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

Parsnip

I think someone else wanted to mention Parsnip so I’ll just touch on it briefly. It is a short point & click adventure that makes full use of the “wholesome exterior masks dark thing happening under the surface” trope, but does so fairly well. I think what makes it work is how the lead isn’t just ignorant regarding what is actually happening around where he lives, but is also ignorant of how annoying and legitimately bothersome he is to pretty much everyone he comes across. Parsnip (the character) is pretty unlikable, but in a way that works in this context. It is a bit one note which would be a problem if it was a larger experience, but given that it is maybe an hour in length it pretty much gets its stuff in and gets out before it can wear out its welcome. Also I love the hand drawn cartoon look it goes for and dug Parnsip’s walk cycle more than I probably should have. I read that it has a sequel in the bundle that was better received but is also a visual novel and I hope it doesn’t lose the aesthetic as that would be a bummer.

Us Lovely Corpses

A visual novel about a witch who has to help someone with a monster that keeps bothering them but is really about dealing with mental illness/mood disorders. There are a lot of games in the bundle, particularly the visual novel/text-heavy genres, that are about bringing awareness or empathy to things such as this (this is perfectly fine and kinda what I’d expect to pop up in a bundle of this nature) but Us Lovely Corpses works a bit better in this regard than many included as the two lead characters read very real and legitimate in terms of how they deal with a subject matter that is often portrayed in a less realistic “this is a tricky subject but here is a solution anyways” manner. This doesn’t pretend there are easy answers, or that there won’t be bad days or worse thoughts, but it does argue against hopelessness, that even if you feel absolutely alone and that no one will understand or care about a biplolar lesbian shut-in that you are wrong, there are those out there who care a great deal about you and will support you as best they can through the dark times that come.

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The sequel loses some of the graphical fidelity, but the graphics are still incredibly charming. It just leans into the writing side much harder.

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Pendula Swing

Pendula Swing is the definition of a mixed bag. The quickest comparison I can come up with is to describe it as a Planescape: Torment without combat, which is probably best for me at least due to… reasons. Its strength is that they came up with a pretty solid scenario. The game takes place in the jazz age, but one that is made up of humans, elves, dwarves, orcs and goblins some centuries after the wars between them concluded. The thing is that many of these creatures have very long lives and were alive during them including Brialynne, the lady you play as who was a great “hero” during that war and killed the great champion of some of those races to end said war. You’ve been away from society for many centuries but you are perhaps the most famous person we see in the game, I mean there are literally giant statues of you around the city.

Many of these races are treated differently (i.e. worse) than others, in fact this is one of the main aspects of the game world and the story itself. This is a pretty strong base from which to tell a story and… that unfortunately leads to the game’s weak point: much of the writing just isn’t that strong at all. I think its heart is in the right place but given there is no combat and not really any puzzles beyond figuring out who to talk to in order to advance things it really needs the writing to stand out and it just lets the rest of the package down. There was a side quest where I talked to a local crime boss running an extortion and protection racket who decided to no longer target the weaker members of society because I mentioned that it seemed less than fair. Much of the moment to moment writing isn’t great but as shown here it extends to how things actually unfold as well. It sadly crashes at the end where the game basically gives up on the concept of “text” just to smash you in the face with the no longer subtext as blatantly as they can manage.

That makes it something that I can’t really recommend, which is a shame as I do think it does things well. The 1920s, even a fantasy version of them, feels like an underutilized setting and the version they create here is rather good, and as noted the scenario is a good one. Like I said it’s a mixed bag, but I think it might sadly be a pass for most.

1 Like

I played through Last Knight, which is basically an autorunner take on the Chase Bandicoot chase stages. I didn’t really get much out of it but there are random story bits between some of the stages and when it out of the blue gave me a choice to make… well I think that is the one thing I will end up remembering about this game.

4 Likes

[speer]

See, it’s not a typo.

Speer is a puzzle platformer built around the spear mechanic from Volgarr the Viking. For those who didn’t play that game, beyond being a weapon the spear could be launched into a wall in order to form a temporary platform that allowed the player to reach otherwise inaccessible places. In Speer everyplace is an otherwise inaccessible place. What makes it a puzzle game is that only one spear can exist at a time. It is possible to scale a wall by jumping and tossing spears with the right rhythm (think the Metroid bomb jump except much much easier) but often advancing requires a bit more thought than that.

