Agross is a simple survival management game. It is truly basic. The person you control is not even humanoid, it’s essentially a player counter from Sorry! In a way, it makes the game a different experience as you are being told these people are human despite not seeing them that way. For me, I feel that it makes me act differently in the game as I would if they appeared human.
For instance, all the people who worked for me had their health at 20 as I didn’t feed them for 4 days and made them work flat out until they were almost dead. Whereas in games like Sims or Settlers, I’m a little more… morally sound. The carrots looked like carrots, the chickens were chickens, so they were treated as such. The people being nothing more than pawns made me the ruthless overlord of the carrots.
There are a few things I would change, which most would only be me being nitpicky. The only thing I actually think is viable from that list and what other people have mentioned too (where both reviews have the exact wording and seem to have been copied) is changing the market from 12 hours to 8 hours. You know, because most of us like to shove some toast in our mouth before we head out, we can imagine these farmers just stuffing a carrot in their walking off to market.
Pros:
The game works soundly, with no graphical errors or musical bugs.
The aesthetics are simple but pleasing. The simplicity brings out the “simple life on the farm” feeling but adds a sort of sole barren-ness which you have to deal with.
Decent music.
A solid game concept which has been done before, but tackles it in its own way and does a good job of that.
A challenging juggle between “Do I feed my workers, myself, or force everyone to work hard, so we can sell our produce tomorrow?”
Cons:
The lack of humanoid humans brought out the sadist in me, while not even really a complaint, the style lends itself to the minimalism, the other items in the game look more like what they’re supposed to represent.
No upgrade system, for anything at all to make things a little easier over time. Like upgraded tools or cheaper labour.
Only one music track looping over and over again, the music was decent, but 1 track looping is kind of bland.
The hour usage per action could use a bit of tweaking, while I do believe that you could spend 12 hours going to, in and coming back from a market, your character had breakfast before that. The farmers around here drive their tractors with toast in their mouths and their breakfast hot drink in a flask.
The little red cylinder is your farmer or worker.
Price: £0.79 Time To Complete: No Ending Achievements: None Cards: None Worth The Money: Yeah, it’s okay for a £1 game. Definitely good when one sale.
Overall, it is a perfectly sound game, the game is good. For £0.79 it’s honestly not all that bad if you’re into these kinds of management games and can handle the tough starting challenge it presents you. All the mechanics are there for a management survival game. The only thing I would suggest is slight changes to the times and maybe an upgrading system.
Zesty Rating 4 Out Of 10. Has the minimalistic blandness of an avocado, but plenty of people like avocados. I prefer guacamole. A simplistic, farming-survival game. Tend to the chickens, plant some carrots, and don’t forget to feed yourself. Become the ruthless overlord of the carrots, and starve your workers. Barely recommended, but a good grab nonetheless.
Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.
Surprisingly, this game was not one of those given to me by Keymailer, nor was it one that was sitting around in my Steam account for a thousand years. Through having a Steam Curator and actually making reviews, myself, on games for longer than I’d known the person I’d previously made review articles for their site, I’ve received games before. This does not mean it’s been at all successful, or I’ve been popular to be given games to. Chibi Girl VS Evil Zombie Dead is the second game I’ve ever been given via the Steam Curator Connect, and was given to me on the 29th of November last year. (The other one called, Zibbs – Alien Survival, was given to me on 22nd October 2020, and I still haven’t reviewed it yet for reasons, but will actually be doing eventually.)
I’d initially asked my previous reviewing partner if they’d like to review this game (as I essentially shared their reviewing website, they had an equal share of my Steam curator). They probably took one look at it, saying “uhh no, you have it.”. I more than likely promptly laughed afterwards expecting that response and said “Fuck it, it’s a game. It’s not really much of a waste of time.” Accepted, downloaded it and played it about 2 months after receiving it, punctual, I know.
