boxing really needs to return to its roots

A marvelous tone piece. The muted, but not quite black-and-white art style complemented by the cold howls of echoey synths reverberating into empty factories and dark woodscapes produce a tense atmosphere of quiet dread throughout the experience only rivaled by the creators' previous game LIMBO. But whereas LIMBO relishes in the shock value of its edginess, INSIDE's edginess feels subtler, and more cohesive towards its themes of control and oppression. Playing INSIDE feels like being trapped in an Edward Hopper painting. Other people may exist right beside you but their sentience is only ever an idea. The city outside the cafe may be vast and its glass may be transparent, but even if the outside is clearly visible, one can never truly escape the feeling of being...inside.

Many porn games have a tendency to separate the porn from the gameplay. Like you fight some monsters or read some dialogue and then after a while sex happens in a cutscene. Super Deepthroat was one of the first sex games to really utilize the interactive nature of the medium...in the actual sex itself.

It's a simple idea: using your mouse to control the customizable girl to have her perform the titular deepthroat. However, the majority of erotic games still to this day have failed to implement this incredibly simple idea of interactivity to their sex scenes. It's a little mind-boggling. Surely there must be demand for porn games that have more than a couple of still CG images? Nevertheless, even with its simplistic 2D flash animation, Super Deepthroat still stands today as the definitive interactive deepthroat simulator, with a fairly large modding scene to boot.

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.

(Content warning: rape)

A hentai gacha game with a dark magical girl theme. Aesthetically and plot-wise it liberally takes a lot of inspiration from Madoka Magica. There's actually two versions of the game, Magicami, the "safe" version which does not have sex scenes, and Magicami DX, the nsfw version which does. This review is for the DX version, since I imagine most people play that one, obviously.

Aesthetically, the game looks pretty dang good, especially for a browser game. The girls are cute and they have a sizeable variety of magical girl outfits to wear, and roll for of course. I actually quite like the monster designs. Since the theme is dark magical girl porn, the monsters accordingly are also sexy demon creatures, some of which have been horrifyingly transformed into pretty disturbing abominations. You can see the spider demon in the cover art here I think, where she has like sexy human legs instead of spider legs, it's frankly disturbing but also kind of rad, not gonna lie.

The characters are pretty cute, and personality wise actually rather likeable, a lot of which I think is owed to the quite decent voice acting. The goal, I think, is to endear you to the characters so that you can be adequately horrified when they, in accordance to the plot, horribly lose and then get tortured and uh, raped, by the monsters. A lot of the sex scenes I'm pretty sure are rape scenes by the way, so if you were looking for something more Jun'ai or vanilla, there's probably better games for you to play. And let me tell you, for better or worse, the voice acting is horrifyingly good during the rape scenes. They, uh, really sell the tortured screaming, I guess. Even the guy main character has some pretty gnarly screams of despair. The performances as a whole are like, genuinely disturbing and don't exactly put me in the mood, personally. I'm not really sure why these are in a porn game? Though I guess if you have a rape kink, that's like, part of it, probably. They're thoughtful enough to put a content warning before the scene happens though, so that's nice.

Gameplay wise it's actually not bad, if you like jrpg combat. The animations are snappy and the dynamic camera angles combined with the clean Persona-esque UI make battles rather nice to look at. The battle music also reminds me of Persona, to be honest. It's nothing too especially interesting though, and you can just auto-battle once you get sufficiently strong enough anyway.

Overall, a pretty decent game if you have a rape fetish, but probably not worth it otherwise.

Haven't played this in like a year but I played it enough back when it was first blowing up (due primarily by Northernlion, which is pretty funny) to get the golden poop hat, which was my main goal, so I feel pretty good about that.

This is basically Dota 2 Autochess / Teamfight Tactics but with the minimalist design ethos of Hearthstone. Like Auto Chess, you roll an inventory of characters every turn to most efficiently stack units together and build a team that synergizes well enough to beat another player's team. And like Hearthstone, there's an emphasis on small numbers, a clean minimal interface, multiple called instances of rng only a computer could comfortably simulate in quick succession, and several small effects that chain together and stack in unexpected, interesting ways.

The brilliance in this particular packaging is the asynchronous multiplayer. Whereas Auto Chess had a limited amount of players in a lobby taking simultaneous timed turns, Super Auto Pets lets players take their time and fight the whole player base whenever it's convenient, perfect for mobile and way less stressful too. Add the colorful emoji graphics and you got a perfectly wholesome looking, but powerfully addicting and surprisingly deep strategy game that's fun for the whole family (I'm aware they recently changed the emoji graphics to their own original style. This is a misstep imo, the emoji graphics were great).

Apparently they're still updating the game, adding new animals and food and game modes so that's cool. The core design is honestly pretty impeccable so I'm happy to see so many people enjoying it so much.

One of the better western erotic indie rpgs I've played, though it seems like hardly anyone's heard of it. I even had to add it to IGDB myself, first time I've done that. This thing was made by one guy over two years and it's obvious he put a lot of love into it, especially regarding the retro aesthetic.

When you boot up the game, it shows a floppy disk being inserted and plays some vintage Amiga boot up sounds. You then hear this heavenly synthwave overture as the title screen steadily flies through space. As a first impression it made me go "Wow! I'm playing a video game someone actually cared about and put effort into!" which is unfortunately more than I can say for most of the shitty porn games I've played.

