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!

sigh…They just HAD to increase the price shortly before I’d been planning on getting another month. Between this and the increasing lack of interesting titles, I think I wouldn’t have gotten one this year if I wasn’t getting these free through Microsoft Rewards. Oh well; the service might not be worth paying for anymore, but I did manage to play a few decent titles:
Roguelite turn-based tactics. You have your standard normal attacks and resource-consuming attacks (though ranged abilities can only be used in the four cardinal directions, which can be annoying at times), but what sets this apart is that the further you move in one turn, the more dodge-points you accumulate, which reduces damage taken the same way staying on a shield/cover tile would. This means that you'll sometimes be able to take no damage from attacks if you can get your combined dodge and cover high enough. It's a unique mechanic that's executed well. Plus, there's no miss-chances or fog-of-war, so you can focus on the main tactical gameplay.
In fact, a lot of the individual components of the game are well made; my main issue is that it's a roguelite. Besides new team members (whose unlock requirements pretty much demand you to beat the game first anyway), the only permanent unlocks you get are the chance for new upgrades to show up during future runs; other than that negligible detail, a single failed mission makes you lose all your progress, forcing you to start the entire 5-8 hour campaign over from scratch. Plus, like you'd expect from a game without fixed progression, the difficulty curve isn't too great, either: on my first run, I got wrecked by a tower miniboss on the third level, and on my second run, I never encountered a single miniboss at all--and that was the run where I beat the game. There were "survival" missions in the late game where I managed to defeat all the enemies and just had to wait for the turn counter to run out, in contrast to the early game where I actually had to survive for the set amount of turns.
However, the worst part was when I finally beat the final boss, only for him escape and the game to cut back to the base without any kind of epilogue or staff roll. Turns out (according to this reddit post at least), the only way to reach the actual ending is to do FOUR MORE RUNS, with each unlocking exactly one new boss fight that wasn't available before. Yeah, I'm not doing all that. If that's what it takes to truly beat this game, then I give up.
Overall, this has the makings of a solid tactics title, and it deserved better than being a roguelite. I wouldn't recommend trying to get 100%, but if you're okay with just finishing one run, I'd say wait for a good sale.
Crash Bandicoot™ 4: It’s About Time
Except when it's about dimension-hopping, which is more often, so their pun doesn't really work
Platformer. Left stick moves, A double-jumps (though the second jump isn't nearly as high and it also kills your forward momentum), X does a spinning attack that not only hits enemies and objects around you, but it doesn't lock or interrupt your movement like so many other games. Bosses even have checkpoints between each time they allow you to deal damage to them, which I greatly appreciate after having to play wait-to-attack bosses in one-hit-death games that don't do this. That said, the game can be a bit gimmicky with how spread out the introductions of each mask power and new character are, as well as how underutilized they tend to be. Heck, the side characters often don't even get full levels to themselves for their limited appearances, with the levels' second halves switching back to Crash/Coco for a harder version of one of the main levels (and exactly how much harder they are varies greatly, from "way harder" to "almost no changes"). Still, level design as a whole is pretty good for the most part.
There were a few moments where it felt like enemy hitboxes were too big and I died from hitting the space beside them, but the bigger issue for me is that checkpoints are sometimes spaced about twice as far apart as they should be. Keep in mind that this is a one-hit-death game, so there's no pretending that this would increase the difficulty; all it does is make the game more tedious by forcing you redo a bunch of stuff you've already cleared before you can retry the part where you died. If there's one trend I really hate about modern games, it's this. I remember seeing the video of the Celeste dev talking at GDC where he tried acting like this was a valid way to design games and would actually make the game harder, and even back then, I remember thinking to myself "No, you're wrong; stop using your platform to make games worse." But lo, Celeste made a lot of money, so the industry blindly follows without thinking about whether its success was because of certain details or despite them.
Plus, you can tell the devs/publisher truly believed that fewer checkpoints was real difficulty because if you trigger the built-in dynamic difficulty by dying enough times, one of the things that changes is an extra checkpoint is placed where there should have been one from the beginning. The other thing that changes is you start with an extra hit before you die, which sometimes makes the game easier, but other times has no effect due to the section's hazards all being instakill stuff like pits. Still, I would have preferred a way to toggle off dynamic difficulty and just make the extra checkpoints permanent from the start.
