Winter 2013 Dualstream Day of Zeux Scoresheet:Wervyn

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/= INTRODUCTION ================================================================
|  Hey look at that,  a DoZ! I'm feeling a little impatient so let's just leap |
| right into the scores this time.                                             |
===============================================================================/

/= 11776 = Dragon Blaster ========================== DRAGONS/HEAVY = [153/400] =
- THEME ------------------------------------------------------------ [ 58/100] -
|  I was a little surprised that, in a DoZ with  only five entries in it,  TWO |
| games tried to  cross-sheet Dragons to  Heavy.  I'm kind of  responsible for |
| this theme. Story  on  this  is that Insidious  asked me, literally an  hour |
| before  the competition started, for ideas. And I said,  "I  dunno, dragons? |
| Wait, the DoZ  is today?" So, I'm sorry for  just pulling something out that |
| really doesn't seem to be that cross-compatable, at least to me. So all that |
| said, we have Maxim's entry here, which is undeniably about  dragons, but in |
| probably the most unimaginative  way possible. And granted, knowing that MZX |
| has a built-in dragon I did kind of expect to see it in there. But I have to |
| wonder if  I might not rate  this just as  highly if it  were playing to the |
| Nostalgia theme.  (Actually the answer to  that is no, the exact  same  game |
| would probably  score  20-30 under a generous interpretation, for  the other |
| topic.)                                                                      |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 33/ 90] -
|  Get in there and shoot those built-ins! This is default MZX gameplay to the |
| core, with the addition of a fairly simple custom weapon mechanic that hurts |
| this score as much as it helps it. By that I mean that it's DIFFERENT from a |
| vanilla  MZX shooter, at  least  a little bit,  but isn't  really  any  more |
| interesting  or fun.  There's maybe a bit of strategy involved in navigating |
| the regions effectively without getting overwhelmed, or whether to press  on |
| or stock up  in the  town, but for  the most part the  game  is just  boring |
| because we've seen it all before.  At least until the very  last stage,  but |
| even that isn't really that much more exciting.                              |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 15/ 70] -
|  Default gameplay is paired with  default  graphics,  which are probably  as |
| tastefully put  together as a  classic/retro  MZX  pastiche  can be, but  of |
| course that isn't really much. The game doesn't  look that BAD,  per se,  it |
| just looks bland and uninspired. Lots of black, lots of regions composed  of |
| the same characters, very samey in general.                                  |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 11/ 60] -
|  Likewise, this  game  almost  entirely  revolves around shooting  builtins. |
| There's a shooting engine for  custom projectiles that  has a decent  bit of |
| work put into it, but I almost wonder why. It's buggy, in that bullets don't |
| always hit their targets, and it makes the game more tedious than fun. Apart |
| from that  is  some minor  statusbar code, and basic scripts  for shops  and |
| board  transitions,  and  that's  really  it. Incidentally,  I'm not  really |
| docking any points for the save-game bug, since the game is too short for it |
| to really matter to me.                                                      |
|                                                                              |
- STORY ------------------------------------------------------------ [ 16/ 50] -
|  The story is pretty thin, and while it's not like I'm going to  harp on the |
| game for not really having one, it is true that  points are reserved for the |
| games that do things  well, in each category. My only motivation for playing |
| this one was that I had to, as a judge.                                      |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 20/ 30] -
|  The music is serviceable for a standard  action game, and varied enough  to |
| not get boring, but  nothing special.  Default sound  effects  always  leave |
| something to be desired, although they were at least there.                  |
|                                                                              |
- TOTAL ------------------------------------------------------------ [153/400] -
|  I can't imagine Maxim spending more than a few hours on this,  given that I |
| know he's  capable of a LOT more. And for the record, I'm not upset that  he |
| submitted a boring built-in shooter, I'd honestly prefer that to having only |
| four  games in the  competition, and I  don't want people  to be  afraid  to |
| settle for this level of  quality  in  the  DoZ. I'll still judge  your game |
