Vagrus - The Riven Realms

Vagrus - The Riven Realms is a narrative-heavy RPG about trading and surviving in a post-apocalyptic fantasy world. You lead a caravan of people from city to city, encountering events along the way and managing your supplies, morale, and other indicators. There are a lot and lot of stats and knobs to turn for both your entire caravan as well as individual, more important members of it, yourself included. Death and disaster are ever-present, and there will be a lot of setbacks.

The game is focused significantly more on making decisions than fighting battles. In fact, the combat system is rather small and boring. While I definitely wouldn't call the decision-making side of the game small, I would still call it boring. Behind the large complexity of things to do, there doesn't seem to be a lot depth to it all. And this ties back to the game being heavily focused on the narrative, not the gameplay. From a story point of view, there are definitely a lot of different options to choose from, especially when it comes to the frequent and lengthy dialogue.

While reading everything is not necessary, I'm afraid it's the main virtue this game has. The worldbuilding is good, and I personally don't dislike the writing, but I can't say that at least the beginning of the overall story gripped me. Definitely not enough to keep me from leaving, but less picky people might enjoy it, especially on easy mode. But this is still a game, not a choose-your-own-adventure book, so much of the time is not spent on reading, but making these choices, which I found quite menial.

In the end, I don't like this kind of game. I'm pretty sure I could find many books in a similar setting with better writing and less forced interruptions to have to make decisions I don't care for. If you take out all the story, all the decisions you might make for roleplaying purposes, and just leave cold hard strategy, there isn't much to this game. A lot of boring decisions, leading to boring events. I think that even among games that try to blend worldbuilding, storytelling, and RPG / management elements, there are better options out there, so I can not recommend playing Vagrus.

ElecHead

ElecHead is a nice little puzzle platformer with one core game mechanic, and a lot of creativity around that core mechanic to build many interesting puzzles.
The rule is simple - anything connected to your head is supplied with electricity. This includes conditional platforms, elevators, traps, and even yourself, as you can throw your head to power things otherwise out of reach, or make sure you can cross certain areas without activating them.

There isn't really much to say. The game uses its one mechanic very well and manages to create new scenarios over and over again, letting you use old knowledge as well as figure out new ways to solve the puzzles given to you. The caveat is that it's short, at maybe only 3 hours, depending on how many collectibles you want to get. It's rather linear, but not entirely so, so missing a map is a bit of a bummer. Other than that, I have nothing bad to say about the game. It does what it set out to do incredibly well, even if what it set out to do isn't very ambitious. It reminds me a bit of VVVVVV, but not quite as good or long.

Overall, I think it's a worthwhile game for any puzzle platformer fans, even if it's a bit short. I'm not one of those people, so I can't personally recommend it, but I have to acknowledge that objectively speaking, it's pretty good.

Druidstone

Druidstone is another game that probably wouldn't live up to my wishlist standards today, but it did in 2019, and so here I am suffering for my past decisions.

I joke. It's not that bad. It advertises itself as a turn-based RPG or strategy game. It's not entirely wrong but I'm quite sure that most RPG or strategy enjoyers would not enjoy this game for those aspects. You control a small party and go through a series of missions, each requiring you to fulfill some objective and probably kill some enemies in the process.
The best part is that the levels are very handcrafted, and designed less like one would design an RPG, and more like one would design a puzzle game. You are expected to spend a lot time contemplating how to make your move, how the enemies are going to move, and how to beat the turn limit that most missions are on while also fulfilling as many bonus objectives as possible. There is a bit of power scaling through upgrading your abilities and passives, but at the core of it, none of your characters really change. This is important to keep the challenge of the puzzles, but this would also put off any RPG enjoyers.

While I was kind of expecting an RPG, I wouldn't even mind if this was a well-crafted strategy puzzle game, but it falls short. I find a lot of the character abilities bland, but even worse, I can't predict what enemies are doing. For an RPG, this would be fine, but for a puzzle game, I need to know ahead of time what the enemy can do against me, so I could plan for it. As it stands now, I have to complete each mission at least twice. Once to know what all the enemies do and what all the timed events and spawns are, and the other time to actually plan around them (if I still remember them accurately). This really does not fulfill the fantasy of being a brilliant strategist.

Overall, between low production values, boring combat options, and somehow managing to disappoint both RPG and puzzle game fans with their combat design, I don't really see any reason to recommend this. Whether you're looking for a turn-based tactics game or an RPG, there are many better options out there.

Dark Devotion

I'm gonna be brutal, it's been a while since I've played something as bad as Dark Devotion. The "Mostly Positive" reviews should have been a giveaway, but I decided to give it a try regardless.
I'm gonna be honest, I got less than 15 minutes into the game. And you may ask how I dare review the game based on such a short time, but I can confidently say that this is enough, based on how bad just about every aspect I experienced was.

So what are the problems I experienced during those 15 minutes? I can't rebind my controls, and the default ones are questionable at times. (R to pick things up? Why?) You can't really move backwards most of the time, just from one room to the next, which makes it a terribly linear experience. Might be fine, but not what I expected. Apparently there are platforming elements in the game, but there is no jump button? Even if there wasn't any focus on platforming, not letting me jump is a sin in a 2D sidescroller. The animations I encountered were kind of basic. I didn't even understand two of the times that an enemy had attacked me, but I had lost life. I had to crouch every time I wanted to pick something up. My bow could not be aimed. Stepping on/off a platform caused my character to rapidly jerk up and down.
It's just... everything gave off vibes that this was like a student project with cut corners and thoroughly amateur design and implementations.

I've already spent more time writing this than playing the game, so it's time to stop. There are so many more Souls-likes (if this qualifies for that title), and even 2D sidescrolling Souls-likes, that are available and better than this, that there is no reason to experience this. "Mostly Positive" isn't a high rating, but honestly, I feel even that might be generous given the review count and how bad it is.

Core Keeper

Core Keeper is a newer game I picked up because it got pretty decently popular at launch and in general received good feedback about being like 50% Terraria with a bunch of ideas from other great games mixed in, and because I finally figured out a way for my friends to get to play it.

As mentioned, Core Keeper definitely takes the most inspiration from Terraria, but is top-down instead of side-scrolling. It is a sort of survival crafting game, where you find higher and higher tiers of resources in the world and use them to craft better and better equipment and tools that let you tackle harder and harder challenges. It looks great, the combat is pretty fun, and there's a lot of content with several tiers of bosses and optional minibosses. Progression happens both through getting better gear, as well as leveling up your skills by using them and further specializing through a mini skill tree for each skill. About half the skills are for different combat styles, and the others are for mining, fishing, farming, cooking, etc. It starts off great, and on paper it is great, but the more I play it, the more I find things that annoy me.

I think the first thing that stuck out to me was how little this game cares for the environment and what you've built. To a degree, this is also true in Terraria, with end-game tools prioritizing reckless mining, leaving huge holes everywhere, it's much worse here. Many enemies and your attacks may destroy terrain. While this is immersive in terms of combat and seeing enemies tunneling along, it really sucks when enemies find their way into your base and destroy everything you've built and all your neatly organized chests, and also leaves the world rather ugly elsewhere with there just being progressively fewer and fewer walls to be found anywhere.
Secondly, I think this commits the same sin as many other survival games that want to have decoration options. It lets you find those decorations out in the world instead of letting you craft them. It's fine for rare decorations, but my inventory instantly gets full with all this junk as I explore. If I want to enjoy exploration, I have to delete all of it, leaving me with nothing to decorate my base with. If I bring it all with me, I also have to have tens and tens of chests just for these decorations. Aside from decorations, far too many other items are also found through drops, and in general inventory space and managing where everything goes is not thought through and a terrible experience.
And finally, just in general, Core Keeper tries to do too much. It picks these little mechanics from different games but fails to incorporate them properly into the core gameplay. There is automated mining and conveyor belts, but not enough tools to actually automate doing anything else. Farming works for plants, but there isn't much to do with them, because the other half of the food or potions you can make with them requires too much work from random fish drops or seeking out certain enemies. NPC housing is terribly undercooked, with no indication on how it even works, and you can just chuck them all into a single room with 10 beds in it. And there's many more cases like it.

