Games you’ve played today: Fourteen by Kazuo Umezz

here’s some Steam Demo impressions, pt 2:

Normal Golf Game

not nearly as wacky as you might anticipate given the name of the game, but it was reasonably engaging. has a tone/style somewhere in between a more serious looking PC golf sim from the late 90’s and one of those weirder contemporary minigolf style games. the main thrust of the game is an extended tutorial where the omniscient voice of the creator (who also made the game Fruit Ninja) asks you to do a variety of different tasks. several ofc have the whimsical tone you’d expect, like landing the ball in a giant toilet or hitting a giant gong. but it kinda takes itself more seriously and is a little straighter than you might expect given that. which i honestly didn’t mind, because i think games like What The Golf? can play up the wackiness a little too much as a marketing thing.

probably the weirdest thing about this was the controls. trying to balance the golf club’s face to hit where you want to go is really difficult because it sways around in all kinds of different directions and you have to keep adjusting things. and you have to spin the mouse to hit the ball at all, which definitely takes practice and can be kind of hard to nail right. it does seem like a lot of thought was put into this side of things, though, and it felt reasonably deep given the obviously gimmicky nature of the game itself. which is probably what is most interesting about the whole experience - that it takes itself somewhat seriously as a simulation style golf game in spite of some of the wacky things it asks you to do. i find that actually kind of admirable because it implies a depth you wouldn’t expect.

it’s really hard to tell where the game goes given the demo, but i enjoyed it for what it was (i also like golf games in general though). i think the “Normal Golf Game” name makes it sound slightly more gimmicky than it is but i’d probably give it a mild recommendation.

rating: solid/10

Wind Runners

this was one that drew me in because of the extremely beautiful visuals. and yeah they sure do look pretty! you’re a tiny pilot who does tasks in a 2D side-scrolling shmup perspective. you appear to have different missions you take on, and there are some roguelite elements to the game. i would have been happier if it was a more straight stage-based shooter, i’m not really sure this is something i needed or wanted to be a rougelite. but i guess people are obsessed with retaining players for longer or whatever.

the controls were a bit of a struggle for me to get used to and it was just a little hard for me to tell what was going on onscreen at any given moment. it was fun to dodge stuff when i was able to execute somewhat effectively, but it was hard for me to get control of where the plane was at a given time. it felt a little floppy and arbitrary, and not as choreographed as i’d want. it’s possible there is just a steeper learning curve though - tbh i didn’t stick around to try and figure it out. while it’s fun to move your plane around fast it also makes everything feel kind of unwieldy.

perhaps this is a game whose creative direction feels a little bit too guided by what it looks like in the art direction vs. what it feels like to play? and that explains the roguelite mechanics and other things that just seem borrowed from many other games. or maybe, again, i’m just missing out because i didn’t stick around long enough to get a hang of what the game was. maybe someone else here likes this game more than i do!

rating: not for me, maybe for you/10

the machine that BREATHES

this is an old one that i had in my library for a long time - primarily because the person who made it used to reply and comment on my posts a lot online and i thought the art style looked cool. it was one of those things i was worried i might end up disliking and then feeling bad because the person followed me - maybe one reason i didn’t investigate further until now.

but anyway: that was not the case! this is sort of a strange Resident Evil like except top-down and even more minimal in terms of enemies and combat. the enemies are horrible hulking beasts who will track you down, so you sometimes just gotta tank to get around. you do pick up a weapon but the ammo is limited, as the usual template of Resident Evil goes. playing this did make me aware of how much you can adequately recreate the oppressive feeling of a lot of these kinds of games without having to go too overboard in the presentation. in fact the more minimal presentation really worked in its favor, if anything.

i either failed to activate a door that was supposed to activate or there was a bug so i kinda hit an impasse and didn’t feel like tanking a bunch more deaths through the enemies to try and figure out what had happened. but this did compel me a lot more than a lot of the much higher effort Resident Evil clones that have been depressing me to see more of lately. i liked the opening cutscene - in general the writing felt more engaging to me than a lot of games of this style.

this demo is older, so i don’t know if the game is still being worked on or not - but i hope it is! if nothing else than for the sake of the person who made it who follows me getting some success and visibility for something that is fairly “alt game” coded, whatever that means anymore.

rating: pretty cool/10

KNIGHT LOBSTER

this is a game with completely wild and wacky steam page that i found from a previous demo fest. i had a bit of trepidation about playing it because it thought it might just be a straight Vasily Zotov level fever dream psychological dumping ground that i wouldn’t know how to proceed with. or i thought it was going to have a completely impenetrable level of complexity, given that the game tells you itself to read the manual and there’s a supplemental website for it.

