Saying this right here first before I write anything, as I know that the amount I write can prevent people from seeing how I feel about this game.
Do not buy this. At any cost. Do not. If you’re an unlucky sod who has this in their steam library already due to buying 150 game bundles from dodgy Russian game-code websites, then do us a favour. This game only has 4 reviews, write one. Even if it is only “This game is very bad.”, just be honest. In aide of mindless fools who would buy a game just because it’s on sale, turn them away with the sight of red. (Negative rating).
This game is a shill, a shell, and a bombshell all at once. Now, it’s not outrageously bad as the game actually functions and does not crash in the middle of playing like so many AAA games, that’s a plus, so we are now up to at least a 1/10. Then there is the matrix-like binary code type theme, which I’m fond of. I’ve always liked the green text on the black background aesthetic. The generation of money is also interesting, it is your standard “currency is click=dollars”. To level up, you purchase bits bytes and kilobytes to auto-collect your money. So now we are at least at a 2/10. (If we were giving out pity points, that is).
As soon as you enter the damn game you are hit with a wall of shattered expectations, no ear-blasting music, no cheesy copyright free music, no music that breaches copyright laws, nothing. None of the buttons make noises, nothing makes a noise. It’s just you, the button and the noise of your mouse endlessly clicking as you try to figure out why life has doomed you to this fate. Not of this game, but why you even thought this game would even be worth playing in the first place. Silence of the void, asking you the crushing question of why you even bothered to buy/download/play this game in the first place.
The fun stuff is, is that this game is so easy to replicate. It’s so un-unique. You get maybe 10 “enhancers” to your click bonus, and you’re just left to fend for yourself with your underpowered clicking and the severe lack of money to purchase your next 10 megabytes. Yes, the binary and computer theme is cool! So what? A mindless clicking game was made with visually intriguing aspects, not visually appealing ones, and boom, done. Perfect. You’ve got yourself what the developers consider a “game” worth “money”.
Do all these images look the same? If the answer is “Yes”, or any variation of agreeing, then ask yourself this: “Did you expect anything less?”
Pros:
It functions as a game, no crashes, major bugs with visuals or audio.
Computer Theme/ Binary Theme/ Matrix Theme
Cons:
No Music
No Sounds
No Effort
No Imagination
Nothing Unique
No payoff for all the time you’ve wasted clicking at binary.
This game is nothing.
Oh, and the achievements are borked.
Price: £0.79 Time To Complete: There is no completion. I have 6.9 hours in the game for the “lols”, but it probably only took 1 – 2 hours to max everything out. Achievements: 5 Cards: N/A Worth The Money: It’s not worth wiping your arse with.
If you recognise this image, then you already know what I’m implying. Play it instead if you want a clicker.
This game is a shell of a clicker game, so much so that I don’t even consider it a game, as there’s no payoff. There’s no effort, no life, and no reason to play it. So, therefore, there is no reason to buy it or to endorse the “maker” of this “game”.
Zest Rating 0 Out Of 10. I’m drinking bleach for a pallet cleanser after that. The endless void which is the expanse of my life can’t hope to be just as dull, empty and meaninglessas this game. It’s devoid of passion, creativity, and meaning. Honestly, describing myself as well, but at least I have really nice eyes, the game can’t boast the same.
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: There will be a few spoilers in this review. Not major spoilers, but more to do with the core functioning of the game and not to do with the story. Mentions: EXP, LV (LOVE), Training Dummy, Nature of the game’s “life lessons”, all gameplay routes, that some characters die (but not specified which do), and a brief explanation of the first 5 – 15 minutes of the story.
Undertale is a debated masterpiece by tobyfox, spanning a fandom which has been thriving for years (7 to be generally correct) which still, to this day, sparks the creative fires of its fans.
The last time I played this game was years ago, getting through the game on a pacifist run and getting really fucking stuck on the dummy level. At that point, I didn’t appreciate the music as I was too busy getting super aggravated at the bloody cheating dummy. If I went back to it now, I’m not certain how well I would fare. I’d possibly do better or there is the possibility I’d do worse, as over the years my style of gaming has changed considerably. (From being a COD and Halo player to Skyrim, Oblivion and Indie games).
