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Curious as to how long each of these games are on average. Sorry if already pointed out way back wherever. Usually I’d just check the HLTB site but it’s kinda giving mixed signals.


Wondering how everyone here fares.
 
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Attactics
A 1v1 strategy game where blocky soldiers appear and automatically move forward and you can move them up and down. The goal being to over whelm the other side in enough rows to capture more rows first. It's like War (the card game) meets checkers. Simple but cute but would only be fun for me against real humans.
I finally managed to beat the stage that was getting me stuck. Seventh stage is completed and now i'm on stage ten.
 

Drathnoxis

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I'm going to write about each game after I've beaten it, so right now I have two to speak of.

Attactics - This game was a lot of fun. The game would be pretty simple and probably kind of boring if it wasn't for the tight time limit on each turn, forcing you to think and make actions as quickly as possible. Simple strategies like making sure your archers are always firing at melee enemies will go far. There's actually quite a bit of depth to the strategy once you unlock all the units as well. It's not always possible to use them in the ways you might want to, like sticking a spearman behind a shieldman, but the key is to be versatile with your strategy. It's nice when everything works out and you get a couple ninjas just when you have a long line of enemies or manage to blow up a suicide bomber and not kill any of your own guys. Ranked was a lot of fun too, so much so I kept playing a bit after getting the cherry and got to rank 130. I'll probably play a bit more still, especially as I've just learned that you can move troops backwards -_-. Might make the game feel less RNG dependent.

Magic Garden - This game sucks. The movement is grid based and that makes it sooo unresponsive, it just feels terrible to play. I swear the game would eat my inputs sometimes make me die halfway into a run. The character sprite being larger than the grid also messed me up a bunch and I'd run into the wall way before I expected to. It's also really clunky because your movement changes slightly when you are killing enemies and you can actually move toward an enemy, kill them without leaving your tile, and then change direction instantly and move onto a different tile. But the timing is pretty exact and I'll do it when I don't want to and not do it when I do half the time. The mechanics are well thought out and would make for a pretty fun game if it wasn't so awkward to control. It took me about 2 hours to get the trophy and another 2 to get the cherry. I was hoping the cherry would be entirely score based, because it's actually really easy to rack up score, and I had the required 20,000 points easy multiple times on losing runs. All you need to do is build up 2 or 3 gold potions on the screen, collect a line of pink guys and then chain the potions together to get a higher multiplyer, drop your buddies anywhere except the star tiles and then murder them. Unfortunately you need to get 20,000 points and win, so it's exactly the same tedium as the last time. Don't ask me why I settled on beating this as my second game, I don't know either.
 
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Drathnoxis

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Mortol - Another good one. A puzzle platformer where you need to strategically die is definitely a novel idea. Not only do you need to die to solve a puzzle, but it's ideal to use your deaths to kill as many enemies as possible at the same time to build up lives. Every 3 enemies killed gives one extra life. Honestly, I spent way too long trying to maximize my lives and ended the game with 130+. I don't even know what the cherry requirement was because it unlocked with the trophy.
 

Drathnoxis

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Velgress - I liked this one a lot as well. The jumping had a ton of control and felt pretty much perfect. There's a lot of quick thinking as you need to decide your next jump pretty much immediately since as soon as you land your platform begins to degrade, but you have a bit of leeway because both your regular and double jump get a ton of air. Not really too much to say, it's incredibly punishing, but extremely short. I think my winning run was around 6 minutes. The only thing I don't like is the random items in the shop. I don't think it really adds much to the game since there are only 6 and 2 of them are pretty much useless, and it really sucks to get to the second shop and not get the second double jump. Killing the birds was kind of annoying at times too, because sometimes they won't be in a position where you can shoot them so you'll climb up and up trying to get a clear shot where they aren't behind a stone, and it's just stone after stone until they fly away and then the run is over.
 

Drathnoxis

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Curious as to how long each of these games are on average. Sorry if already pointed out way back wherever. Usually I’d just check the HLTB site but it’s kinda giving mixed signals.


