Review: The Weaponographist

Doug McGrave angered the wrong witch! Now he’s loot-less, level-less and powerless, and if he wants to get back to normal, he’ll have to clear a demon infested town.

Genre(s): Arcade

Developer: Puuba Games

Publisher: Mastertronic

Release Date: April 2015

Played: Main Story + Hardcore Depths

Platforms: PC

Purchase At: Steam

Good:

  • Interesting premise.

  • Fun and addictive gameplay.

  • Charming visual style.

Bad:

  • Damage Combo drain doesn’t reset.

  • Really short.

  • Weak plot.

Review

The Weaponographist is an arcade game, one I saw during Rezzed 2015 and which I probably played more than any other game in the event. If you ever played Smash TV, you know how Weaponographist plays like, but for those of you who never have (aka my people) here’s the rundown. You battle your way through a series of rooms with four doors—up, down, left and right—and you need to kill all enemies before one of those opens, then you move to another room and start killing again until you reach the level’s boss fight.

On my keyboard, the game controlled very easily, with WASD used to move Doug and the arrow keys for attacking in one of four directions. Constant movement and precise directional attacks are extremely important in this type of arcade game.

The environments might change a bit, but the layout is always the same: 4 doors and tons of enemies!
The environments might change a bit, but the layout is always the same: 4 doors and tons of enemies!

Puuba Games added its own bizarre twists to the formula and they all revolve around Doug McGrave’s curse. Because of it every weapon he holds will inevitably fail, every coin he picks up turns to dust and every experience point he gains will fade away.

This means that weapon durability drains away with every attack and you’ll need to pick up new weapons to continue fighting. You’ll start every stage without weapons, just your fists, and the first enemy in the room will always drop a weapon, but from there the drop chances are completely random and you’ll have to use the weapons available strategically, making sure to move not only to avoid attacks and get close to the next enemy but also stay within short distance of a weapon. It takes some getting used to but soon enough I had mental routes on how to kill enemies and pick up the next item.

You'll buy a lot of stuff in town.
You’ll buy a lot of stuff in town.

There are to categories of weaponry: main weapons and spells. The former have varying degrees of power and durability and it’s what you’ll be using most of the time. The latter on the other hand are much rarer, are incredibly powerful but will often last for one or maybe two attacks. There are both melee and range main weapons, with Melee ones losing durability with each successful hit and ranged weapons losing durability with each shot fired, no matter if it hit or not. It’s a fair system and one you get used to quite quickly.

The weapons themselves are an eclectic set and in some cases anachronistic. You’ll find swords, spears, bows and maces along with yo-yos, chainsaws and Tommy Guns. And that’s without considering the “body part” weapons, like the Boomerang Satyr horns or the rocket launcher Unicorn horns. I love the Unicorn Rocket Launchers and the flail, the sword and the Tommy Gun! Those were my go-to weapons. Sadly, your favourite weapons won’t always be available.

Unicorn Rockets!!!
Unicorn Rockets!!!

Doug’s curse prevents him from keeping his levels but that doesn’t mean you don’t level up, just that these aren’t permanent. Instead leveling is the basis for the game’s combo system, the more you kill the higher the combo and the more powerful you are, but the bar is constantly draining. At certain combo levels your base level will increase, so that if you ever lose the combo, you still have base to fall back on to build a new one. These base levels also drain but unlike the combo which goes away completely, they drain one level at a time.

During my playthrough my greatest frustration was that once you lost the combo, building a new one became right near impossible. At the start of each depth—what the Weaponographist calls the levels—the combo bar drains slowly but as you take damage the speed at which it drains increases. And for some reason this doesn’t reset when the combo falls off, making new combo levels last barely a few seconds and leaving you constantly losing base levels until you’re back at level 1.

As you kill enemies they drop their weapons...or body parts.
As you kill enemies they drop their weapons…or body parts.

