Random Games You Played Today (itch 1000+ game bundle thread)

DYO

DYO is a puzzle platformer (much more the former than the latter) that sorta snuck up on and surprised me. It is another game where you control two characters at the same time (it also has two player co-op), although fortunately here it does not require you to ever have to move both characters at the same time and in truth almost never requires much in the way of reflexes at all. It goes with two characters for a different reason: the entire game takes place in a split screen set-up with one half of the screen tracking one of the two characters.

The reason it does this ties into the central gimmick the entire game is built around, which is that at the press of a button you can freeze the view on one half of the screen while allowing the character on that side to freely move around said screen without the camera moving and following it around. On its own this is mostly of limited use but when both side of the screen are locked at the same time the rules chance as they then cease to be a split screen and both characters have free reign to go anywhere on the now unified screen that they can reach. In the above screenshot that means the bull guy on the left side can jump over to the right side of the screen and act as a platform for the goat fellow to be able to jump to the ledge overhead. In fact the goat guy once there can then walk over onto the left half of the screen and be right at the exit door.

That would seem to indicate that the puzzle is solved, but there are a few rules in place that introduce certain limitations that can make the proceedings much more puzzling. The most important rule is that while when the screens are unified either character can go anywhere on said screens, you will only be allowed to unfreeze either half of the screen if each half has one character in it. If both active characters are on the left side you will not be allowed to unfreeze things and will likely be prevented from completing the puzzle. I say active characters as it is possible depending on how you set up the split screens to have two copies of the same character present (yes, it is one of those kind of games) and the active one is colorized. The other rule is that while there is only one exit door there is two versions of it, one on each half of the split screen. Once a character enters a door it is then closed on that half of the screen, so you have to set it up so that a character can reach the exit door on both sides of the screen in order for that puzzle to be beaten.

This is a pretty solid set-up for a puzzle game, if you played Four Sided Fantasy (covered earlier in this thread) it is a bit like it although a bit tougher and more puzzle focused. You make your way through the first ten or so stages getting a grasp on the basics, some of the latter ones quite tricky to wrap one’s head around and then hit a three way branch in terms of which puzzles you can tackle. Each branch adds a new mechanic to the proceedings and has several puzzles exploring what they mean in the context of the base mechanics. I won’t cover two of them but one I want to mention as it is particularly clever.

In these set of puzzles the main difference is that one half of the screen has a more pulled back view of the action than the other (also you can see the desaturated non-active double of a character in this screen). This seems like a rather insignificant change as how much of a difference could being able to see more of the stage at once mean? That’s not the important part, and I’ll give you all a chance to take a second to think about what this actually means.

You ready?

…Alright.

That’s what happens when you switched the creature on the zoomed-out side with the creature on the more zoomed-in side. Like I said before, it is that kind of game. The base concept on its own is rather clever and fairly uncommon even in the exploding subgenre of “let’s control two characters at the same time” games. It then comes up with three variously clever ways to tweak that concept even further and tests you on each of them. These tests are not easy, DYO isn’t the hardest puzzle game I’ve played but it is definitely harder than average. When you finish all the routes you see two of the branches come back together (you can figure out what that means) before you have a few final puzzles to complete before you conquer the maze and escape.

I want to take a second to note that while it isn’t really shown off by the screenshots here, I did think that there were a few nice aesthetic choices in the game. It’s never a wower visually but it is always clean, and they sprinkle a bunch of background statues and details around the stages to give them more personality than was strictly needed. I appreciate the effort.

Like I hinted at earlier, when this game came up I wasn’t expecting a ton from it (I have played a lot of control two character games and they often run into issues) but it genuinely surprised me by having a well-executed and rather unique mechanical gimmick explored very well throughout its 30 stages. I have a few minor nitpicks with it (I’d have liked to have seen the final set of stages build more upon mixing the three later distinct twists together and just be a bit harder in general, the last two puzzles are easier than anything in the prior twenty) but this one is definitely a keeper, and while legit tricky it is creative enough that I think it could capture the attention of some who normally would not bother with a puzzle-heavy game. I enjoyed my few hours with it a great deal.