Undertale is one of those games that tries to teach you life lessons, but has trouble deciding which life lesson to teach you, as there are so many relevant ones. But also, you are changing all the time as well, and what you consider to be the best decision may not be the same as what you once thought. It’s not the most groundbreaking game in terms of “I did a wonderful thing, why did things turn to shit?”, no, no, that award goes to the first 15 minutes of The Captain and a few other games I’ve forgotten.
You can play Undertale one of three ways, kill everything in sight (Genocide), kill every minor enemy in sight and spare every major enemy that has a personality (Neutral), or reason with everything and kill nothing (Pacifist).
What the game does, is set you up.
It gives you the basics of the game. Kill things, and it gives you XP, when you level up, you increase your HP. The point that this game makes however is that it never told you to do those things, and further on you can discover that killing people and the creatures you come across is bad (believe it or not). How bad? Well, if you go on the Genocide Route, one of the main characters reveals to you that EXP is an acronym for “Execution Points”, a commentary on how you’ve mercilessly slaughtered everyone. Okay, that’s pretty bad, but when you get enough EXP you increase your LV, which is short for LOVE, that can’t be bad, right? Nah, bro, you still fucked up. “LOVE, too, is an acronym.” Apparently standing for “Level Of Violence”, you’re executing of all the innocent creatures and people, levelling up just how much of a violent threat you are.
The neutral path isn’t that much to speak of, characters make remarks about your killing of the minor enemies of the world (which are classed as their citizens, no matter how ugly they are or if they attack you). The major characters will not really be pleased with these actions and will make some, but not all, friendly interactions unavailable, especially with the lawful good-type character.
The pacifist route is probably as you would expect, and while I do love grinding for EXP and advancing my levels, knowing that I can be friends with everyone instead is just so heart-warming. There are honestly a few minor characters that have my heart, one in particular is apparently always made fun of for its appearance, and is crying in its sprite (not the drink, the character sprite). You can console it and tell it that it’s good-looking, and the fight will stop because you’ve cheered it up! Just getting your first little “Awh…” moment is always great. Especially when coming to the big bosses as well, you will feel compelled to fight as each of the bosses (which is basically every main character) throws everything at you. You almost feel like turning around, saying “This bitch…” and using ye olde Attack button. Dodging every attack and appealing to their humour or trying to calm them down. Rinsing and repeating this a good few times can have you on their good side, and if you’re lucky, you could get a date with someone really great.
The story, as spoiler-free as I can put it, goes as so. You are a human child who, one day, when frolicking in the land humans occupy, fell into a deep, deep hole, onto a very convenient bed of flowers. Your character, who is called Frisk, apparently, wanders around until she runs into a very nice lady. The thing about this lady is that she’s a monster (but she looks super cute though, so she passes), she nurtures Frisk and looks after them until your character starts wanting to leave. The very pleasant monster lady, Toriel, panics and informs Frisk that they can’t leave. The only way to get back to the human world, above, is to go through the land of monsters, and they will try to kill any human they see.
Of course, the story can’t progress if you just stay, so you push on. Toriel isn’t having any of it, and this becomes your first battle. I’m sure she says something like “I can’t let you leave as they’ll kill you…” and makes reference to her doing it herself, so it’s less painful?? I’m not certain, I have a weird memory of that happening. After you decide whether your child character kills the very nice Toriel or not, you’re out into the land of monsters. From here you meet plenty of other monsters, minor characters, random chance enemies and major characters. Your main objective being “Escape”, but it’s so leisurely as while the monsters are struggling to survive underground… it’s such a beautiful and unique place. You find out how the world of the monsters works and the lengths they go to pursue and catch you, their hopes and dreams, and their ambitions and morals. They see you as a morally evil being due to the stories that were told about humans and their traumatic history with humans. No wonder they’re hell-bent on killing or capturing you.
Make friends or enemies along the way, discover horrible truths about monsters in general and about others more specifically. Even the practise dummy that you were told to hit by Toriel has beef with you, and it’s super pissed. But the end of this game is not the end, as, debatably, the best feature of this game is in its replayability.
