Reviews from

in the past


real tough one to rate, seems that's a common thread. It's stylish as fuck and I love the minigames battle system (not perfect, but infinitely more engaging and interesting than "hit attack and hope you don't miss"). There's just a sense of missed potential with this game. tldr i did really like it, it's artistically inspiring, it does a lot of things well...which just makes the shortcomings more obvious.

Your character never seems to be able to make any choices, and with the extremely limited inventory there aren't even many decisions to be made regarding battles, you either get good at the minigames or you don't. grinding seems pointless, since non-boss battles award you a pittance of Fortune Coins (if any!) and my level capped out before I beat the game. Normally in games like this I enjoy looking for little hidden items or character actions, but the stuff you do find seems inconsequential (found a new goblin? well you don't get to choose which one comes out during battle and they all behave the same...) or just fills up your inventory with garbage. Would've loved to see more side-quests, optional content, branching paths, character relationships, and for a game with this much love and charisma it's heartbreaking that in the end it's a pretty bland story, and digging any deeper yielded more frustration than awe.

I think it was really the combat it was just so frustrating. It felt like the enemies did more damage during their mini game attack than when you do yours. Also coming back a few months later to write this and I don't remember much about this game at all. It's very sporadic and imo not worth the price point. I wanted to love it but I think the RPG aspects were poorly thought out and end up being overly difficult as some enemies end up just being damage sponges even after you feel you've overleveled. Anyways has potential but it's safe to say that Andy might as well bring the knowledge from this game to another.

This game should have been good but its just not remotely entertaining to play in the moment. It needed to come out 6 years ago.

there's a bug where the game plays faster if your monitor has a high refresh rate

so i played the whole game on 2.5x speed

and honestly? it ruled. more games should be 2.5x faster than they should be

This game oozes character in an incredible way. I think the difficulty of the game gets in the way of the story though. Love the humor here.


I waited like 5 years for this game, and I'm not giving up on it, I'll come back too you eventually,
I swear, even if it take like 5 more year, I'll do it, I'll finish you!

Millennials gonna love the dialogue in this game 😰

Okay, I'm not sure how to start this review, because I absolutely adore this game, but it has its slew of problems that prevent me from calling it perfect

Let's start there. The gameplay is unintuitive. You're constantly getting bogged down by the limited inventory space. They give the bosses health bars, but the fights almost always end before the bar is depleted, so why bother giving them health bars in the first place? The final area has enemies with attack that takes out a fat chunk of your health and is completely unavoidable. and they make you do MATH.

But oh my god, this game's charm is through the roof. The visuals are like nothing I've ever seen, from things like fun battle backgrounds to oddly smooth sprite animations to full 3D models of the protag and Busdriver. And it's the same with the audio too. This game's soundtrack is spectacular, almost every song is something memorable. Songs like VS Nout and Meet Your New Coworkers been stuck in my head for weeks now.

The story is nonsensical. Like, I get that people like to make the joke "quirky earthbound inspired RPG" to describe games like these, but games that get this descriptor, like Undertale and Omori still have a meaningful and structured story. But this game is weird from head to toe, and the story reflects that. It doesn't feel like you're part of the story, it feels like you're getting dragged around by it. (Which also kind of reflects the protag's feelings I feel). But somehow I still found myself falling in love with the characters HARD. They're all so normal despite the world they live in being so, so weird. Except for the burger boss of course, that guy is just weird all around. I can't describe to you how happy Dolus' oddball shtick makes me.

I'm not really sure how to end this review. I'm so in love with this game's world and its characters and, even though the game itself could use some improvements, it's an experience I won't forget and already find myself wanting to replay.

Infusing WarioWare-style microgames into an irreverent turn-based RPG may seem like a stroke of genius, but unfortunately, the concept ends up being a chore the deeper players work through the experience. Couple that with a meandering story, strange player progression, and aggressive difficulty spikes Knuckle Sandwich comes across as a flawed labor of love. The eclectic soundtrack will at least keep your head bobbing in its more trying moments.