| frankly and fairly if  you  do,  and if the competition isn't too fierce you |
| may actually not come in last place!                                         |
|                                                                              |
|  Wervyn says: "Help us generic hero, you're our only hope!"                  |
|                                                                              |
|  Puella says: "What are you shooting at them, fish? Sperm?"                  |
|                                                                              |
===============================================================================/

/= 20945 = The Ballad of Dargan the Dragon ========= DRAGONS/HEAVY = [248/400] =
- THEME ------------------------------------------------------------ [ 70/100] -
|  So here's the second of two Heavy sheet games about dragons, and  let's see |
| if I can  help distinguish what makes this one (slightly) better. Basically, |
| it's that KKairos is a little bit more imaginative with the theme than Maxim |
| was. Here, the core gameplay is fighting  as a  dragon  instead of  fighting |
| against them, and so the game does a  little bit to  explore  how  different |
| kinds  of dragons  might  fight.  And  that's  kind  of cool,  even  if it's |
| ultimately  just a  palette swap for  the most part. The story  is still one |
| note, albeit one note  on the theme, so it only does so much. But yeah, this |
| is  a  decent effort for  the heavy sheet,  and probably the right  decision |
| considering the weakness of the gameplay.                                    |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 41/ 90] -
|  As  far as that gameplay goes it pretty much IS a  battle  engine.  A  very |
| basic,  if decently  made,  battle  engine, and  its  complexity  is quickly |
| exhausted. I'm  not sure how much I like the ATB approach here, at  least it |
| started out tricky to figure out what I could do and I ended up dead due  to |
| wasted time before I  could get to the  town to heal. Once I figured out the |
| arrangement, the difficulty drops  a lot.  It essentially  becomes  a reflex |
| game with a fairly  low cost for  failure. And of  course, once you get past |
| level 5 or so, the game becomes trivial, even while it tries to increase the |
| difficulty  by  throwing  more and stronger enemies  at you. You're just too |
| fast for it to matter, and the area effect spell makes any enemies after the |
| second one largely meaningless.                                              |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 59/ 70] -
|  This is definitely  the prettiest  game of the  DoZ. The color choices  are |
| easy  on  the eyes and effective,  making the backgrounds  quite vibrant and |
| lush. The  character editing  is detailed  and everything  looks immediately |
| recognizeable, be it towns, forests, or dragons. Foreground information pops |
| and is  easily discernable,  and the UI  is intuitive,  at least  insofar as |
| making it immediately apparent to the player  what you can  do and how to do |
| it. I have  some quibbles and nitpicks with the title,  startup,  and ending |
| screens being rather bland, and with some color boundaries on the map screen |
| around the mountain that look like they could have  been handled better. But |
| overall, these are at least starting to approach Quasar levels of pretty.    |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 42/ 60] -
|  I'd  consider  this  a  moderately  complex engine,  successfully executed. |
| KKairos reported some bugfixes  but honestly their effect is  negligible and |
| cosmetic. There's definitely some balancing to be done here, but that's  all |
| covered in gameplay issues.  If there were  more  going on in the game  than |
| just the battle engine, and it were  all done with this level of polish, I'd |
| probably be rating this 55+.                                                 |
|                                                                              |
- STORY ------------------------------------------------------------ [ 20/ 50] -
|  It's  like,  How to Train Your  Dragon, but without any real  characters or |
| plot. There  isn't  a great deal more motivation here than in  Maxim's game. |
| Slight advantage awarded due to the RPG approach, though. At least for me, a |
| game is more compelling when  it  involves  character  growth, even for  the |
| thinnest of reasons,  because it gives the player an active stake in playing |
| the  game  to improve  their  character. More interesting? Perhaps not,  but |
| definitely more compelling (thank you Extra Credits for that definition!).   |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 16/ 30] -
|  With only two pieces  of music rapidly switching back  and forth, the audio |
| backdrop of the game quickly becomes pretty tedious. They aren't bad musical |