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this sounds awesome, might be a good one for @digs

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Master Spy

On a few occasions I’ve pondered to myself what my top ten games from the bundle list would look like. I’ve probably played through two hundred or so of them by now, and it is complicated by not knowing whether to include games I had played prior that are of superior quality (see: Celeste). I’ve still got a bit under two hundred to get to, but as of today I would be surprised if Master Spy did not make my personal top ten.

Master Spy is basically a 2d stealth game by way of Super Meat Boy (the dev more or less admitted this themselves). I don’t mean this as in you are jumping all over the place moving at a high rate or speed, while it has some platformer elements it isn’t really that kind of game. What it is is a test of reaction time, of having to hit tight timing windows with your limited moveset in order to clear a room and move onto the next one without being detected. Lots of stealth games are built around more passive or patient approaches, while there are safe spots here for you to catch your breath once you commit to an action you have to go for it as hesitation (distinct from a purposeful pause) will get you killed.

In Master Spy you cannot attack, and if you are spotted by human enemies you lose immediately. If any enemy touches or strikes you you lose instantly and must restart the room. The one tool you do have is your jacket which comes with a cloaking device included that makes you invisible to human foes or electronic surveillance. While it is active your movement is slowed dramatically and if you touch an enemy you will still be detected, but it is still very useful. Beyond that you just have a standard jump (well, slightly more than that, we’ll get to that later). As the game advances more and more obstacles are put in your path from the normal to the unusual, but all of them can be conquered by just a jump, a cloak and a surplus of proper timing.

The game is difficult. It apparently was much more so upon release as the current default difficulty is the original game’s easy, and there are now two more even easier modes. This was likely the right move to make as while the game doesn’t get as absurd as the craziest precision platformer it is a fairly stern challenge. You will have to approach an encounter at just the right time in an enemy’s routine, jump to a higher platform before they turn around while pressing cloak before crossing the sight line of a different enemy posted on that level while being forced to start moving immediately due to your now reduced speed hoping to cover enough distance to get into position for the brief window of opportunity to begin the next stage of your infiltration. The larger and trickier rooms do give you checkpoints and few of them are what I would consider annoyingly long to redo, but you will fail a lot before immediately respawning and trying again. It will be a bit much for some, but as someone who likes precision platformers and stealth games I found it to be exhilarating.

Complementing this is a pixel art style that I just adored. It is pulled back so that you have a full view of the whole room at a time (each room can be four floors in height) so you generally don’t get huge sprites, but it has an approach that I would describe as… pixel dense? There are a ton of details crammed in everywhere and the backgrounds while making use of similar elements at times are generally full of unique elements as well. You will have a giant circular window casting sunlight across the floor, or a view of a row of workout equipment while infiltrating a cruise ship, or dozens of other distinct backdrops. Some games will go with a focus on smaller pixel details, others will concentrate on a wide variety of single use background objects but rarely will a game do both of those while doing them both well. Master Spy is one of them.

The cherry on the sundae is the cutscenes. Now hear me out, I know we all are prone to be a bit suspect of cutscenes. I’ve tried to figure out how to describe why the ones here are a positive and I keep coming up with the same explanation that’ll likely only work for those of us who grew up in the 8-bit era: the cutscenes here feel like they were made by someone who played through the Ninja Gaiden games on the NES and thought the cinematics in them were just the coolest thing ever. The ones in Master Spy feel like an alternate timeline where that style remained the preferred flavor of them, and while I’m not sure that the story itself is a noteworthy the game looked cool as hell when it stopped to tell it.

Game did have one notable flaw. You actually have a weird not-quite-double jump; if you press jump a second time shortly after the first button press you do a bit of a mid-air tumble and cover more distance horizontally at the cost of vertical height. The game never tells you this exists and doesn’t require it… until one point about 80% of the way into the game. I had to look up what was going on as that gap seemed impossible to cross and without that knowledge it was.

