Fairweather
2023
2017
2020
this is the SHIT, man
rogue-like etc wait till you unlock this/that NAH; you can absolutely pop off in this game, right from the jump
phenomenal account of movement, weapon feel, and enemy/level design that absolutely slaps.
there is a proper skill ceiling in this thing i can't wait to see how freaky it gets
jetback is busted and kinda betrays a lot of movement and level design challenges
i hope more folks discover Robo Quest. RyseUp you made a banger if you're reading this i love you
rogue-like etc wait till you unlock this/that NAH; you can absolutely pop off in this game, right from the jump
phenomenal account of movement, weapon feel, and enemy/level design that absolutely slaps.
there is a proper skill ceiling in this thing i can't wait to see how freaky it gets
jetback is busted and kinda betrays a lot of movement and level design challenges
i hope more folks discover Robo Quest. RyseUp you made a banger if you're reading this i love you
2023
2023
very cool hacky game that feels that nails 1 player Overcooked-like experience
but where Overcooked creates tension by punishing badly cooked food, DROP allows you to serve burnt steaks all day.
sadly that means you can dirty hack through pretty much the entire game without any incentive to be stealthy. brute forced my way through this thing once i got a feel for it
far (FAR) too long and suffers greatly from pacing issues, with a few wild difficulty spikes thrown into the mix
chunky emails between missions supposedly deliver a cool scenario but, it's all way too bloated
which is a shame bc there's genuinely awesome gameplay in here, and i think there's a version of this is which is way shorter/ tighter, and all the more thrilling for it
still finished it bc it made my brain go brrr in a way i couldn't let go, despite all of the above. it really does nail 'hacking' on a pad.
but where Overcooked creates tension by punishing badly cooked food, DROP allows you to serve burnt steaks all day.
sadly that means you can dirty hack through pretty much the entire game without any incentive to be stealthy. brute forced my way through this thing once i got a feel for it
far (FAR) too long and suffers greatly from pacing issues, with a few wild difficulty spikes thrown into the mix
chunky emails between missions supposedly deliver a cool scenario but, it's all way too bloated
which is a shame bc there's genuinely awesome gameplay in here, and i think there's a version of this is which is way shorter/ tighter, and all the more thrilling for it
still finished it bc it made my brain go brrr in a way i couldn't let go, despite all of the above. it really does nail 'hacking' on a pad.
2023
was dreamin' of gnorp strategies until i finished the game
still dreamin' of gnorp strategies after finishing the game
only you will know if an idler with build/progression and literal showers of currency is good for your brain
absolutely obsessed until it was completed, and even then, hitting 'S' sees the game become your desktop background, which is lovely and means it's still on long after 'completion'
really cool to run on an ultrawide monitor
some perks and abilities are neat in principle but aren't quite balanced enough to be worthwhile
bravo; braw wee background game
still dreamin' of gnorp strategies after finishing the game
only you will know if an idler with build/progression and literal showers of currency is good for your brain
absolutely obsessed until it was completed, and even then, hitting 'S' sees the game become your desktop background, which is lovely and means it's still on long after 'completion'
really cool to run on an ultrawide monitor
some perks and abilities are neat in principle but aren't quite balanced enough to be worthwhile
bravo; braw wee background game
2023
no HUD, dialogue, chatter to parse... it's just CLEAN
the way the soundtrack acknowledges your progress is so subtle you might miss it nurturing you along the way
find me better videogame doors (spoilers - https://streamable.com/q5ap2y)
adore short games but i wasn't ready to leave the Cocoon universe, i think i wanted just one more layer to explore/combine
beautiful, elegant videogame
the way the soundtrack acknowledges your progress is so subtle you might miss it nurturing you along the way
find me better videogame doors (spoilers - https://streamable.com/q5ap2y)
adore short games but i wasn't ready to leave the Cocoon universe, i think i wanted just one more layer to explore/combine
beautiful, elegant videogame
2017
2023
looks/sounds very cool
super tight movement with fun mashy juggle combos
flew through the levels like i already knew them and i mean that in the best way possible
last boss was a fun challenge
couple wee gripes
- having to equip double jump (back-benching other interesting abilities in the process), and generally wishing Kai could just cut loose with more kit at a given moment.
- feeling like the grappling hook wasn't fully explored
off to fly through it all over again
super tight movement with fun mashy juggle combos
flew through the levels like i already knew them and i mean that in the best way possible
last boss was a fun challenge
couple wee gripes
- having to equip double jump (back-benching other interesting abilities in the process), and generally wishing Kai could just cut loose with more kit at a given moment.
