Game Ramblings #137 – Spinch

More Info from Queen Bee Games

  • Genre: Platformer
  • Platform: Switch
  • Also Available On: Windows (Steam, Humble, GOG)

This is kind of a ramblings about Spinch, but also kind of not. On the one hand, this is the type of platformer I really enjoy. Mechanically it’s simple, but it’s extremely tight. It’s difficult because of design, but easy in execution so it all comes down to skill. On the other hand, it’s also the type of game that I increasingly can’t play. Rapid changes in direction on the analog stick and button presses cause flare ups with carpal tunnel problems that limit my ability to execute those mechanics. It puts me in a weird spot where I can basically enjoy the game up until the point where I can’t, but mostly because my hands refuse to let me.

At its core, Spinch is a simple game. You can run, you can jump, you can wall jump, you can dash. That’s it. It puts a simple rule set in place, then provides you with ways to puzzle out trying to not die. Sometimes the puzzle is simply to time out your movement to fit into a gap of hazards. Sometimes the puzzle is hitting buttons to change the path to get through to the finish. Sometimes the puzzle is simply being good at jumping from platform to platform without falling to your death.

It’s all your standard platformer fare, but it’s done so well. Jumping is the right amount of floaty so it doesn’t feel stiff but is extremely predictable in height and distance. Wall jumps are extremely sticky so you can reliably hit them on small edges but still move up a wall extremely fast. Dashes provide an instant speed boost so there’s not a weird sense of lag when you execute it. Starting and stopping has a bit of acceleration in general movement so you have a bit of a weighty feel to the character, despite its small size. It all just feels very good and rewards the player by putting their skill at the forefront, rather than making the difficulty based on complicating things.

However, the downfall of all that is that the tight mechanics often lead to quick and rapid executions. As an example, the water world above has a pretty constant rapid tap of the jump button to work your way through small areas. An ice world had me doing rapid micro adjustments on the analog stick to throttle my movement to avoid falling spikes on slippery floors. A plant-style world had me doing large wall jump sections, involving both micro adjustments on analog to stick to the wall AND rapid jumping to scale it. In a vacuum, these are all really well executed mechanics. However, as someone with carpal tunnel issues, it leads to an inability to play the game beyond a certain point.

These kind of mechanics cause weird problems for me over time. It starts as general fatigue, which is annoying but fine. My general APM starts slowing down as my ability to quickly move my hands goes down. If I keep ignoring it it starts branching into outright pain – generally pretty localized but obvious. If I’ve gotten to this point without stopping, then I already know I screwed up. If I keep ignoring it past that, I start outright losing feeling in my fingers and then I know the next day will not be fun. At that point it’s not just gaming that becomes problematic – simply spending the next day programming becomes a hassle.

Avoiding these kinds of repetitive motion mechanics is something that I’ve put a lot of thought in because I ultimately want to make games that the widest range of people can play with the best integration of skill. However, some games just can’t do that on their own. Skill-based platformers are one of those. Mario type platformers avoid these problems because they’re often more about the experience or player flow over tight execution. They have some flexibility in safe timing or stretches of minimal changes in inputs. However, games like Spinch? Super Meat Boy? Celeste? They don’t exist if you move them closer to Mario. They simply are as good as they are because they mechanically exist as they do. At this point I don’t know that I have a good path towards a solution here besides the obvious ones – get surgery and solve the problem, use something like an Xbox accessibility controller to get the motion away from my thumbs, or accept it as reality and play these games in small doses to get through that sort of videogame craving that comes up.

So far, I’ve leaned into the last option.

In any case, Spinch is another really tight skill-based platformer that I think is worth checking out, despite my carpal tunnel problems. This one hits that same need for me as Super Meat Boy does. I can jump into these games without thinking, quickly get back into playing shape, and hammer out a few levels before popping it back on the shelf. They exist in that place where they’re good because of simplicity and work because those simple mechanics were polished until they were perfect, leaving a game without fluff.

I just wish my hands were a bit more cooperative…

Mini Ramblings #3 – Crash Bandicoot: The Huge Adventure

  • Genre: Platformer
  • Platform: GBA

Sometimes I just don’t know what I want to play, so I let a little backlog chooser I wrote pick for me. This is one of those times. I’ve got a bit of a love/hate relationship with the Crash series. I generally like the gameplay, but the PS1 games in particular always felt unnecessarily punishing to me. Crash 4 really felt like a change for me in terms of avoiding that punishment factor, though I hadn’t played the older post-Naughty Dog entries. As it turns out, some of the things I liked about Crash 4 and its small iterations to reduce punishment had already been started in this game.

