Category Archives: Positive

Review:Motrya (50% Release)

Many people consider Motrya to be an OHRRPGCE classic. Since its original debut in December of 2010, it has been a favorite by many individuals, and has placed very high on multiple Top 15/30 polls. I’m ashamed to admit that I had not played Motrya until this past week, when I had the opportunity to check out the latest version a few days before the official release. Now that I’ve played through Motrya, I would have to agree with the general consensus that it is a fantastic OHRRPGCE game; perhaps one of the best out there.

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For those unfamiliar with the story, it begins on the evening of the main character’s (Murlor) graduation from Yormus Academy, where students practice the art of Forlae (which is essentially the game world’s equivalent to magic). Before Murlor gets a chance to celebrate with his friends, he learns of a dark secret and his peaceful life at Yormus is thrown into chaos. The beginning of the game has a very Harry Potter-ish feel to it, which is not necessarily a bad thing. I guess I say that due to how the story begins to unfold, though the graphical style is way different than that of Hogwarts and such.

Regardless, what really makes the story shine is the well written dialogue and fleshed out characters. The authors did a fantastic job bringing the world to life through text, believable characters and numerous scripted cutscenes/events.

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While the idea behind the plot isn’t “anything new” so to speak, it more than makes up for itself in delivery. The varied cast tends to grow on you as the game progresses, and you end up really wanting to know more about each individual person. There are several twists in the plot that keeps things interesting as well.

The original release stopped at the end of chapter one. The latest version adds a second chapter and about 3-4 hours of gameplay. Both chapters leave you wanting more, and I can only imagine the lack of patience of those who played chapter one years ago and had to wait so long for the next installment. It was well worth the wait, I believe.

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Motrya has a very unique and refreshing graphical approach. The entire game has a washed-out, distressed-like color scheme that some may consider lazy, or perhaps simplistic at times. I personally found it to be both welcoming and beautiful. It is my understanding that the original artist had to drop out sometime during chapter two, but most people won’t be able to tell a difference between the old and new. Though you can see some subtle differences here and there, I feel that the new artist did a fine job in continuing the graphical feel from chapter one.

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  There are three levels of difficulty to choose from, but this review will focus on the hardest difficulty, Veteran +. On the highest difficulty, Motrya is definitely one of the most challenging OHRRPGCE games I’ve played, but manages to do so without being overly “cheap”. I think most people will be able to beat chapter one without too much trouble, though the Stone Beast can prove to be a rather difficult fight.

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Chapter two is what “separates men from the boys”, as it can be extremely unforgiving at times. There will be encounters that leave you barely scraping by, but that makes it all the more rewarding when you overcome it. It is my understanding that a few tweaks have been made to Veteran +, specifically in chapter two, since I last played. The changes will surely make chapter two on Veteran + more palatable while still offering a challenge. I can’t stress enough how much I enjoyed the difficulty level of this game even though I sometimes had to fight enemies a dozen or more times to win.

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Motrya may throw off hardcore JRPGs junkies, however. Although you will have your fair share of battles, you do not encounter them in a traditional RPG format. Each map only has a fixed number of battles and does not offer random encounters of any kind. This eliminates the “grind” that most traditional RPGs have, which could be a turn off to some people.

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I actually wasn’t really looking forward to this combat approach myself, but it works well and gives each fight purpose and importance rather than merely being “random encounter against squirrels #1231032″. Motrya does have its share of optional content, though people looking to delve into unknown territories or forgotten areas may be slightly disappointed for now. That’s not to say that future chapters won’t have more totally optional, explorable areas though.

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Speaking of optional content, the card game, coined “Lyte Snap”, is one of the best mini-games I’ve ever seen in an OHRRPGCE game. I think many people over the years have asked the author to release a standalone Lyte Snap game, and I would have to agree with that. Lyte Snap has a strong Final Fantasy VIII card game influence, but also manages to add some things to make it stand on its own. There are a total of 41 cards to collect as of this release, and some of them are pretty hard to find. I believe I ended up with roughly 35 and I played cards with everyone at least once. Even if you aren’t big on traditional card games, you should definitely give Lyte Snap a shot. It’s WAY better than that crap called Solitaire, and perhaps even better than the card game from Final Fantasy VIII.

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The music is top notch and placed well, which I imagine was a bit of a challenge considering it was composed by several different authors. Motrya is one of few OHRRPGCE games that makes use of a MP3 soundtrack, and does so extremely well. Some of the songs are so good that you may find yourself wanting to listen to them outside of the game (I know I did). This is coming from someone who generally despises MP3s in OHR games.

