Atmospheric Waifustein 3D, combat is pretty brutal and the gore has disturbingly accurate detail. Akira and End of Evangelion vibes throughout this game. I loved the design on the guns, all using overpowered loads as ammo and semi realistic bullet drop mechanics.โฆ I liked the variety of enemies that you faced that broke the mold a bit from other shooters. Getting to pilot the mech suit was awesome and lets you wreak havoc like the mech suit sections of FEAR 2 did. The Music was foreboding and spooky with subtle bumps in the night. I thoroughly recommend this game to any boomshoot fans.
It even has a deck of cards! In this game you are task to complete the hellish gauntlet of a randomly generated golf course to cheat death itself. Its got great art ad characters and a gameplay loop that will get youโฆ thinking long and hard about each swing. These golf courses aren't simple. There are many obstacles to content with. New obstacles will get introduced to you the further you get in a run. Play your cards right and you'll be able to make it through under par! You're able to play a card before each swing and these cards allow you to redirect the trajectory of the ball, remove certain obstacles, give your swing more OOMPH, and much more. These cards will influence how you plot a course through each level and adjust for any mistakes you make along the way. The best part about this game is the cathartic feeling of overcoming a course with proper planning and execution. In that aspect, it resembles golf perfectly. But I have my gripes. Cursed to Golf is a roguelike. I don't have any issue with that genre, but I feel that some roguelikes sacrifice a lot of potentially fantastic level design when adhering to the genre. The randomly generated levels need to account for a player doing card-less swings and it severely restricts the level design. Even the environment has to bend to the will of level generation. It's tile-based, blocky, and isn't very compatible with smacking a ball around. You can still make that work, but what about the permadeath? You are sent back to the beginning of the game for each failure. Cursed to Golf's gameplay is like figuring out a puzzle and solving it with precision. On repeat, it feels lame to have to redo levels you have already solved and figured out. The beauty of a roguelike is supposed to be the each run is different, but in Cursed to Golf neither the cards or the level design will change gameplan here. It's a long game too. A full run may take 8 hours so you might need multiple sessions to beat the game. What if you were to mess up near the end? Would you be excited for the next run? Had this game been designed with each level being hand-crafted and didn't make you redo the whole game upon failing I genuinely think it would have turned out better. As it is, it's still very fun. Whether or not the level design/permadeath bothers you is up to your tolerance. I think it's still worth a shot though. Pulling off fun 2D golf is a remarkable feat on its own.
First things first, it is an Early Access title and has been for quite a while, but there is a already a lot to do in Open Sewer and the studio has already proven themselves to be competent with the earlier INFRA.โฆ After assembling a background for your character you'll get dumped on the streets of Open Sewer to join your fellow homeless, junkies and other undesirables. In your pockets some money and the keys to your *new* apartment building/biohazard junkyard. During your efforts to get it into a somewhat livable state, you'll meet plenty of interesting characters, potential tenants and hazards, all the while juggling a number of needs and addictions alongside the need to actually make money. Without going into spoilers, the story itself is very much in the background but written quite well, and the atmosphere is both fitting and awesome. The game mechanics are generally explained quite well without being handholding, with the game itself being very stable, almost bug-free and running well even on my aging rig. The pricetag of โฌ20 is more then fair, even if you don't go crazy like I did and dump 116 hours into it.
You ever play a puzzle game and after completion bemoan the fact that there aren't enough puzzle games like what you just played? Chants of Sennaar was like this for me. It used it's made-up languages effectively to not only give youโฆ mental gymnastics to jump through in order to solve the world around you but did an effective job of incorporating its central mechanic into its overarching narrative. I believe the only complaint I can level at this game is that I would have wanted more from it. Take the guardrails off and let me really have to live in these areas to master the different languages. But for what it is (a 10-15 hour puzzle game) I believe it more than delivers on its premise and mechanics. Now if only more Devs could incorporate these types of experiences into more genres... but I digress! Complete Chants! Its well worth your time!
The language building, including needing to know different grammar, is just challenging enough to make you think. The story keeps you going and allows for multiple endings. The soundtrack is a calming background.
To begin with, I have not finished the game. BUT that is more of a victim of lack of time and not a indictment of the game. Sea of stars is a great game to remenise of older games. Involvong new mechanicsโฆ to keep this fresh. The story is good (so far) and having elements of humor (not laugh out loud but some heart chuckles). I do plan to finish this game eventually.
Truly a fantastic and unique game, one with endless variation and customization, 10/10 teamwork mechanics, and an epic soundtrack and visuals to boot. You're gonna love this one.
