"Main Theme" from OneBit Adventure on Android, Windows, iOS & macOS (2019)
Composer: Jonathan Concepcion-Rodriguez
Album: OneBit Adventure
Label: Self Released
Publisher: Galactic Slice
Developer: Galactic Slice
For all of the shit that I have given mobile games over the last six months, I finally found one that is what I wanted it to be. OneBit Adventure is a simple semi-monochromatic vertically scrolling roguelike/roguelite where the end game is, from what I can tell, to last as long as possible while looting as many things as possible.
As of this writing, I have done two runs in the game over three days and it is pretty fun. Attacking is similar to the Witch and Hero series where you just run into enemies to do damage, although with the Wizard, if you have a wand equipped you can use your mana to automatically cast a spell if the enemy is two spaces away from you. So you move up the screen, killing enemies, collecting coins on the ground, breaking open crates and barrels to find consumables and sometimes equipment, opening chests for the same, and occasionally running into merchants to buy/sell and upgrade gear. About halfway through the stage (maybe?) you have the option of entering a separate dungeon area to collect materials used to upgrade your equipment which culminates in a boss fight. If you win, you unlock a chest with what I presume to be better loot than what would normally drop during a standard run. Then return to the regular map where you continue your ascent up the screen and ever greater glories.
Maybe because I haven't delved too deeply into the game and how the game is handled in terms of progression, as my only and main complaint is with the location of the directional pad being off to the bottom right of the screen with no option to move it to another part of the screen. I know it's a personal preference thing, but I hold my phone with my left hand so then moving has my entire thumb covering up the entire bottom of the screen. And since I do tend to still be active on the bottom part of the screen, at times my character is completely obscured by my thumb. The fix for this is to hold my phone in my right hand and use my right thumb, but this feels awkward and I feel uncoordinated. I wish there was an option to either move the directional pad or have it be an invisible floating one on the bottom quarter of the screen, similar to Mighty DOOM.
I could see keeping OneBit Adventure on my phone for the foreseeable future, playing a run or two in just a handful of minutes, and calling it for the day. The game doesn't really ask more of you than that unless you are trying to get on one of the unassuming leaderboards, which the game thankfully doesn't try to remind you of every time you die. There's no "Keep Playing to be the Best Adventurer!" Just a skull (your skull?) to tell you you've died and how many, if any diamonds to resurrect you. And with the game also available on Steam and itch.io, I kind of wonder if there is cross-platform saving/progression, but I think I really want to keep this as a mobile-only game, for the same reason that I don't want overly complex and mechanic-heavy games on my phone. I know that there are additional dungeons but I don't know if those are locked behind and paywall, a skillwall or a leveled wall, so we'll have to wait and see for the Cthulhu Dungeon.
I may also attempt to tinker with some of the other classes to see how they play and how/if they make the game feel any different than playing with the Wizard. Does having a tanky Warrior mean that I won't have to focus or think about my MP or will they learn magical abilities? I guess we'll all just have to find out together as the year progresses.
And now that you've reached the end of this article, I present to you a short run-of-the-mill run with my Wizard:
~JWfW/JDub/The Faceplantman/Jaconian
I'll Keep Your Memory Alive
"Sorry Menu Theme" from Battleship/Connect Four/Sorry!/Trouble on the Nintendo DS (2006)
Composer: Mark Cooksey (?)
Album: No Official Release
Publisher: DSI Games
Developer: Gravity-I
Mark Cooksey is credited with audio and sound for Battleship/Connect Four/Sorry!/Trouble, and I couldn't find anyone else credited in that department, so we're going to go with Mr. Cooksey as the most likely person to have composed this menu theme for Sorry! What I actually like about a lot of the menu themes from this game (which I've never played, likely because of my existing paranoia about playing board games against a computer opponent) is that they are quite good while the in-game music is still reminiscent or at least in the same wheelhouse as the menu theme. You can tell they're in the same family using similar instrumentation, and rhythms to have some semblance of connective tissue between the different games; although Sorry! and Trouble are variations on Parcheesi.
