[LEGACY] Alwa’s Legacy

Starting off with the sequel to Alwa’s Awakening, what a joy and what a delight after playing the first game. From their game in 2017 to this release in 2020, Alwa’s Legacy is one of the games that I can say visibly and thoroughly improves from the first game to the second. Nearly every point that I had made about the previous game was cleared up, rectified, and that’s always a great thing to see. As if they’ve cleared up those things that so many complained about, it means they are developers who listen, and therefore, developers to follow and trust in. (Just don’t go AAA, please, I beg.)

Despite being a little late to the party, Alwa’s Awakening was something that disappointed me, it felt like a bundle of broken promises and pandering towards those who fall for nostalgia-bait (like the Star Wars Sequels). Despite all the problems still standing, it was a legitimate game and cared about its matters. It stood the test of time for another game to be made and was still good enough to get a mixed rating.
It was always a surprise for me to pick up both Alwa’s Awakening and Alwa’s Legacy on Keymailer, I had just gone through my entire 2k “maybe-list” (steam wishlist) and had no idea what to expect.
Playing Awakening later had me hesitant to play Legacy, I will admit. I remembered my draining experience (further worsened by playing another bad game beforehand, I will admit.) and put off playing Legacy as long as I could. Now, playing it, I realise how silly it was to just assume that those same aspects that I loathed from the game would carry over.

Because it didn’t.
Hence, why this review will be a comparison.


“Most of the platforming requires pixel perfect jumping. I found the platforming some of the easiest to control out of all the games I’ve received from Keymailer, but it takes the happiness of finally having that away from me when showing me the platforms. Granted, not all the jumps are hazardous, death traps, but the ones that are the furthest away from the checkpoint always are, and it hurt my soul.” ~ (Alwa’s Awakening Review)
My soul has been healed. This game still requires some amount of “pixel perfect jumping”, which I would say most platformers need for it to not just be a walk in the park, but in this sense, all the jumping and platforms made sense. Everything made sense. I didn’t feel as if I needed to lean to the side “IRL” (in real life) to make every jump, it was smooth and nurturing but wasn’t afraid to let you fall if you fucked up. The death traps and such are placed appropriately within great consideration of where your last checkpoint was, nothing too unrealistic at all and very considerate while still making it challenging.

“Speaking of checkpoints, Red Cap Zombie Hunter, eat your heart out because you have NOTHING on the placement of these checkpoints when it comes to distance. The placement overall of the checkpoints is actually fine and is nowhere near the randomness that Red Cap does with their haphazard tornado lightshows, but the distance is actually heart-breaking and forced me to recline in my chair for a few minutes on multiple occasions.”
Red Cap Zombie Hunter…. Bro this is how you do it. It’s not about putting checkpoints, it’s about listening to criticism, taking it on board, and not having a hissy fit because people are finding problems with your game. Legacy took the absolutely atrocious checkpoint spacing of Awakening and improved TENFOLD on it. There was almost a point that I thought there were too many, but after unlocking new dangers I realised that checkpoints were necessary everywhere that they were. The game had become a lot more difficult, but at the same time a lot more achievable without throwing your hands up in rage, and it’s all due to the checkpoint placements.

“So if it wasn’t for the amount of dying I was doing sending me back, I also have to do A LOT of backtracking as well. I know it was very common in most older platformers, but with everything combined I genuinely felt as if I was losing the will to live, passing the same area so many times with nothing to gain from it. I only found out that there were quicker ways of going around things, like hidden walls/doors/ceilings/floors, yet I wasn’t to know as they looked the same as everything else!”
Okay, so apart from the one place that I got completely lost looking for an old woman who was the key to me moving on in the game… Once again, such a big improvement. The maps are the same way, in which you could easily get a bit lost, or a bit turned around looking for the way you need to go, but it’s different! The rooms are a tad smaller, they look better, they matter just a bit more. Not only that, but the way that you traverse the map is a lot different too. Many rooms are “one-way” making you a tad nervous as you can’t get back, but then, boom, you get your little power to summon a cube out of nowhere, and you can get back now! Every room and direction is much more purposeful, with fewer dead ends. You can only wander down a route if you have the right powers to do so. No backtracking because you went the wrong way. I still haven’t found any hidden walls/floors/ceilings/doors but seen as this game was a lot more enjoyable than the last, I might go back to it.

“As if backtracking and losing progress to things wasn’t enough, your character is also very slow in comparison to big empty and expanding rooms with not much filling them but maybe one or two measly enemies which will be super stingy about their drops.”
I’m trying so hard not to write vocalised expressions of satisfaction, just thinking back to the change on just how smooth the character is when walking… Your character is faster, smoother at walking, jumps are more responsive and rooms are not big and empty. Everything is fucking tight and fluid, and it’s lovely. I’m not so mad about enemies being stingy with heart drops because my slow-ass isn’t being grabbed as much any more, I’m not getting bored in a room, I’m not actually getting lost or having to backtrack as much. It’s honestly just “mmmmmmm”, as a change from one game to the other, it’s honestly a great feeling, almost as if I’m gliding with each step. (Not to be mistaken for the character being slippery when walking, the character is very much rooted it’s just the change is that blissful)

It’s honestly a great experience, and not just the game itself, but the rise from complaint ridden game to game I genuinely have only small complaints for.
— I still don’t really know the story, but that also seems unimportant.
— I got lost trying to find the old woman because I didn’t realise I could jump through the big orange column, as it literally looked like a wall.
— I don’t understand if I can swim? Or how to swim? Or if it’s a special power I’m missing.

But besides that, take all my positive comments from the previous game, smack them in this review and add some sparkle.
“The art style is cute and nostalgic with appropriate colour palettes, nothing is ugly or “meh” to look at.”
This, but without my apathetic language. The colours are now popping, and while the style of the game is still very much the same, there have been some tweaks to let things pop so much more and be more attractive to the eye.
“The music fits the purpose. It’s chiptune and 8-bit, and most soundtracks fit the appropriate setting they are put in. Boss battle areas seem to lack a little, but most of the others are great.”
Likewise, the soundtracks are a lot better, but I still have the same gripe about boss battle tunes, sometimes they don’t actually exist at all, which makes me wonder if it’s actually a boss battle, but on the game goes anyway.
“There are NPCs all over the map that all have some sort of dialogue (whether relevant or not) which really brings a bit more life to the otherwise empty feeling game.”
The NPCs are so much more real now, they look better, they have better, more believable dialogue and just genuinely, overall feel so much better. Despite me still not knowing what the fuck is going on within the game, everything reads so much better and has me a lot more invested than what I was with the last game.

