Blue Prince

The very first time I heard about Blue Prince, it was from a social media post by Andrew Plotkin, in which he stated that he didn’t feel the need to write a blog post about it because everyone else was doing that. It’s basically this year’s Animal Well — and not just in the sense that it’s this year’s popular indie game, but in the sense that it’s got multiple layers of mystery to solve even after you’ve technically won. It makes me wonder if every hit puzzle game from now on is going to be like this. The canonical joke among the fans is that when the credits roll, that’s when the game begins. Reaching that point took me four days of real time, and 52 days of in-game time, which I understand to be well above average, but the RNG wouldn’t give me a break — in most runs before that, I’d either be able to reach an entrance to the Antechamber, or have the means to open it, but not both at once. But taking so long meant that I had already made significant progress on the post-game content that’s dominated my attention for the last couple of weeks.

But I get ahead of myself. Let’s cover the basics: Blue Prince is fundamentally a puzzle-based first-person adventure game, but it’s sort of embedded or intertwined with a tile-placing board game along the same lines as Betrayal at House on the Hill or the D&D Adventure System games. The premise is a classical freak will: your deceased great-uncle has bequeathed you his manor, but only if you can meet the challenge of finding its secret 46th room, a challenge made more challenging by the way tha the manor’s layout changes from day to day. Whenver you open a door, you get a choice of three rooms, drawn at random from a pool, that can be on the other side. When you’ve either filled up the grid or (more likely in the early stages) run out of doors to open or keys to open them with, you can call it a day and reset the estate. Most of the adventure-game puzzles rely on drawing specific rooms, or specific combinations of rooms, or specific rooms in combination with specific randomly-placed objects.

On the face of it, this sounds like a recipe for disaster. Don’t you get frustrated and annoyed waiting for the combinations necessary for progress to randomly come up? And yes, you do, somewhat. And there certainly exist people for whom this is enough to make them lose interest in the game completely and then make lengthy posts complaining about it on the Steam message boards. For me, it produced the opposite effect. Not being able to try out my ideas immediately makes me all the more eager to keep playing until I can. But why? That’s the interesting part.

I think part of it is that it gives you multiple aavenues of progress. I’ve noted this before about RPGs and adventure/RPG hybrids: when you’re stuck, you can always grind for XP. Blue Prince doesn’t have XP, but it does have other incrementally accumulating attributes that help to make you feel like you’re making progress even when you don’t accomplish your main goals. For example, raising your allowance, which is the amount of money you’re given at the start of each day to spend on special items. Eventually you get to the point where your allowance is large enough for any expense and you don’t need to increase it any more, but by that point you’ve probably discovered another incremental goal to take its place.

Moreover, though, the very fact that you can go through multiple runs without an opportunity to try out your intended solutions to puzzles means puzzles tend to stay alive longer than they would in a conventional adventure game. At any given moment, you have several back-burner goals that you’re ready to pounce on the moment the game deigns to give you the necessary resources. You’re probably thinking “Sure, until the end, when you start running out of goals”. But it maintains this state for a remarkably long time, just by unfolding its mysteries gradually and revealing new meaning in what you’ve already seen.

But I think the really crucial thing is that the tile-placing game is engaging. Picking rooms on the basis of their contents and constraints requires enough thought and attention that it could easily be made a decent game of its own, without the rest of the story and puzzles embedded in it. As a result, most of the time you spend playing this game isn’t actually spent thinking about the adventure puzzles. Minigames in adventures feel annoying when they feel like interruptions, disrupting the game that you were absorbed in playing. Here, it’s kind of the reverse: the adventure is embedded in the minigame.

Still, things do wind down eventually, and I’m well past the point of diminishing returns. As in Animal Well, you have to decide when you’re done. I’m not quite done — there’s still a thing or two I want to do before closing it for good — but I’m getting there.

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Introducing: Runecaster!