Chibi Girl VS Evil Zombie Dead is an adventure platformer game where you, an unnamed, un-aged little girl is travelling across the zombie apocalypse ridden city in an effort to find her mother because “waaah where’s my mummy?” Despite being a child, the main character makes the slightly more logical decision of travelling across the city to find her mother instead of breaking down into floods of tears. Or even screaming and crying for her mummy like any other child would, getting eaten in the process.
She travels through a sort of semi-industrial in-construction downtown area, the introduction area showing you that you can drop boxes on zombies, jump over things and control elevators. Most of the rest of the game is JUST this, which is not inherently bad. There are a bunch of different environments, such as an actual construction site and a sewer level (because god forbid any zombie game avoid having sewer levels). The game does not get more complex in terms of what you need to do to progress. It does, ultimately, use the same factors to make the game progressively more difficult by stacking them on top of each other or making the puzzle a tad more maze-like, making you think about each situation a bit more.
As said before, there’s not much more to this game, and the only thing that drove me to almost complete it was the fact that it was seemingly easily done. Down to its simplicity, it was and is (up to a particular point where it seems it’s physically impossible by the game’s standards to pass it.) easy enough to finish. The graphics themselves were cute enough in a very amateur way, and the puzzles and things were simple enough but also challenging enough to keep me in it. A few times I did debate throwing up my hands and declaring the game broken, but that was all down to a few things that are actually easily fixed.
Pros:
The game has no game breaking bugs or flaws with audio.
It’s a simple side-scrolling platformer that’s easy enough to understand, but still provides an element of challenge for the player with it’s limited functions.
While the entire game is just platforming, between stages there are mini-games where it turns from a 2D platformer into a few different types of games, switching the flow and maintaining interest.
Depending on how much of an “out-of-the-box” thinker you are, it is possible to complete some puzzles a few different ways, which in my opinion makes it that tad bit better.
The goal of the protagonist is easy to follow, and what little story the game has is sensible and doesn’t take itself too far with being ridiculous. There are a few things that seem a bit out of the ordinary, but nothing too huge.
One of the few games I’m actually okay with the protagonist being unable to swim.
Cons:
The major thing with this game that almost had me quit the game was issues with graphics vs hitboxes. A lot of the time, my character would fail to jump at a gap and fall into the fire below. This was due to the hitbox of the ledge being shorter than that of the actual image. My character, while still being on the ledge, visibly was not on the code version of the ledge and would fall through the graphic. This wasn’t a major issue all the way through the game, but led to a few moments that almost stopped the playthrough.
There’s only one type of zombie. It’s a bit of a reach of a complaint, but there is no visual variety between any game’s zombies per level. All had the same ruined appearance, no sludge for the sewer zombies and no high vis jackets for the construction zombies. The variation between backdrops was great, but lacked at the forefront of the game.
The mini-games were necessary. If there had not been the mini-games, then I would’ve stopped playing the game a lot sooner. Other than the shift change between side-scrolling platforming, there is no other pull to this game apart from the fact I “knew” I could beat it and I enjoy platformers.
Another graphical bug that I only experienced a few times with the boxes. When you’re pushing a box, it can sometimes get stuck, on nothing whatsoever. It was prominent in one particular puzzle where you had to move a box to a puddle that was electrified by stray wires, jump on the box and jump over the puddle. That was my first initial thought, but the box stopped randomly, and I could not push it any further. Me thinking in “game logic” I determined that “you may not use the box in this area and must figure out another way around this puzzle”. After attempting another couple of ways, I tried the same way again and the box magically moved further this time, to my disgruntlement.
Price: £7.19 Time To Complete: N/A Achievements: 4 Cards: None Worth The Money: No, only buy at a large discount. 65% or higher.
Overall, this game is actually kind of cute and semi-competent. A little simplistic, and it’s only redeeming features are the mini-game breaks between scenes and the way that it reuses the same mechanics in actually interesting ways to create new puzzles. It can sometimes feel a bit repetitive and broken, but I honestly never expected it to be as good as it was, to only have those flaws. It’s still not worth the price presented as, while the mini-games are great for what they are, the platformer doesn’t have a lot of content to warrant the price.
