My backlog extends beyond Steam... devonrv’s profile

In other words, you’ll occasionally see me post about…maybe not obscure, but perhaps unexpected games. I’ve already brought up such titles as Baten Kaitos: Eternal Wings and the Lost Ocean as well as Fluidity, and you can expect more in the future.

As for my BLAEO wheel: whenever I buy a game on Steam, I always play it a little bit right then so that nobody can say that I bought a bunch of Steam games I’ve never played. That said, I’m going to keep a game labeled as “never played” until I reach it in my backlog and plan on playing it actively.

Also, since there are some games I never plan on 100%ing, I’ll probably just use “beaten” for all the games that I’ve beaten, even if I’ve technically “completed” them as well. I’ll use “unfinished” for when I plan on going back to play all of a game’s content, even if I’ve technically beaten it already.

Lastly, here’s my review of my favorite game, as well as an explanation of differences between all of puzzle’s sub-genres (something not many people seem to know): https://www.backlog-assassins.net/posts/db8kgjb Now edited to include a link to my review of its GB version and its postgame!



Well, it’s time again for my regular reminder to you all to check out the Next Fests if you aren’t already. Not only do they have dozens of free demos for games in whatever niche genre you think isn’t getting enough attention, but also, some of those demos are even good! The downside is their manufactured FOMO with some demos being removed when that specific Next Fest is over, so as usual, there were a couple I was interested in but didn’t get to play. Oh well; I still have plenty of recommendations, in no particular order:

Platformers


Jump right in

Solid Donkey Kong Country clone that also does a couple unique things to stand apart. Small issue is that if you don't already know from prior Donkey Kong experience that you can jump mid-air after rolling off a cliff, that one enemy in the waterfall level is absolutely not enough to teach you about it (but then again, I don't think that specific maneuver is required). Another issue is that the bramble level (unlocked after getting 100%) is WAY too much of a difficulty spike that also simultaneously requires you to learn new mechanics and pull them off with precision; I actually gave up because I was convinced a certain part of the level wasn't working right. Still, the rest of the demo was enjoyable, and the devs did promise to build up to that level of difficulty better, for what it's worth.

Once you get past the tutorial, the entire demo consists of just four very short levels, like <1 minute short (and there are some story moments like a choice that you can immediately go back and change to unlock the other path). Those levels were fine, though.

Not much platforming in this platformer at first, and it's easy to forget you can double-jump off of certain projectiles by the time you first need to do it (and lockdown/enemy-wave rooms are always a pet peeve of mine), but the demo does pick up a bit afterward. Fine for free, but not sure I'd pay for a full game of this.

This one leans a bit too far towards atmospheric hallways, but when it does have some actual platformer challenge, it's not half bad.

The game has a bad tendency to put optional items in areas you either can't reach or won't learn how to reach until later (including requiring items that aren't in the demo), but the level design is okay and the bullet-controlling gimmick is pretty fun. Side note: apparently, they redubbed the voices from the original anime, yet the voice acting here is kinda bad.

Decent platforming challenge and backtracking that is actually meaningfully different when going the other way. Only real issue is that jumping felt slightly too quick and ball-form jumping could be a bit finicky sometimes.

Enemy attacks can be iffy, but other than that, the level design is okay, even when taking account branching/looping paths when you need to look for collectibles to progress.

Despite what its description might lead you to believe, the game is actually an open-world take on the Super Meat Boy formula, and you never NEED to use the death platforms despite them being the main selling point (with the game even having a dedicated suicide button so you can make mid-air platforms). Level design also isn't too bad, though checkpoints might be a bit too far apart.

Despite only having two enemy types in the whole demo, the game still manages to have solid Metroidvania level design and fair challenges. It did bother me that enemies could only be stunned, not killed, and a couple lines of text could use some clarification, but it's still enjoyable overall.

Jumping physics feel a bit off in this Celeste clone, but it doesn't take long to get used to it. After a bit, you'll get the ability to grapple blocks, but the game never tells you it won't work on single-tile platforms, which threw me off, but overall, it's worth trying the demo since it's free.

The limited ammo/reloading mechanic and the Dark-Souls-style "hold button for long enough to use healing item" mechanic are two of my biggest pet peeves in all of gaming, but the level design is solid enough that I can recommend this free demo in spite of that. It also bothered me that this metroidvania demo blocks off content several rooms from the nearest save point, meaning when the full game comes out, you'd have to re-retraverse those rooms.

Level design is decent, but the hub you access the levels from is a very open, very empty metroidvania, with only one level per large room (and some of those levels are locked because it's a demo, so you just have to keep wandering forward until you find an unlocked one). Plus, you can't fast-travel to unbeaten levels; you can only go to designated fast-travel spots that are quite a ways away from each other. That'd be one thing if this were an actual metroidvania, but this is really just a bloated hub world. Also, I couldn't get the turn-things-pink item to work.

Oh, and the game never makes it clear which spikes you can pogo off of and which you can't. You just have to figure out on your own that some spikes can be pogo'd off of.

This fixes practically every problem I had with the first game: seesaws stop before they get too vertical (and the game won't suddenly drop a box on them to screw you over), levels have fast-travel points so you don't have to retraverse the whole stage to get a collectible you missed, bosses don't make you pointlessly wait for no reason nor do they have bloated health bars, and you have a map screen that shows exactly where each collectible is, so you have a better idea of how to reach them. My only real issues are that the map doesn't pause the game (you have to pause first and then bring up the map if you don't want to be cheap-shotted) and that using a fast-travel point doesn't bring up said map to show where you're going; you just have to go by the text description and your own memory of the level. Still though, highly recommend this one. Say hi if you read this.

The first level here is rather flat and dull, but the outer-space ship level picks things up quite a bit.

The first, second, and fourth levels aren't too bad, but the third level has a darkness gimmick and also requires abnormal precision for getting below underwater spike pillars. Checkpoints could also stand to be closer together.

Nice little platformer, though you do get a new power every 5 levels, so I'm worried the full game will just be gimmicky and monotonous. For these short 20 levels, though, it's fine (though the last level required some tight timing).

Despite the tag, the demo doesn't really have any puzzle-solving going on, but maybe that's for the best since the action-platforming is pretty good. Only issue I had is that the lighting changes at the end, making it hard to see the ropes you need to shoot.

Controls and level design are okay, but I'm really not a fan of how you have to beat earlier levels fast enough to unlock later levels. Even for the demo, I couldn't access the boss fight at the end until I went back and shaved a minute off my previous times in the first two levels, so I'm not exactly looking forward to the full game.

It's mostly boss fights with SHMUP-inspired bullet patterns, but their attacks are varied and rather fair. The last boss in the demo was quite a difficulty spike, though.

Attacking forces your character to be completely stationary, including causing moving platforms to move out from under you. However, there's never a situation where you'd really benefit from doing this, and the rest of the game is designed fairly well.