Wondering how everyone here fares.
It's very skill based so it could vary enormously from player to player. You are definitely going to get your money's worth from a time standpoint. I've gotten 4 cherries and 2 gold and I'm at around 30 hours.
 
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Drathnoxis

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Mooncat - This was was a lot of fun. The control scheme is pretty weird, but it's also works fine once you adjust to it. The platforming challenges were methodical but fun. The only problem is that once you get the first egg you are kind of off the deep end. I got the sense that there were a lot of other paths I could have taken, but that wasn't actually the case. The game is really linear, but I started to find some warps, so "aha" I thought, "this is where the other eggs are!" but no, the warps just have some platforming challenges, but lead back to the main path. Eventually you might figure out that flowers signify a warp nearby and if you explore every warp, two of them will lead to another egg. This kind of sucks since you end up replaying through the game a lot of times to find all the warps, especially since some of the warps warp you past other warps. It ends up feeling pretty bad, like you think you're making progress, but actually not. Anyway, it was fun overall

Paint Chase - This sucks! This game sucks so much. Usually I've been waiting until I cherry a game to write about it, but I'm making an exception here because I don't know if I ever will cherry it. My best attempt is 57 points short, which is massive! There is so much wrong with this game. It controls fine, if a little unresponsive due to the grid, it's not as noticeable as Magic Garden, though. The problem is with everything else. You are entirely dependent on the movements of the AI, for everything. If they bunch together or keep going over the same ground you'll end up doing really well. If they spread out, you're screwed. You don't know which enemy type will spawn until it's spawned and some are way more dangerous than others. The slugs move super fast and replicate, while the truck just mosey along so you'd like to kill the slugs immediately.

Worst is the way powerups work, the designer really didn't think this through because you activate them by changing the state of their color. That sounds fine at first, it's grey, you run over it and make it blue and activate it. But that's all you get until if and when an enemy decides to paint that square again. This is so messed up. It means you might activate a power-up 3 times in quick succession or you might activate it once a match. You might try to game this and let an enemy live that looks like it's moving toward the power up, but they might decide not to paint it and now you get nothing and you've lost ground. The powerups are generally really powerful so it's really tempting to do this.

The game is scored by how many percentage points you get past the goal. You get 90% and the goal is 50% you get 40 points, but if the goal is 70% you only get 20. Because there is so much randomness in the AI movement it feels like the outcome of how much floor is painted is extremely random. I've had games where I feel like I've done the exact same thing go completely differently. Sometimes I'll squeak by with 5 points and other times 25 based on some very minor differences. The absolute worst part is that all that matters is how much floor is painted when the timer runs out, it doesn't matter how many lives you finish with or anything, you need an average of 20.5 points per level or you're screwed. If you only get 1 point in a level you might as well restart... The entire game! What do you mean you have 5 lives left? What does that matter? You passed! No, you don't get to use a life to try again, you won! Just not by enough so the entire game is botched. You basically need perfection in a long, and extremely random game. It sucks.
 

Drathnoxis

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Bug Hunter - This was was pretty fun. A decent little strategy game. The only problem is that the cherry condition is kind of boring. You need to win 6 games in a row, oh boy RNG screwed me on game 5 now I get to do the same thing 6 more times!

Bushido Ball - It was fine. I didn't love it and I didn't hate it. I am an expert at getting the opponent red carded now. Every time I serve they better be expecting one or two penalties. Kind of broken in that respect.
 

ExtraWildGames

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I actually know the guy in real life who made the game. He shows up to some of the local game dev scenes I currently attend.
 
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Drathnoxis

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Planet Zoldath - Cool little procedurally generated exploration game, takes a little bit to figure out what you are doing and what all the items do, but then isn't too hard. Main gripe being that you can only hold two items meaning a large part of your time will be spent (slowly) walking back and forth to where you left whatever item (which was usually my ship for ease of remembering). Worst part of the game is once again the cherry condition which someone played the game and thought that this was the perfect speedrunning experience so you need to beat it in 20 minutes. It's not any more fun wandering around (slowly) trying to find all the pieces you need to complete the game, trying to remember where everything is (with no map) and then walking back and forth for the correct items, with a time limit of 20 minutes. It's also not fun finishing everything in 21 minutes instead. Oh well, it's done and I enjoyed my first win, even if the cherry was just going through the motions.
 

