i'm still not sure if i'm going to play this game again. i'm sure there's probably some true ultimate ending i can get if i bang my head at it for a few more playthroughs, but i loved the ending this game gave me too much to do that i think. it's a good game. the kind of game only the people who made it could've made. it's one of those games where every time it comes up in conversation, the people who have played it before will say "dude, you gotta try it. go in blind. just trust me." and that's a sentiment i will echo here, if you haven't played it i think you should!
in formula, this game is a lot like something like the stanley parable or there is no game. you are being directed by a snarky narrator to do something and given the power to either bark along like a good little dog or be a little shit and do what you want. the premise is simple: there is a princess in the basement of a cabin. if the princess leaves the cabin the world will end and everyone will die. you are here to slay the princess. past this point i'll be spoiling the basic twist of this game.
there are a lot of ways you can act when interfacing with the princess. generally, no matter what you will die. then you are back where you started and you notice what's going on. it's a loop. things are a little different though. in the first encounter, the only voices that spoke were the narrator and the voice of the hero, which could easily be understood as the voice of the character you embody. generally this voice was hesitant to harm any princess, but when it saw the princess behaving strangely became concerned. on the next loop though, you will be joined by a new voice. and holy shit there are so many voices it could be, all depending on how you acted. were you skeptical of everyone and everything? meet the skeptic, here to be accusatory and untrusting of everything around it. did you wait until the princess turned her back to do the deed when nobody looked? well let me introduce you to the opportunist! a smarmy, fence-sitting asshole willing to side with anyone or anything that looks remotely advantageous. do you believe every word the princess says and do anything it takes to save her? well now the voice of a dumb asshole desperate to fuck her lives in your ear. it quickly started to remind me of disco elysium, with these different voices giving me new ideas and dialogue choices. it's a really well done system and i'm impressed they pulled it off so seamlessly. also props to the incredible voice actor who plays all of them as well as the narrator, jonathan sims, who i guess did some kind of magnus chase fan-podcast or something.
you're not the only one who changes each loop though. the princess remembers everything each time too, and the way you chose to treat her changes her. stabbed her in the back? she hides in the corner, baring her fangs. saved her like a damsel in distress? now she lays with a hand to her forehead waiting for the brave knight to come rescue her. you get the idea. it makes for a story you always feel like you're steering even if you can't be sure where it will end up. these loops will end though. as soon as you see the princess leave the cabin. to explain further would give away the grander meta-narrative of the game and i don't want to delve into that, but i promise you it's very interesting.
as much as i enjoyed this game, it did almost lose me a couple of times. it's biggest issue is it can come across as far too cute. the player's relationship with the narrator can veer pretty far into stanley parable territory, and as much as i love this game i would get really frustrated at every argument with the narrator turning into comedy bickering of the same tone. i wanted to immerse myself in this game in a way that felt counter to that. at the end of the day, this content only showed up because i chose the "obstinate video game player" dialogue choices, but i think often the game is worse for including those choices at all, even if they can lead to some pretty interesting places.
the thing that assured me i would love this game were some of the first words on the screen.
"Whatever horrors you may find in these dark spaces, have heart and see them through. There are no premature endings. There are no wrong decisions. There are only fresh perspectives and new beginnings. This is a love story."
it makes an impressive piece of prose and a genuinely useful guide for how to play the game. you don't have to worry about wrong choices or missed opportunities. you will have time to explore and make mistakes without severe consequences. but you don't have forever. in the end, it's not a loop. it's a spiral.

