Xbox Live Indie-Dome is a weekly feature where we sift through the Xbox Live Indie Games Marketplace to find the best and worst… so you don't have to!
Aaaaand I’m back. I feel much better now, thanks for asking.
It’s been an interesting week for indie games, I must say. There were some typical mediocre attempts at adding to an already over-saturated genre, some shining moments of awesome and even one very unique (and damn near coma-inducing) take on puzzle games. All-in-all, I’ve enjoyed seeing what bizarre/dull/idiotic/genius concepts the Live indie developers have offered up. Let’s hope next week is as varied as this one was.
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As always, not every release will get more than a few sentences. The games with multiple paragraphs have basically managed to stand-out due to their entertainment value and/or shockingly amazing awesomeness (these will feature the *Must Play* tag) or because they’re so incredibly terrible potential consumers deserve a warning (these feature the *Utter Failure* tag).
Remember, the Indie-Dome (like all reviews) is an opinion piece. The comments (or lack thereof) made throughout convey the reviewer’s thoughts on the overall quality (or lack thereof) of the submissions in a given week. These comments are not directed towards the developers, but rather their games. Seriously, we know most of you folks put a lot of hard work into these things, so please don’t take it personally.
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Battle-SX
(Developer: JAD Entertainment LLC – 240 points)
*Utter Failure*
Well we’re off to a great start, aren’t we? Conceptually, Battle-SX is a decent idea. You have eleven different fighters to choose from, fights allowing up to four players and some “not bad” graphics. Once you start playing, however, it all falls apart.

The controls feel loose and pretty unresponsive, which is kind of a big problem for a fighting game to have. The sound effects are pretty grating, but that fix is as easy as hitting the Mute button. Then there are the terrible design choices. Having a hit landed on you will often result in your character getting stunned, which will lead to you getting locked into a (very jerky and weak-looking) combo, while watching your health disappear faster than any Chipotle burrito within a twelve-block radius of my mouth. Even if you somehow manage to get knocked clear of your opponent when stunned, you’ll just sit there for a few more seconds, giving them more than enough time to walk over to you and continue the beating. You you can actually get locked into a combo from as much as three or four character lengths away.

And you have to hold the Right Trigger before entering special move inputs (a la a Hadouken). That’s just beyond questionable. Especially since the controls are nowhere near complicated enough to warrant that kind of layout. Battle-SX would probably be a reasonably okay arena fighter if it were polished up. Like a lot. But it’s not, so it isn’t.

Satellite Eagle
(Developer: haoken – 80 points)
Another week, another twin-stick shooter. And like the more successful shooters available on Live, Satellite Eagle tried to set itself apart by adding something new to the formula. In this case it’s an Ikaruga-styled color-swap system (green, red, yellow and blue mapped to their respective face buttons) paired with an odd little movable orb that can absorb enemy projectiles and blow crap up by touching it.

It’s not a bad attempt, but the game ultimately falls flat due to a couple of factors. Having to split your focus between your ship and your orb (controlled by the left and right sticks, respectively) is just too confusing once the screen is filled with enemies. Simply surviving is nearly impossible, let alone switching to the proper colors in order to get the maximum points for your kills. Even that wouldn’t be so bad if your ship would just face the direction you’re holding the right stick in. Instead, your ship is oriented to the left stick, requiring you to fly towards what you want to shoot and preventing you from being able to shoot in one direction while flying in another.

I really think just having the ship face the same direction as the orb would make a huge difference. However, this is not the case. So while Satellite Eagle isn’t a complete turd, it’s still nowhere near as good as the multitude of real quality shooters it gets to share a room with. You’re better off avoiding this one.

BioHack
(Developer: Mark Walker – 80 points)
I just don’t get it. Maybe I’m stupid, or slow, or ate too much paint as a kid, but BioHack is just confusing and dull to me. Your goal is to get metabolites (or something) from point A to point B and charge (or something) point B as fast as possible. You’re given a specific stock of inducers and repressors in order to regulate the speed of your metabolites, and using them wisely will net you an all-important three-star rating. It’s a unique and very odd puzzle game based on biochemical kinetics, but to simpletons like myself it all just boils down to clicking on random stuff until it works.

Now if you’ll excuse me, I’m going to go bang a couple of rocks together until I feel better.

