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So, I've been editing my post in the "rate out of five" thread, but that thread's so glutted and getting increasingly ignored that I thought I'd make my own review thread. I've definitely written quite a few. Since there are so many reviews, I'll keep these as simple little blurbs for the most part--especially with the ones I've already played at the time of writing this. Since I have an actual thread now, I'll probably add more to any new reviews, which will be added in subsequent posts. The master list will be updated in this post and will remain alphabetized for ease of viewing. I'm not taking any requests unless you want to do a review tradeoff with The Heart Pumps Clay, in which case I'll play your game after seeing your review of mine, and I'll make sure to give you more personalized and detailed feedback in your own thread than the blurb that appears here. Them's the ropes.
The master list (A-O):
Ability Lab (1.5/5):
A Deadly Understanding (1.5/5):
Aesperia: The Fallen (2.5/5):
A Monster Appears (2.5/5):
Anaudia (1/5):
Arbiter (1/5):
Archadiem (0/5):
Ashworth (3.5/5):
A Simple Life (.5/5):
Big Bada Boom (3/5):
Bones Chat: The Game (0/5):
Clad Generation (2.5/5):
Cliche' RPG the RPG Game (2/5):
Cloudfall (3.5/5):
Corruption (1.5/5):
Crystal of Alruur (0/5):
D is for Dungeon (3/5):
Dark Angle (1/5):
Darkness of Hope: Save the Heart of Painful (1/5):
Dark Thorns: Genesis (1/5):
Deadly Beauties (.5/5):
Dear Red (1.5/5):
Dendron (1.5/5):
Dust to Dust (3/5):
Eden (1.5/5):
Entity (2/5):
Escape from a Haunted House (0/5):
Ethereal Nexus (1/5):
Everton's Deck (1.5/5):
Fhenerur (0.5/5):
GT Mythra: The Beginning of the Sword (1.5/5):
Hardly Working (1/5):
Heartless (2.5/5):
Hero for a Day (2.5/5):
Hikikomori (1.5/5):
In Arcem Miseria (3.5/5):
I Need More (1/5):
Inheritance (1.5/5):
Listen (2.5/5):
Les Visiteurs Dans L'Espace (1.5/5):
Leviathan (2.5/5):
Mazequest (.5/5):
Meit (.5/5):
Miopia (2.5/5):
Mirror Boy (2/5):
Momentum (.5/5):
Morningstar: Scourge of Night Terror (2/5):
Music Slider (3/5):
No Manatees Promised (1.5/5):
Oh! Ko! (3/5):
Once Upon a Nightmare (1/5):
One Boss Showdown (2/5):
Oneshot (4.5/5)
Edit: I've had to break up the master list into two parts since it was starting to get too big. You can find the second half in my next post in this thread.
So, I've been editing my post in the "rate out of five" thread, but that thread's so glutted and getting increasingly ignored that I thought I'd make my own review thread. I've definitely written quite a few. Since there are so many reviews, I'll keep these as simple little blurbs for the most part--especially with the ones I've already played at the time of writing this. Since I have an actual thread now, I'll probably add more to any new reviews, which will be added in subsequent posts. The master list will be updated in this post and will remain alphabetized for ease of viewing. I'm not taking any requests unless you want to do a review tradeoff with The Heart Pumps Clay, in which case I'll play your game after seeing your review of mine, and I'll make sure to give you more personalized and detailed feedback in your own thread than the blurb that appears here. Them's the ropes.
The master list (A-O):
Account Mu (2.5/5):
This was actually a competent little puzzle game. The mechanics were introduced naturally and built on themselves, but the game is incredibly short (my save file is just over thirteen minutes), and the puzzles aren't breaking much new ground. The ending feels like it's trying to have a message but it either doesn't or is intentionally muddled to the point of nonsense.
This was actually a competent little puzzle game. The mechanics were introduced naturally and built on themselves, but the game is incredibly short (my save file is just over thirteen minutes), and the puzzles aren't breaking much new ground. The ending feels like it's trying to have a message but it either doesn't or is intentionally muddled to the point of nonsense.
Ability Lab is an RPG in which you play five adults with special powers who look and sound like teenagers as they infiltrate a lab for some reason, ostensibly to destroy it because it mistreats others with similar powers. Battles employ a timing bar, and the first enemy graphic was simplistic but stylized, and my initial impressions were more positive than I expected. As the game goes on, though, there's major enemy repetition--there's the first mob and two recolors of it that basically operate the same. The game is also incredibly easy; my guess is that even if you're bad at the timing bar, you'll have no trouble with this one. Speaking of the timing bar, it was never really utilized; I would have liked to see riffs on it like status effects that obscure the bar or equipment that improves stats at the expense of reducing the harder hitting areas of the bar. Equipment did modify the bar, but only in positive ways, so the game actually got slightly easier instead of ramping up in difficulty. I also would have liked a greater penalty for hitting in the worst areas--a miss would have been nice, but instead you hit for what seems like a little more than half damage of a "perfect" hit, so the entire gimmick felt pointless. I did like how defeating the enemy leader on the map destroyed all the mobs on the floor, though; that was a cool gimmick that encouraged exploration and avoiding mobs in an almost stealth-game kind of way. The story is poorly conveyed--mostly just through dialogue--and the ending uses a stock plot device in a really nonsensical way. The "what" was conveyed, but the "why" left me scratching my head. Some of the dialogue is pretty cringe-worthy--especially the relationship scenes.
