Roach toaster 2
Roaches toasting on a potential fire For centuries, the roaches have been living a life of peace and harmony, eating whatever they can and breeding in the shadows. It was without any malicious intent that they infested some of our homes, looking for some tasty snacks. But years of human oppression has turned those neutral crawlers into blood thirsty beasts aiming for world domination, Doom is at hand as the evil pestilence spreads in our homes, organized in boss-controlled battalions, slowly taking control of the whole planet. So is the background story of the strategy/puzzle game Roach Toaster 2 by Shotbeak Games. Your job will be to exterminate the invading pest, one battalion at a time.
In this grind, I first analyze the game from an emotional point of view, investigating if the game is intuitive, immersive, how many levels of experimentation it offers and if the player is kept motivated throughout the experience. Afterward, I will move on to dissect the game under a technical point of view by examining the game’s mechanisms, its economy, ergonomics, flow, stability and accessibility. Finally, I will suggest various possible modifications to enhance the game.
Before I start, I’d like to clarify a few things. First of all, I will be referring to the player as “he” but this is only a matter of simplicity. The context applies to both male and female player. Also, I will refer Roach toaster 2 as RT2 to ease the reading of this grind.
EmotionalHow does the player feels when playing RT2? What emotions rise when living the experience? Let’s take a close look at the game, emotionally speaking.
Motivation Many factors motivate the player during the experience. These factors are quite varied. The player’s goal, the story, the originality and the emotional involvement of the player in the game universe all affect how the player will desire to play the game.
Goals As mentioned in earlier grinds, there are three common types of goals: long-term, mid-term and short-term. As their name implies, these goals are achieved after a certain period, motivating the player in different ways. What goals do RT2 offers?
Long-term goal
Unfortunately, RT2 offers only one long-term goal and it happens to be the most common game of them all: winning the entire game. The game has many elements it could use to create long-term goals but alas, it fails to use them. It’s always important for a game to offer at least two long-term goals to insure what is commonly referred as “replay value”.
Mid-term goal
In terms of mid-term goals, the player finds a bit more to sink his teeth in but there’s not as much meat on the bone as it may appear.
The main mid-term goal is unlocking all of the possible units. A very good goal in theory but in RT2’s case, it fails to motivate the player as much as it possibly could. The first issue with this mid-term goal is that most units will be available to the player at less than halfway through the game. For example, there are 50 levels throughout the game. After finishing 23rd level, the player will have access to all units. This means that the player has nothing left to discover during the next 27 levels. When the player has nothing left to hope for, it greatly reduces his motivation.
Another mid-term goal found in RT2 is the level discovery. The player is offered many different levels right off the bat and the curiosity to explore all the levels keeps the player motivated until he has at least played a bit in them. However, once again, this mid-term goal could have a stronger impact on the player. Since the player has everything at hand when he starts off, he has nothing to discover. He knows that, whatever he does, he can access everything right away. Giving too much to the player has he starts will have a perverted effect: the player will want to see it all but will loose interest quickly and feel like there’s no point of playing the game at all.
Short-term goal
Short-term goals are slightly more abundant but are no more than a handful. The various solutions to a level, the management of the budget and the different types of roaches are all interesting goals. It’s fun to retry a level and use a different strategy or try to carefully manage money or discover how certain types of roaches react to certain weapon but, in the end, these short-term goals do not offer enough motivation to palliate the lack of other goals. In addition, the levels do not surprise the player has much as they could. The player will always know what he will face during the entire level, making the game somewhat predictable.
RT2 offers few goals that are not exploited to their maximum potential. The player’s motivation would need to be stimulated a bit more by having more goals and refining the one already within the game.
Originality In terms of originality, the game offers a good first impression but doesn’t live up to what it seems to offer. The idea behind an action puzzle game where you destroy invading roaches is somewhat original and funny. The game then sends mixed message to the player. The first one tells him that the game is ludicrous by having armies fighting roaches with lasers, missiles and shotguns and having two characters making jokes at the beginning of a level. Then, the game sends the message that the game is serious with its dark colors, moody music, sober characters and shy special effects. These opposing messages break the impression of originality and replace it with a feeling of confusion. Instead of having the player go “Wow, this is totally original”, the game ends up with the player thinking “So, is this serious or not?”
Storyline RT2’s storyline is more a background story than anything else. Inside the game, the only storyline elements found, discussions between the two mascots of the game, do not develop the story further than what the introduction has already established. This is not necessarily a flaw. A more developed storyline would be an interesting feature but it wouldn’t compensate for the lack of goals. It is a good thing that a story as ludicrous as roach world domination doesn’t try to go too involved as there are high chances of becoming completely absurd and would distract the player from the actual game.
Emotional involvement How much emotional involvement does the player get from playing RT2? Why would he play the game? How do the actions within the game world make him feel? Emotional involvement is one of the most important parts of the player’s motivation.
Emotionally speaking, the player is uninvolved in the game world. Since the player cannot see a difference between acting or not in the game world, he is emotionally uninvolved in the experience. Why would the player finish all of the levels completely if there is no difference between a finished and uncompleted level besides its color? Why would he save a city from destruction when the city doesn’t seem to care whether the roaches are there or not? It’s important to provide emotional involvement to the player so that he feels like his actions actually have a repercussion through the virtual world.
In summary... In summary, RT2 lacks motivational elements to keep the player in the experience. The lack of goals and emotional involvement are the main factors that fail to grab the player’s attention or to pull him back in the game after he left.
Intuitivism Does the player clearly know what to do at all time? Intuitivism is all about allowing the player to do what he wants to do at the time he wants. Intuitivism can be divided in three sections: the goal clarity, the solution clarity and the mechanism behaviors.
Goal clarity As mentioned earlier, the game has to supply various goals to the player in order to keep him motivated. These goals need to be clearly identified so that the player understands what his objective is.
The goal clarity in RT2 is very clear. The player always knows what his next objective is and there are no doubts in his mind. Whenever he sees a roach, he must kill it until they are none left. That’s all he needs to know.
Solution clarity Knowing the goal is one thing, achieving it is another. Solution clarity is about how the player solves the challenges placed between him and his objective.
It’s very clear what the player must do to achieve his goal. It doesn’t take much experimentation before understanding that the units available will all kill roaches in one way or another.
Mechanism behavior Once the solution is found, executing it becomes the next step. Does the game mechanism react according to the player’s intention when needed?
RT2 has a bit of troubles in terms of mechanism behaviors. It’s hard for the player to tell exactly how to interact with the game. The basic idea of placing the units on the highlighted grid is simple; the problem occurs when the player cannot place a unit on a certain position or he tries to select another character in the unit bar. Also, not all the statistics of a unit are explained to the player. Some units have limited fire range and the player cannot know what it is before placing it. This makes unit positioning very complicated since the player cannot know how the unit will affect the game precisely before using and the game doesn’t allow the player to revise his actions.
In summary... RT2 is intuitive but would definitively need to work on how the mechanisms work and give a lot more feedback to the player so that he can efficiently plan the positioning of his units.