SHMUPs


Give them a shot

Decent SHMUP/Bullet Hell, but there's only one level, and the boss fight was pretty damage-spongy (and the dev would only "consider" reducing its HP). Also, apparently, 60% of the full game is going to be Adventure-Game-style exploration and riddle-solving, and this is not represented in the demo AT ALL; it starts at the beginning of the Bullet Hell level and ends shortly after you beat the boss. Not promising, but at least the demo itself is still fun to play.

The demo has one level that's pretty fun to go through, but it also very blatantly has a lives and credits system, so as far as the full game's concerned, you might be better off emulating the PSP port so you can use savestates to avoid being sent back to the beginning of the game on game over. I hate how so many otherwise-well-made SHMUPs have limited continues.

A twinstick-shooter where you can only move via gun recoil (and a dash move). It starts off kinda bland, but the demo does have some levels that don't make you kill all the enemies to progress, and I was having some fun by the end.

Once again, the single available level is fun, but the game has a lives system despite having zero reason for one since it already sends you back to a checkpoint when you die! Forcing progress loss beyond that is just pointlessly punitive.

Unlike the dev's previous demo, this doesn't let you play any of the levels; you only have access to a 5-minute "caravan" mode where bosses appear rather frequently. What's available is very well made and polished, though.

A rare example of an arcade-style SHMUP that saves your progress between levels! Unfortunately, enemy waves are randomly selected, so sometimes you'll breeze to the boss with no trouble, and other times you'll lose all your lives just a couple waves in (and yeah, again with the lives system, but at least you only restart the level).

You know how, when a lazy dev is tasked with converting mouse input to a controller, they'll just make it so you drag a cursor around the screen with the control stick? This game's default controls make you do that even when you're using keyboard/mouse! It's a mindbogglingly counterproductive decision, and the dev knows that many people would hate it since there's an option to switch so that the arrow keys/right stick snap your reticle between the boss's weak points instead (surprisingly no option to map it to the freaking mouse, though!). Once that option is enabled, though, the game is pretty fun with some tough bullet patterns.

A pretty fun bullet hell where you teleport through bullets and hazards to power up your own shots. Story is kinda weird, but maybe it'd be funnier if you knew about 1800s Japanese history. Only three levels in this demo, but they're well made.


Puzzle & Tactics games

Some of these were from the Block Pushing Fest instead, but still, they're worth trying

I've thought them through

Pretty tricky puzzles, though your magic vision doesn't always show which obstacles are connected to which switches because those icons can still somehow be blocked by other stuff sometimes.

The gimmick here is that there are arrow tiles on the ground that enable/disable your ability to move in certain directions, and they even affect other blocks so you can move them on their own instead of pushing them. No music, weirdly enough.

The main levels in the demo were kinda boring, but the postgame levels were a bit tricky.

The NPC moves in the opposite direction as you, and you have to bait him to the goal. There's no undo mechanic, but at least the puzzles aren't that long.

You can pick up cards on the ground to increase your stats, but enemies can do the same thing, so you have to figure out which cards you can allow them to take and which route you need to bait them towards to kill all enemies.

More decent puzzles, though the difficulty curve is a bit off since 5-1 is harder than any level in world 6.

The puzzles are pretty easy at first since you're just clicking and dragging tiles, but they start to get a bit tricky near the end of the demo.

The entire first world is quite easy, but the six available levels for worlds 2 and 3 are fairly challenging (except 3-3; that one went back to being fairly easy).

An Advance Wars clone with some minor differences here and there, like tanks costing more or injured units still dealing 10 damage to enemy properties. I didn't like how planes couldn't attack; they can only "spot" units to decrease their defense slightly. However, I REALLY didn't like how the demo doesn't save, because it meant I lost multiple levels of progress when I went to take a break, so consider this recommendation tentative as I didn't actually finish the demo.


One of the games on my wishlist was suddenly 90% off, so I used some of my Christmas gift card money to buy it:

  • Crash Puzzle Hammer-San

    23 hours playtime

    26 of 26 achievements

Puzzle. You can move left/right, swing your hammer in the four cardinal directions to attack enemies and break certain blocks, and you can climb up single-tile-high blocks. If you walk off a ledge, you fall straight down, unable to move or attack until you land. You can’t jump.

The game has a lot of really challenging puzzles, and I also like how the difficulty is entirely because of level design; no new gimmicks are introduced after Area 3. Plus, because the mechanics are all reliable and consistent, you don’t need to be actively playing the game to figure out the solutions to its levels (which is extra good because levels can get a bit long and there’s no undo or mid-level quicksave). The difficulty does take a while to pick up, though, as pretty much all of the challenging puzzles within the first 100 stages were also in the free demo (and your save doesn’t transfer so you’ll have to beat them again).

The only major problem is that the game also tries to include action elements, but they’re very underdeveloped and don’t blend with the core puzzle gameplay at all. Enemies frequently serve no purpose other than to distract you from solving the puzzle by constantly respawning and forcing you to break your concentration to kill them, and levels based entirely on the action elements are mediocre at best and irritatingly unpredictable at worst. For example, level 155 makes you drop blocks on enemies to kill them, but the blocks fall slowly because other levels require you to ride them down; meanwhile, the enemies move briskly and turn around abruptly upon hitting a wall or each other or even the blocks you tried to drop on them, so trying to aim is a crapshoot and you’re better off just dropping all the blocks as quickly as possible.

Still, those levels aren’t too common, and the puzzles themselves are really good, so I can recommend this game. Even if the problems I mentioned give you pause, it’s absolutely worth getting on sale.


I also suddenly won another game on SG (lucky me!):

  • Super Magbot

    7 hours playtime

    11 of 32 achievements

Technically a Platformer, but this game also won’t let you jump. Instead, you aim a short-range magnet beam using the right stick and push L for blue polarity and R for red polarity; same-colors repel and opposing-colors attract. That might sound intuitive on paper, but it can be easy to lose track of which button attract and repel are on when they constantly switch in a split second. Even after beating the game, I can say I never quite got used to it; you’ll often have to take a moment to look ahead and simply memorize “L, L, R, R,” or “L, R, R, L,” or whatever pattern gets you past it. Left/right movement also has some obvious momentum.

Even if you think those are me problems, there are other issues with the controls. Notably, the magnet powers are physics-based, so aiming the right-stick just a few degrees differently can mean the difference between not jumping high enough to reach the platform and jumping too high into spikes. I gave up trying to get each level’s optional collectibles because I just couldn’t figure out how I was expected to manipulate the game’s physics to reach some of them, and whenever I started to think that I was learning the game better and could go back for the ones I skipped, I’d soon encounter another set that brought me back to my senses.

However, the worst input problem with the game is that your magnet powers don’t activate when you push the shoulder buttons; they activate when you release the shoulder buttons (or you hold the buttons for too long). I cannot stress how counterintuitive this is. When I was first looking at the game’s negative reviews, someone said that the magnet powers sometimes don’t work–even going so far as to link a youtube video–and while that criticism might not technically be true, that’s definitely what it feels like. You’ll push the button in time–you’ll KNOW you pushed the button in time and in range and aimed correctly and using the correct polarity–but none of that matters when you released the button on the exact frame your beam’s connection to the magnet block is broken, before the white outline has had a chance to start fading. It’s all so frustrating because indie games are supposed to be our refuge from purposely-bad game design, yet enshittification has been slowly infecting them as well.

