Monday, February 24, 2020

Solarus 1.6 Is Out, Progress On Ocean's Heart


Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning developers now have available a wider choice of default non-proprietary graphics to use on their own creations. While the community is still very much focused around Zelda fan-games and their respective copyrighted graphics, this is an important first step to attract more developers and spark future libre game projects.


The Ocean's Heart tileset, now part of the Solarus package.

One such project is Ocean's Heart, the brainchild of Solarus community member Max Mraz. The game follows a gameplay structure similar to classic Zelda games transported to a Viking age-inspired setting. It features an entirely original story and a beautiful pixelated tileset, which Max was kind enough to license under a Creative Commons license for integration with the Solarus suite. Upon completion it will become the first true libre Solarus-made ARPG in code and assets, which makes for very exciting news.



Stay tuned for further developments on this, and be sure to check the Solarus website for news on their upcoming game projects, along with complete instructions and tutorials on how to create your own game using the development tools.

Code License: GPLv3
Assets License: Mixed  (most sprite packages copyrighted by Nintendo, original Solarus assets under CC-BY-SA)

Sunday, February 23, 2020

10 Brazilian Videogames To Start 2020 In An Epic Way

I don't like to make lists but this one is a special exception. I created a list with 10 Brazilian games that I loved a lot to play in last years. As a Brazilian guy, nothing fairer than talking a little bit about the games created in my country. You can find any of them easily in Steam or the mainstream consoles. I tried to put a small description of each one with a trailer. You can search on Google to know more about them.

1.Horizon Chase Turbo (Aquiris)

Horizon Chase Turbo is a modern take on the 90s old-school racers that we loved the most such as Out Run or Top Gear. It's the first game in analogic Blu-ray launched in Brazilian Territory. Platforms: PlayStation 4, Nintendo Switch, Android, iOS, Xbox One



2.Chroma Squad (Behold Studios)

Chroma Squad is a tactical role-playing video game influenced by tokusatsu TV shows, particularly the Super Sentai and Power Rangers franchises. Platforms: PlayStation 4, Nintendo Switch, Xbox One, Android, Microsoft Windows, Linux, Macintosh operating systems, macOS.



3.Celeste (MiniBoss)

Celeste is platform game in which players control a girl named Madeline in a beautiful, challenging and metaphorical struggle against anxiety and depression (I really love this one). Platforms: Linux, macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, Xbox One



4.Rainy Day (Thais Weiller & Amora B.)

A short and reflective experience about depression on a rainy day. A game to be played right in your browser. Click here. Platform: Internet browsers.



5.Shiny (Garage 227)

Awesome art, robots and puzzles. I'll not say anything more, but Shiny was one of the most immersive experiences I had with a game in the last years. Check the trailer below and try to play. Platforms: PC, Xbox One and PS4.



6.Blazing Chrome (JoyMasher)

Blazing Chrome is a classic co-op run 'n gun with an original arcade feel. Players can choose between Mavra, the badass human resistance, soldier or Doyle, the groovy rebel robot, to kick some metal ass. Are you a Contra lover? You'll love this game. Platforms: PlayStation 4, Nintendo Switch, Xbox One, Microsoft Windows



7.Aritana and the Twin Masks (DUAIK)

second adventure of a universe that explores even more the forest's mysteries, based in the brazilian mythology and culture. With a new weapon, a bow and arrow, the adventure extends gameplay possibilities, bringing 3D movement, big sceneries in open landscapes to explore and powers that helps the player solve several puzzles. Explore a huge lost temple and find artifacts that can be mixed in many special potions and prepare yourself to save the tree of life. Platforms: Xbox One.



8.Sky Racket (Double Dash Studios)

Sky Racket is a mixture of the casual fun from Block Breakers and the awesome action from Shoot 'Em Ups, which makes it the first Shmup Breaker. Platforms: Microsoft Windows, Linux, macOS, IBM PC compatible.



9.Tamashii (Vikintor)

Tamashii it's a platform game that generates a sense of strangeness for its gameplay and layout. I can't express in words why I liked this game so much. I think it was his strangeness that made me find an experience interesting. The dark ambience soundtrack with the lovecraftian/gigerian creatures/scenarios are the high points of the game for me. About the developer: Vikintor is a Brazilian independent artist and game creator; his work it's mostly about Metaphysical punk, Transgressive Gnosticism and Philosophically subversive themes. Making small and medium-size games with the proposal to conceive experimental interactive medium of expression (text from author's site). Platform: Microsoft Windows.



10.Lenin - The Lion (Lornyon)

Lenin is an albino lion, the only one of his kind, and because of that he feels insecure and constantly discouraged. In fact. Worse, his mother does not understand why his son was born this way, and the whole village despises him and treats him cruelly. At school, he suffers bullying and can't concentrate on class. Now, hopeless about life, certain situations seem to awaken in Lenin something that is not of everyone's reality, but only of his. Something he will discover to be the part of something else. Platform: Microsoft Windows.