I just think Core Keeper bit off more than it could chew and released without polishing all of its mechanics and how they influence each other. And I don't think it will ever get around to polishing everything. If you just want another Terraria that's pretty much worse in every single aspect, Core Keeper is still a fine game, because even at being only a fraction of what Terraria is, Terraria is just so good. I'll give it a partial recommendation, because fun can still be had with it, but honestly, I know I'm going to enjoy replaying Terraria for the 6th time more than I enjoyed playing this.

Blood Card 2

If I had to guess why I decided to give Blood Card 2 a try, then it's because I still like the idea of roguelike deckbuilders, and back in early 2021 when this was released, there weren't yet that many good ones. I don't think I'd pick something like this up these days, but I decided to honor my past decision by playing this regardless.

So, you pick a class, you pick a difficulty, and your goal is to work through a number of floors, each with a few columns of enemies. Defeating an enemy causes the column to shift down. At the end of one of the columns is a boss. Beat all enemies to win. Each turn you have energy, you have cards with energy cost, damage, and various effects, and you play them until you're out of energy or cards. Then the enemies attack you, and you lose health. Pretty standard stuff, with the exception that you don't explicitly have health. Instead, enemies steal cards from you and you lose when you run out of cards.
I played two full runs at the first difficulty (which was far too easy, but I couldn't play the harder one until I beat it, and even then I could only do so with the character I beat it with, which was a shame) and both classes had a strong synergy with this card stealing mechanic. One generated cheap cards that allowed him to pad his health pool but not clutter his hand while the other got strong buffs from enemies holding onto specific cards of hers. I would assume the rest of the classes were similarly designed around this mechanic, which I quite enjoyed.

Overall, the game design and balance were surpisingly good, given that this game has a very basic UI, and just about zero animations. I'm not very up-to-date with what this genre in general has to offer, but still, this felt a bit weak to me. If you care about graphics at all, then this definitely isn't a game for you. The gameplay wasn't bad enough to really point out something terrible, but I just didn't get a feeling of excitement while playing it. I think everything was just kind of made to be passable and good enough, and it kind of is. If you're just looking for another roguelike deckbuilder to play, this should have a good amount of content time-wise, but nothing about it really sticks out to me, and I wouldn't generally recommend it.

Record of Lodoss War-Deedlit in Wonder Labyrinth-

I played a game today that has a name that's a bit too long to write out. Let's just call it Deedlit in Wonder Labyrinth. It's from the Record of Lodoss War franchise, the origins of which I find too interesting to not share. Apparently it started in the 1980s as a series of "replay" novels of D&D games, which are basically just transcripts that have been edited and illustrated to be more appealing to read. So you'd just be reading about how some guys played a D&D campaign. Apparently it became popular enough that the author of these novels started a regular novel series. Several manga, anime, and games were also made based off of it. Most of all of this was before the turn of the century, but every now and then another something gets made. Deedlit in Wonder Labyrinth is one such work, focusing on the most popular character - Deedlit.

But enough about the backstory. The game is a rather linear metroidvania with some focus on action platforming. It's quite a basic implementation of the metroidvania genre, with little to set it apart. The 7 hour runtime doesn't leave for too many different abilities to be unlocked. You get better forms of jumping, which also help in combat, but most of the map unlocks through finding keys for locked doors (and the ability to breathe underwater, which was only used to access two areas). There is no stat or skill point allocation. You just get stronger with levels, and also get stronger weapons, which have only slightly different attack patterns and don't really change how you play. The main thing setting it apart is the spirit system, where you can switch between two elements. You are immune to attacks of the same element (and in fact gain energy for ranged attacks and spells from them). But enemies may also be immune to some elements, forcing you to make yourself vulnerable to land an attack. This forces certain fighting patterns, and is easily the best feature they have.

Sadly, it's about the only good non-standard feature they have. There's a whole system about how you gain spirit levels in the element you're not using when fighting, and lose them along with your HP when getting hit. At max spirit level, you passively regenerate HP, and quite quickly, while in that element. Well, it turns out that a super-aggressive playstyle allows you to deplete enemy HP fast enough and gain levels fast enough, that most bosses (and of course regular enemies) can be brute forced by just attacking them until your other spirit is full, switching to it, shooting ranged attacks at them until you're full health, and then going in again. I won multiple fights that I had no right to, because I outhealed getting hit by most hits the boss threw at me.
But perhaps it was necessary, as aside from not getting hit (which was quite difficult for not just many bosses, but also many standard enemies), there were few mechanics for counterplay. Most enemies did not use one of the two elements you could switch into. There were no i-frames, no blocking, no parrying. This made for a very tedious game of just beating each other until one of us ran out health.

Overall, while the game is pretty in terms of art, animation, and music, the gameplay, balance, and enemy design are lacking. Sadly, the latter are the more important parts of a game. At places, it feels unfinished, or some mechanics underutilized, but I would not have wished it to be longer. It didn't overstay its welcome due to being so short, even though it didn't have much interesting to do. The story, while present, was kind of cryptic and luckily not very prominent. Maybe it would have made more sense if I knew anything about the franchise.
I wouldn't say it's really a bad game, but I also wouldn't recommend it unless you're a big fan of metroidvanias, and don't mind that Deedlit in Wonder Labyrinth is short and doesn't have anything novel to offer in the genre.

HighFleet

HighFleet is visually a very interesting game. I was immediately drawn in by the very detailed UI, which tries to look like a real-life cockpit or control station, depending on what you're doing at the moment. In fact, the whole art style is great, fitting together well and giving the game a distinct look. It's overwhelming with tens of different knobs and buttons, but almost none are cosmetic - each serves a purpose.
But what is the game about? Well, there's a lot here, as HighFleet is actually kind of composed of multiple games. It tries to offer a pretty comprehensive simulation of all your activities as the commander of a fleet in a war. Navigating on a map, tracking enemy fleets, avoiding being tracked by enemy fleets, a bit of diplomacy, ship building, fleet management, and finally a sort of helicopteresque dogfighting simulator.

Now, what I said may already ring some warning bells, and if it does, you'd be right. The game tries to do a lot, and that doesn't work well. While everything looks good visually, each separate element of the game hasn't gotten enough attention to really make it deep enough to be enjoyable. For better or worse, the systems are complex enough, which fits well with the game's style, but this additional complexity doesn't translate well to extra depth. It doesn't help that the different types of gameplay are not from adjacent genres, but often quite distinct ones.

I sadly failed to enjoy any aspect of the game. None of it was terrible, but there was clearly a focus on presentation, not gameplay. I think I would have loved to see this level of detail focused into a single one of the multiple games offered. There are definitely good and unique ideas here, but ultimately the game tries to be too vast and ends up too shallow, and for that I can't recommend it.

Train Valley 2

I've always been a fan of trains, so making many little train networks in Train Valley 2 seemed right up my alley. I thought it would be like many other train games, about making a neat system that allows trains to efficiently run back-and-forth. Something like a simulation or automation kind of game. But oh boy, I was so wrong and disappointed.