From what I could tell, this game does not encourage you to replay the game, but it has a strange tone about you from the start, almost speaking to you like an old friend. But upon restarting the game, it’s immediately made known to you that the game knows you’ve restarted the game and will make commentary on your actions within the last run. Whether you killed everyone, killed no one or didn’t finish the game, it’s onto you. It turns out that you’re still playing the game, the choices that you’ve made impact your next play too. Though this is a “new” playthrough with a “new” Frisk, it’s hinted at that this is the same Frisk. Time rewinds and Frisk has full recollection of what happened in the previous game, whereas only a few of the monsters do, the rest of them are reset and have no memory of what happened. Even dying if you killed them the first time around. I’m sure at one point, a character you killed in the game before said something about dying in a dream when you start a new run. One of said characters directly calls you out on this with it’s always snarky tone, and one alludes to knowing, and depending on the route you take, will reveal to you how much they know.
This game is an expertly crafted machine.
However, the dark side of this game does not really come from within the game itself. People can find this game unappealing if it’s not the type of game for them, they may find the game ugly, or uninteresting, which are all perfectly valid. (But how can you not enjoy the music? I listen to this on repeat unironically.)
The real problem with this game is the toxic fandom. Real, great things come out of the fandom, going on from being completionists to lore hunters and theorists. Branching off that into discussing alternate universe versions of the characters and shipping other characters and art and… I could go on. Fandoms are wonderful. But one thing that this fandom is the absolute worst for is toxic backseat-gaming.
We will look at the case of Markiplier (yes this is the second time I’ve mentioned him in my reviews, I used to be a gigantic fan, leave me alone) and his Undertale experience. Not the video itself, but the mass number of comments in his videos relating to the toxic fandom attacking him over his choices in the game.
Markiplier, of his own volition, heard about the popularity of Undertale and decided to see what the fuss was about. What he was about to learn is that the overwhelmingly positive feedback of the game had led to overwhelmingly expectant fanatics of the game.
“Undertale is just oozing with charm, so get ready for an adventure! Moreover, my friends would not shut up about it, so I had to see the game for myself!”
Alas, he made the mistake of recording it and putting it on YouTube.
He managed to get a few playthroughs into the game before his choices enraged the overly expectant section of the fandom. Bear in mind, like in all cases, political, cultural, religious, fandom-based, the majority are usually never the “problem” when it comes to issues “created” by said group. Instead, it is usually those who shout loudest, the vocal majority that are usually the issue (as typically, the true majority of these groups want to be left to enjoy their shit in peace.) The vocal majority of the Undertale fandom is comparable to the stereotype of ‘feminism’ used to denigrate it, or the many “Karens” used to justify why your cousin’s newborn daughter shouldn’t be called that. So, when people mention the “Undertale Fandom”, they immediately think about the vocal majority, instead of the true majority.
“Everyone was disappointed in the way I was playing it, and ordinarily I would just be like: ‘Y’know, I’m doing it my way. I’m gonna do this,’”
Markiplier only got two videos into Undertale before the pressure of the wave of toxic fans of the game had completely overrun his comment section. A combined total of almost an hour of video, and Mark reading out all the dialogue to make it entertaining, had meant he’d not reached the first town yet. Which, on a solo playthrough without an audience to entertain, would take a lot shorter of a time. Mark did not get to really even experience the game, as something he’d done within the game, had made the toxic fandom so mad they had to harass him.
He gave a fan-favourite character… a “redneck voice”. Oh, the humanity! How dare he give a character which has no voice, a voice that is the wrong voice! How is it the wrong voice? It just is!
Oh, and he’s doing the genocide route instead of being a pacifist and completely missing all the friendships that he could’ve made, and that’s not how the story is supposed to be canonically… Wrong! You HAVE to play it pacifist first so that you can feel the PAIN of killing everyone and tugging at your heartstrings, oh my goodness, it’s just so wrong.
There are more threatening comments than this. This one was the more “on the fence one” before it got nasty.
The wave initially overflowed his chat with a wave of insults towards the voice and the fact that he was killing things because it’s not the way that they believe the game was intended to be played. There were then people trying to “reason with Mark” by pointing out why he should do the pacifist run instead. These explanations were overly detailed and spoiled a lot of the game for him.
“I’m not having fun making these videos because I know that no matter what I do, everyone will think I’m wrong.”
“I feel like I missed out on [Undertale] because people ruined it for me… Even though this game is wonderful, I feel like I missed out on it because people tried to control it too hard. And that’s a lesson to learn about something that you care for very deeply. Allow other people to experience it in the way that it should be because that’s what the game is about. That’s a lesson to learn for both the community that facilitates around Undertale and life in general in anything that’s not Undertale. Let it have room, to breathe…trust the people that you care about to find their own way, and make their own mistakes, and discover new things you may have never seen. It’s about trust, you know?”