But the menu theme from Sorry! I just really dug. I like that the first 10 seconds sound like it's going to be an upbeat jazzy little ditty, but then six seconds later the listener is like, "Oh, we're in a minor key. I guess that makes sense with Sorry!" I really love that about this song, since the whole premise of Sorry! is that you're encouraged to be antagonistic to the people you're playing against, knocking their pieces off the board and sending them back to the start when your piece lands on theirs, prompting the player to say "sorry." Maybe that wasn't everyone's experience playing the board game growing up, but I think the bouncy beat in a minor key is a perfect theme before you jump into the actual game and the computer always happens to have the right card to take you out of the game. Every time. Because they will.
~JWfW/JDub/The Faceplantman/Jaconian
A Clydesdale's Best Friend
I did see some people talking on the discussion page about needing a Square Enix login, and it does appear that my Square Enix account was already attached to my Steam account since, except when I logged into my account, it only mentions Final Fantasy XI and Final Fantasy XIV. So I'm not 100% sure what was going on with that, but since it seems to be an issue for other players that I did not have to deal with, I still wanted to bring it up here just in case.
But then I ran into another problem.
And I thought that that would be the end of my Steam Deck button config-related issues. And it was for a time.
"Main Theme" from Bobby is Going Home on the Atari 2600 (1983)
Composer/Arranger: Unknown*
Album: No Official Release
Publisher: Bit Corporation
Developer: Bit Corporation
The main theme in Bobby is Going Home is another example of one of the earliest uses of continuous music in a home console video game. While not an original composition for the game, something you find semi-frequently, what is impressive is that you can still tell that this is "What a Friend We Have in Jesus," or at least you can tell if you're already familiar with the song. Remember that the Atari 2600 was capable of only producing two distinct sounds at any given time, so having a game with background music along with sound effects needed to work a bit of magic. Something else that is interesting that isn't captured in the music above but in the linked game play video is that at times the music slows down and speeds up, which seems like a deliberate choice, possibly to throw off the player with the timing of their jumps, and if that is indeed the case, then kudos to Bit Corp. for throwing that in there.
I couldn't find any credits for Bobby is Going Home outside of what is known/available on Wikipedia and Moby Games interviews with Bit Corporation about why this particular song was chosen. It might've just been that the song was in the public domain and that it was still simple enough that it worked with the melody and bass line with the bass line being cut for the jumping sound effect. Whatever the reason, just another great example of 40-year-old video game music.
~JWfW/JDub/The Faceplantman/Jaconian
Is It Worth The Time?
First off, I did not spend 4,712 hours playing this game, but neither the game nor the Amazon Game client keeps track of time spent playing the game so instead of my actual game time, I decided to put my in-game time. A lot of that was spent traveling between Lower Dorn's Deep to either Khuldahar or the Severed Hand to sell/buy items/equipment/arrows or to have items identified, but more on that last one later. Secondly, all of the pictures I have and am using are pictures I took of my laptop screen using my phone because the Amazon Games client has neither a dedicated screenshot button nor my go-to Windows button + PrtSc resulting in only black screens.
But since the general consensus seems to be that my party was the cause of a lot of my problems, let's meet this ragtag group of adventurers who all ended up in the Icewind Dale town of Easthaven in 1281 DR. One quick thing about my characters and the classes I chose, was that I wanted to pick classes that I had never used before, so there were a lot of specializations, and I didn't multi-class anyone because I wanted to focus on their main class and see how they built out.
Denal: Elven Ranger - Archer
Melida: Halfing Thief - Bounty Hunter
My in-game explanation for why she was with our group was that she had been tracking a bounty up to Easthaven, but by the time she got there, either the bounty had been claimed by someone else, or they had frozen to death and it was a bring in alive only bounty. So just her next job.
Alakan: Human Mage - Invoker
My biggest problem though with the Evocation spells, especially from about 3rd level on, was how many of them were area-of-effect spells. I mean, sure I could cast Web and hope to ensnare a handful of enemies then cast Cloudkill or Chain Lightning, but I felt that with a few exceptions, I really only needed spells that targeted individuals. Although I did really enjoy casting Fireball; although annoyed when it was cast too late and it ended up being targeted behind the swarm of monsters and only hitting a few of the stragglers.
I could probably go on about all of the things that I don't like about Icewind Dale although I feel like I've already talked The Kid's ear off about all of these, which at times comes across as complaining because the game was too hard. But since I am not on that boat, let's just go over a couple of them.