“The powers learned by the protagonist within the game (specifically the first one where you summon cubes) were generally surprising to me and a lot more refreshing than the generic powerups most games would give you to get around obstacles.”
Same as above, I don’t think the powers have changed much since the last game (since I didn’t actually get all that far in Awakening) but it’s still such a refreshing premise on superpowers. Replacing your typical double jump with something different that allows you to mostly get the same desired effect.
“Not all enemies are the same one. There are different enemies and also different variations of the same enemies that take more hits to kill. That and the bosses are interesting and while not outstanding or grandiose were still a nice bunch of pixels.”
Oh my god, this, but so much more. Yes, the staple enemy to this game is skeletons, but within the first minutes of this game, it shows you so much more. Hidden behind a door you can’t open, in the first area with the old woman, are so many new creatures. You get hit with skeletons at the start, but later on, there’s flower demons, and evil flowers and moving statues and… It’s just great, and the art style switch I think was also key to making these guys look wonderful too. It gives you such a better grasp early on of how much this world has to offer.

Price: £13.99
Time To Complete: 9 Hours
Achievements: 24
Cards: No
Worth The Money: Maybe. It’s almost always on discount, however, so a definite yes on discount.

Overall, this game is so much better than its predecessor, and it strongly suggests that they listen to their fanbase/community/players. From what I can see in the reviews for this one, compared to the last game, there is so much more positivity towards the game and the developers and a genuine want for a third game. It’s not a game I would play on stream and something I’d pick up in my downtime (if I let such a thing exist) and complete casually in my own time. I recommend, if you have both Awakening and Legacy, play Awakening first just to make yourself love Legacy all that much more.

Zesty Rating
9 Out Of 10.
A remarkable difference from the previous game. Improved in all aspects and actually a joy to play. Smooth characters and amazing game design. Diverse enemies and not frustrating to play, but provides a worthy challenge. Massive improvement.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. 
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.

Ball and Chain

Of course, he didn’t feel guilty. Why should he?
They locked him up in a prison cell with all these undoubtedly questionable people, and threw him in the same pot with a bunch of cultists. These people that Damien had been locked up beside were disgusting. Murders, thieves and captured war “heroes”, to be compared to, who he assumed, were the very people that were responsible for almost being killed by both the guard and the demon. He was not happy with the cultists, and he wasn’t taking crap from anyone. He was leaving the guards to perish alongside those stupid cultists. Apparently, they hadn’t foreseen that summoning a demon the size of the fort meant that they would be the side dish along with its main course.

It’d been hours since Damien had been mindlessly following the others, and there was honestly no other place to go. He thought that if they were all walking in unison for a reason, it had to be because they had a place to go to. So, he continued to follow, his leather shoes getting sodden and ruined with the wet mud along the track, dragging his feet behind him as he walked.

Out of the blue, a cultist appeared beside him, treading, so lightly it was almost as if he were floating above the badly flooded dirt track. The silence was almost threatening, the cultists wore dark purple robes with their hoods up, covering their faces to such a degree that the dark void where their faces should have been was unearthly. But Damien stared right back. He peered into the abyss beneath the hood and frowned.
In response to Damien’s facial expression, the cultist flips back their hood and smirks at Damien, the cultist was a tanned female, probably one of the refugees that came from the desert lands that Damien’s party went to war against. One half of her face was covered in her native tribal tattoos, whilst the other had cultist symbols burned into her face.

“You know, with an arm like yours, the cultists could really use you. We are at war with the Golden Knights, who aim to crush our freedom. You’ve already experienced it, right? The immediate branding of our fates because of our affliction!”

Damien frowned, should he trust the very people who made his life a misery? The descendants of those who were responsible for the curse he had on his arm?

The woman laughs, “Hey, you will join, right? The only way to ever be accepted in the society with that arm of yours is to create the society. No one will accept us unless we change the way things are for us. That’s what we’re doing! I mean, you’re not going to try to do that again, right? They don’t accept people like us.”

The inspirational talk from this woman really got to Damien, he was shunned everywhere when he revealed his arm. He wants it to stop. So maybe this whole cult is in his favour. Ever since he was a child, children ran, fearing him when he tried to play aside them. Their parents grabbed their children and ran, he has always felt isolated and has always wished to be accepted.

Damien nods, with some reluctance, and agrees to follow her and the other cultists to their temple. Heading for a better future ahead with his life when he can make his own future, possibly.


Letting Out Your Inner Beast


Realms of Tanerila is a Choose Your Own Adventure story written 5 years ago by myself for my HNC Games Development course. I started well… then I wrote the rest in a couple of hours at 4am because the deadline was too long, and I forgot about it.

The Fall of Flannigan Fort

Damien awakes once again, startled. Anxious and in a panic, but this time, it was not about being late. This time, he was sitting in a rotten and mouldy cell, on a broken and foul chair, arms clamped into cuffs which were embedded into the table in front of him. Before him were two royal guards, one was guarding the exit to the cell, whilst the other was in the chair across from Damien.

The guard sneered at Damien when he saw him awaken. Standing up, the guard drew his sword, holding it a few millimetres away from Damien’s neck, giving him enough of a jolt to wake him up fully. The guard smirked at Damien’s reaction, holding the sword high above himself in the hair then driving it down with tremendous force into the table, lodging the sword in the table.

The royal guard’s bushy moustache brushed off his bottom lip when he spoke, and he spat when he yelled. He interrogated Damien about the how’s and the why’s of his being on the ship. “Who are you?”, “Why were you on t’at ship?”, “How’d you get upon that ship if you’re so poor, as you say?” 

All the questions he asked about Damien answered were never enough for the guard. Each answer given, no matter how detailed, made the guard grit his teeth so loudly that it echoed through the barren walls of the dungeon. Any idle chatter between the cellmates was hushed as they listened in for the new showdown that was to happen, like a new story being heard through a radio.

It wasn’t until the last question, the royal guard threatened him with, that Damien found himself concerned about his fate. “Your arm is t’e curse of a demon! You’re with the cultists, aren’t you?”

Looking at his right arm, that he so often either kept wrapped up or under his sleeve, it was exposed for all to see. It bulged a dark red, far more muscular than the left. Where his veins would be, thick black lines replaced them, seeming to ooze a demonic blood like liquid around his arm.

This was his arm. He had learned that whoever looked at it would look down on him and cast him out, so that’s why he covered up. He wasn’t sure exactly why he was like this, but he knew not to get angry, or the arm would influence his actions and turn him toxic, then rabid, then bloodthirsty. This, he had found through personal experience. His parents never spoke of it, and when he would ask them they’d turn their head in an attempt to feign ignorance, but their faces filled with shame.

There was a legend that when he was a child, there was this lost city high up in the mountains of the island. The residents prayed to The Creator, the very being that created the realm in which they live. And like any other story of meddling humans, one day The Creator turned upon humanity.
However, before he could do so, the monks of the Magestry combined their powers to destroy him. This only caused fragments of The Creator to burst and cover the entire realm upon his death, and whomever the fragments touched grew dark and demonic. He believed this to be true, as there was no other explanation handy, and his parents had not told him otherwise.

All Damien really knew is that his arm was not his, but even moreso he was not a cultist. He refused once again to the royal guard’s demands. The royal guard’s moustache twitched. He lay his hand on the hilt of the sword and pulled it fiercely, dislodging it from the table, and turned to Damien.