NoEnd
(Developer: pitap – 80 points)
And here we have the second consecutive “two words with no spaces between them for a title” game of the week. It’s gotta be awesome, right? Yeah, no. Not even controlling a skull as it runs (Glides? Slides? Floats?) across what appears to be either a river of blood and blood-colored rock formations or the surface of Mars after one of those weird Spanish tomato festivals can cover up the mediocrity.

NoEnd is one of those “always running to the right” games that tend to be… not so good. It’s kind of like The Impossible Avatar Getaway but without the sliding and bashing. Actually it’s much more like The No Button Game as all you really do is jump. But unlike some games in the “genre” that are actually mind-blowingly amazing, NoEnd just doesn’t hold together well under scrutiny. Actually it doesn’t hold together all that well before the scrutiny. The jumping just feels wrong and the obstacles are both difficult to gauge and tend to be way too close together in the early stages. I can appreciate the idea and the challenge behind it all, but it’s just not refined enough to be anything more than “okay.”

Protect Zoey from the Zombies
(Developer: sodafountan – 80 points)
*Must Play*
Oh look, more zombies… *yawn*
In all seriousness, the Indie Games section of Live is almost as saturated with zombie games as it is with virtual Magic 8-Balls. They’re all over the place, and quite frankly they’re getting a little old. So upon starting up yet another romp with the Living Dead (not the Undead, the Living Dead. The Undead are vampires, not zombies. Get it right, people! [/nerdrage]) I wasn’t expecting much. In fact, looking at the handful of thumbnail images beforehand had me fully expecting to drop a poop-stamp on Protect Zoey from the Zombies within seconds of hitting Start. And yet, I find myself in the awkward position of actually enjoying the game.

It’s not going to win any awards, but it’s actually pretty entertaining. You shoot zombies that come at you in three different rows, then use the money you get from killing them to get more ammo/better weapons/etc… It’s a lot like Tapper, in a way. Honestly, the gameplay itself is perfectly enjoyable, it’s just the presentation that really holds Protect Zoey from the Zombies back from potential greatness. Having to jam the fire button repeatedly for the pistol is okay, but why does it have to take exactly five bullets to bring one of them down each and every time?

Aside from that gripe, the only other thing that could use a tweaking is the graphics. They’re passable and all, but I can’t help thinking that a more 8-bit or 16-bit arcade-style presentation with the requisite pixel art and various beeps and boops would change this from a “Eh, it’s a decent first effort,” to a “Holy crap, where’s my credit card??” in a heartbeat. Maybe if Zoey needs any more protecting in the future?

RC Helicopter Sim
(Developer: squarebananas – 80 points)
Another decent idea with not-so-good execution. Or in this case, just poor execution. RC Helicopter Sim has some interesting ideas. The RC controls are a bit daunting at first but they work well and eventually make sense. I also like the idea that you can switch from Avatar to Helicopter control at the push of a button (once you’ve landed). You’ll be watching your mini flying machine more-or-less from your Avatar’s perspective, so it’s important to reposition yourself every once in a while. It reminds me a lot of Robot Alchemic Drive in that respect, and I love me some Robot Alchemic Drive.

The real issue with RC Helicopter Sim (and it’s kind of a doozy) is that there’s no real depth perception. This makes completing the various challenges (which are a great idea) much more difficult than they should be since you can never tell if you’re angled properly as you approach any of those stupid balloons. Even when they’re only a few feet away. A few shadows could possibly make all the difference here.
*Note to Sony: PLEASE PLEASE PLEASE release a PS Classics version of Remote Control Dandy on PSN. I’d totally be willing to pay up to $50 for it. Seriously.*

Word Attack Action
(Developer: Zenix – 80 points)
Word Attack Action is more-or-less just another word puzzle game. It’s sort of like a bizarre mix between Scrabble and Tetris, but it just doesn’t do either well enough to be anything special. You make words by lining up letter tiles and try to clear the board so you don’t get overwhelmed.

There are two glaring issues with this game: First, it features some of the most ridiculously incongruous music I’ve ever heard in a game. I don’t know where they found it, but it’s probably the last thing I’d expect to hear in a word puzzle game. Secondly, the game spits out too many damn vowels. Trying to make words properly is near impossible when you just get a ton of A’s, E’s, I’s and O’s.