Zesty Rating 4.5 Out Of 10 Cute and simple platformer with other elements mixed through. Competent enough to hold its own, but not enough to hold it together. A little buggy, a little overpriced, and the only thing keeping me interested is the mini-games. How does this little girl know how to drive a car and a boat?
Please bear in mind that this is a repost. There have been slight changed to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.
I'm still hoping that the dev of this game is doing alright, they're one of the few that took a positive influence from the review. Once again, if you're still around, I look forward to what you have planned for the future.
…
Boobie Shaker? [How Do I Verbally Facepalm?]
Another game from Keymailer, this time one that I had high hopes for. Promising classic open-world RPG elements and fun adventures, Gedonia looked like it was a bit of a break from the burden of AAA adventure games without being an indie MMO. Allowing almost full control of doing whatever the fuck you wanted and building yourself from there. And while the promise was fulfilled, I feel like it was fulfilled in the more lacklustre way.
Panning opening scenes and great panoramic views, all done with a low poly, but still nice enough looking design. A great deal of time spent on the opening of the game, making the player lean on the edge of their seats, drawn in and ready for an experience. You exclaim to your dad, who is not your dad, that you had DREAMS! And those dreams make you absolutely sure that if you go to the cave that’s at the top of the mountain… The TRUTH would be REVEALED!!! Cut to your character clipping through the rocks as they climb the mountain and find a cave. You gain control of the character to walk a few metres to find a shrine of some sort when the “ooga-booga” happens, you see some visions and then nothing. That’s it, come back out the other side and make your way back and your character hints to knowing things but never says it.
From here on, I’m a little lost. I feel like the story has just been dropped and there’s nothing, just tumbleweeds. Don’t get me wrong, there’s apparently lots to do, and there are lots that I can find, but usually these games have some sort of overarching bigger quest. While I know that there is a bigger quest, after all the hype and the “exploration” and the big overwhelming seeming “ooga-booga” stuff, it’s just dropped. It’s almost as if it weren’t relevant or never existed in the first place, or like it never really mattered. What I loved about The Elder Scrolls games is that while you have this overarching quest that you knew that you needed to do, and it was very prominent, you could go out and do anything. While you can still very much do the same here, the importance of this quest isn’t gripping enough to give me a pull to the game, and that’s the whole difficulty of balancing aspects of a game like this. In The Elder Scrolls: Oblivion, the threat was there and it was very real. Within the first 10 minutes of playthrough you’re already introduced to the characters and the types of characters you meet along the way, not only that, but the enemies and the overarching threats are also shown as well. The gravity of the situation hits you as the emperor is killed right in front of you, as the cultists also try to kill you as well. You’re given the royal heirloom that will save the day as a constant reminder of your task and escape the sewers into this free world where you can do anything. This is what Gedonia is missing, this overarching weight and threat. While I feel that it was trying to do that at the start, which is so crucial, it fell flat, which meant the rest of the game as well followed suit.
Pros:
The game works, no game-breaking graphical errors or audio glitches.
The game, while low poly, which is not to everyone’s tastes, looks great for what it is. Bright colour palettes for the first zone which is bright and cheery which contrasts lovely with other areas such as the swamp and the dead-lands.
The focus on exploration is great for an indie game. It has such a vast and open world with lots to discover. Off-stream, I played a bit more of the game and delved a lot further than I had on-stream, and found that the developer puts a lot of great detail into the places of interest.
This game has the start of a great character developer. With a different build for different types of characters and playthroughs, it really allows for some ‘re-specing’ or replayability.
While still a bit clunky and not polished, the crafting system is simple and is tailored to the level or level range of your character. The things you need to craft are not outrageous in comparison to the time and effort needed to find the resources, in tie with how hard it would be to obtain such resources at your level. It’s well-thought-out.