~Markiplier at the second attempt of playing through it on a livestream.
It wasn’t only Mark who was affected by this onslaught of negativity, it had hit the entire side of YouTube that was playing the game the way they wanted to. People who had newly started the game, knew nothing of what they were “supposed to do” and were going into it blindly, as you should with games. Attacks were being felt on all fronts. And you can tell how bad a fandom is when it garners the response of the creator.
There is more than this from TobyFox on the whole “bad fandom” thing, but I could only find the one where people were spoiling the game. Which is bad enough in itself, but not as bad as harassment.
I won’t go on for much longer about the fandom, as it’s honestly not something that’s wrong with the game itself. It’s actually a sign as to how, when something is so good, that it brings together everyone to be so passionate about the game. It’s just unfortunate that they turn into mindless drones of “You’re wrong, this is the right way to do it.” Tobyfox was probably one of the people who were most affected by it, seeing their creation as an instrument used to excuse why people are turning so sour against people who are only trying to enjoy the game.
At one point, I’m confident that TobyFox even reached out, on Twitter, to condemn this behaviour. If not, there was something said, as I remember the massive uproar from both sides of the community.
However… In conclusion, this game is a subjective masterpiece. Not everyone will like the game, and not everyone will like certain parts of the game, be it pacifist or genocide. But this game, single-handedly, made such a significant dent that the impact of it will be felt until the next considerable upset. A game with a core that powerful that it drove people to be toxic (who were probably already just as vain/toxic and needed something to latch onto) to passionate levels and seek those who were in the wrong. All that mattered to me was the tricky boss fights, the freedom to choose and the epic music (which I listen to unironically).
Zest Rating 9.5 Out Of 10. Golden Lemon, super Zesty. This game is a look into the masterpieces that TobyFox can achieve. I’ve still not played deltarune and need to. Powerful enough of a story to give toxic fans a backbone to aggressively backseat regular players. The outstanding soundtrack and plot-loop is genius. I would stream the game, but we all know why I don’t.
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.
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”.
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”.
Ratropolis takes the cake from Castle On The Coast from me for “best game I’ve received from Keymailer yet.” in the grounds that I am playing this game off-stream and really am enjoying it. Castle On The Coast is still by far a better game, but due to me getting motion sickness and Ratropolis being the extremely simple game that it is, makes for a super addicting, challenging but fundamentally easy game to come back to.
Ratropolis is a card battling game, where you use the random draw of the cards to build and upgrade your settlement, all while tower-defencing at either side of your settlement, fending off zombie rats.
You start off the game by choosing which leader you wish to play as (at the start, only being able to pick from a few due to you needing to win games to unlock them), each leader having different advantages to playing them and different powers which you can use to give yourself a boost mid-game. From here you can also choose where your settlement is located, there are a few areas such as the forest, the coast, and desert, each having their advantages and disadvantages.
From here you’re presented with your “town hall” and a few cards to start you off with, a few army cards, a few cheese cards (when played right give you money), labour cards and house cards. You gain money in the game via using cards that grant you money or from the tax that’s collected every 5 seconds in-game. You also have a limited number of mice (citizens) at your disposal, which you can increase and decrease with a good strategy. Every 15 seconds you can reshuffle your deck and draw new cards, the natural amount being 4–5 cards, reusing ones that have multiple uses and using up ones that are one use only. The game gives you the option to reshuffle a lot earlier than this but at the cost of your money, which the cost increases for every wave that passes.
The game is “over” once 30 waves of enemies have been defeated, from here you can choose to exit the game and claim your rewards to keep playing, despite there being no additional rewards. Things get excruciatingly tougher from there, no news is good news and everything that happens is bad. The game really tries to kill you if you decide to continue, to the point where I only survived an additional 5 waves after winning.
Each cheese costs 40 gold, but gives you 30 gold for every cheese in your hand when it’s played. There are 3 cards in hand, so the player gets 90 gold. But when only one cheese card is present, if the card is played, the player makes a loss of 10 gold.
This game is honestly a treasure, I’ve actually not found a lot wrong with this game, and I’ve clocked at least 16 hours into this game by the time I actually get this review done, and possibly by the time that the review comes out I could be at between 20 and 25 hours. Each game is roughly about an hour if you make it to around the 30 wave mark, so maybe I’ll have unlocked everything by then.