Other than that it was a home run. It took me about three hours to make my way through it with mostly novice scores (based on completion time and how often caught), and if I wanted to I could go back for better ratings, or at a higher difficulty level, or to find the hidden rooms the end of game rating strongly suggested exist. As stated before it is on the hard side, it requires a bit of precision and you will get caught a bunch of times, hence this is a game some won’t enjoy. If those reads to you as positives, if the thought of a tight action stealth title sounds like a good time then I recommend this very strongly. It isn’t very good for a lesser know title or very good for the bundle, it is very good if not outright great period.

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i’ve played this game. i do like the art. but didn’t like the game nearly as much as you. felt like a less forgiving, more rote Gunpoint-style game. i stopped playing after about 30 minutes because i wasn’t having very much fun. to each their own i suppose.

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Like I said it definitely isn’t a game for everyone. As noted they did do a full rebalancing of the game after release as the initial version was supposedly just absurdly punishing, so if you happened to play that version bouncing off of it was probably the right move.

Monster Pub

Monster Pub (a game that comes in three separate chapters/games in the bundle) is at its core a fairly simple experience: new to the city you end up in a local bar one night and can wander around talking to the patrons there. Some of them only have a line or two for you but other regulars will have fleshed out conversations with you that give you an idea who they are or what is going on in their lives. You can choose to be nice or a bit mean to them, although I am uncertain how much the conversations branch based on that. You will also end up playing a funky card game with a number of them (each person has slightly different rules they play by) which has the odd implementation in that if you beat them too one-sidedly it will hurt there mood more than if you make it a bit more competitive.

After you talk to everyone you get to leave, the chapter ends and when you start the next chapter you get to pick up with the regulars and see how their lives have progressed since you last visited with them. That’s pretty much the entire game. In essence it is four or five tiny stories told in three parts broken up by card games, the stories a bit different in mood but generally focused on the insecurities of those you talk with. They are fine enough but I think the main draw of the game for me is the character designs as they are a cute bunch of monsters.

It falls into the category of “pleasant” more than “particularly great”, but given each chapter is roughly about 45 minutes in length pleasant works.

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Does the game not progress if you lose the card game?

I only lost the first tutorial practice round so I am unsure, but the bartender has you play a single player solitaire-like instead and I only cleared that once and the game didn’t seem to mind so I’d wager it would just continue. FWIW the card game is basically "each player takes turns putting a card down in the middle, and when a certain event occurs (same number, next in sequence in suit, etc.) you slap the middle and get all the cards in the pile if you are first, so it isn’t luck based nor is it particularly difficult once you grasp the rules.

Cats are Liquid: A Light in the Shadows

The first Cats are Liquid game (there are two in the bundle, haven’t gotten to the other one yet) is a minimalistic platformer with a slight physics bent to it. I know all games have physics to a degree, but it is just a bit more pronounced here as momentum and the like have a bit of an oversized role. I generally am iffy on platformers like this as I generally prefer easy repeatability of actions (I hold down jump button for X long I will jump Y far each time) but here it is still consistent enough with the physics just adding a bit more flavor. It is solidly executed but also doesn’t feel like it ever really gets out of first gear. It also has a lot of text boxes throughout (think if Thomas Was Alone couldn’t spring for voice work) that provides a story that is a bit darker than the game itself suggests and feels like a bit of a mismatch. This write-up feels like it is coming off a bit negative but I legit enjoyed running and jumping around the stages in this game, I just walked away stuck with the feeling that they probably had a better game in them; perhaps the sequel will be just that.

Nepenthe

Nepenthe is a hand (well crayon) drawn RPG Maker game that I want to guess was inspired by Undertale, or at least is what someone who has never played Undertale would guess an Undertale-inspired game would look like. The entire game as noted is drawn with crayons, but with enough effort that it doesn’t come off as particularly cheap looking. It is a brief thing, probably less than a half hour long, although it has a trick in that you have to do things in the game in a certain way to get the desired good ending. It is a bit meta and while I did not find it laugh out loud funny I was rather charmed by it. Also as anyone who has followed my random game names topic likely knows I love the above joke dearly and Nepenthe makes the observation several times. I feel seen.

There is a little bit of combat and it rewards non-violent options… kinda. When you are attacked you have to move your little N circle around a box to avoid oncoming attacks, and if you do then you take no damage. If you attack you just do damage, or you can avoid attacking and just keep avoiding their attacks until they lose interest and stop. The issue is that some of them will seemingly attack forever never giving up forcing you to put them down and the game does not do a good job or telegraphing this at all. This aspect feels just a bit undercooked.