“We ought to have killed every one of you cultist scum on the boat… The commander won’t miss just one of you, especially if they’re a lying piece of sh- “

Suddenly, the roof collapsed in the hallway of the dungeon, almost sealing the guards and Damien inside. Both the guards rushed over to the cell door and swung it wide open and rushed out.

The rumbling continued, then crashing, followed by swords being unsheathed and screams of dozens of men from the cells. Damien was writhing around in the chair, trying to free himself from the table. Everything had been nailed to the ground. The sound of giant footsteps could be heard moving closer and closer towards the cell door, and Damien was trapped.

“Psst, hey. Over here!” Came a loud whisper from behind Damien. Damien stiffly turned his head the best he could as the voice came from his blind side. A lowly thief shifted up to Damien’s side and picked the lock on Damien’s cuffs, beckoning him to follow. Following the thief and the rest of the prisoners towards the exit, where they all now stand, face to face with an enormous demon intent on consuming everyone in the fort.

While everyone was escaping, Damien stood at the fort entrance and watched as the demon destroyed the courtyard and killed all the guards that dared to fight them. The same symbol of the cultists was burned into the flesh on the demon’s back, it tore into buildings with ease as it threw men into the distance. Damien noticed the guard captain’s sword and shield lying half scorched on the ground. He looked back to see the line of all the inmates escaping, but he felt guilty about letting the guards die, didn’t he?


“Nah, they unrightfully arrested me, with brute force. I’m not only injured, but have been imprisoned for interrogations with threatening methods. Their methods are out of hand, and they deserve their fate.”
>> NEXT


“Yes, I would. What happened over the course of the past hours doesn’t define all of them. From what it appears, the person who arrested me is already dead, and the rest of the guards weren’t even involved in my arrest. Plus, it’s my duty as a former soldier to lend an experienced arm.”
>>NEXT


Realms of Tanerila is a Choose Your Own Adventure story written 5 years ago by myself for my HNC Games Development course. I started well… then I wrote the rest in a couple of hours at 4am because the deadline was too long, and I forgot about it.

[LEGACY] Fisherman’s House

I am an avid lover of horror games, ever since way back in 2012 I found Markiplier’s first ever SCP – Containment Breach video, where he had streamed his very first interaction with the game.
Since then, I was a regular watcher of not just his content, but horror game content in general. Watching people play Cry of Fear and Resident Evil games.
I remember specifically going onto Wikipedia and searching “All Horror Games” and looking at each one of them on YouTube to find playthroughs of them all, because at the time I was limited to my Xbox and Xbox360 which never had “a lot” of horror games despite having things like Dead Space.

From there to here, I’ve had an obsession with horror games, having now got a PC and not just having the full extent of Steam to explore, but GOG and Epic Games Store (despite Epic Game Store being quite barren apart from their exclusives IMO). Not just that but sites like Itch.io and Gamejolt where people upload their creations, and you can access them for free most of the time.

So, when it comes to Keymailer, the moment I see a horror game, I throw myself at it. Fisherman’s House is no different to that, I threw myself right on that game hoping that by the looks of it, it was another Granny game. While I was correct, it was not only a complete rip-off of Granny while also completely failing to do what Granny did.

Fisherman’s House is a game where you don’t wake up in your own room, or your own house. Spend the best of 5 minutes at the start, looking for your torch because it’s very obscurely placed in your room, while being groaned at from whatever direction the “Fisherman” is.
From there, you will wander around the house aimlessly looking for what you can assume is a means of escape, finding various things such as a generator you need to get working, a sledgehammer, a crowbar, and a paddle. You need to figure out how all of these things fit together in order for you to escape not only the house but the vicinity as well.

The items used in the game are set out the exact same way from Granny, which is not too bad, Granny however has sequels where the mechanics and gameplay have been massively improved on. However, Fisherman’s House falls flat in the entirety of the rest of the game.
Where other games have tension and add fear, Fisherman’s House does not build on it, nor does it add any. You are pretty much always being chased when you’re close to the guy, walking slowly does nothing, nor does losing him in a loop, he will always know where you are when you come within a certain distance of him.
Once you realise that there is no consequence for getting caught, the game crumbles. I was caught for the first time very quickly into the game, as that’s how I deal with my games, the first try is always to test your limit, test the enemy and see what you’re up against. I was jump-scared, despite already knowing the Fisherman was running right at me, then left. The Fisherman just left me, exactly where I was, after saying (not literally) “Ooga-booga” in my face and running away. There was no sign of me being injured or my character suffering from acute shock that they needed to recover from, I was free to move again immediately.

Is this game possible to win and finish?
Yes, I do not doubt it. The A.I. may flip dramatically between extremely stupid and constantly on your tail, but this game is simple enough to beat. However, it’s more of a test of whether you can be bothered or not to actually finish it due to the lack of fun and fear.
Did I finish it?
No, after completing the game nearly halfway, I got extremely bored and leaned into my audience at the time questioning whether you can really die in the game or not, considering I seemed to have no consequence of being caught. The answer was “Yes”, I could die, but only after I’d been caught at least 7 times. At that point, after the Fisherman ran away from me after catching me, I ended up chasing him, to find he always “restarts” his behaviour in the same area, right outside the attic. Lazy A.I. programming.

Pros:

  • The game works, has no visual or audio bugs from what I’ve found
  • The starting atmosphere is genuinely unnerving, and the first sighting of the “ghost” Fisherman is actually really good for what it is.
  • The actual level design is okay, it feels like a believable house with lots of floors. Maybe not your standard British house, mind you, but I’ve definitely seen layouts similar to this in big American country estates.
  • The item placement being random gives a good level of difficulty to the game, not just being able to go to where you know everything is, proving a challenge that every instance of the object placement will be different each game.
  • The game provides loops and hiding spaces very frequently to avoid the Fisherman, letting you (in theory) manoeuvre around with ease.

Cons:

  • The atmosphere completely disappears, however, after your first encounter with the Fisherman, as nothing happens. You get a spook and that’s it. The atmosphere and the sight of the Fisherman does nothing anymore as the stakes are not high enough.
  • No consequences are where this game fails massively, as said before it takes away everything this game builds up and doesn’t even give you a slap on the wrist for being caught. I was caught at least seven times before I actually died. There was no “You have a boo-boo from being caught” or “You’re now so close to death that the next capture will make you die.”, absolutely nothing to hint to the player that being caught is bad, just endless chasing and jump-scares.
  • The A.I. for this game is horrible, as said before, once you got into the vicinity of the Fisherman he would “just know” you’re there. In a game like Granny, it made sense as Granny is visually impaired yet has enhanced hearing, the entire floor of the game either being covered in something like glass or twigs, or the floorboards being squeaky. Fisherman’s House offers absolutely none of this and resorts to just chasing you when you’re in range. This doesn’t cause as many you, many you problems as you might think however, as the Fisherman constantly walks into walls and even if you hide while he’s looking right at you, he’ll treat you as if you’ve just disappeared, even if you’re shining your torch right in his face from under the futon.
  • While RNG creates an amazing aptitude for challenge, it can also really take away from the game if applied incorrectly. Developers not taking into account what bigger items like the “generator” looking like in the same place as the crowbar, making the graphic glitch uncontrollably, is something that may have happened. Or maybe just the fact that items randomly move around the house to places you’d never consider keeping those things, but it’s a game, why should things make sense?
  • Some items are broken, I believe, as during my playthrough there were named items such as the “crowbar” that I couldn’t pick up, despite seeing in the trailer that you can utilise that tool. It seems to be a persistent problem within this game.