Train Valley is instead a sort of action puzzle game, which is a combination of words I still never want to hear. You start with a limited amount of money, and your goal is to lay enough track with that money to get your trains running. There are different stations, each producing something, and most also consuming something, meaning resources need to be delivered there before they can produce anything. You gain extra money for each desired shipment delivered, and then use that to connect more places with trains, or buy more or better trains. You're graded on how fast you can satisfy all requirements, and how much money you have left over (plus some bonus tasks each level).
It sounds reasonable so far, but these train systems are terrible. Each station has a single point of entry, meaning only one train can come or go at a time. Further, with budget limitations as they are, and room being tight, there shall be no tracks which are traversed in only one direction. You are limited on trains and each is individually tracked, but they can freely teleport between stations. This really removed the illusion of any sort of travel being simulated.
Trains have no mind of their own, happily heading towards wrong stations and collisions. In fact, most of the game is not about what I described, but rather about the action part, which is managing these trains en-route. You have to keep an eye on every moving train as they approach each junction, and make sure the rails are going in the correct direction. The challenge is not solving a logistics puzzle, it's not being too slow at sending out trains while keeping an eye on all of them.

Needless to say, I hate it. I can't fault it for not being a simulation game, because that's my own oversight. But it's really bad for a puzzle game. The puzzle aspects are far too easy, and all the difficulty is concentrated in micromanaging trains. You can't even queue up actions, but sometimes have to intensely watch as a train reaches a station or crosses a junction to then send a new train or toggle the junction as soon as possible. I don't believe puzzle and action mix, and I wouldn't recommend this game to anyone.

Disco Elysium

Oh Disco Elysium, where do I begin with you. It won many awards and was even deemed game of the year by some places. I think it was in the top 100 of Steam's games for a while, before the drama between the owners and makers of the game happened. And it's by far the most well known game made by people in my country (well, the core team, at least). This is definitely one of the games I wanted to like before I even got into it, but none of the screenshots and nothing I'd heard about it had really gripped me.

Disco Elysium is a narrative-driven adventure game with quite a lot of player freedom. You could even call it a point-and-click game, with how much walking around, interacting with things, and trying every dialogue or interaction option there is. But there are also RPG elements, with skill points and equipment to enhance various skills, as well as a random element that determines many successes or failures. It is often through these skills that you are forced to take certain paths through the story, as others are locked by your inabilities. This adds quite a bit of replay value to what is already a 30+ hour game.
I'm not good at history, but the game seems to take place in the second half of the 20th century. There's a big focus on politics, and on the lives of people who are not doing so well for one reason or another. It also focuses on you, and trying to regain your memories after drinking far too much one night, all the while trying to solve a murder.

I have only good things to say about how this game is made. The atmosphere is excellent. The voice acting is great. The art is unique. The music is fitting. The writing really manages to portray different characters distinctly, and the voices in your head add a lovely touch of comedy. I can really understand why this game is so highly praised, and indeed, I can think of no other story-based game that does a better job as far as the game elements are concerned. And what I mean by that is that there are many story-based games which have gameplay between story segments, but that generally only detracts from the story. Here, all the gameplay is part of the story, and only serves to enhance it. And it does a stellar job.

Despite all that, I just don't care for the subject matter, and that is very sad for me. Maybe it was too slow? Too many side quests? But I'm not confident in those claims, as this is just my retrospective analysis. I think I ultimately dropped it a bit less than halfway through.
As it goes, I can't give a full recommendation for a game I myself didn't enjoy, but I will give it a partial one. I would recommend it for fans of interactive stories, if the historical and political themes are not a turnoff, and the slower pacing is not an issue.

Tails of Iron

Tails of Iron looks like it would be a bit like a side-scrolling Souls-like. But, really, it's more of a Metroidvania. Or perhaps not even that, and it's just a side-scrolling action RPG.
There is clearly some inspiration taken from these genres, with the game having a weight system, dodge rolling, blocking and parrying, and a slower, more calculated pace of combat. But I would say this is more general action RPG stuff, and it doesn't really have the core Souls-like features. The map is a series of interconnected rooms, but you don't really have that much platforming, or unlock that many new abilities and ways to progress to call it a Metroidvania. In fact, many systems are heavily simplified. There's no stamina, no level up system, fewer stats, differences in equipment are rather minor, and a few other such things.

At first, the game really looks great. The characters and environments fit very well stylistically. The narrator feels good to listen to. (Apparently it's Geralt from The Witcher, but I've never played it.) Combat does not devolve into spamming, but the lack of stamina is actually a welcome surprise. As a tradeoff, your dodge roll no longer makes you invincible, and enemies in general have 3 different types of attacks with different ways to not take damage from them. Yellow attacks can't be dodged through, as they will just hit you if you dodge into them, forcing you to either block or parry them. Red attacks can't be blocked (or parried), forcing you to dodge away from them. And other attacks don't have a color indicator, making them less telegraphed, but they can be both blocked or dodged. This sounded a lot worse to me at first, but it felt really good once I got into it. Infinite stamina meant I was never frustrated by it, and every time I got hit, I really felt like it was my immediate fault that could have been avoided with better reflexes or not spamming my own attacks.

But I feel like the biggest problem came with the bossfights. You see, they got a fourth type of attack, which was just "don't be near the place where I attack". It couldn't be blocked, and it wasn't as simple as just dodging through it. It required you to really know the bossfight, and where it was going to attack, which wasn't indicated. You just had to know. This made the fights really annoying, as the first several deaths no longer felt like your fault.
I would say that was the main reason I dropped the game, but looking back at it, it also just didn't have as much to offer as many similar games. It was pretty linear, there was little sense of progression, much less customization or specialization, and apparently the whole game was only about 8 hours, which is on the shorter side for games like this.

To sum it up, if you're looking for a simpler sort of side-scrolling action RPG, Tails of Iron might not be a bad choice. There are some fresh ideas here, it's rather polished and well-made, and I think that if re-doing bosses several times isn't going to be a problem for you, then the rest of the game is quite nice. There are no deep mechanics or character customization here, but it's a nice short RPG. Personally, I dropped it a bit too fast to feel comfortable recommending it, but it's far from bad.

Raft

I think Raft might be the last "survival craft" focused game I'll play for a while. It's undoubtedly a very popular game genre with a game released almost every year that gets a huge number of players and positive ratings. While I'm okay with games that only have some survival elements, and more focus on other game systems like combat or automation, I still don't get the fun in essentially doing unskilled labor. I suppose this also applies to some other game genres, like many "simulator" games.

Raft is a game where you start on a floating piece of wood, grabbing pieces of wood, plastic, and other scrap materials out of the ocean. You use these materials to expand your floating raft, adding steering possibilities, facilities to filter water and prepare food, crafting benches, and eventually even electronics like a radio, radar, and engines. You go from island to island, initially just gathering resources, but eventually finding remnants of civilization and progressing the game's storyline by completing small puzzles on the islands you find. Repeat this for... a lot of times, until you finish the game.

I do like the spin of having a mobile base that you expand over time. It's an idea that sounds very nice, but as you play, you realize it doesn't really change anything fundamentally. If you care about customization, there's a fair amount of different building options, floor and wall shapes, as well as decoratives to place. Far from the most expressive of survival games I've seen, but it's decent. I failed to find the story interesting in the slightest, but then again, I was never expecting to.

For all I can tell, it's a fine game in the genre. I don't really have any faults to point out with it, other than my personal preferences I've already mentioned. I just really don't care for manual labor simulators that don't require much thought, and so I can't personally recommend it. You probably won't be seeing another review in this genre from me, unless the game has significant additional features that I think I could enjoy.

Dungeon Deathball

I remember picking up Dungeon Deathball because it looked like a polished minimalistic tactical turn-based roguelike. You control two characters on a small grid (roughly 4x9 tiles large), with the goal of getting the ball over the finish line. Obstructing your path are obstacles, traps, and enemies. They will kill you in one hit and take far too long to kill on your own, but they're also incredibly predictable and slow. Push them into traps, each other's attacks, or just run past them. Depending on how many turns you took, how many gems you collected, and whether you carried or threw the ball over the finish line, you'll get a score. Upgrade your players with minor stat upgrades between levels, beat 12 levels, and you win.