It didn’t really dawn on me how much I was not getting angry at the game until I realized I had nearly completed it, and there’s a few things that really fed into that compared to the 2D sections of the PS1 game. The jumps are a little more forgiving, so you aren’t falling into gaps. Fruit and extra lives are a little more common, so you aren’t constantly fighting progression loss from game overs. Aku Aku is a little bit more present, so you’ve got a higher likelihood of second chances if you miss knocking out an enemy.

Like I said in the Crash 4 ramblings, it all leads to reduced user friction. It’s not that this game is mechanically that different. It’s bouncing off crates and sliding under low ceilings and spin jumping to take out enemies; there was plenty of that on the PS1 games. It’s not even necessarily that much easier in that I was still dying a lot. What it is is challenging in a way that lets the player get through based on their skill without progression loss, rather than the challenge being around trying not to get a game over. It lets the player be risky and working at a fast pace, rather than slowing to a crawl just to stay alive. It’s ultimately just a lot more fun.

The rest of this is pretty standard fare as far as Crash games go, so there’s not much else to add. It was nice just kind of falling into a game without expectations and enjoying it so much. It was even more nice seeing that the lessons from Crash 4 weren’t something that happened after years of down time, but were instead something that was starting to happen years ago. Given the platform this was on, it makes sense that the series would try to be a little more forgiving, but it worked out in a way that really made the game more fun, and that’s something that will always work out.

Game Ramblings #134 – Yoku’s Island Express

More Info from Team 17

  • Genre: Pinball/Metroidvania
  • Platform: PS4
  • Also Available On: Steam, Xbox One, Switch

Talk about a pleasant surprise. That genre listing up there isn’t wrong. This is a pinball game that’s also a Metroidvania. It’s a completely batshit blend of genres…..and it works. It’s a bit of a baffling game to start, but once you fall into how the game functions it feels far more natural than it should.

It’s a bit strange to play a Metroidvania that only has three main controls – joystick to move when you’re on the ground and two buttons for flippers. That’s it. This game gets away with it by really compartmentalizing the experience into rooms that fit the pinball side of the game. Each pinball table is less about being a pinball score running marathon, and more about solving a pinball oriented puzzle. How can you get an explosive over to the rock that keeps getting in your way? Can you light up a row of lights by repeatedly hitting a bumper element to unlock a door? Can you reliably keep hitting a spinner to push you forward? Can you really hit a tough angle to run up a chute and on your way? It’s all obvious stuff in a pinball game, but it works well as a puzzle experience within a larger game.

This all comes together in the handful of surprising boss fights. Consistency is the key here where hitting targets randomly doesn’t do you any good. You’ve got to hit specific targets quickly and repeatedly in order to push the bosses through their phases. That’s not to say you do that for any danger purpose, but just to get through the fight as efficiently as possible.

The surprising mechanic in all of this is that there’s no damage and no death in the game. Sure, you can fall out of the bottom of the pinball tables, but you get shot right back up and at most you might lose a couple pieces of the fruit-based currency. You won’t lose progress, you won’t hit game overs, and you just kind of move on with your life. The challenge therefore is entirely in execution of the mechanics in an efficient way, and never about playing it safe in order to preserve your lives. It feels appropriate for the game to be this way, and it lets the game really focus on being challenging on its own one room at a time, rather than artificially through progression loss. It’s honestly a way to handle games that I’d prefer to see more often.

So then you might ask, how does the Metroidvania part of all this fit in? Beyond just travelling for the sake of travelling, there’s some good use of genre expectations to allow you to re-traverse areas. Finishing pinball rooms leave them in a completed state, allowing for faster general movement the second time through. Pushing through the story unlocks some options that open up new ways to get through previous areas, such as the ability to dive into water or grab onto grapple points for climbing purposes. It’s generally obvious targets, but in a game that revolves around rolling a ball through the world, I was constantly surprised by how smooth the whole re-traversal aspect integrated itself into how I was playing.

This is a pretty unique one. It’s a strange mix of genres that works out well as a combined experience. It’s relatively short (I platinumed it in about 10 hours), but hits that nice place where it doesn’t wear out its welcome and you’re still having fun at the end. I’ll readily admit that I picked it up on a whim when I saw it was under $10 for a disc and had a good Metacritic rating, but given how much I love Metroidvanias, I’ll consider it a happy accident and go on recommending that people check this one out.