the story of this game is like no other one. in 2016 the company responsible for some of the most strange and heartfelt interpretations of videogames i’ve seen decided to make a game using some of the most evil, exploitative monetization tactics ever devised. it feels surreal at times. it’s like watching papyrus and sans trying to sell me nft’s or something. granted, the game was rereleased in 2019 as an actual videogame that you buy once with money (this is the version i will be effectively reviewing.) despite a few hitches i think that it made the transition into real-game-hood quite elegantly all things considered and i praise the efforts of any studio willing to convert live service games into something that can be meaningfully experienced past the game’s lifespan. it’s still weird as fuck though.
i’ll tell you right now, the game is good. if you like the writing in moon and chulip, this game has it in spades! it is a game about a game developer that is written by game developers, and if 90% of studios try some shit like that it looks pathetic. onion is an easy exception though. they nail it. the gameplay might not be for everyone, but as someone who loves small form puzzles and long-term roguelite progression, this game is crazy good. if there’s one thing i genuinely appreciate about the game’s exploitative roots it’s how extremely grindy it is. it will b grating for most people, but i love running something small over and over trying to get the drop i need. some of the bigger dungeons end up requiring a little too much focus for my taste, but for the most part it’s so fun to turn my brain off and blast yamada through a room full of slimes and skeletons over and over until i get a sword with 5 more attack than my last sword.
so, as someone who briefly looked at this game at launch and only relatively recently learned it got rereleased as an actual game a question plagued me: how the fuck does all the pay to win garbage work? if you haven’t seen the game in either state, the main “pay to win” element of the original game is the rice ball. an infinitely reusable revive item. well as infinite as your wallet anyway (<- if any article written about the game from the time of its release uses this line, they stole it from me in the future right now. nobody else thought of this it’s my original thought.) it should also be said that using them makes you ineligible for leaderboards if you’re some kind of loser who cares about that. as well as your 99 cent continues theres also basically cheat armor and weapons you could buy. my knowledge of the game’s microtransactions ends there because i deleted the app pretty soon after seeing that shit and haven’t investigated much since. the current game replaces real money purchases with “clovers”. rare drops from the game’s metal slime equivalents (as well as a few other sources.) and honestly, clovers are pretty damn easy to farm for! there isn’t much stopping you from farming 999 1-ups and slamming your head into every dungeon until you win. one might stop and wonder why they didn’t just do away with at least the revives entirely. maybe the armor sets could just be drops from levels or something too. well… from my understanding of the late game content (which i haven’t cracked yet in my playthrough, my context is mostly walkthroughs i’ve skimmed for bits of info) the game content kind of needs cheat revives! which is such a massive endictment of what this game was as a live-service, but makes rice balls new place in this game’s economy an actual mechanic instead of shameless exploitation. do they deserve a point for that? i don’t know.
ultimately i feel weird about this game. this game used to be Bad. even if i like the writing and the studio that made it, i do not think making games like the one they made is ethical. i like it as it is now a lot, but would i have like it if it was just a normal game from the start? or is the part of the hyper-grindy gameplay loop that has me so hooked intrinsic to it’s fucked up microtransaction pinching origins? i don’t think i’ve decided that for myself yet, but i think it’s something worth considering if more live service games get rereleased like this in the future. i don’t see it becoming a big trend or anything since ultimately letting a live service fizzle out is a lot cheaper than turning it into an actual game. that megaman gacha thing nobody played is getting the same treatment though. how should we feel about games like this knowing they wouldn’t exist without taking advantage of people? if nothing else, onion games made one hell of a moral dilemma with this one. 5 stars.

today i finally got around to finishing the original layton trilogy! i played these games in a weird roundabout way. i played the phonic wright crossover first mostly just because i loved phonic wright. i was familiar with layton because i had a friend who played it, but even without prior knowledge i fell in love with the professor and the style of the puzzles there though. a few years later a friend of mine got unwound future (third game in the trilogy) at a yard sale. when they learned it wasn’t worth any money they gave it to me. i played the game over the course of about a week on my dsi xl. despite lacking more specific knowledge of some recurring characters, i don’t think my lack of series knowledge deducted from the experience at all. i adored it top to bottom. after that i would not play another professor layton game for a few years because of severe depression keeping me from enjoying anything. then i decided to finally give the first game in the series a shot. i played through curious village in a single day on the melonds emulator on my very nice computer. i missed some of the quality of life and more self-serious plot from unwound future, but i still found the game incredibly charming. i think the layton games are really good emulated, and if you don’t wanna hunt the copies down (they are probably pretty cheap) or don’t have a hacked 3ds (it’s really easy to do) emulation is an alternative that doesnt lose anything played with just a mouse.
anyway, back to the present day. i finally decided to fill in the gap i’ve been missing in the layton trilogy. i played diabolical box via retroarch on my modded nintendo 2ds xl. i beat it in about two days. i enjoyed it very much.
the game’s story manages to feel more far fetched than both other games somehow. i don’t want to spoil too much, but if you have any familiarity with the layton games, they tend to end with massive twists. i think professor layton vs. phoenix wright still takes the crown for the most outlandish one, i’d say this one takes second place for me. of the trilogy games i would say this one has my favorite main setting. i love folsense. the titular curious village of the first game certainly had creepy elements, but at least presented the facade of a normal place. and the world of unwound future was broadly the same. folsense stands out as an oddity. a town covered in ethereal lights under a blanket of eternal night. and there’s a vampiric castle looming in the distance. the small ds screen does compress the graphics of these gorgeous hand drawn backgrounds a bit sadly. it can also make some of the spot-the-difference puzzles a bit frustrating and eye strain inducing. i still love the look and feel of them though. the characters are a classic professor layton cast. i think compared to the first and third game they aren’t incorporated as well honestly. it felt like the game just kind of forgot about several characters past a certain point, some of the most interesting characters get almost no screen time, and flora gets shafted real hard. i think the strength of professor layton is that as long as layton and luke are still present and driving the story, you barely notice these things. it probably has my least favorite story of the trilogy, but it’s not bad at all. i thought the ending was beautiful and definitely cried during it.
i don’t have a ton to say about the puzzles. i think most of them had better quality of life features than 1. stuff like better input options that make it easier to understand the puzzle. also 1 i had to look up the answers to like the last 5 puzzles in a row and i only needed to look up a couple for this game. that might just be because i’m smarter now though.
now i’m thinking of starting the prequel trilogy. i’ve also been playing layton’s mystery journey a bit and i still don’t know how i feel about it. katrielle is a great character, but the supporting cast feels really weak so far. i might write a more in-depth review on it at some point, but i’m not sure if i want ot finish it yet!