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Motrya is one of the best OHRRPGCE games because of multiple factors. The dialogue is engaging and well written, it utilizes tons of scripted events to further amplify the story, it uses a unique and refreshing approach to graphics not seen in very many OHRRPGCE games, It offers an incredible amount of challenge while also rewarding you accordingly, it features optional content that is good enough to be presented as a standalone game, and finally, the well-composed soundtrack takes the overall feel and atmosphere of the game to the next level.

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While Motrya may be a somewhat untraditional RPG, I think it has enough to satisfy those who enjoy old school JRPGs and those who are looking for something fresh. Needless to say I am really looking forward to chapter three.


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Review:First Fantasy

G-Wreck’s project, First Fantasy, has created quite a bit of commotion within the community. I’ve been following its progress for quite some time now and have been eagerly waiting to play a demo of the game. The very first teaser shots and brief synopsis were enough to keep me wanting to know more. Besides, anyone who quotes from The Muppet Show is pretty awesome in my book.

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First Fantasy is unique in the fact that it is set in prehistoric times; a setting that is rarely used in OHRRPGCE games. It is not to be confused with the Final Fantasy series by any means. Although it follows the JRPG structure at heart, the refreshing setting and plot are enough for it to stand on its own.

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Epta, the Goddess of the Earth, longs for friends and companionship. Unfortunately, she fails time after time to create either one. She is constantly plagued by the sharp tongue of her sister, Loma, who teases Epta’s numerous attempts of creating life on earth. Epta’s failed attempts created the mountains and valleys while her tears formed the many bodies of water on the earth. Loma’s teasing continued until Epta’s fury created Daradal, the Sun God. It turns out that Daradal’s passion for Epta is what was needed to successfully create beings on earth in the first place.

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With their combined will, they create man in their own image as well as beasts of the land and sky. This in turn makes Loma jealous, and she tries to destroy the newly created beings. She defiles the Origin of Life, which in turn destroys some of the earth’s inhabitants while corrupting others. Angered, Daradal chases Loma away from the earth, and continues to do so to this day. Epta resides deep within the earth; still protecting the Origin of Life. On the surface remain man, which also plan to protect their home from all threats; including the return of Loma.

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The short introduction is extremely well done. As you are told about the Gods warring over the planet earth, you are shown a scripted event that makes you feel like you are seeing an ancient painting on something like a cave wall. This really helps solidify the prehistoric feel of the game.

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G-Wreck has a refreshing and unique art style. While the larger sprites are not as outstanding as the maps graphics are, they are still very acceptable. The only huge beef I had with the graphics were the side-walking walkabout frames, which seemed a bit odd to me. In addition, I really enjoyed the soundtrack though I can’t say for sure whether it was original or not. Nonetheless, it is quite fitting with the pre-historic setting.

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I think at this point the section that needs the most attention is combat. Battles are pretty simple and probably last a little too long for being so easy. This can easily be remedied by upping the character’s battle speed or by reducing enemies health pool by a small amount.

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Some other things need to be tweaked and/or corrected to help balance the combat. Berries don’t give EP and actually heal you for twice the amount intended. Gutar’s Tracking ability is a great idea but the information comes way too fast to read; making it useless in its current form. The medicine stick obtained after the village event is also a bit overpowered and defeats the purpose of having restorative items such as Berries and Eggs in the first place.

G-Wreck makes an effort to let you know that this is merely a tech demo and that you shouldn’t expect too much out of it. It’s a pretty brave move to release something in such a stage just to see whether people care about the game thus far. Regardless, I can honestly say that I really enjoyed the demo despite its minor flaws and hope to see more content in the future.


Review:Phantom Tactics

I have always been fascinated by tactical RPGs. Growing up as a kid of the 90s, I spent many hours on games like Shining Force, Vandal Hearts, and Final Fantasy Tactics. To my knowledge, Phantom Tactics is the only playable tactical RPG for the OHRRPGCE. Over the years I remember seeing a couple of tech demos for other OHR Tactical RPGs, but I can’t recall if any of them ever actually developed into anything. Regardless, the now two year old demo of Phantom Tactics does a lot of things right.

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Although the demo is a bit short (about an hour worth of play time), it is sweet and boasts a high amount of polish. Chapter One sets up the story around the main character and prince of Naberia, Janus. He has been away from his kingdom for three years due to a terrible incident at sea that led him astray. Janus finally makes it back to Naberia and eventually discovers events that have taken place since his departure.