Bonus Stage: Mind Alone (Sioux)

Time for self-promotion! MIND ALONE is an experimental mobile game that uses puzzle mechanics to create a dark narrative about somebody trapped in their own mind. Each puzzle is a memory and the player needs to solve them to find hints about how it happened. I created this game in a partnership with Sioux, a Brazilian gaming publisher. Platforms: iOS and Android.


Hope you enjoy and happy new year.

#GoGamers

Thursday, February 20, 2020

Ween : The Prophecy - WON! (No More Strawberries)

Written by Alfred n the Fettuc

At last, I have vanquished Ween! It took me long enough, not because it's a particularly long game but especially because I have had a few extremely busy months, and very little time to play or write about it. I apologize for my fellow readers (and to the ones who were playing along and have probably finished the game by last October). But we are closing in on KRAAL and the REVUSS! Last time we stopped, we were entering the heart of the Volcano and been greeted by a menacing gargoyle resembling a Ghostbusters demon dog.

Ray, when someone asks you if you're a god, you say YES!

Let's look at this new room. A drawbridge blocking my path with some letters above it, a bowl (that I take) and five alcoves, one lit and four dark. In the lit hideaway, I find a lever. If I pull it, a stone rises from the ground. Pulling it again makes the stone get back in the ground and some of the letters light up. In the statue itself, a greyish spot attracts my attention. Clicking on it brings me a close-up of an ornament stuck into the stone skin of the statue. Not one to use violence to solve my problems, I turn my cauldron into a sword and hit the statue. It works and the ornament is freed from its stone grasp.

Yeah, we'll ask KRAAL to send us the bill.

Picking up the jewel tells me it's missing a piece, so it didn't really solve anything. I realise that I can use the sword again to make the hole in the statue bigger so I hit it three times and the hole reveals a ruby. And we know what to do with rubies, don't we? I turn my sword back into a cauldron and mix a Luciferys potion. I light the ruby up because the place is probably not hot enough already with the lava river. The ruby consumes itself and reveals… another jewel. This one seems intact however. It's shaped as an insect of sorts. Not knowing what to do with my insect jewels, I search the dark hideaways. Three of them don't do anything but the fourth hides a weird looking monster.

Yes. With teeth.

Trying to use the jewel on the monster doesn't work and clicking around doesn't seem to reveal a lot. It's time to ask old man PETROY for some clues. When asked about the letters, PETROY tells me to "never lose sight of your enemy". Asking him about the different hideaways, he tells me numbers, one to five. More interesting, asking him about the jewel tells me that "the sculpture is so good that the animal seems real". Facepalm moment! Of course, a stone sculpture of an animal may as well be a real animal turned to stone. I make some Vitalys potion and use it on the jewel. It works! And now I have… errr… some kind of little firefly thingy flying around. Yay. Considering it's flying around the letters, I try my bow to shoot it and realise I can actually shoot arrows at the letters!

Yes, I'm confident enough about my archery abilities to try and shoot a firefly 50 feet away.

As PETROY has told me not to lose sight of my enemy, I shoot the letters KRAAL in order but nothing happens. I guess I have to light all the letters before trying again, so I have to find a way to light up these hideaways. Pixel-hunting the whole place, I find a hotspot hidden in the lower-left corner of the screen labeled "crack". Clicking on it tells me that I can hear a bubbling noise behind it. I turn the cauldron back into the sword (grr again) and smash the crack. Some lava starts flowing out of it. More interestingly, the firefly stops flapping around and lands near the lava, allowing me to catch it!

No fireflies were harmed in the making of this game.

I try using the firefly in one of the dark hideaways and the little wretch flies away. However, I think I'm on the right track because in the close up it looks remarkably like the light in the lit alcove. I have to find a way to make the little bugger stay. I try to mix another Vitalys potion but it doesn't work in reverse. I spend quite a lot of time trying different things to no avail. After that, I go back to the monster in the fifth alcove and bug it several more times until it vomits something onto me! Turns out it's glue... I get some with the help of the bowl, trying very hard not to think about the way this game looks quite centered about different types of monster vomits.

Yeah because the first thing you want to do when a monster vomits on you is keep a sample. (Maybe it's another Ghostbusters reference?)

Putting the glue on the firefly (because putting the firefly on the glue doesn't work for some reason), I can make it stick! I go to the first hideaway on the right and glue the little bugger into it. It reveals another lever and another piece of broken jewel. I put glue on the part of broken jewel and stick it to the other part. I now have to turn back my sword into a cauldron, make another Vitalys potion and turn the jewel back into a firefly. Then I have to turn the cauldron into a sword in order to hit the crack (because the lava seals it back every time) and catch the firefly. Considering I'll probably have to do it four times, it's gonna be a long screen.

I think I have seen this animation a million times now.

I also try to pull the lever in the alcove that was labelled as "one" by PETROY. This time, the rock lifts and the letters light up simultaneously. I'm guessing that the number is the number of times you have to pull the lever for the letter to light up, but maybe I have to make all the stones rise at the same time? We'll see about that once we have lit all the alcoves.

Too bad the bad guy isn't called LEVATT or VATELT...