This was a detective game, in which you play a derivative of Sherlock Holmes named Conor. While Conor isn't exactly unique, he at least attempts to be charming, and the writing was better than I expected--I didn't have high expectations, though. The murder-mystery setup is pretty stock, and the player goes about solving it mainly by searching everything and reading through a lot of wry jokes from Conor, most of which don't land. There aren't many puzzles at all, and the game is incredibly short. The ending isn't so much of an ending as it is a "to be continued," but it introduces a supernatural element that might make future installments more interesting or it might venture into the ridiculous--my gut feeling is the latter, but the writer could surprise.
This is a pretty average RPG with excellent presentation. Most of the game is spent fighting battles, but the battles themselves don't require much strategy, provide zero difficulty, and end up being more repetitive than interesting. The melodramatic plot seems designed to get the players interested in the politics of the game's world, but the bland characters don't provide a strong foil for this. Veteran players won't get a lot out of this, but younger players will be more forgiving of its sins.
This is an rpg/microgame hybrid that's actually pretty fun for a few minutes--I'm not sure the enjoyment will last longer than that, though. The game is only battles, which look very much like Super Nintendo era Final Fantasy games, and each enemy requires the player to perform a little microgame to defeat--the slimes are defeated by a mouse click, whereas later enemies require typing out words, clicking in a certain order, circling them, holding down two keys simultaneously, and so on. Your true opponent is the clock; the enemies will slowly take down your life if you don't defeat them fast enough. Different combinations of enemies provide a frantic order-of-operations feel to the combat, but the game was missing a level of depth, as this wasn't enough to make me want to play after I was slain by the mighty Tonberry (who I couldn't figure out fast enough). Perhaps some more rpg elements--equipment, experience, upgrades of some kind--would have encouraged multiple playthroughs. This one might be worth checking out; you're probably not going to spend very long on it, though.
Anaudia is probably best thought of as a visual novel, but, even then, player options are very limited. The game is mostly dialogue with a few binary decisions that affect the flow of the game and determine your ending (there are three). It's also quite short, so you can breeze through this and get every ending pretty quickly, though I personally didn't find the endings very satisfying. You play as a psychologist working in an insane asylum, and the game begins with a quote from Philip K. Dick, so you know that sanity is going to be questioned here, and it is. The problem, though, is that when that does come into play, it almost feels like a non sequitur. Too, the dialogue often feels a bit fraudulent; I don't buy that the protagonist has an advanced degree, for example. The decisions don't naturally lead up to the ending, but that might be because I happened upon the true (third) ending first. My friend's description of the first ending sounded like it gives you a hint to get the true ending, so there might have been meta reasoning behind the schizophrenia that I didn't catch since I went straight to the true ending; either way, I don't think this would have been very satisfying.
I think Arbiter might be an art game, so maybe I just didn't get it. In Arbiter, you play a ball of light that looks around a maze. The maze is initially invisible, but when you hit a wall it shows up permanently, so most of the game is about running into walls like every remote control car I ever played with as a kid. Along the way, you'll run into balls of light that play clips narrated by a man with a golden voice. So, the voice acting was great, even if the narrative was too abstract to really connect with or even follow. There are a few small puzzle elements, but there's nothing in the gameplay or story that makes this game memorable.
Here were my thoughts about this game in chronological order as I played: Wow, a lot of pomp and circumstance before the title screen--maybe a little self-righteous, but at least they're proud of their work. Neat, mapping looks pretty detailed, HUD looks alright, dialogue is awful but it's a non-native speaker, so I'll let it slide if the gameplay's alright. This one might be interes--and it froze. Total game time: maybe two minutes with no actual gameplay. HOW DO YOU MISS A GAME-BREAKING BUG THAT IS LITERALLY IMPOSSIBLE TO AVOID?!
It's a Lovecraftian horror game, and it manages to get its atmosphere pretty close to perfect. There are a couple of cheap jump scares and cheesy moments that threaten to spoil the mood, but it kept together pretty well. Battles are more fun to avoid than actually participate in. The characters are bland, but the plot provides enough intrigue to pull you through, though the ending will seem too by-the-books for people familiar with the genre.
This is another life simulation game with an emphasis on dating. Despite its emphasis, I found the potential girlfriends to lack a lot of character, and very little game time is spent talking with them, which I felt strange. Most of the game can be spent on the life sim aspects: foraging, fishing, milking cows, etc. You're given a five day limit, though, and you actually only need very little money in order to get everything you need to beat the game, so a player who knows the ropes can probably finish within ten minutes. I felt like this game really lacked focus; it was a game about dating in which you spend most of your time exploring the too-large setting and doing menial tasks that end up not being necessary. There were also quite a few typos and glitches, and I'm not sure that it's even possible to land a woman in the current build, though my in-game romantic life might just be as sad as it is in reality.
This was an arena run and gun similar to Smash TV that was actually pretty fun and chaotic in a good way. Instead of spawning from gates, enemies can spawn from anywhere, including under your feet, but they have a short animation beforehand which gives you enough time to get out of the way. Since enemies are constantly coming at you from EVERYWHERE, the action ramps up pretty quickly, and dying usually feels like your fault rather than the game's. Enemies explode when they die and new enemy types constantly filter in throughout the game's short play time, which further adds to the chaos. You only have one life, though, and one hit will kill you, so you'll probably be replaying the first few "waves" quite a bit before you beat it. You have an energy shield bound to right click that pushes enemies and projectiles away, which should help with controlling the field, but I found it a little finicky. Probably my biggest complaint is that you have to click for every shot, which will wear out your index finger quickly. This was a fun little game, though, and it adds enough small touches to its genre to engage you till you beat it or your finger aches too much to continue.