Full Review: https://neoncloudff.wordpress.com/2023/12/29/now-playing-december-2023-edition/

This review contains spoilers

This game thinks it's way funnier than it actually is, and thinks its gameplay is way more enthralling than it actually is. What we actually have here is a game that obviously draws inspiration from Earthbound and WarioWare (and is aware of, but trying not to be, Undertale or Deltarune), but doesn't understand the appeal of those games. It thinks Earthbound's appeal is just "JRPG but it's set in a fantastical version of our modern world with zany antics galore" and it thinks WarioWare's appeal is just "minigames with zany themes that may or may not be related to the setting." The end result is a JRPG with slow, annoying combat that relies on regular enemies being huge HP sponges so you have to see all the cool wacky minigames that the dev has made, often with them getting a free turn on you even when you outspeed them. In between, you have mostly-uninteresting overworld exploration that has a snail's pace even when you're running, which wrings out more gameplay hours from you despite using an overworld that's smaller than most GBA RPGs (and some GBC ones!), with lots of annoying unskippable cutscenes of unfunny characters saying zany stuff and then prompting you to laugh at it by either just saying stuff like "WHAT." or "WOAH!" or "well, that was weird/that just happened/that was confusing, anyway let's move on" or just looking directly at the screen as a 4th wall break, like it's begging you to clap, all while teleporting around the room instead of walking because the creator thinks that visual gag is really funny and won't get stale after several hours. Speaking of visual gags, the game uses the patheticness of your protagonist and his obvious signs of suffering from chronic depression as a visual gag; in fact, much of the humor is bursting with "person who never grew out of their 'lol so randum xD' phase and is now making games about young adult life and depression" vibes.

It's not like there aren't some funny jokes or interesting concepts going on. There are some genuinely creative puns that got a chuckle out of me. I like action prompts in my turn based RPGs, usually, and with a couple exceptions, at least when it comes to your own attacks they're actually pretty good in this game. The RPG combat in this game is bad because of the enemies and the way encounters play out in practice: enemies getting a free turn on you way too often, having huge health pools, doing tons of damage to you sometimes, the presentation having lots of fanfare and animation padding that makes every encounter slower to play out, plus lots of the minigames taking longer than WarioWare's healthy tempo of 3-6 seconds per game. You could take (most of) the player's side of the equation and put it up against a different entire combat system design and it would actually be pretty good; ironically, it would work well in Deltarune.

Incidentally, for a game that prides itself on having lots of minigames, its fishing minigame is among the worst in the entirety of video games. I don't get the internet's obsession with fishing minigames; personally, I hate them, the only one I've ever remotely enjoyed was in Link's Awakening and that's one that you can 100% in like 2-3 minutes. But even people who will unironically say "it has fishing, 5/5, GOTYAY" will find this one disappointing. It is barely more involved than fishing in Pokemon, it's entirely luck-based, and it requires you to find fishing bait (a rare item) and the fishing NPC (who moves around and isn't even available until midgame) to even play. Oh yeah and if you play it and fish up something bad, the bait still gets used up, even if you fished up a boot. It seems like this is the one minigame that the dev intentionally made bad.

There's also just basic RPG stuff being fumbled. You have a tiny inventory, so tiny that the dev had to patch in an "extra pocket" but that barely helps. Even with the extra pocket, it's less inventory space than the original Pokemon games, AND it doesn't have inventory stacking. Much of the early game is an exercise in tedious inventory management, and you better not throw away any non-consumable items, because most of them are needed for side quests or easter eggs or just straight up actual main quest content later in the story! So you're gonna be handed tons of consumables that you have to just toss out. Undertale used its small inventory space as a way to make the game more challenging, but it didn't expect you to hang on to all early game items forever. The inventory storage computers you get access to later don't categorize or sort items, it's just FIFO, so you'll be scrolling through dozens of items just to withdraw the thing you put in there last. There are also plenty of permanently misssable encounters and items. Probably worst of all, it commits the cardinal sin of having party members join and leave with no warning, and taking everything they had on them with them, and not giving you the party member back for 5+ hours of gameplay. You don't even get a proper "party" until you're about 2/3rds of the way through the game. Let me put this in perspective: I try my hardest to finish games that have something going on for them, even if they're mostly crap. It took me over 10 hours to get to the point where I was given an actual party where you could swap members. During that time, I think I enjoyed maybe 1 out of 10 of those hours of gameplay. Now, it is more of a mixed bag, I'm enjoying it a bit more, but if 2/3rds of the game is mostly annoying and barely enjoyable, can you really give it a good rating?

