One of the titles that I’ve been eyeing for a while now has been Pawnbarian! It’s supposed to come out in Q1 of 2021 and I’d be happy to review it once it’s out… but for now, I’ll have to make do with the first few impressions I got from the demo that is available here.
Genre: Minimalistic, Roguelike, Chess, Puzzle, Card Game
Release Date: Q1, 2021
Played on: PC
Available on: PC
Pawnbarian is a roguelike based on Chess. Play as a brave fighter of the Northern Chesslands, always on the lookout for a new challenge. Fight your way through the dungeon, one turn at a time! There are more characters planned for the full version as well and while the Pawnbarian may sound like more of a “more brawn than brain” type of character, he actually offers a lot of versatility. By moving to the top row, having three pawns in hand or by starting the turn at the top row, you get to promote a pawn into a queen. Other classes/characters will have other rulesets.
Combat is turn-based, leaving you plenty of time to plan out your next few moves. When it’s your turn, you have limited moves, indicated by the yellow pieces below the chessboard. Some of your pieces (indicated at the top left by a lightning symbol) refresh these moves, allowing you to move another time.
The enemies also move in different patterns and all feature their own mechanics. Some of them are nimble, meaning that they’ll dodge away when you attack them unless they’re against a wall. Others spread blight, have more range or split into multiple enemies upon death.
By hovering over enemies, you get to see these rules yourself and hence learn about them. At the same time, you can see how much damage you receive when you hover on different tiles.
If you’re familiar with chess, you’ll know how the pawns, rooks, knights, and so on move. If you’re not, then the game will help you out by showing you the moves that you’re allowed to do with the selected piece.
When you get hit, you lose hearts, indicated by the (anatomically correct) heart symbols below the chessboard. Hearts can be guarded via shields that you get for moving pieces with a shield symbol. At the same time, you can reacquire hearts in the shop that you encounter after every floor. At the top of the chessboard, you can see your current gold as well as a bunch of gold chunks and gems. Every turn one of those gold chunks vanishes but if you manage to finish the current floor with any of them left, you’ll be able to spend that gold in the next shop. This is a somewhat interesting mechanic as you have to try to solve these floors in the least turns possible… but at the same time, you’ve got to be careful and not get too far ahead of yourself as every floor can be deadly!
In the shop, you’re able to upgrade your deck by adding more effects to your pieces. At first, I thought that the pieces there would get replaced by other pieces… This was an oversight of mine as it actually says that you get permanent upgrades for your cards… in the tutorial… that I skipped. The tutorial itself is quite beginner-friendly. It tells you the basics of the game within seconds and lets you experience two floors before heading into the actual tutorial dungeon. I somehow completely missed the fact that there is a tutorial, although I’m blaming that on my headache.
What I love about this game (or the demo of the game, to be more precise) is the fact that the art style is super minimalistic. It shows you what you need to see without overwhelming you with all kinds of gimmicks, UI shenanigans or complicated tooltips. Instead, you see what you want to see immediately – and if you need to know more, you hover over tiles and pieces.
At the same time, the game is able to communicate rather well where the damage comes from, how much damage is dealt and where/how you died. After about 90 minutes, I actually was able to defeat the demo dungeon, which I was quite surprised about. The Blight mechanic, as well as the Nimble mechanic, were somewhat hard to deal with but I’d imagine that without those, the game would be rather plain and easy to beat. I’m looking forward to seeing what kind of other enemies the full game will have to offer.
Apart from the interesting and challenging mechanics, as well as the minimalistic art style, the game also features a lovely soundtrack so far that doesn’t get on your nerves after you’ve listened to it for an hour and a half. I mean, a lot of demos feature the same track over and over again, which can be quite annoying. In this demo, the gentle sounds convey this feeling of adventure quite well while at the same time allowing you to relax while playing.
Pawnbarian is a lovely chess-roguelike hybrid that adds its own twist to the Rogue-formula while sticking to the core premise of permadeath and turn-based combat. Personally speaking, I’m really looking forward to seeing the other enemies as well as the other characters that will be introduced into the full version.
If you want to, you can check out Pawnbarian over here. It is also available on itch.io if you want to play it over there! Make sure to wishlist it if you haven’t yet – and if you want to, you can always try out the demo over there as well!
I hope you enjoyed this post! Feel free to leave feedback or any suggestions for other demos to check out! Take care!
There is just something about H.P. Lovecraft’s universe and stories that one could describe as “out of this world”. The way Lovecraft manages to cast a spell on you and get you to devour his stories sentence after sentence, word after word, is truly enigmatic. Not to mention that the topics of his stories and the genre of Cosmic Horror generally offer a lot of creative freedom when it comes to other sorts of media like video games, movies, stories, books, etc.
Today I wanted to write about Call of Myth, an upcoming CCG with some rather interesting mechanics that you need to try out for sure. Just like in other CCG, your cards feature traits, effects, and stats. The attack stat determines the amount of damage your card deals to the target enemy while the health stat determines how much damage your ally can take. Apart from that, CoM introduces a sanity-stat that works around the Madness-effect that your deck has.
Developer: Kadath studio
Publisher: Kadath studio
Genre: Lovecraftian, CCG, Strategy, Card Game, Free-to-Play
Release Date: Soon! - Demo: December 15th, 2020
Played on: PC
Available on: PC, Android, iOs
Copy was sent by the developers.
When your creature dies, your terror increases, resulting in creatures with a sanity stat equal or below the terror stat to go mad. There are a few different statuses that madness can inflict, like Depression, for instance, which increases a random card’s cost in your hand by one per proc. Other madness statues include Masochism which deals damage to target creature equal to its attack, Despair which reduces the creature’s strength by half and Mania which reduces the cost of a random card in the opponent’s hand by two!
This Sanity/Terror/Madness mechanic is really interesting as it changes how you play the game. Hastur, one of the leaders, can make an enemy lose all of its sanity to activate your madness. Other cards destroy insane creatures, steal them or have other interesting mechanics among them.
On top of that, the game plays in two lanes, making positioning rather important. You can only place melee characters in the front row and gunslingers in the back, although there are also a lot of flexible characters that can be placed anywhere. Gunslingers can attack without getting attacked back while Non-Euclidean characters can ignore the Melee row to attack the enemy leader. There are a lot of possibilities with this game design and I really like a lot of its mechanics. Pair those with the items, spells, events, and other cards, and you’ve got a fantastic CCG that rivals in my opinion other more established CCGs without any issues.
Apart from that, there are also plenty of leaders with their own abilities and features. C’thulhu has regeneration when your health is at ten or below while Yog-Sototh’s events cost one energy less.
Every turn your maximum energy pool is increased by one whereas your Research-ability (draw a card) increases its cost with each usage by one, up to a maximum of twelve energy.
I feel like a lot of the mechanics in the game are rather solid and this could become a nice alternative to other CCGs for players looking for a more complex design that offers a lot of creative freedom when it comes to deck-customization.
Apart from that, the art style of the cards and the background is just awesome and fits the whole setting. A lot of the cards have interesting names and mechanics to them that fit the theme as well and while I would love to see some QoL-features akin to ones in other CCGs as well in this one, I’m sure that the full game will receive a plethora of patches or maybe even include those once it’s fully developed and out.
From what I’ve gathered, the game is still in development but you’re able to play a demo, starting tomorrow (December 15th, 2020). The full game will be free-to-play and feature an in-game-store where you’re able to get cosmetic items as well as card packs, akin to other games. Despite that, there are also plenty of ways to gain cards and items through daily missions and free currencies, although I won’t know how fast you progress until the full game is out.