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Without giving too much away, let’s just say that he’s not accepted back home with open arms. To be honest, Phantom Tactics is definitely more combat-driven and worries less about the actual story. However, the content that is there is believable and intriguing. Kudos to the authors for that as I’m sure pulling off such an effect given the length and type of the game was probably a challenge.

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In the beginning, some people may think that Phantom Tactics’ combat is a little shallow; compared to popular commercial tactical games at least. I think what they have accomplished here is both fantastic and unique. You don’t have an impressive spread of action commands at your disposal like you would in games like Final Fantasy Tactics. Instead, you simply move a friendly unit next to an enemy unit to initiate a battle. If you put ally units adjacent to other ally units, they help attack and defend the opposing units. In addition, each unit has a special ability that can either help the individual unit or further help a group of units. In a nutshell, I feel like Phantom Tactics cuts the fat that sometimes drags out the combat in other Tactical RPGs. In return, it brings you fast-paced, strategic encounters.

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Your objective isn’t always to just defeat all the enemies on the map. In some areas, you will need to protect certain units. Other maps will actually have you retreating to a specific point on the map while defending yourself along the way. In addition, enemy units can have some pretty unique abilities (the skeleton reanimation on death comes to mind) which makes for a refreshing experience on every new board.

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While I haven’t been a huge fan of Twinhamster’s technique for hero sprites in the past, I think that his style is a perfect fit here. Both the hero and enemy sprites are colorful and animated well. On the other hand, I feel like a lesser amount of detail was used in creating the maptiles (and to a lesser extent, the map design itself). The first few maps especially stick out in my mind as looking similar and bland. Some additional props would go a long way into making the maps come alive.

Despite a couple of very minor imperfections, I feel like Phantom Tactics is a true OHRRPGCE gem. I’m really ashamed that I did not give it a shot before now. I’m not sure whether the authors have any plans to continue updates for the game, but I really hope that they do. Phantom Tactics is a great game overall and could be considered fun even to those who aren’t big on strategy games. The fact that it is simple enough for anyone to pick up and play yet enough strategy there to satisfy tactical veterans is enough to make any gamer happy.


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Review:Armored Devil

Armored Devil is the latest project from Castle Paradox member BlastedEarth. It’s not too often that an OHRRPGCE game (in my experience) can completely immerse you in the world and make you think that you are actually there. Armored Devil does an amazing job of this, but I couldn’t help but feel that some things were still missing from the equation as a whole.

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The world that Armored Devil takes place in is unique for an OHRRPGCE game, and can be quite refreshing to those who are a little tired of seeing the classic medieval RPG setting. Set in a hellish dimension, demons run rampant and hunger for power to control the underworld and the living. As you can imagine, its equally dark and dreary from a cosmetic perspective. BlastedEarth definitely has a unique artistic style and it really shines here. The landscape and sprites are done extremely well, and the cutscenes (often animated, some seem to be hand drawn as well) are also great.

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The soundtrack was drawn from multiple OHRRPGCE artists, and BlastedEarth gives them credit in the game’s notes. I felt that the pieces couldn’t have been placed any better and help set the mood even more. The combat sound effects are good as well, but I can see where the some of them effects could get pretty annoying in time (the hero’s default attack comes to mind). Overall though, the sound is superb.

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Then we get to the story and dialogue; which to me is a double edged sword. I think that it was all written well (despite the spelling mistake in the very first textbox), but it just seemed like there was too much information to process and not enough time to do it. Don’t get me wrong, I do realize that terms, places and other things have to be brought up in dialogue, especially when you are trying to immerse the player in your world. I just don’t think that the flow is quite right. Some of the text during certain events just seem way too wordy and throw out too many terms for you to keep up with and remember.

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Ironically, there are times when I felt that there was not enough text. A great example is the town that you come to on the first map. I thought it was cool that you don’t actually get to see the town physically, but rather you get multiple text options that are actual areas of the town that you can explore in dialogue form. Unfortunately, some of the options given leave you scratching your head. These could very well just not be fully implemented, but the author could have at least warned you if that was the case.

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I also became a little confused about the story itself. When you start out its not so bad, but I think it definitely suffers from information overload the more you progress; making it difficult to follow. The only other thing that bothered me a little was the battle frequency, but I believe that the author has already decided to fix this in a future update.