Other complaints: unless there's something I missed, I think you need audio to be able to hear a bunch of attack telegraphs for dodge timings, and a couple attacks also require you to not be colorblind to dodge them, which are sensory accessibility issues. Some attacks also require button mashing, which is a mobility accessibility issue. I don't think the dev can fix their terrible sense of humor or their awful script, but maybe they can at least fix this.

I plan to finish this game eventually because I'm just like that, but man, it is really disappointing. I had high hopes for it. It's trying so hard, but fumbling everything.

Edit: finished it. Ending was serviceable. I'll add half a star.

This review contains spoilers

this is the most difficult negative review i've given.

it's so hard to say that i think this game is kind of mediocre, because so, so, SO much of it is worth your time that i think its worth people looking at regardless of quality.

i'll try to be clinical about this one, but first ill address the issue i have with the game that is sort of the root of many disappointments i have with the game: the hook.

it's not fair. i know it's not fair to judge a game for what it isn't rather than what it is. i know i wanted the game to be about you killing people and serving them as hamburgers because that's what the end of the demo implied. i know i wanted to see a story that was ABOUT keeping these horrible things from your three co-workers and the guilt that tore you up inside over it. the warioware sensibilities themselves would be almost a cruel mockery of what you did. the world stays twee and quirky despite the horrible thing you did.

but it wasn't about that. frankly, i don't think it was about anything.

right, clinical.

This game is exceptional in quite a few areas, and nearly all of them involve the game's audiovisual presentation.

The soundtrack, done by Andy himself along with nelward, the Gyms, Joe Aquiare, Barchboi and lizzy are all fantastic. Despite the wide range of composers, none of them ever felt out of place in any given situation. They all fit the surreal and absurd world of Knuckle Sandwich like a glove.

The visual style, the graphics, everything is presented with such candy-coated sweetness that even remembering some of the game's more questionable sections, I also remember how visually captivating the game's battle UI is, or the silly clay animations whenever you find a goblin, or even just the random, rainbow colored NPCs that speak gibberish to you. So much of this game is so, so wonderful to experience in the moment.

The game's combat centers around microgames, timed attacks, and timed dodges. I think the game succeeds at approximately 85-90% of the microgames, while the attack and dodge system never felt wrong to me. The game continually spices up the basic attack command through three different variants, all of which felt very satisfying to pull off (I got a x28 combo with the circle attack. Thank you, Hatsune Miku, for training me). The timed dodges, too, never felt non-intuitive. The moment I figured out an enemy's tell, I could always dodge their basic attacks.

ah

i really don't want to keep going

i really wish i could just stop and leave it there

it'd be so easy

but

There are two pillars of problems with Knuckle Sandwich as a game. That being its game design and its story.

Knuckle Sandwich's game design issues are cumulative in nature. A lot of small issues coagulating into major problems that make the gamefeel incredibly unusual. I'll list them here:

- Stat values feel almost entirely meaningless with the exception of your speed. This is the root of many of the game's issues regarding gamefeel.
- Buffing and debuffing skills, for the very few that exist, barely make any impact as a result.
- There is no skill that allows you to lower an enemy's Defense. This is a problem because of a point I will address later.
- There is no consistent curve of enemy Defense values, which means your attacks will rapidly oscillate between doing 20 damage to one enemy and then doing 1 damage to the next.
- There are never any shops when you actually need shops. I accumulated vast amounts of Fortune Rocks and rarely ever used them.
- The inventory system is genuinely abysmal. Each party member is given eight slots. The items that take up space include consumables, equipment, and key items.
- Armor and Weapons rarely make a significant difference in combat.
- Boss fights are more or less scripted encounters where the boss exhausts all of their dialogue and either reduces their Defense value drastically, or they remove the RPG elements entirely and just have the fight be a completely different game.
- Even in boss fights without these scripted elements, they are oftentimes meat sponges that will take upwards to fifteen turns to beat. This, to me, is unacceptable.
- The damage dealt by your special moves is oftentimes worse than your standard attack. Even if you perfect the microgame, you can easily outdo the damage without the EP cost by doing your timed attack.
- The defend action only recovers a single point of EP. This is completely worthless and only serves to waste an action.
- The only healing skill in the game heals 11 HP. This is almost completely worthless.
- Once you acquire all three party members, you cannot swap them out in combat if your party member has fallen. This, to me, defeats the point of that system.
- I only got one skill that afflicts a status effect. It never afflicted it once.
- Status effects feel meaningless when applied to enemies.

All of these issues are either the root of an issue or are the resulting issue. Even the novelty of new microgames with every fight wears thin when every fight feels at least two turns too long and there are so few skills I can use to meaningfully accelerate the rate of combat. It's hard to prepare for any given fight because there's so few equipment, and what equipment does exist barely makes a difference. I don't even want to use skills because the damage they do barely means anything, and there's a decent chance that doing high damage barely even matters in a boss fight anyways.

Perhaps it is a commentary on my lack of agency in the story. Let's talk about what the story actually is.

The game's hook, as I mentioned before, is perfect. After arriving in Bright City and going on a gameshow in an attempt to find a job, you are completely unqualified for anything and are forced to go elsewhere. You end up going to Gorilla Burger, a terrible fast food joint. At the end of the night, you're attacked by a knife-wielding gangster while taking out the trash, and you end up killing him. After the game's surrealism, this was a lurch. Even more of a lurch is when your boss witnesses a murder, and decides the best course of action is to cook him. It ends with him patenting this horrific act of cannibalism as the world's first...

Knuckle Sandwich.

It's flawless. It's immaculate. It doesn't come up again until the last hour of the game.

The actual story is that Bright City is in danger due to some sort of Anomaly. It's causing the world to go out of whack, and you need to figure out who's causing it. The problem is that a lot of people think that you're the Anomaly, and are trying to get rid of you as a result. There's also a group called the Brightfangs who have their own agenda. It's fairly self-evident early on that they are extremists working towards an ultimately positive end, and the people you and your co-workers ostensibly trust are actually not very trustworthy.

Oh, right. You deliver some food to a stupid billionaire named Mr. Apricot. He's useless, but you assume he's just some guy. There's also someone named Xander. He's a justice cop. He dies and was a stooge of the real villain, the gameshow host. He's the twist villain who is pulling the strings. Except it's actually his assistant, Prima. She's the real twist villain.

Throughout being pulled and crammed through all of these situations, there's barely a sense of friendship forming between you and your party members. This isn't an RPG where you get a character sidequest with your three co-workers that gives you some insight into them. They just exist alongside you. When the game killed them after revealing the second twist villain, I didn't feel much of anything. It was surprising, I suppose, but I knew they wouldn't commit to it. They didn't.

(Edit: There are apparently secret scenes that you get through means that are not intuitive to me and involve friendship variables. I saw the scene with Echo on YouTube. It was cute. It probably would've helped me feel a bit more for the characters. I wish they weren't so obscured.)

The point I'm getting at here is that none of this means anything. Nothing is ever developed to a satisfying conclusion. The final conclusion to the game is going back in time before the game began in order to rectify you killing the guy at the beginning and killing the Anomaly, the Tiny Baby, before it can do anything (also, the boss at Gorilla Burger had an arrangement with the gangster to kill employees and turn them into food beforehand. So it's not like the "world's first knuckle sandwich" was actually the world's first. He's been doing this the whole time to feed those rainbow colored NPCs. They're mutants, by the way. That was an okay twist that didn't amount to much).

