[Game]Fort Stars

The special thing about Fort Stars is how it makes a side-view base work. Usually these are boring single paths. Fort Stars makes it somewhat exciting. But the rest of the game — ug.

Instead of placing defenses in an empty castle, you place rooms. They go in several stacks surrounding your Throne Room. The attacking team of 3 heroes fight their way through. They prefer the bottom, but if lured onto an elevator with one of your “go here” spells, they’ll gladly continue along that level. The Throne Room is a mini-boss. Beating it ends the battle. The heroes have probably gone through 3 rooms out of 15. They haven’t even touched the other side.

Here’s where it gets good. Some of those skipped higher-up rooms held the gold. Oops. Some were “buff” rooms that made the ground-floor monsters tougher, or long-range catapults. But more than that, merely beating the Throne Room is worth only 1 victory star. For the full 3 you need to destroy about 2/3’s of the base (the game shows the count). You’ll need to use that “go here” spell to drag them on a route. Even more fun, the defenders get points for each hero they kill. You have to beat that or you lose. If you go for broke but lose your 2 weaker heroes, aborting back to the Throne Room is no longer an option — you’ll lose 2 to 2.

The fun of the game is pushing your luck to get more gold and stars. Besides the “go here” spell, you can aim the heroes special attacks, and summon various monsters and blasts. But otherwise your heroes just do what they want. Setting up a defense seems interesting — plenty of interesting rooms, a point-limit, and a variety of traps.

The bad stuff comes in 2 parts. Everything in the game advances by collecting cards from chests, mostly from grinding your dailies. There’s a direct correlation between how many days you’ve actively played and your overall level. The second badness is the completely new gameplay in a “crush your neighbors” world map. You have to join a guild and kick lesser guilds out of the choice areas. I’m not sure what that eventually gets you in the regular game, but it must be something.

And now the mandatory aesthetics complaint: the start of the battle shows spectators, cheering your guys as they run past fireworks. The characters are the Stars in a “Fort Stars” sporting event. It seems clumsy – I assume it’s to lower the parental guidance rating.

[Game]Mad Rocket:Fog of War

The tag for “Mad Rocket: Fog of War” is that enemy bases are covered in fog, needing to be slowly revealed. That’s true, but undersells how original this game is. The mechanics are borrowed, but they fit together so well.

Firstly, the ground beneath bases is made from a dozen large tiles which you can arrange. Nothing exists outside of it. If they’re in an H shape then attacking troops need to walk down one leg and back up — they can’t cut across. Invaders are air-dropped inside this area, preferably directly on top of a cannon you want dead. Of course, you won’t know where that is until you clear the fog.

The little pieces of fog clear at the least provocation. Troops remove it as they move. Any spell clears the area underneath — the area-effect missile spell is great for this. If an unlucky drop puts your troops between 3 guns it’s not a waste — the guns are unfogged when they shoot you to death. That might seem too easy, but there’s lots of fog and you’re on the clock. It’s always a choice between clearing fog and guessing. You can even play without fog by using the Scout spell to clear it (which uses up a valuable spell slot, so is fair).

Now we get to the good part. Attacks are completely a race against the clock. You get 4 spells which can be cast over and over. Two are troop squads — regular soldiers and another squad of tough guys. Live or die, you get to place more every 45 seconds. You can cast a big missile swarm every 10 seconds, and a single-target rocket every 2 seconds. That’s just your starting line-up. Besides cool-downs, spells use energy. It regenerates quickly, but if you really need to fire 3 rockets in 6 seconds, some other spell will need to wait a few extra seconds while energy builds back up.

Clearly, keeping your troops alive for as long as possible, which is not very long, is the way to win. Your spells can destroy land-mines and guns, and uncover safe spots for the next group, while the troops shoot up the regular buildings.

Now we come to the really fun part. Every spell, including the airplane dropping your troops, can be shot down by air defenses. The basic air defense has a medium radius and fires like a machine gun. An air defense can easily defend itself against rockets, but it turns out that the tough-guy airplane is also pretty tough and can be used as a distraction. For the second or two it’s in flight it can distract an air defense, allowing another spell to fly in safely. Later you get an attack spell which does about the same thing (shoots up short line doing so-so damage but using a very tough airplane). Much later, you’ll get a unit who’s only job is to hover and distract air defenses. But by then the defenders have more types of air defense.