Pros:
The game works, there are no graphical or audio errors.
This game masterfully combines card battling and tower defence in real time in a way that forces you to be strategic but also fast thinking, the enemies come in waves all the time, and you can refresh your hand often with more money, making this game fast-paced and challengingly stressful.
The art-style is cute and cartoony, lending itself to the people centred in the game, the mice. When the rats come on screen, the cute art-style lends itself to making the rats oddly more grotesque.
Each leader has a completely different playstyle as they all have different buffs and super abilities. Not only this, but they also tend to have their own range of cards that appear too, making it feel like you’re running a different kind of settlement with each different leader.
The game produces different waves of different enemies after every 5 levels or so, throwing bosses, mini-bosses and different species of enemy at you. This adds a lot of variety and gives a feeling of progression.
Once you’d beaten wave 30 it’s not over! You can continue afterwards on the same game and the game will outright try to slaughter you, or you can exit to the menu and start another settlement with the same character to unlock more cards and in the same area to increase the overall difficulty.
So that you don’t have to click everything or scroll/drag around the settlement, the game has easy shortcuts to do things in game. Pressing [Tab] moves you to the latest event, like the merchant appearing or your cheese is ready. Pressing [Space] will reshuffle your cards and [R] will use your ability.
Cons:
The tutorial leaves a lot to be desired. I feel as if it taught me all the basics, but when it came to the rewards from the reward chest, I saw “Increase Leader Level” as one of the options and felt like the game had completely skipped out on explaining what that was. Also, a few other small things as well, like the bounty system (for the war leader) and the souls system (for the spirit leader) that were never explained or told where to look or what to do with it.
The game is a tad unbalanced, from waves coming too quickly sometimes due to the enemy number increasing every wave, so by the time you’re done with one wave the next is already attacking the other side. Some leader’s abilities are a lot more useable than others, the newest leader that was added not too long ago probably needing a tweak. The overall game is focused heavily on the RNG of everything, especially the cards, which will sometimes blow an entire game out of the water.
The interface of the game isn’t the best. I personally would like a tab I could pull up mid-game that show all my stats (maybe not pausing the game but slowing the time down to the same as when placing the cards), or possibly an easier function for moving your military mice around. What this game excels at in ease of play, it loses in the finickiness of everything else.
The settlement is initially set up like so; Town Hall-esque building, lots of space either side and then your walls. Once those walls fall you’re done for, you have to then sit and watch the enemy tear through every building between the wall and your town hall before smacking the town hall a few times, and it’s game over. I feel like the last stance should be at the town hall, give it some more HP, some walls, allow me to place troops at it or move troops to it. (Maybe I’m salty because I know that I easily had enough troops to finish off the remaining enemies, but they wouldn’t attack because they didn’t have a wall to defend, and I was on wave 30 and could’ve won, but I think it’s definitely a thing that should be considered.)
Price: £13.99 Time To Complete: N/A Achievements: 46 Cards: 6 Worth The Money: To the people who really like this kind of game, yes, definitely. On the current sale at time of review publication (£9.79), it’s certainly something to be picked up by anyone.
Overall, this game has stolen my heart and my free time. Over the course of writing this review, I’ve gone and played it multiple times when I should’ve been writing more. Looking back and forth between the achievements and my game to see what I’m missing and what I still need to complete the glossary. It’s still being updated to this very day, which is why I think it’s done so well. If you’re interested in this tower defence, card-battling deck-builder, settlement building simulation game, I’d absolutely say it’s worth a look.
Zesty Rating 8.5 Out Of 10. A lovely little card-battling, deck building, settlement management tower defence indie game with a lot to offer to those who seek the challenge of not only keeping a colony alive, but keeping on top of tax, and amassing a formidable army. With new and interesting features attached to every different leader, and different ways to die in each different biome, this game is honestly a breath of fresh air.
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 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 “developer’s” 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: “How high can you count?” goes from being a matter of knowledge to a matter of will.
That is this “game”.