Either way, I’m looking forward to this title a lot and can’t wait to play with some of my friends who’ve been getting bored with Hearthstone and Legends of Runeterra. You can wishlist Call of Myth over here on Steam.
On July 15th, 2019, I introduced myself as a new blogger who just started and who was planning on reviewing games on here and write about gaming and non-gaming related stuff alike. This post here is to celebrate one year of blogging… just a bit late. Uh, I’ve been meaning to rewrite this draft a couple of times and then other stuff happened. On July 14th, I published my third post on the To The Moon Play Along that Naithin organised and while this post was due on the day after that, I ended up not publishing it yet because I had big plans for it and wanted to make it as great as possible. The next post that I published was the post I did on Hyper Scape and uh… yeah, then I procrastinated a lot… and now it’s nearly 2021.
Alas, don’t mind me as I post this post a few months late and as I “celebrate” one year of blogging… just a bit later.
So, what happened in one year of blogging?
Well, for the most part… Improvements! I changed my theme two times and played around with the colours and different options until I got to the blog and blog-layout that you can see today. I also started using Grammarly and started editing posts to reduce the reading time and enhance the quality a lot.
My longest post to date was my review on Moonlighter, featuring 21,897 characters and a total of 3,912 words spread across 52 paragraphs. The reason for the switch from long reviews (2k to 3k words) to short-ish reviews (~1k words, up to a maximum of 1.4k words) was mainly that I wouldn’t have lasted long if I spent more time on writing posts than on studying. I am still able to write up reviews as much as I want to but I don’t explain every mechanic, the control scheme, every detail or gimmick in the game. I end up talking more about what I like and dislike about a game instead of explaining what you, as a potential player, will inevitably see for yourself. This was a change for the better.
Over a bit more than a year, I published 64 reviews as well as 31 posts on The Lookout Post. I also ended up going for 50 posts in the Gaming Journal, the category where I talk about other games and where I do first-impressions, and stuff. I’ve amassed a total of 87 Stray Sheep in this time as well and managed to finish nine MonHunLogs and six posts on Twitch-related stuff. I’m actually quite happy with how the reviews turned out and how much I’ve managed to write in this time.
Alas, I’ve published a total of 234 posts with 42 drafts sitting here, ready to be edited and worked on,… eventually.
My most successful posts were the following (excluding the home page):
There have been a whopping 347 comments on my blog that were not by spam-bots. If you include pings and answers, we get a total of 461 comments. On top of that, we hit 107 followers on WordPress with the very first follower being Naithin who followed on July 17th, 2019.
Through Twitch and WordPress, I was able to hit 183 followers on Twitter, although most views probably come through referrals and discord anyways. I’ve been more than happy with the amount of traffic has come to Indiecator, especially as I’m only at the beginning of my journey on here.
As time went on, I’d often start a new series or something like that and would then see how long I’d stay interested in it. My Viridi-post with different bloggers as plants and that kinda stuff ended up being well-received but I ended up not getting another post done in the series as I, honestly, didn’t find any more time to read posts. I still read posts every now and then whenever they pop up in my Twitter or WordPress timeline but lately, it’s been a bad habit of mine to not comment or like as much anymore. University’s still keeping me quite busy but I’ve managed to at least stay relevant for Google and other sites, to the point where I even got featured in some “top 40 Indie bloggers” on feedspot (spot 11!)… I need to socialize more on WordPress and get to know more people but that post ended up getting trashed.
As for other posts that ended up getting trashed, I never got back to my review on Ori and the Blind Forest or the series of posts that I wanted to do on Destiny 2 Raids… at this point in time, it’s probably time to delete some of the drafts as the raids in question got vaulted.
Seeing that my post on Destiny 2 is still doing fairly good, I may post more on that topic. I have four more posts in line that have nothing to do with vaulted raids but I haven’t gotten around to editing them just yet and uh… they may not be the most relevant right now.
My post on Self-Promotion on Twitch is also still getting traffic, so I gotta post more in the Bleeding Purple category that I set up!
My post on Raid Shadow Legends is also doing really well, still, so maybe it’s time that I finish editing my post on AFK Arena and that I hit “publish” for once…
Either way, as for reviews (the main piece of my blog), I’d like to mention that there are still plenty of titles to go through. My Steam library alone, features 451 Indie games that I haven’t played at all yet, as well as a hundred or so that I have played already but haven’t reviewed yet. On top of that, there are some Kickstarter and EA games that I’ve backed and supported, that I need to write about in the near future before they get finished.
My Steam library has been growing lately as well but I did manage to play through some titles in the Late to the Party category as well as on Stream and through my reviews. There are still about 942 unplayed games, though, so, I hope that I’ll have plenty of time to review games in the future as well.
Alas, Indiecator went from “the guide through the Indie jungle” to a “weird but charming” blog where I don’t fangirl too much about Dr Pepper anymore and instead, talk about Indie games and Streaming and games in general really… It’s been a ton of fun to write about the things I love so far and I’m looking forward to getting better at it in the future as well.
Stuff that I want to do in the next few years of blogging:
Lamentum is a pixel-art survival horror game set in New England in the mid-nineteenth century. I played the demo of it and honestly, I really liked the vibes that I got from it. Here’s why I enjoyed it so much!
After no conventional method was able to cure Alissa’s deadly disease, the young aristocrat Victor Hartwell turns to unconventional methods and Grau Hill Mansion’s Earl, Edmond Steinrot, to find a treatment for his beloved wife. In Lamentum, we guide Hartwell in his desperate journey but nobody could have fathomed what unimaginable horrors were waiting for us over there. This is a story of love, sacrifice, and sacred otherworldy entities.
Lamentum takes inspiration from classic survival horror games like Resident Evil and Silent Hill along with cosmic horror masterpieces, like the Cthulhu mythos and other works by Lovecraft.
Obscure Tales is very much able to capture what makes the Lovecraftian horror stories so great: The fear of the unknown and the fear of the things that mankind shouldn’t have known.
Terrible, terrifying creatures are lurking in the shadows while the Mansion has changed over one night. The paintings and statues have transformed into a terrible and grotesque state… and worst of all, there is just no trace left of Alissa!
That’s where the story really picks up. A note in the room that we wake up in reveals that Alissa made her way into the Earl’s office but the door’s locked from the inside and we don’t have any other way in. Hence, we have to go deeper and search other rooms for clues and useful items. In one room, we find a small box. In another, we find some mysterious runes. Alas, there’s a room with a sword but there is something off about it as well. It all feels like one big puzzle where you have to figure out how different pieces fit together and how you’re able to combine different items or use certain items.
The controls feel quite good, although I prefer the controller over the keyboard controls. When I found a gun, I had to get used to the aiming and the fact that you need to reload after every single shot, despite enemies moving towards you, which makes sense since mid-nineteenth century weapons weren’t automated or anything like that. Combat usually consists of figuring out the enemy patterns and kiting them while landing a hit or two in between their attack phases. With only one enemy or two, in the beginning, this can be rather easily done but over time, more and more enemies show up, so you really have to wage whether or not it’s worth it to risk damage or if you want to move past them. Generally, I’ve been trying to sneak past enemies as healing items and ink (to save the game) are rare in the game and as I wanted to try a more cautious approach, but if you’re good at kiting enemies, then you certainly can go for a more action-heavy approach!