This is a game made for what I assume from the title is a chat group. This is the kind of game that's only fun for the people who are a part of the community it spawned from, as the only enjoyment comes from in-jokes that you're not going to get if you're part of the rest of the world. The community seems pretty infantile, though. Most of the random encounters consist of the rtp bandit renamed as "Jew," so I suspect this game will be something the developer will be profoundly ashamed of when they grow up. The gameplay seemed to consist mostly of random battles, and the humor consisted of infantile meme-spouting and in-jokes, so I put this one down pretty quickly.
This was an NES-style RPG that I actually found a little charming. The basic story arc involved a standard hero-saves-the-world plot, but it's done in a stripped-back way that makes sense with the aesthetics, so it doesn't get in the way, even if it's not offering much intrigue. The characters felt out of place in a nuanced, cool way, but they're (most likely intentionally) flat, so don't expect much out of them. The gameplay is mainly hit trading, and there's a high chance you'll get destroyed by the first few random mobs, so expect to grind a little. Once you overcome this early speed bump, the game's fairly easy. The magic system involves equipping spells, but you only have two equipment slots on your mage, one of which will probably be eaten up with a weapon, anyway, which further limited combat options. The experience still gelled for me, and it was a fun little throwback, but don't expect the story or gameplay to do much that hasn't been done before.
I'm going to be honest: I didn't have much hope for this one. It's a satire of RPGs, which is something that I've seen quite a few times, and taking jabs at the silent protagonist, the hero's journey, and so on have ended up almost as cliche as the cliches themselves. That said, this game still had some jokes that landed, particularly with some of the equipment descriptions (Iron Claw: the blades of this claw are made of steel) or the overly blunt character names (Henchman of the Demon King Who's Wearing a Mask). The dialogue and some of the situations had some jokes that landed, too, but most of the jokes fell flat. This game also needed a considerable amount of polish; expect to see lots of minor glitches and poor mapping. The battles are designed to be easy, which is fine for this kind of game, but sometimes they're overly long. I think the developer is funny enough to produce something sharper than this if they filtered their ideas more and put a little more effort into the finished product.
Cloudfall's a puzzle game, the hook of which is as follows: the player is given very little direction and the atmosphere is peaceful. The lack of direction wasn't an issue at all, as the gameplay area is small enough to explore quickly, and completing tasks is fairly intuitive. You're a cloud that changes its properties based on the different weathery things you touch--water gives you the ability to make rain, for example. The puzzles are set up to be fairly nonlinear, but certain powers are unlocked that allow you to solve other puzzles, which threw me for a loop for a while, since my assumption was that I should be able to use the basic environment to complete everything. The graphics and atmosphere work, but "peaceful" can turn into "boring" pretty easily, but the game was short enough to not wear out its welcome. It's also not quite unique or engaging enough to be an amazing game, but it was definitely well put together and might be worth downloading if you're looking for a short but well-crafted puzzle game.
Corruption's a shoot em up, and it's a pretty bland one. Controls are responsive, but there's not a lot of enemy variety or exciting weaponry, so it slogs pretty quickly. There's an upgrade system, but the choices are limited and don't offer any interesting tradeoffs. You can upgrade your shield, but shields need to be picked up, and the only enemies that will give you trouble are bosses, who don't give you shields. You can improve how quickly your health and special weapon energy recharge while under the F-Zero-like charging strips, but those strips don't occur at the bosses, who, again, are the only enemies you'd actually need to charge your special weapon for. The only thing that matters upgrading is the cannon, so the upgrade system seemed kind of pointless. Oh, and no continues, so if you die, get ready to rerun every boring level. There's also only one music track and it's a bland techno song instead of sweet power metal, which should be reason enough to avoid this one.
I thought about giving this game half a point since the balancing is alright, but I think that would just be some of the other games lowering the bar. In Crystal of Alruur, you play an amnesiac hero that you won't care about who slowly pieces together his story that you won't care about as you progress through several mazes populated with random encounters that you will hate with every fiber of your being. You'll use the same strategy for every battle, and part of that strategy is avoiding using magic, since it's uniformly terrible. If you're going to have a single-person party in an rpg, you better do something to make it interesting. This game did not.
This is a pretty by-the-books dungeon crawler despite its absurdist hook. The battles run pretty smoothly for the most part, and there are some puzzle elements that were a welcome change to the formula, but the game tends to drag a bit, especially in the middle, as enemy encounters are frequent and enemy types are limited. You'll be fighting the same monsters quite a bit. The class and stat progression systems are functional but not particularly rewarding--neither is item hunting until the final few floors. Enemy evasion will make you scream at some point during your play through. The core of this game is still good, but more could have been done to freshen up the experience.
This was a space shooter sort of in the vein of Asteroids only with more straightforward movement, a limited upgrade system, and squares and triangles that represent enemy ships. The gameplay was incredibly easy for the first several minutes, and then you'll be swarmed by red squares, which will probably catch you by surprise since the pace is so slow prior to that. After dying there, I tried to upgrade my ship, but I found the interface to be a little clunky and I wasn't able to return to the game from the upgrade screen. I was probably missing something simple, but the thought of playing through those first several minutes again was distasteful enough not to continue any further, and the upgrade system is limited to rate of fire, move speed, and number of bombs you can accrue (or maybe it was the speed at which you regenerate them). The gameplay actually felt a bit worse than Asteroids since it takes so long for it to get interesting, and, even then, it's pretty by-the-books.
