Today’s prompt, hosted by The Rambling Redshirt, is about our mascots… if I had one, what would it be? Well, jokes on you, I’ve got one already!
I present to you… I mean… we’ve seen Magi already, haven’t we?
Ages, ago, when I just started out doing pixel-art in Paint.net, I did attempt to re-pixel the black mage from Final Fantasy 1 but with a twist: It’s not a black mage but rather a Lich or a Necromancer!
I practically always have adored magicians, wizards, mages and the like… and over time, I noticed that the bad guys in movies and games usually ended up being way cooler than most protagonists… alas, I depicted my “dream character” or whatever you wanna call it as a Necromancer: Someone who does the forbidden… necromancy… to fight his foes and rule over the world. An evil Overlord using minions to punish his enemies. Someone who’s actually doing evil to successfully accomplish their goal. I loved the idea of that. The sound of that is quite nice. A Lich or Lich King… or just a Necromancer or Cult Leader if not even an Overlord would be just the right character for me in that sense.
So, I did successfully re-pixel the Black Mage in Paint.net, which I was somewhat proud about… then I changed the blue and yellow from the original picture to a purple tone since I feel like purple is a lot more mystic and evil, if not even ominous and mysterious, than blue and yellow. The eyes suddenly were a deep and dark red staring out of the darkness… and overall, I was quite happy with this.
I love my little mage/lich/necromancer character to bits and jimmijamjams over here on Twitch actually ended up creating a GIF of my character! Absolutely lovely! If you visit me over here on Twitch, you’ll end up seeing it dance around in the corner somewhere, which is super cute and which I’m really grateful about!
MarsaOvO, another great streamer, also did a fantastic job, capturing the essence of my character into some wonderful and adorable emotes as you can see down below. I love the UwU emote to bits and it’s probably the cutest emote ever!
So, that’s essentially my “mascot”. I never really thought of it as a “mascot” per sé… rather, it was an Avatar of sorts for me. I used it on Discord, Reddit, Twitter and Twitch but since I rebranded a little bit on Twitch and everywhere, I’ve been using my logo over here instead. Alas, the mage character now only shows up on Stream, which is a bit of a bummer… but it works in the sense that it’s more of a mascot now. I love it. Magi the little Necromancer, I guess! 🙂 And since that name’s taken, I’ll be MagiWasTaken instead… or just Dan.
So, I hope you enjoyed this little trip into the world of mascots and the like. The next post in line is by Tessa, so check her post out! What kind of characters do you have and what kind of mascots do you use? Are there any themes that you stick to usually?
This post is part of the Blaugust 2020 event. Wanna know more about it? Then check out my post on it or Bel’s post where he also linked everyone who’s participating! Be sure to check out the others as well!
Note: This post would have been TSS#73. In case anyone counts or is wondering. I’ll probably drop the “TSS”-part during Blaugust to prevent overly long titles. Afterwards, I may return to it.
Have you ever wondered what it’s like to be inside of a giant whale? Or what it’s like to manage your inventory properly if you only have one spot? Or have you ever thought about the possibility that a van is currently chasing you… from ABOVE?!
Well, if you didn’t really know what I want from you with any of these questions, then you’ve come to the right place! After all, we’re looking at the newly released arcade-ish rogue-lite-title “Gutwhale”!
At the beginning of March, Josh from Stuffed Wombat was fired from his job due to the Corona-Virus-outbreak, so he started developing this game. In the game, you essentially engage in a gameplay-loop where you dive into the whale’s gut and have to shoot enemies with your gun and die when you run out of lives. Your gun only holds one bullet at the time, so when it hits a wall or enemy, it bounces off and you’ll have to pick it up again before you’re able to shoot again. The enemies either move, jump or shoot at you as well, resulting in a little bit of a bullet-hell-feel that I overall found rather enjoyable.
Patience is key
If you die and your bullet is still on the ground, you may use it in the next life as well, which leads to strategy-opportunities. Each area or biome is divided into different levels where you need to clear all the enemies. Using arrows, the enemies of the next level below you are indicated to you so that you can position yourself in a good position.
Despite the in-your-face-techno kind of music that is blasting your ears in a rather fast manner that was created by Britt Brady (known for the Gato Roboto soundtrack), the game actually requires a lot of patience. I guess you can rush into the fights without any strategy at all but in my case, it never worked out and I got a bit frustrated. Not at the game but at myself for not doing what I wanted to do: Not Die.