There appears to be an array of puzzles within the quests available. I’ve only came across one puzzle so far, but it was simple enough to solve but just as good. A good balance of being simple yet challenging is hard to find within indie games.
Cons:
This game is in early access, everything is unpolished and unfinished, it is not a finished product. This is more of a disclaimer than a con, but is probably the reason a lot of the cons I have so far exist.
There is a lot of character clipping in the cutscenes (and a little in the game itself) which is a minor flaw, but when watching it took me out of the game a bit.
The “main quest” of this game almost has no weight, which when starting a game like this you need some sort of momentum to propel the player forward, a little push or shove to get the ball rolling. For me, the quick intro and cutscene just didn’t hammer the nail in enough, and more or less hammered it into the coffin for the game. It left me with no motivation to explore or actually see the quest through as I had no urgency, and no sense of wonder as to what the character meant in all this.
The other quests in the game don’t really hit home either. The only quest so far I vaguely had any interest in was the person being constantly hit by lightening, but just like the main quest, something fell flat within the quest that just made me uninterested again.
The environment of the game, while being nice looking and scenic for the art style that it has, it’s very dead, there’s nothing else to it but what it is. Seeming to be full of life, but lifeless all at the same time. The NPCs, as well, also lifeless. While of course, we can’t all have wandering A.I. that have their jobs and schedules, but their animations are also rather flat and dead as well.
The combat for the game is very clunky, stiff, and slow. The dodging is more of a roll or sidestep, and when you’re a low level, it’s REALLY tricky for you to level up when suddenly ambushed by a bear or group of bandits. It’s difficult to tell where I’m supposed to level up because I don’t see any levels above the bar and always feel a bit overwhelmed being a new character.
Price: £9.29 Time To Complete: N/A Achievements: 16 Cards: None Worth The Money: Yes, when it’s a finished game. Not right now, however.
Overall, this game is in Early Access, there’s not much else to say. Gedonia has been in development for some time and from what I can see in the other reviews and the community for this game, it just keeps getting better and better. It also seems to be another lone dev game, which is something I love. It’s still in Early Access, for good reason, but doesn’t claim to be anywhere near finished. I can wholeheartedly recommend this game to people who want something to follow and love as time goes on, a work in progress and hopefully not a project that may get abandoned at some point. I cannot recommend this to people who want a full game, who long for an experience without pause, who require a robust adventure to fill their soul. I believe that there will be a time that I can recommend this game for that, but that time is not now.
Zesty Rating 4.5 Out Of 10 A work in progress by a lone dev, a promising outlook. Adventure and endless possibilities promised and a great journey to be had when finished. The unfinished part is the only negative, and it’s a little empty, but it’s acceptable by Early Access standards.
Please bear in mind that this is a repost. There have been slight changed to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.
Super Clown: Lost Diamonds was another one of those, “Ah, that will be super easy to play, looks like it has a low skill requirement and made with leftover unity assets from a dodgy car-boot sale.” While being one hundred percent correct in that matter, it did not matter. What is the use of a game if you cannot play it?
As I load up the game, I’m met with a massive spike in GPU in only the menu screen, this continues on through the entire game, but within the loading screen of all things. This should not be something that happens. Through most of my time gaming, I’ve only every experienced issues like this with indie games. The first of which being AffordaGolf Online, my first-ever shit indie game that brought up this issue. My computer specs are as follows: ASUS ROG Strix G15DK Ryzen 7 5800X
Processor: AMD Ryzen™ 7-5800X
Installed RAM Size: 8GB DDR4 SO-DIMM
Graphics: NVIDIA® GeForce® RTX3070
Storage: SSD – 256GB, HDD 2TB
Why is this relevant? Well on Steam, it so nicely shows the required specs of your PC to be able to handle said game. For AffordaGolf Online, it seemed as though I was going to swimmingly breeze through the game and have no problems with my GPU whatsoever.