However, the game is at its worst with how it handles optional stuff. For example, I'd always try to break all the crates in each level, but out of all the main levels, I only managed to do it in one of them (the second level); for all the others, the game would keep telling me that I missed a few somewhere, even when I was confident I'd checked everywhere. On top of this, there are bonus platforms in many levels that'll take you to a short, optional challenge segment (which of course has its own set of crates that count to the level's total). The early ones are decent challenges, but for a few of the late-game ones, I couldn't even figure out what actions the game expected me to do to get through the segment at all, let alone get through while breaking all the crates. Turns out, the tutorials really don't tell you all the controls or mechanics: it isn't until world 6 where the level design shows you that sliding off a platform keeps you hovering in midair until the slide is over, and the game never tells you about the Triple Spin until AFTER YOU BEAT THE GAME. Who knows what other mechanics those bonus segments require that I missed entirely?
And that's just for breaking all the crates. The game also has a set of short, optional levels called Flashback Tapes that you can only unlock by reaching a certain point in each level without dying (so again, more tedium). I only unlocked four of them legitimately, with the rest being accessed by using the Everything Unlocked mod, and ironically, many of these levels are better designed than the main levels. No enemies means no hitbox issues (challenge is still there due to pitfalls, timed blocks, and exploding TNT/Nitro crates), their shorter length means dying doesn't usually make you redo too much, and their linear 2D nature makes it harder to miss crates, so I even managed to get 100% in most of those levels. Unfortunately, when these levels falter, they falter hard. The timed blocks are fine when you're running against the clock, but then the game also sometimes makes you wait for them to disappear, so if you're having trouble on a segment after the waiting but before the checkpoint, you have to redo that waiting each time. This is so much worse than redoing segments in the main game because not only is it boring to have to do all that waiting each time, but Flashback Tapes don't have any grace checkpoints to alleviate the tedium if you die too much. Oh, but the waiting isn't limited to timed blocks; this also includes waiting on fruit-crates to break (they take five jumps) and Flashback-Tape-exclusive bounce-crates to transform into destructible Nitro crates (three jumps for each one). Almost every Flashback Tape where I didn't break 100% of the boxes, it was because I got tired of waiting on the same stuff over and over in order to regain my progress. The only exception was the final tape, which I gave up on entirely because it demanded way too much precision compared to what the controls reliably allow you to do: you have to land on the edge of a bounce-crate while moving away from the spring so you don't die to the Nitro Crate above you, then pull back and do the same thing again for the bounce-crate/Nitro-crate combo above it. I'd sometimes manage the first, but I could never do it twice in a row.
And then there are the four colored gems. The Everything Unlocked mod doesn't actually unlock the gem platforms, so you have to get the gems yourself if you want to unlock those segments, but when I looked up how to get them, it was bad-Adventure-game levels of "how was I supposed to figure that out?" and since I'd already given up on the final Flashback Tape, I just didn't bother with the gems at all.
Overall, I definitely wouldn't recommend trying to get 100% on this game, but if you're okay with simply beating games and skipping the optional stuff, wait for a good sale.
I didn't really notice this until my brother made an off-hand comment about a year ago, but there's been a new subgenre of 2D plaformer for some time now: Celeste-clones. These are distinguished from ordinary 2D platformers by having no real enemies or combat of any kind, with challenge based pretty much entirely on avoiding pits/spikes and with chase sequences instead of boss fights. Also, while they start with a decent amount of challenge, they also don't have much of a difficulty curve, just like their patron game. Sure, Celeste does a lot right, so these games usually won't be too bad, but because they also blindly copy its formula without really thinking about what worked and what didn't, they also inevitably copy some of the problems Celeste had, so they can never be better than just okay.
Between all these games copying both the general formula for Celeste as well as its lack of a difficulty curve, they all start to feel the same--not just within themselves, but also as each other, and this game is no exception. The main gimmick this game does to try to stand out is that pushing RT pokes the ground with your stick, which causes you to jump higher than a regular A-button-jump on solid ground but will stick you to red-cushion ground so you can launch yourself left/right, but this isn't enough to give the game its own identity; ultimately, it just got me confused sometimes where I'd accidentally push one button when I meant to do the other button's action and I'd get killed because of it.