To give the defender some hope, all spells fly up from the bottom of the screen, which means bases tend to be attacked from the bottom up. A few sneaky people make a long, thin base with the air-defenses all in front, but after practice that just means you can distract and then kill them all-at-once. The best defenses have the attacker always needing to worry about spells being shot down.

The timing is frantic. You get 1 minute, 30 seconds for an attack, but destroying a building gives you a few more seconds. Destroying the HQ removes all fog, which is pretty nice, and gives you a larger boost to time. That system of adding seconds make battles more unpredictable. You can spend the entire last 30 seconds of a battle only seconds away from losing.

You might think the theme is modern military, but it’s science fiction. You’re on an alien planet, mining pretty green Eternium crystals for “The Scientists”. The bad guys are trying to get it before you do. For no reason, your reports are from young women wearing Sexy Scientist Halloween costumes. The troop models are a copy of Boom Beach: white male soldier, black tough-guy soldier, female sniper (actually called Laser Girl in this game. Yuck, especially when “laser ladies” is right there).

[Game]Billion Lords

First, let me write that I’m sure talented hard-working people worked on Billion Lords. They did a nice job adding all the modern clash-like stuff. It’s such a shame that it’s impossible to attack in this game, making it boring and pointless. It’s far too easy to set up unbeatable defenses. All can you do is sit and safely farm to buy upgrades. Once you do, you can get better troops, which are also impossible to beat anyone with. Your only entertainment is occasionally watching replays of a massively expensive army being wiped out by your defenses.

The game works like the Dungeon Keeper clash-like: you dig out your base with the requirement to connect all buildings and entrances. Those entrances are at the 8 compass directions on the edges. In Dungeon Keeper you can attempt the obvious thing — funnel everyone through a single gauntlet — but the attacker has tricks to avoid that. Not in this game.

Billion Lords has no attacking tricks. Worse, the defender has lots of room. A base can easily have a path circling the entire base several times past every mortar and zapper before hitting the freeze trap (to gather them all) them massive bomb traps, then the -25% weakness trap just in front of where your leader comes out to finish them off. “But what about the 8 entrances?” you may ask. That’s easy — add a giant path in a ring touching them all and give that your one path into the labyrinth. You have plenty of room to do that.

That seems hard to figure out, but it’s a clash-like. After attacking and seeing other people who did it, you’ll figure it out.

There aren’t any flying troops to bypass this maze of death, but there are wall-destroyers. They take about a month to unlock and the description makes it sound as if they’ll borrow straight through. Nope. They’re the usual self-destructing wall bombers. Even that would work if not for for the broken AI. Wall bombers will never walk into a space that started off as a wall. You send in one and it blows open a small space. The next avoids that space, blowing up somewhere off to the side. Useless.

Hilariously, one attacking strategy works. The “wizard” leader, buyable with 1,000 gems, has a special ability that strikes several random buildings, anywhere on the map. Attack with only him. By the time he has circled the base several times he will have used his ability several times, hopefully hitting resource buildings for cash. Then press abort and repeat.

But let’s say you try. You save up and attack people much weaker where you have a chance of winning. It costs Gold to recruit your army. When you attack you might win some of that gold back, but mostly you’re trading Gold for Stone. You don’t need Stone — you already have extra sitting around. What you need is Gold. Attacking people in this game doesn’t even help you.

[Game]All-Star Troopers

All-Star Troopers is the first true childrens’ clash-like. The creators have a nice article explaining how it started as something completely different, which makes it even more impressive. All-Star Troopers looks exactly as if someone decided to make a simplified Royal Revolt, with some Clash Royale thrown in.

First off, everyone advances at about the same rate. There’s a limit of 3 loot chests a day, which is where you get most of your progress. You need to win them in battles, but you can keep trying. Eventually you get 3 anyone anyone can win. You don’t get much else past that, and don’t lose much if you have terrible defenses and get beat a lot. Anyone can make the same steady progress in this game. Which is nice for kids.

Bases are pre-made paths to the HQ with pre-set waves of defenders, and 1 big wall midway. In an older game, Royal Revolt, you can create the path and set each wave of defenders from a dozen troop types. In this game — you can move the wall. You also get to place guns and cannons and traps, but it’s simplified. There’s no need to actually build cannons. You always have all you need and can change defenses at any time, using a point system. Upgrades are on a whole class of items at a time, such as “upgrade cannons to level 2”. It’s quick and worry-free.