This game is kind of beautiful in its own right--think "The Room" in video game form. The dialogue is incomprehensible in the best way imaginable, and there are some bizarre moments that I can only classify as being able to glimpse into the mind of a deranged pervert. The battle system is completely custom, which almost floored me, but the battles require very little strategy and are also very seldom--they sure look neat, though. Most of the gameplay is centered around a series of puzzles that are fairly easy to figure out but sometimes a little aggravating in their execution, particularly the three-lever puzzle. The nonsensical plot, characters, and dialogue both sinks the score and somehow ascends the game to a place of beauty that should be experienced by everyone. I highly recommend this one--just not for its intended purpose.
Dark Thorns: Genesis is an RPG in which you play a warrior from a Mayan-esque civilization that's being destroyed by a giant patch of thorny, black vines. I found the ground situation to be kind of cool, mainly because the civilization felt like something that isn't covered very often in RPGs (or media in general). Once you're past that, though, the game plays like a pretty traditional RPG, and the fights are generally won by mashing attack. There aren't any healing spots, so you have to get items from treasures and monsters to survive, but there's enough so that this isn't too difficult. The storyline ends up being pretty bare bones, and the characters are flat. The poor grammar makes this game have an unintentionally surreal feel, and the ending doesn't make the experience feel worthwhile. There's also a very bizarre use of sound effects--swords clinking for confirm, doors opening for cancel, boulders falling for loading--this kind of broke the otherwise serious feel of the game. The voice acting in the intro sounds almost horrifying. The game only takes about 20-25 minutes to beat, so it at least offers a bizarre experience and doesn't overstay its welcome.
This was clearly another game made by a kid, this time I'm guessing a young British girl based on some of the slang and the art style. There was a lot of custom art and music in this one. The art was colorful but clearly amateur and will instantly remind you of Bratz, and the music was actually kind of interesting, though I'm pretty sure the developer didn't compose it, and the lack of a credits screen doesn't offer any guidance. The premise of magical flower girls from Flowersville who, upon graduation, go out in the world and literally poison bad guys is sweet in that demented childish kind of way, but the execution will make you think about how the kid that made this is probably sweet and funny instead of offering gameplay that really engages you. There are a lot of little glitches, including a game-breaking passability issue right at the end, but you can open this up in the editor if you're really interested in playing this. There's also some balancing issues in the battles--most are too easy, and then some you'll get status-locked. At the beginning, you'll be asked to pick two characters from a very large cast, and some are absolutely worthless while others are overpowered, and you'll have no idea which is which. Overall, this isn't really worth playing, but I would like to say that I think it's really kind of great to see so many kids making games with RPG Maker, and this one, while not particularly good, is showing a lot of imagination.
Dear Red is a short horror(ish) game revolving around a knife-wielding girl with a silhouette for a face who's out for revenge against the man who killed her mother. The game can be completed in as short as a couple of minutes, but there are quite a few endings, so the game carries a punchy choose-your-own-adventure kind of vibe. Most of the endings are pretty abrupt, though. The mystery of the game is to piece together the protagonist's past, which, once you do, is honestly kind of pulpy and uninteresting. The game is presented well, though, and I do like the idea of subtly hinting at a narrative by seeing fragments of it on multiple playthroughs, but the narrative itself is lacking substance. The highlight of the game was getting to stab all of the flat characters to death.
I'm a bit on the fence with Dendron. This was a defense game in which lumberjacks try to chop down a tree, and you have to use your mystical tree powers to stop them. I found the interface a little clunky and needlessly complex, and I didn't last very long once the action started. There are also large gaps in between the action where you get to roleplay as a tree, i.e. sit there as the weather changes. Once a lumberjack started climbing me and I was out of mystical tree magic points, I couldn't figure out a way to shake him. The graphics are lovely, though, and I may just not have gotten a good enough grip on the mechanics to be fair with this one. It's definitely not for me, though.
This one has really strong presentation, but the story tends to focus on a government plot instead of seeking out an emotional core, so there's little to connect to. The gameplay has some interesting adventure game moments, but it also has several different mechanics that felt underutilized, which sadly includes the battle system. While Dust to Dust is pretty to look at and has an interesting ground situation, the mechanics are downplayed to the point of seeming almost pointless at times, and the story doesn't take advantage of its ground situation and becomes less engaging as it progresses.
Take this feedback with a grain of salt. I'm usually pretty good at puzzle games, but I could never get a grip on this one. I think part of this is the tutorial--it introduced a lot of concepts, but I feel like it didn't explain the ones that actually mattered. Eden's about balancing an ecosystem, and you do this by placing tiles next to other tiles--grasslands next to rivers, for example. I got my ass kicked pretty bad on this one, so it could just be that I'm an idiot, but maybe the concept needed to be better telegraphed to the player. You still might check this one out; there's a lot of micromanagement involved, I think, so if you like that kind of thing, this might be your cup of tea. I wasn't interested enough to really go for it, though.
The art for this game is excellent, so I understand why it's getting so many votes, but, man, the gameplay doesn't do much for me. In Entity, you play a girl with sleep paralysis (which I guess is the disorder du jour since I've been hearing about it so often recently) who is accosted by several monsters that can be killed off by the player in numerous ways, mostly involving clicking. The fun of the game is figuring out how to kill each monster, but this fun is killed by introducing new monsters too slowly and penalizing the player with too much waiting between games. This is alleviated to a degree with the monster book, which gives pretty straightforward hints on how to beat each monster type. Then, the game becomes a juggling act about killing each monster quickly before they build up. A game over means wading through a lot of boring gameplay before you get to the interesting bits, so the game slogs a bit, and, even at its best, it feels like a pretty standard flash game.