Price: £3.99
Time To Complete: N/A (Could probably speedrun it 10 min)
Achievements: 7
Cards: None
Worth The Money: No, as cheap as it is, I’d rather play Granny at the exact same price.

Overall, this game is a shadow of the game it draws inspiration from. While it does all the same things as the role-model game, it does them in a more lacklustre way, lacking in nearly every aspect in comparison. While I can appreciate that this is the developer’s first game (on Steam), Granny was also a “Dev’s First” game as well, and it’s significantly better at what it does, while also being the exact same price as Fisherman’s House. Fisherman’s House is just another one of the Granny clone games that come with the flood of the game’s popularity, as soon as a game/show gets popular you can sit back and shake your head while you watch the cheap rehashes and clones appear everywhere. This game is no different.

Zesty Rating
2 Out Of 10.
When a game becomes popular, you’re hit with a wave of copies and shameless rip-offs, this is one of them. Literally the same price as all the Granny games, just go and play that instead. Bland, boring and not scary after the first encounter. Just another RNG-based, find-em-all to find-a-way-out, best to be ignored.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Hidden Shelter

Back ages ago, I played a game called Pacify with one of my old buddies on her stream. She absolutely crapped herself, while I remained completely calm for most of the game. Also, under-reacting to the ghost chasing me, which led to my friend getting more of a fright due to “…oh” not being much of a hint of “We should run.”

Hidden Shelter immediately reminded me of this game, but not in a good way.

Hidden Shelter is a game where you and your 3 buddies are in a car driving somewhere, the car crashes and one of your buddies seem to walk off on their own into the woods that the car tumbled into. From here, you and your wuss of a friend (whom both of you have no “inside voices”) venture off from the wreck of the car to find the lost friend.
You come across a spooky mansion in the neck of the woods with its lights on and the door unlocked, the wuss character rightfully asks if it’s okay to “just go in without permission”, which your character swiftly disregards.
Entering the mansion, the pair think it’s a great idea to walk around shouting and yelling, eventually believing that there’s no one there and start walking around looking for their friend.

From here is where the game turns from interesting, with it’s rendered cutscenes and spooky atmosphere, and flops completely.
This game is now a mess of unhinted mini-cutscenes, which will not activate until you get close enough to an object. This in turn forces you to rub your balls on every possible piece of furniture and anything that looks vaguely intriguing to see if it triggers one. There was a point where I had been around the entire house around 3 times, looking for something, anything, and accidentally triggered a mini-cutscene that offered nothing to the game by standing next to a plain stool.
It’s, honest-to-god, bullshit.

The reason Pacify comes to mind when thinking about this game is due to the fact that every door in this damn mansion is locked. Big Wuss actually comments on with “Why would you lock every door in the house you live in?”. I wonder why, Big Wuss, I wonder why…
Not only this but everything is such a needless trek, why oh why do I need to find this key, to open this door, to find another key which opens this door, to find another key to open this door which helps me un-barricade another door which leads back to the main room?
In Pacify, it was fun, okay? In Pacify we were being chased constantly, and the key finding was a race of sorts. Finding the keys was crucial to our survival and if one of us died during finding the keys, we had to be so much quicker to find the rest! If we slacked on finding the living room key which allowed us to find the bedroom key, which in turn led to us finding the attic key which gave us the basement key, we wouldn’t be able to open the door to the room in the basement that allows you to revive! It was the rush, the panic, and the intensity that made Pacify work for that stupid “domino of keys” formula that it used.

Hidden Shelter has none of this. It has no presence after the first few scenes and atmosphere changes.

There are encounters with a ghost, of sorts, which makes use of the 3D objects which have gravity by throwing them at you or using its weird wind powers to make things get in your way as you run.
My first gripe with the monster, or whatever it is, is that it’s odd wind power is complete bogus. I’m pretty sure that on death, the physical objects that get thrown around do not reset, either that or the peculiar wind powers randomly chucks things around meaning that whether things get under my feet are not is just luck.
This causes me to get caught a lot, but being completely out of my control. The lighting in the game is terrible, so I cannot see if anything is actually on the floor to trip me up, and sometimes I can’t see where I’m going. But, what fucks things up the most is that instead of doing the regular thing that games do and let players make their own mistakes, if the player goes the wrong way during a chase they are immediately caught.
For example, in the kitchen scene, I was chased by the monster. I ran out through the corridor and ran into the dead end as per usual out of panic and general… Directional confusion… Correcting myself and running out of the right door, I spin around to try and quickly close it to attempt to slow the creature down (completely disregarding Big Wuss’ safety). Not thinking “I need to run outside because the front door will still be open.” because since when do horror games just let you run out the front door? I run for the stairs to try and maybe find a closet, so I can hide Ao Oni style, but as soon as my foot touches the stairs I get pulled into the mandatory death cutscene.
Okay, so perhaps my fumbling in the dead end is what fucked me up there, okay… Let’s try again.
Next time, I went straight out of the right door and went straight for the stairs. Mandatory jumpscare again.
I tried this a few times, believing that it was me, and if I was just fast enough I could probably make it. It was only when someone in my Twitch chat at the time suggested that I ran outside instead, I actually survived. Not only was this monster not fast at all, but even after tripping on boxes and then waiting in the hallway to test the theory, slowly activating the stairs’ death was it clear that, yes, this is indeed bullshit.

There is obviously much more to this game than what I played through. After wandering through the entire house, clicking on all the doors to find that 3/4 doors gave me the “This Door Is Locked” response, the rest having nothing to say at all, I’d rather not continue. That and that I had to quit the game due to what I found was a checkpoint trap. The ghost had chased me into a room (which was scripted, as if you try to run the wrong way then you get “auto-deaded”) and you’re given no clue what to do in the room but “escape”. Doors were bugged closed from what I could tell, and there was no other way to escape, so I had to quit the game.

Pros:

  • The game works, and has no graphical or audio bugs from what I can tell.
  • The game is fully voice acted, which adds a nice feeling of effort put into the game, which most indie horror lacks (from what I’ve played recently).
  • The game tries hard to convey the feeling that Amnesia brings with its puzzle-like environment and room unlocking.
  • Big Wuss (secondary character) addresses a lot of the common horror tropes in his questioning of the mansion and the main character’s actions, which is honestly a big plus for me, as I love it when idiotic shit is called out on.
  • The atmosphere at the start of the game is eerie and actually draws you in, especially with the addition of the rendered cutscene, which adds some intensity as well.