As with Royal Revolt, you control your leader while supporting troops run in to help. In RR you pre-select which troops you want, and call them in as needed. In this game it’s simply timed generic waves of good guys.

The result is less busywork, and almost no need to plan. Which is fine. The action part is fun enough, vaguely. Your hero is fully controllable and the waves of attacking and defending enemies make it interesting. Even though you use 1 hero at a time, you can instantly switch back-and-forth between 3, giving you 3 special attacks to choose from. There aren’t even that many different heroes to collect.

One feature that really sticks out — whenever you level up enough, you’re moved to a new area. The path is a little longer, the various obstacles move around, and obviously, your guns are gone and need to be placed again. This is their way of giving you longer and longer paths, without you needing you to do any work making them. Defenses are easy enough to place, and don’t really matter, so having to redo them occasionally isn’t a problem.

Finally there’s the theme. Your base is a spaceship floating over the planet (with your defense base on the planet. We’re never told why). The attack/defense minions are bipedal pigs, while the heroes are various human/animal mixes. Kids like that stuff, right?

Flying healers are the best

In Clash-likes it’s fun to have units which do unique things, and healer troops fit right in. But it seems strange how the original, Clash of Clans, has such odd rules for them. In Clash healers are large, flying and only heal ground troops. It turns out that’s great. The thing other games do with healers — having them walk behind your army like priests — that’s no good at all.

There are plenty of games where you have a lot of other things to do besides the tactics of a battle, and your army is just your army. Maybe yours has slightly more cheap infantry and fewer horses, but it’s not all that exciting. But in a clash-like all we have is our army and 1-time attacks. If we have a boring army we have a boring game. We need different armies with all sort of different troops to keep things fresh.

Clash of Clans’ big, flying healers aren’t boring. You can’t park them safely behind the rest of your flying army, since they can’t heal flying troops. But in a ground army your flying healers are the only target for those deadly air defenses. Hmmm… . And since they’re so expensive, using even 1 is a commitment. Healer have their uses — at first in an army with giants. They can be in winning armies. But there are plenty of other good armies where you really wouldn’t want them. They’re an interesting troop that makes you think.

A walking priest-style healer is the opposite which makes them boring. Any army is better with a few walking healers safely in the back. It’s an easy decision and doesn’t take any strategy. Sure when you unlock healers it’s exciting. Your army is going to be so much better with them, and when you try it, it really is. But then healers are just an automatic part of any army. Then don’t add any extra fun to designing an army or to attacking with one.

Some games manage to use this otherwise-boring style of healer well. In the Star Wars clash-like you mostly lose because of time running out. You’ve got lots of slow, tough tank-like units that hardly need a healer. Replacing a few troops with healers makes the time problem even worse. Healers are back to being a special case unit, useful in some clever armies. They make the game more interesting.

Empires&Allies uses healers to solve an old problem, which is how the starting infantry unit always becomes useless later in the game. E&A cleverly solves that by having a mid-game upgrade add a medic to each infantry unit (it will heal anything nearby, not just the infantry it’s with). Now infantry is useful again, and their healer is just great in some armies. But since the medic is attached to the infantry, which likes to get fairly close to the enemy, it’s terrible in other armies. You really have to think.

But all-in-all too many clash-likes don’t get it. Even Rival Kingdoms, innovative in so many other ways, has a healer so useful that it ruins the game. There’s only one viable army.

My favorite thing about Clash of Clans healers is how the flavor text ties it together. It seems impossible to explain why healers are big, flying, and can’t target the ground. But … Angels! As we all know, angels are impressively large, can fly, and it seems likely they can heal. And in Clash flyers are evil — imps and dragons and skeletons in balloons. Angels wouldn’t heal evil things like that. Never underestimate the value of a hand-wavy plausible explanation.

[Game]Plunder Pirates

“Plunder Pirates” is a terrific example of an overstuffed Clash-like which beautifully hides staid gameplay. I saw it just after minimalist “Mini Castle” and they make a great contrast. Plunder Pirates adds side-missions, lots of Leaders, 2 unique bonus resources; and good lord did their art department do a great job. Only a crybaby like me would want it also to be fun.