Overall, I don’t know if I can recommend this game. It’s fun when it works, sure, but it’s often not your fault when you lose, even if you don’t count getting the polarities mixed up.

P.S. There are also quite a few levels that are overly long, but at least with these, the game gives you the option to add a checkpoint to most levels. I pretty much left that on for the whole game starting partway through world 2.

It’s been a while since I made a post, though it’s also been a while since I played a really good game worthy of publicity. Kurovadis is a platformer that came really close, with its tight controls, challenging level design, and even a fairly low base price of $8.50ish. However, it has a few issues: 1) the first boss is a bit of a damage sponge, even though I put ALL of my level-up points into increasing my attack, 2) for the first two bosses, you have to backtrack through their very linear levels after beating them–and sure, there are quite a few places where it’s a genuinely different challenge to go the other way, but other times, you’re just doing the same thing again in the other direction, and 3) the final boss tosses several projectiles in random directions that bounce off of the walls of the arena while also the boss shoots at you directly, which can result in scenarios where you can’t avoid damage. Still, I could look past those issues because of all the good the game does, but what really made me hesitant to recommend it is that the final boss’s final phase has it suddenly become invincible to all your attacks…except one: a downward-stomp that is weaker than all your other attacks and is actively detrimental if you try to use it in any other circumstance, so you’ll likely forget about it by the time you get there. It honestly soured the whole experience and stands as an example of why you should beat games before recommending them, no matter how good they start off. Wait for a sale, at least.

I recently beat a game that might be a bit more worthy of a post, though:

Puzzle. Left and right move your magnet by one tile while also rotating it in that direction, and up activates said magnet.

The game starts off with only a couple different types of blocks, but as you progress, the game introduces more and more things, such as opposing polarities, items that change your own polarity, and switches that toggle blocks on/off when you use your magnet at them. In fact, there are so many different mechanics (with each one making the game lower its difficulty to introduce) that the game ends up only having a few tricky puzzles by the halfway point, after 80 levels! Plus, although the number of tricky puzzles does go up afterward, the game keeps introducing stuff, so even those tricky puzzles end up sporadically placed among several easy levels.

That said, all the mechanics make sense and are reliable, and whenever I was stumped, I was always able to figure out the solution based on what I knew about the mechanics. Zero trial and error; at worst, you just realize you overlooked a crucial block somewhere.

The only other thing to mention is its price: $5 without a sale in 4 years. Although that might be a stretch given how many of the puzzles are easy and kinda boring, I think it might still barely be worth it. Plus, maybe you already got it in that massive itch.io bunde from a while back or one of the times it went free, in which case it’s definitely worth checking out.

Maybe it’s just me, but it felt like there weren’t as many demos this time that really wowed me and made me interested in their full games–and I even looked through more tags time! Still, there are plenty of demos that are worth playing just on their own merits, so here are my demo recommendations in no particular order:

Shmups

and one twinstick shooter (I forgot to check that tag on its own)

Click to expand

Decent level design, but you have to redo quite a bit too much after you die. Not great for a paid game, but okay for a free demo. Also, I must confess: I didn't actually beat this demo because the first boss has a desperation attack when it runs out of hp, and when that killed me (after several previous attempts to even make it THAT far), I decided I'd had enough. Once again, not great for a paid game, but for a free demo, that's basically the end anyway. What did I miss besides a message asking me to put the game on my wishlist?

Maybe I'm getting better at bullet hells, or maybe these demos know to stop before things get stereotypically cluttered and chaotic, but both of these Touhou demos were quite enjoyable. Challenging while still being fairly fair. I never got game over, so I don't know if they make you start the whole thing over like other Shmups, though…

A Shmup with surprisingly bite-sized levels, as well as autosave between them. However, it also has RPG mechanics, such as a Vitality meter that goes down for every level you play, forcing you to go heal at an inn so you don't kill yourself. Also, along with the standard currency, equipment also requires you to have the right amount of crafting materials, which I never seemed to have. Thankfully, the demo never gets to the point where this would be an issue. In fact, it wouldn't even let me play the 5th level, even though I had beaten the other four, so I just assumed that's where the demo ended and stopped playing.

Twin-stick shooter + boss rush. Enemies and attack patterns are very well done (except the first boss falling on top of you at the start of the first level, but the dev has promised to change that). However, despite the main difficulty having one-hit-deaths, you have to beat three bosses in a row before you actually beat the level and get your progress saved. As such, I beat the demo on Easy mode, which gives you one extra hit before you die and makes the bosses noticeably a bit easier…but still doing nothing about the fundamental checkpoint issue.

A roguelite shmup where you have to start over from the first level every time you die…but the demo only has two levels, so it's not super annoying, even if your death was at the second boss like mine was. Likewise, you won't be able to afford any permanent upgrades/equipables until after you die. Enemy attack patterns are fine, though.

A strange Shmup where you deal contact damage to enemies instead of vice versa, but their bodies are where their bullets come from, so you're still better off shooting them from afar. Level design and enemy patterns are okay, but at the end of Normal mode, I was told to be "more aggressive," though I'm not really sure how. A casual playthrough is still enjoyable, though.


Platformers

and sidescrollers that have a jump button

Click to expand

Solid platformer with decent level design, but both of the bosses are pretty big difficulty spikes, with some attacks being unavoidable if you don't bait the boss's aim correctly. I did notice that boss attacks deal less damage if you're low on health, but I always used healing items before seeing what'd happen if I let myself get killed.

Oh, and every now and then, the path is blocked by this card-suit-matching puzzle that really needs a better indicator of how it works, and as of this writing, there's still no word from the dev on if this'll change.

Although this game has solid controls and okay level design (barring the enemies that appear on a timer rather than in fixed locations), it's brought down by still having a lives system. I made it to the boss of the Ghosts & Goblins level, but lost all my lives to it and really didn't feel like replaying that whole level again. If I ever attempt to beat the full game, it'll be with savestates. I beat the Pepsiman/Terminator level normally, though, and that one was pretty good.

Promising start for a collectathon, though I didn't like how easy it is for the seagull-airplane/drone-things to sneak up on you if you're not pointing the camera at them (and platforms are small enough that getting hit knocks you off of them). Also, I just assumed the demo ends at the bus stop since there's no area-transition in its tunnel, just an invisible wall in the darkness.

Do you like Kirby? Specifically, Superstar Saga? Well, this is pretty much just a basic Kirby clone, but the Shmup segment suggests those mechanics will be built on further than official Kirby games like Kirby's Adventure usually do, and the demo's final boss feels more challenging than the average Kirby boss (though I did die and lose my copy ability, forcing me to wait for it to attack before I could counter).

