even for a free game this is fairly bad. tedious, obtuse, ugly, boring, and uninspired. it's like an hour long and i just stopped playing 43 mins in because i couldn't be bothered with having to do one of its puzzles a second time.

feels undercooked compared to its ancestor moon, a game with similarly novel gameplay that was matched by its vast and modular soundtrack, oddball dialogue, toybox world, and experimental, love-filled story.

in chibi-robo's case, that novelty gradually, steadily transforms into mild yet pervasive monotony.

the game feels two, maybe three times longer than it should considering the lack of areas and things to do in them. cutscenes are sluggish, the soundtrack is mostly just two overworld songs you'll become intimately familiar with, and the day/night cycle is frustrating even with the tools you eventually gain to mitigate it... the complaints continue to pile up the longer you play.

the friendly vibes of being a cute little robot hopping around and helping out are demolished by the game's lack of friendliness towards me. i'm stuck climbing up one area in the same way for the 10th time because it's the only method i have to go where i need to. i enter cutscene after cutscene where characters consistently enter 0.2x text speed, a decision i rarely find fitting to the line it's attached to or the character saying it. another review on the site states the game is a 4/5 if you learn a few speedrun tricks and skips to make traversal more technical and speedy, and i believe it.

despite the supposed openness of the world i often felt oddly railroaded in ways i don't remember feeling in moon. areas and items are locked behind ladders i don't have the material to build, so i just need to do other things while i wait for enemies to pop up randomly. quests are locked behind other quests for nebulous reasons. i try to do one thing, and it turns out i need to do one other thing first. again and again.

at one point you need a bone for an important main story quest. if you don't have a bone, or you used it earlier, you must wait a few days for one to spawn in a random room. have fun searching for it.

you also need a bone for a side quest which takes place later on. if you don't have a bone, or you used it earlier, you must wait a few days for one to spawn in a random room. have fun searching for it.

honestly, i don't mean to be that harsh. it's undeniable that walking around as the titular chibi-robo, collecting trash and scrubbing the floors for little hearts is a good time at its simplest. it's just unfortunate that the game is filled with repetitiveness in platforming, dialogue, areas, etc. and i don't know wh-i'm suddenly struck by a washpan falling on my head, knocking me unconscious. that's the 12th time that's happened!

This review contains spoilers

surprisingly nice for most of its runtime...? i wasn't expecting the "plot" here to occur so directly in a specific moment in homestuck's narrative (directly before anyone manages to play sburb/sgrub) and that decision leads to both fun, goofy activities and the occasional well-considered meta-narrative moment. while i at first lamented losing out on the more developed personalities these characters would later become, it's enjoyable to, for instance, see early-dave's ironic facade quickly melt in the face of gay thoughts and olive garden. and giving the main character the powers to just jump around time and space willy-nilly is just plain fun, and exactly the looseness i'd want from an overall unimportant spin-off like this.

unfortunately, i think the weight of this being both a sequel to a mostly unrelated other friend-making homestuck-adjacent visual novel AND a connection to the post-canon homestuck epilogues/homestuck 2 drags it down, as almost every callback (and call-forward) feels either uninteresting or unnecessary (seriously, i do not remember any of the friendsim character names, why does it think i will!). there are moments where it works... dirk's route, up until it hits the epilogue, has a surprisingly strong first half breaking down his controlling and cool attitude before ratcheting it up to 11 by involving the epilogue's adult dirk and dave... but overall, it's hard to find it all worth it, especially since i can't recommend this to any friends who have read the original homestuck without telling them they need to read 18 volumes of generally middling troll friendship stories just to get into this one (... i did like how often they talked about marvus and his armpits though).

some episodes though... they feel rushed. it's particularly noticeable with "problematic" characters like vriska and eridan: the story itself comments self-justifiably on how difficult befriending/rehabilitating such awful people is in around 20-30 mins each, but it doesn't make it any more satisfying than it is to do a rough job at it and call it a day. you connect with vriska on an emotional level over her personal stresses, but she's still an awful person to everyone around her in every other route. you basically give up on eridan but tell him to do his best, and.. you hope that he does! it doesn't help that eridan's feels the most awkwardly written in terms of introducing more lgbt elements to the homestuck universe. i like that the writers are doing this, i really do (trans vriska yay!), but when eridan's route is already as rushed as it is, pausing for him to say a bunch of uncharacteristically progressive things about wearing dresses just baffles my mind, and the followup joke about how he's still troll racist (god i do not want to talk about troll racism) does not help matters.

other times it feels like the writers had a lot to say but just didn't get time to do it. jake's strikes this particular note, and once again, the meta-commentary on how you don't have time to fix him doesn't make it any less uninteresting to just leave him how he is. it's also weird when you have some characters get given up on like that, while others with just as if not MORE complex baggage get a surprisingly in-depth dressing down... dirk's route is literally right after this!