Honestly, while the game is indeed well-polished, it isn't ambitious enough and lacks variety. There is little customization, little metaprogress, and too little room to really do much. It feels like once you kind of figure out how to go about clearing a level, you can just repeat that idea over and over. I found less than 2 hours of fun here, and even that was the mediocre kind of fun that was just learning how the game worked.

Overall, I can't recommend it on the account of it being too short. Not that the game literally ends too soon, but you run out of fun variety far too soon. It's a fine game, but it could have used a bigger board, more units, more customization, and more of most everything. This really feels more of a minigame than an actual game.

Dragon Cliff

I saw Dragon Cliff as a potentially interesting incremental idle game. It's a game about making teams of adventurers, sending them out to kill enemies, and then upgrading them with the resources they bring back. It promises deep and complex itemization and endless character builds. The reality isn't quite that good.

There are 25 different characters, each with a basic attack and an active ability. The active abilities use the same energy pool, so you either use some situationally, never use them at all, or whatever the AI wants to do when idling. The combat is otherwise all automatic, so you just collect the resources it produces and distribute them into building up your town and making better equipment for the characters.
For a game without any flashy visuals or interactive gameplay, I would have expected more content, given that all effort went into that. And what is there is rather boring.
A notable problem is that the game was originally in Chinese. The translation leaves the effects of certain items unclear, and the UI hasn't been adjusted, making some text and UI elements overlap, hiding important information.

What Dragon Cliff does is essentially copy what mobile games have been doing for over a decade, except mobile games have gotten a whole lot better at it over that time. You could argue that those mobile games are ridden with microtransactions, and this allows you to escape them for a one-time fee. But I'd say you get more for free these days than you get after paying for this. Even if you didn't, I wouldn't say that what's here is worth the money.

Overall, feels like a copy of an old mobile game with a botched localization. There isn't that much content nor variety, and building up your characters didn't really feel fun. Of course, nothing else did either, because everything else is automated and meant to be running in the background. Overall, there are many better incremental idle games out there, whether you're looking for paid ones that don't timekeep your progress super heavily, or free ones with a mobile monetization systems, so I can't recommend this one.

Eastern Exorcist

Eastern Exorcist is a side-scrolling action RPG from China. It's... pretty standard, actually. It really just has the basic stuff you find in such a game - movement, jumping, double jumping, regular and charged attacks, a block, a parry, a dodge, and associated counter-attacks. There is also some extra focus put on a timing system, where attacking at just the right time during some actions unleashes an extra powerful attack. There's some level-up system and extra abilities you can unlock, but it doesn't seem to really change how you play.

The game felt quite bad for several reasons. The art doesn't look that good in motion, and either the translation is bad, the story is boring and not very coherent, or a bit of both. Maybe I'm biased, but it's only voiced in Chinese, and I can't take that language seriously.
On the more important gameplay side though, the combat isn't just kind of bland, it's also rather badly designed. I think there's a reason the trailer only shows 3 second clips of combat, because spamming your attacks any longer causes you to run out of stamina, unable to react to the enemy. I have nothing against games incentivizing gameplay where you can't just button mash to win, but the enemies act so rarely here, that if it weren't for your stamina running out, you could get a lot more hits in. So for a considerable duration of the fight, you're just having a staring contest with the enemy, waiting, which really makes the combat feel bad. A lot of the enemy design is also made in a way that forces you to use special attacks instead of spamming, because your normal attacks just do literally no damage. This seems like a lazy bandaid to cover up poorly designed enemies.

Overall, a game with little variety, little innovation, and unappealing execution in pretty much all aspects. There's so many better games in even just this genre, I really don't see a reason to recommend playing this.

Beecarbonize

I played Beecarbonize on a whim, because I was looking through my backlog, and it was short and free. (And I needed another review to write, because I just got a job and lost a lot of hours per day to play games.)
Apparently it's funded by the European Union in an effort to raise awareness for climate change. Seeing that well over a hundred thousand people played it, perhaps a worthwhile investment. I do like that it doesn't actually carry a strong political message, but takes quite a few creative liberties to make a more balanced and enjoyable game.

It's a strategy puzzle game where you collect money, people, and science while trying to avoid carbon emissions and climate disasters. You invest your resources as you see fit into 4 different branches of development, each with their own specialty. Get far enough in a development branch, and you win the game by solving the climate problem in one way or another. The main problem is that it's short, as could be expected from a free game, but also that it's mostly deterministic. Events are random, to a degree, and very few cards produce random cards, but for the most part, if you do the same actions, you will get the same result. This heavily hinders replayability once you've unlocked all the cards, as you can basically guess how the game will play out without actually playing it.
Perhaps hardcore mode would be more balanced and reliant on how events go, but I didn't care to try it.

Overall, worth the low price of free, and could provide some entertainment anywhere from an hour to 8 hours. I wouldn't say it's a good game, as I found little strategy behind my decisions, but it does make you think at least a bit, and other than its simplicity, it's well made.

Horizon's Gate

Horizon's Gate is a open world turn-based RPG. You build up a fleet of ships, a crew, and commence in naval trading, naval warfare, dungeon exploration, or even advancing the main storyline if you're tired of doing your own thing.
There is a lot of content and systems in the game. Different battle systems for sea and land. A system for trading, building up smaller towns. And mainly the land combat, with about 40 different classes, each with their own passive and active abilities and weapons (or magic) they specialize in.

The problem is that, despite there actually being a lot of content - the game is easily over 40 hours long - this comes from there being a lot of different systems, and these systems don't influence each other very much. Instead of one solid 50 hour game, there are three barebones 10 hour games and one almost decent 20 hour game. Basically everything that is not the land combat is quite basic, and yet the land combat is the one that they seem to let you do the least.
But even then, the classes have the problem of being very disjoint. They form a network of dependencies where you have to train a combination of earlier classes to unlock a later class. This is fine at the start, but as the game goes on and you want to play an advanced class, you have to play a complete beginner class that does something completely different than the class you're trying to get to, just so you could unlock it. Switching away from a class makes you lose all the abilities you gained from it, sort of starting from zero each time. In that sense, it's not very exciting, and the later classes, while powerful, don't really feel like a culmination of all the progress you've made, nor do they have a whole lot of abilities to use.

Honestly, it's an impressive game in the sense of how many different things you can do, but for every single part of the game, I would rather play some other game that does that thing better. They have falled into the age-old trap of trying to do too many things and succeeding in none. If you are the type of person to like open-world RPGs with an emphasis on freedom instead of any specific gameplay feature, then this could be a good game. There are definitely a lot of people who like it. But I prefer more focused experiences, so I can't really recommend it.

Oxygen Not Included

I was surprised to find I had already talked about Oxygen Not Included back in 2017 when I was trying to do daily posts. It has indeed been sitting in my library for an awful long while, and I've been anticipating playing it, not just because it's been in Steam's top 100 games all the while. It almost met my high expectations.

Oxygen Not Included is a colony sim, with the twist that it takes place inside an asteroid with more-or-less limited resources. Most things that you produce only convert resources from one type to another, forcing you to run various production chains to get the resources back to what they were. Dirt and water to crops, to food, eaten, then out as sewage (polluted water), which is purified, returning to water and polluted dirt, which is composted back to regular dirt. There are other such examples of resource conversion cycles, but some resources do get lost, so some generators exist too.

Of course I couldn't talk about colony sims without mentioning Dwarf Fortress. I'm really glad that for once, a game does not try to copy Dwarf Fortress, and does something unique. The side-view perspective is a fresh change from every top-down colony sim, better facilitating the gas and liquid physics the game has. Liquids and gases don't mix, and not just with each other. On one hand, this makes both liquids and gases separate out into layers, but it's more often unrealistic and annoying than not, especially with stray tiles of gas or liquid that torment the base, yet are impossible to catch.