Controls and level design are fine for free, but the trailer suggests the full game doesn't get developed much further than this.

I have my concerns over that one level in the demo that was just multiple lockdown arenas and enemy waves, but the rest of the demo is pretty good. I did notice that it's easy to tank pretty much all of the bosses' attacks and still win, though; I wonder if the full game will be more challenging?

The food-preparation segments were pretty gimmicky at times, but when the game is focusing on the platformer aspect of this platformer, it's pretty good. That said, I can't help but feel like the gimmicky food-preparation segments are going to be the main part of the full game…

Oh, the game also has a lives system, but I never got game over, so I can't speak for how bad it is.

Yet another Celeste copycat, though this one has fixed warp points within its long level, so it's more convenient if you want to get collectibles you missed the first time around. However, some collectibles require you to be airborne long enough before you can get them (and these are always significantly more difficult to get than the rest of the level's collectibles), while others are straight-up invisible until after you touch them! So yeah, just beat the level normally.

Just a decent platformer with solid controls and good level design. The only real thing I can say as a negative is that the "boss" (who you can't attack) goes on for a bit too long before you're allowed to progress. There was also one path in the lower-right of the level that I wasn't sure if it could be reached or if it was a come-from, so I ignored it and just finished the main level.

Despite the firefighting theme, there's no timer until you actually pick up the hostage, at which point you have to carry the person back to the entrance in time. This works for the most part, but can be annoying for levels with large, slow moving hazards (that'll be in different locations when you reach the hostage, potentially forcing you to wait after starting the timer) and for levels where you need to set up an escape route before starting the timer. Each level also has an optional cat you can rescue, but they get too well hidden starting with level 5.

Another Celeste clone. It's pretty fun until around the halfway point when it introduces blocks that fall when you touch them--which itself wouldn't be that bad if they didn't look exactly like normal solid tiles. Also, the spider enemies could use a less cheap introduction.

A precision platformer with some pretty good moments, but the falling eye blocks don't stand out that well and the shooting masks will disappear into the background between shots. Also, the disappearing blocks aren't synced with the spinning blades, so moving forward at a different time will result in the obstacles being in different (potentially unwinnable) locations, on top of that whole section being a difficulty spike and going a bit overboard.

This Celeste clone gives you an attack! It's a fireball that moves in the opposite direction you're pointing the left stick at, and you use its recoil as a dash/double-jump. That said, there are a few times you have to use it as an actual attack…not to fight enemies (there are none; it's a Celeste clone), but to break blocks, and it's really unintuitive to remember you have to point away from the block you want to break. Still, level design is pretty solid.

The gimmick that sets this game apart from other Celeste clones is that, once you get the water, your movement speed slows down and you have to get back to the start point. That said, levels loop around, so most of what you play through after getting the water is its own unique segment; you're only really going backwards through around three screens you originally went forward in, and there's never anything you can do on the first pass to change (for good or ill) what you have to do going back. It's also pretty easy until the raptor segment at the end of the demo, where you suddenly have to rush things because of all the fragile platforms.

This game actually lets you swim in any direction until you pick up the chest; then it becomes a platformer as you carry it back to the submarine, but you can always drop it to go back to swim mode. It's an interesting mechanic I don't think I've seen done before, and it's executed pretty well with some decent controls and level design. Only things I didn't like are the fake walls and one of the post-boss levels having switch blocks off-screen, making you have to guess at how to reach the optional switch if you want the level's star.

Although this game has very flat levels with next to no platforming, it makes up for it with Shmup-influenced enemy bullet patterns. It's a rare example of a game that looks bland actually being kinda fun, when usually the opposite is the case. Some enemies and bosses have too much health, though.


Puzzle

I only checked the Sokoban tag, though

Click to expand

A bit slow to start because of all the things that need tutorials, but it does have some tricky puzzles at the beach (though the only reason the last level stumped me is because I didn't know the crabs could turn around).

Part of what'll stump you is when a new mechanic is introduced, because they're almost never introduced intuitively. If you can get past those, though, you'll see that the ones that only use previously-established mechanics are pretty fun.

It's mostly tutorials, including the last room which introduces that electrified blocks kill you if you get adjacent to them, but there are a couple moments of trickery with how you need to bend your grapple arm to get the blocks onto the switches.

This one also has some tricky levels, though I did notice the difficulty drop for a bit at the start of world 2 when the game introduces a new obstacle type.

Although most levels in this demo are pretty easy, the second side-path level (the levels with a circular entrance) was pretty tough, and the final main level in the demo (before the credits roll) wasn't too bad, either. IF the main game continues with this trend, this could be a real hidden gem.

Clicking an alien pushes whatever's in front of it by one tile, unless it's blocked by something else. Most of the 16 levels are rather easy and kinda boring, but like the other demos here, there's a few tricky ones.


And one Zeldaclone:

A faithful spiritual-successor to the Game Boy Color Zelda games. However, you can’t rebind jump, grab, or attack, and the dev has only promised to fix one of those. Plus, the dev has also stated that you won’t get the game’s compass equivalent until after the first dungeon (after the demo is over), but the first dungeon could really use it with all the backtracking it makes you do (IIRC moreso than even the official GBC Zelda games).

I’d planned on writing my next post about the Next Fest demos, but then I suddenly won another game on SG, so…

  • Patrick's Parabox

    13 hours playtime

    21 of 22 achievements

Puzzle game. All you can do directly is move up/down/left/right and push blocks, but the game’s central premise is that some blocks can be moved inside of, shrinking everything that goes in and regrowing what gets pushed out. The premise is expanded further by having some blocks be duplicates of the play area, allowing for various recursion effects.

The game starts off great. The difficulty curve is very gradual, with many levels only being minor variations of earlier levels so you can get used to the minutiae and edge-cases of how the mechanics work…or at least that’s what I thought the game was doing at first. But then, you start to notice that the game is taking a really long time to start introducing harder puzzles, instead opting to introduce more and more mechanics and gimmicks. For the first 2-3 hours of the game, the most difficult puzzles only took around 5 minutes to solve, 10 tops. I was already starting to get annoyed at the “Clone” world, but the game kept introducing (and even abandoning) more and more gimmicks, and when I got to the “Flip” world and the game introduced yet another new mechanic, I started to wonder if I was the one being played. Some gimmicks are even only used for a few levels in an optional side path, so it’s not even like you have the implicit promise that the game will keep building on them like the other mechanics. There are even levels that replace the graphics with ASCII, and the entire challenge is deciphering which characters represent which game objects. Some levels also lock your ability to zoom in/out, which only serves to make levels more annoying rather than challenging.