but actually it’s a pretty straight dungeon crawler. you get to chose your setup from the very beginning, which is admittedly kind of hard to anticipate given you haven’t played anything of the game yet. the visuals are pretty minimal raycaster 3d ala Wolfenstein 3D in an abstract environment with super bright colors and a bizarre fisheye perspective. you have the typical random encounters with enemies as you wander around the dungeon. i’m not a huge random encounter person, and i initially struggled to get anywhere before dying over and over, so i was going to chalk this up to not being for me. but eventually after using my ability to running away from a couple enemies i was able to reach the end of one of the floors where you could save and the game sorta opened up to me from there.

the game has a map that gradually removes a fog of war every time you get close. once you reach a save point, you’re able to proceed to the next floor up the tower. you do have to balance how you use your spells vs. attacking but it becomes very manageable once you can get to a save point at the end of a floor to heal. and it becomes kinda fun to explore and see what items you might find in any given area. everything is very abstract but represents certain types of environments in the overall design and sensibility. they have colorful names too, like the one in the above screenshot called “Pierced Atrium” - or another that was designed like a sort of prison. it sort of has that Ultima Underworld/Wolfenstein 3D thing going on where it kinda lets your imagination run wild on what this particularly environment is and what purpose it serves.

i’m not a huge dungeon crawler person, but i felt like this game was more well designed and engaging than far more ‘polished’ looking entries into the genre, and felt perfectly approachable and fair in a way i didn’t really expect. and because of the weird presentation, it kinda creates a world where you don’t know what to expect - so it’s possible to feel surprised by what’s around the corner. even if it’s a pretty straight take on the genre in some ways outside of the total wackiness of its presentation. which is all that i really look for when i play Steam demos like this.

but yeah - i think this was the highlight of all the games i played so far. i kinda had to pull myself away from it because i started to get really absorbed after a certain point. it doesn’t seem like it’s had a lot of visibility (and the Steam page doesn’t really help with capturing what the game is), but i hope more people check it out.

rating: YES/10

$$$://somnialys i am tired, so i bought a couple of dreams

lo-fi 3D Yume Nikki style game where you play as a salaryman with a red cat head. the environments were a little generic but appropriately dreamy. the progression is way more linear and fetch questy than your typical Yume Nikki-like though, and i’m not sure it really hits that level of weirdness you want from these games. the writing wasn’t the worst but wasn’t anything particularly notable or something that would super draw me in. still appropriately moody sense of atmosphere that seemed reasonably polished and thought-out even if it all felt a little slight and student gamey.

i guess i’m happy to see more wandering Yume Nikki-likes pop up that have some degree of effort and thought put into them. especially in the midst of games that are much more mechanically demanding, i like to chill and wander around surreal environments more. so it fulfilled that promise, but didn’t exceed expectations in any other way.

rating: exists/10

Blood Dungeon

new game from Nidhogg creator Messhoff. you’re a little blobby character who flails around a level that does not actually appear to be randomly generated? even though it looks like it is filled with ladders and hazards and you autoshoot to kill enemies to collect their blood and coins to level up and get upgrades. basically it’s a bullet hell like game and you’re just trying to last as long as you can before you die. attempts can go on a fairly long time, because you get a fair deal of health - and bosses will appear after a certain point along with waves of enemies that will really start to ramp up the difficulty. and like many rougelites, you receive permanent upgrades the more you play - though they didn’t seem to make a hugely significant amount of difference that i would have expected.

i don’t know if i’m just grading on a curve because i played it in the midst of a bunch of other games that were less immediately engaging or interesting to me, or i don’t have the expectations for Messhoff games that a lot of people i know here in the city of New York have for his work, or i just haven’t played enough Vampire Survivor-likes to find this derivative or whatever. but i really liked this one - in spite of several friends saying they didn’t really at all. the dungeon made of just blocks and ladders made me think of Super Pitfall. i really liked the blobby flailing animation of the default gun man character you play as - and the look of the enemies as well. i like how easy it is to control him to maneuver around the environment, and the sort of risk/reward of camping around items and getting upgrades vs. just keeping your distance. i also liked how long the attempts were, though i’m sure it could get monotonous after awhile.

i couldn’t attest to how derivative this game is overall compared to Vampire Survivors, etc, but the controls felt nice and i just enjoyed wandering around the environment as chaos ensued. maybe got a little repetitive, but you were only limited to one stage and one character in the demo so that could change. so your mileage may vary - but i had a fun time, and this was one of the better experiences of the demos i played.