It turns out this is a very solid concept to build a puzzle platformer around. Over the course of its one hundred levels numerous mechanics are added to complicate the spearing, be it walls that are spearproof or are slippery and cause the spear to slowly descend, switches, portals, explosive barrels (and destructible walls to go along with them), trampolines and three different single use powerups. The game itself has a remarkably smooth difficulty curve, going from “this is rather simple” early on to “okay, now how am I gonna manage this?” the the end. It doesn’t get too severely difficult, but by the time you reach the fourth and final area the challenge is pretty legit.

The game isn’t too execution heavy but there are some moments where you’ll have to time a jump or aim a spear toss fairly specifically to clear a level, and on occasion if you miss you’ll have to start it over. The levels are all single screens and not too long, but on one or two occasions it was a bit irksome. Also there were some times when the hobbyist nature of the game shone through, be it being able to catch an item on a corner of a tile and have it end up seemingly levitating in the air or later on managing to come up with an approach that skips over many items or obstacles in a level. The game also maps toss and pick-up to the same button, which on a few occasions makes executing certain actions in tight spots more annoying than they likely were intended to be.

Still these are overall minor nitpicks. Speer is a pretty solid puzzle platformer that’ll likely last two to three hours and fills it fairly well. The time will depend a bit if you decide to grab the one “collectible” in each level that is generally just a bit out of the way, which generally adds an additional step on top of the existing solution. I had a good time with it and would recommend it to those looking for a game of this type.

5 Likes

cityglitch

Cityglitch is a puzzle game with some nice chunky pixels.

I would say that the defining characteristic of cityglitch is how every single puzzle takes place on a 5x5 grid, which is a fairly tight squeeze. Your goal is to light up every dark purple “light me up” square by passing over them. The general flow of each puzzle is you moving as far as you want in straight line in any direction, and then the enemies or obstacles moving afterwards. It is complicated a bit by the fact that if an enemy or obstacle crosses over a lit up square it darkens once more, and the puzzle is only solved when every one of these squares is lit at the same time. In essence this means that the game is really about manipulating enemy/obstacle behavior in confined spaces.

Fortunately cityglitch does a good job of turning that into a pretty solid puzzle experience. While there are not a ton of enemy/object types there are enough introduced at an appropriate rate across the game’s 96 levels (you can skip a couple per area if you get stuck) that it keeps things moving without becoming too repetitive, although if I tried to marathon the game as opposed to playing through one area per session I might feel differently. It benefits from the small scale as even when a puzzle is tricky, and a few of them are legit tricky, at any point there are only a few moves available to you so you never feel like you are overwhelmed or that figuring it out will be impossible. Because of this I think it is a puzzle game that non-puzzle game fans might have a chance with, and that puzzle fans will dig because it’s a very well put together puzzle game.

Also I dig the bizarre pixel cityscapes that makes up the level select for each region.

3 Likes

played silver grapple and it has good enough momentum physics but i got stuck so

FutureGrind

FutureGrind is probably best described as being part of the Trials/OlliOlli genre where you pretty much go through an obstacle course on a 2d plane while trying to survive to the end of the course while maybe pulling off tricks or accomplishing goals along the way. Granted this one isn’t based on a real sport but… I mean skateboarding and dirt bikes aren’t generally used how they are in those games either so whatever. Regardless I love the OlliOllie games and this… this is actually pretty well done in its own right.

Here you pilot your impossible futuristic bike-type device via grinding on a series of floating rails which wouldn’t be that hard if not for the fact that the geniuses who created this “sport” decided that if you don’t touch the right color wheel to the right color rail your bike explodes and I assume you die (fortunately only two colors per course). First time through a course you are just trying to survive and maybe set a high score (you can get a bronze, silver, gold or diamond trophy depending on your score) and each stage has two other objectives you can go after afterwards, such as performing a certain trick or reaching a certain score multiplier before the end of the course. It starts a bit easy and gets moderately tricky by the end, but compared to the apparent madness of the Trials games this would be considered a pushover.

I’m actually gonna cheat and stick the trailer in here as my description reads fairly dry and doesn’t do the game justice.