Traverse a featureless maze with limited visibility! Beware the ghosts, that will pin you to a wall and scream in your face until you shoot them or, barring that, die! This game is a must download for people who like mazes, shoddy gameplay mechanics, and getting screamed at by otherworldly entities.
Ethereal Nexus is the kind of game that has a bunch of whistles and bells, but they don't come together in a thoughtful way. You play as what can only be described as a developer's dream concept of himself: a super-intelligent, handsome hacker who always says the right thing and solves all of his problems through his knowledge of computers; I found him flat and a little hard to connect with, though. The storyline follows him as he infiltrates a building in order to steal some blueprints. The game becomes about getting a MacGuffin instead of using that as a base for character development. The weird thing is that we don't even come to understand what the MacGuffin means in the narrative; it's just about getting the blueprints and leaving. Roll credits. Like I said, there are a lot of whistles and bells here, so expect almost as many tutorials as there are battles; I felt like I read about fighting more than I actually fought. The battles were actually pretty simple, and I never felt in danger of losing, though some of the hacking fights are unnecessarily long. You also have a very small skill set with each character, so there's not much in terms of variety despite all the tutorials. There are also several passability issues, though I didn't run into any game-breaking bugs. My friend tells me that there were a lot of sound effects taken from Elsword that weren't credited, which kind of makes the aspects that were good--like the graphics and music--kind of suspect.
The card gimmick in this RPG was fairly interesting. A lot of the enjoyment came from building decks with each character. The problem, though, is that the game only offers a few booster packs via treasures; I wasn't aware that I had to buy booster packs from the item shop until the end of the game, and the price tag was pretty steep. The game expects you to grind a lot to get several booster packs, which is unfortunate, as, like I said, building a deck is the fun part. Luckily, random battles are very easy to run away from, and I beat the last boss without any trouble despite my mostly-garbage decks. The core mechanics in this game would have worked better in a longer format; in a short game, you don't really have the time to reap the rewards of building great decks. The early battles were overly long, so balancing was a bit of an issue, but there's no real danger in battles (outside of an optional superboss battle). The storyline is focused on a group of developers who are stuck in their own game; this began with a nice subversion of my expectations, but there's basically zero development after that, so the plot and dialogue won't offer much intrigue. This worked better as a showcase of possible mechanics for a longer game than a standalone game.
This is another by-the-books RPG with way too many random encounters and a story that's been drained of all its pathos despite having subject matter that should invoke it. You'll spend the first ten or fifteen minutes exploring the way-more-than-necessary towns before you begin your quest for revenge. You only have one character in your party, and his only abilities are physical attacks, so battles are necessarily simplistic. You also might want to stock up on antidotes, as there are a couple of mobs that poison and you have no reliable means to heal it. I made it to the end of the game, which requires going through an overly long dungeon, only to be told that I didn't do a side quest somewhere and had to backtrack and complete it first, which was enough for me to put it down. On the plus side, the dialogue is unintentionally hilarious. What sound does a dog make? If you said "bup," you're probably the developer of this game.
In this rpg, the player and their party are miners (there's also a ballerina for some reason) who have to delve into a monster-glutted mine in order to get lots of money, I guess--the story and characters were on the back burner. The gameplay is pretty standard, too: expect lots of random encounters. The balancing feels fine for the most part, though, and there's a roguelike element of randomized ores that appear throughout the dungeon that you can mine. This replaces treasures, which kind of sucks since the loot pool is narrowed, but it's also kind of cool since you can replay levels and still get shiny prizes. There are pretty huge gaps between save points and bosses, though, which will kill the game for some class combinations. Luckily, I had a lancer in my party, and status effects work on bosses, so once I had an instant death ability, the game posed no challenge--including the last boss (I'm guessing this was an oversight). The ending reveals that this is a prologue to a larger series, but it's also kind of absurd in a way that I probably shouldn't reveal--it reminded me a bit of Trolls 2.
The nonsensical plot was tacked on just to hold together the game, so this is very much an rpg about battles. The gameplay introduces a card system, but the cards require gold, TP, or MP, which make the cards just function like any other spell, only you have a limited number of charges. Since your skills are limited and you gain no experience through battles, you'll actually be avoiding every battle; I only fought five, but I could have gotten away with three. The cards could have been an interesting mechanic if they were implemented better, but, as it stands, the battles didn't offer much intrigue since my resource management skills were never actually tested; the game was more about how to run around enemies on the field, which was easy for the most part. Its saving grace was that it was only ten minutes long.
I actually played this game last night and forgot to write anything on it for some reason. This is a run and gun that pretty much tows the line, and anyone familiar with the genre will get bored of this one. You travel through ten different stages populated by around four or five different enemy types total, so variety was really missing from this and it was overly long to boot. The game controls well, though, and you'll unlock weapons that offer a little gameplay variety, though you can't switch between them outside of the hub area, which seemed like a major oversight. There aren't any weapon types that think outside the box, though, so this game will feel like old hat to veterans.
This probably has one of the best soundtracks I've heard in this competition in terms of originality and appropriateness. It's a joke game, and the mechanics support that, so it's a fun little send-up of MMOs that has a few legitimately funny moments among a lot of jokes that might fall flat for certain audiences. Other people will find the zaniness more funny than I did, probably. The game doesn't overstay its welcome, either, and can be completed in less than half an hour. The game doesn't explain the jump mechanic, though, so keep in mind that you can hit A while running with shift to jump, which you'll use early and often. The score is fairly low because there just wasn't much meat on the bone, but it'll probably put a smile on your face.