| choices, but neither are they excellent, and you don't get to enjoy them for |
| long. Battle sound effects do their  jobs adequately but not  superlatively, |
| so the score here is pretty average.                                         |
|                                                                              |
- TOTAL ------------------------------------------------------------ [248/400] -
|  I liked this game, but it  could use  a lot more depth,  both in battle and |
| outside  of it.  Really, it's just  a glorified  battle engine  that,  while |
| polished, is not particularly deep. Still, not a bad effort.                 |
|                                                                              |
|  Wervyn says: "So, where's the Night Fury option?"                           |
|                                                                              |
|  Puella says: "I really liked the dragon avies and the forests!"             |
|                                                                              |
===============================================================================/

/= 55314 = Schone Zeiten ========================= NOSTALGIA/HEAVY = [295/400] =
- THEME ------------------------------------------------------------ [ 91/100] -
|  This is really great theme use. First, the  story  does an excellent job of |
| playing on the idea of Nostalgia, in content (frenemies longing for the good |
| old days of stellar expansion),  presentation  (delivered by our protagonist |
| remenscing  on  an  old  story) and  hilarious  anachronism  (it  may  be  a |
| stereotype, but  asgromo really does  capture  the linguistic rhythm of  the |
| 20s,  as explained  by  Hollywood anyway). The use of a  classic  space  sim |
| itself is nostalgic for  those of us  who remember games like Starflight and |
| Escape Velocity (granted, I'm not awarding that much  just for this, it is a |
| stretch). And the musical  selection  and muted  graphics really hammer home |
| that  old-timey feel. Plus,  it all feels novel as a  whole, which is  worth |
| some for originality. Could it be better? Probably. But  it's very near  the |
| top.                                                                         |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 61/ 90] -
|  There are a lot  of  things to love  here, marred by  some frustrating  and |
| questionable decisions. And of course a slew of bugs, but I'm taking most of |
| those  out  of the technique score. First the good, I  haven't  realized how |
| much I really wanted a game like  this in MZX until now, I spent a good deal |
| of  time playing  this  and making  trade  spreadsheets  and  exploring  the |
| (admittedly  kind  of  small)  galaxy  while  blowing  up  pirates. The core |
| mechanic  here  is solid and  I love how extensible it  is, and the battles, |
| while  a  bit oversimplistic, are still a lot of fun. But then there are the |
| drawbacks. In trading, the lack of  a bulk option for buying and selling was |
| so egregious  that I  had to add  it myself  to  enjoy the game.  It's  just |
| unreasonable  to expect the  player  to  click hundreds  of  times  (or even |
| thousands, if you're really trading  for keeps) to  offload their inventory. |
| The reverse  side  of that is  that  it's a  little bit  too  easy to become |
| absurdly rich once that meta-limit is taken out of the  picture, since there |
| are trade  imbalances in systems right  next to each other and  close to the |
| starting star which result in massive payoffs with very little risk. Battles |
| are  also a bit too  simplistic,  particularly  when  multiple  enemies  are |
| involved, and the turn  engine allows them  to reduce  the effectiveness  of |
| your high-frequency  weapons. The game could  really  use a way to take full |
| inventory on  your ship and cargo without having to stop  at a  planet  that |
| happens to trade the specific items you have. Finally,  for all  the initial |
| fun and wonder, the game still isn't very deep, and  I  wish there were more |
| to do.                                                                       |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 42/ 70] -
|  Effective use  of some the  basic character set,  combined with some  pixel |
| circles and  ships  on the navigation,  and nifty  but  slightly  boring  UI |
| screens. The enemy ships are probably the kind of thing I'd come  up with if |
| I were doing art for the  game, since they mean very  little manipulation of |
| individual characters,  and  I like working in macro. The planetary  surface |
| screens are kind of neat in their  randomization,  but ultimately still look |
| like  pixelated  mush in different  muted colors, no matter  where  you  go. |
| Speaking  of the generally muted palette,  while it  does seem  thematically |
