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!


I tried the Next Fest demo for this one a while back and wasn’t too impressed with it, but after it went free and I saw that one of the updates included level design and gameplay tweaks, I decided to give it another chance.

  • Wonder Ball

    12 hours playtime

    15 of 33 achievements

3D platformer. Left stick moves, A double-jumps, RB dashes, X does a ground pound, holding RT electrocutes things nearby (like switches or enemies), LB and LT use healing/temporary-shield items, and when you reach the final world 1 level, you gain the ability to shrink by pushing B (which disables all your other abilities except moving and double-jumping, but lets you go through small areas).

There are five worlds, each with their own overworld containing four levels, four arenas, one “final” level for when you beat all the other levels/arenas, and some scattered optional items. The overworlds themselves are overly massive and bland, to the point where I’m pretty sure they’re all just store-bought assets with minimal changes; the only real way you can find anything is by using the compass markers at the top of the screen since you’re bound to get lost otherwise. There are some scattered drones you can spend healing items to fix that’ll let you fast-travel straight to any of the world’s levels/arenas, but 1) you also have to reach the drones just the same as you’d have to reach the levels/arenas, and 2) fast-traveling everywhere means you’re skipping over the scattered computer chips that you’ll need to buy upgrades, so you’ll rarely use fast travel anyway.

Then there are the arenas. All of them take place in what is effectively the same large, flat arena (just with some cosmetic differences between worlds) where you have to fight waves of tank-robots that all attack you asynchronously, and when you combine that with how close you need to be to electrocute them, you realize it’s impossible to avoid all of their attacks and you can’t win unless you use the healing items and shields that you’re showered with during the rest of the game. Even if you buy attack/max hp/range upgrades, you won’t be able to keep tabs on all of them and can get cheap-shot by an attack from off-camera. The bots get a few different weapons as the game progresses, but it doesn’t really change anything when you can just keep healing/shielding yourself. Also, the arenas are all mandatory to unlock the worlds’ final levels and to progress to the next world despite being such an obvious diversion from the core platformer gameplay (a diversion that won’t appeal to all platformer fans).

The levels themselves are okay, but they’re all hamstrung by one crucial decision: all the enemies are in the arenas, so none are in the levels. This means the only hazards in the levels are either instakill stuff (like falling in the water) or stuff like the exploding ! crates that stay gone even if they kill you. As a result, a significant portion of all the levels’ challenges involve waiting on moving platforms (boring) and/or dashing across long distances without a platform, and since dashing is always a fixed-length, it’s not easy to aim yourself accurately even if you save your double-jump for the end (and it doesn’t help that your jumps themselves are very fast and heavy). This means that if you fail a jump, the stuff you have to redo is waiting on moving platforms instead of actually engaging with the game, and it starts to get kinda tedious after a while (especially since checkpoints can be a bit too far apart sometimes). To make matters worse, your dashes refill on a cooldown instead of instantly refreshing when you land like other platformers do (even dying doesn’t speed up the cooldown), so that’s just more waiting you’ll need to do. It takes until world 3 for the game to finally start using moving (instakill) hazards that don’t permanently disappear if they touch you, but even then, they mostly just patrol sections of large platforms, and the bulk of the levels still revolve around moving platforms and long-distance multi-dashing. It gets extra annoying when you reach world 4 and realize the only way to beat those levels is to buy max-dash upgrades because you can’t reach the next platform with your default three dashes.

Oh, and the death walls are the same color as regular glass (or at least a very similar color). They’re supposed to have this electricity effect to differentiate themselves, but that effect doesn’t always show up, so it’s easy to get the two confused.

Overall, the game can be frustrating sometimes, but it’s okay for a free game, so I can recommend it.

This was made by the same people who made Khimera: Destroy All Monster Girls, but I didn’t think to check their back catalogue until I saw someone here post about another of their games recently.

  • Mandew vs the Colorless Curse

    58 minutes playtime

    5 of 21 achievements

Platformer. Left/right move, A jumps, holding X runs, and if you have a power-up, pushing the run button attacks like in Mario. Getting hit once causes you to lose your power-up (also like in Mario), and getting hit with no power-up kills you. Normal movement is painfully slow, so you’ll be running for basically the whole game, and although running does cause a bit of awkward momentum when you have to stop/turn around, it’s not too big a deal.

The first level is kinda bland since it’s a direct reference to Super Mario Land’s first levels, but the game starts to pick up afterward. It has some pretty tricky jumps in world 3, and world 4 might even go a bit overboard in a couple spots. Boss patterns are fairly simple, though sometimes their attacks/pattern changes will catch you by surprise for a cheap hit.

Although I never got game over, I should mention that the game has a lives system that probably forces you to restart the level with three lives if you lose them all, which would be pretty messed up given how hard the last level can be (with individual segments killing me four times before I got to the next checkpoint); I’m glad they decided against that when they made Khimera. Oh well; at least this game does save your progress (which I was worried it didn’t for a while). There’s also a secret level I didn’t find, so I can’t comment on its design or how intuitively it’s hidden.

Overall, the game is fairly well designed and I did have fun, even if that was partly to do with never having to experience running out of lives, so I can recommend it. Oh, and it’s free, which is always nice.