Busdriver (the guy who occasionally pops in and goes "wow that's crazy anyways im working on goblins right now and spirit cells) helps you out at the very end and apologizes to you for ruining your life and dragging you through all of this. You're finally given the choice to either forgive him or not to forgive him, and then you can choose whether to stay in Bright City or work as his partner.

None of this means anything.

Your lack of agency in the plot is felt throughout the game in ways I would consider unintentional, and it is never directly addressed until the last minute of the game. I desperately wanted a moment where the protagonist acknowledged the ridiculousness of the plot and being shunted from place to place without any rhyme or reason. Even a brief moment of rebellion would've made it clear what a nightmare the experience was and would've given it more weight. The protagonist never did.

If the game was about overconsumption and capitalism, it failed at that, too. There was a brief flicker of hope when Prima, the second twist villain, casually asked for backup after the Anomaly escapes, and your party member asks "who's responsible for this," which she's been trying to figure out the entire game. Prima, at first, addresses the fact that there is no "one person" responsible for this. You think for a moment that she's pointing out that there is no "final boss of capitalism." It's a system. That might've saved it for me. But no. Prima is responsible for this. It's just her. She's the CEO of Capitalism, actually.

I'm still thinking about the hook.

Maybe it's actually fair to criticize the game for that hook. It had gold on a platter, showed it to me, then tossed it out in favor of semi-coherent surreal shenanigans. It's less of a "criticizing the game for what it isn't." That's more akin to watching a horror film and complaining it isn't funny enough. The film is about horror. Unless it makes itself known as a horror comedy, you can't really get mad that it isn't funny.

But attempting to be funny and failing in a horror movie would be perfectly reasonable grounds for criticizing it for that, in the same way introducing horror into a comedic game can be done poorly. If the horror is barely developed, either failing to be integrated into the game's comedy or failing to transform into its own, terrifying monster, then it fails.

You shouldn't have introduced it to begin with.

well

im gonna lie down. this was miserable. it's hard to convey how sullen this whole experience has made me.

sorry, andrew brophy

maybe next time

A labor of love. It is easily apparent how much thought and care went into every aspect of this game. The visuals, OST, and writing are absolutely incredible. I think the story could use a little tightening up, however it's apparent the writer was pulling inspiration from many different places and I can respect that. This game is an easy recommend for the price and I hope you like Busdriver as much as I did. Thanks, Andy!

I'm not sure what to think about this game.
The Earthbound/WarioWare/Mario RPG inspirations are apparent, and I was a fan of the combat at first, but it became more and more frustrating as time went on.

The concept of fighting and countering attacks using WarioWare-like minigames seemed brilliant on paper, but most minigames grew old fast. Not to mention that I was in a constant flux of feeling under-powered and over-powered at the same time. Fights tend to drag on a bit too long for comfort, due to the often low damage output from the player characters, the length of certain minigames, and most, if not all enemies act more than once per turn. Moreover, the minigames you play have multiple difficulty levels, which may be possible to beat unscathed at first, but become nigh-impossible to beat later on. This in combination with the fact that when you eventually fail these minigames and get hit by an attack, they hit like a goddamn truck, which further cements the feeling of constantly being weak. This issue can't be remediated by grinding either, since all enemies are static encounters that never respawn.
I did mention feeling over-powered too, right? Yeah, sometimes. The circle attack which is randomly selected among 3 normal attacks is more overpowered than it should be as pulling off a ridiculously high combo is way too easy. This trivialized the use of damaging skills entirely as these seldom reached the same damage output as the circle attack. There's also a super move that needs to be charged up passively that deals ridiculous amounts of damage. One use of the super move kills most enemies instantly and shaves off a great chunk of health off most bosses. The only downside is that it takes a really long time for it to charge. This becomes a problem during boss fights as it's seemingly expected that you're gonna use it at least once during the fight, due to the massive HP pools that they are given. This means that boss fights turn into a waiting game where you shave off what little HP you can while trying to stay alive until you can use your super.