So, yeah, I’ve dropped into a months-long silence once again. There is a reason for this: I have been making a game. An indie puzzle game, but one that I intend to fill out to the point where I can in good conscience ask people to give me money for it. I’ll have more to say about it later, when it’s closer to complete, but the title is Runecaster and the elevator pitch is “DROD with spellcasting”.

I’m well aware that this is not likely to be a profitable endeavor — the average indie game, to a very strong first approximation, sells zero copies. But I’ve committed to spending a year developing it anyway, because (A) I can afford to, and (B) it beats looking for work in the current job market. Moreover, this is a game that I’ve been thinking of making for many years — decades, even. The initial inspiration came not from DROD, but from an obscure 90s action-RPG called Four Crystals of Trazere (or simply Legend in its European release). Four Crystals had this magic system where you constructed spells from runes, each of which had a specific and deterministic effect, forming a sort of miniature programming language. There were a handful of points in the game where it made puzzles out of this, like a sealed chamber that can only be opened by a lever inside the chamber, so that you have to figure out a way to press the lever with magic. But it wasn’t the game’s focus, and I always felt like the idea could be taken a lot farther.

Over the years, I’ve made a few previous attempts at implementing my ideas — once in Unity, once in Javascript — but this current attempt, using Godot, is the first time I’ve gotten far enough to think I’m going to finish it. And I’ve contemplated repurposing this blog as a dev diary. But the unfortunate fact is: Blogging and working on this game seem to tax exactly the same mental resources. On any given day, I am capable of working on the game, or blogging, but not both. And development has taken priority. I’m going to try to establish a schedule of game development on weekdays, blogging on weekends. We’ll see how that goes.

But in all honesty, although this has been the thing occupying my attention for most of the last few months, it hasn’t been the thing occupying my attention for the last two weeks. Something else took me over pretty thoroughly, and is only just now letting up somewhat. I’ll describe that in my next post.

Creeper World Ixe

Speaking of titles that I played obsessively for a time, 2024 also saw the release of a new Creeper World game! But it occurs to me that I never posted about Creeper World IV here, so let’s talk a little about that first. Creeper World IV was the franchise’s foray into 3D, and it was fine. If you’re a fan of Creeper World, and you’ve wondered what it would be like with 3D models, it’s worth a look. But it’s nothing to write home about, especially after Creeper World 3: Arc Eternal, which is, to my mind, still the ultimate and definitive Creeper World experience. Being 3D adds the possibility of a first-person mode, and, while this wasn’t used in any of the campaign mission, it’s telling that basically all of the top-rated player-made levels use it. It’s like the fanbase decided it was more fun to use the engine to play a different game.

Now, the new one: Creeper World Ixe. (Or, according to some of the title graphics, Ixe Creeper World. “Ixe” is the name of an alien race in the game’s backstory, which I will not be describing any more than that.) This game abandons the 3D and in fact brings us back to the vertical 2D view that we haven’t seen since Creeper World 2, based on cave systems that constrain and pressurize your fluid enemy. But the game isn’t just Creeper World 2 brought up to modern standards. It’s Creeper World 2 hybridized with Noita.

This might seem strange. The Creeper World games are real-time strategy games in a sci-fi milieu, and Noita is a fantasy Roguelike. But they both have a lot to do with simulating fluids, and the main thing Ixe gets from Noita is its pixel-level simulation. CW2, in contrast, was fundamentally tile-based. The world was a grid where everything you could build occupied one square and the Creeper was essentially a cellular automaton. The pixelation of Ixe is notably coarse, but not tile-level coarse.

And the pixelation doesn’t just affect fluids. As in Particle Fleet by the same developers, your own ships take damage by having pixels eaten away. This isn’t the only thing it takes from Particle Fleet, either: some levels feature a similar particulate enemy, and, as in PF, the number of ships of any type you can have at a time is limited, making for smaller-scale battles. The very fact that I refer to your units as “ships” is a symptom of how Particle-Fleet-ish it is; Creeper World is usually about land battles. But the pixel-level simulation is stronger and weirder here: when you move your ships, they move by physically breaking apart into the pixels they were built from, which form a sort of snake-like chain, slithering its way around walls to reach its destination and reform.