The game allows you to assign three items to slots so that you can use them at any given time with just one button-press. Otherwise, you’ll have to move into the inventory and equip items manually, which can be a bit annoying at first as you’re still figuring out what you exactly need, but you’ll get used to it eventually. Generally, I kept my weapons in those slots as well as the lamp that I found somewhere but you can use them however you like. The inventory is limited to nine spaces but there are storage crates that share their inventory where you can put in a lot more items. Alas, you’ll have to manage your inventory space and be careful as to what you can bring with you and what you cannot. If you come across an item that you want to take but your inventory is full, you’ll obviously have to go back to a storage trunk and remove some of your items and go back to said room, if you can find it. I found that mechanic quite intriguing as a lot of the games I played tend to give you tons of inventory space or even inventory upgrades at the beginning, making the game a bit easier.
Taking multiple trips back and forth is something that I tried to avoid as much as possible but due to the inventory situation, I sometimes had to do exactly that. The mansion is huge and despite having a map, it is actually quite easy to get lost in it, especially with all the doors that aren’t all accessible. And with enemies spawning in some rooms as you travel through them, multiple trips bear a lot of risks. This added a bit of difficulty to the game as I needed certain items for puzzles, such as keys and shards, but also didn’t know if I’ll need the runes and teeth in upcoming rooms.
When you figure stuff out, you get that short moment of satisfaction that I really enjoyed in this game. When you’re stuck, however, it can be a bit frustrating but the game never really leaves you clueless. Certain doors are closed, so you have to search for something to do in the accessible rooms and hallways.
At last, I’d like to say that the art style is wonderfully dark and detailed. The Top-Down-ish view highlights the art style as you get to see a lot of the big rooms and small details that they feature. The animations are fluid and unique for all of the different enemy types and I love to see the different cut scenes in the game that depicted the horrors of the nightmare that we’ve found ourselves in. The dark and gory beauty of the game gets complimented by the beautiful and ominous music that switches from enigmatic and sad sounds to darker and creepier tunes.
The full game will feature an array of 19th Century Melee and Ranged weaponry that isn’t just limited to the pistol, the knive and the sword found in the demo. Apart from that it will also include branching paths and multiple endings on top of “a terrifying plot for a mature audience”.
If you’re looking for a Horror Game to play, then I’d definitely recommend checking out Lamentum’s Demo over here. The game fully releases in 2021 but I really enjoyed the demo that is actually rather long for a demo. In case you want to get notified when it launches or in case you want to support Obscure Tales already, you should definitely wishlist the game on Steam. Personally, I’m really excited about this title, despite being more of a scaredy-cat.
Either way, that’s it for the post. I meant to write this post for a long time already but ended up not really being able to do so, due to university stuff, exams, paperwork, family stuff, and all of the things that stop you from doing what you really want. When I got to write it, I really enjoyed the process. The beginning part of this post was a bit hard to work out without spoiling anything but I think I did a pretty good job at it (feedback appreciated!).
This post wasn’t meant to be a review, especially as this is a demo but in the end, it offered a lot of entertainment, so the post turned out a lot longer than originally planned. Generally, I try to just go with my first impressions and thoughts on games and their systems in these types of posts and since I didn’t play the full game just yet, there’s obviously no telling what the endgame looks like or future bosses or how the story unravels, and I can’t quite judge the whole of the game solely based on the beginning. Alas, take this post with a grain of salt until I’m able to write an actual review on the game. I hope you enjoyed my thoughts on the demo and I hope that you’re checking out the game yourself.
Today, I wanted to take another look at some other demos.
Just like yesterday, the Steam Game Festival Autumn Edition is still a thing and it’s going to be a thing for another few days, so make sure to check out its page for some more information and some cool demos.
Neurodeck is a difficult card-based Roguelike Dungeon Crawler with a psychology-theme. Dive into your psyche, challenge your fears and face your phobias to defeat them through the power of life-inspired cards.
The game feels alright. You have to balance your two main stats: Your sanity and your stamina. To play cards you need to invest action points that refresh each round or get refreshed using card effects. As you use different cards, you require different costs of your stamina. Your Sanity resembles your Health pool and can be restored using hugs and snacks and other card effects. Most of the time, you’ll fight phobias (enemies) that inflict status effects such as Sorrow (lock cards for a turn at the end of your turn) or Anxiety, which I find quite interesting overall…
…but for whatever reason, I don’t like Neurodeck too much. It is very strategic but it doesn’t feel as strategic as Slay The Spire or Ring of Pain, for instance. You have traits and equipment that you can get throughout the run but the game does poorly to explain those systems. Combat feels a bit too slow, despite it being similar to Slay The Spire which feels quite a lot faster and more strategic. I should like Neurodeck but for whatever reason, it is not my cup of tea, which is totally fine but just something I noticed over the course of half an hour or so. If you wanna try it out, you can download the demo over here.
Ponpu is an action-packed party game that is heavily inspired by Bomberman. Play as one of four different ducks (?) and bomb your way to victory. Since I don’t have a second controller, I wasn’t able to play the local co-op and hence, only tried out the Store Mode that features a whole world with different areas, levels and bosses.
Using the A-button you place down explosive eggs that either detonate after a while or when they hit something. Using the B-button you shield yourself, stunning enemies in the vicinity and propelling your egg forward so that it either destroys the environment or damages enemies.
Since it’s heavily inspired by Bomberman the gameplay doesn’t feel too innovative. What’s really great about Ponpu, though, is the hand-drawn art style, the weird but cool music and the enemy and character design, that I personally enjoyed a lot. If you search for a game to play with friends, I’d reckon that Ponpu could be right up your valley. The single-single player-campaign was quite nice. The other modes include a paint battle, coin battle, death battle and some other modes that you may know from Bomberman already. You can find the demo and wishlist the game over here.
Webbed is a physics-based 2D Puzzle Platformer where you swing through the trees, spin sticky webs and make friends with bugs – Oh, and you play a very adorable spider!
I’ve been following Webbed for some time already on Twitter and was quite excited to finally play it this time around! Despite my big fear of spiders, I really like the design of the critter that we’re playing and – worst case – you can still turn all spiders into blobs using Arachnophobia mode. The demo plays a day before the events of the actual game (that should come out in 2021) and features you getting to know the controls and the different bees, flies, moths, ants and other insects that inhabit the demo-forest. You can swing and fly through the air, eat bugs, collect pollen for the bee next-door. You also get to spin your own webs in a very nice fashion and while there is not much to do in the demo, it certainly is still a lot of fun to play as a spider and actually be nice and not pop up in some corner of the room and be disgusting and horrifying and whatever.
Anyways, you can find the demo and wishlist the game over here! I highly recommend it to you! Lots of fun!
Xuan Yuan Sword VII
Being developed by Softstar, I’m not sure if this is still an Indie Game or not. Either way, Xuan Yuan VII Sword seemed interesting as its demo was available during the latest Steam Game Festival and as it seems to combine Chinese mythology with Action-RPG mechanics.
Play as Taishi Zhao, a calm and reliable swordsman who accidentally got involved in a tragic fate and now has to start a journey to find out about the truth. At first, I thought that this game was really nothing special combat-wise. You have your light and heavy attacks. You can parry. You can dodge away… felt like the classic Action-RPG-experience to me… but then I got introduced to the Martial Arts Stances that unlock different variations of your heavy attacks with bonus effects and special attacks that have a cooldown. On top of that, you have different skill trees and trinkets that you can equip and change to customize your play style. Also, a glimpse at the inventory reveals that your weapon apparently consists of multiple parts that may be exchangeable, improving different aspects of your weapon. Overall, I really enjoy the demo. While the story feels generic and slow, combat is actually a ton of fun!