Pseudoregalia is a 3D platformer/metroidvania that will challenge you to navigate a large map for collectibles. As it is a metroidvania, there will be many places you can't reach until you find movement upgrades. I was in complete awe with how muchโฆ depth is packed into every little thing you can do. Each technique may not do a whole lot on their own. What makes them shine is how you can chain each technique together. A simple backflip can become the final move in a chain of techniques to make it to a platform. I have to applaud the level design of this game as well. There are many places you can't reach without the upgrades, but the game isn't too concerned with railroading you to take a specific route throughout the map. If you have enough skill, you can use a limited selection of techniques to explore areas that would be much easier with your full moveset. I love that the level design encourages this. It doesn't stop there, even with the full moveset the level design creates spaces to challenge your proficiency with the full moveset. It's immaculately put together. I had so much fun just navigating the map. Funnily enough, the biggest knock against this game is the lack of a map. It's up to you to figure out where you need to go and figure out what you haven't explored. Each location has enough design differences to tell them apart, but if you fail to notice something and/or fail to commit things to memory then you will inevitably get lost. It's annoying and it's bound to happen. Even so, I had fun while aimlessly looping around areas trying to figure out what I could have missed. It's a testament to just how good the movement feels to master. With a quick assessment of the environment around you, a platform in the distance becomes a beckoning call. You can totally make that jump. You gotta try it, and it feels SO GOOD every time you pull it off. All said, it's a short game. Depending on your skill with a platformer you can beat it over a weekend. I truly wish it was longer. The game doesn't explore much in the combat side of the game's mechanics. There is a good foundation there, but the game is focused much more on its platforming than combat interactions. One other thing to mention is the vagueness of its narrative. You're not told much about what is happening and barely anything at all about the character you play as. Exploring doesn't just reward you with progression, but also intrigue into the narrative and its contexts. You won't get solid answers on everything, only enough to get your mind to wander. It's one of the things motivating you to explore at all. I appreciate its execution, but whether or not you enjoy that type of thing is up to you. Either way, I couldn't recommend this enough. What a fun game.
The game is very, very difficult and sometimes straight up random. But that's fine. This isn't a game designed to be fair and for this reason I think it may not appeal to everyone, this is a game that simulates an ecosystemโฆ and you, the player, are just a small animal with small animal characteristics whose goal is to survive. -Gameplay: The gameplay can get a bit repetitive and, as I said, it can and will be unfair at times, so I think that this part heavily depends on your personal taste. 6/10. -Graphics: This game feels like it has AAA lighting in a pixel art enviroment (also the procedural animations are peak). 9/10. -Audio: The audio is very well crafted and helps to make the world feel alive, but the music (even though it is kinda good) plays very rarely during the playthough (<10% of the times). 7/10.
In the beginning I was very intrigued. I wanted to play a Cozy horror game but turns out it is less horror and more mystery/intrigue which isnt a bad thing if you go into it knowing that. But sadly the story dissappointedโฆ more than it was worth experiencing. But the artstyle is lovely! The character designs are charming, too.
What a fun idea for an arcade racing game. A parking garage is a very tight space to be racing around in. Perfect for a rally isn't it? Don't expect traditional racing game mechanics. From the trailers alone you can see theโฆ car drifting around with multi-colored sparks reminiscent of Mario Kart games. This is not just for show. Parking Garage Rally Circuit's vehicle physics are very similar to a kart racer. This isn't really a "Rally" game, but that doesn't mean it's game that isn't fun to master. Similar to kart racers, drifting rewards you with a speed boost upon exiting a drift. In this game the boost also increases the car's speed. The challenge here is to chain drifts together to achieve faster speeds and retain that increased speed throughout each lap in order to set the fastest time you can. This gameplay loop is executed perfectly thanks to the level design. Each level is a tight course with some unique event to differentiate each track from each other. Each zany parking garage will have unique obstacles to deal with like toll gates, falling boulders, driving on snow, and even driving across gaps between buildings. Dealing with this while trying to maintain your speed is exhilarating and it only gets crazier on the higher speed classes. You will not be disappointed by any level here. They're incredibly fun to master, but the experience is short lived. Ignoring workshop content, the game only has 8 tracks to master. As a person with a lot of experience in racing games, I was able to blast through the entire game in 4 hours with a gold on each level. It's paired with fantastic visuals calling back to classic Sega racing games and an amazing ska soundtrack. It's awesome, but so short. Recently, a paid DLC dropped that adds 8 more tracks to the game. Without a doubt, I'm sure it's worth the price as the game is already fairly cheap as it is. I have yet to try the DLC myself, but I trust the dev team based on the quality of the base game. With the DLC, there should be 16 tracks total by default. It's still a small game, but you'll have a blast of a time with it the whole way. Besides the core game, there is online multiplayer functionality. You have the option to host a lobby and run some tracks with friends to set the best time you can. Not only that, but you can try out levels on the workshop as well. Parking Garage Rally is unique as it doesn't have a level editor, but it does allow you to essentially import a Godot project of your own into the game. Level creators have free reign to do almost anything as they just need to know how to put together an environment in blender and figure out how to import it into the Godot Engine. I'm over-simplifying the process here, but what matters is that it allows people to do something like port every track from Crash Team Racing into the game. Any fan of arcade racing should nab this game. You will not be disappointed.