i’ve been thinking about this game again with the dlc being a thing now. i don’t consider it the worst or most disappointing pokemon game i’ve played, but it is the only one that has felt unfinished. being buggy and having performance issues aside the game feels like a handful of good ideas rushed through as many stages of production as possible and published without a second thought. i’ve been wondering how i would feel about this game if the technical problems weren’t present, and i don’t think it would change my feelings about it. i wouldve really liked the version of this game that was half as big and more thought out. and fuck ed sheeran. game wouldve been 2 stars but minus an entire star for ed fucking sheeran turning the credits of this game into a fucking target electronics section

This review contains spoilers

i've never really played poker. i've played poker minigames in stuff. i know the hands at least sort of. i know about bluffing and raising and folding. the idea of reading people in games like this was always so compelling to me, and something i imagine is difficult to execute in a game. sunshine shuffle makes a very, very strong case for it. the characters, how they play, how they change, how they unmask. its so simple and still so well executed.
the first one we meet is fidelius, the kind old sea dog. he introduces the player character and why we're there. i play the investigator, hired by the fishie mob to investigate the biggest heist ever pulled on them. my ultimate decision will be whether i let them walk free or hand them over to the mob, killing them. i play poker with them.
the first character i remember starting to talk openly is andie, the crew's driver and shooter. a middle-aged otter woman. she's working as an insurance agent, but used to have a promising career as an athlete. she was practically a minor celebrity. she plays a straightforward game. when she goes in on a hand you can be confident she has something. the more savvy players know to be wary of her raises. her athletic career was devastated in a tragic car accident. she was, ironically, rushing her rival to the hospital when it happened. her rival went on to see the success she never would. she recalls a time where the company she works at now was considering bringing that rival on as a spokesperson. i ask her what happened. andie says, quietly, in the game's only uncensored swear word: "I vetoed the bitch." While andie is usually not one to play a losing hand, she will bluff, and i swear i can see her smirk when it happens.
jordan is the youngest of the crew. only 15 years old when they pulled the heist. he has a loud, prickly personality. he shouts obscenities despite being sat right next to a kid. he’s a gambler to the end as well. he will go in on anything if goaded no matter what he’s holding. of all the players, it’s definitely easiest to knock him out of the tournament first. he had a rough childhood. even when he’s shouting and insulting the other people in the crew, you can tell there’s a deep underlying trust he has in all of them. i think he’s the first one who mentioned brutus, the absent member of the crew. the glue that bound them together. the one who died. it’s clear that they all miss him dearly, especially jordan.
peter’s an interesting one. the crew’s resident hacker and a cockatiel(? just guessing honestly, but some kinda bird for sure.) he’s nervous and uncomfortable and it is initially hard to imagine how he fell in with a crew that pulled off such a daring heist on some of the most dangerous people around. of all the quirks in playstyle his is the most obvious. he’s an absolute coward. the moment a raise hits the table he’s likely to withdraw. eventually the topic of parents comes about. people share stories of the parents they have and don’t. peter talks about his dad, how loving and supportive he was. but he got cancer. they were poor and could barely afford cost of living, let alone chemo. it was a struggle to make ends meet until a man offered him some money to make him a beneficiary of his life insurance policy. when that wasn’t enough, the man offered more for him to stop taking treatment. peter talks about his dad bringing him home a new game console, not even questioning how he was able to afford it. at this point, peter is playing differently. i genuinely cant tell if it’s just ironic timing for a bug in the ai or brilliant dynamic storytelling. peter talks about his first hack, finding the man who paid his dad to die. he talks about ruining him. exposing everything. taking everything. he talks about learning that the man killed himself. he ponders if he should’ve felt guilty. he raises again. jordan follows by going all in. peter reveals a three of a kind, taking jordan out of the tournament.