rating: fun/10

Lullabies Made of Static

an utterly baffling walking sim where you just wander around a giant city environment and all you have to do is collect one tape and then leave. there’s only one NPC to talk to, and their dialogue is pretty poorly written and talks about it being the end of the world or whatever. feels maybe like a student game except it seems like a lot of work went into the environment (tho perhaps just a lot of premade assets moshed together, but if that’s the case it’s A LOT of them). i wandered for at least a half an hour and couldn’t find the one place i was supposed to go because there wasn’t very clear signposts whatsoever. you can wander on a lot of the buildings and other areas but there’s nothing there, which is what makes it extra confusing. i even accidentally clipped totally out of bounds without trying very hard to because i thought i might need to scale a building to get up to the top somehow.

eventually i looked up the solution and yeah - i just missed the specific spot i was supposed to ride an elevator up to the top of a building. an entire playthrough of this could easily take less than 10 minutes. not even sure what this is a demo of, because it doesn’t really signpost any potential for something further. but again, some aspects of this feel high effort enough to just make me ask more questions. this is why i’m glad i play these games, though, so i can rule out the stuff that looks cool in screenshots but where there’s basically nothing there. very much a “i’m not even sure why this exists” experience

rating: why does this exist?/10


anyway, more demo impressions coming soon. there are a handful more i actually want to play soon too. i’m kind of burned out about the idea of writing up another big blog post about demos tho, because i spent so much energy trying to play all these fucking games. like it made me want to commit time to one game i actually want to play through all of instead of riding the wave of Steam demos. but we’ll see how i feel i guess.

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Did anyone else play Delta? I played the demo and second guessed whether I even liked PS1 games any more never mind the tens (hundreds (thousands (millions))) of imitators it’s spawned.

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i played the Delta demo, was going to put my impression in a subsequent review. i admire the commitment to making a game entirely around difficult real life speedrunning techniques tutorialized to you by very cool cyber anime guys and gals but i don’t know if i have the kind of commitment necessary to be any kind of competent at a game like that

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in my half-awake grogginess, I totally thought for a few seconds the guy in the Steam thumbnail was drawing a dick on the wall next to the logo, or was holding a cartoon dick like a gun

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StarFox: it’s Starfox

truth be told I don’t have much in the way of complaints about the game itself, which is to say, it’s Starfox (I didn’t medal Aquas, please judge me). I will say the graphical uplift messed with some visual feedback since bosses don’t flash on hit (though the aural feedback is still present) but I’m generally positive on it. like, hey, Aquas is actually dark enough now that shooting torpedoes to light up the way is actually kinda useful now

with that said, all of my complaints are focused on the narrative side, and not even the stuff the added to flesh out the campaign, but mostly the in-mission stuff, which is pretty much verbatim lifted from 64, but the cadence of those cutscenes seems rushed (this is readily apparent in in the cutscene for doing the train locks on Macbeth; the train hitting the depot goes way too fast and it doesn’t pause that beat before the depot explodes) and, my biggest complaint, shit doesn’t blow up as good. the ridiculous spherical and dome explosions from 64 owned because they just fucking expanded to take up the whole screen and also doing this made the game slow down and it was fuckin’ rad (this is also one of my complaints about Starship, the 64 recomp: it’s always running at the FPS cap you set so explosions never make it slow down)

with that said, I am enough of a mark to stop and lean forward and point every time something someone said was word for word from the 64 US English script (the video game erased my disappointment that missions no longer have episode titles when the Macbeth train engineer comes up with the name “Forever Train Engineer”, a thing I audibly cheered at). also Katt seems like a character now, so :+1:

disclosure: I further eroded the rights of other players by paying Amazon Japan 32 dollars for this video game and, yeah, 30-35 bucks is a fair price and I’d probably still recommend at 40-50 but I would tell people to give a long, hard look if you fetishize physical totems and pay 60 for a copy on cart

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Alternate ending

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kentucky route zero - finally playing this for the first time, just finished ep3. it’s great, really inventively shot and sharply written as people say. i feel like the third ep was where it really clicked for me, though, particularly the junebug and johnny song and on - it’s like in the inventiveness of the game, and the things the text is most sharply interested in, there’s this great glee for construction, putting things together, and it feels now like the earlier eps weren’t quite complete without some acknowledgement of that energy to play off of the ruefulness. maybe i’m just a sucker for parts of videogames where everyone stops to listen to a singer in a bar, though. obviously loved bumping into chris crawford in a cave

gravity bone / 30 flights of loving - speaking of catching up i finally played these for the first time recently as well. the cuts are still very fun and effective, i admired the light touch of areas like that 30flights party scene but also the ways the games are a little outside the conventions that would eventually turn into the “walking sim” - - it was a surprise when i suddenly had to start jumping on moving vent platforms but a funny one. also felt like kind of a time capsule of a particular kind of like 2000s aesthetic, a warm-colour chunky retro very interested in things like font choices, it made me think about that horrible ai upscale job of all the text in achewood recently… design nerds of yesteryear where are ye now… 10 years ago we had steve jobs steve cash and steve fonts..