Worse still, a lot of the challenge in later levels comes from the fact that there are so many mechanics, you either start to forget or were never taught about the minutiae or edge-cases required for their solutions, completely undoing the ONE potential positive its light difficulty curve could have had! It’s not like B.i.t. Lock or Klonoa: Moonlight Museum where you can solve puzzles you’re stuck on just by thinking about the level design and game mechanics after you’ve turned the game off; you NEED to do trial and error. This even extends to levels that are supposed to be easy tutorials, like the first level of the “Transfer” world, because the new mechanic is just different enough from how the rest of the game worked that you won’t be able to intuit its existence, only blindly stumble into it. If you’ve ever wondered how some people think the game is too easy while others get stuck on early levels, this is why. This game doesn’t have “aha!” moments; it has “oh yeah, I guess I can do that” moments.

However, I think the worst example of this mandatory trial-and-error are the first few “Infinite Entrance” levels because they hide crucial information until after you make it to a point-of-no-return zone that you can’t see from the main play area (not even if you zoom in or out). This is in stark contrast to every other level in the game (except Challenge 32, which has the same problem). The third level in that world even has an obstacle course in that zone, effectively guaranteeing you’ll have to reset the puzzle because you wont know what moves would screw you over until after you get there, at which point you’ve likely already screwed yourself over from not doing the specific setup needed to win before entering the point-of-no-return zone in the first place.

After you beat the game, you unlock an additional “Challenge” world and three “Appendix” worlds. The Appendix worlds each have their own exclusive gimmick that reverses a previously-established rule (e.g. entering a block has priority over pushing said block instead of vice versa), so you’d think the Challenge world would focus on testing what you’ve been taught in the main game instead of introducing even more gimmicks and never-before-seen edge-cases, right? Ha ha, nope. Some of the Challenge levels are decently tricky and some you’ll solve in just a few minutes like before, but those remaining ones go right back to testing your patience rather than your puzzle-solving skills. When that became undeniable after I solved Challenge levels 15, 24, and 37 (and tbh 32 as well), I finally looked up a walkthrough for one of the four remaining levels I had no idea where to begin solving: Challenge 4. Sure enough, it was more unintuitive, bespoke edge-case nonsense, so I gave up and left Challenges 5, 6, and 12 unsolved.

Overall, this is a good example of why I stopped buying puzzle games, no matter how well-made they seem or how well-received they are. It’s too easy for too long, and when it does get hard, it’s for the wrong reasons half the time. It does have plenty of fair, tricky puzzles the other half of the times it gets hard, but I cannot in good conscience recommend a game that I myself did not complete. At least wait until it gets a much bigger discount than what it’s been getting.

I recently beat Mahou Warrior, and it’s a pretty good Mega Man clone. Although levels are longer than most Mega Man levels (and you never get powers from defeated bosses), the level design is generally easier, so if you’ve been hesitant to play the series because of its difficulty (or maybe you were turned off after hearing about the grindy achievements shoehorned into Legacy Collection), this free fangame is a good place to start. Even if a boss’s pattern is abrupt enough that you die on your first try, you can always just use an “increase atk until you die or beat the level” item on your second try and beat the boss no problem while still having more than enough money to buy another one afterward.

Plus, this game thankfully does away with the lives system, so you never have to worry about being forced to replay parts of the stage you’ve already gotten past (unless the game crashes, which only happened to me once when I disconnected and reconnected my wireless Xbox 360 controller). Instead, the punishment for dying is the soulslike “take away half your currency, but you get it back if you reach the next checkpoint without dying again” fare, but even this isn’t as big a deal as it may seem since 1) there were only a few places where I died more than once, 2) there’s plenty more money laying around each stage to make it up within two or three levels (and it’ll only take that long because of how much you’ve already accumulated), and 3) there isn’t much you can buy in the first place, and you can only carry two consumable items at a time anyway, so even if you die three times in one place, you’ll still end up with enough money to buy back the one item you used in the level.

There are some problems to keep in mind going in, though. The forest boss has an attack that’s hard to figure out how to dodge even after you know what’ll happen. The lava stage has you climb and fall from a row of ladders while being shot at from above; it was the only time I used the “20 seconds of invincibility” item because I couldn’t figure out how to avoid getting hit there. The gravity ship has one part where the “horizon gradient” background tiles are placed next to solid tiles and directly above “starry outer space” background tiles to make the former look like solid tiles (thankfully this is right after a checkpoint), and the level’s boss sends a ghost that jumps when you do, but only the first time, and it turns around shortly after it passes you rather than at a fixed point in the arena. The tower levels reuse the “trap yourself in a bubble to go upward” gimmick with more spikes, but the game never tells you that you can shoot to pop the bubble before hitting a solid tile, and not knowing that makes those segments harder than they were probably intended to be. Lastly, the final boss’s second phase has the boss be above where you can shoot around 3/5ths of the time, which is annoying. It does mean that this is possibly the only time where the health refill consumable is more useful than the temporary invincibility consumable, though.

Oh, and the secret level you’re told about in the credits is fine, but its boss is disappointingly simple and the only thing you get from it is a permanent attack upgrade (which is kinda useless after you’ve beaten every other level), so it’s really just for if you like the game and want another level to play through.

Still, despite those problems, it’s a pretty good game, and it’s free. Recommended.

My brother got me a Steam gift card for Christmas, so I figured it was about time for me to start buying games again after stopping back in 2018 (both because of my backlog and because I kept getting burned by trash like Apotheon). Unfortunately, the first game I decided to buy was Boiling Bolt, a SHMUP that neither the trailer, the description, nor any of the negative reviews mention has LIMITED CONTINUES. This unbelievably backwards decision completely re-frames the issues that do get mentioned in the negative reviews: it’s not just that the levels are bland and the fourth boss is unfair, it’s that when the fourth boss drains all your continues with its erratic, unpredictable pattern, you have to replay an entire hour’s worth of bland levels if you want a chance to try again. I had to switch to a predominantly defensive build (more lives per continue at the cost of slower movement and weaker attacks) and I still only barely beat the game on what I’m pretty sure was my final continue because it turns out the final boss is somehow even more unfair than the fourth boss. Not recommended. This experience single-handedly made me not want to buy another SHMUP because–apparently–limited continues are such a staple that it isn’t even worth bringing up when talking about the games’ flaws, so I can never be sure if other games even do that in the first place unless they have a demo. Oh, and none of the challenges unlocked despite me having beaten the game and being repeatedly told that challenges had been unlocked; the list was entirely greyed out and unselectable.

Thankfully, I did manage to buy a couple good games:

  • Doodle Adventure of Chameleon

    3 hours playtime

    10 of 14 achievements

2D Platformer. Fairly standard left/right move and jump, but you can also push the other three face buttons to solidify like-colored tiles at the cost of the other two colors-of-tiles becoming background objects. The level design is decent, but it never uses this gimmick to its full extent (not even for its optional apple collectibles that do nothing besides unlock three bland, superfluous minigames). In fact, the game introduces more gimmicks that only last for the world they’re introduced in, like the enemies in world 3 that you can’t attack directly despite the world-3-intro-cutscene’s implication (you have to bypass them until you unlock the also-world-3-exclusive white paintbrush, and collecting one of these lets you eliminate exactly one enemy on contact) or the hidden spikes in world 4 that barely have any indication that they’re there until you jump on said tiles and hear the sound effect.