Over the twenty five or so stages in the game you are given access to a few different bike types (depending on the sponsor) that have slightly different properties. One variant will give you one with one giant wheel and one tiny wheel, and more significantly there is a bike with only one usable wheel that switches colors after each grind. You also at times have stages with orbs that send you flying if you jump into them and lights that change the color of any wheel that it shines upon. This adds variety to keep things from feeling too samey… but in truth it wouldn’t be much of a concern as IMO it controls very well and is a pleasure to just go grinding through these courses.

There is not a ton in terms of trick available. You can basically flip forward or backwards for as many rotations as you can manage, but there is a decent variety of grinds. You can jump into the underside of a rail and as long as you hold down the jump button you will grind along it, and there are a couple advanced grinds where you manage to hang you bike off the rail via a single wheel. Most of the scoring interest is focused on building and maintaining a score multiplier, and this is well considered. Every time you touch a new rail your multiplier increases by one… but if you touch one of the white “safety rails” that you can grind with any color wheel the multiplier is broken. This forces you to take slightly trickier paths through a course and being more aware of the colors at all times if you want to keep it from being broken. There is also a transfer bonus that adds 1.5 to your multiplier if you can transfer between rails without jumping. The thing is that these transfers often don’t give you a lot of air to get many rotations or flips in between, so to get a higher score you have to figure out when to get a huge leap in to get a big flip with many rotations (although you may jump over rails and hence not raise your multiplier much) and when to touch a bunch of rails and sneak some transfers in even if it means you won’t be getting any high scoring tricks for a bit. Scoring is almost entirely optional so you can just focus on survival and objectives if you want, and it isn’t as deep as what you would see in say OlliOlli, but it is a nice unobtrusive bonus for those interested in it.

I genuinely had a blast with this. I am very much into skating video games and this scratched enough of those same itches to really get its hooks into me. It doesn’t have the same depth that many of these games have, but I burnt through it fast as I legit didn’t want to put it down.

4 Likes

PIZZA PARTY

I’ve been letting a randomizer pick my games for me for the last little bit and it tossed two different pizza based games at me in short order, so of course me being me I decided that this meant that I must break down which game handles pizza better.

In The House on Holland Hill you play as a pizza delivery man as he delivers to the same household over a period of time. It’s actually a clever little concept, using this as a chance to drop in on the same household and people at different points in their lives and trying to piece together how it is going. Sadly the story itself isn’t all that great and the conclusion is… really dumb. However you do get a chance to go Peeping Tom on them and spy on peoples having sex if you choose to so that’s a thing.

No I wasn’t joking, that’s a thing in the game. Anyways you never actually see the pizza in the game which is a strong negative in terms of how it handles the 'Za, but you do see how infrequently people tip as a pizza delivery person so it does share part of the pizza-related experience.

In Order A Pizza: A Visual Novel you are introducing your girlfriend to your teenage daughter from a previous marriage for the first time, and it is going poorly so you decide to order a pizza to hopefully turn things around. It doesn’t go well and you end up in a Groundhog’s Day where you keep changing the pizza order so that things go better this next time.

It can at times go poorly, and eventually reality breaks down and the god of pizza has to get involved to try and fix things. People don’t really care about that though, what they want to know is how is the pizza in the game. You are eventually given a variety of pizza customization options in order to try and craft the perfect pizza for this situation, in fact let me share my personal favorite concoction with you all.

Let me tell you, this really hit the spot. I would say this may have been the most delicious virtual pizza I have ever come across and I would definitely love to try it again someday. Because of this I declare Order A Pizza to be the king of the bundle’s pizza offerings.

7 Likes

BREAKER

Breaker is a self-described blend of Breakout, Space Invaders and Ikaruga and that’s actually not too far off the mark.

I only managed to take a single screen shot and there are none on the store page, so you’ll have to make do with this. Anyways you play as a paddle that circles around enemies that appear in the center of the screen that fire off bullets all around them. The enemies and their bullets can come in one of two colors, and you can only reflect bullets back towards the center when you are the same color as them (opposite color ones harm you). The trick is that the color of the paddle is determined by which direction it is rotating around the center, when circling clockwise it’ll be one color and when going counter-clockwise it will be the other.