So, after an hour, I was able to play through the tutorial and the first boss fight as well as some other small fights. The story feels generic at first but the loading screens tease different empires and mythological aspects to the story that I’d look forward to, personally. Combat was where the game really shines and in case, you wanna play it yourself, go visit the store over here.
F.I.S.T.: Forged In Shadow Torch
F.I.S.T. is a challenging Metroidvania Action Platformer where you play as a rabbit with an exoskeleton and you battle against enemies. Story-wise, you’re playing as Rayton, a former resistance war soldier who’s been living in seclusion ever since the Machine Legion invaded and colonized Torch City – a city inhabited by animals. After his friend was forcibly arrested, Rayton gets his weapon back and gets ready to strike his enemies with an iron fist! Literally!
The demo shows you two out of three weapons but oh boy, it feels so good. You can either hand out high single-target damage using your fist or you slash through enemies using the drill, featuring high AoE damage. The fist is a lot faster while the drill is able to fix you up with some nice damage if you manage to hit a few targets. Using heavy and light attacks, you’re able to perform powerful combos, grab enemies and throw them away, as well as stun-lock enemies when you time your attacks right. Overall, really satisfying! The Dieselpunk aesthetic of the game (powered by Unreal Engine 4) just looks stunning, especially when you perform some powerful combos on enemies and successfully trigger some of the stunning animations that come with them.
The full game will feature the classic Metroidvania experience with an interconnected game map and secrets but also a total of three weapons: The fist, the drill, and the whip! F.I.S.T. has been on my wishlist for quite a while already, so I was really happy about finally being able to play it! The game’s supposed to come out in April 2021 but in case you want to play the short but fun demo yourself or maybe just wishlist the game, click here!
Superliminal is a First-person Puzzle game that plays with the ambiguity of depth and perspective.
Generally, it reminded me a bit of CrowCrowCrow’s “The Stanley Parable”, mostly due to the style and the Narration that the game uses. The demo lets you play the first few puzzles where you essentially get to make objects bigger, smaller, move them away or create new ones using the angle and distance that you look at them. I’m actually quite excited about playing this game myself when I get my hands on it!
The game’s coming out on November 5th and honestly, I really enjoyed the general vibe as well as the creative puzzles in it. You can check out the demo yourself over here!
Undungeon is a hand-drawn Action Roguelike with RPG elements where you travel between dimensions and change the world around you in an attempt to reconstruct the shattered Multiverse. I’ve been following the Instagram account for a while now and it looked really promising so far! In the demo, you play as Void, an interesting character that uses normal attacks and mines and has some other interesting abilities – and you try to find the Heralds.
The game feels quite nice actually. There is real-time combat and you essentially are able to equip different body parts for different abilities on each of the characters. While the demo has only Void as a character, the full game has six heroes (like Void) planned, as well as some other dimensions and new abilities and story-lines for each of the characters. What bothered me a bit is that it doesn’t feel too good to hit enemies or objects in the world. You strike something and it seems to just slash through it without an additional sound-effect or something that signifies that you hit the target. Personally, that’s something that I would have liked a lot more in this game. After all, the animations in combat look great! Why wouldn’t they also sound great? The story is a bit complicated to explain and I’m not sure I get it either… but I enjoy the travelling mechanic and the way that the story seems to get connected eventually with some bits and pieces that you learn through conversations.
At some point in the game, the developer arrives and wants to talk to you. He can’t leave the game until you wishlist it, so if you want to do that or maybe talk to him in the game as well, check out the demo and the steam page over here! If you’re not convinced yet, you can also end his suffering and send him home by stabbing him in the gut. Your choice!
Castle Flipper is a Medieval First-Person Simulation where you clean, destroy and rebuild houses in a similar fashion to House Flipper!
At first, I thought it was by the same devs as House Flipper… but it’s not. It’s by Pyramid Games who also made Occupy Mars: The Game. The game plays similar to how House Flipper works. You’re tasked with restoring a house or furnishing it or just cleaning an area. When you finish those tasks/quests, you earn gold that you then can use to build your dream Castle… or House or whatever. The game feels rather janky, though. I cannot build up the second floor without placing a ton of walls on the first wall, resulting in a rather limited environment that House Flipper doesn’t have. The game also limits you with the resources that you have. Building materials don’t grow on trees… or rather, they do but they also run out and it’s annoying.
Maybe it’s not fair to compare this to House Flipper but House Flipper was at least a bit more fun and left you with more creative freedom. Occupy Mars also felt rather janky, from what I remember, so maybe it’s just a thing that Pyramid Games does with its games. If you want to try it out yourself, you can do so over here. I personally didn’t enjoy it too much when I noticed how limited you actually are.
Monster Prom 2: Monster Camp
I’m actually a fan of Monster Prom, so I’m actually quite excited about this release. Instead of the usual school setting, we’re now at a Camp and the demo lets you play two turns with 9 events and some “smol surprises”. The final game will feature 360 events, 50+ characters, 20+ secret endings, 40+ drinks, 2 prologue minigames, and lots of new special outfits!
For anyone that doesn’t know Monster Prom: It can be best described as a competitive dating sim. You are tasked with finding a date until Prom Night – and to do so, you go to different places and talk to the person that you like and eventually, you may end up with them liking you and going with you to Prom. Oh, and the cast of characters mostly consists of monsters, demons, and other interesting personalities!
In the demo, you essentially play a four-player game with two rounds aka 8 events that you do by selecting different places and by making different choices. In one scenario, we got lost in the woods and were about to starve, so Damien wanted us all to cut off our arms and eat it for the sake of survival. Luckily, a pizza delivery person stops by and is completely lost. We have to convince them that this is the place that she’s looking for… so instead of convincing her, we end up doing the creative/bold way: By glueing animals together and sewing a heart to one of them. There we go! For whatever reason, it worked out just fine and I got boldness and creativity for it! These stats are important as they influence the way you react to different choices and scenarios. On top of that, you can get away with certain choices when you’re bold, creative, charming or smart enough. Just like in real life!
Honestly, I love Monster Prom’s concept and everything. The conversations are fun and intriguing. At times it gets weird, sometimes it’s hilarious or just plain cute. Highly recommend the first game here (remind me to link back the review here once I’ve finished editing it!). The demo for the second game that, quote on quote, is coming out “SOON!” can be found over here – so check it out and wishlist it yourself!
Ring of Pain
Honestly, I love this game way too much and I’ve only played demos so far… it’s another card-based roguelike-ish dungeon crawler set in a dark and horrifying world.
We already interviewed Simon Boxer from Twice Different more than a year ago at last year’s GamesCom and we even took a few other looks at the game so far, so I’ll just refer to those posts in case you want to see some screenshots and more information. Generally, this game didn’t change too much. The animations are a lot more polished and the stats and different items got changed a little bit here and there, so overall, it’s still difficult but satisfying and very much up my alley! Highly anticipating this title!
Black Border is a political game where you’re tasked with controlling papers at the border. The game is heavily inspired by Papers, Please and… I feel like it’s a rip-off.
And I don’t like to use the word “rip-off” or “copy” or whatever, but the systems, the speech, the rules, and even the responses feel like they were copy-pasted into the game from Papers, Please. The developer mentions that they are “inspired” by Papers, Please and they prompt the player to check the original out themselves… but I just don’t feel like playing a game that has no identity and that is just there to try and copy what another game did.