It’s basically a poor-man’s Celeste, so if you haven’t played that game yet, definitely start there since it has more content and goes for way cheaper on sale (Celeste’s lowest historical price is only $1.99!). If you liked Celeste and are interested in this game, I say wait until it’s at least 45% off.

  • Frogun

    8 hours playtime

    18 of 31 achievements

3D Platformer. Left stick moves you, right stick moves the camera, A jumps, B shoots your titular frogun (which can grab enemies and grapple walls), and there’s no way to remap shooting to the X button, which is annoying. Instead, holding X aims your gun and visualizes its range, which–while useful sometimes–isn’t something you’ll need to be doing frequently since the game has relative autoaim: as long as you’re facing close enough to your target, a reticle will appear on it and pushing the B button will throw whatever you’ve grabbed straight to it.

Not only is the level design good, it also has a decent difficulty curve as well, which is something I don’t see that often. The game starts off quite easy, but still manages to be engaging, gradually getting just a bit trickier at a pace you can easily keep up with, and before you know it, the game starts having genuinely challenging moments, but it all feels natural. The game even manages to have a lot of content for a base-price-$15 game: 7 worlds with 6 levels each.

Levels also have optional objectives, which is always a bonus since them being optional doesn’t interfere much with casual playthroughs. However, I’m pretty sure you can’t get all of them in a single playthrough and I’m not a fan of having to replay content, so I didn’t check; I just got what I could on my first go and left unobtained objectives behind. Getting enough of certain objectives lets you open chests on the stage select, but the game only saves when you beat a level, so if you pass up a chest with the intent to go back for it later, you have to remember to do that at the start of your next session.

That said, the game even has some unexpected quality of life improvements: if you die before reaching any checkpoint in a level, it doesn’t count as a death, so you don’t have to manually reset if you’re trying to get the “no deaths” objective.

The game’s biggest issue is that it’s hard to judge depth sometimes. You can never be completely sure if the platform is past a one-tile gap or if it’s right next to the platform and just one tile down unless you stop and rotate the camera around (which you aren’t always able to do since some platforms collapse). Sometimes, the game will have platforms be both a tile away and a different height, effectively making it so no matter which camera angle you choose, none of them give you a decent way to intuit how to get across accurately. There was even one (optional) segment in world 7 where I’d always end up having to grapple a platform toward the camera, where I most definitely couldn’t see what I was doing. The worst is in the world 6 race level, because not only are the skulls you need to bounce on at varying heights and distances, not only do they disappear as soon as you touch them, but they also have different hitboxes as well, so it’s easy to accidentally destroy two at once and you have a split second to change your trajectory to the next one, possibly even forcing you to grapple onto a spiked edge and take damage to avoid falling into the pit and having to restart the entire race.

You’d think the game could use fog/shading to indicate depth since it’s modeled after PS1 games, but it kinda doesn’t–at least, not when it matters. The only time I really noticed this detail was in the world 6 race level, where you’re expected to drop onto a platform so far down, the game blacks it out and it just looks like a pit (and the coin trail meant to hint at the platforms existence is blocked by the sheer-face cliff of said drop). On my first couple attempts, I instinctively bypassed it, then got the letter collectible at the dead end and couldn’t for the life of me figure out what I was supposed to do until I saw my racing opponent jump into the pit.

Bosses are okay, but they’re all wait-to-attack bosses–with quite a few of them taking more than three hits to beat, so you really start to feel that waiting, especially if you die and have to start the fight over. Some of them also have less-than-fair attacks, like the world 3 boss shooting icicles from a direction your camera isn’t pointing or the final boss shooting a vertical shockwave at you that moves so fast with such ineffective warning, you can only really avoid it if you’re already mid-walk perpendicular to it (which could cause you to run into the boss’s non-aimed vertical shockwaves).

Overall, it’s an okay game, but you should wait for a sale.

  • Frogun Encore

    3 hours playtime

    14 of 23 achievements

Same as the previous game, but there are a few new mechanics added, like a double-jump that prevents you from using the frogun again until after you land. They’re not mandatory for the most part–in fact, it kinda feels like the game was mostly finished when the devs suddenly decided to go back and try to work in these new mechanics to what they’d already made–but the new mechanics are needed enough that if you played the game’s free demo and didn’t immediately buy the game to continue your playthrough, you should at least reread the game’s description on the store page to reacquaint yourself with them before starting from where you left off.

Another major change is that you no longer have camera control: the camera is at a fixed angle and adjusts its position for different sections of the level. You’d think this would fix the depth-perception issue, but…not really. It sometimes even makes the game less intuitive since you can’t stop and spin the camera to a position you’re happy with for those times the game’s camera position is disagreeable. I swear, a few of these camera choices were made to make the game harder. Heck, there’s even one point where you have to grapple onto a platform towards the camera, except unlike when it happened to me in the first game, this was obviously deliberate! The only thing this really changes is that you don’t have to spin the camera around every corner looking for secrets, but even this has its drawback in that you’re no longer able to readjust the camera to help you find secrets. In world 4 of the first game, I got to the end of a level and realized I didn’t have all the coins, so I spun the camera around and was able to see that the one I missed wasn’t too far back, so I went and got it and earned the all coins objective. Can’t do that in this game. Plus, this game also has at least one moment where a purple-skull teleporter was hidden behind a solid wall, so it’s not like there’s any real benefit to the change. Best I can think of is that you never have to deal with anything like the first game’s world 6 race level, but that’s more of a level design improvement than anything to do with the camera.

Tutorials are a bit different. This game tells you that if you collect a purple skull, you have to reach a checkpoint flag to keep it (unlike all other collectibles that stay collected even if you kill yourself to get them), which is something the first game also does but never tells you. However, unlike the first game, this one doesn’t tell you that falling in water will kill you. One step forward, one step back.

Also, despite its base price not being much lower than the first game, this game has quite a bit less content: only 4 worlds with 5 levels each, and one postgame level you unlock after beating the game. You could argue the game is more polished and fair than the first one–such as the game saving as soon as you open a world map chest, and also how the final boss’s vertical shockwaves are a bit slower and have better warning–but there are still some cheap hits, like when the final boss summons a row of columns on one side of the arena, and you don’t always have enough time to run towards them before the final boss summons spike rows across the entire arena except beside the initial columns.

Overall, this is also an okay game, but if you played its free demo and are interested, I still recommend playing the first game first. Its discounted price is cheaper than this game’s discounted price and it has more content without being much less polished. If you liked the first game, this one’s pretty much more of the same, so it shouldn’t be hard to figure out if it’s for you and how much you’d be happy spending on it.