So, I'm obviously not too happy with the combat, but what about the rest of the game? I'll start off with what I liked, and that would be the music and aesthetics. It has the general weird and quirky Earthbound feel, and I'm all for it. However, one quirk from Earthbound which shouldn't have been brought over is the limited inventory. It kind of worked in Earthbound without too much of a hassle, but it's just absurd here. I never bought anything in shops because I knew that I'd just have to throw whatever I bought away later to make room for something more important.

What about the story? I wish I could tell you about it, but it was such a mess that most of it slipped my mind. There's something something conspiracy, something something evil gang, something something solving the mystery, but I couldn't tell you more than that. All in all, it didn't strike a cord with me.

This was one of my most anticipated releases of 2023, and I'm sad to say that I almost quit on it halfway through out of frustration and lack of engagement. There's so much potential and charm here, but a lot of it falls flat on its ass.

delightful earthbound-like with combat that's also mario&luigi mashed up with warioware microgames, and way more pokemon references than you'd even guess

the combat balance is... completely wacky to be honest, the offensive skills seem just completely worse than hitting Fight every turn and racking up combo bonus damage.

the story and writing are fun, but not much more than that. i wish it went a bit more deeper on character development and depth especially in regards to their relationships to you/the protag.

still makes for a great time though! full of secrets too if you're into that stuff. wanted a bit more out of it but still happy with what it was.

This is such a cool game. I wish it was good.

Like, there are so many banger moments and I love the surreal vibe, but the archaic inventory management, scattershot storyline, and Super Paper Mario tier level design holds it back significantly.

Still, the surreal nature, endearing main cast, and the absolutely bonkers battle system keep this game in the green for me.

A labor of love, for better and for worse.

Really wanted to enjoy this. I have a lot of fondness for any indie product, particularly one as ambitious as this. The gameplay is incredibly elaborate, with WarioWare style minigames personalized for hundreds of enemy types. Charming character design. Extreme detail put into all sorts of chance dialogue and encounters. Beautiful pixel art, fun music. A visual spectacle.

But the story... leaves me cold. Protagonist arrives in a new city, gets a miserable job, and follows the pathway flags of the plot. The character goals, the wider stakes, the motivations of the characters... it just kind of blends together into following directions. I have always adored stories where one hapless protagonist is dragged into an increasingly stressful and absurd series of circumstances against their will. But the silent nature of the protagonist means they don't get to really react to the world around them. Undertale works a lot because of how much the cast kind of projects onto Frisk. Characters in Knuckle Sandwich kinda go "damn, that was crazy. Don't really know your deal btw, let's get drinks when you're free." That in itself would be compelling, but the characters never get that chance to get drinks and let personalities shine. Events occur, in an order, without much heart in them. The dev team clearly cared about what they were making- all the effort and craft demonstrates that love for this genre and game! But its hard to feel the foundational beating heart in the story to propel the narrative. Characters follow the plot checkpoints when their personalities should be driving the plot forward on its own.

It sucks because I really do enjoy the gameplay but when I've committed nine hours, am only half way through, and I still don't care about the characters, I'm just sort of... done. I couldn't invest myself in someone's silly little world and its hard to tell if they failed me or I failed them.

The charm and creativity is also its biggest setback. The story is just...really bland and uninteresting. But I see immense potential here, just maybe not as an RPG.

Knuckle Sandwhich is a JRPG developed by Andrew Brophy and the game is his own attempt at a love letter for video games. It stars a silent protagonist, moving to Bright City to find a job, only to have Weird Shit constantly happen. You also commit a murder. Fun. What adventures await our Protagonist as he solves the mysteries of Bright City?