Putting my new firefly in the third alcove, I reveal another lever and another jewel falls from the ceiling. Sigh. At least I can verify my theory by pulling the lever three times and lighting up more letters. Now I turn back the sword into the cauldron and bla bla bla until I have another firefly-with-glue-on-it to light up another alcove. In order to break the monotony, I light up the fifth alcove instead of the fourth one (ain't we crazy?), which is the alcove where the vomiting monster was hiding.

The fabulous invisible vomiting monster!

No monster here but another lever (which I pull 4 times to make the letters ORT appear) and a twig. The monster statue is holding a vial of sorts with which I tried several things before but wasn't able to achieve anything with it. But the twig is the perfect item to try again. I use the twig in the vial and I get… another jewel! Oh joy! Oh variety! I do the whole ordeal again to get another glued firefly and light up the fourth and final alcove! But there… no lever!

No! Just when I thought I was on a roll!

Nothing but a hole in it. I try several things on the hole (mainly the sword and the pipe) but nothing works. Considering I only have the NIA letters to light up, maybe I don't need them after all. I may use the letter A for the upper left twice? But no, it doesn't work (as it was somewhat expected, I may have found the empty alcove way earlier if I had chosen another order for my fireflies). But what to do now? I try everything. Pouring the glue in the hole, calling URM (only to hear that without any kind of fruit, I can get lost. Ingrateful flying rodent). I spend a lot of time there. Finally, a bit by accident during an umpteenth transformation of cauldron-sword-pipe, I use the copper ball in the hole and it works!!!

Facepalm moment #237

I admit I had completely forgotten the copper ball at this point despite transforming it every five minutes. This is the first time I actually use it as an item since the very beginning of the game and at no point it occurred to me I could use it as is. Well I did do it eventually but I spent a lot of time on this screen and I kinda stumbled upon the answer. Anyway, pressing the ball in the hole reveals another lever and another jewel (confirming the fact that you could do the alcoves in any order and not that the alcoves would change depending on the order you light them). I pull the lever 5 times and light the remaining letters. We're getting close! I shoot the letters KRAAL and the drawbridge lowers… revealing… KRAAL himself!

I had literally a bow and arrows in my hands… how exactly did he get the upper hand?

KRAAL thanks me for bringing him the three grains of sand and he tells me he will put them himself in the REVUSS, so the prophecy won't be fulfilled and he'll gain more powers. However, he tells me he has designed a mechanism for the grains of sand to be automatically put inside the REVUSS while he is getting married with OPALE. Why he doesn't put them now in the REVUSS is anyone's guess, but I think this is a James Bond villain thing : design an overly-complicated Rube Goldberg device in order to let the hero win in the end. OPALE appears to me and confirms I still have one chance. However, I'm now locked inside KRAAL's jail.

Is that Djel or Azeulisse in the lower left corner?

Graffiti on the wall says "None will leave here without the help of the blazing star". There is also another carving. A D and an A with a heart-shaped hole in the middle, telling that Djel and Azeulisse have also spent some time in KRAAL's cells. The question is whose skeleton is this? Anyway, searching the skeleton in the corner brings me a heart of stone, which I can insert inside the heart-shaped hole but it doesn't do anything. Another carving on the left shows me two suns, with an arrow in the middle and I can reach the lock through the bars.

Miracle or very bad prison design?

Fiddling with the locks, I can make the needle spin around but it doesn't do anything. Pixel-hunting thoroughly the walls, I find a nail stuck between two cinderblocks. I rip it out with several clickings (despite WEEN whining "it's impossible to rip it out" twice which is a fine example of a protagonist trying to lure the player away from the right solution) and can use it to play with the locks. Putting the nail inside any hole on the two clock-like diagrams lift one bar and one bar only. If you remove the nail, the needle goes back into the up position. Whatever you do, even if you wait a few seconds, the bar goes down again and blocks the exit.

The only clue available.

Following the clue, I try to put the needle in the 9 of the second lock, then remove it and put it in the 3 of the first lock but it doesn't work. It's becoming pretty obvious that I need a second nail to make any progress but no amount of pixel-hunting gives me anything. I try lifting several different bars in order to make something happen but nothing works. Everytime a bar lifts, there is a hole in the ground that becomes atteignable. Considering it's not a hotspot of any kind, I dismiss it quite quickly because it's tedious to try every clock position… but after a while I eventually go back there and test every hole under every bar, and what do you know?

It was a hard clue to pin down.

Considering you have to randomly try to look under every bar, this puzzle is quite infuriating, but once the second pin in my possession, the rest was quite easy. Following the clue, I put the nail in the western position of the right clock and the pin in the eastern position of the left clock and tadaaa. The door opens!

Good thing KRAAL didn't think to put the lock three feet further from the door.

Leaving the cell behind me, I go up the stairs and finally discover the REVUSS! And the overly-complicated contraption designed to put three grains of sand inside an hourglass in the most ridiculously complex way possible.