Mega Mage by J-tr is a Mega Man fangame with some neat ideas I haven’t seen done in other Mega Man fangames, such as giving you a different power if you go a different route within the level. There’s even a split path after you beat all 8 Adjusters, each with its own set of 7 unique levels and bosses (and even a different ending!), so make sure to use a different save slot if you want to try both routes. However, there are also a lot of cheap hits that require either trial-and-error memorization or liberal use of your Leaf-Tanks to heal (such as Virgo’s sword attack, which I’m still not sure is even possible to avoid at all)–and the game knows this because said Leaf-Tanks start showing up more frequently as you get closer to the end (of both routes). Also, the game makes you re-fight all 8 Adjusters on both routes, which is extra annoying. Overall, kinda hard to recommend despite being free, but if you’re a fan of Mega Man, you might be able to look past its flaws and appreciate what it does well (you don’t need to know Japanese to beat it).

Crash Test Oliver was also close to being an okay game, but there’s no music and the level design can be kinda bland and repetitive at times, like when you have to avoid 9 pairs of two chasing dog enemies in a row while being shot at by a turrent. It doesn’t help that the final boss abruptly and secretly changes your mechanics: you shoot instead of punch–which you do rarely because all enemies are immune to punches (punching is only for activating switches)–and yet you have to shoot the final boss a bunch to defeat it.

And now, after putting this off for a while, I continue my tradition of posting about my SG wins:

  • Bomb Rush Cyberfunk

    12 hours playtime

    3 of 23 achievements

This is a spiritual successor to Jet Set Radio: there’s some light platforming while you wander around the city trying to find spots to spray graffiti on, and doing it enough has the cops come after you to beat you up, but there are a few notable differences.

First of all, I don’t remember being able to fight back in Jet Set Radio, but here, you can actually beat up the cops in return! Unfortunately, combat mechanics are extremely bare-bones (there isn’t even a dodge button) so there’s no real way to do any skilled play or reliably avoid enemy attacks during forced battle segments, especially after enemies get guns. You’re better off just running past enemies unless the game makes you fight them. The closest you get to variety are a couple boss fights where you have to spray graffiti instead, which would have been neater if everything else about combat wasn’t such an afterthought. The worst I found was a(n optional?) segment in the 4th area where if you fall in a hole to collect another graffiti pattern, you’re forced to fight two shielded enemies. You’d think you just have to get behind their shield to attack, right? Nope, they abruptly shift position so you hit the shield instead. Maybe you have to attack them while they’re attacking? Nope, same thing. Turns out, you have to do both at once, hit them from behind while they’re attacking, despite their attack animation having their shield go behind them. The game knows its combat sucks, too, because you have regenerating health.

Another addition is the tricks system, where you can push X, Y, or B on rails to build up points for a combo and increase it by leaning into rail corners or parkouring across long billboards. However, this is also barebones and only really comes into play for optional achievements and five 2-minute segments. Admittedly, I had a lot of trouble on the first one, and the game saves you into the segment so you can’t back out and practice. On top of this, there are no in-game descriptions of how the mechanics work, so I looked up a guide. Turns out the problem wasn’t me like I initially thought, but that the game didn’t explain its mechanics properly to the point there’s even a Steam Guide literally called “Things the Game Doesn’t Tell You” (always a good sign /s). See, although you’re told that you can lean into rail corners by holding left/right to increase your multiplier, you’re NOT told that this won’t register if your character is in the process of doing a trick animation from pushing X, Y, or B. After I discovered that crucial detail, I never lost another tricks segment.

All that said, the main difference between this game and its spiritual predecessor is that this one is more of an open-world game rather than being stage-by-stage-based. This also means the challenge isn’t so much in getting to each graffiti spot (like it was in Jet Set Radio) as it is finding where they are and finding how to reach them. I was originally gonna try to get all the graffiti spots thinking the game was gonna be more like a collectathon platformer, but after struggling to find all the spots in the smallest area, I looked up another guide and found out that not only is the game more Hidden Object than Collectathon, but some graffiti spots straight-up aren’t there until you progress far enough in the game, so it’s not even worth trying to look for them until after you’ve beaten the final boss.

I’ll end on a somewhat positive note: between each chapter are dream sequences where the game actually focuses on platforming for a bit. They’re okay, albeit simplistic like the game’s approach to other genres. Only issue I had was one started off where you have to break through a blue glass wall, and you do this with a mechanic the game may have told you about but that you’ve never had to use until this point: hold LT to boost forward quickly.

Overall, I don’t think I can recommend this game until it starts getting MUCH bigger discounts than what it’s been getting. It’s like the devs were only focusing on how they could expand upon the original game rather than trying to incorporate best practices for the genres they were borrowing from and thinking about which new mechanics would improve the game as a whole rather than be ignored until their designated mandatory segments.

Although Momodora 1 is free and an okay linear platformer for the most part, I’m hesitant to recommend it because of how many problems the final section has: 1) one of the frequently-used solid tiles looks too much like one of the frequently-used background tiles, 2) a newly-introduced enemy can pop out of unindicated solid tiles with only half-a-second of warning or so, 3) the final boss’s first phase requires you to do the Ocarina-of-Time knock-the-boss’s-projectile-back-at-it, but the way the game and fight are structured, you’d think it’s just a normal projectile you have to avoid (I had to look up what to do at this point), 4) the final boss’s third phase is extremely variable in difficulty depending on where you defeat the second phase, but most frustrating of all is 5) the game doesn’t have a save point before the final boss, so unless you edit your save file and change the 72 to an 80, you have to redo the entire final section every time you die against the boss. Despite this, the game does have a health-restoration point before the final boss, so there’s really no reason not to have a save point there as well; it’s just unnecessary tedium.

I also beat this game:

  • Quilts and Cats of Calico

    6 hours playtime

    10 of 25 achievements

Card game. Tiles are one of six colors with one of six decorations; you have two in your hand at a time, and at the end of your turn, you pick one of three available tiles in the draw pile to add to your hand. Three same-color tiles placed next to each other always gives you a button worth three points (with bonus points if you get at least one button of each color), but the number and shape needed to get extra points for same-pattern tiles is different each game. For one last layer of complication, you pick three (out of four available) Goal Tiles to place on the board, and if you eventually surround them with tiles matching their pattern, you get even more points (extra if the pattern is matched for both color and decoration instead of just either one). The goal is to have more points than your opponent(s) once the board is completely filled, but they all have their own boards, so the only thing you can really do to interfere with their plans is to take a tile from the draw pile that they were hoping to get. Honestly, that detail makes the whole “having opponents” thing kinda superfluous, like the 2-player mode in the original Super Mario Bros.