This “game” 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 “Auto-swim”, where you just descend, and “Not Auto-Swim” 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 – a terrible creature inhabits this abyss. If you’re too scared to meet this monster, you can tap out any time you like…
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 showsthe 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 “fix” 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 “marked my name” 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 “game” is so mind-numbing that the developer themselves instruct you: “you can minimize the game and continue to go down, doing other things.” if it’s too “tiring”. 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 “game” 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 “beautiful, underwater scenery” 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 “start” 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 “Shovelware” 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: — Time of purchase — Impulsivity — Jumping on bundles/sales — 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 £10 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 because… ehhhhhhh. I maybe just paid £0.66 for The Wasteland Trucker, but… 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.
Kartofelka is another game that I have no idea how it got into my steam library. It’s not free and never has been free. The lowest it’s ever been being £0.39 and still not enough to make me consider buying the game. Yet, I still have this game in my library, so at one point I asked myself, “what would be the harm in playing it?”
This game appeared in my library on the 14th of August 2019. I do not know what I was thinking when (more than likely in a shady £15 for 150 games bundle) purchasing this, nor do I wish to know what mindset I was in.
Now to make a very obvious statement. This game is not a masterpiece, nor is it even something you’d want to compare to a masterpiece to improve how the masterpiece looks. This game is another one of those games that I choose as an example to show people shovelware games, or low-effort games making the indie scene look like it only holds rubbish.
It’s another game to add to your library in the sense that it increases the game count that you have +1. It’s another game to add to your library as it has achievements. How many achievements you ask? Why… 4999 of course! Four thousand, nine hundred and-fucking-ninety nine. Not 5000 for some bloody reason.
This game is the same as what happens when people think they can just stream on Twitch and get 100 followers a day. Thinking they’ll start making enough money to support themselves within a month of just fanny-ing around on their webcam whilst streaming Fortnite. The developer of this game threw a platforming game together and created the game to give you 5k achievements. People who are on Steam who value achievements over anything else bought this game at £0.79 just for those. The developer abandoned the game around 20 days after posting it on Steam and reaping the rewards.
Okay, so, not such a big deal, right?
This was far from the truth, what had actually happened was that there was a huge problem coming from the target audience of the game. Those who bought it primarily for the achievement spam. The achievements didn’t even work! Through my personal experience playing the game, these reports were correct (and I was playing this a year after this issue unravelled), when I loaded up the game and the main menu popped up, the achievements started flowing in. However, when I started playing the game, the spam stopped. I thought that maybe it went silent because I was now playing the game, and it went onto a “Do No Disturb” mode. After about 30 minutes, I checked to see if I’d got all 5k “cheevos”, but I had not. They were broken, as people said.
So, the only two posts by the time I’d bought this game (Aug 2019) were, “HOW TO GET ACHIEVEMENTS” and “Achievements Stuck”. Considering that the last time that the game was updated was 20 days after the game was released, and that these discussions were made after that, it is reasonable to believe that the developer never addressed this issue.
In fact, in the post that the developer made on how to get achievements, they stated that they cannot fix the game due to having lost the original files for the game and only have the copy that was released. The fact that they couldn’t fix it was a little weird to me, as they created the game, and being experienced in computer game development myself, wondered why they couldn’t. Or why they didn’t bother.
One person in the comments of this discussion made a very valid point, however. “If the achievements aren’t working as intended, and the way to get them is to not play the game and idle the main screen for 3 hours, then take the achievements off.” This, of course, never happened. It was the main selling point for this game. And it’s continued to have sales, and discounts to encourage people to buy this broken game for it’s broken achievements.
Despite it being broken, and the developer acknowledging this, they refused to take the false promise of 5k achievements off the game as it was still bringing in money. Game-stats.com estimating that it’s brought in a net revenue that exceeds the cost of putting a game on Steam.
So, that was the tea about the game. Is there a lot to say about the game itself, besides the broken achievements?
Painful music that loops for every level. It sounds okay at first, maybe a bit elevator music-esque. About halfway through the loop, it sounds as if their cat decided to wreck the entire music production, jumping on everything and clawing at it. I’m in no way music professional, but I had to mute the game as it was setting me off sensory-wise.
The best jumping mechanics (sarcasm). If you are right beside what you want to jump onto, it won’t do it. It’s almost like there’s an invisible ledge preventing you from obtaining your goals, like a glass ceiling. Instead, it accurately represents what fat folk, like me, need to do to even get over a small fence, get a running start. Basically, you need to go backwards to go forwards+up. Oh, and jump is shift, so forget about opening Steam Overlay the default way.