| appropriate, it also makes the game a bit  visually drab,  too. Catch 22? So |
| basically, the graphics are okay.                                            |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 39/ 60] -
|  There are enough cool engines on display here  to merit a full score, if so |
| much of the game weren't  broken in fairly severe ways. The scripted  nature |
| of the map and events is  a great example, since it's a really clever system |
| that allows for easy expansion of the game universe, but so many of the bugs |
| trace to it. Found cargo from planets and battles don't actually pick up due |
| to  a counter  mismatch. One of the systems locks up the  game because  of a |
| misnamed file. The result  looks really cool, but feels very rough, and it's |
| never good when  you can't finish the game due to a bug, no matter how  easy |
| the fix is to implement.                                                     |
|                                                                              |
- STORY ------------------------------------------------------------ [ 37/ 50] -
|  Definitely a strong showing in  this category. The story isn't  necessarily |
| deep,  but  it's  told  with  a  lot  of  charm  and  that  makes  it  quite |
| entertaining. And as  I've said already, games that involve player agency in |
| character development are  good at drawing me in. Perhaps it's my  addictive |
| personality,  but  any game that allows me  to work to improve  my character |
| naturally makes me want to pour time into being the absolute best. This kept |
| me entertained for at least  an  hour of actual playthrough (once I  got all |
| the bugs sorted out and could actually play the game).                       |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 25/ 30] -
|  I  could  just  be a  sucker for early 20th century music,  but I loved the |
| selection here.  One of the things that made it particularly great was that, |
| while you were really only listening to one song for most of  the game, it's |
| varied enough  and long enough to not  get dull, and  plays continuously for |
| the  most  part  and  so transitions  don't  feel  jarring or irritating.  A |
| slightly more upbeat big band classic for the battles gives those a bit more |
| zing, and a plethora of well chosen sound effects round out that experience. |
| Everything else in the game is just serene, and I find I like that a lot.    |
|                                                                              |
- TOTAL ------------------------------------------------------------ [295/400] -
|  Probably my favorite of the competition, and I feel very love/hate about it |
| since there is so much  wrong with it and so much room for  improvement, but |
| I'd really like to see it improved. Please make this into a much longer game |
| with more extensive features and a better battle engine.                     |
|                                                                              |
|  Wervyn says: "Hey look, SFMZX finally came out!"                            |
|                                                                              |
|  Puella says: "Hobos in Space, '28 skidoo! Also I could listen to this music |
| all day."                                                                    |
|                                                                              |
===============================================================================/

/= 65974 = Dracos Corona =========================== DRAGONS/LIGHT = [215/400] =
- GAMEPLAY --------------------------------------------------------- [ 48/120] -
|  This is an ambitious engine that ultimately doesn't really work. Eventually |
| I  got somewhat comfortable with it  but  the  only  way to use  it  has you |
| sitting at the  edges of a cloud  of enemies trying to pick  them off one by |
| one. It's  just  too hard to see what's going on if you get in the middle of |
| them and are beset with status effects. Additionally, the attack powers feel |
| clumsy and hard to use well. Pressing a key  AND holding space to charge AND |
| then releasing to do damage is just too many fine steps for a game with such |
| confusing visual  feedback.  I would have  limited this to holding  WASD and |
| then releasing, with an autofire at max charge, since the game seems like it |
| wants  to be a run-and-gun, but only really works  as  a slow-paced tactical |
| battle  of  attrition.  Unless of course you use option 2, which  is to just |
| ignore everything in your way and run past, since there's next to no benefit |
| for killing anything  apart from  a  tiny increase  in health over time. The |
| game  really needed a tangible  reward for  leveling,  like increased weapon |
| stats (helpful for stronger enemies in the  later levels), otherwise there's |
| no incentive to fight.                                                       |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 52/ 90] -