Avatar Squardron
(Developer: Raoghard – 80 points)
Ugh. One more shooter for the pile. At least it’s not a twin-stick shooter this time.
Avatar Squadron is a cute and simple little side-scrolling shooter with cartoony graphics, four player support and not much else. It looks decent, the music actually fits (seriously, WTF Word Attack Action?) and it’s kind of fun. But only kind of. Personally I was rather turned off by the fact that your barrage of bullets will change trajectory when you fly up or down; an action which in itself feels too sluggish.
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It’s decent fun with friends for a dollar, but there are still better options out there.
魔物な勇者と謎の遺跡 (Demon Hero and the Puzzle Ruins)
(Developer: ncc – 80 points)
So you’re this little blue blob, see? And you have to bounce through the level and get to the portal at the end, right? But the catch is you don’t actually move the blob, you tilt the level and affect the blob’s trajectory, you follow me?

It sounds weird and wacky and very Japanese, which is a combination that’s been proven to win me over very easily. Even so, I just can’t recommend Demon Hero. Everything is in place for it to be one of those adorable Japanese games I’ll instantly fall in love with, but it’s dragged down by the very mechanic it’s built around. You see, when you bounce, a line of arrows shows you what your trajectory will be. The problem is that this line will shift constantly while you move, forcing you to make all manner of last-second tweaks that, more often than not, won’t be pulled off fast enough. It’s a shame, really.

AXEH <エセ>
(Developer: Pekoyama – 80 points)
*Must Play*
AXEH (whatever that means) is an odd mix of some of those strategy-type boardgames like Carcassone and Risk, a card game of the battling variety and Chess. Only it’s digital. And it looks like someone made it using assets from Phantasy Star Online.

I’m still not entirely clear on all the rules, as there’s a lot to learn about it and it’s all written in Engrish, but I like what I’ve seen so far. You get to build structures (I think) to boost your stats and use special cards to turn the tide of battle. The idea is to claim as much of the map as you can, then conquer your opponent’s castle. It’s actually pretty nifty and it’s dirt cheap. My only issue is that the UI is incredibly busy and cluttered, but it’s turn-based so it’s not like the crowded screen will get you killed.

Star Crisis
(Developer: Excalibur Studios – 80 points)
One more shooter? Sure, why not?
The goal of Star Crisis is to shoot the crap out of stuff while not getting shot yourself. Just like any shooter. And just like many side-scrolling shooters you’re constantly moving to the right while blasting away. While it’s wrapped in a nice little “retro” package, what really helps to set the game apart from its peers is the oddball idea of using the Left Trigger/Up on the Left Stick to give your little space dude a boost and keep him from trudging along at the bottom of the screen all the time. It’s a little weird at first, but it’s not as awkward or difficult to fly straight as it sounds. Ultimately it’s a fun little shooter that’s at least worth a look.

Circa
(Developer: woollymammoth – 80 points)
*Utter Failure*
Circa looks neat. It’s clean and stylized, which just so happens to be an aesthetic I enjoy. So I figured I’d at least be playing something that looks good.

When I started the game, I realized it was a shooter in the same vein as Space Invaders and Galaga, only it utilizes sound effects in tandem with the soundtrack in a similar fashion to Rez. For the first minute, I was ready to be completely blown away by the awesome combination. But after the first minute, things went south pretty fast.

For starters, the “interactive music” idea just doesn’t work right. When the action ramps up (which it will quickly, then stay there) it all just becomes a jumble of noise. Very annoying noise. Another big problem is the fact that everything is a black-and-white circle: The explosions, the enemies and whatever it is the enemies shoot. Needless to say it kind of makes dodging incoming fire a matter of stupid luck when you can’t tell the difference between harmless feedback and something that will kill you.
Well, at least I got to play something that looks good.

Happy Jump
(Developer: Clay Schubiner – 80 points)
*Utter Failure*
To be fair, Happy Jump itself isn’t a terrible game. Sure it looks incredibly simple (and it is), and it’s a proven (and overused) concept a la half of the games available for the iPhone, but what it does, it does pretty well and it offers up multiplayer. I strongly disagree with the claims that it does the “never-ending bouncing” genre better than PapiJump or Doodle Jump, but it’s decent. So why the Poop-Stamp?