Cons:

  • Despite having no graphical or audio bugs, the game does suffer from game-breaking glitches and game-cues not activating. A part I got soft-locked in was exiting through the conservatory door in the kitchen, not allowing us to leave. Due to the horrible A.I. pathing the monster couldn’t figure out how to get round the corner of the corridor.
  • Effort and trying your best to draw inspiration from games is something I can admire. However, despite all the effort put into a game, it doesn’t save it from falling flat at the hurdle it tried so hard to create and jump over. This game tries to feel like Amnesia (I’m not sure if it drew inspiration from it or not, but it’s the closest I can relate it to) but fails considerably at the start of the game. Lost is the atmosphere and intensity with the meaningless wandering, unthreatening monster and lack of actual puzzles.
  • All the notes that are scattered around the mansion are completely incoherent and do nothing to service the story, atmosphere, or the mood. They don’t help progress anything, offer any combination to locked doors, provide hints, or even really provide any interest whatsoever.
  • The A.I. pathing is terrible. When you’re doing maths in school, you learn about a certain way to calculate things according to maps, distances and real life where there are buildings and walls you need to walk around, completely erasing A to B values. You need to maybe need to include C as well if you need to turn a sharp corner or additional other points if you’re avoiding something. The monster however (from the best I can tell) still uses A to B tracking, leading to it walking into walls as it tries to follow you. Going as far as getting itself stuck if you’re fast enough to run down a corridor and turn a corner.
  • The lighting is terrible… I wouldn’t list this as a graphical issue/error as I believe that it’s intentional, but god-damn, things are so dark, and you hardly have any light. Sometimes when Big Wuss walks up behind you, and you see him out the corner of your eye, it’s like an oil/tar rendition of the blob monster.
  • The optimisation of the game is terrible as well. When starting up the game I almost cried a little as for the past couple of times I’ve been reviewing games it’s been sucking up a lot of RAM due to unoptimised shaders. The menu was the worst by far, taking up a lot, but when starting the game it got better. However, I still had to lower the settings a bit due to me running on a lovely 30fps with full quality despite my fully capable PC.
  • The game gives you no room to fail naturally, if you go the wrong way within the game you’re given a game over jumpscare immediately. It makes sense for JRPGs maybe, but for a game like this (where we’ve already walked up and down that staircase 4 times trying to figure out what to do) there is no justification for it. The A.I. is weak, yes, but at least let the player wander around with the blaring chase music wondering where to go until they get caught or, even better, realise they need to leave the building.

Quick note: all images that I am using in this review are all areas that I have seen, but also picked to highlight just how bad the lighting in this game is. There are better pictures of this game (mainly the one used as the very first screenshot the player sees when looking at this game on Steam to create the false illusion that the game will always look like this) which I will show, but the rest/most of the game just looks like all the pictures above.

I tend to always use only areas that I’ve seen in the game to use in the reviews as it, sort of, concludes my experience. My experience was infinite darkness and weak jumpscares.

Price: £2.99. Previously £7.19
Time To Complete: N/A
Achievements: 12
Cards: None
Worth The Money: If the game worked, possibly. Because it soft-locked for me, no, not at all.

In conclusion, this game is a product of what happens when two inspired devs take on the role of making a big horror game with inspiration from big games titles and bit off more than they can chew. I feel bad saying that, honestly, but it’s a case of too much being focused on one thing and not in another. A lot of time and effort spent building the area, flooded with ideas and then creating that surprisingly great cutscene, to then flop on the execution. A restrained gameplay, a weak atmosphere after all pouring their work into building it up, and a drab way to execute initial puzzles and consecutive door unlocking.
At its price right now, it would be great for the more lenient and less critical horror game enjoyer to play, but due to bugs and game soft-locks, I’d tell most to avoid it.

Zesty Rating
2.5 Out Of 10.
Apples that you bought last week but never touched, but now you need to eat them because you bought them.
A game with effort from a small dev team. Inspired from bigger games, but lacks at the execution. Bad A.I. pathing, lighting and lack of atmosphere after the initial introduction. I honestly prefer collecting coins to collecting the keys to all these locked doors.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Midnight: Submersion – Nightmare Horror

I think the steam review by nbartley1998 sums this game up completely.

“Load game
Confused immediately
Walk outside
No directive
Get punched by slappy the dummy
Uninstall game
10/10”

Once again, another horror game that I was excited to play, once again another horror game that I have uninstalled and will never touch again.

Keymailer once again has supplied me with what I thought was going to be the next Kraven Manor, spooky mannequin-esque looking art puppets, littered around an abandoned and ruined town/village. Instead, what was delivered in this game was a walking simulator where you pick up pieces of paper with information and listen to a radio.
I say this because I didn’t get much further than the first area of this game; after having to play through the first area 3 times, I was almost already done.

You start off with the typical horror cliché of waking up somewhere that’s not your bed, I have nothing wrong with this cliché, I just have to point it out. From here you get a torch and are told to leave the room, I, however, could see nothing as when it had told me to grab a battery and to replace it, it was extremely lacking on the part of telling me how to actually “do the thing”.

Restart the game to try again.

Once again waking up, paying SUPER close attention to the instructions and picking up the battery, once again I stand right in front of the door that I assume I will be exiting the building via before my battery runs out. Assuming that this area, considering it was literally a wall of windows and the door itself had windows, maybe I’d be able to see? Nope, the lighting in this game is terrible.
And again, paying close attention to the instruction did me no service, the battery would not change in the torch, the light went out, and the door would not open. I got understandably irritated and started jumping everywhere around the room I was currently locked in, completely blind due to the lack of battery changing, and managed to glitch myself into a bed.

Restart.

Zoom, up out of bed I got, I picked up that battery and I looked everywhere. Anything, anything, have I missed anything at all???. I found nothing, it was only that one battery and only that one door, and as the torch started to fail on me, I did what I had before and darted back over to that door.
All this time, in all my “playthroughs” the music had been unnecessarily suspenseful, like the darkness was dawning on me, trying to eat me, but as much as I would’ve blamed it on my inability to change the battery it’s my 3rd attempt, the music is not phasing me any more and is actually annoying me.

The light went out, and I stood at the door, I reclined back in my chair, defeated. Gaining back some will to play, I pressed every button on my keyboard to no avail. My chat pointing out to me that the game was bad, all I can manage is a cynical and snarky “Yes, yes it is…”.

So once again I let out my frustration on the game, this time by pressing my “R” key just about as hard and fast as someone trying to take over their local Pokémon Gym on Pokémon Go, but with just a sprinkle of hate.
And suddenly, on maybe one of the longer pushes, or perhaps it needed to be hated, it worked.
Wow, amazing.

Okay, so I’m out now. What do I do?
The game has completely no directive or incentive to do something and has you aimlessly wander around gawking at things that aren’t scary (perhaps for people who’re afraid of mannequins, possibly…) and suffer the game’s fatal attempt to create a terrifying environment.