AffordaGolf
But no! AffordaGolf drags my GPU through the dirt and slaps it across the face, and with no option to turn any graphics up nor down, it fucked the rest of my stream for the day. Why, when I have four times the RAM required for indie games, does it shit itself so hard?
Fast-forward a lot of time to my first-ever reviews, grabbing indie games from Keymailer and just taking what I can get. JRPGs, platformers, side scrollers… Anything I can get my hands on that I won’t experience motion sickness playing, give me it all because I want it all. I came across a game called Rent’s Due: The Game (wow great name, where’d you find that?), and I ran into the same issue. Despite having over both the minimum and the recommended “everything” I am still suffering greatly for playing this game. Dragging my PC through the swamp like a horse for it to eventually sink into the mud as I cry over the sinkhole. Why? Why does this keep happening to me? Why is it only these indie games? And specifically the ones that I either can’t change the settings on or when I do “change the settings” it looks like it does fuck all?
Minimum and Recommended For Rent’s Due (Why is it so high tho lmao)
It became apparent to me after loading up Super Clown, that these indie games all have a few things in common, some of which I listed above. The lack of having an option to change the graphical settings, or when you do change the graphical settings, it seems not to have any effect. Another thing however that one of my chatters pointed out to me at the time was the possibility of the game being fully rendered, all at the one time behind the menu-page, not having the levels in a separate instance. When you load up these games, you’re running it all, all the game, all at the same time, even if you can’t see it. All of these games feature the same visual elements too, either low-poly or cheap looking assets. All with such shiny, shiny surfaces, with Play-Doh features and garishly bright colours and conflict with each other.
Unreal Engine. Unreal Engine is what these games have in common, and to a lesser extent, Unity as well. While giving people an easy way to make games and making it so “anything is possible!” and give everyone the keys to making games. I much have to agree with Ego when he argues with Guesteu that not just “Anyone Can Cook.”, in Ratatouille. He does continue to go on about how “…a great artist can come from anywhere…” and something about it being much more moving and recognisable if the artist has come from “humble beginnings” which is certainly true. It’s something, a lot of us who play indie games want, that’s why Stardew Valley and Unturned were such huge hitters. What we get landed with is mostly anything but that! We get people selling the first-ever game that they’ve attempted to make for £10+, when it barely works and hasn’t been play-tested enough by other people (Red Cap Zombie Hunter). It’s genuinely something that needs to be worked on a lot more before it can be worth any kind of money. We get people who know how to cheat the system, and will churn out games that have no effort in them whatsoever. Even turning to stealing assets and claiming them as their own, or taking template or sample games, not altering them and selling them as is! (Abscond)
Do you want to know what you see in the images I’ve used for this review? You see what the developer wants you to see. Of course, that’s what you always experience when you look at screenshots from a computer game on any platform. However, sometimes, heinous things can be hidden behind screenshots taken at a perfect angle.
When you’re looking at your lovely, smooth game that functions really well, what you want to do when putting your game on Steam is to take the best screenshots that highlight the most stunning parts of your game. The most important features or the most awe-inspiring shots that will make people say “Take my fucking money”.
When you’re adding a game to Steam, you NEED screenshots; otherwise it doesn’t let you post your game (as far as I’m aware). The developer for Super Clown needed screenshots, and as you can see already, the scenes look “okay”, they look “alright”, some are a bit “what the fuck is happening with the shading with those hills?” but it’s reasonable. This is because the rest of the game is such an empty shell. If you spin the camera around from any angle you can see the edge of the game, where the landscape falls off the map, where the ground has randomly been raised and haphazardly spray-painted the terrain. The water looks so out of sorts, appearing to be “super-duper-high def water” with the rest of the map looking like it was made from Magic Sand.