You might think the game would get impossible with these mechanics, but that’s the final twist Puuba added and which they call Rogue-Light. You will most likely die a few times in the Weaponographist–it’s a pretty hard game and the bosses even more so–but when you do you’ll just pop back in Town with a pocket-full of goop. Since Doug can’t carry any money, the townspeople agree to take the goop monster drop when they die as proof of his monster slaying. You can use it to upgrade the damage you do with each main weapon or spell, partially lift the curse to make weapon durability last longer, increase your health or make the combo drain slower. You can even pay the Coffer Wrangler to have his pets set loose in each depth, to give you recovery and buff items when you crack them open. My only complaint with this system is that upgrades are gated and you need to clear a specific depth before the next one unlocks.

The Weaponographist isn’t al long game with only five depths. Each of these increases enemy health and damage and is longer than the previous one, but overall they don’t take long to complete. Once you clear the game though, the Hardcore mode opens up, which puts all depths at the highest possible difficulty level for you to speedrun for a shot at the leaderboards. At the time I played the boards were dominated by Puuba developers, but maybe we can take them off their fancy thrones!

You can slowly break parts of the curse with goop!
You can slowly break parts of the curse with goop!

Enemies are at the game’s core, to keep things varied and entertaining, and while the Weaponographist boasts a significant number of them, I did feel by the end that there could’ve been a bit more enemy variety. This might be because some enemies appear in every depth and other are gated, meaning they only start showing up as soon as you reach a certain depth. I don’t know which would’ve worked best, gating more of them or having them all available from the start.

But enemy variety doesn’t detract from the experience and it’s highly addictive. Even as I played, died repeatedly and quit, I found myself launching the game again within minutes. With the relative shortness of depths and checkpoints placed at certain points in them, this is a game that works really well for short bursts of fun as well as long play sessions.

The music is a bit of a mixed bag. Some depth background music is good but overall they’re just simple tunes droning in the background. A tracklist of two or three songs for each depth might’ve gone a long way, perhaps add some complexity to the tunes and make them more memorable.

Once you clear the game, you can do it all over again in harcore
Once you clear the game, you can do it all over again in harcore

The visuals are very charming. Doug’s chin could bust open a rock and every other character is larger than life, from the goop salesman to the female blacksmith and the coffer wrangler. Even Doug’s Quasimodo-ish assistant looks great. Environment design is really simple but it’s to be expected in this type of game as every room is essentially the same, with only a few different and breakable features. Monster design is phenomenal. The enemies are never scary or intimidating but just quirky and fun. There are Mafioso-type demons with Tommy Guns, the chainsaw ones have a Jason Vorhees mask on, the archers are dark elves with tight and revealing clothes, etc. What makes them unique and fun is the abundance of these little details.

Plot is my biggest gripe with the game. It’s weak. The premise is interesting enough and as you progress you expect there to be a big revelation at the end, but the final twist is just bland, especially after how amazing the last boss fight is. You want to be worthwhile and the payoff simply isn’t good enough. In addition to that there is almost no characterisation. Doug doesn’t grow or change, the townpeople are just vendors with almost no personality and the witch that cursed Doug barely shows up.

We need to take them out of those spots ASAP!
We need to take them out of those spots ASAP!

Conclusion

I had a blast with The Weaponographist and I still play it, trying to improve my times on the leaderboards. It has its flaws and shortcomings but the core gameplay is extremely addictive.

TMA SCORE:

4/5 – Exceptional

Rezzed 2015 – The Weaponographist

Every time I saw the booth for The Weaponographist there were three things in common: first, I couldn’t do anything but chuckle at the silly name. Second, Danny the developer was helping people play and offering commentary and talking to everyone around—he’s a really nice gent. And thirdly, it was full.

You see, Danny Garfield (one of the developers) from Puuba did something very interesting for his game. He put up a challenge: the best three times clearing the demo would get free games at the end of the day! When I spoke to him and tried my hand at the title a few times, I couldn’t beat even the lowest of record, while the guy next to me had already broken his own like four times. In fact, he came back the second and third day and did the same! By then he was playing at ludicrous speed!

