“YO check it out. It’s a new game.” — December 29, 2013
Noyb’s remarks: “Raha! Some people worship these giant, bronze disks. Others love stacking them in phallic building contests. Still others exploit the player’s demand for raha for their own financial benefit.
"It’s an odd economy. You can slowly gather raha in the wilderness, occasionally pluck it out of the sky, or more reliably sow the land with your slowly accumulating tears to dig up treasure (and disembodied bits of previous treasure hunters) that a local merchant is more than willing to swap for raha. Three currencies: tears as time, treasure as useless accumulations, and raha as a consumable with inherent value to the player’s exploration.
"I’m not a big fan of the arcade sequences. The player clicks to slowly drop raha from the sky, building towers to explore the heights of a desert city, all while dodging bugs moving in simple back-and-forth patterns. Between the bugs’ time pressure and your indirect movement it’s not always easy to course correct the top of your tower to meet a previously unseen exit. There’s also no indication of how many raha each area takes to scale and leaving an area or getting hit resets your tower, leading to a number of wasted attempts and a return to the raha grind. The other required minigame is an agonizing 150 seconds of dodging bugs and aliens in the desert wilderness, which isn’t difficult until the very end and failure means restarting the timer entirely.
"The font could use a bit of work. At a glance, it’s hard to parse lowercase Rs and Ks, and the ‘7’ digit looks too much like a ‘1.’
"Still, the draw of magicdweedo games is their atmosphere. Peculiar characters with undertones of menace, full of inscrutable allusions that slowly cohere as the game progresses. Worldbuilding here comes not from in-game novellas or lengthy background dumps but from a collection of backdrops, artifacts and short lines of dialogue that together hint at something much larger."