Most of the pixel art's just okay, but when I got to the sex scenes I was like "yo what that's hilarious," because it's this really fluid 3D Blender animation but put through a shit ton of filters to make it look like some kind of impossibly smooth, vibrantly colored Commodore 64 porn. All the while, this dreamy synth ballad plays and it's like, actually pretty good. Most of the music, even, is surprisingly great and it weirdly bums me out that the guy only released the first of the planned two volumes of the soundtrack.

As a game though, it's honestly a little rough around the edges. The controls are confusing and a little finicky, the interface is unclear and annoying to navigate, and I also experienced a fair amount of minor inventory bugs. The idea of the turn-based combat is kinda cool in that I think it's supposed to encourage you to improvise and use weapons you find around in the environment. But I don't think the combat design's quite there as most of the environmental weapons kind of suck and a lot of the battles just end up being repetitive and annoying with not that much strategy actually happening.

The writing's also not exactly up my alley, tbh. It tries really hard to be funny but a lot of the jokes just don't hit for me. The main character's supposed to be this captain-kirk type guy that all the ladies comedically all fall for, but the quality of writing just isn't enough to make the self-aware cheese that tasty for me. And the space orcs are all doing this Warhammer-esque bri'ish thing that I really wasn't fond of. I was also hoping it'd be more of a space adventure given the short prelude chapter, but no, it all mostly just takes place on a single space station, ah well.

I still think it's pretty neat, though. It's definitely one of the more unique porn games I've seen from a western developer.

It's a monster catching gacha game with pretty decent turn-based combat that actually has some unique mechanics. Unfortunately it has one big issue: the two main gameplay features - monster catching and gacha - literally oppose each other. Why on earth would you ever use a 2 star monster you caught in the field when you could just use the 5 star character you just rolled in the gacha? After you roll a few times there's literally no reason to ever again catch a monster in this monster catching game. This is actually a perfect example of what could have been a pretty ok little phone rpg being absolutely ruined by its gacha mechanics. Shame.

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?

Some of the narrative themes are really interesting in concept, but I don't think the game lands the execution very well. I just don't care enough about the characters to feel that strongly about whatever happens to them.

That being said, the gameplay's really fun, especially if you're into bullet hell stuff. Very fast paced and challenging, but not frustrating enough to make me quit, at least for me. Music's pretty good too, there's a couple of catchy tracks later on that really impressed, me. But I think maybe because I listen to a lot of EDM type stuff I was a little less wowed than other people would be.

Also, it wasn't really a problem for me, but I can very easily imagine someone else not liking all the crazy visual effects that they pile on you for some of the battles. I get that it's rhythm game-esque and you're supposed to "feel" the music, but they do it a bit too often that it starts to get cheesy, imo.

overall: not as good as undertale lmao, but still very good.

A classic in the world of non-japanese porn games and probably still the most polished of the admittedly pretty niche genre of text-based sandbox erotica. The body transformation options are incredibly varied and pretty creative. Leave it to furries to come up with some weird kinks involving animal anatomy you didn't even know you were interested in. Some of the rng elements, though, can be a bit finnicky, requiring some grinding to get the outcome you want. The quality of writing also varies, as it seems to be multiple authors, but they did manage to write a few scenes that worked pretty well for me personally, so hey, I'll call that a success.

Very cool single player mobile card game with a surprising amount of depth and some really fun risk/reward mechanics. The game seems to be heavily inspired by the Thief series, with a similar aesthetic and time period, and familiar thief tools like a variety of arrows, potions, the trusty blackjack, etc. Much more interesting, however, is the way these stealth mechanics are translated into a card game.

The game is played on a 3x3 card grid in which you, the player, must move around your thief card, dealing with obstacles until eventually reaching the end of the deck, pilfering the chest card and making a swift exit. The two main mechanics that provide the majority of interesting interplay are managing your stealth points, which decrease after dispatching enemies and are restored after gathering sneak cards, and dealing with light, which are provided by torches and make sneaking past obstacles much more difficult. This rather simple conflict is made more interesting via a pretty solid variety of enemies, obstacles, and thieving tools at your disposal. The tools are unlocked and upgraded by performing specific tasks, some of which actually do force you to play much more differently than usual, which I always really appreciate especially in card games, where it can be really easy to just meta-deck your way through 90% of the time.

The game has a variety of risk-reward mechanics which allows the player to naturally take a gradient of risky actions for a much larger score. Perhaps my favorite example of this is the path difficulty mechanic. Every so often, certain cards will randomly gain a path difficulty modifier, which will basically multiply the numbers of every subsequent card in the current path, i.e. the current 3x3 card grid. Bigger numbers mean tougher enemies, but it also means larger stealth restoration and more jewels. Managing the multiplier to maximize reward and minimize loss becomes a supremely interesting game of careful forward planning and clever tool use to craft the perfect path through, which can feel genuinely satisfying.

As fun as the game is, there's unfortunately not that much content. There's only like three areas and after completing the second area I honestly felt like I "got" the game. This honestly isn't the worst thing, as the design pretty much feels about as tight and focused as it could be for a game like this.

Overall though, it’s a well-designed, smallish card game perfect for your 10-15 minute breaks when you just want to feel like a smart little thief for a bit. Pretty good!

Pretty solid deck-builder with a quirky Adventure Time-esque art style and a laid-back vibe. If you're familiar with Slay the Spire, it plays very much like that game (though it actually came out a year before, which is neat). I like that the interface is more simplified for mobile devices so that all decisions are either a swipe left or swipe right, feels nice and intuitive. Though I might be calling it a more simplified Slay the Spire-like due to it being on mobile, the game actually manages to retain a lot of the same amount of depth and challenge as other games in the genre which was a pleasant surprise. Pretty good choice if you're looking for a deck-builder on the go.