Like most good arcade games it starts off fairly simple with only a few basic enemies in the center that fire at most a handful of bullets at a time but it quickly ramps up and after a short period of time a randomly selected boss will appear, and this is where things pick up. Many of the boss battles take pages from bullet hell games and will launch a not insane but still sizable amount of bullets out in various patterns. These can be quite tricky to deal with, but when you defeat one you get two health back plus a solid amount of points while a new set of regular enemies, a bit stronger and more aggressive than the last set, appear in the center as the cycle resumes.

There is very little about the game out there but I believe it is solely a high score chase, and it does that very well with one caveat: the initial high score table is rather conservative. I snagged the number one spot on my second attempt and that kind of reduced my drive to play it much longer as I was now only competing against myself. I still played several more rounds as it is very well put together and pretty fun, but without a further goal I ended up putting it aside after that (there might be an actual ending or final run for all I know, but it doesn’t really telegraph that and I beat a boss actually named Breaker so that felt like a good conclusion).

That said if you are one who is self-driven to beat your own high scores in a fairly unique well crafted arcade game then I recommend this comfortably. Even if not I’d still recommend giving it a few rounds as while it is not for me personally it still gave me a good half hour plus of fun. I would recommend using buttons to rotate instead of a stick as with the latter when trying to make tiny moves to the side to switch my orientation it seemed to occasionally snap back to the other color when I released it, and when I switched to controlling it with the triggers it was no longer an issue and my performance increased.

5 Likes

this runs like crap on my computer, the ‘slide screens around’ gimmick is buggy and inoperable! screens drift left with no input and eventually escape the boundaries of the game

That’s a shame, I had none of those issues so I don’t know what to recommend.

Soft Body

Soft Body is a bit different from the other games I’ve talked about as it is more “lesser known” than actually unknown. It thanks Sony in the credits, it has some actual write-ups on places I’ve heard of, it even has a couple previous mentions on SB. Still it’s not like it ever generated a lot of discussion so let’s look at it.

Soft Body is one of those dreaded “control two different characters at the same time with two analog sticks” games, except initially it isn’t fully that. To start you only have access to “soft game”, and here controlling two orbs at the same time as opposed to one is more of an ability you can choose to use rather than a strict requirement. As a default your main orb (the left stick one) can only touch empty blocks to cause them to fill in with color. There is a twirling spirit that you can touch and that has the ability to damage enemies and move balls along paths to their ultimate destination. When you touch it you gain those properties, but sometimes you are required to separate the spirit from you and have it take care of these tasks separate from you. This ends up serving as a nice way to teach you how to deal with having to account for two separate player avatars without tossing you into the deep end, and it works rather well.

Things are bolstered by the presentation which is definitely a bit minimalistic/abstract but is handled with much confidence. The comparison I want to make is to Everyday Shooter but that isn’t fair to Soft Body (Everyday Shooter has great presentation IMO) but it is in the same rough direction and I enjoyed it a great deal. There are occasional “let’s be arty” digressions that I don’t think mean anything, but they were spread out enough to be interesting when they popped up.

Playing through Soft Game ended up being a rather enjoyable twin stick dodge 'em up with enough variety to its challenges that ramped up at a nice pace that I considered that it could possibly be on the path to actually being rather great. The thing is… Soft Game ended and things took a turn.

Whether you go to Hard Game or Soft Game+ from that point forward you are dealing with two separate orbs at almost all times and… it is like the entire middle portion of the difficulty curve just isn’t there. Controlling two different avatars at the same time is always a challenge, but giving each of them different abilities adds a further degree of it on top. As I’ve stated in the past I played through ibb & obb by myself as I didn’t know it was a co-op game and thought the “joke” play by yourself on one controller mode was the primary one. That was rather hard, occasionally maddeningly so; Soft Body is worse. There are enemies that actively target you and some that will follow you around so for the entire duration of some of these stages you have to be aware of the locations of both orbs and be able to move them intelligently and I think the human mind isn’t quite built for this. Worse still since Hard Game is the more “game” one they effort put into the presentation seemed noticeably less.

I gave this a legit shot as I am a stubborn fool. I eventually got up to stage 22 out of 25 in hard game and I think with practice I could have bested it (there are no enemies, but you have to keep each orb within its own moving circle as they unevenly rotate around a central point in different directions) but I was just checked out by that point. I moved to Soft Game+ which basically remixes these stages around having the two separate orbs at all times and got through the first two of three chapters but it just started to ask too much and in truth I just wasn’t having fun anymore by that point.

