Lucas Pope is known for his off-kilter monochromatic video game creations – including the critically acclaimed Papers, Please and Return of the Obra Dinn – but his latest venture is something of a gamble. The host platform, Playdate, is a niche proposition but one that offers some unique interface possibilities thanks to its black-and-white screen and crank. The good news is that, by embracing such an esoteric device, Pope has been able to fully embrace his talent for creating addictive and character-packed 'work sims' – and, in doing so, has duly crafted one of Playdate's best titles yet.
Described as an "entrant-screening, mess-tidying, session-planning, martian-filled game", Mars After Midnight puts you in charge of an off-colony community support centre, where you're expected to run sessions to help support the mental wellbeing of the delightfully odd alien population. You might hold a meeting for xenomorphs with excessive flatulence or oversee a discussion between blade-welding bugs; no two sessions are the same, but your main involvement is screening the participants when they knock on the door – admit the wrong ones in, and they won't benefit from the session and therefore won't pay you any money.
Using the Playdate's crank, you can lift the flap on the door to view the alien standing outside. Based on the topic of that night's session, you need to decide who to allow in and who to send away; these instructions are relayed via a simple diagram, and there's an element of fun to be had in figuring out exactly who should be granted admittance.
Once inside, each guest will venture past the refreshments table, which forms the other part of your duties. If you've selected the right food and drink items, each alien will greedily consume them and leave a donation (funds are key to maintaining a successful community centre, after all) before heading into the session.
You then have to use your two tentacles (yes, you're an alien, too) to tidy up the table, ready for the next participant. This requires a deft manipulation of the D-pad, action buttons and crank – the latter activating a special machine which sweeps the table clean, but only when you've lifted all of the items off it. There's a puzzle element to this section of the game, as you can only pick up two things at once and often need to stack items on top of each other to move them around.
While your character secretly harbours aspirations of one day visiting Earth, your ultimate goal is to provide support to all of the colony's inhabitants. To this end, careful consideration needs to be taken when it comes to planning each night's session. Posters need to be placed in the suburbs of the colony where they're going to be seen by the relevant aliens, and you also need to take into account their diet; not all of the refreshments you can offer have universal appeal.
Throw in little gameplay wrinkles, which include items to use at the door (such as a telescope to view tiny insects and a horn to gauge which aliens should be allowed in for a session for those of a timid disposition) and a travelling salesman who drops by once a day to offer new items, refreshment recipes and session types – all for a small cost, of course), and you've got a game which layers surprising depth on top of its seemingly hum-drum gameplay mechanics. (Our favourite unlockable is the 'Blab-o-dex', which instantly translates the odd sounds each alien race makes.)
All of this is wrapped up in some fantastic presentation, with gorgeous visuals and a suitably atmospheric chip-tune soundtrack. If we were going to pick fault, we'd point out that the experience doesn't last forever, and there's arguably little reason to return once you've achieved your community-oriented goal. Still, while it lasts, Mars After Midnight is wonderfully engaging and addictive, and effortlessly one of the best Playdate games released so far.
Comments 11
I’ve been looking forward to this one!
This game is everything that I want from a Playdate game. Specifically gameplay that actually utilizes the crank that doesn't feel tacked on, and also isn't a simple mini/arcade game. It's surprisingly (and to me, upsettingly) one of the very few games that are like this, so I'm really hoping this paves the way for more.
ive said it before and ill say it again:
$99 playdate, and wc's in.
(this game looks amazing)
@combywomby I'd like to make a game of this scope and varied structure, but it's just not possible to do it independently (without funding) at the moment.
The fairly low total number of Playdates (even lower if you only count those buying from Catalog) and average cost per game dictate the scope of most games. Even funded games like OOM and Pullfrog are highly polished but still bitesize experiences.
For example, my games: the highly rated Sparrow Solitaire took about a person year of dev time between two people, and we're yet to recoup our costs. The fairly quick (~300 hours) development time of YOYOZO and the accolades it has won have ensured that i should break even some 4 months after release. It would be much longer without the awards.
Lucas Pope is in a unique position in that his previous games enable him to take a chance on a game like this, and he spent multiple years on its development.
@gingerbeardman
Thanks for your insight. I love my Playdate and really want it to succeed. I haven't touched it much for well over a year since there wasn't a whole lot going on back then, so I've been happy to go through the catalog and catch up. Coincidentally, I follow @vxcl on Twitter, so I've seen your games on my timeline. And I may have just bought a couple of them
Really makes me want to revisit the game I worked on for Playjam 2... maybe one day.
@gingerbeardman Thanks for the insight on Playdate development! Honestly, I’m looking for more simple games on the platform, and I get that’s probably all the economics support for most developers. I’m glad Lucas Pope has the ability to do something more extensive, and I’m pumped to try out this game. But I’m primarily looking for quick pick up and play games, and I hope the platform continues to grow so it makes sense for developers as well!
@gingerbeardman interesting to read this...
this seems indeeed like the ideal situation... (btw buy Matt's games, they're great!)
@damien is this site becoming a playdate paltform? kind of notsure what to think of the reviews now, bogutht the tetris clone yesterday (okay but nothing special) and began to wonder why it was covered.. it seems every playdate game gets a 9 here now, and it makes it difficult to choose
@romanista I also bought the Tetris type game, I read it's the version that adheres most closely to the guidelines. That's enough for me tbh.
@XiaoShao regarding the economics, a game with a list price of $6 means the developer will see ~$3.75 after all deductions (store, payment processor, currency exchange). And they'll need to pay tax on those earnings.
On iPhone you might be able to make a living from a $0.99 game, especially if you also monetise the player. But with Playdate there aren't enough devices to go for quantity, and thankfully the platform is free from microtransactions and ads. Pure gaming in the old school sense.
@gingerbeardman that's true.. i'm ok with buying it, sorry to have sounded to sour... just wondering how to place these reviews in a bigger picture.. (and how much i can trust it as a buyers guide)
I’m 3 “levels” into this game and am in love with the experience. This is the first playdate game that has engaged me as much as Bloom did. It’s so skillfully crafted in the way it creates the world and sets the mood. And much like Bloom, I’m probably gonna be bummed when I reach the end because I’ll just want more!
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