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I think Armored Devil has the potential to be a really great game. It has an outstanding atmosphere, great graphics, and a fitting soundtrack. From what I can understand about the story I do like, but I seriously think that the pacing needs to be evened out or perhaps some things be re-worded. A explanation on some of the options given in towns and such would be cool too (the camo thingy comes to mind). If you’re looking for something a little different and that shows some promise, check it out. I know that I’ll be following BlastedEarth’s progress on this one.


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Review:Tetris OHR

It’s not very often that someone comes into the OHRRPGCE community from out of nowhere and releases a quality game. In fact, it hardly ever happens. Most people have grown accustomed to new members releasing crap games. Now, you can’t expect much out of someone who’s never used the engine before (or made a game for that matter), but you can’t help but hope that their initial game is at least playable to a certain extent.

Shakeyair released Tetris OHR on Slime Salad back in October of 2009. Some might have been skeptical at the title, considering he was a newcomer to the community. I know I was skeptical myself, but always try and give new folks and their games the benefit of the doubt. Tetris OHR is a game that could forever undo the habit of shunning away newbies and their games at first glance.

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Almost everyone has played some form of Tetris, and the game itself has been re-made only virtually every platform possible. Why not do it on the OHRRPGCE?

I heard some good things about this game, but was still a bit nervous while it was loading up. Then, I see the title screen and wow…Hands down, one of the best looking title screens I’ve ever seen in an OHRRPGCE game. It’s beautifully colored and even animated; it is just amazing. Feeling a little bit better already, I decide to give game “Type A” a try. Again, we witness a beautiful interface and lush block graphics. Although there are a few color issues with the pictures of Russia in the background, it is still a nice touch. On top of that, you have a remixed version of one of the original Tetris songs playing in the background, which is awesome.
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The controls are quite smooth and the collision detection is great. Besides the script errors at the beginning of the game and a few missing features on the menu screen, the game is rock solid in every aspect. The author calls this game a “demo”, but I think he is being a bit too modest.

At this point, Shakeyair has shown nothing but the fact that he has put a vast amount of effort into his work. He/she has set the bar high for future newbies in the OHRRPGCE community. If everyone who joined would channel this same amount of effort into their projects, we would have some quality newbie games at our hands and a lot less games that deserve to be thrown in the E.T. landfill.

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I wish I could write more about it, but it’s difficult to generate a novel about a Tetris game. Honestly, all you need to know is that this game holds true to original Tetris games and that it is definitely worth checking out. Regardless, I hope Shakeyair decides to stick around and do some more work. He’s already proven that he’s quite capable of making quality games, so I hope that he continues to pursue that.


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Anyone who has played an old school Japanese-style RPG knows that there’s just something about them that makes them special. Before the time of flashy graphics and lively music, most games relied on a sound story or intriguing gameplay to keep the player entertained. Rarely did older games utilize both features (in my experience). Fortunately, Spellshard does a great job of using both ideas while maintaining the overall old-school feel that the authors were shooting for in the first place.
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Long ago, a faction of fiends known as the Lords of Decay more or less ruled the world. Poverty and famine struck the land, and there was not much hope. That is, until a band of seven warriors stepped up to vanquish the foes for good. All was good in the world for many years, and advances in science, medicine, and technology were made at a vast rate. At the peak of the technological breakthrough age, life as the world knew it ceased to exist. The technology that people worked so hard for suddenly stopped working, and once again, the dark citadels of the group known long ago as the Lords of Decay mysteriously appeared out of nowhere. Along with the rise of the Lords of Decay came poverty and famine, much like the time before. The ancestors of the seven ancient warriors are alive and well, but will they be able to destroy the Lords of Decay like their descendants did before them, or will new heroes rise to the occasion?
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Unlike most JRPG’s from the NES era, Spellshard actually has a story. While the vast majority of the three hours you spend playing the demo will not be spent conversing with the townsfolk or reading dialogue, there’s enough of it there to be acceptable given the length and style of the game itself. In ways, Spellshard’s story is better than that of games like Final Fantasy. Why? Because you won’t see any one-liners here. Townsfolk generally have more to say than “Wow, the weather is great today!”. In fact, they help solidify the plot line, which is what most npcs should do anyways.

Harlock and Shizuma selected a wonderful score for Spellshard. I’m not sure whether the tracks are original or not, but I know I’ve never heard them before. Regardless, they sound great and really help set the mood and feel of an 8-bit game.
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Speaking of 8-bit, the graphics reek old-school NES RPG style. The sprites even look like something that came out of a Final Fantasy game, thanks the deformed-style of graphics that Shizuma is known for creating in his games. I dare say that some of the enemy battle sprites, especially the boss ones, could pass as professional work. Yes, they look that good, even being in an 8-bit style game.

