[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 โ€œmaybe-listโ€ (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.


โ€œMost of the platforming requires pixel perfect jumping. I found the platforming some of the easiest to control out of all the games Iโ€™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.โ€ ~ (Alwa’s Awakening Review)
My soul has been healed. This game still requires some amount of โ€œpixel perfect jumpingโ€, 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 โ€œIRLโ€ (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.

โ€œSpeaking 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.โ€
Red Cap Zombie Hunterโ€ฆ. 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.

โ€œSo if it wasnโ€™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 wasnโ€™t to know as they looked the same as everything else!โ€
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 gameโ€ฆ 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 โ€œone-wayโ€ 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.

โ€œAs if backtracking and losing progress to things wasnโ€™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.โ€
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 walkingโ€ฆ 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 โ€œmmmmmmmโ€, 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.
โ€” I still don’t really know the story, but that also seems unimportant.
โ€” 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.
โ€” 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.
โ€œThe art style is cute and nostalgic with appropriate colour palettes, nothing is ugly or โ€œmehโ€ to look at.โ€
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.
โ€œThe music fits the purpose. Itโ€™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.โ€
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.
โ€œThere 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.โ€
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.

โ€œThe 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.โ€
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.
โ€œNot 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.โ€
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 andโ€ฆ 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: ยฃ13.99
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.

20,000 Miles Under the Sea

20,000 Miles Under the Sea is, thankfully, a game that I’m pretty sure has always been free.
To even call this a game is honestly an insult to even the top-tier trash games, such as ABST Clicker Farm and Abscond (Not the actual Abscond Game, but the โ€œdeveloper’sโ€ audacity to release it as their game).

If you’re like me, and you have irritating, but very true thoughts pop into your head now and again, then you’ll know that there’s a certain point in life where the question: โ€œHow high can you count?โ€ goes from being a matter of knowledge to a matter of will.

That is this โ€œgameโ€.

This โ€œgameโ€ is just a test of mental endurance to see how long you can last, staring at a screen, while you lethargically descend into the depths of the ocean.
There is not much to look at, you can’t look around or explore really. The only option you have in the game is โ€œAuto-swimโ€, where you just descend, and โ€œNot Auto-Swimโ€ where you just descend, but you can sluggishly swim forward.
Shoals of fish randomly spawn in and out with glitchy animations and bad implementation overall, phasing through solid rock and coral. Even Mario 64 had fish that you could interact with.

Of course, you can’t have an underwater game without having a horror element! So, only in the description of this game on Steam will you see that:

This is a simple idle horror game, and all that is required of you is to observe the life of the underwater world and wait.

Continued with:

But please remember that you are not alone โ€“ a terrible creature inhabits this abyss. If youโ€™re too scared to meet this monster, you can tap out any time you likeโ€ฆ

Ooo spooky, so where is this terrible sea creature?
It doesn’t exist.
All it is, is a terribly done jumpscare, which is easily avoided in one of two ways. Keep auto-swim on, as if you’re in auto-swim mode it doesn’t touch you for some reason (either that or the RNG was super unlucky), or moving away from the obvious red dots.

What also doesn’t exist is this bullshit.

This image shows the developer of the game claiming that the first person to reach the bottom of the game will receive $20,000.

Yeah, I don’t think you’re fooling anyone with this.

This image shows the developer admitting that there is no cash prize of $20,000, and that money will only be handed out if people buy the music.

Yeah, you weren’t fooling anyone.

As far as I could tell, using all the resources that I could, the soundtrack was not bought once.
Checking Steam sale records and various other 3rd party sites that track information like this, I found absolutely nothing.
This was a clear attempt to get people to play it, so they could get better feedback for the game (which never happened) and get some pennies back.
As discussed in the Abscond review/investigative piece that I wrote, it costs around $100 for developers to publish a game on Steam. It makes sense that the devs would make a desperate grab at their financial loss of a release.

Aside from this, what else do we have in the game?