As someone who isn’t a big fan of card games, I played this because the store page promised the campaign would be more puzzle-oriented, and in fairness, this is partly true. You’ll often be given a unique board, a specific objective, and always have the same tiles given to you in the same order. Unfortunately, the card-game-isms leftover from the original mode result in some unnecessarily cumbersome mechanics. The main one is that even though you often have zero opponents, you’re still restricted to two tiles in hand and three in the draw pile; you can’t just pick any tile, even though most levels have zero placement restrictions. Extra annoying are the “no hand” levels, which ironically still make you drag your chosen tile to your hand before you can place it on the board (instead of letting you take it straight from the draw pile to the board). Heck, the tutorial never even tells you that it’s possible to see which tiles will get added to the draw pile next, so I didn’t even know it was possible until near the end of the second act; I just assumed you had to place everything down with limited info until you inevitably failed before you could actually start to solve the puzzle. Turns out, the preview window is on the lower-right corner of the screen, partially obscured by some decoration that serves no gameplay purpose (you can also click a little bag icon below it to see the rest of the upcoming tiles). Even after you figure that out, though, the pointless tile-selection restrictions mean you’re often better off just taking a screenshot and solving the level in paint.net or something.

However, the worst part of the campaign, in my opinion, is the fact that several of the levels aren’t actually puzzles as promised, but are just standard vs matches with maybe one or two extra requirements tacked on, like “get at least one of each button color.” These all play out effectively the same, and the only time I lost one was when I was holding out hope to get the extra bonus points for a Goal Tile instead of surrendering to the inherent randomness and resigning myself only to getting the standard Goal Tile points. For further disappointment, the cutscene after the final level promised postgame content, only for said content to be more vs matches instead of more puzzles: I tried two and they were both vs matches with the “get at least one of each button color” extra objective, and not only will the game not tell you what type of level it is beforehand, but once you start, you can’t quit back to the overworld; the game saves you into the match, so even going back to the title screen won’t get you out of it. Because of this, I didn’t bother to check if any of the other postgame levels were different and just stopped playing.

Overall, this isn’t for me. There are a few decent, tricky puzzles near the end of the campaign, but unless you’ll also enjoy the base card game mode (and you have plenty of people to play it with), there isn’t enough here to justify its $20 price. Maybe if it ever goes for 75% off, but that’ll probably be a while.

I kept going back and forth in my mind about whether or not to recommend this game, but it is free and there’s a lot of things it does right.

  • Danger Cliff

    10 hours playtime

    no achievements

2D Collectathon platformer. Left/right moves with momentum, A jumps, B dashes left/right with increased momentum, and X does a “cone rush” (dash attack) in the direction you’re pointing. If you keep holding the direction you were moving after finishing a cone rush, your momentum is maintained, but if you’re not holding a direction when it ends, you’ll come to a dead stop when it’s over–but only for left/right cone rushes; letting go on an upward cone rush keeps you moving upward, like a double jump. I 100%ed the game and never quite got used to its controls.

The game’s first impression isn’t very good. Not only does the first level (after the tutorial) have lots of seesaw-like physics platforms that have boxes fall on them from off-screen, causing them to become heavily slanted and hard to use, but the boss of the first level is really tedious: it does two passes at the top of the screen–where you can’t attack it–before finally flying one pass just above the ground where you can finally deal one point of damage…out of eight HP. Other early bosses have similar problems: the boss of Sand Dunes frequently gets knocked into a spike pit when you attack it (and your attacks are what deal damage, not the spikes), so you have to wait for it to regain composure and jump back out before you can safely attack again. Then, the boss of the game’s first “boss course” does need to be knocked into the spike pit to deal one point of damage, except each time, the boss jumps above the screen and you have to wait several seconds for the boss to come back down…EVERY…SINGLE…HIT. Again, the boss isn’t even that hard–you can easily knock the boss back into the spikes right after he comes back down–it’s just really tedious.

If you can make it past all that, though, you’ll find the game’s level design is mostly pretty good: those seesaws only appear in one other level IIRC, so you don’t have to worry about them much after the first level, and there’s lots of variety and challenge without straying from the game’s core mechanics. However, the game has quite a few spots where you have to run towards small Bullet-Bill-style cannons that can shoot at you from off-screen without warning. Plus, levels are awfully linear for a collectathon, and you don’t have the option to quick-travel to checkpoints, meaning missing one can force you to replay a lot of the level. On top of this, checkpoints can be pretty far apart–presumably to balance the fact your character also has 8 HP, but this means that you can be forced to replay a lot after dying, once again adding unnecessary tedium (especially when what kills you is an insta-kill pit).

Another good detail is that the other bosses are actually designed around having 8 HP, and as such, they don’t make you wait as long before being vulnerable again. That said, the bosses for the Minor Courses get reused with negligible level design changes, and the difficulty curve even just for Major Course bosses isn’t consistent (one of the easiest bosses is the “hard” variant of the Major Course 6 boss).

You also always have a sidekick character flying behind you who points to a collectible in the level that you haven’t gotten yet. This is a really good feature that the dev immediately defeats by having some collectibles in a come-from that can only be reached from other levels, and these specific branching paths aren’t pointed out by your sidekick since the collectible is technically in the other level. Your only guidance is an NPC by the initial dead end who tells you which other level to search in, but besides that, you’re on your own. They could really benefit from being pointed to as well: I only saw the clock level’s inter-level path because I missed a jump, and I didn’t see the power plant’s inter-level path until my second run through because of how much it blends into everything else. Compounding on this are two things that otherwise would have been kinda neat little details: some inter-level paths just lead to an ordinary spot that you can reach directly, and four inter-level paths loop back around to the level you were just at before finally giving you the collectible you were after. The first time I encountered the latter, I assumed it was yet another of the former and backed out to the hub from the pause menu to get the other collectibles in the level, only to realize at the end that I really did have to go that way to get one.

Still, the game wasn’t too bad despite all that, but the main reason I questioned my recommendation is that some solid tiles are easy to confuse for background objects and vice versa. In Doomsday Colosseum, there are single-tile-thick rows of yellow and orange sand against a dark background, so you’d think the darker orange sand is the background sand, right? Nope, the brigher yellow sand is the background sand. The game also has wireframe tiles that are a thin square with a slash through them; it’s not too bad in the easy first level, but it’s really bad in later stages like the power plant and the lunar base, where they’re arranged similarly to their background-object counterpart and don’t have many opaque pixels to distinguish them at a glance. However, the worst example is the Ex version of Richard’s Tower on the hub’s fourth floor: the solid tiles are the same dark grey color as the background, and the eye-catching red tiles are the background tiles!

By the way, the game has some unique water physics, in that water doesn’t alter your physics at all; it only keeps your cone rushes recharged so you can keep doing them as long as you’re underwater. If you’re falling fast towards water at the bottom of the screen, you need to time your cone rush well, lest you pass the water and die in the pit.

Overall, this game is kinda hard to recommend because every good thing it does has a catch. Level design is pretty good, but the controls are awkward; you’re pointed to collectibles you haven’t gotten, but not if you can only get there from another level; large missiles have warnings for when they’ll shoot you from off-screen, but small projectiles from Bullet-Bill-style cannons don’t have warnings. Meanwhile, not every bad thing it does has a silver lining: graphics are sometimes unclear, some bosses are tedious for no reason, the seesaw platforms and off-screen boxes in the first level are just straight-up a bad idea to begin with, etc. All that said, though, the game is free, so you’re not losing much by giving it a chance.

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