As per the interview with the authors that’s bundled in with the game file, the idea behind Spellshard was to create a game that emphasized gameplay mechanics, much like that of old school games. In addition, it was decided that they would use 8-bit style graphics instead of standard ones to so that time wouldn’t be taken away from their main projects. With that being said, as a “side-project”, this game is amazing. In fact, it is better than most games that are author’s “main projects”. However, Spellshard is definitely not for everyone. If you aren’t a fan of old-school RPG mechanics, then you probably won’t last more than a few minutes in this game.
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Those who like to breeze through games without too much hassle will not be satisfied here. Random battles on the map can be quite difficult, and you will likely learn to pick and choose certain battles to face and others to evade. Boss battles can be even more difficult, and cannot be defeated by simply mashing buttons. Each boss requires a little bit of thinking to succeed. The final boss is the ultimate test of your skills and will really push you to your limit. Some may be turned off by the fact you might die several times before beating some of the bosses, but I can assure you, it is one of the most rewarding feelings when you finally take them down for good. This is something that is not seen very often in games today and is a refreshing experience to me. Too often are there games that can be easily beaten and require no more than a little time to overcome.
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There are additional features that make for a challenging experience as well. Money doesn’t grow on trees, and you will have to pick and choose what you purchase. Also, if you die, you must either visit the priest in town to be resurrected (for a fee) or buy an expensive item from the shop; which coincedentally cannot be used in battle either. In addition, you can only save at the Inn in town or by finding an extremely rare fairy in certain dungeons. These aspects together make for an unsettling feeling when you visit dungeons and forces you to make strategic decisions the entire time. Some people might think these mechanics are preposterous, but that’s how most old school RPG’s used to be like. They could be very unforgiving at times; something that many games lack these days.
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There has been talk from Shizuma that Spellshard is still being worked on, but it has been eight years since the game was released and about three since it was said to still be in production. Recently, I’ve attempted to contact Shizuma about the status of the title, but he has ignored me so far. I’m not sure whether this means that he would like to keep it under wraps or that he just doesn’t like me.
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Either way, I’d love to see an update of this game. It has a solid foundation that I feel could only get better with future updates. I’d recommend everyone to play this game at least once; both newbies and veterans alike. I think there are lessons to be learned here regardless of where you are in terms of gaming design. Just keep in mind that Spellshard cannot be beaten simply by rolling your face on the keyboard and you will be fine.


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Review:Turkey Killer

Turkey Killer is a very simple, Thanksgiving-themed shooter. I should probably warn those that are easily offended to stay clear though, for our poultry-crazed hunter doesn’t just kill turkeys.

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The object of the game is very simple: to obliterate any and all turkeys that you can find before the time runs out. Keep in mind that firing your blunderbuss at air reduces your points, albeit by a very minor amount. Therefore, you will want to make sure that you are at close enough to get a shot off before firing. Your trusty gun has a very short range, so keep that in mind.

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You have two options for gaining points: you can either stay put and shoot whatever comes in your general area, or you can go on a killing spree, stay on your toes the entire time, and have a chance at scoring even more points by slaying fleeing Indians. Either way you approach it, you are likely to surpass the default high score, and have some fun in the process. It is very easy to pick this game up and play it at any time. The graphics have a nice touch and reflect the Thanksgiving season well and the music and sound effects just add to it.

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Overall, I think Spoonweaver did a great job on Turkey Killer. It is very simplistic, but is still able to be an enjoyable experience. After all, this game is about killing turkeys, and was made in a 48 hour time period. With that being said, give Turkey Killer a shot and see how you like it.


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Review:King of Gourmet: Feast for your Life

Ever wonder how the early American’s really won the Revolutionary War?

Strategy? Not really.

Teamwork? Nope.

The truth is that George Washington can single handedly turn the tide of the war by stuffing his face with a Thanksgiving meal. That is what King of Gourmet: Feast for your Life is all about: winning the Revolutionary War with the help of General Washington himself and a Turkey Day dinner. You find hostility crossing the Delaware, in Yorktown, and a special encounter at the end. Story-wise, I must say that I am very impressed with what Hachi and Giz came up with given the 48 hour period. It is very obvious that not only the story, but also the graphics and music, were heavily influenced by the theme of the contest, which is awesome. Not to mention it made for a very unique game.

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You battle your enemies in an arena-type setup where you face off 1v1 to the death. If you are victorious, you continue your journey through the war. However, if you fail, you must start the game over from the beginning. This can also be a bit frustrating at times, but given the length of the game it isn’t unbearable. Having a save feature would be pointless, so it is really just about how long it takes you to figure out what is best to eat before a certain battle.