I still would recommend it though. It is a kind of silly game that has a story and sense of humor that could be called dumb, but it is the kind of dumb that appeals to me. Of all the amnesiac RPG protagonists I have had to inhabit I feel like this game appreciates how silly it is.

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I got a screenshot folder full of dozens of games I’ve never written about so I need to just get some of these out of the way for the sake of my own sanity.

Imperishable Memories

Imperishable Memories is an absolute mess of a game, but is at least is so in a way that is less than typical? As a game it is an amateurish scrolling shooter, and I have to admit a fondness for the literal hand drawn bits of 2d paper that make up background elements as you scroll through a fully 3d environment (gameplay is fixed on a horizontal 2d plane). It is also rather easy which is a welcome change of pace for the genre. The actual level design is basic as can be and the shooting is functional and nothing more, as a shooter it is unrecommendable.

The thing is it is less about the game than it is about the story which… where to start. It is basically the story of someone trying to sort out their prior toxic actions towards a female (game is made and written by a female FWIW) but it does so in such a angsty teenage kind of way that is just such a drag to get through. Its heart is probably in the right place but it is a case where I hope the person who made it found it to be therapeutic as neither part of it feels like it was successful at all. A shooter doesn’t benefit from being stopped cold for so much talking, but none of the actual shooting part is good so it might be better that it stops so frequently.

The person who made it would probably be horrified that all I got out of it was digging how the bits of 2d paper moved through space.

All You Can Eat

All You Can Eat is a good concept, a 2d adventure game presented as a (usually 3 panel) web comic. It has a funny enough starting point (you had an “all you can eat for $1” coupon for a 24-7 restaurant so you decided to just live there and now that it is being bought out you are trying to sabotage the deal) and a few good jokes but it ironically works better on paper than in execution. The adventure game bits are alright but the game just feels underwritten which is bad for the genre and double bad when they went with this particular presentation. I’m glad it exists, but it is a case where I’d like to see someone else take a shot at the concept.

SageBrush

SageBrush is a walking sim that places you in the feet of someone exploring an abandoned cult compound and piecing together what happened there. Mechanically it doesn’t really do much you haven’t seen in this kind of game before, you wander around and find written notes or tape recorders, you slowly find keys to open up doors and explore buildings you couldn’t get into initially, I will say that some of the puzzles are pretty well done. I would even say that one could probably predict a bunch of the story details based solely on the “abandoned cult compound” premise. That said, it is executed well enough and treats the subject matter with enough respect that it still manages to work pretty well. You learn about the people, see them fall into the pitfalls likely everyone except themselves saw coming, see the paranoia start to snake through the community and the dogma start to shift below their feet concluding with a climax that isn’t unpredictable but feels earned. Like I said it isn’t a particularly groundbreaking walking sim but is shows what they can do when solidly executed.

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A side effect of playing all these games is that a lot of them have design issues so I’ve come to recognize them a bit more (and in many ways account for them). That said at times the issues spiral out of control and knock what was otherwise a decent game to that point completely off the rails, and I’d like to take a moment to look at two different games where this happened and exactly what went wrong.

No More Kings

No More Kings is a chess piece puzzle game where a bunch of pieces are placed on a board including a single king, and your job is to take the starting piece and find a path of moves that will eliminate every piece from the board concluding with the king. When you eliminate a piece you actually technically eliminate the piece you just moved and become the piece you landed on (for example if you use a knight to take out a rook for your next move you are the rook moving from that spot and the knight is gone). It is a solid basis for a puzzle game and for the first half of each set of levels it is a pretty good time. The problem is with how the concept scales up.