Black Border is a Papers, Please rip-off that wasn’t even “better” or “as good”, so I’m honestly not a fan of it at all. You can try it out yourself if you want to over here. I’ll also link you Papers, Please over here so that you can play that yourself. Surely, while the styles are generally different, Black Border just doesn’t seem to have any new ideas to bring to the table, which is a bummer. It’s essentially a skin that you purchase of a different game – with the original game looking and being better. I’m sorry if that sounds harsh but… it looks and feels like a copy and I’m not a fan of plagiarism.
That’s essentially it for the Steam Game Festival Autumn Edition!
I wanted to try out a few other games. After all, Stronghold Warlords, Undying, Pumpkin Jack, Dwarfheim, Haven, Manifold Garden, Say No More, and Backbone looked really interesting. There are a fair few titles that are on my wishlist that also are available as demos during the Festival and honestly, it’s just way too much for me to look at. I’ve got a few other posts that need to get finished in the next few days and I’m not sure if I have the time to look at those. If I do, it may also be too late and the Steam Game Festival may already be over… I’ll see what I can do about it!
Either way, I hope you enjoyed this post. I hope you play and maybe even wishlist some of the games here! Also, stay healthy! My city has become a Corona-Hotspot and I don’t want anyone else to also get restricted! Stay at home and wear your mask and stuff!
This time it’s the Autumn Edition, so strap on for a bunch of demos that I found intriguing! All in one post! Kind of! As you can see by the title of the post, there is going to be a second part and potentially a third part about the Steam Game Festival (if I end up finding even more demos to play), so uh… enjoy!
First up, I’d like to say that the Steam Game Festival is available until October 13th, 10 AM PDT! So, if you want to check out any of these or other game demos, be sure to grab them while they’re here! You can also check out the Steam Game Festival page on Steam to see some live streams, dev talks and other interesting things, available for a limited time!
So, while we did cover a whole bunch of games in a whole bunch of solo-posts in the past about the Steam Game Festival, I wanted to try something different and post about them while I’ve played all of them and summarise my thoughts a bit more precisely. The problem with the way I handled it last time was that a lot of the posts about the games came out AFTER the Steam Game Festival was over, resulting in you potentially not having played some of the titles. This time around, I heard about it a lot earlier and got to play the demos a lot earlier as well, resulting in me being able to work on this post *on time*. Hence, you’ll get a long post about the games that I played and that seemed interesting… and some recommendations!
Natural Instincts is a God-Sim where you manipulate animals into moving to different places, eating, drinking, mating, and essentially, living. You can do your best to protect the environment and save it from harm… or you’re just a normal human who’s effectively ruining the environment since forever and doesn’t give a fuck about nature.
The demo only lets you play in and observe the European Forest where you get to see and influence Boars, Rabbits, Deers, Wolves and Bears. There are lush forests, long rivers, some small lakes and only limited resources available and overall, I enjoyed the experience there. Just observing these rabbits has been wonderful although I would have hoped for more quality settings since my PC can handle a lot more and since I would have loved to see the animals up close! Apart from that, it looks solid so far, although I’d love to have more information available on the screen as well as potentially some options to influence the climate, let stuff grow or let rabbits take over the world and whatever.
The full game will feature the European Forest alongside the Arctic, Savannah, Pacific Ocean, Tropical Forest, and the Gulf of Mexico, so there is a variety of places to observe and to meddle in. You can find the game over here where DreamStorm Studios has yet to announce a release date.
Honestly, this was the title that I’m looking forward to the most. It’s an insanely adorable 2D Puzzle-Adventure where you find card pieces and piece them together to shape the world around you. By talking to people and interacting with different landmarks in the world, you get hints that tell you how to find new landmarks and people in the world.
In one instance a fisherman got lost and only remembered that his house was on the West. It’s our task to guide him home, so we just quickly pop into the Card-Screen (Tab) and move his tile to the West to then unlock his house on the map tile. Obviously, we can still move everything around but we have to be careful as not all pieces fit together. There are different biomes, quest lines (sorta?) and a whole bunch of exploration fun – all tied up in a very cute and charming art style, an adorable soundtrack and an interesting mechanic about world-alteration and finding your family.
I’m wish-listing this game for sure and I highly recommend checking out the short but charming demo for yourself over here! Sunhead Games’ title comes out on October 27th, so not too long until you get to piece together more of this wholesome game!
Speaking of cute games, there’s also Garden Story! It’s amazingly cute and looked like just the right game for me in these times. You play as Concord, the youngest grape in “The Grove”, and as the newly-appointed Guardian, it’s your job to help restore the island!
But since that’s a huge task for a young grape like you, you’ve got to rely on your friends, consisting of shrooms, frogs and other fruits! The demo lets you explore the first part of the game a little bit and explains the basic mechanics with combat, loot and items. There are a lot of different characters and overall, I was a bit overwhelmed at first but as time went on, I kind of got the gist of it. We have to cultivate our home, foster the community, explore the world, fight the “Rot” and solve puzzles – and we have to do all of that to connect the different towns and repair old ties! Hooray! While I felt as if I got thrown into cold water at first, I actually learned to swim quite fast and really enjoyed my short stay in this vibrant world.
Picogram’s title is going to come out at some point in 2021, so be sure to play the demo yourself and wishlist the game right here!
And since I already covered two cute titles, why not also talk about Calico? Well, I’d like to talk about this game but… I’m confused.
You essentially are tasked with rebuilding the town’s cat café. The demo, however, runs super poorly, gives you little to no tutorial information and is full of bugs. At one point, I wanted to decorate a cake (as I had to, mostly) and the whole world got coloured weirdly, resulting in some trippy experience for me where I had to restart the demo. This happened a few times, so I then just decided to explore the seemingly hand-drawn world and play with kitties… but the controls feel janky and overall, my experience with this demo was more than frustrating. Personally, this game should be a good pick for me as it combines cats, a cutesie art style, and managing your own café. I like the way the world looks and the idea behind it but the execution is more than lacking and while the demo isn’t the full game… I would have wanted to play a more polished version of the demo to actually want to play the full game.
More than anything, I really wanted to play with cats in this game and bake cakes and try out different features but it feels very Early Access to me. Bugs, janky controls, crashes, and the fact that there are no sound effects whatsoever (apart from the same loop of the same song) is just a giant turn-off, in my opinion. Idk, if you wanna check the game out for yourself, click here… and if not, then don’t.
Defenders of the Camp
With Defenders of the Camp, I thought that we had a sort of promising candidate at our hands. The idea behind leading a party of adventurers into forests, deserts and other places isn’t new or innovative but I thought that its style looked quite cool and expected a bit more.
Just like with Calico, however, this is a barely playable demo. DotC seems to be a prototype where you can check out the base characters: A mage, a knight and a priest. Each with their own distinct roles: DPS, Tank, Support. They each have different skills but it all felt quite janky. At one time, my priest pulled a Leeroy Jenkins on me and charged into goblins who then slew the priest. My knight walked into a wall and got stuck so that the goblins were able to fight them off. Honestly, though, my mage did enough damage to mess everyone up, so I didn’t really think about it too much. Who needs a tank anyways? Who cares about the Support anyways?