But back to the fluids. In addition to Creeper and Anti-Creeper, there are several other fluids found in the environment, as well as substances with “sand physics”, pixels that form heaps when they fall. And some of them are useful: oil, sulfur, pixellium, etc. These can be sucked up and combined into other useful substances, like explosives or acid. And, as in Noita, you combine them by throwing them into a pit together. This is the single thing that makes me certain that Noita was a direct influence, rather than just something that hit on similar ideas independently. The system of alchemy here isn’t nearly as complex as Noita‘s, but I’ve seen player-made levels that extend it with secret combinations and new substances.

In the campaign’s final level, it makes a final turn towards Noita by stopping being a RTS and instead becoming a 2D metroidvania, with a single player character running around a complex, shooting at Creeper, picking up keycards, and mixing chemicals in vats. I feel like this might be a reaction to all the first-person levels made for CW4, a way to get ahead of the inevitable genre shift among the fans, to make it planned and deliberate. But I haven’t seen any player-made levels like it yet.

I’ll say it again: Creeper World 3 is the definitive Creeper World. This game isn’t even trying to be the Next Big Development of the series. It’s the quirky offshoot of the series, an experiment in what else you can do with the basic idea. And I kind of love it for that.

Train Valley Revisited

When I started this blog, I posted about every game I played. That hasn’t been the case for a long time, and some games that have eaten large portions of my life have gone completely unremarked on. I did make a solitary post about Train Valley 2 a few years back, but this does not even begin to cover my experiences with it.

To recap a little: In contrast to the original Train Valley, which is a scramble to meet unpredictable demands (a bit like Mini Metro, but with completely different mechanics), Train Valley 2 is about making a plan and then executing that plan. It’s essentially a crafting game, where the crafting is mediated by trains: a city might need, say, dozen Copper Ingots, which are made at that factory over there out of Copper Ore and Coal, each of which is produced at a mine somewhere else on the map using Workers. (Workers are, like everything else, a consumable resource.) You have multiple demands to meet within a time limit 1That is, there isn’t a time limit per se. You can exceed the par time and still meet all your other goals. But only if you’re willing to settle for fewer than five stars., and thus have to prioritize, sending your trains where they’re most needed.

I think I found this structure most appealing at times when I felt blocked in other areas of my life. If I can’t make progress in my real plans, at least I can make a plan and execute it in Train Valley. The fact that it really does involve making a plan is important, I think. So many modern games tell you outright what you need to do at every moment, but TV2 just delivers a bunch of requirements and constraints and lets you figure out what needs to be done. The result is something that I found extremely compelling, to a perhaps unhealthy degree, downloading and playing user-made levels well past the point of enjoyment. I’ve uninstalled it several times, but then they’d come out with a new DLC pack2One of the DLC packs adds back the random passenger trains from the original Train Valley, letting people mix together the two play styles in a single level. My reaction to this is usually annoyance and a desire to get through the random stuff as quickly as possible so it stops interfering with the execution of my plans. and I’d begin the cycle anew.

Last year, an ad on the TV2 main menu announced the release of a third Train Valley game, Train Valley World. Despite a title containing a word suggestive of MMOs, this game turns out to still be essentially about levels playable by a single player. It does add multiplayer modes, but this is of not much use to me, as I don’t know anyone else interested in these games. It changes up the presentation and feel once more, basically going for something more like Civilization VI: levels are larger still than TV2, the graphics are finer and typically viewed at a greater distance, and, as in Civ, the cities all have names this time, these names being the names of real cities, even though the geography they’re placed in is nothing like reality. The tracks follow the same tile system as always, but the larger scale makes this fade in relevance. Instead of placing a route by dragging over every tile you want it to go through, you usually just click on a series of waypoints.