lastly, the odd one out at the table, billy. some cat kid. fidelius shamefully admits that he had to let him play because he owes him 14,000 dollars from a previous card game. you will probably find out why quickly. the kid’s a shark (not literally, he is still a cat). he plays smart. i said before i don’t know any real poker strategy, but i’m sure this ai was using it. he easily spends the majority of each tournament in a solid lead compared to the other players. a pretty safe strategy i followed when i was starting was just folding whenever he did. while the rest of the cast fills you in on tales of their grand crime spree, billy offers his own color commentary as a snarky kid with zero skin in the game. the crew fluctuates between being annoyed by him and being oddly charmed by him. repeatedly, he prods fidelius to tell him what happened to his eye. fidelius doesn’t budge. in fact, i’ll come back to billy later.
let’s talk about fidelius. the crew’s co-founder and leader. he never plays cards. never shows his hand. never tells you why he’s wearing that eyepatch. he sits on the side, happy to add a bit of color to the story, or comment on an exciting play. it reflects a weariness, he’s too tired to keep playing anymore. but there’s also a fear there. he carries a deep shame for losing the crew’s missing member.
they all tell the story of how the last heist went wrong. it’s clear they all blame themselves. jordan recalls the last time he saw brutus, covered in blood, trying to get him to safety. he had a kid to think of. younger than jordan, but still. billy asks what kind of animal brutus was. “a cat” someone answers nonchalantly. then the realization sets in. who billy is, why fidelius let him be here. it’s a shock to billy too, who never knew his dad’s name. he understands now why his mother wouldn’t let fidelius inside the house. we start a new hand. right after the blind, billy folds.
i tell the crew that the young new leader of the fishie mob wants blood. even if i don’t tell him i found them, someone else he hired will. i agree to fake their deaths. i can get ahold of some bodies and convince the mob their dirty work has already been done by time. andie chimes in and says she would like to die in a particularly gruesome car crash, so i don’t have to have find a body that’s too similar to her. i thank her for her thoughtfulness. jordan says he should die by overdose. he imagines it’s what people would expect of him anyway. peter doesn’t want to think about it. fidelius is happy to die at sea. he doesn’t think it’ll be a hard sell. fidelius thanks me, and offers me a seat at the table whenever i like, extending the same invitation to billy. credits roll.
i don’t think this game made me any better at poker, but the way that this game so easily pulled me into reading people through cards despite my rudimentary-at-best knowledge of the game is extraordinary. even if 99% of it was me reading into something that wasn’t there, this game sets the groundwork for reading like this so well. you can read it as any conversation can happen during any hand, but i challenge you to wonder why THIS conversation happens during THIS hand. maybe it won’t be something profound every time, but when it is, it IS. and i love that about this game. also has an AMAZING soundtrack. 10/10

kingsway is such an ideal roguelike. i really bounced off this game the first time i played it. the ui seemed dense and hard to keep track of, the mechanics felt obtuse and confusing, i often felt incredibly overwhelmed and weak compared to everything i was up against. then everything just... clicked into place! i knew where i liked everything, i knew what numbers i wanted to go up and what items i needed and didn't. i started relishing certain events and areas, getting excited at a new modifier on a weapon that complements a build i'm doing perfectly. even if it all seems impossible at first, eventually it all just comes together!
this game has some incredible endings as well. the writing and story itself isn't too interesting or unique by my standards anyway (at least the original ones, the more recent update added a real fun one) and i really love how easy it was to figure out how to reach different endings without resorting to looking anything up. even the most esoteric one makes itself pretty clear after a handful of runs.
anyway if you like roguelikes and think this ones gimmick looks charming, give it a shot. the game is cheap. also the game has a little picrew customizer to make a little face for your character, but you can also upload custom images to it and it's obviously a very small thing, but i just think that's very cute and fun.

