Sunday, May 21, 2017

Nintendo Switch review: Tumbleseed


I'm back! Felt like writing for the first time in a long while. Today I review a game I've put about a dozen of hours into over the last 2 weeks: Tumbleseed, published by aeiowu, out on most systems including PC/Mac, PS4, and the Nintendo Switch. Disclaimer: I haven't beaten the game, or even seen all the levels, but I've played enough that I feel comfortable reviewing it. Note there is a tl;dr version is at the bottom.


THE GAMEPLAY

Tumbleseed is a rogue-lite dexterity game based on a popular classic arcade cabinet (that I've never played) called Ice Cold Beer. It involves rolling a seed up a dangerous randomly-generated mountain, using a screen-width platform you control at each end using both your analog sticks. Navigation is the key mechanic that forms the basis of the game: moving your sticks together controls the platform's upward motion, pushing the seed along with it. The balance between your two sticks controls your platform's tilt, which in turn drives the seed's left-right motion and speed. Moving about accurately is an exercise in care - misjudging your tilt often results in falling into a pit, rolling into an enemy, or hitting some other deadly trap.

Your seed starts with four basic powers, including the ability to place checkpoints, attack enemies at very close range, refill your hearts (you start with three), and generate crystals. Crystals, which you can also earn by killing enemies, activate your seed powers and pay for new ones en route to the top. These help you deal with the obstacles, but also carry some risk. Your mines and projectiles can hurt you, and death by friendly fire is not uncommon.

The high learning curve of navigating your seed and using your powers is compounded by tricky enemy patterns. Each run starts against slow, easily avoidable slugs who ignore you. As you roll up the mountain, the enemies get scarier, progressing into leaping spiders that follow you, flying gnats that fire goo at you, and a long snake-like creature that reminds me of the dragons in Legend of Zelda: Breath of the Wild (that also follows you, causing me great anxiety each time I see it).

THE CHALLENGE

There are only four levels to this game, though after about a dozen hours of play I've only managed to reach the third level once. Similarly to Spelunky, the only run-to-run progression is the knowledge and skill that you gain. The sole exception is unlockable warp portals that allow you to skip levels. These aren't conducive to a successful run, as you end up skipping out on precious crystals and powers, but they at least help you familiarize yourself with the dangers of a new level. This might be frustrating to some players, and as a result only the most dedicated will get to see all the levels. Unlike other roguelikes like Rogue Legacy or, say, Shiren the Wanderer (my all-time favourite roguelike), you're not developing the world making future runs easier - each game is a completely fresh start.

I may be a masochist, but I find the gameplay enthralling, especially with how the controls can amplify your small mistakes if you're not paying attention. A little tension, an over-correction, and soon you are tumbling (emotionally and in-game) into a series of mistakes that lead to your demise. As the creators have described, a key skill of the game is exercising patience and keeping a cool head during trying times. When in trouble, a strategic retreat and reassessment of the situation is a wise strategy, though not always readily available. Aside from the moment-to-moment tactics, each run involves other interesting decisions depending on the powers available to you. Will you spend your crystals now, or try to farm more off of enemies in the hopes that a better, more expensive power becomes available later? Will you try to face a tough side-boss to gain a special power, or whiz past in an attempt to climb higher? Some runs will be easier than others based on the powers available to you and the random level layout that you get, but your success will depend on the decisions you make. Each decision carries risk, which encourages you to experiment with different approaches, and gives the game variety from run to run. There is also a quest mechanic, but these serve more as mini-tutorials encouraging you to try different aspects of the game - they are only a minor distraction that serve the main goal of getting good enough to reach the top.

THE OTHER STUFF

I don't have much to say about the art style: Tumbleseed has a clean, playful 2-D look that walks a line between cartoony and treacherous that serves the gameplay well. Here is a screenshot from the second level. 


It's pretty and distinctive, but it's not mind-blowing. 

In terms of other features, there are leaderboards and dailies. I have a few QoL issues with the interface, like how I have to scroll between all the seed powers when switching between them, and how it asks me to connect to the leaderboards anytime I end a run offline, but those are minor quibbles.

I played on the Nintendo Switch, which is probably the best version due to the portability factor. There has been a bit of fanfare about the Switch version's use of the HD rumble feature, with advanced rumble capabilities allowing for different seed powers to feel differently in your hands. I haven't been sold on the benefits of HD rumble (never really felt rumble was a significant feature of any game except Legend of Zelda: Ocarina of Time on N64), and this game hasn't changed my mind. That said, it is intricate and neat if you're paying attention, but I don't notice it while playing and it hasn't affected my gameplay experience either positively or negatively.

THE CONCLUSION

Tumbleseed is a really difficult roguelike, with a unique movement mechanic and a rewarding gameplay loop, that I would recommend to anyone into the less forgiving entries in this genre. My biggest criticism lies in its high learning curve and difficulty, which is also part of its appeal. I see myself playing this for quite a bit longer, as long as I don't break my Switch in a rage-induced throw across the room.