Many of the later levels have boards just crammed with pieces worse than the one pictured above which means you have stages with solutions that are exact 30+ move sequences. Just glancing at the above pictured puzzle even with having spent a good amount of time with the game it isn’t something you can piece together at this scale just by looking at it or even moving things around, a degree of brute forcing is baked in once the amount of pieces climbs higher than a certain amount. I picked this picture because it shows another related issue: the greenish horse is the piece you have to move next and highlighted pieces show the pieces it can possibly take. Having to figure out a 20-30+ move sequence is rough to begin with… but when you have four or more valid opening moves that all branch out in different ways that at this scale are next to impossible to tell which one is the correct course? You can grind one path for a while and still not be sure you are going the right way as even if you pick the right one it’ll be hard to tell for a long time which basically takes the grind and triples it (one of these if I recall quickly leads to a dead end). I had puzzles a bit smaller in scale than this one that had six possible different opening moves.

The big design lesson I took from this is that certain basic game concepts can only scale so high before issues that are virtually not present previously become not only present but overwhelming, but there was a secondary realization that stuck with me longer. I ended up giving up on this game and I am stubborn as hell with puzzle games, how did the designer of it never realize these later levels had become untenable? I looked at the puzzles and suddenly realized why: while the difficulty of solving these puzzles at a certain point took a gigantic leap up the difficulty of creating them remained remarkably easy regardless of their size. Anyone reading this who knows how chess pieces move could probably lay out a puzzle like the ones above in 5-10 minutes once they came to understand how they are made. Place a king on a random spot, pick a piece and move it to any square that will allow it to reach the king. Then take another piece and move it to any square that can reach the last one you placed, and continue this until you feel it is done. It’s actually kinda simple once you figure out the trick but it also gives no clue as to how hard they are in the other direction and I am left with the impression that whoever made this didn’t actually check that half all that closely.

The psychopath also didn’t give the player the ability to undo moves which is in general bad, but in a case like this cruel.

Also this was the final one in the first set of puzzles:

It’s actually not nearly as bad as it looks FWIW.

Turn Chase

Turn Chase is an odd Pico-8 puzzle/strategy game. The graphics are very simple but basically you are the little green square and you have to make it over to the red highlighted spot to exit the stage. The orange squares are enemies, and they make a single move after you take your move. If you move into them they are hit, likewise if they move into you they hit you. In different stages it takes more or less hits to kill them and they do more or less damage to you. The basic concept is making use of the layout to prevent them from ganging up on you all at once, figuring out the best course to the exit and such. They add in stuff like enemy spawners that spawn an enemy every ten or so moves, gun turrets that will fire at you if you come within their firing range, switches that open doors and so forth.

While it looks rather simple it’s actually a pretty satisfying game to puzzle out. The layouts offer a wide variety of challenges and most of the 28 stages are rather distinct from one another, while it didn’t blow me away I thought it was a surprisingly well put together game through about stage 19 at which point the challenge started to get a bit severe. I figured that stage out, then got stuck on stage 21 for at least an hour. Stage 22 was harder than that and putting an hour into it I wasn’t at any point even close to anything resembling a viable solution.

What happened? Was it a game whose difficulty curve got out of control? Not quite. See, there is another part of its design that I didn’t mention yet. After each stage you get one attribute point that can be spent in one of three categories: your attack strength, how much health you have, or how much health you regenerate after each turn. I’d wager most of you suddenly guessed where the mistake was made, but you’d be wrong. The game let’s you respec at will, if you aren’t doing well in a stage you can back out and put any point you have earned anywhere you want. If you’ve earned fifteen and split them evenly across the three groups you can go and switch them so you have 15 in attack and none anywhere else if you want (that is basically how I defeated the puzzle above, which was stage 21). In fact part of the strategy is playing a stage a few times and deciding if you need to switch your attributes around based on how it is laid out.

The issue was actually a good bit more sinister than that. I am pretty sure that I could not beat stage 22 because in fact I could not beat stage 22. See, each stage is available in three different difficulty levels: normal, hard and impossible. You don’t get an attribute point for beating a stage… you get an attribute point for each difficulty level you beat it on. In effect the game requires grinding, not on the same difficulty level but on higher ones. It made sure to mention that you could replay them on higher difficulty levels (this just makes the enemies take more and dish out more damage BTW) but neglected to mention the fact that you are rewarded for doing so with attribute points that are needed to be able to complete normal.