The clash-like part starts as unimproved old-school: no reserve army or training queue means you need to wait 6+ minutes between attacks; traps still need to be hand-reset; and the best attack is the old gold raid which “loses” on purpose. Even worse, your leader does most of the work. But they add 2 fun defenses. The Bunker is a long-range machine-gun which only shoots in a 60-degree arc. It’s fun to try to place well. The Pirate Ship is similar, firing very long range but only straight out from the sides. This game also adds troop specials, for example, a 1-use button to make all pistol pirates shoot 50% faster for 6 seconds. But all-in-all, attack and defense is blah.

Besides requiring Gold or “Grog” (stored in big beer barrels, so cute), upgrades require 2 new things: Battle or Resource points. That sounds promising, but you get them through a busy-work quest system. Each of the 8 quests uses some or all of your 4 quest minions for 3-30 minutes. It’s fun to try and keep your little guys always working, but quickly becomes a 2-hour chore.

The other quest system is the exploration map, which is also tap-and-wait. It takes 5-10 minutes to sail 1 square, and about 1/2-hour to fight a sea monster or enemy fort. The random rewards for exploring include … upgrade materials for your already too strong leaders. Aaarg! It turns out the real point of this very slow mini-game is to frustrate you into paying cash when you realize just how many upgrades you need and how slow you’ll get them here. Oh, and the people sailing the ship? It’s the army you were planning to attack with in the regular game. Bye. Wait 10 more minutes to train new ones.

Other than that, Plunder Pirates is magnificent. You can spin the base view to examine the 3D buildings. There’s an auto-tour button that walks around your town, watching your quest-doers act busy. Your first leader has a unique and fun zip-line animation. Attackers come with cute little boats, paddling to the beach. Your base may have a few islands, no problem — attackers have a swim animation. You can actually see them swimming. Dead buildings shake and collapse, with a cloud of smoke and a cheer.

There’s more. It can rain. Each exploration map map monster is 3D with a unique attack animation (the shark shakes you in its mouth). The simple quest descriptions are funny and are on lovely scrolls. The buildings look great, the water on your base map makes you want to take up scuba diving. The obstacles (which take longer to clear than normal) are brightly colored ocean detritus.

The menu art style is almost too stylish to be in a game. The theme is “things made of paper cut-outs” (note to self: how have I not seen the movie “Isle of Dogs”?) Troop upgrade trees visually look great and have fun bonuses: extra health, +1 range, gain a special ability (yes, Clash’s “Builder bases” did this first, but it’s nice this game noticed and copied).

I feel like the people who were supposed to tune the troops, and who beefed-up the leaders to monetize — I feel like they really failed the great art department here.

[Game]Mini Kingdoms

“Mini Kingdoms” at first looks like a typical rushed halfway Clash clone, but once you get past the art, it’s a nicely done, original, tight Clash-like.

At first you get warriors and archers, then giants. Yawn. The only resource is gold. There’s no theme and sloppy art. But then you notice how it actually plays. Attacks use tokens – no training. You place 3 squads, which can be changed at the start of the attack. Time stops while you’re placing one, and arrows show what they’ll attack, and the next two buildings after that. That’s pretty nice. There’s a toggle for x2 or x4 speed on the battles, which is good since there’s nothing to do once you place your squads.

The wizard troop is pretty neat. It does less damage than archers, but hits an extra building touching the first (a simple but pretty 2-part electric beam). Overall it’s better than an archer. But if the nearest target is killed first, it won’t necessarily keep on the second, and players have learned the anti-wizard tactic of having buildings not always touch. In practice you look at the base and decide: archers or wizards?

Defense-wise, you get some guns, but the third defense is great – a short-range giant-killer that you really need to plan for. It fires a huge shot every 5 seconds. If you let your giants get close, they will die. But archers can kill it with only a few losses since it fires so slowly.

The bombs look like garbage – triggering them produces a red circle for a second, then troops take damage. But they work great: you can see them, there aren’t many, and they trigger at 6 spaces and affect 7. It will reliably damage most of an archer squad. You’ve got to think about who will be where when they’re set off. The chicken-trap is anti-giant. The tool tip is wrong – it turns one unit into a chicken. It’s kind of funny since the chicken keeps attacking and runs pretty quickly. Sometimes it can stay alive for quite a while (but it always eventually runs ahead and is killed in one shot).

All-in-all, you have to look over the enemy base, check locations of everything and carefully place your three squads. The game gives you time for this. And you have to work for gold in this game. Build times are fast and gold costs go up fast. You get 3 attacks in an hour and opponents give predictable fair amounts of gold, mostly for winning. I think my longest Next-ing streak for a good base is 3.