life seeker - i took a break from this due to motion sickness, but i’m surprised i haven’t seen more mention of it - it’s by the developers of DisillusionST and has a similar aesthetic, but it still feels novel to me to have like LSD / Crypt Worlds / ENA Dream BBQ style exploration stuff done in a 3rd person platformer style rather than in first person. with the exception of B3313 i guess. tbh the main reason i played this is i liked the main character’s clattery sped-up run animation and sound. i’ve been impressed by the scale and find the process of platforming around these very un-platformery factory mesh areas fun in an odd way but wish i liked the writing more, it’s a kind of very heart on sleeve maybe anime esque version of cryptic text that never really struck home on me. the textures are lovely though and i am intrigured with how a 3d nikkilike with walljumps is just gonna inherently feel a million times harder to feel like you “know” than a walkable one.. i am playing in the expectation there are rooms i’ll never ever see.

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late kr0 spoiler you probably don’t want to read yet, but: i still think about that funeral for two horses from the last episode in the same way i recall reading certain novels and encountering something incredibly moving but completely inexplicable to me. like, just one of those things from a work of art where you pause and literally wonder how it is you’ve come to possess this understanding of a thing so separate from your own life and context enough that you could feel so deeply moved about it.

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the awakened remake is differently silly from the original, tho i’m less susceptible to someone going insane from going into floaty rock world than old man holmes being kind of mortified at human crimes only to switch over to puzzle brain to cope. the original awakened is a lot funnier. i mean, you uncover and ignore a forgotten pirate’s treasure while trying to stop the ritual. a lot more funny steps to puzzles too. didn’t even get to see a lowpoly raccoon this time, how disappointing.

i also may have enjoyed chapter one a bit more. i opted to implicate holmes himself. after all of that, lets not look away from the facts. lots of things went wrong in different ways and i’m pretty sure a few of my conclusions were wrong

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The movement and actions in this are also very quantized and clunky so it’s perfectly playable on phone.

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EVEN MORE Steam Demos!! Steam Demo impressions pt. 3 of 4. doing 1 more of these posts after this.

Penguin Colony

was soiled a bit by my ill-fated attempt at streaming but i still had a pretty pleasant time with this. you control a penguin who wanders around the arctic. you waddle pretty slowly but you can slide along the terrain to move much faster. you can also switch to any other penguin when you pass by. you’re like the collective will of the penguins, the soul of the penguins. you can even pick small penguins to get in some areas the big ones can’t get into - but the small penguins can’t swim. i think small penguins going in water is like the closest thing to any sort of “death” in the game - even the stamina meter you have is pretty generous. tho it is funny to hear the loud grunting sounds the penguins make when you bump into the terrain. i don’t know if actual penguins make that sound or not, but i’m curious now.

mostly what you do is pick up little collectables that bring up words on the screen, and the narrator cuts in to give you some abstract thoughts. i wandered around for about an hour and reached the initial area the game guiding you towards - which is like some sort of Nazi encampment that’s decaying and falling apart, and the Nazis are dying of the cold. after that i wandered further to pick up more collectables. i’m not sure if the demo really had a set ending or it just let you wander after that. this is a bit like a Breath of the Wild in terms of letting you go anywhere but it’s the snow and much simpler. there are little spots where only small penguins can go that i missed because there weren’t any small penguins in the area, so i imagine there are more little details and secret areas to find. but generally it’s pretty wide open and a lot of the landscape looks like itself (other than a few minimal signposts here and there).

the Nazi stuff isn’t so foregrounded at all in this demo - you only see it when you hit upon the camp. the collectables you pick up say words like “native” and “colonist” etc but it’s a little hard to know how that relates to the overall story, because the narration that kicks in intermittently from Disco Elysium Voice Actor is pretty abstract.

i enjoyed my time with this game - i like the arctic environment and felt like the game did a very good job capturing a sense of place that i haven’t seen another game like this really do. i would like to know more about the backstory behind the Nazis in the game. it’s enough to compel me further, but also i felt a little lost wandering around without very clear signposts and wanting a little more substantive story. still promising, if a little more low key than i expected.

rating: lost in the arctic (neutral)/10

Mym’s Sword

this is by Linker of Elephantasy/Elephantasy Flipside fame. this is extremely Zelda, of the original variety. i feel like all of Linker’s games capture the mystery and crypticness of a lot of 80’s games but in a slightly cuter, more approachable way (that doesn’t sacrifice the weirdness or try and make it too Mainstream Polished like a Tunic does). this is no exception. you’re a little cute blue guy who can bounce around. you have a sword you control with the control stick that will autoswing if you bring it out around monsters, but can be a bit unwieldy to aim. you can also pretty easily lose your sword - either when an enemy knocks it out of your hands, or when you die (where you’ll be respawned to the nearest door you’ve entered from and you have to go back and pick up the sword from where you died).

