15 Reviews liked by TheBarrylad


A remarkable feat for being developed over such a short period of time. Entirely retains the flavour and tone of Celeste while weaving in all those trappins of a Nintendo 64 game.

However, I will say Celeste doesn't fully translate with success from 2D to 3D in the same way a Mario does, as some of the platforming in conjunction with the camera becomes too much of a hassle. But also, the fucking thing was made in two weeks and is free.

as a sick and twisted individual who enjoys janky, open-ended 3D platformers infinitely more than tight, immaculately designed 2D platformers, this fuckin' rules. got more dopamine dying over and over in one of the shitty mario sunshine references than i did from the entirety of the real (actually good) celeste. though it's actually pretty impressive it's as functional as it is considering developing 3D platformers is really fucking difficult, let alone making one in just a week. also i can't wait for madeline to be the third canonical trans lesbian in super smash bros

This "game" is the embodiment of corporate hell, its just a shitty choose your own adventure FMV game but with community decisions. But of course it has to have a battle pass, paid cosmetics, and premium currency. It has some of the worst voice acting and animation I've seen in a game, and its writing is horrid. This "game" is nothing more then a cheap cash grab.

Nemesis system is really cool! Can't wait for more games to use this! Any day now...

One of the rare Nintendo games that feels like a bootleg. It's strange to look back at a time when a franchise as codified and controlled as Mario could suddenly have an entry with left-field genre and aesthetic changes. Shame about the controls.

this is like Among Us if Among Us had proximity chat and engaging gameplay

A lame, buggy, and monotonous successor to a once-great franchise that's only really notable or memorable for being the only M-rated game in the series (which is interesting given its connection to Street Fighter) and for being one of the first games I remember where a character says the word "cunt."

Super relaxing and well-crafted game that shoots itself in the foot when you start spending twenty-thirty minutes hunting down the last specks of miniscule dirt you missed beneath a random veranda or the corner of a shed gutter. In those moments, you just want it to be fucking over already and you're racking your brain trying to figure out where the last drops are, and that runs completely against the relaxing and easy-to-play facade this game presents. And unfortunately, this hurts the game way more than it thinks. Satisfaction gives way to madness, and there's a hollow feeling when you spend upwards of an hour plus on a stage and realize you actually aren't getting paid in the real world for your attention to detail and thoroughness. Like, say what you will about escapism, but if I wanted to play a video game that literally feels like a job, then I'd much rather just work, because at least then I'll get paid for the soul-sucking monotony.

It's a solid game insofar as it ticks a lot of the "good game" boxes - good graphics, runs well, plays well, decent story, and so on.

But, my god is it the most transparent and soulless "run from point A in the level to point B, some enemies spawn along the way in artificial feeling battle arenas, fight them, continue to point B, repeat for every level of the game... Realised 6 hours in the game had nothing more to offer, and moved on.

I reached Gnarvana. Taking the core elements of the original Olli Olli titles but improving on the pacing, adding optional objectives, checkpoints and expanding the scale of levels with multiple branching paths - there is a ton to unpack.

The input demand in later levels can get intense, but again, with the optional objectives in play, you can just focus on finishing the level first and coming back later to clean up any other tasks. Still, I found pulling off special tricks to be difficult and more often than not the game would detect a simple trick instead. It may have just been me but this was my biggest frustration overall and I still can't get the knack for it.

One thing I do appreciate is the game slowly rolling out different techniques you can use, but not locking them off till you reach that section - so if you remember things like manuals from the prior games, you can use them from the start.

The Adventure Time aesthetic and lo-fi beat mash-up is a constant delight throughout - even when you bail on a specific grind for the 50th time. If Roll7 want to go full 'Tony Hawk's American Wasteland' next time with this style - I'm all for it.

first playthrough was some magical shit

I don't think the GAME in this game stinks like some people. Sure, it isn't anything special but I think it is certainly serviceable. Plus, SAND TECH! The story itself is where this game shines and how this game tells that story. Play should always reinforce the thesis. It straddled the line of "Commentating the thing by just doing the thing" and "Contextualizing the thing while you are doing the thing to differentiate the thing".