The premise of exploring other people's nightmares in order to fix their problems could have been pretty sweet, but this game had major flaws in its execution. Why the main character can do this is never explained, even in a "well, he's always been able to" sort of way; he just wakes up one day in his mid-twenties and starts helping people out in their dreams. You play through two dreams: in one, you walk through a maze fighting ridiculously easy battles, and, in the other, you solve a quick, poorly implemented puzzle (the developer mentioned something about them leaving one of the hints out by mistake) and answer a bunch of questions about former president Richard Nixon. Speaking of Nixon, I should say that this game is almost fully voice acted, and while the voice acting sounds uniformly amateur, the awful Richard Nixon impersonation (yes, he's a minor character that appears in a dream) will make you laugh for all the wrong reasons, so the game might actually be worth downloading just for that. The sound design also bears mentioning: it's really wonky. You'll have to turn the volume up in order to hear the voice acting, which was still sometimes recorded at very low levels, yet the sound effects are super loud in comparison, and the background music is so low that you probably won't even notice it at first. The characters are unlikable and unrealistic and the gameplay is bearable at best. The enemy graphics in the maze area are actually good, though. This one's probably not worth playing other than the sheer joy you'll experience from hearing the Nixon impersonation.
Pretty solid graphics and atmosphere, and the puzzles were interesting without being overly difficult or too simplistic, which is a tough line to tread. The battles, though, were pretty boring, and felt more like a needless addition than an interesting mechanic. Luckily, the emphasis is mainly on the puzzles, but get ready for your progress to be impeded by several essentially identical battles. My rank might be a bit disingenuous, though, since I wasn't able to complete this one. If you have a similarly pathetic graphics card as me, a puzzle based around a moving spotlight becomes basically impossible without lots of trial and error that most people won't have the patience for. The game's rank could probably go down if it doesn't stick the ending, which is a distinct possibility, but I gave it the benefit of the doubt. Worth checking out if you like puzzles.
This is another style-over-substance game. It's a sidescroller in which you play a robot that has to constantly recharge with batteries. The robot is only characterized by his never-ending battery lust, and the ending reveals a theme for the game that you probably figured out in the first area, anyway. I won't mention what that is, here, but I will say that one of my least favorite plot devices is when you tell me something that's already obvious (e.g. if you have a moral like "stealing is wrong"). The central theme of this game could have been explored with more thought and nuance and still be interesting, but, unless you're very young, you'll probably find it asinine. The game controls pretty terribly, too; get ready to get stuck on platforms constantly. Oh, and whatever you do, don't play on full screen; for whatever reason, your energy bar will deplete much faster, which makes the game impossible. As a concept, this game could have worked as a puzzle platformer in which the player has to determine the best possible route, or it could have worked as a madcap action platformer if the player's energy bar depleted whether or not they're moving, but, instead, the poor controls and more-than-sufficient energy supplies make this game pretty boring, and the ham-fisted story keeps it forgettable.
Inheritance is another one of those games that uses a lot of scripts but doesn't do so in a thoughtful way. The battle system has a lot of whistles and bells, including a turn system that allows you to delay enemy turns, but you're often better off just mashing attack to win. There are a LOT of random encounters, but at least the escape rate is close to a hundred percent (I think I failed once). At first I thought all this running would come back to bite me in the ass, but the final boss is a complete pushover, as is every other enemy in the game. The storyline fails to offer much intrigue, either: we follow two sisters, one of whom is trying to cure a disease that's slowly turning her into a werewolf. While the reasons for their quest are clear, it's not really clear where they're going or why that's the place that's going to help them, so it was a little strange to follow despite their overall intentions being clear. The two main characters have distinct personalities, but they don't evolve over the course of the story, and they're distinct in a cliche anime sort of way. The older sister is tough and brash, and the younger sister constantly looks like I chained her to a pipe next to my hot water heater; that's about all you need to know about them. There's no ending, here--just a to be continued, so this felt more like a demo than a complete game.
Listen is a game that I wish was better than it was. First off, it's gorgeous: it looks and sounds great. It's also really imaginative. You play as a sick young girl who can see a ghostly figure named the Puppetman, and you follow him through an imaginative journey. The settings in particular felt professional, and most of the joy in this game comes from its visuals. The gameplay mostly consists of small puzzles; I got stuck on one involving a trap door for a while (the fact that it was a trap door could have been better conveyed), but, other than that, the puzzles were simple, if a little shakily designed at times. This game is really more about its narrative; it tried to be emotionally resonant, but I had a really hard time connecting with the characters. The little girl is the only character that gets a substantial amount of screen time, and she's basically every little girl you've seen in fiction: imaginative, plucky, rambunctious--she never does enough to elevate herself to being truly memorable, and, because of that, when the game tries to go for the gut, it just doesn't pan out. I appreciate fiction that tries to really say something the developer finds important, so I applaud the effort, but it didn't stick for me.
While this game had a fairly interesting party dynamic that didn't overstay its welcome, the premise of four medieval warriors in space is somehow less absurd than the game's ending, which will leave the vast majority of the audience unfulfilled and angry. The gameplay leading up to that is decent but not enough to save this one.