mostly though, i had a... surprisingly good time! john, rose, dave, jade, karkat, kanaya, terezi, aradia, and nepeta were all uncontroversially fun routes in my experience. others, like tavros, roxy, or dirk, feel a bit more serious or had moments i wasn't sure on, but ended up positively for me. that leaves a (not insignificant) minority i thought were a bit dull (gamzee, equius, sollux, jane), underwritten considering the character complexity attempted (eridan, feferi, jake), or vriska (vriska) ((seriously though it's so hard to talk about her considering how her route does her best to frame her sympathetically but then every other route still shows her being an asshole and like yeah i mean that's vriska but like how do you account for this landmine of a character)).

and the epilogue... it's difficult to know what to say. i hate the author insert (i think you're meant to..??), especially because the whole t-pose thing just felt annoying for the whole game, and it just felt like someone realizing they could be hussie while hussie was gone and it's super annoying... BUT.. having a true ending where you can just go "fuck actual homestuck, i'm just going to let these characters chill out in non-canon where they are my friends" is just like.. cool? i like it! it's a nice sentiment!

i'm still not really sure what to rate this. i had it at a 6-7/10 in my mind and was going to set it at a 6, but then i was like, "i gave friendsim a 6, and it's worse than this, but is it as bad as a 5/10? but i can't give this and friendsim the same score.. and this WAS enjoyable..." so all that's running in my mind. who knows what i'll end up on!

... oh and the art is mostly good. there are a few sprites i don't like (roxy, sorry, i just don't understand it. vriska neither) and there are a few i think are great (karkat, nepeta, kanaya, terezi, rose, probably some more...) while the good/bad ends pictures are always amazing. and the humor hit more than i was expecting! i took a ton of steam screenshots of bits that made me give a little laugh. mostly aradia. and olive garden.

a perfectly good entry in the franchise! main characters (old and new) are all entertaining, the mixed "investigation"-style gameplay is fun, and most of its issues (slow pacing, intentionally annoying side characters, constant back-and-forth arguments where your opponent isn't satisfied unless you prove basically everything) are .. present in the older AA games, too! underrated...? overhated...? liked it better than either great ace attorney game, i'll give it that.

visually stunning and contains moments of provoking writing (most obviously placebo's meru/miru/milu storyline as well as much of the casual dialogue between primary characters throughout all routes) but its plot is primarily either unrecoverably plunged deep up its own ass (correctness) or incongruously tropey, trite, and self-irrelevant (matchmaker).

the silver case was a great game hurt by its ending only partially working, requiring a sudden amount of investment in a complex and contradictory cyberpunk plot when the previous chapters worked so well in their subtlety and tight, character-focused script. flower, sun, and rain, meanwhile, lasered in on its combative yet fascinating gameplay and world, only to be hurt by its latter third having to forcibly connect back to the silver case's already overwrought storyline. the 25th ward, meanwhile, feels broken all around, so deeply linked to the silver case that almost everything it does ends up pointless in comparison.

despite its janky controls, failure is never frustrating–it always feels like it's my fault, i'm the one who didn't guide these odd creatures safely onward. also loved the lax timer, which incentivizes efficiency yet doesn't punish preparation, cautiousness, & curiosity.

people will tell you that the worst part of flower, sun, and rain is all the damn walking. the running back and forth, the constant little tasks, the characters who exist just to annoy you.

hell no it isn't. that's the good part. all those stupid characters who just make you do things for them? the huge island you just have to get through by foot? the nonsense puzzles you need to look through a big book to solve?

that's CHARM, buddy.

no, the worst part of flower, sun, and rain is when it tries to connect back to the silver case, a game that only made about 60% sense at any given time but made up for it with an incredibly slick presentation and writing style with an eye to the future in terms of Oh So Many Things. none of it works or provides anything meaningful, and most of it is half of an idea with a big "maybe play the next game to find out more..?" vibe all over the place.

the dialogue here can still be funny, witty, or evoke strong lasting imagery in your mind, but anything regarding the Strict Plot is just really not worth it. look up any explanation of it and you'll see people throw in "apparently" and "somehow" all over the place. and this really isn't a game where you can just say "ignore the plot entirely"-it's there, and the latter third of the game is dedicated to it.. but it is not good.

but that's not why you came to this island, right? it's a vacation, relax a bit.. talk to the people you meet on the way. don't focus so much on what'll happen tomorrow when there's still so much left of today!

i'm not sure what they were thinking with tetra master.

look, a realm reborn and heavensward are just nowhere near as entertaining as stormblood. the dungeon/trial content is really finding its stride, the locations feel more lived in and intriguing than hw's, the story... well, it's certainly a fun time!

i feel like hw aimed so high with its plot and kinda landed disastrously at really crucial moments. stormblood's goals are so much simpler and it thrives in small character details. the patch content is just filled with weird mini-stories i loved to see.

hw left me with this feeling of "well, that was interesting, but they kinda fucked it up"
stb left me with this feeling of "well, that wasn't perfect, but i had fun, and the things it set up are things i'm actually interested in seeing pay off"

so... yeah :)

exists basically so people can make tiermaker tierlists of the characters.