So is Soft Body a good game? It is about 1/2, maybe only 1/3 of a good game… but it is the earliest section of the game. My advice is if you like dodging around stuff mostly single, occasionally twin stick style then playing through the Soft Game portion of this is more than worthwhile, just consider not continuing beyond that point.

2 Likes

Fumiko!

I’ve been trying to figure out how to write about this game for a few days now, and I’m still not sure. Fumiko is clearly a passion project for the individual behind it, someone who perhaps doesn’t have a firm grasp on what are considered to be “best practices” but that I think works in spite of and perhaps in part because of this fact.

Described on its store page as being heavily inspired by Serial Experiments Lain, it is basically a 3d platforming adventure game. You play as Fumiko, an AI imprisoned within the network that is this universe’s version of the internet within which much of society has moved into.

There are a few touches that play towards this, such as randomly popping up requests for 5 star evaluations and an individual who has wallpapered their virtual house with ads in order to finance it. Most of the other touches are less blatant, generally along the lines of numerous graphic filter effects made ups of bits of code or 0s and 1s.

So yeah, takes place in a virtual network, that’s the setting, etc.

The game basically has two clear strengths on which it depends. The first is how it handles movement and platforming, which is by making it absurdly overpowered. A single jump can send you about twenty or so feet into the air and can horizontally cover about as much space. Instead of building to a double jump you instead start with one and end up adding further multiple jumps on top of it as you gain further control of your abilities, so in theory you need to think more in terms of say quintuple jumps. In actuality you don’t because the game eventually gives you a dash button, and it handles it in the most over the top way imaginable: you can press the dash button as many times as you want during any kind of movement. Why double jump when you can just dash when taking a vertical hop that then sends you sky high? Because you can dash during each jump of a double (or quintuple) jump to just send you flying around in a manner that more closely resembles limited flight as opposed to just jumping.

The scale of the places in this game are all quite massive but in many ways they often pale in comparison to what you are capable of movement-wise. Once you realize the full extent of your abilities you can basically soar above and beyond most of the as-designed platforming challenges. You see a bunch of blocks floating in space to jump across and many times you can just jump over the entire section with relative ease rather than hop along them as likely intended. This… is probably a flaw, but in essence it works as almost a different kind of power fantasy than the type you usually see in games. Rather than being the ultimate bad ass who can kill hundreds in a day your movement abilities can basically at times break the game in front of you. As someone who has the gaming disease where if I see something tall in a game I have to know if I can climb to the top of it I am very much down with this particular fantasy.

The other main strength of the game is its aesthetic. I love how this game looks. It is all very polygonal and flat shaded yet massive in scope and often with all sorts of effects all over the place. I don’t know that it is what would be considered traditionally beautiful but as sort of a late PS1/early PS2 aesthetic on steroids it has a look that sticks out and kept me wanting to see what it was going to show me next; it rarely disappointed in this regard. Even if I thought everything else was awful it’d be worth going through it just to look at everything.

When we get down to the actual game part of the experience it very much feels like a game put together by someone without much experience in making games and who put more thought into other parts of the design. This doesn’t mean these parts are bad, but progressing through things can definitely be odd. What it asks of you can be rather different from part to part, often times you just have to talk to someone but other times you’ll have to climb or jump (sometimes it can be skipped, other times the scale of it is built to require the full extent of your abilities). You may have to find a way to light up random elements in the environment, or fall through a field of obstacles avoiding the ones that can harm you while being chased by a swarm of homing missiles, it is all over the place and at times it can be a bit rough or poorly explained. This isn’t even touching on the rare “boss” encounters which can just throw a ton of stuff at you. Like I said as a hobbyist work it was made by someone without the best grasp of established best practices and it does occasionally bite you, but I think overall it gives Fumiko enough of its own flavor to bring more to the table than it takes away. That said… if this was only pure game parts I wouldn’t have bothered writing it up, it ain’t the draw or the point.