Higher level troops are a flying archer and flying giant. Yawn, except the terrible art style is hilarious: one’s an archer riding a huge bat, the other’s an armoured guy riding an armoured bat. Then it gets very strange. There’s a ground fire-mage that spawns air troops when it attacks. And an air troop that does the opposite. Some of the high level defenses seem extra whacky, but I haven’t seen them in use.

It’s an interesting no-frills Clash-like. Quick to play, not too much to do, but all good stuff.

[Game]Monster Castle

The only thing you need to know about Monster Castle is that your base is a cutaway side-view of a multi-floor castle. Attackers come in through the only door, walk across the ground floor smashing things, make their way to the stairs and repeat. You get a decent troop selection, hero special abilities, and spells. Maybe that makes up for only having one entrance and a single path. And the animation of the front door getting kicked in is just darling.

Defenses are a little interesting. You can slide around the ladder on each floor. Monsters seem to clear one floor before going up, so you can try to make them walk across and back, hitting every trap twice. The short-range bolt gun is best placed on the floor above a tough obstacle, a little in front. The mortar should be placed even higher (it’s funny to watch it arc up though floors, back down, then finally decide the target floor is solid enough to cause it to explode). As you level, three customization options unlock for every defense. The bombs have an option to be wider, or stun, or knock victims down through the floor. The “barricade” (just a strong 1-space obstacle) can turn to tougher steel, reflect some damage, or explode on death. There are cute pictures for each.

The dragon trap is a fun gold sink. It’s basically a bomb — your dragon flies across that floor, breathing flames. Off-the-clock, your dragon lives in a cool cavern below your castle, asking you to plow extra gold to level it. If you have extra “wine”, you can use it to water your magic beanstalk (which levels up the quests it gives).

The troops are the usual – close-range orc warrior, gnoll archer, bearman tough-guy, healer, 2 floaters (they go through floors, which I assume means they get quickly slaughtered). 9 troops total, plus 5 spells. And every troop also has 3 customization options. The bears can get extra HP, reflect some damage, or a chance to resist the spring-away trap. That seems like plenty to play with.

As you upgrade your Throne (your HQ), the floors get wider and you sometimes get a new one. This is also a problem, since attackers can also be dropped in vacant spaces. Plenty of abandoned bases have an empty top floor with a straight route to the Throne Room.

The game suffers from the usual hero inflation. You’ll eventually be slaughtered at the front door of a castle by a bought epic hero, upgraded using tokens from bought chests. It’s difficult to know how fair it is. In some games the $3 hero is practically required, and the $50 hero isn’t that much better. But the dangerous heroes here seem to have lots of paid upgrades.

The theme is monsters uniting against humans, the main baddy is an over-proud big-jawed Duke, who constantly mocks you in cut scenes. It’s cute and cartoony. As you admire that, have another look at the loading screen — it’s lovely 2-1/2D with depth planes that shift as you tilt your device. Lemix game studio did a nice job. But the publisher is TenCent – a huge Chinese internet conglomerate. I’ve seen them in the news, but this is the first of their games I’ve played.

[Game]Craft Warriors

On first look, “Craft Warriors” looks like another minecraft-themed barely-a-game. But once you puzzle it out, it’s a good, very original clash-like.

The main thing that stands out is attacking with only 6 units. The cool part is that left-over points can buy replacements, for when the first copy dies. Some people like to buy 1 extra copy of each, using the army in 2 waves. Or buy all expensive units and when they’re dead, they’re dead. I used to use 2 back-up archers, since so many accidents happen.

Even cooler, spells use the same system, out of the same pool. If you want 2 fireball spells, that uses 1 troop slot plus the point cost, coming out of your troop budget.

The units are nicely done – unique and none clearly better that any other. The second ranged troop out-damages archers, but can’t shoot things on top of towers (explained later). The Bandit is a tank/warrior hybrid with a small area attack (like CoC’s Valkyrie). The Paladin is tougher than your first tank, but more expensive, does less damage and slower. The ninja is mostly good against other troops, and climbs walls. There are 18 unit types, total. People seem to use them all about equally. My favorite is the spearman. If it has a straight line it charges for extra damage. Placed well, it can destroy one building after another. But anything blocking the path, or not enough distance, prevents a charge.