  • ImageStriker

    76 minutes playtime

    7 of 8 achievements

Vertical SHMUP. Besides your standard moving and shooting, all you can really do is push a button to change which direction your side-guns aim (front, side, and back). There are six different shot powerups that are kinda hard to tell apart since they’re all white, but that’s it; you don’t even get an upgraded version of that gun if you collect the same one you’re using. Although the game has a lives system, you can retry from the last level you reached instead of being sent back to the beginning, which is always nice. There’s also a “Caravan” mode, which seems to be its own level (though it does reuse the stage 1 boss).

Level design is well made, with a decent variety of enemies and fair shot patterns. My only real issues are that a few of the enemies/bosses can be damage sponges if you don’t have the right weapon (and sometimes even if you do have the right weapon) and that the final level makes you re-fight almost every boss and miniboss. Plus, Normal mode started getting kinda boring around level 3, so I recommend playing on Hard mode (though even on Devil mode, I never got game over). This is one of those games that doesn’t explain what’s different between difficulties, which is always disappointing, so I’ll say what I noticed: level design and enemy HP seem about the same, but bullets are faster and more frequent (though it never gets to bullet hell levels).

Also, the game is free, so I can recommend it for both SHMUP fans and those of you unfamiliar with the genre and want to try it out.

  • Reroute

    2 hours playtime

    no achievements

Puzzle game. Mechanics are based on Sokoban (tile-based, push blocks, goal is to get certain blocks on certain spaces), but this game sets itself apart by having pink-sided blocks. You may be wondering: what do they do? How are they different from normal blocks? Well, guess what: the game never tells you, and none of the levels are built to lead you into discovering it naturally, so you’ll have to do trial-and-error as early as the second level before you finally stumble across the fact that moving into a pink wall will teleport you to the opposite side of that block’s twin.

Although that’s some pretty bad game design, if you can get past that, the rest of the game has some pretty good puzzles that are all built around this teleportation mechanic; no gimmicks are thrown in later on to make up for lack of substance or challenge, and no further trial-and-error is necessary once you know how the teleportation works. Plus, the game is free, so I can easily recommend it.

Normally, I don’t consider “forgettable” to be a bad thing since I’d rather play a good game I don’t remember that well instead of a bad game I remember for the wrong reasons, but Starfox Adventures had to come along and be the first exception by having a mandatory segment where you have to match items to the locations you found/used them in. See, the game has two different horn instruments, and both are treated like your typical fetch-quest “go here and push the button” item. And sure, they both look very different and are used in distinctly different locations, but the overall gameplay is just so bland and bare-bones that I had genuinely forgotten about the entirety of the Cloudrunner Fortress by this point.

Oh, but there’s a bunch of stuff about the game I do remember. The beat-‘em-up combat is little more than “tap the A button and you win,” and if an enemy blocks your melee attacks too much, just pull out your magic staff and shoot them. When you’re not auto-locked onto an enemy during combat, aiming your magic staff is finicky and irritating since you have to keep the C-stick held in position or the reticle will recenter itself back in the middle of the screen. The game’s attempt at an overworld is very linear with lots of tedious backtracking (no fast travel), and many of these pointlessly-time-consuming rooms are just blatant attempts at disguising load times (which wouldn’t be so bad if you didn’t have to keep going back and forth through them throughout the game). The game’s excuses for puzzles are just there as gimmicks, being very easy (except for when they don’t work right, so you look up a walkthrough just to be told to do the same thing you’ve been doing) and abandoned shortly afterward. The actual Starfox-esque space-shooter sections are limited to just five 1-minute-long levels, and even they aren’t immune to the backtracking! You might think the beat-‘em-up combat would get more involved with the bosses, but no, the bosses are secretly just more puzzles (except the two that are shooter segments), and the bad guy who’s built up for most of the game is never fought. I beat this game and can confidently say it’s unfinished at best.


So yeah, I’ve been having another string of busts recently, hence my lack of posts, but I did beat this game just now, and it’s not too bad:

  • Linxy The Lynx

    31 minutes playtime

    6 of 9 achievements

Platformer. Forward movement starts a bit slow, but it speeds up after a second or so, which is kinda awkward. You can still stop and turn around on a dime, though. Besides movement and jumping, you have a “crouch” which barely brings down your height at all and is only useful once to avoid a ceiling saw (twice if you count its duplicate in the remix levels), and you have an awkward slide that only activates if you’re running at top speed (and which you only ever need to use to attack the final (only) boss).

Level design is okay. The first couple ones are a bit too easy, and there’s one enemy type that takes two hits to kill for no reason, but it does start to pick up around level 5. Unfortunately, there are only five levels, and the boss is one of those that makes you wait a while for it to be vulnerable (and the waiting is a bit much until you’ve hit it a couple times and its attacks have picked up). You can unlock “remix” levels by finding computer-chip items in the levels, and if you miss one, you can exit the level from the menu right after getting it so you don’t have to replay the whole level, which is nice…but that still only brings the total number of levels up to 11, and as you can tell by my playtime, they’re all rather short. Honestly, between this, the cliffhanger ending, and the fact the game has an episode-selection that only ever has one episode available, this game might also very well be unfinished.

Still, as far as free games go, this one’s okay, so I can recommend it.


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

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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

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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.

Statistics
730 games (+1 not categorized yet)
1% never played
0% unfinished
56% beaten
0% completed
43% won't play