The best glitches. There are moving platforms in this game. It makes the case for the best bugs. Basically, when you miss jumping onto the moving platforms (and you will) you will get stuck inside the platform. Not only that, but when you are on top of the platform, your sprite will float mid-air at the peak of the moving platform’s vector.
None of these are game breaking, but are incredibly frustrating from not only a player’s standpoint, but a game maker’s as well. Just a warning, though, don’t press the Esc key. If there’s a pause, Esc is not the pause key. You will lose all your progress and have to start again. But hey, more fun for you, you get to play it twice!
Price: £0.79 Time To Complete: 1 Hour (3 Hours Idle on Main Screen if you actually want the achievements) Achievements: 4999 Cards: No, thank goodness. Worth The Money: It’s not even worth being free.
Zest Rating 2 Out Of 10. Infuriatingly Bland An “OK” looking platformer, thrown together to make a quick buck out of people seeking to artificially fill out their Steam Achievement hoarding problem. Sloppy coding, hitboxes, and horrible music aren’t the least of your worries when the 5 Thousand Achievements don’t work either.
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.
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 so… 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 cauldron… but aside from that, this game has the makings of something great, and I genuinely can’t wait until the full release.
Price: £7.99 (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 “paying to test the game”. 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 £7.99 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 “Retry”.
DISCLAIMER: While this in my perspective is a “repost” of sorts, this review was never published on my previous place of writing. This is due to the owner of the website refraining from supporting any Russian developers because of the Russia/Ukraine war. I, myself, am making the executive decision to post this despite the war, as not “all publicity is good publicity”.
The next couple of reviews will be shovelware from (more than likely) Russian developers. These reviews are not positive, and I do not expect the negative things I say to prompt people to support these developers. Likewise, I'm aware that Russian game developers are not who are waging war on Ukraine, and countless people don't want this conflict.
Okay, so you’re probably wondering what I’m doing, reviewing a game like this. The answer is simple. The game is simple. I’ve played the game. I can make a review, so I will.
Bang Bang Fruit 2 is the sequel in a line of physics based, 2D, puzzle games, where the aim of the game is to shoot a fruit (strawberry) through the level and have it land on top of the cake. A basic premise, which as usual, is horribly implemented with very little effort.
Quantity over quality is how developers like these operate who create games like this.
This game is an extension of the sequel, which has the same concept. I’d even go as far to say that they’re probably just the same game, but I don’t think these developers would sink that low. (fingers-crossed they’re not like the devs of Abscond) However, they do jump on the all popular train of churning out easy-made games, quick throw-togethers to follow popular online memes, and hentai. Now, there’s nothing especially wrong with hentai, but when you’re able to throw out one a month, I start to wonder about the content.
Ah, battleship where if the opponent loses then they strip? Or maybe for each hit, a layer disappears. And the game previously?
*Shudder* One of those tile slider games…
Okay, so the developer of Bang Bang Fruit 2 mass produce things, but it’s not plagiarism, despite being blatant shovelware. Still not completely good, but at least the game is legitimate.
The game itself is a sound concept as far as simple puzzle games go, if it were not for the failing of multiple things. Firstly, the game in itself is not the most challenging. With about 30 levels in the game, the levels are altered in different ways to produce new experiences, new obstacles and new ways of trying to think out the puzzle. All of these things, however, can be completely voided by the fact that I can just shoot for trial and error, over and over again, with no downside. You aren’t concerned with the puzzles after a while, but it probably takes the same amount of time to shoot the fruit at the cake with this random chance. Things are altered, but not in such a way that continues to make it interesting. Colours are changed, backgrounds are different and that’s about it, asides from the new obstacles. The new obstacles being few and far between and not really engaging in raising the difficulty at all. I’ve actually found, myself, that on a few of the maps that encourage you to use the new mechanisms added, you can actually just fire the fruit regularly and pass the level.
Any difficulty experienced in the game is down to the horrible level design and weird physics.
So, how are the physics odd? They are not entirely. The fruit uses generic (non-bouncy)ball physics for the most part, acting like a lead sphere most of the time. Fruit does not bounce, but I’m sure at the velocity that it would achieve after being shot out of a cannon would give it enough energy to not act as flat as Amber Heard’s acting.