- feeling like the grappling hook wasn't fully explored
off to fly through it all over again
2021
2020
it's trying extremely hard to be very serious and cool and as a result it comes across a bit dad rock with a tedious and nagging story
plays frustratingly difficult (cheap) rather than enjoyably challenging (empowering)
strange puzzle flexes seemingly want to cleanse the palate but they just kill the pace and are not fun
play hacker tetris to install your upgrades. nice/thematic touch but i just want to zoom about mate
parkour boss rooms that look quite fun but are wack to play without a double jump
more motivated toward putting the player down rather than having them feel as rad and awesome as the title/box art suggests
plays frustratingly difficult (cheap) rather than enjoyably challenging (empowering)
strange puzzle flexes seemingly want to cleanse the palate but they just kill the pace and are not fun
play hacker tetris to install your upgrades. nice/thematic touch but i just want to zoom about mate
parkour boss rooms that look quite fun but are wack to play without a double jump
more motivated toward putting the player down rather than having them feel as rad and awesome as the title/box art suggests
2023
[VS/Online mode, in progress thoughts]
200 really fun hours figuring out the game and playing some characters online up to the higher ranks
online works well and matchmaking is really speedy (though seemingly it limits the range of matchmaking geographically - lots of repeat opponents in a single session)
training mode & character tutorials are packed with tools and info, and you can play a simplified training mode online with people. excellent.
more accessibility options in a Street Fighter than ever before
character designs are strong and the overall graffiti style of the game mostly works
music is largely Miss save for a few great tracks
fun character creator and player lobby foolery
lots of menus for stats and profile tinkering that feel a little clunky when navigating
gameplay design thoughts, imo:
- enjoyed the Drive system on the whole; having more tools at round start with the new risks in Burnout means there's plenty to think about when things get scrappy. countering a Drive Impact with your own always feels great
- eventually fed up from raw Drive Rush bypassing a lot of the neutral. certain characters exploit this more than others and ultimately define the tier lists
- lowered execution challenge w/ high damage disincentivises risk taking; you probably should Not try the off-piste thing because you will likely lose for it. i think that's a shame
- removal of true meterless reversals does not make for a fun game. let people gamble the round on a low damage reversal
- fast advancing, safe-on-block/cancellable normals do my head in
would love to see:
- some form of penalty/reduction in drive meter recovery when players walk/jump/backdash backwards to charge up the next Drive Rush
- quicker backdash recovery to punish throw attempts (gives throw loops more consideration and buffs characters with bad lvl1 Supers)
- the return of raw DP reversal
- greater distinction between Modern (easier combos with further reduced damage) and Classic (harder combos required for the current high damage)
Street Fighter feels more approachable than ever which i really like. it's a solid vanilla and i'm keen to watch/play it as it develops
200 really fun hours figuring out the game and playing some characters online up to the higher ranks
online works well and matchmaking is really speedy (though seemingly it limits the range of matchmaking geographically - lots of repeat opponents in a single session)
training mode & character tutorials are packed with tools and info, and you can play a simplified training mode online with people. excellent.
more accessibility options in a Street Fighter than ever before
character designs are strong and the overall graffiti style of the game mostly works
music is largely Miss save for a few great tracks
fun character creator and player lobby foolery
lots of menus for stats and profile tinkering that feel a little clunky when navigating
gameplay design thoughts, imo:
- enjoyed the Drive system on the whole; having more tools at round start with the new risks in Burnout means there's plenty to think about when things get scrappy. countering a Drive Impact with your own always feels great
- eventually fed up from raw Drive Rush bypassing a lot of the neutral. certain characters exploit this more than others and ultimately define the tier lists
- lowered execution challenge w/ high damage disincentivises risk taking; you probably should Not try the off-piste thing because you will likely lose for it. i think that's a shame
- removal of true meterless reversals does not make for a fun game. let people gamble the round on a low damage reversal
- fast advancing, safe-on-block/cancellable normals do my head in
would love to see:
- some form of penalty/reduction in drive meter recovery when players walk/jump/backdash backwards to charge up the next Drive Rush
- quicker backdash recovery to punish throw attempts (gives throw loops more consideration and buffs characters with bad lvl1 Supers)
- the return of raw DP reversal
- greater distinction between Modern (easier combos with further reduced damage) and Classic (harder combos required for the current high damage)
Street Fighter feels more approachable than ever which i really like. it's a solid vanilla and i'm keen to watch/play it as it develops
2022
hadn't touched RE4 since the GC launch so i'm 0-2 vs the fella that bursts out the tank on fire
HD Project mod is essential, i cannot overstate how good this game looks with it. i'm still stood here clapping
some of the patter directed at Ada/Ashley was god awful in the 2000's nvm 2023 but, that aside, this is still the fuckin Best, man. this is still the game
HD Project mod is essential, i cannot overstate how good this game looks with it. i'm still stood here clapping
some of the patter directed at Ada/Ashley was god awful in the 2000's nvm 2023 but, that aside, this is still the fuckin Best, man. this is still the game
2012
shit like this https://streamable.com/v69x3b