Because it’s another one of those games that tries to trick you into buying it. This time pulling up the “Buy” screen the second you reach a certain height with no prior warning or anything. It’s a cheap and shameful trick, and I can’t help but harbor ill feelings towards any developer(s) that would stoop to such a loathsome tactic.
Any game that does stuff like this should be taken out of the Indie Games library as far as I’m concerned.

Basketball Trick Shot
(Developer: Nick Metnik – 80 points)
*Must Play*
Goodness, it’s happened again. I’ve been completely blindsided by quality. Thank you for once more renewing my faith in the indie offerings of Xbox Live, Basketball Trick Shot.

You might be tempted to write the game off as an odd attempt at creating an arcade game based around a penalty shot. Especially since the first level has you attempting to make a basket by adjusting the angle, strength and spin of your throw while simultaneously avoiding the guy jumping up and down in front of said basket. Well stick with it, because after that first level everything changes. You see, Basketball Trick Shot is actually a surprisingly solid physics puzzle game. With a level editor, no less.
Download it, play it, and I also recommend you buy it.

Breeze
(Developer: Rob Hutchinson – 240 points)
In all honesty I was expecting Breeze to be more-or-less a 2D version of PlayStation 3′s Flower. It’s not, and I’m not sure if that makes me relieved or disappointed. Regardless of my confusion, Breeze is a good game.

You have to guide a flower to the goal using nothing but a fan. As you’d expect, you also have to avoid touching the side of the level, along with a host of insidious traps and other mechanical obstacles. It’s well put together, has a pleasant soundtrack and features some interesting (and tough) levels. It’s most definitely worth a look, but you should probably try the demo before tossing down your three dollars.

MILITARY SNIPER-SIM 3.18
(Developer: reedake2 – 80 points)
It’s difficult to judge a game that belongs to a genre you care nothing about. I mean, I enjoyed Silent Scope in the arcade and all, but realistic sniper sims just don’t do it for me. That being said, MILITARY SNIPER-SIM 3.18 does what it does well.

You have to shoot your target, but it’s (by default) 500m away and your bullets are actually affected by gravity. You know, just like in the real world as opposed to video game make-believe land. You have one type of rifle and one kind of round available, leaving you free to focus on more direct factors such as wind direction and speed, trajectory, distance and temperature. Each of these things can throw off your shot, so you’ll have to adjust your scope incrementally to compensate and make quite a few test shots. It all seems very thorough and very realistic, but it’s also just not my cup of tea.

If you’re hardcore into the simulations (especially military ones), then you’ll probably love MILITARY SNIPER-SIM 3.18. If not, you’ll more than likely be bored to tears.

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*Must Plays*
- Protect Zoey from the Zombies (80 points)
- AXEH (80 points)
- Basketball Trick Shot (80 points)
*Utter Failures*
- Battle-SX (240 points)
- Circa (80 points)
- Happy Jump (80 points)




Wow, Thanks Bob! I’m the sole creator of “Protect Zoey from the Zombies” and this review really made my day! Having done the graphics myself, I can admit that they aren’t the best, however I really like your idea… I might just release an update with that type of art style, who knows..
You’re welcome!
If you do end up releasing any updates, please let me know. The graphics are fine as they are, but as I said it almost feels like it wants to be “retro.”
Anyway, keep up the good work!
*cough*Rob*cough* ;)
Hello Rob,
I created Basketball Trick Shot and I appreciate your review. For my first title I’m really happy you even mentioned the word “solid”. I put a lot of time into it and I hope to release a mobile version as soon as WP7 hits Verizon.
I think your site is excellent and I agree with most of your reviews. I’ll be sure to toss you a free token next game, whenever that is ;)
Thanks again and take care!
Nick Metnik
Why thank you, and it was my pleasure! Honestly, Basketball Trick Shot was a big surprise and I had a blast playing the trial. And by all means, keep us informed of any new projects. If they’re anything like this one (or even if they aren’t), I’m sure they’ll be worth checking out. :)
Well thanks again, I will keep you posted.
One site reviewed my game like it was a $12 XBLA title slamming me for graphics and such while, pardon me, beat-off apps that make your controller vibrate and that’s it passed me by in sales! I almost gave up on the whole idea of indie development. But a couple good reviews later I’m back in the saddle mashing code when my REAL job, wife, and kid allow me ;)
Keep up the great posts and reviews, they are a cornucopia of awesome and funny :)