But the largest change to the feel of the thing is in how you give orders to trains. In the previous games, you send trains on single missions. You’d select a source of freight and a destination to bring it to, and a train would do that once, and then it would be done. If you wanted to send four trainloads of lumber to a sawmill, you’d give that order four times, perhaps using all of your trains in a convoy to send it all the lumber it will ever need at once. In TVW, you program a route into a train, potentially including multiple stops where it drops off one freight and picks up another, and then that train repeats that route until given new orders. Or attempts to, anyway; sometimes it can’t, like if a source of freight is empty, or a destination is full and can’t take any more. The overall gameplay, then, becomes less dominated by goals. It still has goals similar to TV2, with cities having specific demands, but you reach those goals by creating stable, balanced systems than can keep running indefinitely without your attention.

And for whatever reason, I find this a great deal less compelling than the get-it-done-and-then-stop approach of TV2. Perhaps it’s because it suggests endless labor, even if I’m not the one performing that labor. I’ve played through the TVW campaign, but I don’t feel drawn back to it. I’m hoping this breaks my Train Valley habit for good.

References
1 That is, there isn’t a time limit per se. You can exceed the par time and still meet all your other goals. But only if you’re willing to settle for fewer than five stars.
2 One of the DLC packs adds back the random passenger trains from the original Train Valley, letting people mix together the two play styles in a single level. My reaction to this is usually annoyance and a desire to get through the random stuff as quickly as possible so it stops interfering with the execution of my plans.

Sinistar Unleashed: The Learning Curve Strikes Back!

Not much progress to report today. I’m still trying to become sufficiently proficient with the flightstick to tackle the highest level I’ve reached without it. I still maintain that it will be a benefit to me once I’ve mastered it, but right now, it’s a learning curve. It strikes me that the game’s ideal player is one who’s already over this hurdle, just as, say, Animal Well is built on the assumption that you’ve already mastered basic platforming skills. It’s a game for people who have graduated from the likes of Wing Commander and are seeking something more involving, more complex.

I’ve been replaying from the beginning, on Easy, and in the process I’ve seen some Sinistars that I had previously passed over by destroying the gate. For what it’s worth, I don’t consider replaying from the beginning to be all that much of a setback; this is a game that’s positively designed to be replayed from the beginning. But being worse at the controls means that I kill fewer worker drones, which makes it less likely that I’ll destroy the gate before the Sinistar shows up. And some of them are real toughies, ones that I have no idea how to even begin to approach. There’s one that’s surrounded by a flickering green spherical force field, and sometimes it projects force fields at you, sending you hurtling away as speeds sufficient to destroy you if you collide with anything. Even in Easy mode, I don’t know how to survive that encounter long enough to do the kind of experimentation needed to figure out how to so much as scratch its paint.

I’d gladly read a walkthrough for some of these guys, but there doesn’t seem to be one online, even at old mainstays like GameFAQs that host hits going back to the dawn age. It just never had a sufficiently large fanbase to produce one. I guess that’s what happens when your target audience is the intersection of “nostalgic for 80s coin-op games” and “proficient with a flightstick”.

Sinistar Unleashed: New Hardware

How long has it been? More than a week? It’s been a busy time, largely due to the latest Puzzle Boat, my first. Maybe I should post about that. But I’m not going to do that today, because I’ve just resumed playing Sinistar Unleashed.

The main bit of news here is that I went and did what I said I might, taking advantage of the holiday sales to get myself an actual flight stick — specifically, a Thrustmaster T. Flight HOTAS X. My understanding is that this is exactly the same as the Thrustmaster T. Flight HOTAS One, except that the One can be plugged into an Xbox and the X can be plugged into a Playstation. Since I have no intention of using it with anything other than a PC, I don’t much care about the difference. It’s a cheap-end-of-midrange device, and comes with a detachable throttle lever, which seems important for this game.

