Oasis

2004 IGF Independent Game of the Year Winner
2004 IGF Winner, Innovation in Game Design
Game Tunnel's 2005 Independent Game of the Year

What's a "casual game" doing at Manifesto Games? We don't carry them, right?

Not normally. But with Oasis, we couldn't resist.

Oasis is, at its core, a highly original casual game--but with strong crossover appeal to strategy gamers. In some ways, our site is where it belongs, probably more so than at, say, Yahoo! Games.

Like most casual games, it's very easy to pick up and play, and you play it basically with one button--just click on the map to explore dark squares, build roads, assign workers to mines, etc.

But the way it plays reminds us of "Eurogames," the genre of adult boardgames that's gaining increasing popularity worldwide (and mostly come out of Germany). In other words, it plays quickly, but every choice you make is important, and has a real impact on the outcome.

There's another reason we like Oasis: It was developed by two old school game developers whose work we greatly admire--Andy Leker (Skyrealms of Jorune, Alien Logic, Silencer, Resurrection) and Marc LeBlanc (Thief, System Shock). These guys know exactly what they're doing, and it's no surprise that when they turn their hand to developing a casual game, they come up with something beautiful and original instead of another twist on the "pick three" paradigm.

How's It Work?

At the end of each level, a horde of barbarians will show up and attempt to destroy all your cities. Before then, you must set up your defenses as effectively as you can; the more of your cities and population you save, the more you'll score for the level.

Each level is a randomly generated map--and initially only one or a handful of squares on the map are revealed. You can reveal them by clicking on hidden squaures adjacent to places you've already explored. Most explorations add small numbers of people to placeable population--some terrain types more others. You want to find all your cities--then link them via roads by clicking on explored squares to build roads there.

In addition, some squares have mines; you can assign some of your population to exploit them. Each turn (that is, click), mines with workers work to improve your technology, which gives you benefits in the inevitable battle; however, workers aren't themselves available to fight at that time. So it's a tradeoff. Starting work on mines early in the level is almost always worthwhile--but doing it late is probably not.

You have a limited number of clicks; when you've used them, you have a few moments to prepare for the barbarian invasion. If you're lucky, you've uncovered the "cairns" where they show up; they head for the nearest city first, so one strategy is to concentrate as much of your population as you can at that city, to defend the rest of your empire.

There are a lot of other little aspects, too--nomad encampment squares provide extra population, and discovering Pharaoah's monument and surrounding lake is worth extra points. Basically, every click can benefit you in some way--but optimizing what you click and when in order to maximize your score and chance of defeating the barbarians isn't easy. There's a tradeoff for everything you do.

Good simple fun.

Reviews

"Serious fun - a perfect game for your work machine - 4 stars"
    - Computer Games Magazine

"Your heart rate will soar..."
    - PC Magazine

"Oasis is a great recipe consisting of one part puzzle and one part strategy."
    - Grrlgamer.com

"...simple, good old-fashioned fun... The desert rarely feels this alive... genius."
    - PC Gamer UK

"Independent Game of the Year 2005"
    - Game Tunnel.com

"Nominated for Downloadable Game of the Year 2005"
    - Academy of Interactive Arts and Sciences

"A successful attempt at bridging the gap between the casual gaming and RTS genres"
    - buzzscope.com

Player Reviews

User Reviews
8
out of 10

My mark of a good game is if I have to delete it from my system or give away the CD because I'm not just losing work-time to it, I'm losing real-life time. Civ 2, the original Tetris... it's a fairly short list. And I had to nuke Oasis a day and a half after paying for it because it was absorbing so much of my attention. It's not 100% perfect but it is very, very compulsive and a great deal of fun.
______
ufo



9
out of 10
An Absolute Masterpiece of Casual Gaming

I'm tempted to give this game a 10, but can't do it -- not because of any specific flaw I can think of, but merely because it doesn't have that special something that grabs you and totally draws you in.

