Star Apprentice: Magical Murder Mystery

I think I picked up Star Apprentice: Magical Murder Mystery due to the low barrier of entry (it's free), and the short playtime of it (1 hour). While I don't normally write about visual novels, I do believe this one spends more time on its bullet hell segments. See, the gameplay is about you trying to solve a murder, and you do that through dialouge. And by dialogue I mean you play a bullet hell game where you dodge bullets and shoot at words. While it says you have to find the contradiction in the words, they just kind of come one after another, and if you just attempt to say everything is a contradiction, it just won't let you until you're correct, so that's one way to cheat it. But they're not as difficult to find that you would need to resort to that.

It's a very linear story with no decisions. I found the culprit to be rather obvious from the start, but who knows, maybe you won't. Regardless, the bullet hell portions were decent (still no mouse movement, which I don't understand how every game fumbles). Not too difficult, not too easy. The final fight was difficult enough to take several tries, but not enough to be frustrating.

Overall, an enjoyable experience for an hour. It's nothing amazing on either the story or the gameplay side, but there's nothing bad about it either. If the genres are to your liking, give it a try, otherwise probably best to skip it.

Muse Dash

While it's a known fact that I'm not big on rhythm games, I simply had to try Muse Dash as the second most popular rhythm game on Steam (and the most popular in the last decade). I'm not really sure what I expected, but I don't really see what the hype is about.

I didn't play for very long, but it seems to me that Muse Dash is a simple take on the rhythm game genre, offering only 2 buttons to press or hold. You can also choose your character, which will give you some modifier to either make the game easier, or to get a better score.
Instead, the game puts a lot more weight on the aesthetics. Everything has a very cutesy and colorful anime aesthetic, and different levels even have different designs for "notes" you have to hit.
And finally, there is quite the staggering amount of music. Must be hundreds of tracks, and even I recognized many popular ones. They're all (or at least mostly) by Asian arists.

In some sense, I understand. If you're a fan of the anime aesthetic and love upbeat tracks of that category, then there's quite a lot here. But personally, while I fit those criteria, I still don't care for the game. It's just, for a rhythm game, it's just about the most basic one I've seen. And it even has annoying button mashing segments. I'd probably listen to many of these tracks while doing something else (if I didn't already have plenty to listen to), but tapping two buttons really doesn't increase my enjoyment here.

But don't take me too seriously. Rhythm games just aren't for me, and so I can't personally recommend the game. But you'll probably know if you're the kind of person to like this kind of game, so don't let me stop you.

Soulestination

At first glance, Soulestination gives off the vibe of an experimental RPGMaker JRPG. It might really be an RPGMaker game, I can't quite tell, but it's actually from China. This can be felt from the poor English translation. Luckily, this is a game-game, so not much reading is needed. Evidently, it's a "magic tower" game, which is a genre I had never heard of, but which should be much more popular in China. Imagine, if you will, those annoying mobile game ads where you have to choose which enemy to attack next, with each enemy having their power level below them. Their power level is compared against yours, and the higher one wins. Except it's a lot more complicated than that, turning what I thought was an RPG into a puzzle game. Allow me to explain.

Leaving aside special powers, each unit, including yourself, has HP, attack, and defense (you also have shields). Each turn, the attacker deals their attack in damage, reduced by the defender's defense. Units alternate their attacks until a winner is left standing. It's entirely deterministic, and for simplicity, the damage a unit would deal to you is listed as their "power". But the map contains a lot of power-ups for your attack and defense (and shields), as well as HP potions, which just stack your HP without limit. Each enemy also increases your "soul", giving you +1% attack and defense until you reach a cap, doubling the bonus for a single fight, resetting to 1, and increasing the cap. This creates a kind of cyclic power-up power-down loop.
The question the game asks you is what is the correct order to fight the monsters in order to take little enough damage to make it through everything? Do you break through difficult enemies right away to get your permanent stat upgrades stored behind them as soon as possible, or do you come back later so that they would not deal as much damage to you? Maybe you spend some consumables to bypass the fight? As someone very eloquently put it - it deconstructs an RPG with finite resources as a sequence of battles and item gathering with deterministic consequences.

