Profile cover photo
Profile photo
Scrap Princesses Reviews This Thing
THis is now the g+ where I review things
THis is now the g+ where I review things

Post has attachment
This is a really good quick pick up puzzle game .
It's basic format is "get the dog to the exit , you can't go any square you've been before and you want to maximize how much exp and treasure you get on the way".
However what elevates it for me is the sneaky additional mechanics and hidden interactions .

These ongoing discoveries and the way the mechanics keep getting mixed up before you have a chance to get sick of them make it stand out from other puzzle games.

However , I think if you normally like puzzle games a lot , some of the aspects that make it more appealing to me could grate.

one: you can take back any move , unless you've just killed yourself with that move. In which case you can still take it back , but now a violent murderous ghost is rapidly approaching giving you seconds to finish the level (it's totally possible to do that though).
two:getting killed by the ghost means you have to start from the start again.

Restarting isn't really a problem that it would be , there's randomized layouts (I think from a selection of level layouts), and the time pressure means you never really feel like you maximised a levels gain, so having another attempt it feels fresh still.
It avoids the puzzle game bottleneck or drip feed discovery ("a new mechanic every 5 levels!" etc) or the endless analysis paralysis that I loathe from desktop dungeon. It constantly forces you to go "um sure this is good enough" but also makes you want to play again to try something else.
As well, the little hidden features and interactions reward unusual tactics .

I've sunk 16 hours in it so far , so yeah recommend if you thinking but also making the best out of a bad situation thinking

Post has shared content

Post has attachment

Post has attachment
here's another tight little platformer that is short and contained and has some nice little aspects to it

-such as the held position of the pipe after swinging alternates from a high grip to a low grip. Dunno why that's so satisfying but it is

-enemies stay dead after killing, not respawning after you do. Which acts as a reactive difficulty , kinda. Like you eventually get through a level just through attrition

-after completion you get a level select and can try to do no-kill or no-die runs, which definitely ups the challenge

-Just the right amount of length to idea ratio. It's got nothing mind-blowing platform wise, but still some solid little sequences

Post has attachment
Lichking is an pico-8 extremely short metroidvania-esque game.
The responsiveness of the controls is a little maniac , specifically the acceleration and deceleration but it's manageable and adds a little to the goofiness of it.

You have a mansion to explore, upgrading your weapon, finding keys, and a lot of secrets, all with the goal of eventually stoving the kings head in.

The smallness and openness of the game means even though it has permadeath , it's extremely quick to get back to where you were at , and the amount of secrets means backtracking is often fruitful.

If you got 30 minutes and feel like a tight little exploration hit, go play this game

Post has attachment
this game you are spider , make web, catch bugs, bugs have powers , but you have web , very good game

So Shovel Knight has another expansion, sceptre knight, and while there's a lot to like , holy toilet is the wall climb/jump mechanic the most janky one I've ever encountered . The auto-target air slash is also not the easiest and together it makes the least fun of the 3. It's still got enough ideas, charm, level design and otherwise solidness to make it worth it but oy that jank

I kinda wanna talk more about what I didn't like about this, but I'm going to soft recommend it.

It's a unique , surprising game, that is not without its flaws and might just not grab some people.

This is a good game to into blind. Right until the end you don't know where it's going to go and what is going to be significant and what isn't .
A weird mix of endearing inaneness and ominous portents.

The characters are a simple joy in their animation, a mini-game on a characters laptop is surprisingly engrossing, I actually liked most of the characters, but.. like it's not perfect or a reliably great time . It's format is basically a visual novel with optional content hidden in platform bits.

Get on steam, play it for under an hour and if the dialog or lack of "gameness" is annoying you refund it. If you are genuinely enjoying the characters and the mystery and not knowing where the game goes (and it does go some weird places) keep playing.

It's hard to talk about want I don't like without spoiling it so, if you have played or don't care read on below. Things will get more spoilery the more you read so if you want to read one or two complaints you should be good.

-First up , there's a jump mechanic I don't think I ever seen anywhere else; your 3rd jump in a row is about 150% as high. It's a unique mechanic that I never really got the hang of or enjoyed and it's super needed to explore the game and I wished the whole time it was just a running jump or a crouch jump or something tried and true because it was shit the whole time

-It's hard to know what counts as a platform to stand on and what is the background.

-it's pretty linear and a lot of the exploring is locked off until later days. The game does have some really good pacing for how it evokes the endless messing about of the early 20s and the slow creep of the story and the linearness works for that. However I can't help wonder how it being more open-ended in the amount you can explore and what character moments you can trigger and when.

-there's a bass guitar minigame , like in the style of guitar hero. You have a bass guitar in your room but you can't practise any of the songs except when you have to play them with everyone else. So that seems a missed opportunity right there. Also even if you hit all the notes it sounds like shit anyway. What is with that huh?