Having now experienced it in Sinistar Unleashed, I am absolutely sure that this is the intended experience. All those extra options like perpendicular movement and rolling left and right, which I had evicted from my gamepad to free up button space, are available trivially. At the same time, it’s going to take a while to get used to this, because it’s way more responsive to small movements than I’m used to, including involuntary small movements. I keep rolling without meaning to, just because I’ve never used a controller that actually cared about torsion on the stick before. I’m reminded of a bit in Wing Commander where you’re given an experimental prototype fighter to try out. In the debriefing, the player character says “It handled like a dream”, while I wanted to say “It turns way too fast. I had basically no control over what I was doing and kept overshooting my targets.”

The other big downside is that I pretty much have to use it while sitting at a desk. My home computer setup is like this: I live in a four-room apartment. Bedroom, bathroom, kitchen, and living room. The living room is the only reasonable place to put a computer, so my office space is a desk on one side of it. My PC is connected both to a pair of normal PC monitors on that desk, and to a projector positioned opposite a couch. It is from this couch that I watch movies and play those games that benefit from being projected onto a large screen.

(Some years back, Valve started selling devices with the sole purpose of enabling “couch gaming” while keeping your PC in a different room than your TV. This always bemused me: why would people be willing to pay money for this when they could just put their PC and TV in the same room? But then, I just bought a fancy joystick for the specific purpose of playing a 25-year-old game that cost me less than the joystick, so who am I to talk?)

Sinistar Unleashed is definitely in the category of “games that benefit from being projected onto a large screen”. You want to fill as much of your vision as possible with that starscape, helping the illusion that you’re physically there, gliding and swooping around. And as long as I was playing it from a wireless dual-stick controller, entirely designed around couch gaming, that is how I played it. But I can’t have that and the proper controls at the same time. I gladly choose the controls, but I know I’m losing something as a result.

Sinistar Unleashed: The Clutch

As in the original arcade game, most levels in Sinistar Unleashed start off with a number of stationary turrets scattered about. When you’re in range, they turn slowly to face you and then fire in barrages, a long cone of fire randomly packed with bullets every few seconds. Seeing that many bullets at once is scary, but I’ve found that the best way to deal with it is to face the turret head on. You present a smaller profile that way, thus getting hit by fewer bullets, and although you’ll still get hit multiple times, you can easily kill the turret before it kills you. If, that is, you actually want to kill it — enemies can be damaged by friendly fire, and sometimes the easiest way to get attackers off your tail is to head into a turret and let it shoot it them down for you.

(Can you be damaged by friendly fire too? I assume so, but it’s hard to be sure, because of the lack of friendlies. There’s a Special Item that you can use to place turrets of your own, but their bullets are fewer and more precise than the enemy’s. You’d have to try pretty hard to get hit by them.)

Past level 16, however, there’s a new sort of turret that I haven’t figured out how to best deal with yet: the laser turret. Instead of a barrage of bullets, it fires a continuous beam. It can take a few seconds to home in on your position, but once it’s locked on, it follows you unerringly until it pauses to recharge. Facing into this gets you killed. You have to move perpendicular to the beam to avoid it, and that means you’re not facing the beam and can’t shoot at it with your primary weapon. Some of the secondary weapons, such as homing missiles, don’t need to be aimed, and could be useful here, but as I’ve said before, I’m inclined to save those for emergencies.

I may need to finally master the clutch. This is something that’s occasionally mentioned in the helpful hints that appear at the end of the game: “Take advantage of the clutch, it’s a very powerful tool” or words to that effect. But I hadn’t used it and frankly didn’t even know what it did. I think there was a button assigned to it on the controller by default, but it was one of the less easily-discoverable ones, like pressing the right joystick or something. Again, this game wasn’t really designed for a gamepad. The manual is written under the assumption that you’re using some kind of flight-simulator stick — in describing how to roll left and right, it says to twist your joystick — and what’s more, that you’re using it in conjunction with a keyboard — in describing the clutch, it says to use the space bar. I’ve rebound it to the left shoulder button, which was previously shields, a special item that I only occasionally have.