Despite the poor translation and rather rough controls, basic UI, and everything else commonly associated with the lack of "budget", I was initially extremely interested in this game as a puzzle game. I tried the game on Hard difficulty, very carefully considering and calculating my path through the enemies. Did I mention you can infinitely use an undo button? I sure used that a lot. But time and again I hit a wall that I couldn't seem to get past by going back just 2, 5, or even 10 fights and trying another way. I soon grew frustrated at my inability to make progress. Sure, to an extent, this is what's called a "skill issue", but I also didn't ever have foresight into future rooms, which was a tad frustrating. Whatever the reason, it was too hard, so I lowered the difficulty to Normal. But now, another problem arose - it was too easy. Sure, I could keep meticulously planning the most optimal route through the game, but there was no longer any point.
I realized the game had an inherent snowball effect, where falling behind only made it easier to fall even further behind, and getting ahead only made it easier to get even further ahead. In the end, I was unable to find an appropriate level of challenge in the puzzle portion of the game, and sadly the rest of the gameplay or story elements were not interesting enough to keep me playing.

A bit of a shame, considering I was initially stricken with Soulestination. If there are any super-hard puzzle fans out there, then I would definitely recommend trying this game in Hard mode. I would only recommend it as a puzzle game, even on easier difficulties, not as an RPG, because that part doesn't seem nearly interesting enough. You can try the free demo and see if you manage to find an appropriate amount of difficulty. I hear the later levels get more and more creative with their level design and bossfights, assuming you're not grossly overpowered for them. Overall, this gets a partial recommendation from me.

The Riftbreaker

I was lured into playing The Riftbreaker by images and videos of massive hordes attacking a well-defended base. Mowing enemies down by the hundreds, thousands even, looks really cool, I have to admit. The same can be said for the overall art style of this game. Everything looks high-fidelity, and so it's really quite visually attractive. Sadly, behind the glossy exterior, there is little substance to be found.

Riftbreaker can be described as a base building tower defense game. Your goal is to defend your base from attacks while gathering resources, researching new technologies, and completing some objectives. While some people draw parallels with Factorio, the factory elements here are barely stronger than in your average RTS, which I would say this game more resembles. There is barely any logistics to speak of, with the exception of electricity and liquids, and production chains are nonexistant. The difficulty of the game comes from having insufficient resource income and free room. While the map has plenty of resources and room, defending your base (or multiple bases) becomes increasingly difficult as it gets larger. There's a wide variety of towers and weapons you can equip on your mech, which is your most powerful unit. Enemies can be resistant to a damage type, or can appear solo or in swarms, so different damage type, AoE, and single target weapons may all be desirable.

But as mentioned, it's pretty shallow. If you're missing a resource, you just put down another factory that makes it. No logistics means you can just put most things anywhere you have room. There is no point to using different tower compositions at the different parts of the base, so everywhere gets the same towers. How many towers? How much to expand? As much as you can. Really, if anything, the interesting part of the game is time pressure, again, like in an RTS, not strategy elements like I would expect from a base building or tower defense game, and I'm not a fan of this.

Overall, it's not exactly a bad game. The action part is well done and looks cool, which may be sufficient for fans of that. But I think that if you came looking for a good tower defense, or "Factorio with a larger emphasis on base defense", you will be sorely disappointed. Personally, I didn't like it, and I wouldn't recommend it.

Old School Musical

Old School Musical is a rhythm game from 2018, parodying retro games from, well, I'm not 100% sure, but probably before the turn of the millenium.
Gameplay-wise, the controls are simple, even for a rhythm game. There are 4 buttons, and you have to either tap or hold the buttons as the notes approach. I must say I generally prefer it when the notes approach from the same direction, not from 4 different directions like they do here, but it's a minor complaint. The screen will occasionally be occluded, adding to the difficulty of the game.
Story-wise. Well, I don't know what much to say about the overarching story, but it's a comedy of two brothers being transported between different retro game worlds and playing out a short parody segment in each world. Most of the action happens in the background as you're playing the rhythm game, which is a bit of a shame, as you don't really have time to look away from the notes. It doesn't really make the game worse, but it's just a bit sad to see the effort put into the background action go to waste.

As for what I think about it... It's okay, I guess? From a game standpoint, it doesn't do anything unique, so I can't really recommend it from that. If you're a big fan of retro games, then maybe it'll provide entertainment seeing those games represented. The action in the background is the best part of the "story", but you don't really get to look at it much.
Overall, it's not bad. If you're looking for another rhythm game to play, and like the thematic of this one, go ahead. I'm still not a fan of rhythm games, so I didn't like it myself.