I think this deathtrap lacks a shark or two…

So what do we have here? The REVUSS itself appears to be locked under some kind of glass tube, while the three grains of sand are suspended above it in some kind of container, held in place by a rope that's getting slowly cut by a blade on a pendulum going back and forth (19,95$ at Villains'r'Us). Beneath the hourglass, three levers above an engraving representing three snakes. Finally, two stone slabs, probably hiding some caches. Under the left slab is an engraving with letters I can click on : DEUS, J*LL, Z. In place of the * is a hole where a letter is obviously missing. My first instinct is to spell DJEL on the letters but it doesn't work at first. Turns out you have to exit the close up view of the letters then go back in and spell DJEL for it to work if you've fiddled with the letters before that. Done properly, the word DJEL reveals a cache containing a statue behind it.

I've spent long enough on this caption then decided I couldn't write anything that's family-friendly

The statue is holding a knife and putting the heart into the chest orifice does… well absolutely nothing. I think this will be useful at some point but not right now. Not finding anything else to do, I sweep the place to find what I had missed and I find a bamboo stick behind the REVUSS. This is perfect to make another flute to call URM, even if I can't find any strawberries, I hope he will be useful at something… I use the knife to carve the bamboo but blowing it doesn't work. I have to use the knife a second time to finish the carving.

Good thing I remember my boy scout training.

URM arrives and makes a stone fall from the ceiling while flying around. He tells me KRAAL has put a spell on him and he can't help me because it would make the three grains of sand fall immediately inside the REVUSS (again : why didn't KRAAL simply put the grains of sand inside the REVUSS?). Anyway, I look at the stone URM dropped and it shows the letter A! Now I know what to do. I go back to the carving with the missing letter and put the A inside the hole. Now I can spell Azeulisse! Good thing I paid attention during the game because if you're at that point and don't remember how it's spelled, well it's reload time for you.

Ahzelis? Aseullise?

So I spell correctly AZEULISSE and the second stone slab opens! And… time's up. The rope finally gives way and the grains of sand fall in the REVUSS! What? A real-time puzzle?

You mean "you can still reload a save"

So there is a Game Over screen after all!

No problem at all, I told myself, naively. I spent quite some time looking around, so I just have to be faster and to the point. I reloaded a save, I did everything much faster and… well no idea why but this time, the rope gave way even faster. I first thought that I needed to mess with the internal clock revolutions of my computer or whatever magic mumbo-jumbo (yes I'm very fluent in technical lingo) like in the old Sierra games when suddenly a puzzle was unwinnable because my computer was way faster than it was supposed to be. (I have moving souvenirs from the beginning sequence of Space Quest IV notably) However, I noticed something on my third try. I just clicked a few times on the levers beneath the REVUSS to see if they did anything and it made the blade go notably faster.

Snake centipede?

If the blade could be accelerated by the levers, it could be slowed as well. However, I didn't find any clue whatsoever other than the three snakes drawing under the levers. I thought that if it was the only clue, I should try the first thing that came to mind just looking at the drawing. So I pulled the levers all the way down then all the way up, one by one, from right to left, following the wave pattern of the snakes. It visibly slowed down the blade! Well, to be honest, I had to try it once again from the start because you have to do the lever action immediately when you enter the room or you're doomed from the start.

Oh and when you try this four or five times in a row, the part when you talk with URM is sooooo slow under a strict time limit

So once you've entered AZEULISSE in the carving, the second niche opens and reveals a woman statue. You have to take it and use it on the first statue. The two merge and a fairy appears.

I thought I was the one born of the love between DJEL and AZEULISSE?

The fairy flies to the receptacle and gets back the three grains of sand. She gives them to me, allowing me to put them myself inside the REVUSS and finally fulfill the prophecy and destroy KRAAL!!!




Now THAT's what I call a rushed ending!

Three screens, one of pure text and the exact same screen than the game over screen only with letters of different colors. Earlier in the game, there used to be a cutscene every five minutes or so because a worm had stomach ache or because UKI and ORBI had some little dance moves to show. I can't help but think the whole ending was seriously rushed. That's weird considering the rest of the production values in the game seemed pretty high until now...

But anyway, here it is, we vanquished KRAAL the sinister wizard and fulfilled the prophecy! This was a pretty nice ride, even if an inconsistent one in some ways, but overall, I really enjoyed my time with the game! Join us next time as we explore the alternative paths to see what we missed in this playthrough and then apply a PISSED rating to the game. Hopefully, the stupid twins won't cost too many points to the rating!

Session time : 2 hours
Final Total time : 9 hours
Final Inventory : Flute
Companions : PETROY, URM (after their stunt with the grains of sand, the twins were never seen again)
Number of times the fast travel option was available : Zero

The 11 Best New-To-Me Games Of 2019

The 11 Best New-To-Me Games of 2019
Plus 18 honorable mentions (and 1 disappointment).
Support me on Patreon!

Here we are at the end of another year.  It's been a super busy year for me.  My sons are getting older and involved in more and more extracurricular activities, meaning I have less and less time for games.  I still managed to get in quite a few new games though.  I played 70 new-to-me games this year, down from 95 last year and over 100 in previous years.  This is a result of both less time spent playing games (unfortunately - my interest hasn't declined, just my free time) and the fact that every year I've already played more of the classics and modern gems that were new to me when my immersion into hobby gaming was much newer.