The start of each run is exciting enough as you feel out the surroundings and figure out what tools you have to tackle your immediate problems. Sadly, there doesn't seem to be quite enough to do, because as time goes on, games both get more similar, as you eventually reach the same final solutions for your problems, but also slow down heavily. One of the biggest problems I had with the game was how only a small percentage of labor went into tasks not crucial to keeping everyone alive, and it was very frustrating to see some tasks be queued for multiple days without getting completed. This is the same problem as in Don't Starve, which is their other very successful game, and I honestly don't understand how so many people can like it. I always complain about management games not having meaningful decisions. Then these games come along and reward efficiency and good design like few others, and yet it's too much, even for me.
If your colony does die, it's usually not some grand accident that's fun to watch. It's a slow death of attrition as your colonists are no longer able to produce more than their daily needs for some reason, and your supplies dwindle to zero over an agonizing length of time of not getting anything done.

I did get a good amount of hours in - far more than 90% of the games I play, but the eventual final straw was how the game really was designed to just make everything as difficult as possible for you. Many times, the solutions to problems seemed almost like bugs in the system, and problems were created where there should have been none. Managing all the liquids and gases with the limited space and resources you have is difficult enough. Some buildings output into pipes, but others have to vent gas or liquid straight into the atmosphere for no apparent reason. There are no airlocks for some reason, and the accepted answer is to just abuse the fluid simulation by making everyone go though a U-pipe of liquid instead of a door. You try to avoid that design, but you quickly realize that there just isn't a rational solution to certain problems aside from solutions like that. Similar situations can be found for turning heat into energy, gathering meat, and more.
This is compounded by the previous issue of there being little leftover labor. Good designs expect large redesigns of the base, but those can take weeks of in-game time, or hours of waiting in real life, and risk destabilizing production to the point of catastrophe if you go about them too fast. It's both infuriating and boring.

But I don't want to be too harsh on the game. I had a lot of fun playing it, and was borderline addicted at first. Regardless of its flaws, I would still say the game is well made. I think it's not difficult for someone to copy the formula and do a better job, but for now, it has merit being relatively unique. Recycling and fluid simulations are systems I absolutely love on a very personal level. I just wish I could spend more time playing the game and watching my designs come to life, instead of watching my colonists go about their daily necessities all day. Ultimately, I would still recommend it, and it even gets an under-the-line position on my favorite games list.

Remnant: From the Ashes

If I had to describe Remnant: From the Ashes in one phrase, it would be "Dark Souls with guns". And so what your opinions on the game are will very much depend on how much you like Dark Souls, and how much you like guns. But let me break it down for people who are not familiar with that game.
Remnant is an action RPG, taking place in a half-fantasy, half-post-apocalyptic world. There story is there, but it's never really in your face and can be safely ignored. For people who do care, there's lore dumps scattered about the world, and NPCs have optional dialogue, letting you ask them a bunch of questions.
The world apparently has some amount of random generation in it, but ultimately is a series of large open rooms connected by doorways. It's not all one big open world, but it feels close.
You have two guns, a melee weapon, two activatable abilities that are recharged by shooting at enemies, and a few pieces of various armor. All of this is upgradable, and you also find new pieces throughout the game. I would have liked to see more variation in guns at least, as they all feel quite similar, and that's one aspect where there doesn't feel like there's a lot of progress in the game.
You also have traits, which are passive abilities, often unlocked by doing something specific a bunch of times. I found this system to be particularly badly made, because there isn't an infinite supply of trait points, and there didn't seem to be any way to reset them, incentivizing you to hold onto them forever, hoping that maybe you will eventuall unlock some good trait.

While the game is reasonably polished, looks good, handles well, the design just isn't quite there. I'm not a fan of shooters overall, but as an RPG, I would have liked to see more character progress. The stat upgrades you get as the game progresses are minor, and your playstyle never really changes, regardless of what "build" you're going for.
Going through regular enemies in maps feels fine enough, but every single bossfight decided to adopt the design of spawning an infinite amount of minions at you. Most of the fight, you do not have the time to shoot at the boss, because you have to thing the herd of minions thrown at you. This feels terribly frustrating and unfun because it's not really a bossfight.
The game is about 20 hours long overall, which isn't that short, but still on the shorter side for an RPG.

Overall, like I said, it's Dark Souls with guns. Just shorter, with less variety, and worse game design, but it clearly takes a lot of inspiration from it. If that description sounds exactly like what you're looking for, then I don't think the negatives are bad enough to stop you from having fun. But personally, I wasn't too fond of Dark Souls, and I definitely don't like shooters, so I found myself quite bored with Remnant. So, no recommendation from me.

The Signal State

The Signal State is a logic puzzle game. Pretty much programming, but with signals, wires, and modules to manipulate those signals, instead of code. One could also call it a Zach-like, as it definitely carries a very familiar feel as Zachtronics games do, especially aesthetically and from the way the story is presented between each level. It also has a leaderboard for each level, incentivizing tidying up your solutions.

I love Zachtronics games, so naturally I thought I would like this, but sadly the level of quality in puzzle design just isn't there. One of the issues for me, personally, is that isn't really a programming game, nor even a general logic puzzle game. It seems to focus quite heavily on specific signal processing knowledge, which I don't have. Perhaps it's less of a problem for people less familiar with programming, but for me it was frustrating that my tools were unintuitive to use.
More objectively though, the levels don't have a lot of freedom in how they are solved. It was rather rare that my first solution wasn't close to the optimal one (aside from wire length, but that's also a stupid metric to judge solutions by, given how limited your control over it is). This was also made worse by the varying difficulty of the puzzles. Tutorial levels barely taught you anything beyond the obvious, and the next level was already on par with some of the most difficult levels I've encountered in Zachtronics games. And like I said before, there was rarely an option for a simpler solution that did worse on the leaderboards. You either solved it, or you didn't.

Overall, I don't see a lot of reason to recommend it over any Zachtronics puzzle game, especially now that he came out of his brief retirement with yet another game. It's a tough bar to beat, but there are hundreds of hours of Zachtronics games to play, and while The Signal State is far from the worst logic puzzle game I've played, it's too close to the frustration of studying, and too far from the fun of learning.

Jetboard Joust

Jetboard Joust was one of the lowest rated games left on my backlog. But I figured that instead of discarding it, I could give it a try. Maybe the average opinion would be wrong for once. Sadly, that wasn't the case.

Jetboard Joust is a sort of side-scrolling dogfighting game. You have a bunch of different weapons you can find and upgrade, or the ability to "joust", which has limited uses but launches you forward while becoming invicible and dealing a lot of damage to everything in your path.
There isn't really a lot of depth to the game. The worst part is that you can't aim your weapon, nor move properly. I do not understand how the movement was designed, because your vertical and horizontal movement are oddly linked. You don't have full control over your vertical movement, as it acts differently depending on your horizontal speed and whether you're firing. It's really annoying to control. But even if this were not the case, there really just isn't anything interesting here.

So, bad review scores don't lie. At least I haven't seen it yet. It's a short review, but it's a pretty simple game with a non-novel idea. The control scheme may be innovative, but it definitely isn't any good and adds only frustration to the game. I can't recommend this in any way.

Goddess of Victory: Nikke

I considered making this an April Fool's joke, describing Goddess of Victory: Nikke as an action shooter you can play on your phone with one hand, how the characters have great designs with thighs thicker than their waists and breasts bigger than their heads, and how you can experience great storytelling, like having a threesome with a couple of bunny girls. And it's not that any of the above is untrue. I did initially pick this game up as something casual I could play while sitting on the can, because clearly a game that sells itself on fanservice and gameplay consisting of looking at five pairs of jiggling asscheeks can't have any depth or difficulty to it, right? Well, for better or worse, I've been playing this for a year now, and I now take it competitively enough that I can rarely bring myself to play it on a phone anymore.