You have to patiently wait for enemies to move a certain way and you have to position yourself accordingly, aim steadily and know when to move fast and when to wait for a second and reconsider your next move. Sure, the game may be a tiny bit fast-paced when you’re getting swarmed by four frogs at once or when it suddenly turned into a bullet hell game with all the mushrooms shooting at you… but it still punishes you for being overaggressive, which I found rather enjoyable.
The artstyle is…. gutsy?
Frankrekkk did a great job to portray the inside of a whale. It’s very red and it almost feels as moist as I’d imagine a gut to be… The enemies also come in a bit of variety with new enemies for each area and new patterns for their movement. There are small jellyfish that chase you around in the first level alongside mushrooms that are shooting bullets at you and small whales eating away at the blocks that stand before you. Down below, in the next bigger area, you’ll find a lot of skeleton foes that move based on your movement while there’s tankier enemies further below that hit hard and are able to take more than just one or two hits.
Overall, I didn’t get too far into the game yet. It’s mostly just this one frame away and I always get a bit too tilted when I play Gutwhale as I just am not really good at it. Regardless of that, I made it to the third area and nearly have beaten it… and I’ve unlocked new hats that unlock new modifiers for your gameplay like getting more points (that then can be spent on extra lives or extra bullets) but also only having one life or like replacing all enemies with frogs… or like having a high jump… and all of these hats and modifiers make the game not necessarily easier… they just change it up a bit keeping the difficulty and bringing something new to the table so that you can enjoy this finite rogue-like-experience for a ton of time.
Overall, I’d say that Gutwhale is a great game. The art style, music and gameplay are completely satisfactory but there are some issues that may get fixed in the future (the game just came out after all):
In the settings, the game gives you “options” but not really options. You’re able to play in “Fullscreen”, “Smollscreen” and “Bigscreen”, which is amusing at first but it gets rather annoying when you don’t have the option of turning on Borderless Windowed or change the resolution at all. Similar problem with the sound: Sure, the soundtrack is nice… but being able to either turn it on, off or have someone whistle, isn’t really helpful. The game is really blasting the music into your ears and generally, I find it rather annoying when I cannot turn down some of the volume settings or the brightness or anything like that.
I get it. These settings are supposed to be for entertainment only and stuff but “serious settings ON/OFF” would be a nice setting to have as well where you have these joke-settings on “on” and normal %-volume-settings for sound and music and brightness and everything else, too, on “off”. At first, I found them fun and even chuckled at them but over time it just got annoying, though I guess that you can either turn everything off or you use the computer’s audio mixer for it.
Apart from these issues with the settings, I didn’t encounter any other flaws or bugs or whatever and really enjoyed the game. Sure, it can be frustrating sometimes but I never felt like the game killed me. It always was my over-eagerness or my impatience or a false input.
Hence, I do recommend the game. For four bucks on Steam it’s a grab that is absolutely worth it, so check it out if you enjoyed this review.
This post is part of a challenge called BLAPRIL. The goal is to post as much as possible during the 30 days of April. There are different themes during some of the weeks and a lot of mentors, newbies and participants participating. Feel free to check this hub-post out and check out the other participants!
Those of you that are a bit advanced in your age may know those old hard-boiled detectives or cops in older crime shows where the protagonist has to take care of cases by the lawbook but in the end uses his own methods to find the culprit. People in my age group may know Brooklyn 99, which is a rather comedic take on the genre of cop-shows, or Lucifer which is going into that direction as well. In older shows, there’s usually some overarching scheme or plan that the antagonist has come up with and the protagonist usually gets clues on that antagonist while working on other cases that have to do with it.
In today’s review, we’re taking a look at Beat Cop, a game in which we’re an ex-detective who is being framed for crimes he hasn’t committed. On his last case, he got into a Senator’s house, only to find a burglar of sorts who has already been taken care of and an empty safe. He’s accused of having stolen the diamonds that were in the aforementioned safe and hence gets demoted to a Beat Cop, having to patrol the streets – or rather one street – in Brooklyn, write up tickets, catch thiefs, and prove his innocence.
Developer: Pixel Crow Publisher: 11 bit studios Genres: Indie, Retro, Adventure Release Date: March 30, 2017 Reviewed on: PC Available on: PC Copy was purchased
Let’s get down to business.
