Togglesworlh
2014
saw this had achievements so picked it up and saw how long the achievements wouild take so forced it to run at ridiculous speeds to unlock em faster
i GUESS you could call that cheating but i'd call it playing smart
:smug:
anyway this thing is pretty old so i shouldn't really hold that against it but because it's old and simple it's also just not very pretty and i feel like you need pretty for a toy like this
c'est la vie
i GUESS you could call that cheating but i'd call it playing smart
:smug:
anyway this thing is pretty old so i shouldn't really hold that against it but because it's old and simple it's also just not very pretty and i feel like you need pretty for a toy like this
c'est la vie
2014
2004
ha wow man i liked this back in the day
i do not like it now
i sat there going for one of the secrets for the achievement dozens of times and it was just luck i finally got it, half the time the catapult launch would kill me, a quarter of the time i wouldn't even make it to the level exit
and that wasn't even the most frustrating thing, i swear i don't remember the game being as broken as it is in this build, like sliding down tunnels was extremely inconsistent and stuff, i just don't know
and that's not even mentioning he did an update which broke achievements, so i had to go back to the build that allowed it on steam, but the new "definitive edition" also just.. removes features full on, it's a really weird situation
anyway, this game is bad, but that's all right, edmund's still making other great games
i do not like it now
i sat there going for one of the secrets for the achievement dozens of times and it was just luck i finally got it, half the time the catapult launch would kill me, a quarter of the time i wouldn't even make it to the level exit
and that wasn't even the most frustrating thing, i swear i don't remember the game being as broken as it is in this build, like sliding down tunnels was extremely inconsistent and stuff, i just don't know
and that's not even mentioning he did an update which broke achievements, so i had to go back to the build that allowed it on steam, but the new "definitive edition" also just.. removes features full on, it's a really weird situation
anyway, this game is bad, but that's all right, edmund's still making other great games
2020
fairly middling idle game, also after you die the first time it stops being an idle game and you're just doing the same quick prestige loop over and over and over until you die again and do that a few times nonstop until you're done
and then it lets you die again after getting the "you won!" achievement but it seems like there's nothing else
basically cookie clicker but without the minigames and over way faster
and then it lets you die again after getting the "you won!" achievement but it seems like there's nothing else
basically cookie clicker but without the minigames and over way faster
i was lied to
this game wasn't about a pop band touring the recently liberated world
big marks against it for that tbh, lost opportunity, and what it actually did was... fine but you know
give me what i was promised, cowards
lots of systems in this game that mostly feel superfluous (the creature capture stuff especially) until the superbosses that require the usual obscene amount of grinding that these games always ask for, and that shit sucks
ps fuck atb
the last mission standalone thing was just a bad roguelike and the most i have to say about it is that while looking up info on it i stumbled on a guide where a guy went on a rant about how the girls spend a lot of time "bickering about nothing" but they literally only had one fight and it lasted thirty seconds
that said it was still a bad story, just... completely pointless and offered nothing new
this game wasn't about a pop band touring the recently liberated world
big marks against it for that tbh, lost opportunity, and what it actually did was... fine but you know
give me what i was promised, cowards
lots of systems in this game that mostly feel superfluous (the creature capture stuff especially) until the superbosses that require the usual obscene amount of grinding that these games always ask for, and that shit sucks
ps fuck atb
the last mission standalone thing was just a bad roguelike and the most i have to say about it is that while looking up info on it i stumbled on a guide where a guy went on a rant about how the girls spend a lot of time "bickering about nothing" but they literally only had one fight and it lasted thirty seconds
that said it was still a bad story, just... completely pointless and offered nothing new
i thought when i started this it would be a regular ol hidden object game cause of steam's sometimes wack categories
turns out, as the title implies, it's a maze game with collectibles sprinkled throughout
honestly i think it's good but i maybe just wasn't in the mood for it cause it never really clicked
at least it was short ish!
turns out, as the title implies, it's a maze game with collectibles sprinkled throughout
honestly i think it's good but i maybe just wasn't in the mood for it cause it never really clicked
at least it was short ish!
2020
i do not like the change to have the levels populated by countless cats i liked it better when i was trying to find a small number of cats sparsely located in a bigger level
trying to find that last sleeping cat in a crowd of dozens was... way less fun
the other changes i am fine with, controls (kind of a side-grade really...), graphics, whatever, these things change, but bleh
first game was best by far!
trying to find that last sleeping cat in a crowd of dozens was... way less fun
the other changes i am fine with, controls (kind of a side-grade really...), graphics, whatever, these things change, but bleh
first game was best by far!
2017
2018
dig the style, but frustrated by the slowness of the ux, like how slow my cursor moves, how slow it is to open up the notebook and sift through everything, and basically everything
i think the coating of molasses on the ux kind of works against the game design of digging through all the evidence and trying to find exactly the right thing to say
eventually i got so frustrated by that (and, admittedly, my own stupidity, which just amplified the issue) and used a walkthrough
i don't mind feeling stupid but i don't like when i feel punished for being stupid, and unfortunately the aforementioned slowness gave me that feeling, despite the text of the game never admonishing me
i think the coating of molasses on the ux kind of works against the game design of digging through all the evidence and trying to find exactly the right thing to say
eventually i got so frustrated by that (and, admittedly, my own stupidity, which just amplified the issue) and used a walkthrough
i don't mind feeling stupid but i don't like when i feel punished for being stupid, and unfortunately the aforementioned slowness gave me that feeling, despite the text of the game never admonishing me
2018
2018
This review contains spoilers
cute lil click em up with some elements of dragon's lair (both aesthetically and mechanically, tho never as difficult)
i was disappointed at first when it started bringing in REAL WORLD shit, cause i just wanted a fun lil fantasy romp about a princess, but i was pleasantly surprised by the happy ending, and the sketches during the credits drawing analogues to the dad raising the kid was an extra nice touch
very good!
i was disappointed at first when it started bringing in REAL WORLD shit, cause i just wanted a fun lil fantasy romp about a princess, but i was pleasantly surprised by the happy ending, and the sketches during the credits drawing analogues to the dad raising the kid was an extra nice touch
very good!
2018
2017
2013
how to make a game feel like a metroidvania without actually having any of the defining characteristics of a metroidvania
a masterclass in platformer puzzle level design that provides a single giant completely interconnected world filled with a wide variety of puzzles that all stem from a small, unchanging set of mechanics
shame this dev doesn't exist anymore ):
a masterclass in platformer puzzle level design that provides a single giant completely interconnected world filled with a wide variety of puzzles that all stem from a small, unchanging set of mechanics
shame this dev doesn't exist anymore ):