Another way this game tries and fails to set itself apart from Celeste is by giving you new abilities that you can take back to previous areas to get collectibles you missed. The problem here is that this game isn't a metroidvania; it's a very linear Celeste clone, and it misses the point of why Celeste doesn't let the player take the double-dash into other levels: to help showcase that all optional collectibles can be obtained the first time you see them. No matter how hard it is to get that strawberry, you can get it with the knowledge the game has given you beforehand. In contrast, if you're having trouble getting a golden music note, it can sometimes seem like there's no way you can get it at all…because there isn't; you HAVE to bypass and backtrack for it after getting another ability. Sometimes, the game has an optional room in a split path, and in those cases, it'll even display a message explicitly telling you that you have to come back later:

As for the backtracking itself, the game does give you a fast-travel ability you can do by pushing X, but each section only has three fast-travel locations at best, so you'd still have to replay a bunch of rooms you already got everything in before you can try to get the golden notes you missed. Sure, it's better than Celeste having zero fast travel points, but it's a downgrade from Super Meat Boy letting you go directly back to the level with the warp zone you passed up. Oh, how quickly people forget the past…
By the way, even though I took the time to get around 2/3rds of the golden notes, I still beat the game in only around 2 hours and 30 minutes (not much longer than the Steam refund window), so on top of the game not really having much of a difficulty curve, it's also quite light on content.
Overall, it's not a bad game, but it's very much not worth $20 USD. Play the original, free version, play the free demo for this version, but the full game? Even if it were half price, I'd say wait for a sale.
Crypt Custodian
Despite the title, the whole "custodian" aspect is more of a background detail
Fast-paced Hack 'n' Slash with slow, Shmup-influenced enemy projectiles. I've never been a big fan of the hack 'n' slash genre, but having movement-based challenges instead of reaction-based ones combined with enemies only taking a few hits to die really helped this to be an enjoyable experience for me. Granted, it's not always enough to encourage fighting enemies when the game doesn't go into lockdown and force you to, but even running away still results in some challenge since you have to avoid all the bullets being shot at you (it may even be harder to run away in some cases).
The game is somewhat nonlinear. Not only does the map have many winding, interconnected paths, but quite a few of the areas and bosses can be tackled in any order (though there are a few progression upgrades you'll need to access certain places). The downside of this is that it can be hard to figure out which path is forward and which path leads to an optional upgrade, so you'll sometimes find yourself teleporting back to the previous respawn/fast-travel-point to see what's in the other direction.
If I had to say one problem with the game, it's that not all attacks have sufficient warning. For example, the Shmup elements sometimes don't account for the fact that this is a hack 'n' slash: you're often gonna be right next to the enemy/boss to attack them, yet bullets appear and move immediately. And sure, some attacks have red !s pop up to warn you, but others seem deliberately designed to trick you, like how some enemies shoot immediately after landing from a jump despite most enemies just having normal, non-shooting jumps. The worst example is probably the boss Grief: it tries to incorporate your recently-acquired digging ability into a boss fight, but there's no spot to dig in the boss arena at first. What the game does is subtly spawn a dig spot during one of the boss's attacks that spawns thick crowds of spikes across the arena, then its next attack hits the whole stage, so you only have a couple seconds to 1) realize it's even there in the first place since it's graphic isn't all that stand-out, and 2) perform the jump+ground-pound move wherever it spawned to get to safety. Even after you know what to do, it can be a bit challenging, but going in blind, it's quite a cheap hit.
…and if I had to say two problems with the game, it's that postgame super isn't worth it. I tried it since there weren't many other Game Pass games I was interested in, but it just reinforced my decision not to do other games' postgames. Not only does the game suddenly take a turn into arbitrary riddle territory just to gain access, but even after you figure out how to light the cat statues, you still have to find the upgrades needed to light each statue in the first place, and without a walkthrough, that's it's own aimless chore. Plus, the postgame itself is pretty bland and disappointing: the entirety of it consists of 1) a quiz about different story/gameplay details, some of which are rather obscure and easily missed/forgotten (you have to fight six enemies for each question you get wrong), 2) a series of lockdown battles ending with one that's way too long--easily 8+ waves (it's not even in the top 5 hardest lockdown battles in the game; it's just pointlessly long for no reason), and 3) yet more basic platforming across crumbling blocks that isn't meaningfully different than the jumps the game has already been making you do (the enemies here don't even shoot at you, so it's honestly easier). Plus, the cutscene you get after finishing those segments is rather disappointing. The dialogue fits the characters, but it's short and nothing really meaningful or even funny happens.
Wait for a sale.

Bullet hell, no controller support. Arrow keys move your ship, Z shoots to the right, Esc pauses, and the mouse is used to navigate the menus. That’s it; no bombs, no power-ups, nothing fancy that you might be used to from other SHMUPs. The game saves your progress after each level, and there’s an option to replace the eyesore white grid background with actual images, but that’s as fancy as it gets.
Still, the level design is pretty fun. There’s a decent variety of ships and shot patterns, and while there are a few cheap hits every now and then, it never felt like I died too much. Plus, the game gives you the option to give yourself infinite lives, which I recommend regardless because the levels are kinda too long to have to redo the whole thing just because you lost your last life at the boss. The levels promise alternate/harder versions of themselves if you complete certain optional objectives in previous levels, but when I replayed the game to do just that, I didn’t notice much–if any–differences, so I wouldn’t call this game replayable.
