Like Alien Hominid, but not
I really wanted to love you, Corgi Warlock. I like goofy games with flash art that looks like it was drawn by someone who played a ton of games from The Behemoth. Even when a game lacks overall polish but has a lot of heart I’m often ready to defend its merits to anyone who wants to point out its shortcomings. Sadly I don’t think our romance was meant to be.
Corgi Warlock’s gameplay is a variation of the standard side-scrolling brawler, except unlike many of these games with horizontal and limited depth movement field, Corgi Warlock’s enemies all attack in a single-file line. Because of this, the player has only the option of jumping from the ground to have any variation in position. The game is designed to support play for up to four players, though this is local multiplayer only as of the time of this article’s publication.
The player will fight wave, after wave, after wave of identical mooks, and then possibly more waves of functionally identical but reskinned mooks after that. Once you have survived these waves you will fight a mini-boss, which is generally a larger mook with a health bar to tell you that you’ll have to hit them more than just once to get the job done. Don’t worry, most of the mini bosses stand stock-still and assault you with no more than three variations of their attack, in a cycle, forever. Should you survive the mini-bosses you’ll probably kill a flying enemy or two that have been tossed in for fun, and by fun I mean totally randomly for no discernible reason before running into an open doorway at the end of the level that automatically teleports you away once you’re over it, ending the level.
Each section of the game is broken into multiple sub-levels leading up to the final confrontation with the Level Boss. Between the sub-levels, the magical transport doors will take you to a town where the NPCs will shout dialog at you as you pass that doesn’t really affect the game at all. There is also a store, which is a fancy way of saying that text floats above orbs you can grab if you’ve murdered enough mooks to get gold, which you have, because otherwise you’d have died because you can’t avoid combat. Neat, right?
At the very end you’ll battle the Level Boss, which you can tell is happening because you’ll door-port into a room with a big sprite that attempts to murder you. Just a little though, all the bosses in Corgi Warlock are unable to move, and like the mini-bosses, limited to the same three-variation attack cycle. This makes defeating them more of an exercise in timing and pattern recognition than it is a challenge.
Overall, Corgi Warlock suffers from some serious limitations because of the way it was designed. According to the developer’s blog the game was created in Construct 2, which is a game creation engine that allows code-free game building. As with most ready-made engines, you have to work around the limits imposed by the simple options if you want any hope of having a game that isn’t brought down by them, and Corgi Warlock just isn’t up to the task.
For a game from a single person, and what seems to be a freshman effort, I think it could have been a lot worse, but I don’t think it was ready to be on Steam Greenlight. This feels like it would have fit right into the throngs of free flash games on sites like Newgrounds in the mid-2000s, where its lack of polish and variation would have been so much more forgivable.
Review code supplied
Tested on PC