But let's get serious. What kind of game is Nikke? Sure, it's a gacha game, but that only describes the monetization system, not the gameplay. More on that later. If you look at the gameplay, then at a surface level, you could say it's a third-person shooter. You control a team of five characters (Nikkes) crouching behind cover, and aim at waves of enemies, occasionally taking cover to dodge incoming attacks. Some stages are instead boss stages, but they function mostly the same, with perhaps a few slightly more complex mechanics.
But this isn't really what the game is about. You see, each character has a role to play in a party, and has several passive and one active ability. The real game is assembling these parties, depending on the different restrictions, advantages, and disadvantages various game modes and stages have. There are over 120 characters in the game (so far), and I quite actively use about 40 of them. And it's not just about choosing which characters go together, as each character has several different ways to upgrade them, but the pace of aquiring materials for these upgrades is not as fast as the pace of new characters coming out. New characters who may or may not replace one of the 40 I'm currently using and building up. This forces me to also make decisions on which characters I can expect will stick around in the meta for longer, and which will be replaced soon, distributing my resources accordingly.
There is still skill involved in the shooting part of the game, knowing which enemies to target, where the weak spots on bosses are, and when to activate your active abilities, which is why I rarely play on a phone anymore. A lot of the combat is actually difficult, which is rare to see in a mobile game, but very welcome. The difficulty is largely artificial, gated by stats, which is gated by materials, which is gated by play time, but there is still a very meaningful difference in how far someone can get based on their skill. And so opinions may vary, but I do consider Nikke to be more of an idle/incremental management than a shooter game.

Of course, a lot of people are put off by gacha, so I think it's fair to discuss how progression works in this game, and how monetization ties into it. As most gacha games, progress is gated behind daily income, carefully controlled by the developers. You're expected to log in daily if you want to maximize your progression. At first, progression is fast, and you can spend several hours playing every day, but that slows down the further in you get, eventually reaching 0.5 to 1 hours average per day. Mind you, you still get well over a hundred hours of gameplay on the first month, which itself should be enough if you don't care to continue at a slower pace. For me, half an hour is a great amount of time to avoid burnout while still offering variety and something to look forward to each day.
Progression happens by aquiring new characters for gems that you get from many places in the game, and then by building those characters. There's a different game mode for each type of progression your character can have. Campaign has one-time battles and permanent progression in two different difficulty modes that you have to "push" to earn passive income to increase character levels. Simulation Room gives skill level up materials. Interception gives equipment materials. And Union and Solo Raid each give another different type of equipment material. It took me about six months to max out how many rewards I get each day from Solo Raid, nine months for the Simulation Room and to beat the normal mode of Campaign. It will probably take another few months to max out Interception rewards, over a year more to finish the hard mode of Campaign, and for some rewards of Union and Solo Raid, you're ranked against other players, so you'll never get to the top. As time goes on, more and more is added, so it will take even longer if you start playing now. That is to say, you'll feel like you're progressing towards new heights for a very long time, whether or not that is something you like.

While technically almost all of these materials are purchasable for real money, everything except gems is very expensive for how little you get. A 6 euro subscription gets you a bit more than a week's worth of gems each month, and each progression material alone is roughly five times as expensive. A new character you want comes out about every 2-3 weeks, which is enough time to earn the gems to get that character for free because the odds are extremely generous. Duplicates give a very minor boost to power and are not necessary at all. So, for dedicated players, buying gems doesn't help much, and buying other materials will require several hundreds invested each year to see a noticable difference. What I want to say is, you don't need to pay, as long as you play, because very few people are willing to pay enough to beat you by paying more. They mostly beat you by having played longer. I genuinely believe that most of their revenue (excluding the top 0.1% of spenders) comes from selling skins.
All of this isn't too important anyways, as most of the game is PvE. The PvP mode is not very popular, as it matches you with people who started at the same time, leaving you forever out of the top ranks if you ever decide to take a break from the game. The only rewards there for ranking well are gems anyways. So if you're a casual player and don't care about getting every character that comes out, you can ignore PvP, skip dailies as you see fit, and just progress at your own pace. If you're competitive and actually care about your performance, you'll get enough to perform well just by playing every day and planning well.

Oh, and a quick shoutout to the story, music, and art. The characters are lovely animated 2D sprites with insane levels of detail. It feels like they're 4k resolution, with individual stocking threads being rendered at high enough zoom levels, and like a hundred moving parts and small details or texts on the characters' clothes and bodies. I know that's the main initial draw of the game, but it's an absolute pleasure to look at.
The music is easily in the top 3 among game OSTs I've heard, with hundreds, if not over a thousand different tracks. New campaign chapters get their own album. Each boss gets their own music. Each area gets their own music. Each menu gets their own music. It's crazy.
And while the story isn't that stellar, it's consistently enjoyable, and definitely good as far as stories in videos games go. What I like the most though is that it's concise. Other gacha games should take note. Very little filler. No bloated dialogue. No annoying companion overexplaining everything you've just experienced.

This review turned out longer than I would have liked, but if any recent game deserves it, it's this. It is by far my most played game over the past year, and I see myself playing it for at least a year more. I would highly recommend it for fans of idle games who want a bit less idling, and a bit more gameplay, management, and just overall thinking. Alternatively, you can come for the voluptous waifus, I won't judge. Paying is entirely optional as the game has very generous gacha rates. And everything that is not gameplay is well done too. It can be daunting to get into live service games after they've been accumulating content for 2.5 years, but I don't think anyone's too late to join yet. I'm sure the barrier to entry will increase as time goes on, and the playerbase will decrease, as is the norm with live service games, but Nikke is one of the few games that has been slowly increasing in popularity after launch, so I remain hopeful for at least a couple more years.

A Plague Tale: Innocence

I'm not entirely sure what I expected going into A Plague Tale: Innocence. It was a very popular release, with a fairly high review score for such popularity, so despite being a stealth adventure game, I decided to give it a try.

A lot of people praise it for its great graphics and amazing story, but I could honestly see neither. Sure, for game standards, neither is bad, but from a cinematic standpoint, the animations and models were still noticebaly janky, and I was thoroughly bored with the story.
The game is about being on the run from the inquisition with your little 5-year-old brother in 14th century France. You have to evade guards and rats in usual stealth game ways - throwing things, moving through tall grass, and waiting. This is just my personal gripe with the genre, but especially the waiting I find dreadfully boring. It's not like the rest of the gameplay is any exciting either.

I don't really have much to say about this, except that the story and quality did not nearly meet the level of hype this game seemed to have. Maybe it's still worth it for fans of stealth games, but if you're someone like me who doesn't like the genre and hoped that either the stealth portion would be really good, or that the story would carry it, then that's not the case. Honestly, even for a stealth game, this seems pretty average, so I really don't have any reason to recommend it.

The Planet Crafter

I was dragged into playing The Planet Crafter, which is a very highly rated (optionally) multiplayer open world survival crafting game. It's in the top 10 in that genre on Steam, and in the top 200 overall, so I expected something good.

The game drops you on an inhospitable planet with just sand and rocks and tells you to make it into a lush place filled with life. You do this by collecting rocks, making small buildings and tools out of them, and then building machines that passively add various types of terraformation income. At certain breakpoints, the terraformation levels unlock new things you can build and craft, and also alter the world around you visually. There are also the usual hunger, thirst, and oxygen bars you have to keep an eye on.

Aside from the unique and rather interesting thematic, this seems like a pretty standard survival game. The game focuses on busywork, spending all your time delivering resources from place to place and crafting the next thing you need. As the game progresses, you slowly get methods of automation, starting from resource drills, and eventually reaching automatic crafters, and drones that move resources around. Still, for most of the game, automation is scant, and the focus always stays on manual labor.