Your first steps revolve around writing up tickets. You check a car’s tires, lights and the parking-meter and then get it towed after leaving your ticket at the front window. You then patrol the street, talk to different people and shop owners and take care of their needs, while fulfilling your quota on certain tasks. The game’s played with your mouse only, resulting in a point-and-click-like feeling. The ticket-writing-process kind of reminded me of Papers Please, which I found rather nice. At first, this gameplay may seem rather boring, especially as you’re usually left with no music at all, but when you’re getting busy and you’re running out of time to fulfil your quota, shit goes down.
To make it harder for you, the game gives you different tasks every day. Sometimes you’re left with a guest of sorts, sometimes you’ve got to run errands for different people and some other times you need to tow every car in the street as a VIP of sorts is coming around soon. Every day plays differently!
While you’ve got your daily tasks, the game also throws certain distractions at you!
While you are peacefully writing those tickets, you get an alarm via radio that a thief has been reported on your turf, resulting in you having to chase the thief down! In some cases, you’ve also got to help a kidnapping-victim in dire time, stop a man from lighting himself up or removing cult-propaganda in the neighbourhood.
There’re also two gangs in the area that you may want to help now and then. On the west of your street, there’s The Mafia, run by Italians, while on the east-end there’s The Crew, run by Black people. If you help one side, you end up improving your standing with them while also worsening your standing with the other. The Mafia is running a pizzeria and take care of certain people, while The Crew is mixing things up with drugs, weapons and other crimes.
Not only does the game change things up with different events happening on each day but it also pressures you to take care of the “main quest” in finding out the truth of who’s framing you for their crimes by sending you warnings. Your former partner gets murdered right in front of you, your boss hates you and tells you that you’ll be suspended after 21 days if you don’t return the diamonds, that you don’t have, there’s also the fact that you’ve got to collect money from paychecks and bribes to pay your ex-wife’s alimony.
Overall, you’ve got timers ticking down in the background, pressing you for time, like the doom clock-timer in Majora’s Mask. To find clues, you’ve got to improve your standing with the gangs eventually. To pay the alimony, you’ve got to accept some bribes here and there or turn a blind eye when some radios get stolen. While I was rather rightful in the beginning, my playthrough became rather corrupt eventually as well.
In dialogues, you’ve often got different options to deal with the conversation, resulting in you being a people’s man (and letting tickets go, for instance) or being a douche (by just doing your job). In my playthrough, this didn’t feel that well executed. You shouldn’t become a douche when you’re doing your job and you shouldn’t be a hero when you’re just corrupt. Also, it didn’t really feel like the game’s punishing you hard enough when you accept bribes. You lose a bit of standing with the Police and earn a bit of standing with the people of your neighbourhood, but usually, the police-standing gets evened out by fulfilling your quota.
The presentation is good, I guess, but also a bit lacking in some regards.
While the art-style is rather detailed for a pixel-art style, it’s not too special when compared to other games that came out in 2017, like Dead Cells. The music is great!… when you hear it. Usually, you’re left with the sounds you encounter in the street which is rather boring and doesn’t add much to the game. I found it quite disappointing. It’s got slice-of-life vibes here and there with the ordinary tasks of being a beat cop and with the lack of music, I guess, but I doubt that that’s intentional. Here and there you hear music when there’s a boombox nearby but the mixing feels kind of off as well, as it gets really loud when you’re right next to it but is already silent when you’re only a few steps away.
The humour, however, is rather great… for the most part!
The game tries itself at some darker humour by not only involving subtle jokes like that one German guy at the drug shop wanting to help out anyone apart from the Jewish guy, which took me a few seconds to realise. There’re also other darker jokes here and there that are rather direct and could be applied to today’s day and age – e.g. a black kid being surprised at you helping her instead of shooting her on sight. Oof.
But here comes a big problem with the game: I don’t know where the line is between black humour and racism.
The devs call this game “an homage to old cop shows that they used to watch as kids” but at the same time, there’s a ton of racism going on in it with slurs being spurted out in nearly every conversation. There’s also the fact that the one female coworker at your police department is getting sexually harassed daily while some other “bigger” coworker is being openly bullied by everyone else. Black people are referred to as “darkies”, Italians as several pasta-references, the Chinese are called “yellowies”, gay people are being called the f-slur, women get called the c-slur, and the list goes on.