Of those 70 games, however, there have been some incredible standouts.  I actually didn't have too much difficulty picking out a top 11 this year - there were very few games on that border for me, but it was difficult choosing the honorable mentions.  I played a lot of really good games this year and though my favorites were easy to pick, almost everything else I played I really enjoyed.  Except for one game in particular.  It was a much hyped, new game for 2019 that I was super excited to play, but it fell very flat for me.  If it wasn't such a popular title it wouldn't have made it anywhere near my list for 2019, but I felt obliged to include it in this year's overview to explain where I think it fell flat.  Maybe you've guessed it already, but I'll list it after the honorable mentions.

As usual, this list only contains published games that I've played for the first time this year (although a couple I played previously in their prototype form).  So, without further ado, here are my Top 11 New-To-Me Games for 2019, including 18 honorable mentions (and 1 Disappointment), so that's 29 excellent games for 2019!

Also, check out my lists for 2018, 2017, 2016, 2015, and 2014 as well as The Best Kickstarter Previews & Prototype Games of 2019.

Honorable Mentions in Alphabetical Order:

5 Minute Dungeon (2017) - I'm not usually a fan of speed games, but I played 5 Minute Dungeon at my 24 Hour Gaming Marathon for Extra Life and had quite a bit of fun.  I liked that it's cooperative, so even though it's a speed game your teammates can help make up for the slowness of newer players.

The Adventurers: The Pyramid of Horus (2011) - This was an interesting press-your-luck adventure game with a fun theme.  I definitely wouldn't turn down a game of this.

A Feast for Odin (2016) - This is a favorite amongst several members of my game group.  It's among the heavier games we played this year, and while I really did enjoy it, I felt it just crossed the line of being more complex than fun.  There were so many choices that it was very hard to see and determine any kind of strategy, especially for a first time player.  I'd gladly play again, but feel there are more elegant games that scratch the same itch without taking three hours.

Arboretum (2015) - This card game has some interesting bluffing and deduction elements combined with clever hand and tableau management.  I really enjoyed the two player game I played, but when I played with four players we were so focused on not playing cards that would help opponents that the game became too take-that (and it's not supposed to be a take-that game) and scores were super low.

Cosmic Encounter (2008,1977) - This is a classic that I was happy to finally get a chance to play.  Unfortunately it fell a bit short of my expectations.  I think this is a love it or hate it type of game and my group prefers more logical strategy than social alliances and manipulation in games of this size and weight.

Evolution (2014) - Here's another modern classic that I finally had a chance to play this year.  I quite enjoyed the aspects of building a species and want to try this again.  I felt like there was quite a bit of luck, but I'm not sure that's a bad thing in a game about the evolution of lift.

Forbidden Sky (2018) - I only managed to get this to the table once this year and really want to try again now that I have a little more familiarity with the game, but have't managed to convince my game group to give it a shot yet.  Out of the Forbidden series though, I liked this least and also found it the most challenging.  Building the circuits and laying the tiles adds an additional level of complexity that I thought was maybe just a bit much, but I'm hoping to give it another try.

Gem Rush (2013) - Gem Rush felt like the name sounds.  It was hectic and crazy and fun.  It relied heavily on luck, but in a way that made the game light and energetic.  There's not a whole lot of strategy, but there are plenty of choices, and the mechanic of digging through a deck to find gems was a lot of fun.  I liked how sometimes you'd dig right past gems that an opponent needed and it was all publicly visible information.  So the disappointment of not getting the gems you needed was tempered by the fact that you're blowing right past all the gems your opponent(s) needed!

Harbour w/High Tide expansion (2019) - Harbour is one of my favorite small box games.  I really like the market mechanics.  The High Tide expansion adds some fun new elements to the game, including the ships for hire and some interesting new buildings.  You can read my review of the expansion here.

Kobayakawa (2013) - This is a game I had on my shelf for a few years before I finally sold it because I couldn't ever get it to the table.  Then I had a chance to play it at Gen Con this summer and found it quite interesting.  I really liked the way a simple collection of cards and a hand of one card is used for a very interesting bidding and bluffing mechanic.

La Viña (2019) - I picked up La Viña to review, so that'll be coming soon, but in the meantime I'll let you know that I enjoyed the game's theme and mechanics, however I felt there were a few bits that were unbalanced.  I think a few minor tweaks to the game could make it more balanced, but there are other games (including one of my top games this year) that do similar things better.

Startups (2017) - I picked up Startups for just a few bucks in our Charity Auction Fundraiser to support Extra Life this November, so I haven't had a chance to play it much, but I enjoyed my first play.  I think it'll be better with a few more players though (we played with 4).  It was fast and pretty simple, but had some interesting interplay between players.

Steampunk Rally (2015) - I've been interested in Steampunk Rally since it first came out in 2015 and I finally had a chance to play it this year.  I definitely enjoyed it, but it didn't quite live up to my expectations.  I think the machines we built were a bit more abstract than I had hoped.  There were interesting dice allocation mechanics though that I did enjoy.