The mechanics and atmosphere work together well to create a game about survival in a harsh world. However, an intentionally muddled and stripped-back plot works against it to provide little intrigue behind the unique world, and the ending will probably serve to anger rather than satisfy. The lack of any means of mp-regeneration for the majority of the monsters that make up your party keeps battle strategy limited, which is another attempt to focus on survival, but here it saps the battles of potential strategy.
What sold me on this one was this line from the game page: "There is no leveling up in this game. Just the fun of solving mazes!" I can't for the life of me think of anything less fun than solving mazes. As expected, this was another game made by a kid, and this kid is particularly zany. Get ready for a bunch of zany stuff that you probably won't appreciate unless you are also a zany kid, in which case, you will probably find it amazing. I'll admit, though, there was one moment that made me laugh out loud because of the absurdity of it, and it was actually MEANT to be funny, and that's been a rarity in this blind searching I've been doing lately. There's a lot of glitches, though, many of which are game-breaking. Your character also starts in the wrong place on the map, so you have to backtrack to see the opening, and there's the unfortunate side effect of the default rain BGS playing throughout the game--even when the weather's fair. I wouldn't play this one unless you happen to be a zany kid.
Meit is an RPG that breaks a few conventions. Instead of following a traditional level curve, you can select a stage that represents different points in the protagonist's life, and levels are automatically allocated. Each stage tends to consist of cut scenes and a short dungeon in which you can purposefully dodge enemies to retain resources or fight them and level up within the stage. This felt poorly implemented, though, as leveling wasn't that useful, and resources were hard to come by--items can be bought before the stage but not during it, and there's no inns or other heal spots, so you'll likely rush to the boss each time. The story felt stock and a little ham-fisted for the most part, though the ending throws a wrench in the works that will seem odd rather than engaging. Mapping is bare-bones, and most dungeons are just mazes, though there was a bug that allowed me to walk through walls that made the mazes pretty easy to navigate. There are some interesting ideas here about structuring a game and survival mechanics, but they just don't feel executed well enough, and the story and gameplay don't provide much intrigue.
This is an "eat things to get bigger" game in which you play a germ or amoeba or SOMETHING that goes around and eats other such squiggly things. I say "eats" but you really just run into them and absorb them. The goal is to get as big as possible, and I'm pretty sure your size increases infinitely, though I might have just died too early. You've probably played one of those "you're a fish who must eat smaller fish" games, which basically describes this. The "bigger fish" in this instance don't actually pose a threat, though, so you're free to squiggle around like a deflated basketball that has somehow maintained its bounciness. Movement is purposefully unwieldy, which is fine, but you can get stuck in small spaces if you get too large, so make sure to try to avoid that. There are a few hazards: spiky things, bitey things, and even a dreaded spiky bitey thing that will wear down your small health pool. There's an upgrade system, too, but, considering that the upgrades other than speed aren't particularly great and the game seems to continue indefinitely, you're better off ignoring the hard-to-get upgrade points as you'll find all you need, eventually, anyway, and there's no way to restore your lost health. The upgrade system was a neat addition to the genre, but, like I said, most upgrades aren't super useful, and while this game does a decent job of showing a sense of scope, this game doesn't have nearly the same charm or depth as Katamari Damacy, and when you inevitably die by getting bounced into too many spiky bitey things, the gameplay is so slow and it takes so long to get back to where you lost that you'll probably put this one down. You might enjoy this as a one-shot time killer, though.
This is a short puzzle game made in Unity. Unlike Account Mu or In Arcem Miseria, puzzle solutions are pretty obvious, but they're also more active, so the difficulty comes in the execution of the puzzles rather than trying to determine their solutions. The primary puzzle mechanic is implemented well, but it feels like it could have been more fully explored, and the game is much too short and generally easy. The story feels tacked on and could have been removed with little impact on the experience.
I don't mind the idea of Momentum: it's a platformer in which, instead of jumping, your character switches momentum, meaning that however fast you were moving horizontally can be switched to vertical momentum and then back. This could have been cool, but the implementation needs a lot of work. Instead of decelerating, your character will stop on a dime when you let go of the left or right arrow keys, which feels really unnatural. You also can't hold the space bar for very long when you want to switch momentum, as the game thinks you're pressing space bar constantly, so the momentum system feels wonky if you don't figure that out. Graphics were stripped down quite a bit, so there's not much to look at, there didn't seem to be any music or sound effects, and the game was still easy despite its poor controls.
The art drew me to this one, not that it was particularly amazing, but it was pretty clearly made by a furry, and furries are just so damn INTERESTING to me--the way they have this sort of naivete that's undercut with a layer of creepiness. So, I gave this one a shot. The art emulates the NES, and I found it to be pretty charming for the most part, especially the monster graphics (which unfortunately had a box around them that wasn't fully set to transparent), though the furry characters will probably be offensive to most people's sensibilities. Though there was a lot of variety in enemy types, the battles were all "spam attack to win," so this seemed more like a conduit for art and storytelling than gameplay. The problem, though, is that the storytelling is odd, which was kind of expected. It's designed as an episodic journey through a castle in which each floor tells a story, and this first episode focuses on reuniting two lost souls. There was an odd sexual tension that developed between the male and female leads that felt unnatural and forced, and, in congruence with the naive but creepy quality I mentioned earlier, they're both 17, the main character has never seen a woman--when he finds out that his partner is a female, he literally says "GULP"--and the female lead has ENORMOUS breasts and immediately comes onto the male lead for no particular reason. There's also gratuitous use of asterisk behaviors (*she nuzzles up to his neck*) that will either creep you out or you should question why they're not creeping you out. My favorite moment came when the protagonist, despite having long, winding, inane conversations throughout the game, finds two skeletons and picks them up without really saying anything, as if lugging two skeletons around isn't creepy as hell. What he does with those skeletons later is even more creepy--and not in an intentional way at all--but saying so here would be a spoiler, so I won't (don't worry, it's nothing sexual). I'd play this one more for a weird trip through someone's mind than as a legitimately fun experience, but if you're more forgiving of furries and their sensibilities, you might find this charming.
