The fact that the competitive scene for this game involves the copious exploitation of janky, unintended mechanics to the point where high-level gameplay is almost physically impossible to perform for the casual player is the most hilarious thing. Like, I can't believe people just treat it as normal and not literally the funniest thing that could have happened to what was supposed to be an accessible fighting game.

Graphics were so convincing I honestly thought I was looking at real footage when the game started up. Such an incredibly effective use of the VHS recording postprocessing effect that other, lesser indie horror games just kinda tack on in a sort of in-your-face fashion. Besides the eerily realistic visuals, the sound design is also the main focus of the experience, as the game's way to suggest more than to show.

Neat little 5 minute game. Would love to see the developer make a larger game using ideas from this in the future.

Pros
- Engineering is fun
- Music is great
- Everyone is hot

Cons
- The Depths feel unfinished
- Too much grindy bullshit
- Arrow fusion and Sage abilities are a bitch to use

I still think this game has one of the best executions of the "survival game where you have to make tough moral decisions" idea. As niche and frustrating as the mechanics are, the overwhelming feeling of stress and oppression they force unto the player meshes perfectly with the overarching narrative themes of determination in the face of hopelessness and survival at all costs. The strict but carefully tuned difficulty turns every decision into a contemplative weighing between morals and practicality. Its unrelenting harshness and trial-and-error nature culminates into a brilliant narrative trick at the end that screams ludonarrative in a way that's frankly ahead of its time.

While the highlight of the game is definitely chapter 4, the climactic title drop scene straight from its original Ludum Dare prototype, I found its other sci-fi thriller scenarios equally as interesting, except for that damn desert stage. Honestly while the desert stage had some cool ideas, the sheer amount of rng BS it also had made it probably the most unfun experience I've had in a game in a while.

The game's definitely not for everyone. I feel that many will go into it expecting a story-focused point-and-click adventure and be left disappointed by the reality of it being essentially a meter-management simulator. However, for those who can endure its initial difficulty curve and end up inexplicably Stockholm Syndrome-d into finding its mechanics enjoyable, there's actually a pretty compelling narrative to be found here.

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.

An incredibly well-made indie fighting game. Cute characters with fun personalites, an expressive combo system, and seamless GGPO rollback netcode. The development story of how this was originally a MLP fangame, got taken down by Hasbro, and then rose from the rubble to gain its own identity through the hard work of its developers and contributions of the fanbase is honestly inspiring. The game's excellent tutorial also make it a great first fighting game for anyone looking to get into the genre.

My only complaints are the limited roster of 7 characters (so far), the story mode only having one chapter finished, and the small player base. Hopefully the developers keep supporting the game so that it eventually feels more like a complete package because the core of what's there is pretty fun so far.

Actually really impressive how the game manages to perfectly re-contextualize the gameplay mechanics of both prophunt and speedrunning into a thematically consistent and artistically compelling narrative. Also love that it's only like 20 minutes long. Can't afford to waste any more time, after all...

To be honest, it would've been better if it wasn't a roguelike. The story and atmosphere are so strong that if they had manually tailored the combat progression more rather than leave so many elements up to random chance, it would've felt more of like a polished experience which would've better served the cinematic vibe they're going for. Otherwise, some pretty solid sci-fi that, in my opinion, succeeds in making the player asks themselves some pretty interesting philosophical questions, the goal of any good sci-fi really.

As a 3D animated porn it's like a 9/10. As a "game" though, since this is ostensibly a gaming website, I'm basically rating a DVD scene select menu. The animation's top of its class in terms of 3D hentai, especially for 2016, and the voice acting's great. I know literally nothing about Liru as a character, and from what I hear apparently the characterization here has absolutely nothing to do with how she is in Renkin san-kyuu Magical, but nevertheless the voice actress does a great job portraying the genki tomboyishness of...the creator's idealization of the character, I suppose. The few background tracks featured are actually pretty nice and relaxing, beautiful even. I especially like the guitar in the title theme. Also, I think the game has some sort of microphone feature, where you can literally shout the responses instead of clicking on them? I can't even begin to comprehend the level of horny you'd have to be to use that feature, but props to you if you do.

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.

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.

Absolutely livid that Nintendo gave you the baddest character design on god for like 5 minutes at the very end. You telling me I gotta buy a whole ass Hyrule Warriors game just to see my goth queen again? Simply diabolical.

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.

I'm not really sure why I played this

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!