But as time went on, and as I wanted to progress, I clicked on the different menus only to see that nothing’s really implemented. The skill tree menu is there but it’s not in the demo/prototype and while the stats are great and all… you have no way of moving faster. Alas, try it out if you wanna but personally, I found it frustrating to move at a snail’s pace, especially when you wanna kite enemies or when you want to actually enjoy the gameplay.
Just like Natural Instincts, Ecosystem tasks the player with taking care of a natural environment, with the difference that you actually create it yourself and observe the creatures as they evolve over time.
You generate some terrain, add mountains, hills, caves and other formations into the map, then you add plants and animals and… after the spores grow up, you get your first few species! Play GOD as you decide who dies and who lives! You can boost some creatures using points and overall, you strive to protect the environment you created and to see what crazy creatures are born. The strongest and fastest survive and reproduce while others with their own mutations and evolutionary steps end up dying. You can also edit the creatures yourself and see how they fare.
Originally, I really liked the idea but thought that it may be a bit frustrating to play as your favourite creatures may not fair so well while your fewer favourite creatures end up triumphing… but that fear wasn’t justified at all. I really enjoyed meddling with all of these monstrosities, creating long predators and growing caves and other formations to make plant life possible. In the end, I had a blast and you should definitely check it out yourself!
Rawmen is another title that I tried out and honestly, it’s a lot of fun.
Rawmen could best be described as a fast-paced Arena-Shooter where you fight other players using kitchen utensils and ingredients. There are a lot of fun items as well as a lot of puns in the game. The different game modes seem entertaining but what’s bothering me is that you queue up for a random game mode but during the queue time you get to see what mode it is. So, if you don’t like climbing a tower by bombing yourself to the top using exploding tomatoes… then you just leave the queue and queue up again. Especially as it’s a demo, it’s a bit rough to find players to play with. Hence, while it can be fun when you get into a game, it’s a bit rough when you have to wait for a while or when people decide to just leave the game when they start losing.
Overall, though, it’s a lot of fun. Especially as you get to customize your character a fair bit, play with different items in different modes and it’s just hilarious in its own way. You can find the game over here.
A lot of demos this time around…
…and we’re still not done with them. The problem with the Steam Game Festival is that just like in Summer, there are way too many titles to play. Alas, I’ve made one post now and I’ll play more demos later and publish a second post on this season’s Steam Game Festival. I hope you enjoyed this post and be sure to recommend some demos to me as well. As for Part 2, I’d like to take a look at a bunch of titles, including Undungeon, Ponpu, Neurodeck, Monster Prom 2, F.I.S.T., Xuan-Yuan Sword VII, Webbed, Superliminal, Castle Flippers, Ruin Raiders and maybe I’ll make yet another post about Ring of Pain! There are a bunch of other demos that I wanted to play but haven’t downloaded yet… but those will have to wait until I’m done with these posts. Time’s limited and the Steam Game Festival is over soon, so be sure to check at least some of them out!
To keep up-to-date with all of my posts on the Steam Game Festival, you can visit this link here where you can find all posts with the “Steam Game Festival” tag! So, check out the other posts, if you want to!
Today, on the Lookout Post, we’re taking a look at an up-and-coming game developed by Alter Games and published by Daedalic Entertainment called Partisans 1941. In Partisans 1941, you explore WWII from the side of the Polish partisans – an occupation resistance movement on the Eastern Front.
In this game, you discover how the story of Captain Zorin and his comrades unfold, how they battle the Nazi invaders and how they help the people while struggling to survive from day to day. While the story and its characters are purely fictional, the setting is very real and doesn’t always get explored in games, which is why I found this game so alluring.
To write this post, I played the Demo available on Steam. Check it out yourself to get your own opinions of it. The game comes out on October 14th, so be sure to wishlist it!
As Commander Zorin, you escape the enemy – known as the “Polizei” – and try to flee with your comrades. You have to sneak away from enemy soldiers, find loot and weapons, equip yourself and use your wits against the enemy to make sure that everyone makes it out alive.
Gameplay-wise, Partisans 1941 combines Real-Time-Tactics with Stealth mechanics, allowing you to sneak around and set up ambushes. Of course, you can also just storm the castle and try getting them that way but more often than not, you’re at a disadvantage on top of them being better equipped than you.
I really enjoyed being stealthy and sneaking around, spectating and observing the enemies movements and their paths. Right-clicking on enemies shows their vision cones. Pressing Alt allows you to see doors, loot, and places to hide in. You can silently kill enemies, drag their bodies away and hide them in the bushes before making your way through levels, and it’s actually quite well done. It doesn’t feel slow or too easy at any given time. While still giving you a hand and explaining things to you, the first few levels left me impressed at how challenging the game can get and how nice it feels to make it without casualties.
Each character features their own skill tree with abilities and passive bonuses that improve their ability to wield certain weapons or give them better chances of survival overall. Zorin’s able to throw knives, for instance, making for an easy stealth kill at times, although you’ll have to retrieve your knife afterwards.
The demo lasts about 90 minutes (at least, in my case) and features the first few levels. I noticed no bugs yet and was impressed with the quality of the demo. I can’t wait for the full-release. The music and visuals have been really nice and overall, I really did enjoy the voice acting and how the game felt.
The full game is going to contain 20 unique mission scenarios, 8 different characters with unique skills, a large variety of weapons, armaments and equipment, on top of a moral system, side missions, errands and the resistance base. The latter being used for preparations, crafting and treatment but also to help your allies survive. Judging from press screenshots, you’ll be able to accumulate a vast variety of weapons on top of preparing your allies according to different needs.
Overall, Partisans 1941 seems to be a promising title.
Critters for Sale is… interesting. It’s a weird and mesmerizing experience. I don’t exactly know what drew me to it when I saw it on the demo page but without really knowing anything about it, I installed it and started it up only to find myself in some surreal ride full of events that I’m not sure I really comprehend.
“Experience death from the comfort of your seat”, the Store description says. Sonoshee, the dev behind Critters for Sale, is also known for Rym 9000 but apart from the equally mesmerizing soundtrack and some weird symbols here and there, I couldn’t really draw a connection between the two games at all.
Critters for Sale is a text-based Noir Adventure… I think?
It features Gore and Violence on top of a lot of different symbols and metaphors as well as a story that I’m not quite following at this point in time. The demo lasts about 13 minutes as you play until a certain point of time of the first chapter, “Snake”. You play as Sergei, a taxi-driver, who gets messaged by… Michael Jackson? You’re supposed to come to the Limelight Club that is nearby.
Do you get out of the comfort of your bed or do you stay asleep? Do you take the bait or do you stay paranoid? Do you believe the man who’s looking like Michael Jackson? Do you listen to his crazy story of the future and your connection… or do you doubt it all and throw it all away? And what do you make of the weird sculptures and the people in the club?
It’s honestly a wild ride from start to end.
The sounds, the music, the aesthetic… it’s just insanely mysterious, mesmerizing and weirdly alluring. The different parts of the screen feel satisfying to click on. There are different parts and different ways to go through the story. You may leave the club early? You may find some interesting new detail? Who knows?
It’s sinister and grainy. It’s weird and grotesque. It’s unhinged and… I’m not sure but I think free describes it quite well? It doesn’t try to be overly scary or funny or dark or sad. It just does its thing. It’s not too sad, it’s not too funny. The game’s doing it right without trying too hard.
Critters for Sale looked “interesting” but caught me off-guard as I expected nothing and was flat-out overwhelmed.