Tesla vs Edison: War of Currents (2015) - I backed this on Kickstarter a long time ago and it had sat on my shelf until this year.  I'm glad I finally got a chance to play.  It's a solid stock manipulation game with a theme that I love.  There seemed to be just a few minor balance issues, but I'd love to play again.  I've heard the expansion brings the game up another notch, so I'd love to play with the expansion some time.

This Belongs in a Museum (2017) - The Drawn and Quartered series from Rather Dashing Games is one I love to introduce to new gamers.  It's fast, fun, and pretty simple.  This Belongs in a Museum is probably the most complex of the three games, but I found it enjoyable, even if we did have a few rules wrong for the first half of the game.  I'll definitely be playing more of this one.

Twice as Clever (2019) - I had heard great things about That's So Clever and Twice as Clever, two newer roll and write games, so I picked up Twice as Clever at the beginning of the summer.  I really like Qwixx and thought Twice as Clever would be a great roll and write game a step up in complexity from Qwixx.  And it definitely is, maybe a bigger step up than I expected.  I like it enough, but I'm not sure how you can play a game in the 30 minutes stated on the box.  The games I played went much longer than 30 minutes.  If it played quicker it probably would have made the top games list.

Unbroken (2018) - This may be the most controversial game on this list.  Not because it's a bad game, quite the contrary, but because of the way its Kickstarter campaign has been handled and the things that were uncovered as a result of this game's popularity.  Unbroken is a pretty good solo game about delving through a dungeon, having encounters, fighting monsters, and leveling up your character.  Mechanically and thematically I think the game is incredible.  I've felt it relies a little too much on luck in some cases, but for a pretty fast, solo dungeon crawl, it works very well.  Unfortunately it's connection to Golden Bell Studios has severely tainted its reputation in the board game world.  If you are one of the lucky few who have actually received their Kickstarter pledge, however, don't toss this one aside because of a shady company.  Give it a few plays and experience a pretty fun game!

Villagers (2019) - I played this once and enjoyed it, though it seemed like it had a limited amount of strategic variety and relied pretty heavily on getting the right cards at the right time.  I've heard that there's an expansion coming out to add a bit more variety and strategic choices, so I'd love to play it again with the expansion someday.

One Disappointment

Tapestry (2019) - I wasn't going to mention Tapestry at first, but it was such a hyped up game this year that I felt obliged to mention why it didn't make my top games list, or even my honorable mentions list, even though it seems like it would be right up my alley.  First, let me preface this by saying that Tapestry is a good game and there are some out there that love it, but for me it fell way short of what I wanted and expected from it, so much so that I have no intention of playing it again.

I love civilization themed games, euro games, and thematic games, and Tapestry purports to be all of those with beautiful, overproduced components.  I love Scythe (it's still one of my favorite games) and I was really looking forward to a civilization game from Stonemaier Games.  Then I had the opportunity to play Tapestry and was incredibly disappointed.

Let me talk first about the things that I did like.  It really is a gorgeous game, mostly.  The pre-painted miniatures are beautiful, the component quality is wonderful, and the artwork is, for the most part, great.  I also love the idea behind this game.  Building a civilization from antiquity to the near future is a theme I really love.  Combine that with some area control and exploration mechanics on a central map shared by everyone and I thought this was going to be a game that I would love.

Unfortunately the rest of the game disappointed me immensely.  Art on some of the components was great, but the board art and graphic design were very lackluster.  I found the theme to be very superficial (why is it possible to develop time travel or radio before a granary or nails?) and the civilizations to be unbalanced.  The mechanics of the game worked well, but the random bits felt unbalanced and everything felt disconnected with the theme and experience that I had expected.  In the one game I played I got dealt a lousy starting combination of cards and civilizations, as did one other player, and we were never able to dig ourselves out of the hole we started in.  One player started with a great combination of cards and no one could even come close to catching him.  I don't think it's the way we played (this was the first time playing for everyone), since no one could see any obvious mistakes (in rules or strategy), it was just an uphill battle the whole way.  I don't mind getting trounced in a game (I've only won Scythe twice in all my plays), but I like to feel like I have a chance and I never felt like I was in the game from the very first turn of Tapestry.  I don't feel like if I played again that I'd be able to do something better, other than hope for better card combinations, better dice rolls, and just better luck overall.  Bad luck in Tapestry seems to have a snowball effect with little to be done to mitigate it.

Then there was the asymmetrical game end.  I'm not wild about games where the end for one player can come significantly before the end for other players.  This happens in player elimination games, like Risk, where it's expected, but Tapestry isn't a player elimination game.  In Tapestry, one player can finish their game quite a while before other players.  This is essentially the same as player elimination, but not due to combat or even poor strategy due to the luck factors mentioned above.  In the game I played, I was finished more than 20 minutes before the game officially wrapped up.  I ended up leaving the game night to get home and then found out that the game went on for another 25 minutes or so after I left, ending with two players with more than 100 points more than me.  I have a problem with the asymmetrical ending in Everdell, too, but it made my top list anyway because of awesome gameplay and a great, thematic experience, things Tapestry lacked.

Maybe a future expansion will address some of these issues - I've seen plenty of other people raise similar concerns.  I'm not sure even an expansion will make me want to play again though.  There was too much I felt was missing from the game that it would have to be a completely new game to overcome those faults.  I had such high hopes for Tapestry, but I guess I'll have to look elsewhere for my next civilization game fix.