  • Horrendous crashes that persist after the developer has updated/patched the game twice to โ€œfixโ€ these errors. Happening so often that I experienced at least 5 crashes within the 24 minutes I was able to hold out.
  • No option to mess with the sound. If there is, I cannot find it. Pressing the escape key, in hope that it would bring up a menu, took me out of the game and โ€œmarked my nameโ€ where I stopped. I had to start all over again. Thanks, this is undoubtedly what I wanted.
  • No clear indication, in the game, of how to play or that you have to avoid the red dots, or how to avoid them. Nothing telling you what or how to do things at all.
  • The โ€œgameโ€ is so mind-numbing that the developer themselves instruct you: โ€œyou can minimize the game and continue to go down, doing other things.โ€ if it’s too โ€œtiringโ€. Just leave the game on, minimise it and do something more fun is their advice. Thanks, again. Brilliant game.
  • To add to the last point, the game is so badly optimised. Not to mention the crashes again, which are probably partially caused by this issue, but this โ€œgameโ€ eats up all of your resources because of the bad optimisation. GPU? Gone. RAM? Gone. Shaders people! Fix your fucking shaders!

And to top it all off, is the most annoying part of the game. The name markers.
So, you accidentally exited out the game, or you’ve had enough, and you exit the game. That’s a name marker added with your name on it, but it’s not just you who can see it. Everyone can.

And you can’t turn it off.

You must sink, 20k feet, staring at the blur of mashed up names as so many people either crashed or gave up within the first 5 minutes. It’s then evenly spacing out a bit more until you reach the 30-minute mark, and another massive mash of names again where people have taken a gigantic sigh and turned the game off.

This, but thousands more names overlapping each other, covering the entire screen.

The โ€œbeautiful, underwater sceneryโ€ in this game, you want to see it? Too bad, you’ve got to stare at this clusterfuck of names.
Thank goodness, the game doesn’t โ€œstartโ€ until you get past this absolute mess, although, I doubt you’ll be paying attention to find that out.

Price: N/A
Time To Complete: Apparently around an hour.
Achievements: 28
Cards: N/A
Worth The Money: It’s not even worth being free, to be honest.

It’s not worth a fun rating.

0 Out Of 10


While it is not the country of origin that defines the type of game a developer produces, you will find that a lot of โ€œShovelwareโ€ comes from Russia. People who are well versed in Steam and cheap games will know this already.
I can only see so far, and my scope is limited to so many, different variables:
โ€” Time of purchase
โ€” Impulsivity
โ€” Jumping on bundles/sales
โ€” Complete disregard for my own enjoyment, just to sate an urge to buy something that looks bad.

Yeah, I’m bullshitting, but it’s a half-truth. There have been Brazilian games and Portuguese and English games I’ve played that all fit these categories. Cheap games, made to barely hold themselves together, to sit on Steam and slowly farm pennies until the $100 is paid back before Steam finds the game and deletes it. But not as many as I have Russian.
This is predominantly because of where I bought these games initially, and where I get them from now.

DailyIndieGame is one of the big reasons as to why I have a lot of these (apart from the few times I went to Russian sites and paid ยฃ10 for 250 games) games are in my Steam library. The promise is, from the site, to highlight creator’s games. Giving them out in bundles for small prices. It’s honestly a decent way to do things, but after a while I had to take a step back and check what I was actually buying becauseโ€ฆ ehhhhhhh. I maybe just paid ยฃ0.66 for The Wasteland Trucker, butโ€ฆ Yuck, I paid THAT, for THIS??

Another culprit (of no bad means) is Steamdb’s Free Game activator. Any time a game goes up for free, whether just newly released for free or discounted to free, it will activate it on your account. It’s responsible for the fact I have over 11k items in my library now and if you load up my steam games list IT WILL CRASH YOUR CLIENT/BROWSER.

It’s safe to say, you can expect a lot more Shovelware reviews. We’ve got my whole library to look forward to reviewing.


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] Alchemy Garden

I am completely in love with this game, and the game is still in Alpha. How is this possible? Oh yeah, a combination of things I’ve always loved, a concept that’s always worked and the fact that the dev/devs are seriously putting in a lot of effort into the game. This game certainly enters my top 10 of games that I’ve received from Keymailer, and it’s not every halfway finished yet due to it being in Alpha stage of all things, not even Beta!

Alchemy garden is a game where you, a budding alchemist, move into a shack outside of town and do it up enough to where not only can you live in it but sell from it too. Like Potion Craft, you go through the day picking your plants and herbs, create potions to your heart’s whim and proceed to sell them to the random members of the public that wander in.
Unlike Potion Craft, however, doing everything by hand, picking every flower and mushroom, and running around the entire outside area. It’s soโ€ฆ tranquil. Not only this, but you can also head into town and interact with the townspeople, not that they have much to say yet. There are two shops within the town, one is a seed vendor who sells 3 different types of seeds with varying rarities every day, and a carpenter who sells tools and furniture.