I figured this out because I had run out of better ideas and read that an earlier version of the game was bugged and rewarded you for beating stages you had already beaten on the same difficulty level and was willing to cheat to move on by that point. After I discovered that playing on higher difficulties rewarded you I replayed the first fifteen or so levels on hard and impossible to catch up, accidentally overleveled and cakewalked my way through every stage remaining (except for one with a trick) as nothing left could hurt me much and not die in a single hit.

It is a real shame as some of those stages seemed to have really neat layouts, as noted before whoever was behind this game had a good eye for level design and when it worked it was a really nice mix of strategy and puzzling that I’d have probably written up in here at some point. Given that the extra difficulty levels only change the health and damage of the enemies and they in theory should scale with the levels you gain they really didn’t need to exist. Instead they did, to get the people to play them the dev forced you to by basically requiring the player to do so to be able to tackle the final run of puzzles on normal and in doing so compromised the difficulty curve in a way that would have been easily avoided. If they just stuck with one difficulty level where you get one point to use for each one you beat the whole game could be easily balanced around that. Instead it becomes hard to tell if you are failing because your strategy needs to be improved or if you didn’t grind enough and it is a damn shame.

That said if it sounds intriguing the free web version cuts off at stage 14 and the issues don’t creep up by then.

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oh it’s a Knight’s Tour inside the puzzle game! neat

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Oh sure, the one hard puzzle I actually did pretty okay on has animated solutions on wikipedia, of course…

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Oikospiel Book 1

This game is actually known by a number of SBers, which is good as I have no clue how the hell to even begin to summarize it. I’ve actually put off writing about it here for at least a couple months because of this. I think I took more pictures of it than any other game in the bundle, I chose the one above as it is one of the first visuals you are greeted with. I think I’ll just sprinkle random ones here to pad things out.

Yes that is Kokiri Forest, the game has little issue just yoinking assets from various video games. It has a ton of assets included, I’d wager most were grabbed from somewhere and tossed into this giant mixing bowl of a game. It very much fits in thematically featuring a story that touches on unions, corporations, global warming, red pilling, Orpheus and god knows what else. It is also a dog opera, that part is also probably worth mentioning.

There are many games that are called avant-garde; I don’t know I could name a more avant-garde game than this one. Whatever it is it is so ambitiously out there and stuffed full that at times it feels on the verge of tearing apart (quite literally, I fell through the world a few times) and I would recommend it as it is rare to come across something that is such an uncut hit of utter madness that nevertheless has a legitimate fairly well articulated point within all of its ramblings.

I haven’t mentioned how it plays or what the experience of playing it is like. It would likely be easiest to compare it to the walking sims although that isn’t a perfect fit. There is one bit that I could not figure out how to get out of, and the couple available vids of people playing this game got stuck there as well so apparently no one knows what to do there. The game has a chapter select menu that lets you skip to any chapter at any time (yes, you can immediately choose to go to the last one if you choose) so it doesn’t really matter and may in fact be intentional.

Listen, this is an awful write-up for this game, honesty it is beyond my abilities to describe in any decent way. What I can say is that it is one of the more remarkable things in this bundle. I can’t say it is definitely good in any traditional way, but it very much feels like a one of one experience, that the only thing like this is this. I’d recommend it strongly for that fact alone, this community is one of the few that’d be more likely to be impressed by that than baffled at the point of it all.

It’s also very socialist so hey!

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when i first played oikospiel the music messed up so it just kept playing like this short menu sounding loop over and over and i was SURROOUNDED BY PEOPLE WHO HAD PLAYED IT BEFORE but it took anyone like ten minutes to notice. game rules

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Oikospiel is forever the game I was playing as the sun came up through the giant living room windows on the last morning in Bumpass, and I don’t know if I’m ever going to touch it again after that. Wouldn’t want to ruin a great moment.

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literally how i played it but in branson

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After a Full Throttle all nighter, as I drifted away in a comfy armchair to get an energy boost to drive to the airport

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i was trying to take a funny picture of you sleeping but i took too many and then i got this fucking slideshow of cuba sleeping photos sent to me like REVISIT YOUR VACATION YOU FUCKING CREEP

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pix or gtfo

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