Defenses have a few clever bits. For the buildings full of defensive troops there’s no nonsense with clan donations or training. You set the troops for it, and you’re done. The AI is also pretty good at having them not rush to their deaths, and running them back to cover. There’s a trap that tosses attackers a few spaces away. The secret is throwing invaders into your base where they can be quickly killed (Clash of Clans “builder” bases did it first, but great artists steal). Another “trap” involves a pop-up wall. It works because the apparent gap lures troops in, then they’re stuck where you wanted them when the wall snaps into place.

Several defenses are line-of-site. If you put them next to something taller, they can’t shoot in that direction. Luckily, we have weapon towers. They’re just tall flat-topped blocks, but you can place a weapon on top. A few ranged troops can shoot directly at the weapon, but most need to beat the tower up first (the weapon drops to the ground, takes some damage, and keeps firing. It’s so cute).

Other nice features include automatic free trap resets, and no troop training times — you use attack tokens. Attacking doesn’t break shields. Building unlocks are based on your overall level, gotten from upgrading anything. The game even allows you to watch replays when the computer has someone attack a copy of your base (which happens a lot).

It’s called Craft Warriors because players can build the troops, lego-style, from lots of tiny blocks (yes, they’re 3D). There’s even a shop to buy other people’s models. As you’d guess, trademark violations are the most popular: DeadPool, Batman, DragonBall Z. Plus, of course, Nazis. The game has a dozen different races, but all they are is different character models. You can re-edit them with little tweaks, if you want. The weapons always stay the same, and are large, so you can figure out what the weirder designs really are.

[Game]PlanetStorm : Fallen Horizon

“PlanetStorm: Fallen Horizon” is mostly a 1/2-done version of Boom Beach, but it has some very nice parts.

It has two unique races. The troops are different, and they’re fine. But the defenses are really cool. The humans have a flamer — units take damage for a few seconds after being hit. The space-elves (more on that later) version is an electro-tower. Hits jump to several further targets, shredding archers hiding behind a tough-guy. The humans longest range weapon is an area-effect shotgun, while the space elves is a continuous-damage single-target beam weapon. The humans second cannon is pretty cool – every few seconds it picks one target and, over a second, fires 4 red blasts at it. The trickiest part is remembering how the other side’s weapons work.

The resources are carbon, iridium and uranium, mined from your asteroid (you base is a small asteroid). Wikipedia says carbon and iridium are what actual asteroid miners would probably dig for. This game is educational.

The intro is really something. First your derelict spaceship’s AI snidely rebukes you for fighting every scavenger you meet, sustaining all this damage. Your only hope is crash-landing on an abandoned mining asteroid (where the remains of your space ship become your HQ). A gruff drill sergeant yells at you for trespassing, then offers you some advanced units for an attack. You play through the battle. Next, a woman in low-cut space-elf armour does the same thing. After that battle your ship’s AI relays an overheard conversation about you being the chosen savior of the galaxy. Then you choose your race. Humans have “overwhelming power” and space elves have “high-tech”. Huh.

Next are some duds. You get 1 leader. There’s no explanation, no building, no way to upgrade it or even see stats. It just shows up for battles. This game also half-way uses the people/mech upgrade building idea. You get an overall upgrade building, then one for only machine troops, and a third for only human troops. The better scheme loses the first building — heavy tanks are completely serviced in the heavy tank building, and so on. There are also frequent guild events where only the top-scoring guilds get anything. I’m not a fan of those (even though my guild full of randoms came in 8th).

The most impressive things about PlanetStorm are the battle maps. The game studio, Aykiro, lists employees under two categories, Game Developers and Artists. Now I see why. One battle map is a raised rocky ring surrounded by talon-like rocks, a round pit-like moat then the blackness of space, with scorpions crawling in the pit. Another is an asteroid top in a beautiful panoramic view of an asteroid field, with meteors streaking by, exploding when they hit something. Another is a grassy island in a river with waterfalls – 2 baby dinos wander along a ledge and check you out; while a rare spiderpion walks out of a cave and back. The ice-floes area has a fat lizard man walking behind the ice piles, while angry yeti wander the snowy edges, roaring. My home base has a giant prowling sandwurm and a migrating dust tornado.

Even the main map has a Barbarella feel with churning brightly colored dust clouds and parallax as you slide the screen. It’s by far the most work I’ve ever seen on the environment in a game like this.