I don’t get it where they are drawing the line. Calling black people “darkies” or whatever is as bad as calling them the n-word in my opinion. The devs don’t want to overstep that line, so they try to pull back and tone this part of the game down… and yet, they don’t pull back when it comes to gay people or women? Calling all women the c-slur and all gay people the f-slur seems to be no problem to the devs. They are being openly sexist and racist. I guess you could argue that it’s “just an art form of sorts” but I personally don’t believe that provocation for the sake of provoking is any good. If people were to say “Heil Hitler” on the streets over here in Germany, they wouldn’t get away with saying “it was just a joke” or “it’s just an homage to old times”. They’d get fined.
I feel like the constant use of the c-slur and the f-slur as well as the constant harassment that some of the people are undergoing are creating an atmosphere where it’s alright to discriminate against women and against gay people “because they’re different from us”. Meanwhile the name-calling is just horrible in regards to the people of colour, featured in the game… and I know that it’s just a game but I don’t think that it’s alright to draw the line when it comes to racism but not draw the line when it comes to sexism, homophobia and other things. It’s just horrible.
My solution for this would have been to have an option where it censors all slurs with stars or where it doesn’t call people of colour “spaghetti” or “yellowies” or “brownies”. If you activate that “sfw-mode” or “clean mode”, you end up with a version of the game where you can enjoy the actual gameplay and the actual plot of the game (good parts, actually). If you don’t have that activated, you get a bad game where people are getting called slurs – for the sake of… edginess?
I mean, really… the game is just being edgy with this. There is no “black humour” in this case. Calling a women the c-slur and constantly making it seem as if harassing women at your workplace is alright, is not black humour: It’s a dickmove. It tells a lot about you.
Calling gay people the f-slur and just making fun of them for the sake of laughing about it, is just edgy. It’s not “an homage”, it’s just homophobic. And looking back at the fact sheet… this game is from 2017 and yet the game devs seem to be just edgelords that are trying to say that discrimination is alright when it’s in a game or when it’s set in the 60s…
Provoking for the sake of provocation is not cool. The slurs and the insults are not adding any value to the game. It doesn’t become more “like in the 60s” by adding a couple of “c***s” and “fa**ots” into the speech while censoring yourself when it comes to the n-word. It’s just being edgy and running away when it goes too far, tail between the legs. I just feel like I’ve talked too much about this already. This part of the game sucks. Inherently it’s a good game but the devs just tried too hard to be edgy and ruined a lot of the fun experience for me.
Overall, I did enjoyed playing this game. It was fun. It took its time for the plot to pick up the pace but eventually, I was rather excited about it. I also managed to double or even quadruple my quota while at the same time collecting bribes, running errands and doing missions. The time-management aspects in this game are rather interesting and there hardly have been any times where I had to restart a day and try again. I also haven’t encountered any bugs yet and am quite hyped about unlocking those other endings there.
However, I cannot recommend this game to anyone who’s easily offended by certain slurs and discrimination overall. While I did have fun with the original game formula… I didn’t enjoy these sexist and homophobic aspects of the game’s characters… at all. They don’t add value to the game. They make it worse actually.
So, final verdict:
While I did enjoy the game, I cannot recommend it to everyone. It can be really offensive and inappropriate. If you don’t care about that, go for it. Good game. If you care about discrimination and stuff, don’t necessarily buy this game. It has got some issues.
Anyways, have a nice day and be careful where you park your car! We don’t like those tickets!
Dizzle, Rain and Monsoon? What sounds like the weather forecast of London is actually something that has to do with an awesome game by Hopoo Games. Stay tuned for a review on my favourite game featuring a great soundtrack, some cool combat and a small risk of rain.
In today’s review, we’re taking a look at Risk of Rain (Trailer/Shop), a game developed by Hopoo Games, in which we crash on a mysterious planet where we have to fight through waves of monsters to get to the teleporter and…more about that later. I actually heard about this game about four years ago while following a blog called petebackwelcome with reviews on movies, games and all kinds of other stuff which I found really interesting. Later I bought this game since it got recommended by one of my favourite bloggers. And it didn’t take me all that long to find out about this game is one of my favourite games of all time!
So, let’s get started with the menu: Here we’ve got the option to choose between singleplayer and local or online co-op.
The online-multiplayer is a pain in the arse to set up, so we won’t
bother with it all that much for now. In the singleplayer “Campagne” of
this rogue-like-title, you’re then able to choose between different
characters that were on board of the ship that just crashed. Once you’ve
chosen one out of those twelve characters that all have different playstyles and skills, you’re basically set to choose the difficulty and artefacts.