At first, I found this one a little offputting, but it grew on me. It's an avoidance game in which you use your mouse to move your onscreen icon between bars. The gimmick of the game is that the music impacts the levels to a degree, such as sudden bursts of movement or bars that bounce with the beat. Some of the levels are barely impacted by the music, so this wasn't something I caught onto until a few levels in. The further you get in the level, the faster the stage moves, which creates a nice difficulty curve. Like Flappy Bird or other avoidance games, getting a high score is exhilarating, but the multiple defeats will be aggravating. Music Slider has several music tracks that you have to unlock by getting certain scores; I wish these scores were actually shown to the player so they knew their next goal, but this wasn't too problematic. There are a few good music loops, but most of them are annoying, both from how short they are and their general crappiness. What this game really needs is a way to import your own music and have it generate a level based on that, but my guess is that each level was programmed individually around the loops. This was still a fun little distraction.
The graphics are pretty strong here--basically professional. However, the game is just a collection of four mini-games that are overly simplistic. This could work quite well as a little game for small children (one of the games is a memorization game, for instance), but the average age of this community probably would find the mini-games old hat and too simplistic. Some people might get a chuckle out of the zaniness that bookends the game.
This is a polished little adventure game that could have a little bit more direction behind the puzzles at times, but options are limited enough that the player shouldn't get stuck for long (aside from potentially a puzzle regarding reaching the moon). The characters, setting, and music are whimsical, and fans of cute things will find this game lovely, but the game holds off from dwelling on more serious subject matter, which makes the parts that are supposed to be touching lose a bit of their emotional punch. There's not a lot of meat on the bone, but it's a short, satisfying adventure game that might be too simplistic and cutesy for veterans.
Once Upon a Nightmare is a traditional RPG focused on a character who can lucid dream, pull people into her dreams, and walk into other people's dreams. The plot focuses on blending the line between dreams and reality, which is a concept that can be pretty engaging--David Lynch, for example, is great at this. However, the plot never really engaged me; I mainly felt like I was going from A to B to C without much of a sense of larger purpose. When the ending hits, it felt like a cheap reversal of expectations with no foreshadowing. A twist ending is hard to pull off; you generally either see it coming from a mile away or it's unwarranted; here, I felt it was unwarranted. The characters also felt uneven. There's a mage character that you run into, for example, that is confident and professional, but when you meet her the second time she comes off as less knowledgeable than the main character (who has just recently acquired her gift). I just never really got a good grip of the characters. The gameplay doesn't do much for the experience, either; battles were all winnable through the same strategy, so combat got stale pretty quickly, and, while the music is fitting and the enemy graphics are cool, the mapping is mostly barren.
I think I liked the premise of this game more than the execution in this RPG. You play as a lowly slime who has to fight the last boss so that he can laugh at how weak you are. After you lose the fight, you are given a small amount of money based on how well you did in the fight. That money can then be invested into purchasing upgrades for your character. You then go back, fight the last boss again, lose, upgrade, and the cycle continues until you actually win. While there is some repetition involved, I think that the formula actually works; it's enjoyable to make it another round and watch your character quickly grow. However, the game had very little variety in terms of the battle itself and the upgrading. Too, I think this game would work much better if it were even more streamlined: instead of having to purchase upgrades from a physical shop, just go to a screen where you can upgrade your character's stats, purchase skills, and so on. Also, instead of only being able to upgrade hp or attack, how about upgrading a large variety of stats; the game's about character progression, so give me options. The boss could also have more patterns and forms based on how far you get in the fight with him. So, I think this was a cool idea that just needed some more thought.
As of writing this, Oneshot is probably the best game I've played from the competition, but I think the fact that it was made in rm2k3 may end up disqualifying it, though it's going to get a big following regardless. It's an adventure game that has several meta moments involving the player themselves into the game, and the end offers a choice that can only be experienced once--you can't start a new game, and if you quit the game prematurely, you'll never be able to continue. This adds a lot of weight to this final choice. The story is very much high concept, but it's a fully realized concept. The game is more about its world than its inhabitants, which worked, but I feel like a lot of the dialogue with the inhabitants ended up feeling a bit wasted. I think I would have liked to see characters have more than one appearance. I also would have liked some more characterization for the main character, but, conceptually, he's fulfilling his role. The puzzles were pretty strong for the most part, but there was an earlier puzzle that involves a machine with three parts that got me stuck for a while; I didn't realize it had three parts, and, in terms of the puzzle, it really only needed one part. A few puzzles were solved just by exploring rather than following any logic; why would I know one person has the ink well I need and how would I know what he wants for it? These kinds of things aren't clearly telegraphed to the player, but the player will still probably solve them because the game encourages exploration. I would have liked to see this game take better advantage of its central mechanic throughout the game, i.e. giving the players more choices so that the player's experience would feel even more personal. These are small complaints, though, as this is a game that really succeeds in its goal, and even if it's a high concept game, the storytelling knows how to convey this concept in a way that feels emotionally resonant. Looks and sounds great, too.
Edit: I've had to break up the master list into two parts since it was starting to get too big. You can find the second half in my next post in this thread.
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