
"Once upon a time, there was a family of 4 who lived in a log cabin by the mines. Everything was cool. But one day somebody left the door open and all their pets ran away! This is the story of how they got them back."
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Languages: English
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First off Id like to say that I think highly of this Dev: there are plenty of Shady money grubbing BS artists out there who develop Ideas on a Spreadsheet, code with their buttcheeks(presumably) and continue to add to the large stinking cesspool of sh-t that passes for games here on steam and beyond. So for me, its refreshing to find a Dev who is talented and attentive to the players. Perhaps I am a bit biased, but I think that any of his games are well worth the time and paltry costs. But to this game in particular: Weebish Mines is a fun Met-vania that is more then a simple nostalgia trip, and though at the time of writing this I havent played much, I plan on sinking much more as time goes on. I havent at this point had any issues framrate or otherwise(and my rig is not impressive at all) and to sum up: The art is pixelly goodness(yay Full screen!) the gameplay is fun and doesnt hold your hand the chiptunes are great the dev is a good example of the profession(did i mention this before?) the price is a steal Oh, and this is my first review, if thats any indication of, well anything...
Okay it took me awhile to make time to play, but I couldn't stop until I completeted it. I love it, great job, the game seems simple on the surface (no pun intended) but once you delve underneath the surface, the complexity and the required use of strategy grabs you and doesn't let you go until you save your stupid loving pets!..
Merely some initial impressions I've only rescued the first two pets of this draft of the review :) Anyone familiar with the NES classic Legacy of the Wizard should feel an instant familiarity with the setup here: a family of playable characters (each with unique properties), a master inventory of utility items, a sprawling subterranean dungeon divided into a series of biomes to be explored as the player sees fit, and some very cute sprites. I quite appreciate how non-explicit the game is at explaining itself, Weebish Mines rewards experimentation with regard to learning how things work. This might turn some folks off, but anyone seeking a [i]truly[/i] oldschool exploration platformer should dig it. On the retro modernization front, it must be noted that Weebish Mines throws one particular bone that the often cruel LotW never did and that's no poison potion drops from defeated enemies! While there may be a few rough edges to Weebish Mines (I really do wish there was a more elegant way of quitting the game rather than resorting to ALT+F4 while not at the family's house), I'm having a great time with it. You couldn't ask for a more attentive and dedicated dev, too. For anyone familiar with the DXF Games catalog, Weebish Mines is a complete no-brainer.
Well, it was fun while it lasted! I got so caught up in the exploration that I almost forgot what I was running around for (stupid pets)! There's a good challenge on the first playthrough, which you'll inevitably fail because healing is limited, even if enemies don't respawn once killed, and they mostly just run back and forth in extremely limited patterns. Items are limited, though some are re-usable at a cost of gems, which are limited. Backpack space grows quickly, limited to 9 slots. You'll generally have more than enough money to go around, and even money's limited. Items to resurrect dead party members are limited. But there's a shop...limited to only one of each item for sale. Even the initial map is limited! All the limitations make for good gameplay, though! It forces you to focus on inventory management, particularly only taking what you need instead of trying to load up on everything. The game punishes hoarding pretty harshly when you die. Lots of deaths can also mean not being able to complete a run. In which case you will have start a new game. Once you know your way around, following playthroughs become much more strategic! Fortunately, each character has their own set of stats, and the gem reduction upgrade you get fairly early on (depending on how murdery you are) makes certain items free to use with certain family members. You can swap party members back at the house whenever you want, so this gives you some reason to not use the boy (occasionally (sometimes(maybe))). I only had a couple of issues. First and foremost was being unable to change the controls. The gamepad controls are tolerable, but Up to switch items and Down to drop them, particularly when you're forced to use the thumbsticks instead of the D-pad, are not good controls. I dropped items on the ground frequently or found myself set to a random item in my list. Not too terrible, just annoying. Ladders are also kind of annoying. They stop you from attacking reliably, and you can't jump off the middle so place them wisely. Even attempting to jump off the top is sometimes a gamble. In the end, it was a pretty good game overall, so go ahead and buy it! It'll scratch that Metroidvania itch for a day or two, at least.