While the dynamic environment is interesting, the building aspect seems pretty poorly implemented, with badly aligning buildings, and little variety in the amount of customization, which I believe is often something people look for in these types of game. The other elements are more-or-less standard, and I don't recall any significant innovation nor a high level of quality.

Sadly, I've never enjoyed any games in this genre, as I'm neither a fan of customizing a base nor running back and forth doing mindless collecting and ferrying of resources just to build yet another building so I could repeat the process a hundred times more. If you liked Subnautica, you'll probably like this a little bit less, but if you're looking for another game in the genre, you'll probably enjoy it anyway. Me, not so much, so I won't be giving it a recommendation myself.

FragPunk

I decided to try another fresh multiplayer game while it still had players. Against my better judgement, I picked an arena shooter, FragPunk.

I don't know if Counter-Strike was the first to do it, but it sure feels like the genre of two teams shooting each other while one tries to plant a bomb on a site has been around since then. Valorant was a successful iteration on it, adding characters with unique abilities. FragPunk has that too, but also adds a card system where teams can put points into randomly selected cards every round that either make their team stronger, or the enemy team weaker. It adds a randomness element to the game, and more variety to each round, which is something that at least I feel is sorely needed. Regardless of this, this 5v5 bomb planting thing is the most boring kind of gamemode I've seen in first-person shooters. There are also a number of other game modes, but those do not seem to be in the focus.

Now, clearly I'm not an expert in the genre, so I can't comment on the nuances of weapons, map designs, handling, or whatever. Everything felt fine, and I had no complaints whatsoever. Compared to at least some FPS games, there is a lot of info available on the weapons, and a lot of systems in general, so on paper this looks like a really good iteration in this genre. The glaring problem is of course that I hate this genre, so I can't really form an accurate opinion on it.
Feel free to interpret my thoughts as you will. There will obviously be no personal recommendation, but at least to me, it seemed more fun than Valorant or CS:GO, so maybe you might feel the same way. The better question is if it can retain a critical mass of players to stay alive.

Urtuk: The Desolation

Urtuk: The Desolation is a turn-based tactics game, where you control a party of (up to) 6 characters in a series combats on hex grids.
The strength of Urtuk lies in the depth of the combat system, and in the amount of content built around that combat system. There's about a dozen classes, probably over a hundred different traits (passive abilities), a bunch of different equipment with various modifiers, and a progression system for characters that allows them to not just gain levels and stats, but also unlock new traits by completing certain actions in combat. There are also mutators, which are equippable traits that can be harvested from enemies you beat, and can eventually be absorbed, becoming a part of the character equipping them. Characters falling in battle results in an injury that's difficult to get rid of, and further leads to the character permanently dying. (But you can find a new one.) While there's a random element, it really feels like the way you play shapes your characters' progression.
The combat itself makes excellent use of terrain elevation, obstacles, and a lot of interaction between different units. Taunting, retaliation, support attacks, pushing, evasion, and a lot more. Most movements and actions are very important, as it's difficult to get out of a tough spot once you're in one, so some planning has to go into making sure you don't spiral into losing teammates, thus making further encounters even more difficult.

I would say that Urtuk has the best turn-based tactics combat system out of all the games I can remember. But there is a problem. The combat system is the entire game. The overworld has basically nothing. You can move from place to place, various events spawn, but they're all some form of combat encounter. There's some variety, where not everything is an all-out deathmatch, but that doesn't really change the essence of the combat.
It was really interesting playing these combat encounters back to back for the first couple of hours, but I eventually felt myself feeling a lack of purpose. Yeah, I had some vague quest and storyline to follow, but I didn't really feel like I was making progress aside from just completing yet another battle. There was basically no incentive to pick and choose my battles, and each combat either boiled down to a victory from which my units escaped unscathed and stronger than before, or a debilitating defeat. Mostly the former though, as the AI was a bit lacking in how it approached the battles. After a while, I also discovered some stronger strategies, like putting two tanks in a chokepoint and using four ranged units to obliterate anything that came near. Or abusing the action economy and putting all points into the stat that gives speed and stamina, making up to 6 times as many attacks each turn as the enemies. They did have harder difficulty modes, so perhaps that's not a problem.

Regardless, I can only give this a partial recommendation. If you want to just grind out tactical battle after tactical battle, then maybe there's something here for you. Sadly, probably due to this being made by a very small team, possibly even just a single person, there isn't anything else to do. I loved the combat, but it wasn't exciting enough, or I didn't feel enough progression, or enough reason to go through yet another encounter. Whatever the reason, I become bored as I slowly settled into some strategies that worked out for me, and I never reached the excitement to play just one more battle.

Alicemare

I usually pick games at random, but I noticed I had only one game left from 2016, and that was Alicemare, so I decided to play it. It's old enough that I even wrote about finding it back in 2016. It's by the same developer (Miwashiba) who made LiEat, which was a charming little story-oriented RPGMaker game that I gave a partial recommendation for.

Alicemare is the second out of three releases by Miwashiba, and the least well received one. It still has a reasonable review score, but not that great for a story game. It's about 3 hours long, but I only got about 15% of the way through before I was greeted by an endless black screen that didn't seem to go away between saving and reloading. Now, 30 minutes isn't a lot to replay, but in those 30 minutes, it hooked me a bit less than LiEat did, while otherwise feeling quite similar. It seems the combat aspect is gone (I actually somewhat liked the combat), but the backtracking and checking every interactable object or person after each plot point progression is present and annoying as ever. I ultimately decided it was not worth another 30 minutes of starting all over, hoping it would not hardlock me again. I also decided to go ahead with writing this excuse for a review, because the alternative was to go back to a weekly instead of a twice-weekly review schedule sooner.

So I couldn't tell you much about the game or the story, except that you're a kid who lost his memories and so you're in an orphanage or something, and you end up in a place reminiscent of Alice in Wonderland, where you have to go through some "Worlds" related to the other kids in the orphanage. I can't really recommend it, not because it was that bad, but because I literally couldn't play it, so make of that and my previous thoughts what you will.

Epic Battle Fantasy 5

I can't remember anymore, but I believe I have been playing the Epic Battle Fantasy series since the second game came out on Kongregate in 2009. It was an absolutely amazing game at the time among all the free Flash games, and I've been following the series since. EBF 3 and EBF 4 are still on my favorite games of all time list. I'm more than a bit late playing Epic Battle Fantasy 5 in 2025, but better late than never. It's more of the same, but better, currently sitting at the 255th spot in the highest rated games on Steam.

EBF 5 is a turn-based JRPG, though it's not made in Japan, but rather mostly by a single guy in Europe. It has very traditional mechanics, lining up your squad of 5 characters against up to 5 enemies. Only 3 of your characters can be on the field at a time, though switching between them is free, as long as the one on the field hasn't acted. You do all your actions, usually choosing one out of a dozen-or-so abilities per character, and then the enemies do all of theirs. Simple stuff. There are also 10 different elements, physical and magical attack and defense, evasion, accuracy, and over a dozen status effects. Both you and enemies can have resistances or vulnerabilities to any of these, and your equipment can heavily modify how well you can deal certain types of damage, or what you're resistant to. New to the series is a capturing mechanic, where almost every enemy can be captured after beating them low enough and debuffing them enough. All of these enemies can then be used (using a special resource) to use their specific ability instead of a character's own.

EBF has never been too innovative with its mechanics, but what it does incredibly well is quality. This is absolutely a case where it's copying other games, but people like it because it's just better than them. In most JRPGs, there is a very obvious problem of too much complexity, and not enough depth. Very many mechanics, things to learn, stuff to setup, and yet not a lot of it actually matters. Not here. At the most basic level and easier difficulties, you can just grab random characters, throw whatever equipment on them, and just kind of hit the enemy with whatever they're weak against. But turning the difficulty up to Epic, and even more so in the optional challenge areas, it really becomes important to utilize most of the features the game offers. Proper gearing against the enemies you're facing, utilizing buffs, debuffs, specific counterplay according to the enemy AI... I especially want to praise the buff and debuff system, because almost all RPGs get this horribly wrong, where buffing or debuffing is a pointless endeavor that wastes your turn, and maybe even mana, because it's always more effective to just attack instead. Again, not here. You have to choose the right ones, but buffs and debuffs have a really long duration, meaning that for those difficult and long boss fights, they will benefit you hugely.

