85 Reviews liked by NotSolidSnake


The definitive way to play the original Metroid.

So much fun with friends! A very active modding community with some great "quality of life" mods while the dev is actively updating/fixing bugs.

Genuinely frightening at times and a difficulty that scales with experience and skill. The monsters are all unique and fun to discover. I've played this with friends that love horror games and friends that hate horror games and they all had a great time!

One of the only online multiplayer games that I've played consistently since its release.

Insanely fun game with friends with a gameplay loop that doesnt ever really get old.

Being a Round 1 wagie was so worth it to play this game for free. Bad voice acting be damned this game was actually pretty fun

I'm probably in the vast minority of people who connected to this game more than Baldur's Gate. It's basically a boss rush: you go from set piece to set piece and then the game ends. And I kind of love it?

the earliest public alpha build has some of the funniest physics based movement i've seen in a video game. i remember using the recoil force of a gun to launch myself into space at 12fps and thinking that this is the future of gaming

A reminder in researching before committing to Early Access.

going out of my way to give these devs shit because they ripped off so many people before "early access survival game" was a popular rip-off scheme. in my eyes, they were the first to do it!

Most impressive garbage fire I've ever played!

fight to the top with your favourite man made monstrosities

Gameplay: More or less the same as any of the early GBA games, and that isn't a bad thing though because it takes that gameplay and everything that was so special about the original release and it makes it the best that it CAN be. From the first time I played Pokémon Infinite Fusion, I was hooked. The ability to fuse any two Pokémon together and create entirely new mon's is insanely in depth, and not just a generated mix like the old browser generators did, these fusions are entirely sourced by fans and some of the artwork is impressive. Since every Pokemon imaginable can be fused with any others including itself, every single fusion combination feels like you are the first person to ever discover it. The battles with these unique hybrids are challenging and balanced for the most part as well. Updated gyms, new moves, the gameplay innovation is commendable and it shows that a lot of die-hard fans worked on this.

Graphics/Visuals: It just looks like Pokemon of course. Seeing all of the new pixel art of each fusion though nice though. The attention to detail in each one is impressive, but it is all done by artists for fun.

Story/Narrative: While not a narrative masterpiece, The Kanto region and Johto postgame content provide a lot of exploration, sidequests, and more. Just about every single npc and trainer have a purpose now and there is a TON added to each random house in the game. It’s not Shakespeare, but it’s the regular Pokémon storytelling with a twist and a lot of added layers.

Audio/Sound: The music and sound effects are serviceable. Its mostly the same things we are used to. They don’t distract from the gameplay, but they don’t stand out either. The music though is great of course, but it mostly just samples music from past games so I cant really say that this game did anything new.

Replayability: Infinite Fusion thrives on replayability. From Nuzlockes, challenge runs, and tons of youtube content to go with it. With over 170 thousand possible fusion combinations, you’ll actually want to actually catch them all and see everything the game has to offer by fusing random ones together. They even implemented wonder trading so that's even more of a reason to keep going.

Innovation: This is where Infinite Fusion is the best. It’s the game Nintendo should’ve made. Not solely the fusion aspect, but the level of detail, mechanics, story/cutscenes, new secrets, and scope is unlike anything Gamefreak has even thought of making. The fan-made effort surpasses novelty; It literally blows my mind constantly. More innovation here than I've seen out of nintendo for the past 10 years.

Content/Extras: Beyond fusion, the game surprises with a full Kanto region, AND Johto region, along with tons of sidequests, secrets, and Legendary Pokémon. The developers have a dedication to updates and quality-of-life features.

Overall Enjoyment: I had a blast with Pokémon Infinite Fusion. It’s a fan-made game of course, but it for sure deserves recognition. If Nintendo ever decides to embrace this level of innovation, the Pokémon games wouldn't be as clowned on as they are now.

Similar Games: For more fan made and other unconventional Pokémon, play titles like Pokémon Uranium and Pokémon Insurgence. They prove that fans can breathe new life into an old and tired franchise.

Note: My mvp for the run was an alakazam fused with a togekiss, calm mind and psychic swept most of the game, but i got a whole new team for johto and a lopunny fused with shedinja swept johto.

Helped out a ton when I took a real-life assembly language programming class in college a few years after playing.

Hey, if you like (or like the idea of) programming and making an efficient program.. Well damn this game is great. I think this game does not work well outside of that niche, but it worked incredibly well for me

I've been a zachtronics fan since I stumbled across spacechem in 2014- since I was 11 years old. I was following each release with extreme excitement, well before they became the king of the engineering niche, well before I could even truly appreciate these games.

It wasn't until 2018 that I even meaningfully played through a whole zachtronics game-by finishing opus magnum. Until then I had played about 4/9 of spacechem, the first few levels of infinfactory, the first row or two of tis100 levels, and maybe I opened shenzhen I/O once or twice. I loved Zachtronics games, but I knew I had not truly gotten into them

Tis100 is the game that I orginally bounced off the hardest

12 year old me wasn't a fan of having to read a manual. I remember looking up a youtube video for a guide on what every instruction did. Even after having done that, i pretty quickly ran into a level that I was simply stuck on. This game wasn't my first exposure to programming, a life passion for developing games took care of that, but it was my first encounter with assembly programming. More importantly, it was my first encounter with what it's like to actually do problem solving as a programmer... too hard for someone who was unknowingly trapped in the unhelpful hell of following along with game dev tutorials

Now let's jump ahead to 2022. Tis100 is the first of the Zachtronics programming games that I actually got into. I was finally determined to start tackling my backlog of Zachtronics games- especially the assembly programming trilogy.