That said, it was fun to play through the first time, and its base price is only one dollar, so I can recommend it. You can buy the game here: https://happy-frog-games.itch.io/flashover-megasector
Finally got my Steam backlog back down after that one user mentioned the up-to-date paid-now-free games thread in that one Steam group, so I’ve been tackling my itch.io backlog recently. Unfortunately, there hasn’t been much noteworthy there so far. Explobers has an interesting premise, but the execution is lackluster, with the puzzle elements being not hard and the action elements just being you replaying the level up to the point you need to blow yourself up or turn into another platform.
Though I did have to go back to Steam for a bit since I happened to win another game on SG:
Platformer. Left/right move, A jumps, X shoots, and Y uses your grapple. You can also push B to use a subweapon and LT to dodge, but I found myself not needing to do those very much. The game showers you with equippable upgrades and even a few different guns, but not only does a lot of that equipment have specific activation qualities, you also have very limited equipment slots (with the game being much more stingy handing out increases for that), so you’ll find yourself sticking to the same build for most of the game. The game has many rooms where you have to kill all the enemies to progress, which I’ve never been a fan of, but on the plus side, it rarely sends out more waves after the initial ones are defeated, and the differing level designs/enemy placements helps prevent things from becoming too stale. That said, there were a few mandatory enemy killings that didn’t have the HUD icon letting you know about them, which did bother me.
First thing I noticed is that progress in the demo doesn’t transfer to the full game, so not only did I have to replay the desert level where enemy bullets are hard to see, but I also had to go through the early test chambers where the game regresses your build and you’re stuck with that slow-firing pistol. Thankfully, it doesn’t take too long for the game to give you a rapid-fire upgrade to bring your weapon closer to what was promised in the first level, but it’s always a pet peeve when a game starts you out with stuff and then takes them away, more so when it’s like this game where they don’t even have the excuse of it maybe being too overwhelming for new players to get used to.
Second thing I noticed is that the full game is much easier than the demo, maybe even a bit too easy. The sword enemies don’t attack as quickly, which effectively means you can always kill them before they finish running up to you, and the first boss went down super quick with my default loadout (I had to change my equipment to beat the demo’s version of the boss). The rest of the game also struggles to maintain a difficulty curve: you think things are picking up in the desert level when the purple portals send you to the grassy area with the chasing fireball and the orbiting purple balls, but then those hazards never show up again after that level. Even the final boss didn’t put up much of a fight, effectively letting me stand between its hazards and drain its health bar in 10 seconds or so (for both phases). What makes the final boss extra disappointing is that the level prior actually did pick things up a bit.
However, the level before the last one was hard for the wrong reasons. First, it takes away your guns and forces you to use a short-range sword. Second, it introduces shielded enemies, so the sword doesn’t even kill them in one hit unless you try to run past them to destroy the enemy generating the shields (and you also have to notice that this is what’s happening because the game is kinda subtle about it), and even then it can still sometimes take 2+ attacks to kill an unshielded enemy. Then, after making you go through nearly a whole level of that (complete with several kill-all-enemies rooms), the last few rooms add a visual effect where the platforms won’t form until you get close, and then it introduces fake dark-grey platforms that do the exact opposite, fragmenting and disappearing when you get close! You’re also forced to fight a three-phase boss with the sword while also doing timed platforming between the phases. It doesn’t help that this level comes shortly after the two-hour refund window, as if the devs knew it’d be a turn-off for lots of people who enjoyed the game up to this point (the demo also has zero indication that there’d be anything like this in the full game).
There’s also a similar level you unlock after beating the game, where you’re forced to use a super-short-range knife to reflect bullets and you die in one hit, but I gave up on that level after a few deaths.
Overall, the game’s kinda mediocre. I did have some fun with the game, but only some fun in the rest of the game makes it hard to justify the lack of fun in the mandatory sword level. If you’re interested, wait for a really good sale.
P.S. If you play games for the story, then you really won’t like this game since its plot twist just kinda happens and the game ends with a lot of unanswered questions. Maybe it’s funnier in the original Chinese; I dunno.
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.
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.
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.
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.
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:
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
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
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
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:
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!):
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.
| 773 | games (+8 not categorized yet) |
| 0% | never played |
| 0% | unfinished |
| 56% | beaten |
| 0% | completed |
| 44% | won't play |








