Combat was fun and was the standout part of the game for me. KS uses a take on Paper Mario’s Action Command battle system, and this one uses Wario Ware inspired microgames to determine if you’re successful or not on Attack or Defense. Usually these games last anywhere from 3-8 seconds, which gives a lot of room for battles to get to a point where they can drag, and it has for some players. But for me and my playthrough I didn’t really have that problem, even with the bosses most fights ended pretty quickly (thanks, Goblins!), and some cases TOO quickly (thanks, Gobilins!).

I’ve also seen complaints about the minigames getting to repetitive, but for the most part the "repetition" didn't really hit me. There’s a decent variety of mini games from the attacking enemies, and most of them were as enjoyable as playing a Microgame in Warioware complete with the difficulty of the Minigame going up when you succeed at one, so it kept the challenge fresh and engagement fun. There was a fatigue towards the end of the game, namely from the fact there's not a lot of variety in your own party's attacks and bosses and enemies attacks start to repeat, but luckily the game was in the final stages so it wasn't too hard for me to finish up.

On to the plot which is...fun? I’m not sure how to describe it. The game starts off running, combining a decent sense of mystery, supernatural and quirky comedy all assisted by an assortment of charismatic characters throughout, that kept me entertained and wanting to see what came next throughout the middle parts. And while it kept me entertained, the onslaught of new faces and details each chapter, while only hinting at answers started making the plot drag a bit, only for everything to be explained with a dump of information and twists in the last hour.

Though this is still saved by the fact that Bright City is just kind of a vibe. While there’s not a TON of secrets that’ll keep you busy for hours, there’s a fair bit of world here to explore and interact with that just feels comfy. I do wis there was more to do and see, more lines for the NPCs or even more secrets to find to flesh out the world, but whats here is enjoyable, and I’m sure there’s plenty of people who will get more out of it than I did.

This game is a bit of puzzling one to talk about. I think it’s a standout game, but I don’t think it’s a great game. Brophy's talent is apparent as it's sper easy to get drawn into the combat and world here I do get and even empathize with a lot of disappointment in this game, but I found the overall GBA cadence of the storytelling and gameplay to be comforting and enjoyable.

i think i like this game
incredible start, great core loop( sorta? ), good tunes, fun mini sections and bosses, but the last third dragged and failed to live up to expectations.

kept going in weird new directions different than what it was going for up to that point which got tiring and unfun. when i realized i only paid $7 by backing early on kickstarter it bumped it up to a mid review but for a while i kinda hated it !!

i might go back one day just to confirm my suspicions but the age old adage, "if the game's not fun, why bother?" is having me uninstall.

knuckle sandwich is an obvious labor of love with pleasant spritework/visuals and a great ost. that's all the praise i've got for it though. the worst thing that can happen as a "quirky earthbound-inspired rpg" developer is for a quirky earthbound-inspired rpg enjoyer to play your game.

on paper the idea of playing warioware-like minigames to spice up the monotony of rpg combat sounds awesome. in practice, it makes for even MORE tedium. get ready to play the same space shooter minigame multiple times even only in the first 3 hours. but i could stand a lack of variety if basic battles weren't unnecessarily drawn out because of this mechanic.

and i could also stand mediocre battles and gameplay if the writing carried its weight, but it doesn't. an interesting conceit is instantly tossed out for chaotic plot point after plot point, introducing seemingly unrelated characters and ideas that don't stick around long enough for you to develop any sort of attachment to. i fully admit that because i have not finished, this could change. but based on other reviews who share my sentiments even a quarter of the way through the game, i'm not optimistic it will.

simply put, i don't find it funny or charming on a base level, regardless of the overarching plot. it doesn't feel sincere; this feels like an rpg written and designed by someone who doesn't like or play rpgs. sweeping in with the promise of delivering your audience from the notorious tedium of jrpgs... but having padded battle times, mechanics that inspire even MORE tedium than your average rpgmaker grind game, a mind-bogglingly small inventory system (even smaller than earthbound's--that's crazy) requiring constant management, overcrowded dungeons that imply exploration will be rewarded (but it won't!), every kind of annoying dungeon puzzle you can think of... well, i don't know. feels like at some point you tapped out and were just going down a checklist.

