The Swindle has caught the wave of modern rogue-like games and is very successful in it. However, after some time, it becomes a very frustrating experience. [Issue#255]
The Swindle is one of the better Rogue-like games out **** has a very simple premise and can easily become addictive after a while. There's a lot of replay-ability since the game is short and a lot of tools and gadgets invite the player to alter the strategy of playing. I enjoyed it, although I wish there was the possibility to select five different types of thieves who have different abilities than the **** game is simple in it's design, but very effective. What I find funny is the more I play the game the more I enjoy the first levels where you almost have no skills and you have to acquire the **** only big negative aspect is that there are serious bugs with the controls sometimes which is one of the reasons why I have given up to do a perfect run, since it's basically a gamble.Bugs include: invisible spikes, jumping often doesn't work if you're on sloping ground or on steps, characters uncontrollably sinking when standing on a ledge, character freezes sometimes after hacking a door etc It's little stuff that could be fixed with a patch but can get really annoying the more you become a pro.Another obstacle can be the visual style, although it's beautifully drawn, there are several occasions when the screen is just too busy that you overlook little enemies that can give you an insta-kill. The reason for that is that a lot of stuff is going on, on the screen. Even in the background, and the colors of some enemies are very similar to the BG and they blend in sometimes. I don't know if that was intended to make the game more difficult, but it could be fun if there is an 'easy version' where the visuals are slightly more cut'n dry, for beginners.I recommended it to several friends, but it's a bit hard to get into in the beginning, those who did persisted absolutely loved it in the ****'s one of the few games that I keep coming back every year or two. It has a very neat core concept, and it's a shame that they never made a sequel.
I don't normally bother reviewing games as I leave it to the 'professionals'. But I feel this game is not being completely fairly treated by the press - but read the VG247 review for an (IMO) accurate review.
It's a great little game for the price and far better than some of the review scores it's getting. Yes, it can be infuriating at times but it's designed that way so I don't see that as a bad point. Great graphics and sound and moreish gameplay.
I thought my 16 yr old nephew would think it was rubbish as he's been brought up with 3D and doesn't want to play much else other than FIFA, F1 (sorry mate) - but he loved it and we had a great afternoon playing it, laughing at each others pathetic attempts and greedy misfortunes.
Glad to see steam users rating is mostly positive!! The majority are correct!! BUT it might not be for everyone.
UPDATE
Played 9 hours now. In that time I've really started to see how the game works and how I could beat it. You become more skilled so even when you have to begin again with no upgrades you know the early levels will be a doddle because you have improved and you make better decisions based on past knowledge. Don't want to give away any more. 100 days hah ha ha!!!!
Forgot to say - try not to lose over 10 grand when trying to get back to the airship. I only needed one more second.. the amount of £notes looked great floating down, but I nearly killed my cat!! (sorry Izzy)
With the pressure of the 100 days time and the randomly generated levels, The Swindle has quite some content to offer. The strong idea however, gets crossed by the unforgivingly high difficulty level and the lose controls that do not fit the quick skills a master thief should have.
The Swindle has some really cool ideas, and the sound and visuals make for one of the prettiest games out there. But, for players looking for something new or are intrigued by the steampunk aesthetic, the randomized barrier to entry may be a bit too much.
I like a lot of what this game is trying to do, but much of the realization of the ideas behind it are somewhere between a bit and sorely lacking. The plus-minus:
+ The design and setting are beautiful
+ Long-term game and single levels are well balanced
+ A real sense of progression that keeps pulling you back in
- Very steep difficulty curve
- Loose controls are frustrating at times
- Excruciating loading times on Vita
I mainly got this game for Pass-the-Controller (or Vita) co-op after we got bored of Rogue Legacy. And just like Legacy the game strikes a very nice balance between the single levels (taking somewhere between 5 and 20 minutes) and the overarching leveling game. The latter is limited to exactly 100 levels, creating a sense of urgency at each level start. At the same time this limit often means that your run can be ruined after the start-up phase. What this means is that it is a game that is made for you to actually beat it - you will fail often. To add to this, the game is separated into several different subsections of escalating difficulty.
This all seems like sound rogue-lite game design. But one of the core concepts is that you should keep your thief alive as long as possible because he gets a multiplier for each successful heist. Again, this sounds great - it creates the dilemma between keeping your thief alive to keep your multiplier and collecting more money each level to get more perks. But the truth of the matter is that this decision is often not up to you. The procedural level generation means that you quite often encounter levels that you cannot complete successfully. Additionally the reason for my thieves demise was most often not my greed - or pure panic after being detected - but the floatiness of the control scheme. Most often you will find yourself dead because you came up short on a jump you would normally make or because it seems somewhat arbitrary whether your thief will stick to a wall or simply fall to his death - and with him your multiplier. This ruins not just your level but can potentially ruin your entire run. Something that is already frustrating when it is your own fault but is just downright infuriating when it happens because of imprecise controls.
To the game's credit: despite my frustrations with this I keep coming back to it because it enrages me in such a way that I want to beat it. I want to show it that despite all the curveballs it throws at me I can beat it - something that is a must for any successful rogue-lite in my opinion. Also, does not hurt that it's easy on the eyes with its beautifully hand-drawn steam punk art. At 14.99€ with PS4/Vita Cross-Buy it think you might want to give it a try if you're very resistant to frustrations and can adapt your play-style to floaty controls.
The concept is amazing. The graphics are amazing and so is the music. This would be an amazing game were it not for the sloppy controls. If you've seen gameplay footage and consider a buy, wait for the developer to rework the controls. If the developer doesn't invest more time, you shouldn't invest in the game. It's infuriating and frustrating to stumble upon a game that could have been great but doesn't live up to its potential. This game is a nice example what happens when a single person tries to make a big game. Yes, it's a very coherent mix and all the elements click, but he clearly didn't test enough. Maybe all the critique and bug reports will help him fix the game. We'll see. I'd love to increase my rating :(
I really want to love this. Great visuals, music and sound. But it is way too difficult. Starting the entire game over with absolutely nothing isn't fun.
I want to like this game. I really do. But, the controls are so agonizing that every death comes out more as a "what the ? That's " over "Damn, shouldn't have done that." The controls are some of the clunkiest I've ever tried to work with, and that is suicide for a precision platformer. Not just that, but if you mistime your attacks by a quarter second, you'll end up walking into the bot, and it will INSTANTLY sound the alarm.
I'd like it better if the controls weren't so ing abhoral. As it stands, I am THIS close to getting a refund. I think that if Dan gets off his , plays Mark of the Ninja and thinks to himself "Gee, THIS is how you make a stealth platformer! I was doing EVERYTHING wrong!", it's possible that The Swindle will be good. Until then, buying this is just swindling yourself of 15 bucks that could be used to get Mark of the Ninja, which is superior in every. single. way.