These difficulties are Drizzle, Monsoon and Rainstorm.
These are basically designed for newbies (Drizzle – it’s really easy
but achievements and the like are disabled), casuals (Rainstorm – the
normal experience) and hardcore-gamers/pros (Monsoon – quite hard at the
beginning but once you get used to the game you’ll basically want to
play this mode!). Artefacts are also available to make your game harder
but I’ll explain those later as well.
At the start of the game, you only have one character available to unlock the other characters: TheCommando. He’s basically an allrounder who’s
not only able to deal good amounts of damage but also has two stuns in
his kit and a dodge roll to mitigate damage that may have been taken.
Once you start your run you’ll spawn in one of many procedurally
generated biomes. Those biomes have similar layouts to each other but
still work with a small number of tilesets, meaning that there’s chests,
shrines, and shops at different points of the level. You’ll start at
level 1 and have to kill enemies to gain experience (to level up) and gold (to
gear up). So, just like in most games, you’ll be looting and levelling
to become stronger and beat more enemies and bosses. Items can get
through those shrines, chests and shop but you always have to pay a
price of gold for them. To get to the next level, you’ll need to find
the teleporter and activate it so that the last few enemies and the boss of that level can spawn. Once you defeated the boss,
you’ll be able to collect a new item, get rid of the last few enemies
of the level and once you cleared those out, you’re free to either open
the last few chests or just proceed to the next level. Proceeding to the
next level however converts your gold to experience, leaving you with
no gold in the next level.
Relatively early you’ll find out about a timer
that can be found in the upper right corner. It shows you how long
you’ve taken so far and increases the game’s experience based on the
time taken. The longer you take, the stronger the enemies get. You’ll
have to fight through more enemies and have to deal with elites that
have different properties and more health. In the ideal scenario, you’d
of course want to proceed even faster and get to the highest level
possible asap, right? But that’s where you’re wrong as well since you’ll
still have to level or else you’ll deal little to no damage to future
bosses. So, naturally, you’ll have to find the right balance between
farming mobs and speedrunning the levels.
The best way to get stronger is by getting items.
These have a few different grades from uncommon to epic and can be
found in chests and the like. There are active and passive items. Active
items have to be used in order to deal damage, heal you or do other
things like opening all chests nearby (there’s an achievement for that
btw!). Passive items, on the other hand, are able to increase your
stats, give you bonuses or other boosts which can be really helpful.
Most of them also stack, so that you can get the same stats over and
over again, like three syringes for three times the attack speed of a
normal syringe. Opening a more expensive chest means having a higher
chance of getting a higher grade item. While chests give you a random
item from their loot table, bosses always grant you better items while
shrines grant you a random item as well. To activate shrines, you’ll
either have to donate gold or health in order to get a chance of getting
an item. While this might sound like a huge gamble, there are actually
strategies where you try to fail them a few times in a row to get
increased crit chance with a certain item. On top of that, there are
also shops that either already show you the items you can purchase or
question marks with a random item.
Once you start the teleporter,
one out of ten bosses spawns. These range from the magma worm that
jumps out of the ground and ignites the ground around its impact to the
Colossus who’s quite tanky and able to spawn golems around him to the
Imp Lord who also spawns enemies and shoots rays at you to the wandering
vagrant, a flying creature that roams the map and attacks you freely
while doing so. On higher difficulties, these bosses can also spawn as
normal enemies or come in pairs or even in elite-versions with different
properties to them than the normal version. Even if you slay the boss,
you still have to wait for the teleporter to charge up which takes
different time from a minute to 90 seconds depending on your difficulty
(Dizzle, Rainstorm or Monsoon). In that period of time enemies are still
able to spawn until the timer runs out. After that you have to clear
out all remaning enemies before getting to the next level via
The best thing about Risk of Rain, however, is apart from its soundtrack the combat-system.