What it does, it does VERY well -- easily accessible, simple and yet surprisingly deep gameplay, short play sessions (or marathons, if desired.) This game is nothing if not addictive. While I've only played for 2 hour stretches so far (I'll regularly go on 6 hour binges of games I love), I can't seem to stop coming back.

The balance between struggling for greater rewards and going the safer route is *very* thin on higher difficulties, and a sequence of 3 or 4 wrong moves at the beginning of a level can devestate you later. The good part is: You realize what you did wrong, and can correct it, and the levels are short enough that it doesn't feel like you invested tons of time and then got penalized for something you couldn't even see.

I want to say, "If you're [So and so] type of gamer, then buy this", but I honestly can't think of a demographic that wouldn't love it. I guess if you need nothing but pure action then you should give it a pass... but if that's what you need, then why are you even on Manifesto?



3
out of 10
Random level generation hurts the game severely.

Early in the game, you'll notice that your success can be a bit random, yet not to the point where it hurts the gameplay. Later on, however, this becomes a big problem. As they introduce new aspects of the game, the random factors (how the cities are spaced out, where the barbarians are, number of mines, etc.) begins to have a bigger effect on your success. Sometimes you'll sweep a level like it was nothing, then the next round cities will be far to spaced out for you to efficiently get a population going and 600+ barbarians will swarm your helpless capital city.

If the levels were actually designed, or the level generator was smarter, I would really recommend this game. If the game were 10 bucks instead of 20, I'd say "Oh well, it's still fun when it works," but it's not, and I really wish I could get my money back.



8
out of 10
Highly Recommended

Oasis finds a sweet spot by using simple concepts to create a comfortable level of depth. This combined with the difficulty settings and high scores allow for each user customize the challenge to their own play and really enjoy themselves. If you like puzzles or turn based strategy, this is an easy buy. Even if you don't, I suggest picking up the demo. You might be surprised.



9
out of 10
Too much fun

My mark of a good game is if I have to delete it from my system or give away the CD because I'm not just losing work-time to it, I'm losing real-life time. Civ 2, the original Tetris... it's a fairly short list. And I had to nuke Oasis a day and a half after paying for it because it was absorbing so much of my attention. It's not 100% perfect but it is very, very compulsive and a great deal of fun.


Voice of the Masses

Oasis

In Response to Holt's Review

minipost Posted: Submitted by mahk on Fri, 2006-10-06 07:11.
Posts: 2
Newbie

Holt,

It's true that there's a lot of randomness in the game. It's true that some levels are randomly easier than others. Some levels require you to adapt your strategy to win, such as going for tech instead of treasures when cities are spread out. On some small fraction of the levels, winning is impossible and your goal becomes simply to survive. And sometimes an otherwise winnable level can be made unwinnable by the "randomness" of which direction you chose to explore. Certainly skill helps here; a player who is more efficient at exploring can adapt more quickly and win the levels that are "randomly harder."

This is why we designed the game to be 12 glyphs rather than just 1 level. We wanted part of the skill of the game to be in recognizing what kind of level you are on and changing your strategy to suit. We wanted to give you chances to cut your losses by playing for survival rather than for the glyph, or to stick your neck out by going for the glyph (or the advisor) on a dicey level.

Rather than try to "overbalance" the game by squeezing all the variability out of the level generator, we tried to embrace the dramatic highs an lows caused by that variability. It's your call whether or not we succeeded.

To that end, I have a proposition for you, Holt. Play Oasis every day for two weeks, and if you still want your money back, I will personally send you a check for $20. Manifesto can put you in contact with me for the money. If you do change your mind, all I ask is that you show the game to 3 people you think would like it. I have no way of knowing if you hold up your end of the bargain, and will take you at your word whatever you end up deciding. You're completely on your honor.

Deal?

- MAHK

P.S. This is a one-time deal. Other folks should not think that they can bilk me for $20 just by writing a negative Oasis review.

P.P.S. As I mentioned before, many good Oasis strategy hints can be found at http://community.oasisgame.com. Though, if you're reading this and have not yet bought Oasis, please support Manifesto by buying Oasis from here rather than from some other site.

 
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