I should have done more homework first. Cute game, cute idea, as I loved Legacy of the Wizard back in the day, but this game differs from that in some key ways. Legacy of the Wizard was a game about exploration. Yes it was hard, but it was forgiving. If you wasted resources, you could just kill monsters to farm up some more. This game is not like that at all. Everything is limited. EVERYTHING. That alone makes this less an exploration game and more of a strategy game, and a punishing one at that. Some people may like that, but it's not my bag at all. I can't complain at the price I paid, but I'm still not recommending this, because IMO, comparing this to Legacy of the Wizard is a bit disingenuous.
Very unforgiving, tricky to get a handle on. Fantastic once you have a grasp of the core mechanics. Dirt cheap & worth every penny.
Nice little game, well worth the low price.
*UPDATED REVIEW* *changed from thumbs down to thumbs up* After speaking with the developer and trying quite a few different things to get this game working, I have managed to get it running with less frame rate stuttering. I am cautiously optimistic about the game and, provided you are able to run it without the same issues I ran into, there is a good game in there. Plus the dev is very helpful and keen to work on his game. *OLD REVIEW* I am sure there is an interesting game here, but the frame rate makes the whole thing ugly and unplayable. https://youtu.be/B3735kJSbyw
[h1] The Metroidvania Review[/h1] [url= https://metroidvaniareview.com/2019/04/01/weebish-mines/] Scored Summary[/url] | | [url=http://store.steampowered.com/curator/30503887/] Subscribe to our Curator [/url] [b]How Metroidvania is it?[/b] Low Fit – [i]Weebish Mines[/i] is less about ability gating and hunting bosses and more about open exploration and finding specific objectives. [url=https://steamcommunity.com/groups/MetroidvaniaReview/discussions/1/1771511442687062657/] Want to hear a different opinion, or want to share your own review? Check out our Forum here.[/url] [h1]Full Review[/h1] [i]The Review Code for Weebish Mines was provided to the Metroidvania Review through Curator Connect.[/i] Hidden Gems come in all sorts of forms and sometimes they can be misunderstood if the right expectations aren’t set before diving in to the game. The store page [i]Weebish Mines[/i] states that you explore the underground in the “Metroidvania Fashion”, however it’s pretty far removed from the pattern you may have come to expect from the games that make up the genre name. Being different isn’t necessarily bad, you just might be a little disappointed if you went into this expecting a typical mini-metroidvania. The whole experience is intentionally oldschool, which includes relatively simplistic gameplay and obtuse mechanics that can’t be understood without [url= https://steamcommunity.com/sharedfiles/filedetails/?id=909634397]reading the manual first[/url] – it’s likely going to be a turn off for many. There is a niche for the kind of game [i]Weebish Mines[/i] is though, and while I’m not going to pretend there’s not a lot that can’t be improved, it’s still unique enough to warrant some investigation if it sounds interesting to you. The store advertises [i]Weebish Mines[/i] mines as a spiritual successor to [url=https://www.youtube.com/watch?v=Mw49GWtonLk] Legacy of the Wizard [/url] which I’ve never played, but I can see some of the similarities looking at some gameplay videos. I think a core difference from this inspiration is that [i]Weebish Mines[/i] isn’t really a traditional RPG, but more of a puzzle platformer of sorts. The game it reminds me of the [i]most[/i] is [i]A Boy and his Blob[/i] on the NES. You’re thrown into a world and simply tasked with finding a number of treasures using a limited number of consumables to traverse the game’s terrain. The treasures you’re looking for in [i]Weebish Mines’s[/i] case are the family’s four pets. You need to place ladders, use umbrellas to slow your descent, mining picks to break down walls, and other tools in order to achieve this goal. Every one of these items is either one-time use, or is limited by a specific colored gem that prevents you from spamming their effects. While there are a specific and limited number of these tools hidden within the mines, an interesting part of the design is that everything you do is permanent. So any ladder you place will be there for your entire playthrough, and any enemy killed is killed forever. While it’s a little frustrating to find out you’ve run out of tools and thus made your playthrough uncompletable, the permanent effects of your decisions – and the relatively short length of the game when you DO figure things out – keeps the otherwise punishing nature of the systems fair to the player. Adding another layer to the dynamic, you also have four characters to choose from, which you can switch at any time by going back to the cabin. Each character has different costs for using items –for instance, the first character has a reduced red gem cost, allowing him to use the mining pick and other “red” tools more efficiently than the