In the first-ever level of this game, you spawn on this plateau where there are at least TWELVE help signs that tell you what to do, or how to do things. For each one, you need to press the interact button but THEN click on the exit window. This is while the world is NOT paused, and you can be attacked by little COVID-19 spores that were placed very close to your character. Upon dying, you respawn, but the enemy positioning hasn’t reset, and they are right where they were before you died. On a tutorial level, I’m immediately thrown into a really shitty situation and with no reason for it. Random coins with weird placements that are probably to teach you what things are, with no way off the big rock other than to make a HUGE jump into the water below. This water being so shallow that I may as well belly-flop and get it over with. Now, in the Ultra High Def Water, and the inability to change ANY settings, my PC starts levitating with the amount of work it’s having to do and with the fear for my life I “nope” out of the game.
System Requirements For Super Clown
Above all else, reiterating the fact that indie games, of all games, should not be making my computer sound as if it smokes 60 a day. I have 7 Days 2 Die, and it has a lot bigger requirements and only makes my PC sound as if it has a tickly cough on the odd occasion. There is absolutely no need for this. There will be no pros and cons list because only the cons really matter when the vast majority of people will struggle to load this game up and play it, despite meeting the criteria.
Price: £1.69 Time To Complete: N/A Achievements: 72 Cards: No Worth The Money: Even with it being on sale for £0.40, I would STILL not recommend this to anyone.
Overall… Yeah, just don’t bother. You probably wouldn’t be able to make it function anyway.
Zesty Rating 0 Out Of 10. A game that looked bearable, easy enough to play, and made with leftover assets. Broken, unpolished, and lack of quality settings for shaders had my gaming PC wheezing like it was winded. Avoid.
Please bear in mind that this is a repost. There have been slight changed to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.
NOTE: This game is flagged as “Retry”. Due to my PC being professionally cleaned recently, I'm choosing to give most games in which I have these “Computer sounds like it's dying from the flu” complaints another go, or at least another boot up on my freshness. Bearing in mind, these games were played extremely early on in my reviewing “career” meaning my PC should've been 100% sound to play these games regardless.
Another one of these games that I do not remember purchasing. However, Steam remembers it as September the 30th of 2019, and I will take its word for it. But, this is also another one of these games I will tell you to steer clear of, and this time it’s not because the game is bad.
So, here I was, probably on a shady website or browsing Fanatical Bundles. If I’d seen this game on its lonesome, outside a bundle, I would not have bought it. It came in the bundle regardless, and as part of my “I need to get through my massive backlog of games” effort on Twitch, I played it to give it a go.
About this time I was thinking, “Wow, this game cost £0.99, and it’s not bad.”
I’m zipping about in this simple, and minimalistic, but challenging, nonetheless, game, and it’s pretty damn good. Still not groundbreaking or amazing, but nothing like the other shovelware on Steam which they let pass through these days.
Low and behold, I don’t need to look very far, and I find that this game is an asset flip, complete and utter plagiarism. The developer of this game is claiming this game as his own when the rightful maker made this available on Unity.
There are pros and there are cons, but Abscond is not this developer’s game. So, there are only cons here, which are:
“Dev does not know how to make a game” / “Dev is too lazy to make a game by themselves.”
So, what do we do now? I’m downright refusing to acknowledge the “developer” as the creator of this game, and left with nothing to gripe about.
Things like this do leave me to be curious, however. If a “developer” on Steam, is willing to get free assets from Unity, not alter the game in ANY manor and attempt to sell it passing it off as their own… will they benefit?
As it stands, Steam charges the developer $100 per game put through the Steam Direct program, meaning that as soon as a developer puts it up, they are $100 down. Unless you have lots of expendable cash, it’s not money you’d get rid of without being completely certain that what you’re doing is worth it/profitable.