So many rooms, so many enemies!
Check out that combo and Goop-count!

The title came from a brainstorming session. Danny tells the story and I will paraphrase it as I didn’t have a recorder on me at the time: “So, me and Dave, the other full-time member of the team, were talking about t and throwing out names. At some point, I just said ‘The Weaponographist!” and he gave me a look and said ‘What does that even mean?’ I started thinking ‘He…draws…weapons? He draws weapons! Yes! That’s it!’ And the name stuck!”

The Weaponographist tells the story of Doug McGrave, famed demonslayer-for-hire. When he’s passing by a town, a Witch asks for his helps against a demon incursion but because she can’t pay his high fee, he refuses…so she curses him. The only way to lift the curse is to save the town. The problem is the curse itself. Everything he holds turns to dust eventually, from his weapons to his gold and even his experience level.

Too handsome to get cursed, eh, Doug? Next time just take the job!
Too handsome to get cursed, eh, Doug? Next time just take the job!

Because of this, the currency you use in-game is “Goop,” a weird secretion left by monsters. It’s not that it’s currency in the town but it’s what they’re willing to take from you in form of payment and as proof of your demon hunting. It ties nicely into the plot while still being completely disgusting! You’ll use Good to upgrade your basic combat skills by weapon categories, so that you get more out of your weapons next time you use them. You can also—Danny mentions—have someone lift bits of your curse, lowering the speed at which everything degrades.

The game handles a lot like the classic game Smash TV, a run-and-gun. You go through square rooms filled with enemies and once cleared you go on to the next until you reach the boss. At the start, you only have your fists as weapons but killing enemies will sometimes make them drop theirs for you to pick up. But be careful, because of the curse all weapons in your hands will degrade over time. Every attack drops the weapon’s durability by a given amount. It’s actually quite interesting how you need to strategically pick up items and make the most out of them before picking up another. Some weapons are much more powerful than others and will have fewer hit points. You can carry a main weapon and secondary ones, which tend to have very little health, but on the other hand, they’re pretty powerful. My favourite was Dog Collar because with it I left flaming patches on the ground wherever I went. It was so cool!

The demo only had the first stage of the game, a few rooms with random enemies and a badass T-Rex boss with pulsar cannons, but the enemy variety was clear right from the start. I must have fought over 20 unique enemies in that short demo, from Satyrs throwing their horns as boomerangs to mobsters with Tommy Guns, and it’s so much fun you won’t care about the anachronisms or the weird creatures. It’s just top-down killing fun!

I did mention to Danny it would be awesome if the bosses dropped weapons, similar to Dark Souls’ Boss Soul Weapons and he gave me a bit of a bewildered look and said, “That is actually an awesome idea…I think we can add that!” Good to know I could have some positive effect there.

The most interesting aspect of it all, for me, is the Combo System. Killing enemies starts up a combo, and the longer it goes, the higher your stats are. This is because your Combo is actually your character level, constantly degrading, so you need to keep it up with kills so it doesn’t go away. If it does (as it will at the start of every new run) then you’re back at level 1.

Danny describes the game as being Rogue-light. There is the death and upgrade mechanic we see in many rogue-likes but you don’t lose the character.

Check out that combo and Goop-count!
So many rooms, so many enemies!

From a development standpoint I was curious about the game’s engine, thinking it would be another Unity title, but Danny surprised me by telling me the entire thing had been done in Java. They built their own engine and made the entire game for it, which is always awesome when you consider how small the team is: two developers/designers and about 4-5 artists working freelance.

The Weaponographist is coming out very soon. The demo hits in 3 weeks on Steam and the full release three weeks after that! For those of us who attended the event and played at the booth, there were flyers with an early access code to the demo. And you can bet your ass I’ll be streaming it soon to show you all just how fun this game is!