when i was a kid my favorite thing in the world was kirby. i was obsessed with kirby. i played all the games i could get my hands on, i watched the cartoon (whatever episodes were on my cable’s on demand service, which wasn’t as much as i liked), the movie showed up in the red box at the grocery store once. i didn’t even know there WAS a kirby movie. i begged to rent it and getting to see it, i was definitely not disappointed. when water kirby showed up i took a picture of the screen with my hand-me-down flip phone and made it my wallpaper.
when i eventually get unfettered internet access in my early teens i research kirby and i find out about an unreleased kirby gamecube game. 3d movement, full multiplayer, THEY EVEN HAVE WATER KIRBY! FROM THE MOVIE! this game seems like it’ll be THE videogame. my imagination ran wild. what else could this perfect kirby game have? it’s gotta have the power combinations from 64, the animal buddies from dreamland 2 and 3, gotta have playable metaknight and dedede too. of course, by the time i had found out about this, the game cube was long dead. any hope of this game existing was gone before i could even hope for it. i could imagine though.
eventually came kirby return to dreamland. i felt the pull in my heart. this was it, right? it’s a kirby game with full multiplayer, dedede and metaknight are playable characters! WATER KIRBY IS EVEN IN IT! but it’s not quite right. no 3d movement, no power combos, it couldn’t beat that game i imagined as a child even if it came close.
more kirby games came and went. nothing that really amazed me if i’m honest. lots of little side games i tried and got bored of. triple deluxe was underwhelming. i was too broke to try robobot (until much more recently when i played and loved it) or star allies. i don’t know if i could even be considered a kirby fan at that point. it was something so defining to me as a child and now it felt like a stranger. then, kirby and the forgotten world was announced. a 3d kirby game. with customizable powers (not quite crystal shards but still). and multiplayer.
ok, thanks for reading this far. now i get to the actual review. i’m not just reviewing this game as it is or as how much i enjoyed it. i’m reviewing it as the game i dreamed of when i saw those low quality screenshots of that unreleased game cube game. this is unfair to the game. but i wouldn't do it if it didn’t come so heart-wrenchingly close.
it plays like i always dreamt it would. kirby’s move set feels so adapted to a 2d platformer, but with the level design it fits seamlessly. the ability customization is straight up better than crystal shards. maybe not with as much variety, but the thought and design put into every variation more than makes up for the quantity. the multiplayer is fine. i wish it had online, but the game i imagined didn’t so i can’t fault it. the story is the thing i never would’ve cared about in my dream game, but i know if i could’ve imagined it i would’ve wanted it so bad. i was insufferable about kirby lore then and this would’ve had me pacing and rambling to nobody for hours. i loved this game. this is almost certainly as close as any game will ever get to reaching into my imagination and pulling something out and i am truly grateful i got to experience it. it’s the reason i 100%ed it within a week of getting it. but no water kirby. 4 1/2 stars.

This review contains spoilers

i went to an abandoned mall with a girl named meredith who didnt like me very much. empty synthy music on a short loop echos off the walls of this place. We reach the subway station hidden underneath it and we are met by the nowhere monarch. an archangel calling itself the king of nothing. it laughs at meredith and her life she spent devoted to meaningless disposable trash. the music changes, we transform into monsters and start fighting it. after a turn, meredith realizes it was right about her and she hates it. she's furious and hurting and in that moment we fuse together into one giant monster and the music gains lyrics.
this was the exact moment i fell in love with this game. theres a lot more i liked about this game, but i want this review to be a document of this moment more than anything else, so that's all i'll say.

pizza tower is perfect. it is the most perfectly realized version of what it set out to be. its like a dream brought to life. all the movement feels so perfectly aligned with the level design. it can be demanding, but learning a stage and being able to traverse it quickly and smoothly is the best i've ever felt playing any platformer. it makes it a little frustrating seeing complaints about having to replay levels when you miss things.. the game wants you to replay levels! every time you play a level again you learn a little more, you can carry your combos a little further, you can find a new secret or a new shortcut. the game's level count isn't massive because of how meticulously designed and dense each level is. the other big thing i love about the game is that it is incredibly funny! it's one of the funniest games i've ever played! it has a great cartoon slapstick sense of humor that runs deep. i still laugh when i charge toward an enemy and they let out a scream of horror at the scary italian man barreling toward them.