|  I thought the environments were actually quite nice, if blocky and a little |
| basic. The big failure here is in UI clutter and poor layout,  it's just too |
| hard to  tell what's going  on and react, particularly if you get swarmed by |
| enemies. First we  have the  obvious, the screen getting spammed with pastel |
| particles all over the place. Then you have the addition of extra targetting |
| information  when you  try  to  fight  something, most of  which  is largely |
| useless. The  one bit of truly useful information, "Am I fully charged yet?" |
| (particularly for the first weapon which won't FIRE otherwise) is at the far |
| left of your peripheral vision. Combine with environments that look good but |
| not great, and this score drops significantly.                               |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 57/ 80] -
|  There's a kind of cool  engine at work here, even if I  think it ultimately |
| turned into a mess. It seems competently implemented, is reasonably complex, |
| and  DOES work, and so  I award  a fair  number of points for it. That said, |
| there  are game-halting bugs as  well,  so  that's a bit of a dock, and I do |
| think Schone Zweite's engine represents  an  overall more impressive body of |
| work,  even though  it's  significantly buggier. So the max  award that  I'm |
| stepping off  from here is a bit less than the full  80  points. Overall  it |
| still becomes the most  solid technical achievement in the DoZ, in  terms of |
| coding effectiveness and scope minus bug impact.                             |
|                                                                              |
- STORY ------------------------------------------------------------ [ 22/ 50] -
|  I thought the story was pretty trash, honestly. I  mean there was something |
| to it, it is a little more  involved than Dragon Blaster's or Dargan's,  but |
| it's  all just sort  of dumped  at the beginning  in a scene that's just not |
| very  interesting. And then it just  ends without resolution,  looking  like |
| none of our actions  in the game really had any  meaning. Hooray  for player |
| agency!                                                                      |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 29/ 40] -
|  I  liked the  selection of  tracks  here, they  did  a good job of  setting |
| ambient moods for  each area and were nice to listen too as  well. As far as |
| sounds, the player weapon effects are suitable, but I'm trying to decide how |
| I  feel about the missing effects for enemy attacks. On  the one hand, their |
| absence  is  notable, but  on the  other  I'm not sure  I'd like  a  chaotic |
| cacaphony of noise  to  match  the mess  on the  screen any better. Docked a |
| couple points anyway.                                                        |
|                                                                              |
- THEME ------------------------------------------------------------ [  7/ 20] -
|  This was connected, but very weak, and mostly relied on the story to set it |
| up. Apparently some cult is trying to awaken a great dragon, which means bad |
| stuff? Apart from  that, nothing about the game really says "dragons" to me. |
| The game doesn't even get as far as  doing something about  the dragon, just |
| chasing some macguffins, and then you win (or lose?).                        |
|                                                                              |
- TOTAL ------------------------------------------------------------ [215/400] -
|  A very flawed  piece of work, and I'm not sure if it's salvageable, really. |
| The battle engine just seems like a mess of anti-fun right  now, and I'm not |
| sure how to maintain the feel while ditching the disorientation. At the very |
| least, the  UI  needs  a  serious  redesign,  and  the  controls need to  be |
| simplified to  make fighting more amenable to twitch gameplay. Still, it was |
| interesting.                                                                 |
|                                                                              |
|  Wervyn says: "So like, is everyone dead now?"                               |
|                                                                              |
|  Puella says: "The design is amazing but OMG I'm having a seizure!"          |
|                                                                              |
===============================================================================/

/= 92887 = Nostalgia (in which the past is revis = NOSTALGIA/HEAVY = [252/400] =
- THEME ------------------------------------------------------------ [ 88/100] -
|  Also  a very good take on the Nostalgia theme,  and one I'm pleased to see. |
| I'm  definitely  glad we got this  instead of  a  rehash  on MZX games,  for |