some areas are top down, like Zelda 1. some are sidescrolling, like Zelda 2. also has a bit of a Link’s Awakening feel how much it switches between the two in a slightly playful way. but this game is far less railroaded in a linear fashion and far more open-ended. there are no “dungeons” as far as i can tell - it’s one big open world, and the contours are a little confusing. the game also has ring items, similar to the items that gave you special abilities in the Elephantasy games. i only was able to pick up a couple in the playthrough before it ended. it seems like the main feature of the demo is that it’s time gated, vs. having a limited area you can move around in. i didn’t mind this because it let me feel like i could wander pretty far off track and get a sense of what the actual full experience will be like.

it would be interesting to know how big the map for this game is. it does feel deceptively simple at the beginning, before getting more interesting and complex. i wouldn’t say this in the case of many games but for this one i think the bigger the map, the more this game kinda works at what it’s trying to do. the contrast between the cute approachability and crypticness/indifference whether you find some things works well. that sort of Goonies 2 feeling of relatability and approachability mixed with incomprehensible complexity i like. i think there’s also similar territory to Melos Han-Tani’s or Sylvie’s games… but the former tends to be more conveyed, and the latter tends to be more explicitly rage platformery. these games are more about exploration and discovery, in environments that seem really simple and leave a lot to the imagination.

anyway, this is not a maximalist masterpiece or anything and may not be for everyone. but within the realm of retro 80’s influenced games, you can still feel a very specific creative voice guiding it in a way that no other game quite feels like. i know it definitely grew on me by the end after initially feeling a little indifferent about it. so tl;dr if you like Linker’s other games you’ll like this too.

rating: zelda (original flavor (positive))/10

Janet DeMornay Is A Slumlord (and a witch)

the dev jerks removed the access to demo which APPARENTLY doesn’t even let you play the game anymore even if you already have the game installed. i really hate that Steam does that - it feels kinda gross. so negative points for that alone. no reason to do that. one other demo did that as well but it was at least available over on itch so i got to play through. but i played most of what was here before i couldn’t access it tho, which was also kinda soiled by my stream kinda being a disaster. but i was able to look up the end of this game’s demo, so i consider it played.

anyway, this game was made by the same developer as Queer Man Peering into a Rock Pool.jpg which i played for IGF judging and is recommended. that’s a sort of surreal art game about dementia (i think?) with a unique visual style and is like a 1-2 hour experience. this one has a great concept - i guess it’s about the younger tenants of some woo woo slum lord lady who does pottery and paper mache. the art style also really drew my eye - it’s one of the ones i saw during the summer E3 fest and stood out, so i had higher expectations for this one.

ofc it didn’t help that i was playing this while annoyed about my stream not working out, but i found this one’s reliance on slightly cryptic puzzles a little more frustrating. Queer Man Peering is more of a straight walking sim and i think it worked out well for that game. the puzzles are a bit hard to understand in this one, and i’m not sure how much they really add to the experience. there was one particular one about moving around mannequins to get the right silhouettes in a projector screen that i got kinda stuck on (it turned out i was missing some extra part of the puzzle) so that was a little annoying.

it’s a little bit of a shame the puzzles aren’t amazing because everything around them is at least pretty interesting. i wanna know more about the slumlord lady. i don’t feel like i learned much of anything about the tenants - they seemed a bit interchangeable, but maybe that’s elucidated in the final game. it certainly wasn’t in the demo though. everything kinda felt alien and hard to connect with, which i’m not sure is what they were going for. maybe this demo was jumping in the middle of the experience, but it felt kinda hard to understand what any of this was from a narrative perspective.

i guess i’ll hold off judgment for later whenever this does get eventually released. as it is, i really like a lot about this game but think it fumbled the execution a little bit. feels both really overbaked and a little underbaked at the same time, if that makes sense. also don’t remove demo access please.

rating: immaculate look + concept, frustrating execution/10

Piroot

a game i clicked on purely because of the weird pyramid in the screenshot above made me curious to find out what was going on. in this case, i’m glad i did investigate further!

like Akashic Slingshot, this has a very indie game 1.0 vibe. i think this project was actually started back closer to that era, which is part of why. it’s a 2d platformer, psuedo-metroidvania (tho maybe slightly more linear?) where you roll a ball around to navigate through the environment. think some of Nifflas’s games. you’re a robot who is being commanded remotely after a shipwreck to examine an alien planet. whoever is commanding to you does talk to you a bit more than you’d expect, and it is a little annoying to have a “Snaaaake?? SNAAAAAAAAKE???” message every time you die. but the game implies you’re a robot who can be respawned anyway in one of those messages so i don’t know what the big deal is.