And Now for the Top 11 New-To-Me Games of 2019

* Indicates I played first as a prototype and then a completed, published version in 2018.

11. Everdell (2018) - Starling Games - Like Tapestry, I wasn't thrilled with the asymmetrical endings in Everdell.  However, the rest of the game was great, and working your engine so that you can keep playing long after others have run out of things to do is oddly satisfying.  I felt bad for the other players, but didn't want to stop my engine before it was ready to quit!  I really enjoy the combination of worker placement and resource management with tableau and engine building.  There is a bit of luck, but there are so many strategic choices that you have plenty of ways to mitigate the card you want not coming up.  On top of that, the artwork and theme are wonderful.  That three dimensional tree construct may be a bit gimmicky, but it makes for incredible table presence and the rest of the components are really top notch, especially those in the collector's edition.  I'm glad I got to play this a few times this year, even if it does run a bit longer than expected sometimes.

10. Ubongo! Fun-Size Edition (2018) - Kosmos - I won Ubongo! Fun-Size Edition in a giveaway earlier this year and figured I'd give it a try.  It looked simple and fast to play, so I played my wife when we had a few minutes.  I was pleasantly surprised by the game and it's become a favorite to bring out on camping trips or when I need a fast filler game.  It's not for everyone since it's heavily reliant on spatial puzzles, but my family really likes it.  I understand it's a little different from standard Ubongo, but I like its simplicity.

9. Sunset Over Water (2018) - Pencil First Games - I have to admit, at the time of writing this I've only had a chance to play this as a two player game, but I quite liked it.  The theme and artwork are wonderful and the gameplay is fast and simple, but, as my wife put it, also very frustrating (but in a great way).  Each turn is a puzzle of trying to maximize your ability to collect the paintings you need, but also to do that before other players get what you want or need.  The game can be a little swingy, but there are plenty of options and ways to mitigate that sometimes.  It's fast enough to squeeze into just a few minutes (20-30 minutes) and has enough puzzle and strategy to make it feel like you've accomplished something in that time.  Kudos to Steve Finn for knocking out another excellent filler!

8. Heroes Welcome (2019) - Monkey Jump Games/Pencil First Games - Here's another game in my review queue that you'll be seeing on my site soon.  This is a worker placement game with a couple of unique twists.  Mechanically, it's worker placement, however everyone controls the same worker!  Thematically, it's a great twist on a traditional dungeon crawler.  I've seen tons of games where you are the hero fighting monsters to collect treasure, quite a few where you're monsters fighting off the heroes, and even a few where you're the heroes bragging about your adventures.  But in Heroes Welcome you are the merchants in the town, buying and trading for the treasures the heroes bring back from their adventures, selling them new supplies, and crafting magical weapons that you'll supply the dungeon dwelling monsters with!  Yup, you're working both sides of the war.  The only problem I had with the game was at the very end.  After the last item is crafted for the boss monster there's very little you can do to gain any more points, even though you may still have a couple of actions left.  This makes the last round or two of turns a little anti-climactic.  It's a very fun game though, so I'm willing to forgive this slight hiccup at the end.

7. SHŌBU (2019) - Smirk & Laughter Games - SHŌBU is a game in my review queue, so I won't go into a whole lot of detail here, but suffice to say it's a wonderful two-player abstract strategy game.  It's brand new, but has the feel of a game that's been around for a thousand years.  The wood, rope, and stone components are perfect for that ancient aesthetic.  This is another game that I love to keep in my game bag for when I need a quick two-player game, although, like most two player abstract strategy games, the length of the game really depends on the comparative strategic skill of the players.  Most of my games have been 15-20 minutes, but I had one that went almost 40 minutes!


6. Reef (2018) - Next Move - Reef is an incredible game!  It's fast, simple, and elegant.  You can teach it in about 5 minutes, even to newbie gamers.  Turns are fast and simple, with only two options, but the strategy is pretty deep.  There's not a whole lot of player interaction beyond drafting the cards, but, like Azul or Sagrada, the joy comes from using the big, chunky pieces to solve your own, personal puzzles.  This is a game I don't see myself ever getting tired of!

5. Rurik: Dawn of Kiev * (2019) - Piecekeeper Games - This is the first of two games on my list designed by Stan Kordonskiy.  I was part of the playtest team for Rurik, although I only got a handful of plays in.  The game was pretty solid the first time I played, but went through some balancing and minor mechanical changes over the year from when I first played until its current iteration and over that time every single minor issue I had with the game was resolved and turned a good game into a great game.  Add to that incredible art and wonderful components and now you have an incredible game.  The auction programming mechanic is very unique and adds a lot of player interaction.  The miniatures are gorgeous even though this isn't really a minis game (they're more like the minis in Scythe or Hyperborea where they're more for thematic immersion than essential to the gameplay).  So, while Rurik looks like a dudes-on-a-map game, it's really an intriguing euro.