There is a lot of effort put into the narrative and I am still unsure of it. This is where the Lain influence is most evident and clearly the developer cared a lot about it, and there are a few clever turns here and there. I am unsure if it all quite comes together… but I also thought the same about Serial Experiments Lain and still dug that. Rather than pick it apart I’ll instead just post a bunch of random screencaps I took that I like.

So is Fumiko a perfect game? No, far from it. It makes a bunch of weird design decisions of which at least a couple are gonna bother some of you. What it does have is its own sense of identity as I can’t name another game exactly like this one. I can’t promise that you’ll love the story as much as the author does, or that you won’t hit a point where you’re stuck trying to figure out how to advance, but if you want to just go leaping and flying around a bunch of massive place with reckless abandon as you take in a distinct and IMHO absolutely delightful set of visuals in the course of playing a game designed by someone who clearly just went for it this may just be the ride to take. It surely won’t be for everyone, and it won’t always be smooth sailing, but I went from going “is this good?” and “do I like this?” to going “okay yeah, I’m definitely down with this.” I’m very glad to have stumbled across it.

8 Likes

i bought this one in a steam sale randomly years ago (i can’t remember if it was recommended to me by some random twitter person or not) and was always curious to check it out because it looked so weird/different. good to know it mostly seems to live up to that.

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Does the spreadsheet from the OP have the final list of all the included games in it? Trying to pick something to play by browsing the actual bundle page is torturous

yeah it has everything

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SYSCRUSHER is a somewhat stylish but very unsophisticated FPS. It’s very brief, it amounts to basically one long “level” with a few boss battles to break up fighting against waves of mooks. I think it took me maybe 30 minutes? The bosses are all complete non-events. Strafe around them and unload whatever your current most powerful weapon at hand is and you’ll defeat them in moments. There’s a video on the Itch page that seems to be a complete playthrough in 15 minutes or so.

Not much that makes it something I’d recommend. Bonus points for the robo-dogs that just say “BARK BARK WOOF” in distorted computer voices

It actually doesn’t have the last group of games that I believe were added right after the bundle finished being on sale, so it is “only” about 98% complete.

2 Likes

Ooh I’ll update it soon then

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Ethereal

I keep putting up title screens in this topic because I did it once and saw no reason to stop.

Ethereal is an a puzzle game, albeit a slightly less than typical one. The goal is normal, having to collect all the symbols in a given stage in order to open up the exit (which is the same as the entrance) point. The trick is in having to maneuver through the stages, and that is where it gets tricky.

On first blush the stages look like abstract mazes with little logic behind them, but mainly are so because how you move through the game is so unusual. Basically you can move on a horizontal line as far as you can go until you hit a physical barrier, but normally you cannot move up or down by any “lines” (consider a line to be one block in height). If there was nothing to do about this the game would be pretty short, but there is a way around it that I will use pictures to explain.

Basically if there is any single line of blocks above or below you you can leapfrog it. What this means is that normal vertical movement is by two lines, not one. This means that the basics of the puzzles is trying to find ways in all the mess of lines to successfully reach the various symbols you need to pick up. After a few stages it all begins to seem less chaotic as you can start to parse it much easier.

Of course there are all sorts of variables introduced to better allow you to maneuver around. As pictured above there are spots you can activate that rotate the whole stage 90 degrees and hence switch the horizontal and vertical axes. There are areas you can activate that allow you to drag parts of the stage along with you, which short term can help you reach the “odd” lines you normally can’t access via the normal jump two lines movement but also serves to rearrange the arrangement of a certain area of the stage. Certain parts of the stage can also be moved by activating “switches”, so you combine all these various things together as the game does over time and what seems initially a bit mechanically simple develops into something legit tricky.

There is also the fact that each symbol you have to pick up in a given stage comes in a pair, and you have to pick them both up in a row in order for them to disappear. If you pick up a triangle, a square and then a triangle you end up with none of them unless you then pick up the initial triangle again immediately after. This adds an extra degree of path-finding to things as you have to figure out which symbols need to be taken off the board first.

This all comes together to make Ethereal a puzzle game not quite like any other puzzle games out there. That would be of no use if it wasn’t actually any good, but it ends up being pretty solid. Through the first of four areas it feels a bit thin, but by the time you reach the end of the second area you can start to see the possibilities it is capable of that are most realized in its back half. As a few hours long puzzle game I recommend it.

8 Likes