the visuals are not necessarily anything to look at, but this is one of those games where almost everything feels tangible - there are lots of little interlocking mechanical pieces. one little miniboss you experience in the demo is a breakout/arkanoid clone which i thought was neat. the rolling of your main ball character is pretty satisfying even if it’s sometimes it’s easy to overshoot and hard to navigate to where you want to. once you gain the ability to shoot, the blocks you can shoot have satisfying ways they break into little pieces. i also liked how the enemy AI worked and like trying to size up them to shoot them before they shoot you. felt like a good deal of effort was put into that aspect of things.

the demo is pretty short, and the environment (while dense) might not be anything to write home about. it’s also a well-worn genre and i doubt you’d see anything you haven’t if you haven’t played games from that era. but i did like how much it had that feeling of indie games 1.0, like this humble platformer that feels intensely personal and has its own strange sort of elaborate philosophy behind its creation. even if these games don’t get much notice anymore, i’m glad they still exist. as it is, this game lives up to those older Nifflas games pretty well, even if it feels slightly more generic and doesn’t match the tone those games have.

rating: humble ball/10

Endacopia

this has a bit of that Undertale+Digital Circus Gen Z vibe, but in a good way. it’s a point and click adventure that has some of the detail and quirkiness of classic LucasArts adventures etc but is also a bit streamlined and non-standard. you have three different ways of interacting with everything - talk, look, or grab. a lot of things in the environment you can click on and they do goofy animations, which is a nice touch. this game has a little bit of a similar tone to KIDDO (maybe this one is a little more kid-friendly) but i think i prefer it because the timing of everything is much sharper and the puzzles are less cryptic. there is a bit of a 90’s multimedia thing going on with it overall in how all over the place it is with little interactions.

the demo is pretty short but there’s a lot happening in it. a lot of fourth wall breaking stuff that could be viewed as a bit overbearing, but i think it works. there was a part where i had to hide from a monster and the monster asked me (the player) where my character was hiding, and i told him the wrong cupboard. i dunno, that kind of stuff is cool to see when done well. it feels like something that actually plays with what the medium of games is in some interesting way, rather than just as a cheap lols the meme joke.

ofc the tone may not be for everyone - it may be too a little too dense with wackiness in the final thing. but overall i thought it was a really promising game! possibly my favorite of the bunch other than KNIGHT LOBSTER. it has a similar sense of its own very particular and surprising creative universe it has cultivated, and left me with a feeling of mystery and wonder about what could come next.

rating: wacky ^_^(positive)/10

Rizz Dungeon: Skeleton Key to My Heart

queer dungeon crawler that emphasizes romancing monster girls and putting them in your polycule. obviously the pixel art has a lot of work put into it and looks pretty nice. the actual dungeon crawling was pretty light compared to the tutorial and the combat. i have a hard enough time with the idea of a singlecule to ever desire a polycule, and i’ve been around other people’s disaster polycules too much so this was already not for me. also it can be pretty hard to tell what the game wants you to say when you’re flirting with characters, so failing and passing can feel pretty arbitrary. that is kind of a problem when you’ve designed so much of your game around trying to read what these cardboard cutout monster girls want. also the balance between normal combat and romance feels kind of arbitrary design-wise. there’s also a SFW psuedo sex scene that is just more of the guessing game element that i don’t like and think is kinda lame. i guess i like how personalized the different monster girls are, that it develops their personalities more. but i’m not invested enough in this game to care about that.

tbh maybe i just resent the pandering of this game, or feel like it’s just trying way too hard. it’s not like it’s poorly executed on a craft level per se, it’s also just kinda suffocating. i of course like that there’s more games focused on these kind of queer romances on the often right wing gamer cesspit platforms, but it’s so cutesy and fanfictiony and doesn’t feel real enough for me to care about any of the romance stuff in it. also if you’re going to go full bore on the romance element, why even have combat at all? why not make it so that all you can do is romance other characters? maybe that would just further expose the weakness of those mechanics - that it depends heavily on guessing. and they need the scaffolding of a well worn genre to hide that. but i guess i feel like i’m spiritually much more aligned with Knight Lobster than this because there was an actual sense of mystery and discovery and danger and the game wasn’t smothering me like it is here.

i would like queer romance games that actually feel dangerous and feel somewhat emotionally plausible (even if they’re fantasy) and not just like cutesy. it’s possible that this gets more that way as you go on, but i wasn’t set up to really expect that or want that from his game. maybe it’s also just that i’d also have more respect if this was a full on adult game and not a cutesy SFW version. i mean i obviously know why it isn’t given the realities of adult games in this current marketplace, but it kinda exposes the hypocrisies of the whole marketplace of the moment around this kind of experience. i’m sure it’ll be popular regardless, as these things often do, in spite of my objections. and it still won’t be for me.

