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Dood Trigger™
Day 11 - Life Force » Done!

I feel bad burning a half hour game so early in the marathon, but it is literally 20 to midnight right now. Barely made it.

Anyway, this is my favorite shmup! It's short and forgiving, and it has great music and levels. Plus it feels really OP when the ship is fully upgraded. I only died in the final high speed escape. I know there's a safe spot somewhere on the top edge of the screen, but I couldn't find it this time. =\


Clear time: 28 minutes
I REALLY wish Hollow Knight had enemy health bars

Do you get a badge for that later?
880 moons. almost didn't think i'd make it
One shall stand, one shall ball.
Congrats on becoming Jupiter!
thanks lol
red chamber dream
now you have to get to 999 or you're a pussy
I like turtles.
2017 was the year of an absurd number of collectibles in Nintendo franchises. If there had been a new Metroid title it would have had 900 missile expansions to match the Korok Seeds and Moons.
red chamber dream
i'd be ok with having 45000 missiles
red chamber dream
would make the games a fuck of a lot easier!
I like turtles.
As long as they were actually useful and/or had a good rate of fire. :U
Missile Minigun acquired
One shall stand, one shall ball.
Quote from arkarian:
i'd be ok with having 45000 missiles

Wavebuster finally viable.
*Flamethrower
Dood Trigger™
Day 12 - Katamari Damacy » Done!

Such a delightfully weird game. Played the whole thing laughing my ass off. I feel like this could have been a more relaxing game with less sluggish controls (and if the katamari didn't get stuck everywhere, though this one is kinda my fault).

Didn't fail any missions, but I couldn't top my high score in several of them. That 796m... I already have all Eternals unlocked, but being just 4m shy of 800 hurts a little bit, haha.


Clear time: 3:40
Finished 1st ending of Hollow Knight. Really good world, but the combat lacks variety. You get dozens of ability badges, but badge slots are REALLY limited (even fully upgraded) and the game is REALLY stingy with giving you more. Being able to equip more modifiers would have helped with combat variety, and a bunch of your slots go towards basic things I would never want to play without. They seem to be going for "builds" but it doesn't really work out that way and it isn't the game for that. As a result the rewards you get from exploring and fighting all this cool stuff are generally pretty lackluster when it would've been easy to fix that. All of these would've been a lot less of an issue in your typical 15$ game that's also a bit more arcady, but my time to the first ending was like 30h and I'm not even close to being done.
Dood Trigger™
Day 13 - Muramasa: The Demon Blade » Done!

This is a game with really awkward controls that somehow still feels great to play. I always have to re-learn the combat (block, dammit!), but once it clicks, man, it is satisfying. Air dashing and cutting enemies across the screen.

Played as Kisuke. He has a couple of boss fights that I still don't get... the bomb girl and the spider. But overall it was a pretty smooth run. The backtracking is kind of a bummer, especially because unlike most Metroidvanias, Muramasa doesn't give you new mobility skills or different powers. But I guess if you just dash to the next story part without exploring or grinding, the game flows semi-decently.

Also, this game has the most delicious looking food in all of gaming. I mean, the whole thing looks incredible, but the food seriously makes me hungry.


Clear time: 4:38 (thought it would be way longer... nice)
I like turtles.
Quote from Serris:
Finished 1st ending of Hollow Knight. Really good world, but the combat lacks variety. You get dozens of ability badges, but badge slots are REALLY limited (even fully upgraded) and the game is REALLY stingy with giving you more. Being able to equip more modifiers would have helped with combat variety, and a bunch of your slots go towards basic things I would never want to play without. They seem to be going for "builds" but it doesn't really work out that way and it isn't the game for that. As a result the rewards you get from exploring and fighting all this cool stuff are generally pretty lackluster when it would've been easy to fix that. All of these would've been a lot less of an issue in your typical 15$ game that's also a bit more arcady, but my time to the first ending was like 30h and I'm not even close to being done.

I definitely felt like the core of the game was spectacular while it sort of fell down as it attempted to "branch out." Aesthetically and tonally it's great, and the unsophisticated combat didn't bother me except in a couple of spots. At the same time, I would probably not attempt full completion because I felt like the game started showing its "limits" by the "first" ending.
red chamber dream
tldr indie games are designed by amateurs and aren't worth the time
Edit history:
arkarian: 2018-06-15 11:50:36 pm
red chamber dream
like i've played all the supposedly "great" indie games and it's always just like, yeah that was a fun day or two but they just leaves me feeling empty
tldr dr
red chamber dream
you know i'm right ;)
I have similar complaints about many games including God of War 4 which cost like 500 billion dollars

Indies are just focused on gameplay so it's no wonder they do nothing for you
One shall stand, one shall ball.
The problem is indies are not super good at figuring just for how long their gameplay is interesting.

When your playtesters are you and the three other people working on the game you run into issues like that.
One shall stand, one shall ball.
Or they do things like bolt antiquated trash mechanics onto their games because video games were best when the devs were twelve and if you point out it's bad you just don't understand man.
How is that an "indie problem"

That goes for all games

The distinction gets only more and more meaningless as time goes on

There's good devs and bad devs, the end

I enjoyed Hollow Knight for the full 30h I played it, my reviews are just nitpicky because that's the interesting stuff