Don’t get me wrong, this game, without all its jumpscares and loud noises and blatant attempts to be scary, is actually very eerie. The setting and the placement of the mannequins really work, the environment outside the playable area is excellent too, eerie as heck. I feel like this game has done too much in some areas and not enough in others. Trying way too hard to be scary too early and not enough on the actual playability of the game and the ease of playing.

To put it down to a tee, this game has the makings of a standard horror game.
It uses tropes such as the refillable battery that has been overused since Outlast, the concept having existed before then, Outlast making every horror developer thinking they need it in their game.
You don’t need it in your game for it to be a good horror game.
Using wandering around with a semi-cut path for you, using the one road up the centre of the town/village to navigate your way through, finding notes with people’s personal logs and mostly irrelevant information.
Only one of these notes is actually helpful, being right beside the padlock with the number combination, a little too easy, but it’s the only one that actually was relevant.

After walking around the entire village, seeing a mannequin walk all creakily, rub my groin against every fence to see if I was missing a way out to get to the big factory behind the town, parkouring into ruined buildings that had nothing in it and getting right up in every mannequin’s personal space I was then socked in the face by the very last mannequin I encountered.
I’m calling him Barry.
Barry socked me in the face.
I’d walked past Barry before, and he was a regular mannequin, he looked as if he was having an argument with his mannequin buddies with the way he was posed, but I never went up to see what was happening before, other things took priority. On coming back to see if sticking my face in Barry’s face would advance the game any further, it initiated an in-game cutscene where he just started moving, grabbed me and socked me in the face. Rude.
Oh, and to note, this restarted the entire game and all my progress was lost. Barry, who looked like every other mannequin, has the ability to kill me and my game. With no warning or “eerie music” or anything to ward me away from doing such a thing, Barry has the ability to just smite me.

Screenshot from Kraven Manor, an infinitely better mannequin horror game.

There will be no pros and cons.
It’s unfair to list cons when the pros will hardly do me writing a list any justice. Especially when it will mostly just be “Game works and looks and sounds good, but that’s about it.
So onto the little chart, conclusion and rating.

Price: £3.99 (Originally £6.99)
Time To Complete: N/A
Achievements: None
Cards: None
Worth The Money: No. This game was quickly reduced to £3.99 for a reason. If worked on, I’d say it has the potential to meet being worth it’s original price, but not right now.

Overall, this game is another one I add to the pile of games that could’ve been something great or even just “okay”, but falls so hard due to paying attention to one aspect of the game over more important aspects. With the massive potential to be another one of those great mannequin horror games that have become horror connoisseur household names, falling flat on it’s face at nearly every hurdle right off the bat. It’s honestly not worth trying to figure out how to progress to the next area.

Zesty Rating
1.5 Out Of 10. As full of flavour as that lemon I bit into at a showroom. Polystyrene.
Another indie horror game that falls flat at every hurdle it attempts right off the bat. Eerie and spooky mannequins, ruined by bad playability and trying way too hard to scare the player too early in the game. Barry slapped me good, right back to the start, so I said “nope.”.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Unturned

Okay, so this game review is a long time coming.

Unturned is a game that I’ve spent countless hours in. Excluding the games that I used to play on my Xbox back in the day, when hours weren’t counted, and you couldn’t see how addicted to a game you really were.
It goes as far to say that after a year of playing Unturned, I was already satisfied with the product. Having downloaded it back in 2013/2014, (ass-end of 2013 or early 2014) by the time that 2015 rolled around I had already bought the “Supporter Pack”, or whatever it’s called (Permanent Gold Upgrade).

The Permanent Gold Upgrade was a $5 pack that was purely cosmetics (at the time) and the key purpose was to show your support to the lone, Canadian developer. I’m pretty sure I jumped on that about 3 months into the game.

Along comes 2015, and my first-ever review was for this game:

~“Unturned is an excellent game with great potential. With the latest updates, the games mechanics run much smoother and the crafting mechanics are much easier than first off. Servers are easy to access and a little less glitchy than before when hosting numerous players, but overall a brilliant game in the making, would’ve expected a game like this to cost money. I’m still playing this game after a good 2 years. It’s got better and worse in many ways. *cough cough* nerfing. But I still love the game.”~

I’ll leave in all the horrendous spelling mistakes and horrible grammar, as much as it kills me to look at it. That salt is hilarious, though.
This wasn’t actually my first review, as I believe that I’d made one before that, which was similar to, “its a good game :)”. Steam, however, didn’t have the function at that point where if you edited your review, you could quote the previous version.

After 7 consecutive years of playing Unturned, I am revisiting this review, and the game itself.
For the first year solid, I played entirely single-player, like the little idiot I was. Being 12/13/14, I had the most limited grasp on online lobbies and how it worked for PC. I was a console pleb and the only multiplayer I knew of, I only had to press one button to be opposite hordes of squeaky, screaming, cat-calling pre-teens and teens (If you guessed Call of Duty then you’re correct).

After that year, an update caught my attention, and for some reason I pressed multiplayer. Four years of my life, and it was the only game I played after pressing that damn button.
I found a clan of people that I got along really well with, who in turn really enjoyed the fact I was female, which in turn always got me staff in servers in less than 7 days.
And for the last 2 years playing, once the clan had disbanded as everyone had to go off and be adults, I played on and off after I got my orange beret (which you received after two thousand hours in-game).

This game is worth money, but it doesn’t cost money.

If you’ve not had a chance to play this game before, the best thing I’ve heard it be called is Roblox zombies. Which is somewhat of a compli-sult, really, but I’ll take it.
After playing many more games since then, I can tell you that it merely has the graphics of Roblox/Minecraft, but with that come the endless capabilities that these games ensue, with full moon mechanics like 7 Days to Die. The zombies raid your base, but at a less startling rate than what those of 7D2D do. They are, however, empowered by the moon and have glow-y red eyes, which for a newbie player and people easily startled can give them a startle.
The game is experience-based, and nearly everything gives you experience; from chopping trees, to mining to killing zombies, each gives a varying amount. The experience you then get, you can spend on levelling up skills and abilities, which makes traversing and surviving a lot easier, not only that but attacking, gun accuracy and damage output.
The game also comes with different levels of playing, easy, normal, hard, custom. Which not only alters physical difficulty but the scarcity of food, item drops, the condition of food and items and so on.

There’s definitely a reason as to why the developer was interviewed countless times for this game.

Of course, the game does have its issues as well, like any other game.
The fact that the game is free means that the game will always be populated to a certain extent. However, the numbers have been dropping for a good while.
In my opinion, it’s been dropping the entire time, but the biggest drop was when the “special” zombies were added and several names for zombies, map areas and guns changed.
At the time of the changes, there were a fair number of maps out, and the player-base was split across them in terms of favourites. There was one map; however, that was the least played on. The original map called PEI. There were major changes to this map, as well as most people’s favourite part of the map (a hidden bunker that everyone used to fight over) being completely deleted.
The special zombies that were added were different to the regular zombies. Regular zombies had 3 different types, standing, on all fours and crawling. Except for the “Mega Zombie” who was a massive zombie that could one-hit you with a punch or through a boulder in your general direction.
The special zombies, however, were weird. Introducing zombies that spit acidic goo as they walk, zombies that are coated in fire and explode in flames if you shoot them, and electric zombies that can zap you from afar. Most players at the time were more or less thinking “What the heck is that?” rather than “This is precisely what we need, fantastical fantasy-esque powers for the zombies that were already bordering on perfection.”.
What was messed with was an already fantastic formula of zombie-making, those bland and “usual” zombie designs were all that the games needed, no fantastical elements.