I’m not sure what to say about it all. I love it. I’m excited. I’m hyped. I wanna play more. I wanna see where this goes. I want it now… but it’s getting released in 2021, so I guess we’ll have to wait for that…
Starmancer looked like the closest thing to any of the games that I’m usually enjoying and all the demos I’ve seen on the Steam Game Festival. It’s getting published by Chucklefish which fits most of my favourite games… it’s a strategy, base-building simulation game based in Space and you essentially play as a powerful A.I. who’s controlling a base while researching, expanding and upgrading everything.
You try to survive starvation, sabotage and other threats – and worst case, you’ll just regrow your humans.
The idea of either “following protocol or going rogue” was really interesting to me, so I thought I’d give Ominux Games’ “Starmancer” a shot and I’m pleasantly surprised.
You start up with researching some technologies and building up biomass synthesizers that fuel your production and are essential for your success. You then link up your machines with pipes and wires while managing your colonists.
You send out humans on missions, make money and advance your production further to ensure a happy life to your colonists. The full game will feature diplomacy, exploration, and modding support as well as the features that are already in available in the demo like personal relationships, memories, rumours, jobs, unique colonists, procedural generation, Insanity and Mutiny.
All the good stuff!
The demo features 60 minutes of gameplay, although you may restart it whenever you want. You’re also granted a lot of starting money for the sake of exploration, as well as unlocked misc items to ensure your colonists’ happiness.
It all plays surprisingly well for an Alpha. There are no bugs from what I’ve seen, yet, and the mechanics work rather well. I still need to create a successful colony to date as I’m always failing in the worst possible way. In one run, one of my colonists started picking fights with everyone as they were hungry. This lead to them making enemies out of everyone and eventually it started to pick fights with all the other colonists (who were all pacifists), resulting in two dead and one living colonist.
I wanted to revive both colonists but sadly the mad one also turned into a cannibal and started eating them while having this urge of bloodlust… So, I had to starve the mad cannibal out until I could regrow the other ones. Starving her out didn’t work out well… So then I just vented the oxygen into space, so that she suffocates and dies that way. That worked.
When I generated more oxygen a fire started spreading and destroyed the human growth machine, resulting in no way for me to grow more and alas one run ending.
In the next one, I ran out of money and had no way to recover… and in a different one, I ran out of time and had to restart the demo as I played it for yet another hour.
So, I guess, you could say that I had a blast! I really enjoyed this game. I’d describe it as a mix of Oxygen Not Included and RimWorld.
I really liked the fact that your colonists can get better at the jobs they’re doing which would then unlock more research options and alas more blueprints and items! I would have liked it a tad more if I had a better way to see the colonists happiness and if there were more ways to increase their happiness, like giving them some rest here and there or even changing their schedule completely.
So, this is essentially a winner. I’m really looking forward to the full release which is “coming soon”.
Wishlist it and get notified when it comes out! The Alpha Demo is also still available for download on Steam, so try it out if you want to! 🙂
I used to be a waiter, as I previously mentioned a couple of times, and, well,… I wasn’t all that great at it. I wasn’t the fastest but I cared about my guests. Sometimes I wished I could have hit “space” and restarted, only to add some extra servos, wheels and hinges… maybe some blocks here and there… and to top it off… a moustache. A glorious moustache! But I can’t just do that unless I hop into RoboCo, the cute little Robot-Building Physics game where we build adorable little robot waiters and stuff!
Filament Games did a great job with this one. They really did! There is only one challenge in the demo and it’s about serving a sandwich to a guest. Yep, that’s right! We have ONE job! Are we going to fail it? We’ll see.
When I started the game, I already an idea of how I wanted my robot to look like. He’d be rolling around on one wheel or a small platform with a few wheels while only being held up by one rod to which his body is attached to. He’d also be very classy and demand tips for his services.
Naturally, I started building and already had to realise that not only it’s hard to manoeuvre around on only two wheels… but it’s also hard to stop with four wheels only, so I need to do some balancing… or find a different solution!
I present to you: My solution! Four extendable pistons that essentially stop us from falling onto the ground… we always fall at an angle and get to get up again. While this worked well as a solution, I couldn’t figure out how to assign controls… until much later! Alas, I could have also used four rods for this instead… or one in the front and one in the back. Oh well! Sadly, the plate breaks when it falls onto the pistons, resulting in property damage, which is always tough to deal with as a waiter… be it as a human or as a robot.
Next up, I added two arms to the robot to make him look friendly… on top of adding a platform of soft blocks to his pistons… These essentially catch the plate but in case of falling, the plate would get smashed, too, so I ended up spacing out the wheels a bit for a stable ride… which rendered the pistons useless but whatever.
Since the “plate” was a tad low, though, it couldn’t reach the table… Furthermore, the plate with the sandwich would constantly be on the verge of shattering and/or falling, hence ruining our chance to get a tip! Alas, I had to take some actions to tackle both of these issues.
My solution? First up, we’ve got a piston that moves the soft tablet up and down, using Q and E, to adjust to the table’s height. The tablet also features an increase at the back of it, so that it doesn’t fall off the tablet before reaching the goal. Alas, there was still the problem of softly placing it down, so I added a rotating part to the tablet that would then softly tilt the tablet using I and K. This way we could ensure that we’re able to balance out the tablet while walking to the table… all while also ensuring that we can slowly drop off the plate with the sandwich UPRIGHT on the plate and without touching the table. This ended up only requiring one arm, so we built a second arm in the same anatomically correct fashion. It features the HANDinator-1337™!
Before we proceed with the end of the demo-challenge, I’d like to talk about my overall impressions:
The game is insanely cute and derpy featuring all kinds of cute little details and customizability-options. The demo let me build up this robot however I wanted. I got a bunch of blocks, wheels, hinges, motors and other objects to construct this beautiful lad here. The technical side of things is a bit hard to approach at first… but once you try some stuff out, you get the bigger picture of how things work.
The game was a ton of fun (the fact that I spend more than an hour building up this waiter-bot should testify for that) and the music and style are quite pleasant as well, which results in a great experience overall. Worth checking out! I’m going to wishlist this one! 🙂 It’s coming soon as well, so that’s a pleasure!
And here we are… after nearly two hours of work done on this robot… we created a lovely waiter, able to catch, deliver and place a sandwich without any problems. The guest, as you can see, is terrified about the fact that his sandwich could fall any minute…
But in the end, it all worked out! Hooray! Eureka!
I’ve always been fascinated by space and games that play in space. Landing on some planet, starting colonies, all that good stuff. Surviving Mars is a great game, Kerbal Space Program is something I wanna be good at, and well,… today’s Demo: “Occupy Mars: Prologue” by Pyramid Games is something I want to like…
You are on Mars, duh.
You have your tools and your rover. You build and upgrade your base, discover new regions, conduct mining operations, retrieve water and generate oxygen while growing plants and doing your best to colonize Mars. You try to make living on Mars possible, step by step. I love the premise.
It’s a highly technical, open-world, sandbox, survival game that really scratches that itch that other games have scratched in the past.
It’s got a day/night cycle and makes use of mainly solar power. You also try to fix broken parts using highly realistic mechanics like SMD, smoldering, hot-air and electronic measurements, fixing cables and platines and stuff.
I’m getting “The Martian” vibes from this game, which is really neat in a way. I really like the idea of ultimately trying to create an atmosphere on Mars using Mars.