overall, this is a game i would recommend to anyone and everyone. it might be a bit of a challenge if you don't have any experience with games like this, but if you're able to put the time into it, it's rewarding and fun! and even if you're bad at it, i think it'll still make you laugh!

i used to think the most ambitious, hardware pushing series of the gameboy era was pokemon. wrong. its wario. also u get to play basketball with a bunny

i think about this game a lot because, yeah it was a fun flash game i played A LOT when i was a kid, but it's such a perfect combination of all the types of flash games i liked. the simple quests, the constant progression, the "moral choices", the stupid references and meta humor. it all perfectly portrays how i remember basically every game i liked playing back then. there just aren't games like this anymore. i'd love a more modern game like this. just a small open world where you do jobs and buy houses and marry girls and it's all populated by jokes that will be outdated in a month. i guess games like that do exist but they're about youtubers or some kind of bad micro-transaction clicker thing.

putting aside its bad sense of humor and relatively small amount of content, it's just a great game. i loved it when i was 13 and i still like it now. i don't know anything about the people who made this game, but i hope they've kept making games and also have matured since 2011.


bravery network online is one of the best games i've ever played. i loved every second i spent playing this game. its art is gorgeous, i could listen to its soundtrack all day, it has what is quite possibly my favorite setting i've ever seen in a game before.

thinking about this game fills me with melancholy because it is an online early access game that has not received a major update or any news for over a year as of six days ago. i've thought long and hard about what that means for how i feel about this game. i loved this game for what it is, but more than that i loved its potential. with the radio silence i didn't know what to expect. then i went back and replayed some of the story. the scene with odette specifically. very few games have pulled at me the way that scene does. it paints a vivid, scary, hopeful picture of this world and it inspires me. it makes me cry and smile and fills me with a need to create something. the best art in the world to me is anything that gives me that feeling.

i don't know if this game has a future. if it does i'll be thrilled. if not then i'm still so grateful for what this game already gave me.

in this game when you drive your train there is a little rope on the bottom screen and when you pull down on it it makes the train’s horn sound off. you can use it to scare animals off the tracks. the horn sound is different depending on what train engine you use. all the good or bad things about this game i can think of feel so meaningless when i think about the little rope i can pull to sound my train’s horn. no other zelda game has that level of charm.

this game is maybe the biggest anti-advertisement for stunt casting ive ever seen. i miss when borderlands games had major characters voiced by the people making the game. on one hand it was probably a move to avoid paying for union voice acting, but on the other hand it brought to light so many great voice talents that probably otherwise would’ve never started VA work otherwise. until they got shafted by the company and replaced by cheaper voices once they go too big, of course. this game doesn’t skip out on the voice budget, but not in order to hire characters’ actual voices. it’s to bring in a bunch of celebrity voices! they cost way more, give worse performances, AND guarantee that there will never be any plot significant DLC or followup to the game!

i’ll say a little more about the game, but mostly i just wanted to complain about how stupid stunt casting is. the roguelite postgame mode is super good. they kind of accidentally made the most fun borderlands game mechanically with it. story is mid at best with a couple standout moments. nothing that even approaches the heights of assault on dragon keep though. dlc has sucked so far also if anyone cares about that. if you wanna play a good borderlands game, pick up 2 and play it again. if you wanna half pay attention to a story while playing a fun shooter with a friend for a while, this game is fine. but idk you could also play gunfire reborn or something for cheaper.

its the perfect youtuber/streamer game. says silly things to get a reaction, looks pretty, plays well. i can tell there's real vision to a lot of elements to this game that make me hope the devs go on to do more. i don't want to be reductive, but there's really nothing else to this game on its own. it's a game with a silly name with not much to it beyond that, it just got put together by some real talent. what's interesting to me is how this game exists in the context of games created by the letsplay/streaming ecosystem.

there were lines in this game that felt like they were trying to get youtubers to make thumbnails out of, lines that could be episode titles, perfect episode breaks. i don't think the devs were trying to engineer a game perfectly for that reason, but it feels like it was built on the legacy of that and now these traits are just a part of the genre this game is in.

growing up through the era of letsplay and streaming becoming massive parts of culture, it's fascinating seeing what media forms around that. games like this are comforting in that i guess. inoffensive little things that are trying to make you laugh with just the title. and there's a more insidious way of thinking about how the algorithm is so easily hijacked by games with a funny title and good thumbnail bait, but at least this one has heart. also the soundtrack rips.