4. Lockup: A Roll Player Tale * (2019) - Thunderworks Games - Lockup is another game designed by Stan Kordonskiy, the second on this list and two on my Top Prototypes of 2019 list (including an expansion for Lockup).  The man is on fire!  When I first played a prototype of Lockup last year I was only mildly impressed.  It was good, but my reaction was just meh.  Then I found out we had a couple of rules just a bit off.  This summer I had the opportunity to demo the game at Gen Con and it really grew on me.  I love the combination of worker placement with bluffing, deduction, and area control.  As I've played both this and Rurik I've realized that they both have some similarities in how worker placement and area control are used to determine rewards for players, but both games area also very different and play great.

3. Crypt (2018) - Road to Infamy Games - I first played Crypt in January and it quickly jumped to the top of my favorite games list.  For a long time I thought it would stay at the top of my new-to-me list for 2019 since nothing else I played saw as much table time as Crypt.  I love how simple the game is, yet how much player interaction there is.  The mechanic for exerting workers is so simple it's genius.  I've played Crypt with both gamers and non-gamers and everyone both gets it quickly and loves it.  This is one I don't think I'll ever get tired of playing!

2. Parks (2019) - Keymaster Games - I included La Viña in my honorable mentions, and said I had another game on the list that used a similar mechanic better.  Parks is that game.  Both games have a path that you can move your pieces along as far as you like, but not backward, completing an action based on where you stop and a different action when your pieces reach the end of the path.  La Viña had a few balance issues, but Parks plays wonderfully.  I think Parks is a tiny bit more complex than La Viña, but it's still a relatively simple game, mechanically.  There is a depth to Parks though, that La Viña lacks.  On top of the wonderful gameplay, Parks has absolutely stunning artwork.  Showcased is artwork featuring scenery from each of the United States National Parks.  Both of my parents were teachers, so we spent summers traveling about the country when I was a kid.  I love looking through all the beautiful artwork, remembering when I was at many of the locations.  I get nostalgic for those days and hope that someday I can show my own kids even some of the stuff I saw as a kid.  On top of great gameplay, and incredible artwork, the component quality in Parks is amazing.  From the perfectly designed Game Trayz to hold everything snug, to the gorgeous metal first player token, to the wooden resources with twelve unique wild animal pieces, this game looks amazing on the table.  The price is a tiny bit on the high end for the type of game, but the components are definitely worth the premium price.

1. Cartographers: A Roll Player Tale (2019) - Thunderworks Games - I can't express just how much I have fallen in love with Cartographers.  It's an absolutely incredible game that I love, love, love!  For years now, Scythe has been my favorite game of all.  There are games that I temporarily enjoy more than Scythe, but I kept coming back to Scythe as my all time favorite.  I think Cartographers has changed that though.  I can't see myself ever getting tired of the game.  Even though I'm not playing it as often as I did the first few weeks after I first played it, it's still with me at every game night and a game that I'll pull out any chance I get.  I'd be happy playing it over and over, but I'm trying to pace myself and make sure to get other games some table time, too.  So what do I love about the game so much?  How about a bullet list:
  • It plays quickly - about 30 minutes, maybe an hour or so for new players.
  • It's easy to teach - I taught a family how to play a few weeks ago and their previous gaming experience was with Uno and Life.  They loved Cartographers!
  • It's tactile - drawing your own maps with your own pencils feels great.  I blinged out my copy with enough colored pencils for up to 12 players.
  • It's puzzly - figuring out how to fit the different terrains into your map to score the most points is sometimes a head scratcher, especially toward the end of the game.
  • Everyone plays simultaneously - it doesn't matter how many players you have, the game plays the same with 2 or 200 players and doesn't even take any more time!
  • Player interaction - there's just enough player interaction with the minion attacks that you don't feel like you're just playing a multiplayer solo game.
  • Solo mode - the solo mode plays great, almost exactly like a multiplayer game.
  • Souvenirs - the maps you create at the end of your game make fun souvenirs of your game.  They're fun little works of art and a reminder of the great land you helped survey.
I could go on and on about all the awesomeness that is Cartographers, but I do have to get this list posted someday.  Besides, the longer I take to write this up, the longer it'll be before I can play Cartographers again!

P.S. Here's a bit of Cartographers trivia.  In an earlier draft of the cover art there was an elf ranger standing where the fire is now.  So maybe that's not a campfire, but a smoking blaster crater (R.I.P. elf ranger).  A bit of sci-fi in this fantasy world?!

Image may contain: people sitting

Well, that's it for 2019!  I may not have played as many games this year as in the past, but man, there were some great ones!  I have a number of games that I know are great on my shelf of shame, like Terraforming Mars, The Manhattan Project, TMP: Energy Empire, Castles of Burgundy, Agricola, and more.  I got a few of my shelf of shame games to the table this year and I hope in 2020 I can manage to knock a few more out.  It's hard to do with so many awesome games coming out every year, limited time to play, and my own designs that I'm working on.  Here's to another great year of games in 2020 though!  

Let me know your thoughts in the comments.  Are there any games you can't believe I put where they are?  I want to  hear!


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GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games. Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play). I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game. Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing. Hopefully I'll get more chances to play the game and will be able to give it a full review soon.