So, the developer, XiNFiNiTY Games, takes a free asset bundle and sells it on Steam without further modification. — $100. If you’re a nerd like me and have Augmented Steam and SteamDB browser extensions, you will be given some useful information, but I’ll touch on that in a second. Looking at the initial data of the game that the regular Steam user gets, you can see that the game only has 9 reviews despite it being “released” in December 2017. You’d possibly think to yourself, “Fuck, maybe it’s just because it’s an endless, simplistic little arcade game that’s not had a ton of spotlight.” Scrolling further down, you’ll see the usual thing of there being actually more than 9 reviews, there actually being 24, which is still not a great deal despite the game being released for 5 years.
The bigger majority of these reviews being negative, calling towards the simplicity of the game, low effort and not being worth the money being asked of it. A couple of others, including myself, using these points others had made along with the fact that the game is an asset flip to point out why it was so ridiculous that it was paid for.
24 is still a small number, but thanks to my add-ons, you get a rough estimate of how many people actually own this game.
Now, as you can probably tell already by looking at the picture. 20k to 50k is not really that much of an “accurate number”, nor is it really all that accurate at all. It’s quite the ballpark range.
Okay… So let’s outsource this a bit, and try a different thing to guess how many people own this game.
Oh…
So, we have the same numbers from SteamSpy, but some huge numbers from PlayTracker. And honestly, on first viewing of that number it seemed unreal and did not want it to be accurate. But concerning the number of reviews, and also looking at that third number (actually the first in the set, but the third that I mentioned), it looks a lot more realistic.
Therefore, on some basic maths, entirely ignoring a few factors such as Steam sales, discounts, and devs giving their keys away to bundle sites: If SteamSpy’s upper estimate is correct, and 50k copies have been sold, then you’d be right to assume that they’ve pocketed $44,900. Which would be absolutely ridiculous.
Even going by the “Owners By Reviews” lower estimate it would still mean that the “developer” made a net profit of $1340, which is still disturbing considering that this is not even their content.
So, looking a bit further into this game, on various blogs, I happened upon a very useful site, or maybe I found it useful as it provided me the information I wanted to see. (Rather than the news I wanted to hear).
A site known as Game-Stats that has a lot of information on games had something more in mind of what would’ve been earned by the so-called developer. Fair enough though, despite being a lot more realistic and what I’d had in mind, it was still unfortunately above the $100 they had to pay to release “their” game. Meaning, at the end of this (if this website’s more realistic looking evaluation of the revenue is correct) they still gained $70 from essentially stealing someone else’s work and slapping a different name on it.
Meaning, if anyone wants to almost double their money, just steal someone’s game and slap your name on it and pop it on Steam, they won’t do anything about it.(obvious sarcasm)
Hi, I’m not finished yet. So, this “developer” can yoink practically an asset pack from Unity, not change anything about it and claim it as their own, gaining almost double their money back.
What if this is not the only time they’ve done this? Or at least, that’s a question that I start to ask myself because I’m a weird one like that and apparently have too much spare time, despite never seeming to have any at all.
XiNFiNiTY Games have 22 games to their name, 6 of which being DLC (Downloadable Content), so we can bring that number down to 16. One of the first-ever games, of which being “Infinity Wings – Scout & Grunt” actually gathered enough reviews from people to generate an average audience score, which is not a good one. What the more early games of XiN have in common is that they’re not the sole publisher of the game, and that OtakuMaker SARL are the ones publishing instead. These games also still not getting great receptions, but looking and seeming to be more fully fledged games than the Abscond rip-off.
The first one that we actually take a look at is another game with a very similar thumbnail to Abscond (in fact, they all are very similar looking in terms of simplicity). Spinning Around is a basic game where you have to fly your Spaceship into the correct colour, while the colour position that you have to fly through changes. You’ve all seen someone playing a mobile game with this concept. This is another blatant rip-off, another asset bundle ripped from the Unity Asset store, a different title slapped onto it and published on steam as their own content. What is the net profit that site predicts this time? $320.
Okay, let’s try another one. Infinity Trip. Another unity asset flip, as the real developers can be seen right here. How much is their estimated return? $56. Okay, thank goodness, nearly everyone reviewing this one knew that it was an asset flip immediately. Must be a more popular asset bundle than the rest.