What the clutch does is this: it allows you to pivot without changing the direction you’re moving, like in Space War and Asteroids. This would clearly be useful against laser turrets: you could take off laterally, then clutch and turn and fire at the turret while still moving laterally. It also seems like it would be useful against ordinary warrior ships: they like to chase you and fire at you from behind, and with the clutch, I could just fire back at my pursuers.

But this is all predicated on actually getting good at using the clutch, which will take some practice. And it occurs to me as I write this that strafing could also be an affective approach to laser turrets. But I’ve unbound strafing from my gamepad. I just don’t have enough buttons for this game!

Maybe I should actually get myself a flight stick. I’m not a big flight sim fan, but this isn’t the only game on the Stack designed around them.

Sinistar Unleashed: FOMO

I’ve been backtracking a bit. Whether it’s through improved flying skills, or greater knowledge of effective tactics, or just having access to all the Special Items now, I’ve managed to pass level 4 on Normal difficulty, with the result that I can start Normal games at level 5 from now on. I’ve also tried restarting from the very beginning on Easy. There are advantages to this: by the time you reach the later levels, you’ve got an inventory full of weapons and items that you wouldn’t have if you started there. Also, you gain an extra life every time you clear a level, but this is only a net advantage if you’re not dying more than once per level. There’s definitely a pivot point around level 10 where my lives stop going up and start going down.

In both Easy and Normal, though, I still wonder: Am I missing out? It really seems like the most effective way to beat a level is to not face the Sinistar at all, but rather, keep the gate from ever being completed. This means spending enough time on each level to run out the clock, and devoting a substantial portion of that time to hunting worker drones instead of fighting the things hunting you. Surviving this is nontrivial. But at least it’s a skill that transfers easily from one level to the next. In contrast, each Sinistar is different, and not just in appearance. There are definitely Sinistars that are only hurt by bombs that hit them in specific vulnerable spots — the resemblance to shellfish of various sorts is kind of a hint about this. I think I’ve even seen one whose shell only opens to reveal the vulnerable spot some of the time, possibly in response to player actions. And you have to figure this stuff out while in extreme danger — especially difficult because most of the time, if there’s a Sinistar around, I’m running away from it, which means it’s behind me where I can’t see it. It’s markedly different from the original arcade game, where you could just spam the bomb button while fleeing and the bombs would home in on where they needed to go.

The point is, battling all these various Sinistars is a significant part of the design of the game, and it’s one that I’ve been avoiding where possible. There are Sinistars that I’ve passed by without ever seeing them, and others that I’ve seen but have no idea how to defeat. Maybe I should do a pass where I just leave the worker drones alone, let them complete the gates and figure out how to fight the Sinistars from the easiest onwards. Maybe I’ll be better trained to defeat the Sinistars past level 12, when they show up because I couldn’t delay gate completion enough, if I know how to defeat all the other ones up to that point.

Sinistar Unleashed: Controls

I’ve been talking a lot about this game’s features and mechanics, but I haven’t said much yet about the experience of playing it. It’s quite enjoyable! Easily my favorite of the three classic arcade game remakes I’ve played this month. As I once said about another game, the pleasure of a game such as this has a lot to do with the pleasure of just moving around in the environment, of the game’s responsiveness in putting your intentions into action, and it does that part well. Even with a modern dual-joystick controller, designing a good, intuitive system for moving around freely in 3D space is not trivial. Space flight here is fairly streamlined, with very little cognitive friction, letting you devote more of your attention to higher-level goals.

One touch that I really like: Forward movement is the default. You can stop dead if you want, just hold your position and swivel. This is useful in some situations, such as mining space rocks: you want to aim right at the rock for long enough to blast it apart, but you don’t want to ram into it. But such situations are the exception, not the norm, and are treated as such by the controls. Holding down the left trigger button stops you, like it’s a brake pedal, just as holding down the right trigger makes you go faster. (Holding down both makes them cancel out. That’s not part of the game design; it’s an inescapable result of how Xbox-compatible controllers treat the trigger buttons as a single analog axis.) Holding still requires continuously applied intent. That feels good here. It feels right. I kind of wonder how such a scheme would feel in a less appropriate context. Imagine if you had to hold a button down to keep Mario from running forward all the time.