Drathnoxis

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Camouflage - Pretty simple puzzle game. Wasn't very interesting or difficult to collect all the things and get to the exit. It was also short, so that's fine. Wish Block Koala was as short.

Golfaria - I'm mixed on this one. Exploration was kind of fun, but the mechanics were kind of shaky. It takes a bit to figure out what progress even looks like. The stroke limit quickly stops mattering and once you've found all the powerups you get the metroidvania "fun" of now combing over the entire map a second time to get all the things that you missed because you didn't have the power ups. Also there's no map and the holes connect in weird ways so it's hard to be methodical. It pulled off it's theme nicely, though.

The Big Bell Race - Campanella but a race. It was fine, but mercifully easy. I don't even know what the cherry condition was.
 

Drathnoxis

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Waldorf's Journey - Wasn't bad at all. Took a little bit to adjust to the controls after that it's kind of fun. Short too. A bit annoying that you can't look all the way up or down, makes it easy to miss stuff you need for the cherry. Also sucks that jump is the same as fly, I screwed my self a bunch of times by feathering the fly button and then immediately jumping off the platform I just landed on. Needed a delay before the next jump.

As an aside, I kind of think they could have pared it down to UFO 40, since some of the games are really not fun to play.
 

Drathnoxis

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Campanella - A good game once again let down by it's cherry condition. Flying the ship around the levels is difficult and fun. It's fun killing all the enemies and getting as many lives as you can. I also can get down with collectibles that are difficult to collect. What I can't agree with is the fact that the trigger points are invisible and can pretty much be anywhere, and also you have a limited amount of fuel and lives and you need to play the entire game again when you lose all your lives, and there's 50 levels. It just kills the pacing of the game. I admit I looked up where the coffee was in the last two levels after spending my last 15 lives looking for it and dying, and I should have looked it up sooner. There should just be a visible cue. I also noticed that there are warps that let you skip levels to easily get back to where you were, except they are useless because you need the coffee from every level and you need enough lives to burn to find coffee. This is my second most played game because of invisible coffee and that's not a good thing.
 

Drathnoxis

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Porgy - It was alright, is has bad mechanics, but exploration is pretty good. You can only fire directly ahead of you, you move slow, and have a dash you don't want to use because it uses fuel. Fuel is constantly ticking down which is fine and adds some pressure, but it feels like you don't have a lot of options on playing well and it's easy to get hit a bunch and just miss making it back by a sliver without it feeling like your fault. The game is very upgrade heavy and it's easy to just upgrade your way past most difficulty. The worst part of the game is that once again there is a restrictive equipment limit. You start off with 2 slots and can upgrade to 4, there's 10 items and 5 are utility making it possible to progress and uncover hidden items, so guess what you are going to have equipped 95% of the time? The only exception is the targeting computer which is so good, sometimes you just need to make 2 trips to be able to use it. It's not fun. You need to cover the same areas again and again with different items to collect everything and it's the same every time. Cherry condition reinforces this as it's "collect 100% of things", and it's not really fun, it just amounts to scouring the map with the scanner equipped, and then coming back with the right item. I have no idea why it feels like these games have so much padding when there's 50 of them.
 

Drathnoxis

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Divilition - A puzzle game about chain reactions. It wasn't too bad for me as long as I took the time to double check my chain before I detonated. It's a little weird but you don't actually want to kill all the demons each round, because it takes more pieces (the main thing that will let you score enough for the cherry) and it gets harder and harder to work around the additional townsfolk. The best way is to just leave the one or two hardest to reach ones and be done with it.

Party House - This was a blast. It's a sort of deck builder game where the deck is people attending your party. It wasn't difficult, but I had fun. Some combinations are pretty broken, but exploiting stuff like that is what makes deck builders fun. This game restored my faith in UFO 50 after trying out Onion Driver for 20 minutes.