.... uh, anyways, here's mine https://pbs.twimg.com/media/FRDeQA0XIAQDubr?format=jpg&name=orig

god i really wanted to like this. it starts off feeling like an overly confusing roguelike but turns out to be an idle game with constant micromanagement. audiovisually pretty, but the gameplay here is dire. finishing the main game is more of a 6/10, but the post-game looks awful, slow, and mindless–enough for me to lower my score a point just thinking about it. i'd imagine you'd have to edit the game to increase its speed past its own limits to keep your sanity while going for completionism.

not quite the Picross 3D: Round 2 to Katamari Damacy's Picross 3D... but if Picross 3D had a sequel on the DS, which was named, like, "Picross 3D 2," it would be We Love Katamari.

to rephrase: this game is like if Katamari Damacy had a sequel.

which it does!

2017

frustrating. there's a lot of interesting experimentation here, from the weird sports/vn genre combo and extremely vast narrative openness.. but it just doesn't fit together right. long, awkward, and not all that fun, feels like a fumbled deviation away from the tight gameplay systems of Transistor but it at least ended up as a vital stepping stone for the more streamlined-yet-branching narrative design of Hades.

i did like the mustache dog, though.

This review contains spoilers

i meant to review this long ago, i even wrote up a whole document of points to make once i finished it.. but god, this game was so boring and draining to 100% that by the time i did, i just lost all interest.

that being said, these notes have been sitting here for two years now, so i thought.. why not just post them! they basically function as a review of their own.

so, without further ado:

the good:
- the designs (character, level, artwork)
-- levels themselves are particularly really nice and fun to run through. unfortunately, game design means you run through the same small set of levels way too often.
- the concept
-- it is INHERENTLY fun to discover new paths. obviously, this dries up due to the grind described later, but still.

the mediocre
- combat
-- very limited options
-- very limited enemies
--- explosion enemies are particularly annoying
-- ok arkham-like system but is exceptionally easy to just mash
-- the gems give some more choosiness but some seem rather useless, i found a set build and stuck with it
-- same complaint about gems with the weapons, which don’t seem rather useful–near the endgame i basically only used the purple sword to speed up my running outside of combat.
-- both sword and gem upgrades will likely max out by the time you get the true ending, leaving no changes for getting the remaining endings. chests then just give you health and magic items (it could’ve given exp as a reward, but nope..?)
- story in general is ok
-- endings range from bad to alright
-- both companion characters switch characterization based on which route you’re on
-- both companion characters have interesting moments and fun characterization at times, which is largely route-dependent and inconsistent.
-- added lore hidden in readable, hidden objects throughout game with terrible ui and small text. couldn’t be bothered.
-- “true” ending leaves many questions unanswered and sidelines one of the companion characters at the end.
--- as well, “true” ending seems like something that could’ve just happened in one of the normal endings but it just happens to work for no reason.
- music is like, whatever.

the bad:
- whole game has a tone problem where i can’t figure out how serious anything is, which starts at the beginning of the game when a child character is killed and it seems to not matter at all.
-- many serious moments taken with a jovial tone. many other serious moments taken.. extremely serious.
- repetitive storylines for many paths, near identical until the last minute of story before you complete a route.
- the leveling system, amount of exp to get all skills is absolutely immense
-- effectively impossible to get all skills even if you do literally all endings (25 playthroughs). you have to do more grinding on top, while enemies and levels stay equally difficult (aka trivial).
-- also, the skill system in general–most of them are meaningless and minor, while others trivialize combat
-- also, even if you get all skills, the game still lets you level for no benefit.
- the path system in general
-- no way to skip half of the cutscenes in the game
-- no way to see which choices have been entirely completed, meaning you either need to look up a guide or meticulously catalog later choices for completionism
-- many choices don’t make any sense for the protagonist to choose or even consider.
-- choice-based deaths reset you to the beginning of a level. these choice-based deaths are then no labeled as deadly later, in case you manage to forget.
-- other than the true ending, learning truths has no effect on any routes. it only adds extra options that cause death, or adds added dialogue that the main character then ignores so you can still get the old route’s ending.
--- many of the route endings seem like they should unlock multiple truths, but only unlock one. many of the endings seem like they should unlock none of the truths, but unlock one anyways.
-- getting all endings does nothing. not even a bit of fanfare.
- dialogue is filled with really bad reference humor.
- game has occasional slowdown at the end of battles for no apparent reason. i’m surprised it never crashed. glitches were fairly minor for me on ps4 and never gameruining, though i’ve seen conflicting reports.
- i kinda hate the main character. he’s a dick. and an idiot.

this was kinda interesting! it's a dungeon-crawler where you form a party of four and venture forth–except the whole game is dependent on dice rolls, including your attacks, your enemy's attacks, the amount you heal, your loot, and even the map itself.

honestly, the gameplay feels right at home with a modern roguelike, think "dicey dungeons" or "slice & dice". i also liked the artwork a lot of the time, which had a charming yet generic main cast and a fun background for the battle screen. the game itself seemed overly simple (from what i know, the games in the "superlite" series aren't meant to be complex), so i just played this one for like an hour to see what it was like. my limited japanese understanding was enough for me to figure out what basically everything meant in a short span of time, so as long as you know some hiragana/katakana and some basic kanji you'll be fine.

also, i named all my characters things like "ゲイ・ボーイ♥" which was fun.