This game is currently in Alpha stage as I mentioned before, so there are a few things I could pick up on that would make the game better, but nothing too game-breaking.
The recipe book that you note all the potions you made in is not very user-friendly, putting the potions that you make in the book in the order that you found them. This makes looking for the recipe for potions really tedious, as you have to flip through every other potion before/after it to find it again for a customer.
Another thing is that when I was placing furniture outside (I’m not sure if it’s after I slept, or after I saved, quit and played the game a day later) on returning to where the furniture should’ve been, it’d vanished!

There’s another few things with objects like flowers spawning on top of each other, the inside of the cave taking half of your stamina to traverse because you have to jump all the time, and the general finickiness of putting ingredients in the cauldronโ€ฆ but aside from that, this game has the makings of something great, and I genuinely can’t wait until the full release.

Price: ยฃ7.99 (Update 10.99 now)
Time To Complete: N/A. However, with the limited potions right now, it took me around 2 hours to get all the plants to create every potion craftable.
Achievements: N/A (Yet) (update 44)
Cards: N/A (Yet)
Worth The Money: For most games in Alpha, I’d usually tell you to steer clear of any that cost money, as you’re โ€œpaying to test the gameโ€. In Alchemy Garden’s case, I see this as an investment into what the game can become. So definitely, yes.

I can’t write much more about Alchemy Garden, because there’s not that much more to the game. It still has taken 5 hours out of my life and will continue to do so when I feel I need a little of that cutesy, free will, potion maker and sell ’em game.
With that 5 hours, I did the same thing over and over again, reminiscent of my very much enjoyed 400+ hours of Stardew Valley, and not one time was I bored.
If you’re a person who likes the potion making and selling aspect of Potion Craft, the free will and no clear direction of Minecraft and the endless, enjoyable farming routines of Stardew, then ยฃ7.99 shouldn’t be too much for you.
Even so, this game goes on sale more often than I stream. So if you’re still not too sure, you can always pick it up for a steal at some point.

Zesty Rating
4 Out Of 5. That first little pip of pomegranate that’s so full of flavour. And because it tastes so good, you know the rest of its insides will taste the same.
A richly colourful and cute game. Harness nature and pick up countless flowers and herbs to make a vast array of potions. Despite being in Alpha, it shows great promise for a full and addicting shopkeeping game which allows you to go at your own pace.


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 โ€œRetryโ€. 

[LEGACY] Gedonia

Another game from Keymailer, this time one that I had high hopes for. Promising classic open-world RPG elements and fun adventures, Gedonia looked like it was a bit of a break from the burden of AAA adventure games without being an indie MMO. Allowing almost full control of doing whatever the fuck you wanted and building yourself from there.
And while the promise was fulfilled, I feel like it was fulfilled in the more lacklustre way.

Panning opening scenes and great panoramic views, all done with a low poly, but still nice enough looking design. A great deal of time spent on the opening of the game, making the player lean on the edge of their seats, drawn in and ready for an experience.
You exclaim to your dad, who is not your dad, that you had DREAMS! And those dreams make you absolutely sure that if you go to the cave that’s at the top of the mountainโ€ฆ The TRUTH would be REVEALED!!!
Cut to your character clipping through the rocks as they climb the mountain and find a cave. You gain control of the character to walk a few metres to find a shrine of some sort when the โ€œooga-boogaโ€ happens, you see some visions and then nothing.
That’s it, come back out the other side and make your way back and your character hints to knowing things but never says it.

From here on, I’m a little lost.
I feel like the story has just been dropped and there’s nothing, just tumbleweeds.
Don’t get me wrong, there’s apparently lots to do, and there are lots that I can find, but usually these games have some sort of overarching bigger quest. While I know that there is a bigger quest, after all the hype and the โ€œexplorationโ€ and the big overwhelming seeming โ€œooga-boogaโ€ stuff, it’s just dropped. It’s almost as if it weren’t relevant or never existed in the first place, or like it never really mattered.
What I loved about The Elder Scrolls games is that while you have this overarching quest that you knew that you needed to do, and it was very prominent, you could go out and do anything. While you can still very much do the same here, the importance of this quest isn’t gripping enough to give me a pull to the game, and that’s the whole difficulty of balancing aspects of a game like this.
In The Elder Scrolls: Oblivion, the threat was there and it was very real. Within the first 10 minutes of playthrough you’re already introduced to the characters and the types of characters you meet along the way, not only that, but the enemies and the overarching threats are also shown as well. The gravity of the situation hits you as the emperor is killed right in front of you, as the cultists also try to kill you as well. You’re given the royal heirloom that will save the day as a constant reminder of your task and escape the sewers into this free world where you can do anything.
This is what Gedonia is missing, this overarching weight and threat. While I feel that it was trying to do that at the start, which is so crucial, it fell flat, which meant the rest of the game as well followed suit.

