered.

antraxx mech customization features

*The Mech customization screen, allowing many different options to be explored.

An interesting aspect about Antraxx is the fact that every level holds 64 players total. This allows for large battles and all-out mayhem. But I didn’t personally get to encounter many people (only one actually, and they were MUCH better than I). I know more people would dramatically increase the fun and atmosphere. This game is meant to be enjoyed with a full crowd.

Design

Antraxx uses gorgeous and crisp pixel art graphics to show off the level design. Combine this with the 3D rendering and you get a visual experience that is a feast for the eyes. It’s almost hard to believe this game was drawn by hand. It’s simply beautiful.

Controls

Since the game is isometric, the lines of the game are set at a diagonal. Unfortunately this background is paired with the traditional up/down/left/right joystick scheme, causing a conflict in direction and proper movement. The collision detection is a little rough which leads to clunky movement with the certain models of mech. Although I expect these minor issues to be polished up when the full version is released

Music

There isn’t any, at all. Since it’s a demo I’ll assume there’s more to come with the full release.

antraxx gameplay and mech combat

Antraxx is a game that incorporates a new flavor of gameplay to a traditional arcade art style and is certainly enjoyable. It is currently in it’s playable Alpha and has a Kickstarter Campaign in order to fund further development. Go check them out and take a crack at Mech Warfare!

Emily Is Away Review

Emily Is Away Review – Take a trip back to 2002

Whew.

Don’t get me wrong, Emily is Away is a fun, nostalgic concept. You play as a character in a simulation of AOL Instant Messenger, chatting with your friend Emily. The game itself has five levels, and each level is made up of a single conversation a year between you and Emily, from 2002-2006. You can let others know WHO YOU ARE by choosing a screen name and choosing from 12 avatars. You get to decide which 50×50 pixel image accurately reflects your innermost soul: the movie “Mean Girls,” or a kitten? This is an excellent reminder of how truly embarrassing we all were circa 2002.

Then you begin to chat with Emily.

AIM Chat Simulator

Unfortunately (or not, depending on your desire to interact with someone with Taking Back Sunday lyrics in his “About Me”), you never get the chance to talk to anyone else in your friends list. The game is fairly simple, and you can play all the way through in about 30 minutes. Each time you type, you get the choice of three things to say, which then result in different responses from Emily (you get it, you’ve probably talked to someone before). Your relationship with Emily unfolds in these tiny once-a-year conversations, as you go from high school seniors discussing attending a party to college graduates at two different schools.

emily is away boring chat dialogue

The game is immediately appealing to those of us who look back fondly on the days of instant messenger (although I was more of an MSN chat girl, personally (anyone??). The game is a reminder that the way people communicate on the Internet now is very different than it was in AIM’s heyday. With the advent of Snapchat and Twitter and Facebook, we are most often observing each other, rather than interacting. We no longer have to ask, “what’s up?” to learn of a graduation, job, baby, vacation or night out, and we can avoid the effort and sometimes awkwardness that comes with engaging with one another directly. When we do reach out, by leaving a comment on a post or writing on a friend’s wall, we do so knowing that exchange is visible to our shared connections, making everything we say on some level a continuation of our social media performance.

AIM was different. It allowed the space for drawn out, frequently pointless conversations between two people, in a way that engendered, sometimes, intimacy. You could say things on AIM you were too afraid to say out loud. This, I think, is what the game is trying to capture. The most affecting moments in the game occur when you see Emily pause a long time before answering, or your character starts say something revealing and then decides to play it safe.

But the game falters. The biggest problem is that both you and Emily are extremely boring. Because your options for responses are limited, the game feels like watching two people with nothing in common and no sense of humor talk to each other for no reason other than the possibility of eventual boning (this is realistic, but no fun if you are not either of the two parties). Sample interaction: You ask, “Do anything fun recently?” and Emily replies, “not really, just been working.” If I wanted to spend precious time interacting with someone who seemed completely uninterested, I’d send my boyfriend more excerpts of my Anne of Green Gables fan fiction.

emily is away review
Then there’s the end. No matter how you play through, or what choices you make, the result remains essentially the same. Without revealing too much, I’ll say that at least one of the play-through options suggests troublingly that Emily feels you may have manipulated or coerced her into hooking up. If, horrified, you play through again and try to stay as far away from that possibility as you can, respecting her boundaries and treating the women in your life with honesty and respect, Emily is pissed you didn’t make a move. If you lie to your friend-who-isn’t-really-a-girlfriend about Emily visiting, she finds out and becomes angry. If you tell her the truth, she knows immediately and is angry. The narrative here seems to be “men, there is no way you can interact with women that ends positively for you.”

Even if you, like me, try to soothe yourself by imagining you are a female character engaging in a lesbian flirtation, the dynamic remains pretty gross. Your character, supposedly one of Emily’s best friends, has the option of trying to convince her to break up with her boyfriend for almost no reason, and is frequently passive-aggressive about her life choices. And yet the creators of the game seem to want us to find it emotionally stirring that you and Emily can’t find a way to make a relationship (romantic or otherwise) work. The game would have been far more interesting if there seemed to be any awareness on the part of your character or from the creators of the game that maybe your character’s shitty friend skills and general thirstiness led to the eventual state of your relationship.

Emily is Away is trying to capture the complexity of human relationships, the ways we miss each other and fumble and fail to connect despite our best efforts. I appreciate the attempt. But, much like the real AIM, it ended for me with an “LOL, bye.”

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