One of the most surreal RPG games I have ever played, it's like a mixture of the traditional RPG gameplay like the Mario & Luigi series and the Wario Ware series with the micro style minigames.
Having both of those games being mixed together and being served as a burger, make's it so good that you can't just stop eating it!

this game makes me feel like an australian

#5 of 2023

Absolutely delightful. A holistic vision of a familiar and psychedelic world. I felt immense amounts of intent and love poured into Knuckle Sandwich, and cackled at the way it revealed itself. Even the flaws are interesting!

Also, Dolus is my boyfriend.

The goblins were my favorite part, also how gay it was

Es un juego que tiene muchísimas buenas intenciones, que se ve quiere dar homenaje y mostrar amor por sus muy claras influencias, pero por problemas como su dirección casi que completamente perdida, mecánicas de rpg sin un solo pensamiento de balanceo (cosas como que la mayoría de los stats no cambian absolutamente nada el daño que haces o recibes en los combates, está tan mal que el juego directamente te da la opción de saltarte casi todos los combates) y una historia con unos personajes que el juego quiere que le importen al jugador pero que nunca lo logra pues hace que cueste bastante de recomendar.


Warioware x Earthbound sign me up

Knuckle Sandwich was an exceptionally fun and easy game to run through. Despite the intriguing premise being dropped in favor of a scattered mystery plot contrived to send you around the game’s main island, I really enjoyed the individual chapters thanks in large part to the superb cast of characters Brophy cultivated as well as the exhilarating soundtrack and boss fights scattered throughout. Despite concerns with battles and their minigames growing stale, I found myself engaged with each and every encounter and was very satisfied in the end with my experience. I highly recommend you give this game a shot.

I'm really happy to say that knuckle sandwich was not a casualty of its decade long development cycle. The amount of time spent on this game shows in the density of novelty, one-off mechanics, visual gags and high effort set pieces, especially in the combat encounters, comparable to that of deltarune chapter 2, a game made by a man with infinite money.

Those combat encounters are, in many ways, the highlight of the entire experience. Between the unique mini games given to almost every enemy and definitely every boss, the psychedelic procedural backgrounds that accommodate them, and the regular breaks from format to make a single joke, knuckle sandwich is a breezy experience that rarely overstays its welcome even if you feel as conflicted about other parts of it as I do (more later). I did find the game's maths to be confusing and kind of unpolished, with numerous skills shockingly under tuned, others over tuned, and a really inconsistent approach two enemies health and defence stats that make it very difficult to tell if you're actually doing decent damage for any particular encounter.

I'd like to give particular praise to the game's OST, created by a bunch of independent artists who aren't necessarily in games, and God does it show! Swagger and personality oozes out of every track and manages to make even some of the least interesting locations shine through sound. Special props to the standard battle tracks "Handsome Humans" and "Fearsome Freaks" as well as "Nothing Sweeter" and "Brightfang Lash".

In broad spoiler free terms, the story and writing writ large is the biggest letdown of the game. Knuckle sandwich has whimsy, much like many indie RPGs of its lineage, but it doesn't have much in the way of emotion. Your party characters barely allow you to endear yourself to them by letting you know basically anything about them (the most i ever got was one character being a former athlete who struggles with chronic health issues, said once in optional dialogue). All characters in general could serve to be A bit more intense and punchy than they are? For the simpler archetypes to land. The strong thematic basis of "being a young person working sucks" doesn't last, and with the story being almost entirely driven by a very simple plot, knuckle sandwich is left feeling like it's about nothing but very, VERY gentle satire for most of its runtime. That's about all I can say without delving into plot details.

Ultimately, knuckle sandwich is a very light and breezy time, at a crisp 10-15 hours, full of novelty and virtuosic presentation, but struggles to be a story worth the grandiosity of the JRPG format. In other words, it's a really good Mario and Luigi game.