Stellar Warrior? Phone-game esque, so most likely also stolen. Net Revenue $0 (Seems improbable, yet there are no good reviews at all about this game).
Cubic Color? More than likely. (Can’t find original source). Net Rev $37.
Color Circle? No evidence as far as I can see, but it looks exactly like what they’d usually steal. Net Rev $75. *All “Net Revenue” are estimates made by the Game-Stats website.
So, from the asset flipping, player scamming side of things, we have 13 games that have possibly been attained from the unity asset store. All of which have been turned around, had a new name slapped on top of the old one and put on Steam to be sold as “their” game.
13 x $100 = $1300 So, the devs have spent this much putting the games on Steam, but did they get back what they spent? $75 + $37 + $130 + $260 + $18 + $94 + $0 + $110 + $56 + $340 + $56 + $320 + $170 When you look at it, there are plenty of small numbers that are below the $100 threshold, but a few big numbers. The gamble was really risky, as not a lot of their flips generated a profit, but the ones that did generate a profit only did so marginally in comparison to indie games that have any real effort.
Estimated Net Revenue for all (possible) asset flip games being $1,666. (*Gasp* 666) Provided they paid for each game to be put on Steam, they presumably made a $366 profit, assuming the website is more accurate than the others. This is not amazing, and taking a close look at their profits from each game, if Trigonometry hadn’t done as good as most of the others, they would not have as much of a profit as they do now.
Color Circle
But realistically speaking, however, what if this hadn’t stopped in 2018 and this developer kept selling asset flips? Also bringing to attention, these games are still live on the Steam store, waiting to be bought. This “developer” can still obtain money right now from any unsuspecting buyer. This slow gain of $366 has happened over the course of five years, acting like an offshore bank account or investing in a really slow-moving stock, but it’s still there.
You can probably guess my opinion on the matter. I find it morally unethical, and completely condemn this as while it’s still apparently legal, it’s harmful to the image of “indie”. Not only that, but it damages the reputation and the credibility in the eyes of players towards other games that use bought assets for their games, such as PUBG. Many indie game devs either do not have the skill, time, or the know-how to pursue making their own assets. Buying these asset bundles and game templates are what gives these developers a head start and a clear direction of where to improve from, or what to use, or how to use what they have. Unlike these innocent game devs who use these assets as intended, XiNFiNiTY take templates as they are, change nothing, and slap their name on it.
Call this whatever legal term you wish, forgery, plagiarism, theft. At the end of the day, it’s certainly a scam. You can get the tools to make these games for free, you get the templates for free (sometimes paid, but a lot XiNFiNiTY took were free or cheap), and “make” exactly what XiNFiNiTY copy and pasted yourself.
If you come across any games by XiNFiNiTY Games, then please do not add to their pool of money that should’ve been distributed to the real developers. There are many other better indie developers, and there are many other better indie developers that actually have done the work they are advertising.
The amount of time and research put into this topic could’ve been a lot more, and I would’ve gone further into this if I had the energy. However, this was made a lot quicker due to two characters on Steam. The first being Zaxtor99 TTV, whose review first alerted me to such a thing as an asset flip. I’d always suspected as such, but after playing Abscond and then being shown where it originally came from, I was gobsmacked that someone would actually do this. Secondly, to the person behind the curator calledSturgeon’s Law, Obey the Fist!, who almost had every link to all the assets that were stolen. I’ve also now read a whole Wikipedia article on “Asset-Flips” and an article/interview with Bennett Foddy and am a little asset-flipped out now.
Edit: I’ve been made vaguely aware that it’s somehow possible for developers to cheat the $100 entry fee for releasing a game on Steam by dropping more than one game at a time (or something). I’m not fully versed in this knowledge and can’t find any info on it at the moment. But it does, however, change a lot of the “predicted profit” if these “developers” managed to do this too, I, however, will probably look at this another time.