8 years changes your perspective on a game a lot. Somewhere in that time I crossed the arbitrary line where I considered myself a real programmer. Reading documentation is no longer a scary devil... I'd take it any day over watching a YouTube video. I'm also an adult now, that's probably the most important one.

Tis100 was surprise launched, marketed as the assembly programming game that no one asked for. Now, it's one of the few games that exists in one of my favorite genres. I am now the person who asks for assembly programming games. Shenzhen I/O and EXAPUNKS are both in my top 5 games of all time. Tis100 isn't quite as good as those games, but it is still fantastic
It's hard to stop myself from writing a 1 sentence review for any of the games in this "trilogy" -> "Zachtronics programming game: 10/10". That review would undersell the game. I like to think of tis100, shenzhen i/o and exapunks as siblings. Any parent could tell you how different they are, even when it's obvious how much they have in common

In many ways, Tis100 simply suffers from being the oldest child. I want to say tis100 walked, so the next 2 programming games could run- but this would be unfair to tis100. You see, even as the rough first attempt at an assembly programming game, tis100 has a distinct identity. It is without a doubt some people's favorites Zachtronics game

That says a lot given how minimal this game is. You get no music, barely any narrative, no neat little side solitaire, a simple presentation, and a severly lacking UX . These are all things that other games include which make them automatically enjoyable- Tis100 does not believe in free lunch, you have to put in the work

This is the soul of the game. You have to work to do even the simplest things. Every single instruction in this language is designed to be annoying. You must fight this strange architecture every step of the way. Your hopes and dreams will constantly be shattered by the unceasing pain of all your limitations

The Tis100 operating system is truly cursed.
Yet the beautiful part of this game is the process of growing to understand it. Its quirks become natural. Behind all these limitations is a terrifying power...

The obtuse manual is hiding incredible epiphanies. Play this game for long enough, and you'll develop an arsenal of cursed techniques

There's a lot of potential to unlock with the power you are given. There's things you can do in tis100 that i found myself wishing I could do in Shenzhen and exapunks- despite how those games have much more powerful languages. I'm still not sure I've mastered the depths of tis100's darkness.

Tis100 absolutely nails the fantasy of learning to love a strange and obscure architecture. This isn't just a game about solving abstract problems in assembly... this node based enviornment is unlike any other programming i've done, and my journey with it has been incredibly rewarding.

I'm not sure I've spent enough time emphasizing how interesting Tis100's challenges are to me. Something about the abstract way you're manipulating data here simply vibes with me. There are very few games I've "gotten into" the same way I did for tis100, and games are my greatest love.

Even at the point of writing this review, tis100 will still be a game I occasionially revisit. I have plenty of evil bonus levels waiting for me, and of course I can always go back and try to optimize

Cycles optimization is very fun, and it's the metric that naturally interests me the most. Often it's about finding a clever algorithm or approach, rather than just using efficient techniques. It's a little disapointing how often "optimal" means hard-coding things, but that also fits well.

Node and size optimization feel slightly adjacent on the surface, but once you dig into one it becomes distinct. Pursuring these metrics is a great way to embark on the wonderful journey of cursed techniques. I mostly ignored these metrics for a lot my playthrough, but they're more interesting to me now


The best feature of the game is the friend leaderboards. Its what makes this layer of the game shine. It's fun to compare yourself after you finish a level, and it's a great motivation to pursue optimizations.

There are very few video game levels I despise. Sequence Sorter is one of them. The only thing i hate more than sequence sorter is dicey dungeon's witch elimination round.
I dropped the game for a year because of this level. Occasionially throughout 2022, i reattempted this level and just miserably made no progress. It is only now at the end of 2023, that one of these desperate attempts actually crossed the line into solving the level. Between getting stuck on this level and beating it, i played the entire main campaigns of shenzhen i/o and exapunks.

The thing about tis100, is that it has a ceiling for how complex the task can be for solving it to remain fun. Most of the levels in the main campaign are good at this balance. Sequence sorter is so far above it that it makes for a miserable experience, one that to me doesn't play to the strengths of the game.

Of all the zachtronics games where i've gotten to the bonus campaign, tis100's is the one that interests me the least.


Another place where sequence sorter sucks is the node placement. The stacks are just placed in frustrating spots. I'm overall not a fan of the difficulty tis100 creates from its level layouts, i much prefer the approaches of literally every other zachtronics game in this regard. Usually constraints = fun, but these constraints miss the mark.

The stupidest thing in tis100 is the horizontal character limits for each line.
I can't fit the labels i want to use to describe things and it's so frustrating.
Everytime i have to shorten my labels so i can fit a direction which takes more characters (like right), a part of myself screams in agony

Commenting in tis100 is a fool's errand, you simply don't have the space for it. This makes revisiting levels worse, solving in multiple sessions worse, sharing solutions with others worse, and generally makes my experience more annoying.
There's no interesting design constraint here like many of the "annoying" bits of tis100. It's just a UX limitation that is needlessly painful