rating: no polycules for me/10

Delta

this is a ps1-styled 3D game where very cool cyber anime guys and gals tell you how to do various incredibly difficult speedrunning techniques in order to eventually help you proceed through courses that are like surf-map style time trials. most of the time i spent with the tutorial hopelessly struggling through their instructions. it is weird to see a commercial game made off of stuff that comes from modding and niche scenes, but i do appreciate their commitment to trying to walk you through understanding how to execute some of these tricks and letting you try in slow motion, and also giving you video with some kind of like directional orientation that lets you try to repeat what they did in vain. i like how they say “check this out” when they show you the videos - it seems like they’re really impressed with how cool what they’re doing is, which makes me want to be a cool cyber anime gal and pull them off as well.

but it’s incredibly demanding to really ask me to put my time into doing that. like i thought these were things you learned from speedrunning games where these were not intended ways to progress through. you do them in spite of the game, and that’s part of what’s fun about it. so it’s weird to have somewhat generic looking courses made around that. even though i do appreciate the y2k hacker look this game is going for.

maybe the idea is this game is a way of bringing you as a player into doing what you do here in other realms of speedrunning and multiplayer games and making it more accessible, which i could see the purpose of. i mean it’s hard for me to exactly know how some of this stuff translates directly over to other games and engines, but i’m sure there’s at least some crossover (because these tricks weren’t easy!!). but then, again, the appeal of learning some of those techniques is that you’re acting against the will of the game. when it becomes the text of the game to do them they sorta lose their appeal. at least it tries to deal with that by making you feel like a cool cyber hacker by doing them, though, so if it’s going to work in any context i could imagine it working in this one.

anyway, i kinda strangely admired what this game is trying to do. not sure how it will work for other people. but it’s not for me either.

rating: too cyber cool for me/10

Crescent Break

developer resnijars has been on a bit of a tear with putting out games lately, but to kinda diminishing returns. several of their last few games have just felt a little underbaked. tho i have yet to play Stardust Demon, which seems much more substantial than a few of their other more recent ones. basically every game they make is in a different genre, which is admirable but can have mixed results depending on how much time they put into a given game. i do wish they were more well known though - none of their games besides Mibibli’s Quest from many years ago ever seemed to have much visibility, which kinda bums me out. i was a big fan of Salad Fields in particular.

this is more of a straight 2d platformer rougelike. i guess the closest comparison point to any of the other games i played in this round of demos was Blood Dungeon. but this is much more Mega Man influenced (a lot of the movement is similar, like your character slide), and you die very quickly if you’re not careful. i do like a lot of the abilities you have - from being able to jump up high with a beam to blowing up terrain around you. the environment does feel pretty dynamic and hazardous, which can be a good or bad thing depending on the implementation.

but there is a stiffness to it as well, and it’s really easy to die really quickly. i think it takes awhile to balance these games into something that feels more loose and fun in the way something like Noita or Spelunky is. but resnijars has been making stuff pretty quickly so i’m not sure they will really spend the time on this game to try and get the balance right - and maybe it’s just not what they’re going for anyway. it’s also possible with more time spent i could get better at this. i think this is something that’s probably meant to be more hardcore than a lot of rougelites are. but the stiffness of it was preventing me from wanting to invest more time in trying to get better at this.

but anyway, i’ll keep this one installed and i might come back to it later to try and see if i can at least get further into it. as it is, it has potential to be another interesting alternate take they can be really good at doing of a popular a genre… but it also might end up feeling underbaked like a couple of their more recent games have. so we’ll see.

rating: has potential/10

Virtue and a Sledgehammer

woke is back… with a vengeance. after seeing @Felix mention this game in the E3 thread i thought i’d give it a go. you’re a physically tough butch woman who goes back to her hometown with the desire to smash everything in sight. and that’s pretty much what you do - you smash everything! all the buildings, and the people in the town who are represented by robots. in the midst of this, there are different memories you need to find and activate in the midst of the rubble. it’s honestly pretty straightforward - like a walking sim, except with way more smashing. but i think it would kinda take away from what the game was if it wasn’t that straightforwardly devoted to smashing and narrative, smashing and narrative.

there’s some story involving your sister who is possibly a sociopath and her possibly being involved with your mother’s death, and your family not being great about your whole identity/presentation and the rural hometown you’re from being filled with asshole bigots. it’s a bit hard to tell the exact contours of the story from the demo tbh, which can make it a little hard to tell why exactly you’re smashing. but it is really satisfying to smash some of those robots in the face when they say a particularly lurid or bigoted thing at you. one robot in particular who is a bartender just hits you with a huge string of invective and it is VERY satisfying to brutally smash him. another one complains about the tree huggers ruining Spain. this is obviously an anti-right wing game if it wasn’t obvious by that point, even if it doesn’t state that on the tin.