Warp Tank - This one was fun too. Another puzzle action game, but the mechanics and level design are both interesting. Pretty good music too. The only problem is once again we have invisible triggers for the coffee collectibles. I have no idea why one of the developers thought is was so fun to move onto every space on the screen to find collectibles, because it's not. Once you beat the final boss you get a flower as a hint of the general location of the trigger, but it's still tedious and should have been there the whole game.
 

Drathnoxis

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Avianos - A decent little war strategy game, not too difficult once you understand what's going on. The AI is pretty sucky. Actually does something worthwhile with the cherry condition by having additional modes that mix things up and make it more difficult. If only they could all be so well implemented. I should sound a bit more upbeat about this one than I do, since I really did enjoy it, but I've just been pounding my head against Kick Club and that's dampened my mood on anything related to UFO 50 for the moment.
 

Drathnoxis

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Kick Club - This one sucks. The visuals are decent and that's about as far as it goes. It's like they felt like they needed a crappy tie in game to round out the era, because that's what this one plays like. It's janky as heck. You have to kick your soccer ball at enemies to kill them and you win once there's no more enemies. You have a 20 second sports clock that is accurate to the time that it feels like the clock runs during an actual sports game (extremely slowly). I have some idea that they kind of intended that you would be constantly bouncing the ball around because you have moves like the slide and headbonk that bounce the ball without picking it up, but by far the optimal way to play is to just pick up the ball (with your feet?) and carry it around and throw it at each enemy. You then need to pick it up within a second or two to maintain your combo. This makes building score trivial as the first enemy will give 100, next 200, then 500 and 1000. Every enemy past that will give 1000. The hard part is surviving. You get a max of 7 hits to complete the 40 levels in the game. If you run out of lives you start over and get to do all the easy levels again and again. The worst part are the projectile throwers. After a set amount of time a random enemy will throw a projectile with half a second of telegraph and no audio cue. If you happen to be standing next to them, good luck getting out of the way. If they are football thrower, good luck not getting hit no matter where you are standing because it will bounce across the entire screen. Funnily enough, the boss of the football area was far easier to dodge than the regular enemies. You get extra lives based on how many points you get... kind of. You get a life at 10k then 25k, 50k, 75k, and 100k. Then no more. It doesn't matter how many more points you get that's all your lives. Heaven forbid the game gets a little easier if you put in the effort to make extra points.

It just feels like this game needed another couple weeks of development, because it's just kind of buggy. The enemies bounce around wildly after they die and sometimes take forever to turn into points food. Sometimes they will fall into a bottomless pit and take 5 seconds until the game forces them to change. The same can happen to your ball and then you just need to stand in the center of the screen and wait for it to respawn there. Sometimes the enemy will clip into the walls and the food will slowly sink through the bottom of the level. Sometimes the food will randomly appear way at the top of the level out of reach for no reason. Why couldn't the enemies just instantly become food, leading to predictable and easy to collect points, instead of bouncing for forever until level transition kicks you out and you get nothing?
 

Drathnoxis

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Hot Foot - Wow, this one sucks. Shockingly so. The controls are so bad. Why is this a two button control scheme? Why does throw need to be the same button as pickup, pass, and switch character?! You will frequently do one of those 4 things while intending to do the other and sometimes the character just won't pick up the stupid bag! So yeah, the hitboxes are kind of screwy. Oh, and you also have a terrible AI companion tied to you that will not take appropriate measures to dodge bags. Sometimes I will jump over a bag, it will bounce off a wall, and I will jump again and still get hit when it stops under me and I land on it because the stupid AI doesn't feel the need to move out of the line of fire. Or it will try to collect bags at the front of the ring and get slaughtered. Just stay in the back out of the way and pass me bags! And if there are obstacles in the way their pathing will completely break and they can't do anything but stand around and fall over. And sometimes the game will just crash after you win a match. It happened about 6 times. It's also backloaded in difficulty so you will end up doing 4 easy matches over and over and over before the two difficult ones. Another good argument for a UFO 40.