(Editing notes: Going back on this, the supernatural way that these zombies seemed to have these “powers” was what made them ridiculous.
Fire Zombies: Make sense if you’re in a burning building or near one a la 7 Days To Die style, different zombies, different biomes. Fire zombies in fire environments, burning cars, burning buildings, forests engulfed with fire. And would also make more sense as to the firefighter equipment being added. Being in a fire environment depleting the oxygen bar, but slower than when you’re underwater. Also adding to your disease meter, but slower than when you’re in a deadzone.
Electric Zombies: can’t find any reason for them to exist, honestly, but I’d honestly nerf them as they were perfectly capable of sniping you last time I checked.
Acid Zombies: Slightly alter them, instead of having a spitting attack, replace with a “semi-ground pound”. When a zombie falls from a height, have it splodge out “toxic goo” instead. Being in proximity of them causes disease to decrease slightly slower than being in a deadzone. Being touched by them not only taking the regular chunk out of your health but an even bigger chunk out of your disease, leaving also a residual timed effect of slow disease increase.)


If you’ve played a free game before, you’ll be aware of what comes with a free game is no pay-wall. Absolutely no filter to the type of people you come across in the game. This is good and bad in and of itself, but it means you have no idea the age or temperament of someone until their gun is up your arse, cursing, swearing, profanities and the occasional racial slurs.

In terms of bad things about the game itself, there’s not much. There are plenty of things that will be subjective, like the art style and the mechanics; like bullet drop and things. Things that are considered “controversial” within the game’s community.
However, there are certain problems when faced with multiplayer, as a lot of the maps used for single-player. While these maps great for multiplayer, they can’t cope with the number of people building things at the one time (aka Washington, and it’s Lag Wall).
There are unplayed maps like the barren, snow map called Yukon. Which I know many people like, but just not enough people like it for it to be used for any of the multiplayer servers.

Price: Free To Play (Can Buy £3.99 upgrade)
Time To Complete: N/A endless survival game.
Achievements: 63
Cards: 13
Worth The Money: It’s free…. Yes. If they charged the £3.99 for the game instead of an optional extra, it would still be worth it 100%.

Genuinely, if you’re looking at this and considering it, you should definitely pick it up and play it. I made some of the best friends and memories within this game, and I do not regret playing it one bit. I’m always looking forward to the next big thing from the developer of this game (and still waiting for Unturned 2 despite the fact it was supposed to be being released years ago) and cherish it with all my heart.

Zesty Rating
9 Out Of 10.
A free to play, open world survival, zombie game. Created by a lone developer and built with a lot of love and devotion, and it shows. One of the main reasons it’s still a very highly played game today, and has been for a long time. It sustained my interest for over two thousand hours, and if I got other people into it with me, I could probably play two thousand more.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Árida: Backland’s Awakening

ARIDA: Backland’s Awakening is an open world game that I was really looking forward to, I saw on Keymailer and immediately requested it. It’s a desert/backlands survival game where you have to keep tabs of your food and hunger while trying to reach a specific place, also picking up side-quests along the way. (Reminding me a tad of the vibe of The Flame in the Flood)
It’s definitely not a catfish game, where it misleads me into thinking something it isn’t or saying that it’s something or not, but I still feel a little empty playing it.

ARIDA: Backlands Awakening starts off really well, having a good starting story and nice little picture by picture cutscenes, representing their situation really well. The town that the main character lives in, used to be a lush, bountiful town, producing lots in terms of cattle and food produce (as it would not make much sense to make a town in a barren wasteland). At some point, the town was engulfed with a drought which severely affected everything within the town. With limited water supply, they could no longer grow enough food, support the cattle they had, and everything eventually started withering and dying.

The town was, however, considered a holy town, and leaving it was taboo, until pilgrimages to a new town where it rained every other day started, splitting the community in two. Those who saw it taboo to leave the holy town, and those who saw the pilgrimage to the new town as a new holy journey and the drought a message from their belief to leave.

After being served the harsh truth about the world a few quests in, you’re also handed your situation, the pilgrimage that you were supposed to join already happened. Something else shit happens, which I’m not going to spoil, and you’re forced to make this pilgrimage all by yourself and leave the stupid priest to preach to an empty town. (sorry, but I think the priest is a bloody idiot, the town is dire, and he still wants to stay despite the conditions. I get being determined, but this is just blind stubbornness due to being overly invested in their religion and sacrificing themselves to trying to prove a point that will eventually kill them.)

So from here you mostly already know what you need to do, you can gather water, make campfires and cook food with the campfire to fill both your food and water bars. The game also has a “heat” meters (I forget what it’s actually called), so in areas where the heat is intense, your meters deplete faster.

As much as I love the absolutely dire depiction of this landscape, barns full of the corpses of dead cows and the horrid sound of swarms of flies in that area, this game “runs like an indie game”. Of course, we need to break the stigma of indie = bad, but when I say that “it runs like an indie game”, people know what I mean.
It’s clunky, unresponsive and when walking over objects you can pick up, or being next to them, the prompt to interact with them doesn’t always pop up.
Failing that, the crafting is a little weird, and using things from your inventory. I made sure to double-check it wasn’t my mouse being fuck-y (I’ve had mouse problems in the past from my Razor Deathadder, despite my Logitech G502 being a sexy fuck, I’d never question your loyalty to me my sexy, sexy computer mouse.) When trying to craft things, the crafting inventory was stubborn to come up, I had to trick it into thinking I wasn’t going to click it to sneakily click it and make it open. When using items in my inventory, for example the drinking water, I had 3 stacks, I clicked to consume 1, and usually, I’d consume 2, sometimes I’d consume them all?

Nevertheless, I feel that this would be a good game to continue and actually go back to if the potentially game-ruining kinks were ironed out. Maybe a solid 6 or 7 out of 10 if it worked the way it should. Currently, with this, and also being another game that kind of bores me after a great initial plot then suddenly bland side-quests and not a lot of urgency, it’s looking about as dry as the drought they’re having.

List, please!

Pros:

  • The game works, it doesn’t crash and has no audio or graphical issues. (As far as I saw)
  • The game is survival, crafting, which is a genre I really enjoy. It focuses on food and drink and not much else, which keeps it nice and simple. The type of crafting that happens is similar to Raft in the sense that there is not a lot that you can craft, but everything that you do craft is almost essential to the plot/survival of your character.
  • Things that can be picked up that are necessary for survival sometimes require an additional tool to harvest them, adding another layer to the game focusing on maintaining and crafting tools to aid in your survival.
  • There are two strong emotional elements at the start of the game involving goats and your grandpa, both really set the tone for the game very well, and just how dire the atmosphere is. For a family friendly tagged game, this game is super bleak, and I love it.