the robot choice is interesting. i guess they were trying to get around depicting real world violence by depicting bigoted hometown shitheads as robots. i’m not sure if that really makes it any better, maybe it’d just distract people from having a debate about the ethics of you murdering innocent (but asshole bigoted) people with a sledgehammer. even as it is, some of the robots cower and run away from you - which kinda made me not want to attack them tbh. but the moment i was starting to feel morally complicated things about all the smashing i was doing, one of them would say something bigoted and it would drive me to want to smash them again. also it’s easier to justify doing it when a lot of them attack you first anyway (tho i am destroying their houses).

i think games like this are really the only appropriate responses to right wingers who whine and complain that a game’s costume options or inclusion of LGBTQ people at all means its woke trash or whatever. stop trying to be nice and appease them and thinking the better person will win - just make a game where you’re directly smashing them. i’ve been just wanting games like this about identity and marginalized experiences that are less twee and escapist and more directly confrontational for a long time. this is the sort of energy that is going to be needed to take on the right wing globally, so it makes sense why you’d want to channel it into a game.

so yeah it’s a bit simple and i didn’t really understand many of the contours of the plot yet but i’m really glad this game is being made, i enjoyed the experience quite a bit, and it’s definitely near the top of my list.

rating: woke cubed/10


anyway i’m going to come back with one final review/ratings dump of Steam demo impressions probably tomorrow, and then i’ll give my overall rankings for my favs and least favs. still undecided whether i want to turn a handful of these into a longer blog post or not yet, but i’ll have to see how i feel. might be interesting also to compare vs. demos i played for this last year.

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you have a neat frisbee and should get it signed by Randy

also you’re not missing much

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to give you an idea of the game: Battleborn is ostensibly a MOBA presented as an FPS. it’s Deadlock 10 years before Deadlock (but post Monday Night Combat and its more Dota-paced follow-up Super MNC), so, in many ways, it was forward thinking. but a few things are going on:

  • jesus christ just look at those characters, no one’s getting horny for Orendi like they got horny for Ivy, which is just a microcosm of appeal black hole they all exist in
  • Gearbox didn’t really do a good job of actually communicating the game flow unless you play the (hobby grade, which I’m typing as a joke but god if only it was that good and coherent) campaign, so a lot of people will jump into an online match and try playing it as an FPS
  • they communicated the gameflow in the campaign by making it so you start every mission, regardless of its place in the story, at level 1 and you level up throughout the mission and bringing your gear online

it is, as someone who had some fondness for it, an ugly game that does a poor job of making itself accessible for the audience it was chasing and confused about its goals and instead of using the base verbs and building off different experiences in the campaign and competitive modes, tried unifying them in an attempt to make the story content the tutorial, which, 90% of the time, is linear progression and not any kind of the lane pushing and base destroying orthodoxy you see in League, Dota or Smite

it released mystifying everyone, was savaged against Overwatch, which released within weeks and had the attention of anyone who cared about shootmans at the time and died ingloriously in obscurity and also acted as the first canary in the coal mine about the dangers of what happens when both players and the caretakers stop caring about their always online/live service game w/r/t the western AAA space

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I said ‘oh no!’ out loud

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Finally did what my child self could not through the power of save states and unlocked Dr. Bosconovitch in Tekken 3.

Complete joke moveset as the character can barely stay standing. I love it!

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This sounds almost interesting. It actually sounds a bit like the last game I worked on… It’s too bad it can’t just run locally or work off a LAN.

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i had my friend whos really into like artistic call of duty and roblox edits play kane and lynch 2 with me and it made her so sick after like 45 minutes she had to stop playing. it may not have helped that she played the first level at like 120-180 fps which makes the game feel fucking insane by the way don’t do this, even at 60 fps I was like oh my god this is too much so now i’m playing capped at a solid 24 fps for maximum effect

anyway thats not a bad thing though because she was completely entranced, she was like “of course im sick i think its nigh impossible to make a game this immersive and authentic and stylish that is also bearable to play for an extended period of time”. i sent her this

and she said “if i didnt know any better and there werent console logos and an esrb rating there i would have imagined this was some homoerotic avant garde art film”

so i was like…welll…yeah. i mean. it is.

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IIRC, Starmie, Ninetales, Alakazam, Butterfree, Dragonite, Electrode

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I finally got to the good part in Witch on the Holy Night. I mean, of course, when the background goes from anime art to silly-looking diagrams

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