A surprisingly breezy install with a bunch of fun customizable features to change up and tweak every playthrough. You can start with any items you want, decide which of the 20 or so categories of chests and quests contain progression items, and choose from a plethora of fun skins complete with full color customization if you download the recommended model pack. It even comes with a fair amount of QoL improvements you can turn on or off: skipping cutscenes and text boxes, adding a swift sail, adding shortcut warps, adding hints, and even inverting camera controls, thank goodness.
Going all settings swordless is especially "fun" as it forces you to think about your current items and surroundings in a brand new way. Want to clear a lookout platform but don't have any damage items? Use pots to knock the bokoblins off! Don't have a bow to kill wizrobes? Roll around and use your hookshot! The variety of quests and challenges offered by the game can test both your on-the-fly planning...as well as your patience, as some of these quests can really take a while, man. Watering the trees, collecting the blue jelly, and doing the entire merchant trade quest all for one item each can be a lot to ask for, and don't even get me started on the rng bs that is the battlesquid minigame (though again, you can just turn all that off if you don't want to lose your mind).
Overall, it's a pretty fun new way to experience the title and I'd definitely recommend it to any fans of the game itching to spice up their replays.
Alright it’s been like 3 hours and I believe I’ve explored most of the map and gotten around one and a half…lines? of collectibles. Still don’t know if there’s an actual “end” to the game but I think my eyes and brain have definitely reached their end so I’ll just call it quits here for now.
Concept, atmosphere, and eye-burning aesthetic are all top-notch. The idea of a game so cryptic and obtuse that only dedicated weirdos would figure out how to even play the dang thing is really funny to me and I think the game nailing its whole enigmatic, creepypasta-esque atmosphere really makes it work in the end. The vibrantly blood-red visuals combined with the sparse, inscrutable text plant a seed of mystery that propels your investigation of the game’s mechanics as well as a seed of foreboding that there may be something deeper, something more to it that you just haven’t figured out yet. There’s actually an interesting degree of environmental storytelling here, or at least the obtuse suggestion of it. Broken plates, flowers, chairs, birdmen, killer rectangles. It all seems to have some kind of intentional thematic meaning just out of reach, like it’s the long lost copy of a forgotten foreign import game that’s been so glitched out that no one knows what it was originally about anymore. It’s a neat effect!
The sense of discovery is I think the game’s strongest point. Figuring out a basic control or mechanic after some testing and theorizing is quite delightful and eventually utilizing a combination of mechanics to break the game in order to progress is even more satisfying. Though if there’s one particular criticism for me, I’d say that once you’ve collected a few of the major collectibles and have mastered glitching out the game to explore the map there’s actually not that much more gameplay to be found other than figuring out where you haven’t been in your mental map (or real map if you’ve been bothering to draw one the whole time). And it’s not like there's an actual story to keep you going or any bosses to beat or any real power ups to look forward to. Really the only thing that kept me going after figuring out the controls and mechanics was, again, the mysterious environmental storytelling and atmosphere, which was admittedly pretty cool but only goes so far.
Overall though, neat little game! I feel like with a game like this, a lot of people will probably start it up, be scared and confused for a good ten minutes and then just quit out of perplexion and frustration. But if you can, spend a little more time with it! It’s a pretty unique and experimental experience that I haven’t really seen another game try out before. Good stuff!
Can't rate this, it'd be like rating someone's diary. It's one of those very intimate and specific experiences that'll probably deeply resonate with just a few people. It's only a five minute read though, and I can say it definitely made me feel some weird emotions I probably have to unpack.
Funny, kinky, cute. A tad short, though. Wish there was a bit more
This review contains spoilers
look, I know backrooms is cool and all but not every spooky house has to literally be the goddamn house of leaves guys, c'mon.
Video games are art because I wrote a 7,000 page essay on Bubble Bobble
Some neat ideas. Does some cool things with perspective near the end. Controls were a bit stiff though and the story didn't really grab me. Also, while the puzzles were kinda clever, the heavy use of reset really slowed the game down and just became annoying after a while.
Yo this game fucks so hard.
Not much to it but it's still a damn good time.
Kato is Cute! CUTE!
...still just an idle game, though
Really dig the aesthetic. Kinda wish it wasn't a roguelike, though. Like, why do I have to solve the same mysteries over and over again, I already know the answer. Not everything has to be a roguelike, y'know.
Also, as someone that's read a lot of Junji Ito, I couldn't help but think "Man, Junji Ito did this part way better" throughout the whole thing, but I understand that's more of a me problem.
Yo, so the hidden stuff in this game's actually pretty neat! It's been a year since I last played this back in early access and just when I was starting to get bored of the game loop again, the game out of nowhere managed to surprise me with all kinds of fun secrets and interesting unlocks. The amount of content in this game now is actually pretty respectable and the developer isn't afraid at all to hide a lot of it away via obscure mechanisms, which is something I gotta respect. Also, when did they add so many bangers to the soundtrack?