-There are dream sequence platform sequences . These are really cool the first 2 times and then I fucking hated them. They take too long , not enough variation of task and you move so slow. Also that jump mechanic and platform background ambiguity I mentioned earlier really start to grate.

-I really like the slow build of this game, and then the tone shift is great. But I wanted it to get further, deeper and weirder , and the big animals and musicians in the dream bits to become more significant than they are.
The lack of pay-off on the dream bits is only a problem because they are so annoying to do and it adds to it.
It feels like it just gets really going when its basically over.

-The linearness , automatic saving , and the dream scenes means this game is pretty unattractive to replay , despite me liking all the characters and wanting to see all the different scenes with them. There is so much to wade through to get the points where you can choose and no way of going back to an old save to try out something else.

Which is kinda more immersive but still feels a bit disappointing. You can't go back and play this game which seems thematic. I mean you can but you are way more patient than me. And there's stuff you will miss easily the first time so dunno, it's kinda stink.


Post has attachment
Everything is better side-on and this is a turn based squad tactics game.
You move your team of 1-4 robots and control the angle of the gun and try and exploit the angles available to get around cover. It's not like tank or worms where shot drop-off is a constant factor ; it matters on a couple of weapons but the levels do not have the room to do a classic artillery arc.
More you'll be bouncing shots off ceilings and walls.

Your squad of characters each have their own abilities and they get more as they level up .

The story is .. there and so is the dialog. It's missible but not unpleasant .

The gameplay never gets too complicated with what you can do and while this could make it feel stale , they manage to get just enough out of what you are doing that it doesn't and you still have enough to play around with that you are constantly making decisions and not just auto-piloting .

(well unless you are grinding a level or playing on a easier difficult. That said , I still managed to fuck a lot of missions up when I got complacent)

While I just said the game keeps it just the right amount of simple , it does feel like it could do with giving you some crazier stuff to play with in the end game or the post game.
The later levels introduce new mechanics to be used against you so things do stay interesting.
I mean interesting in a x-com lite kinda way? If you super love builds and gear tweaking it's not going to be deep enough.

Another thing that might annoy (it kinda did me) is you have limited storage for your gear pool, so you need to constantly sell old stuff and/or buy more storage.

Which I'm not sure what the thinking was behind this.
Your equipment already becomes obsolete as the enemy numbers get higher and often you need to swap out a gun for a gun with 1 number higher .
Which seems like a bit of an illusionary progression? It does mean a rare powerful gun wouldn't stay useful for ever but .. dunno is that really that good?.

You are basically fighting the game to have a "tool kit" of load outs to try because of the limited spaces and ratcheting enemy health makes a previously unique abilitied weapon obsolete.

And that seems kinda like a wasted opportunity?

Not that any of the guns or equipment does anything particularly unique or crazy and that does seem a deliberate choice to keep your tactical choices small but engaging.

The characters show a lot more range in abilities, but often only show their potential once you've levelled them up and some can be a serious load until certain abilities are unlocked.

The melee focused fish-man robot that head-butts people is my favourite though melee is pretty hampered unfairly by cover and low damage.

Dunno I got a lot of hours of play out of it?

(the DLC is too skimpy to recommend unless you really desperately want more levels .)

Post has attachment

this is a goony little platformer by Nifflas (Knytt stories).
It's ..pretty good?
You could describe it as an "open ended puzzle platformer" , but it's curious in the sense progress works.
Progress is primarily and almost solely based on how you understand the various things in the world (guns, birds, animals, blocks, etc) .
You are never that far from anywhere in the world nor is any resource that hard to get (once you know how and where) , so the only meaningful progress you make is a)knowing where things are and b)knowing what they do

Which is a weird feeling at first .
You are given a "win" condition; to collect all the animals but there's only a handful that are on the other side of a puzzle.
Quite a lot of puzzles can be brute forced with some of the items and it's indicative of the overall feel of the game this aspect.

By which is that you are "playing", the game never leans on you to play super efficiently, and often you find yourself attempting a puzzle in a more difficult way because it's more interesting.

Which does happen in other games , but often once you've exhausted the "core game play" .

Here it happens as soon as you realise money and most of the animals are found over the place and you don't rarely need to accumulate more than what you immediately need.

I did want it to get deeper and weirder with what was out there, maybe some seriously difficult puzzles to test the accumulated knowledge and trickery you develop.

I think the creator hopes that it will have a fan-content scene like knytt does/did. I really hope so because I wanted more.

The only other down side is you use all the animals in a pretty stark utilitarian
way and the promo texted suggested you would just be finding them and putting them in a little friendship zone.
Nope, it's even more exploitive than pokemon.

Would recommend though
Wait while more posts are being loaded