| example, as that would have felt a  little  too obvious.  I ultimately rated |
| this slightly below  Schone  Zeiten for reasons related to novelty, cohesion |
| and  how finished it was.  Zeiten  just  edged  it  out a  bit,  but if we'd |
| actually  gotten  a full  rendition of  more games that  felt a  little more |
| familiar  (horse  riding game what, should I know this one?) or faithful  (I |
| guess 3D engines in MZX are no longer  the rage), this could have topped it. |
| Still, good show.                                                            |
|                                                                              |
- GAMEPLAY --------------------------------------------------------- [ 39/ 90] -
|  What's  here  was  good fun, but too short,  and  does  suffer  from  being |
| unfinished.  Each segment is short  enough to avoid overplaying the joke and |
| keep  things interesting,  but  the result  is  that, with three  and a half |
| segments, the  game  is really short. It does make me wonder though, if  Rob |
| hadn't told me that the  game was unfinished and made a quick  fix  to  wrap |
| things  up, would I have noticed and awarded more  points here? Probably not |
| that many more, in any event.                                                |
|                                                                              |
- GRAPHICS --------------------------------------------------------- [ 45/ 70] -
|  The  graphics are fairly basic but  actually do a really  great job despite |
| that.  I especially  enjoyed the title screen parodies for each minigame, so |
| good job enhancing the atmosphere with an approach that  wasn't too  hard to |
| implement.  The  1991 segment  was particularly pretty, but the use of enemy |
| things the same color as the background was pretty questionable. But due  to |
| the circumstances of that segment,  that  seemed  to be very intentional. My |
| question is, why? Is this another nostalgic joke that went over my head?     |
|                                                                              |
- TECHNIQUE -------------------------------------------------------- [ 22/ 60] -
|  The collection of game  engines that went  into this is pretty  simple, but |
| function  without issue. There's enough on display to be worth at least some |
| points,  even  if  it's programming  that should be within reach of the  MZX |
| novice for the most part.                                                    |
|                                                                              |
- STORY ------------------------------------------------------------ [ 35/ 50] -
|  I was definitely drawn in by the humor of this  submission, and that counts |
| for a lot, even unfinished. The presentation was clever, with enough content |
| to not  outright  pan, even if it  could have  done  better were there more. |
| Thank you for making me laugh at some genuinely funny jokes.                 |
|                                                                              |
- SOUND ------------------------------------------------------------ [ 23/ 30] -
|  I  suppose  it's not entirely  surprising to  get a collection  of classic, |
| nostalgic  mods  here.  Good call  on  the  Model M  decibel  level keyboard |
| feedback.  In general, I found the  sounds here good,  just nothing about it |
| that really held it above the rest.                                          |
|                                                                              |
- TOTAL ------------------------------------------------------------ [252/400] -
|  I wouldn't mind seeing  this  one  finished  either. The  ideas  so far are |
| clever  enough to be worth continuing, and even  if it's  not  a game people |
| will play over and over again, it's one I think they'll enjoy.               |
|                                                                              |
|  Wervyn says: "You cannot get ye flask."                                     |
|                                                                              |
|  Puella says: "I want that 1991 screen for my background."                   |
|                                                                              |
===============================================================================/

/= FINAL SCORES ================================================================
1. 55314 - Schone Zeiten ------------------------- NOSTALGIA/HEAVY - [295/400] -
2. 92887 - Nostalgia (in which the past is revis - NOSTALGIA/HEAVY - [252/400] -
3. 20945 - The Ballad of Dargan the Dragon --------- DRAGONS/HEAVY - [248/400] -
4. 65974 - Dracos Corona --------------------------- DRAGONS/LIGHT - [215/400] -
5. 11776 - Dragon Blaster -------------------------- DRAGONS/HEAVY - [153/400] -
===============================================================================/