Pros:

  • The game works, no game-breaking graphical errors or audio glitches.
  • The game, while low poly, which is not to everyone’s tastes, looks great for what it is. Bright colour palettes for the first zone which is bright and cheery which contrasts lovely with other areas such as the swamp and the dead-lands.
  • The focus on exploration is great for an indie game. It has such a vast and open world with lots to discover. Off-stream, I played a bit more of the game and delved a lot further than I had on-stream, and found that the developer puts a lot of great detail into the places of interest.
  • This game has the start of a great character developer. With a different build for different types of characters and playthroughs, it really allows for some ‘re-specing’ or replayability.
  • While still a bit clunky and not polished, the crafting system is simple and is tailored to the level or level range of your character. The things you need to craft are not outrageous in comparison to the time and effort needed to find the resources, in tie with how hard it would be to obtain such resources at your level. It’s well-thought-out.
  • There appears to be an array of puzzles within the quests available. I’ve only came across one puzzle so far, but it was simple enough to solve but just as good. A good balance of being simple yet challenging is hard to find within indie games.

Cons:

  • This game is in early access, everything is unpolished and unfinished, it is not a finished product. This is more of a disclaimer than a con, but is probably the reason a lot of the cons I have so far exist.
  • There is a lot of character clipping in the cutscenes (and a little in the game itself) which is a minor flaw, but when watching it took me out of the game a bit.
  • The โ€œmain questโ€ of this game almost has no weight, which when starting a game like this you need some sort of momentum to propel the player forward, a little push or shove to get the ball rolling. For me, the quick intro and cutscene just didn’t hammer the nail in enough, and more or less hammered it into the coffin for the game. It left me with no motivation to explore or actually see the quest through as I had no urgency, and no sense of wonder as to what the character meant in all this.
  • The other quests in the game don’t really hit home either. The only quest so far I vaguely had any interest in was the person being constantly hit by lightening, but just like the main quest, something fell flat within the quest that just made me uninterested again.
  • The environment of the game, while being nice looking and scenic for the art style that it has, it’s very dead, there’s nothing else to it but what it is. Seeming to be full of life, but lifeless all at the same time. The NPCs, as well, also lifeless. While of course, we can’t all have wandering A.I. that have their jobs and schedules, but their animations are also rather flat and dead as well.
  • The combat for the game is very clunky, stiff, and slow. The dodging is more of a roll or sidestep, and when you’re a low level, it’s REALLY tricky for you to level up when suddenly ambushed by a bear or group of bandits. It’s difficult to tell where I’m supposed to level up because I don’t see any levels above the bar and always feel a bit overwhelmed being a new character.

Price: ยฃ9.29
Time To Complete: N/A
Achievements: 16
Cards: None
Worth The Money: Yes, when it’s a finished game. Not right now, however.

Overall, this game is in Early Access, there’s not much else to say. Gedonia has been in development for some time and from what I can see in the other reviews and the community for this game, it just keeps getting better and better. It also seems to be another lone dev game, which is something I love. It’s still in Early Access, for good reason, but doesn’t claim to be anywhere near finished.
I can wholeheartedly recommend this game to people who want something to follow and love as time goes on, a work in progress and hopefully not a project that may get abandoned at some point.
I cannot recommend this to people who want a full game, who long for an experience without pause, who require a robust adventure to fill their soul. I believe that there will be a time that I can recommend this game for that, but that time is not now.

Zesty Rating
4.5 Out Of 10
A work in progress by a lone dev, a promising outlook. Adventure and endless possibilities promised and a great journey to be had when finished. The unfinished part is the only negative, and it’s a little empty, but it’s acceptable by Early Access standards.


Please bear in mind that this is a repost. There have been slight changed 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.

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