Once you have wrapped your head round that part of the physics, the cake itself is an entirely different demon. It has its own peculiar sense of gravity that is made so that when your fruit hits the cake, the fruit stays on the cake. Or at least, that’s how it’s supposed to be. One of the biggest problems I had with the game was getting the god-damn fruit to stay on the god-damn cake. It sounds like a cakewalk, it was not, even with the odd gravity applied to the cake. Every so often, the unusual gravity was not enough, and I had to watch the fruit slowly roll off the cake. Why did it not stop? No one knows! But on the other hand, at times the stopping mechanism for the cake was just too good! A shot that may have been a bit risky, but would’ve completely paid off, is your worst enemy. Your fruit landing on the corner of the cake, going in the direction where if it hits the cake it would roll to the centre… Cake-Gravity says no. In fact, the cake gravity is made in the way that regardless of what direction you hit the cake from, the fruit is programmed to only roll in the one direction. Which, in the risky case, is right off the cake.
Another point to stay away from this game is the lack of save function. Any progress you make, up to any level, of any stage is not saved. If you exit this game, even after completing 90% of this game, despite there being solid level structure with definite ends and beginnings, you’ll have to play the entire thing again from scratch. This is an absolute pain in the arse, specifically to those people who bought this game to reap the achievements from them. Why are the achievements relevant? They always are, but in this context, the previous game was one of those which gave you all the achievements as soon as you opened the game. Essentially purchasing a bundle of achievements and a completed game for money, without having to put in any skill or labour into earning anything. I don’t agree with the people that support this, who actively go out and purchase games like these, just to make their perfect game / completed game count higher. There’s no merit to it besides making yourself look like a huge “sadd-o”.
Example of said person I found making a “review” for either this game or another game. With 459,245 hours playing, which equates to 52 years. This person I doubt is even in their mid-30’s. 1332 Perfect Games with a 98% completion rate. Nah.
Continuing to lead players on in the false promise of steam trading cards, targetting another gullible audience (not all steam trading card hunters are gullible) which will scoop up any game with cards or the promise of cards. Cards for this game initially were promised via the tag system that devs can use after publishing the game, and at one point had even a dialogue that hinted/alluded to cards. These were eventually taken away, but the irritation by older buyers of the game is still seen in old reviews and discussions complaining about the blatant false advertising.
Developers had later informed those asking about cards that it was no longer possible due to the actions that Steam has taken to reduce the amount of money made by fake developers by introducing a “confidence metric”.
Instead of starting to drop Trading Cards the moment they arrive on Steam, we’re going to move to a system where games don’t start to drop cards until the game has reached a confidence metric that makes it clear it’s actually being bought and played by genuine users. Once a game reaches that metric, cards will drop to all users, including all the users who’ve played the game prior to that point. So going forward, even if you play a game before it has Trading Cards, you’ll receive cards for your playtime when the developer adds cards and reaches the confidence metric.
This is a great metric, while it does nothing to stop fake developers and Steam’s quality control continues to be at an all-time low, it’s guaranteed that fake developers are making less money than what they would.
Otherwise, a few last points for this game:
The music is abysmal. It’s the same thing over and over again for the whole 20 – 30 minutes you spend playing the game.
There is only one sound (which I heard) that is when you fire the fruit from the cannon, no contact noises and no noise for when the fruit hits the cake.
The level designs are really lazy, consisting of copy-paste elements of the same standard shapes, over and over again.
What’s even more lazy is that the only thing you need to do is time your left-click right. There is no finesse to the game or requirement for any brain strain. No changing the pitch of the cannon, no adjusting the strength of the blast, no factors that you can alter at all.
The game description on the store page is “Just make a cake.” The cake is already made! You’re just putting the strawberry on top! Also, shouldn’t it be a cherry? Cherries don’t go on cakes, but the phrase is “the cherry on top”, or “the cherry on the cake”, why is it a strawberry?
Price: £0.79 Time To Complete: 38 Minutes – One Full Sitting Achievements: 36 Cards: No. Worth The Money: It’s not even worth the time I spent writing this.
Zest Rating 2 Out Of 10. As Sweet As Out-Of-Season Fruit. A cheap, nothing-more-than-template game, which adds to the clogged and oversaturated market which is Steam. Bright colours, but generally tacky. Works as a game, but that’s about it. A full 38 minutes in one sitting of your life that you’ll never get back, and you ask yourself, “Were the achievements really worth it?”
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.
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.
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.