There are games where despite whatever issues you might have with it, the attention to detail comes through in every pixel. Tunic is one of those games for me. The level design being the absolute standout. I can't tell you how manyโฆ times I would find a hidden path, or the game world would wrap upon itself to connect the world together. These moments create those "ah-ha!" moments that you remember even if the details become a little fuzzy through the years. The isometric camera perspective is perfectly utilized in this; being used for puzzles or informing the world design. Combat is souls-like, punishing with limited health. Yet the art, music and puzzles really elevate what makes this game unique. There are puzzles here that are definitely reserved for the enthusiasts of thinking outside of the box. I never felt restricted by them though. I usually do my best to work it out on my own and was rewarded for putting in the effort. Solving a little chunk of them before their depth got beyond what I wanted at the time. Looking up some of the puzzles I avoided, though, really made me appreciate how much depth they could have. Even if I know I never would have gotten them on my own. I found it more comforting than not, knowing there was more to the game if I had really wanted to lose myself in it. All in all, a fantastic adventure, worth of anyone's time.
Okay. I know. Hear me out.rnIf you don't know, Noita is a game infamous for being extremely difficult, obtuse, and vague. When you start the game you are shown the essentials controls needed to move around and use your wands. That's it.โฆ You are not told how to parse all of the wands stats. You are not told what your goals are. You are not told about the danger that lies ahead. Nothing.rnrnAnd that's the beauty of it.rnrnThrough experimentation you will discover how wands work. What you can and cannot get away with. Enemy behaviors. How to progress. What the shop is like and much more. As you experiment you may discover mechanics the game never told you about. That sense of discovery will fill you with a sense of wonder and intrigue that no other game can give you.rnrnNoita's mechanics are so in-depth you could write a book on how the wands and spells work in this game. Now you will truly know how it feels to be a wizard trying to master their spells. Conquer the undiscovered laws of alchemy. Bend the laws of reality to your will.rnHowever, Noita is a cruel mistress. This roguelike is not shy about annihilating you over the tiniest knowledge check or mistake. You will get combo'd and die. You will blow up after some zany magic Rube Goldberg machine. You will find and item and somehow it will kill you.rnrnBut everything happens for a reason. Each death is knowledge. I need you to understand how amazing it feels to apply the knowledge gained into utilizing a spell to your advantage. You will find out how to uncover paths you have never went down before. An enemy that originally gave you a ton of trouble is now one that can be exploited for your gain. A discovery that once killed you will now be understood and you can use its power to your advantage.rnrnYes, the game is brutal. It will beat you down and laugh at your demise, but each time you manage to weave around its punches is nothing short of euphoria.rnrnPlease, please don't use a wiki. Play the game until you reach the credits, and play it more afterwards to discover its secrets. It WILL be obtuse and you may even need a notebook to keep up with the amount of nonsense it'll throw at you, but figuring it out for yourself is an amazing feeling that will get taken away from you the moment you look up how something works, any strategies, and the sense of discovery. There is an absurd amount of hidden things to find in the game. Trust me on this.rnrnIf you can't stomach the huge difficulty of Noita, or the obtuse puzzles that WILL require some note taking, then I concede. Fine. Open up the wiki and spoil it for yourself. Otherwise. PLAY IT BLIND!rnrnNow I need to get back to trying to swim through lava.
I'm a player who is looking for artistic experiences and this little thing delivered on that! I love fairy tales and how this game retold Sleeping beauty with it's artstyle, soundtrack and witty script. The puzzles are fun but this is definitelyโฆ an experience meant for all ages. Also it's by an Italian indie developer which is really cool as a European myself.
This 3D platformer isn't just a nostalgia trip of the N64 and PS1 era. It's a game with very fun movement mechanics to learn and at an approachable difficulty for anyone enjoy. The game can be beaten in a few sessions, butโฆ there are plenty of collectibles to find. I was surprised at the amount of depth the movement mechanics have as well. A seasoned player will have fun pushing the movement options to its limits. I don't have much to say about the story of the game besides that it will be more appealing to children than adults. I don't say that as a knock against the game, just don't expect anything deep. The characters are adorable, I have no doubt many people bought plushies of them. I'd be tempted to myself ngl.
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