Barbie Seahorse Adventures (2007)

March 27, 2008 at 8:09 am (Free Games, Games, Linux, Platformer)

by imitation pickles . (Download)
playable on Ubuntu via Python: python run_game.py

Since my recent move to Ubunutu I’m searching for some good freeware games for that system, but so far my search wasn’t that successful. I knew that when it comes to commercial games Linux-systems aren’t exactly crawling with the good stuff, but I had hoped it might be different with freeware games. Sad to say that most of the stuff you’ll find are simple arcade clones. One - maybe the major - reason is that Linux-systems seem to miss good game creation tools like RPGMaker, GameMaker, AdventureGameStudio and all the others, that have created a wealth of freeware games on Win-systems. But enough about that, I wanted to talk about Barbie Seahorse Adventures, which is platformer game playable on Ubuntu using Python.

First the good stuff. I really loved the style and graphics, reminds me of some good platformers I played in the past on my old, battered SNES. The controls themselves are also well done, making it easy to move around with precision.

Now the bad stuff, which also reminds me of some platformers of my console days and these are not good memories. I absolutely hate the level design. Most of the time while playing I was trying to figure out whether I could go a certain direction safely or whether I would plunge to my doom. Games with such a level design need a certain Trial and Error method to advance: Can I go there? I can’t see whether that’s the right way. Lets jump. Oh noes, killed. Maybe that direction. Arghh. No, that wasn’t good too. Ahh, he wanted me to go that direction. Repeat ad nauseam. That’s not funny and not a good way to design levels. But yeah, the art is nice.

Rating: 2/5

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Frozen Depths (2005)

October 13, 2007 at 8:53 am (Free Games, Games, Linux, RPGs, Roguelike)

by Glowie . (Download)
playable on Ubuntu: ./fdepths

There was a time when I looked upon roguelikes with some sort of incomprehension. Why still creating games with ASCII-graphics, when you can use real graphics? What’s the appeal? And then some day it clicked. Playing roguelikes at times feels a bit like reading, a part of your mind is constantly layering simple symbols with more layers of sensation, pictures, smells, sounds. It’s like a skill, while a first-time-player of roguelikes and an advanced player may look upon the same thing, they actually don’t view it the same way. One of the them is simple seeing symbols and tries slowly to translate them into dungeon walls, monsters and everything else. The advanced player doesn’t need translating anymore, his mind providing everything to instantly create a fully grown world in his mind.

So far, I haven’t talked much about Frozen Depths, which is a very simple roguelike. Go down fifty levels to kill some evil, and then try to get the hell out of there (which is nearly impossible to do without cheating, the rising heat kills you too fast). The theme, as the title implies, is about a dungeon that gets colder with every level. The deeper you go, the more you have to pay attention to avoid freezing to death. The rest is standard fare, kill things, collect items, explore, go deeper. Every ten levels you have to face a boss demon. Overall, a nicely done game.

Rating: 4/5

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Sword of Fargoal (2003)

June 27, 2007 at 10:42 pm (Free Games, Games, Linux, RPGs, Remakes, Roguelike)

by Paul Pridham and Elias Pschernig (2003) . (Download)
playable under Ubuntu: go to fargoal/scr -> make (needs liballegro-dev) -> go to fargoal -> ./sword

I just wanted to give this game a try, since I had some spare time and needed something short to play. I was hooked in no time. Sword of Fargoal is a roguelike, but whereupon modern variants (I’m not talking about Diablo or its clones, but rather the myriad ascii roguelikes) slay newcomers with too much, Sword of Fargoal is simplicity pure. You start, you explore, you level up, you go deeper into the dungeon. And yet, despite such a simple gameplay, it’s incredibly fun.

Part of what makes Sword of Fargoal so much fun for me is the exploration of every level. One thing that has always drawn me to the RPGs is when you can explore a map and slowly uncover the unknown parts (here there be monsters). That’s why I like mapping features in RPGs so much, or even better when can lift the cloud of darkness by walking around. Makes me feel a bit like an explorer.

As I’ve already said, Sword of Fargoal’s gameplay is very simple. Every aspect of the game is just the essentials. No complex skill system, only the fighting skill, HPs, six spells that can be found in treasure chests and money that can be exchanged for experience points. Fighting is automated, but engaging the enemy or fleeing is in your hands. If you find the Sword of Fargoal deep down in the dungeons, head back to the surface as fast as you can, but beware. There are enemies who steal it from you.

Rating: 5/5

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