other characters. As you defeat monsters, the whole family also gains experience and levels, providing useful bonuses like reducing the gem cost for using tools. Once the gem cost is reduced, three of the characters have a gem color that they can just use for free. Besides that, they each have different attacks, and different defense values. Each character is therefore useful for different tasks that you can plan ahead for, which makes for some interesting decision options. The dynamic of limited resources and character differences really helps to make the exploration a treat, and the permanent effects of your decisions really gives you this feeling that you’re conquering the game’s world gradually as you play. Since the world isn’t procedurally generated, even if you completely fail, you can start to piece together the different biomes and really plan for what tools you want to bring into the mines for any given run. That planning is crucial too since not only do you need to dive into the mines, but you need to be able to route your way back to the beginning again lest you lose all the tools you worked hard for. Dying causes your character to turn to stone, which loses any tools that they’re carrying – a devastating penalty – and you also lose control of that character until you can use another item to break them free of the stone. There is a small flaw in this design though. Since the game doesn’t save automatically – only when you quit the game – it’s pretty easy to just ALT-F4 any time things go south, and then start over your run again from the last time you quit. This also lets you to do suicide runs just to explore ahead, and then when you reset, you can bring along the exact tools for what you discovered. The ability to do this will no doubt help players that find the death penalty too punishing, but it might stifle the fun a bit for those looking for the intended challenge. I personally would have preferred this be a menu option or something, since it’s a pretty tempting exploit regardless of your skill level. Aside from that technical weakness, the combat itself is a bit wonky overall. Most characters have pretty close ranged attacks, and enemies all deal contact damage in the true retro fashion. The AI is about as simple as it gets, with most foes walking in simple back and forth paths. You can exploit their stupidity pretty easily by finding a safe spot in the terrain, but that’s also not particularly interesting. There are quite a few optional bosses to fight, but the player’s overall range weakness becomes extra frustrating against foes that move through the air in unpredictable patterns. I personally just avoided the encounters entirely, which is an option. The best thing I can say about the combat is that at least you don’t have to fight enemies after they’re killed - but basically saying “less is more” doesn’t bode very well for the quality of the game’s battles. I personally think the exploration is worthwhile on its own, but some may decide combat is a deal breaker here. If you’re someone who likes a good exploration puzzle, you may be able to look past the less polished parts of [i]Weebish Mines[/i] and enjoy it for what it is. Conquering the world of [i]Weebish Mines[/i], and making it your own, was a pretty fulfilling endeavor for me by the end. For better or for worse, there isn’t a huge amount of content to be had here, but it’s a unique enough experience at an appropriate price point that it gets my recommendation. 3 out of 5
I just played this game for the first time and only for about 15 minutes because I am trying out several games in my Steam library for the first time. I really appreciate it when a solo Indie chooses low resolution (ideally ultra low resolution) for their games allowing them to focus on packing in more gameplay. And this developer has done exactly this! The little I have played so far was very fun. The gameplay is simple and very solid. The developer has really packed a lot of depth into the game. It's like opening a tiny package and somehow it contains much more than you would imagine possible. Everything is very well executed from what I have experienced. The ultra low resolution graphics are very well done and create an interesting world to explore that is populated with many different kinds of enemies and collectibles. Music was reasonable (not annoying like some games) and the sound fx are very good and fit the on-screen activity that "produced" the sound. In summary... PROS A lot more depth than you would expect Very responsive controls Excellent interesting gameplay Excellent ultra low rez graphics Great atmosphere CONS I wish I could jump off the ladders For those using keyboard the controls are fixed to one set only (although they are a standard for retro style games I prefer them switched around on the Jump and Attack key so it took a few minutes to adjust to that). Of course, I should have used a controller and next time I will. EXCELLENT GAME EASILY WORTH MORE THAN THE TINY AMOUNT OF MONEY THE DEVELOPER IS CHARGING FOR IT!
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