Cons:

  • While the game technically works, it has a few bugs as mentioned. Double-using items in your inventory when you only wanted to use one, being really tricky to operate menus, and being generally tedious in terms of the UI.
  • While the game is a survival game, and elements that are used to make the game harder in some aspects are great, the use of the heat to make things degrade faster is a little too strong (in my opinion). In comparison to the resources that you’re given to survive, I really don’t feel that it’s too balanced.
  • Things being picked up for intended use when crafting would be nice if the option to do so came up when it’s supposed to and not on your 5th attempt rubbing your crotch against it. The action buttons for the game aren’t very responsive, in the way that they don’t always appear where they’re supposed to. Me being a person who loves to pick everything up, this is both annoying, frustrating and tedious.

Price: £5.19
Time To Complete: 2.5 hours
Achievements: 26
Cards: 5
Worth The Money: Honestly, for about £5, yeah, go for it. It’s only a 2-3 hour experience and while it has its bugs, it’s still a reasonable game.

In conclusion, this game is a game that I want, but it’s missing a lot of the polish that I would’ve hoped it came with before being released. If the game was Early Access, then I could forgive it a little more, but due to being a full release, it’s a little more inexcusable. Sure, patches can come for games regardless of EA state, but purchasing a game that still is wonky enough to impact on a player’s experience isn’t something you should expect of a final product.
It’s gritty and realistic, while also being a bit unrealistic in some parts. Somewhat aimed towards a younger audience, with character design and simplicity of playing and language, but somewhat not with its realistic portrayal of death and what comes with drought.

Hands down, a game that should be experienced, but with a fair mind that it is wonky as shit.

Zest Rating
4.5 Out Of 10. It looks delicious on the outside, but disappointing on the inside. Like a white dragon fruit.

The type of game that I love and wished to see in this new, unique setting, let down by a handful of experience hindering bugs and slow pacing after the initial deaths. Bugs making me consume all my water instead of just one canister really hinder gameplay, as the character has sloshing sounds coming from their stomach as they walk due to water overindulgence.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Dark Dragonkin

Dark Dragonkin is one of the first games that I have had the pleasure of redeeming from Lurkit. Being one of only 4 games that I was eligible to redeem, I poured all my hope into the one and only Lurkit games available to me that didn’t look like a mobile game port.

This description does, however, come with my personal acknowledgement that, as a brand, Lurkit is better than Keymailer in terms of interactivity and user engagement. However, on the other hand, for smaller channels like myself, in comparison to bigger streamers, have such a limited choice on Lurkit due to access to games being behind an “Avg Viewer” wall.
On Keymailer I can walk up to any brand, developer, or publisher and slap a request on their game, believing that I compared to anyone else, will have a “good chance” of redeeming a game. Although this is the case, a lot of the time I will be “left on read” by the places I request from.
Lurkit on the other hand, pretty much has a 100% chance of being accepted if I meet the criteria, if I can actually find anything I want to review in the small pool I’m limited to. Although I appreciate Lurkit’s approach to allowing developers to choose their audience, I find that, given my smaller size, I am severely disadvantaged and limited.

Dark Dragonkin is a weird little game, top down, JRPG-like game that’s more about solving room puzzles endlessly than any actual RPG features. You go room by room, level by level, using 4 different characters with 4 different abilities. You have the Tank character (who is assumably female, love that) who can kick boulders out of the way and smash things, and the ability to use her shield to block attacks. Not only that, but you have the ninja guy who is great for backstabbing people and can jump over large gaps. Next is the druid-type who has the ability to turn into a fairy and fly through cracks in the walls, also having the ability to heal your team. And lastly, you have the mage who shoots fireballs which can light torches and kill enemies as well.

As said before, there is not really much of a story to this game, there is a little starting story to give your characters reason to exist and reason to be doing what they’re doing, but that’s about it.
From the start, what you do is go level by level, learning the mechanics of each individual and continue on through each dungeon.
I did play this game for roughly 50 minutes, so I almost met my hour quota. It’s not unbearable.
It’s a basic game with an interesting premise which I’ve seen similar things done before by Elmarion: the Lost Temple (but that was in 1st person, and you simultaneously controlled 4 characters with the numbers 1-4), and it’s not completely lost on me, it’s just a bit boring.
It’s a puzzle game and there’s not much else to it. There’s no fear aspect, tension, excitement, or anything of that nature, it’s completely about solving puzzles in an RPG-like fantasy environment.

Pros:

  • The game works, and has no audio or visual bugs.
  • The game provides a unique and intriguing mechanic to managing 4 people at one time. Making solving puzzles more appealing due to having to control more than one element within the puzzle-dungeon.
  • All the mechanics of each character are explained to the player, on how to use them and when is best to use them. Not much room is left for mistakes made via the game being stingy with its hints.
  • Despite the game being simple, a few puzzles did stump me a few times, but that was partially down to me having trouble keeping track of who can do what.

Cons:

  • While the mechanic is interesting, there’s not much else that really draws the player to stay for a while. The games’ music is repetitive and monotonous, and the control of four players is limited to singular, slow movement. I’m aware that this is a puzzle game, and I can appreciate that, but it’s RPG styled, surely that warrants a bit of excitement?
  • The game is a little weird with the walking and placement of things. It would’ve been better if the movement was gridded, or on rails. Walking forward moves the character forward 1 square at a time, leaning towards a more move-based puzzle game. This is due to the difficulty of aiming things correctly, the rock being kicked 2 pixels too far, the fairy getting KO’ed because I couldn’t fit her in the hole… I could go on.
  • Looping back to uninteresting, the game is nothing to look at visually. The characters are nice enough and are unique looking, but looking at the game itself as a whole, it does nothing to maintain my interest visually either. There’s a lot of empty space, both in the map and the black void outside the map.

Price: £11.39
Time To Complete: N/A (The only entry is me LMAO)
Achievements: 14
Cards: No
Worth The Money: IMO, not really. It does have 80ish levels, but there is no way I could withstand the game for that long to get my money’s worth.

In conclusion, this game is something that I’d like to see more of, just with more “umphf” or however you spell it. It is an interesting concept to have a puzzle game like this use 4 different characters that you can control separately. But as much as they spent a lot of time on making an insane number of levels, I think more should’ve gone into making it a fun-er experience.

Zesty Rating
4 Out Of 10. There’s a hint of flavour, but it’s gone before I can enjoy it.
A genuinely appealing concept for a game, let down by boring level design and no real excitement, tension, or fun really. It is a puzzle game, but due to the RPG skin, it’s misleading to those who think they’re here for an “adventure”. 80+ levels of the same song on loop, barren hallways and the call of the black void behind the dungeon map.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again. Not only that, but being more Lurkit-focused in my new era of streaming.

NOTE: This game is flagged as “Retry”. 

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