One thing I just discovered while looking at the the control configuration: By default, the D-pad lets you strafe! (That is, move perpendicular to the direction you’re facing.) I had poked at the D-pad a little while trying to figure out how to activate Special Items, but I must not have held it long enough to see any effect. I don’t think I’ll be using that. Strafing just feels weird in this context. It really shouldn’t feel weird, if this is supposed to be space, but it does. My expectation is that my spaceship, despite looking like a veiny butterfly, is basically an airplane. Airplanes don’t strafe.

And anyway, I need to free up the D-pad so I can remap Special Items to it. It turns out that the default controller configuration just kind of falls down there. There isn’t a notion of selecting a Special Item the way you can select a Secondary Weapon; every Special Item needs its own button, and there are only so many buttons available. Playing from mouse and keyboard has no such problem, of course. Were the developers assuming that players would be playing from mouse and keyboard? Well, the game was only released on Windows, so they knew that players would have keyboards available. Looking that up, I also learned that the developers were former employees of LookingGlass Studios, the makers of games such as System Shock and Ultima Underworld1It’s a shame there aren’t any combination locks in the game., which were absolutely designed around using the keyboard for more complex 3D positioning than we’re used to these days. It just seems kind of backwards when the rest of the game plays from a controller so well.

Sinistar Unleashed: Secondary Weapons

I’ve passed level 12 — the halfway point! Enemies here are bigger and more trilobite-like. I suspect that by the end, ordinary warrior ships will rival the level 1 Sinistar in size.

Even though I’ve been playing for a while and seen half the game, there are still mechanics that I haven’t really mastered — specifically, the Special Items. These are among powerups contained inside special courier ships or blue-veined asteroids (how did they get in there?), and they mostly seem to be very powerful, but temporary — just the sort of thing you need in a clutch. Shields that block all damage. An instant return to full health. Automated drop-and-forget defense turrets. That sort of thing. I’ve deployed these from time to time, but I haven’t figured out how to choose specific Special Items from your inventory when playing from a controller. (The manual documents how to select them from the keyboard, but controller is clearly the best way to play this game.) I’ll probably have to figure that out soon to continue making progress. I’ll probably have to look at the input settings.

The Secondary Weapons, on the other hand, I’ve pretty much figured out, and they’ve been essential to getting this far. These are obtained from the same sources as the Special Items, and both selected and used via the controller’s face buttons. There are enemy-seeking missiles, a lightning gun that arcs in chains from ship to ship, a concussion weapon that sends out a spherical shockwave that damages everything in its radius — it’s not clear what medium is propagating this shockwave in the vacuum of space, but presumably it’s the same thing that allows me to hear explosions. Anyway, there’s a good variety of distinct effects that have advantages in specific situations, but in practice, they all come down to this: they let you kill stuff more quickly. This is important. There are things you need to get gone as quickly as possible.

But at the same time, you really want to use the secondary weapons sparingly, because they all consume resources. Each is found with a limited number of charges, but more importantly, they consume crystals — the same crystals that you use in Sinibombs. Indeed, Sinibombs are really a kind of secondary weapon, selected and deployed using the same controls as all the others, but they’re a special one, in that they’re available from the start and you never run out of charges for it. Crystals are also consumed when you heal damage, so that if you run out of crystals, you stop healing. Ideally, you want to minimize the number of crystals you spend on anything other than Sinibombs, because the more crystals you spend, the more crystals you have to mine to replace them, and time spend mining is time not spent on larger concerns, like bombing the warp gate or destroying the worker drones.

There’s a sort of Maslow-like hierarchy of needs at work here. In place of self-actualization, there’s destroying the Sinistar. Before you can concern yourself with that, you need crystals. But the first need, at the bottom of the pyramid, is the same as it always is: safety. When a particularly tough enemy spawns, taking it down becomes your first priority, crystals be damned. Secondary weapons exist for that moment.

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