Buuuut… it’s super janky. I struggled for ten minutes to try and pick up a rock with the rover’s crane. Some cables that you unplug or pick up, vanish into the ground, rendering the game broken sometimes. It’s only a demo and the game will start out in Early Access as well but I feel like some of the “realism” is harming the experience as you are trying to lift a rock or getting those ores while your oxygen, food and hydration meters are emptying over time, threatening your survival… I feel like some guide rails would be really helpful.
We’ll see if that changes in the actual game.
I guess I’d tune in for the finished game but I wouldn’t enjoy an EA-phase where the game breaks itself. I feel like the intent and the premise are there but they don’t necessarily are just “good enough” at this point. Alas, I’ve got it on my wishlist, waiting for possibly the full release… and then I might pick it up and review it… or I might not, judging from other people’s response to it.
Just the other day, I showed Ms Magi some games, including the demo of Streamline Games’ “Bake ‘n Switch”. She found the style adorable and since it’s a co-op game, I thought it might be a good time to try it out and see what’s baking!
The answer to that is bread. Lots of it! It’s super adorable!
Developer: Streamline Games
Publisher: Streamline Media Group
Release date: Summer 2020
Genres: (Couch) Co-Op, Baking, Casual, Indie
The story? We need to sacrifice adorable living dough creatures to the Guardians of Dough. We need to merge, punch and bake the Doughs before time runs out, resulting in a hectic experience akin to a mix of Overcooked and Pummel Party!
Ms Magi is not much of a gamer herself, but she really did enjoy herself throwing and stacking those buns together, so that was a lot of fun. And it gets incredibly hectic and fun as you’ve got to defend the a-dough-able creatures from slimy monsters that want to steal the yeast! Alas, you have to punch them until they’re slimy dead monsters to protect your buns, hun.
I really liked this game. It seems like a lot of fun, especially with the different characters being so adorable and everything looking so cute and bright and vibrant!
The levels also tend to get rather challenging over time, so you need to communicate in Co-Op. Since Ms Magi’s not much of a gamer we didn’t try out PvP – but I’m sure it’s fun, too, to throw buns at your friends and punch them to death.
But then again, games like these that take 2-4 players to play only work with others and alas can be a bit annoying to deal with when you have no friends to play with, so I guess that’s probably a bit of a drawback here.
Overall, a really fun demo as well. I’ll wishlist this for sure! You may want to do it, too?
Coming from a region where a lot of wine (primarily Riesling) is made, I thought that this one is a title that I HAVE TO TRY OUT. “Hundred Days” is “a game of choice, nostalgia and winemaking”, which is honestly a perfect match for me.
Broken Arms Games’ title “Hundred Days” features different action-cards that you play out to place tiles into your schedule. Obviously, you only have so much time in the day for the different tasks, resulting in you having to carefully place tiles like Harvesting, Weeding, Marketing, and some other options.
Developer: Broken Arms Games
Publisher: Broken Arms Games
Release Date: "Soon"
Genres: Agriculture, Management, Economy, Simulation
There are a lot of different things that you need to get used to in the game, like the fermentation-process that looks and sounds more difficult than it actually is.
When I first started playing the demo, I ended up just trying things out only to find out what the results would be like. I personally like sweeter wines more, so I tried to get a couple of sweet ones… sadly, there were no white wines in the demo, from what I could tell, so I ended up creating mid-tier wines with not enough acidity and way too much sweetness, which is fine, I guess? These wines would go well with your dinner, probably!
A lot of the processes that are being pictured in the game appear to be accurate from what I gathered. As mentioned, I’m from a region that has a lot of vineyards and alas I know a thing or two about the process of wine-making. I used to be a waiter at a restaurant and a lot of the winemakers came around and told me a thing or two about the whole industry, so that was quite fascinating.
In a way, the game got me to dwell in nostalgia but I’m not entirely sure how it would sell to other people, especially as not everyone has a connection to wine and since not everyone might connect the dots when it comes to making a choice and seeing it getting reflected in the stats on the side. Alas, that would need a bit more clarity!
Features that I’d be interested in seeing would include upgrades to get more workers, bigger fields, and more stock. I’d also like it if you could do research projects or maybe even customize your vineyard. Another great thing would be if you could branch out into liquor and create distilleries. That’d be a nice little touch, especially as a lot of winemakers seem to get into “the good stuff” as well as a side-job, which is quite nice, actually!
Overall, it’s been an enjoyable demo! I’m looking forward to seeing more when the game gets fully released!
As a blogger who’s kind of focused around indie games and new releases as well as reviews, I always am on the search for new titles that are coming up and worth checking out or writing about. Alas, the Steam Game Festival, Summer Edition, has been a great opportunity for me to do just that: Play games that are coming out and write about things that are worth checking out.
Sadly, due to real-life obligations, I didn’t quite get the chance to do that just yet, although I did download plenty of demos. In the next few days to weeks, I’ll post about my experiences with these demos and will recommend stuff based on my first impressions in this category… The Lookout Post!
Overall, I’ve got to say that there are a lot of titles that I already played in the past from Ovid Studio’s “Metamorphosis” to TwiceDifferent’s “Ring of Pain”… But I also got my eye on a lot of new titles that I’ve been eyeing for the last couple of months, which is rather exciting. I’m really looking forward to the experience and the first impressions that I’ll be able to collect. I still haven’t really figured out how I’ll tackle these posts but it’s going to be exciting regardless of the posts’ form.
Apart from that I also have three posts on Drake Hollow planned, which should come out sometime soon. There will be an interview with the devs, once I’ve figured out what questions to throw out and which ones to keep. There will be a general informational post on the game… as well as an Indietail-Review once it’s out! So, stay tuned for that!
The last Stray Sheep has been half a month ago already so I thought I’d post something in that section already. This time around, we’re talking about categories!
Currently, I’m doing mostly reviews (Indietail) since I originally wanted to do exactly that, review titles in my library and work through my backlog. The Gaming Journey also helps with that as I get to stream games and post about it (MHW, D2, etc.) that aren’t exactly “Indie” Games. So, overall, I really am enjoying that. And “everything else” is the Stray Sheep, I guess?
Well, I was planning for a while now to start up a category with informational pieces about upcoming games, new releases and promotions as well as new games that I’m excited about or that I’ve newly discovered or added into my pile of games to play. I really am looking forward to that as I’d also add the past interviews with Devs into that section and as I’d also talk about stuff like Witchmarsh, which I’ve been backing for a while now on Kickstarter!
Informational pieces would be mostly about “hype” or things that look interesting without the evaluation of potential repetitiveness or design flaws or whatever else I’d say about it. Of course, I may talk about those, too, but generally, I’d love to keep it less review-ish and actually only talk about why I personally am excited about those games and why it looks so interesting to me. I also could post my Revisited-series in there and move some of those posts to that category since they’d go hand-in-hand with the reviews, I guess?
Updates, press releases, new information, new discoveries, interviews – “On the Lookout” or “The Watch Tower” or whatever I can come up with will be the category for it! I personally am quite fond of “On the Lookout” but I’m a bit worried that it may be too obvious or too concrete in a way… it’s not like “Indietail”.
I even have a few games in mind to post about in that sense. I’m looking forward to it!
Before I set everything up, though, and before any of those drafts can be finished and posted, I’d have to come up with a fitting name for it and hence, I gotta find something that “sticks” or that is “easy to remember” or “fitting for my ‘brand'”. I personally am not really too coherent with it just yet, although I may redesign my blog soon…
Edit: The newly created category is called “The Lookout Post” with some puns and all of that in there…
I hope you enjoyed this quick little post on categories and upcoming WIPs!