Each character has a normal attack, two normal abilities and an
ultimate ability. While there are characters like the commando who are
focused round shooting fast and dealing tons of damage while moving
around a lot, there’s also melee-classes like the Enforcer who has a
stun grenade and a shield that blocks enemy-attacks that come from one
side of him. There’s also a sniper and an engineer which also play
differently. Over all every class feels unique and is insanely fun to
play. Once you understand how to use your character, you’re getting
better in the game quite easily and may as well try out higher
difficulties and artefacts. What I really like about the system is that
no matter how you die, it never feels unfair. You always know what kills
you and how you should have positioned yourself. With enough items, you
get overpowered quite fast but you’re still able to die quite easily.
fluid since every character/class has some sort of gap-closing ability
with invulnerablity-frames and the ability to dodge attacks and fall
damage and the like. You can play the game with the controller and the
keyboard and while the controller feels more intuitive, I must say that
the keyboard isn’t that unhandy. It still works.
Overall the experience is very space-y and positive. The soundtrack by Chris Christodoulou (Bandcamp/Steamshop) who’s also responsible for other games by Hopoo Games like Deadbolt and Risk of Rain 2 is absolutely awesome and even Total Biscuit (rest in piece at this point) paused his commentary for a while in his WTF is… Risk of Rain video to listen to this incredible soundtrack. My favourite track from the OST is Coalescense, a song found in the final level “Risk of Rain”, right before you encounter the final boss.
The soundtrack uses everything from drums and electric guitars to electronic elements and that’s why it’s able to create the perfect atmosphere for every level since every level is different. There’s quite a lot of different biomes from a hive to highlands, from cold tundras to hot volcanos, from dry sandy areas to wet and overgrown jungles. The artstyle is using pixels but seems to have quite a lot of detail for every enemy, class and biom which adds to the overall atmospheric feel of this game as well.
But let’s quit the fanboying for now. What I really didn’t like about Risk of Rain was the fact that the multiplayer is a pain in the butt to set up. While the local multiplayer is easy to handle, I would have loved to play with friends that aren’t closeby, but I couldn’t since the multiplayer uses an ip-port-thingy that doesn’t seem to work – or at least you need to use third-party-programs to get it to run which I find quite bothersome since so many other games on steam use the steam-friendlist to make it work. Luckily this isn’t the case in the sequel Risk of Rain 2 which only came out this year and makes use of your steam-friendlist. It would have been a great feature to have in the first game as well though.
But apart from the online-co-op there’s another
problem with the multiplayer. Whenever I tried out the local one, items
and experience didn’t get shared at all. This means that one player
kills a mob and gets the experience and gold for that enemy-kill while
the other one doesn’t. Same goes for items from chests and shrines: One
player can get them while the other one doesn’t, meaning that one player
ultimately might end up underleveled or underpowered and struggles with
enemies that are just stronger than him. When one player dies, the
other player has to deal with more enemies on his own but then again
gets the experience for himself only. In the next level, the second
player respawns, though, so he may get some new items but is still
underleveled, leading to the same problem. This problem has been solved
in the sequel, too, where all experience is shared. Items still are only
for one player but that isn’t a problem with the right coordination.
The problem could have been easily
solved with an option of item/exp/gold-sharing that could just have been
ticked on or off for the sake of more difficulty. But the two-headed
team of Hopoo Games said themselves that they won’t work on that
since the singleplayer shouldn’t be the shadow of the multiplayer, which
I can understand.
Apart from that there’s not many other points
that could be criticized, in my opinion. The game is fair, every
character feels unique and strong on its own and I haven’t encountered
any games in the game at all in all of my many hours that I put into the
game. The game has quite a lot of replay-value with fifteen steam
achievements and a lot of other unlockables in the game such as new
items, characters, artefacts and monster logs.
For those under
you that want the extra-challenge, you can opt in for those artefacts
that need to be unlocked in the game and that add extra difficulty to
the game. There’s artefacts for basically anything. One for example
makes corpses explode into bits, dealing huge chunks of damage to
everything, another makes enemies (and you) run faster when on low
health. My favorite artefacts are Glass and Command. Command allows you
to chose the items, you’d get from the chests, while Glass gives you
500% damage but only 10% health – “glass-cannon-mode”, eh?
To sum it all up, I’d say that Risk of Rain
not only has a lot of content but also a lot of fun prepared for every
lover of the rogue-like-genre. The presentation is great, the music is
absolutely awesome and I’d really recommend it to everyone who likes
games like Dead Cells and Gonner.
This post is part of a contest/challenge called Blaugust! The goal is to post as much as possible and participants are awarded with different prizes depending on the goal they achieved. My aim is to post on all 31 days of August and if you’d like to know more about this “event”, you should check this post out.