I could talk on-and-on, because there is so much content in this game. Over 100 hours, if you want to complete all the optional stuff, and not much of that is recycled either. In fact, the amount of content is perhaps the biggest downside about this game. The amount of party members, and thus skills and equipment, has been increasing every installment since the second, and I'm feeling somewhat fatigued and overwhelmed by juggling everyone to perform optimally. This is alleviated by regular fights not requiring perfect play, and everyone getting fully replenished between each battle, but I can't ignore it nontheless. I can not memorize all the skills my characters have, nor all the equipment, especially not as they upgrade and gain new effects throughout the game, and this wastes time as I have to go through them every time I want to make a decision regarding them.

But to summarize this review before it gets too long, Epic Battle Fantasy 5 is an amazing traditional turn-based JRPG. While not very innovative, it manages to beat out similar games by being better in just about every regard, and having several times more content to boot. Different difficulty levels and optional gameplay modifiers allow everyone from casual gamers to people who prefer to approach battles as strategy puzzles to solve to enjoy it. I heavily recommend it to anyone who has enjoyed any turn-based JRPG. This will be earning a spot on my favorite games list, replacing the 3rd and 4th installements, because there's enough content and more that I could replay this multiple times before I wanted to go back.

Brutal Orchestra

Most games copy existing games, shuffle ideas together, or make very small incremental adjustments to established formulas. Games that try to step a bit far into unexplored mechanics territory often don't get it right the first time and suffer because of that. However, I feel Brutal Orchestra does just that, and, judging from the amazing reviews and being in the top 1000 Steam games of all time at the time of writing, succeeds at it.

The rules and mechanics of the game aren't complicated. The game is a turn-based roguelike where you repeatedly choose between one of three paths, leading to various encounters (treasure, a new party member, etc.) or a battle. In battle, you control a party of up to 5 characters, each character has 3 abilities, maybe a passive, and an equippable item. Each of your characters can move and attack, and then the enemy does the same. But it gets deceptively complicated.
See, the board has 5 lanes, so at a full board, each character is facing an opponent. Character health carries over between battles. You can see what your enemies are going to do, and in what order. Most abilities hit only 1-2 tiles, so you could for example go into battle with fewer characters, allowing you to play more evasively. Enemies can also change their positions or trigger passives when attacking or being attacked, and so could you, which is also an axis that has to be kept in mind. Further, all abilities cost pigments of various colors, which is a very central game mechanic. You generate pigments by attacking enemies with the corresponding health bars, or getting hit yourself. If you don't have enough pigments you can't use an ability, but if you have the wrong color pigments, you will hurt yourself when using an ability. If you have too many pigments by the end of the turn, they get deleted, but hurt all your party members.

This isn't actually a lot of information, but there is nothing that is irrelevant in combat. Every single detail and decision matters, and as the game gets harder, you will find that you can't rush things, but have to contemplate each turn if you want to win. And this, in my opinion, is where there might be a divide in player opinion, because it certainly is where my opinion did not match up with the glowing review score. I can appreciate the work that went into making sure that everything the player does has a purpose. But I can not enjoy the agonizingly slow pace of combat. This plays like a puzzle game, where each battle is a puzzle to be solved. Choose the right party members to deal with the enemy composition. Consider the squares they threaten. Make sure you're in position to attack them, but also that you can move out of the way before their attack hits you. Alternatively, perhaps there's some way to heal or block the damage. Choose abilities based on what pigments you can use, and what you need to use to not overflow. Perhaps taking a hit on purpose just to generate pigments that an enemy does not have? And so. much. more. A single turn can take minutes, and a single battle can take over an hour, if you want to be thorough. If you enjoy that kind of gameplay, then this game is probably going to be amazing for you. If not, you will quickly succumb to the frustration that it's taking too long to do anything.

To mention a few other things, there's a good amount of content in the game. Completing just the main "easy" mode will probably take several hours, as you can rush it a bit more if you want, but if you want to see all the characters, items, enemies, then there's definitely a few dozen hours to be put in here. The art is a bit unsettling, but otherwise pretty good, and while I didn't care to read much of it myself, there's supposedly also some lore to be discovered. There is a surprising lack of keyboard support, which might have slightly increased the game's tempo, but it's not really a problem as you spend more time thinking than acting anyways.

In short, Brutal Orchestra is very highly rated turn-based roguelike, where simple mechanics combine to form complicated battles that can be solved like puzzles. I can not personally enjoy games where I can clearly see I could perform better, yet where doing so would take so much of my time as to bore me. Here, I found performing optimally to take far, far too much time. Still, I have to acknowledge the good game design that went into making every action meaningful, as well as the fact that most players do like it. In light of that, this get a partial recommendation from me.

Devil Slayer - Raksasi

I somewhat enjoyed Devil Slayer - Raksasi. It's a top-down action roguelike, which borrows a lot of mechanics from other popular games.
You have to traverse through six floors, each being a series of connected rooms, and ending with a bossfight, much like Binding of Isaac. Each floor also contains a store where you can buy items that give passive bonuses, a different store for upgrading or replacing your weapon, and a treasure room, each requiring a key to access. Keys are also used for various lesser chests found throughout the map.
The floor progression is much like in Dead Cells, allowing you to choose which floor you want to tackle, with each floor having a different enemy type and a different boss. Also from Dead Cells is the item unlock mechanic where you first have to find the blueprint for the item, and then you can work towards unlocking it with souls you gather on each floor. Those souls can alternatively be used to permanently upgrade your character.
And speaking of souls and characters, you quickly unlock all six characters who aren't all that different, but have different passive skills and stats, and also start with and are proficient in a different weapon type. Each weapon type, and even weapons within a type, have a different moveset, with various jabs, swings, guard breaks, blocks, and parries. You also have the very common invincibility dodge that costs stamina, and each character has a skill that costs mana.

A long list of things you can do, and indeed, the game has a reasonable amount of content. While all these mechanics fit together well and are generally not badly implemented, they also aren't very novel. If you've played the games it takes inspiration from, I can't really say you'll get any kind of new experiences here. At the same time, many mechanics are not implemented to a particularly high level of quality either. As examples... I found the skill system very disappointing - mana isn't super common, so you would assume your skill is your ace in the hole, but they're all pretty underwhelming. The sword and shield weapon has a block, but most enemy attacks go through the block, dealing damage and staggering you. If you parry an attack, the enemy gets knocked back, and some weapons don't have enough range to actually retaliate after a successful parry. So it's almost always better to just pick a weapon that just attacks and use the dodge that every character has.
Some of the enemy design is also questionable. Some can perfectly track your movement and execute a long-range attack. Or some enemies who get an "elite" modifier, and thus can't be stunned, which makes them significantly tougher because their base moveset kind of expects you to stun them, else you take damage. Encountering these unbalanced enemies often leads to losing one or multiple of your 6 lives, while many rooms are easy enough that you can just blast through them without much care.

Overall, I'm not quite sure what the biggest problem with the game is, and why I decided to not entirely finish it. I would guess it's just a combination of everything. Many small problems, balance, polish, subpar translation, slightly lacking animations. Like, none of it is bad, but I also can't point to anything that this game really does well, or that makes it stand out. If you want a top-down Binding of Isaac with Souls-like combat and Dead Cells metaprogression, then I think it's fine to give this game a try. I just don't think it's quite good enough to really recommend it.