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You have many dishes to choose from, each giving you certain buffs to stats while reducing others. These buffs will last for only your current and upcoming fight. Afterwards, your stats are reset to their default state, allowing you to chow down appropriately for your next fight. Each opponent has different stats as well, so some foods may be more beneficial for a fight than others. It may take you a good while to figure out what is best for each fight, but I suppose that is the whole point of the game in itself.

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Unfortunately, as time goes on, it is very obvious which selection of dishes works best and sadly the same combination can be used successfully to win all fights. Regardless, the idea of having options was really cool.

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King of Gourmet has its strong points, but is definitely not a fast-paced, action packed game. 90% of the time will be spent trying to decide whether that last bear claw was worth it or not. Regardless, the fresh approach of this game, both graphically and game play-wise, makes up for it in the end. Overall, I think King of Gourmet is a good entry for the 2009 48 Hour Contest.


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Review:Maze of the Red Mage

Like it wasn’t a big surprise that Mogri’s entry was among the best. If you are a fan of Rogue-like games, you will feel right at home here. If not, you will still probably enjoy the trip.

Your elf must cross the treacherous path of the unknown alive. Along the way, you will come across many foes and doors that have to be unlocked or bashed in (reducing your health), countless traps (that also reduce health), and Christmas presents, which generally give you a useful item (but may also be a trap).

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Does it sound a bit difficult? Because it is, in my opinion anyway. In fact, I was never able to actually beat the game. I faced off with the final boss multiple times but he freaking tanked me every time. Luckily, the playing field was quite short, which made up for the fact that the game was quite challenging (if not impossible without luck).

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You do have a choice of classes for your Elf at the beginning, and they all do have unique abilities that make each one distinct. I think Moog did a great job though making all the classes somewhat balanced, especially considering the steep time frame given for the contest. It seemed not one class could really get the job done easier than the other, which is nice.

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Overall, I really enjoyed the game and it had a nice, polished feel to it. A great presentation!




Since plotscripting was implemented, more and more games have been created on the OHRRPGCE that are not necessarily standard console RPGs. In recent years, different types of OHR platformers have been created, with much thanks to Mogri and his ingenious scripts. One of the latest games from the scripting guru himself is Gohrillas, which is unlike anything you have ever seen on the OHRRPGCE. Created in only a few hours, Gohrillas is yet another example of what the engine is capable of with (a little) time and effort.

To most people, it will seem like an example game and nothing more. I will admit, it is very simplistic, but just because a game is simple doesn’t make it an unworthy title. Too many people are getting used to flashy special effects and an intriguing story. Don’t get me wrong; these things are are a valuable asset to any game. However, that is not to say that a game cannot be made without an engrossing story and stunning visuals. Gohrillas is a fine example of such a game.


Some people may not know (I didn’t), but Gohrillas is actually a remake of an old DOS game from the early nineties named in the same fashion. The original was a very simple turn-based artillery shooter that was created in QBASIC as an example of things that could be done with the language. Mogri’s Gohrillas plays in a similar manner and is much like a stripped-down version of titles such as Worms and Pocket Tanks. If you are a fan of those type of games, you will feel right at home here. Regardless of your experience, the rules are simple: Defeat the opposing gorilla by firing banana bunches at the proper angle. Your gorilla remains stationary the entire time, but you can adjust the angle of your shots by moving the arrow keys. Once you have your shot lined up, pressing enter launches a barrage of bananas at your opponent.


If your angle is just right, you will take out your opponent and win the game. However, if it falls too short or goes too far, your fruit will explode on contact with terrain, leaving a crater behind. Having a single type of weapon and not having to deal with weather elements, such as wind variations, allows anyone to get the hang of Gohrillas pretty fast. Although it becomes a bit easy judging your angle, thanks to the random terrain generator, not one game is the same. Mogri suggested that with enough interest, he might implement different features such as wind variations. I think that it would be an awesome addition and add a much needed level of depth to the game.


I dare to say that this is one of the first OHRRPGCE games that I’ve come across that is suited for all ages, even very young children. Although it is not an educational game, I think it is important to have games that are safe for all ages. Thanks to the player versus player support, parents can even play Gohrillas with their children, which I think is really cool. As much as I like the idea of this game, its current state is much like its predecessor; an example of what can be done. However, I think if it were to be expanded, we could have one sweet game on our hands.